Secret Lesson 16

Hazards, Marching Order, Travel Pace, Mounts, and Vehicles

Exploration is not only about examining rooms and finding hidden doors.

Adventurers also have to survive:

  • dangerous environments

  • long journeys

  • hunger

  • lack of water

  • falls

  • fire

  • suffocation

  • difficult decisions about how quickly to travel

  • positioning while moving through dangerous territory

The SRD groups several of these dangers under:

HAZARDS

and provides travel rules for situations in which characters journey for hours or days rather than measuring movement second by second.

The main hazards identified in the Exploration rules are:

Burning

Dehydration

Falling

Malnutrition

Suffocation

 


HAZARDS

Monsters may be the most obvious threat in an adventure, but the environment itself can be dangerous.

A character can survive a battle and still face serious problems from:

  • fire

  • starvation

  • dehydration

  • a dangerous fall

  • inability to breathe

These dangers use normal game mechanics such as:

  • damage

  • Ability Checks

  • Saving Throws

  • conditions

  • Exhaustion


EXHAUSTION

Several hazards in this lesson cause:

EXHAUSTION

So before studying them, you need to understand the basic effect of that condition.

Exhaustion is cumulative.

Each time you gain it:

GAIN 1 EXHAUSTION LEVEL

At:

6 LEVELS

the creature dies.


EXHAUSTION AND D20 TESTS

Each Exhaustion level reduces your D20 Tests by:

2 × YOUR EXHAUSTION LEVEL

 

For example:

Exhaustion 1

−2 to D20 Tests

Exhaustion 2

−4 to D20 Tests

Exhaustion 3

−6 to D20 Tests

and so on.


EXHAUSTION AND SPEED

Your Speed is also reduced by:

5 FEET × YOUR EXHAUSTION LEVEL

 

For a character whose normal Speed is 30 feet:

Exhaustion 1

Speed:

25 feet

Exhaustion 2

Speed:

20 feet

Exhaustion 3

Speed:

15 feet


REMOVING EXHAUSTION

Normally, completing a:

LONG REST

removes:

1 EXHAUSTION LEVEL

When your Exhaustion level reaches 0, the condition ends.

Some hazards in this lesson add an extra requirement before their Exhaustion can be removed.

We will see those exceptions shortly.


1. BURNING

A burning creature or object takes:

1D4 FIRE DAMAGE

at:

THE START OF EACH OF ITS TURNS

 


EXAMPLE

Your character catches fire.

At the start of your turn:

roll:

1d4 Fire damage

If the flames continue, the same thing happens again at the start of your next turn.

So being on fire can keep causing damage until the fire is extinguished.


PUTTING OUT THE FIRE

If you are burning, you can use:

AN ACTION

to extinguish the flames by:

  1. giving yourself the Prone condition

  2. rolling on the ground

 

This is the classic:

STOP, DROP, AND ROLL

mechanic.


OTHER WAYS TO EXTINGUISH FIRE

The fire also goes out if it is:

  • doused

  • submerged

  • suffocated

 

For example:

jumping into sufficient water could extinguish the flames.


BURNING OBJECTS

The hazard applies not only to creatures.

It can also affect:

OBJECTS

A burning object takes the same:

1d4 Fire damage at the start of each of its turns

under the Burning hazard.

This can interact with the object rules you learned in Lesson 15.


2. DEHYDRATION

Every creature needs water.

The amount required each day depends on:

CREATURE SIZE

 


WATER NEEDS PER DAY

Size Water Required
Tiny 1/4 gallon
Small 1 gallon
Medium 1 gallon
Large 4 gallons
Huge 16 gallons
Gargantuan 64 gallons

 


DRINKING TOO LITTLE WATER

If a creature drinks:

LESS THAN HALF

of its required daily water:

it gains:

1 EXHAUSTION LEVEL

at the:

END OF THE DAY

 


EXAMPLE — MEDIUM CHARACTER

A Medium character needs:

1 gallon per day

Half is:

1/2 gallon

If the character drinks less than that during the day:

GAIN 1 EXHAUSTION LEVEL AT DAY'S END


DEHYDRATION EXHAUSTION HAS A SPECIAL RULE

Normally a Long Rest removes one Exhaustion level.

