DND 5e Loading Screen Hints

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Some of the key takeaways from the document include tips on rules, combat tactics, roleplaying advice, and suggestions for different character classes.

The document provides advice such as not splitting the party, making sure no one player dominates discussion, considering non-violent solutions, and remembering other players at the table.

The document mentions tactics like retreating from combat if it's not going well, having rogues check for traps, and coordinating buffs and abilities between party members.

D&D Loading Screen Hints

These loading screen hints are community-created material for the Dungeons and
Dragons Fifth Edition Roleplaying game. This is an updated version, released 11/24/2018.

The material here has been created by a fan, but all referenced information and
imagery therein, including the Dungeons and Dragons logo, is property of Wizards of
the Coast LLC.

THIS IS NOT A COMPREHENSIVE LIST OF ALL D&D 5E RULES. This is a mixture of


rules I found hard to remember, rules that rarely come up, rules that people
frequently get wrong, general tabletop advice, basic etiquette, and a few bad memes.

Thank you to /r/DnD, /r/DnDNext, all the D&D subreddits, and the tabletop community
for your support, your assistance, your corrections, your suggestions, and your warm
reception to my awful ideas.

Keep rolling high,

/u/CountedCrow
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In D&D, the options are limitless and the consequences are


mandatory.
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Never split the party.


NEVER SPLIT THE PARTY.
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Generally speaking, if you end up with a fraction while


playing D&D, round down.
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Generally speaking, if you end up with a tie between two


numbers in D&D, whoever rolled wins the tie.
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There are no wrong paths, just paths that your DM hasn’t


prepared for.
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A creature can be Tiny, Small, Medium, Large, Huge, or


Gargantuan in size.
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For most rolls, your success is measured by whether you were


able to roll higher than a Difficulty Class, or DC.
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For attack rolls, your success is measured by whether you


were able to roll higher than an Armor Class, or AC.
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This is game is tabletop, and your DM’s responses aren’t


programmed. Think outside the box!
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Be cautious and intelligent, and think things through. D&D


does not let you restore from save files.
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Don’t be afraid of a retreat if combat isn’t going well. It may


seem cowardly, but cowardice is usually preferable to death.
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When the DM asks you “Really? Are you sure?”, you should
always say “No.”
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Keep track of your buffs, bonuses, abilities, and penalties.


Your DM can’t remember everything.
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The DM’s role is to play with the players, not against them.
As far as you know, anyway.
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DMs are always hungry. Bring them food and they may well
have mercy on your character.
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No matter how much fun you’re having, remember that you’re


not the only person at the table.
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Try to use your social skills often. Violence isn’t always the
answer, and maybe that monster can be reasoned with.
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Be sure to take notes on the lore and history of the world.


Someone probably worked very hard on it.
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DMs love to put traps everywhere. Have your local rogue


check around to find and dismantle them.
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Get into roleplaying! You might earn an inspiration point,


which you can use to get advantage on a future roll.
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Each coin is worth 10 coins of the next lowest denomination.


Electrum, the worst coin ever, is the exception.
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If you are proficient with something, add your proficiency


bonus to the roll. Duh.
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If the campaign is getting too serious for you, recall that


DMs often struggle to keep things serious at taverns.
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If your Constitution modifier changes, your hit point maximum


changes too, as if you had the new modifier from 1st level.
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When you have advantage, roll the d20 twice and take the
higher number.
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When you have disadvantage, roll the d20 twice and take the
lower number.
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If you have both disadvantage and advantage, they cancel


each other out, even if there are multiple instances of either.
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Your Strength score measures how easily you could crush a


tomato with your bare hands.
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Your Dexterity score measures how well you could dodge a


tomato being thrown at you.
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Your Constitution score measures whether you could eat a


rotten tomato without puking.
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Your Intelligence score measures how likely you are to know


that a tomato is a fruit.
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Your Wisdom score measures how likely you are to know


that a tomato shouldn’t be in a fruit salad.
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Your Charisma score measures your ability to sell a tomato-


