5e24:Lifestyle Expense

From Rlyehwiki
Jump to navigation Jump to search

Lifestyle Expenses

[1] Lifestyle expenses summarize the cost of living in a fantasy world. They cover lodging, food, equipment maintenance, and other necessities.

At the start of each week or month (GM’s choice), choose a lifestyle below—Wretched, Squalid, Poor, Modest, Comfortable, Wealthy, or Aristocratic—and pay the price to sustain that lifestyle.

Lifestyles have no inherent consequences, but the GM might take them into account when determining risks or how others perceive your character.

Wretched

(Free)
[1] You survive via chance and charity. You’re often exposed to natural dangers as a result of sleeping outside.

Squalid

(1 SP per Day)
[1] You spend the bare minimum for your necessities. You might be exposed to unhealthy conditions and opportunistic criminals.

Poor

(2 SP per Day)
[1] You spend frugally for your necessities.

Modest

(1 GP per Day)
[1] You support yourself at an average level.

Comfortable

(2 GP per Day)
[1] You spend modestly for your necessities and enjoy a few luxuries.

Wealthy

(4 GP per Day)
[1] You’re accustomed to the finer things in life and might have servants.

Aristocratic

(10 GP per Day)
[1] You pay for the best and might have a staff that supports your lifestyle. Others notice your wealth and might encourage you to share it, either legally or otherwise.

Food, Drink, and Lodging

[1] The Food, Drink, and Lodging table gives prices for food and a single night’s lodging. Prices for daily lodging and meals are included in your lifestyle’s expenses.

Food, Drink, and Lodging [2] 
Item Cost   Item Cost
Ale (mug) 4 CP Meal
Bread (loaf) 2 CP   Squalid 1 CP
Cheese (wedge) 1 SP   Poor 2 CP
Inn Stay per Day   Modest 1 SP
  Squalid 7 CP   Comfortable 2 SP
  Poor 1 SP   Wealthy 3 SP
  Modest 5 SP   Aristocratic 6 SP
  Comfortable 8 SP Wine (bottle)
  Wealthy 2 GP   Common 2 SP
  Aristocratic 4 GP   Fine 10 GP

Hirelings

[3] Skilled hirelings include anyone hired to perform a service that involves a proficiency (including weapon, tool, or skill): a mercenary, an artisan, a scribe, or the like. The pay shown on the Hirelings table is a minimum; some expert hirelings require more pay. Untrained hirelings are hired for work that requires no particular proficiencies; they include laborers and porters.

Hirelings
Service Cost
Skilled hireling 2 GP per day
Untrained hireling 2 SP per day
Messenger 2 CP per mile

Spellcasting

[3] Most settlements contain individuals who are willing to cast spells in exchange for payment. If a spell has expensive components, add the cost of those components to the cost listed in the Spellcasting Services table. The higher the level of a desired spell, the harder it is to find someone to cast it.

Spellcasting Services [3] 
Spell Level Availability Cost
Cantrip Village, town, or city 30 GP
1 Village, town, or city 50 GP
2 Village, town, or city 200 GP
3 Town or city only 300 GP
4–5 Town or city only 2,000 GP
6–8 City only 20,000 GP
9 City only 100,000 GP

Magic Items

[3] Adventures hold the promise—but not a guarantee—of finding magic items. Hundreds of magic items are detailed in “Magic Items” later in this document. Here’s what you need to know about using magic items.

Identifying a Magic Item

[3] Some magic items are indistinguishable from their nonmagical counterparts, while others are conspicuously magical. Handling a magic item is enough to give you a sense that it is extraordinary, but learning a magic item’s properties isn’t automatic.

The Identify spell is the fastest way to reveal an item’s properties. Alternatively, you can focus on one magic item during a Short Rest while being in physical contact with the item. At the end of the rest, you learn its properties and how to use them (but not any curse the item might bear).

Sometimes a magic item carries a clue to its properties. The command word to activate a ring might be etched inside the band, or a feathered design might hint that it’s a Ring of Feather Falling.