However, Exhaustion caused by dehydration cannot be removed until the creature:

DRINKS ITS FULL DAILY WATER REQUIREMENT

 

This means simply resting while still badly dehydrated isn't enough.


EXAMPLE

You have gained Exhaustion because of dehydration.

You complete a Long Rest but still haven't had the full water required for a day.

The dehydration restriction prevents that Exhaustion from being removed until the water requirement is satisfied.


3. FALLING

Falling is one of the most common environmental dangers.

When a creature falls, it takes:

1D6 BLUDGEONING DAMAGE PER 10 FEET FALLEN

up to a maximum of:

20D6

 


FALL DAMAGE TABLE

Some examples:

Fall Distance Damage
10 feet 1d6
20 feet 2d6
30 feet 3d6
50 feet 5d6
100 feet 10d6
200 feet 20d6
300 feet 20d6

The damage stops increasing after:

20D6

because that is the maximum under the general Falling rule.


WHEN IS FALL DAMAGE TAKEN?

The damage occurs:

AT THE END OF THE FALL

 


LANDING PRONE

When a creature lands after a fall:

IT HAS THE PRONE CONDITION

unless it:

TAKES NO DAMAGE FROM THE FALL

 


EXAMPLE

A character falls:

30 feet

Damage:

3D6 BLUDGEONING

If the character takes any of that falling damage:

they land:

PRONE


FALLING INTO WATER OR ANOTHER LIQUID

Falling into water provides a special possibility.

A creature falling into water or another liquid can use:

ITS REACTION

to attempt either:

DC 15 STRENGTH (ATHLETICS)

or:

DC 15 DEXTERITY (ACROBATICS)

 


WHY MAKE THE CHECK?

The creature is attempting to enter the surface:

  • head first

  • or feet first

On a successful check:

FALL DAMAGE IS HALVED

 


EXAMPLE — WATER FALL

A character falls:

40 feet

Normal damage:

4D6

The character uses their Reaction and succeeds on:

DC 15 Dexterity (Acrobatics)

The fall damage that results is:

HALVED


YOU NEED YOUR REACTION

Because this option explicitly uses a:

REACTION

you cannot use it if your Reaction is unavailable.

This connects directly with the timing rules from Lesson 11.


FLYING CREATURES CAN ALSO FALL

The SRD states that a flying creature falls if:

  • it becomes Incapacitated

  • it becomes Prone

  • its Fly Speed is reduced to 0

unless it can:

HOVER

 

This can make falling extremely important in aerial encounters.


4. MALNUTRITION

Creatures also need food.

Daily food requirements depend on:

SIZE

 


FOOD NEEDS PER DAY

Size Food Required
Tiny 1/4 pound
Small 1 pound
Medium 1 pound
Large 4 pounds
Huge 16 pounds
Gargantuan 64 pounds

 


EATING LESS THAN HALF

If a creature eats something during the day but consumes:

LESS THAN HALF

of the required amount:

it must make:

DC 10 CONSTITUTION SAVING THROW

at the end of the day.

On a failed save:

GAIN 1 EXHAUSTION LEVEL

 


EXAMPLE — MEDIUM CHARACTER

Required food:

1 pound per day

The character eats only:

1/4 pound

That is less than half.

At day's end:

DC 10 CONSTITUTION SAVE

Failure:

+1 EXHAUSTION


EATING NOTHING

The rules are different if a creature eats:

NO FOOD AT ALL

After:

5 DAYS

without food:

the creature automatically gains:

1 EXHAUSTION LEVEL

at the end of the fifth day.

Then it gains:

1 ADDITIONAL EXHAUSTION LEVEL

at the end of every following day without food.


EXAMPLE

No food:

Days 1–4

No automatic Exhaustion from this no-food rule yet.

End of Day 5

+1 Exhaustion

End of Day 6

+1 additional Exhaustion

End of Day 7

+1 additional Exhaustion

and so on.


MALNUTRITION EXHAUSTION HAS A SPECIAL REMOVAL RULE

Exhaustion caused by malnutrition cannot be removed until the creature eats:

ITS FULL DAILY FOOD REQUIREMENT

 

As with dehydration:

REST ALONE ISN'T ENOUGH.


