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Move 10+ feet, and jump a number of feet up to your Strength score. When you make a
standing long jump, you can leap only half that distance.

Move 10+ feet, and jump a number of feet equal to 3 + your Strength modifier. When you
make a standing high jump, you can jump only half that distance.
You can hold your breath for a number of minutes equal to 1+ your Constitution modifier
(minimum of 30 seconds).

If you run out of breath or you're choking, you can survive for a number of rounds equal
to your Constitution modifier (minimum of 1 round). At the start of your next turn, you
drop to O hit points and are dying, and you can't regain hit points or be stabilized until
you can breathe again.

If a spell must be maintained with concentration, its description specifies how long you
can concentrate on it. You can end concentration at any time (no action required). The
following factors can break concentration:

- You cast another spell that requires concentration.


- You take damage. Succeed on a Constitution saving throw to maintain your
concentration, with a DC equal to 10 or half the damage you take (round down),
whichever number is higher.
- You're incapacitated or killed.
- You're overwhelmed by an enormous distraction, such as a wave crashing into you.
Succeed on a DC 10 Constitution saving throw to maintain your concentration.

Some special abilities and environmental hazards, such as starvation and the long-term
effects of freezing or scorching temperatures, can lead to a special condition called
exhaustion. Exhaustion is measured in six levels. An effect can give a creature one or
more levels of exhaustion, as specified in the effect’s description.

A creature suffers the effect of its current level of exhaustion as well as all lower levels.
For example, a creature suffering level 2 exhaustion has its speed halved and has
disadvantage on ability checks.

Disadvantage on ability checks

Speed halved

Disadvantage on attack rolls and saving throws

Hit point maximum halved

Speed reduced to 0

Death
Roll on this table to randomly determine the general conditions of the dungeon area.

The area is dangerously worn and prone to collapse. Any impacts or


damage to the structure, including from spells and other areas of effect,
have a 50 percent chance of causing a collapse (see the Improvising
Damage table).
Areas within the dungeon section are choked with rubble and have a 50
percent chance of being difficult terrain. Half cover and hiding places are
plentiful.
One dungeon hazard such as brown mold, yellow mold, or green slime is
abundant.
Most of the dungeon is deserted and quiet as a tomb. Dexterity (Stealth)
checks have disadvantage because any sounds stand out as unusual.
Ability checks made to break down doors, open locks, or similar breaking
and entering activities have disadvantage.
The dungeon is heavily populated. Any loud noises or other attention-
drawing phenomena require a check for Dungeon Encounters .

Once during each day and each night that the adventurers spend exploring a dungeon,
you can roll a d20 to see if an encounter occurs. On a 1, roll on the table below. You can
use the Monster Motivation table to randomly determine a creature's goals.

A lone, powerful creature appears! You choose the creature, selecting one with a
challenge rating that is 1–3 higher than the level of the player characters. The creature
lives in the dungeon or is passing through, and it is hostile toward the group only if they
provoke it.
Hostile creatures prowl nearby! You choose the creatures, selecting five with a challenge
rating equal to the level of the player characters. These creatures are either monsters
native to the dungeon or hostile explorers.
A patch of brown mold, green slime, or yellow mold lies nearby.
A group of friendly explorers crosses the player characters' path. The explorers have 2d4
goods for sale that cost 1 gp or less, which you can select from the Adventuring Gear
table in the Player's Handbook.
To randomly determine the purpose of a dungeon chamber, roll on the table below.
Walls, trees, creatures, and other obstacles can provide cover during combat, making a
target more difficult to harm. A target can benefit from cover only when an attack or
other effect originates on the opposite side of the cover.

There are three degrees of cover. If a target is behind multiple sources of cover, only the
most protective degree of cover applies; the degrees aren’t added together. For example, if
a target is behind a creature that gives half cover and a tree trunk that gives three--
quarters cover, the target has three--quarters cover.

+2 bonus to AC and Dexterity saving throws against attacks and effects that
Half Cover
originate on the opposite side of the cover
Three-Quarters +5 bonus to AC and Dexterity saving throws against attacks and effects that
Cover originate on the opposite side of the cover
Full Cover Can't be targeted directly by an attack or a spell

Candle 5 ft. +5 ft. 1 hour

Lamp 15 ft. +30 ft. 6 hours

Lantern, bullseye 60 ft. cone +60 ft. 6 hours

Lantern, hooded 30 ft. +30 ft. 6 hours

Lowered hood N/A +5 ft. N/A

Torch 20 ft. +20 ft. 1 hour

Creatures have disadvantage


Dim light, patchy fog, moderate
Lightly Obscured on Wisdom (Perception)
foliage
checks that rely on sight.
Vision is blocked; creatures Darkness, opaque fog, dense
Heavily Obscured
are effectively blinded. foliage

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