User:T-Furan/Sandbox
Spells and cantrips using attack rolls.
Cantrips
Level 1 spells
Level 2 spells
Level 3 spells
Level 4 spells
- None
Level 5 spells
Level 6 spells
- None
Theme test
Item/Variant spells
Name | Level | Cast time | Duration | Range/Area | Attack/Save | Damage/Effect | |
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C | - |
30m / 100ft | -
|
1d12Lightning | |||
C | - |
18m / 60ft | -
|
- |
|||
C | 4 turns | 18 m / 60 ft | 1d4Lightning | ||||
C | 10 turns | 18m / 60ft 3m / 10ft (Radius) |
- |
||||
C | - |
18m / 60ft | -
|
1d10Fire | |||
C | - |
Self | -
|
- |
|||
C | - |
9m / 30ft | Attack roll | 1d8Fire | |||
C | - |
9m / 30ft | -
|
1d6Piercing | |||
C | - |
18 m / 60 ft | Attack roll | 3d6Fire | |||
C | 2 turns | 1.5 m / 5 ft | 1d8hit points | ||||
C | - |
18 m / 60 ft | -
|
- |
|||
C | - |
9m / 30ft | Attack roll | 1d4Piercing | |||
C | 1 turn | Self | -
|
- |
Sword of Justice is an uncommon greatsword that grants its wielder the weapon action.
Properties
- Damage
- 2d6 + 1 (3~13) + Strength modifier Slashing damage
- Details
- Greatswords
- Rarity: Uncommon
- Enchantment: + 1
- Two-Handed
- Dippable
- Melee: 1.5 m / 5 ft
- Weight: 2.7 kg / 5.4 lb
- Price: 130 gp
-
UID
PLA_WPN_SwordOfJusticeUUID
455383a5-1211-4500-85f9-b71fad3fbf15
Special
The holder of this item gains:
Tyr's Protection (): Cast as a level 1 spell ( Recharge: Short rest).
Weapon actions
If you have proficiency, equip in main hand to gain:
-
- Pommel Strike ()
- Make a non-lethal attack against an enemy and possibly them.
-
- Lacerate ()
- Slash at your target's vital points to make it .
-
- Cleave ()
- Swing your weapon in a large arc to attack up to 3 enemies at once. They each take half the damage your weapon usually deals.
Where to find
- Looted from Anders in the Risen Road Toll House X: 110 Y: 560 or rewarded by him for killing Karlach in Hunt the Devil.
The Paladin Class Progression | Spell Slots per Spell Level | |||||
---|---|---|---|---|---|---|
Level | Proficiency Bonus | Features | Lay on Hands Charges | 1st | 2nd | 3rd |
1st | +2 | Channel Oath, Choose a subclass | , ,3 | - | - | - |
2nd | Fighting Style, Spellcasting, | 2 | - | - | ||
3rd | Divine Health, Subclass Feature | 3 | - | - | ||
4th | 4 | 3 | - | - | ||
5th | +3 | 4 | 2 | - | ||
6th | 4 | 2 | - | |||
7th | Subclass Feature | 4 | 3 | - | ||
8th | 4 | 3 | - | |||
9th | +4 | - | 4 | 3 | 2 | |
10th | 5 | 4 | 3 | 2 | ||
11th | 4 | 3 | 3 | |||
12th | 4 | 3 | 3 |
Class information
- Hit points
- At level 1: 8 + Constitution modifier
- On level up: 5 + Constitution modifier
- Key Ability Scores
- Charisma for improved spell's DC and Attack Rolls with spells.
- Constitution for more Hit Points and better Concentration checks.
- Dexterity for higher Initiative and Armour Class.
- Saving Throw proficiencies
- Dexterity, Charisma
- Equipment proficiencies
- Simple weapons, Hand Crossbows, Rapiers, Longswords, Shortswords
- Light armour
- Skills with proficiency (Choose 3)
- History, Insight, Medicine, Persuasion, Religion, Deception, Intimidation, Performance, Acrobatics, Sleight of Hand, Stealth, Animal Handling, Arcana, Investigation, Athletics, Nature, Perception, Survival
- You receive a bonus to every Skill that you are Proficient in. At Level 1 the Proficiency Bonus is +2.
Spellcasting
- Spellcasting Ability
- Charisma
- Known spells
- Bard Spells are Always Prepared. In exchange, Bards know fewer Spells at low levels.