5. SUFFOCATION

A creature can hold its breath for:

1 + CONSTITUTION MODIFIER MINUTES

with a minimum duration of:

30 SECONDS

 


EXAMPLE — CONSTITUTION +3

Breath holding:

1 + 3 = 4 minutes


EXAMPLE — CONSTITUTION +0

Breath holding:

1 + 0 = 1 minute


VERY LOW CONSTITUTION

Even if the formula would produce a very short or nonpositive duration:

the minimum is:

30 SECONDS

 


WHEN SUFFOCATION BEGINS

Suffocation begins when:

  • the creature runs out of breath

  • or the creature is choking

Once that happens:

GAIN 1 EXHAUSTION LEVEL AT THE END OF EACH TURN

 

This is extremely dangerous because Exhaustion accumulates rapidly.


EXAMPLE

A character can no longer breathe.

End of first turn

Exhaustion 1

End of second turn

Exhaustion 2

End of third turn

Exhaustion 3

and so on.

At Exhaustion 6:

THE CREATURE DIES

under the Exhaustion rules.


BREATHING AGAIN

When the creature can breathe again:

ALL EXHAUSTION LEVELS CAUSED BY SUFFOCATION ARE REMOVED

 

This is much faster than ordinary Exhaustion recovery.


HAZARD SUMMARY

Hazard Main Effect
Burning 1d4 Fire damage at start of each turn
Dehydration Too little water causes Exhaustion
Falling 1d6 Bludgeoning per 10 feet, max 20d6
Malnutrition Insufficient or absent food can cause Exhaustion
Suffocation After breath runs out, 1 Exhaustion per turn

MARCHING ORDER

When adventurers travel, indoors or outdoors, the SRD recommends establishing a:

MARCHING ORDER

 

This describes where characters are positioned relative to one another while the group travels.


WHY MARCHING ORDER MATTERS

Marching order helps determine:

  • which characters are affected by traps

  • which characters can notice hidden enemies

  • which characters are closest to enemies when combat starts

 


SIMPLE EXAMPLE

A party travels through a narrow corridor in this order:

FRONT

Fighter

SECOND

Rogue

THIRD

Wizard

REAR

Cleric

A trap triggers from the front.

The Fighter's position may matter.

Enemies approach from behind.

The Cleric may be closest.

The marching order gives the GM a clear starting point.


MARCHING ORDER CAN AFFECT COMBAT POSITIONS

When combat begins, one of the first things the GM does is establish where everyone is located.

The SRD specifically notes that the party's:

MARCHING ORDER

or their stated positions can help the GM determine where characters and enemies are relative to one another.

So exploration positioning can directly influence the opening moments of combat.


YOU CAN CHANGE MARCHING ORDER

Outside combat:

THE PARTY CAN CHANGE ITS MARCHING ORDER

whenever appropriate.

The SRD says you can record it however you like, for example:

  • write it down

  • arrange miniatures

 


TRAVEL

Sometimes characters travel long distances over:

  • hours

  • days

The GM can simply summarize the journey.

But when the exact rate of travel matters, the SRD provides:

TRAVEL PACE

 


TRAVEL PACE IS FOR OUTSIDE COMBAT

Outside combat, a group can travel at one of three speeds:

FAST

NORMAL

SLOW

 

When every second matters, such as during combat, use the normal combat movement rules instead.


COMPLETE TRAVEL PACE TABLE

Pace Per Minute Per Hour Per Day
Fast 400 feet 4 miles 30 miles
Normal 300 feet 3 miles 24 miles
Slow 200 feet 2 miles 18 miles

 


FAST PACE

Fast travel covers the greatest distance.

But speed comes at a cost.

While traveling Fast, a traveler has:

DISADVANTAGE

on:

Wisdom (Perception)

Wisdom (Survival)

and:

Dexterity (Stealth)

checks.


WHY FAST TRAVEL IS RISKY

Moving quickly makes it harder to:

  • notice things

  • navigate or track carefully

  • move quietly

Mechanically, this is represented by the listed Disadvantage.


NORMAL PACE

Normal travel covers:

3 miles per hour

or:

24 miles per day

The specific drawback is:

DISADVANTAGE ON DEXTERITY (STEALTH) CHECKS

 


SLOW PACE

Slow travel covers less ground:

2 miles per hour

or:

18 miles per day

But it grants:

ADVANTAGE

on:

Wisdom (Perception)

and:

Wisdom (Survival)

checks.