based fruit salad – which is, of course, salsa.
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With ability checks, rolling a 1 or a 20 does not


automatically determine success or failure.
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Use Perception checks often to see what’s going on. Or, you
know, you can just be oblivious. Up to you.
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Suspicious of that NPC’s intent? Roll an Insight check and


become even more suspicious!
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Use a Persuasion check to win people over, make friends, or


haggle! Only complete chumps pay full price!
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Performance checks will finally give you the chance to turn


your game into a full-on musical.
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Athletics checks determine how well you can perform physical


activities, like climbing or running touchdowns.
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If you want to know more about the land or the plants and
beasts that live upon it, try a Nature check.
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Animal Handling checks! They’re good for seeing if you can


mount that random creature and…not much else, honestly.
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Sleight of Hand checks are great for stealing things. Do them


all the time! There’s nothing annoying about them!
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An Acrobatics check may be used if you need delicate finesse


of motion – or if you really, really want to show off.
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Stealth checks can let you hide behind something in the area.
How stupid would it be if you could just crouch slightly?
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Arcana checks relate to your knowledge of magic, eldritch


information, mystic tradition, and other nerd crap.
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A History check will let you recall lore and finally make
you feel cool about passing that test on the Civil War.
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Do you want to play a deductive, clever hero, but you’re


limited by your feeble human mind? Roll Investigation checks.
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Religion checks will let you recall lore about different


faiths, but it won’t erase the feeling of sin in your heart.
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Medicine checks will let you diagnose an illness or stabilize


someone. They cannot heal people. Please stop asking.
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Nature checks are nice for knowing stuff about the wild, but
you’ll need Survival if you want it to not kill you.
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Throw out a Deception check if you need to fool someone!


Please do this instead of actually lying to your DM.
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Intimidation checks are what you use when Persuasion and


Deception didn’t work and you’re starting to get pissed off.
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In a contest, two participants roll, comparing totals against


each other, not against a DC.
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If a skill contest results in a tie, the situation before the


contest remains unchanged.
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In a group check, everybody in the group rolls. If at least


half the group succeeds, the check is a success.
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Until your next turn, you only get 1 reaction, 1 action, and 1
bonus action.
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You can use your reaction to make an opportunity attack


when a creature that you can see moves out of your reach.
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Use the Dash action if you want to increase your movement


speed for the current turn.
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If you don’t want an enemy to make an opportunity attack


against you as you move away, take the Disengage action.
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Worried you’ll get easily murdered? Take the Dodge action


and you’ll be a lot harder to hit.
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While dodging, you have advantage on Dexterity saving


throws.
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While dodging, any attack roll made against you has


disadvantage if you can see the attacker.
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You lose benefits of the Dodge action if you are incapacitated


or if your speed drops to 0.
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Take the Help action to give an ally advantage on their next


ability check, or maybe even their next attack roll!
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The Hide action will let you make a Stealth check to


disappear from sight, should the environment allow it.
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The Ready action will let you act using your reaction before
your next turn.
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To Ready an action, you must specify both a triggering


circumstance and what you will do when it happens.
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When the trigger for a readied action occurs, you can either
take the action or ignore the trigger.
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To ready a spell, it must have a casting time of 1 action, and


holding it until you’re ready to cast requires concentration.
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The Search action may let you use a Perception check or an


Investigation check to look around.
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In lightly obscured areas (e.g. dim light, patchy fog, or modest


foliage), Perception checks with sight have disadvantage.
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In heavily obscured areas (e.g. darkness, opaque fog, or dense


foliage), creatures are effectively blinded.
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Bright light, provided by daylight and most light sources


within a certain radius, lets most creatures see normally.
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Dim light, provided by dawn, dusk, and a full moon, is


normally a boundary between bright light and darkness.
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Darkness, provided by nighttime, unlit areas, or magical


darkness, keeps most creatures from seeing normally.
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A creature with blindsight can perceive its surroundings


without sight, kinda like Daredevil.
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Within a specified range, a creature with darkvision can see