Wearing or experimenting with an item can also offer hints about its properties. In the specific case of Potions, a little taste is enough to tell the taster what a potion does. Other items might require more experimentation. For example, if your character puts on a Ring of Swimming, the GM might say, “Your movement feels strangely fluid.” Perhaps you then dive into a river to see what happens. The GM would then say you swim unexpectedly well.

Attunement

[3] Some magic items require a creature to form a bond—called Attunement—with them before the creature can use an item’s magical properties. Without becoming attuned to an item that requires Attunement, you gain only its nonmagical benefits unless its description states otherwise. For example, a magic Shield that requires Attunement provides the benefits of a normal Shield if you aren’t attuned to it, but none of its magical properties.

Attune during a Short Rest

[3] Attuning to an item requires you to spend a Short Rest focused on only that item while being in physical contact with it (this can’t be the same Short Rest used to learn the item’s properties). This focus can take the form of weapon practice (for a Weapon), meditation (for a Wand), or some other appropriate activity. If the Short Rest is interrupted, the Attunement attempt fails. Otherwise, at the end of the Short Rest, you’re attuned to the magic item and can access its full magical capabilities. No More Than Three Items You can be attuned to no more than three magic items at a time. Any attempt to attune to a fourth item fails; you must end your Attunement to an item first. Additionally, you can’t attune to more than one copy of an item. For example, you can’t attune to more than one Ring of Protection at a time.

Ending Attunement

[4] Your Attunement to an item ends if you no longer satisfy the prerequisites for Attunement, if the item has been more than 100 feet away for at least 24 hours, if you die, or if another creature attunes to103 System Reference Document 5.2 the item. You can also voluntarily end Attunement by spending another Short Rest focused on the item unless the item is cursed.

Wearing and Wielding Items

[5] Using a magic item’s properties might mean wearing or wielding it. A magic item meant to be worn must be donned in the intended fashion: boots go on feet, gloves on hands, hats and helmets on a head, and rings on a finger. Magic armor must be donned, a Shield strapped to the arm, a cloak fastened about the shoulders. A weapon must be held.

In most cases, a magic item that’s meant to be worn can fit a creature regardless of size or build. Magic garments are made to be easily adjustable, or they magically adjust themselves to the wearer.

Multiple Items of the Same Kind

[5] You can’t wear more than one of certain magic items. You can’t normally wear more than one pair of footwear, one pair of gloves or gauntlets, one pair of bracers, one suit of armor, one item of headwear, or one cloak. The GM might make exceptions.

Paired Items

[5] Items that come in pairs — such as boots, bracers, gauntlets, and gloves — impart their benefits only if both items of the pair are worn. For example, a character wearing a Boot of Striding and Springing on one foot and a Boot of Elvenkind on the other foot gains no benefit from either.

Crafting Nonmagical Items

[5] To craft a nonmagical item, you need tools, raw materials, and time, each of which is detailed below. If you meet the requirements, you make the item, and you can use it or sell it at its normal price.

Tools

[5] The “Tools” section of “Equipment” lists which tools are required to make certain items. The GM assigns required tools for items not listed there. You must use the required tool to make an item and have proficiency with that tool. Anyone who helps you must also have proficiency with it.

Raw Materials

[5] To make an item, you need raw materials worth half its purchase cost (round down). For example, you need 750 GP of raw materials to make Plate Armor, which sells for 1,500 GP. The GM determines whether appropriate raw materials are available.

Time

[5] To determine how many days (working 8 hours a day) it takes to make an item, divide its purchase cost in GP by 10 (round a fraction up to a day). For example, you need 5 days to make a Heavy Crossbow, which sells for 50 GP.

If an item requires multiple days, the days needn’t be consecutive.

Characters can combine their efforts to shorten the crafting time. Divide the time needed to create an item by the number of characters working on it. Normally, only one other character can assist you, but the GM might allow more assistants.