TRAVEL PACE COMPARISON

Pace Distance per Day Main Effect
Fast 30 miles Disadvantage on Perception, Survival, and Stealth
Normal 24 miles Disadvantage on Stealth
Slow 18 miles Advantage on Perception and Survival

CHOOSING A PACE IS A TACTICAL DECISION

Suppose the party needs to reach a town before sunset.

Fast pace may be useful.

But if they are traveling through territory containing:

  • hidden enemies

  • difficult navigation

  • potential ambushes

the penalties to Perception and Survival can matter.


EXAMPLE — SEARCHING FOR DANGER

The party travels through a dangerous forest.

FAST PACE

Wisdom (Perception):

DISADVANTAGE

SLOW PACE

Wisdom (Perception):

ADVANTAGE

The group is choosing between:

SPEED

and:

AWARENESS


TERRAIN CAN FURTHER MODIFY TRAVEL

The SRD notes that the later Gameplay Toolbox contains additional rules affecting which travel pace may be chosen in certain terrain.

Those advanced travel rules belong to:

LESSON 91

For now, use the basic Fast, Normal, and Slow rules.


MOUNTS AND TRAVEL

Mounts can help adventurers travel.

If the party rides horses or other mounts, the SRD allows the group to travel:

TWICE THE NORMAL PACE DISTANCE

for:

1 HOUR

 


EXAMPLE — MOUNTED FAST PACE

Normal Fast travel:

4 miles per hour

For the one-hour mounted burst:

8 MILES


EXAMPLE — MOUNTED NORMAL PACE

Normal:

3 miles per hour

Mounted one-hour burst:

6 MILES


EXAMPLE — MOUNTED SLOW PACE

Normal:

2 miles per hour

Mounted burst:

4 MILES


MOUNTS MUST REST AFTER THE BURST

After traveling at this doubled distance for one hour, the mounts need:

A SHORT REST

or:

A LONG REST

before they can travel at that increased rate again.

So mounts do not simply double the party's entire daily travel distance automatically.


THE PRIMARY PURPOSE OF A MOUNT

The Equipment section explains that while a mount can help you move faster through the wilderness, its main practical purpose is often:

CARRYING GEAR

that would otherwise slow the adventurers down.


MOUNT CARRYING CAPACITY

The SRD gives carrying capacities for common mounts and animals.

Examples include:

Mount or Animal Carrying Capacity
Camel 450 lb.
Elephant 1,320 lb.
Draft Horse 540 lb.
Riding Horse 480 lb.
Mastiff 195 lb.
Mule 420 lb.
Pony 225 lb.
Warhorse 540 lb.

 

The complete equipment treatment of mounts will appear later in the course.


MOUNTS PULLING VEHICLES

An animal pulling a:

  • carriage

  • cart

  • chariot

  • sled

  • wagon

can move weight equal to:

FIVE TIMES ITS BASE CARRYING CAPACITY

including the weight of the vehicle itself.


EXAMPLE — DRAFT HORSE

Draft Horse carrying capacity:

540 lb.

When pulling an appropriate vehicle:

540 × 5

=

2,700 LB.

That total includes:

THE VEHICLE'S OWN WEIGHT


MULTIPLE ANIMALS

If several animals pull the same vehicle:

ADD THEIR CARRYING CAPACITIES TOGETHER

before applying the drawn-vehicle rule.


SADDLES

The SRD also provides basic saddle rules.

A saddle includes equipment such as:

  • bit

  • bridle

  • reins

  • other necessary riding equipment

A:

MILITARY SADDLE

gives:

ADVANTAGE ON ABILITY CHECKS TO REMAIN MOUNTED

An:

EXOTIC SADDLE

is required when riding:

  • an aquatic mount

  • a flying mount

 


BARDING

Barding is armor made for a mount.

Any armor type from the normal Armor table can be purchased as barding.

It costs:

FOUR TIMES THE NORMAL PRICE

and weighs:

TWICE AS MUCH

 

We will explore these equipment rules more fully in Lesson 67.


VEHICLES AND TRAVEL

Vehicle travel depends on the type of vehicle.

The basic exploration rules distinguish:

LAND VEHICLES

from:

WATERBORNE VESSELS


LAND VEHICLES

Travelers using things such as:

  • wagons

  • carriages

  • other land vehicles

choose:

FAST, NORMAL, OR SLOW PACE

in the normal way.

