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Robbie Manual
Robbie Manual
fem ales are about the sam e height, and m ales are only
m arginally heavier than fem ales.
E lves coloration en com p a sses the norm al hum an
range and also includes skin in sh ades o f copper,
bron ze, and alm ost bluish-white, hair o f green or blue,
and eyes like p o o ls o f liquid gold or silver. Elves have no
facial and little b od y hair. Th ey favor elegant cloth in g in
bright colors, and they enjoy sim ple yet lovely jew elry.
Sl e n d e r a n d
A T ime l e ss Pe r spe c t iv e
G r a c e f u l
Elves can live w ell over 700 years, giving them a broad
perspective on events that might trouble the shorterlived races m ore deeply. Th ey are m ore often am used
than excited, and m ore likely to be cu riou s than
greedy. They tend to rem ain a lo o f and unfazed by petty
happenstance. W h en pursuing a goal, however, w hether
H id d e n W o o d l a n d
R e a l ms
Ex pl o r a t io n a n d A d v e n t u r e
Elves take up adventuring out o f w anderlust. S in ce
they are s o long-lived, they can enjoy centuries o f
exploration and discovery. They dislike the p a ce o f
hum an society, w hich is regim ented from day to day but
constantly changin g over d ecades, s o they find careers
that let them travel freely and set their ow n pace. Elves
also enjoy exercisin g their m artial p row ess or gaining
greater m agical pow er, and adventuring allow s them
El f Na m e s
E lves are con sid ered children until they declare
them selves adults, so m e tim e after the hundredth
birthday, and before this p eriod they are called
by child nam es.
On declarin g adulthood, an elf selects an adult nam e,
although th ose w h o k n ew him or her as a youngster
m ight continue to u se the child nam e. E ach e lfs adult
nam e is a unique creation, though it m ight reflect
the n am es o f resp ected individuals or other fam ily
m em bers. Little distinction exists betw een m ale
n am es and fem ale nam es; the grou pin gs h ere reflect
only general tendencies. In addition, every elf bears a
fam ily nam e, typically a com bination o f other Elvish
w ords. S om e elves traveling am ong hum ans translate
their fam ily n am es into C om m on , but others retain the
Elvish version.
H a u g h t y b u t G r a c io u s
Although they can be haughty, elves are generally gracious
even to those who fall short of their high expectations
which is most non-elves. Still, they can find good in just
about anyone.
Dwarves. Dwarves are dull, clumsy oafs. But what they
lack in humor, sophistication, and manners, they make up in
valor. And I must admit, their best smiths produce art that
approaches elven quality.
Halflings. Halflings are people o f simple pleasures, and
that is not a quality to scorn. Theyre good folk, they care
for each other and tend their gardens, and they have proven
themselves tougher than they seem when the need arises."
Humans. All that haste, their ambition and drive to
accomplish something before their brief lives pass away
human endeavors seem so futile sometimes. But then
you look at what they have accomplished, and you have to
appreciate their achievements. If only they could slow down
and learn some refinement.
Female Adult Names: Adrie, Althaea, Anastrianna,
Andraste, Antinua, Bethrynna, Birel, Caelynn,
D rusilia, Enna, F elosial, Ielenia, Jelenneth, Keyleth,
Leshanna, Lia, M eriele, M ialee, Naivara, Q uelenna,
Quillathe, Sariel, Shanairra, Shava, Silaqui,
Theirastra, Thia, Vadania, Valanthe, X anaphia
Family Nam es (Comm on Translations): A m akiir
(G em flow er), A m astacia (Starflow er), G alanodel
(M oonw hisper), H olim ion (D iam onddew ), Ilphelkiir
(G em blossom ), Liadon (Silverfrond), M eliam ne
(O akenheel), Nai'lo (Nightbreeze), S ian nodel
(M oon brook ), X iloscien t (G oldpetal)
El f T r a it s
Your elf character has a variety o f natural abilities, the
result o f th ou san ds o f years o f elven refinem ent.
Ability Score Increase. Your Dexterity s co re
in creases by 2.
Age. A lthough elves reach physical maturity at about
the sam e age as hum ans, the elven understanding o f
adulthood g o e s beyon d physical grow th to en com p ass
w orldly experience. A n elf typically claim s adulthood
and an adult nam e around the age o f 100 and can live
to be 750 y ears old.
Alignment. Elves love freedom , variety, and selfexpression , so they lean strongly tow ard the gentler
aspects o f chaos. Th ey value and protect others'
freedom as w ell as their ow n, and they are m ore
often g o o d than not. T h e d row are an exception; their
exile into the U nderdark has m ade them vicious and
dangerous. D row are m ore often evil than not.
Size. Elves range from under 5 to over 6 feet tall and
have slender builds. Your size is M edium .
Speed. Your ba se w alk in g sp eed is 30 feet.