in darkness as if the darkness were dim light.
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A creature with darkvision can’t discern color in darkness,


only monochromatic shades.
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Within a specified range, a creature with truesight can see


pretty much everything. Yes, even that, you weirdo.
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At the end of a fall, a creature takes 1d6 bludgeoning


damage for every 10 feet it fell, to a maximum of 20d6.
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Unless it avoids taking damage from a fall, a creature lands


prone at the end of that fall.
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A creature can hold its breath for a number of minutes equal


to 1 + its Constitution modifier (minimum of 30 seconds).
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When a creature has no air, it can survive for a number of


rounds equal to its Constitution modifier (minimum of 1 round).
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When it can no longer survive without air, a suffocating


creature drops to 0 hit points and is dying.
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A suffocating creature can’t regain hit points or be stabilized


until it can breathe again.
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Until you are discovered or stop hiding, your Stealth check is


contested by Perception checks of anyone actively searching.
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Passive Perception determines if a creature notices something


even if they’re not actively searching for it.
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You can’t hide from a creature that can see you clearly, and
you give away your position if you make noise.
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A party traveling at a slow pace goes 200 feet in a minute, 2


miles in an hour, and 18 miles in a day.
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A party traveling at a slow pace can use Stealth as they


move.
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A party traveling at a normal pace goes 300 feet in a minute,


3 miles in an hour, and 24 miles in a day.
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A party traveling at a fast pace goes 400 feet in a minute, 4


miles in an hour, and 30 miles in a day.
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A party traveling at a fast pace will suffer a -5 penalty to


passive Perception scores.
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To cast a spell, you must expend a slot of its level or


higher. Cantrips come for free.
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To cast a spell with a somatic component, you need free use


of at least one hand to perform the gestures.
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To cast a spell with a verbal component, you need to be able


to speak.
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To cast a spell with costless material components, you need


those components, a component pouch, or a spellcasting focus.
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To cast a spell with material components that have costs,


you need to have those specific components.
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If a spell states that a material component is consumed by


the spell, you must provide that component for each casting.
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Some spells require concentration to maintain an ongoing


effect, and you can’t concentrate on two spells at once.
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To keep concentration, roll a Constitution save if you take


damage. The DC is 10 or half the damage, whichever is higher.
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You can’t concentrate if you’re incapacitated or dead. Do we


really have to spell that one out for you? Geez.
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You may need to make a DC 10 Constitution save to maintain


spell concentration if your surroundings are distracting.
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Your attack bonus with spells equals your spellcasting


ability modifier plus your proficiency bonus.
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Your spell save DC equals your spellcasting ability modifier


plus your proficiency bonus plus 8.
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If your spell has an attack, you roll. If your spell has a


save, the enemy rolls.
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Long rests restore all expended spell slots, although a few


class options can get some back with a short rest.
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If you’re wearing armor, you need to be proficient in that


armor in order to cast spells.
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Some spells can be cast at higher levels for more powerful


effects, and some cantrips get more powerful at higher levels.
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Some spells can be cast as a rituals. Doing so takes 10


minutes longer but doesn’t expend a spell slot.
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Some spells can have different areas of effect in all sorts of


shapes and sizes.
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Most spells have a range that specify what you can target.
Some can only affect you.
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The effects of the same spell cast multiple times don’t stack.
Only the most potent effect applies.
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The effects of different spells add together while the


durations of those spells overlap.
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if you cast a spell as a bonus action, you can't cast a non-


cantrip spell during your turn.
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Some spellcasters know their spells and can always cast


them. Other classes need to prepare spells from a list.
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For spells that take longer than an action to cast, you must
spend your action each turn concentrating and casting it.
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There’s more to a fight than just attacking! Consult your DM


for other actions you can take in combat.
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Initiative determines turn order in combat. Your initiative


bonus is usually just your Dexterity modifier.
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A round of combat roughly translates to 6 seconds of in-


game time.
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If you are vulnerable to a damage type, you take double


