Player's Handbook (2014)
Core Rulebooks
PHB
2014
Wizards of the Coast
Player's Handbook (2014) - core
Inhaltsverzeichnis
Introduction
Step-by-Step Characters
- Building Bruenor
- 1. Choose a Race
- Building Bruenor, Step 1
- 2. Choose a Class
- Level
- Quick Build
- Hit Points and Hit Dice
- Proficiency Bonus
- Building Bruenor, Step 2
- 3. Determine Ability Scores
- Building Bruenor, Step 3
- Variant: Customizing Ability Scores
- 4. Describe Your Character
- Your Character's Abilities
- Building Bruenor, Step 4
- 5. Choose Equipment
- Armor Class
- Weapons
- Building Bruenor, Step 5
- 6. Come Together
- Beyond 1st Level
- Tiers of Play
Races
Classes
Personality and Background
- Character Details
- Name
- Sex
- Tika and Artemis: Contrasting Characters
- Height and Weight
- Other Physical Characteristics
- Tika and Artemis: Character Details
- Alignment
- Alignment in the Multiverse
- Tika and Artemis: Alignment
- Languages
- Personal Characteristics
- Personality Traits
- Ideals
- Bonds
- Flaws
- Tika and Artemis: Personal Characteristics
- Inspiration
- Gaining Inspiration
- Using Inspiration
- Backgrounds
- Proficiencies
- Languages
- Equipment
- Suggested Characteristics
- Customizing a Background
- Tika and Artemis: Backgrounds
Equipment
- Starting Equipment
- Wealth
- Coinage
- Selling Treasure
- Arms, Armor, and Other Equipment
- Magic Items
- Gems, Jewelry, and Art Objects
- Trade Goods and Other
- Armor and Shields
- Armor Proficiency
- Armor Class (AC)
- Heavy Armor
- Stealth
- Shields
- Variant: Equipment Sizes
- Light Armor
- Padded
- Leather
- Studded Leather
- Medium Armor
- Hide
- Chain Shirt
- Scale Mail
- Breastplate
- Half Plate
- Heavy Armor
- Ring Mail
- Chain Mail
- Splint
- Plate
- Getting Into and Out of Armor
- Don
- Doff
- Weapons
- Weapon Proficiency
- Weapon Properties
- Ammunition
- Finesse
- Heavy
- Light
- Loading
- Range
- Reach
- Special
- Thrown
- Two-Handed
- Versatile
- Improvised Weapons
- Silvered Weapons
- Special Weapons
- Lance
- Net
- Adventuring Gear
- Acid
- Alchemist's Fire
- Antitoxin
- Arcane Focus
- Ball Bearings
- Block and Tackle
- Book
- Caltrops
- Candle
- Case, Crossbow Bolt
- Case, Map or Scroll
- Chain
- Climber's Kit
- Component Pouch
- Crowbar
- Druidic Focus
- Fishing Tackle
- Healer's Kit
- Holy Symbol
- Holy Water
- Hunting Trap
- Lamp
- Lantern, Bullseye
- Lantern, Hooded
- Lock
- Magnifying Glass
- Manacles
- Mess Kit
- Oil
- Poison, Basic
- Potion of Healing
- Pouch
- Quiver
- Ram, Portable
- Rations
- Rope, hempen (50 feet)
- Rope, silk (50 feet)
- Scale, Merchant's
- Spellbook
- Spyglass
- Tent
- Tinderbox
- Torch
- Equipment Packs
- Burglar's Pack (16 gp)
- Diplomat's Pack (39 gp)
- Dungeoneer's Pack (12 gp)
- Entertainer's Pack (40 gp)
- Explorer's Pack (10 gp)
- Priest's Pack (19 gp)
- Scholar's Pack (40 gp)
- Tools
- Artisan's Tools
- Disguise Kit
- Forgery Kit
- Gaming Set
- Herbalism Kit
- Musical Instrument
- Navigator's Tools
- Poisoner's Kit
- Thieves' Tools
- Mounts and Vehicles
- Barding
- Saddles
- Vehicle Proficiency
- Rowed Vessels
- Trade Goods
- Expenses
- Lifestyle Expenses
- Wretched
- Squalid
- Poor
- Modest
- Comfortable
- Wealthy
- Aristocratic
- Food, Drink, and Lodging
- Self-Sufficiency
- Services
- Spellcasting Services
- Trinkets
Customization Options
Using Ability Scores
- Ability Scores and Modifiers
- Advantage and Disadvantage
- Proficiency Bonus
- Ability Checks
- Contests
- Skills
- Variant: Skills with Different Abilities
- Passive Checks
- Working Together
- Group Checks
- Using Each Ability
- Strength
- Strength Checks
- Athletics
- Other Strength Checks
- Attack Rolls and Damage
- Lifting and Carrying
- Carrying Capacity
- Push, Drag, or Lift
- Size and Strength
- Variant: Encumbrance
- Dexterity
- Dexterity Checks
- Acrobatics
- Sleight of Hand
- Stealth
- Other Dexterity Checks
- Attack Rolls and Damage
- Armor Class
- Initiative
- Hiding
- Passive Perception
- What Can you See?