Brewing Potions of Healing

[5] A character who has proficiency with the Herbalism Kit can create a Potion of Healing. Doing so requires using that kit and 25 GP of raw material over the course of 1 day (8 hours of work).

Scribing Spell Scrolls

[5] A spellcaster can transfer a spell to a scroll and create a Spell Scroll, using the rules below.

Time and Cost

[5] Scribing a scroll takes an amount of time and money based on the level of the spell, as shown in the Spell Scroll Costs table. For each day of inscription, you must work for 8 hours. If a scroll requires multiple days, those days needn’t be consecutive.

Prerequisites for the Scribe

[5] To scribe a scroll, you must have proficiency in the Arcana skill or with Calligrapher’s Supplies and have the spell prepared on each day of the inscription. You must also have at hand any Material components required by the spell; if the spell consumes its Material components, they are consumed only when you complete the scroll. The scroll’s spell uses your spell save DC and spell attack bonus.

Cantrips

[5] If the scribed spell is a cantrip, the version on the scroll works as if the caster were your level.

Spell Scroll Costs [5] 
Spell Level Time Cost
Cantrip 1 day 15 GP
1 1 day 25 GP
2 3 days 100 GP
3 5 days 150 GP
4 10 days 1,000 GP
5 25 days 1,500 GP
6 40 days 10,000 GP
7 50 days 12,500 GP
8 60 days 15,000 GP
9 120 days 50,000 GP

[ Previous: Equipment ] [ Next: Spells

Sources and Notes


Back to Main PageDnD5x5e (2024)Equipment
  CC-BY
Caution
CC-BY-SA
This is article is covered by the Creative Commons Attributed 4.0 license, rather than the Creative Commons Attribution Sharealike License. To distinguish it, these items will have this notice. If you see any page that contains CC-BY material and does not show this license statement, please contact an admin so that this license statement can be added. It is our intent to work within this license in good faith.

Attribution:SRD 5.2 CC-BY 
This work includes material from the System Reference Document 5.2 (“SRD 5.2”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode].