damage from that type.
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If you are resistant to a damage type, you take half damage


from that type.
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Multiple instances of vulnerability or resistance only count


once each.
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If you roll a 1 on an attack roll, you automatically miss


your attack.
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If you roll a 20 on an attack roll, you automatically hit


and roll all of the damage dice twice before adding modifiers.
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Ranged attacks have disadvantage if the target is beyond


regular range but still within long range.
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Ranged attacks cannot hit targets outside of the weapon’s


long range.
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Your ranged attack rolls have disadvantage if an enemy that


isn’t incapacitated is within 5 feet of you and can see you.
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When you reduce a creature to 0 hit points with a melee


attack, you can decide to knock it out instead of killing it.
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A target with half cover has a +2 bonus to AC and Dexterity


saving throws.
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A target with three-quarters cover has a +5 bonus to AC


and Dexterity saving throws.
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A target with total cover can’t be targeted directly by an


attack or a spell, though area of effect spells are fair game.
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Using the attack action, you can make a melee attack to


shove a creature, either to knock it prone or push it away.
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To push a target, it must be no more than one size larger


than you and must be within your reach.
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To push a target, you make an Athletics check contested by


the target’s Athletics or Acrobatics check.
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To make a melee attack against a creature, it must be within


your reach. Most creatures have a 5-foot reach.
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You can use an unarmed strike to make a melee attack


without a weapon.
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You are proficient in your unarmed strikes, and they deal


bludgeoning damage equal to 1 + your Strength modifier.
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You can use a bonus action to attack with a light melee


weapon after attacking with one in your other hand.
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When two-weapon fighting, only add your modifier to the


damage of the second attack if it’s negative.
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Using the Attack action, you can make a melee attack to


grapple a creature if you have one free hand.
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To grapple a target, it must be no more than one size larger


than you and must be within your reach.
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To grapple a target, you make an Athletics check contested


by the target’s Athletics or Acrobatics check.
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Unless the creature you are grappling is much smaller than


you, your speed is halved while dragging or carrying it.
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A Grappled creature can use its action to escape, making an


Athletics or Acrobatics check contested by an Athletics check.
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You have disadvantage on attacks against creatures that you


cannot see.
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You have advantage on attacks against creatures that cannot


see you.
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Have an impairing condition? Ask your DM what it means. You


might have to change up your strategy.
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A blinded creature can’t see and automatically fails all


checks that requires sight.
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A blinded creature’s attack rolls have disadvantage, and


attack rolls against them have advantage.
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A charmed creature cannot target their charmer with attack


rolls or any harmful abilities or magic.
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The charmer has advantage on any ability check used to


interact socially with their charmed creature.
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A deafened creature can’t hear and automatically fails any


ability check that requires hearing.
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A frightened creature has disadvantage on ability checks and


attack rolls if the source of its fear is within line of sight.
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A frightened creature can’t willingly move closer to the


source of its fear.
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A grappled creature’s speed becomes 0, and it can’t benefit


from any bonus to its speed.
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The grappled condition ends if the grappler is incapacitated


or an effect moves the grappled creature out of reach.
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An incapacitated creature can’t take actions or reactions. This


often happens in conjunction with other conditions.
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An invisible creature is impossible to see without the aid of


magic or a special sense.
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With regards to hiding, an invisible creature is heavily


obscured. It may be detected by any noise or tracks it creates.
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Attack rolls against an invisible creature have disadvantage,


and its attack rolls have advantage.
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A paralyzed creature, in addition to being incapacitated, can’t


move or speak.
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Attack rolls against a paralyzed creature have advantage,


and attack that hits is a crit if the attacker is within 5 feet.
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A paralyzed creature fails Strength and Dexterity saving


throws.
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A petrified creature is made of a solid inanimate substance, as


are all nonmagical objects it is wearing or carrying.
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A petrified creature is ten times heavier and does not age


while petrified.
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A petrified creature, in addition to being incapacitated, can’t


move or speak, and is unaware of its surroundings.
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A petrified creature fails Strength and Dexterity saving


throws.
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A petrified creature is immune to poison and disease.


