Player's Handbook (2024)
Other
XPHB
2024
Wizards of the Coast
Player's Handbook (2024) - other
Sommario
Introduction: Welcome to Adventure
Chapter 1: Playing the Game
- Rules Glossary
- Player or DM?
- Being a Player
- Being the Dungeon Master
- Rhythm of Play
- Exceptions Supersede General Rules
- An Ongoing Game
- Adventures
- Campaigns
- Dice
- Round Down
- Dice Notation
- Percentile Dice
- D3
- What Are Dice For?
- D20 Test
- Damage
- Random Tables
- Percentage Chances
- Interpreting Die Rolls in the Story
- The Six Abilities
- Ability Scores
- Ability Modifiers
- D20 Tests
- Ability Checks
- Ability Modifier
- Proficiency Bonus
- Difficulty Class
- Saving Throws
- Ability Modifier
- Proficiency Bonus
- Difficulty Class
- Attack Rolls
- Ability Modifier
- Proficiency Bonus
- Armor Class
- Calculating AC
- Only One Base AC
- Rolling 20 or 1
- Advantage/Disadvantage
- Roll Two D20s
- They Don't Stack
- Interactions with Rerolls
- Heroic Inspiration
- Only One at a Time
- Gaining Heroic Inspiration
- Proficiency
- The Bonus Doesn't Stack
- Skill Proficiencies
- Skill List
- Determining Skills
- Skills with Different Abilities
- Saving Throw Proficiencies
- Equipment Proficiencies
- Actions
- One Thing at a Time
- Bonus Actions
- Reactions
- What Would Your Character Do?
- Social Interaction
- Roleplaying
- Ability Checks
- Social Interaction Example
- Active Roleplaying
- Descriptive Roleplaying
- (1)—Ability Checks
- (2)—Influencing NPCs
- Exploration
- Adventuring Equipment
- Vision and Light
- Obscured Areas
- Light
- Bright Light
- Dim Light
- Darkness
- Special Senses
- Hiding
- Interacting with Objects
- What Is an Object?
- Time-Limited Object Interactions
- Finding Hidden Objects
- Carrying Objects
- Breaking Objects
- Hazards
- Travel
- Marching Order
- Travel Pace
- Fast
- Normal
- Slow
- Vehicles
- Exploration Example
- Everyone Is Accounted For
- Teamwork Matters
- (3)—Worth Rolling with or without Proficiency
- (4)—Finding Hidden Objects
- (5)—Casting Spells
- Know Your Spells!
- (6)—Vision and Light
- (7)—Saving Throws
- Combat
- The Order of Combat
- Combat Step by Step
- Initiative
- Surprise
- Initiative Order
- Ties
- Your Turn
- Communicating
- Interacting with Things
- Doing Nothing on Your Turn
- Ending Combat
- Movement and Position
- Difficult Terrain
- Playing on a Grid
- Squares
- Speed
- Entering a Square
- Corners
- Ranges
- Breaking Up Your Move
- Dropping Prone
- Creature Size
- Moving around Other Creatures
- Making an Attack
- Cover
- Unseen Attackers and Targets
- Ranged Attacks
- Range
- Ranged Attacks in Close Combat
- Melee Attacks
- Reach
- Opportunity Attacks
- Avoiding Opportunity Attack
- Making an Opportunity Attack
- Mounted Combat
- Mounting and Dismounting
- Controlling a Mount
- Falling Off
- Underwater Combat
- Impeded Weapons
- Fire Resistance
- Damage and Healing
- Hit Points
- Resting
- Damage Rolls
- Critical Hits
- Saving Throws and Damage
- Damage against Multiple Targets
- Half Damage
- Damage Types
- Resistance and Vulnerability
- No Stacking
- Order of Application
- Immunity
- Healing
