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  • Lightning From SRD 5.1

    2014

    Damage type SRD 5.1

    by Wizards of the Coast

  • Necrotic From SRD 5.1

    2014

    Damage type SRD 5.1

    by Wizards of the Coast

  • Piercing From SRD 5.1

    2014

    Damage type SRD 5.1

    by Wizards of the Coast

  • Poison From SRD 5.1

    2014

    Damage type SRD 5.1

    by Wizards of the Coast

  • Psychic From SRD 5.1

    2014

    Damage type SRD 5.1

    by Wizards of the Coast

  • Radiant From SRD 5.1

    2014

    Damage type SRD 5.1

    by Wizards of the Coast

  • Slashing From SRD 5.1

    2014

    Damage type SRD 5.1

    by Wizards of the Coast

  • Thunder From SRD 5.1

    2014

    Damage type SRD 5.1

    by Wizards of the Coast

  • Abjuration From SRD 5.1

    2014

    Magic school SRD 5.1

    by Wizards of the Coast

  • Conjuration From SRD 5.1

    2014

    Magic school SRD 5.1

    by Wizards of the Coast

  • Divination From SRD 5.1

    2014

    Magic school SRD 5.1

    by Wizards of the Coast

  • Intimidation From SRD 5.1

    2014

    Skill SRD 5.1

    When you attempt to influence someone through overt threats, hostile actions, and physical violence, the GM might ask you to make a Charisma (Intimidation) check. Examples include trying to pry information out of a prisoner, convincing street thugs to back down from a confrontation, or using the edge of a broken bottle to convince a sneering vizier to reconsider a decision.

    by Wizards of the Coast

  • Investigation From SRD 5.1

    2014

    Skill SRD 5.1

    When you look around for clues and make deductions based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a hidden object, discern from the appearance of a wound what kind of weapon dealt it, or determine the weakest point in a tunnel that could cause it to collapse. Poring through ancient scrolls in search of a hidden fragment of knowledge might also call for an Intelligence (Investigation) check.

    by Wizards of the Coast

  • Medicine From SRD 5.1

    2014

    Skill SRD 5.1

    A Wisdom (Medicine) check lets you try to stabilize a dying companion or diagnose an illness.

    by Wizards of the Coast

  • Nature From SRD 5.1

    2014

    Skill SRD 5.1

    Your Intelligence (Nature) check measures your ability to recall lore about terrain, plants and animals, the weather, and natural cycles.

    by Wizards of the Coast

  • Perception From SRD 5.1

    2014

    Skill SRD 5.1

    Your Wisdom (Perception) check lets you spot, hear, or otherwise detect the presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open window, or hear monsters moving stealthily in the forest. Or you might try to spot things that are obscured or easy to miss, whether they are orcs lying in ambush on a road, thugs hiding in the shadows of an alley, or candlelight under a closed secret door.

    by Wizards of the Coast

  • Performance From SRD 5.1

    2014

    Skill SRD 5.1

    Your Charisma (Performance) check determines how well you can delight an audience with music, dance, acting, storytelling, or some other form of entertainment.

    by Wizards of the Coast

  • Persuasion From SRD 5.1

    2014

    Skill SRD 5.1

    When you attempt to influence someone or a group of people with tact, social graces, or good nature, the GM might ask you to make a Charisma (Persuasion) check. Typically, you use persuasion when acting in good faith, to foster friendships, make cordial requests, or exhibit proper etiquette. Examples of persuading others include convincing a chamberlain to let your party see the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk.

    by Wizards of the Coast

  • Religion From SRD 5.1

    2014

    Skill SRD 5.1

    Your Intelligence (Religion) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults.

    by Wizards of the Coast

  • Sleight of Hand From SRD 5.1

    2014

    Skill SRD 5.1

    Whenever you attempt an act of legerdemain or manual trickery, such as planting something on someone else or concealing an object on your person, make a Dexterity (Sleight of Hand) check. The GM might also call for a Dexterity (Sleight of Hand) check to determine whether you can lift a coin purse off another person or slip something out of another person's pocket.

    by Wizards of the Coast

  • Stealth From SRD 5.1

    2014

    Skill SRD 5.1

    Make a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard.

    by Wizards of the Coast

  • Survival From SRD 5.1

    2014

    Skill SRD 5.1

    The GM might ask you to make a Wisdom (Survival) check to follow tracks, hunt wild game, guide your group through frozen wastelands, identify signs that owlbears live nearby, predict the weather, or avoid quicksand and other natural hazards.

    by Wizards of the Coast

  • Lawful Good From SRD 5.1

    2014

    Alignment SRD 5.1

    Lawful good (LG) creatures can be counted on to do the right thing as expected by society. Gold dragons, paladins, and most dwarves are lawful good.

    by Wizards of the Coast

  • Neutral Good From SRD 5.1

    2014

    Alignment SRD 5.1

    Neutral good (NG) folk do the best they can to help others according to their needs. Many celestials, some cloud giants, and most gnomes are neutral good.

    by Wizards of the Coast

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