SRD 5.2 Contrigubtions +

886 articles
Ability, Ability Check, Ability Modifier, Aboleth, Acid Arrow, Acid Splash, Action, Adult Black Dragon, Adult Blue Dragon, Adult Brass Dragon, Adult Bronze Dragon, Adult Copper Dragon, Adult Gold Dragon, Adult Green Dragon, Adult Red Dragon, Adult Remorhaz, Adult Silver Dragon, Adult White Dragon, Advantage, Adventuring Gear, Aid, Alarm, Alignment, Allosaurus, Alter Self, Ancient Black Dragon, Ancient Blue Dragon, Ancient Brass Dragon, Ancient Bronze Dragon, Ancient Copper Dragon, Ancient Gold Dragon, Ancient Green Dragon, Ancient Red Dragon, Ancient Silver Dragon, Ancient White Dragon, Animal Friendship, Animal Messenger, Animal Shapes, Animate Dead, Animate Objects, Animated Object, Ankheg, Ankylosaurus, Antilife Shell, Antimagic Field, Antipathy/Sympathy, Ape, Aquatic Charge, Arcane Eye, Arcane Hand, Arcane Lock, Arcane Sword, Arcanist's Magic Aura, Archelon, Archmage, Area of Effect, Armor, Armor Training, Assassin/NPC, Astral Projection, Astral Projetion, Attack Roll, Attitude, Augury, Aura of Life, Awaken, Awakened Shrub, Awakened Tree, Axe Beak Common, Azer Sentinel, Baboon, Badger, Balor, Bandit Captain, Bandit Common, Bane, Banishment, Barbarian, Barbed Devil, Bard, Barkskin, Basilisk, Bat, Beacon of Hope, Bearded Devil, Befuddlement, Behir, Berserker Common, Bestow Curse, Black Bear, Black Dragon Wyrmling, Black Tentacles, Blade Barrier, Bless, Blight Spell, Blindness/Deafness, Blink, Blink Dog, Blood Frenzy, Blood Hawk, Blue Dragon Wyrmling, Blur, Boar, Bone Devil, Bronze Dragon Wyrmling, Brown Bear, Bugbear Stalker, Bugbear Warrior, Bulette Common, Burning Hands, Call Lightning, Calm Emotions, Camel, Campaign, Carrying Capacity, Cat, Centaur Trooper, Chain Devil, Chain Lightning, Challenge Rating, Champion, Character, Character Creation, Character Sheet, Charm Monster, Charm Person, Chill Touch, Chimera, Chromatic Orb, Chuul, Circle of Death, Circle of the Land, Clairvoyance, Clay Golem, Cleric, Climbing, Cloaker, Clone, Cloud Giant, Cloudkill, Cockatrice Common, College of Lore, Color Spray, Combat, Combat Encounters, Command, Commoner, Commune, Commune with Nature, Comprehend Languages, Compulsion, Concentration, Condition, Cone of Cold, Confusion, Conjure Animals, Conjure Celestial, Conjure Elemental, Conjure Fey, Conjure Minor Elementals, Conjure Woodland Beings, Constrictor Snake, Contact Other Plane, Contagion, Contingency, Continual Flame, Control Water, Control Weather, Copper Dragon Wyrmling, Couatl, Counterspell, Cover, Crab, Crawling, Create Food and Water, Create or Destroy Water, Create Undead, Creating a Background, Creation, Creature, Creature Trait, Creature Trait/Aberrant Ground, Creature Trait/Acid Absorption, Creature Trait/Adhesive, Creature Trait/Agile, Creature Trait/Amorphous, Creature Trait/Aura of Authority, Creature Trait/Aversion to Fire, Creature Trait/Barbed Hide, Creature Trait/Beast of Burden, Creature Trait/Berserk, Creature Trait/Bloodied Frenzy, Creature Trait/Bloodied Fury, Creature Trait/Blurred Form, Creature Trait/Bubble Dash, Creature Trait/Burst of Ingenuity, Creature Trait/Cacophony, Creature Trait/Captain's Charm, Creature Trait/Constrict, Creature Trait/Consume Life, Creature Trait/Corrosive Form, Creature Trait/Coven Magic, Creature Trait/Deadly Leap, Creature Trait/Death Burst, Creature Trait/Divine Aid, Creature Trait/Draconic Origin, Creature Trait/Earth Glide, Creature