Page 6 - DnD 5e - Xanathar's Guide to Everything
P. 6

THE C O RE  RULES                                      ADVANTAGE AND  DISADVA NTAGE
                                                              Even  if more than one factor gives you advantage or
       This book relies on the rules in the three core rule-
                                                              disadvantage on a roll, you have it only once, a nd if you
       books. The game especia lly ma kes frequent use of
                                                              have advantage and disadva ntage on the same roll, they
       the rules in chapters 7- 10 of the Player's Handbook:
                                                              cancel each other.
       "Using Ability S cores," "Adventuring," "Combat," a nd
       "Spellcasting." That book's appendix A is also crucial;   C OMBINI NG D I FFERE NT EFFECTS
       it contains definitions of conditions, like invisible and   Different game effects can affect a ta rget at the same
       prone. You don't need to know the rules by heart, but it's   time. For example, two different benefits can give you
       helpfuJ  to know where to find them when you need them.   a bonus to your Armor Class. But when two or more
         If you're a DM, you should a lso know where to look   effects have the same proper name, only one of them
       things up in the Dungeon Master's Guide, especially the   (the most powerful one if their bene fits a ren't identical)
       rules on how magic items work (see chapter 7 of that   applies while the durations of the effects overlap. For ex-
       book). The introduction of the Monster Manual is your   ample, if bless is cast on you when you're still under the
       guide on how to use a monster's stat block.            e ffect of an earlier bless, you gain the benefit of only one
                                                              casting. S imila rly, if you're in the radius of more than
       THE DM ADJUDICATES THE RULES                           one Aura of P rotection, you benefit only from  the one
       One ruJe overrides all others: the DM is the final author-  that grants the highest bonus.
       ity on bow the rules work in play.
         Rules a re part of what makes D&D a game , rather    R EACTION TIMING
       tha n just improvised storytelling. The ga me's  rules are   Certa in ga me features let you take a s pecial action,
       meant to help organize, a nd even ins pire, the action of a   called a reaction, in response to some event. Making
                                                              opportunity attacks and casting the shield s pell are two
       D&D campaign. The rules a re a tool, a nd we want our
                                                              typical uses of reactions. If you're unsure when a reac-
       tools  to be as effective as possible. No matter how good
       those tools  might be, they need a group of players  to   tion occurs  in relation to its trigger, here's the rule: the
       bring them to life a nd a DM to guide their use.       reaction happens after its trigger completes, unless  the
                                                              description of the reaction explicitly says otherwise.
         The DM is key. Ma ny unexpected events can occur in
       a D&D campaign, a nd no set of rules could  reasonably   Once you take a reaction, you can't ta ke a nother one
       account for every contingency. If the rules tried  to do so,   until the sta rt of your next turn.
       the game would become a slog. An alte rnative would be
                                                              RESISTANCE AND VULN ERABILITY
       for the rules to severely lim it what characters can do,
                                                              Here's the order that you apply m odifiers  to damage: (1)
       which would be contrary to the open-endedness of D&D.
                                                              a ny relevant damage immunity, (2) any addition or sub-
       Here's the path the ga me ta kes: it lays a fou ndation of
                                                              traction to the damage, (3) one relevant damage resis-
       rules that a DM can build on, a nd it embraces the DM's
                                                              tance, and (4) one relevant damage vulnerability.
       role as the bridge between the things  the rules address
                                                                Even if multiple sources give you resista nce to a type
       and the things they don't.
                                                              of damage you're taking, you can apply resistance to it
                                                              only once. The same is true of vulnerability.
       TEN R ULES T O  REMEMBER
       A few rules in the core rulebooks sometimes trip up a   PROFICIENCY  BONUS
       new player or DM. Here are ten of those rules. Keep-   If your proficiency bonus a pplies to a roll, you can add
       ing them  in mind will help you interpret the options in   the bonus only once to the roll, even if multiple things in
       this book.                                             the game say your bonus applies. Moreover, if more than
                                                              one thing tells you to double or halve your bonus, you
       EXCEPTIONS SUPERSEDE  GENERAL RULES                    double it only once or halve it only once before apply-
       General rules govern each part of the game. For exam-  ing it. Whether multiplied, divided, or left at its normal
       ple, the combat rules tell you that melee weapon attacks   value, the bonus can be used only once per roll.
       use Strength a nd ra nged weapon attacks use Dexterity.                                                           (
       That's a general rule, and a genera l rule is in effect as   BONUS ACTIQN SPELLS
       long as something in the game doesn't explicitly say   If you wa nt to cast a spell that has a casting time of 1
       otherwise.                                             bonus action, remember that you can't cast any other
         The game also includes ele me nts- class features,   s pells  before or a fter it on the same turn, except for can-
       s pells, magic items, monster abilities, and the like- that   trips with a casting time of 1 action.
       sometimes contradict a gene ral rule. When a n exception
       and a general rule disagree, the exception wins . For ex-  CONCENTRATION
       ample, if a feature says you can make melee weapon at-  As soon as you start casting a s pell or using a s pecial
       tacks using your Charisma, you can do so, even though   ability that requires concentration, your concentration
       that statement disagrees with the general rule.        on another effect ends instantly.
       ROUND DOWN                                             'TEMPORARY H IT  POI NTS
       Whe never you divide or multiply a number in the game,   Temporary hit points aren't cumulative. If you have tem-
       round down if you end up with a fraction, even if the   porary hit points a nd receive more of them, you don't   ~:
       fraction is one-half or greater.                       add them  together, unless a gam e feature says you can.
                                                              Instead, you decide which temporary hit points to keep.
   1   2   3   4   5   6   7   8   9   10   11