Gameplay
Astarion | |||||||||||||
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Level 1 Rogue High elf | |||||||||||||
Stats | |||||||||||||
Movement speed | 9 m (30 ft) | ||||||||||||
Weight | 75 kg (150 lb) | ||||||||||||
Initiative | +3 | ||||||||||||
Ability scores | |||||||||||||
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Proficiency bonus | +2 | ||||||||||||
Saving throws |
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Features | |||||||||||||
| Immunity to sleep and advantage on saves against Charmed. | ||||||||||||
| Can attack creatures in the dark without disadvantage, up to a range of 12 m (40 ft). | ||||||||||||
Actions | |||||||||||||
Action: Target 1 creature, range 1.5 m / 5 ft. Target takes 2d4 Piercing damage. If target is Humanoid, they gain Bloodless and Astarion gains Happy. |
Astarion's default class is rogue. He can cast the Fire Bolt cantrip as a high elf, and as a vampire spawn he has access to a unique Vampire Bite, however this action does not appear until after the party finds out about his vampirism.
Proficiencies
- Saves
- Skills
Unlockable actions
The following actions are unlockable through certain decisions in Astarion's companion quest:
History
Astarion was a young magistrate in Baldur's Gate, until one day he was assaulted and almost killed by a gang of Gurs. The vampire lord, Cazador Szarr, who had taken interest in him, approached Astarion and turned him into one of his slaves – a vampire spawn.
After being turned, Astarion and his vampire spawn siblings lived at the Szarr Palace in the city. Cazador held complete control over his spawn, able to "puppet" their bodies and bend them to his will. He used this power to torment Astarion, torturing him physically and emotionally for centuries. At his command, Astarion was himself seducing the nobility of Baldur's Gate, luring young aristocrats back to be fed on by his master.
Unbeknownst to Astarion, Cazador had secretly made a deal with the archdevil Mephistopheles to invoke the Rite of Profane Ascension. Szarr was to siphon the life force of seven thousand souls, Astarion's included, to become a vampire ascendant.
Before the vampire lord's plans could come to fruition, Astarion was kidnapped and infected with a special illithid tadpole. And so, Astarion's journey to freedom from his master could begin...
Objectives
- We approached a burning inn called Waukeen's Rest. Flaming Fists are trying to break down the door - a Grand Duke of Baldur's Gate is trapped inside.
- We couldn't get through the door. There must be another way in.
- We managed to get inside. We need to find the Grand Duke and fast.
- We found a survivor trapped behind a locked door.
- A man is stuck under some rubble. He's not the Grand Duke, but he still needs help.
- The woman we rescued survived. Maybe she saw the Grand Duke?
- We learned that the Grand Duke of Baldur's Gate was kidnapped.
- We learned that the Grand Duke was captured by drow and taken westwards.
- We agreed to look for the Grand Duke. We should investigate the area.
- Moonrise Towers is a popular location - at least for the cult of the Absolute. Perhaps the Grand Duke was taken there too.
- We agreed to look for the Grand Duke. We should head to Moonrise Towers.
- We learned nothing from the woman we rescued. Someone else must know what happened to the Grand Duke.
- We refused to help Counsellor Florrick. But we should keep an eye out for the Grand Duke - he'd make a powerful ally.
- We didn't find the Grand Duke or anyone who'd seen him. We should still keep an eye out, though - he'd make a powerful ally.
- We met Counsellor Florrick at Last Light Inn. She urged us to search for Grand Duke Ravengard. She believes he is being held in Moonrise Towers.
- We finally reached Moonrise Towers. Grand Duke Ravengard must be here somewhere.
- Grand Duke Ravengard was infected with an illithid tadpole, and taken to Baldur's Gate.
- We finally found Grand Duke Ravengard - standing by Gortash's side as he crowned Gortash the new Archduke. He disappeared after the ceremony.
- Grand Duke Ravengard is dead. Wyll's patron, Mizora, awaits us in camp. Perhaps she can help.
- Mizora asked us to meet her in camp. She has an important proposal to make regarding Wyll's father, Grand Duke Ravengard.
- Wyll severed his pact with Mizora, even after she hinted that she could help locate and rescue Grand Duke Ravengard. It would seem the duke is as good as dead, but perhaps we might still find and save him.
- Wyll made a pact with Mizora and the archdevil Zariel in exchange for information about Grand Duke Ravengard's whereabouts. He is being held prisoner at Gortash's secret command centre.
- We reached Gortash's underwater command centre, also known as the Iron Throne. We need to find Grand Duke Ravengard.
- We found Grand Duke Ravengard. We need to lead him to safety.
- Grand Duke Ravengard is safe at last. We should speak to him at our camp.
- In exchange for an eternal pact with Wyll, Mizora resurrected Grand Duke Ravengard. We should speak with him.
- Grand Duke Ravengard is dead.
- Grand Duke Ravengard is safe, and grateful for our help.
- Grand Duke Ravengard has been brought back from the dead and is free from the Absolute's influence, thanks to the Emperor. He will make a formidable ally when the time comes to face the elder brain.
- Wyll broke his pact with Mizora, even after she offered to resurrect his father. Grand Duke Ulder Ravengard is no more.
Walkthrough
Waukeen's Rest
Waukeen's RestX: -65 Y: 609 is an inn located on the Risen Road. As the party approaches, they smell smoke and hear shouting.
Caution: If you long rest or fast travel (including to camp) after approaching Waukeen's Rest, the building will finish burning down. Florrick and Benryn will die if they have not been rescued.
Move to the front entrance to find a group of Flaming Fists trying to bust down the door. Gauntlet Yeva explains that Grand Duke Ravengard could be in there.
- If Wyll is in the party, he can be asked to break open the door, which he does with ease.
- What happened to this place?
- Grand Duke Ravengard?
- DC 10 Strength check to push against the wreckage.
If the first two options are chosen, Yeva explains that the inn was raided by drow and goblins. Grand Duke Ravengard was lost during the raid.
A successful Strength check smashes the door open and the Fists rush inside. Go straight into the room to find a set of stairs - climb it to find the two remaining survivors - Counsellor Florrick and Benryn. Attempting to rescue Benryn starts Rescue the Trapped Man.
Florrick is in the northern room X: -57 Y: 618, which the Fists swarm as they enter the building. Attack the broken door and she is freed, then she runs out of the inn with the Fists in tow. Outside, she will request that you help rescue the Duke, then leave to organize her own efforts. Before she leaves, however, she gives you a choice from three rewards:
After learning of the Duke's kidnapping, it is also revealed that Ravengard is Wyll's father. This starts part of Wyll's companion quest, The Grand Duke.
At the Goblin Camp, the party can learn slightly more. If the party does a toast after poisoning the booze tub X: -99 Y: 442. As part of the toast, Warlock Gurk says "To tha' duke's face when we gave 'im to the drow!"
Last Light Inn
During Act Two, the party encounters Counsellor Florrick at the Last Light Inn with an entourage of Flaming Fists. She asks if the party have made any inroads with Moonrise Towers.Regardless of the response, she implores the party to keep looking. Florrick, however, has to depart for Baldur's Gate to seek reinforcements.
Moonrise Towers
In Moonrise Towers Prison, the party can ask the Warden if she's seen the Duke. However, she simply responds that he sounds important and that she only deals with the dregs down in the prison. The party can also interrogate the corpse of a dead goblin scout, Sharp-Eye Lora, who reveals that she took prisoners to the Towers including a duke.
The Duke can only be found near the end of Act Two, during Defeat Ketheric Thorm. In the Mind Flayer Colony, as the party chases after Ketheric Thorm, they encounter the Chosen Three - Thorm, Orin the Red, and Enver Gortash. In addition, they have an unexpected guest - Ulder Ravengard. The party watches in the shadows as the trio infect Ravengard with a mind flayer tadpole and then whisk him away to Baldur's Gate.
- Target gains +2 to Armour Class and Advantage on Dexterity Saving throws.
- Target's Movement Speed is doubled.
- Target gains an additional Action.
- When the condition ends, target becomes and is unable to move or take Actions for 1 turn.
Sources of T-Furan/Sandbox
No results
Notes
- The similar condition is granted by Haste Spore Grenade
- The similar condition is granted by Gontr Mael's spell Celestial Haste.
- Darkfire Shortbow is an indirect source of this condition
Gallery
Item name | Item effect | Item source | Location |
---|---|---|---|
Fleetfingers |
|
Wooden chest buried in the ground under the tree | X: 77 Y: 347 |
Moondrop Pendant |
|
Magically locked[1] gilded chest near the statue of Selûne inside the cave | Owlbear Nest X: -321 Y: -135 |
Vision of the Absolute | Crafted by combining Shaft of a Broken Spear and Head of a Broken Spear | Owlbear Nest X: -351 Y: -116 | |
The Oak Father's Embrace | On a skeleton near the owlbear's nest with the egg | Owlbear Nest X: -354 Y: -111 |
Inflict Wounds is a level 1 necromancy spell. This spell allows the spellcaster to make a melee attack that inflicts Necrotic damage.
Description
Putrefy a creature with Necrotic energy filling your hands.
Properties
- Cost
- Action + Level 1 Spell Slot
- Damage
- 3d10 (3~30) Necrotic damage
- Details
- Attack roll
- Melee: 1.5 m / 5 ft
At higher levels
Upcast: Deals an additional 1d10Necrotic damage per level.How to learn
Classes:
- Class Level 1: Cleric
- Class Level 3: Oathbreaker Paladin (Oath Spell)
Granted by the following items:
- Blackguard's Gauntlets ( Recharge: Long rest)
Notes
The incantation for Inflict Wounds is Morē, the Latin command "die!"
External links
Wyrm's Crossing
Baldur's Gate | ||||
Wyrm's Rock Fortress | ||||
↑ | ||||
T-Furan/Sandbox | ||||
↓ | ||||
Rivington |
Wyrm's Crossing is a location within the city of Baldur's Gate in Act Three of Baldur's Gate 3. It sits between Rivington and the Wyrm's Rock Fortress, and must be crossed to enter the Lower City.
Overview
Waypoints
This location contains the following
:- South Span of Wyrm's Crossing X: 15 Y: 74
Adjacent locations
Locations
Carm's Garm
A camp clothing and dye store owned by Carmen Pennygood, in the north eastern corner of the crossing.
Danthelon's Dancing Axe
A weapons and armour store owned by Entharl Danthelon, also serving as a Harper safehouse. In the north western corner of the crossing.
Fraygo's Flophouse
A boarding house found in the south western corner of the crossing. This location is involved in Astarion's personal quest, The Pale Elf, as well as the quests Find the 'Stern Librarian' Ffion and Solve the Open Hand Temple Murders.
A pleasure house run by Mamzell Amira, found in the south eastern corner of the crossing.
Raphael and Kith'rak Voss may also be found arguing in the Devil's Den located upstars.
The Velveteen Elixir
An alchemy and potions shop run by Stylin' Horst, located above Danthelon's Dancing Axe in the north western corner of the crossing.
Bridge to Wyrm's Rock Fortress
The bridge to Wyrm's Rock Fortress is guarded by Flaming Fist and Steel Watchers. Successfully bluffing your way past grants the Inspirational Event Rock-Solid Alibi (Charlatan background).
Related quests
- Aid the Underduke
- Deal with the Devil
- Deal with the Gnomes
- Find the 'Stern Librarian' Ffion
- Free Orpheus
- Get Orin's Netherstone
- Help Kith'rak Voss
- Investigate Cazador's Palace
- Solve the Open Hand Temple Murders
- The Githyanki Warrior
- The High Harper
- The Pale Elf
Notable loot
Notable items obtained in this location, whether looted, purchased, or obtained as a quest reward:
Entharl Danthelon sells:
- Gauntlets of the Warmaster
- Horns of the Berserker
- Blightbringer
- Snow-Dusted Monastery Gloves
- Cloak of Displacement
- Garb of the Land and Sky
- Harmonic Dueller
Racial features
- Base Racial Speed: You can move 9 m / 30 ft per turn.
- Proficiency in the following: : You gain
- Advantage on Saving throws against being Charmed, and magic can't put you to Sleep. : You have
- Keen Senses: You gain Proficiency in the Perception skill.
High elf
Heirs of the mystical Feywild, high elves value magic in all its forms, and even those who do not study spellcraft can manipulate the Weave.— High Elves' description.
Subrace features
- Cantrip: Choose 1 Cantrip from the Wizard spell list. Note that this means these cantrips use Intelligence as a casting stat.
Wood elf
Wood elves spend their reclusive lives in Faerûn's forests. Decades of training in archery and camouflage are enhanced by an otherworldly swiftness.— Wood Elves' description.
Subrace features
- Fleet of Foot: Your Movement Speed is increased by 1.5 m / 5 ft.
- Mask of the Wild: You gain Proficiency in Stealth.
External links
- Elf on the Forgotten Realms Wiki
- Feywild on the Forgotten Realms Wiki
- Weave on the Forgotten Realms Wiki
Overview
The six abilities each represent an aspect of a creature's capabilities:
- Strength (STR), physical power and might
- Dexterity (DEX), agility, coordination and balance
- Constitution (CON), health and endurance
- Intelligence (INT), rational reasoning and memory
- Wisdom (WIS), awareness and insight
- Charisma (CHA), influence and force of character
Ability scores are bought with points during character creation. The minimum ability score during character creation is 8, and the maximum is 15, before any of the ability score increases are applied.
Ability score modifiers
Each ability has an ability score modifier, which is derived from its ability score. The ability score modifiers are being added to any ability checks, saving throws and attack rolls a creature makes associated with that ability, as well as to the Difficulty Class (DC) of any spells that they cast.
Creatures also add an ability score modifier to initiative rolls and some damage rolls they make, and some features allow creatures to add additional or alternative ability score modifiers to specific rolls.
An ability's modifier is decreased by 1 for every odd score below 10, and is increased by 1 for every even score above 10. Alternatively, it can be calculated by subtracting 10 from the ability score, then dividing by 2 and rounding down.[note 1]
Ability score | Modifier value | Ability score | Modifier value | |
---|---|---|---|---|
1 | -5 | 16-17 | +3 | |
2-3 | -4 | 18-19 | +4 | |
4-5 | -3 | 20-21 | +5 | |
6-7 | -2 | 22-23 | +6 | |
8-9 | -1 | 24-25 | +7 | |
10-11 | +0 | 26-27 | +8 | |
12-13 | +1 | 28-29 | +9 | |
14-15 | +2 | 30 | +10 |
Ability checks
Ability checks are dice rolls made to determine whether a creature succeeds or fails at a task. They are rolled against the task's Difficulty Class (DC), which is generally predetermined by the game. Each ability check is made using one of the six abilities in the game, and creatures add an ability's corresponding ability score modifier to the results of ability checks they make.
Skills
Ability checks are usually made using a specified skill. Skills are specific areas of expertise, each associated with an ability, that characters can be proficient in.
Characters add their proficiency bonus to any ability checks they make using skills they are proficient in.[note 2]
All characters gain proficiency in two skills based on their chosen background during character creation, and can choose 2-4 more skills to be proficient in from a list of skills determined by their class.
Additionally, some races, subclasses, and feats also give proficiency in specific skills, and bards receive the class feature Jack of All Trades at level 2, allowing them to add their proficiency bonus (rounded down) to ability checks they make using skills they proficient in.
Proficiency does not stack – there's no benefit to having multiple sources of proficiency for a skill.
Expertise
Characters can also have expertise in a skill, which allows them to add their proficiency bonus when making a corresponding ability check. While it is possible to have proficiency expertise in a skill at the same time, they do not stack. Some sources of expertise do, however, require the character to already be proficient in a skill.
Sources of expertise that require prior proficiency in the respective skill include:
- Rogues gain expertise in any two skills they are proficient in at both level 1 and level 6.
- Bards gain expertise in any two skills they are proficient in at both level 3 and level 10.
Sources of expertise that require prior proficiency in the respective skill include:
- Knowledge Domain Clerics can select two skills to master amongst Arcana, History, Nature and Religion at level 1.
- The Actor feat gives expertise in Deception and Performance.
- Rock Gnomes have expertise in History.
- The Illithid Expertise feature grants expertise in Persuasion, Deception, and Intimidation.
Common scenarios
- Automatic rolls
- Some ability checks are automatic. For example, when a creature approaches an inactive trap, the game rolls a Perception ability check to determine whether the creature notices the trap. Perception is a Wisdom skill, so the character adds their Wisdom modifier and, if proficient in Perception, their proficiency bonus to the ability check. Once the trap is discovered, the character can interact with it to attempt to Disarm it, which requires a successful Sleight of Hand check, a Dexterity skill.
- During dialogue
- Ability checks are also common during dialogue, where some responses require an ability check to determine the outcome. Examples include using Charisma-based skills like Persuasion, Deception, or Intimidation to influence others, or Intelligence-based skills like Investigation, History, or Religion to determine or remember facts.
- Contests
- A contest is a special type of ability check in which two creatures both roll an ability check to oppose each other, and one wins over the other. The creatures don't necessarily roll the same type of check.
- An example of this is the action. The creature attempting the Shove rolls Athletics, and the defending creature rolls either Athletics or Acrobatics (the game chooses the Skill with the highest bonus) to contest the Shove. If the attacker's roll is higher than the defender's, the Shove succeeds; otherwise, it fails.
Footnotes
Penalty to saving throws
- - All creatures within the area suffer a -2 penalty to Dexterity saves
- - Target of suffers a -1 penalty to Constitution saves. Target also suffers disadvantage on Constitution saves
- - Target of suffers a -1 penalty to Constitution saves. Target also suffers disadvantage on Constitution saves
- Seemingly Gleaming Ring - Wisdom saves -1
- Gloves of Baneful Striking - On a weapon hit, the target suffers a 1d4 penalty to saves against wearer's next spell, for 2 turns
- Phalar Aluve - Phalar Aluve: Shriek incurs a 1d4 penalty to Charisma, Wisdom, and Intelligence saves of all enemies within 6 m / 20 ft radius, for 5 turns ( Recharge: Short rest)
- - Saves -1
- - Target suffers a 1d4 penalty to saves
- - Target suffers a -2 penalty to Dexterity saves
- - Target suffers a -1 penalty to Strength, Dexterity, and Constitution saves per remaining turn of the condition
- - Target suffers a -1 penalty to Wisdom, Intelligence, and Charisma saves per remaining turn of the condition
Proficiency in saving throws
- - Proficiency in Constitution saves
- Helmet of Autonomy - Proficiency in Wisdom saves
- Elixir of Dwarven Resilience - Proficiency in saves until making three successful saves or until a long rest, upon consumption
List of all feats
d20 rolls
Whenever a creature attempts an action that has a chance of failure, they roll a twenty-sided die (d20) against a target number to determine whether the attempt was a success or a failure, and add any applicable modifiers. If the result is equal to or exceeds the target number, the attempt was successful. If the result was lower than the target number, or if the creature rolled a 1, the attempt failed.
These attempts are categorised either as attack rolls – which are rolled against the target's Armour Class (AC), as ability checks – which are rolled against the check's Difficulty Class (DC), or as saving throws – which are rolled against a save DC:
- Attack rolls
- When a creature attacks a target they make an attack roll against the target's DC to determine whether the attack is a hit or a miss. If the attack is a hit, it generally deals damage, and the attacker rolls for damage. Creatures generally make their attacks with their equipped weapon (including unarmed), but some spells – such as a warlock's Eldritch Blast – require the caster to make spell attacks.
- Saving throws
- Traps, spells, conditions and other sources of harm may allow a creature a chance to avoid or reduce their effect, known as a saving throw or save. To attempt a save, a creature rolls a d20 against a target save DC.
- Ability checks
- An ability check is an attempt to succeed at a specific task, and is rolled against a Difficulty Class (DC) set by the game for that task. If the final result of the roll equals or exceeds the DC, the attempt is successful.
A Difficulty Class (or DC) is a number rolled against when making ability checks or saving throws. It represents how difficult a task is to accomplish.
The number is determined by the the task attempted – or in the case of saves – the spell, condition or action that has to be overcome.
Natural 1s and 20s
Rolling a 1 or 20 on a d20 roll is referred to as a natural 1 or natural 20. When making an attack roll or ability check, rolling a natural 1 is always an automatic failure, while a natural 20 is always an automatic success, regardless of the the final result after modifiers are applied. Saving throws attempted during dialogue and death saving throws can also roll roll natural 1s and 20s.
Unlike attack rolls and ability checks, saving throws are not guaranteed to fail or succeed when the d20 result is either a natural 1 or 20 respectively, however when saving throws are used during dialogue they will guarantee failure or success when a 1 or 20 is rolled.
Advantage and disadvantage
A number of situations and conditions give creatures advantage or disadvantage on d20 rolls. A creatur that makes a roll with advantage rolls two d20 dice separately, and use the higher of the two results. If they instead have disadvantage, they choose the lower of the two.
Creatures receive no additional benefit or penalty from having multiple sources of advantage or disadvantage on a dice roll, and still only roll twice. Likesise, creatures that have both advantage and disadvantage on a roll only roll a single die, even if they have multiple sources of either.
Name | Description |
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Ability Improvement |
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Actor | |
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Alert | |
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Athlete | |