Darkvision. A ccu stom ed to twilit forests and the night
sky, you have su perior vision in dark and dim conditions.
You can see in dim light w ithin 6 0 feet o f you as if it
w ere bright light, and in dark n ess as if it w ere dim light.
You ca n t discern color in darkness, only shades o f gray.
Keen Senses. You have proficiency in the
P erception skill.
Fey Ancestry. You have advantage on saving throw s
against bein g charm ed, and m agic ca n t put you to sleep.
ig h
El
o o d
El
Da
r k
El
(D
r o w
Th e Da r k n es s o f t h e D r o w
Were it not for one renowned exception, the race o f drow
would be universally reviled. To most, they are a race of
demon-worshiping marauders dwelling in the subterranean
depths o f the Underdark, emerging only on the blackest
nights to pillage and slaughter the surface dwellers they
despise. Their society is depraved and preoccupied with the
favor of Lolth, their spider-goddess, who sanctions murder
and the extermination o f entire families as noble houses
vie for position.
Yet one drow, at least, broke the mold. In the world o f the
Forgotten Realms, Drizzt Do'Urden, ranger o f the North, has
proven his quality as a good-hearted defender o f the weak
and innocent. Rejecting his heritage and adrift in a world that
looks upon him with terror and loathing, Drizzt is a model
for those few drow who follow in his footsteps, trying to find
a life apart from the evil society o f their Underdark homes.
Drow grow up believing that surface-dwelling races are
inferior, worthless except as slaves. Drow who develop a
conscience or find it necessary to cooperate with members of
other races find it hard to overcome that prejudice, especially
when they are so often on the receiving end o f hatred.
W iz a r d
Clad in the silver rob es that denote her station, an
elf c lo se s her eyes to shut out the distractions o f the
battlefield and beg in s her quiet chant. Fin gers w eaving
in front o f her, she com pletes her spell and launches a
tiny bead o f fire tow ard the en em y ranks, w here it erupts
into a conflagration that engulfs the soldiers.
C h ecking and rech eck in g his w ork, a hum an scrib e s
an intricate m agic circle in chalk on the bare stone
floor, then sprin kles p ow dered iron along every line and
graceful curve. W h en the circle is com plete, he dron es a
long incantation. A hole op en s in sp ace inside the circle,
bringing a w h iff o f brim ston e from the otherw orldly
plane beyond.
Crou ch in g on the floor in a du ngeon intersection, a
gnom e tosses a handful o f sm all b on es in scribed with
m ystic sym bols, muttering a few w ord s o f p ow er over
them. C losin g his eyes to see the vision s m ore clearly,
he n ods slowly, then op en s his eyes and points dow n the
pa ssa ge to his left.
W izards are suprem e m agic-users, defined and united
as a class by the spells they cast. D raw ing on the subtle
w eave o f m agic that perm eates the cosm os, w izards cast
spells o f explosive fire, arcing lightning, subtle deception,
and brute-force m ind control. T heir m agic conjures
m onsters from other p lanes o f existence, glim p ses the
future, or turns slain foes into zom bies. Their mightiest
spells change one substance into another, call m eteors
dow n from the sky, or open portals to other w orlds.
Sc h o l a r s o f t h e A r c a n e
W ild and enigm atic, varied in form and function, the
pow er o f m a gic draw s students w h o seek to m aster
its m ysteries. S om e aspire to b e c o m e like the gods,
shaping reality itself. T h ou gh the casting o f a typical
spell requ ires m erely the utterance o f a few strange
w ords, fleeting gestures, and som etim es a pinch or
clum p o f exotic m aterials, th ese su rface com pon en ts
barely hint at the expertise attained after years o f
apprenticeship and cou n tless h ours o f study.
W izards live and die by their spells. Everything else
is secon dary. Th ey learn n ew sp ells as they experim ent
and g row in experience. They can also learn them from
other w izards, from ancient tom es or inscriptions,
and from ancient creatu res (such as the fey) that are
steeped in m agic.
Th
iz a r d
Level
Proficiency
Bonus
1st
+2
2nd
+2
Arcane Tradition
3rd
+2
4th
+2
Cantrips
Known
Features
5th
+3
6th
+3
1st
2nd
3rd
4th
5th
7th
6th
7th
+3
8th
+3
9th
+4
10th
+4
11th
+4
12th
+4
8th
9th
13th
+5
1 1
14th
+5
1 1
15th
+5
1 1
16th
+5
1 1
17th
+6
1 1
18th
+6
Spell Mastery
1 1
19th
+6
20th
+6
Signature Spell
T h e Lu r e o f K n o w l e d g e
W iz a rd s lives are seld om m undane. T h e closest a
w izard is likely to c om e to an ordinary life is w orkin g
as a sage or lectu rer in a library or university, teaching
others the secrets o f the multiverse. Other w izard s sell
their serv ices as diviners, serve in m ilitary forces, or
pursue lives o f crim e or dom ination.