- Dropping to 0 Hit Points
- Instant Death
- Monster Death
- Hit Point Maximum of 0
- Massive Damage
- Character Demise
- Falling Unconscious
- Knocking Out a Creature
- Death Saving Throws
- Three Successes/Failures
- Rolling a 1 or 20
- Damage at 0 Hit Points
- Stabilizing a Character
- Temporary Hit Points
- Lose Temporary Hit Points First
- Duration
- Temporary Hit Points Don't Stack
- They're Not Hit Points or Healing
- Conditions
- Duration
- Conditions Don't Stack
- Combat and Damage Example
- (8)—Starting Combat
- (9)—Rolling Initiative
- (10)—Taking Turns
- (11)—Attack Rolls
- (12)—Spells and Reactions
- (13)—Special Abilities
- (14)—Vulnerability
- (15)—Areas of Effect
- (16)—Saving Throws
- Damage and Hit Points
- (17)—Saving Throws
Chapter 2: Creating a Character
- Get Ready
- Talk with Your DM
- Session Zero
- Choose a Character Sheet
- Create Your Character
- Step 1: Choose a Class
- A Balanced Party
- Write Your Level
- Write Your XP
- Starting at a Higher Level
- Note Armor Training
- Hold That Thought
- Step 2: Determine Origin
- Choose a Background
- Record Your Feat
- Note Proficiencies
- Choose Starting Equipment
- Choose a Species
- Imagine Your Past and Present
- Choose Languages
- Step 3: Determine Ability Scores
- Generate Your Scores
- Standard Array
- Random Generation
- Point Cost
- Assign Ability Scores
- Adjust Ability Scores
- Backgrounds and Species from Older Books
- Determine Ability Modifiers
- Describe Appearance and Personality
- Step 4: Choose an Alignment
- The Nine Alignments
- Lawful Good (LG)
- Neutral Good (NG)
- Chaotic Good (CG)
- Lawful Neutral (LN)
- Neutral (N)
- Chaotic Neutral (CN)
- Lawful Evil (LE)
- Neutral Evil (NE)
- Chaotic Evil (CE)
- Unaligned Creatures
- Alignment and Personality
- Step 5: Fill In Details
- Record Class Features
- Fill In Numbers
- Saving Throws
- Skills
- Passive Perception
- Passive Perception
- Hit Points
- Hit Point Dice
- Initiative
- Armor Class
- Attacks
- Melee
- Ranged
- Spellcasting
- Spell
- Spell
- Spell Slots, Cantrips, and Prepared Spells
- Name Your Character
- Create Final Details
- Level Advancement
- Gaining a Level
- Tiers of Play
- Tier 1 (Levels 1–4)
- Tier 2 (Levels 5–10)
- Tier 3 (Levels 11–16)
- Tier 4 (Levels 17–20)
- Bonus Feats at Level 20
- Starting at Higher Levels
- Creating Your Character
- Starting Equipment
- Multiclassing
- Prerequisites
- Experience Points
- Hit Points and Hit Point Dice
- Proficiency Bonus
- Proficiencies
- Class Features
- Armor Class
- Extra Attack
- Spellcasting
- Spells Prepared
- Cantrips
- Spell Slots
- Pact Magic
- Trinkets
Chapter 3: Character Classes
Chapter 4: Character Origins
Chapter 5: Feats
Chapter 6: Equipment
- Coins
- Selling Equipment
- Weapons
- Weapon Proficiency
- Properties
- Ammunition
- Finesse
- Heavy
- Improvised Weapons
- Light
- Loading
- Range
- Reach
- Thrown
- Two-Handed
- Versatile
- Mastery Properties
- Cleave
- Graze
- Nick
- Push
- Sap
- Slow
- Topple
- Vex
- Armor
- Armor Training
- Light, Medium, or Heavy Armor
- Shield
- One at a Time
- Variant: Equipment Sizes
- Tools
- Tool Proficiency
- Artisan's Tools