Trait/Engulf, Creature Trait/Enthralling Panache, Creature Trait/Ethereal Jaunt, Creature Trait/Ethereal Sight, Creature Trait/Etherealness, Creature Trait/Evasion, Creature Trait/Fire Aura, Creature Trait/Fire Form, Creature Trait/Flyby, Creature Trait/Gibbering, Creature Trait/Hasten, Creature Trait/Hold Breath, Creature Trait/Horrific Visage, Creature Trait/Illumination, Creature Trait/Immutable Form, Creature Trait/Incorporeal Movement, Creature Trait/Ink Cloud, Creature Trait/Inscrutable, Creature Trait/Invisibility, Creature Trait/Iron Scent, Creature Trait/Jumper, Creature Trait/Leap, Creature Trait/Light Sensitivity, Creature Trait/Lightning Absorption, Creature Trait/Luring Song, Creature Trait/Magic Resistance, Creature Trait/Mimicry, Creature Trait/Misty Step, Creature Trait/Moan, Creature Trait/Nimble Escape, Creature Trait/Ooze Cube, Creature Trait/Pack Tactics, Creature Trait/Parry, Creature Trait/Petrifying Gaze, Creature Trait/Phantasms, Creature Trait/Possession, Creature Trait/Protective Magic, Creature Trait/Quick Grapple, Creature Trait/Rampage, Creature Trait/Reel, Creature Trait/Reflective Carapace, Creature Trait/Regeneration, Creature Trait/Restoration, Creature Trait/Riposte, Creature Trait/Running Leap, Creature Trait/Sense Magic, Creature Trait/Shadow Stealth, Creature Trait/Shape-, Creature Trait/Shape-Shift, Creature Trait/Shielded Mind, Creature Trait/Shriek, Creature Trait/Siege Monster, Creature Trait/Speak with Beasts and Plants, Creature Trait/Spider Climb, Creature Trait/Spiritual Weapon, Creature Trait/Split, Creature Trait/Standing Leap, Creature Trait/Stench, Creature Trait/Sunlight Sensitivity, Creature Trait/Swallow, Creature Trait/Swarm, Creature Trait/Telepathic Bond, Creature Trait/Teleport, Creature Trait/Training, Creature Trait/Trample, Creature Trait/Trampling Charge, Creature Trait/Treasure Sense, Creature Trait/Tree Stride, Creature Trait/Tunneler, Creature Trait/Undead Fortitude, Creature Trait/Unnerving Gaze, Creature Trait/Vanish, Creature Trait/Water Breathing, Creature Trait/Web, Creature Trait/Web Strand, Creature Trait/Web Walker, Creature Trait/Wishes, Critical Hit, Crocodile, Cultist Common, Cultist Fanatic, Cure Wounds, Curse, D20 Test, Damage, Damage and Healing, Damage and Healing (5e24), Dancing Lights, Darkmantle, Darkness Aura, Darkness Spell, Darkvision, Darkvision Spell, Daylight, Dead, Death Dog, Death Saving Throw, Death Ward, Deer, Delayed Blast Fireball, Demiplane Spell, Detect Evil and Good, Detect Magic, Detect Poison and Disease, Detect Thoughts, Deva, Difficult Terrain, Difficulty Class, Dimension Door, Dire Wolf, Disguise Self, Disintegrate, Dispel Evil and Good, Dispel Magic, Dissonant Whispers, Divination Spell, Divine Favor, Divine Smite, Divine Word, Djinni, Dominate Beast, Dominate Monster, Dominate Person, Doppelganger, Draconic Sorcery, Draft Horse, Dragon Turtle, Dragon's Breath, Dream, Dretch, Drider, Drow, Drow Common, Druid, Druid Common, Druidcraft, Dryad, Dust Mephit, Eagle, Earth Elemental, Earthquake, Efreeti, Eldritch Blast, Elementalism, Elephant, Elk, Encounter, Enemy, Enhance Ability, Enlarge/Reduce, Ensnaring Strike, Entangle, Enthrall, Environmental Effect, Ephemeral, Equipment, Erinyes, Ethereal Sight, Etherealness, Ettercap, Ettin, Evoker, Expeditious Retreat, Experience Point, Expertise, Exploration, Eyebite, Fabricate, Faerie Fire, Faithful Hound, False Life, Fear, Fear