But the lure o f kn ow led ge and p ow er calls even the
m ost unadventurous w iza rd s out o f the safety o f their
libraries and laboratories and into cru m blin g ruins and
lost cities. M ost w izards believe that their counterparts
in ancient civilizations k n ew secrets o f m agic that have
been lost to the ages, and d iscov erin g th ose secrets
cou ld u n lock the path to a pow er greater than any m agic
available in the present age.
C r e a t in g a W iz a r d
__________
u ic k
Bu
1
2
il d
C l a s s Fe a t u r e s
A s a w izard, you gain the follow in g class features.
H
it
Po
in t s
o f ic ie n c ie s
Eq
u ip m e n t
Spe l l c a s t in g
A s a student o f arcan e m agic, you have a sp ellb ook
contain in g spells that sh ow the first glim m erings of
your true pow er. S e e chapter 10 for the general rules of
sp ellcastin g and chapter 11 for the w izard spell list.
Ca
n t r ip s
Yo u r S pel l b o o k
The spells that you add to your spellbook as you gain levels
reflect the arcane research you conduct on your own, as well
as intellectual breakthroughs you have had about the nature
o f the multiverse. You might find other spells during your
adventures. You could discover a spell recorded on a scroll in
an evil wizard's chest, for example, or in a dusty tome in an
ancient library.
Copying a Spell into the Book. When you find a wizard spell
o f 1st level or higher, you can add it to your spellbook if it is
of a level for which you have spell slots and if you can spare
the time to decipher and copy it.
Copying a spell into your spellbook involves reproducing
the basic form o f the spell, then deciphering the unique
system o f notation used by the wizard who wrote it. You
must practice the spell until you understand the sounds
or gestures required, then transcribe it into your spellbook
using your own notation.
For each level o f the spell, the process takes 2 hours and
costs 50 gp. The cost represents material components you
expend as you experiment with the spell to master it, as well
as the fine inks you need to record it. Once you have spent
this time and money, you can prepare the spell just like your
other spells.
Replacing the Book. You can copy a spell from your own
spellbook into another book for example, if you want
to make a backup copy o f your spellbook. This is just like
copying a new spell into your spellbook, but faster and easier,
since you understand your own notation and already know
how to cast the spell. You need spend only 1 hour and 10 gp
for each level o f the copied spell.
If you lose your spellbook, you can use the same procedure
to transcribe the spells that you have prepared into a new
spellbook. Filling out the remainder o f your spellbook
requires you to find new spells to do so, as normal. For this
reason, many wizards keep backup spellbooks in a safe place.
The Books Appearance. Your spellbook is a unique
compilation o f spells, with its own decorative flourishes and
margin notes. It might be a plain, functional leather volume
that you received as a gift from your master, a finely bound
gilt-edged tome you found in an ancient library, or even a
loose collection o f notes scrounged together after you lost
your previous spellbook in a mishap.
Sp e
l l b o o k
e p a r in g
a n d
a s t in g
Sp e
l l s
l l c a s t in g
b il it y
it u a l
a s t in g
e l l c a s t in g
Fo
c u s
e a r n in g
Sp e
l l s
o f
1s t L
e v e l
a n d
ig h e r
A r c a n e Re c o v e r y
You have learn ed to regain som e o f your m agical energy
by studying your sp ellbook . O n ce p er day w hen you
finish a short rest, you ca n c h o o s e expen ded spell slots
to recover. The spell slots can have a com b in ed level that
is equal to or less than h alf your w izard level (rounded
up), and n one o f the slots can be 6th level or higher.
For example, if youre a 4th-level wizard, you can recover
up to tw o levels w orth o f spell slots. You can recover either
a 2nd-level spell slot or tw o 1st-level spell slots.
A r c a n e T r a d it io n
W h en you reach 2nd level, you c h o o s e an arcane
tradition, shaping your practice o f m agic through one
o f eight sch ools: Abjuration, Conjuration, Divination,
Enchantm ent, Evocation, Illusion, N ecrom ancy,
or Transmutation, all detailed at the end o f the
class description.
Your ch oice grants you features at 2nd level and again
at 6th, 10th, and 14th level.
A b i l i t y S c o r e Im p r o v e m e n t
W h en you reach 4th level, and again at 8th, 12th, 16th,
and 19th level, you can in crease on e ability sc o r e o f your
ch oice by 2, or you ca n in crease tw o ability s c o r e s o f
your ch oice by 1. A s norm al, you ca n t in crease an ability
sco re above 20 using this feature.
Sc h o o l
A bj u r a t io n
o f
b j u r a t io n
Sa
v a n t
Spe l l M a s t e r y
B egin ning w hen you select this sch ool at 2nd level, the
gold and tim e you m ust spend to cop y an abjuration
spell into your sp ellb ook is halved.