- Alchemist's Supplies (50 GP)
- Brewer's Supplies (20 GP)
- Calligrapher's Supplies (10 GP)
- Carpenter's Tools (8 GP)
- Cartographer's Tools (15 GP)
- Cobbler's Tools (5 GP)
- Cook's Utensils (1 GP)
- Glassblower's Tools (30 GP)
- Jeweler's Tools (25 GP)
- Leatherworker's Tools (5 GP)
- Mason's Tools (10 GP)
- Painter's Supplies (10 GP)
- Potter's Tools (10 GP)
- Smith's Tools (20 GP)
- Tinker's Tools (50 GP)
- Weaver's Tools (1 GP)
- Woodcarver's Tools (1 GP)
- Other Tools
- Disguise Kit (25 GP)
- Forgery Kit (15 GP)
- Gaming Set (Varies)
- Herbalism Kit (5 GP)
- Musical Instrument (Varies)
- Navigator's Tools (25 GP)
- Poisoner's Kit (50 GP)
- Thieves' Tools (25 GP)
- Adventuring Gear
- Acid (25 GP)
- Alchemist's Fire (50 GP)
- Ammunition (Varies)
- Antitoxin (50 GP)
- Arcane Focus (Varies)
- Backpack (2 GP)
- Ball Bearings (1 GP)
- Barrel (2 GP)
- Basket (4 SP)
- Bedroll (1 GP)
- Bell (1 GP)
- Blanket (5 SP)
- Block and Tackle (1 GP)
- Book (25 GP)
- Bottle, Glass (2 GP)
- Bucket (5 CP)
- Burglar's Pack (16 GP)
- Caltrops (1 GP)
- Candle (1 CP)
- Case, Crossbow Bolt (1 GP)
- Case, Map or Scroll (1 GP)
- Chain (5 GP)
- Chest (5 GP)
- Climber's Kit (25 GP)
- Clothes, Fine (15 GP)
- Clothes, Traveler's (2 GP)
- Component Pouch (25 GP)
- Costume (5 GP)
- Crowbar (2 GP)
- Diplomat's Pack (39 GP)
- Druidic Focus (Varies)
- Dungeoneer's Pack (12 GP)
- Entertainer's Pack (40 GP)
- Explorer's Pack (10 GP)
- Flask (2 CP)
- Grappling Hook (2 GP)
- Healer's Kit (5 GP)
- Holy Symbol (Varies)
- Holy Water (25 GP)
- Hunting Trap (5 GP)
- Ink (10 GP)
- Ink Pen (2 CP)
- Jug (2 CP)
- Ladder (1 SP)
- Lamp (5 SP)
- Lantern, Bullseye (10 GP)
- Lantern, Hooded (5 GP)
- Lock (10 GP)
- Magnifying Glass (100 GP)
- Manacles (2 GP)
- Map (1 GP)
- Mirror (5 GP)
- Net (1 GP)
- Oil (1 SP)
- Dousing a Creature or an Object
- Dousing a Space
- Fuel
- Paper (2 SP)
- Parchment (1 SP)
- Perfume (5 GP)
- Poison, Basic (100 GP)
- Pole (5 CP)
- Pot, Iron (2 GP)
- Potion of Healing (50 GP)
- Pouch (5 SP)
- Priest's Pack (33 GP)
- Quiver (1 GP)
- Ram, Portable (4 GP)
- Rations (5 SP)
- Robe (1 GP)
- Rope (1 GP)
- Sack (1 CP)
- Scholar's Pack (40 GP)
- Shovel (2 GP)
- Signal Whistle (5 CP)
- Spell Scroll (Cantrip, 30 GP Level 1, 50 GP)
- Spikes, Iron (1 GP)
- Spyglass (1,000 GP)
- String (1 SP)
- Tent (2 GP)
- Tinderbox (5 SP)
- Torch (1 CP)
- Vial (1 GP)
- Waterskin (2 SP)
- Mounts and Vehicles
- Mounts and Cargo
- Barding
- Saddles
- Large Vehicles
- Speed
- Crew
- Passengers
- Damage Threshold
- Ship Repair
- Services
- Lifestyle Expenses
- Wretched (Free)
- Squalid (1 SP per Day)
- Poor (2 SP per Day)
- Modest (1 GP per Day)
- Comfortable (2 GP per Day)
- Wealthy (4 GP per Day)
- Aristocratic (10 GP per Day)
- Food, Drink, and Lodging
- Travel
- Hirelings
- Spellcasting
- Magic Items
- Identifying a Magic Item
- Attunement
- Attune during a Short Rest
- No More Than Three Items
- Ending Attunement
- Wearing and Wielding Items
- Multiple Items of the Same Kind
- Paired Items
- Crafting Equipment
- Crafting Nonmagical Items
- Tools
- Raw Materials
- Time
- Brewing Potions of Healing