- Constitution
- Constitution Checks
- Hit Points
- Intelligence
- Intelligence Checks
- Arcana
- History
- Investigation
- Nature
- Religion
- Other Intelligence Checks
- Spellcasting Ability
- Wisdom
- Wisdom Checks
- Animal Handling
- Insight
- Medicine
- Perception
- Survival
- Other Wisdom Checks
- Spellcasting Ability
- Finding a Hidden Object
- Charisma
- Charisma Checks
- Deception
- Intimidation
- Performance
- Persuasion
- Other Charisma Checks
- Spellcasting Ability
- Saving Throws
Adventuring
- Time
- Movement
- Speed
- Travel Pace
- Forced March
- Mounts and Vehicles
- Difficult Terrain
- Special Types of Movement
- Climbing, Swimming, and Crawling
- Jumping
- Long Jump
- High Jump
- Activity While Traveling
- Marching Order
- Fewer Than Three Ranks
- Stealth
- Noticing Threats
- Encountering Creatures
- Surprising Foes
- Other Activities
- Navigate
- Draw a Map
- Track
- Forage
- Splitting Up the Party
- The Environment
- Falling
- Suffocating
- Vision and Light
- Blindsight
- Darkvision
- Truesight
- Food and Water
- Food
- Water
- Interacting with Objects
- Social Interaction
- Roleplaying
- Descriptive Approach to Roleplaying
- Active Approach to Roleplaying
- Results of Roleplaying
- Ability Checks
- Resting
- Short Rest
- Long Rest
- Between Adventures
- Lifestyle Expenses
- Downtime Activities
- Crafting
- Practicing a Profession
- Recuperating
- Researching
- Training
Combat
- Combat Step by Step
- The Order of Combat
- Surprise
- Initiative
- Your Turn
- Bonus Actions
- Other Activity on Your Turn
- Interacting with Objects Around You
- Reactions
- Movement and Position
- Breaking Up Your Move
- Moving between Attacks
- Using Different Speeds
- Difficult Terrain
- Being Prone
- Moving around Other Creatures
- Flying Movement
- Creature Size
- Space
- Squeezing into a Smaller Space
- Variant: Playing on a Grid
- Squares
- Speed
- Entering a Square
- Corners
- Ranges
- Actions in Combat
- Making an Attack
- Attack Rolls
- Modifiers to the Roll
- Ability Modifier
- Proficiency Bonus
- Rolling 1 or 20
- Unseen Attackers and Targets
- Ranged Attacks
- Range
- Ranged Attacks in Close Combat
- Melee Attacks
- Opportunity Attacks
- Two-Weapon Fighting
- Contests in Combat
- Grappling
- Escaping a Grapple
- Moving a Grappled Target
- Shoving a Creature
- Cover
- Damage and Healing
- Hit Points
- Damage Rolls
- Critical Hits
- Damage Types
- Acid
- Bludgeoning
- Cold
- Fire
- Force
- Lightning
- Necrotic
- Piercing
- Poison
- Psychic
- Radiant
- Slashing
- Thunder
- Damage Resistance and Vulnerability
- Describing the Effects of Damage
- Healing
- Dropping to 0 Hit Points
- Instant Death
- Falling Unconscious
- Death Saving Throws
- Rolling 1 or 20
- Damage at 0 Hit Points
- Stabilizing a Creature
- Monsters and Death
- Knocking a Creature Out
- Temporary Hit Points
- Mounted Combat
- Mounting and Dismounting
- Controlling a Mount
- Underwater Combat
Spellcasting
- What is a Spell?
- Spell Level
- Known and Prepared Spells
- Spell Slots
- Casting a Spell at a Higher Level
- Cantrips
- Rituals
- Casting a Spell
- Casting in Armor
- Casting Time
- Bonus Action
- Reactions
- Longer Casting Times
- Range
- Components
- Verbal (V)
- Somatic (S)
- Material (M)
- Duration
- Instantaneous
- Concentration
- Targets
- A Clear Path to the Target
- Targeting Yourself
- The Schools of Magic
- Areas of Effect
- Cone
- Cube
- Cylinder
- Line
- Sphere
- Saving Throws
- Attack Rolls
- Combining Magical Effects
- The Weave of Magic
Spells
Conditions
Gods of the Multiverse
The Planes of Existence
Credits
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