Sig n a t u r e
Spe l l s
A r c a n e Tr a d it io n s
T h e study o f w izardry is ancient, stretching ba ck to
the earliest m ortal discov eries o f m agic. It is firmly
established in the w orlds o f D&D, with various
traditions dedicated to its com p lex study.
Th e m ost co m m o n arcan e traditions in the m ultiverse
revolve around the sch o o ls o f m agic. W izard s through
r c a n e
Wa
r d
o j e c t e d
Wa
r d
pr o v e d
b j u r a t io n
n ig n
r a n s p o s it io n
c u se d
o n j u r a t io n
u r a b l e
Su
m m o n s
Sc h o o l
D iv in a t io n
o f
l l
e s is t a n c e
iv in a t io n
Sa
v a n t
B egin ning w hen you select this sch o o l at 2nd level, the
gold and tim e you must sp en d to co p y a divination spell
into your sp ellb ook is halved.
Po
r t e n t
Ex
Sc h o o l
o f
C o n j u r a t io n
o n j u r a t io n
Sa
v a n t
in o r
o n j u r a t io n
Starting at 2nd level w hen you select this sch ool, you
can use your action to conjure up an inanim ate object
in your hand or on the ground in an u n occu p ied sp ace
that you can see w ithin 10 feet o f you. This object can be
no larger than 3 feet on a side and w eigh no m ore than
10 pou nds, and its form m ust be that o f a nonm agical
pe r t
iv in a t io n
h e
h ir d
Ey
r e a t e r
Po
r t e n t
Sc h o o l
En c h a n t m e n t
o f
Sa
c h a n t m e n t
v a n t
B egin ning w hen you select this sch o o l at 2nd level, the
gold and tim e you m ust sp en d to co p y an enchantm ent
spell into your sp ellb ook is halved.
Hy
p n o t ic
a ze
s t in c t iv e
Sp
l it
En
c h a n t m e n t
e m o r ie s
Sc h o o l
o f
Ev o c a t i o n
Sa
o c a t io n
v a n t
B egin ning w hen you select this sch o o l at 2nd level, the
gold and tim e you m ust sp end to cop y an evocation spell
into your sp ellb ook is halved.
Sc
u l pt
Sp e
l l s
h a r m
Po
t e n t
Ca
n t r ip
po w e r e d
Ev
o c a t io n
v e r c h a n n e l
Sc h o o l
o f
Il l u s i o n
l u s io n
Sa
pr o v e d
Il
a l l e a b l e
l u s io n s
l u s o r y
Se
l f
l u s o r y
e a l it y
B egin ning w hen you select this sch o o l at 2nd level, the
gold and tim e you m ust spend to cop y an illusion spell
into your sp ellb ook is halved.
Im
in o r
Il
l u s io n
sh ad ow m agic into your illusions to give them a sem ireality. W h en you cast an illusion spell o f 1st level or
higher, you can c h o o s e one inanim ate, n onm agical
object that is part o f the illusion and m ake that object
real. You ca n do this on your turn as a bon u s action
w hile the spell is on goin g. T h e object rem ains real for
1 minute. For exam ple, you can create an illusion o f a
bridge over a chasm and then m ake it real long en ough
for your allies to cross.
The object ca n t deal dam age or oth erw ise
directly harm anyone.
Sc h o o l
N e c r o m a n c y
o f
e c r o m a n c y
Sa
v a n t
B egin ning w hen you select this sch o o l at 2nd level, the
gold and tim e you must sp en d to cop y a n ecrom a n cy
spell into your sp ellb ook is halved.
G
r im
a r v e s t
At 2nd level, you gain the ability to reap life en ergy from
creatu res you kill w ith your spells. O nce p er turn w hen
you kill on e or m ore creatu res w ith a spell o f 1st level
or higher, you regain hit poin ts equal to tw ice the sp ells
level, or three tim es its level if the spell b elon gs to the
S ch o o l o f N ecrom ancy. You d on t gain this benefit for
killing con stru cts or undead.
n d e a d
h r a l l s
u r e d
t o
n d e a t h
o m m a n d
n d e a d
Sc h o o l
o f
Tr a n sm u t a t io n
r a n s m u t a t io n
Sa
v a n t
in o r
l c h e m y
Starting at 2nd level w hen you select this sch ool, you
can tem porarily alter the physical properties o f one
n onm agical object, changin g it from on e su bstance into
another. You perform a sp ecia l alch em ical p rocedu re
on on e object co m p o s e d entirely o f w ood , stone (but not
a gem stone), iron, copper, or silver, transform ing it into
a different on e o f th ose m aterials. F or each 10 m inutes
a n s m u t e r s
St
o n e
a pe c h a n g e r
a s t e r
r a n s m u t e r