- Scribing Spell Scrolls
- Time and Cost
- Prerequisites for the Scribe
- Cantrips
Chapter 7: Spells
- Gaining Spells
- Preparing Spells
- Always-Prepared Spells
- Casting in Armor
- Casting Spells
- Spell Level
- Spell Slots
- Casting without Slots
- Using a Higher-Level Spell Slot
- School of Magic
- Class Spell Lists
- Casting Time
- One Spell with a Spell Slot per Turn
- Reaction and Bonus Action Triggers
- Longer Casting Times
- Range
- Components
- Verbal (V)
- Creating Verbal Components
- Somatic (S)
- Material (M)
- Duration
- Effects
- Targets
- A Clear Path to the Target
- Targeting Yourself
- Areas of Effect
- Awareness of Being Targeted
- Invalid Targets
- Saving Throws
- Spell
- Attack Rolls
- Spell
- Combining Spell Effects
- Identifying an Ongoing Spell
- Spell Descriptions
Appendix A: The Multiverse
Appendix B: Creature Stat Blocks
Rules Glossary
- Glossary Conventions
- Rules Definitions
- Ability Check
- Ability Score and Modifier
- Action
- Advantage
- Adventure
- Alignment
- Ally
- Area of Effect
- Armor Class
- Armor Training
- Attack
- Attack Roll
- Attitude
- Attunement
- Blinded
- Blindsight
- Bloodied
- Bonus Action
- Breaking Objects
- Bright Light
- Burning
- Burrow Speed
- Campaign
- Cantrip
- Carrying Capacity
- Challenge Rating
- Character Sheet
- Charmed
- Climbing
- Climb Speed
- Concentration
- Condition
- Cone [Area of Effect]
- Cover
- Crawling
- Creature
- Creature Type
- Critical Hit
- Cube [Area of Effect]
- Curses
- Cylinder [Area of Effect]
- D20 Test
- Damage
- Damage Roll
- Damage Threshold
- Damage Types
- Darkness
- Darkvision
- Dash
- Dead
- Deafened
- Death Saving Throw
- Dehydration
- Difficult Terrain
- Difficulty Class
- Dim Light
- Disadvantage
- Disengage
- Dodge
- Emanation [Area of Effect]
- Encounter
- Enemy
- Exhaustion
- Experience Points
- Expertise
- Falling
- Flying
- Fly Speed
- Friendly [Attitude]
- Frightened
- Grappled
- Grappling
- Hazard
- Healing
- Heavily Obscured
- Help
- Heroic Inspiration
- Hide
- High Jump
- Hit Point Dice
- Hit Points
- Hostile [Attitude]
- Hover
- Illusions
- Immunity
- Improvised Weapons
- Incapacitated
- Indifferent [Attitude]
- Influence
- Initiative
- Invisible
- Jumping
- Knocking Out a Creature
- Lightly Obscured
- Line [Area of Effect]
- Long Jump
- Long Rest
- Magic
- Magical Effect
- Malnutrition
- Monster
- Nonplayer Character
- Object
- Occupied Space
- Opportunity Attack
- Paralyzed
- Passive Perception
- Per Day
- Petrified
- Player Character
- Poisoned
- Possession
- Proficiency
- Prone
- Reaction
- Ready
- Resistance
- Restrained
- Ritual
- Round Down
- Save
- Saving Throw
- Search
- Shape-Shifting
- Short Rest
- Simultaneous Effects
- Size
- Skill
- Speed
- Spell
- Spell Attack
- Spellcasting Focus
- Sphere [Area of Effect]
- Stable
- Stat Block
- Study
- Stunned
- Suffocation
- Surprised
- Swimming
- Swim Speed
- Target
- Telepathy
- Teleportation
- Temporary Hit Points
- Tremorsense
- Truesight
- Unarmed Strike
- Unconscious
- Unoccupied Space
- Utilize
- Vulnerability
- Weapon
- Weapon Attack
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