So the standard travel-pace system still applies.


WATERBORNE VESSELS

Characters traveling in a waterborne vessel do:

NOT CHOOSE A TRAVEL PACE

Instead:

THEY ARE LIMITED BY THE VESSEL'S SPEED

 


SHIPS CAN TRAVEL FOR LONG PERIODS

Depending on:

  • the vessel

  • the crew size

some ships may travel for:

UP TO 24 HOURS PER DAY

 

This can make sea travel very different from ordinary overland travel.


LARGE VEHICLES

The SRD contains statistics for several airborne and waterborne vehicles, including:

  • Airship

  • Galley

  • Keelboat

  • Longship

  • Rowboat

  • Sailing Ship

  • Warship

 

These vehicles have statistics such as:

  • Speed

  • Crew

  • Passengers

  • Cargo

  • AC

  • HP

  • Damage Threshold

  • Cost

The full equipment treatment of these vehicles belongs later in the course.


WATERBORNE VEHICLE SPEED

The SRD also provides several rules affecting ship movement.

A sailing ship moving against:

A STRONG WIND

moves at:

HALF SPEED

In:

A DEAD CALM

a waterborne ship cannot move under sail and must be rowed if it is capable of doing so.


RIVERS AND CURRENTS

Keelboats and Rowboats can be used on:

  • lakes

  • rivers

When going downstream, add the current's speed to the vehicle's speed.

The SRD gives a typical current of:

3 MILES PER HOUR

 


AGAINST A SIGNIFICANT CURRENT

These boats cannot be rowed against a significant current.

However, they can be pulled upstream by:

DRAFT ANIMALS ON THE SHORE

 


ROWBOATS

A Rowboat can also be carried.

Its listed weight is:

100 POUNDS

 


TRAVEL AND EXPLORATION WORK TOGETHER

Imagine this situation:

The party needs to cross dangerous wilderness.

They must make several decisions.

POSITION

Who travels in front?

Who guards the rear?

That is:

MARCHING ORDER

SPEED

Do they travel:

Fast

Normal

or:

Slow?

SUPPLIES

Do they have enough:

food

and:

water?

TRANSPORT

Do they travel:

  • on foot

  • mounted

  • using a wagon

  • aboard a ship

ENVIRONMENTAL DANGERS

Could they face:

  • falls

  • fire

  • suffocation

  • dehydration

  • malnutrition?

This is how exploration becomes a game system rather than simply a description of traveling between encounters.


COMPLETE TRAVEL EXAMPLE

A party needs to cover:

24 miles

The group travels at:

NORMAL PACE

Normal daily distance:

24 miles

So under the basic table:

they can cover the distance in:

ONE DAY

However:

Dexterity (Stealth) checks have Disadvantage

while traveling at that pace.


FAST TRAVEL EXAMPLE

The party needs to cover:

30 miles

They choose:

FAST PACE

Daily distance:

30 miles

But during that travel they have Disadvantage on:

  • Wisdom (Perception)

  • Wisdom (Survival)

  • Dexterity (Stealth)

 

They arrive faster, but they are less effective at noticing, navigating, and sneaking.


SLOW TRAVEL EXAMPLE

The party expects an ambush.

They choose:

SLOW PACE

Daily distance:

18 miles

But they gain:

ADVANTAGE

on:

  • Wisdom (Perception)

  • Wisdom (Survival)

 

They sacrifice speed for awareness.


MOUNTED TRAVEL EXAMPLE

A group traveling at Normal pace uses riding horses.

For one hour, they can cover twice the normal distance:

Normal:

3 miles

Mounted burst:

6 MILES

Afterward, the mounts require:

SHORT OR LONG REST

before they can provide another doubled-distance hour.


SURVIVAL EXAMPLE — WATER

A Medium adventurer needs:

1 GALLON OF WATER PER DAY

The party becomes stranded.

The adventurer drinks only:

1/4 gallon

That is less than half the daily requirement.

At the end of the day:

+1 EXHAUSTION

 

That Exhaustion cannot be removed until the character receives the full required daily amount.


SURVIVAL EXAMPLE — FOOD

The same character needs:

1 POUND OF FOOD PER DAY

They receive:

1/4 pound

Because that is less than half:

DC 10 CONSTITUTION SAVING THROW

Failure:

+1 EXHAUSTION

 


COMMON BEGINNER MISTAKES

MISTAKE 1 — THINKING MONSTERS ARE THE ONLY ENVIRONMENTAL DANGER

The SRD contains explicit hazard rules for fire, water needs, food needs, falls, and suffocation.


