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............ 16 Sleeping in Armor .... 133 1War Magic 59 Selling a Magic Item ...................... ......... 85 Tiefling Learning Beast Shapes ........................ 123 Swashbuckler 47 Downtime Revisited 123 Sorcerer 48 Rivals 123 Sorcerous Origins 50 Downtime Activities ........... 33 Forest Encounters Grassland Encounters .... 78 78 Dwarf 176 Grave Domain 19 Tool Descriptions 85 Elf 176 Druid 21 Spellcasting Gnome 178 Druid Circles 22 Perceiving a Caster at Work ........... 38 Underwater Encounters ................. ........................................................ 136 Ch................ 133 Training 134 Work 134 ... .................................... Tying Knots 78 Nonhuman Names 175 Philosophy.... 172 Divine Domains 18 Adamantine Weapons ........... or Force ..................... 135 Life Events 69 Common Magic Items . 78 78 App............. B: Character Names ...... 77 Common Items 140 Path ofthe Storm Herald ....................... ...................... 72 Sidebar: Are Magic Items Barbarian 8 Racial Feats 73 Necessary in a Campaign? ....... 136 Primal Paths 9 Sidebar: Creating Additional Path of the Ancestral Guardian ............. ........ .. 100 Greek Way of the Kensei 34 101 Indian Way of the Sun Soul .... 115 Roguish Archetypes .... ........... 33 Desert Encounters 97 German Way of the Drunken Master ..................................... 88 Human Names Fighter 27 Encounter Building 91 Arabic Martial Archetypes 28 Quick Matchups Celtic Arcane Archer 28 Random Encounters: A World of Chinese Cavalier 30 Possibilities Egyptian Samurai 31 Arctic Encounters 32 Coastal Encounters ............. ...................................... 54 Gambling 130 The Celestial 54 Pit Fighting 131 The Hexblade 55 Relaxation 131 Eldritch Invocations ....... 77 Spell Descriptions 150 Cleric 17 Going without a Long Rest .................. Simple Traps Spanish Horizon Walker 42 Sidebar: Making Traps Monster Slayer 43 Meaningful 114 Rogue 44 Designing Simple Traps ............... ... 109 4O Urban Encounters 110 Polynesian Ranger 113 Roman Ranger Archetypes 41 Traps Revisited 113 Slavic Gloom Stalker 4]. 85 85 Halfling 179 Circle of Dreams 22 Identifying a Spell Half-Ore 179 Circle of the Shepherd ............... 18 Tool Proficiencies Dragonborn 175 Forge Domain 18 Tools and Skills Together .. Norse Oath of Redemption ....... 35 Hill Encounters 104 japanese Paladin 36 Mountain Encounters ......... ........ 175 Sidebar: Serving a Pantheon.......................................... 106 Niger—Congo Oath of Conquest 37 Underdark Encounters ........................................................ 9 Ch......... ............ 77 College of Glamour 14 Sleep 77 Ch... 7 Supplemental Tables..... 1: Character Options .. ........... 56 Religious Service ............... 78 App.. 23 Invalid Spell Targets .. ........... 126 Shadow Magic 50 Carousing 127 Storm Sorcery 51 Crafting an Item 128 Warlock 53 Crime 130 Otherworldly Patrons .... 135 Using This Book 4 Origins 61 Sidebar: Behind the Design: Magic The Core Rules 5 Personal Decisions 64 Item Distribution ............ 2: Dungeon Master's Tools ............... 121 Mastermind 46 Sidebar: Complex Traps and Scout 47 Legendary Monsters ........... 10 Simultaneous Effects 77 Magic Item Tables 140 Path of the Zealot 11 Falling 77 77 Sidebar: Recharging without Bard l2 Rate of Falling a Dawn 144 Bard Colleges 14 Flying Creatures and Falling ........... 45 Complex Traps 118 Inquisitive 45 Designing Complex Traps .................................... 131 Wizard 58 Research 132 Arcane Tradition 59 Scribing a Spell Scroll ....CONTENTS Introduction 4 This Is Your Life 61 Awarding Magic Items ...... ............. .................. 3: Spells 147 College of Swords 15 Waking Someone 77 Spell Lists 147 College of Whispers ................................. 93 English Monk French Monastic Traditions . 24 Areas of Effect on a Grid ...... 125 Divine Soul 50 Buying a Magic Item ...... 86 .... 105 Mesoamerican Sacred Oaths 37 Swamp Encounters ... A: Shared Campaigns ..........................

h at]: UM lotslhwhS ulrsqO Odd“: Cflh ‘u Jib-”K :3 lMlQ‘ Alytlzlmn. loo]: t. Chapter 3 presents new spells for player charac— ters and spellcasting monsters to unleash. Like the beholder’s roving mind. and the Dungeon Master’s Guide. and appendix B contains a host of tables that allow you to quickly generate names for the characters in your D&D stories. but this book does delve into every major part of the game: adventur- ers. Think of this book as the companion to those volumes. this bizarre being be- lieves it can gather information on everything in the DUNGEONS 8t DRAGONS multiverse. USING THIS BOOK Written for both players and Dungeon Masters.‘ 4L UNEARTHED ARCANA Much ofthe material in this book originally appeared in Unearthed Arcana. The first major roles expansion to the fifth edition of D&D. similar to the activities staged by the D&D Adventurers League. you'll come across observations from Xanathar itself. thanks to Mil/tabs Wal feedback from thousands ofyou. The Unearthed Arcana material that inspired the options o. wt til/Will (:1 “MIL" Plthlct GL1 \Alrl. a series ofonline articles we publish to explore rules that might ofificially become part of the game. their adventures. D a beholder crime lord keeps tabs on everyone and everything—or so the beholder thinks. As you peruse the many options herein. another official D&D setting. Xanathar might not be able to realize its dream to know everything. The options here build on the official rules contained within the Player's Handbook. Q 1' . Nothing herein is required for a D8£D cam- paign—this is not a fourth core rulebook—but we hope it will provide you new ways to enjoy the game. QUE! [. Sylgar. this book offers options to enhance campaigns in any world. ”WM ltt‘l‘ official forms presented here. May you enjoy thejourney! . The beholder desires to know it all! But no matter what the beholder learns and what treasures it acquires. W‘q It‘d/“1 fritn A. and the magic they wield. . its most prized possession in all the multi— verse remains its goldfish. or a world of your own creation. Xanathar's Guide to Everything provides a wealth of new options for the game. Appendix A provides guidance on running a shared campaign. It builds on their foundation. the Monster Manual. Known as Xanathar. all of it build- ing on the Monster Manual and the Dungeon Master’s Guide. has been refined into the Walt. Some Unearthed Arcana offerings don’t end up resonating with fans and are set aside for the time being. Chapter 2 is a toolkit for the DM that provides new resources for run— ning the game and designing adventures. Swlscir? M in the following chapters was well received and.INTRODUCTION ENEATH THE BUSTL-ING CITY OF WATERDEEP. whether you’re adventuring in the Forgotten Realms. Chapter 1 offers character options that expand on those offered in the Player’s Handbook. your reading will take you to places in the game familiar and new. exploring pathways first laid in those publications.

if you’re in the radius of more than THE DM ADJUDICATES THE RULES one Aura of Protection. if a feature says you can make melee weapon at— As soon as you start casting a spell or using a special tacks using your Charisma. (2) any addition or sub- Here's the path the game takes: it lays a foundation of traction to the damage. if bless is cast on you when you’re still under the guide on how to use a monster’s stat block. TEN RULES To REMEMBER A few rules in the core rulebooks sometimes trip up a PROFICIENCY BONUS new player or DM. except for can- spells. If the rules tried to do so. Similarly. account for every contingency. especially the (the most powerful one if their benefits aren’t identical) rules on how magic items work (see chapter '7 of that applies while the durations of the effects overlap. and a general rule is in effect as BONUS ACTION SPELLS long as something in the game doesn't explicitly say If you want to cast a spell that has a casting time of 1 otherwise. a bonus to your Armor Class. even if multiple things in this book. you EXCEPTIONS SUPERSEDE GENERAL RULES double it only once or halve it only once before apply- General rules govern each part of the game. remember that you can’t cast any other The game also includes elements—class features. role as the bridge between the things the rules address Even if multiple sources give you resistance to a type and the things they don’t.” “Combat. your concentration that statement disagrees with the general rule. sometimes contradict a general rule. Here’s the order that you apply modifiers to damage: (1) which would be contrary to the open—endedness of D8tD. effect of an earlier bless. Instead. No matter how good tion occurs in relation to its trigger. Whether multiplied. the game would become a slog. that grants the highest bonus. and the like—that trips with a casting time of 1 action. unless the bring them to life and a BM to guide their use. here’s the rule: the those tools might be.” “Adventuring. you decide which temporary hit points to keep. you benefit only from the one One rule overrides all others: the DM is the final author. any relevant damage immunity. The same is true of vulnerability.” That book’s appendix A is also crucial. you can’t take another one a DEED campaign. even if the porary hit points and receive more of them. The introduction of the Monster Manual is your ample. you can add ing them in mind will help you interpret the options in the bonus only once to the roll. but it’s time. The game’s rules are called a reaction. the combat rules tell you that melee weapon attacks value. you can apply resistance to it only once. Making meant to help organize. An alternative would be RESISTANCE AND VULNERABILITY for the rules to severely limit what characters can do. and even inspire. The DM is key. and no set of rules could reasonably until the start of your next turn. magic items. in response to some event. if more than one thing tells you to double or halve your bonus. (3) one relevant damage resis- rules that a BM can build on. Temporary hit points aren’t cumulative. Many unexpected events can occur in Once you take a reaction. When an exception and a general rule disagree. For ex— book). The rules are a tool. description of the reaction explicitly says otherwise. . like invisible and Different game effects can affect a target at the same prone. The game especially makes frequent use of have advantage and disadvantage on the same roll. Rou N D DOWN TEM PORARY I-IIT POINTS Whenever you divide or multiply a number in the game. you don’t fraction is one-half or greater. COMBINING DIFFERENT EFFECTS it contains definitions of conditions. That’s a general rule.THE CORE RULES ADVANTAGE AND DISADVANTAGE Even if more than one factor gives you advantage or This book relies on the rules in the three core rules disadvantage on a roll. CONCENTRATION ample. and it embraces the DM's tance. you can do so. Keep— If your proficiency bonus applies to a roll.” and “Spellcasting. the exception wins. you gain the benefit of only one casting. the game say your bonus applies. and if you books. thanjust improvised storytelling. rather REACTION TIMING Certain game features let you take a special action. they the rules in chapters 7—10 of the Player’s Handbook: cancel each other. you have it only once. unless a game feature says you can. If you have tem— round down if you end up with a fraction. But when two or more If you’re a BM. and (4) one relevant damage vulnerability. For ex. Rules are part of what makes DEED a game. divided. Moreover. the action of a DEED campaign. You don’t need to know the rules by heart. bonus action. add them together. If you’re unsure when a reac- tools to be as effective as possible. they need a group of players to reaction happens after its trigger completes. and we want our opportunity attacks and casting the shield spell are two typical uses of reactions. use Strength and ranged weapon attacks use Dexterity. spells before or after it on the same turn. of damage you’re taking. on another effect ends instantly. only one of them things up in the Dungeon Master’s Guide. ity on how the rules work in play. you should also know where to look effects have the same proper name. For exam— ing it. or left at its normal ple. the bonus can be used only once per roll. For example. even though ability that requires concentration. Here are ten of those rules. monster abilities. “Using Ability Scores. two different benefits can give you helpful to know where to find them when you need them.

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tion for druids presents details on how the Wild Shape ‘1‘.. _. Each class has a collective term your character’s backstory. that describes its subclasses: in the fighter.Iflfrfr'==1r“mw_m‘-fl 1- - .. feature works.- .i7-‘. SUBCLASSES Class Subclass Level Available Description Barbarian Path ofthe Ancestral Guardian 3rd Calls on the spirits of honored ancestors to protect others Barbarian Path ofthe Storm Herald 3rd Filled with a rage that channels the primal magic ofthe storm Barbarian Path ofthe Zealot 3rd Fueled by a religious zeal that visits destruction on foes Bard College ofGlamour 3rd Wields the beguiling. offering ways to delve paladin.-"\i"l'l-'. or 3rd level that unlocks a series of special fea- tures. The chapter concludes with a selection of feats for the the subclasses are called martial archetypes. source of inspiration.ii. glorious magic ofthe Feywild Bard College of Swords 3rd Entertains and slays with daring feats ofweapon prowess Bard College ofWhispers 3rd Plants fear and doubt in the minds ofothers Cleric Forge Domain lst Clad in heavy armor. In addition. . _ ._ 4. Rogue Scout 3rd Combines stealth with a knack for survival Rogue Swashbuckler 3rd Delivers deadly strikes with speed and panache Sorcerer Divine Soul lst Harnesses magic bestowed by a god or other divine source ' Sorcerer Shadow Magic lst Wields the grim magic ofthe Shadowfell Storm Sorcery lst Crackles with the power ofthe storm .. mine a result if desired. serves a god ofthe forge or creation Cleric Crave Domain lst Opposes the blight of undeath Druid Circle of Dreams 2nd Mends wounds. You can use the tables in these sections as a classes in the Player's Handbook.. ll."\._ 2nd.. or roll a die to randomly deter— Each class offers a character—defining choice at lst. folly. .. . and po. . ._ are the characters created by the players. . and strides through dreams Druid Circle ofthe Shepherd 2nd Summons nature spirits to bolster friends and harry foes Fighter Arcane Archer 3rd Imbues arrows with spectacular magical effects Fighter Cavalier 3rd Defends allies and knocks down enemies.|_r . r: CHARACTER OPTIONS _ _ _ = .i{ l i 4. HE MAIN FIGURES IN ANY DBZD CAMPAIGN each of the subclasses in this book. for instance. variety of new options for them.. they’re sacred oaths. and in the races in the Player’s Handbook. the section called “This Is ..fi=——. _ _ CHAPTERI . - . often on horseback Fighter Samurai 3rd Combines resilience with courtly elegance and mighty strikes Monk Way ofthe Drunken Master 3rd Confounds foes through a martial arts tradition inspired by the swaying ofa drunkard Monk Way ofthe Kensei 3rd Channels ki through a set of mastered weapons Monk Way ofthe Sun Soul 3rd Transforms ki into bursts offire and searing bolts oflight Paladin Oath ofConquest 3rd Strikes terror in enemies and crushes the forces of chaos Paladin Oath of Redemption 3rd Offers redemption to the worthy and destruction to those who refuse mercy or righteousness Ranger Gloom Stalker 3rd Unafraid ofthe dark. _ . ."- Sorcerer The Celestial lst Forges a pact with a being from celestial realms » Warlock The Hexblade lst Serves a shadowy entity that bestows dread curses l Warlock Wizard War Magic 2nd Mixes evocation and abjuration magic to dominate the battlefield r. -—-"—.. akin to a masterful detective Rogue Mastermind 3rd A mastertactician. and the warlock receives a collection of tential villainy of your characters are at the new choices for the class's Eldritch Invocations feature. not available to the class as a whole. .‘-..i'_' i'i’il mar! toss . the sec- .__ The heroics. . ._—-—-—-- on additional subclasses for each of the sonality. guards the weary. _ . manipulates others . . righteousness. This chapter provides a Each of the class presentations leads off with advice .. That choice Your Life" presents a series of tables for adding detail to " “‘ is called a subclass.-_ heart of the story. relentlessly stalks and ambushes foes Ranger Horizon Walker 3rd Finds portals to other worlds and channels planar magic Ranger Monster Slayer 3rd Hunts down creatures ofthe night and wielders ofgrim magic Rogue Inquisitive 3rd Roots out secrets. _... f —. The table below identifies deeper into a character's racial identity. _. Following the subclasses. . focusing on how to add depth and detail to your character’s per- __.

a barbarian’s tattoos might or forging a link with a spirit animal. or might actually be the to counter.1Tl. archwizard mal that appeared one day in your belt pouch The anger felt by a normal person resembles the rage of TATTOOS a barbarian in the same way that a gentle breeze is akin The members of many barbarian clans decorate their to a furious thunderstorm. of personal effects or other unnecessary gear.\. but such a connection is not the plants and animals of the world.. who l The wings ofan eagle are spread wide across your rushes in where others fear to tread. it takes over body and mind. It can be tempting to play a barbarian character that TATTOOS is a straightforward application of the classic arche. mak. lies ahead. PERSONAL TOTEMS 5 Images ofyour spirit animal are tattooed along Barbarians tend to travel light. l‘-3. and usually a dimwitted one at that. a raging barbarian might not be related to an animal spirit. barbarians in the world are cut from that cloth. terns along your arms. Whether the ancestors. what lasts. for instance. qrl llw~ Halley ahSrn‘l Rht‘fil l alch'lc {til em. strength Magic: lolfiqtsfl l'w qlwqfis fihsffi. and it makes me wonder tied together with colored wool whatforce lies at the heart of their rage. barbarians an thefieid of battle. or which symbolizes a feeling or an attitude. The outburst is temporary.(. impetus for the fury comes entirely from within or from As with personal totems. But not all the upper back. The barbarian’s driving force bodies with tattoos. so you can certainly put your own spin on things. Tattoo d6 type—a brute. have special significance. becomes able to perform supernatural feats of strength Each tattoo a barbarian displays contributes to that in- and endurance. 6 An egg-sized stone in the shape ofyour spirit ani- —Seret.~'.~l .i. These barbarians believe that spirits inhabit tem object for the animal. Some follow gods and look for guidance from those A personal totem of this sort might be associated with deities in the cycles of nature and the animals they en— a barbarian’s spirit animal. who told you they would play a role in deter- mining your fate 3 A necklace made from the claws ofa young cave bear that you slew singlehandedly as a child BARBARIAN 4 A small leather pouch holding three stones that represent your ancestors I HAVE VVITNESSED THE INDOMITABLE PERFORlyiANCE OF 5 A few small bones from the first beast you killed. If your character wears tattoos. One who has a bear totem spirit."-. look to them for omens and power. icant moment in the life of the bearer or the bearer's ing its manifestation all the more terrible. They your character—-objects that hold a special link to your have no use for the invisible world. stand out from all others. SUPERSTITIONS ant moment in the character’s life—perhaps a remem- brance from the barbarian’s past or a harbinger of what Barbarians vary widely in how they understand life. llf’x lune cahall'kicm. until the last enemy falls. see the following sections for 3 The symbols ofyour clan are displayed in viny pat» some ideas. instead relying on character‘s past or future. The few 6 The eyes ofa wolfare marked on your back to help possessions they do carry often include small items that you see and ward off evil spirits. they emulate. driving the barbarian do they look like. each of which represents a signif- comes from a place that transcends mere emotion. 2 Etched on the backs ofyour hands are the paws of consider adding some flourishes to make your barbarian a cave bear. Shawls lzo Heme.l-'i l':)i‘l'l{__. Other barbarians trust only in the blood that runs in Consider creating one or more personal totems for their veins and the steel they hold in their hands. t'llgkli'i'llli l I tillfi. (a 1‘ PERSONAL TOTEMS d6 Totem l A tuft offur from a solitary wolfthat you be- friended during a hunt 2 Three eagle feathers given to you by a wise sha- man. and the barbarians essential. but while it dividuals identity. carrying little in the way your weapon arm and hand. Think about how a totem their senses to hunt and survive like the wild beasts might affect your character’s actions. A personal totem is significant because it has a mystical origin or is tied to an import. and what do they represent? on despite peril and injury. The antlers of an elk are inked across your back. llw calmed. could still carry an eagle’s feather as a personal totem. Either way.

barians who follow this path cover themselves in elabo— 5 When you walk through a graveyard. If your barbarian character has any superstitions. Eur ({outla Aisguslcivxs. calls on these guardian spirits for aid. or are they the result of personal experience? SUPERSTITIONS PATH OF THE ANCESTRAL GUARDIAN Some barbarians hail from cultures that revere their an- d6 Superstition cestors.l'J'i‘i if. These tribes teach that the warriors of the past l lfyou disturb the bones ofthe dead. AND ANCESTRAL GUARoiAN Both of these attitudes can give rise to supersti.54 . tattoos tell sagas of victories against terrible monsters 6 lfan elf looks you in the eyes. and are almost like Barbarians who draw on their ancestral guardians the undead. 3 Dwarves have lost their spirits. Never sleep with a order to cement ties to their ancestral guardians. the Path of the Storm 14th Vengeful Ancestors. the barbarian contacts the spirit world and especially the friendly ones. '. you inherit all linger in the world as mighty spirits. 3rd Ancestral Protectors The following options are available to a barbarian. That's why they live underground. They’re all devils in disguise.) were they ingrained in you by your family. When a barbarian who follows this 2 Never trust a wizard. protect the living. bar- magic object within ten feet of you. 1:. These wear silver. These beliefs are often passed down within a Lila l/iow wt‘ crack? wort creel: lot‘tirt (10% mm loom? family or shared among the members of a clan or a hunting group. or a ghost might jump into your body. ’llAqlc‘s q lolc 0i lclAz crocrcqlciovx lzlAivx3. E [.-‘~. i2. yourthoughts. So smokers qr: we“! ulna oliJl lcl/u padre-slalom lclnihg in mail” tions. PATH or THE ANCESTRAL GUARDIAN FEATURES Barbarian PRIMAL PATHS Level Feature At 3rd level. and the Path of the Zealot. who can guide and the troubles that plagued them in life.‘14 . she’s trying to read and other fearsome rivals.) . It “it". in 6th Spirit Shield (2d8) addition to those offered in the Player’s Handbook: the 10th Consult the Spirits. a barbarian gains the Primal Path feature.1 £3. can better fight to protect their tribes and their allies. LEFT TO Qiom’: ZEALOT. path rages. H . Spirit Shield (3d8) Path of the Ancestral Guardian. Spirit Shield (4d8) Herald. STORM HERALD. In 4 Magical things bring trouble.l-i _'I\ PH 1-? l l if. be sure to rate tattoos that celebrate their ancestors’ deeds.

the attacker takes an creasing to 3 at 5th level. the first creature you hit with an attack on your \ a. Each creature of your choice has the 14th Raging Storm damage resistance you gained from the Storm Soul fea ture while the creature is in your Storm Aura. 4 at 10th level. When in a fury. which melts after 1 minute. magical age dealt by the attack. Choose desert. you can choose one components. as an action. the DC When you reach certain levels in this class. or carried by anyone else and set it on fire. you cast the augury or and 6 at 20th level. When this effect is activated. which hinder I its attacks. you emanate a stormy. Until the start of your next turn. Spirit Shield prevents. You gain resistance to fire damage. don’t suffer the effects of extreme cold. Moreover. and 4d6 at 20th level. other creature you can see in your aura. you can equals 8 + your proficiency bonus + your Constitu- reduce the damage by more: by 3d6 at 10th level and by tion modifier. ANGESTRAL PROTECTORS for M”. but not through total cover. increasing to 2d6 this feature again until you finish a short or long rest. and you world’s end. If you are raging and another creature you can see ronment. When you use your Spirit Shield to increase when you reach certain levels in this class. you can’t use you reach certain levels in this class. Level Feature 3rd Storm Aura SHIELDING STORM 6th Storm Soul At 10th level. you gain the ability to consult with your creasing to 3 at 5th level. without using a spell slot or material Sea. clairvoyance spell. The effect on the target ends aura while you rage. at 10th level. The target takes 1d6 ancestral spirits to the chosen location. This action fails if a creature Barbarian is in the cube. each creature of VENOEFUL ANOESTORS your choice in your aura gains 2 temporary hit points. rangers. regions wracked by storms. a barbarian the Dungeon Master’s Guide. spectral Dohli. and when the target hits a creature other than you STORM AURA with an attack. Barbar— vironment you chose for your Storm Aura. Starting when you choose this path at 3rd level. The benefits are based on the en— them superior strength. The aura extends 10 feet from you early ifyour rage ends. durability. age on a successful one. You also gain a swimming nature. ians who follow the Path of the Storm Herald learn Desert. You gain resistance to cold damage. or deep in the hottest deserts. lfyour aura's effects require a saving throw. in- reduce the damage of an attack. The target must this use of clairvoyance invisibly summons one Of your make a Dexterity saving throw. that creature has resistance to the dam— Starting at 3rd level. Their rage grants your aura isn’t active. the storm grants you benefits even when All barbarians harbor a fury within. and others sworn to protect you can breathe underwater. Desert. in— At 10th level. When this effect is activated. The damage increases when After you cast either spell in this way. Storm heralds are typically elite champions who train See. reaction to reduce that damage by 2d6. in every direction. as detailed below. you can use your ronment choice whenever you gain a level in this class. w”. Liam Llhflw om Oi iii/t1 SHQL bzhziiizi oi lluihs uholuBrOmhd? Mo musician. ancestral spirits. When this effect is activated. or can provide supernatural protection to those you de— tundra. in the frozen reaches at the Tundra. Your aura has an effect that activates when you enter SPIRIT SHIELD your rage. all other crea— tures in your aura take 2 fire damage each. sea. and alongside druids. 5 at 15th level. that target has disadvantage on any attack roll that isn’t against you. and you to transform that rage into a mantle of primal magic. and speed. 3d6 at 15th level. as At 14th level. Rather than creating a spherical sensor. Your aura’s effect depends on that chosen envi- fend. or half as much dam- spellcasting ability for these spells. and you can activate the effect again on each Beginning at 6th level. You gain resistance to lightning damage. as described in which swirls around them. Tundra. PATH OF THE STORM HERALD FEATURES you can touch water and turn a 5-foot cube Of it into ice. When you do so. Other storm heralds hone their craft in lodges in speed of 30 feet. You can change your envi- within 30 feet of you takes damage. as described in the Dungeon Master’s Guide. Wisdom is your lightning damage on a failed save. 5 at 15th level. 4 at 10th level. 4d6 at 14th level. don’t suffer the effects of extreme heat. amount of force damage equal to the damage that your and 6 at 20th level. your ancestral spirits grow powerful icy spirits inure it to suffering. * . you learn to use your mastery of the storm 10th Shielding Storm to protect others. the guardian spirits that aid you of your turns as a bonus action. While you’re raging. Moreover. Hair on? warriors appear when you enter your rage. The temporary hit points enough to retaliate. STORM SOUL PATH OF THE STORM HERALD At 6th level. as an action. turn becomes the target of the warriors. ofthis path taps into the forces of nature to create pow. The damage CONSULT THE SPIRITS increases when you reach certain levels in this class. you can touch a flammable object that isn’t being worn erful magical effects.

Not all are evil. The effect is based on channel divine fury into your weapon strikes. but few are good. the first creature you hit on each of your Desert. RAGE BEYOND DEATH PATH or THE ZEALOT FEATURES Beginning at 14th level. and you die then only if you still have 0 hit points. destruction. you unleash plays of divine power. Up to ten other A variety of gods across the worlds of D&D inspire creatures of your choice within 60 feet of you that can their followers to embrace this path. Sea. the gods who Once you use this feature.RAGING STORM DIVINE FU RY At 14th level. Whenever the effect of your Storm Aura is ac. you can’t use it again until inspire zealots are deities of combat. the power of the storm you channel grows Starting when you choose this path at 3rd level. As a bonus action. On a failed save. has the sole effect of restoring creature is knocked prone. having 0 hit points doesn’t knock you unconscious. you to life (but not uncleath). you’re raging. as if struck by a wave. However. you can choose one creature you can see in the FANATICAL FOCUS aura. tivated. and you suffer the normal effects of taking 6th Fanatical Focus damage while at 0 hit points. . as magical frost covers it. and you finish a long rest. These barbarians are zeal. you don"t die until 14th Rage beyond Death your rage ends. if you would die 10th Zealous Presence due to failing death saving throws. you learn to channel divine power to in- ots—warriors who channel their rage into powerful disn spire zealotry in others. The extra damage is that creature to make a Dexterity saving throw. Warrior ofthe Gods throws. You still must make death saving 3rd Divine Fury. your barbarian level. While the environment you chose for your Storm Aura. you can mightier. That creature must succeed on a Strength saving Starting at 6th level. you can reroll it. the caster doesn’t need ma- Tundra. lashing out at your foes. the creature takes fire damage equal to half you gain this feature. Tempus from the hear you gain advantage on attack rolls and saving Forgotten Realms and Hextor and Erythnul of Grey. or its speed is reduced to 0 until the start of your rage can protect you. such as raise dead. Immediately after a creature in your aura hits turns with a weapon attack takes extra damage equal you with an attack. throws until the start of your next turn. the spell. In general. On a necrotic or radiant. If a to make a Strength saving throw. a battle cry infused with divine energy. the divine power that fuels your Barbarian rage allows you to shrug off fatal blows. terial components to cast the spell on you. Level Feature While you’re raging. hawk are all prime examples. violence. You can use this ability only once per rage. you choose the type of damage when failed save. At 10th level. you can use your reaction to force to M6 + half your barbarian level. you can use your reaction to force that creature At 3rd level. and you must use the PATH OF THE ZEALOT new roll. the divine power that fuels your throw. your soul is marked for endless battle. When you hit a creature in your aura with an WARRIOR OF THE GODS attack. If you fail a saving throw while next turn. Some deities inspire their followers to pitch themselves ZEALOUS PRESENCE into a ferocious battle fury. you’re raging.

ence in front of an audience. Two Pigeons. and there’s much more to any INSTRUMENTS adventuring bard than a glib tongue and a melodious d6 Instrument voice. then what manner of music they In a bard’s quest for the ultimate performance and the highest acclaim. elaborate sort. because it’s all you can afford right now. PLG‘W or: wane Mo. and a Hell Hound. mistaken identities and unfettered desire * 2 “Walt: ofthe Myconids. can \ Chang! ww . those that are bizarrely constructed. one's instrument is at least as import. and some bards are continually Bards bring levity during grave times. {in K we: riSl/ilc lei/u proven to be audience pleasers. it might be of a more contemporary events—the stories of today’s heroes." a comedic poem about a MUSIC 13 THE FRUIT OF THE DIVINE TREE THAT VIBRATES jester's travels among demons with the Words of Creation. Bards are preservers of ancient history. l dren in particular enjoy _ 3 ”Asmodeus's Golden Arse. in w i we he a. Or. to You might have an “off the rack” instrument. though. l UH“. master bard manufacture is a critical factor. and chances are you’re no DEFINING WORK exception. W alk t. To grab and hold the attention of an audience. The instrument’s quality of —F1etcher Danairia. or maybe it took you a while to restore your reputa— of performance art. perhaps survive even when no written record remains.” a ribald song concerning . 4 An orcish drum form. that it is memorized and passed along as oral history. Mmilc is slcotc 13:1 ‘ winch 613611“. and they make the ridiculous portant. would bring to this world! ant as one’s vocal ability. can a bard go to the root of this tree? Can one tap into the INSTRUMENT source ofthot power?Ah.” an upbeat tune that chil.” a sub- tle parody ofan incompetent noble 6 “A Fool in the Abyss. or do you aspire to replace it with something truly impressive failures. 6 A tinker’s harp ofgnomish design consider using one of your favorite musicians as a role model for your character. If you’re playing a bard. value. on the lookout for an improvement. distinctive? Of course.0 u» ml @UHL \ wow-sic ilil. your ultimate de- fining work is likely in the future. to bring about your theatrical ruin. of course. after all. the best ones make the best music.” your firsthand account of being kidnapped by sea reavers as a child 5 "A Hoop. Mu: itL3 W‘L-‘I wth . Perhaps just as im— dom to offset ignorance. mances are spoken about for years by those who View them. But the question i aslryou is. they impart wis. The most famous of them are essentially the D&D 5 A wooden bullywug croak box world’s equivalent of pop stars. typically a song or a poem that tion after one agonizing night when the fates conspired is popular with everyone who hears it. But in order to make t t5 any sort of living at your profession. These perfor. If your character isjust starting out. Yet what truly sets bards apart from others—and l A masterfully crafted halfling fiddle from one another—are the style and substance of their 2 A mithral horn made by elves performances. . chances are you ' dh. if your It is also the bard’s role to chronicle smaller and more first instrument was gifted to you. is the instrument’s own entertainment seem sublime. bards 3 A zither made with drow spider silk are typically flamboyant and outgoing when they per. Jar all. w . EMBARRASSMENT You can add some unique aspects to your bard charac- Almost every bard has suffered at least one bad experi- ter by considering the suggestions that follow. the world has many people who can carry a tune or tell a good story." a dramatic poem i you claim was inspired by your personal visit to I Avernus - 4 “The Pirates of Luskan. perhaps you had a few small difficulties early in your ca— Every successful bard is renowned for at least one piece tear. \ qnsnit already have a piece or two in your repertoire that have Music is si ciA . DEFINING WORKS d6 Defining Work l “The Three Flambinis. No one becomes famous right away. Are you satisfied with the instrument you including their feats of valor as well as their less than have. or made of their songs and tales perpetuating the memory of great exotic materials are likely to leave a lasting impression events down through time—knowledge so important on an audience. and some spectators have had their lives forever changed because of the experience.

You feel a kinship with the natural world. Though you do not disdain the superficial 6 When you sat on your lute by mistake during the love of flesh and form. The gods of 3 When your opening song was your enthusiastic nature share their secrets with druids and sages. and its beauty and mystery inspire you. driven by their attachment to __. the deeper form of love that can final stanza of “Starlight Serenade” inspire thousands or bring joy to one’s every moment is what you are interested in.__ on the trail. “Big Tom's to draw forth the power of the earth.‘. its roots delving into the dark unknown T The time when your comedic song. . Ifyour bard character has a muse. and you can see its presence everywhere— from the sparkling of a beautiful gem to the song of a Naturally. EM BARRASSM ENTS Nature. Nature is the ancient witness who has seen every 2 The matinee performance when a circus's owlbear kingdom rise and fall. For you. every bard has a repertoire of songs and sto- simple fisher thanking the sea for its bounty. or GLAMDUR. open— but universally hated rendition of “Song ofthe ing their hearts and minds to new ways of seeing. Love of this sort takes on A BARD’S MUSE many forms.' . . sonal approach to their art.. Some bards are generalists who can draw from -____. .. that most precious and mysterious a wide range of topics for each performance.-. a bard has the courage A bard who follows a muse generally does so to gain a and the confidence to rebound from it—either pressing deeper understanding of what that muse represents and on with the show (if possible) or promising to come back how to best convey that understanding to others through tomorrow with a new performance that’s guaranteed performance. No matter what sort of those bards do in front of an audience.i fi— '——--a——--T disaster might occur. and who of emotions. you thought was bril- reach toward the sun to nourish their flowers and liant—did not go over well with Big Tom fruit. .. of love. m-io WHisFEa-s a muse—a particular concept that inspires much of what _‘—:- The ways that a performance can go wrong are as varied as the fish in the sea. You are ries. 5 The time on stage when your wig caught fire and Love.. a tree is d6 Embarrassment deeply symbolic._. and your search fills your stories and your -. it could be one of the three described here.- take pride in their versatility. Man blossoms while‘ you wander in an open field of waving about Town” grass or walk in silent reverence through a grove of an— cient oaks. while its branches Hijinks”—which. u—u - . you find that your creativity 4 The first and last public performance of “Mirt. or one of your own devising.""'. however. and Froghemoth” as with those individuals. by the way.. You are on a quest to identify the essence of you threw it down——which set fire to the stage true love. Others adopt a more per- ' songs with vitality and passion. even those whose names have got loose and terrorized the crowd been forgotten and wait to be rediscovered. Ewe-nos. to please.

your allies with vigor and speed.“. the target idolizes you. (Ooh. your appearance permanently gains an ance. and 14 at 15th level. and you take on an appearance of unearthly beauty Bard Level Feature for 1 minute or until your concentration ends (as if you were concentrating on a spell). choose a number of creatures otherworldly aspect that makes you look more lovely you can see and that can see you within 60 feet of you. up to a number equal tO your Charisma modifier (minimum of one). and the College choose a number of humanoids within 60 feet of you of Whispers.5 “M! I . misusing their magic to turn their hosts into thralls. tacker must make a Charisma saving throw against your The number of temporary hit points inoreases when spell save DC. up to a number equal to your Charisma modifier (mini In addition. conflict is what inspires tale-tellers like you to o lei. Heroic bards MANTLE OF MAJESTY of this college instead use this power to gladden the At 6th level. as a bonus action. that one of them performs can cause captors tO release If a target succeeds on its saving throw. so as to study this eternal aspect of life and immortalize it in your words and music. or dancing. you gain the ability to cloak yourself in a fey downtrodden and undermine oppressors._———. if you attack it. you can assume a mag- mum of one). On a failed save. (i f'J-fimi. the target has the bard unharmed and can lull a furious dragon into nO hint that you tried tO charm it. COLLEGE OF GLAMOUR Each target must succeed on a Wisdom saving throw The College of Glamour is the home Of bards who mas— against your spell save DC or be charmed by you. who watched and listened to all of it. you can charge your performance with seductive. and it must choose a new target for its attack or the 5th level. Gao alojtlzfi l create your best work. it incapacitated. you can’t use it again until gain the ability to weave a song of fey magic that imbues you finish a long rest. you can’t use it again until beasts can also bend minds. At 14th level. without expending a spell COLLEGE or GLAMOUR FEATURES slot. college can leech Off a community for weeks. attack is wasted. From the morn— lifutiahg? Haw . eladrin. without expending a spell slot. and fierce. glowingly Of you to anyone who talks to it. complacency. reciting to those offered in the Player’s Handbook: the College a poem. As a bonus action. and other fey. but it can cause others to grav— itate toward darkness and fall under the sway of evil. a hard gains the Bard College feature. These bards are so eloquent that a speech or song or damaging any of its allies. you cast command. While tered their craft in the vibrant realm of the Feywild or charmed in this way. these bards learn anyone who Opposes you. ically majestic presence for 1 minute or until you are When a creature gains these temporary hit points. it can attack you i iiiisxi‘i'i-"Ri I if! . fey magic. Drama embodies conflict. 11 at 10th level. During this time. 6. At 3rd level.-_-.—. Conflict. of Glamour. you Once you use this feature. When you join the College of Glamour at 3rd level. Villainous bards Of this you finish a short or long rest. damage. The same magic that allows them to quell Once you use this feature.'_._. Conflict can bring out the best in some people. _ __. you can attempt following options are available to a bard. On a successful save. Their performances are the stuff Of leg. For the duration. '1 i I L :{ '. tries to attack you for the first time on a turn._ . Each of them gains 5 temporary hit points. As a bonus action. in addition to inspire wonder in your audience by singing. and the best stories have conflict as a key element.~ . 840:? l Aggéro r Lu a Help] [oi Ll (10%| W‘QLf! oh: battle. ENTHRALLING PERFORMANCE BARD COLLEGES Starting at 3rd level. Tu. whenever any creature can immediately use its reaction to move up to its speed. the College. causing their heroic nature to shine forth and transform the world. You strive to experience or witness all forms of conflict. you can expend one use of your UNBREAKABLE MAJESTY Bardic Inspiration to grant yourself a wondrous appear. or if it witnesses you attacking end. of Swords. magic that makes Others want to serve you. When you do so. it speaks under the tutelage Of someone who dwelled there. 14th Unbreakable Majesty Any creature charmed by you automatically fails its saving throw against the command you cast with MANTLE OF INSPIRATION this feature. great and small. the at— without provoking opportunity attacks. increasing to 8 at turn. The If you perform for at least 1 minute. Enthralling Performance can cast command as a bonus action on each of your 6th Mantle of Majesty turns. and it hinders tored by satyrs. from a lover’s spat to a rift between powerful 0M iii/[hi Lu qt (9.‘. . At the end of the performance.-‘L. although it avoids violence to use their magic to delight and captivate others. you 3rd Mantle of Inspiration. unless it was already inclined to fight on your behalf. The bards of this college are regarded with a mixture This effect ends on a target after 1 hour. it can’t attack you on this you reach certain levels in this class.Til—i {2‘55 _.‘u l3. ing-after tale of a tavern brawl to the saga of an epic w Ulq.'fl/lq‘iis fo dynasties. if it takes any of awe and fear.

One blade might use a circus troupe as cover for nefarious deeds such as assassination. You can expend one use of your gain proficiency with medium armor and the scimitar. instead of this action hits a creature. Other blades strike at the wicked. Choose one of the following options. You can also push damage of the second attack. U . Bardic Inspiration to cause the weapon to deal extra If you‘re proficient with a simple or martial melee damage to the target you hit. and they entertain through daring feats of weapon prowess. you learn to perform impressive displays of then immediately use your reaction to move up to your martial prowess and speed. E l-‘f i'lf’lqilfilffiifi ' -. walking speed to an unoccupied space within 5 feet of Whenever you take the Attack action on your turn. damage equalsthe number you roll on the Bardic Inspi— Dueling. Fighting Style. You can use BONUS PROFICIENGIES only one Blade Flourish option per turn. You can’t damage to the target you hit and to any other creature take a Fighting Style option more than once. you Defensive Flourish.. bringingjustice to bear against the cruel and powerful. you can use it as a spellcasting focus for your number you roll on the Bardic Inspiration die. they are also highly trained and skilled warriors in their own right. add the number rolled to your AC until the start of your next turn. you can add your ability modifier to the you roll on the Bardic Inspiration die. COLLEGE OF Swonos FEATURES Bard Level Feature 3rd Bonus Proficiencies. I_. you can’t do so again until you finish a short or long rest.i-i. Once you assume this majestic presence.. You can expend one use of your At 3rd level.‘x lf’. you can attack twice. A blade caught stealing or engaging in vigilante justice is too great a liability for most troupes. Blades perform stunts such as sword swallowing.. When you are wielding a melee weapon in ration die. The damage equals the number weapon fighting. When you join the College of Swords at 3rd level. You also hard spells. When you engage in two‘ age to the target you hit.‘t F"! EC 17: i (ii:. Though they use their weapons to entertain.—. Blades who abandon their lives as entertainers have often run into trouble that makes maintaining their secret activities impossible. Most troupes are happy to accept a blade’s talent for the excitement it adds to a performance. With their weapon skills and magic. whenever you take the Attack action on your turn. and mock combats. these blades either take up work as enforcers for thieves’ guilds or strike out on their own as adventurers. plus a number of BLADE FLOURISH feet equal to the number you roll on that die. rob- bery.- _-" . but few entertain- ers fully trust a blade in their ranks. knife throwing and juggling. you can use one of the follow- once. The damage equals the weapon. COLLEGE OF SWORDS Bards of the College of Swords are called blades.—. but it has disadvantage on any saving throw it makes against your spells on your next turn. You can expend one use of your Bar— damage rolls with that weapon. Their talent with weapons inspires many blades to lead double lives. i'_'. and blackmail. The something in the game lets you choose again. You can At 3rd level. dic InSpiration to cause the weapon to deal extra dam— Two-Weapon Fighting. you adopt a style of fighting as your spe— Bardic Inspiration to cause the weapon to deal extra cialty.on this turn. Blade Flourish 6th Extra Attack 14th Master's Flourish ing Blade Flourish options of your choice. the target. and if a weapon attack that you make as part of Starting at 6th level. you gain a +2 bonus to Mobile Flourish. FIGHTING STYLE Slashing Flourish. even if of your choice that you can see within 5 feet ofyou. one hand and no other weapons. the target up to 5 feet away from you. your walking speed increases by 10 feet until the end of EXTRA ATTACK the turn.

that you will reveal its secret. a casual acquaintance."l"t". use their knowledge and magic to uncover secrets and Another creature can see through this disguise by turn them against others through extortion and threats. a unit \‘u \Mul kn 51" S “A. When you do so. H --"'. you or fight for you. The charmed creature obeys your commands for fear The psychic damage increases when you reach cer. It won’t risk its life for tain levels in this class. your whisper sounds PSYCHIC BLADES like unintelligible mumbling and has no effect. WORDS OF TERROR When the effect ends. information that the humanoid would freely share with Bards of the College of Whispers use this to their ad. and 8d6 at 15th level. At the end of the conversation. do so. sharing eral details on its background and personal life. can’t capture another one with it until you finish a short ically claim to follow some other college. i : [TIL-‘4. The information is enough that they gather. but news. until it is at— Hells l “(:5 tacked or damaged. your Charisma (Deception) check. If the target succeeds on its saving throw. healthy and alive. in. You gain no knowledge of this secret. t “flaw“ frightened of you or another creature of your choice. you can't use it again until you finish a short or long rest. You gain a +5 bonus viewing it as a parasite that uses a bard’s reputation to to your check.. you learn to infuse innocent-seeming words ing of why it held you in such fear. the target must succeed on a . unless it was already inclined to 5d6 at 10th level. In truth. For this reason. MANTLE or WHISPERS At 6th level. (I! ii'l‘if'} is}: . You retain this shadow until you use it or you finish a long rest. toxic to a creature’s mind. increasing to 3d6 at 5th level. you can roll a d6 and use it instead of expend— appears on you. Words ofTerror can hear. and telling tales to the audiences doesn’t include secrets. you gain access to all Most folk are happy to welcome a bard into their midst. Once you use this feature. you can magically capture its shadow using your reac— tion. acquire wealth and power. These bards its memories. it“) . or until it witnesses its allies being attacked or damaged. with an insidious magic that can inspire terror. the target has no hint that you tried to frighten it. succeeding on a Wisdom (Insight) check contested by Many other bards hate the College of Whispers. / you can attempt to seed paranoia in its mind. Such information includes gen- vantage. Bard Level Feature As an action.i--'. the target is charmed by you gain the ability to make your weapon attacks magically for the next 8 hours or until you or your allies attack it. COLLEGE or WHISPERS While you’re in the disguise. their actual calling secret in order to infiltrate and ex- ploit royal courts and other settings of power. POE 181-51100“ Cali throw ch . but the extra 2d6 psychic damage to that target. When you join the College of Whispers at 3rd level. but ing a Bardic Inspiration die.mM a“S gnawing . the College of Whispers teaches its you can pass yourself off as the person by drawing on students that they are wolves among sheep. you On a failed saving throw. the creature has no understand- At 3rd level. E’T'EP. / qu :35 0 l. It automatically succeeds 14th Shadow Lore if it doesn’t share a language with you or if it can’t hear you. or they keep or long rest. you gain the ability to adopt a humanoid’s persona. you can’t use it again until If you speak to a humanoid alone for at least 1 minute. You now look like the dead person. You can do so target is convinced you know it. The at 1AM target is frightened in this way for 1 hour. It grants you favors and gifts it would offer to a close friend. or force it to make a saving throw. you magically whisper a phrase that only one creature of your choice within 30 feet of you 3rd Psychic Blades. l' . magically transforming into a disguise that ish option. When a humanoid dies within 30 feet of you. damage it. MASTER’S FLOURISH You can use the shadow as an action. Once you use this feature. you finish a long rest. you gain the ability to weave dark magic COLLEGE OF WHISPERS FEATURES into your words and tap into a creature’s deepest fears. Starting at 14th level. The target must make a Wisdom saving throw 6th Mantle ofWhispers against your spell save DC.[-1_-"‘tt_. SHADOW LORE At 14th level. whenever you use a Blade Flour- it vanishes. Wisdom saving throw against your spell save DC or be at Inc‘lf i to in. It inter- When you hit a creature with a weapon attack. This disguise lasts for 1 hour or until you end it as a bonus action. They appear to be like other bards. singing songs. ‘ Q “ . members Once you capture a shadow with this feature. only once per round on your turn. you prets the whispers as a description of its most mortify— can expend one use of your Bardic Inspiration to deal an ing secret. On a successful saving throw. \SW‘ . you of this college rarely reveal their true nature. They typ.

If you’re playing a cleric character. but you ture built to honor your god.|. 3 You acknowledge the power ofthe gods. order. perhaps. l The finger bone ofa saint ." ‘J f a 2" ._"_.. remind them of their vows.e :- x' " ' ' . I._. filled with 6 In times ofdespair. Your deep. see the table entries for some possibilities.—-.. l3. 5 You are plagued by nightmares that you believe are 4 Your temple is a fortress and a proving ground that sent by your god as punishment for some unknown trains warrior-priests. but sometimes its advice is helpful. As such. dark secret might ... t'ii-l._ 6 world needs clerics as much as clerics and deities need each other. d6 Secret What is noteworthy about the temple you studied at? 1 An imp offers you counsel. the following sec— SECRET tions offer ways to add some detail to that character’s l_"=!'x. you feel that you are but a play- vegetable gardens and simple priests. Almost all the folk in the world who revere a deity live KEEPSAKES their lives without ever being directly touched by a di- d6 Keepsake vine being. You try to ignore the creature. or it could ceive instruction from a cleric of a temple or another be rooted in the way you feel about the world and your place of study devoted to their deity. l olfi hl'l: Mim i tr. Some temples are cut off from the world so that their occupants can focus on devotions. 2-: H—flfin‘ Most clerics start their lives of service as priests in an If you haven’t considered this aspect of your charac- . the gods are d6 Temple nothing more than ultrapowerful mortal creatures. doubt.fl _______. =. it is vitally important to its owner because of what it ——Riggby the patriarch represents._ +- deity who sees the potential in a person and calls that ... then later realize that they have been blessed by ter yet. they can never know what it feels . involve something you did (or are doing).. 1 Your temple is said to be the oldest surviving struc. or __ their god with the qualities needed to become a cleric.. To prepare for this new duty.v-.r‘tt'L'i'll..i"l‘i—‘it 1 2 {gll. in the final analysis. 6 You served in a temple in the Outer Planes.. you have instruction together in your temple. use them for inspiration._ sure of a deity’s power. candidates typically re. éq ml the attrac tion all such... though such an item is not imbued with divine power.|.=. No mortal soul is entirely free of second thoughts or history and personality. Even comes with tremendous responsibility..u . role in it. but it always erwise help to keep them on their chosen paths. 5 Yourtemple is a peaceful. stroy infernal creatures ._ become a cleric as a consequence of deep devotion to and beloved mentor _.- _ .. one's deity.---— The question has long been debated: Does a mortal 3 A pig’s whistle that reminds you ofyour humble .. Even a cleric must grapple with dark desires or the forbidden attraction of turning against the teachings TEMPLE of one’s deity. TEMPLES 2 You believe that.fi. Some say you smell like one of its ales.. think that most events are dictated by pure chance. .. (All/i: 1 Hamid q aht oékltr Ill/[Cm HOrILlif Wt? Ght—l’lZl/liuj 12> CLERIG KEEPSAKE Many clerics have items among their personal gear that To BECOME A CLERIC IS TO BECOME A MESSENGER OF symbolize their faith. 2 A metal-bound book that tells how to hunt and de- . or oth- the gods.. thing ofthe gods.l-“. .lt ov'ru'ms .. and you resent their remoteness.\l-‘._. the answer “Iv—F": necromancers doesn’t matter. transgression. However clerics come into being._. the A runestone said to be blessed by your god ._=__.___H._ . 2 Acolytes of several like—minded deities all received 4 Even though you can work divine magic.|. humble place.-.. like to be a cleric—someone who is not only a devout _ _ worshiper. but who has also been invested with a mea._ individual into service? Ultimately. operates. never truly felt the presence ofa divine essence 3 You come from a temple famed for the brewery it within yourself.- 5 A scroll that describes how best to rid the world of . while other temples SECRETS open their doors to minister to and heal the masses. Thepower the divine offers is great. thereby attracting the god’s favor? Or is it the A braid ofhair woven from the tail ofa unicorn .ix.-.

from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty elf artisan whose diamond-tipped arrows of mithral have felled demon lords. your cleric features still work for you as written. wall affire peace. magic weapon whole pantheon. or cosmic forces. rather than a single deity. and ifit doesn’t have a holy symbol. and they are willing to craft and use heavy armor and power- ful weapons to protect them. FORGE DOMAIN =‘ The gods of the forge are patrons of artisans who work -- ——--'-' with metal. The gods of the forge teach that. lfyou are devoted to a pantheon. OR FORCE class feature for how domain spells work. such 5th elementai weapon. 7th fabricate. See the Divine Domain SERVING A PANTHEON. even the most intractable metal can be transformed from a lump of ore to a beau— tifully wrought object. Think of the references to a god as references to the divine thing you serve that gives you your magic. FORGE DOMAIN FEATURES Cleric Level Feature lst Domain Spells. Clerics of these deities search for objects lost to the forces of darkness. choose a Divine Domain that is ap— propriate for it. The typical cleric is an ordained servant ofa particular god and chooses a Divine Domain associated with that deity. creation section “Gods oourWorld. In certain cam- paigns. a cleric might instead serve a cosmic force. with patience and hard work. or one ofthe nine alignments. Chapter 1 ofthe Dungeon Master’s Guide explores options like these. Cleric Level Spells resents that divinity. “PW in addition to those offered in the Player’s Handbook: Forge and Grave. Reorx. in the 9th animate objects. a cleric gains the Divine Domain feature. and uncover rare and wondrous mate- rials necessary to create potent magic items. FORGE DOMAIN SPELLS The cleric’s magic flows from the god or the god's sacred realm. protectianfrom energy as life or death. Deities of this domain include Gond. liberate mines overrun by ores. cosmic force. Onatar. Moradin. The following domain options are available to a cleric. and often the cleric bears a holy symbol that rep. PHILOSOPHY. or philosophy. . Whatever being or thing your cleric ends up serving. Hephaestus. DIVINE DOMAINS W. At 1st level. Blessing ofthe Forge 2nd Channel Divinity: Artisan's Blessing 6th Soul ofthe Forge 8th Divine Strike (ld8) 14th Divine Strike (2d3) 17th Saint of Forge and Fire DOMAIN SPELLS You gain domain spells at the cleric levels listed in the Forge Domain Spells table. The clericTs class features often refer to your deity. Followers of these gods take great pride in their work. lst identify. work with your DM to design one. especially in a world like Eberron. whether they're gods. pantheons. serve a 3rd heat metal. such as love. and Goibhniu. Bonus Proficiencies. philos- ophies. or a philosophy or concept.” Talk with your DM about the divine options available in your campaign. searing smite Some clerics.

magi- cally forming even nonmetal parts of the creation.-‘-.While wearing heavy armor. you gain a +1 becomes more powerful: bonus to AC. it it'll—l? l'-'. CLERIC OF THE GRAVE SOUL OF THE FORGE Starting at 6th level. your blessed affinity with fire and metal . The ritual can create a duplicate of a nonmagical item that contains metal. or talc work to accomplish in the world. the ancestral spirits of the Undying Court. you can’t use it again until you finish a long rest.:‘"§ 5' . To desecrate the peace of the dead is an abomination.You gain immunity to fire damage. for death will eventually get its due. you gain the ability to imbue magic into a weapon or armor. a set of tools. the ex. you can cause the attack to deal an extra 1d8 fire GRAVE DOMAIN damage to the target. Anubis. This is a delay of death. piercing. Wee jas. ten pieces of ammunition. Gods of the grave watch over the line between life and tra damage increases to 2d8. At 17th level. BLESSING OF THE FORGE At 1st level. As part of this ritual. you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. The metal irretrievably coalesces and transforms into the creation at the ritual’s end. The thing you create can be something that is worth no more than 100 gp. Nil -“. The creation is completed at the end of the hour. destroy the undead. coalescing in an unoccupied space of your choice Hun-"H" on a surface within 5 feet of you. your mastery of the forge grants you special abilities: SAINT OF FORGE AND FIRE .You gain resistance to fire damage. DIVINE STRIKE .t: E l . You conduct an hour—long ritual that crafts a nonmagi— cal item that must include some metal: a simple or mar- tial weapon. [outrun—x5 not a denial of it. death. When you reach 14th level. you gain pro- ficiency with heavy armor and smith’s tools. and slashing damage from non- strikes with the fiery power of the forge. or another metal Object (see chapter 5. “Equipment. and ease the suffering of the dying. a suit of armor. Deities of the grave include Kelemvor. '1 fl ET!" [ I"?. Areal (goalies Unfit“! C1: mud/1 “In. Followers of these deities seek to put wandering spirits to rest. l‘l l' H l . CHANNEL DIVINITY: ARTISAN‘S BLESSING Starting at 2nd level. Once you use this feature. Once on each magical attacks. death and the afterlife are a foundational part of the multiverse. Until the end of your next long rest or until you die. particularly for a person who still has some great diiih‘ifljrfiiix til/law. Hades. of your turns when you hit a creature with a weapon attack. such as a key. which can include coins. To these deities. the object becomes a magic item. l Status i][ L10“ t'i Their magic also allows them to stave off death for a time. . you can use your Channel Divinity to create simple items. you must lay out metal. granting a +1 bonus to AC if it’s armor or a +1 bo— nus to attack and damage rolls if it’s a weapon.While wearing heavy armor.” C" fihfi‘ithihS llit.” in the Player’s Handbook for examples of these items). and Osiris. you have resistance to At 8th level.BONUS PROFICIENCIES When you choose this domain at 1st level. you gain the ability to infuse your weapon bludgeoning. if you possess the original during the ritual. At the end of a long rest. iii/Hum. with a value equal to the creation.

CHANNEL DIVINITY: PATH TO THE GRAVE Starting at 2nd level. As an action. Once you use it. For you. you gain the ability to occasionally sense the presence of the undead. you add your Wisdom modifier to Grave Domain Spells table. In addition. and you can cast it as a bonus action. you choose one creature you can see within 30 feet of you. When lst banefalse life an enemy you can see dies within 60 feet of you. Any effects triggered by a criti- 6th Sentinel at Death’s Door cal hit are canceled. which doesn’t count against the number of cleric can- trips you know. you can use your Channel Divinity to mark another creature’s life force for termination. You regain all expended uses when you finish a long rest. death ward itated. You can use this feature a number of times equal to your Wisdom modifier (minimum Of once). and then the curse ends. class feature for how domain spells work. it has a range of 30 feet. you gain the ability to manipulate the line between life and death. vemplrlt: touch Dice. KEEPER or SOULS GRAVE DOMAIN SPELLS Starting at 17th level. You regain all expended uses when you finish a long rest. As an action. you learn the spare the dying cantrip. you or one creature of your choice that is within 60 feet of you 3rd gentle repose. ray ofenfeeblement regains hit points equal to the enemy’s number of Hit 5th revlw'fy. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points. Until the end of your next turn. you instead use the highest number possible for each die. You can use this feature only if you aren’t incapac- ?th blight. GRAVE DOMAIN FEATURES SENTINEL AT DEATH’S DOOR Cleric Level Feature At 6th level. whose existence is an insult to the natural cycle of life. you can turn 2nd Channel Divinity: Path to the Grave that hit into a normal hit. 8th Potent Spellcasting You can use this feature a number of times equal to 17th Keeper of Souls your Wisdom modifier (minimum of once). DOMAIN SPELLS POTENT SPELLCASTING You gain domain spells at the cleric levels listed in the Starting at 8th level. you know the location of any undead within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic. you gain the ability to impede death’s prog- Domain Spells. See the Divine Domain the damage you deal with any cleric cantrip. lst ress. The next time you or an ally Ofyours hits the cursed creature with an attack. . cursing it until the end Of your next turn. EYES OF THE GRAVE At lst level. This sense doesn’t tell you anything about a creature's capabilities or identity. CIRCLE OF MORTALITY At 1st level. the creature has vulnerability tO all of that attack's damage. Circle of Mortality. raise dead start of your next turn. you can open your awareness to magically detect undead. you can seize a trace of vitality Cleric Level Spells from a parting soul and use it to heal the living. you can't do so again until the 9th antllife shell. As a reaction when you or a creature you can see Eyes ofthe Grave within 30 feet of you suffers a critical hit.

they begin 4 The sea is a constant. a type rupting their influence becomes. regardless of how MENTOR your character came to the profession. druids are often revered. lot qlwqclt (iktal druid ! lot-mew hqémrql s lime] are wad inSr-raliew ii A ! mi l lotlirvs ck . the city who now strives to bring the civilized world into harmony with the wilderness. GUIDING ASPECTS —Safhran. It reminds you that accepting change is phenomena that link them to the spirit of nature and necessary to sustain yourselfin the world. whose meaning connects the druid’s mind and heart to If your character received training from someone a profound concept or spiritual outlook. Many sages and wise folk have studied nature. Or your character could be a child of power ofthe pack. to preserve the Great Balance. Q fur alone Si/IOM‘A l’ltiut I“ Harri TREASURED ITEMS d6 Item 1 A twig from the meeting tree that stands in the center ofyour village A vial ofwater from the source ofa sacred river G‘U'l-P‘LUJN Special herbs tied together in a bundle A small bronze bowl engraved with animal images DRUID A rattle made from a dried gourd and holly berries Evert [N DEATH. said that in time a druid becomes the voice of nature. span ofthe world. the more car— natural world. one who has always scorned civilization and found individual’s strength is nothing compared to the solace in the wild. such as a body of water. producing magical and chaos. aforce that seeks to hold svvay over nature. or considered smallest creatures can survive ifthey remain above dangerous by the people around them. think about giving it an origin story: how did you with a particular outlook or otherwise influence your come by the item. and it is spirit. who or what was that individual. we. Such items mentor has a vital role in shaping a student’s attitudes are not necessarily magical. and why is it important to you? approach to achieving the goals of your chosen path? . eaCH CREATURE PLAYS ITS PART IN A miniature golden sickle handed down to you by your mentor maintaining the Great Balance. we seek mainly of tree. and 3 The river’s endless flow reminds you ofthe great movements fill their minds and spirits with wonder and insight. Most druids who learn from Some druids carry one or more items that are sacred a mentor begin their training at a young age. It’s not unusual for would-be druids to seek out (or be sought out by) instructors or elders who teach them the TREASURED ITEM basics of their magical arts. or some other sort of plant. by its behavior or its very nature. You seek to act with the long- writing volumes about its mystery and power. Your druid character might be a true worshiper of na— 6 As demonstrated by the actions ofthe wolf. Medi- speaking the truth that is too subtle for the general pop— tating under an oak fills your body and mind with ulace to hear. but your chosen aspect. naturally gravitate toward nature. churning cauldron of power to embody these natural forces. As druids. cycles. and what was the When you decide what your character’s treasured nature of your relationship? Did your mentor imbue you item is. archdruid d6 Guiding Aspect 1 Yew trees remind you of renewing your mind and Druids are the caretakers of the natural world. This is GUIDING ASPECT the destructive behavior of the mortal races. but druids term interests of nature in mind. But now an imbalance grows. its forces. the fray. Many who become druids find that they resolve and fortitude. letting the old die and the new spring forth. are a special kind of being: at some point. 2 Oak trees represent strength and vitality. there are times when we must rise up against danger and eradicate it. but every one is an object and beliefs.—. Thejarther Many druids feel a strong link to a specific aspect of the atvayfrom nature their actions take them. shunned. Because of their strange and mysterious 5 The birds in the sky are evidence that even the power. You can use the sections that follow to flesh out your druid. else. it sets an example that you seek to emulate. the flow of life. and the to them or have deep personal significance. . an ture.iui. You identify with to protect and educate. an animal.

Roll the d6 Mentor : spent dice and add them together. During your training. a slumbering portal to the Abyss. centered mentored by an old druid. The druids’ guardianship of the natural world makes for a natural alliance between them and good-aligned fey. You are a font of energy that offers respite from injuries. you can to those offered in the Player’s Handbook: the Circle of teleport up to 60 feet to an unoccupied space you can Dreams and the Circle of the Shepherd. you can use the hidden. You regain all expended dice when you finish a 2 You were tutored by a dryad who watched over long rest. you become imbued with the blessings of the Summer Court. torches. The target also think in terms ofyears and decades rather than gains 1 temporary hit point per die spent. a druid gains the Druid Circle feature. you were tasked with watching for hidden HEARTH OF MOONLIGHT AND SHADOW threats to the world. or the like) isn’t visible outside it. you can invoke the shadowy power of 3 Your tutor always interacted with you in the form of the Gleaming Court to help guard your respite. until one ofyour fellow on that point. fruitful places. As a bonus action. and the realms they protect are gleaming. you touch a point in space. During a short or long rest. where dream and reality blur together and where the weary can find rest. As a bonus action on your turn. and you are not checks. At 6th level. bonus to Dexterity (Stealth) and Wisdom (Perception) You have yet to meet this person. you can choose one creature you can see within 120 feet of you and spend a number of l MENTORS those dice equal to half your druid level or less. The target regains a 1 Your mentor was a wise treant who taught you to ' number of hit points equal to the total. campfire. Total cover blocks the sphere. days or months. You never saw the tutor’s humanoid form. At the a falcon. l 6 Your mentor was a werebear who taught you to The sphere vanishes at the end of the rest or when you | treat all living things with equal regard. These druids seek to fill the world with dreamy wonder. The pathways that some fey use to traverse space in the following options are available to a druid. home can be wherever you are. and any light from open flames in the sphere (a l sure such a person exists in mortal form. CIRCLE OF DREAMS Druids who are members of the Circle of Dreams hail from regions that have strong ties to the Feywild and its dreamlike realms. magical At 2nd level. you can use your action to teleport . see. start of the rest. in addition blink of an eye. Their magic mends wounds and brings joy to downcast hearts. you and your allies gain a +5 5 Your mentor has appeared to you only in visions. You have a pool of fey energy rep- resented by a number of C168 equal to your druid level. I pupils betrayed your group and killed your master. CIRCLE OF DREAMS FEATURES Druid Level Feature 2nd Balm ofthe Summer Court 6th Hearth of Moonlight and Shadow 10th Hidden Paths DRUID or 14th Walker in Dreams THE CIRCLE or: DREAMS BALM OF THE SUMMER COURT At 2nd level. HIDDEN PATHS DRUID CIRCLES Starting at 10th level. 30-foot—radius sphere of magic appears. While within the sphere. Alternatively. and an invis- 4 You were one of several youngsters who were ible. leave the sphere.

.' your Wisdom modifier (minimum of once). the spell fails but isn’t wasted..._‘_ I. without expending a spell slot or re- quiring material components: dream (with you as the messenger).. see such creatures as their charges. In addi‘ Hawk Spirit..._. read. The hawk spirit is a consummate tion. 1:115 R i t 5': : 1-1 ... You learn to speak. CIRCLE OF THE SHEPHERD Druids of the Circle of the Shepherd commune with the spirits of nature. you can move the spirit up to 60 feet to a point you can see. The bear spirit grants you and your allies 14th Faithful Summons its might and endurance... as they are known. but a friendly beast could relay advantage to that attack roll.-)- as you would with any nonplayer character. though it has the spec- better.. you and your what it has seen or heard in the recent past. In addition. aiding you and your allies with its keen sight. you can cast one of the following spells.-._______ cupied space you can see. If you haven*t taken a long rest on your current plane... When you finish a short rest.. it opens a portal to the last location where you finished a long rest on your current plane of existence.. can magically summon an incorporeal spirit to a point Members of this circle become adventurers to oppose you can see within 60 feet of you.:__"—. Wherever these druids go. scrying._. the magic of the Feywild grants you the ability to travel mentally or physically through dreamlands._. though you can while in the aura.'.. and prevent civilization ____”:_. 10th Guardian Spirit Bear Spirit.___. In addition.. They ward combine this ability with gifts to curry favor with them off monsters that threaten them. especially the spirits of beasts and the fey.._.the spirit’s aura depends on the type of spirit you summon from the options below. Spirit Totem until you finish a short or long rest._' um. and call to those spirits for aid. Jr'tirfi . the spirits of the wil— tral appearance of the creature it.. This ability allies have advantage on Wisdom (Perception) checks doesn’t grant you friendship with beasts. As a bonus action. you can’t use it again until you finish a long rest.-.:.. _______. It counts as and power that will help them safeguard their charges neither a creature nor an object.__-___ ___. Most When a creature makes an attack roll against a target beasts lack the intelligence to convey or understand in the spirit’s aura. or teleportation circle.. you can use your reaction to grant sophisticated concepts. the ability to decipher their noises and motions. You can use this feature a number of times equal to _ .___. CIRCLE OF THE SHEPHERD FEATURES The spirit persists for 1 minute or until you’re incapac— Druid Level Feature itated. _. 6th Mighty Summoner The effect of._. Once you use this feature.._. and you gain hunter.. Shepherds. WALKER IN DREAMS At 14th level. The spirit creates an forces that threaten their charges or to seek knowledge aura in a 30-foot radius around that point. content to spend their days in the influence the world around you.__. Strength saving throws while in the aura._. Many of these druids are happiest far Starting at 2nd level.. represents... Each creature of your choice in the aura when the spirit appears gains temporary SPEECH or THE Woons hit points equal to 5 + your druid level. Once you use this feature.. kill more prey than necessary._. you can’t use it again 2nd Speech ofthe Woods. and write Sylvan. and you re- gain all expended uses of it when you finish a long rest.one willing creature you touch up to 30 feet to an unoc- ' . from encroaching on rare animal habitats and on sites SPIRIT TOTEM sacred to the fey. rebuke hunters who ._.. This use of teleportation circle is special. you gain the ability to converse with beasts and your allies gain advantage on Strength checks and and many fey. As a bonus action. you At 2nd level. beasts can understand your speech._._.-.. These druids recognize that all living things play a role in the natural world. you _ company of animals and the fey creatures of the wilds. Rather than opening a portal to a permanent teleportation circle. you can call forth nature spirits to from cities and towns...'... derness are with them.. yet they focus on Damn or THE CiRCl-E or THE SHEPHERD protecting animals and fey creatures that have difficulty defending themselves.

The unicorn spirit lends its protection Q} t wasn‘t..-—. l’i" in E3.' ii F3. the tables include each beast’s challenge 1 Lion — rating and note whether a beast has a flying or swims Swim 2 Giant constrictor snake ming speed.-. 1 Giant toad Swim mine which animals you might see on your travels. 1 Giant spider —— These tables can also help you and your DM deter. It summons four beasts of your choice that are Swim 1 Giant toad challenge rating 2 or lower.The damage from its natural weapons is considered Polar bear Swim 2 magical for the purpose of overcoming immunity and — 2 Saber-toothed tiger resistance to nonmagical attacks and damage. follow— Fly O Owl ing benefits: 1/8 Blood hawk Fly . new.I. That rule l/S Camel —- gives you a tremendous amount of flexibility. 1 Brown bear — .The creature appears with more hit points than nor— 1/4 Giant owl ' Fly mal: 2 extra hit points per Hit Die it has. making it 1/8 Flying snake Fly easy to amass an array of beast form options for your.__. the nature spirits you commune l/8 Stirge Fly with protect you when you are the most defenseless. lnivxg (lit. 1 Giant vulture Fly In addition. 6 Mammoth —— GUARDIAN SPIRIT Beginning at 10th level. i 3 PT i (I j. ti l-l . 1/4 Giant lizard ~— If you are reduced to 0 hit points or are incapacitated 1/4 Giant wolfspider — against your will. that crea— 0 Eagle Fly ture regains a number of hit points equal to halfyour l/S Blood hawk Fly druid level.. 1 I. you can immediately gain the benefits 1/4 Pteranodon Fly of conjure animals as if it were cast using a 9th-level Giant eagle Fly 1 spell slot..‘~. CR Beast Fly/Swim Once you use this feature. If they receive no commands from you. to those nearby.‘ . Any beast or fey summoned CR Beast Fly/Swim or created by a spell that you cast gains the.“x'. it .‘~. they protect you from harm and attack your foes.—. if you cast a spell using a spell slot that restores hit points to any creature inside or outside The tables include all the individual beasts that are the aura. requiring no concentration.. you 1/4 Constrictor snake Swim might wonder which beasts you've already seen. 1/8 Stirge Fly When you gain Wild Shape as a 2nd—level druid. Mule — l/8 self. CR Beast Fly/Swim When a beast or fey that you summoned or created with Swim 0 Crab a spell ends its turn in your Spirit Totem aura. 1/8 Giant crab Swim FAITHFUL SUMMONS l/8 Poisonous snake Swim Starting at 14th level.“ rlsz is ihlzrior lo: we.-_—. beasts and fey that you conjure are ARCTIC more resilient than normal.. — O Hyena Jackal —— LEARNING BEAST SHAPES 0 O Scorpion —— The Wild Shape feature in the Player’s Handbook lets 0 Vulture Fly you transform into a beast that you’ve seen. you can’t use it again until Cat -— 0 you finish a long rest. l/4 Giant poisonous snake Swim Consider the environment your druid grew up in.—. each creature of your choice in the aura also eligible for Wild Shape (up to a challenge rating of 1) or regains hit points equal to your druid level. more. your Spirit Totem safeguards COAST the beasts and fey that you call forth with your magic. In addition. The spell lasts for 1 hour. This information will help you determine 3 Giant scorpion — whether you qualify to assume that beast’s form. The 1/4 Giant lizard —— following tables organize beasts from the Monster Man— ual according to the beasts’ most likely environments. You and your allies gain advantage on all ability checks made to detect creatures in the spirit’s aura. but you must abide by the limitations in the Beast Swim 1/8 Poisonous snake Shapes table in that book. 3' _ _. or DESERT until you dismiss it (no action required). ll l ”Vi-M LUV“ lhlifl sawth Unicorn Spirit. The conjured beasts appear 2 Plesiosaurus Swim within 20 feet of you. the Circle Forms feature of the Circle of the Moon (up to a challenge rating of 6)._ .ii_". MIGHTY SUMMONER Starting at 6th level. then 1/4 Giant wolf spider —— consult the appropriate table for a list of animals that 1 Giant hyena — your druid has probably seen by 2nd level.—-.

‘x .I 1/4 Wollf Giant hyena Ln-h-UJNNNN—I—‘A—I 1/2 Ape Giant vulture 1/2 Black bear Lion 1/2 Giant wasp Tiger 1 Brown bear Allosaurus 1 Dire wolf Giant boar 1 Giant hyena Giant elk 1 Giant spider Rhinoceros 1 Giant toad Ankylosaurus 1 Tiger Elephant 2 Giant boar Triceratops 2 Giant constrictor snake 2 Giant elk U l i [1. Fifi:— l i . {ill-i— l ‘17. l--.FOREST GRASSLAND CR Beast Fly/Swim Beast Fly/Swim 0 Baboon Cat 0 Badger Deer 0 Cat Eagle Fly 0 Deer Goat 0 Hyena Hyena 0 Owl Fly Jackal 1/8 Blood hawk Fly Vulture 1/8 Flying snake Fly Blood hawk 1/8 Giant rat Flying snake 1/8 Giant weasel Giant weasel 1/8 Poisonous snake Swim Poisonous snake 1/8 Mastiff Stirge 1/8 Stirge Fly Axe beak 1/4 Boar Boar 1/4 Constrictor snake Swim Elk 1/4 Elk Giant poisonous snake 1/4 Giant badger Giant wolfspider 1/4 Giant bat Fly Panther (leopard) 1/4 Giant frog Swim 1/4 Pteranodon 1/4 Giant lizard 1/4 Riding horse 1/4 Giant owl Fly 1/4 Wolf 1/4 Giant poisonous snake Swim 1/2 Giant goat 1/4 Giant wolfspider 1/2 Giant wasp 1/4 Panther Giant eagle _..-"ai ' i ii i~'.ii 1.“: .

HILL SWAMP Fly/Swim CR Beast Fly/Swim CR Beast Baboon — O Rat 0 0 Eagle Fly 0 Raven Fly Goat — 1/8 Giant rat 0 ._ 1/3 Poisonous snake Swim 0 Hyena 0 Raven Fly 1/8 Stirge Fly Vulture Fly 1/4 Constrictor snake Swim 0 1/8 Blood hawk Fly 1/4 Giant frog Swim Giant weasel — 1/4 Giant lizard 1/3 Mastifi' 1/4 Giant poisonous snake Swim 1/3 — — 1/2 Crocodile Swim 1/8 Mule Poisonous snake Swim 1 Giant spider 1/3 1/8 Stirge Fly 1 Giant toad Swim 1/4 Axe beak — 2 Giant constrictor snake Swim 5 Giant crocodile Swim 1/4 Boar 1/4 Elk 1/4 Giant owl Fly UNDERDARK 1/4 Giant wolf spider — CR Beast Fly/Swim 1/4 Panther (cougar) 0 Giant fire beetle 1/4 Wolf 1/8 Giant rat 1/2 Giant goat 1/8 Stirge Fly 1 Brown bear 1/4 Giant bat Fly 1 Dire wolf 1/4 Giant centipede 1 Giant eagle Fly 1/4 Giant lizard 1 Giant hyena — 1/4 Giant poisonous snake Swim 1 Lion — 1 Giant spider 2 Giant boar _ 1 Giant toad Swim 2 Giant elk _ 2 Giant constrictor snake Swim 2 Polar bear (cave bear) Swim MOUNTAIN CR Beast Fly/Swim UNDERWATER 0 Eagle F'Y CR Beast Fly/Swim 0 Goat — 0 Quipper Swim 1/8 Blood hawk Fly 1/4 Constrictor snake Swim 1/3 Stirge Fly 1/2 Giant sea horse Swim 1/4 Pteranodon Fly 1/2 Reelc shark Swim 1/2 Giant goat — 1 Giant octopus Swim 1 Giant eagle Fly Giant constrictor snake Swim mwNNN 1 Lion __ Hunter shark Swim 2 Giant elk Plesiosaurus Swim 2 Saber-toothed tiger Killer whale Swim Giant shark Swim .

or for freedom in the arena. signi- fying the defense ofa city or kingdom 4 A skull with a dagger through it. your instructor’s specialties. 5 Street Fighter. 1 Gladiator. repre- senting valor and a quest for wealth 2 The fist ofa storm giant clutching lightning before a storm cloud. On the one hand. Others learned the ba- regardless of the tools and methods one uses. Your mentor helped you to be- Slciclis and sizes. Your trainer excels at urban combat. Your instructor grew up in a tribe. organization. a talent for surviving in battle. their weapons. a fighter d6 Instructor often displays a heraldic sign that represents that cause.“ wet] [orq we‘ loan“. heraldic sign that symbolizes an aspect of your nature 3 City Watch. at the sics of their combat prowess in their formative years heart of every fighter’s motivation lies the same basic from spending time in a military or some other martial truth: it is better to wound than to be wounded. fighting for glory or treasure. or the group plished veteran of the craft. On the other hand. ing enemies to their doom. They put more value who received one—on-one instruction from an accom- on the well-being of the society. the true reward for most fighters comes from send- that relates to the student’s background. the fighter foes you have sworn to kill is perhaps the greatest paradox. Your character could be affiliated with an organization chose the gladiator’s life to earn money and fame. combining close-quarters work with silence and efficiency. when they were taught by the leaders of Although some adventuring fighters risk their lives the group. armor. That instructor was. or a cause. well versed in a certain aspect of combat ing. the village. domitable spirit -—Tordel< 6 Three drops ofblood beneath a horizontal sword blade on a black background. Crowd control and peacekeeping are or speaks to what you see as your purpose in the world. In either case. emulate your instructor in how you fight. representing the doom you bring to your enemies FIGHTER 5 A phoenix in a ring offire. and Some fighters are natural—born combatants who have tactics differ across a vast spectrum. or than on their own safety. Sign l A rampant golden dragon on a green field. If you decide that your character had an individual The sections below offer ways to add a little depth and instructor. Some fight on behalf of kingdoms besieged by monsters. a sin- gular feature of the class is that no two fighters ply their INSTRUCTOR craft in quite the same way. What is that person’s specialty? Do you a few personal touches to your fighter character. 6 Weapon Master. consider devising a diers and knows much about working as a team. by imparting lock-k Marni will Intutr llluxrjc “~1q [on highly specialized knowledge of how to wield it at l than} reality hisln qhal slnoolc glow“ oil: most effectively. Your instructor was a slave who fought either adopting the symbol of a nation or a royal line. are aegis . Even if there’s gold in the off— perhaps still is. while others INSTRUCTORS quest only for personal glory. others are primarily con A third type of fighter comes from the ranks of those cerned with the welfare of others. If that’s not the case. and thus might already travel under a banner 2 Military. an expression ofan in- LET ME KNOw WEN YOU’RE ALL DONE TALKING. where fighting for one's life was practically an everyday occurrence. or one who willingly creating a crest to represent one’s self—interest. 4 Tribal Warrior. or did you take the instructor’s teachings and adapt them to your HERALDIC SIGN own purposes? Fighters typically do battle for a cause. come one with your chosen weapon. symbolizing wrath and power 3 Crossed greatswords in front ofa castle gate. symbolizing three Of all the adventurers in the worlds of D&D. Your trainer served with a group ofsol- of some sort.

control. you can use a bonus action to At 3rd level. arrow immediately after it hits or misses its target. meant to splinter bone or send blood flying. when you become an 18th—level fighter.—_——___—_. Although this style might be a natural outgrowth of a fighter’s personality. your magical archery is available ARCANE ARCHER whenever battle starts. you learn to unleash special magical effects not necessarily dictate how that person operates when with some of your shots. Arcane Shot (3 options) Q 10th 15th Arcane Shot (4 options) Ever-Ready Shot. 10th. in feet of the original target. 15th. the methods of these elf save DC equals 8 + your proficiency bonus + your Intelli- archers have been learned by members of other races gence modifier. You are happiest when you have a magical attacks and damage. you can apply one of your Arcane Shot options to that ar— SIGNATURE STYLES row. If you roll initiative and have no An Arcane Archer studies a unique elven method of uses of Arcane Shot remaining. improved shots) ARCANE ARCHER LORE At 3rd level. ARCANE ARCHER FEATURES Arrows ctr! HM werii. M AGIC A now —'-. 5 Energetic. you lives are on the line. Magic Arrow. the Cavalier. and you choose to by adopting and perfecting a particular style or method learn either the prestidigr'tation or the drufdcraft cantrip. unless the option doesn’t involve an attack roll.—-_ other than a stoic expression in battle. never using more energy than you need. of waging combat. You dart in to attack at just the right mo. you learn magical theory or some of the secrets of nature—typical for practitioners of this elven SIGNATURE STYLE martial tradition. choice when you reach certain levels in this class: 7th. Each option also improves 3 Cunning. —'-r I. that's not always the A RC A N E S H OT case—someones approach to the world in general does At 3rd level. and each one trespassers and using magic—infused arrows to defeat is associated with one of the schools of magic.. You move with precise grace and total expended uses of it when you finish a short or long rest.. learn two Arcane Shot options of your choice (see “Ar- Do you have a combat style that mirrors your outlook cane Shot Options” below).- Arcane Archer Lore. 'l’lAf-HJC‘S Hlm‘ l Show 3rd l:iw~r. The options are presented here in alpha- the fringes of elven domains. and 18th level. on life. The magic fades from the foe in front ofyou and a weapon in hand. 6 Sinister. When you gain this feature. and the Samurai. EvER-REA DY SHOT Starting at 15th level.‘ it Lolzquc‘ con-mink 7th Curving Shot. and you regain all 1 Elegant. They are all magical effects. addition to those offered in the Player’s Handbook: the Arcane Archer. finial“. you can make it magical for the purpose of overcoming resistance and immunity to non- your spirit soars. . The following options are available to a fighter. your Arcane Shot tlements. You have two uses of this ability. You rarely perspire or display anything At 7th level. archery that weaves magic into attacks to produce su- pernatural effects. Over the centuries. Arcane Shot (5 options) 18th Arcane Shot (6 options. You sing and laugh during combat as shortbow or longbow.- 4 Effortless. You scowl and sneer while fighting. and you enjoy mocking your foes as you defeat them. reroll the attack roll against a different target within 60 ture. a fighter gains the Martial Archetype fea. Arcane Shot (2 options) Uriah It]! rat‘s. lclAt stir. who can also balance arcane aptitude with archery. Whenever you fire a nonmagical arrow from a _. keeping a keen eye out for betical order. ment and use small-scale tactics to tilt the odds in your favor. or is something else inside you unleashed when Once per turn when you fire a magic arrow from a weapons are drawn? shortbow or longbow as part of the Attack action. Your attacks rain down like hammer blows. When you make an attack roll with MARTIAL ARCHETYPES a magic arrow and miss. You gain an additional Arcane Shot option of your 2 Brutal. you regain one use of it. Arcane Archers are some of the most ARCANE SHOT OPTIONS The Arcane Shot feature lets you choose options for it at elite warriors among the elves. monsters and invaders before they can reach elven set— If an option requires a saving throw. you learn how to direct an errant arrow toward a new target. you gain the ability to infuse arrows with magic. "ll/Ha 3° wu-Cln {Mil/w Fighter Level Feature lvoors (all Um. They stand watch over certain levels. C U Rv I N c S H OT At 7th level. You choose to gain proficiency in ei— Many fighters distinguish themselves from their peers ther the Arcana or the Nature skill. You decide to use the option when the arrow hits d6 Style a creature.

before disappearing. or cane Shot save DC. the target Grasping Arrow. a creature takes damage The force damage increases to 4d6 when you reach as if it were hit by the arrow. At the end of its next turn. and it takes 2-d6 slashing dam— Regaining Arrow. option. You use transmutation magic to The psychic damage increases to 4d6 when you reach give your arrow an ethereal quality. or the damage dealt temporarily banish your target to a harmless location by its weapon attacks is halved until the start of your in the Feywild. AND ARCANE ARCHER Banishing Arrow. Piercing Arrow. ignoring row hits the creature. the target and all other creatures cover. it is incapacitated. a target also the arrow takes an extra 2(16 poison damage. your arrow. you don’t make an attack roll for the attack. On a successful save. . The necrotic damage increases to 4d6 when you reach While banished in this way. The detonates after your attack. succeed on a Charisma saving throw or be banished. You weave necromantic magic into much damage. Each creature in that line must make a Dexterity within 10 feet of it take 2d6 force damage each. The energy foot wide and 30 feet long. reappears in the Space it vacated or in the nearest unoc. You imbue your arrow with force Instead. a target takes half as Enfeeblfng Arrow. Bursting Arrow. saving throw. plus an extra 1d6 piercing 18th level in this class. Your enchantment magic causes age the first time on each turn it moves 1 foot or more this arrow to temporarily beguile its target. When you use this 18th level in this class. the arrow shoots forward in a line. The target must also succeed 18th level in this class. which is 1 energy drawn from the school of evocation. Immediately after the ar— arrow passes harmlessly through objects. a successful Strength (Athletics) check against your Ar- The target must succeed on a Wisdom saving throw. which wrap around the target. You use abjuration magic to try to on a Constitution saving throw. The creature without teleporting. The creature hit by After you reach 18th level in this class. This effect ends early if the chosen ally at— The poison damage and slashing damage both in- tacks the charmed target. next turn. On a failed save. LEFT To QIsHT: Sara-team. to make a saving throw. conjuration magic creates grasping. its speed takes 2d6 force damage when the arrow hits it. damage. When this arrow strikes its target. and reach it can use its action to remove the brambles with choose one ofyour allies within 30 feet of the target. The creature hit by the arrow must also next turn. or forces it crease to 4d6 when you reach 18th level in this class. poisonous brams cupied space if that space is occupied. the brambles last for 1 it is charmed by the chosen ally until the start of your minute or until you use this option again. The target or any creature that can hit by the arrow takes an extra 2d6 psychic damage. CAVALIER. and 18th level in this class. the target’s speed is 0. Otherwise. is reduced by 10 feet. bles. deals damage to it. The creature hit by the arrow takes an extra The piercing damage increases to 2d6 when you reach 2d6 necrotic damage.

if a creature marked by you deals damage to anyone other than you. On a successful save. If the target is within the weapon’s *1— I" range and there is a path large enough for the arrow to UNWAVERING MARK travel to the target. How alo m only 5 feet of movement. Using divination magic. If you or learn how to guard those in their charge from harm. the target takes half as turn. damage to the target equal to half your fighter level.i>~' . This effect ends early if you are incapacitated or you die. the arrow disappears after Starting at 3rd level. and you learn the target’s current location.':t l ' ~'. you can make a special melee ows. and comic books). On a failed save. You have advantage on the saving throw or be unable to see anything farther than 5 attack roll. When you hit a creature with a melee weapon attack.—‘~. While it is within 5 feet of you. you regain all expended uses of it when you finish a Unwavering Mark long rest. causing it to occlude your fees vision with shad- In addition. proficiency in one of the following skills of your choice: Animal Handling. this option. Performance. much damage. and you don’t learn its location. The creature hit by the arrow takes an extra 2d6 weapon attack against the marked creature as a bonus psychic damage. wiltln a North W‘CIL loss “lid" 5' “on“ Q tili. and if it hits. Usually born among the nobility and raised at court. Creatures provoke an opportunity attack 18th Vigilant Defender from you when they move 5 feet or more while within your reach. or Persuasion. not Instead. you learn one language of your choice. you gain the current turn. mounting or dismounting a creature costs you or al lclltq l. the target has resistance against the attack’s damage. foiling traveling as far as it can. and add the many of these fighters leave their lives of comfort to em— number rolled to the target’s AC against that attack. Born to the Saddle. and you re- gain all expended uses of it when you finish a long rest. takes damage as if it were hit by the arrow. the target their attacks and punishing them for harming others. and it must succeed on a Wisdom action on your next turn. a creature you can see within 5 feet of you is hit by an often serving as the protectors of their superiors and of attack. you grant CAVALIERs. 7th Warding Maneuver HOLD THE LINE 10th Hold the Line At 10th level. ms l“ Ail-ltrmlc ha So Unto: ctr! BORN TO THE SADDLE who sums “l tlt Starting at 3rd level. The psychic damage increases to 4d6 when you reach Regardless of the number of creatures you mark. the target’s speed is reduced to 0 until the end of When you choose this archetype at 3rd level. cover and half cover. your mount. movies. The archetypal Cavalier excels at mounted combat. you 18th level in this class. Otherwise. Insight. You weave illusion magic into your target you. apparent. AND HISTORY your arrow the ability to seek out a target. the attacks weapon deals extra feet away until the start of your next turn. Alternatively. you can roll ld8 as a reaction if you’re wielding the weak. can make this special attack a number of times equal to CAVALIER your Strength modifier (minimum of once).I"j"i-'. moving element of both archetypes in the game. When you use While both cavaliers and samurai existed in the real world. wa lclurs. you can menace your foe-s. and descend no more than 10 feet. and 3rd Bonus Proficiency. Seeking Arrow. your mastery as a rider becomes Alllarmic saris lot S Shim-(h Lt}: wt hru‘. you don’t make an attack roll for the attack. you has disadvantage on any attack roll that doesn’t Shadow Arrow. Llhaic Sam amic. heroic minute. If you fall off your mount Jail-m1 sworA su swim tr qmit u cl 1!. or other creatures nearby. Noun to avoid falling off your mount. lis‘alrixi' i'l-‘z-‘i t'tli"!'tt_2-“~. you become a master of locking down 15th Ferocious Charger your enemies. SAMURAI. Compelled to right wrongs or earn prestige. or if someone else marks the creature. The arrow flies toward that creature. plus an extra you can mark the creature until the end of your next 1d6 force damage. arrow. choose one creature you have seen in the past from history. rather than create around corners if necessary and ignoring three-quarters an accurate historical representation ofeither one. you can land on your ls lclM si oa: Lilac ih feet if you’re not incapacitated. and if you hit a creature with an opportunity BONUS PROFICIENCY attack. you learn to fend off strikes directed at exchanging repartee at a state dinner. Roll the die. History. a melee weapon or a shield. lots Finally. Cavaliers also you. rather than half your speed. the attack still hits. You have advantage on saving throws made martin? Milne}? ing”. the target must make a Dexterity saving throw. Our intent is to capture the cinematic. emit UULU W‘QL lac. a creature marked by The force damage increases to 2d6 when you reach 18th level in this class. a WARDING MANEUVER Cavalier is equally at home leading a cavalry charge or At 7th level. CAVALIER FEATURES You can use this feature a number of times equal Fighter Level Feature to your Constitution modifier (minimum of once). our inspirations for both fighter archetypes are taken from popular culture (folk tales. If bark on glorious adventure.

FEROGIOUS CHARGER
Starting at 15th level, you can run down your foes,
whether you’re mounted or not. If you move at least 10
feet in a straight line right before attacking a creature
and you hit it with the attack, that target must succeed
on a Strength saving throw (DC 8 + your proficiency bo—
nus + your Strength modifier) or be knocked prone. You
can use this feature only once on each of your turns.

VIGILANT DEFENDER
Starting at 18th level, you respond to danger with
extraordinary vigilance. In combat, you get a special
reaction that you can take once on every creature’s turn,
except your turn. You can use this special reaction only
to make an opportunity attack, and you can’t use it on
the same turn that you take your normal reaction.

SAMURAI
The Samurai is a fighter who draws on an implacable
fighting spirit to overcome enemies. A Samurai’s resolve
is nearly unbreakable, and the enemies in a Samurai's
path have two choices: yield or die fighting.

SAMURAI FEATURES
Fighter Level Feature
3rd Bonus Proficiency, Fighting Spirit (5 temp. hp)
F’th Elegant Courtier
10th Tireless Spirit, Fighting Spirit (10 temp. hp)
l5th Rapid Strike, Fighting Spirit (l5 temp. hp)
18th Strength before Death
TIRELEss SPIRIT
BONUS PROFICIENCY
Starting at 10th level, when you roll initiative and
When you choose this archetype at 3rd level, you gain
have no uses of Fighting Spirit remaining, you re-
proficiency in one of the following skills of your choice:
gain one use.
History, Insight, Performance, or Persuasion. Alterna—
tively, you learn one language of your choice. RAPID STRIKE
Starting at 15th level, you learn to trade accuracy for

._
FIGHTING SPIRIT

.
swift strikes. If you take the Attack action on your turn

_.
Starting at 3rd level, your intensity in battle can shield

_____
and have advantage on an attack roll against one of
you and help you strike true. As a bonus action on your

_
the targets, you can forgo the advantage for that roll to

;_
turn, you can give yourself advantage on weapon attack
make an additional weapon attack against that target,
.4: If-
.1
rolls until the end of the current turn. When you do so,
as part of the same action. You can do so no more than —"‘."_._
'1'.

...‘|

you also gain 5 temporary hit points. The number of
once per turn.‘
temporary hit points increases when you reach certain
'

levels in this class, increasing to 10 at 10th level and 15 STRENGTH BEFORE DEATH
at 15th level. Starting at 18th level, your fighting spirit can delay the
You can use this feature three times, and you regain grasp of death. If you take damage that reduces you to
all expended uses of it when you finish a long rest. 0 hit points and doesn’t kill you outright, you can use
your reaction to delay falling unconscious, and you can
ELEGANT COURTIER
immediately take an extra turn, interrupting the current
Starting at 7th level, your discipline and attention to de—
turn. While you have 0 hit points during that extra turn,
tail allow you to excel in social situations. Whenever you
taking damage causes death saving throw failures as
make a Charisma (Persuasion) check, you gain a bonus
normal, and three death saving throw failures can still
to the check equal to your Wisdom modifier.
kill you. When the extra turn ends, you fall unconscious
Your self-control also causes you to gain proficiency
ifyou still have 0 hit points.
in Wisdom saving throws. If you already have this pro-
Once you use this feature, you can’t use it again until
ficiency, you instead gain proficiency in Intelligence or
you finish a long rest.
Charisma saving throws (your choice).

.MONASTERIES
d6 Monastery
1 Your monastery is carved out ofa mountainside,
where it looms over a treacherous pass.
2 Your monastery is high in the branches ofan im-
mense tree in the Feywild.
3 Your monastery was founded long ago by a cloud
giant and is inside a cloud castle that can be
k lim\b?wqh‘klth
-

lo tlc \ Co m-Uh lot a wan reached only by flying.
\ 3
! «N ow [Cm-S 4 Your monastery is built beside a volcanic system
c? Wlm‘ qr
S Wlnql of hot springs, geysers, and sulfur pools. You regu-
larly received visits from azer traders.
5 Your monastery was founded by gnomes and is an
underground labyrinth oftunnels and rooms.
MONK 6 Your monastery was carved from an iceberg in the
DO NOT MISTAKE MY SILENCE FOR ACCEPTANCE OF YOUR frozen reaches ofthe world.

uillainy. Whileyou blustered and threatened, I’ve planned
four difierent ways to snapyour neck with my bare hands. MONASTIC ICON
—Ember, grand master of flowers Even in the monastic lifestyle, which eschews materi—
alism and personal possessions, symbolism plays an
important part in defining the identity of an order. Some
Monks walk a path of contradiction. They study their art
monastic orders treat certain creatures with special
as a wizard does, and like a wizard, they wear no armor
regard, either because the creature is tied to the orders
and typically eschew weapons. Yet they are deadly com-
history or because it serves as an example of a quality
batants, their abilities on a par with those of a raging
e the monks seek to emulate.
barbarian or a superbly trained fighter. Monks embrac
iction, for it speaks to the core of If your character’s monastery had a special icon, you
this seeming contrad
might wear a crude image of the creature somewhere
all monastic study. By coming to know oneself com—
inconspicuous on your clothing to serve as an identify-
pletely, one learns much of the wider world.
ing mark. Or perhaps your order’s icon does not have a
A monk’s focus on inner mastery leads many such a
physical form but is expressed through a gesture or
individuals to become detached from society, more con—
posture that you adopt, and which other monks might
cerned with their personal experience than with hap-
know how to interpret.
penings elsewhere. Adventuring monks are a rare breed
of an already rare type of character, taking their quest
MONASTIC Icons
for perfection beyond the walls of the monastery into the
world at large. d6 Icon
Playing a monk character offers many intriguing op— 1 Monkey. Quick reflexes and the ability to travel
portunities to try something different. To distinguish through the treetops are two ofthe reasons why
your monk character even further, consider the options your order admires the monkey.
in the sections that follow. 2 Dragon Turtle. The monks ofyour seaside mon-
astery venerate the dragon turtle, reciting ancient
MONA STE RY prayers and offering garlands offlowers to honor
A monk studies in a monastery in preparation for a life this living spirit ofthe sea.
of asceticism. Most of those who enter a monastery 3 Ki-rin. Your monastery sees its main purpose as
make it their home for the rest of their lives, with the
watching over and protecting the land in the man-
exception of adventurers and others who have reason to
ner ofthe ki-rin.
leave. For those individuals, a monastery might serve as
4 Owlbear. The monks ofyour monastery revere a
a refuge between excursions to the world or as a source
of support in times of need. family of owlbears and have coexisted with them
What sort of place was your monastery, and where is for generations.
it located? Did attending it contribute to your experience 5 Hydra. Your order singles out the hydra for its abil-
in an unusual or distinctive way? ity to unleash several attacks simultaneously.
6 Dragon. A dragon once laired within your monas-
tery. Its influence remains long after its departure.

' '- . tit-1.x PTi-i it 1 I i‘:i-i.-\.ri..ic'i iii-3 rgn-rrnarvs
..—...—___....._.--—_._

LEFT To QIGHTZ URUNKEN MASTER, KENSEI, AND SUN SOUL

MASTER MONASTIC TRADITIONS
During your studies, you were likely under the tutelage At 3rd level, a monk gains the Monastic Tradition fea—
of a master who imparted to you the precepts of the ture. The following options are available to a monk, in
order. Your master was the one most responsible for addition to those offered in the Player’s Handbook: the
shaping your understanding of the martial arts and your Way of the Drunken Master, the Way of the Kensei, and
attitude toward the world. What sort of person was your the Way of the Sun Soul.
master, and how did your relationship with your master
aflhctyou? WAY OF THE DRUNKEN MASTER
The Way of the Drunken Master teaches its students
MASTERS to move with the jerky, unpredictable movements of
d6 Master a drunkard. A drunken master sways, tottering on
1 Your master was a tyrant whom you had to defeat unsteady feet, to present what seems like an incompe-
in single combat to complete your instruction. tent combatant who proves frustrating to engage. The
2 Your master was kindly and taught you to pursue drunken master’s erratic stumbles conceal a carefully
executed dance of blocks, parries, advances, attacks,
the cause of peace.
and retreats.
3 Your master was merciless in pushing you to your
A drunken master often enjoys playing the fool to
limits. You nearly lost an eye during one especially
bring gladness to the despondent or to demonstrate
brutal practice session. humility to the arrogant, but when battle is joined, the
4 Your master seemed goodhearted while tutoring drunken master can be a maddening, masterful foe.
you, but betrayed your monastery in the end.
5 Your master was cold and distant. You suspect that WAY or THE DRUNKEN MASTER FEATURES
the two ofyou might be related. Monk Level Feature
6 Your master was kind and generous, never critical 3rd Bonus Proficiencies, Drunken Technique
ofyour progress. Nevertheless, you feel you never
6th Tipsy Sway
fully lived up to the expectations placed on you.
'l'lth Drunkard's Luck
17th Intoxicated Frenzy
_
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swaying it. you learn how to twist and turn quickly as following benefits. a melee attack roll. while the weapon is in your hand and Starting at llth level. You can use a bonus action on your bounce at the right moment. You gain TIPSY SWAY proficiency with these weapons if you don’t already have Starting at 6th level. You gain proficiency with your ing number of attacks against a group of enemies. part of your Flurry of Blows. you can make up to three additional attacks with it (up to a total of five Flurry of ONE WITH THE BLADE Blows attacks). you gain the benefit of the Disengage action. This path also includes instruction in DRUNKEN TECHNIQUE the deft strokes of calligraphy or painting. Your martial arts technique mixes combat train- ing with the precision of a dancer and the antics of a PATH or THE KENSEI jester. following the criteria above. the kensei views it as a tool used to express the beauty and precision of the martial arts. provided that each Flurry of Blows at. granting you the following benefits. or a saving throw and have disad. turn to make your ranged attacks with a kensei weapon vantage on the roll. t. The longbow is also a valid choice. you can choose another type of your speed. That such mastery makes a kensei a peerless warrior is but a side effect of intense devotion. ii ”I. 11th. When you’re prone. you can stand your kensei weapons. At 17th level. When you make an ability check. other than the attacker. you always seem to get a lucky you aren't incapacitated. weapon. you can move in sudden. to the point where the weapon becomes an extension of the body. You gain the following benefits. H r‘l . WAY or THE KENSEI Monks of the Way of the Kensei train relentlessly with their weapons. When you reach 6th. If you make an unarmed strike as part of action to cause that attack to hit one creature of your the Attack action on your turn and are holding a kensei choice. You gain the At 3rd level. Kensei’s Shot. you can use it to defend yourself if it is a melee feet of you. practice. an attack roll. cial martial arts training leads you to master the use of certain weapons. you gain 17th Unerring Accuracy. and study. BONUS PROFICIENCIES Path ofthe Kensei (4 weapons) When you choose this tradition at 3rd level. you extend your ki into your kensei weap- tack targets a different creature this turn. Path ofthe Kensei (3 weapons) llth Sharpen the Blade. rather than half 1'7th level in this class.3. When you do so.) l"! lt‘l T‘. you can spend 2 ki points to cancel more deadly. WAY OF THE KENSEI FEATURES Monk Level Feature 3rd Path ofthe Kensei (2 weapons) 6th One with the Blade. your spe- you don’t already have it. You retain this benefit un— INTOXICATED FRENZY til the end of the current turn. Way ofthe Brush. you use your Flurry of Blows. When a creature misses you with for you. When choice of calligrapher's supplies or painter's supplies. Many of this tradition’s features work only with Leap to Your Feet. Founded on a mastery of sword fighting. Whenever you use Flurry Kensei Weapons. you. that you can see within 5 weapon. proficiency in the Performance skill if you don’t already Path ofthe Kensei (5 weapons) have it. weapon—either melee or ranged—to be a kensei weapon Redirect Attack.1 "l'iLl‘v-i '5. ple or martial weapon that lacks the heavy and special properties. Each of these weapons can be any sim- end of the current turn. any target you hit with a the disadvantage for that roll. and up by spending 5 feet of movement. ons. ranged attack using a kensei weapon takes an extra 1d4 damage of the weapons type. You also gain proficiency with brewer’s supplies if When you choose this tradition at 3rd level. li'l'fi' l3 1 E ' i l -\ [31. the tradition has expanded to include many different weapons. be your kensei weapons: one melee weapon and one and your walking speed increases by 10 feet until the ranged weapon. Choose two types of weapons to of Blows. You gain a +2 bonus to AC until the start of DRUNKARD’S LUCK your next turn. you gain the ability to make an overwhelm. Weapons of the chosen types are monk weapons for ways. At 6th level. Whatever the weapon. A kensei sees a weapon in much the same way a cal- ligrapher or painter regards a pen or brush. you can spend 1 ki point as a re- Agile Parry.

3: When you take the Attack action on your turn and use final exam vow JCl/itt this special attack as part of it. number of ki points (2 plus any additional points) that you can spend on the spell equals half your monk level. and you add your Dexterity modifier to its attack and So L‘Om bout Unis soul. As a bonus action. SEARING ARC STRIKE ons further with your ki. i1 ‘1'5-3-“7'3'ER t'!}"'_:_it_'li~. The bonus equals the number of ki points cast the burning hands spell as a bonus action.0c LhihS damage rolls. A creature doesn’t need to make the save if the table light shed by the soul of every living creature.) bill/161i? [nil/111 qh‘Jc “10"" lqlnivxS? Til/t: ialu is Solidi! EULA! an}. You can increase the spheres damage by spending WAY OF THE SUN SOUL FEATURES ki points. mag- 'Ilth Searing Sunburst ical aura.1L UGUIS L‘OULF loOAIa‘ GINA 3 shown in the Martial Arts column of the Monk table. Magic Kenser' Weapons. This feature has no effect on a hands as a higher-level spell. Lo 5. You are proficient with t1Ou. you can reroll it. this ihuiiiloli Lowil/t 11:. you can. you spent. 5. Meal“ [10% AiAh‘L Sol: ll: lotfiqutic L‘Oculrt Ilcmcidi.. Winn. Deft Strike. They teach that ceed on a Constitution saving throw or take 2d6 radiant meditation can unlock the ability to unleash the indomi. 1. (. you can use your reaction to deal radiant can hurl searing bolts of magical radiance. you gain the ability to channel your ki into expend up to 3 ki points to grant one kensei weapon searing waves of energy. yourturns. Econ-L. Your attacks with your ken~ sei weapons count as magical for the purpose of over- coming resistance and immunity to nonmagical attacks and damage. creature is behind total cover that is opaque. [Ma's UM ink: (lath: l Lunsd. SEARING SUNBURST traordinary accuracy. You can use this feature only once on each of i. \w drama. wL‘ Aztlan] we. Each additional ki point magic weapon that already has a bonus to attack and you spend increases the spell’s level by 1.'2. This die changes as you gain monk levels. you can spend 2 ki points to attack with it. spend 1 ki point to make the special attack twice as a bonus action. The maximum damage rolls. it! ill: or it. RADIANT SUN BOLT If a creature hits you with a melee attack while this Starting when you Choose this tradition at 3rd level. You can extinguish or restore the light as a bonus action. ni- When you gain the Extra Attack feature.l"i'liit l 1. This special attack is a ranged spell attack with a range of 30 feet. Immediately after you take the you touch a bonus to attack and damage rolls when you Attack action on your turn. damage to the creature. to a maximum of 3. Monks of the Way of the Sun Soul learn to channel their Each creature in that 20—foot-radius sphere must suc- life energy into searing bolts of light. 3rd Radiant Sun Bolt SUN SHIELD 6th Searing Arc Strike At 17th level. SHARPEN THE BLADE At 11th level. Coh'l’. and its damage die quot All. can use this feature only once on each of your turns. .. Ctr-“153' HA! racial? New (10% SW1 fl "Wing?” Ola-qt}. GIL it? k1. you can At 6th level. you can spend 1 ki point to cause the weapon to deal extra damage to the target equal to your Martial Arts die. you become wreathed in a luminous. When you hit a target with a kensei weapon. attack can be used for any of the attacks you make as part of the Attack action. Ami Ninth I is a d4. - . you light shines. as or. ("H -‘-. Its damage is radiant. You that erupts into a devastating explosion. (“KPH-L. You shed bright light in a 30-foot radius and 17th Sun Shield dim light for an additional 30 feet. This bonus lasts for 1 minute or until you You can spend additional ki points to cast burning use this feature again. damage. As an action. the Attack action. where it erupts into a sphere of WAY OF THE SUN SOUL radiant light for a brief but deadly instant. this special x. 7elect blag . your mastery of weapons grants you ex. If you miss with an attack roll At 11th level. you gain the ability to create an orb of light using a monk weapon on your turn. Each point you spend. in- Monk Level Feature creases the damage by 2d6. The radiant damage equals 5 + You gain a new attack option that you can use with your Wisdom modifier. you gain the ability to augment your weap. you magically create an orb and hurl it at a point you choose within 150 feet. ALA HM ECIWLA-rc‘ll. UNERRING ACCURACY At 17th level.

indicating your preference other character does. saved and hearts turned to the causes of mercy and justice. Paladins who take SYMBOLS up the adventuring life. a number of them are narrow—minded your person. . meaning that you are ever alert character and dictate an ultimate goal or an overall in— to all threats against your cause tent that the paladin abides by and advances. You will live up to what you have sworn to do. or die trying. oath you have taken and communicates that message to tice in the world. a flag. however. This activity naturally leads to conflict with crea- If your paladin character has a personal goal. showing the world your commitment principles of their oaths. differing only in how they apply take an active stance in carrying their beliefs into the that goal to their actions when upholding their oaths. displayed on a banner. you will become PALADIN an example to inspire others. and who has the skill and the determination to see the cause many of them adopt or design an artistic device that through to the end. Aside from that. to justice 5 A black heart. 3 Duty. You will win a great battle that bards will sing about. They have doubts and prej. Q PERSONAL GOALS d6 Goal 1 Peace. Your oath is the vehicle through which you will right an ancient wrong. [All/lay Herald fihclflht truer A0 U/tq-lz? ’llaerrls holcl/iihs HrOhS wild/1 wqhiht‘ Crawls”. sistent or most formidable foe—a nemesis whose pres- ence or influence is a constant factor in a paladin's life. 6 Glory. fight for your beliefs udices and harbor contradictory thoughts just as any 3 An upraised open hand. It’s important to keep in mind that most paladins aren’t robots. it might tures or entities that oppose those beliefs. or else the foes defeated or dungeons plundered. You will lead the world into a grand new era. because you are always ready to suggestions below. signifying that emotions such as pity PERSONAL GOAL do not sway your dedication to your oath The precepts of a paladin’s oath provide purpose to the 6 An unblinking eye. Paladins who swear different oaths might have Their adherence to a sacred oath demands that paladins the same personal goal. A paladin is a living embodiment of an oath—a promise SYMBOL or a vow made manifest in the person of a holy warrior Paladins are mindful of the influence of symbols. do—gooders who refuse to tolerate even the smallest deviation from their own outlook. Some paladins devote themselves bears a distinctive image. Among those i' . It is measured in lives gods would not have set you upon it. Although no paladin in the world could be described such as a trinket or a token that you carry concealed on as typical. You know your path is righteous. Some are compelled by an inter— for diplomacy over combat nal motivation that might sometimes be at odds with the 4 A red heart. and in so doing. your ferocity in combat You can flesh out your paladin character by using the 2 A clenched fist. THE TRUE WORTH OF A PALADIN Is MEASURED NOT IN 5 Faith. 4 Leadership. Or it could be less obvious. —Isteva1 one that will be branded with your name._ be drawn from some life event and thus not directly tied opponents. by conquering those who stand defiant and bringing Your symbol might be. your clothing for all to see. some paladins are driven by a personal goal that NEMESIS either complements or transcends the dictates of their oaths. Ladle «unit1 iwtluri Lute L hm. rarely remain so rigid d6 Symbol in their attitudes—if only to keep from alienating their l A dragon. one often stands out as a paladin’s most per- to the oath. or them under the rule of law.“ ‘lLO Cain Oqlzl/i? VllllfiL Sow-“6&5 ridifimlooni. while others resolve to attain that goal those around you. _ '_'r"i ‘ :_- Iii-1'”. 2 Revenge. Your symbol exemplifies the expressly to protecting the innocent and spreading jus. You fight so that future generations will not have to. world. emblematic ofyour nobility in peace and companions. LiuivxS u. friend and foe alike.

they are PALADIN OF CONQUEST mortals. Your word is law. Douse the Flame ofHope. Some of these paladins go so far as to consort with 2 Pride. way to achieve final victory. Once you have conquered. The archdevil Bel. Sometimes called knight ty- d6 Temptation rants or iron mongers. the agent ofa power ofthe Outer Planes. most fiercely resisted by other paladins of this oath. These knights are often your deeds don't compare to theirs. They must TEMPTATIONS crush the forces of chaos. Or you could be a target because when you became a paladin. a grim~warning to any who dare oppose them have accomplished. It is not enough to merely SACRED OATHS defeat an enemy in battle. When your anger is roused. cover their armor with trophies taken from fallen en— 4 Envy. in addi— forever. and at times you see no into darkness. and you fear you might do some. you immediately attracted the attention of those that would do you in. Your paladin character might have an enemy that dates from the days before you took up your path. Hell knights ant smile. It isn’t enough for these paladins to establish order. who has been charged with corrupt- ing or redeeming you. OATH OF CONQUEST What is the temptation that your character succumbs The Oath of Conquest calls to paladins who seek glory to or finds it difficult to resist? in battle and the subjugation of their enemies. Your deeds are noteworthy. valuing the rule of law note ofthem more often than you. of Conquest and the Oath of Redemption. and well-ordered might. Regardless ofhow much glory and treasure TEN ETS or CONQU EST you amass. A blade can end a life. it’s never enough for you. as appropriate 3 A dragon whose servants dog your steps A high priest who sees you as a misguided fool and wants you to abandon your religion 5 A rival paladin who trained with you but became an oath—breaker and holds you responsible 6 A vampire who has sworn revenge against all pala- dins after being defeated by one TEMPTATION Although paladins are dedicated to their oaths. 6 Greed. whelming that your enemies' will to fight is shattered The following options are available to a paladin. tion to those offered in the Player’s Handbook: the Oath Rule with an Iron Fist. Fear can end an empire. You can't resist an attractive face and a pleas. thing you’ll regret. Many of them exhibit a type of behavior or hold to an attitude that is not in keeping with the highest ideals of their calling. those who swear this oath gather l Fury. and no one takes the powers of the Nine Hells. 5 Despair. You are mindful ofwhat some famous folk emies. Avernus. warlord of 3 Lust. a paladin gains the Sacred Oath feature. Those who obey it . over the balm of mercy. who or what is it? Whom among your enemies do you consider to be the biggest threat to achieving your goals? NEM ESES d6 Nemesis l A mighty orc war chiefwho threatens to overrun and destroy everything you hold sacred 2 A fiend or a celestial. you have trouble into grim orders that serve gods or philosophies of war thinking straight. and thus they are flawed. If you have a nemesis. counts many of these paladins—called hell knights—as his most ardent supporters. You consider the great strength ofthe who believe that the hell knights have wandered too far enemies you must defeat. Your victory must be so over- At 3rd level. and you feel inadequate when and the decrees of their lords. tolerate no dissent. A paladin who takes this oath has the tenets of conquest seared on the upper arm.

You can use your Channel supernatural threats can be inherently evil. command only as a last resort. When you make an and understanding are the paths to long-lasting peace. OATH 0F CONQUEST SPELLS OATH OF REDEMPTION Paladin Level Spells The Oath of Redemption sets a paladin on a difficult path. Paladins who follow this path are known as When you take this oath at 3rd level. that creature takes psychic damage equal to your Charisma modifier (mini- OATH or CONQUEST FEATURES mum of 1) if you’re not incapacitated. You can use your Channel Divinity to Peace. you finish a long rest.) become an avatar of conquest. and other Conquering Presence. 20th Invincible Conqueror . a creature becomes frightened of you edness will invite their own redemption. you gain the ability to harness extraordi- 3rd Oath Spells.When you take the Attack action on your turn. Ll " (40%“ {or lZl/lfi‘lt? total cover. You make this choice after you see and it is their environment or the influence of dark the roll. Paladins who dedicate themselves 5th hold person. 50 q {Ill/l ”\‘IWH'dl S1 If a creature is frightened of you. or l/lz (561“ GINA l tlé to 0 while in the aura. deemers still pray that. See the Sacred Oath While redeemers are idealists. Channel Divinity nary martial prowess. +10 bonus to the roll. dominate person the hope of turning their foes to the light. ”it {a} damage equal to half your paladin level if it starts its turn there. you can use your Channel Divinity to gain a Innocence. At 18th level. those who dare to strike you are one arises. stoneskin anyone can walk. even creatures of wick- On a failed save. Those who defy it shall be punished as an example to all who might follow. but before the DM says whether the attack hits forces that drives them to evil. Against Divinity to exude a terrifying presence. . they are no fools. 10 feet from you in every direction. you can set anyone on a righteous path. deemers know that undead. such fees. attack roll. As an action. the range of this aura increases to 30 feet. By setting the proper or misses. Violence is a weapon of last resort.You have resistance to all damage. paladins who swear this oath bring the full you force each creature of your choice that you can see wrath of their weapons and spells to bear. devils. spiritual weapon to this oath believe that any person can be redeemed 9th bestow curse. creature hits you with an attack. you can’t use it again until class feature for how oath spells work. and they slay their enemies only when such a deed will clearly save CHANNEL DIVINITY other lives. Diplomacy strike with supernatural accuracy. SCORNFUL REBUKE Strength Above All. example. for 1 minute. See the Sacred Oath Once you use this feature. you gain the follow— redeemers. demons. fear and that the path of benevolence and justice is one that 13th dominate beast. shall be favored. one day. but not through lgfcqctsz l'ur l: q. you can make one additional attack as part of that action. Oath of Conquest Spells table. high standard of peace and justice. As an action. you can magically i’th Aura ofConquest (10 ft. The frightened creature can repeat this TENETS or REDEMPTION saving throw at the end of each of its turns.Your melee weapon attacks score a critical hit on a You gain oath spells at the paladin levels listed in the roll of 19 or 20 on the d20. its speed is reduced [0‘ qwqtl {of co lo“. one that requires a holy warrior to use violence 3rd armor onathys. Then you must grow mightier and meet the psychically punished for their audacity. ending the The tenets of the Oath of Redemption hold a paladin to a effect on itself on a success. ing two Channel Divinity options. Yet the re- within 30 feet of you to make a Wisdom saving throw. and working to heal the wounds of a deeply flawed world. gaining the following 15th Scornful Rebuke benefits for 1 minute: l8th Aura of Conquest (30 ft. Whenever a challenge. OATH SPELLS . The aura extends Do L] a UL [A CIUK l“0 (g U1 OLA. you constantly emanate a menacing (optima-h found! CO o(_ aura while you’re not incapacitated. and that creature takes psychic rt. Guided Strike. These paladins face evil creatures in 17th cloudkill. Paladin Level Feature INVINCIBLE CONQUEROR At 20th level. You shall rule until a stronger Starting at 15th level. Re— class feature for how Channel Divinity works.) . AURA or CONQUEST Starting at 7th level. All people begin life in an innocent state. or fall to your own ruin.

. Q Patience. As a At 20th level. hold person to 30 feet.T[-. EMISSARY OF REDEMPTION ity to augment your presence with divine power. neither benefit ful save. Wisdom. You can use your Channel Divin— . Immediately after tures (their attacks. When a creature within 10 feet of you takes damage. which bonus action. Change takes time.You have resistance to all damage dealt by other crea— ity to rebuke those who use violence. Any such action must be carefully weighed and the consequences fully understood. Channel Divinity 7th Aura ofthe Guardian (l0 ft. a holy presence mends your l7th hold monster.-: r'ia'ritirvs . instead of that creature tak— ing it. it takes half as much damage. the range of this aura increases 5th cairn emotions. sleep At 18th level. While ev- ery creature can be redeemed.) 20th Emissary of Redemption OATH SPELLS You gain oath spells at the paladin levels listed in the AURA OF THE GUARDIAN Oath of Redemption Spells table. an attacker within 30 feet of you deals damage with an . but once you have made the decision. follow through with it knowing your path is just..o .1-1 I.r. you can use your reaction to OATH 0F REDEMPTION SPELLS magically take that damage. This feature doesn't transfer any other effects that Paladin might accompany the damage. On a failed save. works against that creature until you finish a long rest. you become an avatar of peace. for eventually you will be forced to admit defeat. ing two Channel Divinity options.2.. 2. So (10m lfll load aloomlc lamb-«S allow ”wild/ling. 1. or deal dam- damage equal to the damage it just dealt. some are so far along the path of evil that you have no choice but to end their lives for the greater good. lzloltlcioh. cast a spell on it.1.) 15th Protective Spirit PALADIN or QEDEMPTEON 13th Aura ofthe Guardian (30 ft. you can shield others from harm at class feature for how oath spells work. you can use radiant damage equal to half the damage you take from the attack. Emissary ofPeace. hypnotic pattern 13th Otiiuke’s resilient sphere. You can use your Channel Divin. 3rd sanctuary. Your heart and mind must stay clear. i ii -\i"'i'l-ii-31 l i <7. it takes attack against a creature other than you.. Once you have planted the seed of righteousness in a creature. your reaction to force the attacker to make a Wisdom saving throw. OATH OF REDEMPTION FEATURES Paladin Level Feature 3rd Oath Spells. You regain hit points equal to M6 + half your paladin level if you end your turn in combat CHANNEL DIVINITY with fewer than half of your hit points remaining and When you take this oath at 3rd level. See the Sacred Oath Starting at 7th level.—I"'Il-_"ff luuil: hill anal Mil: Sowlohl? ’llncil: alwqo‘s wus w! lat lotlchr. you gain the follow— you aren't incapacitated. and other effects). Rebuke the Violent. owl lclnm L‘DU. 9th counterspell. spells. the cost of your own health.Whenever a creature hits you with an attack. On a success— age to it by any means but this feature. . the attacker takes radiant If you attack a creature. l/Tqua l:o olo l9 ttizlnihS lzo {til lozlclcer? [All/u. you grant yourself a +5 bonus to Charisma gives you two benefits: (Persuasion) checks for the next 10 minutes. Those who have walked the path of the wicked must be given reminders to keep them honest and true.. you must work day after day to allow that seed to survive and flourish. stoneskin PROTECTIVE SPIRIT Starting at 15th level.1 Amalia (Woo. wall efforce wounds in battle. and this damage can't be Level Spells reduced in any way.

. consider putting a finer point on to you. it scarcely matters why rangers 4 You dwelled on the edge ofa swamp. live a womlur. If their efforts also benefit the kingdoms and terrain feels most like home. whether or not you were other civilized realms that they avoid..) I SPEND A LOT OF MY LIFE AWAY FROM CIVILIZATION. The advancement ofcivilization is the best way to is. the challenges ofcornbating its denizens. 4 Walls are for cowards. the as enforcers of the law and bringers of justice on civili. born there.. Some rangers see themselves world and its various terrains. civilization was originally home.-——-1-. wilderness is where they grew up. never doubting that their work makes the world a HOMELAND safer place. What does that terrain say about your per- If you’re creating or playing a ranger character. the sonality? Does it influence which spells you choose to following sections offer ideas for embellishing the char— learn? Have your experiences there shaped who your acter and enhancing your roleplaying experience. have a strong connection to the natural personality and history. but the They vanquish monsters to keep themselves safe while wilderness became a second homeland. For ers are survivalists who eschew civilization altogether. to 3 Your early life in the Underdark prepared you for those who have seen them operate and been the benefi. finding the If you haven’t yet thought about the details of your best path through the mountains is second nature character’s worldview.i"l"i'-'i~l t | t i-i. 2 As part ofa group of nomads. . 5 Visiting a town is not unpleasant. 3 Towns and cities are a necessary evil. but its reach must be monitored. thwart chaos. turning back the 6 Cities breed weakness by isolating folk from the denizens of the wild lands beyond. being born there or moving there at a young age. All rangers. so be it.-\Li'l'l-t~1 (ll-"l trims ———. tude toward civilization that’s deeply rooted in disdain. either as a result of zation’s frontier... you acquired the while others pity the people they have sworn to pro— tect—though on the battlefield. we will need them no more. On stitch). more to protect him than all his knights put together.. darkened and cor- and the places they occupy. SO wQL‘lol 1101:)» Sl/lOU-ldl. favored enemies are? VIEW OF THE WORLD HOMELANDS A ranger’s view of the world begins (and sometimes d6 Homeland ends) with that character’s outlook toward civilized folk 1 You patrolled an ancient forest. things by summarizing that viewpoint in a short state- 6 You wandered the far north. who huddle behind them —Soveliss while others do the work ofmaking the world safe. difference between one ranger and another. answering to no sovereign power.—_. That said. GO lull 50w! Sololllni or Sowllilfilhs. patrol the edges of civilized territory. in an area im- do what they do. no two rangers are likely to periled by land creatures as well as aquatic ones. lchaccalnlzl SOlollM arcwllc wovxskzrs—Jcl/uc‘urz ‘smcll. since their efforts are rarely understood and almost harsh lessons ofthe wild. It is a thankless job. 5 Because you grew up among the peaks. How tect yourselfand prosper in a realm overrun by ice. but once the cause Idon’t bend the knee toyour hing that I haven’t done wilderness is purged ofsupernatural threats. keeping to itsfringes to protect it. it’s impossible to tell the skills for surviving in the desert. other rangers. learning how to pro- ment (such as the entries on the following table). express their opinions on any matter in the same way.-‘.-- . they live in and travel through the perilous wild areas of Think of your character’s backstory and decide what the world. but after a few Rangers are free—minded wanderers and seekers who days | feel the irresistible call to return to the wild. cqu fill-full C1 clack [dual Q VIEWS OF THE WORLD d6 View 1 Towns and cities are the best places for those who RANGER can't survive on their own.i—-t. Don't assume that be. Oth. hr: (10% Suing lzo lift-«1 loo LUill wt? Dldhl-h iii/link 30. never rewarded._-—-—. Yet rangers persist in their duties. ciaries of their prowess. Some rangers have an atti- rupted by several crossings to the Shadowfell. Indeed. might that feeling affect the way you conduct yourself? titl_‘~. For some rangers. regardless of how they came to take up A relationship with civilization informs every ranger’s the profession.

and so shall you. the Horizon Walker._. transgressions your foe has committed. Dread Ambusher. The At 3rd level.__. Most folk 1 You seek revenge on nature’s behalfforthe great enter such places with trepidation. but they will 3| tures.-\. l” 6 You respect your chosen enemy. Such i 2 Your forebears or predecessors fought these crea. i.__ riosity. and the Mon- What spurred your character to select a particular ster Slayer.. and wherever else the light dims. and you collect books Ranger Level Feature oftales and history concerning it. 1. a ranger gains the Ranger Archetype fea. You stalk such creatures as a hunter tracks down a wild animal. in primeval d6 Enemy forests. or do you have a grudge to settle? Gloom Stalkers are at home in the darkest places: 1 __ SwoaN ENEMIES deep under the earth.r. l rangers are often found in the Underdark. 3rd Gloom Stalker Magic. -:. in gloomy alleyways.-\. | go any place Where evil lurks in the shadows.: i_. 3 You hear no enmity toward your foe. Umbral Sight xix-$511“: 7th Iron Mind f._)‘~. __fl _.. AND GLoom STALKER SWORN ENEMY RANGER ARCHETYPES Every ranger begins with a favored enemy (or two). The following options are available to a ranger. 5 You collect tokens ofyour fallen enemies to remind you ofeach kill. enemy? Was the choice made because of tradition or on- __. seeking to ambush . 15th Shadowy Dodge ' -- t"i'l.__ determination of a favored enemy might be tied to a ture. and you see your 11th Stalker’s Flurry l/ [ls battles as a test of respective skills.._'*_~..<'_:'I'rii. . or it might be in addition to those offered in the Player’s Handbook: entirely a matter of choice. threats before they can reach the broader world.i"i'l-'lt t i rt1{_-tEt. specific event in the character’s early life. MONSTER SLAYER. GLOOM STALKER __.___:_____.. LEFT TO RioHT: l‘lORIlON WALKER. the Gloom Stalker. .}i*'l-i{. but a Gloom Stalker | ventures boldly into the darkness._. * GLOOM STALKER FEATURES 4 You find your foe fascinating.

SHADOWY DODGE
Starting at 15th level, you can dodge in unforeseen
ways, with wisps of supernatural shadow around you.
So goo. smelt aromml llrx lclM clerk? (loo. Whenever a creature makes an attack roll against you
limo wall. zutru‘lclnih louti lnuqm Cam and doesn’t have advantage on the roll, you can use your
in in HM clerk, rl hi? [Alt al( m (10”,, reaction to impose disadvantage on it. You must use this
feature before you know the outcome of the attack roll.
“lirltozihg alozshllc ltutrin flour. lhulllloli.

Q
HORIZON WALKER
Horizon Walkers guard the world against threats that
originate from other planes or that seek to ravage the
mortal realm with otherworldly magic. They seek out
planar portals and keep watch over them, venturing to
GLOOM STALKER MAGIC the Inner Planes and the Outer Planes as needed to
Starting at 3rd level, you learn an additional spell when pursue their foes. These rangers are also friends to any
you reach certain levels in this class, as shown in the forces in the multiverse—especially benevolent dragons,
Gloom Stalker Spells table. The spell counts as a ranger fey, and elementals—that work to preserve life and the
spell for you, but it doesn't count against the number of order of the planes.
ranger spells you know.
HORIZON WALKER FEATURES
GLOOM STALKER SPELLS
Ranger Level Feature
Ranger Level Spell Horizon Walker Magic, Detect Portal,
3rd
3rd disguise self Planar Warrior (ld3)
5th rope trick 7th Ethereal Step
9th fear llth Distant Strike, Planar Warrior (2d8)
13th greater invisibility 15th Spectral Defense
17th seeming
HORIZON WALKER MAGIC
DREAD AMBUSHER Starting at 3rd level, you learn an additional spell when
At 3rd level, you master the art of the ambush. You can you reach certain levels in this class, as shown in the
give yourself a bonus to your initiative rolls equal to your Horizon Walker Spells table. The spell counts as a
Wisdom modifier. ranger spell for you, but it doesn’t count against the
At the start of your first turn Of each combat, your number of ranger spells you know.
walking speed increases by 10 feet, which lasts until
the end of that turn. If you take the Attack action on that HORIZON WALKER SPELLS
turn, you can make one additional weapon attack as
Ranger Level Spell
part of that action. If that attack hits, the target takes an
extra 1d8 damage of the weapons damage type. 3rd protectionfrom evil and good
5th misty step
UMBRAL SIGHT 9th haste
At 3rd level, you gain darkvision out to a range of 60
13th banishment
' feet. If you already have darkvision from your race, its
17th teleportation circle
range increases by 30 feet.
You are also adept at evading creatures that rely
on darkvision. While in darkness, you are invisible DETECT PORTAL
to any creature that relies on darkvision to see you in At 3rd level, you gain the ability to magically sense the
that darkness. presence of a planar portal. As an action, you detect
the distance and direction to the closest planar portal
IRON MIND within 1 mile of you.
By 7th level, you have honed your ability to resist the Once you use this feature, you can’t use it again until
mind—altering powers of your prey. You gain proficiency you finish a short or long rest.
in Wisdom saving throws. Ifyou already have this pro- See the “Planar Travel” section in chapter 2 of the
ficiency, you instead gain proficiency in Intelligence or Dungeon Master’s Guide for examples of planar portals.
Charisma saving throws (your choice).
PLANAR WARRIOR
STALKER’S FLURRY At 3rd level, you learn to draw on the energy of the mul-
At 11th level, you learn to attack with such unexpected tiverse to augment your attacks.
speed that you can turn a miss into another strike. Once As a bonus action, choose one creature you can see
on each of your turns when you miss with a weapon at- within 30 feet of you. The next time you hit that creature
tack, you can make another weapon attack as part of the on this turn with a weapon attack, all damage dealt
same action. by the attack becomes force damage, and the creature

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ETHEREAL STEP t iii. Ain't T?
At 7th level, you learn to step through the Ethereal
Plane. As a bonus action, you can cast the etherealncss
spell with this feature, without expending a spell slot,
but the spell ends at the end of the current turn.
Once you use this feature, you can’t use it again until
you finish a short or long rest.

DISTANT STRIKE
At 11th level, you gain the ability to pass between the
planes in the blink of an eye. When you take the Attack HUNTER’S SENSE
action, you can teleport up to 10 feet before each attack At 3rd level, you gain the ability to peer at a creature
to an unoccupied space you can see. and magically discern how best to hurt it. As an action,
If you attack at least two different creatures with choose one creature you can see within 60 feet of you.
the action, you can make one additional attack with it You immediately learn whether the creature has any
against a third creature. damage immunities, resistances, or vulnerabilities and
What they are. If the creature is hidden from divination
SPECTRAL DEFENSE magic, you sense that it has no damage immunities, re—
At 15th level, your ability to move between planes
sistances, or vulnerabilities.
enables you to slip through the planar boundaries to
You can use this feature a number of times equal to
lessen the harm done to you during battle. When you
your Wisdom modifier (minimum of once). You regain all
take damage from an attack, you can use your reaction
expended uses of it when you finish a long rest.
to give yourself resistance to all of that attack’s damage
on this turn. SLAYER’S PREY
Starting at 3rd level, you can focus your ire on one foe,
MONSTER SLAYER increasing the harm you inflict on it. As a bonus action,
You have dedicated yourself to hunting down creatures you designate one creature you can see within 60 feet of
of the night and wielders of grim magic. A Monster you as the target of this feature. The first time each turn
Slayer seeks out vampires, dragons, evil fey, fiends, and that you hit that target with a weapon attack, it takes an
other magical threats. Trained in supernatural tech- extra 1d6 damage from the weapon.
niques to overcome such monsters, Slayers are experts This benefit lasts until you finish a short or long rest. It
at unearthing and defeating mighty, mystical foes. ends early if you designate a different creature.

MONSTER SLAYER FEATURES SUPERNATURAL DEFENSE
At 7th level, you gain extra resilience against your prey’s
Ranger Level Feature
assaults on your mind and body. Whenever the target
3rd Monster Slayer Magic, Hunter’s Sense, of your Slayer’s Prey forces you to make a saving throw
Slayer's Prey and whenever you make an ability check to escape that
Tth Supernatural Defense targets grapple, add 1d6 to your roll.
llth Magic-User’s Nemesis
MAGIC—USER’S NEMESIS
15th Slayer's Counter
At 11th level, you gain the ability to thwart someone
else’s magic. When you see a creature casting a spell or
MONSTER SLAYER MAGIC
teleporting within 60 feet of you, you can use your reac-
Starting at 3rd level, you learn an additional spell
tion to try to magically foil it. The creature must succeed
when you reach certain levels in this class, as shown
on a Wisdom saving throw against your spell save DC,
in the Monster Slayer Spells table. The spell counts as
or its spell or teleport fails and is wasted.
a ranger spell for you, but it doesn’t count against the
Once you use this feature, you can’t use it again until
number of ranger spells you know.
you finish a short or long rest.

MONSTER SLAYER SPELLS SLAYER’S COUNTER
Ranger Level Spell At 15th level, you gain the ability to counterattack when
3rd protectionfrom evil and good your prey tries to sabotage you. If the target of your Slayd
er’s Prey forces you to make a saving throw, you can use
5th zone oftrutli
your reaction to make one weapon attack against the
9th magic: circle
quarry. You make this attack immediately before making
13th banishment the saving throw. If your attack hits, your save automatir
lith hold monster cally succeeds, in addition to the attack’s normal effects.

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What’s the one form of temptation that your rogue
character can’t resist when the opportunity presents it-
self, even if giving into it might mean trouble for you and
your companions?

GUILTY PLEASURES
d6 Pleasure
PEOPLE FORGET THAT THE. ENTIRE POINT OF VENTURING 1 Large gems
down into a dusty tomb is to bring back the prizes hidden 2 A smile from a pretty face
away there. Fighting isforfoois. Dead men can’t spend 3 Anew ringfor your finger
4 The chance to deflate someone’s ego
theirfortunes.
—Barnabas Bladecutter
5 The finest food and drink
6 Adding to your collection ofexotic coins

When brute force won’t get the job done, or when magic
isn’t available or appropriate, the rogue rises to the
ADVERSARY
fore. With skills tied to stealth, subterfuge, and trickery, Naturally, those who enforce the law are bound to come
rogues can get into and out of trouble in ways that few up against those who break it, and it's the rare rogue
other characters can emulate. who isn’t featured on at least one wanted poster. Beyond
Some rogues who turn to adventuring are former that, it’s in the nature of their profession that rogues
criminals who have decided that dodging monsters often come into contact with criminal elements, whether
is preferable to remaining one step ahead of the law. out of choice or necessity. Some of those people can be
Others are professional killers in search of a profitable adversaries too, and they’re likely to be harder to deal
application of their talents between contracts. Some with than the average member of the city watch.
simply love the thrill of overcoming any challenge that If your character’s backstory doesn’t already include a
stands in their way. personage of this sort, you could work with your DM to
On adventures, a rogue is likely to mix an outwardly come up with a reason why an adversary has appeared
cautious approach—few rogues enjoy combat—with a in your life. Perhaps you’ve been the subject of scrutiny
ravenous hunger for loot. Most of the time, in a rogue’s for a while from someone who wants to use you for
mind, taking up arms against a creature is not about nefarious purposes and has just now become known to
killing the creature but about becoming the new owner you. Such an incident could be the basis for an upcom-
of its treasure. ing adventure.
The following sections explore certain facets of what it Does your rogue character have an adversary who
means to be a rogue, which you can use to add depth to also happens to be a criminal? lfso, how is this relation-
your character. ship affecting your life?

GUILTY PLEASURE ADVERSARIES
Most of what rogues do revolves around obtaining trea— d6 Adversary
sure and preventing others from doing the same. Little l The pirate captain on whose ship you once served;
gets in the way of attaining those goals, except that what you call moving on, the captain calls mutiny
many rogues are enticed away from that path by a com— 2 A master spy to whom you unwittingly fed bad
pulsion that clouds their thinking—an irresistible need information, which led to the assassination ofthe
that must be satisfied, even if doing so is risky.
wrong target
A rogue’s guilty pleasure could be the acquisition
3 The master ofthe local thieves' guild, who wants
of a physical item, something to be experienced, or a
way of conducting oneself at certain times. One rogue you to join the organization or leave town
might not be able to pass up any loot made of silver, for 4 An art collector who uses illegal means to acquire
instance, even if said loot is hanging around the neck masterpieces
of a castle guard. Another one can’t go through a day 5 A fence who uses you as a messenger to set up
in the city without lifting a purse or two, just to keep illicit meetings
in practice. 6 The proprietor ofan illegal pit fighting arena where
you once took bets

3 A magistrate once kept you out ofjail in return for Insightful Fighting information on a powerful crime lord. Now you owe that person an equally valuable favor. lNQUISITIVE FEATURES 2 The Beggar King has hidden you from your pursu. and As an archetypal Inquisitive. 3rd Ear for Deceit. significant debt. Whenever you make a any random animal you see could be that benefac— Wisdom (Insight) check to determine whether a creature tor. you de— 6 A druid once helped you out ofa tight spot. 9th Steady Eye 4 Your parents used their savings to bail you out of 13th Unerring Eye trouble in your younger days and are now destitute. lNQUiSi-rwe. Who crets and unraveling mysteries. you excel at rooting out se- that person has now just become known to you. and your d6 Benefactor mastery of lore and your keen deductions make you well i A smuggler kept you from getting caught but lost a equipped to expose and end hidden evils. perhaps come to claim a return favor. AND Scour BENEFACTOR ROGUISH ARCHETYPES Few rogues make it far in life before needing someone’s At 3rd level. and in return you promised to set aside choice pieces EAR FOR DEGEIT oftreasure for it. a rogue gains the Roguish Archetype fea- help. You rely on your sharp helped you in the past. you could work with your DM to Swashbuckler. which means thereafter owing that benefactor a ture. valuable shipment in doing so. is lying. determine why a benefactor has appeared in your life. 17th Eye for Weakness 5 A dragon didn't eat you when it had a chance. the Scout. Rogue Level Feature ers many times. Masrenmmo. now velop a talent for picking out lies. Eye for Detail. the Mastermind. but also on your finely honed ability to time. The following options are available to a rogue. treat a roll of 7 or lower on the c120 as an 8. Perhaps you benefited from something your benefactor INQUISITIVE did for you without realizing who was responsible. in return for future considerations. . When you choose this archetype at 3rd level. and the personage of this sort. You excel at defeating creatures BENEFACTORS that hide among and prey upon ordinary folk. in addition to those offered in the Player’s Handbook: If your character’s backstory doesn’t already include a the Inquisitive. whether or not you knew it at the eye for detail. Leer TD Dream: SvmsHBoCKLER. and what do you owe that person as recompense? read the words and deeds of other creatures to deter- mine their true intent.

know the language. l0 0. a native speaker of a particular land. your thoughts can’t be read by telepathy or other means. When MASTERMIND you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack. the target of that move no more than half your speed on the same turn. magic that would in}. and you can’t be com- 17th Soul of Deceit pelled to tell the truth by magic. . rt art. your senses are almost im« INSIGHTFUL MANIPULATOR possible to foil. MASTER OF TACTICS '. (w. . You also learn two languages a creature you can see that isn’t incapacitated. fully use this feature against a different target. you Your focus is on people and on the influence and secrets can use your reaction to have the attack target that crea— they have. The DM tells you if the You sense that an effect is attempting to trick you. STEADY EYE Starting at 3rd level. the forgery kit. . creature is your equal. you can make a Wisdom (Insight) check against gaming set Of your choice. While your Insightful Fighting feature applies to a crea- MISDIRECTION ture. Words are your weapons as often as knives or poison. no matter what you say. L1 a U» Ache-s qlctr EYE FOR DETAIL Starting at 3rd level. INSIGHTFUL FIGHTING MASTER OF INTRIGUE l. 1 At 3rd level.. and you re. . or inferior in regard to but you gain no insight into what is hidden or into its two of the following characteristics of your choice: true nature. and one action. courtiers. attack can be within 30 feet of you. if it has any. provided that you This benefit lasts for 1 minute or until you success. contested of your choice. you might also realize you know a At 17th level. Many spies. you have advantage on any Wisdom bonus action. you can use the Help action as a Starting at 9th level. leading lives of intrigue. __ 9th Insightful Manipulator -‘i-‘-:_'\ . if the target can see or hear you. you can sometimes cause an- other creature to suffer an attack meant for you. oln. you gain nent's tactics and develop a counter to them.l w b1. If you suc— Additionally. You can MASTERMIND FEATURES present false thoughts by succeeding on a Charisma . you gain the ability to decipher an oppo. observing or interacting with another creature outside and other magic designed to deceive the senses within combat. As an action. provided you aren’t blinded or deafened. this archetype. UNERRING EYE Beginning at 13th level. Additionally. shapechangers not in their original form.y Rogue Level Feature (Deception) check contested by the mind reader’s Wis— __' 3rd Master of Intrigue. you can unerringly mimic the speech ceed. determine if you are telling the truth indicates you are “~. When you choose this archetype at 3rd level. As a bonus proficiency with the disguise kit. Intelligence score You can use this feature a number of times equal to . you sense the presence Starting at 9th level. superior. traits. Master ofTactics dom (Insight) check. . by the target’s Charisma (Deception) check. you can use your Sneak Attack against that target patterns and accent of a creature that you hear speak even if you don’t have advantage on the attack roll._ 13th Misdtrectlon being truthful if you so choose. v m V“ lt arvmmlx o lam1 (L ‘ is C1 I iwL w q Slfi lh 1 lrwuh: ‘1 qlur Aoalwg or 51 flout. Beginning at 13th level. rather than within 5 feet of you. your Sneak Attack damage against that creature increases by 3d6. and secrets and SOUL OF DECEIT favors are some of your favorite treasures. Starting at 17th level. . enabling you to pass yourself off as not if you have disadvantage on it. you can learn certain information about its ca— 30 feet of you. but for at least 1 minute. you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) l check to uncover or decipher clues. Class levels (if any) EYE FOR WEAKNESS At the DM’s option. you learn to exploit a creature’s weak— piece of the creature’s history or one of its personality nesses by carefully studying its tactics and movement. if you spend at least 1 minute of illusions. Additionally. Charisma score gain all expended uses of it when you finish a long rest. and schemers follow ture instead of you. . pabilities compared to your own. unless you allow it. Wisdom score your Wisdom modifier (minimum of once). when you use the Help action (Perception) or Intelligence (Investigation) check if you to aid an ally in attacking a creature.

This feet of it. against targets other than you. If to you. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier. Survivalist against you for the rest ofyour turn. Beginning at 17th level. and acting first in a fight. bounty hunter#these are just a few of the roles that Scouts as- FANCY FOOTWORK sume as they range the world. “H 1'] l' it '. In addition. some warriors are brutes clad in heavy armor. and movement doesn’t provoke opportunity attacks. While first creature you hit during the first round of a combat charmed. 9th Superior Mobility Ambush Master RAKISH AUDACITY 13th Starting at 3rd level. you can make robatics) or Strength (Athletics) check you make during one additional attack as a bonus action. This attack can the same turn. you excel at leading ambushes more than 60 feet apart. and the two of you must share a language. you are difficult to pin down during tack. As an action. H l i" ii it. Ambusher. your walking speed increases by 10 feet. You can move up to half your speed as a reaction your Sneak Attack against a creature if you are within 5 when an enemy ends its turn within 5 feet of you. The creature must be able to hear you. you don’t have disadvantage on the attack roll. you can make a Charisma (Per- any ability check you make that uses either of those pro— suasion) check contested by a creature’s Wisdom (In- ficiencies. that creature can’t make opportunity attacks 3rd Skirmisher. you can strike with deadly speed. your charm becomes extraordinarily be— already have it. and charm in equal parts. next turn. Du— or qilfllomf-Ltllt‘? D0 Llam. spy. relying you do so. Rogues who embrace 9th Panache this archetype are at home in the wilderness and among 13th Elegant Maneuver barbarians and rangers. the hostile to you. you don’t need advantage on the attack roll to use a fight. Rakish Audacity companions during expeditions. your mastery of the blade lets you turn failure into success in combat. This becomes easier for you and others to strike. SURVIVALIST When you choose this archetype at 3rd level. EL—tl/t lobed-(let: elists and pirates typically belong to this archetype. [All/MES q A Swashbuckler excels in single combat. ELEGANT MANEUVER SUDDEN STRIKE Starting at 13th level. sight) check. but you can’t use your Sneak Attack MASTER DUELIST against the same target more than once in a turn. SKIRMISHER You also gain an additional way to use your Sneak At— Starting at 3rd level. you learn how to land a strike and then slip away without reprisal. or until you and the target are Starting at 13th level. i [Fl—l "1} . This effect lasts for 1 minute.SCOUT SWASHBUCKLER FEATURES Rogue Level Feature You are skilled in stealth and surviving far from the streets of a city. All the other rules for Sneak Attack still apply to you. no other creatures are within 5 feet of you. Once You focus your training on the art of the blade. until one of your companions attacks the target AMBUSH MASTER or affects it with a spell.' H . you gain PANACHE proficiency in the Nature and Survival skills if you don’t At 9th level. benefit from your Sneak Attack even if you have already used it this turn. SUPERIOR MOBILITY If you succeed on the check and the creature is hostile At 9th level. this increase gets other than you and can’t make opportunity attacks applies to that speed as well. If you miss with SW%SHBUCKLER an attack roll."~. it regards you as a friendly acquaintance. t". elegance. your turn to gain advantage on the next Dexterity (Ac— If you take the Attack action on your turn. your method of fighting looks almost like a performance. allowing you to scout ahead of your 3rd Fancy Footwork. an opponent. your confidence propels you into Nth Sudden Strike battle. and can lomclth: SHQil/HS? (tau Gaelic lull wt L‘DLL glow-t1 Jcl/lihk fight with two weapons while safely darting away from Q til/talc wool is lmhmu‘. When you choose this archetype at 3rd level. If you succeed on the check and the creature isn’t You have advantage on initiative rolls. SCOUT FEATURES During your turn. Your proficiency bonus is doubled for guiling. if you make a melee attack against a Rogue Level Feature creature. and many Scouts serve as the 17th Master Duelist eyes and ears of war bands. l3 l"_i l'. you can’t use this feature again until you fin- on speed. it is charmed by you for 1 minute. you can use a bonus action on Starting at 17th level. it has disadvantage on attack rolls against tar- you have a climbing or swimming speed. you can roll it again with advantage. While ish a short or long rest. attack rolls effect ends immediately if you or your companions do against that target have advantage until the start of your anything harmful to it.

TRUE POWER 4 Your birth was prophesied in an ancient text. them to shun you. Every sorcerer REACTION is born to the role. your DM can use this table (or select an origin) and reveal it to you when A sorcerer at rest is almost indistinguishable from a the information plays a role in the campaign. and you are expected to use them in it as an expected birthright. llul Sol: ioas °l an. Their power not only rests within them. . For those who receive around you. and is a birthright. You are related to some powerful creature. Others curse levied on your family for a past transgression. many sorcerers succeed in overcoming that prejudice through deeds that benefit REACTIONS their less magically gifted contemporaries. can only speculate. . or somewhere in between? they come across. it’s only when their magic flies forth that sorcerers reveal their true nature. how did the eling among them does not sit well with many folk. The sections below offer suggestions on 3 Your neighbors hate and fear your power."~. but it likely takes some effort to keep it at bay. terrifying arrival of their abilities. who must actively or later when one’s power becomes evident. embrace. Other sorcerers are treated as outcasts. world around you respond? Were other people support- sorcerers tend to breed mistrust and suspicion in others ive. and pursue their talents. or you inherited a blessing or a curse. lllll w’tl tall/Hr! qlC Cflwtl from? 014. since their powers came to them in a 6 Your powers are believed to be tied to an ancient way that suggests no particular cause. . Dlulhl? Arcane? WlACIJC Aillrrmu Ants ll. or blind chance? If your sorcerer doesn’t SUPERNATURAL MARK know where their power arose from. when they became evident. 2 Your powers caused destruction and even a death banished from their homes after the sudden. scion of Tiamat 5 You are the product of generations ofcareful. Its magic changed you. SORCERER 3 A powerful entity entered the world. many sorcer- ers have a subtle but telling physical trait that sets them apart from other folk. its appearance is a cause service to your community. d6 Reaction Sorcerers are often defined by the events surrounding 1 Your powers are seen as a great blessing by those the manifestation of their power. cal power? Does it tie back to some distant relative. or stumbles into it through cosmic When a new sorcerer enters the world. line ofmad kings that supposedly ended in a Does your character know the source of your magi— bloody revolt over a century ago. Some sorcerers understand where their power came 5 Peeple around you believe that your powers are a from. either at birth chance. Even so. causing how to flesh out and personalize your persona.-‘\{":Tli IQ (3 I’ll D ‘x F . sorcerers have sequences of that event depend greatly on how its wit- their power thrust upon them. ll . nesses react to what they have seen. you are foretold to use your power for terrible ends. of need. is challenging. i". When it comes to drawing forth their abilities in times 6 You were made in a vat by an alchemist. the con- learn. ital. 2 You are the reincarnation ofa being from another plane ofexistence. Farlcumalcth‘. TE} ARCANE ORIGINS d6 Origin 1 Your power arises from your family's bloodline. se— lective breeding. normal person. 4 You came to the attention ofa sinister cult that ARCANE ORIGIN plans on exploiting your abilities. Because the idea of an innately magical being trav— When your sorcerer’s powers appeared. —Hennet.1141 50% llc 0r Info-L alohlli. it 1 I {I l 1 . fearful. a cosmic event. PRACTICE AND STUDY ARE FOR AMATEURS.1 ill F. based on how their abilities manifested. for celebration. l-l. and you were treated Playing a sorcerer character can be as rewarding as it as a criminal. Unlike other characters. Nonetheless. sorcerers have it easy compared to other char— acters.

few seconds thereafter. some sorcerers are better than Ifyou are standing when you cast a spell. El. does the effort reveal itself in a sign of sorcery? Is this sign tied to SUPERNATURAL MARKS your origin or some other aspect of who you are. d6 Sign One ofyour ears is noticeably larger than the other. pride that you keep on constant display. LEFT TC) 5216147: DIVINE SOUL. AND SHADOW Sonceaea If your sorcerer has a supernatural mark. Sometimes a six inches into the air and gently float back down. SIGNS or Soncsnv Lfl-lh-LAJNFJ You have an extra toe on one foot. the booming voice ofa titan. such as red. As the world well knows. or it could be a source of energy came from. you rise others at controlling their spellcasting.M""l'I-t orrross . You sweat profusely while casting a spell and for a then vanishes after an hour. then abruptly disappear. it might be by a telltale sign that makes it clear where that magical one that’s easily concealed. But even when one’s magic goes gin your casting. the area chewing. around you grows dark and gloomy. the act of casting is often accompanied t. off as planned. You wrinkle your nose repeatedly while you are For a moment after you cast a spell. SIGN OF SORCERY as ifby a breeze. wild display of magic gone awry emanates from a sor- Illusory blue flames wreathe your head as you be- cerer who casts a spell. l You deliver the verbal components ofyour spells in Your hair grows at a prodigious rate.‘xl"l'l'_l-l l i (111A. STORM Soncenerz.l“l. whenever you call forth a spell. 6 A red splotch appears on your neck once a day. Your hair and garments are briefly buffeted about.1 "WK"? . When your sorcerer character casts a spell. or is it a seemingly random phenomenon? d6 Mark Your eyes are an unusual color.

dismiss them as a bonus action. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of SHADOW MAGIC 1st level or higher. divine power: good. DIVINE MAGIC Once you use this feature. Law bless 2 When you are asleep. Starting at 1st level. you die. lst Divine Magic. The affinity you chose for your Divine Magic feature DIvINE SOUL FEATURES determines the appearance of the spectral wings: eagle wings for good or law. lineage to an entity from that place. choose an affinity for the source of your exposed to its fell energy and transformed by it. these lands. At your option. marking you as a servant of the gods sorcery point to reroll any number of those dice once. law. or a chosen vessel of divine magic. with a natural magnetism. Having such a blessed soul is a sign that your EMPOWERED HEALING innate magic might come from a distant but powerful fa. Starting at 6th level. You The power of shadow magic casts a strange pall over learn an additional spell based on that affinity. As an outsider who commands sacred power. bill/it1 A0 so wow1 CIIHLlf-‘d Unitas. In the wings are present. as shown your physical presence. ’llncr: Shaulal lo! a local: ahgtll At 1st level. 5 You have trouble remembering that living creatures Ifyou fail a saving throw or miss with an attack roll. you don’t appear to breathe Chaos bone (though you must still breathe to survive). the divine energy coursing through milial connection to a divine being. you can spend 1 ancient prophecy. transformed into a mortal and sent to an ally within 5 feet of you rolls dice to determine the fight in a god’s name. Once. provided you aren't incapacitated. lAciuz lair-ti wings canal inlzrhql lei/rims lAGlul lanai: twill-NBS? ll: Stlwi SORCEROUS ORIGINS arloiltrqru. is seen as a ture only once per turn. Favored by the Gods 6th Empowered Healing UN EARTHLY RECOVERY 14th Otherworldly Wings At 18th level. comes from a divine source that glimmers within the soul. as if it struggles to remain viable against against your number of sorcerer spells known. but it doesn’t count you is muffled. you have a flying speed of 30 feet. or you few bloodlines and preserved over generations. You can use this fea- A Divine Soul. The spark of life that sustains below. bat wings for evil or chaos. . you gain the ability to overcome grievous 13th Unearthly Recovery injuries. you can choose the new spell from the cleric spell list or the sorcerer spell list. you can use a bonus action to In some cultures. This event FAVORED BY THE GODS sometimes surprises you. evil. Last week. you can’t use it again until Your link to the divine allows you to learn spells from you finish a long rest. the cleric class. can roll 2d4 and add it to the total. The following options are available to a sorcerer. While of a Divine Soul may command religious power. Ifyou the dark energy that imbues your soul. DIVINE SOUL the outcome. Affinity Spell SHADOW SORCERER QUIRKS Good cure wounds d6 Quirk Evil inflict wounds I You are always icy cold to the touch. chaos. Once you use this feature. Neutrality protectionfrom evil and good 3 You barely bleed. or perhaps you were In addition. even when badly injured. you and corpses should be treated differently. Shadow Magic. and Sorcerer Level Feature dragonfly wings for neutrality. threat by some religious hierarchies. Or your birth might align with an number of hit points a spell restores. You might trace your spell. a sorcerer gains the Sorcerous Origin fea. Quirks table to create a quirk for your character. in addition to those offered in the Player's Handbook: Divine Soul. and Storm Sorcery. later replace this spell. It is a sorcerer spell for you. ecclesiastical positions are dominated by a The wings last until you're incapacitated. for your innate magic otherwise obey all the restrictions for selecting the comes from the Shadowfell itself. Whenever you or tor was an angel. you can regain a num- ber of hit points equal to half your hit point maximum. you must replace it with a Spell you can pick from or roll on the Shadow Sorcerer from the cleric spell list. a Divine Soul can undermine OTHERWORLDLY WINGS an existing order by claiming a direct tie to the divine. h-y ture. Perhaps your ances— you can empower healing spells. only those who can claim the power manifest a pair of spectral wings from your back. Your heart beats once per minute. or neutrality. You must You are a creature of shadow. As a bonus action when you have fewer than half of your hit points remaining. divine power guards your destiny. possibly changing 6 You blinked. and it becomes a sorcerer spell for you. you can’t use it Sometimes the spark of magic that fuels a sorcerer again until you finish a short or long rest. Starting at 14th level.

Whatever the case. you gain the ability to step from one can see within 120 feet of you. you instead drop to 1 hit point. After the saving throw succeeds. you can magically teleport up to in the Player’s Handbook). You can’t use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit. you learn the darkness spell. you can spend 6 sorcery points equal to half your sorcerer level. You take 5 force damage if you end its target's location. the magic of the storm perme~ ”“1 shadow ulnm l S“ ilz.” l Unihlai {L‘s " "w: it: t.SHADOW MAGIC FEATURES Sorcerer Level Feature lst Eyes ofthe Dark. If you cast it with sorcery points. and it can use its action only to at. as a bonus action to magically transform yourself into . it can move only toward its target by the most direct route. The hound uses the dire shadow into another. the hound automatically knows were difficult terrain. not Large. UMBRAL FORM . not a beast. as a bonus action. your existence in a twilight state be- tween life and death makes you difficult to defeat. creature of darkness to harass your foes. The bound takes 5 force all damage except force and radiant damage. It ends early if The hound appears in an unoccupied space of your you are incapacitated.It can move through other creatures and objects as a shadowy form. You remain in this form for 1 minute. or after 5 minutes. if you die. you have resistance to if they were difficult terrain. In addition. you have darkvision with a range of 120 feet. is within 5 feet of the target. while the hound feature again until you finish a long rest. If the target was hidden. iii-'i'iti: c. Roll initiative for the bonus action. you gain the ability to call. but perhaps you were born during a howling gale so power- ful that folk still tell stories of it. forth a howling reduced to 0 hit points. and you damage if it ends its turn inside an object. or if you dismiss it as a choice within 30 feet of the target. As a bonus action. you can see through the darkness created by the spell. it is no your turn inside an object. which doesn’t count against your number of sorcerer spells known. if its target is At 6th level. with the following changes: 120 feet to an unoccupied space you can see that is also in dim light or darkness. Your innate magic comes from the power of elemental air. hound. Many with this power can trace their magic back to a near-death experience caused by the Great Rain. longer hidden from the hound. you can cast it by spending 2 sorcery points or by expending a spell slot. Strength ofthe Grave 3rd Eyes ofthe Dark (darkness) 6th Hound of III Omen 14th Shadow Walk 18th Umbral Form EYES OF THE DARK Starting at lst level. you can’t use this but only against its target. ates your being. On its turn. STORM SORCERY tack its target.It appears with a number of temporary hit points Starting at 18th level. When you are in dim light or dark- wolf’s statistics (see the Monster Manual or appendix C ness.At the start of its turn. G) . STRENGTH OF THE GRAVE Starting at lst level. Longer. Additionally. The hound is size Medium. When you reach 3rd level in this class. you can make a Charisma saving throw (DC 5 + the damage taken). The hound HOUND or ILL OMEN disappears if it is reduced to 0 hit points. the target has disadvantage on saving throws against any spell you cast. On a success. or your lineage might include the influence of potent air creatures such as SOWCLlLM£5 l Airinkz qcr djinn. and it counts as a monstrosity. can move through other creatures and objects as if they . you can spend 3 sorcery points to magically SHADOW WALK summon a hound of ill omen to target one creature you At 14th level. Alllermlc loll/10M”. . The hound can make opportunity attacks. When damage reduces you to 0 hit points. In this form. t.

The wind blows be understood by those who speak its dialects: Aquan. Once you reduce your flying speed in this way. and write Primordial. you gain immunity to lightning and thun- der damage. Ignan. This fea- Auran. whenever you start casting a spell ties also prove useful in repelling attacks by sahuagin. lst Wind Speaker. immediately before or after you cast a to the attacker. damage. damage. If it is windy. “Q . You can speak. Elllom iiihfi lozficaw: ii't so {qr €164c 1(rot/v wwt. you gain the ability to subtly control the 14th Storm’s Fury weather around you. and Terran. On a failed save. You can end this effect as a bonus action. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. UM mail/Hr? its 41. you can use your reaction to deal lightning damage surround you. when you are hit by a melee at- turn to cause whirling gusts of elemental air to briefly tack. round to choose the direction that the wind blows in a Knowing this language allows you to understand and IOO-foot-radius sphere centered on you. stormy magic erupts from you. As an action. You also gain a magical flying speed of 60 feet. spell of 1st level or higher. you can use a bonus action on your Starting at 14th level. you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. TEMPESTUOUS MAGIC STORM’S FURY Starting at 1st level. in that direction until the end of your next turn. you can use a bonus action each mental air. Their abili. you can use an action to cause the rain to stop falling in a 20-foot—radius sphere centered on WIND SPEAKER you. This eruption causes creatures of your choice that you can see within STORM SORCERY FEATURES 10 feet of you to take lightning or thunder damage Sorcerer (choose each time this ability activates) equal to half Level Feature your sorcerer level. ture doesn't alter the speed of the wind. against your sorcerer spell save DC. read.c HA: 5% wztyihfi qml.». Wilma-i is if wiil/t (marl: cm). of 1st level or higher that deals lightning or thunder pirates. Their magic allows them to exert control over At 6th level. the attacker is pushed in a straight line up to 20 feet away from you. Doing so allows you to fly up The attacker must also make a Strength saving throw to 10 feet without provoking opportunity attacks. The damage equals your sorcerer level. you gain resistance to lightning and thunder wind and weather in their immediate area. you can’t do so again until you finish a short or long rest. Storm sorcerers are invaluable members of a ship’s HEART OF THE STORM crew. Tempestuous Magic STORM GUIDE 6th Heart of the Storm. WIND SOUL At 18th level. The arcane magic you command is infused with ele. and other waterborne threats. In addition. Storm Guide At 6th level. 18th Wind Soul Ifit is raining.

1 wqhihS 6: “wired: wiitlfl SOWI'lZl/liha? is ilc in . you are required to warlocks and their patrons it’s not necessarily true that both sides of the street are the same width or made of abstain from alcohol and other intoxicants. still happen. heedless of the cost. “K | xx} PATRON ATTITUDES Attitude 1 Your patron has guided and helped your family for generations and is kindly toward you. Where sages or wiz— ards might heed a clear sign of danger and end their SPECIAL TERMS OF THE PACT research. you must I _. a warlock might have no love for a patron. whether positive or negative. the same stuff. The Does your character have a pact that requires you second one is the nature of the entity a warlock is bound to change your behavior in an unusual or seemingly to. such a duty on you already. detailed clauses and lists of re« ity. 3 Your patron is the spirit ofa long-dead hero who WARLOCK sees your pact as a way for it to continue to influ- ence the world. might be recipro. forced a pact upon it? . warlock’s entering into a pact with a planar entity. curios— contract with lengthy. Every relationship is a two-way street. but warlocks in concert to forge their path into this class. 2 Each interaction with your capricious patron is a surprise. do to receive a patron’s favor—are always dictated by ness.l ‘iomrs loo} training (10%. who typically embrace a deity and that frivolous way? Even if your patron hasn’t imposed god’s ethos. Warlocks see it as a demonstration of bravery.-<'_". YOU THINK ME new? ITHINK TRUE INSANITY IS BEING 4 Your patron is a strict disciplinarian but treats you content to live o life of mortal drudgery when l-rnowledge with a measure of respect. Many folk quirements. d6 Term PATRON’S ATTITUDE 1 When directed. cated by the patron. or the two participants in the pact 4 You must occasionally conduct bizarre rituals to might view one another with opposing emotions. maintain your pact. but in the case of 2 Your pact tests your willpower. The sections that follow provide ways to embellish a warlock character that could generate some intriguing SPECIAL TERMS story and roleplaying opportunities. 6 You are mostly left to your own devices with no in- terference from your patron. NU” Wlhdln. flour 5. 5 Your patron tricked you into a pact and treats you —Xarren. The feeling that a warlock holds for their 3 At least once a day. seeking to expand their expertise. Sol. it takes a peculiar mixture of intelligence.. Sometimes you dread Warlocks are finders and keepers of secrets. the patron. whether pleasant or painful. So :10“. On occasion. The first take these dictates as seriously as they do the other re- element is the event or circumstances that led to a quirements of their pacts. herald of Acamar as a slave. writing._-/y tron behave toward you? Is your patron a friend and ally. ‘szrfilncahct? tl. _ l' Joni: til we iii/iii: qn l Stir. patron’s name or symbol on the wall ofa building. and recklessness to produce a warlock. look from the patron’s perspective. you must take immediate action against a specific enemy ofyour patron. also consider how things your patron finds such predictability to be boring. those terms include a special Warlocks are defined by two elements that work proviso that might seem odd or whimsical. How does your pa~ 6 When you use an eldritch invocation. always the demands it will make when it does appear. They push at the edge of our understanding of the world. WW” ileum lot. Unlike clerics. When you determine the attitude your warlock charac— 5 You can never wear the same outfit twice. that’s not to say it couldn't or vice versa. ondporoer is therefor the tohingin the realm beyond. since ter holds toward your patron. a warlock plunges ahead. speak your patron’s name aloud or risk incurring or an enemy that grants you power only because you its displeasure. you must inscribe or carve your patron. A pact can range from a loose agreement to a formal Thus. The terms of a pact—what a warlock must would describe that combination as evidence of mad.

to defeat fiends. 1 One ofyour eyes looks the same as one ofyour HEALING LIGHT patron's eyes. or might lst care wounds. and to protect the innocent. . The following options are available to a warlock. but they d6 Mark don’t count against your number of cantrips known. As a bonus action. spells when you learn a warlock spell. or other entity that resides in the planes of everlasting bliss. Healing Light 6th Radiant Soul 10th Celestial Resilience 14th Searing Vengeance EXPANDED SPELL LIST BINDING MARK The Celestial lets you choose from an expanded list of Some patrons make a habit of. guiding bolt want to keep it under wraps (if possible) to avoid the dif- ficulties it might bring. OTHERWORLDLY PATRONS WARLOCH or THE CELESTIAL At 1st level. the small blemish on your energy to heal wounds. The maximum number of dice you can spend at once 6 Your nose glows in the dark. revivify how you feel about displaying it probably depends on the 4th guardian offaith. you can heal one creature you can sir-w] 4 Your tongue is an unnatural color. you gain the ability to channel celestial 2 Each time you wake up. . see within 60 feet of you. Is the mark a source of pride or something you are secretly ashamed of? BONUS CANTRIPS At 1st level. They count as warlock cantrips for you. and often enjoy. At times. Your pact with that being allows you to experience the barest touch of the holy light that illu— minates the multiverse. mark. At lst level. The number of dice in the 3 You display outward symptoms ofa disease but pool equals 1 + your warlock level. unicorn. solar. spend to fuel this healing. You have bound yourself to an ancient empyrean. You might find yourself driven to annihilate the undead. A spells are added to the warlock spell list for you. you learn the light and sacred flame can- BINDING MARKS trips. A warlock might take advantage of Spell Level Spells such a mark. and a desire to wander that paradise for the rest of your days. suffer no ill effects from it. greater restoration you.v' X'- You have a vestigial tail. CELESTIAL FEATURES Warlock Level Feature lst Expanded Spell List. equals your Charisma modifier (minimum of one die). Being connected to such power can cause changes in your behavior and beliefs. wall offire nature of your relationship with the one who gave it to 5th flame strike. The following ing the warlocks under their sway in some fashion. You have a pool of d6s that you face appears in a different place. spending dice from the pool. THE CELESTIAL Your patron is a powerful being of the Upper Planes. binding mark makes it clear—t0 those who know about such things—that the individual in question is bound to CELESTIAL EXPANDED SPELLS the patron’s service. a warlock gains the Otherworldly Patron feature. claiming it as proof of one’s pact. Bonus Cantrips. 3rd daylight. your heart might also be filled with a longing for the celestial realm of your patron. and that your pact binds you to bring light to the dark places of the world. But you know that your mission is among mortals for now. in addition to those offered in the Pfayer’s Handbook: the Celestial and the Hexblade. ki-rin. 2nd flaming sphere. lesser restoration If your warlock’s pact comes with a binding mark.

you can add your Cha. When you have to make a . creature of your choice that is within 30 feet of you takes You can’t use this feature again until you finish a short radiant damage equal to 2d8 + your Charisma modifier. ‘i ‘ I ' n ‘I -. Additionally. you acquire the training necessary to effec- tively arm yourself for battle. 4th pbantasmal killer. HEXBLADE FEATURES Warlock Level Feature lst Expanded Spell List. Each mum of 1 hit point). instead of offer power to warlocks who form pacts with it. staggering smite 5th banishing smite. you can critical hit on a roll of 19 or 20 on the d20. I - events on the Material Plane to her inscrutable ends. . choose one modifier. or long rest. spells are added to the warlock spell list for you. If you later formed in the Shadowfell. or you are incapacitated. If the cursed target dies. The target is can see at the end of the rest. you can’t use it again until HEX WARRIOR you finish a long rest. you gain the ability to place a bale— rary hit points equal your warlock level + your Charisma ful curse on someone. At lst level. the radiant energy you channel target. cone ofcold CELESTIAL RESILIENCE Starting at 10th level. Once you use this feature. i content to weave the dark magic of that plane into their spellcasting. Roll the dice you spend. shields. hexhlade warlocks create weapons that emulate those This benefit lasts until you finish a long rest. Others forgo such arms. instead spring back to your feet with a burst of radiant . The shadowy force behind these weapons can weapon. you can use your Charisma modifier. ends. wratbfal smite resistance to radiant damage. Hex Warrior 6th Accursed Specter 10th Armor of Hexes 14th Master of Hexes r-—~. The curse ends early if the target temporary hit points equal to half your warlock level + dies. elemental weapon spell against one of its targets. weapon that you are proficient with and that lacks which have been spread across the multiverse over the the two-handed property. along with hexblade warlocks.Any attack roll you make against the cursed target is a death saving throw at the start of your turn. The mighty Whenever you finish a long rest. you die. The Hexblade lets you choose from an expanded list of Your pool regains all expended dice when you finish a spells when you learn a warlock spell. Hexblade’s Curse. and it is blinded until the end of the current turn. and restore EXPANDED SPELL LIST a number of hit points equal to the total. Many Strength or Dexterity. Until the curse your Charisma modifier. and then you stand up if you so choose. 2nd blur. and martial weapons. choose up to five creatures you creature you can see within 30 feet of you. many sages speculate that she and the force are one and that the weapons. As a bonus action. You regain hit points equal to half your hit point to your warlock level + your Charisma modifier (mini- maximum. you gain temporary hit points HEXBLADE’S CURSE whenever you finish a short or long rest. You have made your pact with a mysterious entity from The influence of your patron also allows you to mys- the Shadowfell—a force that manifests in sentient magic tically channel your will through a particular weapon. and when you cast a spell that deals radiant or fire damage. I . allows you to resist death. You have lst shield. RADIANT SOUL HEXBLADE EXPANDED SPELLs Starting at 6th level.You gain a bonus to damage rolls against the cursed Starting at 14th level. you regain hit points equal energy. you can touch one sword Blaclrrazor is the most notable of these weapons. The following long rest.. branding smite risma modifier to one radiant or fire damage roll of that 3rd blink. you gain the following benefits: BEARING VENGEANCE . The bonus equals your proficiency bonus. You gain proficiency with THE HEXBLADE medium armor. for the attack and damage rolls. your link to the Celestial allows Spell Level Spells you to serve as a conduit for radiant energy. add them together. Because the Raven Queen is known to have forged the \ \h‘ ? l:1 -I' first of these weapons. are tools she uses to manipulate {I ll I q. These tempo— Starting at lst level. Those creatures each gain cursed for 1 minute. weapons carved from the stuff of shadow. When you attack with that ages.

you must meet it to learn the invocation. at which point it vanishes to the ELDRITCH SMITE afterlife. Pact of the Blade feature Once you bind a specter with this feature. you don’t regain hit points from the death of the previously cursed creature. Within that range. its corpse as a specter. such as read- ing your Book of Shadows and keeping watch. you can’t use it again (minimum of +0). When the specter appears. rialnic? 0km}. you can surround yourself with a ACCURSED SPECTER magical aura that looks like buzzing flies. you can curse the soul of a person tends 5 feet from you in every direction. you can spend all 8 hours doing light activity. SH? lit]. new l Anal (the UM Nam. bonus to its attack rolls equal to your Charisma modifier Once you use this invocation. You can learn the invo~ cation at the same time that you meet its prerequisite. you can apply the curse to a different creature you can see within 30 feet of you. attack roll. it gains dation) checks but disadvantage on all other Charisma temporary hit points equal to half your warlock level. Mam: aren't an at “My inh't mu um. When lasts for 1 minute or until your concentration ends (as . On a GHOSTLY Gaza 4 or higher. which has its own turns. If the tar. you have Starting at 14th level. until you finish a short or long rest. you gain the ability to see through solid MASTER OF HEXES objects to a range of 30 feet. The aura ex- Starting at 6th level. gain the Pact of the Blade feature. This special sight Curse from a slain creature to another creature. checks. you can spread your Hexblade’s darkvision if you don’t already have it. It lasts until you’re incapacitated or you dis- you slay a humanoid. and you can knock the target get cursed by your Hexblade’s Curse hits you with an prone if it is Huge or smaller. this benefit extends to every pact weapon you conjure with that feature. per level of the spell slot. but not through you slay. A level prerequisite refers to your level in this class. no CLOAK or FLIEs matter the weapon’s type. Lila saw: it“ ”(Ginsu/(qr. Here are new options for that feature. The specter remains in your service until the end of your next long rest. weapon. and it gains a special ifier (minimum of O damage). Prerequisite: 5th level. you can expend a warlock spell slot to deal an ARMOR or HEXES extra 1d8 force damage to the target. {-1 the creature cursed by your Hexblade’s Curse dies. final. ASPECT OF THE MOON Prerequisite: Pact of the Tome feature You no longer need to sleep and can’t be forced to sleep WARLOCK or THE Hexamos by any means. you can cause its Spirit to rise from miss it as a bonus action. When you apply the curse in this way. a warlock gains the Eldritch lnvocations feature. Prerequisite: 5th level As a bonus action. you can use your reaction to roll a d6. As an action. the statistics for which are in The aura grants you advantage on Charisma (Intimi- the Monster Manual. slolsciit. regardless Prerequisite: 7th level of its roll. plus another 14:18 At 10th level. full or Coma or ”weld/tins? @c qotwlrr wit. can}. in addi— tion to the options in the Player’s Handbook. ELDRITCH INVOCATIONS At 2nd level. aura takes poison damage equal to your Charisma mod- It obeys your verbal commands. temporarily binding it to your service. What q tool haunt! $0 is flour Moral. the attack instead misses you. When total cover. Any other creature that starts its turn in the Roll initiative for the specter. you can’t Once per turn when you hit a creature with your pact use the feature again until you finish a long rest. provided you aren’t inca— pacitated. To gain the benefits of a long rest. If an eldritch invocation has a prerequisite. ii qus swirl. your hex grows more powerful.

your speed is reduced to 0. you mum value for you. As a bonus action. possible. and you gain a swimming Prerequisite: 15th level speed equal to your walking speed. Immediately after you take the damage. spell or by a war- lock feature of yours. and it must be within 30 feet of you. all end when the Prerequisite: eldritch blast cantrip ice melts. the weapon you conjure can be a shortbow. gain vulnerability to fire damage. The psychic damage equals your Charisma modifier (minimum of 1 dam- age). Sign of 111 Omen. straight line 10 feet closer to you. pending a spell slot. When you do so. you must be able to see the cursed target. lock spells. or heavy crossbow. without expending a You can also cast water breathing once without ex. MADDENING HEX Prerequisite: 5th level. you cause a psychic disturbance around the target cursed by your he). you can reduce that creature’s speed by 10 feet until the end of your next turn. you deal psychic damage to the cursed target and each creature of your choice that you can see within 5 feet of it. which take as much of the triggering damage as the hit points you regain as having rolled their maxi. RELENTLESS HEX Prerequisite: 7th level. you can move that creature in a until you finish a short or long rest. During that time. To use this invocation. you must be able to see the cursed target. LANCE 0F LETHARGY Prerequisite: eldritch blast cantrip Once on each of your turns when you hit a creature with your eldritch blast. such as Hexblade’s Curse or until you finish a short or long rest. light crossbow. GIFT OF THE DEPTHS Prerequisite: 5th level SHROUD or SHADOW You can breathe underwater. TRICKSTER’S ESCAPE IMPROVED PACT WEAPON Prerequisite: 7th level Prerequisite: Pact of the Blade feature You can cast freedom of movement once on yourself You can use any weapon you summon with your Pact of without expending a spell slot. if you were concentrating on a spell). which melts away at the end of your Whenever you regain hit points while your familiar is next turn. treat any dice rolled to determine level. unless it is a magic weapon that al- ready has a bonus to those rolls. port up to 30 feet to an unoccupied space you can see you perceive objects as ghostly. within 5 feet of the target cursed by your hex spell or by Once you use this invocation. you can magically teler . such as Hexblade’s Curse or Sign of Ill Omen. the weapon gains a +1 bonus to its attack and damage rolls. Finally. you can’t use it again a warlock feature of yours. In addition. spell slot. hex spell or a warlock feature that curses As a bonus action. You regain the ability to the Blade feature as a spellcasting focus for your waru do so when you finish a long rest. hex spell or a warlock feature that curses Your curse creates a temporary bond between you and your target. These effects. You can cast invisibility at will. TOMB or LEVISTUS Prerequisite: 5th level GIFT OF THE EVER-LIVING ONES As a reaction when you take damage. You regain the ability to do so when you finish a long rest. transparent images. Once on each of your turns when you hit a creature Once you use this invocation. and you are incapacitated. you can’t use it again with your eldritcli blast. To teleport in this way. longbow. you can entomb Prerequisite: Pact of the Chain feature yourself in ice. You gain 10 temporary hit points per warlock within 100 feet of you. including GRASP or HADAR any remaining temporary hit points.

their spells as a tool to produce a tangible benefit. THE KNOWLEDGE you can understand 4 Small stones inscribed with spells and kept in a ofhoui and why magic works. ravaged by dragon fire. Or you 3 lfyou can fully understand magic. you can unlock might display some flair. pushing those wizards to seek out harness magical energy and carry spells around in one’s knowledge that supports new theories of the arcane or own mind. confirms old ones. SPELLBOOKS d6 SpeHbook l A tome with pages that are thin sheets ofmetal. with the in civilization over the centuries. nor does the quest for knowl- study magic. script ofyour spells barely visible on its pages —Gimble the illusionist 6 A tome full ofblack pages whose writing is visible only in dim light or darkness Only a select few people in the world are wielders of magic. and what do you want to achieve? If you ha— edge and power. If you don’t own 4 Magic is a dangerous tool. and our efforts to broaden cloth bag that understanding. stereotypical spell-slinger. a spellbook that sets you apart by its appearance or its 5 Arcane power must be taken away from those who means of manufacture. For others. You use it to protect such an item already. spells etched into them with acid 2 Long straps ofleather on which spells are written. Use the advice that follows to add some intriguing details to how your wizard interacts with the world. AMBITIONS d6 Ambition SPELLBOOK 1 You will prove that the gods aren't as powerful as Your wizard character’s most prized possession—your folk believe. 6 You will become the greatest wizard the world has seen in generations. the theoretical aspect of magic might study. Many wizards use among them can cast spells with world-shaking effects. take advantage of the now. one of your goals might be to find what you treasure. Even the least of them can manipulate forces that fiout the laws of nature. by car. its use for all and usher in an era of equality. For adventuring wizards and other spellcast- ers who aspire to the highest echelons of the profession. instruction. why does your wizard character the studying never ends. It takes years of ions. whose covers show no hint of what’s inside. rying a spellbook of an unusual sort. spellbook—might be an innocuous-looking volume Immortality is the end goal ofyour studies. would abuse it. as many wizards do. and the answers you come up with will likely affect opportunity to make your character more than just a how your future unfolds. wizards stand at the pinnacle of AMBITION the craft. wrapped around a stafffor ease oftransport WIZARD 3 A battered tome filled with pictographs that only WIZARDRY REQUIRES UNDERSTANDING. and experimentation to learn how to have a strong appeal. and the most accomplished Few aspiring wizards undertake the study of magic without some personal goal in mind. you can do so If you're playing a wizard. ven’t given these questions much thought. have brought about the key advances 5 A scorched book. . in ma- The price that wizards pay for their mastery is that terial goods or in status. for themselves or their compan- most valuable of commodities: time. Ofall those. Beyond the obvious.

which often annoys those around you. l'lrov when“ Liana. Followers of this tradition are known as war mages. War mages are also adept at turning other spellcasters’ When you use this feature.. TE) Ones. Their spells strike hard. Tactical Wit ards for war.. who / are a breed apart to begin with. WAR MAGIC FEATURES WAR MAGIC Wizard Level Feature A variety of arcane colleges specialize in training wiz— 2nd Arcane Deflection. Ha ha lAql. 6 Your fashion sense and grooming. 3 You never enter a room without looking to see what’s hanging from the ceiling. When you are hit by an at- in battle. while also providing methods 14th Deflecting Shroud for wizards to bolster their own defenses. War mages act fast fortify yourself against harm. .0 magic. a war mage often works with evokers. a wizard gains the Arcane Tradition fea— attention between offense and defense. rather than specializ— ing in either of those schools. CGIAI‘E 41. in par— ticular. ARCANE DEFLECTION They see their magic as both a weapon and armor. a re At 2nd level. ECCENTRICITY Endless hours of solitary study and research can have a negative effect on anyone’s social skills. bonus to that saving throw. In great battles. and other types of wizards. The following War Magic option is available to a typical response: “What good is being able to throw a wizard. The tradition of War Magic blends princi- 6th Power Surge ples of evocation and abjuration. It teaches techniques that 10th Durable Magic empower a caster’s spells. is it a physical tic or a mental one? Are you well known in some circles because of it? Do you fight to overcome it.. sometimes cause others to assume you are a beggar. how «Won». own MN fife Csh'l: cam‘worz. 4 Your most prized possession is a dead worm that you keep inside a potion vial. though. qlcfiln. while their defensive to gain a +2 bonus to your AC against that attack or a +4 r . an eccentricity of this sort is usually harmless and could provide a source of amusement or serve as a calling card of sorts. Evokers. A war mage’s ture. 5 When you want people to leave you alone. you start talking to yourself. An odd mannerism or two is not necessarily a drawback. are no exception. WAR MAGE curately lack thereof. skills foil their opponents“ attempts to counterattack. but you have no trou- ble pretending to be absentminded when it suits your purposes. (can. If your character has an eccentricity. you can use your reaction situation. ARCANE TRADITION abjurers. you have learned to weave your magic to source superior to any piece of steel. or more ac. than cantrips until the end of your next turn. That usually does the trick. t [out Unis lurch. in addition to the options offered in the Play— mighty fireball if I die before I can cast it?” eris Handbook.. or do you em- brace this minor claim to fame of yours? ECCENTRICITIES d6 Eccentricity l You have the habit oftapping your foot incessantly. Wizards. using their spells to seize tactical control of a tack or you fail a saving throw. you can't cast spells other magical energy against them. 2 Your memory is quite good. sometimes tease war mages for splitting their At 2nd level.

q wfiSlC? DOM “/q Wall“ WOU. You can surge to deal extra force damage to that target. your Arcane Deflection becomes infused equal to your Intelligence modifier (minimum of one). 8m}: qnmlrt NJ}: Artistol he cmrclt. this energy is called a power surge. In its stored form. you can cause magical energy to are from surges reset-s to one. Whenever you successfully end you. in (HAFNCI \ Wink. If you end a short rest with no power surges. you can spend one power situations allows you to act quickly in battle. you gain one power surge. While you maintain concentration on a within yourself to later empower your damaging spells. foiled. 'llmlc‘s AESGNOlcihS. C20 Change TACTICAL WIT Once per turn when you deal damage to a creature Starting at 2nd level. the magic you channel helps Starting at 6th level. you can store magical energy ward off harm. DURABLE MAGIC POWER SURGE Beginning at 10th level. your keen ability to assess tactical or object with a wizard spell. with deadly magic. The ex- give yourself a bonus to your initiative rolls equal to your tra damage equals half your wizard level. you gain one see within 60 feet of you each take force damage equal power surge. . DEFLECTING SH ROUD You can store a maximum number of power surges At 14th level. you have a +2 bonus to AC and all saving throws. 51 Wall" Wllfifdl? llul [HQFIA ghoul: UM». “ll/m1 Am. Up to three creatures of your choice that you can a spell with dispel magic or counterspel]. When you use your Arcane Deflec- Whenever you finish a long rest. spell. your number of power tion feature. Intelligence modifier. as you steal magic from the spell you to half your wizard level.

for better or worse? To answer these questions and more. IDEAS. If not. roll if it conflicts with another result. your sib. lfyou’re comfortable with letting the dice decide a cer. no tain fact about your character. you will the Parents table. the table for your mother and your father. When you’re done. What they don't do is account for all the circumstances that shaped your character during the years between your birth and the start of your career as a member of a class. be taken literally. If you want. Life Events. SECTION BY SECTION This material is divided into four sections. they don’t occupy a specific place in that pro— to one or more of the supplemental tables. ability is to determine your early circumstances. plemental tables as desired (particularly Class. You might prefer to establish more facts about your The usual first step in creating your character’s life story character’s game identity—such as your class._ U k as you desire. to provide added depth and detail. TO HER For instance. Personal Decisions. You can use as much or as little Of this material _ U _-' . use use the “Origins" section. Origins. also have the option of disregarding the result Of a die Supplemental Tables. Who were scores. POUCH AND. creating situations and scenarios that build off your previous life experiences. class. Use the sup- lings. such as the sec. they don’t make up a rules system—in fact.__ Li. you can use the supplemental tables (page 72) to add Although these tables are meant to augment the needed details—such as race. and what sorts of relationships do you have with your relatives? Which people were the greatest influences on you during your formative years. siblings? Who raised you? You can address these ques— tions by using the following tables. A vOUNo STREET URC‘r-HN messes n. and you can cess. go ahead and rOll. . of course. character's background and class. is true. Occupai tion. Of course. and Alignment) to learn more about your parents. Your DM can draw from this ma- terial as the campaign proceeds. You had parents. you had an effect on who you are today. Some tables in the other sections direct you Handbook. all the way from your text instructs you to roll on a table. After you have selected your tion on life events. even if they didn't raise you. Your life has intersected with. the Opposite . use the appro— priate tables tO determine how you came to make HOW AND WHEN TO USE THE TABLES those choices. 1‘ _ . that’s not meant tO infancy tO today. BECOMES THE NEW OWNER OF A SPELLBODK you decide who your parents and siblings are. You can use some of them early on—for instance. also use them any other time you see fit. You can always make your own choice. . When a result mentions such a person. if the the lives Of plenty Of other people. and alignment—before supplementing that infor. To find out who and where you came from. Likewise. and the circumstances under which you grew up.2:_ '. it’s possible to determine your parents and other family members immediately after deciding your character’s ORIGINS race—but you could also wait until later in the process. NOT RULES Even though these pages are full Of tables and die rolls. your parents? Where were you born? Did you have any mation with what‘s offered here.THIS Is YOUR LIFE The character creation rules in the Player’s Handbook provide all the information you need to define your char- acter in preparation for a life of adventuring. . you can roll separately on have a summary of facts about your parents. and you can make decisions in any or— der you want. or occupation—to step-by—step character creation process in the Player’s that person. Your character’s existence until now. But you can still use other parts. because that’s among the information you’ve already come up with. matter how brief or uneventful. What did your character accomplish or experience be- fore deciding to become an adventurer? What were the circumstances of your birth? How large is your family. each address- PARENTS ing a different aspect of your character’s backstory. you might not want these tables to help SURPRISE. choosing or more life events—memorable happenings that have from among the possibilities on a table. has been marked by one you can take charge and make the decision.. To determine what you know about these people. you can use the tables and the advice in this section tO compose a well-developed backstory for your character—an auto- biography of sorts—that you can use to inform how you roleplay the character.

On a roll of about you.So1 oil/1m: qr: clack. {Fa-M? Hl/l—l/tul/l. the Occupation supplemental table to determine what 7 One parent was a tiefling and the other was a devil. each of your siblings might be alive After establishing your parentage. all Other Details. or other outbuilding 69—70 Cave Nonhuman Parents. 85 Sewer or rubbish heap 6 One parent was an elf and the other was a half-elf. their infernal heritage Order table for each sibling to determine that person’s 1—4 age relative to yours (older.) plemental table to determine how your siblings feel Once you have a result." 5 . wihlflh swqir one lotl/llhtl ‘1‘)“- HQ! MIRA! LIOUL (00h! \ l BIRTH PLACE d100 Location 01—50 Home PARENTS 51—55 Home ofa family friend lO Parents 56—63 Home ofa healer or midwife 01—95 You know who your parents are or were. Then. 66—68 Barn. (Modify the result or roll again if you get a result that’s Relationship. 5—6 One parent was a tiefling and the other was a Occupation. l‘T [5 E3. randomly determine which part of the re- sult refers to your father and which to your mother. If your character is a half-elf. others do. where you were born by using the Birthplace table. L[ 0U. or some might view you differently from how the briefly turning red. younger. the water in the area freezing solid in midsummer. or wagon 96-00 You do not know who your parents were. you can determine and well. or born at the dormant until you came along. or inn d8 Parents 83—84 Castle. shed. l-lfkt' T [C {Q t"! FTED h. subtract 2 from your roll. Roll on the Status supplemental table. l i i i i i . roll on the Birth Both parents were humans. Alignment. For each sibling of suitable age. nization 94—95 In a sage’s laboratory HALF-ORC PARENTS 96 In the Feywild 97 in the Shadowfell d8 Parents 98 On the Astral Plane or the Ethereal Plane 1—3 One parent was an orc and the other was a human. tavern. other unusual event of your choice. llw ionic qllh Swfill lath whitt we. that person does for a living. They might all have the same attitude toward 00. in dire straits. including gender.3. same time). 8 Both parents were half-ores. or a tiefling. or some like about each sibling. you can use one of the tables below 73—74 Forest to determine the race of each of your parents. roll percentile dice. You can roll on the Relationship sup— inconsistent with what you know about your parents. alive and not so well. Ana l “A! (noel: ulna oligl lzl/u {truncation llnivxs lzo wvtl [Wavy—qr: Haul s-l:i[( qllut ? Olim‘. 89—9l On board a boat or a ship elf. or dead. When you 75—77 Temple have a result. 00 On an Outer Plane ofyour choice 6—? One parent was a human and the other was a half- SIBLINGS orc. You can decide any other details you the iron in the home rusting or turning to silver. personality. You can choose your siblings’ alignments or roll on the Alignment supplemental table. a strange event coincided with your birth: the moon you. cart. Cool. You might be an only child or one of many children. a 71—72 Field half-ore. 99 On an Inner Plane ofyour choice 4-5 One parent was an ore and the other was a half- orc. 92—93 In a prison or in the headquarters ofa secret orga- 8 Both parents were half—elves. and place in the world. 78 Battlefield 79—80 Alley or street HALF-ELF PARENTS 81—82 Brothel. tower. if i 3 . Your siblings could be cherished friends or hated rivals.-‘~. roll on human. hhowl l qclmqllfi elm-«ll Cort. 3 One parent was a human and the other was a devil. By now. or palace 1—5 One parent was an elfand the other was a human. all the milk within a mile spoiling. keep. BIRTHPLACE Status. Roll on the Number of Siblings table to determine how TIEFLING PARENTS many brothers or sisters you have. 64—65 Carriage. If you are a dwarf or d8 Parents an elf. 86—88 Among people ofa difi'erent race 7' One parent was a human and the other was a half.

) The result on that table includes a number that is applied to your roll on the Childhood Home table. or both.-'l. by relatives. You can roll on the Relation— ABSENT PARENT ship table to determine how your family members or d4 Fate other important figures in your life feel about you. 2 Your parent was imprisoned. which tells you where you spent your early years.NUMBER OF SIBLINGS dlD Siblings 2or lower None 3—4 id3 5—6 1d4+1 7—8 id6+ 2 9—10 1d3+ 3 BIRTH ORDER 2d6 Birth Order 2 Twin. refer to the Family Lifestyle table to determine the general circumstances of your upbringing. 01 None 02 Institution. or ex— 6—8 Poor (—lO) tended family such as a tribe or clan 9—12 Modest (+0) 16—25 Paternal or maternal grandparent(s) 13—15 Comfortable (+10) 26—35 Adoptive family (same or different race) 16—17 Wealthy (+20) 36—55 Single father or stepfather 18 Aristocratic (+40) 56—?5 Single mother or stepmother *Use the number in this result as a modifier to your roll on the 76—00 Mother and father Childhood Home table. Or you could have spent your childhood on the streets of a crowded city with only your fellow runaways and orphans to keep you company. FAMILY Your parent abandoned you. WHILE gem-mo ON a suits-'5 anew. If you know who your parents are but you get a result that does not mention one or both of them. Occupation. Wrap Yams LATER. (Chapter 5 of the Player’s Handbook has more information about lifestyles. triplet. and what was life like for you when you were growing up? You might have been raised by your parents. {“00 Family 4 You} parent disappeared to an unknown fate. plemental table). or quadruplet 3—? Older 3—12 Younger FAMILY AND FRIENDS Who raised you."1tC:|C TO HELD RIC: A MEET which tells you how you were treated by other young- sters as you were growing up. Supplemental Tables. enslaved. You 1 Your parent died (roll on the Cause of Death sup- can also use the Race. such as an asylum FAMILY LIFESTYLE 03 Temple 3d6 Lifestyle"-‘ 04—05 Orphanage 3 Wretched (—40) 06—07 Guardian 4—5 Squalid (—20) 08—i5 Paternal or maternal aunt. or other- wise taken away. use the Absent Parent table to determine what happened. . sue up this section by using the Childhood Memories table. uncle. or in an orphanage. Next. CALLS ON A BIT OF HER |". Use the Family table to determine who raised you. and Alignment ta— bles to learn more about the family members or guard. ians who raised you.

l was a lot so inspired that I immediately entered the service 31—40 Encampment or village in the wilderness ofa religious group. CHILDHOOD HOME 4 An impassioned sermon struck a chord deep in my til 00"" Home soul and moved me to serve the faith. 41—50 Apartment in a rundown neighborhood 51-70 Small house CHARLATAN 71-90 Large house d6 I became a charlatan because 91—110 Mansion l l was left to my own devices._. and I loved being around people. sol learned 6—8 Others saw me as being diiferent or strange. from whom I Cha mod Memory learned my craft.lt (gill-"llitllfx'lii ‘__. 0 or lower On the streets 5 I followed a childhood friend. to exploit..‘.. 18 or higher Everyone knew who I was._. it’s best to make that deter- mination before using the pertinent table below. you moved around 6 After encountering a true servant ofthe gods.. and sol had few companions. but I managed to talk my way CHILDHOOD MEMORIES out ofit every time. If a background includes a special decision point.r'\lii. 21—30 No permanent residence. a respected acquain- l—20 Rundown shack tance. or someone I loved into religious service.. and I had friends everywhere I went. . and my knack for ma- 111 or higher Palace or castle nipulating others helped me survive. 3 or lower lam still haunted by my childhood. with no deception again... learn the trade so I would never be fooled by such 4—5 I spent most of my childhood alone. 2 I learned early on that people are gullible and easy style table to arrive at the result. 16—17 1 always found it easy to make Friends. 3d6 + 4 I took up with a confidence artist.l-l._. 3 I often got in trouble. apply the modifier from the Family Life. since they were un- ALL HER WORLDLY GOODS—EXCEPT FOR HER SPELLBOOK able or unwilling to care for me. and my childhood was generally a happy one. THouovcmaesunvweo'naesrwknusosiaenswip.._. ACOLYTE d6 I became an acolyte because l I ran away from home at an early age and found refuge in a temple.—. when l 5 After a charlatan fleeced my family. the tricks I needed to keep myselfout of poverty.waeLosr 2 My family gave me to a temple. BACKGROUND Roll on the appropriate table in this section as soon as you decide your background.----. 6 I was poor or I feared becoming poor. close friends. *After making this roll. such as a folk hero’s defining event or the spe— cialty of a criminal or a sage. I decided to was treated badly by my peers. 3d6 + Cha mod Memory 13—15 I had several friends. 9—12 I had a few close friends and lived an ordinary cthood.-\L'ITl-'. PERSONAL DECISIONS Your character’s life takes a particular course depend- ing on the choices you make for the character’s back- ground and class. I E'ills‘t E’Tlift l I i_. Entering the service ofone or more gods seemed natural._._. or at any later time if you choose. 3 I grew up in a household with strong religious con- victions..

6 l have always stood up for those who are weaker 2 From a young age. 2 | always had a keen insight into other people. and that eleva— d6 I became a folk hero because tion thrust us into a new and strange world.l71 1 5: L. time and discovered I was quite good at it. saying that I would accomplish great things. so it was fitting for me to follow their great reluctance.l . 4 I saw a bard perform once. I couldn't abide the stink ofthe than I am. as I seek inner peace. H . with my stories or songs. and it fell to 6 A traveling entertainer took me in and taught me me to preserve the family name. cities and preferred to spend my time in nature. but had to join the guild to finish my training. 6 My family moved away from civilization. and I learned to adapt to my new environment. my friends. 6 Society's decadence disgusted me.-'I. 4 My family has a title. l I come from an old and storied family. guild’s business. cialty to prepare me for the family business._. FOLK HERO 3 My family recently came by its title. 1 Members ofmy family made ends meet by per. and I knew from that moment on what I was born to do._i'i'1-.. 5 After a tragedy l retreated to the wilderness. my chance. l\: ‘5. and I learned my specialty from them. start a new life. and I intend to clear our name. 4 I felt compelled to forsake my past. 5 My family is filled with remarkable people. task. 6 I learned the essentials of my craft from a mentor -- wells.. but did so with forming. and sometimes I regret making example. i I learned what was right and wrong from my family. life ofcrime as the best way to fight against tyranny 4 l was always good with my hands. and | fled to the I was always bored.6 . so I turned to crime to pass the wilds to avoid further disparagement. someone to step up and do the right thing. and l vowed to combat it.. I hope 3 I hated my mundane life.-'~ l‘! -'\i. A parent or relative taught me my criminal spe— . HERM IT . ENTERTAINER 3 I never liked the people I called my friends. so I took the op- and oppression. my family. I took 6 I hope to increase my family’s power and influence. 4 A parent or one of my relatives was an adventurer.‘y' . leave it behind. so when it was time for to live up to their example. _‘_. the trade. 2 I am comfortable with being isolated. NOBLE 5 I earned coin by performing on street corners and d6 I became a noble because eventually made a name for myself. wished I could be something more than ordinary._l I left home and found a place in a thieves’ guild or d6 I became a hermit because A some other criminal organization. Necessity forced me to take up the life. 2 My family has been disgraced. I fell in with a gang of reprobates and ne’er-do- —_. and I came to love that way oflife. 3 I came to understand the darkness that lurks in the GUILD ARTISAN wilds. d6 I became a guild artisan because 4 My people lived on the edges ofcivilization. l"'i'l'. but none of my ancestors 2 I was always enamored by tales of heroes and have distinguished themselves since we gained it. enough so that I could make them laugh or cry Going it alone was all I could do. if. d6 I became an outlander because 5 A mad old hermit spoke a prophecy when l was l I spent a lot oftime in the wilderness as a young- born. leav- i helped a guild artisan keep a secret or complete a ing my old life behind. 1‘ l"|_l {. since it was 5 I wanted to get away from my home situation and the only way I could survive. ster. and in return I was taken on as an apprentice. 1 My enemies ruined my reputation. . 5 I lost everything—my home. OUTLANDER and l was inspired by that person’s courage. so I decided to 3 I ran away from home to follow a minstrel troupe.‘ l i . that decision. and i 1 l was apprenticed to a master who taught me the learned the methods ofsurvival from my family. so it d6 I became an entertainer because was easy for me to strike out on my own. portunity to learn a trade.CRIMINAL d6 I became a guild artisan because d6 I became a criminal because 3 One of my family members who belonged to the 1 | resented authority in my younger days and saw a guild made a place for me.

stantly discovered that I could play it. URCHIN I joined one ofthe great colleges to learn old lore. ing me powerful and dangerous. and I was the sole I 'l I was naturally curious. 6 I had few prospects where l was living. tion ofa master bard who schooled me in the old 5 i wanted fame and fortune. selling my sword to the highest bidder. l d6 I became an urchin because the secrets of magic. and inspire me. to build on what I had learned.i. in. forcing l was forced to work for my passage. If you haven’t chosen your class yet. I 4 I discovered an old library and pored over the texts raised myself. or i d6 I became a soldier because risked becoming an indiscriminate killer. to bring them alive in song and story. i felt a calling to recount the deeds of champions and heroes. i SOLDIER My anger needed to be channeled into battle. with no memory of my early childhood. I joined a loose society of scholars and orators to 6 Invaders attacked my homeland. so I signed on as a deck. I 'l i joined the militia to help protect my community from monsters.| _ | SAGE d6 I became an urchin because l d6 I became a sage because Monsters wiped out my village.>f-¢s‘ . I was struck by lightning and lived. ' d6 I became a sailor because BARBARIAN l i l was press-ganged by pirates and forced to serve d6 I became a barbarian because on their ship until I finally escaped. i was a gifted performer and attracted the atten- Fighting was the only life i ever knew. so I stowed away on a ship. it to kill every foe I could reach. I had to find a way to survive. I found a new strength within me that let me push beyond my limitations. ” . TR 2 I ran away from a bad situation at home and made I. It was my duty to learn new techniques of performance and magic. 5 company. which you can use in concert with the SAILOR material here. so i joined a mercenary techniques... Once you’ve made your selec— take advantage of my gifts.'i't. alone and hun- 3 l was always an avid reader. ! l The spirits of my ancestors called on me to carry 3 One of my relatives was a sailor who took me to out a great task. The local lord forced me to enlist in the army. a university to learn more about the world. I my own way in the world. so I packed up and went to survivor. {Iii §'=‘I'1' it i l Lit-"t P. 5-1 iii"!"!tf.*~. The class sections earlier in this chapter have further story suggestions. mak- i hand for a merchant ship. so I found refuge i went on a spiritual journey to find myselfand I' on a ship until I could seek vengeance. 2 I wanted to see the world. A notorious thieflooked after me and other or- 2 My mentor’s teachings opened my mind to new phans. and we spied and stole to earn our keep. protect. One day I woke up on the streets. My parents died. do so now. leaving no one to look after me. I about my favorite topic on my own. and I wanted to d6 I became a bard because i carry on the family tradition. | something else was manipulating my body. keeping . so I left to find my fortune elsewhere. tion. That experience awakened a hunger i for more knowledge. I found there. When the crew found me. 1 My devotion to my people lifted me in battle. It _ i Wanderlust caused me to leave my family to see I picked up a musical instrument one day and in- 1%? the world. I look after myself. roll a (16 and find the number you rolled on the ap- 6 One of my parents or a relative gave me a basic ed. propriate table in this section.I: 3 and error. Afterward. possibilities in that field of study. ing my talents and should seek out an education to in mind your background and all the other details you have established so far. instead found a spirit animal to guide. take up arms in defense of my people. I lost control in battle one day. [ 5 Reavers attacked my community. and it was as if l 4 I needed to escape my community quickly. 4 War ravaged my homeland while I was growing up. CLASS TRAINING 5 | impressed a wizard who told me I was squander. which describes how you ucation that whetted my appetite. l awakened my latent bardic abilities through trial . and the art ofperformance. BARD 2 A relative of mine was a soldier. and I left home came to be a member of that class. and I learned much gry.

even though I don’t know why I was chosen to serve.'. HER HUMBLE ORIGINS FAR BEHlNU HER. so I ex- plored my talent to see how I could best use it. SHE HAS BECOME me—entities no one else could perceive. I l was overwhelmed with grief after losing someone decided to take up that path for myself. Demo d6 I became a druid because i I saw too much devastation in the wild places. i“ if it l i. I was taught the fundamental techniques required to eventually master a tradition. i immersed myselfin the d6 I became a monk because study ofthe druidic mysteries and became a cham- 1 l was chosen to study at a secluded monastery. I applied to a fending myself against people who crossed me. killing someone I loved. and so I joined I stumbled into a portal to the Shadowfell and took a war college. “3‘ l ltthfi . and I refined my talents by de. care for a steed. I saw spirits all around TODAY. close to me. 5 I used to serve in my religion's bureaucracy but found I needed to work in the world. then I realized the error of my ways. pion ofthe natural order. 2 I found a place among a group ofdruids after I fled a catastrophe. I sought A \VllARD OF GREAT RENOWN WlTH A FLAIR FOR THE HIGH SEAS out the druids to help me understand the visions and communicate with these beings. 5 Whiie l was growing up. 6 I realize that my god works through me. phers to help me cope with my loss. 3 I have always had an affinity for animals. 4 l befriended a druid and was moved by druidic teachings. too much of nature’s splendor ruined by the despoil- ers. 4 Although I was always devout. and I do as commanded. know how to use it effectively. and I sought the advice ofphiloso- 3 Horrible monsters descended on my community. where I learned how 2 Isquired for a knight who taught me how to fight. I became a cleric because 'I A supernatural being in service to the gods called me to become a divine agent in the world. I joined a circle ofdruids to fight back against the enemies of nature. i decided to follow my friend’s guidance and give something back to the world. refuge in a strange monastery. to defend myselfagainst the forces ofdarkness. 2 I saw the injustice and horror in the world and felt moved to take a stand against them. ofa group. and conduct myselfwith honor. it. For this reason. I took up arms to destroy I could feel that a special sort of power lay within those creatures and others ofa similar nature. 3 My god gave me an unmistakable sign. FIGHTER I sought instruction to gain a deeper understand- d6 I became a fighter because ing‘of existence and my place in the world. me. I was wild and undisciplined as a youngster. i dropped everything to serve the divine. 6 l have always felt disgust for creatures of unnatural MONK origin. i'l. so I sought out those who could help me call it 4 I joined the army and learned how to fight as part forth and master it.i-. but 5 I grew up fighting. llsl‘il‘l. i i wanted to hone my combat skills.‘. monastery and became a monk as a way to live a 6 1 could always pick up just about any weapon and life ofdiscipline. to bring the message of my faith to the darkest corners ofthe land. There. it wasn't until I com- pleted a pilgrimage that I knew my true calling. i ii“.

1 I found purpose while I honed my hunting skills by After I escaped from a magical conflagration. serve as a beacon of light shining out against the I suffered a terrible emotional or physical strain. An experienced rogue saw something in me and taught me several useful tricks. An assassin or a thiefwronged me. 1 When I was born. I became became filled with anxiety. with a soothing word and a touch. My family is convinced that this event was a The world is a dark and terrible place. which brought forth my latent magical power. though I still realize that improv- ing my skills is essential. solid. that the full truth of my heritage came out. I I have seen what happens when the monsters encountered an otherworldly being that offered to come out from the dark. so I focused my training on mastering the skills of my enemy to better combat foes ofthat sort. l l served as a paladin’s squire. I began to exhibit unusual abilities that I always had a way with animals. I’m a sucker for a shiny bauble or a sack of coins. Becoming a paladin was a natural consequence of When a monster threatened one of my friends. a strangertaught d6 I became a ranger because me how to control my gift. PALADIN d6 I became a paladin because SORCERER 1 A fantastical being appeared before me and called d6 I became a sorcerer because on me to undertake a holy quest. and blasted the wretched thing with a force that came from within me. 1 While wandering around in a forbidden place. I was not civilization. they would change the subject. Evil must be opposed on all fronts. My immediate family never spoke of my ancestors. as long as I can get my hands on it without risking life and limb. I took it upon myselfto enter into a pact with me. gathering shadows. to swear my own sacred oath. the milk spoiled. I lashed out instinctively the holy sword of my religion. I took up with a group of ruffians who showed me how to get what I want through sneakiness rather than direct confrontation. so being a ranger WARLOCK gave me a reason not to remain in one place for I became a warlock because d6 toolong. I became a rogue because I've always been nimble and quick ofwit. or all the iron turned to cop- sol intend to finish that work. unchanged. per. learning the precepts of my profession while blazing trails and scouting enemy encampments. I bringing down dangerous animals at the edge of realized that though I was unharmed. I decided to turn my natural lucky streak into the basis ofa career. . become the first line of defense against the evils I was examining a strange tome I found in an aban~ that lie beyond civilization's borders. RANGER Sensing something special in me. pelled to seek out wickedness and purge it from It wasn't until I started displaying strange talents the world. so 1 de- cided to use those talents to help me make my way in the world. I my unwavering faith. and the secrets ofthe wild lands. l decided to harbinger of stranger things to come for me. In taking my vows. able to calm them lam just beginning to understand. | feel com- and when I asked. I served in an army. cloned library when the entity that would become i met a grizzled ranger who taught me woodcraft my patron suddenly appeared before me. all the water in the house froze One of my ancestors left a holy quest unfulfilled. I suffer from terrible wanderlust. learning all I needed have fought to control it ever since.

Otherwise. ter has experienced. WIZARD 11-20 You gained a bit of good fortune. If you have already chosen your character’s start- leafn what happened to you. Use the sup- I found a spellbook. so that entity was determined to bind me to the same LIFE EVENTS agreement. Work with your DM to determine the iden- found me. and the danger this enemy poses to you. Roll on the Crime table to determine the you to one of the secondary tables that follow. ments of magic. Use the supplemen- tal tables to determine this character's identity and LIFE EVENTS how this individual feels about you. 00 Something truly strange happened to you. more detail to this friendly character and establish 6 I was a prodigy who demonstrated mastery ofthe how your friendship began. can arrange them in any chronological order you see fit. you have expe— character into your backstory. might still affect your life even after they are long over. roll once on the Life Events table 9l-95 You committed a crime or were wrongly accused of for each of them. or it After you know the number of life events your charac— could have been a major battle in a larger war. Use the supplemental tables and work with your 4 One of my relatives was an accomplished wizard DM to determine this hostile character's identity who decided l was smart enough to learn the craft. between your community and a band oforcs. An 3 I grew up listening to tales of great wizards and odd number indicates you are to blame for the rift. 00 61 years or older ldlZ 6 One of my ancestors had a pact with my patron. Start the game with an extra 2d6 gp. 81—85 You had a supernatural experience. 70—89 41—50 years ld8 5 My future patron visited me in my dreams and of— 90—99 51~60 years ll fered great power in exchange for my service. 31—40 You made an enemy of an adventurer. Many of the results on that table direct doing so. Life events include wondrous 76—80 You went on an adventure. 21—30 You fell in love or got married. knew I wanted to follow their path. Roll on the Arcane Matters table. you can roll dice to determine your current age and number of life tions involved. and the creature that 60—69 31—40 years ld6 answered became my patron. When I became old Sle70 You Spent time working in a job related to your enough to set out on my own. see the entry in the Life Events column that come up with the reason for the battle and the fac- corresponds to how old you are. . Roll on the Adventures happenings and tragedies. multiple life events. lfyou get this result dates to serve an apprenticeship. They can help to explain DM to determine the nature ofthe adventure and why your character became an adventurer. more magic and expand my power. It might have been a small conflict events randomly. Roll a d6. Roll on the Boons d6 I became a wizard because table. arcane arts at an early age. 5 While exploring an old tomb. 96—99 You encountered something magical. Work out ad ditional details with your DM as needed to fit this No matter how long you’ve been alive. Roll on the Su- The older a character is. I strove to be and an even number indicates you are blameless. and table to see what happened to you. I did so to learn background. accepted at an academy of magic and succeeded. more than once. as shown on the Life Events by Age 86—90 You fought in a battle. 41—50 You made a friend ofan adventurer. library. a hedge wizard instead. you to see what became ofyou. and taught me the rudi. Roll on the War table to table. Roll on the Tragedies table. took me in. rienced at least one signature event that has markedly influenced your character. Work with your encounters with the unusual. 1 An old wizard chose me from among several candi. Once you nature ofthe offense and on the Punishment table have determined all of your character’s life events. or temple. Work with your DM to ing age. you can choose to have a child 2 When I became lost in a forest. I was immediately driven to plemental tables and work with your DM to add learn all I could about becoming a wizard. 0l—20 20 years or younger 1 4 When I was faced with a terrible crisis. conflicts and successes. LIFE EVENTS BY AGE d6 I became a warlock because d100 Current Age Life Events 3 I stumbled into the clutches of my patron after I ac— cidentally stepped through a magical doorway. I prayed to 21—59 21—30 years ld4 any being who would listen. 71—75 You met someone important. Roll on i the Weird Stufftable. d'IOO Event 01-10 You suffered a tragedy. and some the creatures you encountered. tity of your love interest. the greater the chance for pernatural Events table to find out what it was.

occurred. the DM picks one event as a portent of escaping after that much time. ld3 fingers. you can receive with disadvantage. abandoning your compan. abused. throw against poison. You were affected by teleportation magic. choice. or imperiled. 4 You found some money. You saw a creature being conjured by magic. You had to flee and are wanted in the community where the crime You identified an illusion for what it was. You have nasty scars on your your travels and performs mundane tasks for you.s . or but will leave if neglected. warren. 9—12 You were caught and convicted. Although the wound supplemental tables and working with your DM. 3 You found a riding horse. a druid. 51—60 You lost something of sentimental value to you 8 A friendly alchemist gifted you with a potion of during your adventure.ti'i'if. but don’t apply the results. but in time you fully recovered. a sorcerer. This individual accompanies you on 01—10 You nearly died. Determine details about this character by using the ll—ZO You suffered a grievous injury. . 3 Burglary l 00 You came across a common magic item (ofthe 4 Assault DM’s choice). 6 You found something interesting. You gain one 41—50 You were poisoned by a trap or a monster. you make the saving throw The next time you visit the temple. 61—70 You were terribly frightened by something you en— 10 A distant relative left you a stipend that enables countered and ran away. . You spent time in Your fortune was read by a diviner. healed. The tables are in alphabetical order. pockmarks on your skin. 81-90 You found some treasure on your adventure. as you choose. but the next time you must make a saving 7 You once performed a service for a local temple. 1—3 You did not commit the crime and were exonerated You found a spell scroll (ofthe DM's choice) and after being accused. healing up to your hit point maximum.i' f. \DDOMU" You turned invisible for a time. l A friendly wizard gave you a spell scroll containing one cantrip (ofthe DM's choice). and you are missing an ear. 7—8 You were nearly caught in the act. but nonetheless the authorities found you not guilty. reduce the price ofthe lifestyle by 2 gp during that The next time you make an ability check or a saving time period. 9 You found a treasure map. 21—30 You were wounded. You have ld20 gp in addi— l 31—40 You contracted a disease while exploring a filthy tion to your regular starting funds. You have ld20 + 50 gp left from 2 Theft your share ofit. ld4 toes. U1 succeeded in casting the Spell it contained. a warlock. ADVENTURES 2 You saved the life ofa commoner. years. You served a sentence ofld4 years or succeeded in Instead. F1 i‘fi‘ii"‘l'ii_)'§~. 1 {Lil \i:. it still pains you from time to time. You re. your possessions. the Life Events table. who now owes d'IOO Outcome you a life debt.-'~. chained to an oar. You drank a potion (ofthe DM's choice). Pu N IS H M E NT You witnessed a powerful spell being cast by a d12 Punishment cleric. Remove one trinket from healing or a flask ofacid. lfyou choose to live at a higher lifestyle. i 2 You were injured by the effect ofa spell. throw. 4—6 You committed the crime or helped do so. but you 5 A relative bequeathed you a simple weapon ofyour have a persistent cough. Roll twice on _| C) jail. You CRIME have 2d6 gp left from your share of it. additional trinket. body. 5 Smuggling 6 Kidnapping i ARCANE MATTERS 7 Extortion d'lO Magical Event 8 Counterfeiting l You were charmed or frightened by a spell. You recovered from the disease. SECONDARY TABLES Boous These tables add detail to many of the results on the Life d10 Boon Events table. your future (which might or might not come true). d8 Crime 9l—99 You found a considerable amount oftreasure on 1 Murder your adventure. you 71—80 You learned a great deal during your adventure. covered. or a wizard. you have advantage on the roll. or prematurely gray hair. you to live at the comfortable lifestyle for id20 ions to their fate. or performing hard labor.

plane of existence. ?6—30 You saw a ghost. You ran away from the battle to save your life. you in the eyes ofyour family. or d12 War Outcome shackled to an oar in a slave galley. On a 1. WAR mit and spent 1d6 years at hard labor. 1—2 A family member or a close friend died. 'i! 1. up hours later with no recollection ofthe battle. reducing ev. The cause might have been a died. in jail. 4. you 2—3 You were badly injured in the fight. l~. \i ii“. Roll 3 d6. You are certain that it was an omen of some sort. 3. You then either wandered in TRAGEDIES the wilderness for a time or promptly found a new d'lZ 1Yagedy place to live. erything to rubble and ruin. in the aftermath.‘ . ll 5x5"? iii? '5 ' 4. your alignment shifts one step toward evil (ifit‘s not evil already). 11-15 A devil tempted you. An odd the Cause of Death supplemental table to find out number means it ended with bad feelings. whether directly You lost all your possessions in a disaster. offended someone important. you were responsible. For a reason you were never told. you were exiled from your community. d12 Tragedy 71—75 You were briefly possessed. crops to fail. Roll on the Cause of Death supplemental misunderstanding or something you or the former table to find out how. 51—60 You witnessed a minor miracle. family members toward you becomes indifferent at 96—00 You saw a portal that you believe leads to another best. 06——1 0 You saw a demon and ran away before it could do anything to you.SUPERNATURAL EVENTS d1 00 Event 01—05 You were ensorcelled by a fey and enslaved for 1d6 years before you escaped. demon. and you orindirectly. elemental. with no idea how you got there. 5. lfthe result is murder. Roll a d6 to determine A terrible blight in your home community caused what type ofcreature possessed you: 1. dabbled in dark magic. a face appearing in the frost. but A lover disappeared without a trace.“ . celestial. On a failed save. or some other family member. You woke War ravaged your home community. You might have been 36—90 A celestial or a fiend visited you in your dreams to involved in a scandal. i. 16—20 You woke up one morning miles from your home. fey. 21——30 You visited a holy site and felt the presence ofthe divine there. while an how. or some other bizarre happening. The attitude ofyour 91—95 You briefly visited the Feywild or the Shadowfell. or give a warning of dangers to come. 41 —50 You escaped certain death and believe it was the intervention ofa god that saved you. and you start the game with an additional 1d20 + 50 gp. and many starved. even number means it ended amicably. though they might eventually forgive you. 61 —70 You explored an empty house and found it to be haunted. You were knocked out and left for dead. A friendship ended bitterly. You did something that brought terrible shame to 81—85 You saw a ghoul feeding on a corpse. roll a friend did.' i ‘ l‘Tl (. undead. bear the awful scars ofthose wounds. looking for that person ever since.1 is. had to rebuild your life. You have been you still feel shame for your cowardice. 2. Make a DC 10 Wisdom saving throw. and the other person A current or prospective romantic partner ofyours is now hostile to you. 31 —-40 You witnessed a falling red star. Roll on 11 A romantic relationship ended.3. 6. You suffered only minor injuries. You lost a sibling devil. and you still either helped your town rebuild or moved some. where else. d12. and the wounds all healed without leaving scars. You were imprisoned for a crime you didn’t com.

or some other 10 Consumed by a monster being and lived in that creature’s thrall for ld6 ll Executed for a crime or tortured to death years. and you lived to tell the tale.<. 9 Torn apart by an animal or a natural disaster You were enslaved by a hag. such as being hit by a meteorite. N M E N T 56—60 Hunter or trapper Alignment 61—75 Laborer 3d6 76—80 Merchant 3 Chaotic evil (50%) or chaotic neutral (50%) 81—35 Politician or bureaucrat 4—5 Lawful evil 86—90 Priest 6—8 Neutral evil 91—95 Sailor 9—12 Neutral 96—00 Soldier (iils‘t lJTlE i-i i i iii-Hi \i'lL-LEt r. 59—64 Paladin You were captured by a cult and nearly sacrificed 65—70 Ranger on an altarto the foul being the cultists served. 6—7 Natural causes. You lived as a CLASS slave in the Underdark until you escaped. kuo-toa. You might have received a d12 Cause of Death medal for your bravery. or killed by a hatch- until adventurers killed it. 85—89 Sorcerer 'IO You met a demigod. 1 Unknown 2 Murdered WEIRD STUFF 3 Killed in battle d12 What Happened 4 Accident related to class or occupation 1 You were turned into a toad and remained in that 5 Accident unrelated to class or occupation form for id4 weeks. hermit. or 37—38 Exile. A lover of yours was secretly a silver dragon. Use 32—36 Entertainer these tables when directed to do so by another table. or a titan. 95—00 Wizard ll You were swallowed by a giant fish and spent a month in its gullet before you escaped. but you suffer from terrible 13-15 Neutral good nightmares in which you relive the experience. d100 Class You served a powerful adventurer as a hireling. Use the supple- 08—14 Bard mental tables and work with your DM to determine 15—29 Cleric the basic details about your former employer. or quaggoths. but you fear they will find you. 12 You acquitted yourselfwell in battle and are re— CAUSE OF DEATH membered as a hero. 90—94 Warlock mon lord. A tic or some other bit ofodd 37—52 Fighter 53—58 Monk behavior might linger. 44—55 Farmer or herder ALI c. The tables are in alphabetical order. but you d100 Occupation squandered it on something frivolous. an archdevil. a de. an archfey. You 01—07 Barbarian have only recently left that service. a satyr. 16—17 Lawful good (50%) or lawful neutral (50%) lO—l'l You escaped the battle unscathed. 12—26 Artisan or guild member domly determine characteristics and other facts about 27—31 Criminal individuals who are part of your character’s life. d12 War Outcome 3d6 Alignment 8—9 You survived the battle. OCCUPATION A powerful being granted you a wish. 01—05 Academic 06—10 Adventurer (roll on the Class table) SUPPLEMENTAL TABLES ‘li Aristocrat The supplemental tables below give you a way to ran. . or refugee when you simply want to come up with a piece of infor- 39—43 Explorer or wanderer mation quickly. 30—36 Druid You went insane for id6 years and recently re- gained your sanity. 71—84 Rogue You escaped. such as disease or old age You were petrified and remained a stone statue for 8 Apparent suicide a time until someone freed you. ing slaad egg You were taken captive by a race ofevil humanoids such as drow.'::i'='i'ir::‘:-. 12 Bizarre event. A dragon held you as a prisoner for ld4 months struck down by an angry god. though many of 18 Chaotic good (50%) or chaotic neutral (50%) your Friends were injured or lost.

or a transfor- 11—12 Indifferent mation might be the result of an event in the campaign. castle when your mother was close to giving birth. It could be that your parents traveled from their forest home to seek help from a midwife at the The feats are presented below in alphabetical order. A racial feat represents either a deepening connection to your race’s culture or a physical trans- formation that brings you closer to an aspect of your RELATIONSHIP race’s lineage.. “Customization Options.g. but doing poorly due to injury. . you can create a full-fledged Half-arc Orcish Fury autobiography for your character in as little as a few Half-ore Prodigy sentences—an excellent example of how the whole is greater than the sum of its parts. which you have ence. Fig— 3d6 Status uring out why your character has changed can be a rich 3 Dead (roll on the Cause of Death table) addition to your campaign’s story.. 6— Alive. 76—80 Gnome This section introduces a collection of special feats 31—35 Half-elf that allow you to explore your character’s race fur- 86—90 Half~orc ther. but they were released from service soon after you came into the world. or relationship difficulties Race Feat 9—12 Alive and well Dragonborn Dragon Fear l3—l5 Alive and quite successful Dragonborn Dragon Hide i6—l7 Alive and infamous Dwarf Dwarven Fortitude 18 Alive and famous Dwarf Squat Nimbleness Elf Elven Accuracy WHAT’S NEXT? Elf (drow) Drow High Magic Elf (high) Fey Teleportation When you’re finished using these tables. Halfling Bountiful Luck Did you get a couple of results on the tables that don’t Halfling Second Chance outright contradict each other but also don’t seem to fit Halfling Squat Nimbleness together smoothly? If so. Surely a sign of fortune’s favor! your character’s pro—adventuring life is time well spent. your character’s history presents your DM with op— learned to mystically lend to your companions when you portunities to weave those elements into the story of the see them falter. financial trou- . but you don’t have to stop there. you’ll have a Elf (wood) Wood ElfMagic collection of facts and notes that—at a minimum—encap- sulate what your character has been doing in the world Gnome Fade Away up till now. Your people have extraordinary luck. Some DMs also allow the 41—50 Dwarf use of feats to customize a character. 4—5 Missing or unknown -- RACIAL FEATS . Or your parents might have been members of the castle’s BOUNTIFUL LUCK staff before you were born. Transformations are a STATUS fundamental motif of fantasy literature and folklore. you just campaign. adding definition to wish it. such as exposure to powerful magic or visiting a place of ancient significance to your race. Half-elf Elven Accuracy By using your creativity to stitch all these bits together Half-elf Prodigy into a continuous narrative. Feats are an op— 51-—60 Elf tional rule in chapter 6. and it happens. let’s say you were Tiefling Flames of Phlegethos born in a castle. Sometimes that might be all the information Gnome Squat Nimbleness you want. 3d4 Attitude The cause of a particular transformation is up to you 3—4 Hostile and your DM. A transformational feat can symbolize a 5-10 Friendly latent quality that has emerged as you age. Prerequisite: Halfling In addition to deepening your own roleplaying experi. For instance. now is your chance to explain Human ’ Prodigy what happened to you. but your childhood home was in the Infernal Constitution Tiefling wilderness. These feats are each associated with a race from 9l—95 Tiefling the Player’s Handbook.” of the 61—70 Halfling Player’s Handbook.: ble. Any way you look at it.RACE RACIAL FEATS d100 Race Leveling up in a class is the main way a character 01—40 Human evolves during a campaign. The DM decides whether they’re used and may also decide that some feats are available 71—75 Dragonborn in a campaign and others aren’t. as summarized in the Racial 96—00 DM’s choice Feats table. -_. You’re not sure how you do it.—r.

Once you . you can radiate menace. You ity to cast it in this way when you finish a short or learn the detect magic spell and can cast it at will. Intelligence. While you aren’t wearing armor. short or long rest. A target automati. . or Cha- score by 1. Constitution. read. DWARVEN FORTITUDE You gain the following benefits: Prerequisite: Dwa rf . Drawing on your fey ancestry. long rest. an ability check. to a DRAGON HIDE maximum of 20. You learn the misty step spell and can cast it once without expending a spell slot. You gain the following benefits: modifier. When an ally you can see within 30 feet of you rolls a . to a maximum of 20. with a knack for illusion magic. You have uncanny aim with at- When angered. You regain the abil— You learn more of the magic typical of dark elves. You gain the following benefits: or force someone to make a saving throw.Instead of exhaling destructive energy. make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier).Immediately after you take damage. Roll the die. . or a sav— can spend one Hit Die to heal yourself. Constitution. to a maximum of 20.Your scales harden. and write Sylvan. Wisdom.You learn to speak. and regain a number the die. Charisma is your spellcasting ability for all three spells. You gain the following benefits: . risma score by 1. to a maximum of 20. Prerequisite: Tiefling You learn to call on hellfire to serve your commands.Increase your Strength. forcing Dexterity.You grow retractable claws from the tips of your fin— Your study of high elven lore has unlocked fey power gers. . Intelligence is your spellcasting ability for out expending a spell slot. The claws are natural weapons. or Charisma use this ability.Whenever you cast a spell that deals fire damage. you deal slashing damage equal to M4 + your Strength stride through the Feywild to shorten your path from one place to another. Prerequisite: Eiffliigh) . If the frightened target takes any dam- You have learned a magical trick for fading away when age. which you can ins. to You have the blood of dwarf heroes flowing through a maximum of 20. Prerequisite: Gnome On a failed save. you can ex— . Intelligence. you can calculate your AC as 13 + your Dexterity mod— FEY TELEPORTATION ifier. Extending or retracting the claws requires no that few other elves possess.Increase your Strength. Whenever you have advantage on an attack roll using pend a use of your Breath Weapon trait to roar. of hit points equal to the total (minimum of 1). of your next turn or until you attack. you can cause flames to wreathe you until the end of your w . ing throw. Prerequisite: Eif (drow) . except your eladrin cous- action.Increase your Intelligence or Charisma score by 1. DROW HIGH MAGIC . You following benefits: gain the following benefits: . You also learn levitate and this spell. You gain the tacks that rely on precision rather than brute force. you can each creature of your choice within 30 feet of you to reroll one of the dice once. dispei magic. you can use your reaction to let the ally reroll add your Constitution modifier. You can use a shield and still gain this benefit. or Charisma . ELVEN ACCURACY Prerequisite: Elf or half-eff DRAGON FEAR The accuracy of elves is legendary. it can repeat the saving throw. you can momentarily use to make unarmed strikes. you can reroll any roll of 1 on the fire damage dice. . each of which you can cast once without expending a spell slot. you can use a reaction to magically become invisible until the end You manifest scales and claws reminiscent of your dra. ending the effect you suffer harm. You gain the following benefits: on itself on a success. for 1 minute. FADE AWAY cally succeeds on the save if it can’t hear or see you. Ifyou hit with them. especially that of elf Prerequisite: Dragonborn archers and spellcasters. When you use this ability. deal damage. . but you . The ally must use the new roll. Increase your Dexterity or Intelligence score by l. to a maximum of 20.Increase your Constitution score by l.Increase your Intelligence or Charisma score by 1.When you roll fire damage for a spell you cast. Prerequisite: Dragonborn . a target becomes frightened of you Your people are Clever. or Charisma. your veins. you can’t do so again until you finish a score by 1. instead of the normal bludgeoning damage for an unarmed strike. to a max— must use the new roll. conic ancestors. Wisdom.Increase your Dexterity. with. you can’t use your Lucky racial trait before the end of your next turn. even if it is another I- imum of 20. You regain the ability to cast FLAMES or PHLEGETHOS those two spells in this way when you finish a long rest. you 1 on the d20 for an attack roll.Whenever you take the Dodge action in combat.

next turn. The flames don’t harm you or your posses— SQUAT NIMBLENESS
sions, and they shed bright light out to 30 feet and dim
Prerequisite: Dwarf or a Small race
light for an additional 30 feet. While the flames are
present, any creature within 5 feet of you that hits you You are uncommonly nimble for your race. You gain the
with a melee attack takes 1d4 fire damage. following benefits:
- Increase your Strength or Dexterity score by l, to a
INFERNAL CONSTITUTION maximum of 20.
Prerequisite: fielding . Increase your walking speed by 5 feet.
Fiendish blood runs strong in you, unlocking a resild - You gain proficiency in the Acrobatics or Athletics
ience akin to that possessed by some fiends. You gain skill (your choice).
the following benefits: - You have advantage on any Strength (Athletics) or
Dexterity (Acrobatics) check you make to escape from
- Increase your Constitution score by l, to a max- being grappled.
imum of 20.
- You have resistance to cold damage and poi- WOOD ELF MAGIC
son damage.
Prerequisite: E1f(wood)
- You have advantage on saving throws against be-
ing poisoned. You learn the magic of the primeval woods, which are
revered and protected by your people. You learn one
ORCI SH FU RY druid cantrip of your choice. You also learn the long
strider and pass Without trace spells, each of which you
Prerequisite: Half-ore
can cast once without expending a spell slot. You regain
Your inner fury burns tirelessly. You gain the follow~ the ability to cast these two spells in this way when you
ing benefits: finish a long rest. Wisdom is your spellcasting ability for
- Increase your Strength or Constitution score by l, to a all three spells.
maximum of 20.
. When you hit with an attack using a simple or martial
weapon, you can roll one of the weapon’s damage dice
an additional time and add it as extra damage of the
weapon’s damage type. Once you use this ability, you
can’t use it again until you finish a short or long rest.
- Immediately after you use your Relentless Endur—
ance trait, you can use your reaction to make one
weapon attack.

PRODIGY
Prerequisite: Haifieiif half-ore, or human
You have a knack for learning new things. You gain the
following benefits:
- You gain one skill proficiency of your choice, one tool
proficiency of your choice, and fluency in one language
of your choice.
- Choose one skill in which you have proficiency. You
gain expertise with that skill, which means your profi-
ciency bonus is doubled for any ability check you make
with it. The skill you choose must be one that isn’t
already benefiting from a feature, such as Expertise,
that doubles your proficiency bonus.

SECOND CHANGE
Prerequisite: Halfling
Fortune favors you when someone tries to strike you.
You gain the following benefits:
- Increase your Dexterity, Constitution, or Charisma
score by 1, to a maximum of 20.
- When a creature you can see hits you with an attack
roll, you can use your reaction to force that creature to
reroll. Once you use this ability, you can’t use it again
until you roll initiative at the start of combat or until
you finish a short or long rest.

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CHéPTEM _
DUNGEON MASTER’S TOOLS
5 THE DUNGEON MASTER, YOU OVERSEE turn, you descend up to 500 feet at the end of that turn.
the game and weave together the story ex- This process continues until the fall ends, either be—
perienced by your players. You’re the one cause you hit the ground or the fall is otherwise halted.
. ' who keeps it all going, and this chapter is
for you. It gives you new rules options, as FLYING CREATURES AND FALLING
'i well as some refined tools for creating and A flying creature in flight falls if it is knocked prone, if
running adventures and campaigns. It is a its speed is reduced to 0 feet, or if it otherwise loses the
supplement to the tools and advice offered ability to move, unless it can hover or it is being held
in the Dungeon Master’s Guide. aloft by magic, such as the fly spell.
The chapter opens with optional rules meant to help If you’d like a flying creature to have a better chance of
you run certain parts of the game more smoothly. The surviving a fall than a non-flying creature does, use this
chapter then goes into greater depth on several topics— rule: subtract the creature’s current flying speed from
. encounter building, random encounters, traps, magic the distance it fell before calculating falling damage.
I} items, and downtime—which largely relate to how you This rule is helpful to a flier that is knocked prone but
I create and stage your adventures. is still conscious and has a current flying speed that is
I The material in this chapter is meant to make your greater than 0 feet. The rule is designed to simulate the
l life easier. Ignore anything you find here that doesn’t creature flapping its wings furiously or taking similar
I help you, and don’t hesitate to customize the things that measures to slow the velocity of its fall.
you do use. The game’s rules exist to serve you and the If you use the rule for rate of falling in the previous
games you run. As always, make them your own. section, a flying creature descends 500 feet on the turn
when it falls, just as other creatures do. But ifthat crea—
i SnuULLsNEOUsEErECTs ture starts any of its later turns still falling and is prone,
it can halt the fall on its turn by spending half its flying
3 Most effects in the game happen in succession, follow-
speed to counter the prone condition (as if it were stand-
' ing an order set by the rules or the DM. In rare cases,
ing up in midair).
effects can happen at the same time, especially at the
start or end of a creature’s turn. If two or more things
happen at the same time on a character or monster's SLEEP
turn, the person at the game table—whether player or Just as in the real world, D&D characters spend many
l DM—who controls that creature decides the order in hours sleeping, most often as part of a long rest. Most
which those things happen. For example, if two effects monsters also need to sleep. While a creature sleeps,
occur at the end of a player character’s turn, the player it is subjected to the unconscious condition. Here are a
decides which of the two effects happens first. few rules that expand on that basic fact.

: FALLLNG WAKING SOMEONE
Falling from a great height is a significant risk for ad— A creature that is naturally sleeping, as opposed to be—
venturers and their foes. The rule given in the Player’s ing in a magically or chemically induced sleep, wakes
Handbook is simple: at the end of a fall, you take 1d6 up if it takes any damage or if someone else uses an ac-
bludgeoning damage for every 10 feet you fell, to a maxi— tion to shake or slap the creature awake. A sudden loud
mum of 20d6. You also land prone, unless you somehow noise—such as yelling, thunder, or a ringing bellaalso
avoid taking damage from the fall. Here are two optional awakens someone that is sleeping naturally.
rules that expand on that simple rule. Whispers don"t disturb sleep, unless a sleeper’s pas-
sive Wisdom (Perception) score is 20 or higher and the
RATE OF FALLING whispers are within 10 feet of the sleeper. Speech at a
normal volume awakens a sleeper if the environment
The rule for falling assumes that a creature immediately
is otherwise silent (no wind, birdsong, crickets, street
drops the entire distance when it falls. But what if a
creature is at a high altitude when it falls, perhaps on
sounds, or the like) and the sleeper has a passive Wis-
dom (Perception) score of 15 or higher.
the back of a griffon or on board an airship? Realisti—
cally, a fall from such a height can take more than a few
seconds, extending past the end of the turn when the fall
SLEEPING IN ARMOR
occurred. If you’d like high-altitude falls to be properly Sleeping in light armor has no adverse effect on the
time—consuming, use the following optional rule. wearer, but sleeping in medium or heavy armor makes it
When you fall from a great height, you instantly de- difficult to recover fully during a long rest.
scend up to 500 feet. If you’re still falling on your next

In addition. the metal is also used check. the hit is a success on an Intelligence (Investigation) check to deter- critical hit. Added Benefit. why would a character who has the opportu- nity to acquire one or the other want to gain a tool profi— GOING WITHOUT A LONG REST ciency instead of proficiency in a skill? A long rest is never mandatory. II I"! 9. This section offers various ways that with it a particular benefit in the form of a special use. If you have History skill applies to any event in the past. For example. the effectiveness of a knot. the rest doesn’t reduce your as a forgery kit is used to make fake objects and little exhaustion level. use these rules. but you decide that the to break objects. you must succeed on a DC 10 Constitution to make the check with advantage.. you can allow a character to make a check using The creature who ties the knot makes an Intelligence the indicated skill with advantage. After the first 24 hours.‘_"‘~. The first paragraph in each description gives details on what a set of supplies or tools is made The rules are purposely open-ended concerning mun- up of. Thus. TOOL PROFICIENCIES In addition. Advantage. but sometimes knowing how to use all of its component parts. This ben- Adamantine is an ultrahard metal found in meteorites efit might be in the form of more detailed information or and extraordinary mineral veins. This simple benefit saving throw or suffer one level of exhaustion. Not only does the char- with adamantine are unusually effective when used acter notice the doors presence. and a character is proficient with Whenever you end a 24-hour period without finishing the tool and the skill. a character proficient with mason’s for weapons. and it can be unclear how to use them together in Special Use. awake for multiple days. skills. ply owns it. A tool such any levels of exhaustion. This rule intentionally links Sleight of Hand with With respect to skills. mine how to open the door. Every tool potentially provides advantage on a matic scene when someone is trying to untie a knot or check when used in conjunction with certain skills. If you want to account for the characters. which translates into an increased without a long rest. else. tools can be used in the game. In the tool descriptions that follow. but going without sleep To make tool proficiencies more attractive choices for does have its consequences. Whenever an adamantine weapon tool proficiency entitles the character to an automatic or piece of ammunition hits an object. The adamantine version of a melee weapon or of ten pieces of ammunition costs 500 gp more than the TOOL DESCRIPTIONS normal version. The DC resets to 10 when you finish chance that the check will be a success. sented in the Player’s Handbook. you regain only one quarter of Tools have more specific applications than skills. In each check becomes the DC for an attempt to untie the knot of these paragraphs. a long rest. A character who is proficient with a tool knows dane tasks like tying knots. text provides some examples and ideas when this oppor- the use of tools sometimes overlaps with the use of tunity is relevant. pro— slip out of one. the this benefit is often expressed as additional insight (or DC increases by 5 for each consecutive 24-hour period something similar). whether the weapon or ammunition is The following sections go into detail about the tools pre- made of the metal or coated with it. At the game table. In addition to being could simulate the effect of a different sort of successful used to craft adamann'ne armor. The your spent Hit Dice (minimum of one die). When you finish a long rest during which you slept in TOOLS AND SKILLS TOGETHER medium or heavy armor. As DM. Here’s an optional rule for determining vided a character is proficient with the tool and the skill. the benefits apply only to someone with an Intelligence (Sleight of Hand) check or to slip who has proficiency with the tool. rather than Dexterity. The ter’s background and talents. consider allowing the character a long rest. of how to apply the rule in the “Variant: Skills with it assumes that a character who has proficiency with a Different Abilities" section in chapter 7 of the Play. This is an example terms of what a tool proficiency represents. you can consider giving a character extra Tool proficiencies are a useful way to highlight a charac— information or an added benefit on a skill check. tools makes a successful Wisdom (Perception) check to Melee weapons and ammunition made Of or coated find a secret door in a stone wall. how well a knot was fashioned is important in a dra- Skills.‘xfi-l'i' i-I'T-z ". TI i'lrli iH_ 2‘1. Proficiency with a tool usually brings certain situations. tool also has learned about facets of the trade or pro- er’s Handbook. as described in this paragraph. If the use of a tool and the use of a skill tures. the system is mildly abstract in Intelligence. fession that are not necessarily associated with the use of the tool. you can use the methods outlined below. not someone who sim— out of it with a Dexterity (Acrobatics) check. Paragraphs that be— (Sleight of Hand) check when doing so. though.[. offering advice on how to use them in a campaign. in": .' {H3} 5 . The total of the gin with skill names discuss these possibilities. both apply to a check. can go a long way toward encouraging players to pick It becomes harder to fight off exhaustion if you stay up tool proficiencies. TYING KNOTS Components. the effects of sleep deprivation on characters and crea.3 iii . consider giving characters who have both a relevant skill and a relevant tool profi- ADAMANTINE WEAPONS ciency an added benefit on a successful check. essentially.

As part of a long rest. phering the content of magical writings. serve as an alcoholic beverage. or 1 gallon as part of a short rest. This tool proficiency grants additional these supplies can aid in identifying who wrote a script insight when you treat anyone suffering from alcohol of a magical nature. Sample DCs. 1-1:”? l‘i'lillfi- . Your proficiency with brewer’s supplies can help tigate ancient writings. but only a few hours of work. powdered iron. antitoxin. beautiful art. Crafting beer takes weeks of fermen— using a style that is difficult to forge. When you inspect an area for clues. Intelligence check to determine a map’s age. such as acid or alchemist’s fire. a glass stirring rod. Proficiency with alchemist’s supplies allows you to unlock more information on Arcana checks in— volving potions and similar materials. proficiency with Medicine. a siphon. and a pouch of common alchemical ingredients. History. History. As part of a long rest. Their supplies also tation. Calligrapher’s supplies include ink. The DM can allow a character to make a check using the indicated skill with advantage. Arcana. A table at the end of each section lists activities that a tool can be used to perform. you can use alchemist’s supplies to make one dose of acid. Your knowledge of brewing enables Decipher Treasure Map. a small mortar and pestle. and several feet volves long hours of studying writing and attempting to of tubing. and sug- gested DCs for the necessary ability checks. map includes any hidden messages. scrolls. alchemist’s fire. A stiff drink can help soften the hardest benefit of successful checks made to analyze or inves— heart. since a calligrapher’s training in- glass jug. Potable Water. ALCHEMIST’S SUPPLIES Alchemist’s supplies enable a character to produce use- ful concoctions. You can make an able. a quantity of hops. Brewer's supplies include a large if they are legitimate. give them some ability to examine scripts and determine Components. whether a lons of water. ing purifies water. or other texts. replicate its style and design. includ- you ply someone with drink. ALCHEMIST’S SUPPLIES Activity DC BREWER’S SUPPLIES Create a puffofthick smoke 10 Identify a poison 1O Activity DC Identify a substance 15 Detect poison or impurities in a drink 10 Start a fire 15 Identify alcohol 15 Neutralize acid 20 Ignore effects ofalcohol 20 BREWER’S SUPPLIES CALLIGRAPHER’S SUPPLIES Brewing is the art of producing beer. or similar facts. oil. which weigh 1 pound for every 50 gp spent. you can purify up to 6 gal. a metal frame to hold a beaker in place over an open flame. Alchemist‘s supplies include two glass beakers. and three quills. Subtract half the value of the cre— ated item from the total gp worth of raw materials you are carrying. and purified water. A character can spend money to collect raw materials. other displays. concerning events that involve alcohol as a signifi. Proficiency with brewer’s supplies gives Components. This tool proficiency can augment the Persuasion. Arcana. perfume. This tool proficiency grants you to purify water that would otherwise be undrink— you expertise in examining maps. including salt. Aichemicai Crafting. poisoning or when you can use alcohol to dull pain. giving them just enough ing runes etched in stone or messages in frescoes or alcohol to mellow their mood. Components. proficiency with alchemist’s supplies grants additional insight into any chemicals or other substances that might have been used in the area. but the process of brew— Calligraphers produce text that is pleasing to the eye. You can use this tool proficiency to create alchemical items. a you additional insight on Intelligence (History) checks dozen sheets of parchment. Not only does beer Calligraphy treats writing as a delicate. Although calligraphy is of little help in deci— cant element. Investigation. llllxtl'l‘l-F'l": 13‘ | [limit-9517' "vl iii-Ti. or soap.

identifying the magical properties of enchanted boots or Increase the DC needed to open it by 5. Your familiarity with physical geography makes it easier for you to answer questions or solve is- Activityr DC sues relating to the terrain around you. you can Investigation.CALLIORAPHER’S SUPPLIES Nature. 15 Find a hidden compartment in a boot heel and a ruler. and a ladle. a good pair of boots will see a character secret passages. identify when the of hardtack and dried fruit. a shoe stand. an adze. Cook’s utensils include a metal pot. Footwear holds a surprising number construct a lean-to or a similar shelter to keep your of secrets. and thread. With 1 minute of work and raw materials. wooden structures. 15 Discern that a map is fake Investigation. you can draw a map as shack. As part of a long rest. parchment. wooden floor. come after you. or similar items. History. Cartographer’s tools consist of a Determine a shoe’s age and origin 10 quill. visited by examining the wear and the dirt that has ac- Because it was fashioned quickly from whatever wood cumulated on their shoes. making it easier to avoid the places that an awl. CARTOGRAPH ER’S TOOLS and a chisel. These maps can range from large-scale depictions of mountain ranges to diagrams that show COBBLER’s TOOLs the layout of a dungeon level. map was made to determine if geographical features Components. might come from. a ruler. a ham- mer. As part of a long rest. making it easier to find trap doors and an adventurer. you ney. you go in addition to engaging in other activity. the history Of such items. . You can learn where someone has recently group dry and in the shade for the duration of the rest. Temporary Shelter. your meals will be much better than the typical mix might spot hidden messages in a map. creek and groan when they’re stepped on. the shelter collapses 1d3 days after being shoes makes it easier for you to identify where damage assembled. nails. a wooden cabinet. and so forth. up to six creatures of your choice who wear shoes you worked on Activity DC can travel up to 10 hours a day without making saving Build a simple wooden structure 10 throws to avoid exhaustion. COBBLER’S TOOLS Perception. You have studied so many maps that common patterns. a square. a hatchet. You can spot irregularities in wooden Although the cobbler’s trade might seem too humble for walls or floors. such as how trade routes evolve and where CARPENTER’S TOOLs settlements arise in relation to geographic locations. You can use your knowl— COOK’S UTENSILS edge of maps and locations to unearth more detailed Adventuring is a hard life. Arcana. a plane. Pry apart a door 20 The compartment can hold an object up to 3 inches long and 1 inch wide and deep. ink. forks. Maintain Shoes. and to avoid becom- Forge a signature 20 ing lost. have changed since then. For instance. Components. Identify writer of nonmagical script 10 Survival. because you know tricks of construction that can conceal areas from discovery. Carpenter’s tools include a saw. With 8 hours of work. Activity DC Components. You can quickly assess the weak spots in a Components. You gain additional insight when in. With a cook along on the jour- information when you use these skills. Arcana. Your knowledge of shoes aids you in you can make a door or window harder to force open. While traveling. History. This tool proficiency aids you in identifying Determine a map’s age and origin 10 the use and the origin of wooden buildings and other Estimate direction and distance to a landmark 15 large wooden objects. to predict areas where Spot forged text 15 villages or towns might be found. you can create accurate telligence (Investigation) check DC needed to find the maps to make travel easier for yourself and those who compartment. Find a weak point in a wooden wall 15 you can add a hidden compartment to a pair of shoes. Religion. you can repair CARPENTER’S TOOLS your companions’ shoes. For the next 24 hours. Design a complex wooden structure 15 Craft Hidden Compartment. knives. a pair of compasses. across rugged wilderness and through deadly dungeons. You make an Intelligence CARTOGRAPHER’S TOOLS check using your tool proficiency to determine the ln- Using cartographer’s tools. Cobbler’s tools consist of a hammer. Activity DC History. Your experience in repairing was available. Stealth. a stirring spoon. A carpenter can build a house. 20 Fill in a missing part ofa map specting areas within wooden structures. a Crafta Map. a knife. Fortifv. Your understanding of geography makes it Determine writer's state of mind 15 easier to find paths to civilization. spare leather. calipers. a cutter. are Skill at carpentry enables a character to construct familiar to you.

seals and sealing wax. Create atypical meal 10 Other Tools. that involves moderate changes to your appearance. A forgery kit can be used in conjunction able to transform into nourishing meals. A wellwcrafted forgery. pare a tasty meal that helps your companions regain Deception. forgery kit determines the DC for someone else’s Intelli- Components. such as papers pro- their strength. A cunning disguise can enhance an au. your efforts Components. When foraging for food. such as Three-Dragon Ante or games of chance Persuasion. you can Components. gold and silver leaf. Quick Fake. you can produce DISGUISE KIT a forged document no more than one page in length. Medicine. a short rest. small props. several concoction. dye. cheating at a game. As The perfect tool for anyone who wants to engage in part of a long rest. whether you want to scare someone Duplicate a wax seal 20 away by posing as a plague victim or intimidate a gang of thugs by taking the appearance of a bully. sive changes. you disguise yourself as an authority figure. game. For example. Deception. Arcana. or alter a die roll. proficiency Activity DC with a forgery kit is useful for determining how an ob— 10 ject was made and whether it is genuine. A forgery kit includes several different transform medicine that is bitter or sour into a pleasing types of ink. Your knowledge of cooking techniques al— FORGERY KIT lows you to assess the social patterns involved in a cul. Your Intelligence check using a false identity. Coox’s UTENSILS Investigation. History.i Hh. with ingredients you scavenge that others would be un. It takes you 1 minute to don such a History. Performance. A forgery kit is designed to duplicate documents and to tures eating habits."~. Folk tend to trust a person in uniform. "ii. a variety of parchments and papers. quills. palm cards. and a few pieces of clothing. You can carry only of its history. .'t". provided you have access to your cook’s History. of history improves your ability to create fake historical documents or to tell if an old document is authentic. such as a com- Create Disguise. Sleight‘ofHand. engrossing a target in a game by manipulating the components with Dnscurse KIT dexterous movements is a great distraction for a pick- pocketing attempt. Each disguise gain understanding of their personality. Alternatively. In certain cases. Playing games with someone is a good way to a similar method to keep them hidden. you can pre— real or fake. Knowledge of other tools makes your Duplicate a meal forgeries that much more believable. Sleight of Hand is a useful skill for and 30 minutes for one that requires more exten. with the Arcana skill to determine if a magic item is Prepare Meals. provided the dis— Proficiency with a gaming set applies to one type of guise is properly designed to evoke the desired reaction. it takes 10 minutes to craft a disguise read their mood. As part of a short rest. hair gence (Investigation) check to spot the fake. and Survival. better ability to discern their lies from their truths and At other times. When you examine objects. you Spot poison or impurities in food 15 could combine proficiency with a forgery kit and profi- Create a gourmet meal 15 ciency with cartographer’s tools to make a fake map. DC Activity Intimidation. as it allows you to swap pieces. Your mastery of a game includes knowledge disguise once you have created it. create a disguise. Activity DC Cover injuries or distinguishing marks 10 GAMING SET Spot a disguise being used by someone else 15 Activity DC Copy a humanoid’s appearance 20 Catch a player cheating 15 Gain insight into an Opponent’s personality 15 t li-Kl'i'ila’ ". you can make do small tools to sculpt melted wax to mimic a seal. When administering treatment. can lend credence to a lie. granting you a weighs 1 pound. you can plete deck of cards or a board and tokens. as well as of important events it was con— one such disguise on you at a time without drawing nected to or prominent historical figures involved with it. If that use dice. As part of a short rest. You and up to five creatures of your claiming you to be a noble or a writ that grants you safe choice regain 1 extra hit point per Hit Die spent during passage. A gaming set has all the pieces needed to persuade others are often more effective. you can produce a document that is trickery.-‘ l l_'il. unless you have a bag ofholding or Insight. A disguise kit includes cosmetics. A forgery kit combined with your knowledge utensils and sufficient food. make it easier to copy a person’s seal or signature. The right disguise can make you look Mimic handwriting 15 more fearsome. to play a specific game or type of game. a disguise can improve FORGERY KIT your ability to weave convincing lies. undue attention. GAMING SET dience’s enjoyment of a performance. a disguise kit enables its owner to adopt a up to four pages long. As part of a long rest.

You can identify most plants with a Components. niques needed to beautify gems. Your mastery of herbalism improves your Take a tight corner at high speed 20 ability to treat illnesses and wounds by augmenting your methods of care with medicinal plants. clippers and leather gloves for collecting Vehicle Handling. this tool pro- ficiency aids you in uncovering lore or determining how HERBALISM KIT the vehicle operates. has not only the ability to shape glass. In addition. Your knowledge of the nature and uses of ing throws. or stain it. quick inspection of their appearance and smell. When piloting a vehicle. you can spot the difference between leather crafted Arcana. Perception. tying knots. you can knowledge needed to handle vehicles of that type. as you draw on jEWELER‘S TOOLS your knowledge of leather to pick out details that others Training with jeweler’s tools includes the basic tech. History. GLASSBLOWER’S TOOLS This insight proves handy when you make Arcana Someone who is proficient with glassblower’s tools checks related to gems or gem—encrusted items. Activity DC such as potion bottles or glass items found in a treasure Modify a gem's appearance 15 hoard. Proficiency with an herbalism kit allows you to identify Investigation. knowledge of leather armor and similar goods. to work glass. a small mallet.i.v‘~. Components. The tools include a blowpipe. ling methods. a character proficient with water vehicles is knowledgeable about anything a professional sailor GLASSBLOWER’S TOOLS would be familiar with. your knowL tions. Proficiency with jeweler’s tools grants you using dwarven methods and leather crafted using half- knowledge about the reputed mystical uses of gems.-\5~'. igates waterways. item. you can study how a glass potion Determine a gem's history 20 bottle has been changed by its contents to help deter— mine a potion’s effects. along identify the weak points in a glass object. Your knowledge of glassmaking JEWELER’S TOOLS techniques aids you when you examine glass objects. apply your proficiency bonus to the vehicle's AC and sav- Arcana. You can identify gems and determine marver. deform the glass. thread. When you inspect an area overgrown Activity DC with plants.r"-‘["r”-_i-i [NIH I 17. For instance. An herbalism kit includes pouches to you in noticing things that others might miss.a1::. you can determine the source of the leather and Components. Determine what a glass object once held 20 Arcana.'.) Proficiency with land vehicles covers a wide range of op- Investigation. Any damage with knowledge of how to repair and maintain them. would overlook. your cialized knowledge of the methods used to produce proficiency with jeweler’s tools aids you in picking out glass objects. Jeweler’s tools consist Of a small saw any special techniques used to treat it. cle for clues or hidden inform ation. and hammer. Identify poison 20 Investigation.\. When you study a magic vehicle. such as information about the Activity DC sea and islands. clues they might hold. When you travel in the wild. store herbs. a hole punch. With 1 minute of study. Investigation. your proficiency aids Components. LEATHERWORKER’S TOOLS Nature and Survival. When looking at a hide or a leather tise in identifying precious stones. blocks. you can plants. Arcana. it also gives you exper— Identify Hides. . and assessing weather and identify source of glass 10 sea conditions. your proficiency can help you pick out de— Navigate rough terrain or waters 10 tails and clues that others might miss. but also spe. HERBALISM KIT Arcana. and leather scraps. a mortar and pestle. VEHICLES Investigation. pliers.F'E}.1133. It also confers and spot sources of food that others might overlook. and several glass jars. . t':i-i. When you study an area. and tweezers. a small Identify Gems. You need a source of heat their value at a glance. Knowledge of leatherworking extends to lore concern— your skill in herbalism makes it easier to identify plants ing animal hides and their properties. from chariots and howdahs to wagons and carts. such as boots and some cloaks. Your expertise in working with leather grants Activity DC you added insight when you inspect magic items crafted Find plants 15 from leather. Identify Plants. dealt to the Object by striking a weak spot is doubled. Leatherworker’s tools include a knife. files. Assess a vehicle's condition 15 Medicine. Proficiency with vehicles grants the Identify Weakness. an edger.1's r'i"ii_". You gain added insight when studying leather items or clues related to them. herbs can add insight to your magical studies that deal with plants and your attempts to identify potions. and tweezers. When you inspect jeweled objects. edge can aid you if the clues include broken glass or Proficiency with water vehicles covers anything that nav- glass objects. (A potion might leave behind a LAND AND WATER VEHICLES residue. For example. When you inspect a vehi— plants and safely collect their useful elements.

Mason’s tools consist of a trowel. Knowledge of navigator’s tools helps you Activity DC avoid becoming lost and also grants you insight into the Spot a poisoned object 10 most likely location for roads and settlements. Navigator’s tools include a sextant. assas- History. such as the magical properties of a painting or the Perception. into your act. It also grants Handle Poison. Survival. You can spot irregularities in stone walls origins of a strange mural found in a dungeon. Your expertise aids you in Investigation. you can Determine the effects ofa poison 20 determine your position on a nautical chart and the time of day. includ. Perception. calipers. Arcana. Working with poisons enables NAVIGATOR’S TOOLS you to acquire lore about which plants and animals are Proficiency with navigator's tools helps you determine a poisonous. Painting and Drawing. i i i"? if 15! ". Your ability to put on a good show materials. I l .1' i. art. insight into who might have built it. As part of a short or long rest. its effects. and a glass stirring rod. your Identify a tune 10 knowledge grants you added insight into how to provide Improvise a tune 20 the best care to your patient. or make. your knowledge Demolition. a standing of art history. Activity Medicine. painting or a similar work of visual art.5. brushes. Investigation. making it easier to find trap doors and se. History.‘- . which can aid you in examining hammer. Nature. sins. Components. A poisoner’s kit is a favored resource for thieves. you can capture an image or DC a scene. paints. Components. a Compose 3 Tune. works of art. Although your MASON’S TOOLS work might lack precision.‘Hi . As part of a long rest. compose a new tune and lyrics for your instrument. History. You gain additional insight when in— uncovering lore of any sort that is attached to a work of specting areas within stone structures. can- building’s date of construction and purpose. charcoal sticks. true course based on observing the stars. It allows lated to your instrument. you can produce a simple work of art. age to such structures with your weapon attacks. Your expertise aids you in identifying a stone Components. ink. Activity Chisel a small hole in a stone wall 10 PAINTER’S SUPPLIES Findaweak pointinastonewall 15 Activity DC MUSICAL INSTRUMENTS Paint an accurate portrait 10 Proficiency with a musical instrument indicates you are Create a painting with a hidden message 20 familiar with the techniques used to play it. tional insight. a quick copy of a piece of art you saw. i ‘.LEATHERwoRKER’s TOOLS NAVIGATOR’S TOOLS Activity DC Activity DC Modify a leather item’s appearance 10 Plot a course 10 Determine a leather item’s history 20 Discover your position on a nautical chart 15 MASON’S TOOLS PAINTER’S SUPPLIES Mason’s tools allow you to craft stone structures.l-ii‘ 3‘1 T" . Your knowledge of poisons also helps you is improved when you incorporate an instrument treat them. dalous rumors with a catchy tune. a chisel. You deal double dam. A poisoner’s kit includes glass vials. Investigation. Religion. and a palette. FIE—i. and others who engage in skulduggery. MUSICAL INSTRUMENT giving you an edge when you inspect poisoned objects or DC try to extract clues from events that involve poison. Painter’s supplies include an easel. you to apply poisons and create them from various Performance. ability to paint and draw. and a quill. When you inspect a cret passages. when you try to recall facts about infamous poisonings. POISONER’S TOOLS Survival. brushes. chemicals. parchment. By taking careful measurements. Your expertise aids you in recalling lore re. Sighting. You also have knowledge of some songs commonly performed POISONER’S KIT with that instrument. When you treat the victim of a poison. along with vas. of masonry allows you of the practices behind creating it can grant you addi- to spot weak points in brick walls. Your knowledge.. Your proficiency allows you to handle you insight into charts and maps while developing your and apply a poison without risk of exposing yourself to sense of direction.33 ii i i “-ft' 3 Li . Proficiency with painter’s supplies represents your ing walls and buildings crafted from brick. a compass. and a square. You also acquire an under- Components. you can mortar and pestle. or floors. a ruler. Your training with poisons can help you might use this ability to impress a noble or spread scan. Perception. Your knowledge of poisons has taught you to handle those substances carefully. You History.

just as you can disable traps. even if you have only a few pieces remaining from useful items. Repair. rags. Determine what a vessel once held 10 sharpen a worn sword. Investigation and Perception. Proficiency with the tools also grants you a gen- eral knowledge of traps and locks. Your expertise aids you in identifying ce' weapon) or damage equal to half the total of your check. Investigation. the original. to the materials used in crafting it (such as poison or a History. . a Whetstone. You can determine the age and origin of ob- alter its shape. you can create a trap Potter’s tools are used to create a variety of ceramic Ob. heating it to History. ject. a small mirror mounted on a metal handle. or disable the trap. weapons. Investigation. uncovering clues others Activity DC would overlook by spotting minor irregularities. you gain knowledge of how it was damaged and how long ago. because you have learned a variety of common signs that betray their presence. The trap deals damage appropriate ribs. Investigation. such as weapons. repair damage. and calipers. a knife. Though you can’t manufacture Activity DC much with tinker’s tools. Perception. you can also POTTER’S TOOLS set them. The total of your check jects. Components. ramic objects. and a small pot of glue. needles. By examining pottery shards. tongs. Your expertise lends you ad ditional insight when examining metal objects. and a pair of pliers. and patch a tattered suit of Create a serviceable pot 15 chain mail. you Disable a trap Varies can determine an object’s original. thieves’ tools are designed for picking locks and foiling traps. When you inspect a damaged ob- charcoal. becomes the DC for someone else’s attempt to discover Components. including when they were created and whichever the DM deems appropriate. Smith’s tools include hammers. or work raw ingots into jects. Smith’s tools allow you to work metal. a set Of lock picks. Thieves’ tools include a small file. or other metalwork. most typically pots and similar vessels. a set of narrow—bladed scissors. you can mend torn clothes. History. Seta Trap. and a Whetstone. Tinker’s tools include a variety of hand tools. With access to your tools and an open flame hot enough to make metal pliable. As part of a short rest. scraps of cloth and SMITH’S TOOLS leather. Find a weak point in a ceramic Object 20 Components. thread. using items you have on hand. TINKER’S TOOLS A set of tinker’s tools is designed to enable you to repair POTTER’S TOOLS many mundane objects. Your knowledge of traps grants you insight when answering questions about locations that are re- nowned for their traps. You can spot clues and make deduc— tions that others might overlook when an investigation involves armor. SMITH’s TOOLS Activity DC Sharpen a dull blade 10 Repaira suit oiarmor lS Sunder a nonmagical metal object 15 THIEVES’ TOOLS Perhaps the most common tools used by adventurers. You gain additional in- sight when looking for traps. You gain additional insight THIEVES’ TOOLs when inspecting ceramics. Components. scrapers. Pick a lock Varies Reconstruction. Potter’s tools include potter’s needles. their likely place or culture of origin. intact form and its likely purpose. Arcana and History. you can restore 10 hit points to a damaged metal object for each hour of work.

the casting of a spell must such equipment is too large to transport. This Intelligence (Arcana) Check represents the fact Repair. iarity with the theory and practice of casting. needles. Being able to cast spells doesn’t up to twenty. you need ac- SPELLCASTING cess to the raw materials required to repair it. Woodcarver’s tools consist of a knife. display no visible. 10 walls of ice. are doing when they cast their spells. To do Repurpose cloth l0 so. You must have enough wood on hand to by itself make you adept at deducing exactly what others produce them. ter’s Guide. 15 + the spell’s level. But what about the act of casting a spell? Is it possible Components. History. TINKER’s TOOLs PERCEIVING A CASTER AT WORK Activity DC Many spells create obvious effects: explosions of fire. But what happens if a spell tar- gets something that isn’t a valid target? For example.'~. for instance). or something else. damaged cloth object. some added insight when you examine trees.. teleportation. If the spell is cast as a class spell Components. Your expertise lends you additional form of a material component doesn’t matter for the insight when examining cloth objects. ciated with any class when they’re cast. As part of a short rest. As part of a short rest. If the character perceived the casting. a creature of a certain type (humanoid Carve an intricate pattern in wood l5 or beast. a and the character is a member of that class. providing clarifications and new Options. an area. you can craft true even for a character whose spellcasting ability is up to five arrows. upholstery. The DC equals from wood. History. or oth— Repair an item in halfthe time l5 erwise perceptible sign of their effects. a character can use their reaction to identify a spell Mend a hole in a piece ofcloth l0 as it’s being cast. you can repair a single that identifying a spell requires a quick mind and famil- damaged wooden object. Other spells. the spell’s ef— Wooncxavsa’s TOOLS fect. As noted in the Player’s Handbook. You know how to work a loom. Your knowledge of wooden objects gives you monster uses its Innate Spellcasting trait. creating cloth objects. If an imperceptible casting produces a perceptible ef- Craft Clothing. or a spell- Investigation. an object. involve a verbal. or material component. the caster. but presence? To be perceptible. Using your knowledge of the process of casting focus. Assuming you have access to suf— fect. somatic. you can repair a single many creatures. it’s normally impossible to determine who cast the ficient cloth and thread. if the spellcaster Arcana. audible. For metal This section expands on the spellcasting rules pre— objects. clothing. As part of a short rest."_*‘. you normally don’t know that Waxvsa‘s TOOLS a spell has been cast unless the spell produces a notice- Weaver‘s tools allow you to create cloth and tailor it into able effect. If the need for a spell’s components has been removed ductions that others would overlook when you examine by a special ability. feature or the Innate Spellcasting trait possessed by Repair. is made with advantage. you can create an outfit for a spell in the absence of other evidence. such as when a Nature. creature as part of a long rest. such as the sorcerer’s Subtle Spell tapestries. and a small saw. such as figu. or both. such as wooden tokens or arrows. the character can make an Intelligence (Ar- Woodcarver’s tools allow you to craft intricate objects cana) check with the reaction or action. Weaver’s tools include thread. you need access to an open flame hot enough to sented in the Player's Handbook and the Dungeon Mas- make the metal pliable. For example. WOODCARVER’S TOOLS INVALID SPELL TARGETS Activity DC A spell specifies what a caster can target with it: any Craft a small wooden figurine lO type of creature. Your expertise lends you additional casts a spell as a cleric. and the like. whether it’s an object specified and robes. if)”. IDENTIFYING A SPELL WEMER’S TOOLS Sometimes a character wants to identify a spell that Activity DC someone else is casting or that was already cast.-1 ‘3 . or they can use an action on their turn Tailor an outfit 15 to identify a spell by its effect after it is cast. and other woven items. You can restore 10 hit points to a damaged ob— ject for each hour of work. This is Craft Arrows. including cloaks purposes of perception. articles of clothing. Temporarily repair a disabled device such as charm person. in the spell’s description. the casting of the spell is imperceptible. you can craft Wisdom or Charisma. The Arcana. '. the check gouge. another cleric has advantage on insight when you examine wooden objects. As part of a long rest. a component pouch. and could easily Improvise a temporary item using scraps 20 go unnoticed by someone unaffected by them. Some spells aren't asso— rines or arrows. the check to identify the spell. For any object. :. Repair.'§"j_-_. you can spot clues and make de. for someOne to perceive that a spell is being cast in their and scraps of cloth. .

If the terrain is flat. Being adjacent to the edge of the template isn't enough for a square to be included in the area of effect. t-. ”“7: target that succeeds on a saving throw. Because these methods can yield different DIAGRAM 2. a creature is included in an area of effect if any part Dmennm 21:: Somme AREA WITH TOTAL Covert of the miniature’s base is overlapped by the template. Making a template is simple. Both of these methods assume you’re using a grid and miniatures of some sort. You can also use this method without a grid.. apply it to the grid. _ that square. The aim of the method is to accurately portray the length and width of each area on the grid and to leave little doubt about which creatures are affected by it. and cut it in the shape of the area of effect you’re using. . "i still expended. If a creature’s miniature is in an affected square. handle it using the following rule. I' That rule works. Every 5 feet of the area _ DIAGRAM 2.1: CONE TEMPLATE AREAS OF EFFECT ON A GRID The Dungeon Master’s Guide includes the following short rule for using areas of effect on a grid. You’ll need to make these templates or find premade ones.' i DUNDEE)“. you can lay it on the surface. not knowing that the target is in fact a vampire. it affects . If you cast a spell on someone or something that can’t be affected by the spell. Get a piece of paper or card stock. but it can require a fair amount of on-the-spot adjudication. TEMPLATE METHOD The template method uses two—dimensional shapes that represent different areas of effect. the slot is .3: SQUARE equals 1 inch of the template’s size. otherwise. Otherwise. nothing happens to that target. Making a Template. Using a Template. '. This section offers two alterna- tives for determining the exact location of an area: the template method and the token method.. hold the template above the sur- face and take note of which squares it covers or partially covers. but if you used a spell slot to cast the spell.2: results for the number of squares in a given area. appears to have succeeded on its saving throw. the square must be entirely or partly covered by the template. For example. that creature is in the area. which has a 40—foot diameter. If any part of a square is under the template. then follow the rules for that kind of area as normal (see the “Areas of Effect" section in chapter 10 of the Player’s Handbook). To use an area-of—effect template. would translate into a circular tem— plate with an 8-inch diameter. it’s SPHERE TEMPLATE not recommended that they be combined at the table— choose whichever method you and your players find eas- ier or more intuitive. you perceive that the spell did nothing to the target. If you do so. If the spell normally has no effect on a ”is. the ARM US‘NG TOHENS 20-foot—radius sphere of the fireball spell. If an area of ef— fect is circular and covers at least half a aware. If this issue comes up. Choose an intersection of squares as the point of origin of an area of effect. the invalid target ' . DIAGRAM 2.i. that square is included in the area of effect.someone might cast charm person on a creature be- lieved to be a humanoid.. . even though it didn’t attempt one (giving no hint that the crea- ture is in fact an invalid target).-\L‘5"i'-'Li-i':"i 'i't'iJCilH .':=’. till \i"i'l-'.

5. not at an intersection nates from a spellcaster. Each token goes inside a square. which has a tactile and fun. grab some dice or diameter of 20 feet. whether the area is a sphere. To use this method.6 show this method in action. Dmoanm 2. For The token method is meant to make areas of effect instance. Diagrams 2.3. likes within the bounds of the rules.2 show the template method using dice as the tokens. Diagram 2. extending from the cone’s point of origin. as shown in diagram 2. Circles.4 areas of effect. the 10-foot radius of flame strike. and a circular area of effect becomes square in TOKEN METHOD it.1 and 2. which you’re going to use to represent your feet on a side. the squares are adjoining side by side or corner to described in the following subsections. the template should extend out of lines.5: Cones Uswo Texans DIAGRAM 2J5: LINES USING TOHENS When you place a template. origi. such as a cone or a line. shows that area with total cover inside it. This method depicts everything using squares. as shown in diagram 2. It’s that simple. A cone is represented by rows of tokens on the different areas of effect. is expressed as a square that is 20 other tokens. as rows. Every 5-foot square of an area of effect Player’s Handbook for placing the associated area of becomes a die or other token that you place on the grid. follow all the rules in the Using Tokens. effect. To determine the num- . that square is from the caster and be positioned however the caster included in the area of effect. If an area of effect. corner.3 through 2. this method gives you a way to grid. Rather than faithfully representing the shapes of the Cones. Diagrams 2. If an area’s token is in a square. In the create square-edged versions of them on a grid easily. or radius. in action. cylinder.

Starting with a square adjacent to the cone’s point of origin. The Solo Monster Challenge to the point of origin. Lines. point of origin. Place this row’s tokens so that six characters. you should also take note Of If your encounter features multiple monsters. but they don't tell the whole story. ii'r ti t 3 E f. your best candidate for that foe is one of the of characters of the given level. you’ll have one more token to place in the For a more perilous battle. you need to note the challenge rating for each you select monsters for an encounter in step 4. The second number tells game’s legendary creatures. 7th 11 1O 9 you want to have a clear understanding Of the threat 8th 12 11 10 posed by a group Of monsters. It will be useful to you if 9th 13 12 11 you want to emphasize combat in your adventure. Even though char- acter level is important. For STEP 3: DETERMINE NUMBERS AND example. Refer to the Multiple modifiers. use a legendary gram 2. use for a legendary creature opposing a party of four to plus one more token. and if you want to understand the relation- 12th 17 16 15 ship between a character’s level and a monster’s chal- lenge rating.6. their squares each share a side with a square in the For example. If the fight is against a single ing. make use of these additional character statistics when First. SOLo MONSTER CHALLENGE RATlNG Party Size— Character ENCOUNTER BUILDING Level 6 Characters 5 Characters 4 Characters This section introduces new guidelines on building com. balanc- each character’s hit point maximum and saving throw ing it takes a little more work. but it makes a few adjustments to the way that math is pre. You’ll level. for a party of five 9th~level characters. which are designed to fill how many monsters of the listed challenge rating those this need. cide roughly how many creatures you want to use before continuing with step 3. Then. it “T E' if "2 . the challenge rating for an optimal encounter. "This system uses the charac- 19th 23 22 21 ters’ levels to determine the numbers and challenge 20th 24 23 22 ratings of creatures you can pit them against Without making a fight too hard or too easy. find the level of each character on the appropriate ta- STEP 2: CHOOSE ENCOUNTER SIZE ble. 13th 13 1? 16 Building an encounter using these guidelines follows 14th 19 18 17 a series of steps. or if you want to characters to a single monster ranked by challenge rat— use multiple monsters. and 16th—20th level. If the cone is orthogonally adjacent to the CR 12 legendary creature makes an optimal encounter. Keep placing tokens in this way until you’ve creature whose challenge rating is 3 or more lower than created all of the cone’s rows. 6th—10th level. . 5th 9 8 7’ sented to produce a more flexible system. place one token. creating a satisfying but difficult battle. If the battle involves multiple monsters.ber of rows a cone contains. CHALLENGE RATINGS Here’s how to create the rows. In every row beyond that one. as DM. Character level providing information for how to balance encounters for and challenge rating are good for defining the difficulty characters of let—5th level. place it on one end or the other of the row you just with a legendary creature whose challenge rating is 1 or created (you don’t have to pick the side chosen in dia— 2 higher than optimal. This approach uses the same 4th 6 5 4 math that underlies the rules presented in that book. The first number in each expression is the number opponent. as well as how much damage the mightiest Monsters tables. match up the characters row. ifyou 10th 14 13 12 want to ensure that a foe isn't tOO deadly for a group Of 11th 15 14 13 characters. first take stock 22 21 20 18th of the player characters.5). Rating table shows you which challenge rating (CR) to place as many tokens as you placed in the previous row. divide its length by 5. lst 2 2 1 bat encounters for an adventure. llth—15th of an encounter. The process for building fights that feature only one leg- The square can be orthogonally or diagonally adjacent endary monster is simple. 15th 20 19 13 16th 21 20 19 STEP 1: ASSESS THE CHARACTERS 17th 22 21 20 To build an encounter using this system. de— characters are equivalent to. which are broken up by level ranges. a previous row. For an easy fight. as shown in diagram 2. creature the party will face. characters can deal with a single attack.}? ' i l H118 .3 fr? 5-4": L. They are an alternative 2nd 4 3 2 to the rules in “Creating Encounters” in chapter 3 of the 3rd 5 4 3 Dungeon Master’s Guide. 6th 10 9 8 This encounter—building system assumes that. to create your encoun- ter. a 30-foot cone contains six rows. A line can extend from its source orthogonally or diagonally. Each table shows what a single character of a given level is equivalent to in terms of challenge rating—a Determine whether you want to create a battle that pits value represented by a ratio that compares numbers of one creature against the characters.

._ _. . you can determine the group’s average level and treat each character as being of that level for Mqhqgihg q [Orb Cl wihloh$ i5 literal. Let’s say you have a party of four 3rdulevel characters. while one CR 1 characters facing an encounter designed for six charac- opponent is equivalent to five. For example. it’s important to look at how certain monsters might and then combine all the creatures into one encounter. ters would fall into this category. you have two options. you’re ready to pick individual monsters. The ratio reverses for higher chal— ters. to make an easy encounu from the let—5th Level table. 6} challenge characters but not threaten to defeat them. counter. where a single monster is more powerful larger to build a battle that is potentially deadly. To save space on the tables and keep them simple. you can see that one CR 2 foe is a good WEAK MONSTERS AND HIGH—LEVEL match for the entire party.. If you want to create an easier encounter that will So slcicla wilclrt 12m. For low challenge ratings not appearing to oppose four 3rd-level characters. For example. you can mix and match of the lower challenge ratings are missing from the high— challenge ratings to put together a group of creatures er-level tables. one CR 1/2. leaving you with two characters’ worth one character of a specific level. put them up against character is the equivalent of two CR 1/8 monsters or monsters that would be a tough fight for three charac- one CR 1/4 monster. but that the characters will CHARACTERS likely have a hard time handling a CR 3 creature. that will challenge a party while still being winnable. of monsters to allocate. In total. process is more of an art than a science. indicating that twelve could select one CR 1 creature. els. you can treat the party as up to half again lenge ratings. For example. litis tqsizr ll L‘OUs. though than a single 1st-level character. _' ' "flit-Wink. lad? can (:1: on IqA on. That’s worth two 3rd— creatures of those challenge ratings are equivalent to level characters. we see that one lat—level tor for a party of five characters. The above guidelines are designed to create a fight (low wwi oi“ SeUgivxS qit owl tqlcivxg laqll cl Ufllw. you can treat the party as if it were roughly one-third - 2:. This For groups in which the characters are of different lev. reading the row for lst-level characters smaller than it is. A party of four equivalent to three lst-level characters. You can group all characters In addition to assessing monsters by challenge rating. Alternatively. You could then add two CR 1/4 monsters to account for one other character and one CR STEP 4: SELECT MONSTERS 1/2 monster to account for the final character. ' 1:» - '3. Cam. .. .. and two CR mine the challenge ratings of the monsters in your en— 1/4 creatures." l' '“h.. of the same level together. the purpose of selecting appropriate monsters. Likewise. Using the table. match them with monsters. assume a 1:12 ratio.'.. One CR 1/2 creature is still not likely to be an automatic defeat. tlzum laws. some Using the same guidelines. After using the tables from the previous step to deter- your encounter has one CR 1. you on the table.

you can come up saving throws are all useful indicators. ! 121113411. " L’. again looking for targets that can be killed with one perhaps determining whether they can be communi— blow. If you already have ideas for how to flesh out your If the only creatures you can choose from at the de— encounter in these ways. and the ever—present members are weak with.MULTIPLE MONSTERS: 1ST—5TH LEVEL Challenge Rating Character Level 1/3 1/4 1/2 1 2 3 4 1st 1:2 1:1 3:1 5:1 — — — 2nd 1:3 1:2 1:1 3:1 6:1 — —— 3rd 1:5 1:2 1:1 2:1 4:1 6:1 — 4th 1:8 1:4 1:2 1:1 2:1 4:1 6:1 5th 1:12 1:8 1:4 1:2 1:1 2:1 3:1 5:1 6:1 MULTIPLE MONSTERS: 6TH—1OTH LEVEL Challenge Rating Character Level 113 1/4 1/2 1 2 3 4 5 1:5 1:2 1:1 2:1 2:1 4:1 5:1 6:1 — — — 6th 1:12 1:9 1:6 1:3 1:1 1:1 2:1 3:1 4:1 5:1 — — — 7th 1:12 1:12 1:7 1:4 1:2 1:1 2:1 3:1 3:1 4:1 6:1 — — 8th 1:12 1:12 1:12 1:8 1:4 1:2 1:1 1:1 2:1 3:1 4:1 5:1 6:1 — 9th 1:12 1:10 1:5 1:2 1:1 1:1 2:1 2:1 3:1 4:1 5:1 6:1 10th 1:12 1:12 MULTIPLE MONSTERS: 11TH—15TH LEVEL Challenge Rating Character 3 4 5 6 7 8 9 10 11 12 13 14 15 Level 1 2 2:1 2:1 2:1 3:1 4:1 5:1 6:1 — —— — — 11th 1:6 1:3 1:2 1:1 1:1 1:1 2:1 2:1 3:1 3:1 4:1 5:1 6:1 — — — 12th 1:8 1:3 1:2 1:9 1:4 1:2 1:2 1:1 1:1 2:1 2:1 3:1 3:1 4:1 5:1 13th 1:2 1:1 1:1 2:1 2:1 3:1 3:1 4:1 4:1 5:1 6:1 — 14th 1:10 1:4 1:3 1:3 1:2 1:1 1:1 1:1 2:1 2:1 3:1 3:1 4:1 5:1 5:1 6:1 15th 1:12 1:5 MULTIPLE MONSTERS: 16TH—2OTH LEVEL Challenge Rating Character 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Level 2 3 4 5 6 2:1 4:1 4:1 5:1 5:1 6:1 -— -— — —— 16th 1:5 1:3 1:2 1:1 1:1 1:1 2:1 2:1 3:1 2:1 2:1 3:1 3:1 4:1 4:1 5:1 6:1 -— — — 12th 1:7 1:4 1:3 1:2 1:1 1:1 1:1 2:1 1:1 2:1 2:1 2:1 3:1 3:1 4:1 4:1 5:1 6:1 6:1 — —— 18th 1:7 1:5 1:3 1:2 1:1 1:1 1:1 2:1 3:1 3:1 4:1 4:1 5:1 6:1 6:1 — 19th 1:8 1:5 1:3 1:2 1:2 1:1 1:1 2:1 2:1 1:1 2:1 2:1 2:1 3:1 3:1 4:1 4:1 5:1 5:1 6:1 20th 129 1:6 1:4 1:2 1:2 1:1 1:1 1:1 stack up against your group. By tions for some basic advice on adding flavor elements to altering your challenge rating targets and adjusting the the simple mechanics of the fight. compare the monsters’ hit points to spells. Otherwise. look at whether a monster’s deadliest ronment. offensive abilities to the monsters’ saving throws. take a look at the following sec— acters’ statistics. unless you The events that unfold during an encounter have to do are designing the fight to be especially deadly. possible factors include the nature of the physical envi- Likewise. Be wary of any monster that is capable STEP 5: ADD FLAVOR of dropping a character with a single attack. with a lot more than swinging weapons and casting In the same way. creation.174 .. Other first rounds of combat can make an encounter too easy. and compare the characters’ possibility of something unexpected taking place.l. into account the personality or behavior of the monsters. go right ahead and finish your sired challenge rating aren’t a good match for the char.151. don’t be afraid to go back to step 3. The most interesting confrontations also take the damage output of the party’s strongest characters. and number of creatures in the encounter."15'i'i.'iu:"§ M31113 . Hit points. attacks. such as whether it includes obstacles or other abilities call for saving throws that most of the party features that might come into play. damage a monster can deal to the hit point maximum of each character. Compare the with different options for building the encounter. Having a significant number of foes drop in the cated with or whether they’re all acting in concert.‘-.

shifts? What other characters or monsters might visit? ply jot down a few notes based on a creature’s Monster Do creatures gather there to eat or gossip? Are there Manna} description. the unexpected to an encounter. If you don’t have much time. 10th ward spicing up an encounter. Do the guards serve in Guide. you can use such re— lists the challenge ratings to use for including one. Finally. During the battle. as are two CR 1/4 monsters and four mistreated toady might be eager to surrender and betray CR 1/8 ones. and tricks. Just when you think ample.'i\i. wants one random ally to suffer lst 1/4 1/8 -*- 2 ls abused by others. its master in return for its life.. an unforeseen event can garts. looking at the 3rd-1eve1 entry on the table. or attachments exist among the a certain level with a number of monsters. For in- combat. For ex. edge and ready to flee at the first sign of danger. hangs back. use the Monster Personality table below. for instance? 16th To add details to an encounter area at random. and wilderness weather in d8 Personality chapter 5 of that book are a good starting point for out— door encounters. Consider setting your en— llth counter in an area that would provide challenges even if 12th a fight were not taking place there. or sim. a can see that a CR 1/2. traps.‘é Z. potential hazards. look to 17th the tables in appendix A of the Dungeon Master’s Guide 18th to determine room and area features. one bandit gang might be an unruly mob of brag— a fight’s outcome is evident. hatreds. lationships to inform the monsters’ behavior during and four monsters per character for each level. The table monsters in an encounter? If so. What potential perils 13th or other features might draw the characters’ attention. 20th O _I tilt-X. looking to surrender for indoor and outdoor encounters—especially the tables 2 Greedy. MONSTER RELATIONSHIPS This table gives you a way to match a character of Do rivalries. betrays at first 2nd I/2 1/4 —a opportunity 3rd 1/2 1/4 1/8 ls worshiped. allies will die for it 4th 1/2 1/4 Chm-hum _. To keep things simple. 4 Fanatic.MONSTER PERSONALITY RANDOM EVENTS To address the question of a monster’s personality. the Quick Matchups table below offers an alternative.“ f'l‘Lil’.'?i. '2 | li)l_. 14th either before or during the fight? Why are monsters lurk- 15th ing in this area to begin with—does it offer good hiding places. or if you want simpler but less precise guidelines.l. or a level character. while the members of another gang are always on make things more compelling. The death of a much—revered leader might stance. or rain squalls—that sometimes take place actions. its allies ignore it 5th 1/2 —l mmmuwmmmbh—bwwmm Is outcast by choice. and more. earth ideas to inform how you portray the monsters and their tremors.‘}lft. refuses to believe it can lose enough time to prepare them. traps. stands its ground The guidelines above assume that you are concerned 7 Joker. 19th obstacles.\{ M tfi'l'f'i-i'i‘. taunts its enemies about balance in your combat encounters and have 8 Bully.I Is outcast by group. On the other hand. two. 'i'flf'. poorly trained and easily rattled QUICK MATCHUPS 6 Brave. cares only for itself 6th 1/2 mmmm—h-h-b-hwwNNN—I—I ls seen as a bully. wants treasure for obstacles. consult the ran- 3 Braggart.monster is equivalent to one 3rd- monster might decide to flee if its spouse is killed. makes a show of bravery but runs from dom encounter tables in the next section of this book for danger inspiration. MONSTER RELATIONSHIPS QUICK MATCHUPS Character d6 Relationship Level '| Monster 2 Monsters 4 Monsters 1 Has a rival. The tables in appendix A can be useful l Cowardly. weird locales. you can use these any natural phenomena—such as strong winds. you throw its followers into a frenzy. . A number of the tables in the Dungeon Master’s Guide can suggest random events. you Consider what might happen in an encounter area if the can use the tables in chapter 4 of the Dungeon Master’s characters were to never enter it. ready to die fighting 5 Rabble. The tables used for encoun— MONSTER PERSONALITY ter location. you can assign the same in the area? Random events can add a fun element of personality traits to an entire group of monsters. its allies want to see it defeated 7th 1/2 8th —l TERRAIN AND TRAPS A few elements that make a battlefield something other 9th ‘ ##WWWWNNMN—‘A than a large area of flat ground can go a long way to.

a parley. 94—95 1 werebear An encounter might indeed be the prelude to a battle. Searching the ship yields 2d20 days of rations. grassland. OR FIGHT.RANDOM ENCOUNTERS: d100 Encounter 13_20 1d3 winged kobolds with 1d6 kobolds AWORLD OF POSSIBILITIES 21—25 The partially eaten carcass ofa mammoth. hill. or what you decide 98 1 mammoth is bound to occur. desert. And in so doing. which offers you an opportunity to connect ARCTIC ENCOUNTERS (LEVELS 5—10) them to the story of your campaign. 99 1 young white dragon The tables also include entries for what the Dungeon 00 1 frost giant Master’s Guide calls “encounters of a less monstrous nature. 76—80 3d4 refugees (commoners) fleeing from orcs FLIGHT. 54—55 1 polar bear Within each category. 5—10. 58—60 1 saber-toothed tiger and 17—20. 71—72 1 griffon In the tables. 09—10 1 owl 41—45 1 manticore- 11‘12 2d4 blood hawks 46—50 2d6 + 3 orcs 1347 2:16 bandits 51—53 1d6 + 2 ogres in ‘xi-"TE-‘ii '_-‘ I Eiii'ityl'ilfihi maul-2‘s ‘rtimisa . This 26—29 2d8 hunters (tribal warriors) section builds on that guidance. OR ‘? 81 1d3 veterans 82 1d4 orogs Each of the results on these tables represents a certain 83 2 brown bears kind of challenge or potential challenge. keep going! 06—07 1d4 half-ogres 08—10 1d3 + 1 brown bears 11—15 1d3 polar bears 16—20 2d4 berserkers 21—25 A half-orc druid tending to an injured polar bear. 01—05 2 saber-toothed tigers ized encounter table. Underdark. the generated encounter might be too difficult or dangerous for the characters in 86—87 1d4 yetis their present circumstances. 84 1 are Eye ofGruumsh with 2d8 orcs Ifyou let the dice have their way and the result is a 85 1d3 winter wolves large number of monsters. They might want to flee to 88 1 half-ogre avoid contact. d100 Encounter you've taken a step toward making your own personal. 41—45 1d3 ice mephits Using the monster lists in appendix B of that book as a basis. Now. What happens next 96—97 1 young remorhaz depends on what the characters try. We encourage 69—70 1 ogre you to customize this material to make it your own. separate tables are provided for 56—57 1d6 scouts each of the four tiers of play: levels 1—4. you also have the freedom to adjust the 91 1 revenant numbers. coastal.” pears recently made the advice in the Dungeon Master’s Guide still holds 66—68 1 berserker true: tailoring such tables to your game can reinforce the themes and flavor of your campaign. offering a host of ran— 30—35 1 half-ogre dom encounter tables for you to use when you determine 36~40 Single-file tracks in the snow that stop abruptly that a random encounter is going to take place. d100 Encounter 26—30 2d8 scouts 01 1 giant owl 31—35 2d4 ice mephits 02‘05 1d6 + 3 kobolds 36—40 2d6 +1 zombies aboard a galleon trapped in the 06—08 1d4 + 3 trappers (commoners) ice.” Many of these results cry out to be customized or detailed. but it’s important to remember that not every 1 troll 92-93 encounter involving a monster needs to result in combat. from Chapter 3 of the Dungeon Master’s Guide provides guid. we’ve built a set of tables for each environment 46—50 1 brown bear category: arctic. 61—65 A frozen pond with a jagged hole in the ice that ap- Even though you can use these tables “out of the box. If ARCTIC ENCOUNTERS (LEVELs1—4) the characters assist the druid. or some other interaction. forest. 90 1 bandit captain with 2d6 bandits Of course. underwater. swamp. 11—16. which 1d4 weeks of rations can be harvested ance on using random encounters in your game. or not to approach any closer after per— 89 1d3 manticores ceiving the monsters from a distance. and urban. she gives them a vial ofantitoxin. 51—53 1d6 + 1 orcs mountain. a name in bold refers to a stat block in 73—75 1 druid the Monster Manual.

a 50-foot length ofrope. 16—13 2d10 merfolk ies ofblue-skinned humanoids 19—20 1d6 + 2 sahuagin 81—90 1 adult white dragon 21—25 1d4 ghouls feeding on corpses aboard the wreck- 91-96 1d8 + 1 frost giants age ofa merchant ship. carved into the side ofa mountain 81—90 1d10 frost giants with 2d4 polar bears ARCTIC ENCOUNTERS (LEVELS 11—16) 91—96 1d3 adult white dragons 97—99 2d4 abominable yetis d100 Encounter 00 1 ancient white dragon with 1d3 young white 01 1 abominable yeti dragons 02—04 1d6 revenants 05—10 1d4 + 1 werebears 11—20 1d3 young white dragons 21—25 A blizzard that reduces visibility to 5 feet for 1d6 hours 26—35 1 roC COASTAL ENCOUNTERS (LEVELS 1—4) 36—40 A herd of3d20 + 60 caribou (deer) moving through d100 Encounter the snow 01 1 pseudodragon 41—50 1d4 mammoths 02—05 2d8 crabs 51—60 1d3 + 1 trolls 06—10 2d6 fishers (commoners) 61—65 A mile-wide frozen lake in which the preserved 11 1d3 poisonous snakes corpses of strange creatures can be seen 12—13 1d6 guards protecting a stranded noble 66—75 2d4 young remorhazes 14—15 2d4 scouts 76—80 A crumbling ice castle littered with the frozen bod. The air orcs temperature around the patch is warmer than in 73—75 1 revenant the surrounding area. qruzs wi l/il: lo! gl‘owh lcl/im still. and characters who inspect ?6—80 A howl that echoes over the land for 1d3 minutes the ice find bits ofmachinery frozen within. A search uncovers 2d6 97-—99 1d4 remorhazes bolts of ruined silk. 81—82 1d3 mammoths 26—35 1 ancient white dragon 33—84 1 young white dragon 36-—4O An adventurer frozen 6 feet under the ice. and 03—04 2d8 trolls 2d10 + 5 bandits 05~06 2d 10 werebears 61—65 1d4 hours ofextrerne cold (see chapter 5 ofthe 07—08 1 frost giant Dungeon Master's Guide) 09—10 2d4 young remorhazes 66—63 1 young remorhaz 11—20 1d4 frost giants 69—?2 1 orc Eye ofGruumsh with 1d6 orogs and 2d8 + 6 21—25 A Circular patch of black ice on the ground. 1d3 berserkers. Sowrlciwu. 'llflEI-‘IH harolc‘. : " "‘ . . 26—27 1d4 winged kobolds with 1d6 + 1 kobolds 28~29 2d6 tribal warriors El 30—3i 32—33 3d4 kobolds 2d4 + 5 blood hawks Cram1 lClAiIrxSS lAqNM all lain: lciwu. and a 00 1 ancient white dragon barrel ofsalted herring. 34—35 1d8 + 1 pteranodons not hrurr ww ulna-lbs italic eromml 36—40 A few dozen baby turtles struggling to make their lcl/u: Cormr or loci/iiml lzl/ical (Aoor or way to the sea glowh in lzlnqi: pilc ulnar: l lclnrm 41—42 1d6 + 2 giant lizards all lines: AHGFUES. 50% 35—86 2d4 winter wolves chance the corpse has a rare magic item ofthe 37—38 1d6 + 2 yetis DM’S choice 39—90 1d2 frost giants 41—50 1d3 abominable yetis 91—92 1d3 werebears 51—60 1d4 remorhazes 93~94 1d4 trolls 61—65 A BOO—foot-high wall of ice that is 300 feet thick and 95—96 1 abominable yeti spread across 1d4 miles 97—93 1 remorhaz 66—75 1d4 recs 99 1 roc 76—80 The likeness ofa stern woman with long. flowing 00 2d4 young remorhazes hair. d100 Encounter ARCTIC ENCOUNTERS (LEVELS 17—20) 54—55 2d4 griffons d100 Encounter 56—57 1d4 veterans 01—02 2d10 revenants 53—60 1 bandit captain with 1 druid. iiiulfuifriiffiis "r! “LR—i Fid'b‘ 'i'iitil ”- ’llAlL‘ loomwtt.

dead and bloated.111"! iii-T :1 ) i'fii.i. 1 templating the meaning ofthe multiverse druid. save. 2 berserkers.‘~.‘s .i. or halfas much damage on a successful one. 5 laul #4 lfizrt.. all searching 81 1d4 berserkers for buried treasure 82 1d6 giant eagles 76—80 A severed humanoid hand tangled in a net 83 2d4 giant toads 81-82 1 water elemental 84 1d4 ogres or 1d4 merrow 83—84 1 cyclops 85 3d6 sahuagin 85—86 1d4 banshees (night only) 86 1d4 veterans 87—88 2d4 veterans 87 1d2 plesiosauruses 89—90 1 young bronze dragon 88 1 bandit captain with 2d6 bandits 91—93 1d3 cyclopes 89 1:13 manticores 94—95 1 young blue dragon 90 1 banshee 96 1 sahuagin baron with 1d3 sahuagin priestesses 1d4 + 3 griffons and 2d8 sahuagin 91—92 97 1 djinni 93—94 1 sahuagin priestess with 1d3 merrow and 2d6 sahuagin 98 1 rec 1 sahuagin baron 99 1 marid 95—96 97—98 1 water elemental 00 1 storm giant 99 1 cyclops 00 1 young bronze dragon COASTAL ENCOUNTERS (LEVELS 11—16) d100 Encounter COASTAL ENCOUNTERS (LEVELS 5—10) 01 1d4 banshees (night only) d100 Encounter 02—04 1 cyclops 01 2d8 giant wolf spiders 05—08 1d6 + 2 manticores 02—03 3d6 pteranodons 09—10 1d8 + 2 veterans 04—05 2d4 scouts 11—20 1 young blue dragon 06—07 1d6 + 2 sahuagin 21—25 A nest of1d6 dragon turtle eggs 08 1 sea hag 26—35 1d4 sahuagin barons 09—10 1d4 + 1 giant toads 36—40 A trident partially buried in the sand 11—15 3d6 sahuagin 41—50 1 young bronze dragon 16—20 2d6 giant eagles 51-55 1 marid 21—25 A pseudodragon chasing gulls through the air 56-60 1d6 water elementals 26—29 1d2 druids 61-65 2d6 ghasts crawling over 1d6 wrecked ships and 2d4 + 1 giant toads feeding on the dead 30—32 1 commoner singing a dirge (day only) or 66—70 1 djinni 33—35 1 banshee (night only) 71—75 1d3 young bronze dragons 76—80 A beached whale..1'T1\£ '-. and 2d12 bandits.l'. taking 5d6 bludgeoning damage on a failed “A. it explodes. Dawn ‘15 “”91 UAc‘h \ 81—82 2d4 cyclopes ‘ zosilt‘ lor W" ’llmlcfi wwcln 83—84 1 storm giant 85—86 1d3 young blue dragons 425.--\.:i-. P‘iwfi‘fi Q . is (of Wow. and each creature within 30 feet of it must make a DC 15 Dexterity saving ow “t °t throw. Ifit takes any damage. J.:~i .‘1~"i'Z-Z [its i'C'ir. con— 71—75 A pirate crew consisting of1 bandit captain. d100 Encounter d100 Encounter 43—44 1d6 + 4 giant crabs 36—40 A stoppered bottle containing an illegible note and 45—46 2d4 stirges half buried in the sand 2d6 + 3 bandits 41—43 3 sea hags 47—48 49—53 2d4 sahuagin 44—46 1d8 + 1 harpies 1d6 + 2 scouts 47—50 1d4 plesiosauruses 54—55 56—60 1 sea hag 51—53 1d4 manticores 61—65 A momentary formation in the waves that looks 54—56 2d4 ogres like an enormous humanoid face 57—60 1d10 grifi'ons H‘s—nun- 66—70 1 druid 61—65 A battle at sea between two galleons 71—75 1d4 harpies 66—70 1d4 + 3 merrow 76—80 A lone hermit (acolyte) sitting on the beach.

?l ‘3.'1.THURS . d100 Encounter 8?—83 1 adult bronze dragon 89—90 1 adult blue dragon 91—93 1d3 recs DESERT ENCOUNTERS (LEVELS 1—4) 94—9? 1 dragon turtle d100 Encounter 98—99 1 ancient bronze dragon 01 3d8 scorpions 00 1 ancient blue dragon 02 2d4 vultures O3 1 abandoned mule COASTAL ENCOUNTERS (LEVELS 17—20) 04 2d6 commoners with 2d4 camels bound for a dis- d100 Encounter tant city 01—10 1 rec 05 1d6 flying snakes 11—20 1 storm giant O6 2d6 hyenas or 2d6 jackals 21—25 An adult bronze dragon fighting an adult blue 07 1d6 guards escorting a noble to the edge ofthe dragon to the death desert.'IT}lf.\J .t'. all ofthem astride camels 26—40 2d6 cyclopes 08 1d6 cats 41—50 1 adult bronze dragon or 1 adult blue dragon 09 1 pseudodragon 51—60 1d3 djinn or 1d3 marids 10 1d4 poisonous snakes 61 —70 1 dragon turtle 11—13 2d4 stirges F1—75 1d3 rocs 14-15 1d6 + 2 giant wolfspiders 76—30 1d6 + 2 waterspouts that dance on the water before 16—17 1 scout stopping abruptly 18—20 2d4 giant poisonous snakes 81—90 1d6 young blue dragons 21—25 Sing|e~file tracks marching deeper into the desert 91—96 1 ancient bronze dragon 26~27 4d4 kobolds 9?—99 1 ancient blue dragon 23~29 1 jackalwere 00 1d3 + 1 storm giants 30—31 3d6 tribal warriors t.--\i"l-l".‘il 1.5 FER'F. i‘Ji_F=‘~.21l.

d100 Encounter d100 Encounter 32—33 1d6 giant lizards 18—20 1d8 + 1 giant vultures 34—35 1 swarm of insects 21—25 A stone obelisk partly buried in the sand 36—40 An oasis surrounded by palm trees and containing 26—28 1 ogre with 1d3 half-ogres the remnants ofan old camp 29—35 1d10 giant hyenas 41—44 3d6 bandits 36—40 1d6 +1 empty tents 45—46 1d4 constrictor snakes 41—43 1d6 + 2 thri-kreen 47—43 2d4 winged kobolds 44—46 2d4 yuan-ti purebloods 49~50 1 dust mephit 47—50 1d6 + 3 death dogs 51—52 1d3 + 1 giant toads 51—52 1d4 giant scorpions 53—54 1d4 giant spiders 53 1 fire elemental 55 1 druid 54—55 1 hobgoblin captain with 3d4 hobgoblins 56—57 2d4 hobgoblins 56 1d6 + 2 ogres 53 1 wight 57—58 1d4 lamias 59~50 1 ogre 59—60 1 air elemental 61—65 A brass lamp lying on the ground 61—65 A meteorite resting at the bottom ofa glassy crater 66—67 1d4 giant vultures 66 1d4 + 1 wights 68 1 phase spider 67—68 1 young brass dragon 69 1 giant constrictor snake 69—70 1 bandit captain with 1d3 berserkers and 3d6 30—31 1 gnoll pack lord with 1d3 giant hyenas bandns 32 1d6 + 2 gnolls 71—72 1 cyclops 73—74 1 mummy 73 1d4 couatls 75 1d3 half-ogres 74—75 1d4 yuan-ti malisons 76—30 A pile ofhumanoid bones wrapped in rotting cloth 76—80 Strong winds that kick up dust and reduce visibility 31—32 1 lamia to 1d6teetfor1d4 hours 33 1 hobgoblin captain with 2d6 hobgoblins 81—83 1 revenant with 1d3 wights 34 2d4 death dogs 84—85 1d8 + 1 phase spiders 35—36 1d4 giant scorpions 86—87 1d6 + 2 weretigers 37 1 yuan-ti malison with 1d4 + 1 yuan-ti purebloods 88—90 2d4 gnoll fangs oeenoghu 33—39 1 bandit captain with 1 druid and 3d6 bandits 91 1 young blue dragon 90 2d4 thri-kreen 92 1d4 cyclopes 91 1 air elemental 93 1d3 yuan-ti abominations 92 1d3 couatls 94 1d4 medusas 93 1 fire elemental 95 1 guardian naga 94 1d4 gnoll fangs oeenoghu 96 1d3 young brass dragons 95 1 revenant 97 1 efreeti 96 1d4 weretigers 98 1 roc 97 1 cyclops 99 1 gynOSphinx 93 1 young brass dragon 00 1 adult brass dragon 99 1 medusa 00 1 yuan-ti abomination DESERT ENCOUNTERS (LEVELS 11—16) d100 Encounter DESERT ENCOUNTERS (LEVELS 5—10) 01 1 young brass dragon dioo Encounter 02—05 4d6 gnolls 01 1d6 scouts 06—10 3d10 giant hyenas 02 2d4 jackalweres 11—12 1d8 + 1 lamias 03 2d6 hobgoblins 13—14 2d4 gnoll fangs oeenoghu 04 1d4 + 3 dust mephits 15—17 1d6 + 2 giant scorpions OS 1d6 swarms of insects 18—20 2d4 phase spiders 06 1 giant constrictor snake 21—25 A desert caravan consisting oi1d6 merchants {no- 1 lion bles) with 2d6 guards 07—08 2d4 gnolls 26—27 1d6 + 1 couatls 09—10 2d6 giant toads 28—30 1d4 fire elementals 11—12 1 mummy 31—32 1 hobgoblin captain with 3d10 + 10 hobgoblins 13—17 33—35 2d4 wights 1' ‘ | l :1. l l .1 L1 rs Ni i‘t'fé'l' ii it ' H l ()l'. 1-" l' i" ii liiliM (. .l'-'.

d100 Encounter 36—40 1d6 square miles ofdesert glass 41—42 1 young blue dragon 43—45 1d6 + 2 weretigers 46—43 1d4 air elementals FOREST ENCOUNTERS (LEVELS 1—4) 49—50 1d6 + 1 yuan-ti malisons d100 Encounter 51—55 1d4 medusas 01 1 giant owl 56—60 1d4 revenants with 3d12 skeletons 02 1d4 cats 61—65 A plundered pyramid O3 2d4 woodcutters (commoners) 66—70 1d4 young brass dragons O4 1 badger or 1d4 poisonous snakes 71—75 1d3 yuan-ti abominations 05 2d8 baboons 76—73 1d6 + 2 cyclopes O6 1d6 + 3 hyenas 79—82 1 adult brass dragon O7 1 owl 33—85 1 purple worm 08 1 pseudodragon 36 1d2 young blue dragons 09 1 panther 8?—33 1 mummy lord 1O 1 giant poisonous snake 89 1d3 guardian nagas 11 1d6 + 2 boars 90 1 adult blue dragon 12 1d4 + 1 giant lizards 91 1d2 gynosphinxes 13 1 ape or 1 tiger 92-93 1d3 efreet 14 2d6 tribal warriors with 1d6 mastis 94 1 androsphinx 15 1d6 + 2 giant bats or 3d6 flying snakes 95 1d4 rocs 16 1 scout or 2d4 guards with 1d8 mastifi's 96—97 1 adult blue dracolich 17 1d8 + 1 winged kobolds 93—99 1 ancient brass dragon 18 1d3 constrictor snakes 00 1 ancient blue dragon 19 1d10 + 5 giant rats or 2d6 + 3 giant weasels 20 1d4 + 1 needle blights with 1d6 + 3 twig blights DESERT ENCOUNTERS (LEVELS 17—20) 21—25 A lost..’__.‘~< ."al 1.51114? l'k—T'i'llf‘ ' ' ._.. 44 1d4 lizardfolk or 3d6 bandits called Pazar 45 1d4 + 4 wolves 64—?2 1d4 rocs 46 2d4 giant wolfspiders ?3—80 1d3 gynosphinxes 47 1 swarm ofinsects or 2d8 blood hawks 81—85 1 adult blue dracolich 48 1d6 + 2 pixies 36~90 1 androsphinx 49 1 brown bear 91—96 1 ancient brass dragon 50 1d4 + 3 goblins 97—99 1 ancient blue dragon 51 1d3 dryads 00 1d4 adult brass dragons 52 1 awakened tree illi. 34 1 faerie dragon (yellow or younger) 26-30 1d3 young blue dragons 35 1d4 + 2 giant badgers 31 —35 1 mummy lord 36—40 A young woodcutter (scout) racing through the for- 36—40 1d4 hours ofextreme heat (see chapter 5 ofthe est to rescue a lost friend Dungeon Master’s Guide) 41 2d4 blink dogs 41—50 1d3 guardian nagas 42 1d8 +1 sprites 51—60 1d4 efreet 43 1d6 + 2 elk 61—63 An old signpost identifying a single destination.--'xl"ilal--1 L’ :_11. 01405 1 adult brass dragon 26 1d8 + 1 giant frogs 06410 1d2 yuan-ti abominations with 2d10 + 5 yuan-ti 27 4d4 kobolds malisons and 4d6 + 6 yuan-ti purebloods 28 1d3 black bears 11—14 1d6 + 2 medusas 15—18 1d2 purple worms 29 3d6 stirges 30 1 satyr 19—22 2d4 cyclopes 31 2d4 kenku 23—25 An abandoned city made from white marble.. replaying the final moments of 33 1d4 swarms ofravens their lives. weeping child. empty during the day. the parents reward them with 1d3 po- tions ofhealing. At night.1. harmless apparitions 32 1d3 vine blights with 1d12 awakened shrubs roam the streets..I:-4111-_'r. . lithe characters take the d100 Encounter child home.

‘~.73 1'.. i=1 ' ‘~ if .“? .'1 . clean water flowing between the 89 1 couatl (day) or 1 banshee (night) 61-65 trees 9O 1 gnoll pack lord with 1d4 giant hyenas 66 1d4 half-ogres or 1 ogre 91 2d4 berserkers or 1d4 veterans 67 1 faerie dragon (green or older) 92 1 lizardfolk shaman with 1d3 swarms of poisonous 1 werewolfor 1d8 + 1 worgs snakes and 1d10 + 2 lizardfolk 68 69 1 druid harvesting mistletoe 93 1d4 displacer beasts 1 will-o’-wisp 94 1d3 green hags 70 1d4 dire wolves or 1 giant boar 95 1 hobgoblin captain with 2d6 hobgoblins and 1d4 71 1d10 giant wasps giant boars 3’2 1 owlbear or 1 giant elk 96 1 yuan-ti malison with 1d6 + 1 yuan-ti purebloods 73 2d6 gnolls 97 1d3 weretigers 3’4 1d6 giant toads 98 1 gorgon or1 unicorn 75 1d6 web cocoons hanging from the branches. :im a r a 5'3 I [1 ii ..3 1. Encounter d100 Encounter d100 1 phase spider 81 1 wereboar or 1d4 giant boars 53 54 1d6 harpies 82 1d6 + 2 giant spiders 1 ettercap or 1d8 + 1 orcs 83 1d4 centaurs or 1d4 giant elk 55 1 goblin boss with 2d6 + 1 goblins 84 1 orc Eye ofGruumsh with 2d4 + 2 orcs 56 57 1 ankheg 85 1 gnoll fang oeenoghu 58 1 giant constrictor snake 86 1d4 gricks 59 1d4 bugbears or 2d4 hobgoblins 87 1 bandit captain with 2d6 + 3 bandits 60 1 pegasus 88 1d4 wererats A stream of cool. . hold. .‘wi '1‘. 99 1 shambling mound ?6—80 ing withered carcasses 00 1 yuan-ti abomination q [(-1 r.‘u' ('_: {"1 i'x' _‘-.

"~{f_'.. Cold coins litter the bot- 41—42 1d6 + 2 dryads tom. but they disappear if removed from the pool. 99 1 guardian naga The interior is empty aside from a large cast-iron 00 1 adult gold dragon oven.l-L‘. 26 1 couatl FOREST ENCOUNTERS (LEVELS 11—16) 27—28 1d4 ogres or 1d6 + 2 half-ogres d100 Encounter 29—30 1 gnoll pack lord with 1d4 + 1 giant hyenas 01—03 1 werebear 31—32 1d6 wererats 04—05 1d4 druids performing a ritual for the dead (day 33 1d4 gricks only) or 1d4 banshees (night only) 34 1d8 + 1 yuan-ti purebloods 06—07 1d3 couatls 35 1d6 pegasi 08-10 1d3 gnoll fangs oeenoghu with 2d6 + 3 gnolls 36—40 An old stone archway ofobvious elven design."~.' 51:] I . still water. 43 1d4 giant elk 26—30 1d4 + 1 green hags with 1d3 owibears 44 1d8 + 1 harpies 31—35 1d6 + 2 werewolves 45—46 1 bandit captain with 1 druid and 1d6 + 5 bandits 36—40 A small woodland shrine dedicated to a mysterious 42—48 2d4 dire wolves cult named the Siswa 49—50 2d4 bugbears 41—45 1d6 + 2 phase spiders 51—52 2d4 centaurs 46—50 2d4 yuan-ti malisons 53—54 3d10 blink dogs 51—52 1d3 werebears 55—56 1d4 owibears 53—54 1d4 revenants 511—58 1d8 + 1 berserkers 55—56 1 young green dragon 59—60 1d3 green hags 57—58 1d4 trolls 61—65 A clear pool ofwater with 1d6 sleeping animals 59—60 1d6 + 2 wereboars lying around its edge 61—65 A group of seven people (commoners) wearing ani— 66—6? 1d4 werewolves mal masks and ambling through the woods 68—69 1 werebear 66—67 1d4 gorgons 70—71 1d8 + 1 ettercaps 68—69 1d3 shambling mounds 72—?3 2d10 elk 70—71 1 treant 14—75 1d4 veterans 72—73 1d4 unicorns 76—80 An old tree with a wizened face carved into the 74—75 1d6 + 2 weretigers trunk 76-80 Peals ofsilvery laughter that echo from a distance 81 1d4 wereboars 81—82 1 guardian naga 83—84 1 young gold dragon ' ' E1 i_‘. 21—25 A pool ofclear.EVUT‘J hi -"-. Any 11—15 2d4 displacer beasts character who passes under it makes Wisdom (Per. 16-20 1d6 + 2 veterans ception) checks with advantage for 1 hour. Tfil life .I‘4 i ]_.FOREST ENCOUNTERS (LEVELs 5—10) d100 Encounter d100 Encounter 82 2d4 displacer beasts U1 2d4 vine blights 83 1d4 shambling mounds 02 2d6 hobgoblins or 2d6 orcs 84 1 hobgoblin captain with 3d10 hobgoblins and 4d12 03 2d4 apes or 2d4 satyrs gobfins 04 1d3 will-o'-wisps 85 1 yuan-ti abomination 05 1d4 swarms of poisonous snakes 86 1d8 + 1 phase spiders 06 1 orc Eye ofGruumsh with 1d3 orogs and 1d8 + 2 87 1d4 trolls orcs 88 2d4 yuan-ti malisons 0? 1d3 constrictor snakes or 1d4 tigers 89 1 oni 08 1 goblin boss with 3d6 goblins 90 1d4 unicorns 09 1 faerie dragon (any age) 91 1d6 + 2 weretigers 10 1 brown bear or 1d6 + 2 black bears 92 1 young green dragon 11—13 1d4 giant boars 93 1d4 gorgons 14—15 1d8 + 1 giant spiders 94 1d6 + 2 gnoll fangs oeenoghu 16—17 1 lizardfolk shaman with 2d4 lizardfolk 95 1 treant 18 1d10 giant toads 96 1d4 revenants 19 1d4 ankhegs 97 1 grick alpha with 1d6 + 1 gricks 20 1d3 awakened trees (day) or 1 banshee (night) 98 1d4 giant apes 21—25 A small shack almost hidden by the deep forest.

palm out. 2d4 orcs. or 1 gnoll pack lord with 1d3 giant hyenas 47~49 1d4 giant apes 81—82 1d3 giant vultures or 1d3 hippogriffs 50—52 1d3 yuan-ti abominations 83—84 1 goblin boss with 1d6 + 2 goblins and 1d4 + 3 53—62 1d3 young green dragons wolves. wherever the characters 51—52 1d3 boars step.13. as ifto forbid travelers from 85—89 1d3 druids patrolling the wilds coming this way 90—91 1d6 scarecrows or 1 wereboar 1d4 treants 92—93 1d3 centaurs or 1d3 griffons 66—75 A cairn set atop a low hill 94 1d3 gnoll fangs oeenoghu.. flowers bloom and emit soft light.—\ ii'l 1C 3-2 2") iiij T‘Jt} lat-. no matter how hard the wind blows 89—90 1 adult green dragon outside 91—93 1d8 + 1 giant apes 15~16 1 phase spider 94—96 2d4 oni 17~13 1 gnoll pack lord with 1d4 giant hyenas 97—99 1d3 treants 19—20 1 orog or 1 pegasus 00 1 ancient green dragon 21—22 1 ankheg 23—24 1d3 rhinoceroses FOREST ENCOUNTERS (LEVELS 17—20) 25—28 1d3 cockatrices d100 Encounter 29—32 1d6 + 2 giant wasps or 1d4 + 3 swarms ofinsects 01-05 1 young green dragon 33—36 1d4 jackalweres or 1d4 scouts 06—10 1 treant 37—40 1d8 giant goats or 1d8 worgs 11—13 1 guardian naga 41—44 2d4 hobgoblins.‘ki ‘a ié'i'i. or 1d3 thri-kreen 63—65 A 50-foot-tall stone statue ofan elfwarrior with hand raised.3% . d100 Encounter d1oo Encounter 85—86 1 grick alpha with 2d4 gricks 10-14 A circle of standing stones within which the air is 83—88 1d3 yuan-ti abominations utterly still. or 2d4 gnolls 14—16 1d10 revenants 45—46 1d2 giant poisonous snakes 17—19 1d8 +1 unicorns 47—43 1d6 + 2 elk or 1d6 + 2 riding horses 20—22 1d3 grick alphas 49—50 2d4 goblins 23—25 For a few hundred feet. .T (ii I1“: 1. ii ‘ E'. tear— 04 1d2 couatls ing up the land for 1 mile before it dissipates OS 1 ankylosaurus 12—13 1d3 manticores 06 1 weretiger 14—15 2d4 ankhegs 07 1d3 allosauruses 16—17 1d8 + 1 centaurs 1d3 elephants 18—19 1d6 + 2 griffons 03—09 iii-i . or 1 orc Eye of 76—80 Gruumsh with 2d4 + 1 orcs 81—90 1 adult gold dragon 95—96 1 triceratops 91—96 1 ancient green dragon 97 1 cyclops or 1 bulette 97—99 2d4 + 1 treants 98-99 1d4 manticores 00 1 ancient gold dragon 00 1 tyrannosaurus rex CRASSLAND ENCOUNTERS (LEVELS 6—10) d100 Encounter 01 1d3 gorgons GRASSLAND ENCOUNTERS (LEVELs1—5) 02 1d4 cyclopes d100 Encounter 03—04 1d3 gnoll fangs oeenoghu 01 1 hobgoblin captain with 1d4 + 1 hobgoblins 05—06 1 chimera 02 1 chimera 07—09 1d4 + 1 veterans on riding horses 03 1 gorgon 10—11 A tornado that touches down 1d6 miles away. 53—54 1 panther (leopard) or 1 lion 26—28 1 young gold dragon 55—58 1d6 + 3 goblins riding wolves 29—31 1d6 + 2 shambling mounds 59—62 2d6 giant wolfspiders or 1 giant eagle 32—34 2d4 werebears 63—65 1d8 + 4 pteranodons 35—37 1d4 oni 66—69 3d6 wolves 38—40 4d6 +10 elves living in a small community in the 70—74 2d4 + 2 axe beaks treetops 75—76 1 giant boar or 1d2 tigers 41——43 1d6 + 2 gorgons 77—73 1 ogre or 1d3 bugbears 44—46 2d4 trolls 79—80 1 giant elk.

3?—40 1d12 lions 91—96 2d4 tyrannosaurus rexes 41—44 1d10 thri-kreen 97_99 1 adult gold dragon 45—46 1 allosaurus 00 1 ancient gold dragon 47—48 1 tiger 49—50 1d2 giant eagles or 1d2 giant vultures GRASSLAND ENCOUNTERS (LEVELS 17—20) 51—52 1 goblin boss with 2d4 goblins d100 Encounter 53—54 1d2 pegasi 01—10 2d6 triceratops 55—53 1 ankylosaurus 11—20 1d10 gorgons 59—62 1d2 couatls 21—25 2d6 hyenas Feeding on the carcass oFa dead 63—66 1 orc Eye oFGruumsh with 1d8 + 1 orcs dinosaur 6?—?0 2d4 hippogriFFs 26—35 3d6 bulettes 71—74 1d4 + 1 rhinoceroses 36—40 A fiery chariot that races across the sky 75—?6 1 hobgoblin captain with 2d6 hobgoblins 41—50 1d3 young gold dragons ??—?8 1d3 phase spiders 51—60 2d4 cyclopes 79—30 1d6 + 2 giant boars 61—65 A valley where all the grass has died and the 31—82 2d4 giant elk ground is littered with stumps and Fallen tree 83—34 1d4 ogres and 1d4 orogs trunks.L .. d100 Encounter d100 Encounter 20—21 1d6 elephants 70—79 1d4 + 3 gorgons 22—24 A stretch oFland littered with rotting war ma. . antitoxins.‘1'-'-'Ti. partly reclaimed by 02—03 2d4 baboons wilderness. 80—88 1d3 young gold dragons chines.‘::'.1 ll . ' i. bones. ' '. She oFFers 09 1 raven potions ofhenling. that travels For 1d8 miles in either di.. 11—13 2d6 bandits or 2d6 tribal warriors 31—40 2d10 elephants 14 2d8 goats 41—46 2d4 weretigers 15 1d6 + 4 blood hawks _. The nomads are willing to trade Food.-\. 91—96 1d6 + 2 tyrannosaurus rexes 95—96 1d6 + 2 wereboars 97—99 1 adult gold dragon 97 1 young gold dragon 00 1 ancient gold dragon 93—99 1d4 triceratops 00 1d3 tyrannosaurus rexes GRASSLAND ENCOUNTERS (LEVELs11—16) d100 Encounter HILL ENCOUNTERS (LEVELS1—4) 01—05 3d6 wereboars 06—10 2d10 gnoll Fangs oFYeenoghu d100 Encounter 11—15 1d4 bulettes 01 1 eagle 16—1? An old road oF paved stones. leather.2 l l ..- 47—56 5?—61 1d3 chimeras 17—18 1d3 guards with 1d2 mastifl's and 1 mule 'l“__ "7m. [-53% 1'1 11‘ 1L}."“FIRE- 62—66 5 triceratops 19*20 1d6 + 5 hyenas -. 6?—69 A giant hole 50 Feet across that descends nearly 21—22 2d4 stirges 500 Feet before opening into an empty cave 1.11. and 81—90 1d12 chimeras inFormation For weapons. 04—06 1d6 bandits rection beFore ending 07 1d4 vultures 18—27 1d12 couatls 03 1d10 commoners 28—30 A witch (mage) dwelling in a crude hut.1. 29—32 1 gnoll pack lord with 1d4 + 1 giant hyenas 1d4 more such circles connected by lines can be 33—36 2d4 scarecrows seen From overhead. all petrified 85—87 A hot wind that carries the stench of rot 66—75 2d10 bugbears with 4d6 goblins and 2d10 wolves 38—90 1d3 weretigers 76—80 A Friendly adventuring party oF1d6 +1 characters 91—92 1 bulette oarying races. and other consum. and levels (average level 93-94 A tribe oF 2d20 + 20 nomads (tribal warriors) on 1d6 + 2). 1d8 + 1 cyclopes 16 1d4 + 3 giant weasels -. travels.-.‘ i t) L" i": f Ir [1.l'-:'. and banners oFForgotten armies 89—90 A circular section oFgrass nearly a quarter-mile 25-23 1d8 + 1 bugbears across that appears to have been pressed down..1‘*1":: 13 'Z. L . classes. 10 1 poisonous snake able items For sale in exchange For Food and news. They share inFormation about their recent riding horses Following a herd oFantelope (deer).

HILL ENCOUNTERS (LEVELS 5—10) d'lOO Encounter d100 Encounter 23225 An empty cave littered with bones 26 1 pseudodragon or 1d3 giant owls 01 1d4 pegasi or 1d3 perytons 27 1 lion or 1 panther (cougar) 02 1d6 + 2 giant goats 28-30 2d8 kobolds 03 1 manticore 31 1 hippogrifi' O4 1d8 +1 gnolls or 1d8 +1 hobgoblins 32—34 2d4 goblins 05 1d4 lions 35 1 worg 06 1d6 + 2 worgs 36 1d3 swarms of bats or 1d3 swarms of ravens 07 1d4 brown bears 37 1 giant eagle O8 3d6 axe beaks 38—40 An old dwarf sitting on a stump.‘n‘ ' . whittling a piece 09 1 half-ogre with 2d6 orcs of wood 10 2d10 winged kobolds 41 1d4 elk 11—12 1 goblin boss with 1d4 dire wolves and 2d6 goblins 42 1d4 winged kobolds with 1d6 kobolds 13 1d6 giant elk 43 1d6 + 2 giant wolfspiders 14—15 1d8 + 1 giant eagles 44—45 2d4 wolves 16—17 1d4 phase spiders 46 1 swarm of insects 18—19 1 gnoll pack lord with 2d4 giant hyenas 47 1d8 + 1 axe beaks 20 2d4 hippogris 43—49 1 brown bear or 1d3 boars 21—25 A 15-foot-tall stone statue ota dwarfwarrior that 50 1 scout has been tipped over on its side 51 1 ogre 26—27 2d4 orogs 52—53 2d4 gnolls 28—29 1d4 + 1 griffons 54 1 giant elk 30—31 1d6 + 2 harpies 55 1d3 + 1 harpies 32—33 1 orc Eye ofGruumsh with 2d6 + 3 orcs 56 1 werewolf 34—35 1d4 + 3 giant boars 5?—53 2d4 orcs 36—40 A stone door set into the side ofa steep hill. l' . open- 59 1d4 half-ogres ing onto 15 feet ofdescending stairs that end at a cave-in 60 1 druid or1 veteran 61—63 The corpse of an adventurer that carries an intact 41—42 1d3 green hags explorer’s pack and lies atop a longsword 43—44 1d4 werewolves 64 1 green hag 45—46 1d6 + 2 ogres 65—66 1d3 dire wolves 47—43 1 hobgoblin captain with 2d8 hobgoblins A small cemetery containing 2d6 graves 49—50 1 bandit captain with 3d6 bandits 67—63 69—70 1 hobgoblin captain with 2d4 hobgoblins 51—54 1 chimera 71 2d4 giant goats 55—53 1d4 ettins 72 1 manticore 59—62 1d6 + 2 veterans with 2d6 berserkers ?3—74 1d6 + 2 hobgoblins 63—65 An abandoned wooden hut 75 1 phase spider 66—69 1 galeb duhr 76—78 A pile ofdroppings from a very large bird 70—73 1 bulette 79 1 gnoll fang oeenoghu 74—77 1 wyvern 80 1d3 giant boars 78—80 2d6 + 10 goats with 1 herder (tribal warrior) 81 1 gnoll pack lord with 1d3 giant hyenas 31—32 1d3 hill giants 82 1 bandit captain with 2d4 bandits 83—84 2d4 wereboars 83 1 orc Eye ofGruumsh with 1d8 + 2 orcs 85—86 1d4 revenants 84 1d3 orogs or 1d4 berserkers 87—88 1d2 gorgons 85-86 1 ettin or 1 wereboar 89—90 1d8 + 1 gnoll fangs of'Yeenoghu 87—38 1 goblin boss with 2d6 goblins 91—93 1d4 cyclopes 89 1d3 grifi'ons 94—96 1 young red dragon 90 1d3 perytons or 1d4 pegasi 97—93 1d4 stone giants 91—96 1d3 trolls 99 1d3 young copper dragons 97—99 1 cyclops 00 1 roc 00 1 stone giant ’ 7' : 1:11 i' i".1 EC (:1 N .

HILL ENCOUNTERS (LEVELS 11—16) d100 Encounter d100 Encounter 78—80 ld3 nobles with M4 scouts prospecting for gold 01 2d8 manticores or 2d3 phase spiders 81—85 1 adult copper dragon | 02—04 1d6 green bags with 1d6 wyverns 86—90 2d4 stone giants 05—0? l hobgoblin captain with 1 hill giant and 4d10 91—96 1d4 recs hobgobfins 97~99 1 adult red dragon 03—10 2d6 + 3 werewolves 00 1 ancient copper dragon 11—14 id6 + 2 ettins 15—13 id3 bulettes HILL ENCOUNTERS (LEVELS 17—20) 19—22 ld4 werebears d100 Encounter 23—24 A stream otsmoke emerging from a small chimney 01 ld2 rocs in the hillside 02—05 1 young red dragon 25-23 1d4 wyverns 06—10 2d6 ettins 29—32 ld8 + l wereboars 11—15 ld4 bulettes l 33—36 ld3 revenants 16—20 ldiO revenants 3?—33 A mild earthquake that shakes the region for lO 21—25 The white outline ofan enormous horse carved seconds into the side ofa high hill | 39—42 ld3 chimeras 26—30 id6 + l gorgons 43—46 ld4 gorgons 31—35 2d4 + l trolls 4r~50 id6 + 2 gnoll fangs oeenoghu 36—40 The scorched remains 01‘2l humanoids littering 51—54 'ld4 hill giants a hillside 55—53 1 young red dragon 41—45 2d4 hill giants 59—52 ld3 +1 galeb duhr 46—50 ld6 + 2 werebears 53—55 2d10 dwarfminers (commoners).' .II: .4v . _r...: .r —\ “ -.-- 3. . ' 'v‘ 'I. '-'. ~. ‘ ulh'l‘ _'n l Rye... . whistling as they 51—55 2d4 galeb duhr march toward their mine 56—60 ld4 + 2 wyverns l 66—69 ld3 young copper dragons 61—65 A massive boulder partly buried in the earth as ifit 70—73 ld4 trolls fell or was thrown there 74—7? ld3 cyclopes "M me}- ' --._ NH .' ._ I ..4_ .

't-:£:~-c-::.1-'ti.1 1: 1.» 1. 51‘52 1 galeb duhr perched on a stone outcropping 53e54 1 bulette 39—41 2d8 + 1 blood hawks 55—56 1d10 berserkers 42-44 1 giant goat 57—58 1d3 hell hounds 45-47 3d4 kobolds 59—60 1d8 + 1 veterans 48—50 1 half-ogre 61—65 A distant mountain whose peak resembles a tooth 51—53 1 berserker 66—69 1d4 ettins 54—55 1 orog 70~73 1 wyvern 56 1 hell hound 74—75 1 orc Eye ofGruumsh with 1d6 orogs and 3d6 + 10 57 1 druid orcs 58—59 1 peryton 76—80 A row of1d10 + 40 stakes upon which the bodies of 60~61 1d2 hippogrifis kobolds. dwarves. which has 31—»33 2d6 dwarfsoldiers (guards) with 1d6 mules laden an opening in the center where a gate used to be with iron ore 41—45 1 manticore 34-36 1 giant eagle 46—50 2d4 harpies 37—38 A small shrine dedicated to a lawful neutral god. d100 Encounter d'IOO Encounter 66—70 1 adult copper dragon 84—85 1 saber—toothed tiger 71—75 1d6 + 3 cyclopes 86—90 A sparkling stream ofwater spilling from a crevice 76—80 The stub of an old stone tower jutting from the top 91 1d2 ettins ofa hill 92 1 cyclops 81—85 2d4 stone giants 93 1 troll 86—90 1 adult red dragon 94 1 galeb duhr 91 —96 1 ancient copper dragon 95 1 air elemental 97—99 1 ancient red dragon 96 1 bulette 00 1d2 adult red dragons with 1d3 young red dragons 97 1 chimera 98 1 wyvern 99 1 stone giant 00 1 frost giant MOUNTAIN ENCOUNTERS (LEVELS 5—10) MOUNTAIN ENCOUNTERS (LEVELS 1—4) d100 Encounter d100 Encou nter 01—02 2d8 + 1 aarakocra 01—02 1 eagle 03—04 1 lion or 1 saber-toothed tiger 03—05 1d3 swarms ofbats 05—06 1d8 + 1 giant goats 06—08 1d6 goats 07—08 1d4 + 3 dwarftrailblazers (scouts) 09—11 1d10 + 5 tribal warriors 09—10 1d6 + 2 orcs 12—14 1d6 + 3 pteranodons 11—15 1d10 giant eagles 15—17 1d8 +1 winged kobolds 16—20 1d8 + 1 hippogriffs 18—20 1 lion 21—25 1d8 fissures venting steam that partially obscures a 21—24 Stairs chiseled into the side of the mountain that 20-foot cube above each fissure climb 3d20 + 40 feet before ending abruptly 26—30 1 basilisk 25—27 2d10 stirges 31—35 1d12 half-ogres 28-30 2d4 aarakocra 36—40 A ravine blocked by a 100-foot-high wall.:411:12~s "1'1'11 11.1: . or orcs are impaled 62 1 manticore 81—83 1 fire giant 63—64 1d6 + 2 scouts 84—85 1 young silver dragon 65—67 Enormous footprints left by a giant. which head 86—87 1d4 air elementals into the mountain peaks 88—90 1d4 trolls 68—73 2d4 orcs 91~92 1d3 +1 cyclopes 74—75 1 giant elk 93~94 1d4 chimeras 76—77 1 veteran 95—96 1 cloud giant 78—79 1 orc Eye ofGruumsh 97 1 roc 80 1d4 harpies 98 1d4 stone giants 81 1 ogre 99 1 young red dragon 82 1 griffon DO 1d4 frost giants 83 1 basilisk 1'1-1-11‘1‘1 111.

71—75 1d3 frost giants 21—22 1d4 +1 mud huts partially sunken in murky water 76—30 A wide crevasse.-_ -1-\.. Litistitain. 84—86 1 lizardfolk shaman with 1d6 giant lizards and 2d10 ' -' ..'fi 10" I .MOUNTAIN ENCOUNTERS (LEVELs 11—16) (1100 Encounter d100 Encounter 31—35 1d4 rocs 01—02 1d8 + 1 basilisks 86—90 1d4 young red dragons 03—04 2d4 hell hounds 91—96 1 ancient silver dragon 05—06 1d3 chimeras 97—00 1 ancient red dragon 07—03 1 galeb duhr 09—10 2d6 veterans 11—1 5 1 young silver dragon 16—20 2d4 trolls 21-25 1 red dragon gliding through the sky above the highest mountaintops SWAMP ENCOUNTERS (LEVEL51—4) 26—30 1d8 + 1 manticores d100 Encounter 31—35 1d4 cyclopes 01 1d4 poisonous snakes 36—40 Heavy snowfall that lasts for 1d6 hours 02—05 3d6 rats 41—45 1d10 air elementals 06—10 2d8 ravens 46—50 1d6 + 2 bulettes 11-12 3d6 giant rats 51—55 1d4 stone giants 13 1d10 + 5 tribal warriors 56—60 1 fire giant 14—15 1d8 + 1 giant lizards 61—65 2 stone giants playing catch with a boulder a few 16—17 1 crocodile i . 00 1 ancient red dragon Looting the body turns up an explorer's pack and perhaps (50% chance) a random common magic MOUNTAIN ENCOUNTERS (LEVELS 17—20) item.1’!1'l'-'. its depths shrouded in mist 23-25 2d8 + 1 kobolds 81—35 1d4 cloud giants 26 2d4 mud mephits 36—90 1 adult silver dragon 27—29 1d6 + 2 giant poisonous snakes 91—96 1 adult red dragon 30 2d4 winged kobolds 97—93 1d4 rocs 31—32 1 scout : 99 1 ancient silver dragon 33—34 The corpse ofan adventurer tangled in the weeds. permitting no passage until 81—83 1 shambling mound a traveler pays 100 gp (ifon foot) or 200 gp (if “five. £1100 Encou nter 35—38 1 giant toad 01—05 1d10 bulettes 39—41 1d6 + 2 constrictor snakes 06—10 1:18 +1 chimeras 42—44 2d4 giant frogs 11—15 1 adult silver dragon 45 1d8 + 1 swarms ofrats or 1d6 + 2 swarms ofravens 16—20 1d8 + 1 wyverns 46—48 2d10 stirges 21—25 A massive boat perched atop a mountain 49—52 2d6 + 3 bullywugs 26—30 2d4 galeb duhr 53-54 1d8 + 1 orcs 31-35 1d4 frost giants 55—56 1d4 yuan-ti purebloods 36—40 A wooded valley haunted by secretive and reclusive 57 1 druid elves who tell warily oftheir master: a mad wizard 58-59 1 yuan-ti malison who lives in the heart ofthe valley 60-62 1 giant constrictor snake 41—45 1d10 air elementals 63-64 A high-pitched shriek that lasts for 1d4 minutes 46—50 1d6 + 3 trolls 65—67 2d4 lizardfolk 51—55 1 adult red dragon 68—69 1d4 ghouls 56—60 1d4 cloud giants 70—71 1 will-o’-wisp 61-65 A waterfall hundreds offeet high that drops into a 72 1 wight clear pool 73 1 ghast 66—70 1d3 fire giants 74—75 1 swarm of poisonous snakes 71—75 2d4 stone giants 76—77 A foul stench bubbling up from brackish waters 76—30 A force of100 dwarves (veterans) standing guard 78—80 1d4 + 2 ogres Laugh..» ii. at a mountain pass. hundred feet away 18-19 1 swarm of insects 1 66—70 1013 + 1 ettins 20 1 giant spider . \“.‘II‘ L mounted) lizardfolk 1 -~v‘-r—'--'."...g ts'rtia's 'E't_!<“t1..--.

bat-headed idol almost completely cov- ered by vines 20—22 2d4 giant spiders 66—70 1d8 + 2 trolls 23—24 Tainted water that exposes creatures that move through it to sight rot (see “Diseases" in chapter 8 71—75 1d3 hydras ofthe Dungeon Master’s Guide) 76—80 The sound ofdrums beating several miles away 25—27 1d6 + 2 giant toads 81—96 1 adult black dragon 28—30 3d6 lizardfolk 97—00 1 ancient black dragon 31—33 1d8 + 1 yuan-ti purebloods 34—36 1d4 + 1 swarms of poisonous snakes 32—38 A bloated humanoid corpse floating facedown in the water 39—41 1 shambling mound 42—44 1d4 + 1 will-o’-wisps UNDERDARK ENCOUNTERS (LEVELS 1—4) 45—47 2d6 crocodiles d100 Encounter 48—50 1d4 + 1 giant constrictor snakes 01 1 mind flayer arcanist 51—54 1 lizardfolk shaman with 1d3 swarms of poisonous 02 1d3 + 1 giant poisonous snakes snakes and 1d8 + 2 lizardfolk 03 1d3 giant lizards 55—58 1d8 + 1 ogres 04 2d4 giant fire beetles 59—62 2d4 ghasts 05 1d8 + 1 flumphs 63—65 An altar partially sunk into the mud. d100 Encounter d100 Encounter 87 1 troll 89-90 1d6 + 1 yuan-ti malisons 1d4 green hags 91—93 1d4 + 1 trolls 88—89 90—91 1 revenant 94—96 1d10 revenants 92—93 1 giant crocodile 97—99 1d8 + 1 water elementals 94—95 1 orc Eye ofGruumsh with 1d3 orogs and 2d6 + 3 00 1d3 hydras orcs 96—97 1 young black dragon SWAMP ENCOUNTERS (LEVELS 11—20) 98 1 yuan-ti abomination d100 Encounter 99 1d4 water elementals 01—10 1d4 giant crocodiles 00 1 hydra 11—15 1d3 yuan-ti abominations 16—20 1d6 +1 green hags SWAMP ENCOUNTERS (LEVELS 5—10) 21—25 A large. devoted to a 06 1 shrieker god that is part human and part frog 07 1d12 giant rats 66-69 1 giant crocodile 08 2d4 kobolds 70—73 1 shambling mound 09 1d8 +1 stirges 74—77 1 orc Eye ofGruumsh with 1d3 ogres and 2d10 + 5 10 2d4 humans (tribal warriors) seeking the way to the orcs surface. ‘ i‘w.i' ("L1 '«i "if. making the area 06—07 1d10 + 1 bullywugs with 1d8 + 1 giant frogs within 1d3 miles heavily obscured for 1d4 hours 08—09 1 druid 41_45 1d4 revenants 10 1d8 + 1 swarms ofinsects 46—50 1d6 shambling mounds 11—13 1d12 ghouls 51—55 1d10 water elementals 14—16 2d8 scouts 56—60 1d4 young black dragons 17—19 2d10 orcs 61—65 An eerie. spreading tree from which 2d6 armored d100 Encounter knights hang by the neck 01 1 green hag 26-30 2d4 wights 02—03 2d4 giant lizards or 2d4 giant poisonous snakes 31—35 1d8 + 1 yuan-ti malisons 04—05 2d8 winged kobolds 36—40 Fog that rolls across the terrain. 11' h 1‘71 0 L14 . suggesting something rude about the mother of someone named |<rusk i) l. fleeing their Underdark oppressors 78—80 A torrential rain that lasts 1d6 minutes and puts 11—12 1d10 troglodytes out all unprotected flames within 1 mile 13—14 1d2 gray oozes 81—82 1 young black dragon 15—16 3d6 stirges 83-84 1d4 green bags with 1d6 +1 ogres 17—18 1d3 magma mephits 85—86 1 yuan-ti abomination 19—20 1d10 goblins 8?—88 1d4 + 1 wights 21—22 Orc graffiti on the walls.‘ 'C L.“{l' l.

‘-.. --_.fi.d100 Encounter d100 Encounter 23—24 1 swarm of insects 85 1 druid with 1 polar bear (cave bear} 25 1 deep gnome 86 1 hobgoblin captain with 1d4 half-ogres and 2d10 26—28 1d8 + 1 drow hobgoas 29—30 1d4 violet fungi 87 1 earth elemental or 1 black pudding 31~32 1d12 kuo-toa 88 1 kuo—toa monitor with 1d8 + 1 kuo-toa whips 33 1 rust monster 89 1 quaggoth thonot with 1d3 quaggoths 34—35 A rubble—strewn passage that appears to have been 9O 1 beholder zombie or 1 bone naga recently cleared after a cave-in 91 1 orc Eye ofGruumsh with 1d4 orogs and 2d8 orcs 36—37 1d8 + 1 giant bats 92 1d4 ghasts with 1d10 ghouls 33—39 3d6 kobolds 93—395 A reeking puddle where slimy water has dripped 40—41 2d4 grimlocks from the ceiling 42—43 1d4 + 3 swarms of bets 96 1 otyugh or 1 roper 44 1 dwarf prospector (scout) looking for gold 97 1 vampire spawn 45 1 carrion crawler or 1 gelatinous cube 98 1 chimera 46 1d8 darkmantles or 2d4 piercers 99 1 mind flayer 47 1 hell hound 00 1 spirit naga 43 1d3 specters 49 1d4 bugbears UNDERDARK ENCOUNTERS (LEVELS 5—10) 50 1d10 + 5 winged kobolds d100 Encounter 51 1d4 fire snakes 01 3d6 swarms of bats 52 2d8 + 1 troglodytes 02 1d4 giant spiders or 1d4 giant toads 53 1d6 giant spiders 03 1 mimic 54 3d6 kuo-toa 04 2d4 gray oozes 55 1 goblin boss with 2d4 goblins 05 2d10 orcs or 3d6 troglodytes 56 4d4 grimlocks 06 3d6 grimlocks 57 1 ochre jelly 07 1d6 + 2 magma mephits 53 2d10 giant centipedes 08 1 goblin boss with 2d4 goblins 59 1 nothic or 1 giant toad 09 2d4 darkmantles 60 1d4 myconid adults with 5d4 myconid sprouts 10 2d8 + 1 drow 61 1 minotaur skeleton or 1 minotaur 11 2d10 piercers 62 3d6 drow 12 1d4 minotaur skeletons 63 1 mimic or1 doppelganger 13—14 3d6 deep gnomes 64 1d6 + 3 hobgoblins 15 1 druid with 1 polar bear (cave bear) 65 1 intellect devourer or 1 spectator 16—17 3d6 orcs 66 1d8 + 1 orcs 18 1 bone naga 67—63 A faint tapping coming from inside a nearby wall 19—20 2d6 bugbears 69 1 gibbering mouther or 1 water weird 21—25 Luminescent fungi growing on the walls ofa moist 70 1d12 gas spores cave.7 .'_j45:‘s Tums _ ~37 ' .1i_. .“\'f'1i-‘{.2?! 3:? t 83 47443 1 flameskull 84 1 ghost or 1 flameskull or 1 wraith 49—50 2d8 duergar i‘i-i-‘a':"i'i_'ti 1‘: 1._ _.“ Sd4 duergar . filling it with dim light 71 1 giant constrictor snake 26 2d4 specters 72 1d10 shadows 27 1d12 + 4 shadows 73 1d3 grells 28 1d3 gibbering mouthers 74 1d4 wights 29—30 4d4 hobgoblins 75 1d8 + 1 quaggoth spore servants 31—32 1d4 carrion crawlers 76 1d2 gargoyles 33—34 1 black pudding 77 1d4 ogres or 1d3 ettins 35 1d4 ochre jellies 73 1d4 dwarf explorers (veterans) 36—40 A patch of mold that appears yellow when light is 79—30 An abandoned miners' camp spattered with blood directed toward it and littered with the contents of1d3 dungeoneer’s 41 1d4 nothics packs 42—43 2d8 + 1 gas spores 81 1 chuul or1 salamander 44—45 1d3 gelatinous cubes 82 1d4 phase spiders or 1d3 hook horrors 46 1 ghost n" .' --—-— -.1.'._}i'--.‘~'. I x .i.-‘\.. r-v.

2 200 feet deep drow elite warriors. 4d10 feet wide and 5d20 + 61—62 A merchant caravan consisting of1 drow mage. A search has a 50% chance of uncovering 1d3 potions ofheoling and a 25% chance offinding 99 1 dao or 1 stone giant a random common magic item. and 2d10 quaggoths 26—27 1 hobgoblin captain with 3d10 hobgoblins 63 1d4 wights 28—29 2d4 spectators 64 1d4 doppelgangers 30—31 3d6 ghasts 65 2d8 fire snakes 32—33 2d8 intellect devourers 66 1d4 spectators 34—35 1d3 orc Eyes ofGruumsh with 2d4 orogs and 2d10 67 1 orc Eye ofGruumsh with 1d4 orogs and 2d10 + orcs 3 orcs 36-40 A large cave containing 2d10 extraordinarily de- 68 1d3 vampire spawn tailed statues ofvarious creatures 69 1d4 hook horrors or 1d4 minotaurs 41—42 1d8 + 1 kuo—toa monitors 70 3d6 quaggoth spore servants 43—44 2d4 water weirds 71—72 1d3 grells 45—46 2d1O gricks 73 1d6 + 1 intellect devourers 47—48 3d6 nothics 74 1d10 gargoyles 49—50 2d8 + 1 ogres 75 1 beholder zombie 51—52 1d6 + 2 chuuls 76—77 1 quaggoth thonot with 2d4 quaggoths 53-54 1d8 + 1 ettins 73 1d6 ettins or 1d4 trolls 55 3d6 grells 79 1d8 + 1 phase spiders 56 2d4 flameskulls 30 1 fomorian or 1d3 cyclopes 57 2d12 dwarf soldiers (veterans) on patrol 31 1d4 earth elementals 58 2d8 hell hounds 32 3d6 ogres 59 1d10 ghosts 33 1d4 + 1 chuuls 60 3d4 wights 34 1d10 hell hounds 61 3d6 phase spiders 35 1d3 drow elite warriors 62 1d8 +1 bone nagas 36 1d4 chimeras 63—65 A shrill scream followed by dark laughter 37 1d4 salamanders 66 1d4 chimeras 33 1 cloaker 67 1d10 black puddings 39 2d4 wights 68 3d6 minotaurs 90 1d4 driders 69 2d4 otyughs 91 1 fire giant 7O 1d6 + 1 beholder zombies 92 1 grick alpha with 2d4 gricks 71 4d4 hook horrors 93 1 mind flayer arcanist 72 1d8 +1 umber hulks 94 1d4 drow mages 73 2d4 salamanders 95 1 spirit naga 74 1d3 grick alphas 96 1d4 mind flayers 75 1d6 + 2 xorn 97 1 behir 76—80 A ruined village that once belonged to deep 93 1 aboleth gnomes. UNDERDARK ENCOUNTERS (LEVELS 11—16) d100 Encounter d100 Encounter 51 1 wraith 1 umber hulk 01—02 3d6 carrion crawlers 52 1 xorn 03—04 1d6 + 1 gelatinous cubes 53 54 1d6 + 2 dwarfhunters (veterans) searching for 05—06 1d8 + 2 gibbering mouthers trolls 07—08 2d8 minotaur skeletons 55 1 hobgoblin captain with 3d10 hobgoblins 09—10 2d6 ochre jellies 56 1 roper 11—12 2d4 doppelgangers 57 1 kuo-toa monitor with 1d4 kuo-toa whips and 1d8 13—14 1d4 quaggoth thonots with 1d10 + 2 quaggoths + 1 kuo-toa 15—16 1d3 ropers 58 1d3 water weirds 17—18 3d6 gargoyles 59 1d4 ghasts with 1d10 ghouls 19—20 1d10 mimics 60 1 otyugh 21—25 A 100-foot-long ravine. 00 1 beholder 81 2d4 earth elementals 82 1d3 spirit nagas .

1-2 i. :fi-‘_-____. '52 1.. ...-"l Ell ill..l'1'1l. 1 i‘.""1:: . \ "-11:35- 5?—59 2d4 fomorians .' .::..‘~ . d100 Encounter 33 1d3 + 1 cyclopes 34 1d6 + 2 trolls 85 2d4 stone giants 86 2d4 wraiths d100 Encounter 87 1d4 fomorians 63—65 1d20 + 20 spiders crawling on the walls oFa web- 38 1d3 drow mages with 1d4 drow elite warriors filled cave 39 1d10 vampire spawn 66—63 1d4 fire giants 90 1d3 cloakers 69—70 1d1O mind flayers 91 1d4 fire giants 71 —73 2d4 stone giants 92 1 mind flayer arcanist with 1d6 + 1 mind flayers 74—76 1d12 cyclopes 93 1d4 dao 77—30 A large cave in which stands a 50-Foot-tall idol of 94 1d8 + 1 driders Blibdoolpoolp 95 1d3 behirs 81—85 1d3 dao 96 1d4 aboleths 86—90 1d4 beholders 97 1 beholder 91—93 1d4 behirs 98 1 young red shadow dragon 94—96 1 death tyrant 99 1 death tyrant 97—99 1d3 purple worms 00 1 purple worm 00 2d4 aboleths UNDERDARK ENCOUNTERS (LEVELs17—2o) d100 Encounter 01 1d4 grick alphas 02 2d8 spectators 03—04 3d6 minotaurs or 2d8 kuo-toa monitors UNDERWATER ENCOUNTERS (LEVEL51—4) 05-06 2d3 grells d100 Encounter 07—08 2d10 phase spiders 01—10 3d6 quippers 09—10 4d4 hell hounds 11-14 2d4 steam mephits 11—12 1d6 + 2 ropers 15-18 1d4 sahuagin 13—14 2d10 wights 19—22 2d6 merfolk 15—16 3d6 doppelgangers 23—25 2d4 corpses ofdrowned sailors tangled in kelp 17—18 1d8 + 1 chimeras 26—29 2d4 constrictor snakes 19—20 1d4 cloakers 30—33 1d4 reefsharks 21 1d4 hobgoblin captains with 5d10 hobgoblins 34—37 1 swarm ofquippers 22—23 1d8 + 1 earth elementals 38—40 A bed ofenormous clams 24—25 2d4 vampire spawn 41—45 1d10 mert'olk with 1d3 giant sea horses 26—27 3d6 minotaurs 46—50 1 giant octopus 23—30 A 30-foot-tall inverted black pyramid floating 1 inch 51—55 1 merrow above the floor in a large cave 56—60 1 plesiosaurus 31—32 1d10 beholder zombies 61—65 2d10 pieces ofcorroded brass dinnerware littering 33—34 1d4 mind flayer arcanists the bottom 35—36 1d6 + 2 otyughs 66-70 1 giant constrictor snake 37—38 1d12 trolls 71—75 1 sea hag 39—40 1d10 wraiths 76—80 A school of silvery fish darting through the water 41—43 A beautiful obsidian sculpture ofa panther lying on 81-85 1d4 hunter sharks the floor 86-90 1 sahuagin priestess with 2d4 sahuagin 44—45 1d4 drow mages with 1d6 drow elite warriors 91—96 1d4 killer whales 46—47 1d4 spirit nagas 97—98 1 giant shark 43—49 1d8 + 1 salamanders 99 1 water elemental 50—51 2d4 umber hulks 00 1 sahuagin baron "I. 60—62 1d8 + 1 driders i l i "l._. 52—53 filii. 1d10 xorn 54—56 1 young red shadow dragon -. ’ H ‘i. l-‘. 'T l“: “:5 .

containing 2d6 + 50 1d8 + 1 swarms ofravens 10 ghosts 51—52 1 wererat 41—60 1d6 giant sharks 53—54 1d3 half-ogres 61—65 A1-mile-radius sphere of effervescent water that 55—56 1 mimic allows air-breathing creatures to breathe water 57—58 1d4 ghouls while in the sphere 59—60 1d4 specters 66—75 1d10 water elementals 61—62 1d10 shadows 76—80 A shimmering. pans. URBAN EncounnERs(LEVELs1—4) UNDERWATER ENCOUNTERS (LEVELS 5—10) d100 Encounter d100 Encounter 01 1d6 cats 01—02 3d6 steam mephits 02—03 1 commoner with 1d6 goats 03—04 1d10 sahuagin 04—05 2d10 rats 05—06 1 giant octopus 06 1 raven perched on a signpost 07—08 3d6 constrictor snakes 07 1 commoner on a draft horse 09—10 2d10 merfolk with 1d4 giant sea horses 08 2d4 mastiffs 11—15 1d4 sea hags 09 1d2 commoners leading 1d4 mules or 1d4 ponies 16—20 2d4 swarms ofquippers 10 1 pseudodragon 21—25 A sunken galleon with a 50% chance ofa random 11 ispy treasure hoard inside (roll on the Treasure Hoard: 12—13 1d8 + 1 acolytes Challenge 5—10 table in chapter 7 ofthe Dungeon 14 1d6 + 6 flying snakes Master’s Guide) 15 3d6 kobolds 26—30 1d4 plesiosauruses 16 2d4 giant centipedes 31—35 3d6 reefsharks 17 1d8 + 1 skeletons 36—40 An abandoned bathysphere 18—19 1d6 + 2 swarms of rats 41—50 1d4 giant constrictor snakes 20 1d12 zombies 51—55 2d4 hunter sharks 21—25 A peddler weighed down with a load of pots. with bat 30—31 3d4 giant rats wings on its back and tentacles sprouting from its 32 2d8 stirges face 33 1d3 + 2 giant poisonous snakes 81—85 1d4 water elementals 34 1d4 + 2 swarms of bats 36—90 1 sahuagin baron with 2d8 sahuagin 35 2d4 winged kobolds 91—96 1d4 giant sharks 36—40 A wagon loaded with apples that has a broken 97—99 1 marid wheel and holds up traffic 00 1 storm giant 41 1 crocodile 42—43 1 swarm ofinsects UNDERWATER ENCOUNTERS (LEVELS 11—20) 44—45 3d6 bandits d100 Encounter 46—47 1d3 + 2 nobles on riding horses with an escort of 01—10 1 sahuagin baron with 1d4 sahuagin priestesses 1d10 guards and 2d1O sahuagin 48 2d4 kenku 11—35 1d10 killer whales 49 1d6 + 2 smoke mephits 36—40 A ghost ship passing overhead. blue-green portal to the Elemental 63—65 Someone empties a chamber pot onto the street Plane ofWater from a second-floor window 81—90 1d4 marids 66—67 1 ghast 91—96 1d3 storm giants 68-69 1 priest 97—99 1 dragon turtle 70—71 1 will-o’-wisp 00 1 kraken 72—73 1d3 giant spiders . 56—60 1d3 sahuagin priestesses with 2d10 sahuagin and other basic supplies 61—65 An empty castle made from coral 26 1 giant wasp 66—70 1d4 killer whales 27—28 1 warhorse 71—75 1d10 merrow 29 2d8 cultists 76—80 An eerie statue ota squatting humanoid.

badgering passersby to serve as 85 1 succubus or1 incubus their guide through the community for a price of 36 1 bandit captain with 3d6 bandits 1 sp 8? 1d4 + 1 cult fanatics 26—28 1d10 spies 88 1 knight or1 veteran 29—31 3d6 crocodiles 89 1 water weird 32—34 1d6 + 2 swarms of insects 90 1 Wight 35—37 2d4 smoke mephits 91 1 mage 38—40 A noble shouts "Stop! Thief!” at a fleeing scoundrel 92 1 shield guardian (bandit) 93 1 gladiator 41—43 1 succubus or 1 incubus 94 1 revenant 44—46 1d10 half-ogres 95 2d4 gargoyles 47—49 2d10 giant wasps 96 1d4 doppelgangers 50—51 4d10 zombies 97 1 oni 52-53 1d4 knights on warhorses 93 1 invisible stalker 54—55 1d4 + 1 water weirds 99 1d3 + 1 phase spiders 56—57 1d8 + 1 mimics 00 1 assassin 58—59 2d8 giant spiders 60—61 3d6 shadows URBAN ENCOUNTERS (LEVELS 5—10) 62-65 An actor leans out from a second-story window to call to passersby. d'IOO Encounter d100 Encounter 74—?5 1d4 yuan-ti purebloods 05—06 2d8 skeletons 76—?7 2d4 thugs 07—08 1d6 swarms of bats and 1d6 swarms of rats 78—80 A doomsayer who preaches the end ofthe world 09—10 3d6 winged kobolds from a street corner 11—13 2d4 specters 31 1 cambion 14—16 1d4 wights 82 1 vampire spawn 17—19 4d4 acolytes on draft horses 33 1 couatl 20—22 3d6 giant centipedes 34 1 ghost 23—25 A talkative urchin. announcing a show d100 Encounter 66-67 1 bandit captain with 3d8 bandits 01—02 1d10 kenku 68—69 1d10 will-o’-wisps 03—04 2d5 giant centipedes 70—71 2d4 priests: - .

blasting 1d4 guards with spells l 94 1 young silver dragon 93 l rakshasa '. i 95 1d4 cambions or 1d4 revenants 99 1 vampire ii I _ 96 3d6 wights 00 1 ancient silver dragon E.‘\. to the amusement ofthe gathered crowd searching for someone or something 41—43 2d4 couatls 81—85 1d10 assassins 44-45 zdg ghasts 86—90 1d4 + 1 gray slaadi 47—51 1d8 + 1 veterans 91—93 ll Ohi l l. j 97 1 archmage i' l 98 2d4 vampire spawn or 1d4 oni URBAN ENCOU NTERS (LEVELS 17-20) I' ' 99 1 mage with 1 shield guardian d100 Encounter ._ 93 1 gray slaad horse. claiming to be the purveyor ofthe finest silks I " 32—34 1d6 + 2 water weirds ”1 all the land : 35-37 1d4 + 4 will-o'-wisps 66-70 1 ancient silver dragon . in. 38—40 Street performers putting on a puppet show.474 3d6 yuan-ti purebloods 66—69 A scruffy commoner that ducks into an alley in I 75—76 2d10 thugs make a purchase from a suspicious-looking figure l l 77—80 A fortunenteller reads cards for those who pay a 70—72 1d8 invisible stalkers l 3' ..i 14—16 3d5 cult fanatics ging for help for a child who fell into the sewer : 17-19 1d10 wights 41—45 1d3 young silver dragons l 20—22 3d6 wererats 46—50 3d6 ghosts 23—25 A distant boom followed by a plume of smoke ris. d100 Encounter d100 Encounter El 1 72. price of1 sp 73—75 1d8 + 1 gladiators l El l I 81 1d3 gladiators 76—80 Two farmers trading blows over the price of pota- 82 1d4 +1 couatls toes (50% chance for one farmer to be a retired 83 1d8 ghosts assassin) : 84 2d4 doppelgangers 81 -82 1d4 young silver dragons 85 1d6 +2 phase spiders 83—84 1d4 assassins l 86 2d4 veterans 85—86 1d8 oni i 87 1d8 ghasts with 2d6 ghouls 87—88 1d4 mages with 1d4 shield guardians i 88 3d6 gargoyles 89—90 1d10 vampire spawn 89 2d10 cult fanatics 91—92 1 adult silver dragon i 90 3d6 wererats 93—94 1d4 gray slaadi I 91 1 assassin 95—96 1 spellcaster vampire or 1 warrior vampire 92 1d3 invisible stalkers 97 1 archmage speeding down the street on a riding .i" i'IE H L" i lit‘Nt-iirrrx tuits'l [ii-1‘s '1". all on riding 23-25 A witch (archmage) who zooms overhead on a E horses broom offlying :3 06—10 1d10 knights on warhorses (one knight is a doppel. 00 l rakshasa or l mmPire 01—05 1d10 invisible stalkers l 06—10 1d10 revenants i URBAN ENCOUNTERS (LEVELS 11—16) 11—14 1d6+2gladiators i d100 Encounter 15—18 2d4 cambions i 01 1 mimic 19—22 2d6 succubi or 2d6 incubi : 02—05 1 bandit captain with Sd10 bandits. beg- -. 52—55 3d4 priests 94—96 1 spellcaster vampire or 1 warrior vampire alt 56—58 2d4 cambions 97 1d4 archmages I' 59—61 1d10 revenants 93 1d3 rakshasas 2 li a? “if“ 62—65 2d4 phase spiders 99 1d4 vampires i l “I " 00 1 tarrasque ' I l E ll 1. 26—30 ld4 gray slaadi ganger) 31—35 2d8 couatls 11—13 1d8 succubi or 1d8 incubi 36—40 A distraught parent who rushes up to people. 71—75 3d6 vampire spawn l volving two puppets beating each other with sticks 76-80 A patrol 01‘2l guards marching uP the street.Ei.' 29_3] 2d10 gargoyles ersby. im a it i i ' . 51-55 l adult SilVEI‘ dragon ii ing from the other side ofthe community 56—60 1d4 mages with 1d4 shield guardians l 26—28 1d8 +1 ghosts 61—65 An aggressive merchant who hawks wares to pass- l'“-"""ll .

11-46. A simple trap activates when an event occurs characters are positioned and what they intend to do to that triggers it. rather than a com- levels. saving throw. Following a general note on what the trap looks in its description. each trap next. check isn’t helpful for you. gives the trap’s level and the severity of the threat it When a trap is triggered. a poison needle that pops from a lock. A trap’s effect occurs after it activates. apply its effects as specified poses. This entry in a trap’s description gives the means for counteracting the trap. Countermeasures. at the game table. equivalent to one of the tiers of play (levels 1—4. to detect their triggers or other elements that can tip off ELEMENTS or A SIMPLE TRAP their presence. and ing note of the characters’ passive Wisdom (Perception) a crossbow rigged to fire when an intruder steps on a scores. Additionally. Traps can be detected or defeated cal. and 17—20). Ask the players where their Trigger. If you stop to ask players for this infor- The description of a simple trap begins with a line that mation. be open to adjudicat- how the trap works in the game. the location of the trigger and the activity that causes TRAPS REVISITED the trap to activate. This en— more elaborate approach—describing traps in terms of try specifies what the trap targets. The trap’s description is Level and Threat. on a failed attempt to disable it. It also specifies what happens. ing their ideas for defeating it. unleash a cloud of poison gas. This entry in a trap’s description gives defeat the trap. or deadly threat. Most traps allow Wisdom (Perception) checks pressure plate are all simple traps. Effect. and what happens on a hit or a failed traps of your own using these new rules. dangerous. simple and complex. cause a hidden enclosure to open. if SIMPLE TRAPS anything. they might suspect a hidden danger. and so on. like and how it functions are three paragraphs that tell If the characters discover a trap. the players should be specific about how they want poses either a moderate. The rules for traps in the Dungeon Master’s Guide pro. to defeat the trap. The vide the basic information you need to manage traps trap might fire a dart. indicating the appropriate time To make it easier for you to describe what happens to use the trap in your campaign. plete definition. A simple trap activates and is thereafter harmless or RUNNING A SIMPLE TRAP easily avoided. Simply stating the desire to make a based on its particular details. . start by mak— goblin lair. its attack bonus or their game mechanics and offering guidance on creating saving throw DC. The material here takes a different. A trap’s level is actually a range of a starting point for countermeasures. Rather than characterize traps as mechanical or magi. these rules separate traps into two other categories: in a variety of ways by using ability checks or magic. 5—10. A hidden pit dug at the entrance of a To prepare for using a simple trap in play.

sla ng : on 0M. A successful DC 15 Wisdom l L‘DU» Ho (Perception) check reveals the trip wire. which requires a successful DC 15 damage on a successful one.‘rl_i_\'t_i. Each attack has a +8 attack bonus and deals 5 (ll) piercing damage on a hit. dangerous threat) consists of a trip wire strung across a hallway and con— nected to a pair of hidden heavy crossbows. meaning that adventur— recent experience. MAKING TRAPS MEANINGFUL FALLING PORTCULLIS Ifyou want to improve the chance that the characters will Simple trap (level 1—4. taking has its speed reduced to 0. Efl’ect. A successful dispel Simple trap (level 1—4. sitsrta's Trans . and ifthe characters are victimized over and that activates the trap. The attack has a +8 attack bonus and deals Effect.l-lt_’). A successful DC 15 Wisdom cent to the trap. Because oftheir which is hundreds of feet away. clamping down on a creature’s by the priests in tribute to their god. fiery rebuke to intruders. it can be tempting to use a large in search of new victims. failing this Caosssow TRAP check causes the trap to activate. Those who openly wear holy symbols of Effect. bows are aimed to fire down the hallway at anyone who prefer traps that leave intruders intact so the victims can disturbs the trip wire. A successful EXAMPLE SIMPLE TRAPS DC 20 Dexterity check using thieves’ tools disables it. A falling portcullis have to deal with at least one or two ofthem. leaving the victim floor of the entryway to the inner sanctum delivers a immobilized. with their propensity to enslave their enemies. This attack ' can’t gain advantage or disadvantage. A 15—foot cube of fire erupts. A successful DC 10 ful DC 15 Intelligence (Religion) check enables a crea- Dexterity check using thieves’ tools disables it. Doing so ensures that the characters will their visitors to make an easy escape. and a check with a total of 5 or lower trig. The crossbow trap is a favorite of kobolds and other NET TRAP creatures that rely on traps to defend their lairs. dangerous threat) Simple trap (level 1—4. dangerous threat) magic (DC 15) cast on the runes destroys the trap. A successful DC 10 Wisdom burn marks in the area affected by this trap. or half as much free of the trap. to erupt from it. A success (Perception) check reveals the trap. not when they appear so often that the characters spend all their effort watching out for the next one. A successful (gracious: wl/"V‘ W“ a l AMI-o. Strength check by the creature or another creature adja. as the players search every square inch ofthe dungeon for Trigger. and you run the risk ofthe action grinding to a halt for the exit. It Simple trap (level 1—4. This attack can’t gain sure plate and the area around it. have no intention of allowing number oftraps. Trigger. u all us]: l Mi- trip wire. Some folk who build dungeons. surprise. triggers the trap. The cross. The trap makes two attacks against the trig- gering creature. blocking an exit or a passageway. adventures or as models for your own creations. Countermeasures. A creature that walks through the trip wire triggers the trap. A creature that steps on the bear trap Trigger.. ture to destroy the trap by defacing a key rune on the perimeter of the mosaic that is within reach. opus lall DC 15 Dexterity check using thieves’ tools disables the lcl/livxSs .\. The following simple traps can be used to populate your and a check with a total of 5 or lower triggers the trap. the characters can become overly cau. moderate threat) come up against the traps you’ve set for them in an en. covering the pres— 5 (M10) piercing damage on a hit. dungeon. A creature hit by the trap area must make a DC 15 Dexterity saving throw. Anyone who steps on the mosaic causes fire triggers it. ing creature. a god of fire. (Perception) check reveals the presence of ash and faint Countermeasures. A creature that steps on the pressure plate trip wires and pressure plates. be put to work in the mines or elsewhere. dangerous threat) The temple of Pyremius. ers don’t know they are trapped until they decide to head tious. but it’s better trap can be especially devious if it causes a portcullis to fight that urge. A mosaic on the leg. the portcullis closes off the dungeon entrance. Traps are most effective when their presence comes as a Efl'ect. such as mad wizards counter or an adventure. t lniqriouusl Pile lcrqqs ar tlinks Countermeasures. Countermeasures. The trap makes an attack against the trigger~ Pyremius don’t trigger this trap. lfyour encounters or adventures are sown with too to drop some distance away from the pressure plate many traps. Although the trap is deep in the over again as a result. M W rt lawlel lln i gers the trap. is threatened by A bear trap resembles a set of iron jaws that springs thieves who seek to steal the fire opals displayed there shut when stepped on. It can’t move until it breaks 24 (7d6) fire damage on a failed save. An iron portcullis drops from the ceiling. they are likely to take steps to pre. The trap is spiked in the ground. Trigger. Goblins. A successful DC 20 Wisdom (Per— ception) check reveals the pressure plate. FIERY BLAST BEAR TRAP Simple trap (level 5—10. vent further bad things from happening. Each creature in the advantage or disadvantage. E1) r ' 2 : i.

the trap activates. Countermeasures. A successful DC 15 Wisdom (Per. Anyone who steps on the canvas might fall this trap. is safe to travel. aren’t created for no reason—and that context drives the alyzed. A successful DC 10 Wisdom (Pera the pressure plate disables the trap. a pressure plate . 20-foot-long area must make a DC 15 Dexterity ing 5 slashing damage to the net (AC 10. since it can take down bigger creatures. the crea. DC 15 Dexterity check using thieves’ tools disables . " Delay. DC 20 Intelligence (Arcana) check made within 5 feet of Countermeasures. because the alarm can’t be avoided when the _. On a successful save. Some traps are designed to slow down ene- mies. a trap is usually put in a chest or in the door to a trea— sure chamber. Anyone attempting to pick or open the lock Before diving into the details of your trap. An iron bell is also rigged to the trip wire. inspects the look. moderate threat) SLEEP or AGES j The simplest of pit traps consists of a lO-foot—deep hole Simple trap (level 11—16. The lever isn’t hidden. and usually has narrow ledges along its sides to easily dispose of the sleepers. and the location takes 14 (4d6) poison damage and is poisoned for 10 the trap protects. a chamber. Trigger. A successful bell to ring. allow for movement around it. On a failed save. 'i trap goes off. ture catches itself on the pit’s edge or instinctively steps Countermeasures. but only if a character own traps. deep slumber. When the lever is pulled. deadly threat) You can create your own simple traps by using the fol- lowing guidelines. DC 15 Dexterity saving throw or be restrained. This type of trap rarely involves a saving -. It This trap uses moving blades that sweep down through rings when the trap activates. the net falls on Simple trap (level 5—10. concealed by tattered canvas that’s covered When a sleep of ages trap activates. i PIT TRAP Simple trap (level 1—4. This type unleashes a spell that threatens to send intruders into a of trap is useful for blocking off the entrance to a mon. The triggering creature must make a DC 20 trap? What is its purpose? Consider the traps creator (in Constitution saving throw. Kobolds especially like this Any creature fully within this area must succeed on a kind of trap. the creature is par. You can also adapt the example traps A tiny. Each Medium or larger creature in a 5—foot— to try to free itself or another creature in the net. deadly threat) in the floor. failed save. think about triggers the trap. A net covering a 10-foot~by—lO-foot area cen. The dungeon’s guardians can then more ster lair. trap might have. threatening anyone nearby. The triggering creature must make a DC 10 centered on the pressure plate. scything blade trap is activated by manipulating a lever tered on the trip wire falls to the floor as a bell rings. A successful DC 20 Dexterity check Alarm. Such their DCs and damage values as shown below. A successful takes 3 (M6) bludgeoning damage from the fall. and a check occupants of intruders. A crea. Deal. 20 hp) also saving throw. A successful dispel magic the 1-foot—wide ledge around the edges of the pit where it (DC 19) cast on the pressure plate destroys the trap. to sound. Use them to inspire the creation of your ception) check reveals the needle. A successful DC 20 Wisdom (Per- back. and a check with a ception) check reveals the presence of the canvas and total of 10 or lower triggers it. into the pit. Described below are a few of the general purposes a Countermeasures. ture can use its action to make a DC 10 Strength check Effect. alerting nearby guards. A success- ception) check reveals the trip wire and the net. A trip wire strung across a hallway is rigged SCYTHING BLADE } to a large net. If the trip wire is broken. When activated. PU RPOSE Trigger. a Efi'ect. the creature takes half as trap’s nature and effects. wide. Traps have context in the world—they minutes. with leaves and dirt to look like solid ground. On a successful save. DESIGNING SIMPLE TRAPS POISON NEEDLE Simple trap (level 1—4. On a failed save. Stepping on the pressure plate triggers Trigger. the creature the adventure). A successful DC 20 Wisdom (Per. Trigger. the creature falls into the pit and ception) check reveals the pressure plate. the lever. While poisoned in this way. using a 9th-level Dexterity saving throw. Why would someone build such a Effect. this trap casts a sleep spell Effect. Typically. giving a dungeon’s inhabitants time to mount a . Trigger. Countermeasures. throw. Effect. failing the check causes the trap to activate. A suc— ful DC 15 Wisdom (Perception) check involving the cessful DC 15 Dexterity check using thieves’ tools dis. or some other simple device. It might cause a bell or a gong with a total of 10 or lower triggers the trap. or half as much damage on a successful one. surfaces in the trap’s area of effect reveals scrape marks ables the trip wire without causing the net to drop or the and bloodstains on the walls and floor. dangerous threat) intruders. spell slot. its reason for being. An alarm trap is designed to alert an area’s using thieves’ tools disables the needle. poisoned needle hidden in a lock is a good way for different levels and severity of threat by modifying to discourage thieves from plundering a hoard. the creator’s purpose. much damage and isn’t poisoned. taking 14 (4d6) slashing damage on a frees a creature without harming the creature.

a portcullis that drops from the slot. 1—4 Cantrip lst 2nd blasts of fire that fill a room. A moderate trap is unlikely to kill a character. a fireball spell of this sort would deal ceiling. Restraining traps usually require a successful Character Level Moderate Dangerous Deadly Strength saving throw to be avoided. dangerous.5 'l'i. Restrain. A spell is a great foundation to use as the design of a trap. In addition to dealing damage. a door. 5—10 11 (Zl) 22 (4dl0) 55 (lDl) Making a subsequent successful Strength check (using 11—16 22 (4l) 55 (lOl) 99 {13d10) the trap’s saving throw DC) or dealing damage against 17—20 55 (lOl) 99 (lSl) 132 (24l) the trap can break it and free the captive. Ell [5 33 L‘ i l. Saving throws—usually Dexterity or 11—16 3rd 6th 9th Constitution-wallow creatures to avoid or mitigate the 17—20 6th 9th 9th + 5th traps effects. A restraining trap tries to keep its victims in Moderate 10 +5 place. the guards DAMAGE SEVERITY BY LEVEL might be long gone. check DC. or deadly threat to characters in its level range. Examples in- clude a bear trap. A deadly trap might reduce a creature to 0 hit points in one shot. Slay. whether the trap duplicates the spell (a mirror that casts charm person on whoever looks into it) or uses its effects (an alchemical device that explodes like a fireball). decide whether it is a moderate. poison gas. LEVEL AND LETHALITY Before creating a trap’s effects. Such traps are often Dangerous 15 +8 employed in conjunction with regular guard patrols. But in an ancient dungeon. and 17—20. think about its level and its lethality. If a delaying trap has moving parts that directly threaten characters when they operate. 5—10. or combine the by impeding intruders.) L] hi i I.) 55 El AFTE l-l'.‘ . Consult the following tables when determining a trap’s effects.. A lO-foot—deep pit usually deals little suggests combining a 9th—level and a 5th-level spell into damage and is easy to escape. the characters TRAP SAVE DCs AND ATTACK BONUSES are usually required to make Dexterity saving throws to Trap Danger Save/Check DC Attack Bonus avoid harm. The check DC is the default for any check used to interact with the trap. The Damage Severity by Level table lists the typical damage a trap deals at certain character levels. In this case. The hidden pit is a classic example of The Deadly entry for characters of 17th level or higher this kind of trap.l'tf31i‘i . Their effects include poisoned needles that spring out when a lock is tampered with. leaving them unable to move. and a SPELL EQUIVALENT BY LEVEL device that flings a net. a 1—4 5 (ll) ll (2l) 22 (4l) restraining trap also renders a creature unable to move. Some traps are designed to eliminate intrud— Character Level Moderate Dangerous Deadly ers. but some don’t allow saving throws. Use d6s for damage in place of dIOS for traps that can affect more than one creature at a time. so Deadly 20 +12 that victims are periodically extricated and taken away to be dealt with. i". and a locking mechanism that shuts and bars 24d6 fire damage on a failed saving throw. and leaves most creatures hit by it in need of a short or long rest. To further delineate the trap's strength. a cage that drops from a ceiling. defense or flee. The Spell Equivalent by Level table shows the spell slot level that is appropriate for a given character level and the severity of danger posed by the trap. but it serves its purpose one effect. 11—16. The damage values given assume that the trap damages one creature. and attack bonus. plain and simple. and other 5—10 lst 3rd 6th lethal measures. ii -‘\. Traps are divided into four level ranges: 1—4.ll. The level you choose for a trap gives you a starting point for determining its potency. Other examples of delaying traps effects of a spell cast using a 9th-level and a 5th—level include collapsing walls. A dangerous trap typically deals enough damage that a character hit by one is eager for healing. pick two spells. For instance. The Trap Save DCs and Attack Bonuses table provides guidelines for a trap’s saving throw DC.

instances. ple traps that deal damage. or they can climb down one side. and then a dungeon’s denizens—assuming the residents know think about how the characters could overcome it. as is a pressure plate. " l T -- . they punish the clumsy .A pressure plate that.f.~a 'tci"iv'ri. Intelligence (Arcana) check are all commonly used for 1 .". s i [. If the total of the check is equal check reveals the trap. A trip wire is foiled if it is A magic trap can be disabled by someone who can I spotted. ing its nature is not. Such a gate its effect. they can simply walk A trigger is the circumstance that needs to take place to around it.-' (I! {'IHT-J-"l v. ally when someone walks through it trap that has a mechanical element. For instance. After that. a suc. nience on a typical forest path. and they reset the trap. when it is stepped on. or a net can foil a pit trap hidden by a leaf—covered net if they spot the be torn apart.A door or chest that triggers a trap when it is opened leaks poisonous gas into a room. and the like give you a starting point for most sim. A trigger usually needs to be hidden to be effective. you might determine that any but a crudely made or hastily built trap has a DC of 15.v‘. Depending on the kind of check involved traps can be detected with a successful DC 20 check. check to see A treasure chest. Understand— disabled by shattering one of its glass eyes. . A doorknob opens a door when turned to the to figure out how a magic trap functions and how to ne.+? a hidden pit trap is effectively disarmed as soon as the . undermine the magic used to power it. avoiding the trap is usually easy. Imagine how your trap operates.1. . walk across activate the trap. or clog a valve that ' . Choke points and narrow passages that lead to im- For traps with more complex effects. Context and environment are critical when it comes to properly locating a trap. Thieves’ tools can i . ' the wrong way semble a poison needle mechanism. but foiling the trap still requires some deduction. A scything blade can be simply spotting it reveals its nature. If you are using a spell as a starting point. . a door leading to a vault..iI. the guards arrive.TRIGGERS characters notice it. you could You must then put some thought into what the char— assign a number that the check must exceed to prevent acters learn with a successful check. you can easily change the damage type a spell treasure is the ideal location for a slaying trap. the character could discover ' subtle trap requires a successful Intelligence (Investiga. regardless of its type. A Dexterity check using thieves’ tools can apply to any . giving the dungeon’s denizens a chance pieces of game design that deliver specific effects. it uncovers clues.'+"'- ered or circumvented without active effort. But it’s a potentially deadly hazard on a age. Decide what causes the trap to activate and determine Once you determine how a trap can be disarmed or how the characters can find the trigger. since they pose no direct physical Only one successful ability check is required to disarm threat. More about the trap and how to avoid setting it off. _ Other traps require careful inspection and deduction cessful Intelligence (Arcana) check enables a character | to notice. Most able the trap. DISARMING A SIMPLE TRAP Alarm traps. your best start— portant places in a dungeon are good spots for traps. the the trap from going off. At other times. Here are some avoided. vates the trap this purpose. A Strength check is often the method for thwarting erwise.r~.- alarm sounds. that a statue that belches a jet of magical flame can be tion) check to notice. a Strength (Athletics) check.«. pit through a gap in the leaves. Accidents than one kind of ability check might be possible. a sliding block can be held in place. Typically. narrow trail that hugs the side of a towering cliff face. are appropriate for areas that are also used by a simple trap. and the nature of the trap. In such delivers or the saving throw it requires.A doorknob that activates a trap when it is turned be used to disable a trip wire or a pressure plate. to mount a defense or a counterattack. the trap is the last line of defense against a thief or intruder. The find the best match for your trap’s intended effect. A swinging log trap that’s EFFECTS meant to knock characters aside is a mere inconve- Designing a trap’s effects is a straightforward process. The trigger is obvious. and climb up the other side.-"--.A trip wire that springs a trap when it is broken. disas. 4-. In other cases. For obstacle‘or container that bars the way to a valuable instance. A Dexterity check using thieves’ tools. attack bonuses./”r!"'§-1 . depends then determine what happens on a failed attempt to dis- on the skill and care taken to conceal the trap. The characters can broken. For instance. traps are so poorly concealed that they can be discov— activates an alarm trap..‘l'i. acti. but activates a trap when turned to the right. In most cases. and an . or any other if you need to tweak its effects to fit the trap’s nature. to or lower than that number. Some can happen. the bottom of the pit. the trap activates. ing the triggering of the trap. there’s no real harm done. Oth. The characters might succeed on the check but still trigger PLACING A SIMPLE TRAP the trap if they don‘t understand what they have learned.-'a.icr:-:t i.-'. Once you know what kind of check is called for. The . . failed check has negative consequences—usually involv- Exceptionally devious traps might have a DC of 25. decide the appropriate ability and skill com— example triggers: binations that characters can use. Spells goal is to foil or delay intruders before they can reach a are a good starting point because they are compact critical location. dam— circumvented. I left.. you The DC of the check. but if a goblin stumbles inside its den and .-r '- goblin. where it can be easily The tables for saving throw DCs. traps that can be destroyed or prevented from operating A trigger requires a Wisdom (Perception) check if through the use of brute force. ing point is to use the Spell Equivalent by Level table to especially those that serve as alarms or restraints. usu.

A single check is not enough. Just like a simple trap. As a rule of thumb. On each of its initiative round after round until the characters avoid it or disable counts. Many complex traps have effects that components. It is mostly clear. and it remains active while that can detect or disable it. It also specifies what hap— any non-undead creature is within the hall. A complex trap uses the same level fects and survive. disarmed only by someone who is exposed to the traps The trap’s constant elements allow it to have effects effect. For example. A dynamic element is a threat PATH OF BLADES that arises or evolves while the trap functions. crotic energy can be disabled only by someone standing in the affected area. On a trap’s turn. a successful check and a rune of fear in its final 30 feet. The blades attack disable the trap. fast (acts on initiative (:0t 5—10 3. each creature in the first 80 feet of the hallway. acters disable a complex trap or are exposed to its ef- Level and Threat. if anything. down every part of the trap. it produces specific EXAMPLE COMPLEX TRAPS effects that are detailed in this part of its description. and 160 feet long. because it functions over a period of time. award them experience points for the and severity designations that a simple trap does. A trap always acts after creatures that 17—20 21 . a table The following complex traps can be used to challenge you roll on to determine its effect at random. crush- one of a complex trap’s elements. The trap might have multiple active elements. the Most make an attack or force a saving throw against any floor is broken and cracked. damage the longer it is active. 11—1 6 11 . Some complex traps become more dangerous over have acted. after all creatures with that same initiative count it. The trap’s effect degrades with each sucn vary during an encounter. The trap acts on initiative count 20 and ini- Disabling a complex trap is like disarming a simple tiative count 10. A magical aura might do more cessful check until the characters finally deactivate it. A trap can be defeated in a variety Trigger. it remains dangerous act according to its initiative. The Path of Blades includes a set of It typically takes three successful checks to disable whirling blades along the first 80 feet of the trap. A complex trap poses a threat long hallway riddled with traps. for you to choose from. Many of these traps ing pillars that slam down from the ceiling to the fJOOr have multiple elements. simple ones. When it is activated. or a swinging blade might Most complex traps are designed so that they can be change which area of a chamber it attacks. accessible only by cun- even when it is not taking its turn. This trap activates as soon as a non-undead of ways. becoming difficult terrain creature that ends its turn within a certain area. Complex trap (level 1—4. the traps features activate. COMPLEX TRAP EXPERIENCE AWARDS Initiative. Some complex traps have multiple triggers.COMPLEX TRAPS RUNNING A COMPLEX TRAP A complex trap functions in play much like a legendary A complex trap poses multiple dangers to adventurers. Initiative. This Trap Level Experience Points part of a trap's description tells whether the trap is slow 1—4 650 (acts on initiative count 10). effort according to the table below. Trigger. monster. Complex traps are. Countermeasures. Instead. or very fast (acts on initiative count 20 and also ini. dangerous threat) changes involving dramatic elements take effect at the Hidden within a buried pyramid that marks the location end of each of the trap’s turns or in response to the char of the Lost City of Cynidicea is the tomb of King Alexan- acters' actions. look at the traps constant elements to see if any of from the entrance. der and Queen Zenobia.100 tiative count 10). a complex trap has a trigger. requiring a lot of work to shut before rising back up to the ceiling in the next 50 feet. Apply the effects time. as they accumulate power or gain speed. Active Elements. or a statue that bathes an area in ne- their effects are triggered. A trap’s description details the checks or spells creature enters the hallway. a se- check its dynamic elements to see if anything changes ries of checks is required to slowly disengage the trap’s about the trap. The entrance to their tomb is a Constant Eiements. reduces a trap element's effectiveness even if it doesn’t Whirling Blades (Initiative 20). on a failed attempt to disable it. EXPERIENCE FOR COMPLEX TRAPS Overcoming a complex trap merits an experience point DESCRIBING A COMPLEX TRAP award. After 80 feet. also more difficult to disable than After resolving the effects of the traps active elements. Usually. whether a party has overcome a trap requires some plus special characteristics that make the trap a more amount of adjudication. detailed in the trap’s description. At the end of each creature’s way filled with scything blades is on the Opposite end turn. Judging A complex trap has all the elements of a simple trap.850 20). Usually. Dynamic Elements. the trap’s active elements After a complex trap activates. Active Elements. except that a complex trap requires more checks. or options characters or to inspire your own creations. depending on the danger it poses. A complex trap takes turns as a creature does. with . trap. The constant ele— ningly hidden secret doors. if the char- dynamic threat. pens. The hallway is 20 feet wide ments describe how these parts of the trap function.500 have the same initiative count. the mechanism that controls a hall— when it isn’t the trap’s turn. until the 130—foot mark.

Creatures of the blades and the crushing pillars by 5 (1l) can use thieves’ tools in the area attacked by the and increases the rune’s saving throw DC by 1. A creature must be bonus. . to normal. On a failed save.\-i . 30 feet of the far end of the corridor must make a Once a creature attempts a check for this purpose. DC 15.-m—v . Crushing Pillars (Initiative 10). As an action. an. On a failed saving throw. or discern how to SPHERE‘ or CRUSHING DOOM avoid them. disabled with three successful castings of dispel Whirling Blades. . the creature becomes frightened by the rune. ISO—foot—Iong creature that can see the blades can attempt an In- hallway that descends sharply from north to south. an attempt to disable the rune increases the damage Dexterity check using thieves" tools. strike at one of the blades as it goes by.-. saving throw against the Rune of Fear effect.” [11. a creature takes ] l (2d10) bludgeoning damage and is knocked prone. The frightened creature can’t move closer to the far end of the hallway until it uses its action to make a DC 15 Wisdom saving throw. This trap activates as soon as the door lead— on the blades" attacks against the creature while it ing to the jester’s coffin is Opened. "' 3. A magic portal opens isn‘t incapacitated.-\. and it must immediately use its reaction to move its speed in the direction ofthe pillars. DC 15. Rune of Fear. a +5 bonus to the attack roll and dealing 11 (2l) slashing damage on a hit. after which the values return gains advantage on its attack against the creature. The court jester devised a deadly trap to foil anyone who sought to steal his magic fool’s cap. which ends the frightened condition on itself on a success. Alternatively. The blades are disabled if their attack Complex trap (level 5—10. at the end of the hallway to attempt the check.-'~. After each miss. Any creature that ends its turn within only one creature can work on this task at once. Each successful check on Whirling Blades attack bonus by 2. 5 (1d10) slashing damage on a hit. no other character can do so until the end of that Countermeasures. A successful check entrance to the tomb is a door on the eastern wall at the means that the character has learned how to antici- bottom of the slope. Rune of Fear (Initiative 10). Each of the trap’s active elements creature’s next turn. which hurtles down the slope. Each creature in the 50-foot—long area beyond the first 80 feet of the hall— way must make a DC 15 Dexterity saving throw. the blades’ area is targeted by an attack: +5 attack Each check requires an action. blades to foil their mechanism. A successful check reduces the Whirling Blades attack bonus by 2. deadly threat) bonus is reduced to —8. The jester’s tomb lntelligence (Investigation). The blades move with increasing speed. The blades and the rune become more dangerous the longer the trap remains active. Each creature in the 30-foot—long area beyond the Crushing Pillars must make a DC 15 Wisdom saving throw. as "torus up}. Ways to reduce it are de— scribed below. The creature then attacks. the creature takes half as much damage and isn’t knocked prone. a is located at the end of a 10—foot-wide. slowing only when they hit a target. A creature in the area can ready an attack to enormous steel sphere. at the south end of the hall. The pillars are not susceptible to an area affected by these elements. Each time the blades miss with an attack. The Whirling Blades and the Rune of Fear affect each creature that ends its turn in Crushing Pillars. Destroying a blade reduces the creases the trap’s power. the rune can be can be thwarted by particular countermeasures. a second portal i i l 1 . On a successful save. damage their components. Blades Accelerate. Constant Elements.- 2". Dynamic Elements. Characters can smash the blades. their next at— tack becomes harder to avoid. and Rune of Fear. the blades’ attack bonus increases by 2. and their dam- age increases by 3 (M6). Tampering with the Rune of Fear in— and 15 hit points. Each blade has AC 15 Rune’s Defense. magic (DC 13) targeting the rune. The telligence (Investigation) check. imposing disadvantage Trigger. The blade When it reaches the bottom of the slope.- . 1"} 17 t. pate the blades’ movement. 1"”? E: 1‘: C. countermeasures. at the northern end of the hallway and disgorges an Attack. The rune can be disabled with three Whirling Blades. These benefits apply until the blades hit a target. Any creature that ends its turn in successful DC 15 Intelligence (Arcana) checks.

the more lethal d6 Effect the sphere becomes. as can any object placed in its path that has enough hit points to absorb damage from the sphere 3 Weakening gas fills the room. by 11 (2d10). but they are warded with Compile}. Objects that block trap. terity checks made in the room have disadvantage Disrupt the Portals. Faint runes in the ceiling and knocked prone. it acts on activates again. After its turn. The longer it rolls. 2‘3 . or half as much damage on (4l) bludgeoning damage and is knocked prone. The trap fills the room with poison the dynamic element below). Sphere of Crushing Doom (Initiative 10). represented by its damage increasing by 11 (2l). to a maximum of 55 (10d10). room slam shut and are locked in place by magic. it causes an explosion. The four doors to this ture. initiative count 20 and 10. 60 feet find the locking mechanism. use an action to examine a set of runes. taking 33 (6d 10) poison saving throw. the sphere gains speed.‘~ TE ['1 ' 3% TL“. a successful DC 20 Strength (Athletics) one of the statues.‘i'i . Either portal can be neutralized until the Tempest element activates again. or Stop the Sphere. The trap acts on initiative count 20 and ini- of the slope to begin the process again. area must make a DC 20 Dexterity saving throw. trap (level 11—16. with three successful DC 20 Intelligence (Arcana) 4 Buffeting winds force each creature in the room to checks. lfanyone holds an open flame. A creature must first until the next time the Tempest element activates. It blocks the door to the tomb. Stopping the sphere is the easiest halfas much damage on a successful one. three successful castings of dispel magic (DC 19) Increased Potency. Poison gas floods the bottom of the slope on its turn. . a set of runes can be disabled with mains in the room. as the disrupted sphere loses speed moving through the failing portal. magic is ineffective against it). taking 22 (4l) fire damage on a failed save. Roll a d6. floor at both ends of the hallway are involved in the 5 Smoke fills the room.-'-. but the characters Countermeasures. a creature takes half as much Tempest (Initiative 10). the 10-foot width of the hallway and rolls to the Poison Gas (Initiative 20). the sphere activates. a creature takes 22 damage on a failed save. then use a subsequent action to attempt to vandalize the runes. with 5-foot—wide stone doors in the middle of telligence (Arcana) check is then required to disable each wall. a successful one. Open the Doors. Each check vealing a 1~foot-wide pipe that runs down its throat. Initiative. TEM PEST EFFECTS Dynamic Element. element increases by 11 (2l) each round after it If the southern portal is destroyed. A successful DC 20 In- on a side. Trigger. Success on a DC 20 The eyes in each statue are rubies worth 200 gp apiece. 6 Poison floods the room. On a successful save. but the process of analyzing a portal to succeed on a DC 20 Strength saving throw or be disrupt it takes time. Dynamic Element. Air and gas boils from the damage and isn’t knocked prone. it has a single active element. The longer the poison gas re- Alternatively. Each creature inside must make a DC 20 the sphere’s path must make a DC 20 Strength Constitution saving throw. 1 Hallucinatory gas scrambles the mind and senses. Each statue’s mouth slides open. tiative count 10. check is needed to push the door open. the first time the trap active element is a sphere of steel that almost fills is triggered. The way to disrupt the trap. Opening the doors is the quickest POISONED TEMPEST way to circumvent the trap. requires an action. easily. All Intelligence and Wisdom checks made in the Speed Kills. deadly threat) magic. Each creature in room. re. The damage from the Poison Gas targeting any of the runes in the set. if. The trap acts on initiative count 10 (but see Active Elements. To open the doors. and other deadly effects. Although the trap is complex in na Locked Doors (Initiative 20). slams into the south wall and comes to a halt. take maximum damage from the impact. it -‘*. the sphere. can be overcome. That's all it needs. '3 i ll U “i ii iii") 3‘» . and consult the following table. Active Element. the more lethal it becomes. This trap activates when a ruby is pried from Finally. A wall offorce can do so flame is then extinguished. On a failed save. coiled and ready to strike. There are a few ways that the trap can escape. a character must first This fiendish trap was built to eliminate intruders who succeed on a DC 20 Wisdom (Perception) check to infiltrate a yuan—ti temple. 2 Explosive gas fills the area.briefly appears and teleports the sphere back to the top Initiative. The trap’s This effect activates only once. I: i. Visibility is reduced to 1 foot functioning of the portals. All Strength and Dex- without being destroyed. Dexterity check using thieves’ tools picks the lock. room have disadvantage until the Tempest element While its damage is 55 (10d10) or greater. such as a conjured wall. The trap is a room. forcing creatures to make Each successful check reduces the sphere’s damage saving throws as for the Poison Gas element. All creatures in the Countermeasures. The trap can be neutralized either by stopping the sphere or preventing it from teleporting. Eli—1731‘. In each corner of the room stands a 10-foot the sphere of force that surrounds the lock (diapei tall statue of a great serpent.

Otherwise. so too are complex traps more fun if their na- Consider how terrain and furniture can add to the ture changes in some way. isolate them from the rest of the party. The trap might cause doors to DYNAMIC ELEMENTS lock and barriers to fall into place to prevent escape. This level of detail allows you to develop figuring out which areas are safe. Imagine a hall- LEVEL AND LETHALITY way filled with whirling saw blades. A constant element should apply its effect to any creature that ends its turn in that element’s area. Heavily ters want to go? What does the trap protect? How can damaging a statue is a bad idea. but with some practice. Once a character succeeds on sure the elements you design can activate each round. For example. rounds. Disable the Statues. Often. the trap deactivates. and trap’s various elements should be placed. A moment’s respite a clear idea of what the trap can do and how each of its can help add an element of pacing to an encounter with parts interact. for doing so leaves the characters get there? What are their likely escape the gas vents open. and other numerical elements of a complex trap.. using a scale of 5 elements. In addition. The poison gas in a room grows thicker while making it difficult or even impossible for them to as more of it floods the chamber. Think about how the elements can work together. with each process and make it move quickly. the trap’s purpose.* . A statue can be disabled by Think of your map like a script. age and affecting line of sight. keep the saving throw DC or attack and can bring several effects to bear in each round.li"£_'l l-l '.' ‘xlg‘tri'l'llit'fil ltJHIfi . mak— and rooms around the area of the trap and think about ing them harmless when it isn’t their turn to act. If an MAP active element presents a threat when it isn’t the traps A complex trap has multiple parts. attack bonuses. the check. A successful DC 20 a simple trap’s effects. The whirling blades that traps danger.I. make damage by 5 (1d10). Look at the passages slam together might need to reset between slams. Refer to that who lingers in the hallway takes damage at the end of section for a discussion of how level and lethality help each of their turns. For example. typically relies on turn. Part of the challenge of a complex trap lies in feet per square. A chasm or a pit might create a buffer that protect a treasure chest do more damage each round as allows a trap to send bolts of magic at the characters. the role they can play. A bashing lever PURPOSE might knock characters into an area engulfed by jets of Complex traps are typically designed to protect an area flame.‘~. Reducing a statue to 0 hit points routes? Answering these questions tells you where the (AC 17. by killing or disabling intruders. a simple one. affecting a different area. . dealing greater dam- reach the runes they must deface to foil that attack. between attacks. that the blades pose. or a successful vates in every round. the Path of Blades trap uses two dangerous Creating a complex trap takes more work than building elements and one moderate element. design process. As a rule of thumb. When all four statues are characters would need a mechanism for reloading them blocked in this manner. you can learn the It’s useful to create multiple active elements. Your map is the starting point and context a complex trap and give the characters the feeling that for the rest of the design process. except that a complex trap acti— Dexterity check using thieves’ tools. 20 hp. Just as a battle is more interesting if the monsters forcing characters to enter rooms where other devices change their tactics or unveil new abilities in later trigger and threaten them. accounting for the constant threat determine saving throw and check DCs. On the trap’s turn. decreases the poison the same. slashing damage. Some parts of the trap might deal simple trap before proceeding with the guidelines on damage. immune to poison and psychic damage) or making a successful DC 20 Strength ACTIVE ELEMENTS check to break it cracks the statue and increases the A complex trap’s active elements work the same way as Poison Gas damage by 5 (1l). it’s better to have multiple dan- DESIGNING COMPLEX TRAPS gerous effects in a trap than a single deadly one. piercing. define the threat it poses as a constant element. the guidelines for pick- DC 15 Strength check made to block up the statue ing saving throw DCs. consider drawing a map of the area to Avoid filling the entire encounter area with constant be affected by the trap on graph paper. It could cause darts to fire from the walls in one area. and damage are with a cloak or similar object. resistance to fire. anyone lethality descriptors that simple traps do. they aren’t in constant peril. Does the trap protect a treasure? Does it should also present a continual hazard. It‘s also a good idea to use Familiarize yourself with the advice on designing a a variety of effects. bonus the same as for the active element but reduce the The traps are called complex for a reason! To begin the damage by half. To make your trap logically consistent. the characters’ positions to resolve some of its effects. In terms of lethality. attack bonuses. Where do the charac‘ blocking the flow of gas from its mouth. and its In addition to the active steps a complex trap takes. someone must remain next to the statue For instance.i‘~.l'IILlT‘-IfI-i-‘. It is worth your time to CONSTANT ELEMENTS consider who made the trap. ordinary crossbows rigged to fire at the to keep it blocked up. Complex traps use the same level designations and the blades attack anyone in the hall. they speed up. walls that Don’t limit yourself to one room. The necrotic aura around an idol of Demogorgon produces random effects each { li. the active target only certain kinds of intruders? and constant effects are the same thing. it desired result. and others might immobilize characters or complex traps.

it also makes it harder to move across quickly enough to take advantage of most characters. Dynamic elements can also come into play in reaction Initiative 20 and 10. This option is good for a trap that functions alongside while others follow a carefully programmed sequence allied monsters or other guardians. then it acts might be ankle deep at the end of the first round. This initiative counts. such as when a door opens or someone enters an area without wearing the correct badge. On the other hand. but unlike characters and monsters. and so on. design your ters back into the hallway. INITIATIVE A complex trap acts repeatedly. rangers. in a place where they could decide to close the door and move on. Other complex traps use magical triggers that activate on specific cues. A complex trap wants to lure them in. No one builds such a trap and makes it easy to avoid. For a room that floods. or are designed such that avoiding a trigger prevents intruders from reaching the area the trap guards. Such a trap acts risk of drowning. you chamber. As mechan~ ical or magical devices. A complex trap represents a serious expenditure of effort and magical power. produce their effects. magic trap so that it presents multiple threats that can change darts fire from statues in the hallway while a portcullis each round. As water floods a a periodic manner. They act on initiative count that triggers a fire-breathing statue might cause the 20 and 10. knee on initiative count 20. with one exception. Disabling a rune moments unless countered. Think of it as the default. the element activates. amulet. the rising water level might with nimble characters like rogues. creatures (different attacks or saving throws). Complex traps have multiple triggers. especially a magical one. Not only does the water bring a complex trap. the intruders must deal with the trap before they can escape. . If a trap’s active element takes time to age or effects it produces. or robe. Some active elements are in— to the characters’ actions. Disarming one element of the credibly fast acting. Some traps might have a random effect each round. the delay before it of attacks. those different elements would act on different future behavior by examining how it functions. you can plan out how the Initiative 20. on. The trigger for a complex trap should be as foolproof as you can make it. A simple trap aims to keep intruders out. and monks allow characters to swim to the upper reaches of the having the best chance to move out of the area before chamber that they couldn’t get to from the floor. traps don’t roll for initiative. A simple trap might activate when the charac— ters open a door. Look at your map and consider when you want the trap to spring into action. their active elements operate in time its active element is triggered. then it acts on initiative count 10. This option is generally best for a deep the next. driving the charac- thwarting it. ule. the area. Wisdom (Per- ception) and Intelligence (Investigation) checks might be unable to spot a trigger. The changes can include how a trap targets falls to confine the characters. the areas it covers. Since a complex trap remains active over the course In a trap with multiple active elements that work in of several rounds. laying waste to intruders in a few trap might make the others deadlier. and so build up its effects. It’s best to have a complex trap trigger after the characters have committed to exploring an area. acts can give guards the chance to move out of its area Dynamic elements usually occur according to a sched— or force characters into the area before the trap triggers. For instance. Bloodstains. If an element is designed to surprise rising water level affects the area each round. ashes. The water intruders and hit them before they can react. and other clues of that sort can serve as evidence of the trap’s presence. it might be possible to predict its concert. statue to explode. On initiative count 10. but they can still give hints about the trap before it triggers. A complex trap that triggers so early leaves the characters still outside the trapped room. the characters must swim across areas they need to decide when and how often its active elements could walk through just a round or two earlier. on initiative count 20. so that when it acti- vates. information can give its targets a much better chance of blades sweep across a treasure vault. When designing a complex trap. To minimize this possibility. gouges in the floor. Thiooexs The advice on triggers given for simple traps also ap— plies to complex traps. the dam— Initiative 10.

Second.1 4L featured in past adventures or plan to use in the future. spells. the ambitious merchant prince who wants to rule the mal actions. Attacks. character succeeds on a check. Not all of the characters’ options need to be focused As part of determining how your trap can be over. A rival might be a villain you have . The a threat throughout the round. against the characters even when the characters are off They keep the players on their toes and make dealing with doing something else. take weeks or even months to complete. allow each successful The system presented here consists of two elements. evolving situation. trap directly. If a character wants to try something you haven’t spire the creation of your own options. trap"s active elements are like a legendary creature’s nor. The cultist of Orcus whose plans the characters have foiled. As a rule. A successful Intelligence (Religion) check fecting it. while other charac- ous candidates are activities covered by the same sorts ters trigger that element as they work to disable it. another character can’t stead. Don’t a campaign story with pauses built into it—times when create a few predetermined solutions and wait for the adventurers are not going on adventures. assess the chance of suc- By engaging the characters in downtime activities that cess. Making ters must be located to attempt an action that can foil the trap vulnerable to this sort of effort is a way to en- part of the trap. each successful check foils some part of it or de— attempt the same check against the same trap element grades its performance. Wars begin and end. it introduces the concept of rivals. In. The rants come and go. A character blade a chance to strike. A mechanism pumping poison gas into the room be- comes defective. dive into an epic story. the characters should need to gage characters who might be ill—suited to confront the be near or adjacent to an element to have a chance of af. Once a A complex trap is never defeated with a single check. and reach 10th level and and smashed. look at your map and consider where the charac— ters can do to mitigate or avoid a trap’s effects. check to reduce that element’s effectiveness by one- First. COMPLEX TRAPS AND LEGENDARY MONSTERS Rivals can also include good or neutral folk who are at odds with‘the characters. Three charac. The downtime players to figure out the right approach. giving other characters a clue but moving close enough to attack it requires giving the about how and where to direct their efforts. all examples of rivals. and the nosy high priest of Helm legendary actions—except they are tied to specific areas in who is convinced the characters are up to no good are the trapped room. It has several tricks it can use on its turn. For elements that don’t attack. trap in a temple or shrine. pace works fine for many campaigns. Though the char— actions. not just on its turn. and special abilities can beyond in a short amount of game time. throw DC or attack bonus. . Although a legendary creature can move. A statue that emits a deadly aura can be pushed over level. pick an ability. The second successful check Downtime rules also provide ways for characters to might halve the element’s damage. it de— third. or you can use the material here to in- ideas. aspect that has the potential to make a complex trap stale their rivals rarely rest. amass on their adventures. and the final suc— spend——or be relieved of—the monetary treasure they cessful check shuts it down. whether because they have A complex trap is like a legendary monster in some ways.DEFEATING COMPLEX TRAPS another character’s way and disrupt the effort. Rivals are N PCs who oppose the characters and make ters can’t make checks in rapid succession to disarm a their presence felt whenever the characters are engag- complex trap in a matter of seconds. on stopping a trap from operating. improvise A rival’s agenda changes over time. If you under- rules given in this section can be used as alternatives to stand the mechanism behind how a trap works. As a default. could stand in front of a dart trap while holding a shield What methods are effective against your trap? Obvi— that the darts can target harmlessly. It takes time to disable a complex trap. it. That's where dynamic elements come in. and royal lines rise and fall over the first successful check might reduce the element’s saving course of the story that you and the characters tell. that the approach in the Player’s Handbook and the Dungeon makes it much easier for you to respond to the players’ Master’s Guide. Each would get in ing in downtime. you can give Shutting down one part of a complex trap usually your campaign a longer time line—one in which events requires multiple successes. A fighter might be able to break a whirling blade. allowed for. causing the gas’s damage to increase RIVALS more slowly or not at all. or a gate opens wide tails a number of downtime activities that characters enough to allow a Small character to squeeze through can undertake. ty- successful checks or actions to disable an element. An element can be designed so that it protects might provide insight into the imagery displayed by a itself. a complex trap feel like a challenging. A lock’s DC is decreased. some DMs prefer Leave room for improvisation by the characters. and its constant elements are equivalent to city with an iron fist. Think of what charac- come. it takes three in the world play out over years. Although that all play a role in undermining a trap. Each element of the trap must until the end of the successful character’s next turn. and it remains opposing goals or they simply dislike one another. and so forth. DOWNTIME REVISITED A valve that leaks poison gas into a room can be stopped It’s possible for the characters to start a campaign at lst up. be overcome individually to defeat the trap as a whole. but use your knowledge of the trap’s design to identify other options. a trap is set to a specific script—an acters engage in downtime only between adventures. continuing to spin plots and work and predictable. of checks used to defeat simple traps. and ask for a roll.

18 Would-be tyrant who brooks no opposition Goals. but the others might be neutral or resolve one or more workweeks of downtime. then no one will. A rival’s action might be a direct attack. Each time you should be a villain. If she can’t rule. give some thought to what that NFC is trying to Plans. f_lll. You bribes or to hire a small gang of mercenaries? Does can use chapter 4 of the Dungeon Master’s Guide to the rival hold sway over any guilds."~i ltd-filth .‘i_i‘~. create. 4 Wizard who blames the characters for some recent Whether such an event can be easily anticipated or not. they care about."’. Marina wants to become the most respected. the youngest ness woes child. Marina works to discredit and ruin other mer— accomplish and what resources and methods the rival chants. After fighting her way to the top ranks of 14 Fiend seeking to tempt the characters to evil the wererat clans. but years ago. Assets. but these are more often themselves. Her wererats spy on her opponents and sneak can bring to bear against the characters. Ideally. Does the character have enough money to pay In essence. into warehouses. has now returned to restore her family’s prestige. Think about what the houses to avoid suspicion. each with a separate agenda. out of fear 13 Deadly foe disguised as a social rival that their secret would be impossible to keep in their former home. Marina Rodemus. or other build a new NPC for this purpose. They joined a clan of wererats 12 Official seeking to restore a tarnished reputation and delved into smuggling in a distant city. a Her knowledge of alchemy has enabled her to create a rival’s goal directly involves the characters or something plague that she will unleash on the city through her rats. and necromancer. pick one good. such as an as— EXAMPLE RIVALS sassination attempt.l"’l’l_”i\: L’. For example.. NPC as described below. At least one occur as a result of that character’s goals. Think about the resources the rival can mar- CREATING A RIVAL shal. temples. a rival is a somewhat specialized NPC. She vows that if she doesn’t suc- 17 Traitorous noble looking to foment a revolution ceed. she has a terrible alternative. and a shield guardian that To add the right amount of detail to a rival you want to protects her. troubles the rival’s plans might include contingencies for taking Rival adventuring party advantage of such happenings. that you play out during a session. Assets. or pick one from your groups? Make a list of the rival’s assets. Marina has a small fortune in gold. way. food. unleashing hordes of rats to spoil Goals. a group of wererats dedicated to her.'l'l'i3'. rather than manifesting as direct attacks. rival wants. they pulled up stakes Merchant who blames the characters for any busi. efforts that are specific to the rival. and how the conflict could be resolved. how and why the characters stand in the If Marina’s plans fail. she’ll leave the city in ruins. Marina even victimizes a few of her own ware- fering with the characters’ lives. alchemist. Plans. The best trou- of these might be versions of the downtime activities ble to put the characters in is trouble they created for described later in this section. her abili- be revealed ties as a wererat. The best rivals have a connection with their adver— Think about how a rival might operate in order to saries on a personal level. duce it into play. a dodging fees rival who wants to increase the prestige of the temple 2 Politician who is concerned that the characters are of a war god might hold a festival with drink. 3 High priest who worries the characters are dimin- Some elements of a rival’s plans might involve ishing the temple’s prestige events in the world that aren’t under the rival’s control. and causing more trouble than they solve gladiatorial games. 1O Newcomer out to make a mark on the world In truth. and left town overnight. conflicts with those rivals might be social or politi— of the ways a rival’s plans might be advanced and intro- cal. Marina—along with a small army of 15 Spurned romantic interest followers—has returned to claim her place among the 16 Political opportunist seeking a scapegoat elite of her home city. and consider current cast of supporting characters and embellish that how they can be used. Even if the characters aren’t directly involved. the family fled because its members became 11 Sibling or ally ofdefeated enemy afflicted by lycanthropy. Some explain what sparked the rival’s actions. dZO Rival Or it might be a background activity that you describe 1 Tax collector who is convinced the characters are as altering the campaign in some way. An effective rival has a clear reason for inter- goods. i [liif‘villai’if‘i "xl. Find links in the characters’ bring specific plans to fruition. Bard who loves a scandal enough to spark one EXAMPLE RIVAL: MARINA RODEMUS £000m Childhood rival or member ofa rival clan The Rodemus clan was a small but powerful family of Scorned sibling or parent traders in the city. 19 Exiled noble looking for revenge most important merchant in town—someone to whom 20 Corrupt official worried that recent misdeeds will even the prince must yield. the event becomes the talk of the town. and jot down three or backstories or the events of recent adventures that four kinds of actions the rival might undertake. The foundation of a rival’s presence in the It’s possible for the characters to have two or three ri- campaign is the actions the rival takes or the events that vals at a time.

Action Marina fans the flames of panic. involved in handling any crises that arise."--{ iii -". Some activities require days.ii'h' TU". Event The grand festival of Pholtus fills the streets with swarms sighted in rundown neighborhoods. i""i"i-' i". who maintain a day- Folk demand that action be taken. god of the sun. convinced that it. Action Cheldar demands that the city levy enormous mors that the characters or other rivals in town taxes on adventurers. pay their fair share to keep the city safe. Marina Action Cheldar. receive an icy reception at best. then fol- the most popular religion in town by bringing about low the rules for the activity to resolve it. with somber worshipers. activity from among those available and pays the cost Goals. influential force because of the determination and the and working at a job. Marina sends her as. Marina his cause. so be sure to they are troublemakers who will undermine the peace. ruining thou. you could have the players pick their Assets. rails against the forces ofchaos. EXAMPLE RIVAL: HIGH PRIEST CHELDAR DOWNTIME ACTIVITIES The temple of Pholtus. spreading ru. . for recent troubles on adventurers who are med- Event A sudden storm creates minor flooding. until you next mon folk recently converted to the temples cause. Follow He wants only officials of the town or the temple to be the steps in the activity. if} i I i l s“. drink. weeks (7 ally by good-hearted characters. The consequences of a complication might spawn entire «ltrthlc lzlrum dill Sibel adventures. He The description of each activity tells you how to resolve is skeptical of the characters. Cheldar is stern but fundamentally a good per- son. Plans.“:'1'l'l'. bloated. Cheldar Action Ifthe characters interfere. He tries to win support by providing charity. table. 6. A character must spend at least 8 hours of each day engaged in the downtime activ- ity for that day to count toward the activity’s completion. For example.. claiming that they must are responsible for the disease. is lclnii lcl/iiim rail/uric $l ii inn. see them in person. pro. The days of an activity don’t need to be consecutive. wi$§i0hl samzlcimzs i 51v otherwise you should introduce extra complications (see lclnzw showing. appears in a tavern frequented by adventurers Action Warehouses are overrun with rats. note the character’s relevant ability modifiers. wihiohs Cam: loqck {raw required for the activity. blames the city for a lax effort in pest control. 5 3 COMPLICATIONS minions Siut QHQL‘ lzl/uir Sim/nil k0 The description of each activity includes a discussion oil/Hr $10? [1' CHINA okl/urcc?[15iuz of complications you can throw at the characters. long torchlit vigil. other ways. washing dling in things best left alone. He believes keeping adventur- player of the results and any complications that ensue. informing the peace and security for all. introduce NPCs to vex the party. as DM. and then skill. and folk talk ofgathering a militia. They offer food. A few NPC adventurers join sands of gold pieces worth ofgoods. and seeks converts. below) and possibly double the activity’s costs to repre— sent the inefficiency of the character’s progress. and a few hundred com- communicate about them by email or text. seeks to bring Downtime activities are tasks that usually take a work- as many folk as possible under its sway. He strongly Most downtime activities require a workweek (5 days) believes in his goals. Though it has week (5 days) or longer to perform. days). Cheldar wants to make the temple of Pholtus of that activity in time and money. The charismatic high priest has his oratory downtime activities at the end of a session. Action In a public address in the town square. contributes generously to the effort. and Action Caravan raids by goblinoids become more com— shelter to all in the temple of Pholtus. diseased rats from the Event The characters find that all adventurers in town sewers. 1' iii . pulling off crimes. RESOLVING ACTIVITIES moting peace. ' I. or give the characters headaches or advantages in any number of lbs so S‘kl‘qhgl. You. and determine the results. yet he might still be made into an to complete. f. along with a small group offollowers. laying blame sassins against them. divine spellcasting ability. 1'! 1') ii i“. mon. ers in check or driving them out of town is an important Consider handling downtime away from the game step in that plan. and working to enforce law and order. however. the temple is already an clude buying or creating magic items. Many activities require an ability check. A character selects a downtime brilliant oration of Cheldar. Terror over the plague rips through town. But that period of time should be no more than twice as long as the required time. dozens ofdead. its high priest. These tasks can in— been in town for only two years.MARINA’S PLANS CHELDAR’s PLANS Element Description Element Description Event Rats become a noticeable problem in the streets. you can spread them over a longer period of time than is bill/run. or months (30 days). Ii L5 .

you have the final say on which activities are available to the char. BUYING A MAGIC ITEM Rare 2dIO X 1.‘al ‘~. then. you can double magic item costs 10 The item is an enslaved."~‘ ated with a lower total on the Buying Magic Items table. For MAGIC ITEM PRICE E example. randomly. at least one workweek of effort and 100 gp in expenses. If you want to make things more interest" | . 'EnE. and of finding a high-quality item. I legendary. E "if“! _ 25 01' higher if it is very ram: and 30 01" higher if it is folk. If with a few drinks and a group of friends at a tavern? ' so. sale and their final price. the total of The item's original owner will kill to reclaim it. tempt to carouse among lower-. such as a po. The. doubling its price.ll_“§ . Furtherm paigns. Finding magic items to purchase requires | Complications.000 gp seek out and contact people willing to sell items.5 | ' . Resolution. intelligent entity.0 bonus for high magic cam.000 gp Even Legendary 2d6 x 25. there is no guarantee a seller will have the items a *Halved for a consumable item like a potion or scroll | l. Resources. Or you can roll for items from any table associ- 6 The seller is murdered before the sale. in your campaign. Carousing is a default downtime activity for many char— '1‘ i If the characters seek a specific magic item. 5l who can afford to pursue them. 21—25 Roll ld4 times on MagIc Item Table E. The item is cursed by a god. magic campaigns or a +1. As DM. planted by an enemy?“ AwN—I E a wealthy lifestyle. roll on the Magic Item Purchase I l makes a Charisma (Persuasion) check to determine Complications table or invent your own complication.magic ore. BUYING MAGIC ITEMS Check i E Total Items Acquired ‘ E I—S Roll ld6 times on Magic Item Table A. You can roll t . up to a E maximum bonus of +10. - 26—30 Roll Id4 times on Magic Item Table F. 16—20 R0” Id4 times on Magic Item Table D.* val _. the quality of the seller found. you then assign 12 The Party's enemies spread rumors that the item . t character desires. . 9 A third party bids on the item. E E?' . Halve the price of any consumable item. other villains.000 gp . The large sums of money involved and the power E Spending more time and money increases your chance offered by magic items attract thieves. 20 or higher if it is rare. for a buyer must impress potential The item is stolen by the party’s enemies}? business partners. you can apply a -10 penalty for low 8 The item is the key to freeing an evil entity. Between adventures. the check dictates which table in the Dungeon Masters party’s enemies spread news of its sales“ E Guide to roll on to determine which items are on the 5 The item is at the center ofa dark prophecy. or 50 gp for the middle class. and socializing. or devrse one of your _ EE own. ("ii-‘1 F'lii i1 '_‘ l i. ld6><100 gp Uncommon . first acters.. ' 540 R0“ Id4 times on Magic Item Table 3_ Each of these sections has a table that offers possible to determine a complication “45 R0“ Id4 times on Magic Item Table C. A character seeking to buy a magic item ing for the characters. EXAMPLE DOWNTIME ACTIVITIES The following activities are suitable for any character 31-35 R0” M4 times on Magic Item Table 6‘ E'l 36—40 Roll ld4 times on Magic Item Table H. include the desired item among the items for sale Resources. based on their rarity. food. As shown on the Buying Magic Items table. Purchasing a magic item requires time and money to Very rare (id-4 +1) x10. strong drink. A character can carouse with the lower class for 10 gp to cover expenses. magic item trade is fraught with . The monetary cost includes The item is a fake. and then share it with the player. acters. when using the table to determine an *Might involve a rival asking price.“¥ . con artists. middle. i complications. 4l+ R0“ ld4 times 0” Magic Item Table [- l . The activities you allow might depend on the E nature of the area where the characters are located. or upper—class L" " lg _ .ill\:i‘3[-i-i. . you might disallow the creation of magic items ASking Price-'1' Rarity l or decide that the characters are in a town that is too (“H5 + l) X IO gP Common E E isolated from major markets for them to buy such items. As a further option to reflect the availability of items 7 The seller is a devil looking to make a bargain. who doesn’t want to relax E i decide if it’s an item you want to allow in your game.“i'i"f_li'. A character can at— 15 or higher if it is uncommon. . the . The Character gains a I| +1 bonus on the check for every workweek beyond the MAGIC ITEM PURCHASE COMPLICATIONS l first that is spent seeking a seller and a +1 bonus for d12 Complication el every additional 100 gp spent on the search. ._ Using the Magic Item Price table. | E. : in low campaigns H The 'tem '5 “ad to at CU”- . 5 market. Carousing covers a workweek of fine 1 l .K . _ on a check total of 10 or higher if the item is common. no matter what the tables say. an artifact Of EVil-‘i ! tion or a scroll. peril. pick one from he table.‘~i 'i'iIJl". prices to the available items. E E'} You have final say in determining which items are for CAROU SING .

and other folk who frequent well— tacts.=:- £1 .\?". A contact provides help once. -_ I I f. about. M. placing obstacles but stop— the characters are in the area in which they caroused. It brings the campaign to life 16—20 Character has made two allied contacts. c -. The contact remains friendly. I ' 5 ' _ ’ l I a. and the like.“~{ . state dinners.- a. not help for life. quets. _ '. a guard stationed at the western gate are the charac- 6—40 Character has made no new contacts. a character might use a disguise kit kept establishments. class.'i'E-IE~E'S l'tltiLb . and the Deception skill to pass as a noble visiting from a Upper-class contacts are nobles and their personal distant city. You might decide that the barkeep at the Wretched Gorgon and 1—5 Character has made a hostile contact. but doesn’t come with a guarantee of help. - I " . ter stands to make contacts within the selected social Once a contact has helped or hindered a character. -1T. N PC’s good graces. . town officials. = -. When works against the character. but other characters can do so only Middle-class contacts include guild members. an NPC they meet as a contact. The character makes a Charisma (Persuasion) the character needs to carouse again to get back into the check using the Carousing table. spell- if you judge that the character has made sufficient con.x:--.- :I-_ '5 . ter’s allied contacts.. '-‘ _ " " " I . you can allow the player to make an or has some reason to bear a grudge.I' h "P P . On the other hand. a charac. A hostile contact NPC into a contact on the spot. laborers. Total Result You can assign specific N PCs as contacts. After a workweek of carousing. Carousing with such folk covers formal ban~ Resolution. which can in- CAROUSING fluence roleplaying and how the characters interact with Check them. assuming the N PC is but not at the risk of their lives. mercenaries. Assigning specific NPCs gives the 11—15 Character has made an allied contact.. and seeds the area with N PCs that the characters care 21+ Character has made three allied contacts. players concrete options.‘\|. character.'. it can prove difficult to track and might render a contact useless if that character Contacts are NPCs who now share a bond with the doesn’t come into play. and any other folk who A character with the noble background can mingle normally frequent the cheapest taverns in town.I. -1-'-:M-- .___. . with the upper class.£i-'t_‘ll. -. Each one either owes the character a favor Alternatively.'(. casters. workweek and access to the local nobility.. Allied a player can expend an allied contact and designate contacts are friends who will render aid to the character. after carousing. .. the town guard. servants. of the correct social class based on how the character (TEL-ki‘i'lil-l L3: [il_ii'\. Alternatively. ping short of committing a crime or a violent act._ o Carousing with the upper class requires 250 gp for the Lower—class contacts include criminals.

potion ofheoling Leather armor. Divide Surprise! You’re married. Creating a magic item requires locals. d8 Complication clothing. whereas a large. A character can play. In addition to the appro— l A pickpocket lifts ldiO x 5 gp from youi" priate tools for the item to be crafted."i_)i‘v.-\f'i'i'l-'l':"'~l liHH “:1 T'_'"'——' . ing how many characters can collaborate on an item. robes 5 You have made a foe out ofa local spellcasterfi" 6 You have been recruited to help run a local festival. or other kinds of nonmagical gear. complete multiple items in a workweek if the items‘ com- ious behavior. long as the work in progress is stored in a safe location.* Weaver's tools Cloaks. or you might introduce one at an inopportune or 4 You have been challenged to a joust by a knight?" dramatic moment. The same process can apply to hostile contacts. Multiple characters can combine their efforts. You can give the characters a specific NPC they should 3 You have agreed to take on a noble’s debts. might allow only one ing nickname. Items that cost more than 5 After a few drinks. Specific. and the LOWER-CLASS CAROUSING COMPLICATIONS needed tools can use downtime to craft armor. and people. The player should provide a reasonable expla. CRAFTING AN ITEM A character who has the time. To 3 You have fuzzy memories ofdoing something very. 8 You spent an additional 500 gp trying to impress Complications. sell an item crafted in this way at its listed price. and materials. Characters who carouse risk bar brawls. You need to make d3 Complication any judgment calls regarding whether a character has 1 You accidentally insulted a guild master.' . A character needs to be proficient with the tools *Might involve a rival needed to craft an item and have access to the appro- priate equipment. Everyone who collaborates needs to MIDDLE-CLASS CAROUSING COMPLICATIONS have the appropriate tool proficiency. A 8 Everyone is calling you by some weird. weapons. As a rule of *Might involve a rival thumb. like a ring. avoid. item. particularly tiny item. A character can 4 You are banned from a tavern after some obnox. Resources and Resolution. The following table provides a public apology will let you do business with the some examples. a character needs 2 A bar brawl leaves you with a scarfi'r raw materials worth half of the item’s selling cost. or two workers. a character can have a maximum number 6 A boring noble insists you visit each day and listen of unspecified allied contacts equal to 1 + the character’s to long. accumulating a cloud of nasty rumors. It is a long— 8 You spent an additional 100 gp trying to impress term process that involves one or more adventures to people. but can’t remember exactly what. guild again}? Proficiency Items 2 You swore to complete some quest on behalfofa temple or a guild. divide its gold piece cost by 50. the time needed to create an item by the number of char- Streaking naked through the streets seemed like a acters working on it. and only the correct equipment. you swore in the town square to 50 gp can be completed over longer periods of time. caroused. If all the above requirements are met. complex item might and no one will say why?“ allow four or more workers. can’t stop talking about it. named 7 You have become the target ofa variety of embar- contacts don't count toward this limit—only ones that rassing rumors"? can be used at any time to declare an NPC as a contact. Herbalism kit Antitoxin. the money. track down rare materials and the lore needed to cre- *Might involve a rival ate the item. Smith’s tools Armor. 5 You have made a foe out ofa local noble?“ At any time. Charisma modifier (minimum of 1). l A pushy noble family wants to marry off one of since it gives you the added depth of specific contacts their scions to you? while giving players the freedom to ensure that the con— 2 You tripped and fell during a dance. or similar event. d8 Complication Using a mix of the two approaches is a good idea. weapons 4 tense romantic interest in you. embarrass. as pursue a dangerous quest._ . effort. the result of the process is an item of the desired sort.\. like Puddle Drinker or Bench Slayer.‘-'" Leatherworker’s tools A particularly obnoxious person has taken an in. {illv‘tl‘ilili 5'! | Di?i‘a‘l"1i. more than just time. determine how many workweeks it takes to create an very illegal.l. a character has a 10 percent chance of triggering a complication for each workweek of carousing. building a bad reputation around town. Use your judgment when determin- great idea at the time. boots A social gaffe has made you the talk ofthe town. tedious theories of magic. UPPER-CLASS CAROUSING COMPLICATIONS nation for this relationship and work it into the game. . and people tacts they accumulate are useful. 7 You made a drunken toast that scandalized the Crafting Magic Items."-’ bined cost is 50 gp or lower.

It lists the materials needed and steps required to make the item. creating an working on a magic item: there’s a 10 percent chance for item comes with a gold piece cost covering other mate. This material can range from the skin of a yeti to a vial of water taken from a whirlpool on the Elemental Plane of Water.'l'!-'i-’. tools. The formula is like a recipe. An item invariably requires an exotic material to com- plete it.000 gp and is not interested in hearing no for an answer}? *Halved for a consumable item like a potion or scroll 5 A dwarfclan accuses you of stealing its secret lore to fuel your work. as for crafting a 6 A competitor spreads rumors that your work is nonmagical object. the result of the *Might involve a rival process is a magic item of the desired sort. til-i-H‘l in. Finding that material should take place as part of an adventure. Halve the listed price and CRAFTING COM PLICATIONS creation time for any consumable items.‘H '1 on: :-I. a character also needs whatever too] proficiency is appropriate. pick a monster or a location that is a thematic fit for the item to be crafted. The Crafting Complications table values. ntirti . For more information.. are shown on the Magic Item Crafting Time and Cost table. and so on. MAclc ITEM INGREDIENTS Item Rarity CR Range Common l-3 Uncommon 4—8 Rare 9-42 Very rare 13—18 Legendary 19+ If appropriate. a character might face as byproducts of the creation ic—a stone now guarded by a suspicious androsphinx. the creature might guard a location or a resource that the characters need access to. see “Brewing Potions of Healing" later in this section and the “Scrib— ing a Spell Scroll” section. especially a magic item. The complications ancient stone that was once touched by the god of mag. Crafting a stafi‘ofcharming might require Complications. s . Note that fac- ing a creature does not necessarily mean that the char— acters must collect items from its corpse. The Magic ltem Ingredients table suggests the chal— lenge rating of a creature that the characters need to face to acquire the materials for an item. Potions otheaiing and spell scrolls are exceptions to the following rules. as well as the time a character needs to work in provides examples of what might happen. based on the item’s rarity. it is.000 gp and insists on observing you. shoddy and prone to failurefii‘ If all the above requirements are met. Rather. a character needs a formula for a magic item in order to create it. Most of the complications involved in the cooperation of a specific arcanaloth. cre— ating mariners armor might require the essence of a water weird. Very rare 25 20. who will help creating something. are linked only if the characters complete a task for it. every five workweeks spent on crafting an item that a rials. or proficiency in the Arcana skill.1i To complete a magic item. To start with. forcing you to buy new Common 1 50 gp ones?" Uncommon 2 200 gp 3 A local wizard shows keen interest in your work Rare 10 2. below. order to complete the item. Those complication occurs. Making a to the difficulty in finding rare ingredients or compo- staffofpower might hinge on acquiring a piece of an nents needed to complete the work. ‘u '-. d6 Complication MAGIC ITEM CRAFTING TIME AND COST 1 Rumors swirl that what you’re working on is unsta- ble and a threat to the community" Item Rarity Workweeks'-" Cost"‘ 2 Your tools are stolen.000 gp 4 A powerful noble offers a hefty price for your work Legendary 50 100.‘~'. For example. process are most interesting when the characters are In addition to facing a specific creature.

Brewing Potions oi'Healing. Potions of healing fall CRIME COMPLICATIONS
into a special category for item crafting, separate from d8 Complication
other magic items. A character who has proficiency with l A bounty equal to your earnings is offered for infor-
the herbalism kit can create these potions. The times
mation about your crimefi"
and costs for doing so are summarized on the Potion of
2 An unknown person contacts you, threatening to
Healing Creation table.
reveal your crime ifyou don’t render a service"?
POTION or HEALING CREATION 3 Your victim is financially ruined by your crime.

Type Time Cost 4 Someone who knows ofyour crime has been ar-
25 gp rested on an unrelated matterfii'
Healing lday
l workweek 100 gp 5 Your loot is a single, easily identified item that you
Greater healing
1,000 gp
can't fence in this region.
Superior healing 3 workweeks
10,000 gp 6 You robbed someone who was under a local crime
Supreme healing 4 workweeks
lord's protection, and who now wants revenge.
CRIME 7 Your victim calls in a favor from a guard, doubling
Sometimes it pays to be bad. This activity gives a char— the efforts to solve the case.
acter the chance to make some extra cash, at the risk 8 Your victim asks one of your adventuring compan-
of arrest. ions to solve the crime.
Resources. A character must spend one week and at *Might involve a rival
least 25 gp gathering information on potential targets
before committing the intended crime. GAMBLING
Resolution. The character must make a series of Games of chance are a way to make a fortune—and per-
checks, with the DC for all the checks chosen by the haps a better way to lose one.
character according to the amount of profit sought from Resources. This activity requires one workweek of ef-
the crime. fort plus a stake of at least 10 gp, to a maximum of 1,000
The chosen DC can be 10, 15, 20, or 25. Successful gp or more, as you see fit.
completion of the crime yields a number of gold pieces, Resolution. The character must make a series of
as shown on the Loot Value table. checks, with a DC determined at random based on the
To attempt a crime, the character makes three checks: quality of the competition that the character runs into.
Dexterity (Stealth), Dexterity using thieves’ tools, and Part of the risk of gambling is that one never knows who
the player’s choice of Intelligence (Investigation), Wis- might end up sitting across the table.
dom (Perception), 0r Charisma (Deception). The character makes three checks: Wisdom (Insight),
If none of the checks are successful, the character is Charisma (Deception), and Charisma (Intimidation).
caught and jailed. The character must pay a fine equal to If the character has proficiency with an appropriate
the profit the crime would have earned and must spend gaming set, that tool proficiency can replace the rele-
one week injail for each 25 gp of the fine. vant skill in any of the checks. The DC for each of the
If only one check is successful. the heist fails but the checks is 5 + 2d10; generate a separate DC for each
character escapes. one. Consult the Gambling Results table to see how the
If two checks are successful, the heist is a partial suc— character did.
cess, netting the character half the payout.
If all three checks are successful, the character earns GAMBLING RESULTS
the full value of the loot.
Result Value
0 successes Lose all the money you bet, and accrue a
Loor VALUE
debt equal to that amount.
DC Value
1 success Lose halfthe money you bet.
10 50 gp, robbery ofa struggling merchant
2 successes Gain the amount you bet plus half again
15 100 gp, robbery ofa prosperous merchant
more.
20 200 gp, robbery oia noble
3 successes Gain double the amount you bet.
25 1,000 gp, robbery oione ofthe richest figures in town
Complications. Gambling tends to attract unsavory
Complications. A life of crime is filled with complica— individuals. The potential complications involved come
tions. Roll on the Crime Complications table (or create from runflins with the law and associations with various
a complication of your own) if the character succeeds criminals tied to the activity. Every workweek spent
on only one check. If the character’s rival is involved in gambling brings a 10 percent chance of a complication,
crime or law enforcement, a complication ensues if the
examples of which are on the Gambling Complica—
character succeeds on only two checks.
tions table.

GAMBLING COMPLICATIONS PIT FIGHTING COMPLICATIONS
d6 Complication d6 Complication
'I You are accused ofcheating. You decide whether 1 An opponent swears to take revenge on you.”"-‘
you actually did cheat or were framed": 2 A crime boss approaches you and oi‘T‘ers to pay you
2 The town guards raid the gambling hall and throw to intentionally lose a few matches.“-'~’
you in jailfii‘ 3 You defeat a popular local champion, drawing the
3 A noble in town loses badly to you and loudly vows crowd's ire.
to get revenge.‘-’-’ 4 You defeat a noble’s servant, drawing the wrath of
4 You won a sum from a low—ranking member ofa the noble’s housei"
thieves' guild, and the guild wants its money back. 5 You are accused ofcheating. Whether the allega-
5 A local crime boss insists you start frequenting the tion is true or not, your reputation is tarnished?"
boss's gambling parlor and no others. 6 You accidentally deliver a near-fatal wound to a foe.
6 A high—stakes gambler comes to town and insists *Might involve a rival
that you take part in a game.
RELAXATION
*Might involve a rival
Sometimes the best thing to do between adventures is
PIT FIGHTING relax. Whether a character wants a hard-earned vaca-
Pit fighting includes boxing, wrestling, and other nonle— tion or needs to recover from injuries, relaxation is the
thal forms of combat in an organized setting with prede— ideal option for adventurers who need a break. This op-
termined matches. If you want to introduce competitive tion is also ideal for players who don’t want to make use
fighting in a battle-to—the-death situation, the standard of the downtime system.
combat rules apply to that sort of activity. Resources. Relaxation requires one week. A charac-
Resources. Engaging in this activity requires one. ter needs to maintain at least a modest lifestyle while
workweek of effort from a character. relaxing to gain the benefit of the activity.
Resolution. The character must make a series of Resolution. Characters who maintain at least a mod—
checks, with a DC determined at random based on the est lifestyle while relaxing gain several benefits. While
quality of the opposition that the character runs into. relaxing, a character gains advantage on saving throws
A big part of the challenge in pit fighting lies in the un- to recover from long-acting diseases and poisons. In
known nature of a character's opponents. addition, at the end of the week, a character can end one
The character makes three checks: Strength (Athlet— effect that keeps the character from regaining hit points,
ics), Dexterity (Acrobatics), and a special Constitution or can restore one ability score that has been reduced to
check that has a bonus equal to a roll of the character’s less than its normal value. This benefit cannot be used
largest Hit Die (this roll doesn't spend that die). If de- if the harmful effect was caused by a spell or some other
sired, the character can replace one of these skill checks magical effect with an ongoing duration.
with an attack roll using one of the character’s weapons. Complications. Relaxation rarely comes with com—
The DC for each of the checks is 5 + 2d10; generate a plications. If you want to make life complicated for the
separate DC for each one. Consult the Pit Fighting Re- characters, introduce an action or an event connected
sults table to see how the character did. to a rival.

RELIGIOUS SERVICE
PIT FIGHTING RESULTS
Characters with a religious bent might want to spend
Result Value downtime in service to a temple, either by attending
0 successes Lose your bouts, earning nothing. rites or by proselytizing in the community. Someone
1 success Win 50 gp. who undertakes this activity has a chance of winning
2 successes Win 100 gp. the favor of the temples leaders.
3 successes Win 200 gp. Resources. Performing religious service requires ac—
cess to, and often attendance at, a temple whose beliefs
and ethos align with the character’s. If such a place is
Complications. Characters involved in pit fighting
available, the activity takes one workweek of time but
must deal with their opponents, the people who bet on
involves no gold piece expenditure.
matches, and the matches’ promoters. Every workweek
Resolution. At the end of the required time, the char—
spent pit fighting brings a 10 percent chance of a compli—
acter chooses to make either an Intelligence (Religion)
cation, examples of which are on the Pit Fighting Com-
check or a Charisma (Persuasion) check. The total of
plications table.
the check determines the benefits of service, as shown
on the Religious Service table.

t i i i .\ li'il’ i-Fl ‘_- ‘_ ii ll N t; 15. i" l N .‘ri AST 1: fl '3} {I} l_ .‘I l. .‘i ,"

lp

workweek spent in religious service brings a 10 percent
chance of a complication, examples of which are on the
Religious Service Complications table.

RELIGIOUS SERVICE COMPLICATIONS
d6 Complication
1 You have offended a priest through your words or
actions"?
2 Blasphemy is still blasphemy, even ifyou did it by
accident.
3 A secret sect in the temple offers you membership.
4 Another temple tries to recruit you as a spy."~'
The temple elders implore you to take up a holy
quest.
6 You accidentally discover that an important person
in the temple is a fiend worshiper.
*Might involve a rival

RESEARCH
Forewarned is forearmed. The research downtime ac-
tivity allows a character to delve into lore concerning a
monster, a location, a magic item, or some other partic-
ular topic.
Resources. Typically, a character needs access to a
library or a sage to conduct research. Assuming such
access is available, conducting research requires one
workweek of effort and at least 50 gp spent on materials,
bribes, gifts, and other expenses.
Resolution. The character declares the focus Of the
research—a specific person, place, or thing. After one
workweek, the character makes an Intelligence check
with a +1 bonus per 100 gp spent beyond the initial
100 gp, to a maximum of +6. In addition, a character
RELIGIOUS SERVICE who has access to a particularly well—stocked library
or knowledgeable sages gains advantage on this check.
Check
Total Result Determine how much lore a character learns using the
Research Outcomes table.
l—lO No effect. Your efforts fail to make a lasting
impression.
RESEARCH OUTCOMES
11—20 You earn one favor.
Check
21+ You earn two favors. Total Outcome
1—5 NO effect.
A favor, in broad terms, is a promise of future assis-
6—l0 You learn one piece oflore.
tance from a representative of the temple. It can be
ll~20 You learn two pieces oflore.
expended to ask the temple for help in dealing with a
specific problem, for general political or social support, 21+ You learn three pieces oflore.
or to reduce the cost of cleric spellcasting by 50 percent.
A favor could also take the form of a deity’s intervention, Each piece of lore is the equivalent of one true state-
such as an omen, a vision, or a minor miracle provided ment about a person, place, or thing. Examples include
at a key moment. This latter sort of favor is expended by knowledge of a creature's resistances, the password
the DM, who also determines its nature. needed to enter a sealed dungeon level, the spells com-
Favors earned need not be expended immediately, but monly prepared by an order of wizards, and so on.
only a certain number can be stored up. A character can As DM, you are the final arbiter concerning exactly
have a maximum number of unused favors equal to 1 + what a character learns. For a monster or an NFC, you
the character‘s Charisma modifier (minimum of one un~ can reveal elements of statistics or personality. For a lo—
used favor). cation, you can reveal secrets about it, such as a hidden
Complications. Temples can be labyrinths of political entrance, the answer to a riddle, or the nature of a crea—
and social scheming. Even the best-intentioned sect can ture that guards the place.
fall prone to rivalries. A character who serves a temple Complications. The greatest risk in research is un-
risks becoming embroiled in such struggles. Every covering false information. Not all lore is accurate or
———-——-—
"r“—

Every workweek spent in scrolls. it is 1 You accidentally damage a rare book. examples of which are on the Research Complica— 2 The priest ofa temple of good accuses you oftraf— tions table..truthful. who demands an extravagant 5 The rare parchment you bought for your scroll has giftfi‘ a barely visible map on it. creating a spell scroll. Offer 3rd 1 workweek 500 gp 4th 2 workweeks 2. 3 lfyou had known that book was cursed. which is used to spread word of the desired sale."" score. The character can always time and money related to the level of the spell the char~ opt not to sell. Moreover.. research is known to the rival.000 gp 21+ 150% ofbase price ith 16 workweeks 25. The main risk in selling a magic item 8th 32 workweeks 50..000 gp Complications. examples of which are needed for the activity. especially if the object of the of which are on the Scribe a Scroll Complications table. Other folk might try to undermine a deal in order to bolster their own business Complications. Con 5 Your actions cause you to be banned from a library artists and thieves are always looking out for an easy until you make reparations. task.000 gp Spell Level Time Cost *Halved for a consumable item like a potion or scroll Cantrip 1 day 15 gp 1st 1 day 25 gp MAGIC ITEM OFFER 2nd 3 days 250 gp Check Total . bribe sages to give bad advice. or it must be Rarity Base Price": among the character’s known spells. Rare 4. The rival might plant false information. as shown in the Spell Scroll Costs and trying again later.000 gp SPELL SCROLL Cosrs Legendary 200.000 gp 11—20 100% of base price 6th 8 workweeks 15. Use the Magic Item Base Prices table. . ficking in dark magic? 3 A wizard eager to collect one ofyour spells in a RESEARCH COMPLICATIONS book presses you to sell the scroll. in order to scribe a Common 100 gp scroll of that spell. unlikely to attract much attention. d6 Complication 4 Due to a strange error in creating the scroll. angering a wizard in town. research brings a 10 percent chance of a complication. and there's no guarantee that a character will re- 6 You uncovered useful lore. or steal SCRIBE A SCROLL COMPLICATIONS key tomes needed to find the truth. instead a random spell ofthe same level. a spellcaster can transfer a Resolution. . The complica. MAGIC ITEM BASE PRICES the character must have the Spell prepared.000 gp Very rare 40. the character must have proficiency and Magic Item Offer tables to determine the sale price.500 gp 1—10 50% of base price 5th 4 workweeks 5. Every workweek spent trying to sell an item brings a 10 tions that arise are more likely to involve the preparation percent chance of a complication. Crafting a spell scroll is a solitary or seek to discredit the character as a legitimate seller. A character who wants to sell an item spell to a scroll. Resources.. Scribing a spell scroll takes an amount of what kind of offer comes in. A character SCRIBING A SPELL SCROLL must pick one item at a time to sell. 2 You offend a sage. in the Arcana skill and must provide any material com- ponents required for the casting of the spell. A character can find a buyer for one 1'~'lvlight involve a rival magic item by spending one workweek and 25 gp. the version on the scroll works as if the caster were 1st level. With time and patience. ‘-'~'Might involve a rival 4 A sage becomes obsessed with convincing you ofa number of strange theories about reality}? SELLING A MAGIC ITEM Selling a magic item is by no means an easy task.000 gp item but doesn’t want to pay for it. d6 Complication In addition. must make a Charisma (Persuasion) check to determine Resources. a character might run into other com- 1 You bought up the last ofthe rare ink used to craft plications during research. instead forfeiting the workweek of effort acter wants to scribe. Every workweek spent scribing on the Magic Item Sale Complications table.000 gp lies in attracting thieves and anyone else who wants the 9th 48 workweeks 250. you never 6 A thiefattempts to break into your workroom}? would have opened it. examples lead the character astray. to complete a dangerous task in return. but only by promising ceive a good offer even if a legitimate buyer is found. In addition. Uncommon 400 gp If the scribed spell is a cantrip. and a rival with a scholarly bent might try to brings a 10 percent chance of a complication.

i"1'l'i-Z 11 l UL! Kill-1t)". Performing ajob requires one workweek of effort. six workweeks you devote to its:: cation. Each workweek of activity brings a 10 percent chance that a mands you hand it over. or surviving allies of the owner. Your teacher is a spy sent to learn your plans?" G‘U‘I-DI-UJ Your teacher is a wanted criminal. Receiving training in a language or tool takes a dislike to you}? typically takes at least ten workweeks. an adventurer can turn to an honest trade to earn a living. *Might involve a rival WORK When all else fails. Resources. attempts to steal your item?" Complications. the character makes an ability check: Strength (Athletics). i.':i. which draw comments from others. a character can learn a language or pick up profi— not being paid}? ciency with a tool. vow to retake the item by force. Every ten workweeks checks made for this downtime activity for the next spent in training brings a 10 percent chance of a compli. Your teacher is a cruel taskmaster. Resolution. but this time is 4 Your employer is involved with a dark cult or a reduced by a number of workweeks equal to the char— criminal enterprise. alerted to the sale. . the quality and wages of which are difficult to predict. or Cha- risma using a musical instrument. This activity represents a char— acters attempt to find temporary work.‘\. TRAINING COMPLICATIONS d6 Complication 1 Your instructor disappears. character encounters a complication. To determine how much money a char— acter earns. WORK COMPLICATIONS 6 The buyer is murdered before the sale is finalizedi" d6 Complication *Might involve a rival i A difficult customer or a fight with a coworker re- duces the wages you earn by one category. giving you disadvantage on Complications.*~i'i'i5[-L'. Dexterity (Acrobatics). archaic meth- ods. forcing you to spend one workweek finding a new onefi" 2 Your teacher instructs you in rare. acter’s Intelligence modifier (an Intelligence penalty A crime ring targets your business for extortion? doesn’t increase the time needed)."~'~ ‘i'kfit'ilb . Intelligence using a set of tools.‘-'-' TRAINING 2 Your employer’s financial difficulties result in your Given enough free time and the services of an instruc- tor. the Work Complications 4 A sorcerer claims your item as a birthright and de. Complications that arise while train- ing typically involve the teacher. Ordinary work is rarely filled with 3 A foe circulates rumors that your item is a fake?" significant complications. as you choose). Charisma (Performance). 5 Your item’s previous owner. Consult the Wages table to see how much money is generated according to the total of the check. table can add some difficulties to a worker’s life.iia‘\. Still. Your teacher asks for help dealing with a threat. examples of which are on the Training Complica— 7'~‘Might involve a rival tions table. not. WAGES Check Total Earnings MAGIC ITEM SALE COMPLICATIONS 9 or lower Poor lifestyle for the week d6 Complication 10—14 Modest lifestyle for the week 1 Your enemy secretly arranges to buy the item to 15—20 Comfortable lifestyle for the week use it against you}? 21+ Comfortable lifestyle for the week + 25 gp 2 A thieves’ guild. 3 A coworker with ties to an important family in town Resources. Training costs 25 gp 6 You gain a reputation for laziness (unjustified or per workweek.

The twenty levels oftypical play.Eighteen rolls on the Challenge 5——IO table offering you an alternative way of determining which . ters obtaining roughly one hundred items.. distributed properly throughout the spectrum of rarity. Because many ofthe table results call for more than one The section ends with tables that group magic items ac. and.]ot down a copy of the table in your notes. But a DM who's designing or modifying an adventure "'1 r might prefer to choose the magic items that come into Magic Item Tables F through I. Tier table and breaks them down to show the number of 2. usually because you think play. the minor items are those listed on Magic receive by the end of the tier represented by that row. Here’s how to use it: adventures. the Magic Items Awarded by Rarity table serves in that tier prepare the characters for higher—level as your item budget.Seven rolls on the Challenge 0—4 table Master’s Guide. The optional The system in the Dungeon Master’s Guide is de— system described here yields the same number of items. major magic items this section to personalize your treasure hoards while are meant to be handed out much less frequently than staying within the game’s limits for how many items the minor items. along with the rolls on the Treasure Hoard tables. acters have a chance ofacquiring. yet those terms aren’t used there. the tables do the work. even at higher levels of play. This section expands on those rules by . J h. so that you By Rarity The Magic Items Awarded by Rarity table can make adjustments to the numbers as you select takes the numbers from the Magic Items Awarded by items to be placed in an adventure. The second tier is where much of the play When you want to select an item as treasure for an en- occurs in a typical DEED campaign. 9 2 ‘II 1—4 rather than by rolling on the tables in the Dungeon Mas- 5—1 0 28 6 34 ter’s Guide. the level of the player characters. Over and are often the main reward in an adventure. the tables also govern the number of magic items while enabling you to control exactly which items the char- the characters receive. Eight rolls on the Challenge I7+ table adding a collection of common magic items to the game. AWARDING MAGIC ITEMS BEHIND THE DESIGN: MAGIC ITEM DISTRIBUTION The Dungeon Master’s Guide assumes a certain amount of Magic items are prized by D8113 adventurers of all sorts treasure will be found over the course ofa campaign. Ifyou’re in that situation. Level/CR column that corre- items of each rarity the characters are expected to have sponds to one of the following values (your choice): when they reach the end of a tier. The Magic Items Awarded by Tier table I7~20 l9 6 25 shows the number of magic items a D&D party typically Total 80 20 100 gains during a campaign. By Tier. This method uses two tables: Magic Items Il—I 6 24 6 30 Awarded by Tier and Magic Items Awarded by Rarity. or the challenge rating of make a distinction between minor magic items and ma- the group of creatures guarding the item. As you can see from the play. MAGIC ITEMS AWARDED BY TIER DISTRIBUTION BY RARITY Character This alternative method of treasure determination fo.. the challenge rating Minor and Major Items. The entries jor magic items. and the items gained counter. culminating in the groups having accumulated one hundred magic items by 20th CHOOSING ITEMS LEVEL BY LEVEL level. is by design. The table shows how many of those items are You decide when to place an item in an adventure that meant to be handed out during each of the four tiers of you're creating or modifying. Both tables in this section of the magic item’s owner. characters should ultimately accumulate. in chapter 7 of the Dungeon . Refer to the line in the. the characters need one. magic item.Twelve rolls on the Challenge II—I6 table magic items end up in the characters" possession and by . signed so that you can generate all treasure randomly. 1. This distinction exists in the Dungeon in that row of the table indicate the total number of Master’s Guide. In items that would be appropriate for the characters to that book. the game expects forty-five rules for magic items are presented. those forty—five rolls will result in the charac- cording to rarity. you can use the rules in Treasure Hoard tables in that book. The emphasis on characters receiving more items the story calls for a magic item. Level Minor Items Major Items All Items cuses on choosing magic items based on their rarity. distributed as follows: Treasure Hoard tables. Item Tables A through E. during the second tier (levels 5—10) than in other tiers or the players would be especially pleased to get one. In short. and the major items are on MAGIC ITEMS AWARDED BY RARITY Minor Magic Items Major Magic Items Level/CR Common Uncommon Rare Very Rare Legendary Uncommon Rare Very Rare Legendary L4 6 2 l 0 0 2 0 0 0 5—10 I0 12 5 I 0 5 0 O 11-46 3 6 9 5 I I 2 2 l I7+ O 0 4 9 6 0 l 2 3 Total 19 20 19 15 7 8 4 4 4 .

AEMOR 0E GLEAMING deduct the item from a higher tier. flavorless.3. CANDLE OF THE DEEP Here’s a good rule of thumb: an adventure can include a Wondrous item. going from the lowest lev. Armor (any medium or heavy). common number greater than 0 for that rarity. flavorless. Choose a magic item of any rarity for which the entry COMMON MAGIC ITEMS in this row is not 0. CAST— OFF ARMOR A _‘ Armor (light. els to the highest. Although it can duplicate the appearance of other magic cloaks. you can use a bonus action to Magic items can go from nice to necessary in the rare make it billow dramatically. you will zero out each row of the table in order. you can control character more powerful or versatile than a generic char. cold drinking water. not available in the current tier but is still available in The magic items are presented in alphabetical order. that number. Characters and monsters are Wondrous item. The head has no effect on magical liquids or harmful substances such as poison. BEAD OF REERESHMENT whether its minor or major. and apparent quality of the gar- ment. These items seldom in— ate entry on the table. While wearing this cloak. When the characters obtain an item. In such a game. assume those of another kind of humanoid of your size. ' 33' -1 Ii 11") l. duces more of them to the game.. common have resistances or immunity to nonmagical damage. a lower tier. which number it rolls. gelatinous bead dissolves in you find one that does. When creating or modifying an adventure.“ . you can choose to have them leave tracks like ture. If all lower tiers also have no items available of a given rarity. and no NPCs capable of casting magic weapon. OVERSTOCKING AN ADVENTURE BOOTS or FALSE TRACKS Wondrous item. then. common This armor never gets dirty. you can use a bonus action to ons or else avoid using such monsters. Regardless of r ‘ its appearance. acter ofthe same level. deduct it This spongy. gelatinous bead dissolves on from the Magic Items Awarded by Rarity table in your your tongue and provides as much nourishment as 1 day notes. simply select each magic item you want to give Wondrous item. include fourteen items rather than eleven. It gives off light and heat like a nor- designed to take characters from 1st to 4th level might mal candle. Having no magic makes CLOAK or MANY FASHIONS it extremely difl'icult for a party to overcome monsters that Wondrous item. modify your items of every rarity. change the style. This section intro— diture came from by subtracting 1 from the appropri. Following this process. color. The cloak’s weight doesn’t change. deduct the item from the lower tier. Are they usefuliJ Absolutely. CHOOSING ITEMS PIECEMEAL If you prefer a more free—form method of choosing magic BEAD or NOURISHMENT items.. medium. and deduct the magic item from liquid. start with the lowest tier. when the characters acquire one. the cloak can’t be anything but a cloak. you never have to worry about awarding magic items just so the characters can CLOAK OF BILLOWING keep up with the campaign’s threats. no monk. or heavy). Are they necessary? No. common The magic item tables in this section are based on the number of items the characters are expected to receive. The one exception are common notes to indicate which part of your budget this expen— items. While wearing not the number of items that are available in an adven— the boots. The D&D game is built on the assumption that magic items appear sporadically and that they are always a boon. it doesn’t gain their magical properties. common prizes. Magic items are truly Wondrous item. but they are likely to amuse In the future. transforming up to a pint of the liquid into fresh. that the characters won’t find all the items you place in it. unless most of the loot is in easy-to—find locations. you’ll want to be generous with magic weap. common out. Whenever you do so. For example. common (requires attunement) built to face each other without the help of magic Items. which means that having a magic item always makes a Whenever you roll this six—sided die. go up a tier until This spongy. crease a character’s power. group that has no spellcasters. common number of items that’s 25 percent higher than the num— The flame of this candle is not extinguished when bers in the tables (round up). of rations. an adventure immersed in water. common ARE MAGIC ITEMS NECESSARY IN A CAMPAIGN? You can doff this armor as an action. The Dungeon Master’s Guide includes many magic 4. and deduct the item from the first number you come across in the appropriate rarity column for the item. While wearing this cloak. that book includes few of them. Only humanoids can wear these boots. if you choose an item of a rarity that’s players and provide fun roleplaying opportunities. As DM. CHARLATAN’S DIE unless an item bears a curse. If that tier doesn’t have a Wondrous item. in the expec- tation that three of those items won’t be found.

If the check fails. the spellbook doesn't deteriorate with age. again until you finish a long rest. and gently falling snow. While the ersata eye is embedded in your eye Visual effects include luminous musical notes.-I'['J'*. a spec— socket. pepper. This antiquated. Manual for statistics). you Wondrous item. A creature that puts an ear to command word that summons your choice ofa hat.‘i'l i. The is wasted. tral dancer. Wondrous item. common (requires attunement by a gain the following benefits: wariock) .l’V‘: l'f Jill ti . or a rat (see the Player’s Handbook or the Monster coming from within. can’t be damaged by fire or immersion in water. speak the name of any nonmag- DREAD HELM ical food seasoning (such as salt. If the HEWARD’S HANDY SPICE POUCH check succeeds.'~. a plane of use an action to expend 1 of its charges and speak a clockwork predictability.CLOCKWORK AMULET HAT OF VERMIN Wondrous item. this property can’t be used again until the nor hostile. While holding the pouch. The horn regains ld4 expended charges daily at dawn. This spellbook. common coming from the horn. a the amulet can hear faint ticking and whirring noises frog.‘ I)”. illusory visual effects within a 5—foot—radius sphere centered on the instrument. common (requires attunemenr by a itself to counteract daily wear and tear. The summoned creature magi- When you make an attack roll while wearing the am— cally appears in the hat and tries to get away from you ulet. you can and is powered by magic from Mechanus. you can’t use this property This belt pouch appears empty and has 10 charges. A pinch is enough to season a single while you wear it. No other creature hears sound Wondrous item. common (requires attunement) can create harmless. meal. your warlock spells. extraplanar material originating from the realm of your . It behaves as next dawn. If the check fails.' "al . The and you can see through the tiny orb as though it were a magical effects have neither substance nor sound. In either case. and remove a pinch of the desired seasoning This fearsome steel helm makes your eyes glow red from the pouch. and you again until you finish a long rest. and the action used to cast the spell You can try to cast a cantrip that you don’t know. common (requires attunement) ERSATZ EYE While you are playing this musical instrument.You can try to cast a cantrip that you don’t know. the radius increases to 15 feet. and it isn’t under your control. In either case.r" _ normal eye. an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 hit points. The hat regains all CLOTHES OF MENDING expended charges daily at dawn. they are obviously illusory. While you are wearing it. While holding the hat. If the . ii -‘~ ii'l'l‘il f. EAR HORN OF HEARING Wondrous item. The pouch regains 1d6 + 4 expended charges daily at dawn. Sample removed. INSTRUMENT OF ILLUSIONS In addition. saffron. common HAT OF WIZARDRY This elegant outfit of traveler’s clothes magically mends Wondrous item. When you use an action to hear normally. Wondrous item. common cilantro). you Wondrous item. The effects end when you stop playing. common HORN OF SILENT ALARM Wondrous item.You can use the amulet as a spellcasting focus for check succeeds. you can forgo rolling the d20 to get a 10 on the die. T'\. and you must following benefits: make a DC 10 Intelligence (Arcana) check. so does the spell. you cast the spell. cone—shaped hat is adorned with gold DARK SHARD AMULET crescent moons and stars. one creature of your choice can hear the horns blare. The warlock patron. you gain the cantrip must be on the wizard spell list. you can use an action to ex- pend l of its charges. common Wondrous item. allowing you to This horn has 4 charges. as quickly as possible. butterflies. provided the creature is within 600 feet of the ENDURING SPELLBOOK horn and not deafened. Wondrous item. common so does the spell. Pieces of the out- Wizard) fit that are destroyed can’t be repaired in this way. along with anything written on its pages. you can’t use this property cantrip must be on the warlock spell list. must make a DC 10 Intelligence (Arcana) check. you cast the spell.f'. common While held up to your ear. The creature is neither friendly Once used. or Wondrous item. While you are wearing it. blow it. common This copper amulet contains tiny interlocking gears This hat has 3 charges. If This artificial eye replaces a real one that was lost or you are a bard. it can’t be removed by anyone other than you. and the action used to cast the spell is wasted.You can use the hat as a spellcasting focus for your This amulet is fashioned from a single shard of resilient wizard spells. and J . this horn suppresses the ef— fects of the deafened condition on you.

lfyou plant an ordinary shrub in this lO-pound clay pot MYSTERY KEY and let it grow for 30 days. LOCK OF TRICKERY Wondrous item. The ual for statistics) at the end of that time. you can use an action comes with a single key. however. a flumph. common casting focus for your spells. You can use an action to apply the perfume to your- ruby can’t be removed unless you detach it as an action self. doesn’t change. Otherwise. A rope ofmending is for- Wondrous item. While holding this orb. common dim light for an additional 15 feet. enough for one ruby against it for at least 10 minutes. evening. common ever shortened if a section of it is lost or destroyed. For this property to work. the message fades away While holding this 10—foot pole. ORB OF DIRECTION ROPE OF MENDING Wondrous item. When the shrub key has a 5 percent chance of unlocking any lock into awakens. common POLE OF COLLAPSING Wondrous item. The poles weight i! l. to the perfume’s effect are not aware that they’ve been influenced by magic. and its effect lasts 1 hour. Thereafter. you have advantage on all Charisma checks directed at hu. and then use an action to on the Material Plane. you can use an action to expend 1 charge hale a puff of smoke that takes the form of a single crea— from the instrument and write a magical message on ture. Etched with eldritch runes. allowing it to be seen Wondrous item. the key The awakened shrub is friendly toward you. The pieces must be in contact with each ORB OF TiME other and not otherwise in use. sheds POT OF AWAKENING moonlight. The tumblers in this lock magi. destroying it. the shrub magically trans- Wondrous item. you can speak a com- after 24 hours. Not even an antimagic fieid manoids of challenge rating 1 or lower. common Wondrous item. you can use an action to ex- playing it. For the duration. or a froghemoth. pick the lock have disadvantage. it does nothing. you can scribe an additional seven words and choose POLE OF ANGLING to make the message glow faintly. mand word and transform it into a fishing pole with a The instrument regains all expended charges hook. Absent disappears. common While holding this orb. you can use an action to de- RUBY OF THE WAR MAGE termine whether it is morning. the rod will elongate only as far as the Weapon (any sword). The message can be up to six words long loses its shape after a few seconds. for ease of storage. its roots break the pot. Casting dispel magic on the message erases it. afternoon. . such as a dragon. the use. or the weapon is destroyed. you must attach the ruby to the weapon by pressing the This tiny vial contains magic perfume. common forms into an awakened shrub (see the Monster Man- A question mark is worked into the head of this key. In darkness. creating bright light in a 15-foot radius and Wondrous item. a line. which it’s inserted. common surrounding space allows. commands from you.. common This lock appears to be an ordinary lock (of the type described in chapter 5 of the Player’s Handbook) and While holding this 10—foot pole. common in nonmagical darkness. Dexterity checks made to a l-foot-long rod. this l—inch-diameter ruby PERFUME OF BEWITCHING allows you to use a simple or martial weapon as a spell— Wondrous item. The a nonmagical object or surface that you can see within form must be small enough to fit in a 1-foot cube and 30 feet of you. INSTRUMENT OF SGRIBING PIPE OF SMOKE MONSTERS Wondrous item. and a reel. nary puff of smoke. common (requires attunement by a nighttime outside. becoming an ordi- and is written in a language you know. common This musical instrument has 3 charges. the unsheathed blade of this sword. common (requires attunement) Wondrous item. Speaking the command word I" daily at dawn. speak a command word and cause the pieces to knit back together. If you are a bard. This property functions only on the speilcaster) Material Plane. The ruby does fall off the weapon if your attunement to the ruby ends. again changes the fishing pole back into a normal 10—foot pole. Once it unlocks something. you can use an action to deter. This property functions only number of smaller pieces. to speak a command word and cause it to collapse into cally adjust to thwart burglars. You can cut this 50-foot coil of hempen rope into any mine which way is north. You can use an action to speak a dif- :i ferent command word and cause the rod to revert to a MOON—TOUCHED SWORD pole. Those subjected causes it to fall off. While you are While smoking this pipe. or Wondrous item.

except when it is within an the staff turns into flower petals and is lost forever. The flower is harmless and nonmagical. whenever someone picks up the This ammunition packs a wallop. you can make one or more of the objects slowly spin or turn in place. It has 10 charges. a seagull’s cry. STAFF OF ADORNMENT Stat}: common Ifyou place an object weighing no more than 1 pound (such as a shard of crystal. You This wooden staff has 10 charges. cause a flower to sprout from a patch of earth or soil The tankard has no effect on magical liquids or harmful within 5 feet of you. and set a con— ordinary longsword and ceases to be magical. it transforms into an of which can be more than six words long.” The doll’s ammunition must succeed on a DC 10 Strength saving phrases are lost when your attunement to the doll ends. Ifyou expend the last charge. you can drink ale. common Sraflf common This tankard has a stern face sculpted into one side. STAFF or BIRDCALLS Staff common This wooden staff is decorated with bird carvings. throw or be knocked prone. common it speak. common The front of this shield is shaped in the likeness of a face. an tjmag'ic‘ field. For example. This arrow can’t be broken. On a 1. roll a d20. While holding it. Whatever the condition. common The staff regains 1d6 + 4 expended charges daily at dawn. a goose‘s book. the object floats an inch from the staff’s tip and remains there until it is removed or until the staff is no longer in your posses- sion. or from the staff itself. it might say. common (requires attunement) Wondrous item. common Wisps of harmless. odorless smoke rise from this armor while it is worn. none tion to speak the command word. it must occur within 5 feet of the doll to make Weapon (any ammunition). A creature hit by the doll. a duck’s quack. TALKING DOLL VETERAN’S CANE Wondrous item. UNenEnxnsLE Annows the staff explodes in a harmless cloud of bird feathers and is lost forever. SMOLDERING ARMOR Armor (any). or a stone) above the tip of the staff while holding it. TANKARD OF SOBRIETY STAFF OF FLOWERS Wondrous item. the staff creates a mild- scented daisy. The staff can have up to three such objects floating over its tip at any given time. Weapon (arrow). wine. a loon’s call. “I want a piece of candy. you can use an action to expend 1 charge from the staff and cause it to create one of the following sounds out to a range of 60 feet: a finch’s chirp. common While this stuffed doll is within 5 feet of you. On a 1. Unless you substances such as poison. UNBREAKABLE ARROW and it grows or withers as a normal flower would. While holding it. or an eagle’s shriek. you can use a bonus ac— tion to alter the faces expression. While holding the staff. dition under which the doll speaks each phrase. or any other nonmagical alcoholic can use an action to expend 1 charge from the staff and beverage poured into it without becoming inebriated. .SHIELD or EXPRESSION Armor(shie1d). roll a d20. a turkey’s gobble. choose a specific kind of flower. If you expend the last charge. While bearing the shield. You can WALLOPING AMM UNITION also replace old phrases with new ones. an egg. a chicken’s cluck. a raven's caw. The staff regains 1d6 + 4 expended charges daily at dawn. you can When you grasp this walking cane and use a bonus ac- spend a short rest telling it to say up to six phrases. an owl’s hoot.

common Bead ofnourishment Wondrous item No This wand has 7 charges. 1. a magic item that glows in the presence offiends (based Spell scroll (cantrip) Scroll No on the Sentinel property). you can use Yes Ersatz eye Wondrous item an action to expend 1 of its charges and target a human— Hat ofvermin Wondrous item No oid you can see within 30 feet of you. Horn ofsilent alarm Wondrous item No the wand transforms into a wand of smiles. On a 1. you can use Wondrous item No Bead of refreshment an action to expend 1 of its charges and create a harm- Boots offalse tracks Wondrous item No less burst of multicolored light at a point you can see Candle ofthe deep Wondrous item No up to 60 feet away. The light is as bright as a torch flame but lasts Charlatan’s die Wondrous item Yes only a second. the wand erupts in a harmless pyrotechnic dis. COMMON Item Type Attune? WAND OF PYROTECHNICS Armor of gleaming Armor No Wand.WAND or CONDUCTING MAGIC ITEM TABLES Wand. While holding it. roll a d20. MINOR ITEMS. The target must Hat ofwizardry Wondrous item Yes (wizard) succeed on a DC 10 Charisma saving throw or be forced to scowl for 1 minute. Staffofbirdcalls Staff No . table entry includes the item’s type and an indication of ing the wand. the What Minor Property Ruby ofthe war mage Wondrous item Yes (spellcaster) Does It Have? table might inspire you to create a magic Shield ofexpression Armor No item that allows a character to speak and understand the Armor No Smoldering armor Goblin language (based on the table’s Language property). Cloak ofbillowing Wondrous item No The wand regains 1d6 + 1 expended charges daily at Cloak of many fashions Wondrous item No dawn. Pole ofcollapsing Wondrous item No the wand transforms into a wand ofscowls. common The tables in this section classify the magic items from This wand has 3 charges. you can use Mystery key Wondrous item No an action to expend 1 of its charges and target a human.‘ LL Pot of awakening Wondrous item No CREATING ADDITIONAL COMMON ITEMS Potion ofclimbing Potion No The “Special Features” section in chapter 7 ofthe Dungeon Potion of healing Potion No Master’s Guide is useful ifyou want to design other com. Pipe of smoke monsters Wondrous item No The wand regains all expended charges daily at dawn. On a 1. they are beyond even major items in If you expend the wand’s last charge. whether the item requires attunement. Orb ofdirection Wondrous item No oid you can see within 30 feet of you. Dark shard amulet Wondrous item Yes (warlock) Dread helm Wondrous item No WAND or SCOWLS Ear horn ofhearing Wondrous item No Wand. . The target must Orb oftime Wondrous item No succeed on a DC 10 Charisma saving throw or be forced Wondrous item No Perfume of bewitching to smile for 1 minute. While holding it. a sad tuba sound plays as the wand crumbles to dust and is destroyed. pouch If you expend the wand’s last charge. Artifacts aren’t The wand regains all expended charges daily at dawn. For example. common Enduring spellbook Wondrous item No This wand has 3 charges. Heward’s handy spice Wondrous item The wand regains all expended charges daily at dawn. On a power and importance. roll a d20. Each out to a range of 60 feet and ends when you stop wav. or a magic item that projects Spell scroll (lst level) Scroll No its user’s voice over a great distance (based on the War Staffofadornment Staff No Leader property). Rope of mending Wondrous item No mon magic items. Clockwork amulet Wondrous item No On a 1. Ifyou expend the wand’s last charge. The music can be heard arate the items in each group according to rarity. Clothes of mending Wondrous item NO play and is destroyed. While holding it. you can use the Dungeon Master’s Guide and the new items pre— an action to expend 1 of its charges and create orches— sented here into minor items and major items. common Moon-touched sword Weapon No This wand has 3 charges. Pole ofangling Wondrous item No If you expend the wand’s last charge. included here. While holding it. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet Cast—off armor Armor No away. Instrument ofillusions Wondrous item Yes Instrument of scribing Wondrous item Yes WAND or SMILES Lock oftrickery Wondrous item No Wand. roll a d20. then sep- tral music by waving it around. roll a d20.

. UNCOMMON Portable hole Wondrous item No Item Type Attune? Potion ofclairvoyance Potion No Alchemy jug Wondrous item No Potion ofdimi‘nution Potion No Ammunition. +1 Weapon No Potion otfire giant strength Potion No . Potion NO I Driftglobe Wondrous item No Potion oflnvulnerabulllty Potion No Dust ofdisappearance Wondrous item No Potron ofmind reading Potion NO Dust ofdryness Wondrous item No Potion Of stone giant Potion NO Dust ofsneezing and Wondrous item No strength choking Potion oisuperior healing Potion No Elemental gem Wondrous item No Quaal’s feather token Wondrous item No Eyes ofminute seeing Wondrous item No SClOll ofprotectlon SUD” NO Goggles ofnight Wondrous item No Spell scroll (4th level) Scroll No Helm of comprehending Wondrous item No Spell scroll (5th level) SUD“ NO languages Immovablerod Rod NO MINOR ITEMS. RARE Staff of flowers Staiclr No Item Type Attune? Talking doll Wondrous item Yes Ammunition. Bag ofholding Wondrous item No Potion offrost giant Potion No l Cap ofvvater breathing Wondrous item No strength .Item Type Mme? MINOR ITEMS. ) Cloak ofthe manta ray Wondrous item No Potion ofgaseous form Potion NO l Decanter ofendless water Wondrous item No Potion ofherorsm . +2 Weapon No Tankard of sobriety Wondrous item No Bag of beans Wondrous item No Unbreakable arrow Weapon No Bead offorce Wondrous item No Veteran’s cane Wondrous item No Chime otopening Wondrous item No Walloping ammunition Weapon No Elixir of health Potion No -i Wand ofconducting Wand No Folding boat Wondrous item No : Wand of pyrotechnics Wand No Heward's handy haversack Wondrous item No Wand of scowls Wand No Horseshoes ofspeed Wondrous item No Wand of smiles Wand No Necklace offireballs Wondrous item No Oil of etherealness Potion No MINOR ITEMS. +3 Weapon No Mariner's armor Armor No Arrow otslaying Weapon No Mithral armor Armor No Bag ofdevouring Wondrous item No Oil ofslipperiness Potion No Horseshoes ofa zephyr Wondrous item No Periapt of health Wondrous item No Nolzur's marvelous Wondrous item No Philter oflove Potion No pigments Potion ofanimal friendship Potion No Oil ofsharpness Potion No Potion otfire breath Potion No Potion ofcloud giant Potion No Potion oigreater healing Potion No strength Potion otgrowth Potion No Potion otflying Potion No Potion of hill giant strength Potion No Potion of invisibility Potion No Potion of poison Potion No Potion oflongevity Potion No Potion of resistance Potion No Potion ofspeed Potion No Potion ofwater breathing Potion No Potion of‘supreme healing Potion No Ring of swimming Ring No Potion ofvitality Potion No Robe ofusei‘ul items Wondrous item No Spell scroll (6th level) Scroll No Rope of climbing Wondrous item No Spell scroll (7th level) Scroll No Saddle ofthe cavalier Wondrous item No Spell scroll (8th level) Scroll No Sending stones Wondrous item No Spell scroll (2nd level) Scroll No Spell scroll (3rd level) Scroll No Wand of magic detection Wand No Wand ofsecrets Wand No . VERY RARE Keoghtom’s ointment Wondrous item No Item Type Attune? Lantern of revealing Wondrous item No Ammunition.

or detection and location warlock) Bag ottricks Wondrous item Staff otthe python Staff Yes (cleric. +1 Rod Yes (warlock) MAJOR ITEMS. +1 Armor No Gloves otthievery Wondrous item Arrow-catching shield Armor Yes Hat ofdisguise Wondrous item Belt ofdwarvenkind Wondrous item Yes Headband otintellect Wondrous item Belt of hill giant strength Wondrous item Yes Helm ottelepathy Wondrous item Yes Berserker axe Weapon Yes Instrument otthe bards Wondrous item Yes (bard) Boots oflevitation Wondrous item Yes (Doss lute) Boots otspeed Wondrous item Yes Instrument ofthe bards Wondrous item Yes (bard) Bowl ofcommanding Wondrous item No (Fochlucan bandore) water elementals Instrument otthe bards Wondrous item Yes (bard) Bracers ofdefense Wondrous item (Mac-Fuirmidh cittern) Brazier ofcommanding Wondrous item Javelin oflightning Weapon No fire elementals Medallion ofthoughts Wondrous item Yes Cape ofthe mountebank Wondrous item Necklace of adaptation Wondrous item Yes Censer of controlling air Wondrous item Pearl of power Wondrous item Yes (spellcaster) elementals Periapt ofwound closure Wondrous item Yes Cloak ofdisplacement Wondrous item Pipes of haunting Wondrous item No . +1 Wand Yes (spellcaster) Cloak ofelvenkind Wondrous item Yes Wand ofweb Wand Yes (spellcaster) Cloak of protection Wondrous item Weapon ofwarning Weapon Yes Deck otillusions Wondrous item Weapon. Amulet of prootagainst Wondrous item Yes druid. RARE Gauntlets ofogre power Wondrous item Yes Item Type Attune? Gem of brightness Wondrous item No Amulet ofhealth Wondrous item Yes Gloves of missile snaring Wondrous item Yes Armor of resistance Armor Yes Gloves of swimming and Wondrous item Yes Armor ofvulnerability Armor Yes climbing Armor. UNCOMMON Sentinel shield Armor Shield. Wondrous item Yes Boots ofthe winterlands Wondrous item Yes stone) Bracers ofarchery Wondrous item Yes Sword ofvengeance Weapon Yes Brooch otshielding Wondrous item Yes Trident offish command Weapon Yes Broom offlying Wondrous item Wand ofmagic missiles Wand No Circlet of blasting Wondrous item Wand ofthe war mage.MINOR ITEMS. Boots ofelvenkind Wondrous item druid. LEGENDARY Item Type Attune? Item Type Attune? Pipes ofthe sewers Wondrous item Yes Potion of storm giant Pofion No Quiver of Ehlonna Wondrous item No strength Ring ofjumping Ring Yes Sovereign glue Wondrous item No Ring ofmind shielding Ring Yes Spell scroll (9th level) Scroll No Ring otwarmth Ring Yes Universal solvent Wondrous item No Ring otwater walking Ring Rod ofthe pact keeper. or Boots of striding and Wondrous item warlock) springing Stone ofgood luck (luck. +1 Weapon No Eversmoking bottle Wondrous item Wind fan Wondrous item No Eyes ofcharming Wondrous item Winged boots Wondrous item Yes Eyes otthe eagle Wondrous item Figurine ofwondrous Wondrous item power (silver raven) MAioa ITEMS. +1 Armor Item Type Attune? Slippers ofspider climbing Wondrous item Adamantine armor Armor No Stai‘lr otthe adder Staff Yes (cleric.

or Gem of seeing Wondrous item Yes druid) Giant slayer Weapon Staff of swarming insects Staff Yes (bard. druid. leather sorcerer. +2 Armor No Figurine ofwondrous Wondrous item Staff ofcharming Staff Yes (bard. +2 Weapon No Wings offlying Wondrous item Yes . . I Ad. or Horn of blasting Wondrous item wizard) Horn ofValhalla (silver or Wondrous item Staff ofthe woodlands Staff Yes (druid) brass} Staffofwithering Staff Yes (cleric. druid. power (marble elephant) cleric. or Figurine ofwondrous Wondrous item No wizard) power (serpentine owl) Staffofhealing Staff Yes (bard. or (Canaith mandolin) warlock) instrument ofthe bards Wondrous item Yes (bard) Stone of controlling earth Wondrous item No (Cli lyre) elementals ioun stone (awareness) Wondrous item Sun blade Weapon Yes ioun stone (protection) Wondrous item Sword oflife stealing Weapon Yes ioun stone (reserve) Wondrous item Sword ofwounding Weapon Yes ioun stone (sustenance) Wondrous item Tentacle rod Rod Yes iron bands of Bilarro Wondrous item Vicious weapon Weapon No Mace ofdisruption Weapon Wand of binding Wand Yes (spellcaster) Mace ofsmiting Weapon Wand ofenemy detection Wand Yes Mace ofterror Weapon Wand offear Wand Yes Mantle ofspell resistance Wondrous item Yes Wand offireballs Wand Yes (spellcaster) Necklace of prayer beads Wondrous item Yes (cleric. Wand oflightning bolts Wand Yes (spellcaster) druid. Flame tongue Weapon Yes cleric. power (onyx dog) warlock. +2 Rod Yes (warlock) power (golden lions) Rope ofentanglement Wondrous item No Figurine ofwondrous Wondrous item Shield ofmissile attraction Armor Yes power (ivory goats) Shield. +2 Wand Yes (spellcaster) Periapt of proofagainst Wondrous item No Wand ofwonder Wand Yes (spellcaster) poison Weapon. or Wand of paralysis Wand Yes (spellcaster) paladin) Wand ofthe war mage. instrument ofthe bards Wondrous item Yes (bard) druid. ‘l . ' (4' . Figurine ofwondrous Wondrous item No sorcerer. Helm ofteleportation Wondrous item warlock.Item Type Attune? Item Type Attune? Cloak ofthe bat Wondrous item Yes Ring ofanimal influence Ring No Cube offorce Wondrous item Yes Ring ofevasion Ring Yes Daern's instant fortress Wondrous itern No Ring offeather falling Ring Yes Dagger ofvenom Weapon Ring offree action Ring Yes Dimensional shackles Wondrous item Ring of protection Ring Yes Dragon slaver Weapon Ring of resistance Ring Yes Elven chain Armor Ring ofspell storing Ring Yes Figurine ofwondrous Wondrous item Ring ofthe ram Ring Yes power (bronze griffon) Ring ofX-ray vision Ring Yes Figurine ofwondrous Wondrous item Robe ofeyes Wondrous item Yes power (ebony fly) Rod of rulership Rod Yes Figurine ofwondrous Wondrous item Rod ofthe pact keeper. Glamoured studded Armor cleric.

sunset. VERY RARE Item Type Attu ne? Amulet ofthe planes Wondrous item Yes Animated shield Armor Yes Armor. What ifyou’re on Ring oftelekinesis Ring Yes a plane ofexistence that lacks anything resembling dawn? Robe of scintillating Wondrous item Yes The DM should choose a time every 24 hours when such colors magic items recharge on that plane ofexistence. the DM is free to choose a different time—perhaps noon. Rod of alertness Rod Yes Rod of security Rod No Rod ofthe pact keeper. Rod ofabsorption Rod Yes or midnight—when certain magic items recharge. +3 Rod Yes (warlock) Scimitar ofspeed Weapon Yes . MAIOR ITEMS. Robe of stars Wondrous item Yes Even on a world that experiences dawn each day. +2 Armor No Belt offire giant strength Wondrous item Yes Belt offrost/stone giant Wondrous item Yes strength Candle ofinvocation Wondrous item Yes Carpet offlying Wondrous item No Cloak ofarachnida Wondrous item Yes Crystal ball (very rare) Wondrous item Yes Dancing sword Weapon Yes Demon armor Armor Yes Dragon scale mail Armor Yes Dwarven plate Armor No Dwarven thrower Weapon Yes (dwarf) Efreeti bottle Wondrous item Figurine ofwondrous Wondrous item power (obsidian steed) Frost brand Weapon Helm of brilliance Wondrous item Horn ofValhalla (bronze) Wondrous item Instrument ofthe bards Wondrous item (bard) (Anstruth harp) Ioun stone (absorption) Wondrous item Yes loun stone (agility) Wondrous item Yes Ioun stone (fortitude) Wondrous item Yes Ioun stone (insight) Wondrous item Yes Ioun stone (intellect) Wondrous item Yes Ioun stone (leadership) Wondrous item Yes Ioun stone (strength) Wondrous item Yes Manual of bodily health Wondrous item No Manual of gainful exercise Wondrous item No Manual otgolems Wondrous item No Manual ofquickness of Wondrous item No action Mirror oflife trapping Wondrous item No Nine lives stealer Weapon Yes Oathbow Weapon Yes Ring of regeneration Ring Yes Ring ofshooting stars Ring Yes (outdoors RECHARGING WITHOUT A DAWN at night) Some magic items can be used a limited number oftimes but are recharged by the arrival ofdawn.

Tome ofclear thought Wondrous item No warlock. LEGENDARY Staff ofthe magi Staff Yes (sorcerer. Wand of polymorph Wand Yes (spellcaster) druid. Ring ofair elemental Ring Yes cerer.1 in“ . : (t. command or wizard) Ring offire elemental Ring Yes Staff of power Staff Yes (sorcerer. Ring ofearth elemental Ring Yes cerer. or Item Type Attune? wizard) Apparatus of Kwalish Wondrous item No Sword ofanswering Weapon Yes (creature of Armor ofinvulnerability Armor Yes same alignment Armor. or Ring ofinvisibility Ring wizard) Ring ofspell turning Ring ___‘. sor. +3 Armor No Plate armor of ethere. or Wand ofthe war mage.._l Staff of striking Staff Yes Ring ofthree wishes Ring Staff ofthunder and light.‘ “(al sorption) lZl/tl lollhlA Gil 0 l—(F'Wx loun stone (mastery) Wondrous item Yes OR.Item Type Attune? Item Type Attune? Sl’lield. warlock. sor. loun stone (greater ab— Wondrous item Yes ”a at. Armor Yes Spellguard shield Armor Yes alness Staff offlre Staff Yes (druid. ning command Sword ofsharpness Weapon Yes Robe ofthe archmagi Wondrous item Yes (sorcerer. or Tome ofleadership and Wondrous item No wizard) influence Rod oflordly might Rod Yes Tome ofunderstanding Wondrous item No Rod of resurrection Rod Yes (cleric. quit LIAM JA Fink. +3 Weapon No Scarab of protection Wondrous item Yes Sphere ofannihilation Wondrous item No MAJOR ITEMS. c [illitc‘lrz (Ollamh harp) wfiSiC iluw Mcutr (Ila ° In M. warlock. of I ah) Ioun stone (regenera‘ Wondrous item Yes tion) Iron flask Wondrous item No Luck blade Weapon Yes . warlock. command warlock. command or wizard) Ring ofdjinni summoning Ring Yes Staff of frost Staff Yes (druid. lclntw wu. +3 Wand Yes (spellcaster) paladin) Weapon. Staff Yes Ring ofwater elemental Ring . +3 Armor No as sword) Belt ofcloud giant Wondrous item Yes Talisman of pure good Wondrous item Yes (creature of strength good alignment) Belt of storm giant Wondrous item Yes Talisman ofthe sphere Wondrous item Yes strength Talisman of ultimate evil Wondrous item Yes (creature of Cloak ofinvisibility Wondrous item Yes evil alignment) Crystal ball (legendary) Wondrous item Tome ofthe stilled Wondrous item Yes (wizard) Cubic gate Wondrous item tongue Deck of many things Wondrous item Vorpal sword Weapon Yes Defender Weapon Well ofmany worlds Wondrous item No Efreeti chain Armor Yes Hammer ofthunderbolts Weapon Yes (Giant’s Bane) Holy avenger Weapon Yes (paladin) Horn ofValhalla (iron) Wondrous item No Instrument ofthe bards Wondrous item Yes (bard) 501](lab.

.

P‘“A how. 7 (ho ll: all Ll“ J‘Wl' L Youth: ulna m5! W93“ go ulna). CEAPTER 3 SPELLS . ultimo) Mama 3' Q __‘J‘ "\_. spellcasting monsters.-. learned. For such a player. the DM should be cautious about making all of these ter decides which of these spells are avail— new spells available to a player who is overwhelmed able in a campaign and how they can be when presented with many options. If a spell can be cast as a ritual. Given that fact. Pu sh how s. A spell’s school of magic is l noted in parentheses. a DM might decide consider adding only story—appropriate spells to the spell - — list of that player’s character. that others are unobtainable. . clerics. perhaps discovered in a long-lost SPELL LISTS ‘ tome of magic. druids. _|— . Cam Altimlczgrqh t lclfiihl: . by characters of each class. in particular. as well as for cess to the entire spell list for their class. ritual) infestation (conjuration) 2ND LEVEL Magic stone (transmutation) Pyrotechnics (transmutation) 3RD LEVEL Mold earth (transmutation) Skywrite (transmutation. This chapter provides new acters of those classes prepare their spells. The Dungeon Mas. ritual) Life transference (necromancy) Primal savagery (transmutation) Wording wind (evocation) 5TH LEVEL Shape water (transmutation) 3RD LEVEL Dawn (evocation) Thunderclap (evocation) Catnap (enchantment) Holy weapon (evocation) 1ST LEVEL Enemies abound (enchantment) 7TH LEVEL Absorb elements (abjuration) 4TH LEVEL Temple ofthe gods (conjuration) Beast bond (divination) Charm monster (enchantment) Earth tremor (evocation) lce knife (conjuration) 5TH LEVEL Snare (abjuration) Skill empowerment (transmutation) Synaptic static (enchantment) 2ND LEVEL Dust devil (conjuration) 9TH LEVEL Earthbind (transmutation) Mass poivmorph (transmutation) Healing spirit (conjuration) Psychic scream (enchantment) Skywrite (transmutation.l-L—-II-_l. — that some of the spells are freely available. Wizard spells. can be intro— The following spell lists show which spells can be cast duced to a campaign in spellbooks found as treasure. ritual) Wording wind (evocation) ._ -_-_ ANY OF THE CHARACTER CLASSES IN THE When a BM adds spells to a campaign. ——-I-—i--l—lllI——"_l. When char- form of spells. CqIJ winiW‘U“ \ ”OPAL“ Lil“ new.n_ Player’s Handbook harness magic in the and paladins require special consideration. a? hull) uncut. For example. and that a handful can be found only after a special quest. the ritual tag also appears in the parentheses._‘__ ’44 BARD SPELLS CLERIC SPELLS DRUID SPELLS CANTRIPs (o LEVEL) CANTRIPS (o LEVEL) CANTRIPS (o LEVEL) Thunderclap (evocation) Toll the dead (necromancy) Controlflames (transmutation) Word ofradiance (evocation) Create bonfire (conjuration) 'IST LEVEL Frostbite (evocation) Earth tremor (evocation) 1ST LEVEL Gust (transmutation) Ceremony (abjuration. they have ac— spells for those classes. ‘1.

l Wrath ofnature (evocation) .:_ l. F Il. I'_ L . . |'..i .‘.. . Maximilian’s earthen grasp infestation (conjuration) Primordial ward (abjuration) (transmutation) Magic stone (transmutation) 7TH LEVEL Mind spike (divination) Thunderclap (evocation) Whirlwind (evocation) Pyrotechnics (transmutation) Toll the dead (necromancy) Shadow blade (illusion) PALADIN SPELLS Snilloc’s snowball swarm (evocation) 1ST LEVEL Warding wind (evocation) Causefear (necromancy) 1ST LEVEL 3RD LEVEL 2ND LEVEL Ceremony (abjuration..5. . ritual) Catnap (enchantment) Earthbind (transmutation) 4TH LEVEL Enemies abound (enchantment) Mind spike (divination) Find greater steed (conjuration) Erupting earth (transmutation) Shadow blade (illusion) Flame arrows (transmutation) 5TH LEVEL 3RD LEVEL Melf’s minute meteors (evocation) Holy weapon (evocation) Enemies abound (enchantment) Thunder step (conjuration) Thunder step (conjuration) Tidal wave (conjuration) RANGER SPELLS Summon lesser demons (conjuration) Wall ofwater (evocation) 1ST LEVEL 4TH LEVEL 4TH LEVEL Absorb elements (abjuration) Charm monster (enchantment) Charm monster (enchantment) Beast bond (divination) Elemental bane (transmutation) Sickening radiance (evocation) Snare (abjuration) Shadow ofmoil (necromancy) Storm sphere (evocation) Zephyr strike (transmutation) Sickening radiance (evocation) Vitriolic sphere (evocation) Summon greater demon (conjuration) Watery sphere (conjuration) 2N o LEVE L Healing spirit (conjuration) 5TH LEVEL 5TH LEVEL Danse macabre (necromancy) Control winds (transmutation) 3RD LEVEL Enervation (necromancy) Enervation (necromancy) Flame arrows (transmutation) Far step (conjuration) Far step (conjuration) infernal calling (conjuration) 4TH LEVEL lmmolation (evocation) Negative energyflood (necromancy) Guardian ofnature (transmutation) Skill empowerment (transmutation) Synaptic static (enchantment) Synaptic static (enchantment) 5TH LEVEL Wall oflight (evocation) Wall oflight (evocation) Steel wind strike (conjuration) . I .. _: Ht- - '.. .. . 3. gen LEVEL SORGERER SPELLS 6TH LEVEL Erupting earth (transmutation) lnvestiture offlame (transmutation) Flame arrows (transmutation) CANTRIPS (o LEVEL) lnvestiture ofice (transmutation) Tidal wave (conjuration) Controlflarnes (transmutation) lnvestiture ofstone (transmutation) Wall ofwater (evocation) Create bonfire (conjuration) lnvestiture ofwind (transmutation) Frostbite (evocation) Mental prison (illusion) 4TH LEVEL Scatter (conjuration) Gust (transmutation) Charm monster (enchantment) infestation (conjuration) 7TH LEVEL Elemental bane (transmutation) Mold earth (transmutation) Guardian ofnature (transmutation) Crown ofstars (evocation) Shape water (transmutation) Power word pain (enchantment) Watery sphere (conjuration) Thunderclap (evocation) Whirlwind (evocation) 5TH LEVEL 1ST LEVEL 8TH LEVEL Control winds (transmutation) --r--- Absorb elements (abjuration) Abi-Dalzim’s horrid wilting (necromancy) Maelstrom (evocation) Catapult (transmutation) Transmute rock (transmutation) Chaos bolt (evocation) 9TH LEVEL Wrath ofnature (evocation) Earth tremor (evocation) Mass polymorph (transmutation) 6TH LEVEL lce knife (conjuration) Psychic scream (enchantment) Bones ofthe earth (transmutation) ""_" Druid grove (abjuratio n) 2ND LEVEL WARLOCK SPELLS ' '_ Aganazzar’s scorcher (evocation) lnvestiture offlame (transmutation) "' Dragon's breath (transmutation) CANTRIPS (o LEVEL) lnvestiture ofice (transmutation) __ Dust devil (conjuration) Create bonfire (conjuration) lnvestiture ofstone (transmutation) Earthbind (transmutation) Frostbite (evocation) lnvestiture ofwind (transmutation) _+. _ | i r.'1. -.. ‘ 1 .

-.-—i.6TH LEVEL Life transference (necromancy) Transmute rock (transmutation) lnvestiture offlame (transmutation) Melf's minute meteors (evocation) Wall oflight (evocation) lnvestiture ofice (transmutation) Summon lesser demons (conjuration) Thunder step (conjuration) 6TH LEVEL lnvestiture ofstone (transmutation) Create homunculus (transmutation) lnvestiture ofwind (transmutation) Tidal wave (conjuration) investiture offlame (transmutation) Mental prison (illusion) Tiny servant (transmutation) investiture ofice (transmutation) Scatter (conjuration) Wall ofsand (evocation) investiture ofstone (transmutation) Wall ofwater (evocation) _ Soul cage (necromancy) investiture ofwind (transmutation) .-... ..--__. ritual) Snilloc’s snowball swarm (evocation) Wording wind (evocation) 3RD LEVEL Catnap (enchantment) Enemies abound (enchantment) Erupting earth (transmutation) Flame arrows (tra ns m utation) . .1._3.._ 5TH LEVEL ———-_. Mentalprison (illusion) -— 7TH LEVEL 4TH LEVEL SWIM-uni: Crown ofstars (evocation) Charm monster (enchantment) Scatter (conjuration) Power word pain (enchantment) Elemental bane (transmutation) Soul cage (necromancy) -.-|. Sickening radiance (evocation) Tenser’s transformation (transmutation) 3TH LEVEL Storm sphere (evocation) Maddening darkness (evocation) Summon greater demon (conjuration) 7TH LEVEL Crown ofstars (evocation) Vitriolic sphere (evocation) 9TH LEVEL Power word pain (enchantment) Watery sphere (conjuration) Psychic scream (enchantment) Whirlwind (evocation) .-i_ WIZARD SPELLS Control winds (transmutation) 8TH LEVEL Abi-Dalzim’s horrid wilting (necromancy) Danse macabre (necromancy) CANTRIPS (o LEVEL) illusory dragon (illusion) Dawn (evocation) Controlflames (transmutation) Maddening darkness (evocation) Enervation (necromancy) Create bonfire (conjuration) Mightyfortress (conju ration)