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Defense Bonus
Armor As Damage Reduction
Armor Damage Reduction Values
Magic Armor
Stacking Damage Reduction
Shields
Natural Armor
Damage Conversion
Armor Damage Conversion
Nonlethal Damage
Natural Armor
Injury
Determining Injuries
Automatic Success and Failure
Condition Descriptions
Hit
Disabled
Dying
Nonlethal Hit
Staggered
Unconscious
Healing
Natural Healing
Magical Healing
Special Healing Abilities
Fast Healing
Regeneration
Special Damage Defenses
Bonus Hit Points
Damage Reduction and Resistance to Energy
Dealing Damage to Objects
Creatures without Constitution Scores
Special Damage Effects
Coup de Grace
Massive Damage
Reserve Points
Using Reserve Points
Replenishing Reserve Points
Constitution Changes
Massive Damage Threshold And Results
Alternative Threshold Levels
Alternative Save Failure Results
Scaling The Saving Throw
Combining Massive Damage Variants
Vitality And Wound Points
Vitality Points
Wound Points
Critical Hits
Injury And Death
Nonlethal Damage
0 Vitality Points
Taking Wound Damage
0 Wound Points
Disabled
Dying
Stable Characters and Recovery
Recovering with Help
Special Damage Situations
Coup de Grace
Massive Damage
Healing
Natural Healing
Assisted Healing
Magical Healing
NPCs And Monsters
Creatures without Constitution Scores
Bonus Hit Points
Damage Reduction
Fast Healing
Regeneration
Monster Challenge Ratings
Bell Curve Rolls
Rules For Rolling
Automatic Successes and Failures
Taking 20 and taking 10
Threat Range
Monster Challenge Ratings
The Luck Domain
Spell:
Auspicious Odds
Spell:
Auspicious Odds, Mass
Players Roll All The Dice
Attacking And Defending
Saving Throws And Save Scores
Spell Resistance
Death And Dying
0 Hit Points
The Fortitude Save
Healing
Massive Damage
Action Points
Acquiring Action Points
Action Points and Existing Games
NPCs and Action Points
Using Action Points
Add to a Roll
Special Actions
Activate Class Ability
Boost Defense
Emulate Feat
Extra attack
Spell Boost
Spell Recall
Stable
Improving Feats
Blind-Fight
Combat Expertise
Dodge
Improved Critical
Improved Initiative
Metamagic Feats
Power Attack
Spell Focus
Spell Penetration
Variable Modifiers
Taking 10 And Taking 20
Hex Grid
Hexes And Facing
Combat Facing
Facing Direction
Facing And Movement
Changing Facing
Normal Movement
Moving Backward or Sideways
5-Foot Steps
Attacks of Opportunity
Facing And Attacking
Opponent Facing
Sneak Attacks
Facing And Perception
Spot Checks
Readied Actions
Other Considerations
Faceless Creatures
Tiny and Smaller Creatures
Feats and Class Features
Cleave and Great Cleave
Combat Reflexes
Improved Uncanny Dodge
Mounted Combat
Whirlwind attack
Spellcasting
Flank Attacks
Rear Attacks
Shields (Optional)
Feat:
Combat Awareness