Effect, Feather Fall, Fiend Patron, Fighter, Find Familiar, Find Steed, Find the Path, Finger of Death, Fire Bolt, Fire Elemental, Fire Giant, Fire Shield, Fire Storm, Fireball, Flame Blade, Flame Strike, Flaming Sphere, Flesh Golem, Flesh to Stone, Floating Disk, Fly Spell, Flying, Flying Snake, Fog Cloud, Forbiddance, Forcecage, Foresight, Freedom of Movement, Freezing Sphere, Frog, Frost Giant, Gameplay Toolbox, Gargoyle Common, Gaseous Form, Gate, Gelatinous Cube, Ghast Common, Ghost, Ghoul Common, Giant Ape, Giant Badger, Giant Bat, Giant Boar, Giant Centipede, Giant Constrictor Snake, Giant Crab, Giant Crocodile, Giant Eagle, Giant Elk, Giant Fire Beetle, Giant Frog, Giant Goat, Giant Hyena, Giant Insect, Giant Insect Creature, Giant Lizard, Giant Octopus, Giant Owl, Giant Rat, Giant Scorpion, Giant Seahorse, Giant Shark, Giant Spider, Giant Toad, Giant Venomous Snake, Giant Vulture, Giant Wasp, Giant Weasel, Giant Wolf Spider, Gibbering Mouther, Glabrezu, Gladiator, Glibness, Globe of Invulnerability, Glyph of Warding, Gnoll Warrior, Goat, Goblin Boss, Goblin Minion, Goblin Warrior, Gold Dragon, Gold Dragon Wyrmling, Goodberry, Gorgon, Gorgon Common, Grappling, Gray Ooze, Gray Ooze Common, Grease, Greater Invisibility, Greater Magic Resistance, Greater Restoration, Green Dragon, Green Dragon Wyrmling, Green Hag, Grick Adult, Griffon, Grimlock, Guard Captain, Guard Common, Guardian Naga, Guardian of Faith, Guards and Wards, Guidance, Guiding Bolt, Gust of Wind, Half-Dragon, Hallow, Hallucinatory Terrain, Harm, Harpy, Haste, Hawk, Hazard, Healing, Healing Word, Heat Aura, Heat Metal, Hell Hound, Hellish Rebuke, Heroes' Feast, Heroic Inspiration, Heroism, Hex, Hezrou, Hideous Laughter, Hill Giant, Hippogriff, Hippopotamus, Hit Point, Hit Point Die, Hobgoblin, Hobgoblin Captain, Hobgoblin Warrior, Hold Monster, Hold Person, Holy Aura, Homunculus, Horned Devil, Humanoid Skeleton, Humanoid Zombie, Hunter, Hunter Shark, Hunter's Mark, Hydra, Hyena, Hypnotic Pattern, Ice Devil, Ice Knife, Ice Mephit, Ice Storm, Ice Walk, Identify, Illusion, Illusory Script, Immunity, Imp, Imprisonment, Improvised Weapon, Incendiary Cloud, Incubus, Inflict Wounds, Initiative, Insect Plague, Instant Summons, Invisibility, Invisible Stalker, Iron Golem, Irresistible Dance, Jackal, Jump, Jump Spell, Killer Whale, Knight, Knight Common, Knock, Knocking Out a Creature, Kobold, Kobold Warrior, Kraken, Lamia, Legend Lore, Lemure, Lesser Restoration, Level, Level Advancement, Levitate, Lich, Life Domain, Lifestyle Expense, Light Spell, Lightning Bolt, Limited Amphibiousness, Lion, Lizard, Locate Animals or Plants, Locate Creature, Locate Object, Longstrider, Lycanthrope, Mage, Mage Armor, Mage Hand, Magic Circle, Magic Item, Magic Jar, Magic Missile, Magic Mouth, Magic Weapon Spell, Magical Contagion, Magical Effect, Magma Mephit, Magmin, Magnificent Mansion, Main, Major Image, Mammoth, Manticore, Marilith, Mass Cure Wounds, Mass Heal, Mass Healing Word, Mass Suggestion, Mastiff, Maze, Medusa, Meld into Stone, Mending, Mental Stress Effect, Mephit, Merfolk, Merfolk Skirmisher, Merrow, Message, Meteor Swarm, Mimic, Mind Blank, Mind Spike, Minor Illusion, Minotaur of Baphomet, Minotaur Skeleton, Mirage Arcane, Mirror Image, Mislead, Misty Step, Modify Memory, Monk, Monster, Moonbeam, Mounts and Vehicles, Move Earth, Mule, Multiclassing, Mummy, Mummy Common, Mummy Lord, Nalfshnee, Night