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.