Petrification only suspends existing poison or disease effects.
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Attack rolls against a petrified creature have advantage,


though the creature has resistance to all damage.
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A poisoned creature has disadvantage on attack rolls and


ability checks.
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A prone creature’s only movement options are crawling or


using half their movement speed to stand up.
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An attack roll against a prone creature has advantage if the


attacker is within 5 feet – otherwise, it has disadvantage.
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A prone creature has disadvantage on all of its attack rolls


until it stands up and ends the condition.
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A restrained creature’s speed becomes 0, and it can’t benefit


from any bonus to its speed.
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Attack rolls against a restrained creature have advantage,


and the creature’s attack rolls have disadvantage.
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A restrained creature has disadvantage on Dexterity saving


throws.
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A stunned creature, in addition to being incapacitated, can’t


move and can speak only falteringly.
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A stunned creature fails Strength and Dexterity saving


throws, and attack rolls against it have advantage.
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An unconscious creature, in addition to being incapacitated,


can’t move or speak and is unaware of its surroundings.
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When a creature becomes unconscious, it drops whatever it is


holding and falls prone.
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An unconscious creature fails Strength and Dexterity saving


throws, and attack rolls against it have advantage.
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An attack roll that hits an unconscious creature is a crit if


the attacker is within 5 feet of the creature.
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At the first level of exhaustion, you have disadvantage on


ability checks.
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At the second level of exhaustion, in addition to prior


effects, your speed is halved.
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At the third level of exhaustion, in addition to prior effects,


you have disadvantage on attack rolls and saving throws.
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At the fourth level of exhaustion, in addition to prior


effects, your hit point maximum is halved.
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At the fifth level of exhaustion, in addition to prior effects,


your speed is reduced to 0.
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At the sixth level of exhaustion, you no longer suffer prior


effects! You do, however, die immediately.
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Long rests reduce your exhaustion level by 1, provided that


you had some food and drink.
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Underwater, your melee weapon attacks have disadvantage –


unless you have a swimming speed or the right weapon.
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Underwater, daggers, javelins, shortswords, spears, and


tridents do not automatically have disadvantage.
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Underwater, ranged weapons automatically miss outside of


their normal range.
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Underwater, ranged weapons have disadvantage, unless the


weapon is a crossbow, a net, or a thrown weapon.
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Creatures and objects that are fully immersed in water have


resistance to fire damage.
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Any willing creature that is at least one size larger than


you and that has an appropriate anatomy can be your mount.
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Once during your move, you can mount a creature within 5


feet or dismount. Doing so costs half your movement speed.
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If an effect moves your mount against its will while you're on


it, you must make a DC 10 Dexterity saving throw or fall off.
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If an effect knocks you prone while you’re mounted, you must


make a DC 10 Dexterity saving throw or fall off.
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If you are knocked off of your mount, you land prone in a


space within 5 feet of it.
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If your mount is knocked prone, you can use your reaction to


dismount as it falls and land on your feet.
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While mounted, you can either control your mount if it’s been
trained to accept a rider or have it act independently.
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Intelligent creatures, like dragons, sphinxes, and especially


smart horses, act independently when used as a mount.
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Controlled mounts match your initiative order when you


mount them and can move and act as soon as you mount them.
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Controlled mounts can only take three actions: Dash,


Disengage, and Dodge.
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Independent mounts maintain their own initiative order. They


move and act as they wish, not restricted by their riders.
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If your mount provokes an attack of opportunity while you’re


on it, the attacker can target either you or the mount.
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Your carrying capacity is, in pounds, your Strength score


multiplied by 15.
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You can push, drag, or lift a weight in pounds up to your


Strength score multiplied by 30.
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While pushing or dragging weight in excess of your carrying


capacity, your speed drops to 5 feet.
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Rules for lifting and carrying are intentionally simple. If


they’re too easy, you can use the variant encumbrance rules.
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When using the variant encumbrance rules, ignore the


strength column of the Armor table.
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If you carry weight in excess of 5 times your Strength score,


you are encumbered, which means your speed drops by 10 feet.
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If you carry weight in excess of 10 times your Strength score,


you are heavily encumbered.
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While you are heavily encumbered, your speed drops by 20


feet.
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While you are heavily encumbered, you have disadvantage on


all rolls that use Strength, Dexterity, or Constitution.
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Weapons with the Ammunition property need some kind of


ammo to be used, and each attack expends one piece of ammo.
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After combat, you can recover half of your expended


ammunition by taking the Search action.
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A weapon with the Finesse property can be used with either


your Dexterity or Strength modifier.
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A weapon with the Heavy property will impose disadvantage


on Small creatures attempting to use it.
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A weapon with the Light property can be used in with two-


weapon fighting.
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A weapon with the Loading property can only be fired once


when you use an action, bonus action, or reaction.
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A weapon with the Range property can be used to make


ranged attacks.
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A weapon with the Reach property adds 5 feet to your reach


for the purposes of attacks and opportunity attacks with it.
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A weapon with the Thrown property can be thrown as a


ranged attack, using the same modifier as its melee attack.
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A weapon with the Two-Handed property requires two hands


when you attack with it.
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A weapon with the Versatile property can be used with one


hand, but if you want more damage, you can use two hands.
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When you switch movement types, subtract the distance you’ve


already moved from the new speed.
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You can break up your movement on your turn, using some of


your speed before and after your action.
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You can squeeze through a space if it’s large enough for a


creature one size smaller than you.
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When squeezing, climbing, swimming, crawling, or being on


rough terrain, each foot of movement costs an extra foot.
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When squeezing through a space, you have disadvantage on


attack rolls and Dexterity saving throws.
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When squeezing through a space, attack rolls made against


you have advantage.
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On long jumps, you cover a number of feet up to your


Strength score if you have a 10 foot running start.
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Long jumps without a running start only cover a number of


feet up to half of your Strength score.
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On high jumps, you cover a number of feet up to 3 + your


Strength modifier if you have a 10 foot running start.
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High jumps without a running start only cover a number of


feet up to half of your Strength modifier.
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There are no negative hit points. If you take damage that


exceeds your remaining health, your hit points go to 0.
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A creature that has died can’t regain hit points until some
kind of resurrecting magic has restored it to life.
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Don’t freak out if you reach 0 hit points! You’re not dead,
just dying.
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At 0 hit points, you start making death saving throws, which


have no bonuses you can add. It’s just you and fate.
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If you roll a 1 on a death saving throw, it counts as two


failures.
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If you roll lower than 10 but higher than 1 on a death


saving throw, it counts as a failure.
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If you take any damage while at 0 Hit Points, even if you’re


stable, it counts as a death saving throw failure.
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After three failed death saving throws, your character is


dead.
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If you roll a 10 or higher on a death saving throw, it counts


as a success.
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If you roll a 20 on a death saving throw, you regain 1 hit


point.
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After three successful death saving throws, you become


stable. You’re not dead, just unconscious.
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If you’re stable, but not healed, you regain 1 hit point after
1d4 hours.
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A stable creature is no longer stable and must start making


death saving throws again if they take damage.
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You can stabilize a dying creature with a successful DC 10


Medicine check.
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If you’re at 0 hit points, temporary hit points won’t wake you


up. Only real healing can do the job.
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When damage reduces you to 0 hit points, you die if the


extra damage equals or exceeds your hit point maximum.
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A short rest is at least 1 hour during which you do nothing


strenuous.
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During short rests, you can recover hit points by rolling


your hit dice, adding your Constitution modifier each time.
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A long rest is at least 8 hours during which you do nothing


strenuous.
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During long rests, you can recover all lost hit points and up
to half of your total hit dice.
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You can use time between adventures to tend to poisons,


injuries, and diseases.
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You can use time between adventures to do research and see


what mysteries can be unfurled.
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You can use time between adventures to learn a new language


or how to use a new set of tools.
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According to monster opticians, a beholder’s eyesight is


20:20:20:20:20:20:20:20:20:20:14.
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Just because you can do it, doesn’t mean you should, but it
does mean you probably will.
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It is entirely valid to take a potion orally or as a


suppository.
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Take notes. Take notes. Take notes. Take notes. Take notes.
Take notes. Take notes. Take notes. Take notes. Take notes.
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You can save your progress in D&D by politely asking your


DM to remember things.
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You can start a new save file in D&D by striking your DM on


the head with a heavy object.
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You can pause the game in D&D by standing up and walking


away from the table.
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You can open the options menu in D&D by writing a question


on a sheet of paper and discreetly passing it to your DM.
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You can take a screenshot in D&D by touching your d20,


your character sheet, and a pencil at the same time.
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You can make encounters easier by being more careful,


communicating with your party, and bribing the DM.
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No, please. Roll to seduce an NPC. Your DM is just super


excited to roleplay that.
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Lawful Good doesn’t mean Lawful Nice and Chaotic Neutral


doesn’t mean Chaotic Stupid.
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If your Chaotic Neutral character decides to murder random


people, you’re not playing a Neutral character.
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Contrary to popular belief, for many things in a dungeon, you


probably would want to touch it with a ten foot pole first.
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Lawful characters obey a set of rules and always look both


ways before crossing the street.
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Chaotic characters don’t hold themselves to rules and won’t


put their tray tables up just because you told them to.
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Good characters put others above themselves and will always


pay back that money you lent them.
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Evil characters put themselves above others and will eat the
last slice of pizza without asking anyone first.
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Neutral characters have no particular sway toward a given


axis and often list mayonnaise as their favorite condiment.
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Unaligned creatures don’t comprehend the alignment concept.


Players cannot be unaligned unless they’re very dense.
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Winning combat is easy! Just reduce your opponents to 0 hit


points while keeping your hit points above 0.
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Valor pleases you, so grant me one request: play barbarian!


And if you do not listen, then to hell with you!
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Is your party dull? Are you not flirting with enough NPCs?
Does your DM feel happy? Consider playing a bard.
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Play a cleric if you like worshipping fake gods and being


under immense pressure to save the rest of your party.
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When you play a druid, you can transform into a T-Rex.


What more could you possibly want?!
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If it’s your first time playing D&D, you like the simple things,
or you’re gonna be on your phone all night, play fighter.
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Playing monk is a great experience! Just get all the kung fu


movie jokes out of your system before the game.
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Paladins: they’re just like clerics, but with fewer commitment


issues and more sharp objects to stab things with.
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Play ranger to feel the thrill of the hunt, the wind in your
hair, and a ferret crawling around in your tunic.
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I’d give you a good reason to play a rogue, but let’s be


honest, your party probably already has 3.
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Spells rock, but books are for nerds. Play sorcerer to flex
your magic and shun silly things like “reading.”
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If you play warlock, you have a lot of combat options, like


eldritch blast, eldritch blast, and even eldritch blast!
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Play a wizard if you want a character who likes writing


things down and doing math just as much as you.
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Abjuration is the school of protective magic, perfect for


people who claimed to have a force field in schoolyard games.
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With Conjuration magic, you can take the D&D tradition of


making things up to its logical extreme.
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You can use Divination magic to absolutely destroy any hopes


your DM had of creating mystery and intrigue.
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Enchantment magic affects the minds of others. If you terrify


the rogue with a sudden fireball, it’s technically Enchantment.
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Evocation manipulates magical energy to produce a desired


effect. All spells are secretly Evocation spells, in disguise.
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Illusion magic deceives the minds of others, which is totally


different from Enchantment, and way cooler, mom.
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Necromancy manipulates life and death energies. You can’t cast


these spells unless 60% of your wardrobe is black.
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Alter the properties of objects with Transmutation and learn


the joy of turning everything into a goat.

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