MISTAKE 2 — FORGETTING THAT EXHAUSTION STACKS

Each new instance gives another level.

At level 6:

DEATH

 


MISTAKE 3 — THINKING FALL DAMAGE INCREASES FOREVER

The general maximum is:

20D6

 


MISTAKE 4 — FORGETTING TO LAND PRONE

If you take damage from a fall:

YOU LAND PRONE

under the general rule.


MISTAKE 5 — FORGETTING THE WATER-FALL REACTION

A fall into water or another liquid can allow a:

DC 15 Athletics or Acrobatics check

using your Reaction to halve the resulting fall damage on success.


MISTAKE 6 — THINKING A LONG REST AUTOMATICALLY FIXES DEHYDRATION OR MALNUTRITION

Those hazards impose additional requirements before their Exhaustion can be removed.


MISTAKE 7 — IGNORING MARCHING ORDER

Position during exploration can determine who encounters a trap or enemy first.


MISTAKE 8 — THINKING FAST PACE HAS NO COST

Fast pace imposes Disadvantage on:

Perception

Survival

and:

Stealth

checks.


MISTAKE 9 — THINKING NORMAL PACE HAS NO EFFECT

Normal pace still imposes:

DISADVANTAGE ON DEXTERITY (STEALTH)

 


MISTAKE 10 — ASSUMING MOUNTS DOUBLE ALL DAILY TRAVEL

Mounts can provide doubled distance for:

ONE HOUR

then require a Short or Long Rest before doing so again.


MISTAKE 11 — USING FAST/NORMAL/SLOW PACE FOR SHIPS

Waterborne vessels use:

THEIR OWN SPEED

rather than choosing the normal travel pace.


LESSON 16 — KEY TAKEAWAYS

FIVE CORE EXPLORATION HAZARDS

Burning

Dehydration

Falling

Malnutrition

Suffocation


BURNING

1D4 FIRE DAMAGE

at the start of each turn until extinguished.


DEHYDRATION

Drink less than half your daily water requirement:

+1 EXHAUSTION AT DAY'S END

 


FALLING

1D6 BLUDGEONING PER 10 FEET

maximum:

20D6

 


MALNUTRITION

Eating less than half the required food:

DC 10 CONSTITUTION SAVE

or gain Exhaustion.

No food for five days begins automatic Exhaustion accumulation.


SUFFOCATION

Hold breath for:

1 + CONSTITUTION MODIFIER MINUTES

minimum:

30 SECONDS

Once suffocating:

+1 EXHAUSTION AT THE END OF EACH TURN

 


MARCHING ORDER

Determines party positioning while traveling and can affect:

  • traps

  • hidden enemies

  • starting combat positions

 


BASIC TRAVEL PACE

FAST

30 miles/day.

Disadvantage on Perception, Survival, and Stealth.

NORMAL

24 miles/day.

Disadvantage on Stealth.

SLOW

18 miles/day.

Advantage on Perception and Survival.

 


MOUNTS

Can provide:

DOUBLE TRAVEL DISTANCE FOR 1 HOUR

then require:

A SHORT OR LONG REST

before repeating the increased pace.


LAND VEHICLES

Use the normal travel pace system.


WATERBORNE VEHICLES

Travel according to:

THE VESSEL'S SPEED

rather than Fast, Normal, or Slow pace.


NEXT LESSON

LESSON 17 — PLAYING ON A GRID: MINIATURES, TOKENS, SQUARES, DISTANCES, AND POSITIONING

We have now completed the major basic exploration rules.

Next, we translate distance and movement onto the tabletop.

In Lesson 17, we will learn:

  • how square grids work

  • how miniatures and tokens represent creatures

  • why each square represents 5 feet

  • how to convert Speed into squares

  • entering orthogonal and diagonal squares

  • Difficult Terrain on a grid

  • diagonal movement

  • corners and blocked diagonal movement

  • measuring range between creatures and objects

  • how positioning on a grid prepares us for combat

This is the final lesson before the dedicated Combat section begins with Lesson 18.


SRD 5.2.1 ATTRIBUTION

This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.