Hag, Nightmare, Noble NPC, Nondetection, Oath of Devotion, Object, Obscured, Occupied Space, Ochre Jelly, Ogre, Ogre Common, Ogre Zombie, Oni, Opportunity Attack, Otherworldly Steed, Otyugh, Owl, Owlbear, Owlbear Common, Paladin, Panther, Pass without Trace, Passive Perception, Passwall, Path of the Berserker, Pegasus, Per Day, Phantasmal Killer, Phantom Steed, Phase Spider, Piranha, Pirate, Pirate Captain, Pirate Common, Pit Fiend, Planar Ally, Planar Binding, Plane Shift, Planetar, Plant Growth, Player Character, Plesiosaurus, Poison, Poison Spray, Polar Bear, Polymorph, Pony, Possession, Potion of Healing, Potions of Healing, Power Word Heal, Power Word Kill, Power Word Stun, Prayer of Healing, Prestidigitation, Priest, Priest Acolyte, Priest Common, Prismatic Spray, Prismatic Wall, Private Sanctum, Produce Flame, Proficiency, Proficiency Bonus, Programmed Illusion, Project Image, Protection from Energy, Protection from Evil and Good, Protection from Poison, Pseudodragon, Pteranodon, Purify Food and Drink, Purple Worm, Quasit, Raise Dead, Rakshasa, Ranger, Rat, Raven, Ray of Enfeeblement, Ray of Frost, Ray of Sickness, Reach, Reaction, Red Dragon, Red Dragon Wyrmling, Reef Shark, Regenerate, Reincarnate, Remorhaz, Remove Curse, Resilient Sphere, Resistance, Resistance Spell, Rest, Resurrection, Reverse Gravity, Revivify, Rhinoceros, Rhythm of Play, Riding Horse, Ritual, Roc, Rogue, Rope Trick, Roper, Round Down, Rules Glossary, Rust Monster, Saber-Toothed Tiger, Sacred Flame, Sahaugin, Sahuagin, Sahuagin Warrior, Salamander, Salamander Common, Satyr, Satyr Common, Saving Throw, Scorpion, Scout, Scout Common, Sea Hag, Seahorse, Shadow, Shambling Mound, Shape-Shifting, Shark Telepathy, Shield Guardian, Shrieker Fungus, Silver Dragon, Silver Dragon Wyrmlinig, Simultaneous Effect, Size, Skeleton, Skill, Social Interaction, Solar, Sorcerer, Specter, Speed, Spell, Spell Attack, Spell/List, Spellcasting Ability, Spellcasting Focus, Sphinx, Sphinx of Lore, Sphinx of Valor, Sphinx of Wonder, Spider, Spirit Naga, Sprite, Spy Common, SRD 5.2, SRD 5.2/Legal Information, Stable, Starting at Higher Levels, Stat Block, Steam Mephit, Stirge Common, Stone Giant, Stone Golem, Storm Giant, Succubus, Sunlight Weakness, Superior Potion of Healing, Supreme Potion of Healing, Surprise, Svirfneblin Common, Swarm of Bats, Swarm of Crawling Claws, Swarm of Insects, Swarm of Piranhas, Swarm of Rats, Swarm of Ravens, Swarm of Venomous Snakes, Swimming, Target, Tarrasque, Telepathy, Teleportation, Temporary Hit Point, Thief, Tiger, Tool, Tough Boss, Tough Common, Trap, Travel Pace, Treant, Tremorsense, Triceratops, Trinket, Trinkets, Troll Common, Troll Limb, Truesight, Turn, Tyrannosaurus Rex, Umarmed Strike, Unicorn, Unoccupied Space, Vampire Common, Vampire Familiar, Vampire Spawn, Venomous Snake, Violet Fungus, Vrock, Vulnerability, Vulture, Warhorse, Warhorse Skeleton, Warlock, Warrior Infantry, Warrior of the Open Hand, Warrior Veteran, Water Elemental, Water Elemental Common, Water Susceptibility, Weapon, Weapon Attack, Weasel, Werebear, Wereboar, Wererat, Weretiger, Werewolf, White Dragon, White Dragon Wyrmling, Wight, Will-o'-Wisp, Winter Wolf, Wizard, Wolf, Worg, Worg Common, Wraith, Wyvern, Xorn, Young Black Dragon, Young Blue Dragon, Young Brass Dragon, Young Bronze Dragon, Young Copper Dragon, Young Gold Dragon, Young Green Dragon, Young Red Dragon, Young Silver Dragon, Young White Dragon