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Introduction
Credits
Licensing
Roleplaying Games
Basics of Play
Playing the Game
Exploration
Encounters
Downtime
+1d and -1d
Key Terms
Character Creation
1. Choose Attributes
Generating Attributes
Other Statistics
2. Choose a Species
3. Choose an Origin
4. Choose Talents
5. Choose Equipment
6. Adventure!
Advancement
Attributes
Scores and Modifiers
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
Defences
Species
Common Species
Dragonkin
Dwarf
Elf
Giantkin
Gnome
Half Elf
Half Orc
Halfling
Human
Kobold
Orc
Beastkin
Kitsune
Fey
Changeling
Satyr
Goblinoids
Hobgoblin
Lineages
Celestial
Infernal
Origins
Cultures
Forest Guardian
Hordling
Marine Realm
Mountain Hall
Shadowland
Villager
Wildling
Backgrounds
Acolyte
Charlatan
Criminal
Entertainer
Folk Hero
Guild Artisan
Hermit
Noble
Outlander
Sage
Sailor
Samurai
Soldier
Urchin
Talents
Die Talents
Martial Die
Recovery Die
Magic Talents
Arcane Spellcasting
Divine Spellcasting
Other
Armour Talents
Awareness Talents
Barbarian Talents
Rage Powers
Barbed
Bloodrager
Bruiser
Elemental Storm
Fanatic
Feral Soul
Frenzy
Guardian Ancestor
Totem Warrior
Wild Magic
Bard Talents
Bardic Performances
Charm
Creation
Eloquence
Glamour
Spirits
Valour
Whispers
Cleric Talents
Arcana
Death
Forge
Grave
Knowledge
Life
Light
Nature
Order
Peace
Tempest
Trickery
Twilight
War
Combat Talents
Cultural Talents
Druid Talents
Dreams
Firethorn
Land
Menhir
Primal
Spores
Stargazer
Warden
Wildfire
Fighter Talents
Maneuvers
Battle Master
Brawler
Cavalier
Champion
Commander
Mirror Knight
Noble Warrior
Psionic Warrior
Runic Warrior
Spellblade
Fighting Styles
Berserk
Brawling
Covert
Defence
Disruption
Double-Bladed
Dual Wielding
Dueling
Equilibrium
Formation
Great Weapon
Guerrilla
Mounted
Onslaught
Sentinel
Sharpshooter
Shield
Snapshot
Throwing
Versatile
General Talents
Monk Talents
Ascendant Dragon
Astral Self
Dunken Master
Four Elements
Kensei
Long Death
Mercy
Open Hand
Shadow
Sun Soul
Paladin Talents
Ancients
Conquest
Crown
Devotion
Glory
Hunter
Oathbreaker
Redemption
Thunder
Vengeance
Watchers
Ranger Talents
Exploration Knacks
Witcher
Rogue Talents
Assassin
Scout
Thief
Skill Talents
Proficiency
Other
Sorcerer Talents
Aberrant Mind
Chaos Bloodline
Divine Soul
Draconic Bloodline
Lunar Sorcery
Order Bloodline
Shadow Magic
Storm Sorcery
Species Talents
Celestial Talents
Dragonkin Talents
Elf Talents
Infernal Talents
Tool Talents
Proficiency
Other
Warlock Talents
Eldritch Invocations
The Archfey
The Celestial
The Djinn
The Fathomless
The Fiend
The Great Old One
The Hexblade
The Undead
The Undying
Weapon Talents
Proficiency
Weapon Focus
Wizard Talents
Arcane Marksman
Bladedancer
Skills
Skill Checks
Static Scores
Working Together
Contests
Subskills
General Actions
Decipher Writing
Earn Income
Recall Knowledge
Subsist
Animal Handling
Command an Animal
Arcana
Identify Magic
Learn a Spell
Athletics
Balance
Climb
Falling
Force Open
Jump
Maneuver in Flight
Squeeze
Swim
Tumble
Deception
Create a Diversion
Create a Forgery
Impersonate
Lie
Insight
Intimidation
Coerce
Demoralise
Investigation
Lore
Medicine
Diagnose Illness
First Aid
Perform Surgery
Treat Disease
Treat Poison
Treat Wounds
Nature
Performance
Perform
Persuasion
Sleight of Hand
Disable a Device
Palm an Object
Pick a Lock
Steal
Tie a Knot
Stealth
Conceal an Object
Distraction
Hide
Move Silently
Survival
Cover Tracks
Sense Direction
Survive in the Wilderness
Track
Theology
Equipment
Starting Equipment
Wealth
Armour and Shields
Proficiency
Piece
Tables
Glossary
Wearing Armour
Advanced Armour
Weapons
Weapon Proficiency
Simple Weapons
Axes
Blades
Bows
Crossbows
Firearms
Impact
Polearms
Tangling
Unarmed
Ammunition
Glossary
Wielding Weapons
Advanced Weapons
Siege Weapons
Adventuring Gear
Adventuring Gear Table
Adventuring Gear Descriptions
Equipment Packs
Poisons
Tools
Tools Table
Tool Properties
Artisan's Tools
Disguise Kit
Forgery Kit
Gaming Set
Herbalism Kit
Musical Instrument
Navigator's Tools
Poisoner's Kit
Thieves' Tools
Vehicles
Animals
Common Mounts
Aquatic Animals
Dinosaurs and Megafauna
Dire Animals
Other Mounts
Pets
Vehicles
Trade Goods
Expenses
Lifestyle Expenses
Food, Drink and Lodging
Mundane Services
Spellcasting Services
Magic Items
Magic Item List
Runes
Spellcasting
What is a Spell?
Known and Prepared Spells
Spell Level
Mana
Cantrips
Rituals
Casting Spells in Armour
Perceiving a Caster at Work
Identifying a Spell
Casting a Spell
Casting Time
Range
Components
The Schools of Magic
Duration
Targets
Areas of Effect
Attack Rolls
Defence Checks
Combining Magical Effects
The Weave of Magic
Spells
Spell Lists
Arcane Spell List
Divine Spell List
Cantrips
Charms
Conjuration
Divination
Evocation
Illusion
Necromancy
Restoration
Transmutation
Warding
Level 1
Charms
Conjuration
Divination
Evocation
Illusion
Necromancy
Restoration
Transmutation
Warding
Level 2
Charms
Conjuration
Divination
Evocation
Illusion
Necromancy
Restoration
Transmutation
Warding
Level 3
Charms
Conjuration
Divination
Evocation
Illusion
Necromancy
Restoration
Transmutation
Warding
Level 4
Charms
Conjuration
Divination
Evocation
Illusion
Necromancy
Restoration
Transmutation
Warding
Level 5
Charms
Conjuration
Divination
Evocation
Illusion
Necromancy
Restoration
Transmutation
Warding
Level 6
Charms
Conjuration
Divination
Evocation
Illusion
Necromancy
Restoration
Transmutation
Warding
Level 7
Charms
Conjuration
Divination
Evocation
Illusion
Necromancy
Restoration
Transmutation
Warding
Level 8
Charms
Conjuration
Divination
Evocation
Illusion
Necromancy
Restoration
Transmutation
Warding
Level 9
Charms
Conjuration
Divination
Evocation
Illusion
Necromancy
Restoration
Transmutation
Warding
Level 10
Charms
Conjuration
Divination
Evocation
Illusion
Necromancy
Restoration
Transmutation
Warding
Resurrection Rules
General Rules
Conventions
Checks
Identify the Modifiers
Calculate the Result
Degree of Success
Specific Checks
Attack Rolls
Spell Attack Rolls
Perception
Defence Checks
Skill Checks
Special Checks
Damage
Damage Roll
Damage Type
Damage Resistance
Damage Remaining
Injuries
Conditions
Effects
Afflictions
Counteracting
Stamina, Healing and Dying
Knocked Out and Dying
Recovery Checks
Conditions Related to Dying and Death
Death
Destiny and Dying
Death Effects and Instant Death
Massive Damage
Exertion
Temporary Stamina
Fast Healing and Regeneration
Items and Stamina
Actions
Movement
Awareness
Light
Senses
Special Senses
Detecting Creatures
Concealment and Invisibility
Destiny Points
Exploration
Time
Movement
Speed
Special Types of Movement
Activity While Travelling
Travel Hazards
The Environment
Falling
Suffocating
Vision and Light
Food and Water
Interacting With Objects
Social Interaction
Roleplaying
Skill Checks
Resting
Breather
Short Rest
Long Rest
Full Rest
Extended Rest
Sleep
Combat
Structure
1. Roll Initiative
2. Play a Round
3. Begin the Next Round
4. End the Encounter
Turns
1. Start Your Turn
2. Act
3. End Your Turn
Basic Actions
Aid
Arrest a Fall
Avert Gaze
Delay
Dodge
Guard
Interact
Point Out
Ready
Release
Seek
Sense Motive
Speak
Strike
Movement Actions
Burrow
Crawl
Drop Prone
Fly
Grab an Edge
Leap
Mount
Overrun
Stand
Step
Stride
Take Cover
Melee Actions
Charge
Coup de Grace
Disarm
Distract
Drive Back
Dual Wield
Escape
Feint
Fight Dirty
Grapple
Lunge
Parry
Power Attack
Raise Shield
Shove
Sunder
Suppress
Trip
Ranged Actions
Aim
Disarm
Distract
Drive Back
Pin
Suppress
Movement in Encounters
Grid Movement
Size, Space and Reach
Move Action Triggers
Moving Through a Creature's Space
Forced Movement
Terrain
Flanking
Cover
Special Battles
Mounted Combat
Aerial Combat
Aquatic Combat
Downtime
Crafting
Recuperating
Researching
Training
Working
Conditions
Blinded
Broken
Charmed
Dazed
Deafened
Destroyed
Exhaustion
Flat-Footed
Fleeing
Frightened
Grappled
Incapacitated
Invisible
Nauseated
Pain-Wracked
Panicked
Paralysed
Persistent Damage
Petrified
Pinned
Poisoned
Prone
Restrained
Shaken
Slowed
Staggered
Stunned
Supine
Unconscious
Afflictions
Progression and End States
Diseases
Physical Disease Track
Mental Disease Track
Disease Templates
Diseases List
Poisons
Harvesting Poisons
Crafting Poison
Crafting Antivenom
Applying Poison
Multiple Doses of Poison
Poison Tracks
Poisons List
Infused Poisons
Necrotoxins
Madness
Bestiary
Fiends
Gozu
Humanoids
Gnoll
Knight
Mage
Priest
Veteran
Monster Abilities
Burn
Constrict
Earth Glide
Grab
Pack Tactics
Poisonous
Rake
Rend
Rush
Trample
Whelm
Whirlwind
Stormchaser Roleplaying
Conditions
Blinded
Blinded
A blinded creature can’t see and automatically fails any ability check that requires sight.
Melee and ranged attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage.