Basic Feats

Basic feats represent special sets of abilities which *Characters* of any *Archetype* have access to from early into their adventure.

They are different from Feats which are available from Level 4 onwards as they are of an appropriate power for lower level adventurers.

You will find some Basic Feats are well suited to enhancing the abilities you have from a particular Archetype, or they may offer opportunities to expand the capabilities of your *Character* to fill roles your Archetype is not well suited for.

When you Level up, you may change a Basic Feat you previously acquired for any other Basic Feat, provided other Archetype Features do not depend upon it.

In general, you may only acquire a Basic Feat once, however in some cases you may be allowed to pick the same Basic Feat multiple times.

Below are a list of Basic Feats currently available. There are currently three categories of Feats: Martial Feats, Utility Feats and Magic Feats. Some Settings may limit what Feats you may use (e.g. non-magical settings may state you cannot choose Magic Feats).

## Basic Utility Feats

Basic Utility Feats relate to your Character's self-improvement in a range of different areas which are neither magical or combat focused in nature. They are particularly well-suited to Characters from the Expert or Support groups.

### Adaptable

* You gain one additional Skill.
* You gain one additional Tool Skill.
* You learn one additional Language.

***Y**ou may take this Feat multiple times, choosing a different Skill, Tool Skill and Language each time.*

### Animal Companion

* You are bonded to an Animal Companion.
* The Animal Companion takes on the form of a Small or Medium sized animal of your choosing. It also has one primary feature and one secondary feature of your choice from the below options. You may change the selected features and the form the familiar takes when you level up. Irrespective of the form it takes, it has the following base stats depending on whether it's Size Category is Medium or Small:
	+ **Medium Animal Companion**
		- Creature Type: Beast
		- AC: 8 (8 + Dexterity Bonus)
		- HP: 3 times your Character Level.
		- Str: +3, Dex: +0, End: +2, Foc: +1, Int: -4, Cha: -2, Luck: Yours, Skill: Yours
		- Saving Throws: Str: Your Skill Bonus + 3, End: Your Skill Bonus + 2
		- Movement Speed: 30ft
		- Unarmed Strikes
			* Attack Bonus: 3 + Your Skill Bonus
			* Damage Rating: 3, Weak 3, Normal 6, Strong 9, Critical 12. Piercing, Slashing or Bludgeoning Damage (your Choice)
	+ **Small Animal Companion**
		- AC: 12 (8+ Dexterity Bonus)
		- HP: 3 times your Character Level.
		- Str: -1, Dex: +4, End: 0, Foc: +1, Int: -4, Cha: -2, Luck: Yours, Skill: Yours
		- Saving Throws: Dex: Skill Bonus + 4, End: Skill Bonus
		- Movement Speed: 40ft
		- Unarmed Strikes
			* Attack Bonus: 4 + Your Skill Bonus
			* Damage Rating: 2
			* Damage: Weak 4, Normal 6, Strong 8, Critical 10. Piercing, Slashing or Bludgeoning Damage (your Choice)
	+ **Primary Feature Options:**
		- Pick one of the following Primary Features: Flying, Climbing or Swimming
		- **Flying (Available to Small Sized Animal Companions Only):** It has a Flying Movement Speed equal to it's movement speed.
		- **Climbing:** It has a Climb Speed equal to it's Movement Speed. Additionally it has Advantage on Strength and Dexterity Saving Throws.
		- **Swimming:** It has a Swim Speed equal to twice it's Movement Speed. Additionally it can breathe underwater and it's Unarmed Strikes have the Reach property, extending up to 10ft.
	+ **Secondary Feature Options:**
		- Pick one of the following Secondary Features: Trained, Evasive, Resilient, Swift, Sticky or Nocturnal
		- **Trained:** It may add your Skill Bonus to Focus and Dexterity Skill Checks it makes.
		- **Evasive:** It can take the Disengage Action as a Minor Action.
		- **Resilient:** It gains a Bonus to it's AC equal to your Skill Bonus.
		- **Swift:** It's Movement Speed is increased by 20ft.
		- **Sticky:** It can climb along vertical surfaces and ceilings without falling.
		- **Nocturnal:** It's Darkvision range is 120ft and it has Advantage on Focus Skill Checks.
* **Unkillable**
	+ Wounds are not tracked for Animal Companions.
	+ If an Animal Companion exceeds it's Damage Limit, it immediately becomes Unconscious for 10 Minutes, and does not enter the Unstable Condition.
	+ After exceeding it's Damage Limit, an Animal Companion will cannot take the Attack Action until it completes a Long Rest.
	+ With the agreement of all Players and the GM, a group may choose to forgo this rule and instead use the rules for Player Character wounds and death instead.
	+ Discuss with your GM what your limits are regarding the portrayal of the injury or death of an Animal Companion. We recommend GMs do not insist upon portraying the death of an Animal Companion where it would make Players at the table uncomfortable.
* Your Animal Companion understands simple ideas you describe to it through verbal or sign language and it can carry out simple commands. It cannot however understand any languages.
* Your Animal Companion is obedient to you and shares your Turn during a Conflict. You may take your respective Movement and Actions in any order you wish.
* As a Minor Action, you can Command the Animal Companion to use a particular Action. If you do not provide it with an Action it automatically takes the Dodge Action and no Minor Action.
* If you wish to replace your Animal Companion you may do so at any time. Work with your GM to find a narratively satisfying way to justify the change of an Animal Companion or the acquisition of a new one.

### Linguist

* You learn a number of Languages equal to your Skill Bonus.
	+ You learn a new Language each time your Skill Bonus increases.
* **Y**ou are able to understand all forms of language to a limited degree. When reading or listening to a language you are unfamiliar with, you are able to understand the general meaning being conveyed (e.g. basic nouns, verbs and grammar). But you will not be able to understand complex details being described nor will you be able to communicate in this language.

### Virtuoso

* You gain a number of Tool Skills equal to your Skill Bonus.
	+ You learn a new Tool Skill each time your Skill Bonus increases.
* You are able to use any Tool to at least a competent level of proficiency, even when you have had no experience in using that Tool previously. You may add your Skill Bonus to any Skill Check where you are able to use a Tool, however you do not gain Advantage on a Skill Check for using a Tool you are not Skilled with as part of a Skill Check which you are all Skilled in.

### Smooth Talker

* You may use the Distract Action as a Minor Action.
* You may use the Negotiate Action as a Minor Action.
* You have Advantage on all Checks involving flattery and making a good impression on Characters.

### Sprinter

* Your Movement Speed is increased by 10ft
* Whenever you take the Dash Action, you also gain the benefits of the Disengage Action.
* You have Advantage on all Checks relating to long distance running or sprinting

### Leadership

* Whenever you finish a Short or Long Rest, you may bolster the resolve of up to 6 Characters of your choice who can see and hear you (including yourself). Each Character gains Temporary Hit Points equal to your Level.
* You have Advantage on Social Checks with groups of people (3 or more)

### Medic

* You become Skilled with Healer's Tools.
	+ If you are already Skilled with Healer's Tools, you gain another Tool Skill of your choice.
* When you reduce a Character's Damage as a result of a Spell or Effect you cause, their Damage is reduced by an additional amount equal to you Skill Bonus.
* You Automatically Succeed on Medical Skill Checks to Stabilize an Unstable Character.

### Mounted Training

* While you are Riding a Mount, you gain the following benefits:
	+ You do not need to hold your Mount with one hand while Riding.
		- Consequently you may hold Items, Weapons and Shields using both hands while using a Mount.
	+ If your Mount is Targeted by an Attack you can see, you may as a Reaction cause the Attack to have Disadvantage. Immediately after the effects the Attack are determined the Mount may immediately move up to half it's Movement Speed. This Movement does not expend it's movement or provoke Attacks of Opportunity.
	+ If your Mount is makes a Saving Throw against an effect you can see, you may as a Reaction cause the Mount to have Advantage on the Check. Immediately after the effects the Saving Throw are determined the Mount may immediately move up to half it's Movement Speed. This Movement does not expend it's movement or provoke Attacks of Opportunity.
	+ Once during your Turn, you may Command a Mount you are Riding without expending a Minor Action.
* You have Advantage on All Skill Checks and Saving Throws relating to Riding a Mount, including staying seated, controlling a Mount, communicating with a Mount and performing feats of athleticism on a Mount.

## Basic Magic Feats

Basic Magic Feats relate to your Character's mastery over magic. They are particularly well-suited to Characters with the Magic Archetype.

### Cantrip Student

* Choose a Tradition of Magic (Arcane, Creation, Natural or Supernatural). You learn any two Cantrips of your choice from that Tradition of Magic.
	+ You choose the Spellcasting Ability of these Spells from Intelligence, Focus or Charisma when you gain this Feat.
* **W**henever you Level Up, you may change the Tradition of Magic and Cantrips chosen with this Feat.

*You may choose this feat multiple times, choosing a different Tradition of Magic and different Cantrips each time.*

### Weapon Bond

* Choose one Weapon in your possession to create a magical bond with.
* You become Skilled with this Weapon while you are Bonded with it.
* **Y**ou may use a Bonded Weapon as a Spellcasting Focus.
* While you are within 120ft of your Weapon, you may use a Minor Action teleport it directly into your hand.
* Additionally, if the Weapon has the Thrown Property and is Thrown, it returns to your hand immediately after the effects of the Attack have occurred.
* You may use either your Intelligence, Focus or Charisma Bonus for the Attack and Damage Bonuses of Attacks you make with a Weapon you are Bonded to. Choose which Ability to use when you bond to the Weapon.
* A Bonded Weapon ignores a Target's Resistances to Physical Damage (Piercing, Slashing and Bludgeoning Damage).
* You may Change the Weapon you are Bonded with when you complete a Long Rest.

*You may choose the Weapon Bond feat multiple times, choosing a different Weapon to Bond with each time.*

### Spellbook

* You gain a Spellbook, within which you can transcribe Ritual Spells.
* When you gain this Feat, your Spellbook will contain two 1st Level Ritual Spells. They may come from any Magic Tradition.
* You can Cast any Ritual Spell transcribed in your Spellbook as a Ritual, without the need to have it prepared. The Spell Level of the Spell you Cast must be equal to or less than half your Character's Level rounded up.
* Transcribing New Spells:
	+ You may use writing implements to transcribe additional Ritual Spells into the Spellbook.
	+ To Transcribe a Ritual Spell it's Level must be equal to or less than half your Character's Level rounded up.
	+ Additionally you must either already know the Spell or you must have a written copy of the Spell (in the form of a Spell Scroll or another Spellbook) written in a language you can understand. Alternatively a Spellcaster who has already learned the Spell may assist you in transcribing the Spell.
	+ Transcribing a Ritual Spell requires 2 Hours of study and writing per Spell Level (e.g. a 2nd Level Spell would require 4 hours of study).
	+ If a Spellcaster assists in the study of a Ritual Spell, the time they spend assisting you counts towards the time required to transcribe it (i.e. if a Spellcaster assists you in the transcribing of a 2nd level Spell, then the Spell will be transcribed after a total of just 2 hours rather than 4). You may only benefit from the assistance of one Spellcaster at a time in this way.
* Spellbooks are assumed to be kept safe from most forms of harm along with the other belongings of the Spellcaster. A Spellbook can however be destroyed if Damage specifically targets it. It's Object Stats are AC 10, HP 10, Strength: +0 and Endurance: +0, and it has vulnerability to fire damage.
* In the event that the Spellbook is destroyed, a Spellcaster may replace it by retranscribing the Spells contained within it. A new Spellbook costs 50 credits. Transcribing a Spell which a Spellcaster had previously transcribed requires only 1 hour per Spell level. The Spellcaster can retranscribe Spells they have previously transcribed without the need for a copy of that Spell or assistance from another Spellcaster. Some safety conscious Spellcasters are known to purchase multiple Spellbooks and transcribe multiple copies of their Spells for just such an occasion.

### Familiar

* You are bonded to a tiny magical creature called a Familiar. This may be a creature which represents an extension of yourself, or it may be an entirely separate magical creature which is bonded to you.
* The Familiar takes on the form of a tiny creature of your choosing. It also has one primary feature and one secondary feature of your choice from the below options. You may change the selected features and the form the familiar takes when you level up. Irrespective of the form it takes, it has the following base stats:
	+ AC: 10 (8 + Dexterity Bonus)
	+ Creature Type: Beast
	+ Size Category: Tiny
	+ Damage Limit: 2 times your Character Level.
	+ Stats: Str: -4, Dex: +2, End: -1, Foc: +1, Int: -4, Char: -2, Luck: Yours, Skill: Yours
	+ Movement Speed: 30ft
	+ Darkvision: 60ft.
	+ Primary Feature Options:
		- Flying: It has a Fly Speed equal to twice it's Movement Speed
		- Climbing: It has a Climb Speed equal to it's Movement Speed. Additionally it can move across vertical walls and upside down on ceilings without falling.
		- Swimming: It has a Swim Speed equal to twice it's Movement Speed and it can breathe underwater.
	+ Secondary Features Option:
		- Skilled: It may add your Skill Bonus to Focus and Dexterity Skill Checks it makes.
		- Blindsight: It gains 10ft of Blindsight
		- Nightsight: It's Darkvision range is 120ft.
* Dormant Form
	+ When the Familiar is taking a Long Rest, it reverts to it's Dormant Form. The Dormant Form of a Familiar is a tiny, non-magical object of your choosing which costs 50 credits or less, such as a small trinket, an item of clothing or a Spellbook.
	+ As a Minor Action, you may command the Familiar Transform from the Beast Form to it's Dormant Form, or vice versa. You may change the Dormant Form your Familiar takes when you level up.
	+ While in this form, the Familiar retains the use of it's senses, and is regarded as an Uncommon Magical Object for the purposes of being damaged. If it's Dormant Form is Damaged or Destroyed, you may perform a ten minute ritual to restore the Trinket, which you may perform as part of a Short Rest.
	+ If the Character the Familiar is bonded to dies, the Familiar reverts to it's Dormant Form.
	+ If the Familiar is reduced to 0HP while in it's Beast Form, it immediately reverts to it's Dormant Form. It must remain in it's Dormant Form for 8 hours before it can take on it's Beast Form again.
* Telepathic Link
	+ While the Familiar is in Beast Form you are able to communicate simple ideas to it via Telepathy. It can alert you through telepathy if it perceives an obvious threat, but it is unable to communicate beyond this. The range of this telepathic link is limited to 100ft.
	+ As an Action, you can teleport the Familiar to your hand or a position within 5ft of you provided it is within the range of your telepathic link. You may do this whether it's in it's Beast Form or Dormant Form. If the Familiar has been completely destroyed, it reforms at the end of your next Long Rest within 5ft of you.
	+ While your Familiar is within the range of your Telepathic link, you may use a Minor Action to see through it's eyes. You benefit from any special senses it has, such as Darkvision or Blindsight while looking through it's eyes, and become Blinded to your own senses while you maintain this benefit. You may end this effect as a Minor Action.
	+ While your Familiar is within the range of your Telepathic link, you can choose to have any Spell you Cast whose Range is Touch originate from the Familiar instead.
* You Familiar is obedient to you and shares your Turn during a Conflict. You may take your respective Movement and Actions in any order you wish. As a Minor Action, you can Command the Familiar to use a particular Action. However it is incapable of the Attack or Use an Object Actions, and if you do not provide it with an Action it automatically takes the Dodge Action and moves to a position of your Choice..

### Magic Student

* Choose one Tradition of Magic (e.g. Arcane, Creation, Natural or Supernatural).
* You learn one Cantrip and one 1st Level Spell from the chosen Tradition of Magic. You choose the Spellcasting Ability of these Spells from Intelligence, Focus or Charisma when you take this feat. These Spells do not count against your number of known Spells.
* You can Cast the 1st Level Spell you gain from this feature once, and you regain the Ability to do so again after completing a Long Rest. Whenever you gain a Level, you may change the Spells learned through this feature for other Spells of the same level from the same Tradition of Magic.

*You may choose this feat multiple times, choosing a different Tradition of Magic and different Cantrips each time.*

### Telepathy Student

* You are able to communicate telepathically with Characters you can see within 60ft of you using a language you know. They may respond telepathically to you in a language they also know.
* You have Advantage on Checks to determine a Character's emotional state and whether they are being truthful.
* You do not need to provide verbal components for Spells or Magical Effects.

### Telekinesis Student

* As a Minor Action you can move a Character other than yourself, or an Object which is not being worn or carried, which you can see with an invisible magical force along any path of your choice.
* The maximum distance an Object or Character is moved by this feature depends upon their Size Category.:
	+ Tiny: 30ft, Small: 10ft, Medium: 5ft. You cannot move Objects or Characters which are Large sized or larger, or which weigh more than 1000lbs.
* A Character who does not wish to be moved can prevent this movement by making a Strength Saving Throw against this effect's DC, which is given by: 8 + Skill Bonus + A Spellcasting Ability of your choice (Intelligence, Focus or Charisma), which you choose when you take this Feat.
* If an Object or Character is airborne at the end of this movement, it immediately begins to fall. You may catch a Tiny or Small Object moved within 5ft of you as part of this Minor Action.

### Student of the Elements

* Choose one of the following Elemental Damage types: Acid, Cold, Fire, Lightning, Poison or Thunder.

* **Y**ou gain one Cantrip from any Tradition of Magic which deals Damage of that chosen Damage Type. You choose the Spellcasting Ability of this Spell from Intelligence, Focus or Charisma when you gain this feature. A list of example Cantrips are presented below.
	+ If you already know all available Cantrips which deal Damage of the chosen Damage type, choose any other Cantrip which deals Acid, Cold, Fire, Lightning, Poison or Thunder damage.
* When you roll the minimum value possible on a Damage Die used to deal the form of Damage chosen within this feat, you may treat it as having rolled it's maximum value instead.
* Additionally treat any Weak Hit with a Spell Attack that causes this Damage Type as a Normal Hit.

*You may select this feat multiple times, choosing a different Damage type each time and gaining an additional change the Damage type chosen*

Damage Types and Example Cantrips
 Cold
 Fire
 Lightning
 Poison
 Thunder

### Student of the Holy Light

* You gain the Sacred Flame Cantrip, or if you already know this Spell choose any other Cantrip from the Supernatural Tradition of Magic. You choose the Spellcasting Ability of this Spell from Intelligence, Focus or Charisma when you gain this feature.
* Radiant Damage you cause burns with blinding brilliance. When you deal Radiant Damage to a Character*,* they cannot take Reactions until the Start of their Next Turn.

### Student of the Dark Arts

* You gain the Chill Touch Cantrip, or if you already know this Spell choose any other Cantrip from the Arcane Tradition of Magic. You choose the Spellcasting Ability of this Spell from Intelligence, Focus or Charisma when you gain this feature.
* You are able to siphon a small portion of energy from others. When you deal Necrotic Damage to a *Character*, you gain Temporary Hit Points equal to your Skill Bonus.

### Protective Enchantments

* **Y**ou gain the Deflection Cantrip, or if you already know this Spell choose any other Cantrip from the Arcane Tradition of Magic. You choose the Spellcasting Ability of this Spell from Intelligence, Focus or Charisma when you gain this feature.
* Your minimum Armor Class is 11 + your Dexterity Bonus. This effect may be suppressed by Spells and other Magical effects such as the Dispel Magic Spell or Antimagic Fields. You regain this benefit 10 minutes after the cause of this effect's suppression have been removed.

## Basic Martial Feats

Basic Martial Feats relate to your Character's growing mastery in Combat. They are particularly well-suited to Characters with the Martial Archetype. Martial Feats are more numerous than any other Feat Category, and are the primary way in which Martial Characters may specialize and differentiate themselves from each other.

### Healthy

* Your current Hit Point Maximum is increased by twice your Level (e.g. a 1st Level Character will add 2 Additional Hit Points). Each time you gain a Level thereafter, your Hit Point maximum is increased by an additional 2 Hit Points.

### Aimed Attack

* As a Minor Action you can take time to prepare your Next Attack. Before the Start of your next turn, if you miss an Attack Roll you may add a roll of your Martial Die to it's Result, potentially turning the Miss into a Hit.
* If you do not already have the Martial Die feature, use a d4 when you use this Feature.

### Fighting Style: Ranged Weapon Specialism

* If you are not already Trained with all Ranged Weapons, you become Skilled in one Ranged Weapon type of your choice (e.g. Bows, Crossbows, Guns etc)
* You gain a +2 Bonus to Attack Rolls you make with Ranged Weapons

### Fighting Style: Finesse Weapon Specialism

* If you are not already Trained with all Finesse Weapons, you become Skilled with one Finesse Weapon type of your choice (e.g. Rapiers, Daggers, Shortswords etc)
* You gain a +2 Bonus to Attack Rolls you make with Finesse Weapons

### Fighting Style: Heavy Weapon Specialism

* If you are not already Trained with all Heavy Weapons, you become Skilled with one Heavy Weapon type of your choice (e.g. Greatsword, Greataxe, Longbow etc)
* You may treat any Weak Hit with an Attack using a Heavy Weapon as a Normal Hit.

### Fighting Style: Versatile Weapon Specialism

* If you are not already Trained with all Versatile Weapons, you become Skilled with one Versatile Weapon type of your choice (e.g. Spear, Longsword, Battleaxe etc)
* You gain a +1 Bonus to the Damage Rating of Melee Attacks made with Versatile Weapons

### Fighting Style: Loading Weapon Specialism

* **I**f you are not already Trained in all Weapons with the Loading property, you become Skilled with one Weapon type with the loading property of your choice (e.g. Crossbows, Guns)
* **Y**ou ignore the Loading property of Weapons for the purposes of making multiple attacks with them as part of a single Turn.
* Immediately after Initiative for a Conflict is determined, you may use your Reaction to draw a weapon with the Loading property and make an Attack with it at Disadvantage against a Target you can see. If multiple Characters have features Triggered by the Start of Initiative, resolve their Reactions in Initiative order.

### Fighting Style: Light Weapon Specialism

* If you are not already Trained in all Weapon with the Light property, you become Skilled with one Weapon type with the Light property of your choice (e.g. Daggers, Hand Crossbows)
* You may make an Attack with a Light Weapon as a Minor Action.

### Fighting Style: Thrown Weapon Specialism

* If you are not already Trained with all Thrown Weapons, you become Skilled with one Thrown Weapon of your choice (e.g. Daggers, Handaxes, Darts etc)
* **Y**ou gain a +2 to bonus to Weapon Damage caused by Ranged Attacks made with Thrown Weapons.
* You gain a +1 Bonus to the Damage Rating of Ranged Attacks made with Thrown Weapons

### Fighting Style: Reach Weapon Specialism

* If you are not already Trained in a Weapon with the Reach property, you become Skilled with one Weapon type with the Reach property of your choice (e.g. Pikes, Polearms etc)
* When a Character you can see enters the Reach of a Weapon with the Reach Property which you are holding, you may as a Reaction make an Attack against them with that Weapon.

### Fighting Style: Martial Arts

* When you make an Attack with a Weapon with the Finesse Property or an Unarmed Strike, you may treat it as having a Damage Rating equal to half the maximum value of your Martial Die (i.e. a d4, d6, d8, d10 and d12 would have a Damage Rating of 2, 3, 4, 5, 6 respectively).
	+ If you do not have a Martial Die, your Martial Die is a d4.
* You may make an Unarmed Strike as a Minor Action.
* You lose these benefits while you are wearing a Shield.

### Fighting Style: Improvised Weapon Specialism

* You may add your Skill Bonus to all Attacks made with Improvised Weapons.
* You may make an Attack with an Improvised Weapon as a Minor Action.
	+ Weapons used as Improvised Weapons have a Damage Rating of 2, the Bludgeoning Property and the Melee and Thrown properties with a Short range of 20ft and a long range of 60ft. If a Weapon used as an Improvised Weapon had the Reach property, it retained this property and it's range, but otherwise loses all other properties when wielded in this way.

### Fighting Style: Armor Specialism

* While wearing Armor or a Shield, your AC is increased by +1.

### Fighting Style: Shield Specialism

* If you are not already Trained in Shields, you become Trained in Shields.
* You may make a Melee or Ranged Attack, or attempt to Shove or Knock Prone a Character within the Reach of your Unarmed Strikes, with a Shield you are wearing as a Minor Action.
	+ Treat your Shield as an Improvised Weapon which you are Skilled in for the purposes of making a Melee or Ranged Attack.

### Weapon Techniques

* Weapon Techniques represent different ways in which you can use Weapons and Unarmed Strikes when you make an Attack with them.
* You learn two Weapon Techniques of you choice.
	+ Whenever you Level Up you may change your choice of Weapon Techniques.
	+ For a list of Weapon Techniques, their effects and how they may be used, see Weapon Techniques.

*You may take this Feat multiple times, choosing two different Weapon Techniques each time.*

## Copyright Notice

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode

## Credit this Work

To Credit material presented here which is unique from that contained in the System Reference Document 5.1 (see Copyright Notice), copy the following to your Credits Section:

This work includes material taken from "7e” by Peter Rees and materials taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC. Both "7e" and the "SRD5.1" are Licensed under the Creative Commons: By Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode