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CONTENTS
ontents

PREFACE
P r e f a c e 4 PART2
P a r t 2 171
171

C h a p t e r 7: U
CHAPTER s in g A
USING b il it y S
ABILITY SCORES ........... 173
c o r e s ...........173
IINTRODUCTION
n t r o d u c t io n 5
Scores
Ability S c o r e s and M Modifiers .................................... 173
odifiers........................................173
Adventure
orlds ooff A
Worlds
W ................................................................ 5
dven tu re................................................................... Advantage and D Disadvantage ................................... 173
isadvan tage...................................... 173
Using
U sing ThThis Book
is B ...................................................................... 6
o o k ......................................................................... Proficiency
P roficien cy B Bonus ....................................................... 173
o n u s............................................................173
How
H ow to P Play ............................................................................... 6
la y ................................................................................... Checks
Ability C ............................................................... 174
h e ck s................................................................... 174
Adventures
A ................................................................................ 7
d v en tu res.................................................................................... Using
U Each
sing E ach A Ability ...................................................... 175
bility...........................................................175
Saving Throws
Saving T h r o w s ................... .............................................179
............................................................ 179
PART
P a r t 1 1 9
C
CHAPTER 8 :: A
h apter 8 d v e n t u r i n g ............
ADVENTURING ...... ................ 181 181
...................
C h a p t e r 1: STEP-BY-STEP
CHAPTER C h a r a c t e r s ......
S t e p - b y - S t e p CHARACTERS 11
..... 11 ........................................................ .. ................. 181 181
T im e ...............................................................................
Time
Beyond
B Level
eyon d 1st L ............................................................ 15
ev el............................................................... Movement
M ..................................................................... 181
ovem en t.......................................................................... 181
Thee E
Th Environment
nvironm ent.......................... ......................... 183 183
........................................................
CHAPTER
C 2:: R
h apter 2 ........................................................17
a c e s ....................................................
RACES 17
Social
S o c ia l In ...........................................................185
tera ction .......................................................
Interaction 185
Choosing
C h oosin g a R Race ............................................................. 17
a ce ................................................................
Resting
R .......................................................................... 186
e s tin g ............................................................................... 186
Dwarf
D ................................................................................ 18
w a rf....................................................................................
Between
B etw een A Adventures .................................................. 186
dven tu res......................................................186
Elf
E ...................................................................................... 21
l f...........................................................................................21
Halfling
H ............................................................................ 26
alfling.................................................................................26 CHAPTER
C 9:: CCOMBAT
h apter 9 ... ................................ ......... 189
o m b a t ................................................ 189
Human
H ............................................................................. 29
u m an ..................................................................................29 The O Combat
rder ooff C
Order ................................................. 189
om b a t.....................................................189
ra g o nborn
Dragon
D .................................................................... 32
b o rn ........................................................................ Movement
M ovem ent and P Position ............................................. 190
o sitio n .................................................190
Gnome
G ............................................................................. 35
n o m e ..................................................................................35 Actions
A ctions in C Combat ...................................................... 192
o m b a t.......................................................... 192
Half-Elf
H ............................................................................ 38
alf-E lf.................................................................................38 M aking an A
Making Attack ........................................................ 193
ttack............................................................ 193
Half-Ore
H .......................................................................... 40
a lf-O rc.............................................................................. Cover .............................................................................. 196
C over................................................................................... 196
ie flin g ............................................................................
Tiefling
T .42
.................................................................................42 Damage
D am age and H e a lin g .................................................
Healing 196
.....................................................196
Mounted
M ounted C Combat. ........................................................ 198
om bat............................................................. 198
C
CHAPTER 3:: C
h apter 3 CLASSES .................... 45
..................................................
l a s s e s ..........................
Underwater C Combat ................................................... 198
om ba t....................................................... 198
Barbarian
B ........................................................................ 46
arbarian............................................................................
Bard
B .................................................................................. 51
a r d ...................................................................................... 51 PART3
P a r t 3 199
199
Cleric
C ................................................................................ 56
leric.....................................................................................56
Druid
D ................................................................................ 64
ru id .....................................................................................64 C h ap ter
CHAPTER 10:
10 : SSPELLCASTING ............................. 201
p e l l c a s t i n g .................................201
Fighter
F .............................................................................. 70
igh ter..................................................................................70 What
W hat Is a Spell? .......................................................... 201
S p e ll? ...............................................................201
Monk
M ................................................................................. 76
o n k ..................................................................................... Casting a SSpell ............................................................ 202
p e ll................................................................ 202
Paladin
P ............................................................................ 82
a la d in .................................................................................82
CHAPTER 11: SPELLS
C h a p t e r 11: ................................................ 207
S p e l l s ..................................................... 207
Ranger
R ............................................................................. 89
a n g e r..................................................................................89
94 Lists
Spell L ..................................................................... 207
ists..........................................................................207
R o g u e ...............................................................................
Rogue ....................................................................................94
Descriptions
Spell D ...................................................... 211
e scrip tio n s...........................................................211
Sorcerer
S .............................................................................. 99
o r c e r e r ..........................................................................
a rlo ck .........................................................................
Warlock
W 105
..............................................................................105
A p p e n d ix A
APPENDIX A:: C
CONDITIONS
o n d it io n s 290
290
iz a r d ...........................................................................
Wizard
W 112
................................................................................112
C hapter 4
CHAPTER 4:: PPERSONALITY
e r s o n a l it y a ANDnd
A p p e n d ix
APPENDIX B:
B ......... .................................................... 121
a c k g r o u n d ..................................................................
BACKGROUND 121
G
GODS OF
ods o f t h e M
THE MULTIVERSE
u l t iv e r se 293
Character D Details ........................................................ 121
etails............................................................ 121
Inspiration
In .................................................................... 125
spiration ........................................................................
Backgrounds
B ................................................................ 125
a ck g rou n d s.................................................................... A p p e n d ix C
APPENDIX C::
C h a p t e r 5:
CHAPTER 5 : EQUIPMENT
E q u i p m e n t ...... ............................ ... 143
.........................................143 T h e PLANES
THE P l a n e s OF
of E
EXISTENCE
x is t e n c e 300
300
Starting E Equipment. ................................................... 143
quipm ent....................................................... Plan
The Material P e .....................................................
lane....... 300
................. ...............................3 00
W e a lth ...........................................................................
Wealth 143
................................................................................143 Beyond
B Materi
eyond the M al ...................................................
aterial.................................. 301 301
rm or and Shields
Armor
A S h ie ld s ..................................................... 144
.........................................................144
Weapons
W ........................................................................ 146
ea p on s............................................................................ A p p e n d ix
APPENDIX D:
Adventuring G Gear ....................................................... 148
e a r ...........................................................148 C St a t is t ic s
r e a t u r e STATISTICS
CREATURE 304
304
Tools
T ............................................................................... 154
o o ls....................................................................................154
Mounts
M ounts and V Vehicles .................................................. 155
e h icle s.....................................................
A E::
p p e n d ix E
APPENDIX
Trade G Goods ................................................................. 157
o o d s .....................................................................
Expenses
E ....................................................................... 157
x p en ses...........................................................................
IINSPIRATIONAL
n sp ir a t io n a l R
READING
e a d in g 312
Trinkets
T ......................................................................... 159
rink ets.............................................................................
In d e x
INDEX 313
313
C h a p t e r 6:
CHAPTER 6 : CUSTOMIZATION
C u s t o m iz a t io n O p t i o n s .....
OPTIONS 163
.... 163
Multiclassing
M ................................................................ 163
ulticlassing....................................................................
e a t s ..............................................................................
Feats
F 165
...................................................................................165 C
CHARACTER Sheet
h a r a c t e r SHEET 317
317
Preface
PREFACE
N
OCE UPON A TIME
NCE TIME,, LONG, LONG AGO, IN A It's a ccool
are likely to end up friends. It’s o o l side effect ooff the
realm called the Midwestern
M idw estern United game.
gam gaming
e. Your next gam ing group is as clo close
se as the nearest
States-specifically
States—specifically the states ooff M Minne-
inn e­ ggame
am e store, online forum
forum,, or gam
gaming convention.
ing convention.
sota and W Wisconsin-
iscon sin —a a group of o f friends The sesecond
co n d thing you nneed
eed is a lively im imagination
agination
gathered together to forever alter the or, mmore
ore importantly, the w willingness
illin gn ess to u use
se whatever
history of o f gaming.
gam ing. imagination
im agination you have. You d don't
on ’t need to be be a mmaster
aster
wasn't
It w asn ’t their intent to do so. Th Theyey were
w ere storyteller or a brilliant artist. You just nneed eed to aspire to
tired of
of mmerely readingg tales about w
erely readin worlds
orld s ooff mmagic,
agic, create, to have the cou
create, courage
rage ooff som
someone
eon e w who
ho is wwilling
illing to
monsters,
m onsters, and adventure. They w wanted
anted to play in th those
ose build som
build something
eth in g and share it w with
ith others.
worlds,
w orlds, rather than observe
ob serv e them. That they went w ent on Luckily, just as D D&D strengthen your friendships,
& D can strengthen
to invent D DUNGEONS
ungeons & & DRAGONS,
D r a g o n s , and thereby ignite a can help build in you
it can you the con
confidence
fid en ce to create and
revolution in gaming
gam ing that continues
continu es to this day, speaks sp eaks share. D D&D gamee that teach
& D is a gam teaches es you to lo look
o k for the
to two
tw o things. share the sudden idea that can
clever solution, share can overcom
overcome e
First, it speaks
sp eak s to their ingenuity and genius in fig­ fig- problem,, and push yyourself
a problem ou rself to imimagine
agine w what could
hat cou ld be,
uring out that games
gam es w were
ere the perfect w wayay to explore rather than simsimply accept
ply a ccep t what is.
worlds
w orld s that could not otherwise
oth erw ise exist. A Almost
lm ost every The
T he first characters and adventures you create w will
ill
modern
m od ern game,
gam e, wwhether
hether played on a digital device or probably bebe a collection
collection ooff cliches. That’s
That's true ooff every­
every-
a tabletop, owes
ow es some
som e debt to D&D. one, from the greatest D Dungeon
u n geon M Masters
asters in history on on
Second,
S econ d , it is a testament
testam ent to the inherent appeal of o f the down.
dow Accept
n. A ccep t this reality and m move create the
ove on to create
gamee they created. D
gam DUNGEONS
ungeons & & DDRAGONS
r a g o n s sparked a second
secon d character oror adventure, w which will
hich w be
ill b e better,
thriving global phenom
phenomenon. enon. It is the first roleplaying and then the third, w which
h ich wwill be better still. R
ill be Repeat
epeat that
game,
gam e, and it remains
rem ains one of o f the best of o f its breed. over the coucourse
rse ooff time, and ssoon you'll
oon y be able to create
ou ’ll be create
To play D&D, and to play it w well,
ell, you don't
d on ’t need
n eed to anything, from a ch character's background
a ra cter’s backgrou epic
n d story to an epic
read all the rules, memorize
m em orize every detail of o f the game,
gam e, world
w orld ooff fantasy adventure.
or mmaster
aster the fine art ooff rolling funny look lookingin g dice. OOnce skill. it’s
nce you have that skill, it's yyours Countless
ou rs forever. C ou n tless
None
N one of those
o f th ose things have any bea bearing
rin g on w what's
hat’s best writers,
w riters, artists, and other creators can can trace their beg
begin-
in ­
about the game. nings to a few ppages
ages ooff D
D&D
& D notes, a handful ooff dice,
What
W hat you need are two tw o things, the first being friends and a kitchen table.
with whom
w h om you can share the game. gam e. Playing games gam es with Above
A D&D is yours. The friendships you
bove all else, D&D you
your friends is a lot of o f fun, but D&DD & D does
d oes something
som eth in g make
m ake around the table w will be unique to you.
ill be you. The
The adven­
adven-
more
m ore than entertain. embark
tures you em bark on, the characters you create, the
Playing D D&D
& D is an exercise in collaborative creation. memories
m em ories you m make-these
ake—th ese w will
ill be yours. DD&D your
& D is your
You and your friends create epic stories filled with ten- ten­ personal
p corner
erson al corn er ooff the universe, a place
place w
where
here you have
sion and memorable
m em orable drama.
dram a. You create silly in-jokes free reign to do as you wish. wish.
that mmake
ake you laugh years later. The dice w will
ill be cruel Goo forth now. R
G Read
ead the rules ooff the gam
gamee and the
to you, but you w will
ill soldier on. Your collective creativ­ creativ- story ooff its w
worlds,
orlds, but always remremember are
em ber that you are
will
ity w ill build stories that you w will
ill tell again and again, the one w who them to life. Th
h o brings them They nothing
ey are nothing
ranging from the utterly absurd to the stuff of o f legend. without
w ithout the spark ooff life that you give them.
If you don't
d on ’t have friends interested in playing, don't
don ’t
worry. There's
w orry. T h ere’s a special
sp ecia l alchemy
alchem y that takes place
Mike
M Mearls
ike M earls
around a D&DD & D table that nothing else can m match.
atch. Play
May
M ay 2014
gamee with someone
the gam som eon e enough, and the tw twoo of
o f you
In t r o d u c t io n
INTRODUCTION
HE
T DUNGEONS
e D
h &D
ungeons & DRAGONS ROLEPLAYING
ragons r o l e p l a y in g DUNGEONS
In the D ungeons & &DDRAGONS
r a g o n s gam e, each player
game,
gamee is about storytelling in w
gam orld s ooff
worlds called a character) and
creates an adventurer (also called
sw ord s and sorcery. It shares
swords elements
sh ares elem ents teamss up with other adventurers (played by friends).
team
with
w childhood
ith ch games
ild h ood gam make-believe.
es ooff m ake-believe. Like Working
W orkin g together, the group might explore a dark dun­ dun-
) those
th games,
ose gam D&D
es, D & D is driven by im imagina-
agina­ temple
geon, a ruined city, a haunted castle, a lost tem deep
ple deep
It's about picturing the tow
tion. It’s towering castle
ering castle jungle,
in a ju n gle, or a lava-filled cavern beneath a m mysterious
ysterious
beneath stormy
beneath the storm imagining
y night sky and im agining mountain.
m ountain. The adventurers can solve puzzles, talk with
how
h might
ow a fantasy adventurer m challenges
ight react to the challen ges other characters, battle fantastic m monsters, discover
onsters, and discover
scene
that scen e presents. fabulous m magic itemss and other treasure.
agic item
OOne
ne player, however, takes on the role of
playe r, however, Dungeon
o f the D un geon
aster (DM),
Master
M game's
(D M ), the gam e’s lead storyteller and referee.
passingg through the
Dungeon Master (DM): After passin The
T DM creates adventures for the characters, w
h e DM who nav-
h o nav­
craggy peaks, the road takes a sudden turn to the east igate its hhazards
azards and d decide
ecide wwhich
hich paths to explore. The The
and Castle Ravenloft
Raven loft towers before you. CrumCrumbling
blin g DM might ddescribe
DM escrib e the entrance to Castle Ravenloft,
towers of stone keep a silent watch over the approach.approach . and the players decide what they w ant their adventurers
want
to do. WWill
ill they wwalk across
alk a cro ss the dangerously w weathered
eathered
They look like abandoned guardhouses. Beyond these,
drawbridge?
draw bridge? Tie them themselves
selves together with rope to m mini-
ini­
chasm gapes, disappearing into the deep
a wide chasm
mize
m ize the ch chance someone
a n ce that som will
eon e w drawbridge
ill fall if the draw bridge
fog below. A A lowered drawbridge spans the chasm chasm,, gives way? Or cast a spell to carry them over the chasm chasm??
courtyard .
leading to an arched entrance to the castle courtyard. Then the DM
Then determines
DM determ adventur-
ines the results ooff the adventur­
The chains o wind , their
off the drawbridge creak in the wind, ers' actions and narrates what they eexperience.
ers’ xperien ce. B Because
ecau se
rust-eaten iron straining with the weight. From atop the DM can im improvise players
provise to react to anything the players
attempt, DD&D flexible , and each adventure
& D is infinitely flexible,
walls , stone gargoyles stare at you
the high strong walls,
can be exciting and unexpected.
can
from hollow sockets and grin hideously. A rotting
hid eously. A gamee has no real end; w
The gam when
hen on onee story or quest
wooden portcullis, green with growth, hangs in the wraps
w ra ps up, another one can begin, creating an on ongoing
goin g
entry tunnel. Beyond this, the main doors o Castle
off Castle story called campaign. M
called a campaign. Many people
any p eop le w h o play the
who
Ravenloft stand open, a rich warm light sp spilling
illin g into campaigns
gamee keep their cam
gam p aign s going for m months
onths or years,
meeting
m fri e nds every w
eetin g with their friends eek or sso
week pick
o to pick
the courtyard.
up the story w where
here they left off. T The
h e adventurers g grow
row
Phillip (playing Gareth): II want to look at the
might
in m campaign
ight as the cam paign continues. Each m monster
onster
gargoyles. II have a feeling they’re
they're not just statues. defeated, each adventure com completed,
pleted, and each treasure
Amy (playing Riva): The drawbridge looks precarious? story, but also
continuing story,
recovered not only adds to the continuing
II want to see how sturdy it is. Do II think we can cross earns the adventurers nnew ew capabilities. T This increase
h is in crease
go ing to collapse under our weight?
it, or is it going power
in pow adventurer's level.
er is reflected by an adventurer’s
There's
T h ere’s no wwinning
inning and losing in the D DUNGEONS
ungeons & &
DRAGONS
D game-at
r a g o n s gam e—at least, not the way those term termss are
Unlike a gam make-believe,
gamee ooff m ake-believe, D D&D
& D gives structure usually understood. Together, the D DM M and the players
to the stories, a w determining
ay ooff determ
way consequences
ining the con seq u en ces create an exciting story ooff bold adventurers w who
ho confront
resolve
adventurers' action. Players roll dice to resolve
ooff the adventurers’ deadly perils. S Sometimes
om etim es an adventurer m ight ccome
might om e to
w hether their attacks hit or m
whether miss
iss or wwhether adven-
hether their adven­ monsters
ferociouss m
a grisly end, torn apart by ferociou onsters or done in
le a cliff, roll away from the strike ooff a
scale
can sca
turers can by a nefarious villain. Even so, the other adventurers can can
m ff some
agical lightning bolt, or pull ooff
magical dangerous
som e other dangerous search for powpowerful magic
erful m agic to revive their fallen comcomrade,
rade,
possible, but the dice
task. Anything is possible, make
d ice m som e out-
ake some out­ c h o o s e to create a new character to
or the player might choose
ccomes
om es m more
ore probable than others. com plete an adventure
carry on. The group might fail to complete
successfully, but if everyone had a ggood created
ood time and created
ammemorable
em orable story, they all win.
Dungeon Master (DM): OK,
O K, one at a tim e. Phillip,
time.
you’re
you're looking at the gargoyles? W
WORLDS OF
orlds o f A
ADVENTURE
dventure
Phillip: Yeah. Is there any hint they m ight be
might
The mmany
any w DUNGEONS
orld s ooff the D
worlds ungeons & &D DRAGONS game
r a g o n s gam e
creatures and not decorations? magic
are places ooff m agic and m onsters, ooff brave w
monsters, warriors
arriors and
DM
DM:: Make an Intelligence check. spectacular
sp ectacu lar adventures. They begin with a foundation
Phillip: Does
Does my Investigation skill apply? medieval
ooff m edieval fantasy and then add the creatures, places,
DM : Sure!
DM: and m magic
agic that m make
ake these w worlds
orld s unique.
The
T worlds
he w D ungeons &
o f the DUNGEONS
orld s of & D r a g o n s game
DRAGONS gam e exist
Phillip (rolling a d20): Ugh.
Ugh . Seven.
within
w c o s m o s called the multiverse, connected
ithin a vast cosmos con n ected
DM : They look
DM: Amy,
loo k like decorations to you. And Amy, onee another and to
in strange and m mysterious
ysterious wways
ays to on
Riva is checking out the drawbridge? other planes ooff existence, such as the ElemElemental Plane
ental Plane
Depths
ooff Fire and the Infinite D Abyss.
epths ooff the A Within
byss. W ithin
this multi verse are an endless
m ultiverse en dless variety of worlds.
of w orlds. MMany
any 2. The players describe what they want to do. Some- Som e­
of
o f them have been published as official settings for the times
tim es one
on e player speaks whole
sp eak s for the w h ole party, saying,
D&D
D & D game. The T h e legends ooff the Forgotten R Realms,
ealm s, Drag- "We'll door," for exam
“W e’ll take the east door,” example.
ple. Other tim times,
es,
lance,
on lan ce, Greyhawk, D Dark
ark Sun, Mystara, and E Eberron
berron different adventurers do different things: one adventurer
settings are w woven
oven together in the fabric ooff the multi- might
m ight search
sea rch a treasure chest w while
hile a second
se c o n d examines
exam in es
verse. A Alongside
longside these w worlds
orld s are hundreds of o f thousands an esoteric symbol
sym b ol engraved on a w wall
all and a third keeps
more,
m ore, created by generations of of DD&D
& D players for their watch
w atch for mmonsters.
onsters. The don't
T h e players d need
on ’t n eed to take
own
ow n games.
gam es. And
A nd amid
am id all the richrichness
n ess ofo f the multiverse, turns, but the DM listens to every player and decides d ecides
you m might
ight create a w world
orld of
o f your own.
ow n. how those
h ow to resolve th ose actions.
All these
th ese worlds
w orlds share characteristics, but each w world
orld Sometimes, resolvingg a task is easy. If an adventurer
S om etim es, resolvin
is set apart by its own ow n history and cultures, distinctive wants
w ants to walk
w alk across
a cross a room
room and open op en a door, the DM OM
monsters
m on sters and races, fantastic geography, ancient dun- dun­ might just say that the door d oor opens
op en s and describe
d escrib e wwhat
hat
geons, and sch scheming
em in g villains. SomeS o m e races have unusual beyond. But the ddoor
lies beyond. oor might b bee lock
locked,ed, the floor
traits in different w worlds.
orlds. TTheh e halflings ooff the Dark Sun might
m ight hide a deadly trap, or some som e other circucircumstance
m stan ce
setting, for exam
example, jungle-dwelling
ple, are ju n gle-d w ellin g cannibals, might
m ight mmake challenging
ake it challen ging for an adventurer to com complete
plete
and the elves are desert nnomads. om ads. SomeS om e w worlds
orld s feature a task. In th those
ose cases, the DM DM ddecides
ecid es w what
hat happens,
races u unknown
nk n ow n in other settings, such as E Eberron's war-
b erron ’s w ar- often relying on the roll of o f a die to determ
determine ine the results
forged, soldiers
sold iers created and imbuedim bu ed with life to fight in of
o f an action.
the Last War. Some S om e w worlds
orld s are dominated
dom inated by on onee great 3. The DM narrates the results of o f the adventurers'
adventurers’
story, like the W Warar of
o f the Lance
L an ce that plays a central role actions. Describing
D escribin g the results often leads to another
in the Dragonlance
D ragon lance setting. But they're they’re all D&D D & D worlds,
w orlds, decision
d ecision point, w which brings
hich brin gs the flow of o f the game
gam e right
and you can uuse se the rules in this b book
o o k to create a char-
char­ back
ba ck to step 1.
acter and play in any one of o f them. This
T h is pattern holds w whether
hether the adventurers are cau- cau ­
Your DM m might
ight set the campaign
cam paign on one on e of these
o f these tiously exploring a ruin, talking to a devious deviou s prince,
prince, or
worlds
w orld s or on on onee that he or she created. B Because
eca u se there locked
lock mortal
ed in m combat
ortal com bat against a m mighty
ighty dragon. In
is so
so mmuch
uch diversity a among
m on g the w worlds
orlds ooff D&D, you certain situations, particularly com combat,
bat, the action is
should
sh ou ld chcheck with
eck w ith your DMDM about any hhouse ou se rules that more
m ore structured and the players (and D OM)M) d doo take turns
will
w ill affect your play ooff the game.
gam e. Ultimately, the D Dun-
un­ choosing
ch oosin g and resolvin
resolving g actions. But m most
ost ofo f the time,
geon M Master
aster is the authority on the campaign cam paign and its play is fluid and flexible, adapting to the circumstances
circu m stan ces
setting, even if the setting is a published w world.
orld. of
o f the adventure.
Often the action of o f an adventure takes place in the
U sin g T
USING THIS Book
h i s BOOK imagination
im agination of o f the players and DM, relying on the DM's D M ’s
verbal descriptions to set the scene. scen e. Some
S o m e DMs
D M s like to
The Player's Handbook is divided into three parts.
T h e Player’s
use music,
m usic, art, or rrecorded
ecord ed sound
sou n d effects to help set the
Part 1 is about creating a character, providing the
mood,
m ood , and m many
any players and DMs D M s alike adopt different
rules and g guidance
u id an ce you n need
eed to mmake
ake the character
voices
v oices for the various adventurers, m monsters,
onsters, and other
you'll
y ou ’ll play in the gam game. information
e. It includes inform ation on the
characters they play in the gam game. e. Sometimes,
S om etim es, a DM DM
various races, classes, backgrou backgrounds, equipment,
n ds, equipm ent, and
might
m ight lay out a m map
ap and u usese tokens or m miniature
iniature figures
other
oth er customization
custom ization options that you can choose c h o o s e from.
to represent each creature involved in a scene scen e to help
Many
M any of o f the rules in part 1 rely on m material
aterial in parts 2
the players k keep
eep track ooff wwhere
here everyone is.
and 3. If you come co m e across
a cro ss a game
gam e concept
con cep t in part 1 that
you don't
d on ’t understand, consult the b book's
o o k ’s index.
GAME
G a m e DICE
D ic e
Part 2 details the rules of how
of h ow to play the game,gam e,
beyond
beyon d the b basics
a sics described
d escrib ed in this introduction. That The
T h e game
gam e uuses
ses polyhedral dice w with
ith different num
numbers
bers
part covers the kinds of o f die rolls you m make
ake to determine
determ ine of
o f sides. You can find dice d ice like these
th ese in game
gam e stores and
success
s u c ce s s or failure at the tasks your character attempts, attempts, in mmany bookstores.
any book stores.
and describes
d escrib es the three broad categories ooff activity in In these rules, the different dice d ice are referred to by the
game:
the gam e: exploration, interaction, and com combat.
bat. followed
letter d follow ed by the num numberber ooff sides: d4, d6, d8, d dlO,
10,
Part 3 is all about m magic.
agic. It covers the nature ooff m magic
agic dl2,
d 12, and d20. F For
or instance, a d6 is a six-sided die (the
in the w worlds
orld s ooff D&D, the rules for spellcasting, and the typical cucube
b e that mmany
any g games
am es use).
huge variety ooff spells available to m magic-using
agic-using ch charac-
a ra c­ Percentile
P ercen tile dice, or d dlO0,
100, wwork
ork a little differently. You
ters (and m monsters)
onsters) in the game. generate a num number
ber b between
etw een 1 and 100 by rolling tw twoo
different ten-sided dice d ice nnumbered
um bered from 0 to 9. One O ne die
(designated bbefore
How TO
HOW Pl a y
t o PLAY efore you roll) gives the tens digit, and
the other gives the ones on es digit. If you roll a 7 and a 1, for
The
T he play of
o f the DUNGEONS
D ungeons & & DRAGONS
D r a g o n s game
gam e unfolds example,
exam ple, the number
num ber rolled is 71. Two Tw o Os represent 100.
according
a ccord in g to this basic pattern. Some
S o m e ten-sided dice are num numbered
bered in tens (00, 10, 20,
1. The DM describes the environment. The T h e DM and sos o on),
on), making
m akin g it easier to distinguish the tens digit
tells the players w where
here their adventurers are and w what's
hat’s from the oonesn es digit. In this case, a roll ooff 70 and 1 is 71,
around them, presenting the basic scope s c o p e ooff options that and 0 000 and 0 is 100.
present ththemselves (how
em selves (h ow m many
any ddoors
oors lead out ooff a roomroom,, When
W h en you n need
eed to roll dice, the rules tell you h how
ow
what's
w hat’s on a table, wwho's
h o ’s in the tavern, and so on). many
m any d dice
ice to roll ooff a certain
certain type, as w well
ell as w
what mod-
hat m od­
ifiers to add. For example,
exam ple, "3d8“ 3d8 ++ 5" means
5” m eans you roll
them together, and add 5
three eight-sided dice, add them 3. Compare
Compare the total
the total a target
toto a targetnumber.
number. If If total
thethe total
to the total. equals or exceeds
e x ceed s the target num ber, the ability check,
number,
The same ex p ression s "ld3"
sa m e d notation appears in the expressions “ 1d 3 ” roll, or saving th
attack roll, su ccess. Otherwise,
row is a success.
throw it's
O therw ise, it’s
“ 1d2.” To simulate
and "ld2." ld3, roll a d6 and
sim ulate the roll ooff 1d3, The
a failure. T he D DMM is usually the on who
onee w determines
h o determ ines
divide the numnumber
ber rolled by 2 (round up). To sim simulate
ulate numbers
target num bers and tells players w whether
hether their ability
ld2, roll any die and assign a 1 or 2 to the roll
the roll ooff 1d2, checks,
ch ecks, attack rolls, and saving th throws succeed
row s su cce e d or fail.
depending
depen din g on wwhether
hether it w was
as odd or even. (Alternatively, Thee target num
Th number
ber for an ability ch eck oor
check saving
r a saving
number
if the num ber rolled is mmore
ore than hhalf
alf the num ber ooff
number throw
th row is called (DC).
called a Difficulty Class (D The
C). T h e target
it's a 2.)
on the die, it’s
sides on number
num ber for an attack roll is called Armor
called an Arm or Class (AC).
TThis simple
h is sim ple rule governs the resolution most
resolution ooff m ost tasks
T D20
he D
THE 20 D&D
in D & D play. Chapter 7 provides m more
ore detailed rules for

o e s an adventurer’s
Does
D sw in g hurt a dragon or just
sw ord swing
adventurer's sword just using
usin g the dd20
2 0 in the game.

ou n ce off its iron-hard scales?


bbounce sca les? W believe an
ill the ogre believe
Will
A
ADVANTAGE n d D
AND
dva n t a ge a DISADVANTAGE
isa d v a n t a g e
trageous bluff? Can a character swim
outrageous
ou sw im across
a cross a raging
river? Can a character avoid the m ain blast ooff a fireball,
main S om etim es an ability check, attack roll, or saving throw
Sometimes throw
does
or d o e s he or she take full damdamage
age from the blaze? In modified
is m special
od ified by sp called advantage and
ecia l situations called
cases
ca where
se s w h ere the ou tcom e ooff an action is uncertain,
outcome disadvantage. Advantage reflects the positive circu circum-

the DDUNGEONS
ungeons & &D DRAGONS gamee relies on
r a g o n s gam on rolls ooff a stances
stan surrounding
ces su rrou nding a d2 d20 while
0 roll, w hile disadvantage
20-sided
20 determine
-sid ed die, a d20, to determ ine ssuccess
u c ce s s or failure. reflects the opposite. W When
h en you have either advantage or or
Every character and m monster
onster in the gam capa-
gamee has capa­ disadvantage, you roll a se second d20
co n d d2 0wwhen make
h en you m ake the
six ability scores. T
bilities defined by six The
h e abilities are roll. U se the higher ooff the tw
Use advan-
twoo rolls if you have advan­
Strength, Dexterity, Constitution, Intelligence, W isdom ,,
Wisdom tage, and uuse
tage, lower
se the low er roll if you have disadvantage.
Charisma,
and Charism a, and they typically range from 3 to 18 For
F example,
or exam ple, if you have disadvantage and roll a 17 and
most
for m adventurers. (Monsters
ost adventurers. (M onsters m s co re s as
ight have scores
might a 5, you use the 5. If youyou instead have advantage and roll
low as 1 or as high as 30.) These
low T h ese ability scores, and the those
th numbers,
ose num bers, you use the 17.
ability modifiers derived from them,, are the basis for
from them M ore detailed rules for advantage and disadvantage
More
almost
alm ost every d2 d20
0 roll that a player mmakes charac-
a k es on a ch arac­ are presented in chapter 7.
ter's or m
ter’s monster's
on ster’s behalf.
Ability chchecks, throwss are the
eck s, attack rolls, and saving throw Sp e c if ic B
SPECIFIC eats G
BEATS GENERAL
en er a l
three m main d20
ain kinds ooff d2 forming
0 rolls, form core ooff the
in g the core This
T book
h is b containss rules, esp
o o k contain especially
ecia lly in parts 2 and 3,
game.
rules ooff the gam e. All three follow these
follow th simple
ese sim ple steps. that govern h how
ow the gamgamee plays. That said, m many
any racial
1. Roll the die and add a modifier. R Roll d20
oll a d2 and
0 and traits, class features, spells, m magic items,
agic item monster
s, m abili-
on ster abili­
add the relevant modifier. T This
h is is typically the m mod-
od ­ ties, and other gam elements
gamee elem ents break the general rules in
ifier derived from on e ooff the six ability sscores,
one cores, and it some creating an exception to hhow
som e way, creating ow the rest ooff the
som etim es includes a proficiency bon
sometimes bonus char-
u s to reflect a char­ game
gam e w works.
orks. R Remember this: If a sp
em em ber this: ecific rule contra-
specific contra­
(S e e chapter 1 for details on
acter's particular skill. (See
acter’s on each dicts a general rule, rule, the spspecific
ecific rule w wins.
ins.
ability and hhow determine
ow to determ ability's modifier.)
ine an ability’s Exceptions
E xception s to the rules are often m minor.
inor. For instance,
2. Apply circumstantial bonuses and penalties. A many
m any adventurers d don't
on ’t have proficiency with lon longbows,
gbow s,
class
cla circumstance,
ss feature, a spell, a particular circu some
m stan ce, or som e but every w wood does
o o d elf d oes b e ca u se ooff a racial trait. That
because
other effect mmight
ight give a b bonus
on u s or penalty to the check. trait creates a m minor exception in the gam
in or exception game. Other
e. Other
ples ooff rule-breaking are m
examples
exam more conspicuous.
ore con For
sp icu ou s. For
instance, an adventurer ca can't normally
n ’t n orm ally p pass through
ass through
walls,
w alls, but somsome spells
e sp ells mmake
ake that possible. M Magic
agic
accounts
accou n ts for m ost ooff the m
most major exceptionss to the rules.
ajor exception

R o u n d D
ROUND DOWN
o w n

There's
T h ere’s on more
onee m ore general rule you n need
eed to k n ow at the
know
outset. WWhenever number
h enever you divide a num game,
ber in the gam e,
down
round dow n if you end up w ith a fraction, even if the
with
one-half
fraction is on e-half or greater.

A
ADVENTURES
dventures
The
T he DDUNGEONS
ungeons & &DDRAGONS gamee con
r a g o n s gam group
sists ooff a group
consists
ooff characters em embarking
barking on an adventure that the D Dun-
un ­
geon M
geon Master presents
aster presen ts to them. EachEach character bringsbrings
particular capabilities to the adventure in the form ooff
sc o r e s and skills, class features,
ability scores traits,
features, racial traits,
equipment,
equipm ent, and m magic items.
agic item s. Every character is dif­ dif-
ferent, w ith various strengths and w
with ea k n esses, so
weaknesses, s o the
best party ooff adventurers is on which
onee in w characters
h ich the characters
complement
com plem ent eacheach other and cover the w ea k n esses ooff
weaknesses

10
their companions.
com pa n ion s. The adve nturers must coopera
adventurers coop era tete to that a captured scout
scou t reveal the secret e ntrance to the
entrance
successfully
su ccessfu lly complete
com plete the adventure.
adventure. goblin lair, getting information
inform ation from a rescu
rescued prisoner,
ed prisoner,
The
T h e adventure is the th e heart of game,
o f the gam e, a story with pleading for mmercy ore chieftain, or persuading
ercy from an orc persuading
a beginning, a m middle,
iddle, and an end. An adventure might a talkative m magic
agic mmirror
irror to show
sh ow a distant location to
be created by the D Dungeon
u n geon M Master
aster or p purchased
u rch ased off the the adventurers.
shelf, tw tweaked
eaked and m modified
odified to suit the D DM's
M ’s nneeds
eeds and The rules in chapters 7 and 8 support exploration aand nd
desires. In either case, ca se, an adventure features a fantastic social
socia l interaction, as do m many class
any cla ss features in chapte
chapterr 3
setting, w whether it's an u
hether it’s underground
nderground dungeon, a crum- cru m ­ and personality traits in chapter 4.
bling castle, a stretch of wilderness,
of w ildern ess, or a bustling city. city. Combat, the focus
focu s ofo f chapter 9, involves characters
It features a rich cast of o f characte
characters: rs: the adve nture rs
adventurers and other creatures
creatu res swinging
sw in ging w weapons,
eapon s, casting spells,
created and played by the other players at the table, maneuvering
m aneuvering for position, a nd so
and s o on-all
o n —all in an effort
as w well
ell as nonplayer characters (NPCs). (N PC s). Those
T h ose char-
char­ to defeat their oppone
oppon ennts, whether
ts, w hether that means
m eans killing
acters m might
ight be
b e patrons, allies, ene enem mies, hirelings, or
ies, hirelings, every eenemy,
nemy, taking
ta king captives
captives,, or forcin
forcingg a rout. Combat
Com bat
background
just backgrou adve nture. Often,
n d extras in an adventure. Often , on
onee ooff is the mmost
ost structured elem element
ent ooff a DD&D
& D session,
session , with
the N NPCs
P C s is a villain w whose
h ose agenda drives m much
uch ooff an
an creatures
creatu res taking turns to m make
ake sure that everyone gets
adventure's
adventure’s action.action . chance
a ch a n ce to act. Even in the context ooff a pitched battle,
Over the course
cou rse ooff their adventures,
adventures. the characters there's still plenty of
there’s o f opportunity for adventurers to
are confronted by a variety va riety ooff creatures, objects, and attempt w wacky
acky stunts like surfing down dow n a flight ooff stairs
situations that they must deal w with
ith in some
som e way. Some-Som e­ on a shield, to examine
on exam ine the environment
environm ent (perhaps by
times
tim es the adventure
adventurers rs and other creatures do their pulling a mysterious lever), and to interact with other
m ysterious lever),
best to kill or capture each other in combat. com bat. At other creatures, including allies, en enemies,
em ies, and neutral parties.
pa rties.
times,
tim es, the adventure
adventurers rs talk
ta lk to another creature (o (orr even
a magical
m agical object) w with
ith a goal in mind. And A nd often, the THE
T h e WONDERS
W o n d e r s OF
o f MAGIC
M a g ic
adventurers spend time tim e trying to solve a puzzle,puzzle, bypass Few D&DD & D adve ntures eend
adventures nd w without
ithout something
som eth in g m magical
agical
obstacle, find something
an obstacle, hidde n, or unravel the cu
som eth in g hidden, cur-r­
Whether
happening. W h eth er helpful or harm harmful ful,, mmagic
agic appears
situation. M
rent situation. Meanwhile,
eanw hile, the adventurers explore the
freque ntly in the life ooff an adventurer, and it is the focu
frequently foc uss
world,
w orld, m making decisionss about w
akin g decision which
hich wwayay to travel and a nd ooff chapters 10 and 11.
what
w they'll try to do next.
hat they’ll
worlds
In the w orld s ofof DDUNGEONS
ungeons & & D DRAGONS,
r a g o n s , practitioners
Adventures
A dventures vary in length and complexity. com plexity. A A short of magic
of m agic are rare, sset et apart from the m masses
a sses of
o f people
adventure m might
ight present only a few challenges,challen ges, and
by their extraord inary talent. Common
extraordinary C om m on folk might see
it m
might
ight take no m moreore than a single game gam e session to
evidence
eviden ce of of mmagic
agic on a regular basis, but it's it’s usually
complete.
com plete. A A long adventure can involve hundreds of of minor- a fantastic m monster,
m in or—a onster, a visibly answered
an sw ered prayer,
combats, interac tions , and other challenges,
com bats, interactions, challen ges, and take
aw wizard
izard walking
w alking through the streets w with
ith an animated
anim ated
dozens
d ozen s of o f sessions
session s to play through,
through, stretching over shield guardian as a bodyguard.bodyguard.
weeks
w eek s or m months
onths of o f real tim
time.e. Usually, the e nd of
end o f an
For adve nture rs, though, magic
adventurers, m agic is key to their sur- sur­
adventure is m marked
arked by the adventurers h heading
eading back to
vival. W Without
ithout the healing m magic
agic ooff clerics and paladins,
civilization to rest and enjoy the sp spoils
oils ooff their labors.
labors. adventurers w would
ou ld quickly su succumb
ccu m b to their w wounds.
oun ds.
that's not the end ooff the story. You can think ooff
But that’s
Without magical
agical support
su pport ooff bards and
W ithout the uplifting m a nd
an adventure as a single ep episode
isod e ooff a TTV s e ries, m ade
V series,
warriors might
ight be ove rwhelmed powe
clerics, w arriors m overw helm ed by p rfull
ow erfu
up ooff multiple exciting sscen cenes.
es. AA campaign
cam paign is the w whole
hole
foes. W Without
ithout the sheersh eer m agical p power ve rsatility
ow er and versatility
series-a
s eries—a string of o f adventures jo joined
in e d together, with a
of wizards
izards and druids
druids,, every threat w
of w would
ou ld be m mag-
ag­
consistent group of o f adventurers following
follow in g the narrative
nified tenfold.
from start to finishfinish..
Magic
M agic is also a favored tool of o f villains. ManyM any adven-
adven­
tures are driven by the m machinations
achinations of o f spellcasters
THE
T h e THREE
T h r e e PILLARS
P i l l a r s OF A dventure
o f ADVENTURE
wwho h o are hellbe
hellbent nt on using magic
m agic for some som e ill end. A A cult
Adventurers
A dventurers can
ca n try to do anything their players can leader seeseek kss to awake
aw aken n a god w who h o slumbe
slum bers rs beneath
imagine,
im agine, but it can bbee helpful to talk about their activ­
activ- the sea,sea, a hag kidnaps youths to m magically
agically drain them th em
ities in three broad categories: exploration, ssocia ociall ooff their vigor, a m madad wwiza
izardrd labors to invest an arm armyy ooff
interaction, and comcombat.
bat. automatons
autom atons with a facsimfacsimileile ooff life, a dragon begin beginss a
Exploration includes both the adventurers'
adventurers’ m movement
ovem ent mmystical
ystical ritual to rise up as a god of destruction-—these
o f destruction these
through the w world
orld and their interaction with obj ects and
ob jects are just a few of o f the m magical
agical threats that adventurers
situations that require their attention. E Exploration
xploration is the mmight
ight face. W With
ith mmagic
agic of
o f their own,
ow n, in the form of of
give-and-take ofo f the players describing
describin g what they want spells
sp ells and m magic items, the adventurers m
agic items, might
ight prevail!
their characters to do,do, and the Dungeon
D u n geon Master
M aster telling
the players w what
hat h happens
appen s as a result. On a large scale,
that might involve the characters spending
spen din g a day cross-
cross­
ing a rolling plain or an hour making
m aking their w wayay through
cave rns underground.
caverns underground. On the sm s malles
allestt sscale,
cale, it could
could
mean
m ean ononee character pulling a lever in a dungeon room room to
see wwhat
hat happens.
Social interaction features the adventurers talking to
someone
som eon e (or something)
som eth in g) else.
else. It might m mean a nding
ean dem anding

11
C h a p t e r 1: S
CHAPTER t e p - by-S tep C
STEP-BY-STEP CHARACTERS
haracters
~~ OURSTEP
"" OUR FIRST FIRSTINSTEP IN PLAYING
PLAYING AN ADVENTURER
AN ADVENTURER exam ple, the racial traits ooff
cla sses (see step 2). For example,
IN THEIN THE classes
DUNGEONS D u n g& n s & D r a game
e oDRAGONS is to eimagine
g o n s gam is to im agine make
lightfoot halflings m ake them exceptional rogues, and
and create a character
and create a character your Your
of youro fown. ow n. Your powerful
high elves tend to be pow erfu l w izards. Sometimes
wizards. S om etim es
~ character
character is aiscombination
a com bination o f gamstatistics,
of game e statistics, playing against type can Half-ore
can bbee fun, too. H paladins
alf-orc paladins
roleplaying h hooks,
ook s, and your im imagination.
agination. You and mmountain dwarf
ountain dw wizards,
arf w example,
izards, for exam can bbe
ple, can e
~ ~ cchoose h o o s e a race (such as hum human an or halfling) and unusual but m memorable
em orable characters.
' a class (such as fighter or w wizard).
izard). You also also Your race also in increases one
creases on e or m ore ooff your ability
more
invent the personality, appearance, and backstory ooff scores, w which determine
hich you determ ine in step 3. NNote these
ote these
your character. O Once
n ce com pleted, your character serves
completed, serves increases
in creases and remremember them later.
em ber to apply them
as your representative in the game, gam e, your avatar in the Record
R by your race on your
e co rd the traits granted by
D ungeons &
DUNGEONS & D DRAGONS
ragons w orld..
world character sheet. B Bee sure to note your starting
efore you dive into step 1 below
Before
B below,, think about the languages and your ba se speed
base sp eed as wwell.
ell.
kind ooff adventurer you w want
ant to play. You m might
ight be a
courageous
cou ra g eou s fighter, a skulking rogue, a fervent cleric, or BUILDING
B u il d in g B r u e n o r , STEP
BRUENOR, 1
St e p 1
flamboyant
a flam boyant w wizard.
izard. Or you m might
ight be m more interested
ore interested Bob
B down
ob is sitting dow n to create his character. H Hee ddecides
ecides
in an u unconventional
nconventional character, such such as a braw brawny rogue
ny rogue gruff
that a gru mountain
ff m dwarf
ountain dw arf fits the character he w wants
ants
who
w h o likes hand-to-hand com combat,
bat, or a sh sharpshooter
arpsh ooter w who
ho dwarves
to play. He notes all the racial traits ooff dw arves onon his
picks ooff enemies
ff en from afar. D
em ies from Do o you like fantasy fiction character sheet, including his sp speed 25 feet and the
eed ooff 25
featuring dw dwarves
arves or elves? Try building building a character ooff languages he kn knows: Common
ow s: C om m on and D Dwarvish.
w arvish.
one
on those
e ooff th ose races. D Doo you w want
ant your character to be be the
toughest adventurer at the table? C on sider a class
Consider like
class like 2. C
CHOOSE A C
hoose a CLASS
lass
barbarian or paladin. If y you
ou ddon't
on ’t kknow
n ow w here else to
where Every adventurer is a m em ber of
member o f a class. C Class broadly
lass broadly
begin, take a lo look
o k at the illustrations in this b o o k to see
book describes character's vocation, w
d escrib es a character’s hat special
what sp ecia l talents he
what
w catches
hat catch es yyour
ou r interest. o s se ss e s, and the tactics he or she is m
shee ppossesses,
or sh most
ost likely
O nce you have a character in mind, follow these steps
Once employ
to em ploy w when
hen exploring a dungeon, fighting m monsters,
onsters,
in order, m making decisionss that reflect the character you
akin g decision you or engaging in a tense negotiation. T The character
h e character
want. Your con cep tion ooff your character m
conception might evolve
ight evolve classes
cla sses are d described
escrib ed in chapter 3.
with eacheach cchoice
h o ice you m make.
ake. WWhat's important
h a t’s im portant is that you you Your character receives a num number from
ber ooff benefits from
come
co m e to the table w with
ith a character you you're
’re excited to play. your ch oice ooff class. M
choice these
any ooff th
Many ese benefits are class
Throughout
T h rou gh ou t this chapter, w wee uuse term character
se the term features-capabilities (including spellcastin
features—capabilities spellcasting) g) that set
sheet to m mean
ean w whatever
hatever you u use
se to track your character, your character apart from m classes.
em bers ooff other classes.
members
whether
w hether it’s formal
it's a form al character sheet (like the on onee at the You also gain a num ber ooff proficiencies: armor,
number
end ooff this bookbook), so m e form of
), some o f digital record, or a piece piece w eapon s, skills, saving throw
weapons, throws, sometimes
s, and som etim es tools.
notebook
ooff n oteb ook paper. A An n official D D&D& D character sheet is a Your p proficiencies
roficien cies define m manyany ooff the things your
fine place to start until you k know
n ow w what information
hat inform you
ation you character can do particularly w well,
ell, from u using certain
sing certain
need and h how
ow you u use
se it during the gam game. e. weapons
w convincing
ea p on s to telling a convin cin g lie.
On your character sheet, record all the features that
BUILDING
B BRUENOR
u il d in g B ruenor
your class gives you you at 1st level.
ach step ooff character creation includes an exam
Each
E ple ooff
example
with
that step, w named
ith a player nam Bob
ed B dwarf
ob building his dw arf L
LEVEL
evel
character, Bruenor. advances
start- at 1st level and advances
Typically, a character starts
in level by adventuring and gaining experience points
1. C
CHOOSE A R
hoose a RACE
a ce (XP).
(X A 1st-level character is in
P). A inexperienced
exp erien ced in the
Every character b elon g s to a race, one
belongs on e of
o f the mmany
any adventuring w orld, although he or she m
world, might been
ight have been
intelligent h um anoid species
humanoid sp e cie s in the D D&D
&D w world. The
orld. The a soldier or a pirate and don dangerouss things before.
donee dangerou
most
m common
ost co m m o n player character races are dw dwarves,
arves, elves, Starting off at 1st level mmarks character's entry
arks your character’s
ans. Some
humans.
halflings, and hum S o m e races also have subraces, you're
into the adventuring life. If you familiar
’re already fam iliar
such as m
such mountain
ountain dwdwarfarf or wwood
o o d elf. Chapter 2 provides with
w game,
ith the gam joining
e, or if you are join in g an existing DD&D
&D
more
m information
ore inform ation about th these
ese races, as w well less
ell as the less campaign,
cam paign, your DMDM might ddecide begin at a
ecide to have you begin
idesp rea d races ooff dragonborn, gnom
widespread
w gnomes,es, half-elves, higher level, on assumption
on the assum ption that your character has
half-ores, and tieflings.
half-orcs, harrowing
already survived a few harrow in g adventures.
The race you cchoose character's
h o o s e contributes to your character’s
important
identity in an im establishing a general
portant way, by establishing Q u ic k B
QUICK BUILD
u il d
appearance and the natural talents gained from culture culture Each class description in chapter 3 includes a section
and ancestry. Your character's particular
character’s race grants particular offering suggestions to quickly build a character ooff that
racial traits, such as special senses,
sp ecial sen ses, proficiency with class, including how to assign your highest ability scores,
certain wweapons
eapon s or tools, proficiency in on onee or m more
ore a background suitable to the class, and starting spells.
skills, or the ability to use m inor spells. T
minor These
h ese traits
etim es dovetail with the capabilities ooff certain
sometimes
som certain

PART 1 S T E P -B Y -S T E P C H A R A C T E R S
Record
R e co rd your level on your character sheet. If you're
you ’re At 1st level, your character has 1 Hit D Die,
ie, and the
higher
starting at a h elements
igher level, record the additional elem ents determined
die type is determ ined by your class. You start w with
ith hit
your class gives you for your levels past 1st. A Also record
lso record points equal to the h highest
ighest roll ooff that die,
die, as indicated in
your experience points. A
exp erien ce points. A 1st-level character has 0 your class description. (You also add your Constitution
XP.
X A higher-level character typically beg
P A begins
in s wwith
ith the modifier, w which you'll
h ich you determine
’ll determ ine in step 3.) TThis
h is is also
minimum
m inim um amount
am ount of XP
of X P required to reach that level your hit point maximum.
maxim um .
(see "Beyond
“B eyond 1st Level"
L evel” later in this chapter). Record your
R e c o rd y ou r character's
character’s hit points on your character
sheet. A Also
lso record the type of o f Hit Die
D ie your character
HIT
H i t POINTS
P o i n t s AND
a n d HIT
H i t DICE
D ic e uses
u ses and the number
num ber of
o f Hit Dice
D ice you have. A
After
fter you
Your
Y our character's
character’s hit points define how
h ow tough your rest, you can spend
sp end Hit Dice
D ice to regain hit points (see
character is in combat
com bat and other dangerous
dangerou s situations. "Resting"
“R estin g ” in chapter 8).
Your hit points are determined
determ ined by your Hit Dice
D ice (short
Dice).
for Hit Point Dice). PROFICIENCY
P BONUS
r o f ic ie n c y B onus
The
Th e table that appears in your class description shows sh ow s
ABILITY
A SCORE
b il it y S SUMMARY
c o r e S u m m a r y your proficiency bonus, w which
h ich is +2 for a 1st-level
Strength character. Your pproficiency bonus
roficiency bon many
u s applies to m any of
o f the
Measures:
M easures: Natural athleticism, bodily power numbers
num bers yyou'll recording
ou ’ll be record in g on your character sheet:
Important
Im p ortan t for: Barbarian, fighter, paladin •
• Attack
A ttack rolls using w weapons you're
ea p on s y ou ’re proficient with
Racial
R acial Increases: • Attack with
A ttack rolls w ith spells you cast
Mountain dwarf (+2) Half-orc
Half-ore (+2)
(+2) • Ability checks
ch eck s using skills y you're
ou ’re proficient in
Dragonborn (+2) Human
Human (+1)
(+l) • Ability checks
ch eck s using tools y you're
ou ’re proficient with
• Saving th
throws
row s yyou're
ou ’re proficient in
Dexterity
•• Saving th
throw
row D DCs
C s for spells you cast (explained in
each sp
each spellcasting
ellcastin g class)
Measures:
M easures: Phys ical agility, reflexes, balance, poise
Physical
Impp ortan
Im ortantt for: Monk, ranger, rogue Your
Y determines
our class determ ines your wweapon
ea p on proficiencies,
Racial
R Increases:
acial Increases: your saving th
throw
row pproficiencies,
roficiencies, and some
som e of
o f your skill
Elf (+2) Forestgnome
Forest (+ l)
gnome (+1) and tool proficiencies. (Skills are described
d escrib ed in chapter 7,
Halfling (+2) Human
Human (+1)
(+l) tools in chapter 5.) Y
Your background
our backgrou n d gives you additional
skill and tool proficiencies, and some
so m e races give
you more
m ore proficiencies. Be
B e sure to note all of
o f these
Constitution
proficiencies, as w
well
ell as your proficiency bonus, on your
Measures:
M easures: Health
Health,, stamina, vital force
character sheet.
Important
Im p ortan t for: Everyone
Your proficiency bon
bonusu s can't be added to a single die
can ’t be
Racial
R acial Increases:
Increases: roll or other n
number
um ber mmore
ore than ononce.
ce. Occasionally,
O ccasionally, your
Dwarf (+2) Half-orc (+ l )
Half-ore(+1) proficiency bon
bonus
us mmight
ight be mmodified
od ified (doubled or halved,
Stout halfling (+1)
(+l) Human
Human(+1)
(+l) example)
for exam ple) before you apply it. If a circu
circumstance
m stan ce
Rock gnome (+1)
(+l) suggests
su ggests that your pproficiency
roficiency b bonus
on u s applies mmore
ore than
once
on ce to the same
sa m e roll or that it should
sh ou ld be mmultiplied
ultiplied
Intelligence more
m ore than once,
on ce, you nnevertheless
evertheless add it only once,
on ce,
Measures:
M easures: Mental acuity,
acuity, information recall, analytical skill multiply it only on
once,
ce, and halve it only once.
on ce.

Important
Im p ortan t for: Wizard
BUILDING
B u i l d i n g BRUENOR St e p 2
B r u e n o r , STEP 2
Racial Increases:
Racial Increases: Bob
B ob imagines
im agines Bruenor
B ruenor charging
chargin g into battle wwith
ith an axe,
(+1)
High elf (+l) Tiefling
Tiefl ing(+1)
(+l) one
on e horn on his helmet
helm et broken off. He He mmakes
akes Bruenor
B ru enor a
Gnome
Gno me (+2) Human
Human(+1)
(+l) fighter and notes the fighter’s
fighter's proficiencies
proficien cies and 1st-level
class features on his character sheet.
W isdom
Wisdom AAss a 1st-level fighter, B
Bruenor
ru enor has 1 Hit DDie-a
ie—a d dlO-
10—
Measures:
M Awareness,
easures: A w a re n e ss, intuition, insight and starts with hit poin ts equal to 10 +
points + his Constitution
Important
Im p ortan t for: Cleric, druid modifier.
m odifier. B Bob
ob notes this, and w will
ill record the final
Racial
R Increases:
acial Increases: number
num ber after he determ
determines
ines BBruenor's
ru en or’s Constitution
Hill dwarf (+1)
(+l) Human
Human(+1)
(+l) score
sc o r e (see step 3). Bob
B ob also
a lso notes the proficiency bonbonus
us
for a 1st-level character, w which
hich is +2.
Wood elf (+l)
(+1)

3.
3 . DETERMINE
D e t e r m i n e ABILITY
A b i l i t y SCORES
Scores
Charisma
Measures:
M easures: Confidence, eloquence,
eloquence, leadership
Much
M uch ofo f what
w hat your character does
d o e s in the game
gam e depends
on his or her six abilities: Strength, Dexterity,
Important
Im p ortan t for: Bard, sorcerer, warlock
Constitution, Intelligence, W
Constitution, Wisdom,
isdom , and Charisma.
Racial
R acial Increases:
Each ability has a score, w which number
h ich is a num ber you record
Half-elf (+2) Dragonborn (+1)
(+l) on your character sheet.
(+1)
Drow (+l) Human
Human (+1)
(+l) The
T h e six abilities and their uuse
se in the gam gamee are
Lightfoot halfling (+1)
(+l) Tiefling
Tiefling (+2)
(+2) described
describ ed in chapter 7. The
T h e Ability Score
S c o r e Summary
S u m m ary

11
table provides a quick reference referen ce for w what
hat qualities ABILITY
A b i l i t y SCORES
S c o r e s AND
a n d MODIFIERS
M o d if ie r s
are measured
m easu red by each ability, w what
hat races increases
in creases
Score Modifier Score Modifier
which
w hich abilities, and what classes cla sses consider
con sid er each ability
l1 -5 16-17 +3
particularly im important.
portant.
2-3 -4
-4 18-19 +4
You generate your character's six ability scores
randomly. Roll R oll four
fou r 6-sided dice and record the total ooff 4-5
4 -5 -3 20-21 +5
the highest three dice on a piece p iece ofo f scratch paper. Do Do 6-7 -2 22-23 +6
this five morem ore times,
tim es, so s o that you have six num numbers.bers. If 8-9 -1 24-25 +7
you want
w ant to save tim timee or don't
d on ’t like the idea of o f randomly
random ly 10-11 +0 26-27 +8
determining
determ ining ability scores, you can u use
se the following
follow in g 12-13 +l
+1 28-29 +9
scores
s c o r e s instead: 15, 14, 13, 12, 10,8. 10, 8. 14-15 +2 30 +10
Now
N ow take your six numbers n um bers and w write
rite each number
num ber
beside
b eside one on e of
o f your character's
character’s six abilities to assign average and nearly equal (13, 13, 13, 12, 12, 12), or any
scores
sco re s to Strength, Dexterity, Constitution, Intelligence, set of
o f numbers between
num bers betw those
een th ose extremes.
extrem es.
Wisdom,
W isdom , and Charisma.
Charism a. A Afterward,
fterw ard, makem ake any changes
to your ability scores
s c o r e s as a result of o f your race choice. 44.. DESCRIBE YOUR
D e sc rib e Y o u r CHARACTER
C h a ra c te r
After assigning
assign in g your ability scores,s cores, determine
determ ine
Once
O nce you know
kn ow the ba basic
sic game
gam e aspects
asp ects ofo f your
your ability modifiers using the Ability Scores S c o r e s and
character, it's
it’s time
tim e to flesh him or her out as a person
person..
Modifiers
M odifiers table. To determinedeterm ine an ability m modifier
odifier without
Your character needs n eeds a name.
nam e. Spend
S p en d a few m minutes
inutes
consulting the table, subtract 10 from the ability score
thinking about w what
hat he or she looks
look s like and howh ow he or
and then divide the result by 2 (round down). Write W rite the
she beh
behaves
aves in general terms.
modifier
m odifier next to each of o f your scores.
Using
U sing the information
inform ation in chapter 4, you can flesh out
BUILDING
B u i l d i n g BRUENOR, St e p 3
B r u e n o r , STEP your character's
character’s physical appearance
appearan ce and personality
personality
Bob
B ob d decides
ecid es to uuse
se the standard set ooff scores
s c o r e s (15, 14, traits. Choose character’s alignment (the moral
C h oose your character's m oral
13, 12, 10, 8) for Bruenor's
B ru enor’s abilities. Since
S in ce h he's
e’s a fighter, c om p a ss that guides his or her decisions) and ideals.
compass
he puts his highest
h ighest score, 15, in Strength. His H is next- Chapter 4 also helps you identify the things your
highest, 14, goes g oes in Constitution. Bruenor
B ruenor mightm ight be a character holds most m ost dear, called bonds, and the flaws
brash fighter, but Bob B ob decides
d ecid es he wants
w ants the dwarfdw arf to that could
cou ld one day u undermine
nderm ine him or her.
be older, w wiser,
iser, and a good
g o o d leader, so he puts decent Your character's
character’s background describes
d escrib es w where
here he or
scores
sc o r e s in Wisdom
W isd om and Charisma.
Charism a. After applying his she came
ca m e from,
from , his or her original occupation,
occu pation , and the
racial benefits (increasing
(in creasin g Bruenor's
B ru en or’s Constitution by character's
character’s place in the D&D D & D world.
w orld. Your DM might
2 and his Strength by 2), Bruenor's B ru en or’s ability scores
s c o r e s and offer additional ba backgrounds beyond
ckgrou n ds beyon d the ones
on es included
modifiers
m odifiers look like this: Strength 17 (+ 3), Dexterity 10
(+3),
(+0), Constitution 16 (+3), Intelligence 8 (-1), Wisdom W isd om 13
(+l),
(+1), Charisma
C harism a 12 (+l).(+1).
Bob
B ob fills in Bruenor's
B ru enor's final hit points: 10 + his
Constitution modifier
m odifier ofo f +3, for a total ofo f 13 hit points.

VARIANT:
V a r i a n t : CUSTOMIZING
C u s t o m i z i n g ABILITY
A b i l i t y SCORES
Scores
At your Dungeon
D u n geon Master's
M aster’s option, you can use this
variant for determining
determ ining your ability scores. The method m ethod
described
describ ed here allows allow s you to build a character with w ith a set
of
o f ability scores
s c o r e s you choose
c h o o s e individually.
You have 27 points to spend on your ability scores.
The
T h e cost
co st of
o f each scoresc o r e is shown
sh ow n on the Ability Score S core
Point Cost
C ost table. For F or example,
exam ple, a score
sc o r e of
o f 14 costs 7
points. Using m ethod, 15 is the highest ability score
U sing this method,
you can end up with, b before
efore applying racial increases. in creases.
You
Y ou can't
ca n ’t have a scoresc o r e lower
low er than 8.
This
T h is method
m ethod of o f determining
determ ining ability scores s c o r e s enables
you to create a set of o f three high numbers
num bers and three low low
ones
on es (15, 15, 15, 8, 8, 8), a set of o f numbers
num bers that are above

ABILITY
A b i l i t y SCORE
S c o r e POINT
P o i n t COST
C o st
Score Cost Score Cost
8 00 12 4
9 1 13 5
10 2 14 7
11 3 15 9
in chapter 4, and m might
ight bbe
ewwilling
illing to wwork
ork wwith
ith you to His
H is flaw is tied to his caring, sensitive nature- he has a
nature—he
craft a bbackground that's a m
a ckgrou n d that’s more
ore p precise
recise fit for your soft spot for orphans and w wayward
ayw ard souls, leading him
him to
character concept. show
sh ow mmercy
ercy even w when might
hen it m bee w
ight not b warranted.
arranted.
A bbackground
A ackgrou n d gives your character a backgroubackground nd
feature (a general benefit) and proficiency in tw twoo skills, 5.
5. CHOOSE
C EQ.
hoose E U iIPMENT
qu pm ent
and it m
might
ight also give you additional languages or
Your class and backgrou
background
n d determine character's
determ ine your character's
proficiency w with
ith certain kinds of Record
o f tools. R e c o rd this starting equipment, including w weapons,
eapon s, armor, and
information,
inform ation, along w with personality
ith the person information
ality inform ation
other adventuring gear. Record
R e c o rd this equipment
equipm ent on your
you develop, on your character sheet.
character sheet. All such items item s are detailed in chapter 5.
Instead of
o f taking the gear given to you by your class
YOUR
Y o u r CHARACTER'S
C h a r a c t e r ’ s ABILITIES
A b il it ie s
and backgrou
background,n d, you canca n ppurchase
u rch ase your starting
Take your character's
character’s ability scores
s c o r e s and race into
equipment.
equipm ent. You have a num numberber of
o f gold pieces (gp)
account
accou n t as you flesh out his or her appearance
to spend ba
based
sed on your class,class, as shown
sh ow n in chapter 5. 5.
and personality.
personality. A A very strong
stron g character w with low
ith low
Extensive lists ooff equipm
equipment, ent, wwith
ith prices, a also
lso appear in
Intelligence m might
ight think and behave very differently
that chapter. If you w wish
ish,, you can
can also have on onee trinket
from a very smart
sm art character w with low Strength.
ith low Strength.
noo cost (see the trinket table at the end ooff chapter 5).
at n
For example,
exam ple, high Strength usually ccorresponds o rresp on d s
Your Strength scoresc o r e limits
lim its the amamount
ount of
o f gear you cancan
with
w ith a burly or athletic body, w while
hile a character with
carry. Try not to pu purchase
rch ase equipment
equipm ent w with
ith a total w weight
eight
low
low Strength m might
ight be scrawny
scraw ny or plump.
(in pounds) exceeding
ex ceed in g your Strength score sco re times
tim es 15.
A character with
A w ith high Dexterity
D exterity is probably lithe and
Chapter 7 has morem ore information
inform ation on carrying capacity.
slim, while
slim , w hile a character w with
ith low
low D Dexterity
exterity might
m ight be
either gangly and awkward
aw kw ard or heavy and thick-fingered. ARMOR
A r m o r CLASS
C lass
A
A character w with
ith high Constitution usually looks look s
Your A Armor
rm or Class (AC) represents how h ow well
w ell your
healthy, with
w ith bright eyes and abundant energy. A A
character avoids being w wounded
ou n d ed in battle. Things
T h in gs that
character w with low Constitution m
ith low might
ight b bee sickly or frail.
contribute to your AC include the arm armor or you w wear,
ear, the
A character with high Intelligence m
A might
ight be highly
shield you carry, and your D Dexterity
exterity m modifier.
odifier. Not all
inquisitive and studious, w while
hile a character w with low
ith low
characters w wear armor
ea r arm or or carry shields, however.
Intelligence might speak sp eak simply
sim ply or easily forget details.
Without
W ithout armor
arm or or a shield, your character's
character’s AC equals
A character w
A with
ith high WWisdom
isd om has good judgment,
g oo d judgm ent,
10 + + his or her Dexterity m modifier.
odifier. If your character
empathy, and a general awareness
aw aren ess of what's
of w hat’s going on.
wears
w ea rs armor,
arm or, carries a shield, or both, calculate your
A character with
A w ith low
low WWisdom
isd om m might
ight be absent-minded,
absent-m inded,
AC using the rules in chapter 5. Record R e co rd your AC on
foolhardy, or oblivious. your character sheet.
A character with high Charisma
A C harism a exudes confidence,
Your character needs n eeds to be proficient withw ith armor
arm or and
which
w h ich is usually m mixed
ixed w ith a graceful or intim
with intimidating
idating
shields to w wear
ea r and use
u se them effectively, and your armor arm or
presence.
presen A character w
ce. A with
ith a low
low Charisma
C harism a might come
m ight co me
and shield proficien
proficiencies
cies are determined
determ ined by your class.
across
a cross as abrasive, inarticulate,
inarticulate, or timid.
timid. There
T drawbacks
h ere are draw backs to wwearing armor
earin g arm carrying
or or carryin g a
shield if you lack the requ required
ired proficiency, as explained
BUILDING
B BRUENOR,
u il d in g B r u e n o r , STEP 4
St e p 4
in chapter 5.
Bob
B some
o b fills in so m e ooff B
Bruenor's basic
ru enor’s ba name,
sic details: his nam e,
Some
S o m e spells and class features give you a different
his sex (male), his height and w weight,
eight, and his alignm
alignment
ent
way
w ay to calculate your AC. If you have multiple features
(lawful
(law ful good). H Hisis high Strength and Constitution
that give you different w ways
ays to calculate youyourr AC, you
suggest a healthy, athletic body, and his low low Intelligence
choose
c h o o s e which
w hich one to use.
suggests
su ggests a degree of o f forgetfulness.
Bob
B ob decides
d ecid es that Bruenor
B ru enor comesc o m e s from a noble
n oble line,
line, WEAPONS
W eapons
but his clan was w as expelled from its homeland hom eland w when
hen For each w weapon
eap on your character wields,
w ields, calculate the
Bruenor
B ru enor was
w as very young. He grew g rew up working
w ork in g as a smith
sm ith
modifier
m odifier you u
use when
h en you attack w
se w with weapon
ith the w ea p on and
remote
in the rem ote villages of o f Icewind
Icew ind Dale.
Dale. But B Bruenor
ruenor
the damage
dam age you deal w when
hen you hit.
has a hheroic destiny- to reclaim
eroic destiny—to reclaim his hhomeland-so
om eland—so When
W make
h en you m ake an attack w with weapon,
ith a w eapon , you roll
Bob
B ob cchooses
h o o s e s the folk h hero background
ero back grou n d for his dwarf.
a d2
d200 and add your proficiency bon bonus
u s (but only if you
Hee notes the proficiencies and special
H sp ecia l feature this
are proficient w
with weapon)
ith the w eapon ) and the appropriate
background
ba ck grou n d gives him.
ability modifier.
Bob
B ob has a pretty clear picture of of BBruenor's personality
ru en or’s personality
in mind, so he skips the person personality ality traits suggested
su ggested in ,• F
For
or attacks wwith
ith melee
m elee weapons, use your Strength
the folk hero background,
h ero backgrou n d, noting instead that Bruenor B ru enor is modifier
m odifier for attack and damage Aw
dam age rolls. A weapon
eap on that
a caring, sensitive dwarf d w arf w who
h o genuinely loves his friends has the finesse
fin esse property, such as a rapier, can use
ca n u se your
and allies, but he hides this soft heart behind a gruff, Dexterity
D exterity mmodifier
odifier instead.
snarling demeanor.
dem eanor. H Hee chooses
c h o o s e s the ideal of fairness
o f fairn ess • For
F or attacks wwith
ith ranged weapons,
weapons, u use
se your Dexterity
D exterity
from the list in his backgrou
background, n d, noting that Bruenor modifier
m odifier for attack and damage Aw
dam age rolls. A weapon
ea p on that
believes that n noo on
onee is above the law. thrown
has the throw n property, such as a handaxe, can use
Given
G iven his history, B Bruenor's
ru en or’s bon bond d is obvious: he your Strength m modifier
odifier instead.
aspires to someday reclaim M
som eday reclaim Mithra) homeland,
ithral Hall, his hom eland,
from the shadow
sh ad ow dragon that drove the dw dwarves
arves out.

r "
BUILDING
B u i l d i n g BRUENOR, St e p 5
B r u e n o r , STEP T
TIERS
i e r s OF Play
o f PLAY
Bob
B ob writes
w rites down
dow n the starting equipment
equipm ent from the
The shading in the Character Advancement table shows show s
fighter class
cla ss and the folk h hero
ero background. His starting
the four tiers of o f play. The tiers don'tdon’t have any rules
equipment
equipm ent includes chain mail m ail and a shield, which w hich
associated with them; they are a general description of o f how
how
combine
com bin e to give Bruenor
B ru enor an Armor
A rm or Class
C lass ofo f 18.
the play experience changes as characters gain levels. levels.
For Bruenor's
B ru en or’s wweapons,
eapon s, Bob
B ob chooses
c h o o s e s a battleaxe
In the first tier (levels 1-4), 1 -4 ), characters are effectively
and two
tw o handaxes. His H is battleaxe is a meleem elee w weapon,
eapon,
apprentice adventurers. They Th ey are learning
learn in g the features
so Bruenor
B ru enor uses
u ses his Strength modifier
m odifier for his attacks
that define them as members m em bers of o f particular classes,
and damage.
dam age. HisH is attack bonus
bon u s is his Strength modifier
m odifier
including the major m ajor choices
ch o ice s that flavor their class
(+3) plus his proficiency bonusbon u s (+2), for a total of o f +5.
features as they advance (such as a w wizard's
iza rd ’s Arcane
A rcane
The
T he battleaxe deals ld8 1d8 slashing damage,
dam age, and Bruenor B ruenor
Tradition or a fighter's
fighter’s Martial
M artial Archetype). The threats
adds his Strength modifier
m odifier to the damage
dam age w when
hen he
they face are relatively minor, usually pposing o sin g a danger to
hits, for a total of
o f ld8
1d8 + 3 slashing damage.
dam age. When W h en
local farmsteads
farm steads or villages.
throwing
throw ing a handaxe, Bruenor
B ru enor has the same sam e attack bonus
In the second
secon d tier (levels 5- 5 -110),
0 ), characters come c om e into
(handaxes, as throw
thrown n weapons,
w eapon s, u use
se Strength for attacks
their own.
ow n. Many
M any spellcasters gain access a c c e s s to 3rd-level
and damage),
dam age), and the weapon
w eap on deals ld6 1d6 + 3 slashing
spells at the start of o f this tier, crossing
crossin g a new threshold of of
damage
dam age when
w hen it hits.
magical
m agical p ow er with spells such as fireball and lightning
power
bolt. At this tier, many m any weapon-using
w eapon -usin g classes cla sses gain the
6.
6. COME
C o m e TOGETHER
T ogether
ability to make
m ake multiple attacks in one on e round. TheseT h ese
Most
M ost D&D
D & D characters don't work
d on ’t w ork alone. Each
E ach character characters have bbecome e c o m e important,
im portant, facing dangers that
plays a role w
within
ithin a party, a group of o f adventurers threaten cities and kingdoms.kingdom s.
working
w orkin g together for a common
com m on p purpose.
u rpose. Teamwork
Team w ork In the third tier (levels 11- 16), characters have
11-16),
and cooperation
coop era tion greatly im improve
prove your party’s
party's chances
ch a n ces reached a level of of ppower
ow er that sets them high above
to survive the m many
any pperils
erils in the worlds
w orld s of DUNGEONS
of D ungeons the ordinary populace
pop u la ce and makes m akes them special sp ecia l even
&
& DRAGONS.
D r a g o n s . Talk to your fellow players and your DM among
am ong adventurers. At 11th level, many m any spellcasters
to decide whether
w hether your characters know k n ow one
on e another, gain access
a c c e s s to 6th-level spells, some so m e of o f which
w h ich create
how
h ow they met, and what w hat sorts of
o f quests the group effects previously im impossible
possible for player characters to
might
m ight undertake. achieve. Other characters gain features that allow allow them
to make
m ake m moreore attacks or do m more
ore impressive
im pressive things with
B e y o n d 1ST
BEYOND 1s t LEVEL
L evel those
th ose attacks. These T h ese m mighty
ighty adventurers often confront
Ass your character goes
A g o e s on adventures and overcomes
ov ercom es
threats to whole
w h ole regions
region s and continents.
challenges,
challen ges, he or she gains experience, represented by
At the fourth tier (levels 17- 20),
17 -20 ), characters achieve
experience
experien ce points. A A character w who reaches
h o reach es a specified
sp ecified
the pinnacle of o f their class
cla ss features, becoming
b ecom in g heroic
h eroic (or
experience
experien ce point total advances in capability. This villainous) archetypes in their own ow n right. The fate of o f the
advancem ent is called gaining a level.
advancement world
w orld or even the fundamental
fundam ental order of o f the multiverse
m ultiverse
When
W h en your character gains a level, his or her class
might hang in the balance during their adventures.
often grants additional features, as detailed in the
CHARACTER
C h a r a c t e r ADVANCEMENT
A dvancem ent
class description. SomeS o m e of o f these features allow you
to increase
in crease your ability scores, either increasing increasin g two
tw o Experience Points Level Proficiency Bonus
s c o r e s by 1 each or increasing
scores in creasin g one on e score
sco re by 2. You can't
c a n ’t 0 l1 +2
increase
in crease an ability score
s c o r e above 20. In addition, every 300 2 +2
character's
character’s proficiency bon bonus u s increases
in creases at certain levels. 900 3 +2
Each timtimee you gain a level, you gain 1 additional Hit 2,700 4 +2
R oll that Hit Die, add your Constitution modifier
Die. Roll m odifier
6,500 5 +3
to the roll, and add the total to your hit point m maximum.
axim um .
14,000 6 +3
Alternatively, you can use the fixed value shown sh ow n in your
23,000 7 +3
class entry, w which
hich is the average result of o f the die roll
(rounded up). 34,000 8 +3
When
W h en your Constitution modifier creases by 1, your
increases
m odifier in 48 ,000
48,000 9 +4
hit point m maximum
axim u m increases
in creases by 1 for each level you have 64,000 10 +4
attained. ForF or example,
exam ple, wwhen
hen Bruenor
B ruenor reaches 8th level 85,000 11
11 +4
as a fighter, he increases
in creases his Constitution scoresco re from 17 100,000 12 +4
to 18, thus increasing
increasin g his Constitution m modifier
odifier from +3 120,000 13 +5
to +4. His
H is hit point maximum
m axim um then increases
in creases by 8. 140,000 14 +5
+5
The
T h e Character Advancement
A dvancem ent table summarizes
su m m arizes the 165,000 15 +5
XP
X P you need
n eed to advance in levels from level I1 through
195,000 16 +5
level 20, and the proficien
proficiency
cy bonus
b on u s for a character ofo f that
225,000 17 +6
level. Consult
C onsult the information
inform ation in your character's
character’s class
265,000 18 +6
description
d escription to see whatw hat other improvements
im provem ents you gain
at each level. 305,000 19 +6
355,000 20 +6
C h a p t e r 2: R
CHAPTER RACES
aces
~ A
VISIT TO ONE OF THE GREAT CITIES IN THE R TRAITS
a c ia l T
RACIAL r a i t s
flJ w orld s ooff D
worlds DUNGEONS
ungeons & &D DRAGONS-
ragons—
The description ooff each includes
each race in cludes racial traits that
- Waterdeep,
W aterdeep, the F ree City ooff G
Free Greyhawk,
reyhawk, or
ncanny Sigil, the City ooff D Doors- common
are com m on to m The
em bers ooff that race. T
members following
h e follow in g
even u uncanny oors—
senses. Voices entries among
entri es appear am most
ong the traits ooff m ost races.
I overwhelms
overw helm s the sen ses. V oices chatter in
~ cou countless
n tless different languages. T The smells
h e sm ells
A b il it y S
ABILITY c o r e IINCREASE
SCORE ncrease
ooff ccooking
o o k in g in d cuisines
ozen s ooff different cuisin
dozens es
Every race in crea ses one or m
increases character's
ore ooff a character’s
more
m ingle w with
ith the od crowded
ors ooff crow
odors d ed streets and p poor
oor
ability sscores.
cores.
sanitation. B Buildings
uildings in m yriad architectural styles
myriad
display the diverse origin originss ooff their inhabitants. A
AGE
ge
And the p people
eop le th themselves-
em selves—p eop le ooff varying size,
people h e age entry notes the age w
The
T henn a m
whe member race
em ber ooff the race
shape, and color, ddressed ressed in a dazzling spectrum
sp ectru m sid ered an adult, as w
considered
is con well race's expected
ell as the race’s expected
ooff styles and h hues-represent
ues—represent m many
any different races, lifespan. T This information
h is inform can help you ddecide
ation can ecide h how
ow
from dim inutive halflings and stout dw
diminutive dwarves
arves to old your character is at the start ooff the gam game.e. You
majestically
m mingling
ajestically beautiful elves, m inglin g aamong
m on g a variety can cchoose
h o o s e any age for your character, w which could
h ich cou ld
human
ooff hum an ethnicities. provide an explanation for so m e ooff your ability scores.
some
Scattered aamong
Scattered members
m on g the m more
em bers ooff these m common
ore com m on example,
For exam young
ple, if you play a youn g or very old character,
dragonborn here,
races are the true exotics: a hulking dragonborn your age cou could ld explain a particularly low low SStrength
trength or or
pushing his w
pushing way crowd,
ay through the crow tiefling
d, and a sly tiefling Constitution score, w while advan ced age cou
hile advanced could accountt
ld accoun
there, lurking in the sh shadows
ad ow s w with
ith mmischief
isch ief in her eyes. for a high Intelligence or Wisdom.
or W isdom .
A group ooff ggnomes
A n om es laughs as on one e of them activates a
o f them
wooden
clever w o o d e n toy that m own
oves ooff its ow
moves n accord. HHalf-
alf- A
ALIGNMENT
l ig n m e n t
elves and h half-ores
alf-orcs live and w work
ork alongside hum humans,
ans, Most
M ost races have tendencies tow toward alignments,
ard certain alignm ents,
without
w ithout fully belon gin g to the races ooff either ooff their
belonging described
d These
escribed in this entry. T h ese are not binding for player
parents. AAnd
n d there, w ell out ooff the sunlight, is a lone
well considering
characters, but con siderin g wwhy dwarf
hy your d w arf is chaotic,
drow-
d row —a subterranean expan
a fugitive from the subterranean expansese ooff for exam dwarf
ple, in defiance ooff lawful dw
example, arf society can help
society can
make
the Underdark, trying to m way
ake his w world
ay in a w orld you better define your character.
that fears his kind.
SIZE
S iz e

C
CHOOSING A R
h o o sin g a RACE
ace Characters ooff m most Medium,
ost races are M category
edium , a size category
including creatures that are roughly 4 to 8 feet tall.
Humans
H um ans are the m most common
ost com m on p eoplee in the w
peopl orld s ooff
worlds
em bers ooff a few races are Small
Members
M (between
Sm all (betw een 2 and 4 feet
D&D, but they live and w work dw arves, elves,
ork alongside dwarves,
which
tall), w hich m gamee affect
eans that certain rules ooff the gam
means
cou n tless other fantastic species.
halflings, and countless sp ecies. Your
them differently. T The
he mmost
ost im portant ooff th
important ese rules
these
belongs
character belon g s to on these
onee ooff th ese ppeoples.
eoples.
is that Small
S m all characters have trouble wwielding
ieldin g heavy
Not every intelligent race ooff the m multiverse
ultiverse is
weapons,
w eapon s, as explained in chapter 6.
appropriate for a player-controlled adventurer. D Dwarves,
w arves,
elves, halflings, and hum humansans are the m most common
ost com m on S
SPEED
peed
races to p rod u ce the sort ooff adventurers w
produce who make
ho m ake up speed
Your sp determines
eed determ how
ines h move
can m
ow far you can when
ove w hen
typical parties. D ragonborn, ggnomes,
Dragonborn, n om es, half-elves, half- traveling (chapter 8) and fighting (chapter 9).
orcs , and tieflings are less com
orcs, common
m on as adventurers.
Drow,
D row , a su brace ooff elves, are also u
subrace uncommon.
ncom m on. L
LANGUAGES
anguages
Your ch oice ooff race affects m
choice any different aspects of
many of By virtue ooff your race, your character can speak, read,
your character. It establishes fundam fundamental
ental qualities that and w rite certain languages. Chapter 4 lists the m
write most
ost
exist throughout your character's
character’s adventuring career. co D&D
m m o n languages ooff the D
common & D multiverse.
When
W h en mmaking decision, keep in m
akin g this decision, ind the kind ooff
mind
character you w want
ant to play. F For example,
or exam could
ple, a halfling could Su b r a c e s
SUBRACES
be a ggood choice
o o d ch oice for a sneaky rogue, a dw dwarf makes
arf m akes a Some races
S o m e ra ces have subraces. M Members subrace
em bers ooff a subrace
tough warrior, and an elf can bbe e a master ooff arcane mmagic.
agic. have the traits ooff the parent race in addition to the
our character race not only affects your ability sscores
Your
Y cores specified
traits sp ecified for their subrace. RRelationships
elationships amamong
ong
and traits but also provides the cu cues
e s for building your subraces
su braces vary significantly from race to race and
character's story. E
character’s Each race's description
ach race’s chapter
description in this chapter world
w orld to wworld. Dragon
orld. In the D campaign
ragon lance cam p aign setting,
information
includes inform ation to help you you roleplay a character of of example,
for exam mountain
ple, m ountain dw arves and hill dw
dwarves arves live
dwarves
that race, including personality, physical appearance, same
together as different clans ooff the sam e people, but in
features ooff society, and racial alignm alignmentent tendencies. the Forgotten R ealm s, they live far apart in separate
Realms,
T h ese details are suggestions
These su ggestion s to help you think about gdom s and call th
kingdoms
kin themselves dw arves and
em selves shield dwarves
your character; adventurers can deviate w widely
idely from the dwarves.
gold dw arves, respectively.
norm
n orm for their race. It’s worthwhile
It's w consider
orthw h ile to con why
sid er w hy your
character is different, as a helpful w way
ay to think about
your
y ou r character’s background
character's backgrou n d and personality.
SHORT
S h o r t AND
a n d STOUT
St o u t
Bold
B old and hardy, dwarves
dw arves are known
kn ow n as
skilled warriors,
w arriors, miners,
m iners, and workers
w orkers
of
o f stone and metal. Though
T h ough they stand
well
w ell under 5 feet tall, dwarves
dw arves are so
broad and compact
com pact that they can weigh
as much as a human standing nearly two tw o
feet taller. Their
Th eir courage
cou rag e and endurance
are also easily a match for any of of
the larger folk.
Dwarven
D w arven skin ranges from deep brow brown n to a paler
hue tinged with red, but the most m ost common
com m on shades
sh ades are
light brow
brown n or deep tan, like certain tones
ton es of
o f earth.
Their
Th eir hair, worn
w orn long but in simple
sim ple styles, is usually
black, gray, or brow
brown, n, though paler dwarves
dw arves often have
red ha ir. Male
hair. M ale dwarves
dw arves value their beard
beardss highly and
groom
g room them carefully.

LONG
L o n g MEMORY,
M e m o r y , LONG
L o n g GRUDGES
G rudges
Dwarves
D w arves can live to be more m ore than 400 4 0 0 years old, so the
oldest living dwarves
dw arves often remember
rem em ber a very different
D warf
DWARF world.
w orld. For
F or example,
exam ple, some
som e of
o f the oldest dwarves
dw arves living
in Citadel Felbarr (in the w world
orld ofo f the Forgotten Realms)
R ealm s)
“Y e r LATE
"YER l a t e , E!..F! " CA.V£E
e l f !” cam e T H eE r
th RO UGH
ou g h EDGE
e d g e OF A FAMILIAR
of a f a m il ia r
can recall the day, more m ore than three centuries ago, when w hen
voice.
voice. Bruenor Battlehammer
Battleha m mer walked up the back of his ores
or c s conquered
con q u ered the fortress and drove them into an exile
dead foe, disregarding the fact that the heavy monster lay that lasted over 250 2 5 0 years. This
T h is longevity grants them a
perspective on the w world
orld that shorter-lived races such as
on top of his elven friend.
fri end. In
In spite of the added discomfort,
humans
hum ans and halflings lack.
dwarf’s long, pointed, often-
the dwarf's often-broken
broken nose and gray-
gray - Dwarves
D w arves are solid and enduring like the mountains m ountains
streaked though still-fiery red beard came as a welcome they love, weathering
w eathering the pa passage
ssa ge ofo f centuries with stoic
sight to Drizzt. "Knew J"dfindye
“Knew I’d fi ndy e in
in trouble if I came out endurance and little change. They respect
Th ey resp ect the traditions
of
o f their clans, tracing their an ancestry
cestry ba back
ck to the
an' looked for ye!"
founding
fou nding of o f their m
most
ost ancient strongholds
stron gholds in the youth
-R. A.. Salvatore,
—R. A S a lvatore, The Crystal Shard of
o f the wworld,
orld, and don't abandon those th ose traditions lightly.
Part ofo f those
th ose traditions is devotion to the gods g od s of
o f the
Kingdoms
K in gdom s rich in ancient grandeur, halls carved into the dwarves,
dw arves, who w h o uphold the dwarven
dw arven ideals of o f industrious
roots of
o f mountains
m ountains,, the echoing
ech oin g of
o f picks and hammers
h am m ers labor, skill in battle, and devotion to the forge.
in deep mines
m ines a nd blazing forges, a com
and commitment
m itm en t to Individual dwarves
dw arves are determined
determ ined and loyal, true to
clan and tradition, and a burning hatred of o f goblins and their wword
ord and decisive in action, sometimes
som etim es to the point
ores-these
orc s —th ese common
co m m o n threads unite all dwarves.
dw arves. of
o f stubbornness.
stu bborn n ess. Many
M any dwarves
dw arves have a strong sense sen se
of justice,
o f ju stice, and they are slow
slow to forget w wrongs
ron g s they have S l o w TO
SLOW Tru st
t o TRUST
suffered. A A wrong
w ron g done
don e to one dwarf
dw arf is a wrong
w ron g done to Dwarves get along passably well with most othe otherr races. "The
“The
the dwarf's
d w a rf’s entire clan, so what beginss as one
w hat begin on e dwarf's
dw arf’s difference between an acquaintance and a friend is about a
hunt for vengeance
ven gean ce can b become
e c o m e a full-blown
full-blow n clan feud. hundred years,”
years," is a dwarf saying that might be hyperbole,
but certainly points to how difficult it can be for a member of of
CLANS
C l a n s AND
a n d KINGDOMS
K in g d o m s a short-lived race like humans to earn a dwarf's dwarf’s trust.
Elves. "It's
“ It’s not wise to depend on the elves. No telling what
Dwarven
D w arven kingdoms
kin gdom s stretch deep beneath the mountains m ountains an elf will do next; when the hammer meets the ore's orc’s head,
where
w here the dwarves
dw arves mine
m ine gems
gem s and preciou
preciouss m metals
etals they’re as apt to start singing as to pull out a sword. They're
they're They’re
and forge items item s of
o f wonder.
w onder. They love the beauty and flighty and frivolous. Two things th ings to be said for them, though:
artistry of preciouss m
o f preciou metals
etals and fine jewjewelry,
elry, and in some
som e They don't
don’t have many smiths, but the ones they have do very
dwarves
dw arves this love festers into avarice. Whatever W hatever w wealth
ealth fine work. And when ores orcs or goblins come streaming down
they can't
ca n ’t find in their m mountains,
ountains, they gain through out of
o f the mountains, an elf's elf’s good to have at your back. Not
trade. They
Th ey dislike boats, so enterprising humans hum ans and as good as a dwarf, maybe, but no doubt they hate the ores orcs
as much as we do." do.”
halflings frequently handle trade in dwarven dw arven goods
g ood s
Halflings.
Ha/flings. "Sure,
“Sure, they're
they’re pleasant folk. But show me a
along w water
ater routes. Trustworthy
Trustw orthy m members
em bers ofo f other races
halfling hero. An empire, a triumphant army. Even a treasure
are w welcome
elcom e in dwarf
dw arf settlements,
settlem ents, though someso m e areas for the ages made by halfling ha lfling hands. Nothing. How can you
are off limits
lim its even to them. ta ke them seriously?"
take seriously?”
The
T h e chief
ch ief unit ofo f dwarven
dw arven society is the clan, and Humans. “You "You take the time to get to know a human, and
dwarves
dw arves highly value social so cia l standing. Even dwarves
dw arves by then the human's
human’s on her deathbed. If you're you’re lucky, she's
she’s
who
w h o live far from their own ow n kingdoms
k in gdom s cherish their clan got kin-a
kin— a daughter or granddaughter, maybe— maybe-who's
who’s got
identities and affiliations, recog recognize
n ize related dwarves,
dw arves, hands and heart as good as hers. That's That’s when you can make
and invoke their ancestors'
an cestors’ n names
am es in oaths and curses. a human friend. And watch them go! go! They set their hearts on
To be clanless
clan less is the worst
w orst fate that can befall a dwarf. something, they'll
they’ ll get it, whether it's
it’s a dragon's
dragon’s hoard or an
Dwarves empire's
empire’s throne. Yo You u have to admire that kind of o f dedication,
D w arves in other lands are typically artisans,
even if it gets them in trouble more often than not.” not."
especially
esp ecia lly w weaponsmiths,
eapon sm ith s, armorers,
arm orers, and jewjewelers.
elers. Some
S om e
become
b e c o m e mercenaries
m ercen a ries or bodyguards, highly sought after
for their courage
cou rag e and loyalty.

GODS,
G o d s , GOLD,
G o l d , AND
a n d CLAN
C lan
Dwarves
D w a rves wwhoh o take up the adventuring life might m ight be
motivated
m otivated by a desire for treasure-for
treasure—for its own ow n sake, for
a specific purpose,
sp ecific p u rpose, or even out of o f an altruistic desire to
help others. Other dwarves
dw arves are driven by the command
com m a n d
or inspiration of o f a deity, a direct calling or simply
sim ply a
desire to brin
bringg glory to on onee of
o f the dwarf
dw arf gods. Clan and
ancestry
an cestry are also important
im portant motivators.
m otivators. A A dwarf
d w a rf might
seek to restore a clan clan's
’s lost honor, avenge an ancient
wrong
w ron g the clan suffered, or earn a new p place
lace within
w ithin the
clan after having been exiled. Or a dwarf dw arf might
m ight search
for the axe w wielded
ielded by a mighty
m ighty ancestor, lost on the field
of
o f battle centuries ago.
DWARF
D w a r f NAMES
Names Tool Proficiency. You gain proficiency with the
artisan's
artisan’s tools of o f your
y ou r choice: smith's
sm ith’s tools, b brewer's
rew er’s
A
A dwarf's
d w a rf’s name
nam e is granted by a clan elder, in accordance
a ccord a n ce supplies, or mason's
m a son ’s tools.
with tradition. Every pproper roper dwarven
dw arven name
nam e has been
been Stonecunning. Whenever W h enever you makem ake an Intelligence
used
u sed and reused
reu sed down
dow n through the generations. A A (History)
(H istory) check
ch eck related to the origin of o f stonework,
stonew ork, you
dwarf's
d w a rf’s name
n am e b belongs
elon g s to the clan, not to the individual. are considered
con sid ered proficient in the HistoryH istory skill and add
A dwarf
A dw arf who
w h o misuses
m isu ses or brings shame
sham e to a clan name
nam e double your pproficiency
roficiency bon bonus
u s to the check, instead of of
is stripped of o f the name
nam e and forbidden by law to use any your nnormal
orm al proficiency bonus.
dwarven
dw arven namenam e in its place. Languages. You can speak, read, and write w rite Common
C om m on
Male
M ale Names: Adrik, Alberich,
A lberich, Baern, Barendd, Brottor, and Dwarvish.
D w arvish. Dwarvish
D w arvish is full of o f hard consonants
con son a n ts and
Bruenor, Dain, Darrak, Delg,
D elg, Eberk, Einkil, Fargrim,
Fargrim , guttural sounds,
sou n ds, and thoseth ose characteristics spill over into
Flint, Gardain, Harbek, Kildrak, Morgran,
M orgran, Orsik, whatever
w hatever other language a dwarf dw arf might
m ight speak.
Oskar, Rangrim,
R angrim , Rurik, Taklinn, Thoradin, Thorin, Subrace. Two T w o main
m ain subraces
su braces ofo f dwarves
dw arves populate the
Tordek, Traubon, Travok, Ulfgar, Veit, Vonda!
Vondal worlds
w orld s of
o f D&D:
D &D: hill dwarves
dw arves and mountain
m ountain dwarves.
dw arves.
Female Names: Amber,
Am ber, Artin, Audhild, Bardryn, Choose onee of
C h oose on o f these subraces.
Dagnal, Diesa,
D iesa, Eldeth, Falkrunn, Finellen, Gunnloda,
G unnloda,
Gurdis, H i l l DWARF
HILL D w arf
G urdis, Helja, Hlin, Kathra, Kristryd, Ilde, Liftrasa,
Mardred,
M ardred, Riswynn,
R isw ynn, Sann!,
Sannl, Torbera, Torgga, Vistra As
A s a hill dwarf, you have keen senses,
sen ses, deep intuition,
Clan Names: Balderk, Battlehammer,
Battleham m er, Brawnanvil, and remarkable
rem arkable resilience. TheT h e gold dwarves
dw arves ofo f Faerun
Dankil, Fireforge, Frostbeard, Gorunn,
G orunn, Holderhek,
H olderhek, in their mighty
m ighty southern kingdom
k ingdom are hill dwarves,
dw arves, as
Ironfist, Loderr, Lutgehr, Rumnaheim,
R um naheim , Strakeln, are the exiled Neidar and the debased
d eb a sed Klar
K lar of
o f Krynn
K rynn in
Torunn, Ungart the Dragonlance
D ragon lan ce setting.
Ability Score Increase. Your Wisdom W isd om score
DWARF
D w a r f TRAITS
T r aits increases
in creases by 1.
Dwarven Toughness. Y Your
our hit point maximum
m axim um
Your dwarf
dw arf character has an assortm assortment ent of
o f inborn
in creases by 1, and it increases
increases in creases by 1 every time
tim e you
abilities, part and parcel of o f dwarven
dw arven nature.
gain a level.
Ability Score Increase. Your Constitution score sco re
increases
in creases by 2. MOUNTAIN
M o u n t a i n DWARF
D w arf
Age. Dwarves
D w a rves mature
m ature at the samesa m e rate as humans,
hum ans, but Ass a mountain
A m ountain dwarf, you're strong
stron g and hardy,
they're considered
they’re con sid ered y young
ou n g until they reach the age of o f 50. accustomed
a ccu stom ed to a difficult life in rugged terrain. You're
You’re
On average, they live about 350 35 0 years. probably on the tall side (for a dwarf),
dw arf), and tend tow
toward
ard
Alignment. Most M ost dwarves
dw arves are lawful, believing firmly lighter coloration. The shield dw dwarves
arves of
o f northern
in the benefits of o f a well-ordered
w ell-ordered society. TheyTh ey tend Faerun, as wwell
ell as the ruling Hylar clan and the noble
toward
tow ard good
g o o d as w
well,
ell, with a strong
stron g sense
sen se of
o f fair play and Daewar
D aew ar clan of
o f Dragonlance,
D ragon lance, are mountain
m ountain dwdwarves.
arves.
a belief
b elief that everyone deserves
deserv es to share in the benefits of of Ability Score Increase. Your Strength score
sco re
a ju
just
st order. increases
in creases by 2.
Size. Dwarves
D w a rves stand b between
etw een 4 and 5 feet tall and Dwarven Armor Training.
Training. You have proficiency w
with
ith
average about 150 pou pounds.
nds. Your size is Medium.
M edium . light and medium
m edium armor.
Speed. Your bbase walking
a se w alk in g speed
sp eed is 25 feet. Your
speed
sp eed is not reduced
redu ced by wearing
w earin g heavy armor.
D uergar
DUERGAR
Darkvision. Accustomed
A ccu stom ed to life underground, you
In cities deep in
In in the Underdark live the duergar, or gray
have superior
su perior vision in dark and dim conditions.
condition s. You
dwarves. These vicious, stealthy slave traders raid
raid the surface
can see in dim dim light w within
ithin 6 60
0 feet of
o f you as if it wwere
ere
world for captives, then sell their prey to the other races of
bright light, and in darkness as if it w were
ere dim light. You the Underdark. They have innate magical abilities to become
can't
ca n ’t discern
d iscern color in darkness, only shades of o f gray. invisible and to temporarily grow to giant size.
Dwarven Resilience. You have advantage on saving
throws
th row s against p poison,
oison , and you have resistan
resistancece against
poison
p oison damage
dam age (explained in chapter 9).
Dwarven Combat Training. Training. You have proficiency
with
w ith the battleaxe, handaxe, th throwing
row in g hammer,
hamm er,
and w warhammer.
arham m er.
E lf
ELF
"I
“ I HAVE NEVER
N EVER IMAGINED
IM A G IN E D SUCH
SU C H BEAUTY
B E A U T Y EXISTED,"
E X ISTE D ,”

Goldmoon said softly. The day's


day’s march had been difficult,
but the reward at the end was beyond their dreams.
The companions stood on a high cliff over the fabled
city of Qualinost.
Four slender spires rose from the city’
city'ss corners like glisten-
glisten -
ing spindles, their brilliant white stone marbled with shining
silver. Graceful arches, swooping from spire to spire, soared
through the air. Crafted by ancient dwarven metalsmiths,
they were strong enough to hold the weight of an arrrry,yet
army, yet
they appeared so delicate that a bird lighting on them might
overthrow the balance. These glistening arches were the
city's
city’s only boundaries; there was no wall around Qualinost.
The elven city opened its arms lovingly to the wilderness.
-Margaret
—M W eis & Tracy
a rg a ret Weis T ra cy Hickman,
H ick m a n ,
Dragons of Autumn Twilight

Elves are a magical


m agical people
p eop le of
o f otherworldly
otherw orldly grace, living females
fem ales are about the same sam e height, and males
m ales are only
in the wworld
orld but not entirely part of o f it. They live in marginally
m arginally heavier than females.
fem ales.
places
p la ces of
o f ethereal beauty, in the midst
m idst ofo f ancient forests Elves'
E lves’ coloration encompasses
en com p a sses the normal
norm al human
hum an
or in silvery spires
sp ires glittering wwith
ith faerie light, where
w here range and also includes skin in shades sh ades of
o f copper,
soft music
m usic drifts through the air and gentle fragrances bronze,
bron ze, and almost
alm ost bluish-white, hair of o f green or blue,
waft
w aft on the breeze. Elves love nature and magic, m agic, art and eyes like ppools
o o ls of
o f liquid gold or silver. Elves have no
and artistry, music
m usic and poetry, and the g good
o o d things facial and little bbody
od y hair. They
Th ey favor elegant clothing
cloth in g in
of
o f the world. bright colors, and they enjoy simple jewelry.
sim ple yet lovely jew elry.

S l e n d e r AND
SLENDER G raceful
a n d GRACEFUL A
A TIMELESS
T i m e l e s s PERSPECTIVE
P er spective
With
W ith their unearthly grace and fine features, elves Elves can live well
w ell over 700 years, giving them a broad broad
appear hauntingly beautiful to hum humans
ans and members
m em bers perspective on events that might trouble the shorter-
of
o f many
m any other races. They are slightly shorter than lived races more
m ore deeply. They
Th ey are more
m ore often amused
am used
humans
hum ans on average, ranging from w well
ell under 5 feet than excited, and more
m ore likely to be curious
cu riou s than
tall to just over 6 feet. They
T h ey are more
m ore slender than greedy. They tend to remain
rem ain aloof
a lo o f and unfazed by petty
humans,
hum ans, weighing
w eigh in g only 100 to 145 pou
pounds.
nds. Males
M ales and happenstance. When
W h en pursuing a goal, however, whetherw hether
mission
adventuring on a m ission or learning a n
new
ew skill or art, to do so. Some join
S o m e might jo in with rebels fighting against
focused
elves can be focu sed and relentless. They are slowslow to oppression,, and others
oppression oth ers m
might become
ight b champions
e c o m e cham pion s ooff
make
m ake friends and en enemies,
em ies, and even slower
slow er to forget moral
m causes.
oral cau ses.
them. They
T h ey reply to petty insults w with
ith disdain and to
serious
seriou s insults with vengean
vengeance.ce. ELF
E lf N NAMES
am es
Like the bran
branches
ches of
o f a youn
youngg tree, elves are flexible Elves
E lves are considered
con sid ered children until they declare
in the face of
o f danger.
danger. They
T h ey trust in diplomacy
diplom acy and
themselves
them selves adults, some
so m e time
tim e after the hundredth
compromise
com p rom ise to resolve differences b before
efore they escalate
birthday, and before this pperiod
birthday, eriod they are called
to violence. They
T h ey have been known
kn ow n to retreat from
by child names.
nam es.
intrusions into their woodland
w ood la n d homes,
h om es, confident
On declaring
declarin g adulthood, an elf selects an adult name, nam e,
that they can sim
simply wait
ply w ait the invaders out. But w when
hen
although ththose who knew
ose w ho k n ew him or her as a youngster
need
the n eed arises, elves reveal a stern m martial
artial side,
might use
m ight continue to u name.
se the child nam Each
e. E ach eelf's
lf’s adult
demonstrating
dem onstrating skill wwith sword,
ith sw bow,, and strategy.
ord, bow
namee is a unique creation,
nam creation, though it m might reflect
ight reflect
names
the n am es ooff resp
respected
ected individuals or other fam family
ily
HIDDEN
H id d en W o o d la n d R
WOODLAND REALMS
ealm s
members.
em bers. Little distinction exists betw
m betweeneen mmale
ale
Most
M ost elves dwell in small
sm all forest villages hidden among
am ong names
n am es and female names;
fem ale nam es; the groupings
grou pin gs h here
ere reflect
the trees. Elves hunt game,
gam e, gather food, and grow
grow only general tendencies. In addition, every elf bears a
vegetables, and their skill and magic m agic allow them to family name,
fam ily nam e, typically a combination
com bination of o f other Elvish
support th themselves
em selves wwithout
ithout the need
n eed for clearing
clearin g and words.
w ords. Some
S om e elves traveling among
am ong humans
hum ans translate
plowing
p low in g land. They are talented artisans, crafting finely their family
fam ily nnames
am es into Common,
C om m on , but others retain the
worked
w ork ed clothes
cloth es and art objects. Their contact with Elvish version.
outsiders is usually lim limited,
ited, though a few elves m make
ake a
Child Names: Ara, Bryn, Del, Eryn, Faen, Innil.
Eryn, Faen,
good
g o o d living by trading crafted itemitemss for m
metals (which
etals (w hich
Mella, Naill, Naeris,
Lael, Mella, Naeris, Phann,
Phann, Rael,
Rael, Rinn, Sai,
they have n noo interest in mmin ing).
ining).
Syllin, Thia, Vall
encountered
Elves en cou ntered outside their ow own iands are
n lands
Male Adult Names: Adran, Aelar, A Aramil, Arannis,
ram il, A rannis,
commonly
com minstrels,
m on ly traveling m instrels, artists, or sages. HHuman
um an
Beiro,
Aust, B eiro, Berrian, Carrie,
C arric , Enialis, Erdan, Erevan,
nobles
n obles compete
com p ete for the services
serv ices of
o f elf instructors to
Galinndan,
G alinndan, Hadarai, Heian, H Himo,
im o, Immeral,
Im m eral, Ivellios,
teach swordplay
sw ordplay or mmagic
agic to their children.
Laucian, M Mindartis,
indartis, Paelias, Peren, Quarion,
Q uarion, Riardon,
Rolen,
R olen, Soveliss,
S oveliss, Thamior,
Tham ior, Tharivol, Theren, Varis
EXPLORATION
E AND
x plo r a tio n a A dventure
n d ADVENTURE

Elves take up adventuring out of wanderlust.


of w anderlust. Since
S in ce
they are so
s o long-lived.
long-lived, they can enjoy centuries of
of
exploration and discovery. They dislike the p pace
a ce of
of
human
hum society, w
an society, which regimented
hich is regim ented from day to day but
changing
constantly changin g over ddecades.
ecades, sso careers
o they find careers
them travel freely and set their own
that let them ow n pace. Elves
also enjoy exercising ma
exercisin g their m rtial pprowess
artial row ess or gaining
greater mmagical power.
agical pow er, and adventuring allows
allow s them
H a u g h t y b u t G r a c io u s Trance. Elves ddon't need
on ’t n eed to sleep. Instead, they
Although they can be haughty, elves are generall
generallyy gracious meditate deeply, rem remaining
aining semiconscious,
sem icon sciou s, for 4
even to those who fall fall short of their high expectations-
expectations— hours a day. (The C Common
om m on wword
ord for such m meditation
editation
which is most non-elves. Still, they can find find good inin just is "trance.")
“trance.”) W While
h ile meditating, you can can dream
dream after a
about anyone. fashion; such dream dreamss are actually m mental exercises
ental ex ercises that
Dwarves. "Dwarves
“ Dwarves are dull, clumsy oafs. But what they have bbecome
e c o m e reflexive through years ooff practice. After
lack in
in humor, sophistication
sophistication,, and manners, they make up in in resting in this way, you gain the sa same
m e benefit that a
valor. And I must admit, their best smiths produce art that
human
hum an d does
oes from 8 hours ooff sleep.
approaches elven quality."
quality.”
Languages. You can speak, read, and w write Common
rite C om m on
Halflings. "Halflings
Ha/flings. “ Halflings are people ofo f simple pleasures, and
that is
is not a quality to scorn. They're
They’re good folk, they care
and Elvish. Elvish is fluid, w with
ith subtle intonations and
for each other and tend their gardens, and they have proven intricate gram grammar.
m ar. Elven literature is rich and varied,
themselves tougher than they seem when the need arises." and their son songs
g s and p poems famous
oem s are fam among
ous am ong other
Humans. "All
“All that haste, their ambition and drive to races. M Manyany bards learn their language so can add
s o they can
accomplish something before their brief lives pass away- away— Elvish ballads to their repertoires.
human endeavors seem so futile sometimes. But then Subrace. Ancient divides am among people
ong the elven people
you look at what they have accomplished, and you have to resulted in three m main
ain subraces: high elves, w wood
o o d elves,
appreciate the ir ach
their ievements. If only they could slow down
achievements. and dark elves, w who commonly
h o are com draw. C
m on ly called drow. Choose
h oose
and learn so
someme refinement."
refinement.”
one
on e ooff th
these
ese subraces. In som some worlds,
e w these
orlds, th subraces
ese su braces
are divided still further (such as the sun elves and m moon
oon
Female Adult Names: Adrie,Adrie, Althaea, Anastrianna, elves ooff the Forgotten R Realms),
ealm s), sso
o if you wwish, can
ish, you can
Andraste
Andraste,, Antinua, Bethrynna, Birel, Caelynn, choose narrower
c h o o s e a narrow er subrace.
Drusilia,
D rusilia, Enna, Felosial, Ielenia, Jelenneth, Keyleth,
Leshanna, Lia, Meriele,
M eriele, Mialee,
M ialee, Naivara, Quelenna,
Q uelenna, H ig h E
HIGH ELF
lf
Quillathe, Sariel, Shanairra, Shava, Silaqui, As
A s a high elf, you have a keen m mind
ind and a m mastery
astery ooff
Theirastra, Thia, Vadania, Valanthe, Xanaphia
X anaphia at least the ba basics
sics ooff m
magic. many
agic. In m any ooff the wworlds
orlds
Family Names
Nam es (Common
(Comm on Translations): Amakiir A m akiir of
o f D&D, there are tw twoo kinds ooff high elves. One type
(Gemflower),
(G em flow er), Amastacia
A m astacia (Starflower), Galanodel
(Starflow er), G alanodel (which
(w hich includes the gray elves and valley elves ooff
(Moonwhisper),
(M oonw hisper), Holimion
H olim ion (Diamonddew),
(D iam onddew ), Ilphelkiir Greyhawk, the Silvanesti ooff D Dragonlance,
ragon lance, and the
(Gemblossom),
(G em blossom ), Liadon (Silverfrond), M Meliamne
eliam ne sun elves ooff the Forgotten
Forgotten R Realms)
ealm s) is haughty and
(Oakenheel),
(O akenheel), Nai:lo
Nai'lo (Nightbreeze), Siannodel
S ian nodel reclusive, believing them themselves
selves to be sus uperior
perior to
(Moonbrook),
(M oon brook ), Xiloscient
X iloscien t (Goldpetal)
(G oldpetal) non-elves and even other elves. T The
h e other type
(including the high elves ooff G Greyhawk.
reyhawk. the
ELF
E l f TRAITS
T r aits Qualinesti
Q ualinesti ooff DDragonlance,
ragon lance, and the m moon
oon elves
Your elf character has a variety ooff natural abilities, the of
o f the Forgotten R Realms)
ealm s) are m more common
ore com m on
result of
o f thousands
th ou san ds ooff years ofo f elven refinement.
refinem ent. and m more
ore friendly, and often en encountered
cou ntered
Ability Score Increase. Your Dexterity score s co re among
am ong humhumansans and other races.
increases
in creases by 2.
The
T h e sun elves ooff Faerun (also called gold gold
Age. Although
A lthough elves reach physical maturity at about elves or sunrise elves) have bbronze ron ze skin and a nd
the same
sam e age as humans,
hum ans, the elven understanding of of hair ooff copper, black, or golden blond.
blond. Their
Their
adulthood ggoes o e s beyond
beyon d physical growth
grow th to encompass
en com p ass eyes are golden, silver, or black. M Moon
oon elves (also
worldly
w orldly experience. An A n elf typically claims
claim s adulthood called silver elves or gray elves) are m much
uch paler,
and an adult name nam e around the age of o f 100 and can live with
w ith alabaster skin sometimes
som etim es tinged w with
ith blue.
to be 750 y years
ears old. They often have hair ooff silver-white,
silver-white, black, or blue,
Alignment. Elves love freedom, freedom , variety, and self- but various sh shades
ades ooff blond, brow
brown,n, and red are
expression,
expression , so they lean strongly toward tow ard the gentler not uuncommon.
n com m on . TTheir
h eir eyes are blue or green and
aspects ooff chaos. They Th ey value and protect others' flecked w with
ith gold.
freedom as well w ell as their own,
ow n, and they are more m ore Ability Score Increase. Your Intelligence score
often good
g o o d than not. The T h e draw
d row are an exception:
exception; their increas
in creases es by 1.
exile into the Underdark
U nderdark has made m ade them vicious and E lf Weapon Training. You have proficiency with
Elf
dangerous. Drow D row are more
m ore often evil than not. the lon
longsword,
gsw ord, shortsword, shortbow,, and longbow
shortsw ord, shortbow longbow..
Size. Elves range from under 5 to over 6 fe et tall and
feet
have slender builds. Your size is Medium. M edium .
Speed. Your base ba se walking
w alk in g speed
sp eed is 30 feet.
feet.
Darkvision. Accustomed
A ccu stom ed to twilit fores
foreststs and the night
sky, you have superior
su perior vision in dark and dim conditions.
You can see in dim light within w ithin 606 0 feet of
o f you as if it
were
w ere bright light, and in darkness
dark n ess as if it were
w ere dim light.
You can't
ca n ’t discern color in darkness, only shades of o f gray.
Keen Senses. You have proficiency in the
Perception
P erception skill.
Fey Ancestry. You have advantage on saving throws throw s
against being
bein g charmed,
charm ed, and magicm agic can't
ca n ’t put you to sleep.
Cantrip. You know
k n ow one cantrip of o f your choice
ch oice from DARK
D a r k ELF
E l f (DROW)
(D ro w )
the wizard
w izard spell list. Intelligence is your spellcasting
spellcastin g Descended
D escen d ed from an earlier subrace su brace ofo f dark-skinned
ability for it. elves, the drow
d row w were
ere banished from the surface su rface world
w orld
Extra Language. You can speak, read, and w write
rite one for following
follow in g the goddess
g o d d e ss Lolth down
dow n the path to
extra language of
o f your choice. evil and corruption. N Nowow they have built their own ow n
civilization in the depths of o f the Underdark, patterned
Woon
W o o d ELF
E lf after the Way
W ay ofo f Lolth. Also
A lso called dark elves, the drow drow
Ass a w
A wood
o o d elf, you have keen sseenses
n se s and intuition, and have black skin that resembles polished
resem b les polish ed obsidian and
your fleet feet carry you quickly and stealthily through stark wwhite
hite or pale yyellow
ellow hair. TheyTh ey commonly
com m on ly have
your native forests. This
T h is category includes the wild
w ild very pale eyes (so pale as to b bee mistaken
m istaken for white) in
elves (grugach) of
o f Greyhawk
G reyhaw k and the Kagonesti
K agonesti ofof shades
sh ades of
o f lilac, silver, pink, red, and blue. They Th ey tend to
Dragonlance,
D ragon lance, as wwell
ell as the races called wood
w o o d elves in be smaller
sm aller and thinner than most m ost elves.
Greyhawk
G reyhaw k and the Forgotten Realms.
R ealm s. In Faerfin,
Faerun, wood
w ood Drow
D row adventurers are rare, and the race does d o e s not exist
elves (also called wild
w ild elves, green elves, or forest elves) in all w
worlds.
orlds. Check
C h eck with your DungeonD u n geon Master
M aster to see
are reclusive and distrusting of o f non-elves. if you can play a drowd row character.
Wood
W o o d elves'
elves’ skin tends to be copperish
cop p erish in hue, Ability Score Increase. Your Charisma C harism a score
sometimes
som etim es with traces of o f green. Their
Th eir hair tends toward
tow ard increases
in creases by 1.
browns
b row n s and blacks, but it is occasionally
occa sion ally blond or Superior Darkvision. Your darkvision has a
copper-colored.
cop p er-colored . Their
T heir eyes are green, browbrown,
n, or hazel. radius of
o f 120 feet.
Ability Score Increase. Your W Wisdom
isd om sscore
core Sunlight Sensitivity. You have disadvantage on attack
Sunlight
increases
in creases by 1. rolls and on Wisdom
W isd om (Perception)
(P erception ) checks
ch eck s that rely on
Elf
E lf Weapon Training.
Training. You have proficiency with w ith the sight when
w hen you, the target of o f your attack, or whatever
w hatever
longsword,
longsw ord, shortsword,
sh ortsw ord, shortbow,
shortbow , and longbow.
longbow . you are trying to perceive is in direct sunlight.
Fleet ofo f Foot. Your baseba se walking
w alking speed Drow Magic. You know k n ow the dancing lights cantrip.
increases
in creases to 35 feet. When
W h en you reach 3rd level, you can cast the faerie fire
Mask of o f the Wild. You can attempt to hide even when w hen spell once
on ce pper
er day. When
W h en you reach 5th level, you can
you are only lightly obscured
o b scu red by foliage, heavy rain, also cast the darkness spell once on ce per day. Charisma
C harism a is
snow , mist, and other natural phenom
falling snow, phenomena.
ena. your spellcasting
sp ellcastin g ability for these spells.
Drow Weapon Training.
Training. You have proficiency with
rapiers, shortswords,
sh ortsw ords, and hand crossbows.crossb ow s.

T h e DARKNESS
THE D a r k n e s s OF
o f tTHE D row
h e DROW
Were itit not for one renowned exception, the race of o f drow
wou ld be universal
would universallyly rev il ed. To most, they are a race of
reviled.
demon-wo rship ing marauders dwe
demon-worshiping ll ing in
dwelling in the subterranean
depths of o f the Underdark, emerging on ly on the blackest
only
nights to pillage and slau ghter the surface dwellers they
slaughter
desp ise. Their society
despise. society is depraved and preoccupied with the
favor of Lolth, their spider-goddess, who sanctions murder
and the extermination of o f entire families as noble houses
vie for position.
positi on.
Yet one drow, at least, broke the mold. In
Yet In the world of o f the
Forgotten Realms,
Realms , Drizzt Do'Urden, ranger of o f the North, has
proven his quality as a good-hearted defender of o f the weak
and innocent. Rejecting his heritage and adrift in in a world that
loo
looksks upon him with terror and loathing, Drizzt is a model model
for those few drow who follow in in his footsteps, tryi ng to find
trying
a life apart from the evil society of o f their Underdark homes.
Drow grow up believing that surface-dwelling races are
inferior, worthless except as sslaves. laves. Drow who develop a
conscience or find it necessary to cooperate with members of
find it
other races findfind it hard to overcome that prejudice, especially

------
when they are so often on the receiving end of o f hatred.
The comfort of home a re th goals of most halflings'
live~:
liv e s : a place to ~eLtle
p lace LO s e ttle in p
peace
e a ce and quier,
quiet, far from
marauding
m arauding monsters
m on sters and clashing armies; arm ies; a blazing fire
and a generous meal; m eal; fine drink and fine conversation.
Though
T hough some som e halflings live out their days in rem remote
ote
agricultural communities,
com m u n ities, others form n nomadic
om ad ic bands
that travel constantly, lured by the open road and the
wide
w ide h horizon
orizon to discover
d iscov er the wonders
w on d ers of
o f new
n ew lands and
peoples.
peop les. But even theseth ese wwanderers
an derers love p peace,
ea ce, food,
hearth, and home, hom e, though home h om e might
m ight be a wagon
w agon
jostling
jostlin g along an dirt road or a raft floating downriver.
dow nriver.

SMALL AND
Sm all a n d PRACTICAL
Pr a c t i c a l

The
T h e diminutive
dim inutive halflings survive in a w world
orld full of
o f larger
creatures
creatu res by avoiding notice n otice or, barring that, avoiding
offense. Standing about 3 feet tall, they appear relatively
harmless
h arm less and so s o have managed
m anaged to survive for centuries
in the shadow
sh ad ow ofo f empires
em pires and on the edges
edg es of
o f wars
w ars and
political strife. They are inclined
in clined to be stout, w weighing
eighing
between
betw een 40 and 45 pounds.
Halflings'
H alflings’ skin ranges
ran ges from tan to pale with a ruddy
cast, and their hair is usually bbrown row n or sandy browbrown n
and wavy. TheyT h ey have brow
brown n or hazel
h azel eyes. Halfling
H alfling men
m en
often sport longlon g sideburns, but bea beards
rd s are rare among
am ong
them and mustaches
m ustaches even more m ore so. They like to w wear
ear
H a l f l in g
HALFLING simple, comfortable,
sim ple, com fortable, and practical clothes, favoring
REGIS
R e g i s THE
t h e HALFLING,
h a l f l i n g , THE
t h e ONLY
o n l y ONE
o n e OF HIS
of h KIND
is k i n d FOR
for bright colors.
Halfling
H alfling practicality extends beyon beyond d their clothing.
in any direction, locked hisfmgers
hundreds of miles in hisfingers be-
They're
T h ey ’re concerned
c on cern ed w with
ith basic n needs
eed s and simple
sim ple
hind his head and leaned back against the mossy blanket pleasures
p leasu res and have little u use
se for ostentation. Even the
of the tree trunk. Regis was short, even by the standards wealthiest
w ealthiest of o f halflings keep their treasures lockedlock ed in a
thefluff
of his diminutive race, with the o f his curly brown
fluff of cellar rather than on display for all to see. They Th ey have
a knack for finding the most m ost straightforward
straightforw ard solution
thee three
locks barely cresting th three-foot
-foot mark, but his belly was
problem,, and have little patience for dithering.
to a problem
amply thickened by his love of a good meal, or several, as
the opportunities presented themselves. The
The crooked stick KIND
K i n d AND
a n d CURIOUS
C u r io u s
that served as his fishing pole rose up above him, clenched Halflings
H alflings are an affable and cheerful people. They
between two of his toes, and hung out over the quiet lake, cherish the bonbonds
ds ofo f family
fam ily and friendship as well
as the comforts
com forts ofo f hearth and home,
hom e, harboring
h arboring few
mirrored perfectly in the glassy surface of
p erfectly in o f Maer Dualdon.
Dua/don.
dreams
dream s ofo f gold or glory. Even adventurers amongam ong
—R.A. Salvatore,
-R.A. The Crystal Shard
S a lvatore, The them usually venture into the w world
orld for reasons
reason s of
of
A ffa b le a n d Po s it iv e
Halflings trytry to get along with everyone else and are loath to
make sweeping generalizations—
generalization s-especially
especially negative ones.
Dwarves. "Dwarves
“ Dwarves make loyal friends, and you can count
on them to keep their word. But would itit hurt them to smile
once in in a while?”
while?"
Elves. "They're
"They’re so beautiful! Their faces, their musi music,c, their
grace and all. It'sIt’s like they stepped out of o f a wonderful dream.
But there’s
there's no telling what's
what’s going on behind their smiling
community,
com m unity, friendship, wanderlust,
w anderlust, or curiosity. They faces-surely
faces— surely more than they ever let on." on.”
love discovering
d iscoverin g nnew
ew things, even simple
sim ple things, such Humans. "Humans
“ Humans are a lot like us, really. At least some
as an exotic food
fo o d or an unfamiliar
unfam iliar style of
o f clothing. of
o f them are. Step out of the castles and keeps, go talk to the
Halflings
H alflings are easily m moved
oved to pity and hate to see any farmers and herders and you'll you’ ll find good, so li d folk. Not that
solid
living thing suffer. They
Th ey are generous, happily sharing there's
there’s anything wrong with the barons and soldiers-you soldiers— you
have to admire their conviction. And by protecting their own
what
w hat they have even in lean tim times.
es.
lands, they protect us as well." well.”

BLEND
B l e n d INTO
i n t o THE
t h e CROWD
C rowd
Halflings
H alflings are adept at fitting into a community
com m u n ity of
of
Ex plo r in g O
EXPLORING OPPORTUNITIES
ppo r tu n ities

humans,
hum ans, dwarves,
dw arves, or elves, making
m aking themselves
them selves valuable Halflings
H alflings usually set out on the adventurer's
adventurer’s path to
and wwelcome.
elcom e. The
T h e combination
com bination of
o f their inherent stealth defend their communities,
com m u n ities, support their friends, or
and their uunassuming
nassum ing nature helps halflings to avoid explore a wide
w id e and w
wonder-filled world.
onder-filled w orld. For them,
unwanted
unw anted attention. adventuring is less a career than an opportunity or
Halflings
H alflings wwork
ork readily with
w ith others, and they are loyal sometimes
som etim es a necessity.
to their friends, wwhether
hether halfling or otherwise.
oth erw ise. They
Th ey can
display remarkable
rem arkable ferocity when
w hen their friends, families,
fam ilies, HALFLING
H a l f l i n g NAMES
Names
or communities
com m u n ities are threatened.
A
A halfling has a given name,
nam e, a family name,
fam ily nam e, and possibly
possibly
a nicknam
nickname.e. Family names
Fam ily n am es are often nicknames
n ick n am es that
PASTORAL
P a s t o r a l PLEASANTRIES
P le a sa n tr ie s
stuck so tenaciously they have been ppassed
a ssed down
dow n
Most
M ost halflings live in small, peaceful
sm all, p ea cefu l communities
com m u n ities with through the generations.
large farms
farm s and w well-kept
ell-kept groves. They rarely build
Male Names: Alton, Ander, Cade, Corrin, Eldon, Errich,
kingdoms
kin gdom s ofo f their own
ow n or even hold much m uch land beyond
Finnan, Garret, Linda!,
Lindal, Lyle, Merrie,
M erric, Milo,
M ilo, Osborn,
O sborn,
their quiet shires. They
T h ey typically don't
don ’t recognize
r ecog n ize any
Perrin, Reed,
R eed, Roscoe,
R o s co e , Wellby
W ellby
sort of
o f halfling nobility or royalty, instead lookinglook in g to
Female Names: Andry, Bree, Callie, Cora, Euphemia, Euphem ia,
family
fam ily elders to guide them. Families
Fam ilies preserve their
Jillian, Kithri, Lavinia, Lidda, Merla, N Nedda,
edda, Paela,
traditional w ways
ays despite the rise and fall of o f empires.
em pires.
Portia, Seraphina, Shaena, Trym, Trym , Vani, Verna
Many
M any h halflings
alflings live among
am ong other races, where w h ere the
Family Names: Brushgather, Goodbarrel,
G oodbarrel, Greenbottle,
G reenbottle,
halflings' hard work
halflings’ w ork and loyal outlook
ou tlook offer them
High-hill, Hilltopple, Leagallow,
Leagallow , Tealeaf, Thorngage,
T horngage,
abundant rewards
rew ards and creature comforts.
com forts. Some
S o m e halfling
Tosscobble,
T osscob ble, Underbough
U nderbough
communities
com m u n ities travel as a w way
ay of
o f life, driving w wagons
ag on s or
guiding boats from pla place
ce to place and maintaining
m aintaining no
permanent
perm anent home.
hom e.
HALFLING
H TRAITS
a l fl in g T r aits Languages. You can can speak, read, and w write
rite CCommon
om m on
and Halfling. T The
he HHalfling isn't secret, but
alfling language isn’t
Your halfling character has a number num ber ofo f traits in
halflings
h alflings are loath to share it w with
ith others. ThTheyey write
common
co m m o n with all other halflings.
don't’t have a rich bbody
very little, so they don od y ooff literature.
Ability Score Increase. Your Y our Dexterity
D exterity score
sco re Their
T h eir oral tradition, however, is very strong. A Almost
lm ost all
increases
in creases by 2.
halflings speak Common converse with people
h alflings sp ea k C om m on to con verse w ith the p eople
Age. A halfling reaches
reach es adulthood at the age of whose
in w dwell
h ose lands they dw ell or through wwhich
h ich they
20 and generally lives into the middle m iddle of
o f his or her
are traveling.
second
se co n d century.
twoo m
main
Subrace. The tw ain kinds ooff halfling, lightfoot and
Alignment. Most M ost halflings are lawful
law ful good.
g ood. As
A s a rule,
more
stout, are m closely related fam
ore like closely families
ilies than true
they are good-hearted and kind, hate to see others in subraces. Choose onee ooff these subraces.
su braces. C h oose on
pain, and have no n o tolerance for oppression.
op pression . They
Th ey are
also very orderly and traditional, leaning heavily on L
LIGHTFOO T
ig h t f o o t
the support of o f their community
com m u n ity and the comfort
com fort ofof Ass a lightfoot halfling, you can
A can easily hide from notice,
their old ways. even using other p people
eop le as cover. Y You're be
ou’re inclined to be
Size. Halflings
H alflings average about 3 feet tall and weigh w eigh affable and get along w well Forgotten
ell with others. In the Forgotten
about 40 pounds.
pou nds. Your size is Small.
Sm all. Realms,
R ealm s, lightfoot halflings have spread the farthest and
Speed. Your base walkingw alkin g speed
sp eed is 25 feet. thus are the m most common
ost co m m o n variety.
W h en you roll a 1 on an attack roll, ability
Lucky. When Lightfoots
L ightfoots are mmore
ore prone to w wanderlust
anderlust than other
check, or saving throw, you can reroll the die and must halflings, and often dw dwell
ell alongside other races or take
use
u se the new
n ew roll. up a n nomadic world
om adic life. In the w orld ooff G
Greyhawk,
reyhawk, ththese
ese
Brave. You have advanta ge on saving throws
advantage throw s against called hairfeet or tallfellows.
halflings are called
being
bein g frightened. Ability Score Increase. Your C Charisma score
harism a score
Halfling Nimbleness. You can move
Halfling m ove through the incre
in ases by 1.
creases
space
sp ace of
o f any creature that is of o f a size larger than yours. Naturally Stealthy. You cancan attempt to hide even
when
w hen you are obobscured
scu red only by a creature that is at least
oone
n e size larger than you.

St o u
STO U tT
Ass a stout halfling, you
A you're
’re hardier than average and have
some resistance
so m e resistan poison.
ce to p oison . Some
S o m e say that stouts have
dwarven
dw arven blood. In the Forgotten R Realms, these
ealm s, th ese halflings
they're m
are called stronghearts, and they’re most common
ost com m on
in the south.
score
Ability Score Increase. Your Constitution sco re
incre
in ases by 1.
creases
Stout Resilience. You have advantage on saving
throws
th poison,
row s against p resistance
oison , and you have resistan ce
against ppoison damage.
oison dam age.
HUMAN
Human
THESE WERE
T h ese w e r e THE
t h e STORI ES
s t o r ie OF
s o A rRESTLESS
f a PEOPLE
estless p WHO
eople w ho

long ago took to the seas and rivers in


in longboats,
longboats.first
first to
pillage and terrorize, then to settle. Yet there was an energy,
energy,
a love of adventure, that sangfrom every page. Long into
th
thee night Uriel read, lighting candle after precious candle.
Sh e'd never given much thought to humans,
She'd humans, but these
stories fascinated her. In
In these yellowed pages were tales of
bold heroes, strange andfierce animals. gods,
animals, mighty primitive gods,
and a magic that was part and fabric of that distant land. land.
-Elaine Cunningham,
—E lain e C Daugh ter of the
u n n in g h a m , Daughter th e Drow

reckonings
In the reck on in gs ooff m
most worlds,
ost w humans
orlds, hum ans are the
youngest ooff the common races, late to arrive on the
co m m o n races,
wworld
orld scene
scen e and short-lived in comparison
com p a rison to dwarves,
dw arves,
elves, and dragons. Perhaps it is bbecause eca u se of
o f their shorter
lives that they strive to achieve as m much
uch as they can in
the y years
ears they are given. Or maybe m aybe they feel they have
something
som eth in g to prove to the elder races, and that’sthat's wwhy
hy
they build their mighty
m ighty empires
em pires on the foundation of of
conquest
con q u est and trade. W Whatever
hatever drives them, humans
hum ans
are the innovators, the achievers, and the pion pioneers
eers V
VAa r i e t y IN
RIETY ALL
in A THINGS
ll T h in g s
ooff the w
worlds.
orlds.
Humans
H um ans are the m most
ost adaptable and am ambitious people
bitious p eople
among
am ong the common
com m on races. Th Theyey have w widely
idely varying
A BBROAD
A r o a d SPECTRUM
Spectrum
tastes , m
tastes, morals,
orals, and customs
custom s in the m many
any different lands
With
W ith their penchant for m migration
igration and conquest, where
w here they have settled. W When
h en they settle, though,
humans
hum ans are m more
ore physically diverse than other common
com m on they stay: they build cities to last for the ages, and
races. There
T h ere is no
n o typical human. An
hum an. A n individual can great kingdoms
kin gdom s that can persist for long centuries. A Ann
stand from 5 feet to a little over 6 feet tall and w weigh
eigh individual human
hum an might
m ight have a relatively short life span,
from 125 to 250 pou pounds.
nd s. Human
H um an skin shades
sh ades range but a hum
humanan nation or culture p preserves
reserves traditions
from nearly black to very pale, and hair ha ir colors
c o lo rs from with
w ith origins far beyond
beyon d the reach of o f any single human's
hum an’s
black to blond (curly,
black kinky, or straight):
(curly, kinky, males
straight); m ales might memory.
m em ory. They live
Jive fully in the present—m
present-making them
akin g them
sport
sp ort facial hair that is sparse A lot ooff hum
sp arse or thick. A humans
ans well
w ell suited to the adventuring life—but
life- but also plan for the
have a dash ooff nonhum
nonhuman an blood, revealing hints ooff elf, future , striving to leave a lasting legacy. Individually and
future,
oore,
r c , or other lineages. HHumans
um ans reach adulthood in their humans
as a group, hum ans are adaptable opportunists, and
late teens and rarely live even a single century. they stay alert to changing
changin g political and social
socia l dynamics.
dynam ics.
E v e r y o n e ’s S e c o n d - B e s t F r i e n d s
Just as readil
readilyy as they mix with each other, humans mingle
with members of o f other races. They get along with almost
everyone, though they might not be close to many. Humans
serve as ambassadors, diplomats, magistrates magistrates,, merchants,
and functionaries of o f all kinds.
Dwarves. "They're
“They’re stout folk, stalwart friends, and true to
their word. Their greed for gold is their downfall, though." though.”
Elves. "It's
“ It’s best not to wander into elven woods. They don't parents give their children names n am es from other languages,
like intruders, and you'llyou’ll as likely be bewitched as peppered such as Dwarvish
D w arvish or Elvish (pronounced
(p ron ou n ced more
m ore or less
with arrows. Still, if an elf can get past that damned racial correctly), but mostm ost parents give names n am es that are linked
pride and actually treat you like an equal, you can learn a lot to their region's
region ’s culture or to the naming n am ing traditions ofof
from them."
them.”
their ancestors.
Haljlings. "It's
Halflings. "It’s hard to beat a meal in in a ha/fling
halfling home, as
long as you don'tdon’t crack your head on the ceiling-good
ceiling— good food
The material culture and physical characteristics
and good stories in front of o f a nice, warm fire. If ha/flings
halflings had of
o f humans
hum ans can change wildly w ildly from region to region.
a shred of o f ambition, they might really really amount to something."
something.” In the Forgotten Realms,
R ealm s, for example,
exam ple, the clothing,
architecture, cuisine, music,
m usic, and literature are different
in the northwestern
northw estern lands of o f the Silver Marches
M arch es than
LASTING
L a s t i n g INSTITUTIONS
In s t it u t io n s in distant Turmish
Turm ish or Impiltur
Im piltur to the east~and
east—and even
Where
W h ere a single elf or dwarf
dw arf might
m ight take on the more
m ore distinctive in far-off Kara-Tur. Human H um an physical
responsibility
respon sibility of o f guarding a special
sp ecia l location or a characteristics, though, vary according accord in g to the ancient
powerful
pow erfu l secret, humans
hum ans found sacred orders and migrations
m igrations of o f the earliest humans,
hum ans, so s o that the humans
hum ans
institutions for such purposes.
p u rp oses. While
W h ile dwarf
dw arf clans and of
o f the Silver Marches
M arch es have every p possible
ossib le variation of
of
halfling elders pass on the ancient traditions to each coloration and features.
new
n ew generation, human hum an temples,
tem ples, governments.
governm ents, libraries, In the Forgotten Realms,
R ealm s, nine human hum an ethnic groups
and codes
c o d e s of
o f law fix their traditions in the b bedrock
e d ro ck of
of are wwidely
idely rrecognized,
ecog n ized , though over a dozen d ozen others are
history. Humans
H um ans dream of o f immortality,
im m ortality, but (except for found in more
m ore localized areas of o f Faerun. These
T h ese groups,
those
th ose few whow h o seek undeath or divine ascension
ascen sion to and the typical namesn am es ooff their members,
m em bers, can be usedu sed as
escape
esca p e death's
death’s clutches) they achieve it by ensuringen su ring that inspiration no matter which
m atter w hich world
w orld your human
hum an is in.
they will
w ill be remembered
rem em b ered when
w hen they are gone.
C a l is h it e
CALISHITE
Although some som e humans
hum ans can bee xenophobic,
ca n b xenoph obic, in
general their societies are inclusive. Human H um an lands
Shorter
Sh orter and slighter in build than most
m ost other hum
humans,
ans,

welcome Calishites have dusky brow


brown n skin, hair, and eyes.
w elcom e large numbers
num bers of o f nonhumans
nonh u m an s compared
com pa red to the
proportion They're
T h ey’re found prim
primarily
arily in southwest
southw est Faerun.
p roportion of o f humans
hum ans wwhoh o live in nonhuman
nonhum an lands.
Calishite Names: (Male)
(M ale) Aseir, Bardeid, Haseid,
E x e m p l a r s OF
EXEMPLARS A m bitio n
o f AMBITION Khemed,
K hem ed, Mehmen,
M ehm en, Sudeiman,
Sudeim an, Zasheir;
Z asheir; (female)
Humans
H um ans wwho
h o seek adventure are the mostm ost daring and Atala, Ceidil, Hama,Jasmal,
Ham a, Jasmal, Meilil, Seipora, Yasheira,
ambitious
am bitious members
m em bers of
o f a daring and ambitious
am bitious race. Zasheida; (surnames)
(surnam es) Basha, Dumein,
D um ein, Jassan, Khalid,
They
Th ey seek to earn glory in the eyes of o f their fellows
fellow s
Mostana,
M ostana, Pashar, Rein
by amassing power,
am assin g pow er, wealth.
w ealth, and fame.
fam e. More
M ore than
C hondathan
CHONDATHAN
other people,
people. humans
hum ans champion
cham pion causes
cau ses rather than
Chondathans are slender.
slender, tawny-skinned folk with
territories or groups.
brown
brow n hair that ranges from almost
alm ost blond to almost
alm ost

HUMAN black. Most


M ost are tall and have green or brown
brow n eyes,
H u m a n NAMES AND
Names a n d ETHNICITIES
Eth n icitie s
but these traits are hardly universal. Humans
H um ans of
of
Having so
s o much
m uch more
m ore variety than other cultures, Chondathan descent
d escen t dominate
dom inate the central lands of
of
humans
hum ans as a w
whole
hole have no typical names.
nam es. Some
S o m e human
hum an Faert'.Jn.
Faerun. around the Inner Sea.
Chondathan Names: (Male)(M ale) Darvin, Dorn,
D orn, Evendur, SHOU
Sh o u
Gorstag,
G orstag, Grim.
Grim , Helm, M orn, Randal,
H elm , Malark, Morn, The
Th e Shou
Sh ou are the most
m ost numerous
num erou s and powerful
pow erfu l ethnic
Stedd; (female) Arveene,
(fem ale) A rveen e, Esvele, Jhessail, Kerri, group in Kara-Tur, far to the east ofo f Faerun. They
T h ey are
Lureene, Miri, Rowan,
R ow an, Shandri.
Shandri, Tessele; (surnames)
(surnam es) yellowish-bronze
yellow ish -bron ze in hue, with black hair and dark
Amblecrown,
A m blecrow n , Buckman,
B uckm an, Dundragon,
D undragon, Evenwood,
E venw ood, eyes. Shou
S h ou surnames
su rnam es are usually presented before
Greycastle,
G reycastle, Tallstag the given name.
nam e.

DA
D MARAN
am aran Shou Names: (Male)
(M ale) An, Chen, Chi, Fai, Jiang, Jun,
Found prim
primarily
arily in the n
northwest
orthw est of o f Faerun, Damarans
D am arans Lian, Long, Meng,
M eng, On, Shan, Shui, Wen;
W en; (female)
are of
o f moderate
m oderate height and build, withw ith skin hues Bai, Chao, Jia, Lei, Mei, Qiao, Shui, Tai; (surnames)
(surnam es)
ranging from tawny to fair. TheirTh eir hair is usually brow
brownn Chien, Huang, Kao, Kung, Lao, Ling, Mei, Pin, Shin,
or black, and their eye color
c o lo r varies widely, though brow
brownn Sum,
Sum , Tan, Wan
W an
is most
m ost common.
com m on .
TETHYRIAN
T e t h y r ia n
Damaran Names: (Male)
(M ale) Bor, Fode),
Fodel, Glar, Grigor, Widespread
W id espread along the entire Sword
S w ord Coast
C oast at the
Igan, Ivor, Kosef,
K osef, Mival, Orel, Pavel, Sergor;
S ergor; (female) western
w estern edge of
o f Faerun, Tethyrians are of
o f medium
m edium build
Alethra, Kara, Katernin, Mara, Natali, Olma, Tana, and height, with
w ith dusky skin that tends to grow
g row fairer
Zora; (surnames)
(surnam es) Bersk, Chemin,
Chernin, Dotsk, Kulenov, the farther north they dwell. Their hair and eye color
Marsk, Nemetsk,
M arsk, N em etsk, Shemov,
Shem ov, Starag varies widely, but brow
brownn hair and blue eyes are the most
m ost
common.
com m on . Tethyrians primarily
prim arily use Chondathan
C hondathan names.
nam es.
Illu sk a n
lLLUSKAN
Illuskans are tall, fair-skinned folk with blue or steely Turam i
TURAMI
gray eyes. Most
M ost have raven-black hair, but those w who
ho Native to the southern shore
sh ore of
o f the Inner Sea,
S ea , the
inhabit the extreme
extrem e northwest have blond, red, or Turami ppeople
eop le are generally tall and muscular,
m uscular, with
light brow
brownn hair. dark mahogany
m ahogany skin, curly black hair, and dark eyes.
Illuskan Names: (Male)
(M ale) Ander, Blath, Bran, Frath, Turami Names: (Male)
(M ale) Anton, Diero,
D iero, Marcon,
M arcon, Pieron,
Geth, Lander, Luth, Malcer,
M alcer, Stor, Taman, Urth; Rimardo,
R im ardo, Romero,
R om ero, Salazar, Umbero; (female)
U m bero; (fem ale) Balama,
Balam a,
(female) Amafrey,
(fem ale) Am afrey, Betha, Cefrey, Kethra, Mara, Olga, Dona,
D ona, Faila,Jalana,
Faila, Jalana, Luisa, Marta, Quara, Selise,
Silifrey, Westra;
W estra; (surnames)
(surnam es) Brightwood,
B rightw ood, Helder, Vonda; (surnames)
(surnam es) Agosto,
A gosto, Astoria,
A storio, Calabra, Domine,
D om ine,
Hornraven,
H ornraven, Lackman,
Lackm an, Stormwind,
Storm w ind, Windrivver
W indrivver Falone, Marivaldi,
M arivaldi, Pisacar, Ramonda
R a m on d o

M ulan
MULAN HUMAN
H u m a n TRAITS
T r a it s
Dominant
D om inant in the eastern and southeastern shoressh ores of
of
the Inner Sea, the Mulan are generally tall, slim,slim , and
It's
It’s hard to make
m ake generalizations about humans,
hum ans, but
amber-skinned,
am ber-skinned, with eyes of o f hazel or brown.
brow n. Their
T heir hair your human
hum an character has these
th ese traits.
ranges from black to dark brown,
brow n, but in the lands w where
here Ability Score Increase. Your ability scores
sc o r e s each
the Mulan
M ulan are most prominent,
m ost prom inent, nobles
n obles and many
m any other
increase
in crease by 1.
Mulan shave off
o ff all their hair. Age. Humans
H um ans reach adulthood in their late teens and
live less than a century.
Mulan Names: (Male)
(M ale) Aoth, Bareris, Ehput-Ki, Alignment. Humans
H um ans tend toward
tow ard no
Kethoth, Mumed,
M um ed, Ramas,
R am as, So-Kehur,
So-K ehur, Thazar-De,
T hazar-D e, particular alignment.
alignm ent. The
T h e best and the worst
w orst are
Urhur; (female) Arizima,
Arizim a, Chathi, Nephis, Nulara, found among
am ong them.
Murithi, Sefris,
S efris, Thola, Umara, Zolis;
Z olis; (surnames)
(surnam es) Size. Humans
H um ans vary widely
w idely in height and build.
build, from
Ankhalab, Anskuld, Fezim,
Fezim , Hahpet, Nathandem, barely 5 feet to well
w ell over 6 feet tall. Regardless
R egardless of
o f your
Sepret, Uuthrakt position in that range, your size is Medium.
M edium .
Speed. Your base walking
ba se w alk in g speed
sp eed is 30 feet.
R ash em i
RASHEMI
Languages. You can speak, read, and write Common C om m on
Most
M ost often found east of
o f the Inner Sea
S e a and often
and one
on e extra language of o f your choice.
ch oice. Humans
H um ans typically
intermingled
interm ingled with the Mulan,
M ulan, Rashemis
R a sh em is tend to b
bee short,
learn the languages of o f other ppeoples
eop les they deal with,
stout, and muscular.
m uscular. They usually have dusky skin, dark
including obscure
o b scu re dialects. They are fond of o f sprinkling
eyes, and thick black hair.
their speech
sp eech with words
w ith w ord s bborrowed
orrow ed from other tongues:
Rashemi
Rashem i Names: (Male)
(M ale) Borivik, Faurgar,Jandar,
Faurgar, Jandar, Ore
O rc curses,
cu rses, Elvish musical
m usical expressions,
expression s, Dwarvish
D w arvish
Kanithar, Madislak,
M adislak, Ralmevik,
R alm evik, Shaumar,
Shaum ar, Vladislak; military
m ilitary phrases, and so on.
(female)
(fem ale) Fyevarra, Hulmarra,
H ulm arra, Immith,
Im m ith, Imzel.
Imzel,
Navarra,
Navarra, Shevarra, Tammith.
Tam mith. Yuldra; (surnames)
(surnam es) V
VARIANT H u m a n TRAITS
a r i a n t HUMAN T r a it s
Chergoba, Dyernina,
D yernina, Iltazyara, Murnyethara
Murnyethara,, If your campaign uses the optio nal feat rules from chapter 5,
optional
Stayanoga, U Ulmokina
lm okina your Dungeon Master might allow these variant traits, all of
which replace the human's
human’s Ability Score Increase trait.
Ability Score Increase. Two different ability scores of your
choice increase by l.
Skills. You gain proficiency in one skill of your choice.
Feat. You gain one feat of your choice.
For all her life, Farideh had known that reading her
f ather'ssface was a skill she'd been fortunate to learn. A
father’
couldn't spot the shift of her eyes or Havilar’
human who couldn’t Havilar'ss
in
would certainly see only the indifference of a dragon in
Clanless Mehen’
Mehen'ssface.
face. But the shift of scales, the arch of a
teeth-her father's
ridge, the set of his eyes, the gape of his teeth—her father's
fac e spoke volumes.
face
But every scale of it, this time, seemed completely still—
still-
the indifference of a dragon, even to Farideh.
- Erin
—E M.. Evans, The Adversary
rin M

Born
B orn ooff dragons, as their nam
namee pproclaims,
roclaim s, the
dragonborn w walk
alk proudly through a w world
orld that greets
incomprehension.
them with fearful in com prehen sion . Shaped draconic
S h a ped by d racon ic
gods
g themselves,
od s or the dragons them originally
selves, dragonborn originally
hatched from dragon eggs as a unique race, com combining
bin in g
the best attributes ooff dragons and hum
humanoids.
anoids. Some
S om e
dragonborn are faithful servants to true dragons, others
form the ranks ooff soldiers in great w
wars,
ars, and still others
find them
themselves
selves adrift, with no clear calling in life.

PROUD
P DRAGON
roud D KIN
r a g o n K in

Dragonborn
D look very m
ragon born look much
uch like dragons standing erect erect
humanoid
in hum form,, though they lack w
anoid form wings
in gs or a tail. The
first dragonborn had scales sca les ooff vibrant hues m matching
atching
DRAGONBORN
D ragonborn the colors ooff their dragon kin, but generations ooff
HER
H e r FATHER
f a t h e r STOOD
s t o o d ON
o n THE
t h e FIRST
f i r s t OF
o f TH E THREE
th e t h r e e STAIRS
s t a ir s interbreeding have created a m more uniform appearance.
ore uniform
Their smsmall,
all, fine scales
sca les are usually brass or bron bronze ze
that led down from the portal, unmoving. The scales of his
in color, sometimes
som etim es ranging to scarlet, rust, gold, or or
face had grown paler around the edges, but Clan less Mehen
Clanless copper-green. T They
h ey are tall and strongly built, often often
still looked as if he could wrestle down a dire bear him- standing cloclose
se to 66½1/2 feet tall and w weighing
eigh in g 300 pounds
3 0 0 pou nds
self. His familiar
familiar well-worn armor was gone, replaced by by or mmore.
ore. TTheir
heir hands and feet are strong, talonlike
clawss w
claw with
ith three fingers and a thum thumb b on each hand.
violet-tinted scale armor with bright silvery tracings. There
The
T blood
he b lood ooff a particular type ooff dragon runs
was a blazon on his arm as well, the mark of some foreign very strong through some so m e dragonborn clans. T These
h ese
house. ThThee sword at his back was the same, though, the one dragonborn often boast scalessca les that m
more
ore closely mmatch
atch
he had carried since even before he had found the twins left those
th ose ooff their dragon a
ancestor- bright red, green, blue,
n cestor—bright
gleaming
or white, lustrous black, or gleam ing mmetallic
etallic gold,
in
in swaddling at the gates ofo f Arush Vayem. silver, brass, copper, or bronze.
U n c o m m o n Ra ces
The dragonborn
dragon born and the rest of o f the races in in this chapter are
uncommon. They don't don’t exist in
in every world of D&D, and
even where they are found, they are less widespread than
dwarves, elves, halflings, and humans.
S e l f - S u f f i c i e n t CLANS
SELF-SUFFICIENT C lans In
In the cosmopolitan cities of o f the D&D multiverse, most
people hardly look twice at members of even the most
To any dragonborn,
dragonborn , the clan is more m ore important
im portant than
exotic races. But the small towns and villages that dot
life itself. Dragonborn
D ragon born oweow e their devotion and respect
the countryside are different. The common folk aren't aren’t
to their clan above all else, even the gods. Each
accustomed to seeing members of o f these races, and they
dragonborn's
dragon b orn ’s conduct
con du ct reflects on the honor
h on or of
o f his or her react accordingly.
clan, and brin
bringing
ging dishonor
dishon or to the clan can result in Dragonborn. It’s It's easy to assume that a dragon born is a
dragonborn
expulsion and exile. Each E ach dragonborn knowsk n ow s his or her monster, especially if his or her scales betray a chromatic
station and duties within
w ithin the clan, and honor
h on or demands
dem ands heritage. Unless the dragon born starts breathing fire and
dragonborn
maintaining
m aintaining the b bounds
ou n ds of
o f that position. causing destruction, though, people are likely to respond
A continual drive for self-improvement
A self-im provem ent reflects the with caution rather than outright fear.
self-sufficiency ofo f the race as a w whole.
hole. Dragon
D ragon born value Gnome. Gnomes don't don’t look like a threat and can quickly
skill and excellence
excellen ce in all endeavors. They T h ey hate to fail,
disarm suspicion with good humor. The common folk are
often curious about gnomes, likely never having seen one
and they push themselves
th em selves to extreme
extrem e efforts b before
efore they
before, but they are rarely hostile or fearful.
give up on something.
som ething. A A dragonborn
d ragonborn holds m mastery
astery ofof
Half-Elf Although many people have never seen a half-elf,
Half-Elf.
a particular skill as a lifetime
lifetim e goal. Members
M em bers of o f other virtually everyone knows they exist. A half-elf stranger'sstranger’s
races who
w h o share the same
sam e commitment
com m itm en t find it easy to arrival is followed by gossip behind the half-elf's back and
earn the resp
respect
ect ooff a dragonborn. stolen glances across the common room, rather than any
Though
T h ough all dragonborn strive to b bee self-sufficient, confrontation or open curiosity.
recognize
they recog n ize that help is sometimes
som etim es nneeded
eeded in difficult Half-Orc.
Half-Ore. It's
It’s usually safe to assume that a half-orehalf-orc is
situations. But the best sourceso u rce for such help is the belligerent and quick to anger, so people watch themselves
clan, and w when
hen a clan needs
n eeds help, it turns to another around an unfamiliar half-ore.
half-orc. Shopkeepers might
dragonborn clan bbefore efore seeking
seek in g aid from other races-ra ce s—
surreptitiously hide valuable or fragile goods when a half-ore half-orc
comes in, and people slowly clear out of o f a tavern, assuming a
or even from the gods.
fight will break out soon.
Tiefling. Half-ores
Tiejling. Half-orcs are greeted with a practical caution, but
DRAGONBORN
D r a g o n b o r n NAMES
Names tieflings are the subject of o f supernatural fear. The evil of o f their
Dragonborn
D personal
ra gon born have person al names
n am es given at birth, heritage is plainly visible in in their features, and as far as most
but they put their clan names
n am es first as a mark
m ark of
of people are concerned, a tiefling could very well be a devil
honor. A childhood
A ch ild h ood name
nam e or nickname
nickn am e is often used
straight from the Nine Hells. People might make warding
signs as a tiefling approaches, cross the street to avoid
among
am ong clutchmates
clutchm ates as a descriptive term or a term
passing near, or bar sshop hop doors before a tiefling can enter.
of
o f endearment.
endearm ent. TheT h e name
nam e might
m ight recall an event or
center on a habit.

Male Names: Arjhan, Balasar, Bharash, Donaar,


D onaar, Ghesh
Ghesh.
Heskan,
H eskan, Kriv, Medrash,
M edrash, Mehen,
M ehen, Nadarr, Pandjed,
Patrin, Rhogar, Shamash,
Sham ash, Shedinn,
Sh edinn, Tarhun, Torinn
Female Names: Akra, Biri, Daar, Farideh, Harann,
Havilar,
Flavilar, Jheri, Kava, Korinn,
K orinn, Mishann,
M ishann, Nala, Perra,
Raiann, Sora, Surina, Thava, Uadjit
Childhood Nam
Names:es: Climber,
Clim ber, Earbender.
Earbender, Leaper, Pious, D r a c o n ia n s
DRACONIANS
Shieldbiter, Zealous
Shieldbiter, Z ea lou s In the Dragon
in lance setting, the followers of
Dragonlance o f the evil goddess
Names:
Clan Nam Daardendrian,
es: Clethtinthiallor, D Delmirev,
aardendrian, D elm irev, Ta khisis learned a dark ritual that let them corrupt the
Takhisis
Drachedandion,
D rachedandion, Fenkenkabradon, K Kepeshkmolik,
epesh km olik, eggs ooff metallic dragons, producing evil dragonborn
dragon born called
Kerrhylon, KKimbatuul,
im batuul, Linxakasendalor, Myastan, draconian s. Five types ooff draconians, corresponding to the
draconians.
Nemmonis,
N Norixius,
em m onis, N orixius, Ophinshtalajiir, Prexijandilin, five types ooff metallic dragons, fought for Takhisis in in the War
Shestendeliath, Turnuroth, Verthisathurgiesh, Yarjerit ooff the Lance: aura ks (gold), baaz (brass), bozak (bronze),
auraks
kapak (copper), and sivak (silver). In In place of
o f their draconic
breath weapons, they have unique magical abilities.
DRAGONBORN
D r a g o n b o r n TRAITS
T r a it s
Your draconic
d racon ic heritage m manifests
anifests in a variety of o f traits
Draconic Ancestry. You have draconic d racon ic ancestry.
you share with other dragonborn. Choose
C h oose one
on e type of o f dragon from the D Draconic
ra con ic Ancestry
A n cestry
Ability Score Increase. Your Strength score sco re
table. Your breath weapon w eapon and damage resistance
dam age resistan ce are
increases
in creases by 2, 2, and your C Charisma
harism a score increases
sco re in creases by 1.
determined
determ ined by the dragon type, type, as shown table .
sh ow n in the table.
Age. YYoung dragon born grow
oung dragonborn grow quickly. T They walk
h ey w alk
Breath Weapon. Y You
ou can uuse
se your action to exhale
hours after hatching, attain the size and developm development ent
destructive energy. Your d draconic
racon ic anancestry determines
cestry determ ines
ooff a 10-year-old hum human an child by the age ofo f 3, and reach
reach the size, shape
shape,, and damage
dam age type of o f the exhalation.
adulthood by 15. T They
h ey live to be around 80.
When
W h en you u use
se your breath w weapon,
eapon , each creature in
Alignment. D Dragonborn
ragon born tend to extremes,
extrem es, m making
akin g a
the area of o f the exhalation m must
ust mmake
ake a saving throw,throw,
conscious
co n s cio u s choice
ch oice for oneon e side or the other in the cosmic
co sm ic
the type of of wwhich
hich is determined
determ ined by your draconic
dracon ic
war between
w ar betw een good
g o o d and evil (represented by Bahamut
ancestry. TheT h e DC
D C for this saving throw
th row equals 8 + +
and Tiamat, respectively). Most M ost dragonborn are good, good,
m odifier +
your Constitution modifier + your proficiency bonus. A A
but those
th ose wwho
h o side with Tiamat
Tiam at can be terrible villains.
creature takes 2d6 damage dam age on a failed save save,, and half
Size. Dragonborn
D ragon born are taller and heavier than humans, hum ans,
as mmuch
uch damage
dam age on a successful
su ccessfu l one.
one. The
T h e damage
dam age
standing wellw ell over 6 feet tall and averaging almost alm ost 250
250
increases
creases to 3d6 at 6th level, 4
in 4d6
d 6 at 11th level, and 5d6 5d6
pounds.
pou nds. Your size is M Medium.
edium .
at 16th level.
Speed. Your bbase a se wwalking speed
alk in g sp eed is 30 feet.
After use weapon,
eapon , you ccan't
A fter you u se your breath w use
a n ’t u se it
again until you com complete
plete a short or lon longg rest.
DRACONIC ANCESTRY
D r a c o n ic A n c est r y
Damage Resistance. You have resistan resistance ce to the
Dragon Damage Type Breath Weapon damage
d am age type associated
a ssocia ted wwith
ith your draconic
dracon ic ancestry.
Black Acid 5 by 30 ft. line (Dex. save) Languages. You can speak, read, and w write
rite Common
C om m on
Blue Lightning 5 by 30 ft. line (Dex. save) and Draconic.
D ra con ic. Draconic
D ra con ic is thought to be one on e of
o f the
Brass Fire 5 by 30 ft. line (Dex. save) oldest languages and is often used u sed in the study of magic.
of m agic.
Bronze Lightning 5 by 30 ft. line (Dex. save) The
T h e language sounds
sou n d s harsh to most
m ost other creatures
creatu res and
includes numerous
num erou s hard consonants
con son a n ts and sibilants.
Copper Acid 5 by 30 ft. line (Dex. save)
Gold
Cold Fire 15 ft. cone
con e (Dex.
(Dex. save)
Green Poison 15 ft. cone (Con.
(Con . save)
Red Fire 15 ft. cone (Dex. save)
Silver Cold 15 ft. cone (Con
(Con.. save)
White Cold 15 ft. cone (Con. save)
GNOME
G nome
SKINNY AND
Sk in n y a n d FLAXEN-HAIRED
f l a x e n - h a i r e d , HIS
h i s SKIN
s k in

walnut brown and his eyes a startling


turquoise, Burge II stood half as tall as
turquoise, Burgell as Aeron an
climb up on a stool to look out the peephole. Like most hab-
itations in Oeble.
Oeble, that particular tenement had been built
for humans, and smaller residents coped with the resulting
awkwardness as best they could.
But at least the relative largeness of the apartment gave
Burgell room to pack in in all his gnome-sized gear. The front
room was his workshop, and it contained a bewildering
hammers. chisels,
miscellany of tools: hammers, chisels, saws, lockpicks, fair hair has a tendency to stick out in every direction,

tinted lenses,
lenses. jeweler's loupes, and jars of powdered and as if expressing the gnomgnome'se’s insatiable interest in
everything around.
shredded ingredients for casting spells. A fat gray cat.cat, the A
A gnome's personality
g n om e’s person ality is writ large in his or her
mage 'ssfamiliar,
mage’ familiar. lay curled atop a grimoire. It opened its appearance. A Am male
ale gnome's
g n om e’s beard, in contrast to
eyes. gave Aeron a disdainfulyellow stare,
eyes, gave stare. then appeared his wwild
ild hair, is kept carefully trim
trimmed
m ed but often
styled into curious
cu riou s forks or neat points.
points . A
A gnome's
g n om e’s
to go back to sleep.
sleep.
clothing.
clothing, though usually m made
ade in mmodest
od est earth tones,
-Richard Lee
—R ich a r d L Byers, The Black Bouquet
ee Byers, is elaborately decorated
d ecorated w with
ith embroidery,
em broidery, embossing,
em bossin g,
or gleaming jewels.
gleam ing jew els.
A constant hum of
A o f busy activity ppervades
ervades the wwarrens
arren s
and nneighborhoods
eigh b orh ood s w where gnomes
h ere g n om es form their close- DELIGHTED
D DEDICATION
elig h ted D ed icatio n
communities.
knit com m u n ities. L Louder sounds
ou der sou n d s punctuate the hum:
Ass far as ggnomes
A n om es are conconcerned, being
cern ed , bein g alive is a
crunch
a cru n ch ooff grinding gears here, a m minor explosion
inor explosion
wonderful
w onderfu l thing, and they sq squeeze
u eeze every oounce
u n ce ooff
there, a yelp of o f surprise
su rprise or triumph, and esp especially
ecially
enjoyment
enjoym ent out ooff their three to five centuries of o f life.
bursts ooff laughter. G Gnomes
n om es take delight in life, enjoying
Humans
H um ans m might
ight wwonder
on d er about getting bored bored over the
every mmoment
om ent of o f invention, exploration, investigation,
course
co u rse of
o f such a long life, and elves take plenty of o f time
creation, and play. to savor the beauties of o f the world
w orld in their long years, but
gnomes
g n om es seem
seem to w worry
orry that even w with
ith all that time,
tim e, they
VIBRANT
V i b r a n t EXPRESSION
E xpr essio n
can't
ca n ’t get in enough
en ough ofo f the things they w want
ant to do and see.
A
A gnome's
g n om e’s energy
en ergy and enthusiasm for living shines Gnomes
G n om es speak
sp eak as if they can't
ca n ’t get the thoughts
through
th rough every inch of o f his or her tiny body. G Gnomes
n om es out of
o f their heads fast enough. Even as they offer
average slightly over 3 feet tall and w weigh
eigh 4040 to 4545 ideas and opinopinions
ion s on a range ooff subjects, they still
pounds.
pou Their
nd s. T brown
heir tan or brow adorned
n faces are usually adorn ed manage
m anage to listen carefully to others,others, adding the
with
w ith broad smiles
sm iles (beneath their p prodigious noses),
rod ig iou s n oses), appropriate exclam
exclamations
ations ooff surprise
su rprise and appreciation
and their bright eyes shine with excitement. Their along the way.
D eep G no m es
A third subrace ooff gnomes, the deep gnomes (or svirfneblin),
in small communities
live in communiti es scattered in
in the Underdark. Unlike
the duergar and the drow, svirfneblin are as good as their
cous ins . However, their humor and enthusiasm
surface cousins.
are dampened by their oppressive environment, and their
inventive expertise is directed mostly toward stonework.

Though
T h ough gnomes
g n om es love jo
jokes
k e s ooff all kinds, particularly
particularly Names:
Male Nam es: Alston, Alvyn, BBoddynock, Broce,
odd yn ock, B Burgell,
rocc, Burgell,
puns and pranks, th they're just
ey’re ju st as dedicated to the more m ore Dimble
D im ble,, Eldon, Erky, Fonkin, Frug, G Gerbo,
erbo, GGimble,
im ble,
serious
seriou s tasks they undertake. Many M any gnomes
g n om es are skilled Glim,Jebeddo,
Glim, Jebeddo, K Kellen, Namfoodle,
ellen, N am foodle, Orryn, RRoondar,
oondar,
engineers, alchemists,
alchem ists, tinkers, and inventors. They'r T h ey ’ree Seebo,
S Warryn,
ee b o , Sindri, W Wrenn,
arryn, W Zook
renn, Z ook
willing
w illing to make
m ake mistakes
m istakes and laugh at themselves
them selves in Female Names: B Bimpnottin, Caramip,
im pnottin, Breena, Caram ip, Carlin,
the process
p r o ce s s of
o f perfecting
perfectin g what
w hat they do, taking bold Donella,
D Duvamil,
onella, Duvam Ellywick,
il, Ella, Ellyjobell, Ellyw ick, Lilli,
(sometimes
(som etim es foolhardy) risks and dreaming dream in g large. Loopmottin,
L oopm ottin, Lorilla, M
Mardnab, Nissa,
ardnab, N issa, Nyx, Oda, Orla,
Roywyn,
R oyw yn , Shami!,
Sham il, Tana, WWaywocket, Zanna
ayw ocket, Zanna
BRIGHT
B r i g h t BURROWS
Burrows Clan Names: Beren, D Daergel,
aergel, Folkor, G Garrick, Nackle,
arrick, Nackle,
Gnomes
G n om es mmake
ake their h homes
om es in hilly, wooded
w o o d e d lands. They Murnig,
M Scheppen,
urnig, Ningel, Raulnor, S Timbers,
ch ep p en , Tim bers, Turen
live unde rground but get m
underground more
ore fresh air than dwarves
dw arves Nicknames: A Aleslosh,
leslosh, Ashhearth, Badger, Cloak,
do, enjoying the natural
natural,, living wworld
orld on the surface Doublelock,
D oublelock, Filchbatter, Fnipper, Ku,Ku , Nim
Nim,, O
Oneshoe,
neshoe,
whenever
w henever they can. Their homes
T h eir h om es are well
w ell hidden by Pock,
P Sparklegem,, Stum
ock , Sparklegem Stumbleduck
bleduck
both clever construction and simple sim ple illusions. Welcome
W elcom e
visitors are quickly u ushered
sh ered into the bright, warm w arm
SEEING
S eein g t h e W
THE WORLD
orld

burrows.
bu rrow s. Those
T h ose wwho
h o are not w welcome
elcom e are unlikely to Curious
C impulsive,
urious and im pulsive, ggnomes
n om es m might
ight take up
find the bu
burrows
rrow s in the first place. adventuring as a w way see the w
ay to see world
orld or for the love
Gnomes
G n om es who
w h o settle in human
hum an lands are commonly
com m on ly ooff exploring. A
Ass lovers ooff gem
gemss and other fine items,
gemcutters,
gem cutters, engineers, sages, or tinkers. Some human
S o m e hum an somee ggnomes
som n om es take to adventuring as a quick, if
families
fam ilies retain gnome
gnom e tutors, ensuring
en su ring that their pupils dangerous, path to wealth. R
dangerous, Regardless
egardless ooff wwhat
hat spurs
enjoy a mix
m ix of
o f serious
seriou s learning and delighted enjoyment.
enjoym ent. them to adventure, ggnomes
them n om es wwhoh o adopt this wwayay of
o f life
A gnome
gnom e mmight
ight tutor several generations of o f a single eke as m much
uch enjoyment
enjoym ent out of o f it as they d
doo out of
o f any
human
hum an family
fam ily over the course
cou rse of
o f his or her long life.
life. other activity they undertake,
undertake, som sometimes
etim es to the great
annoyance ooff their adventuring com companions.
pan ion s.
G n o m e NAMES
GNOME Names
Gnomes
G n om es love names,
nam es, and most
m ost have half
h alf a dozen
d ozen or so.
GNOME
G nom e T
TRAITS
r aits

A
A gnome's
gnom e's mother, father, clan elder, aunts, and uncles Your
Y gnomee character has certain
our gnom certain characteristics in
each give the gnome
gnom e a name,
nam e, and various nicknames
nick n am es common
co gnomes.
m m o n with all other gnom es.
from ju
just
st about everyone else mightm ight or might
m ight not stick Ability Score Increase. Your Intelligence sco score
re
over time. Gnome names
G n om e n am es are typically variants on the increases
in creases by 2.
names
n am es of
o f ancestors
an cestors or distant relatives, though some som e Age. Gnomes mature
G n om es m ature at the same humans
sam e rate hum ans do, and
are purely n new
ew inventions. W When
h en dealing w with
ith humans
hum ans most
m ost are expected to settle dowdown n into an adult life by
and others whow h o are "stuffy"
“stuffy” about names,
nam es, a gnome
gnom e around age 40. Th They can
ey ca 350
n live 35 0 to almost
alm ost 5500
0 0 years.
learns to use no m more names:
ore than three nam es: a personal Alignment. G Gnomes
n om es are m most
ost often ggood.
ood. Those who
T h ose w ho
name,
nam e, a clan nam e, and a nickname,
nicknam e, choosing
ch oosin g the one
on e in toward
tend tow ard law are sages, engineers, researchers,
each category that’s
that's the most
m ost fun to say. scholars,
sch olars, investigators, or inventors. T Those who
h o se w h o tend
toward
tow chaos
ard ch minstrels,
a os are m instrels, tricksters, wwanderers,
anderers,
jewelers.
or fanciful jew Gnomes
elers. G n om es are good-hearted, and
A lw ays A
ALWAYS APPRECIATIVE
p p r e c ia t iv e Ability Score Increase. Your Constitution score sco re
It's
It’s rare for aa gnome to be hostile or malicious
maliciou s unless he in creases by 1.
increases
or she has suffered
s uffered aa grievous injury. Gnomes know that Artificer's Lore. Whenever
Artificer’s W h enever you make m ake an Intelligence
most races don't
don’t share their sense of
o f humor, but they enjoy (History)
(H istory) check
ch eck related to magic
m agic items,
item s, alchemical
alchem ical
aanyone's
nyone's company just as they en enjoy everything
joy everyt hin g else they set objects, or technological
tech n ological devices, you can add tw twiceice your
out to do. proficiency bonus, instead of o f any p proficiency
roficiency bonbonus u s you
normally
n orm ally apply.
even the tricksters among am ong them are more m ore playful Tinker. You have proficiency with artisan's artisan’s tools
than vicious. (tinker's tools). Using
(tinker’s tools). U sing those
th ose tools, you can spend 1
Size. Gnomes
G n om es are betw between
een 3 and 4 fe et tall and
feet hour and 10 gp worth
w orth of
of mmaterials
aterials to con construct
stru ct a Tiny
average about 40 pounds.
4 0 pou nds. Your size is Small.
Sm all. clockwork
clock w ork device (AC 5, 1 hp). The T h e device ceases
c e a se s
Speed. Your base w walking
alkin g speed
sp eed is 25 feet. to function after 24 hours
h ours (unless you spend 1 hour
Darkvision. A Accustomed
ccu stom ed to life underground, you have repairing it to keep the device functioning), or w when
hen
superior
su perior vision in dark and dim conditions. condition s. You can you use your action to dismantle
dism antle it; at that time,tim e, you can
see in dim light w within
ithin 60 feet of o f you as if it w
were
ere bright reclaim the materials
reclaim m aterials uused
sed to create it. You can have up
light, and in darkness
darkn ess as if it were w ere dim light. You can't to three such devices active at a time.
discern color in darkness, only shades sh ad es of
o f gray. When
W h en you create a device, choose
c h o o s e one
on e of
o f the
Gnome Cunning. You have advantage on all following
follow in g options:
Intelligence, Wisdom,
W isdom , and Charisma
C harism a saving throws
throw s
Clockwork Toy.Toy. This
T h is toy is a clockwork
clock w ork animal,
anim al, monster,
against magic.
m agic.
or person,
person , such as a frog, mouse,
m ou se, bird, dragon, or
Languages. You can speak, read, and w write
rite Common
C om m on
soldier. When
W h en placed on the ground, the toy m moves
oves
and Gnomish.
G nom ish. The T h e Gnomish
G nom ish language, w which
hich uses
u ses the
5 feet across
a cro ss the ground on each of o f your turns in a
Dwarvish
D w arvish script, is renowned
ren ow n ed for its technical treatises
random direction. It makes m akes n noises
oises as appropriate
and its catalogs of o f knowledge
k n ow led ge about the natural world.
to the creature it represents.
Subrace. TwoTw o subraces
su braces of o f gnomes
g n om es are found among
am ong
Fire Starter. The device p produces
rod u ces a miniature
m iniature
the worlds
w orlds of
o f D&D:
D & D : forest gnomes
g n om es and rock gnomes.
gnom es.
flame,
flame, which
w hich you can use to light a candle,
Choose
C h oose one of o f these subraces.
torch, or campfire.
cam pfire. U Using
sing the device
FOREST
F o r e s t GNOME
G nome requires
requ ires your action.
As
A s a forest gnome,
gnom e, you have a natural knack for illusion Music Box. When
W h en opened,
open ed, this music box
m u sic box
and inherent quickness
qu ick n ess and stealth. In the worldsw orlds of plays a single song
son g at a moderate
m oderate volume.
volum e.
D&D, forest gnomes
g n om es are rare and secretive. They Th ey gather The box
b ox stops playing w when
hen it
in hidden communities
com m u n ities in sylvan forests, usin using g illusions reaches
reach es the song's
s o n g ’s end or
and trickery to conceal
co n ce a l themselves
them selves from threats or when
w hen it is closed.
to mask
m ask their escape
esca p e should they be detected. Forest
gnomes
g n om es tend to be friendly with other good-spirited
woodland
w ood la n d folk, and they regard elves and good g o o d fey as
their most
m ost important
im portant allies. TheseT h ese gnomes
g n om es also befriend
small
sm all forest animals
anim als and rely on them for information
inform ation
about threats that might prow prowll their lands.
Ability Score Increase. Your Dexterity D exterity score
s co re
in creases by 1.
increases
Natural Illusionist. You know
Natural k n ow the minor illusion
cantrip. Intelligence is your spellcasting
spellcastin g ability for it.
Speak with Small Beasts. Through T h rou gh sounds
sou n d s and
gestures, you can communicate
com m u n icate simple
sim ple ideas w with
ith Small
Sm all
or smaller
sm aller beasts. Forest gnomesg n om es love animals
anim als and often
keep squirrels, badgers, rabbits, moles, m oles, woodpeckers,
w ood p eck ers,
and other creatures as beloved pets.

R o c k GNOME
ROCK G nome
As
A s a rock gnome,
gnom e, you have a natural inventiveness and
hardiness beyond
h ardin ess beyon d that of
o f other gnomes.
g n om es. Most
M ost gnomes
gn om es
in the worlds
w orld s of
o f D&D
D & D are rock gnomes,
gnom es, including the
tinker ggnomes
n om es of
o f the Dragonlance
D ragon lance setting.
"Tanis?"
“Tanis?” said Flint hesitantly as th
thee man neared.
neared.
"The same." The newcomer's
“The same.” newcomer’s bearded face in a wide
fac e split in
grin. He held open his arms and,
and. before the dwarf could
stop him, engulfed Flint in
in a hug that lifted him
him off the
ground. Th
Thee dwarf clasped his old friend close for a brief
instant, then, remembering
rem embering his dignity, squirmed and freed
himselffrom th
thee half-elf's
half-elf’s embrace.
-Margaret
—M a rg a ret Weis
W eis and
a n d Tracy
T ra cy Hickman,
H ick m a n ,
Dragons ofAutumn Twilight

Walking
W alking in two tw o wworlds
orld s but truly b belonging
elon gin g to neither,
half-elves comcombine what
bin e w some
hat som e say are the best qualities
ooff their elf and hum
human an parents: humhuman an curiosity,
inventiveness, and am ambition tempered
bition tem pered by the refined
senses,
sen ses, love of o f nature, and artistic tastes of o f the elves.
Some
S o m e half-elves live among humans,
am ong hum ans, set apart by their
emotional
em otion al and physical differences, w watching
atching friends
and loved oneson es age w while
hile time
tim e barely touches
tou ches them.
Others
O thers live with the elves, growing
g row in g restless as they
reach adulthood in the tim timeless
eless elven realmrealms, s, while
w hile
H a l f - E lf
HALF-ELF their peers continue to live as children. Many M any half-elves,
FLINT
F SQUINTED
l in t s q u i n t e d iINTO
n t o THE
t h e SETTING
s e t t i n g SUN. E THOUGHT
sun. H e thought
unable to fit into either society, choosec h o o s e lives of
o f solitary
wandering
w an dering or join w with
ith other misfits and ou outcasts
tcasts in
he saw the figure of a man striding up the path.
path . Standing, the adventuring life.
Flint drew back into the shadow
sh adow of a tall pine to see better.
The man's walk was marked by an easy grace—an
grace-an elvish O f Two
OF WORLDS
Two W orlds

grace, Flint would have said;yet the man’


said;yet man'ss body had th
thee To hum
humans,
ans, half-elves look like elves, and to elves, they
thickness and tight muscles of a human, while the facial
faci al look human.
lo o k hum an. In height, they’re
they're on par w with
ith both parents,
they're neither as slender as elves nor as broad
though they’re
hair was definitely humankind's.
humankind’s. All th
thee dwarf could see as humans.
hum ans. They range from under 5 feet to about 6 feet
man’sface benea
of the mans beneath
th a green hood was tan skin and a tall, and from 100 to 180 pounds, with w ith men
m en only slightly
brownish-red beard. A longbow was slung over one shoulder taller and heavier than women.
w om en . Half-elf men
H alf-elf m en do have
facial hair, and sometimes
som etim es grow beards
g row b ea rd s to m
mask
ask their
and a sword hung at his left
left side. He was dressed in
in soft
elven ancestry. H Half-elven coloration and features lie
alf-elven coloration
leather, carefully tooled in
in the intricate designs the
th e elves somewhere
som between
ew h ere betw human
een their hum an and elf parents, and
loved. But no elf in
in th
thee world
wo rld ooff Krynn could grow a beard thus show
sh ow a variety even mmore
ore ppronounced
ron ou n ced than that
. . . no elf, but
... but.. .... found among
am ong either race. They tend to have the th e eyes
ooff their elven parents.
Exc ellen t A m bassad ors
Many half-elves learn at an early age to get along with
everyone, defusing hostility and finding common ground.
As a race, they have elven grace without elven aloofness and
human energy without human boorishness. They often make
excellent ambassadors and go-betweens (except between
elves and humans, since each side suspects the half-elf
of
o f favoring the other).

DIPLOMATS
D i p l o m a t s OR
o r WANDERERS
Wanderers creative expression,
expression , demonstrating
dem onstrating neither love
of
o f leaders nor desire for followers.
follow ers. They chafe at
Half-elves
H alf-elves have no lands of o f their own,
ow n, though they are rules, resent others'
oth ers’ demands,
dem ands, and sometimes
som etim es prove
welcome
w elcom e in human
hum an cities and somewhatsom ew h at less w welcome
elco m e unreliable, or at least unpredictable.
in elven forests. In large cities in region regionss w
where
h ere elves Size. Half-elves
H alf-elves are about the same sam e size as humans,
hum ans,
and humans
hum ans interact often, half-elves are sometimes som etim es ranging from 5 to 6 feet tall. Your size is Medium. M edium .
numerous
n um erous enough
en ough to form small sm all communities
com m u n ities ofo f their Speed. Your base w walking
alkin g speed
sp eed is 30 feet.
own.
ow n. They
T h ey enjoy the company
com pany of o f other half-elves, the Darkvision. Thanks
T h an ks to your elf blood, you have
only ppeople
eople who
w h o truly understand w what
hat it is to live superior
su perior vision in dark and dim conditions.
condition s. You can
between
b etw een these
th ese two
tw o worlds.
w orlds. see in dim light within 60 feet of o f you as if it wwere
ere bright
In most
m ost parts ofo f the world,
w orld, though, half-elves are light, and in darkness
darkn ess as if it were
w ere dim light. You can'tca n ’t
uncommon
u n com m on enough
en ough that one on e might
m ight live for years discern color in darkness, only shadessh ades of o f gray.
without
w ithout meeting
m eetin g another. Some S o m e half-elves prefer to Fey Ancestry. You have advantage on saving throws throw s
avoid company
com pany altogether, wandering
w an dering the w wilds
ild s as against being
bein g charmed,
charm ed, and magic
m agic can't
ca n ’t put you to sleep.
trappers, foresters, hunters, or adventurers and visiting Skill Versatility. You gain proficiency in two tw o skills
civilization only rarely. Like elves, they are driven by of
o f your choice.
the wwanderlust
anderlust that comesc o m e s of
o f their longevity. Others, Languages. You can speak, read, and w write
rite Common,
C om m on ,
in contrast, throw
th row ththemselves
em selves into the thick of o f society, Elvish, and one
on e extra language of o f your choice.
ch oice.
putting their charisma
charism a and social socia l skills to great use
in diplomatic
diplom atic roles or as swindlers.
sw indlers.

HALF-ELF
H a l f - E l f NAMES
N ames
Half-elves
H alf-elves use either human
hum an or elven naming
nam ing
conventions. AsA s if to emphasize
em phasize that they don't
d on ’t really fit
in to either society, half-elves raised among
am ong humans
hum ans are
often given elven nam
names,es, and those
th ose raised among
am ong elves
often take human
hum an names.
nam es.

HALF- ELF
H a l f -E l f TRAITS
T r a its
Your half-elf character has some
som e qualities in common
com m on
with
w ith elves and some
som e that are unique to half-elves.
Ability Score Increase. Your Charisma
C harism a score
increases
in creases by 2, and two
tw o other ability scores
s co re s of
o f your
choice in crease by 1.
ch oice increase
Age. Half-elves mature
m ature at the same
sam e rate humhumansans
do
d o and reach adulthood around the age of o f 20. They
live much
m uch longer than humans,
hum ans, however, often
exceeding
ex ceed in g 180 years.
Alignment. Half-elves
H alf-elves share the chaotic bent of o f their
elven heritage. They
Th ey value both person
personal al freedom
freed om and
W h ethher
er united
unite d under leade rship ooff aa m
unde r the leadership migh
ightyty
Whet
w arlock or having fought t to a stand still
standstill after
after years
years
warlo ck or havin g fough
ooff conflict,
conflict, oore huma
r c and hum an some
n tribes som times
etim form
es form
alliances,ces, join
joinin in g
g forces
force s into a large
larger r horde
horde to
to the terro r
the terror
allian
ooff civilized nearb y. WWhen these allian ces are
civilized landslands nearby. h en th ese alliances are
sea ledd by ages, hhalf-o born. S
res are born. Some half-o res
seale by m arriages,
marri alf-orcs om e h alf-orcs
rise to b e c o m e
e proud
proud chiefs of
o f ore
o rc tribes
tribes, , their
their huma
hum n
an
rise to becom
b lood giving
blood giving themthem an edge over their fu full-b looded oore
ll-blooded rc
rivals. world to prove their w worth
rivals. S o m e venture
Some ventu re into the w orld prove their orth
am
amon ongg hum
huma ans
ns and
and other
other m more
ore civilized races . M
civilized races. any ooff
Many
these great ness for
achie ving greatness
adven turers , achieving their
for their
these bbecome c o m ee adventurers,
m ighty ric
barba custom s
notor iety for their barbaric custo ms
migh ty ddeeds
eed s andand notoriety
savage fury.
and savage

S
SCA
car RREred D aAND n d S STRtr o ONG n g
The w arch
WARC ie f M
HIEF r e n ROUS
h u r REN
MHUR ED
ro u se d HIMS ELF
h im s e f r o m HIS
l f FROM h is
THE H alf-orcs’
Half- ores' grayish
grayi sh pigm
pigmentation, foreh eads,
entati on, slopin gg foreheads,
sleeping-furs wome n and pulled a short haube rk
sleeping-furs and his women hauberk jutting
juttin g ja w s, prom
jaws, prominent
inent teeth, and tower ing build s m
tow ering builds make
ake
of heavy steel rings over his thick, well-m uscled torso. He He Half- ores stand
of heavy steel well-muscled their orcish heritage
their orcish herita ge plain
plain for all to see. H alf-orcs stand
he had a betw eenen 66 and
and 77 feet usual ly w
feet tall and usually weigh
eigh betw een
between
usually rose before
usual/y rose before most of warriors, since
of his warriors, a betwe
th e 180 and 2250
180 poun ds.
5 0 pounds.
strong streak of
strong streak huma human n blood in
in him, and he found the and
Orc
Oress regard
regar d battle scars
battle sca rs as tokens pride and
token s ooff pride
daylight less bothe rsome than most of his tribe
bothersome trib e did. Amon
Among g beaut y. Othe r scars ,
daylig ht less ornam ental
ornam ental scarssca rs as thing
things s of
o f beauty. Other scars,
the Bloody strength. his
judge d by his strength, his though, m ark an orc
ore or
or half-o
h alf-orcre as a forme
form err slave
slave or
or
the Bloody Skulls,
Skulls, a warri
warrior or was judged thoug h, mark an
a half-ore w who lived am
has lived amon g
fierceness, and his wits. Huma
fierceness, and Human n ances try was
ancestry no blemi
blemish sh a disgraced
disgr aced exile.
exile. Any half-orc h o has ong
or scars , wwhet her they are mark s of
was every bit as strong . or near
near orc
oress has
has scars, hether are m arks o f
against a warrior— provided
against a warri or-pr ovide d he strong, hum nting
recountin exploits
past exploits
humiiliation
liatio n or
or ooff pride,
pride , recou g their past
enduring, and blood
ing. and bloodthirsty full-b loode d
thirsty as his full-blooded kin. Ha/f-
Half- and injuries. Such
Such a
a half-orc
half-o re living amon
am ongg huma
hum ans migh t
ns might
endur and injuri es.
last display proud ly or hide them in sham
them in sham e. e.
orcs who were weaker
ores who were weake r than their orc
ore comra
comrades des didn't last displa y these
these scars
scars proudly
long amon
among g the Bloodyy Skulls or any other ore
th e Blooq orc tribe for
for
long T he M
THE MAa RK OF
r k o f G r u UMS
GRU H
u m sh
that matter. But it was often true that a bit of huma
human n blood
blood
that matter. But T h e on e-eyed msh creat ed the orcores, even
and even
The one-e yed god
god G ruum
Gruu sh created s, and
gave a
gave a warrior
warrior just th thee right mix of cunni
cunning, ambition, and
ng, ambit ion, and th ose orc from his w worsh ip can't fully
those oress w h o turn
who turn away from orsh ip ca n ’t fully
self-discipline to go far indeed,
indee d, as Mhur
Mhurrenren had. He
He was
was esca p ee his same half-o res,
m e is true ooff half-orcs,
self-discipline escap his influence.
influe nce. T h e sa
The
and spear s, though their hum an b lood mode
m od rates
erates the impa
im pact their
ct ooff their
master
maste r of
of a
a tribe
tribe that could musterr two thous
muste thousand spears, thoug h their huma n blood
orcish heritage.
ge. S om
Some e half-o
h res
alf-orcs hear th
thee whisp
w h isp ers
ers of
o f
and th
and thee strong
strongest in Thar.
est chief in orcis h herita
G ruum sh in
in their
their dream
dream s, callin
callingg them
them to unlea
unleash the
sh the
Gruu msh
-—R
Rich r d Bake
ich aard r, Swor
Baker, dmage
Swordmage rage them.. O
n them Othe rs feel G ru u msh's
Gruu
rage that
that sim
simm m ers
ers w ithin
withi thers m sh ’s
Each half-ore finds a way to gain acceptance from those who
orcs. Some are reserved, trying not to draw attention to
hate ores.
exultation w when join in melee
h en they join combat-and
m elee com bat—and either themselves. A few demonstrate piety and good-heartedness
exult along w with
ith him or shiver with w ith fear and loathing. as publicly as they can (whether or not such demonstrations
Half-ores
H alf-orcs are not evil by nature, but evil does d o e s lurk w
within
ithin are genuine). And some simply trytry to be so tough that others
them,, w
them whether
hether they embrace
em brace it or rebel against it. just avoid them.
Beyond
B eyond the rage of o f Gruumsh,
G ruum sh, half-ores
h alf-orcs feel emotion
em otion
powerfully.
pow erfully. Rage
R a ge doesn't just
d oesn ’t ju st quicken their pulse, it
Ability Score Increase. Your Strength score
makes
m akes their bodies
b od ies burn. An A n insult stings like acid,
increases
in creases by 2, and your Constitution score sco re
and sadness
sa d n ess saps their strength. But they laugh loudly
increases
in creases by 1.
and heartily, and simple
sim ple b bodily pleasures-feasting,
od ily p lea su res—feasting,
Age. Half-ores
H alf-orcs mature
m ature a little faster than humans,hum ans,
drinking, wrestling,
w restling, drumming,
drum m ing, and wildw ild dancing-fill
dancing—fill
reaching
reachin g adulthood around age 14. They Th ey age
their hearts with
w ith joy. They
Th ey tend to be short-tempered
short-tem pered
noticeably faster and rarely live longer than 75 years.
and sometimes
som etim es sullen, m more
ore inclined
in clined to action than
Alignment. Half-ores
H alf-orcs inherit a tendency toward chaos ch a os
contemplation
contem plation and to fighting than arguing. The T h e most
m ost
from their oreorc parents and are not strongly inclined
accomplished
accom p lish ed h half-ores
alf-orcs are th those
ose wwith
ith enough
en ough self- toward
tow ard ggood.
ood. Half-ores
H alf-orcs raised among
am ong ores and w willing
illing
control
con trol to get by in a civilized land. to live out their lives among
am ong them are usually evil evil.
Size. Half-ores
H alf-orcs are somewhat
som ew h at larger and bulkier than
TRIBES
T r i b e s AND
a n d SLUMS
Slums humans,
hum ans, and they range from 5 to well w ell over 6 feet tall.
Half-ores
H alf-orcs most
m ost often live aamong
m on g ores.
orc s. Of
O f the other races, Your size is Medium.
M edium .
humans
hum ans are most
m ost likely to accept
a ccept half-ores,
half-orcs, and half- Speed. Your base walking
w alk in g speed
sp eed is 30 feet.
ores
orcs almost
alm ost always live in human
hum an lands w when
hen not living Darkvision. Thanks
T h an ks to your oore r c blood, you have
among
am ong ore
orc tribes. Whether
W h eth er proving themselves
th em selves among
am ong superior
su perior vision in dark and dim conditions.
condition s. You can
rough barbarian tribes or scrabbling
scrabblin g to survive in the see in dim light within
w ithin 60 feet of o f you as if it w were
ere bright
slums
slum s of
o f larger cities, half-ores
h alf-orcs get by on their physical light, and in darkness
darkn ess as if it w were
ere dim light. You can't
might, their endurance, and the sheer sh eer determination
determ ination discern color in darkness, only shades sh ades of o f gray.
they inherit from their hum human an ancestry. Menacing. You gain proficiency in the
Intimidation
Intim idation skill.
HALF-0RC
H a l f - O r c NAMES
Names Relentless Endurance. When W h en you are reduced
redu ced to
Half-ores
H alf-orcs usually have n names
am es appropriate to the culture 0 hit points but n not killed
ot k illed outright, you can drop to 1 hit
in w
which
h ich they wwere
ere raised. A Ah half-ore
alf-orc who wants
w ho w ants to fit in point instead. You can'tca n ’t use this feature again until you
among
am ong humans
hum ans might trade an ore namee for a human
o r c nam hum an finish a long
lon g rest.
name.
nam e. Some half-ores
S om e h alf-orcs w with
ith human
hum an names
n am es decide to Savage Attacks. When W h en you score
sco re a critical hit with
adopt a guttural oore r c name because
n am e b eca u se they think it makes
m akes a melee
m elee weapon
w eapon attack, you can roll one of o f the w
weapon's
eapon ’s
them more
m ore intimidating.
intim idating. damage
dam age dice one on e additional timtimee and add it to the extra
damage
dam age ofo f the critical hit.
Male Ore
Orc Names: D Dench,
ench, Feng, Gell, Henk, Holg,
H olg, Imsh, Languages. You can speak, read, and
Keth, Krusk,
K rusk, Mhurren,
M hurren, Ront, Shump,
Shum p, Thokk
T h ok k write
w rite Common
C om m on and Ore. O rc . Ore
O rc is a
Female OOre
rc Names: Baggi, Emen,
Em en, Engong, Kansif, harsh, grating language with
Myev, N
Neega,
eega, Ovak, Ownka,
O w nka, Shautha, Sutha, Vola, hard consonants. It has
Volen, Yevelda no script of
o f its own
ow n
but is w
written
ritten in the
HALF-0RC
H a l f - O r c TRAITS
T r aits Dwarvish
D w arvish script.
Your
Y half-ore
our h alf-orc character has certain traits deriving from
your ore ancestry.
that wicked glint inin his eyes. "You don't you
“Youfight it, don’t you?? Like
commentjust
a little wildcat, I wager. Every littlejab and comment just
claws."
sharpensyour claws.”
-Erin M.. Evans, Brimstone Angels
—E rin M

To be greeted with stares and w whispers,


h ispers, to suffer
violence
violen ce and insult on the street, to see m mistrust
istrust and
fear in every eye: this is the lot ooff the tiefling. And to
twist
tw know
ist the knife, tieflings kn ow that this is b because
eca u se a
struck
pact stru ck generations ago in infused
fused the eessence
ss e n ce ooff
Asmodeus-overlord
A s m od eu s—overlord ooff the Nine HHells-into
ells—into their
bloodline.
bloodlin Their
e. Th appearance
eir appearan ce and their nature are not
their fault but the result ooff an ancient sin, for wwhich
hich
children's
they and their children and their children children
’s children
will
w ill always bbee held accountable.

IINFERNAL
n fer n al B
BLOODLINE
lo o d lin e

Tieflings are derived from hum human bloodlines,


an blood lin es, and in the
broadest p possible sense,
ossib le sen look hum
se, they still look human.
an. However,
TIEFLING their infernal heritage has left a clear im imprint
print on their
appearance.
appearan ce. TTieflings
ieflings have large hhorns
orns that take any
"BUT
“ B u t YOU
y o u DO
d o SEE
s e e THE
t h e WAY
w a y PEOPLE
p e o p l e LOOK
l o o k AT
a t YOU,
you, ooff a variety ooff shapes: some
som e have curling h horns
orn s like a
devil's
devil’s child." ram, others have straight and tall h horns gazelle's,
orn s like a g azelle’s,
Those black eyes, cold as a winter storm, were staring somee spiral upw
and som upward antelopes'
ard like an an They
telopes’ horns. They
have thick tails, four to five feet long, w which
hich lash or coil
right into her heart and the sudden seriousness in in his
around their legs w when
hen they get upset or n nervous. Their
ervous. Their
voice jolted her. canine
can in e teeth are sharply pointed, and their eyes are
"What
“What is it they say?" he asked. "One's
“ One’s a curiosity, two's
two’s solid ccolors-black,
solid gold-with
o lo r s —black, red, white, silver, or gold—w ith no
visible sclera or pupil. ThTheir
eir skin tones cover the full
a conspiracy-
conspiracy—”"
range ooff hum
human an coloration, but also include various
"Three's
“Three's a curse,"
curse,” she finished.
finished. "You
“You think I haven't
haven’t heard shades
sh ades ooff red. Their hair, ca
cascading down
sca d in g dow behind
n from behind
that rubbish before?"
before?” horns,
their h from black oorr brow
orns, is usually dark, from brownn to dark
"I
“I know yyou o u have." When she
have.” When she glared
glared atat him,
him, he
he added,
added, red, blue, or purple.

"It's
“It’s not as if II'm’m plumbing the depths ofyour mind, mind, dear
Self-R elia n t a
SELF-RELIANT AND Su spicio u s
n d SUSPICIOUS
girl. That is is the burden of every tiejling.
tiefling. Some break under
Tieflings subsist in sm small minorities
all m mostly
inorities found m ostly in
it, some make it the millstone around their neck, some human
hum towns,
an cities or tow ns, often in the roughest quarters
revel inin it."
it.” He tilted his head again, scrutinizing her, with ooff th
those
ose places, wwhere
here they ggrow
row up to be swindlers,
sw indlers,
M u tu a l M is t r u s t
People tend to be suspicious of tieflings, assuming that
their infernal heritage has left its mark on their personality
and morality, not just their appearance. Shopkeepers keep
a close eye on their goods when tieflings enter their stores,
the town watch might follow a tiefling around for a while,
and demagogues blame tieflings for strange happenings.
The reality, though, is that a tiefling's
tiefling’s bloodline doesn't
doesn’t affect
his or her personality to any great degree. Years ofo f dealing
with mistrust does leave its mark on most tieflings, and they
respond to it in
in different ways. Some choose to live up to the
wicked stereotype, but others are virtuous. Most are simply
very aware of how people respond to them. After dealing with
thieves, or crime
crim e lords. Sometimes
S om etim es they live among
am ong
this mistrust throughout youth, a tiefling often develops the
other minority
m inority populations in enclaves
en claves where
w h ere they are
ability to overcome prejudice through charm or intimidation.
treated wwith
ith more
m ore respect.
Lacking
L ackin g a homeland,
hom eland, tieflings know
k n ow that they have
to make
m ake their own way
ow n w ay in the w world
orld and that they have TIEFLING
T i e f l i n g TRAITS
T r aits
be
to b e strong to survive. They are not quick to trust
Tieflings
T ieflings share certain racial traits as a result of o f their
anyone w who claimss to bbee a friend, but when
h o claim w hen a tiefling's
tiefling’s
infernal descent.
companions demonstrate
com p a n ion s dem onstrate that they trust him or her,
Ability Score Increase. Your Intelligence score
the tiefling learns to extend the same sam e trust to them.
increases
in creases by 1, and your Charisma
C harism a score
sc o r e increases
in crea ses by 2.
And
A n d once
on ce a tiefling gives someone
som eon e loyalty, the tiefling
Age. Tieflings mature
m ature at the same
sam e rate as humanshum ans but
is a firm friend or ally for life.
live a few years longer.
Alignment. Tieflings m might
ight not have an innate
TIEFLING
T i e f l i n g NAMES
Names
tendency
ten toward
den cy tow ard evil, but many
m any of
o f them end up there.
Tiefling names
n am es fall into three broad categories. Tieflings Evil or not, an independent nature inclines many m any
born
b orn into another culture typically have names n am es reflective tieflings toward
tow ard a chaotic alignment.
of
o f that culture. Some
S o m e have names
n am es derived from the Size. Tieflings are about the same sam e size and build as
Infernal language, ppassed
a ssed down
dow n through generations, humans.
hum ans. Your size is Medium.
M edium .
that reflect their fiendish heritage. A And
n d some
som e younger Speed. Your base w walking
alkin g speed
sp eed is 30 feet.
tieflings, striving to find a place in the w world,
orld, adopt a Darkvision. Thanks
T h an ks to your infernal heritage, you
name
nam e that signifies a virtue or other concept
con cep t and then have superior
su perior vision in dark and dim conditions.
condition s. You
try to embody
em b od y that concept.
con cept. For some,
som e, the chosen namee
ch osen nam can see in dim light w within
ithin 60 feet of o f you as if it wwere
ere
is a noble quest. For others, it'sit’s a grim
grim destiny. bright light, and in darkness
darkn ess as if it w were
ere dim light. You
Male Infernal Names: A Akmenos,
k m en os, Amnon,
A m non , Barakas, can't
c a n ’t discern color in darkness, only shades sh ades ooff gray.
Damakos,
D am akos, Ekemon,
E kem on, Iados, Kairon,
K airon, Leucis,
Leu cis, Melech,
M elech, Hellish Resistance. You have resistance
resistan ce
Mordai,
M ordai, Morthos,
M orthos, Pelaios,
P elaios, Skamos,
S k a m os, Therai to fire damage.
dam age.
Female Infernal Names: Akta, Anakis,A nakis, Bryseis,
B ryseis, Criella, Infernal Legacy. You know k n ow the thaumaturgy cantrip.
Damaia,
D am aia, Ea, Kallista, Lerissa, Makaria, Nemeia,
M akaria, Nem eia, O nce you reach 3rd level, you can cast the hellish
Once
Orianna,
O rianna, Phelaia, Rieta rebuke spell once on ce per day as a 2nd-level spell. Once O n ce you
"Virtue"
“Virtue” Names:
Nam es: Art, Carrion, Chant, Creed, Despair,
D espair, reach 5th level, you can also cast the darkness spell
Excellence,
E xcellen ce, Fear, Glory, Hope,
H ope, Ideal, Music, Nowhere,
M usic, N ow here, once
o n ce per day. Charisma
C harism a is your spellcasting
sp ellcastin g ability for
Open,
O pen, Poetry, Quest, Random,
R andom , Reverence,
R everen ce, Sorrow,
Sorrow , these spells.
Temerity, Torment, Weary
W eary Languages. You can speak, read, and write w rite Common
C om m on
and Infernal.
C h a p t e r 3: CLASSES
CHAPTER C lasses
DVENTURERS
A
DVENTURERS AREEXTRAORDINARY
ARE EXTRAORDINARYPEOPLE
PEOPLE,
, Your class gives you a variety of o f special
sp ecia l features, such
J

f
driven by a thirst for excitement
excitem ent into a as a fighter's
fighter’s mastery
m astery of
of wweapons
ea p on s and armor, and a
,,.,- -- _.,, life that others w would
ou ld never dare lead. wizard's
w iza rd ’s spells. At low levels, your class gives you only
l -1 They
T h ey are heroes,
darkdark
h eroes, compelled
places of the
p la ces
com p elled to explore the
world
o f the andand
w orld taketake
on the
on the
tw o or three features, but as you advance in level you
two
gain more
m ore and your existing features often improve. im prove.
~ challenges
challen ges that lesser w women
om en and m menen Each class entry in this chapter includes a table
can't
ca n ’t stand against. summarizing
su m m arizin g the benefits you gain at every level, and
Class
C lass is the prim
primaryary definition of o f what
w hat your character a detailed explanation of o f each one.
can do. It's
It’s more
m ore than a profession; it's it’s your character's
character’s Adventurers sometimes
som etim es advance in more m ore than one
calling. Class shapes
C lass sh ap es the w way
ay you think about the class. A roguee m
A rogu might
ight switch
sw itch direction in life and swear
sw ear
world
w orld and interact with it and your relationship with the oath of A barbarian m
o f a paladin. A might
ight discover
d iscover latent
other ppeople
eop le and p powers
ow ers in the multiverse.
m ultiverse. A A fighter, magical
m agical ability and dabble in the sorcerer class while w hile
for example,
exam ple, might
m ight view the world
w orld in pragm
pragmatic atic terms
term s continuing to advance as a barbarian. Elves are known kn ow n
of
o f strategy and maneuvering,
m aneuvering, and see herself h erself as ju
just
st a to combine
com bin e martial
m artial mastery
m astery with
w ith magical
m agical training
pawn
paw n in a much
m uch larger game.
gam e. AA cleric, by contrast, might and advance as fighters and w wizards
izards simultaneously.
sim ultaneously.
see h himself
im self as a willing
w illing servant in a god'sg o d ’s unfolding
u nfolding plan Optional
O ptional rules for combining
com bin in g classes
cla sses in this way, called
or a conflict brewing
con flict brew in g among
a m on g various deities. While W h ile the multiclassing,
m ulticlassing, appear in chapter 6.
fighter has contacts in a mercenary company
m ercen a ry com pa n y or army, Twelve classes-listed
c la s se s—listed in the Classes
C la sses table-are
table—are found
the cleric might know
m ight kn ow a num
numberber of
o f priests, paladins, and in almost
alm ost every D D&D
& D world
w orld and define the spectrum
sp ectru m of
of
devotees w who
h o share his faith. typical adventurers.

C lasses
CLASSES
Hit Primary Saving Throw Armor and Weapon
Class Description Die Ability Proficiencies Proficiencies
Barbarian A fierce warrior of primitive background d122
d7 Strength Strength & Light and medium armor, shields,
who can enter a battle rage Constitution simple and martial weapons
weapon s
Bard An inspiring magician whose power d8 Chari sma
Charisma Dexterity & Ligh t armo
Light armor,r, ssimple
imple weapons,
weapon s, hand
echoes the music of creation Ch aris ma
Charisma cross bows , longsword
crossbows, longswords,s, rap iers,
rapiers,
sho rtswords
shortswords
Cleric A priestly champ ion who wields divin
champion divinee d8 Wisd om
Wisdom Wisdom & Light and medium armor, shi elds,
shields,
magic in
in service of a higher power Charisma simple weapons
Druid A priest ooff the Old Faith, wielding the d8 Wisdom Intell igence
Intelligence Light and medium arm or (nonmetal),
armor
powers of nature-moonlight
nature— moonlight and & Wisdom
Wisdo m shield
shieldss (no nmetal), clubs, da
(nonmetal), ggers ,
daggers,
plant growth, fire and lightning-and
lightning— and darts
darts,, javelins,
javelins , maces, quarterstaffs,
adopting animal forms scim itars, sickles, slings
scimitars, slings,, spears
Fighter A master ofo f martial combat, skilled with dl0
d10 Strength oorr Strength & All armor, shields, simple and martial
a variety of
o f weapons and armor Dexterity Constitution weapons
Monk An master of martial arts, harnes si ng
harnessing d8 Dexterity & Strength & Sim pl e weap
Simple ons, sshortswords
weapons, hortswords
the power of the body in pursu it of
in pursuit Wisd om
Wisdom Dexterity
physical and spiritual perfection
perfecti on
Paladin A holy warrior bound
bou nd to a sacred oath dl0
d10 Stre ngth &
Strength Wisdo
Wisdomm& All armor, shields, simp le and martial
simple
Cha risma
Charisma Charisma weapo ns
weapons
Ranger prowes s an
A warrior who uses martial prowess andd dl0
d10 Dexterity & Strength & Light an
andd medi um armo
medium armor,r, sshields,
hields,
nature magic to combat threats on the Wis dom
Wisdom Dexterity
Dexterity simp le and ma
simple rtial weapon
martial weaponss
edges of civilization
Rogue A scoundrel who uses stealth and d8 Dexte rity
Dexterity Dexterity & Light armor, simple weap ons, hand
weapons,
trickery to overco me obstacles and
overcome Intelligen ce
Intelligence crossbows,, longswords, ra
crossbows piers,
rapiers,
enemies sshortswords
ho rtswords
Sorcerer A spellcaster who draws on in heren t
inherent d6 Chari sma
Charisma Constitu
Constitutiontion Daggers, dart
darts, s, slings, quarterstaffs,
magic from a gift or bloodline & Charisma
Ch ar is ma ligh
lightt crossbows
Warlock A wielder of magic that is
is der ived from
derived d8 Cha risma
Charisma Wisdom & Lig ht armo
Light armor,r, sim pl e weapons
simple
a bargain with an extraplan ar entity
extraplanar Chari
Charismasma
Wizard A scholarly magic-user capab
capable le of d6 Intellige nce
Intelligence Inte ll ige nce
Intelligence Daggers
Daggers,, darts,
darts, slin gs, quarterstaffs,
slings,
manipulating the structures of re ali ty
reality & Wis
Wisdom dom lilight
gh t cross bows
crossbows
BARBARIAN
A tall human
A hum an tribesman
tribesm an strides through a blizzard,
draped in fur and hefting his axe. He H e laughs as he
charges
ch arges toward
tow ard the frost giant w who
h o dared poach
p oa ch his
people's
p eop le’s elk herd.
A half-orc snarls at the latest challenger
A half-ore challen ger to her
authority over their savage tribe, ready to break his neck
with
w ith her bare hands as she did to the last six rivals.
Frothing at the mouth, a dwarf d w arf slams helmet
slam s his helm et into
the face ofo f his drow
d row foe, then turns to drive his armored
arm ored
elbow
elb ow into the gut of o f another.
These
T h ese barbarians, different as they m might
ight be, are
defined by their rage: unbridled, unquenchable, and
unthinking fury.fury. More
M ore than a mere
m ere emotion,
em otion, their anger
is the ferocity of o f a cornered
corn ered predator, the unrelenting
assault ofo f a storm,
storm , the churning turmoil
turm oil of
o f the sea.
For
F or some,
som e, their rage springs from a communion
com m u n ion
with fierce animal
anim al spirits. Others
O thers draw from a roiling
reservoir of o f anger at a w world
orld full of
o f pain. For every
barbarian, rage is a power
p ow er that fuels not just a battle
frenzy but also uncanny reflexes, resilience, and
feats of
o f strength.

PRIMAL
P r i m a l INSTINCT
In s t in c t
P eop
eople
le of
o f towns
tow n s and cities take pride in how h ow their
civilized ways
w ays sset
et them apart from animals,
anim als, as if
denying one's
on e’s oown
w n nature wwas
as a mark
m ark ofo f superiority. To
a barbarian, though, civilization is no virtue, but a sign
of weakness.
of w eak n ess. The
T h e strong
stron g embrace
em b ra ce their animal
anim al nature-
n a tu r e -
keen instincts, primprimal
al physicality, and ferocious
ferociou s rage.
Barbarians
B arbarians are uncomfortable
u ncom fortable wwhen
hen hedged
h edged in by walls
w alls
and crowds.
crow ds. They thrive in the w wilds
ild s of
o f their hom
homelands:
elands:
the tundra, jungle, or grasslands
grasslan ds w where
here their tribes
live and hunt.
Barbarians comeco m e alive in the chaos
ch a os of
o f combat.
com bat.
They can enter a bberserk
erserk state where
w here rage takes over,
giving them superhuman
superhum an strength and resilience. A A
barbarian can draw on this reservoir of o f fury only a few
times
tim es without
w ithout resting, but those
th ose few rages are usually
sufficient to defeat w whatever
hatever threats arise.

A
A L i f e OF
LIFE Danger
o f DANGER

Not every m em ember


ber of
o f the tribes deemed
deem ed "barbarians"
“barbarians”
by scions
scion s of
o f civilized ssociety
ociety has the barbarian class. A A
true barbarian among
am ong these p people
eople is as uncommon
u n com m on as
a skilled fighter in a town, and he or she plays a similar sim ilar
role as a pprotector
rotector ofo f the people
p eople and a leader in times
tim es
of
o f war. Life in the w wild
ild places of
o f the w
world
orld is fraught
with peril: rival tribes, deadly weather, and terrifying
T h e BARBARIAN
THE B a r b a r ia n

Proficiency Rage
Level Bonus Features Rages Damage
1st +2 Rage, Unarmored 2 +2
Defense
2nd +2 Reckless Attack, 2 +2
Danger Sense
3rd +2 Primal Path 3 +2
4th +2 Ability Score 3 +2
Improvement
5th +3 Extra
Extra Attack, 3 +2
Fast Movement
6th +3 Path feature 4 +2
7th +3 Feral Instinct 4 +2
8th +3 Ability Score 4 +2
Improvement
9th +4 Brutal Critical 4 +3
(1
(1 die)
10th +4 Path feature 4 +3
11th +4 Relentless Rage 4 +3
12th +4 Ability Score 5 +3
Improvement
13th +5 Brutal Critical 5 +3
(2 dice)
14th +5 Path feature 5 +3
15th +5 Persistent Rage 5 +3
16th +5 Ability Score 5 +4 What
W hat led you to take up the adventuring life? W Were you
ere you
Improvement lured to settled lands by the prom promiseise ooff rich
riches? you
es? Did you
17th +6 Brutal Critical 6 +4 join
jo in forces w with
ith soldiers ooff those lands to face a shared
(3
(3 dice)
threat? D Did
id m monsters
on sters or an invading horde drive you
out ooff your hom
homeland,
eland, mmaking
akin g you a rootless refugee?
18th +6 Indomitable 6 +4
Perhaps yyou ou w were prisoner
ere a prison er ooff war, brought in chains to
Might
“civilized ” lands and only n
"civilized" now
ow able to w winin your freedom
freedom..
19th +6 Ability Score 6 +4 Or you might have been been cast out from your ppeople eople
Improvement because
b eca u se ooff a crim
crimee you com
committed,
m itted, a tataboo
boo you violated,
20th +6 Primal Champion Unlimited +4 or a cou
coupp that rem removed
oved you from a position ooff authority.

Q u i c k BUILD
QUICK B u il d
You can mmake following
ake a barbarian quickly by follow in g these
suggestions.
su ggestion s. First, put your highest ability sscore
c o r e in
Strength, follow
followed
ed by Constitution. Second,
S econ d , cchoose
h o o s e the
outlander background.
monsters.
m onsters. Barbarians charge headlong h eadlong into that danger
so
s o that their people
p eople don't
d on ’t have to.
Their
T h eir courage
cou rage in the face ofo f danger makes
m akes barbarians C lass F
CLASS FEATURES
eatures
perfectly suited for adventuring. Wandering
W andering is often a As
A s a barbarian, you gain the follow
following
in g class features.
way
w ay of
o f life for their native tribes, and the rootless life of of
the adventurer is little hardship for a barbarian. Some S om e HIT POINTS
H it P o in t s
barbarians miss m iss the close-knit
close-k n it family
fam ily structures
stru ctu res of
o f the Hit Dice: 1d
ld12
12 per barbarian level
tribe, but eventually find them replaced by the bonds bon ds Hit Points at 1st Level: 12 ++ your Constitution m modifier
odifier
formed
form ed among
am ong the members
m em bers ofo f their adventuring parties. Hit Points at Higher Levels: 1d ldl122 (or 7) +
+ your
Constitution m modifier
odifier per barbarian level after 1st
CREATING A BARBARIAN
C r ea tin g a Barbarian
PROFICIENCIES
P r o f ic ie n c ie s
When
W h en creating a barbarian character, think about where w here
Armor:
Arm or: Light armor, m medium
edium armor, shields
yourr character comes
you c o m e s from and his or her place in the
Weapons: S Simple weapons,
im ple w weapons
eapon s, martial w eapon s
world.
w orld. Talk with your DM about an appropriate origin
Tools: N
None
one
for your barbarian. DidD id you come
co m e from a distant land,
making
m akin g you a stranger in the area of o f the campaign?
cam paign? Saving Throws: Strength, Constitution
Constitution
Or
O r is the campaign
cam paign set in a rough-and-tumble
rough-and-tum ble frontier Skills: Choose twoo from A
C h oose tw Animal
nim al Handling, Athletics,
where
w here barbarians are common?
com m on ? Intimidation,
Intim idation, Nature, PPerception,
erception , and Survival
Eq u ipm e n t
EQUIPMENT U n a r m o r e d DEFENSE
UNARMORED D efense
You
Y o u start with
sta rt w i t h tthe
h e following
f o l l o w i n g equipment,
e q u ip m e n t , in
in addition to
a d d it io n to
While
W h ile you are not w
wearing
earin g any armor, your Armor
A rm or Class
C lass
the
t h e equipment
e q u i p m e n t granted
g r a n t e d by
b y your background:
your b ack gro u n d :
equals 10 + your Dexterity m odifier + your Constitution
modifier
(b) any m
• (a) a greataxe or (b) martial
artial melee
m elee weapon
w eapon modifier.
m odifier. You can use a shield and still gain this benefit.
twoo handaxes or (b)
• (a) tw (b) any simple weapon
sim ple w eapon
• An
A n explorer's
exp lorer’s pack and four javelins RECKLESS ATTACK
R eckless A t t a c k

Starting at 2nd level, you can throw


th row aside all concern
con cern
RAGE
Rage
for defense
defen se to attack with
w ith fierce desperation. When
W h en
In battle, you fight with primal
prim al ferocity. On
O n your turn, you make
m ake your first attack on your turn, you can decide
you can enter a rage as a bon
bonus
u s action. to attack recklessly. Doing
D oin g so
s o gives you advantage on
While
W h ile raging, you gain the following
follow in g benefits if you melee
m elee weapon
w eapon attack rolls usin
using g Strength during this
a ren't w
aren’t wearing
earin g heavy armor:
arm or: turn, but attack rolls against you have advantage until
• You have advantage on Strength checks ch eck s and Strength your next turn.
saving throws.
throw s.
• When
W hen you mmake
ake a mmelee
elee wweapon
eapon attack using
D a n g e r SENSE
DANGER Sense
Strength, you gain a bon
bonus
u s to the damage
dam age roll that At 2nd level, you gain an uncanny sense
sen se of when
of w hen things
increases
in creases as you gain levels as a barbarian, as shown
show n nearby aren't
aren’t as they should be, giving you an edge
m
in the Rage
R age Damage
D am age column
colu m n of
o f the Barbarian table. when
w hen you dodge
d odge away from danger.
• You have resistance
resistan ce to bludgeoning, piercing, and You have advantage on Dexterity
D exterity saving throws
throw s
slashing damage.
dam age. against effects that you can see, such as traps and spells.
lf
If you are able to cast spells, you can't
ca n ’t cast them or
To gain this benefit, you can't
ca n ’t be blinded, deafened, or
concentrate on them w while
hile raging.
incapacitated.
Your rage lasts for 1 minute. It ends early if you are
P r i m a l PATH
PRIMAL Pa t h
knocked unconscious
k n ocked u n con sciou s or if your turn ends and you
haven't
haven’t attacked a hostile creature sincesin ce your last turn At 3rd level, you choose
c h o o s e a path that shapes
sh ap es the nature of
of
or taken damage
dam age since
sin ce then. You can also end your rage your rage. Choose
C h oose the Path of o f the Berserker
B erserker or the Path
on your turn as a bon
bonusu s action. of
o f the Totem WWarrior,
arrior, both detailed at the end of o f the
Once
O nce you have raged the num number
ber of times
o f tim es shown
show n class description. Your choicech oice grants you features at 3rd
for your barbarian level in the Rages column
R a ges colu m n of
o f the level and again at 6th, 10th, and 14th levels.
Barbarian table, you must
m ust finish a long
lon g rest before you
can rage again.
ABILITY
A b i l i t y SCORE
S c o r e IMPROVEMENT
Im p r o v e m e n t barbarians attribute their rage to different sou sources,
rces,
however. For
however. F or some,
som e, it is an internal reservoir w where
here
When
W h en you reach 4th level, and again at 8th, 12th, 16th, pain, grief, and anger are forged into a fury hard as
and 19th level,
level, you ca
can increase
n in onee ability score
crease on sco re ooff your steel. O
Others
thers see
se e it as a spiritual blessing, a gift ooff
choice
ch oice by 2, or you can inincrease twoo ability scores
crease tw s c o r e s ooff
animal.
a totem anim al.
ch oice by 1. A
your choice Ass norm
normal,
al, you can't increase
ca n ’t in crease an ability
score
sco re above 20 using this feature. PATH
P a t h OF
o f THE
t h e BERSERKER
B erserker

EXTRA ATTACK For some


som e barbarians, rage is a m means
eans to an end-that
end-—that
Extra A t t a c k
end being violen
violence.
ce. The Path ofo f the Berserker
B erserker is a path
Beginning
B egin ning at 5th level, you can attack twice,
tw ice, instead of
of
o f untrammeled
untram m eled fury, slick with
w ith blood. A Ass you enter
once, whenever
on ce, w hen ever you take the Attack
A ttack action on your turn.
berserker's
the berserk er’s rage, you thrill in the chaos
ch a os of battle,
o f battle,
heedless
h eed less of
o f your own
ow n health or w well-being.
ell-being.
FAST
F a s t MOVEMENT
M ovem ent
Starting at 5th level,
level, your speed increases
sp eed in creases by 10 feet FRENZY
Frenzy
while
w aren't w
hile you aren’t wearing
earin g heavy armor. Starting wwhen
hen you cchoose
h o o s e this path at 3rd level, you
can go into a frenzy w
can when
hen you rage. If you do so, for
FERAL
F e r a l IINSTINCT
n s t in c t the duration ooff your rage you can m make
ake a single m melee
elee
weapon
w eapon attack as a bon
bonusu s action on each ooff your turns
By 7th level,
level, your instincts are so h
honed
oned that you have
after this one. WWhen
h en your rage ends, you suffer one on e level
advantage on initiative rolls.
of
o f exhaustion (as described
d escribed in appendix A).
Additionally, if you are surprised
su rprised at the begin
beginning
ning of
of
combat
com bat and aren't
aren’t incapacitated, you can act nnormally
orm ally MINDLESS
M i n d l e s s RAGE
R age
on your first turn, but only if you enter your rage before Beginning
B egin ning at 6th level, you can't
ca n ’t be charmed
ch a rm ed or
doing
doin g anything else on that turn.
frightened wwhile
hile raging. If you are charmed
charm ed or
frightened when
w hen you enter your rage, the effect is
BRUTAL
B CRITICAL
r u tal C r it ic a l
suspended
su sp ended for the duration ooff the rage.
rage.
Beginning
B egin ning at 9th level, you ca can
n roll one additional
weapon
w eap on damage
dam age die w when determining
hen determ ining the extra IINTIMIDATING
n t im id a t in g P
PRESENCE
resence

damage
dam age for a critical hit w with
ith a m
melee
elee attack. Beginning
B egin ning at 10th level, you can can use your action to
This
T h is increases twoo additional dice at 13th level
in crea ses to tw frighten someone
som eon e w with
ith your m menacing presence.
en acin g p resen ce.
and three additional dice at 17th level. When
W h en you do so, choose
c h o o s e one
on e creature that you can see
within
w ithin 30 feet of
o f you. If the creature can see or hear
RELENTLESS
R e l e n t l e s s RAGE
Rage must
you, it m ust succeed
su cce e d on a W Wisdom
isd om saving th throw
row (DC
(D C
equal to 8 + your pproficiency
roficiency bonbonus+
u s + your Charisma
Charism a
Starting at 11th level, your rage can keep you fighting
modifier)
m odifier) or b
bee frightened of o f you until the end of
o f your
despite grievous w ou n ds. If you drop to O
wounds. 0 hit points
next turn.
turn. On subsequent turns, you can use your action
while
w you're
hile y ou ’re raging and don't
don ’t die outright, you can m make
ake
to extend the duration of o f this effect on the frightened
aDDC C 10 Constitution saving throw. If you succeed,
su cceed , you
drop to 1 hit point instead.
Each
E timee you use this feature after the first, the D
ach tim DC
C
increases
in creases by 5. W When
h en you finish a short or long rest, the
DC
D C resets to 10.

PERSISTENT
P e r s i s t e n t RAGE
R age
Beginning
B egin ning at 15th level, your rage is so s o fierce that
it ends
en ds early only if you fall unconscious
u n con sciou s or if you
choose
c h o o s e to end it.

IINDOMITABLE MIGHT
n d o m it a b l e M ig h t

Beginning
B egin ning at 18th level, if your total for a Strength
Strength
check
ch eck is less than your Strength
Stren gth score, you can
can use that
score
sco re in place of
o f the total.

PRIMAL
P r i m a l CHAMPION
C h a m p io n
At 20th level,
level, you embody
em b od y the p power
ow er ofo f the w
wilds.
ilds. Your
Strength and Constitution scores s c o r e s increase
in crease by 4. Your
maximum
m a xim u m for th
those
ose scores
s c o r e s is nnow
ow 24.

Pr im a l P
PRIMAL PATHS
aths
Rage
R burns
a ge bu barbarian's heart,
rn s in every barbarian’s heart, a furnace
toward
that drives him or her tow ard greatness. Different
Your totem anim animalal might
m ight be an animal
anim al related to those
th ose
listed he
herere but more
m ore appropriate to your homeland.
hom eland.
For
F or example.
exam ple, you could
cou ld choose
c h o o s e a hawk or vulture in
place ofof a n eagle.
an eagle.
Bear. While raging. you have resistance
W h ile raging, resistan ce to all damage
dam age
except ppsychic
sych ic damage.
dam age. The spirit of o f the bea
bearr makes
m akes you
tough enough to stand up to any punishm punishment.
ent.
Eagle. While
W h ile you're raging and aren'taren’t wearing
w earin g
heavy armor, other creatu creatures
res have disadvantage on
opportunity attack rolls against you. you, and you can use u se the
Dash
D ash action as a bonus action on your turn. The T h e spirit
of
o f the eagle makes
m a k es you into a predator w who
h o can wweave
eave
through the fray with ease. ease.
Wolf.
Wolf, While
W h ile you're raging, your fri ends have
friends
adva ntage on melee
advantage m elee attack rolls against any creature
within
w ithin 5 feet of o f you that is hostile to you. The spirit of of
the wolf
w o lf makes
m akes you a leader of o f hunters.

A s p e c t OF
ASPECT o f THE Beast
t h e BEAST
At 6th level.
level, you gain a magical
m agical benefit based on the
totem animal
anim al of
o f your choice.
ch oice. You can choose
c h o o s e the same
sam e
animal yo u selected at 3rd level or a different one.
anim al you
creature until the end ofo f your next turn. This effect ends
Bear. You gain the might m ight of
o f a bear. Your carrying
carryin g
if the creature ends its turn out of o f line of
o f sight or more
m ore
capacity (including maximum
m axim um load and maximum m axim um lift)
than 60 feet away from you.
is doubled, and you have advantage on Strength checks ch eck s
ff
If the creature succeeds
su cce e d s on its saving throw, you can't
made
m ade to push, pull.
pull, lift.
lift, or break objects.
use this feature on that creature again for 24 hours hours..
Eagle. You gain the eyesight of o f an eagle.
eagle. You can
RETALIAT
R e t a l i a t iION
on
see
s e e up to 1 mile
m ile away with no difficulty, able to discern
Starting at 14th level.
level, when
w hen you take damage
dam age from
from
even fin
finee details as though looking
look in g at something
som eth in g no

a creature that is within 5 fe et of more


m ore than 100 fe et away from you.
feet you. Additionally, dim
feet o f you. you can use
light doesn't impose
im p ose disadvantage on your Wisdom W isd om
your reaction to make
m ake a melee
m elee weapon
w eap on attack agains
againstt
(P erception
erception)) checks.
ch ecks.
that creature.
creature.
Wolf.
Wolf, You gain the hunting sensibilities of o f a wolf.
w olf. You
PATH
P a t h OF
o f THE
t h e TOTEM WARRIOR
T otem W a r r io r
can track other creatures
creatu res while
w hile traveling at a fast pace,pace,
and you can movem ove stealthily whilew hile traveling at a normal
norm al
The Path of
o f the Totem Warrior
W arrior is a spiritual journey,
journey. as pace (see chapte
chapterr 8 for rules on travel pace).
the barbarian accepts
accep ts a spirit a nimal
anim al as guide, protector.
protector,
and inspiration. In battle, your totem spirit fills you Sp ir it W A
SPIRIT alLKER
ker
with supernatural might, adding magical
m agical fuel to your level, you can cast the commune with nature
At 10th level.
barbarian rage. spell, but only as a ritual. When
W h en you do so, a spiritual
Most
M ost barbarian tribes consider
con sid er a totem anim
animal
al to be Yers ion of
version o f one ofo f the a nimals
anim als you chose
c h ose for Totem Spirit
kin to a particular clan. In such ca cases,
ses, it is un usual for
unusual or Aspect
A sp ect of
o f the Beast
B east appears to you to convey the
an individual to have more
m ore than one totem a nimal
anim al spirit, information
inform ation you seek.
though exceptions
exception s exist.
TO
otTEMI C ATTUN
e m ic A t t u n eEM EN
m e T
nt
SPIRIT
Sp ir it SE
eeEK
keE rR At 14th level.
level, you gain a magical
m agical benefit basedba sed on a
Yours is a path that seeks attunement with the natural totem animal
anim al ofo f your choice
ch oice.. You can choose
c h o o s e the same
sam e
world.
w orld, giving you a kinship with beasts. At 3rd level w
when
hen animal
anim al yo u sselected
you elected previously or a different one.
you adopt this path, you gain the ability to cast the beast Bear,
Bear. While
W h ile you're
you ’re raging, any creature within 5 fe et
feet
sense and speak with animals spells.
spells, but only as rituals,
rituals, of
o f you that's
that’s hostile to you has disadvantage on attack
as described in chapter 10. rolls against targets other than you or another character
with this feature. An eenem nemyy is immune
im m u ne to this effect if it
TOTEM
T o t e m SPIRIT
Sp ir it can't
ca n ’t see or hear you or if it can't
ca n ’t bhee frightened.
At 3rd level.
level, when
w hen you adopt this pathpath,, you choose
choose a Eagle. While
W h ile raging, you have a flying speed sp eed equal to
totem spirit and gain its feature. You must m ake a ke or your current w walking
alk in g speed. This
T h is benefit works
w ork s only in
acquire a physical totem object-
object- an a mulet
am ulet or ssim
imilar
ilar short bursts;
burs ts; you fall if you end your turn in the air and
adornment-
adornm ent—that that in corporates fur or feathers.
feathers, claws.
claw s, nothing else is holding
h oldin g you aloft.
teeth, or b
teeth. bones
on es of
o f the totem anim
animal.
al. At your option, you Wolf. While
W h ile you're
y ou ’re raging, you can use u se a bonbonus
u s action
also gain mi nor physical attributes that are reminiscent
m inor rem iniscent on your turn to knock kn ock a Large or smaller
sm aller creature prone
of
o f your totem spirit. For example,
exam ple, if you have a bear when
w hen you hit it with melee weapon
m elee w eapon attack.
totem spirit, you might
m ight be unusually hairy and thick-thick-
skinned, or if your totem is the eagle,
eagle, your eyes turn
bright yellow.
BARD
Ba r d
Humming
H u m m ing as she traces her fingers over an ancient
monument
m onum ent in a long-forgotten ruin, a half-elf h alf-elf in rugged
leathers finds knowledge
k n ow led ge springing
sprin ging into her mind,
conjured
con ju red forth by the magicm agic of
o f her song-knowledge
son g —kn ow ledge
of
o f the people
p eople who
w h o constructed
con stru cted the monument
m onum ent and the
mythic
m ythic saga it depicts.
A stern human
hum an warrior
w arrior bangs his sword
sw ord rhythmically
rhythm ically
against his scale mail, setting the tempo tem po for his war
w ar chant
and exhorting
exhortin g his companions
com p a n ion s to bravery and heroism.
heroism .
The
T he magic
m agic of
o f his song
so n g fortifies and emboldens
em b olden s them.
them .
Laughing as she tunes her cittern, a gnome gnom e weaves
w eaves
her subtle magic
m agic over the assembled
a ssem bled nobles,
n obles, ensuring
that her companions'
com p a n ion s’ words
w ord s will
w ill be well
w ell received.
Whether
W h eth er scholar, skald, or scoundrel,
scou ndrel, a bard weaves
w eaves
magic
m agic through wordsw ord s and music
m u sic to inspire allies,
demoralize
dem oralize foes, manipulate
m anipulate minds,
m inds, create
illusions, and even heal wounds.
w oun ds.

MUSIC
M u s i c AND
a n d MAGIC
M a g ic
In the worlds
w orlds of
o f D&D, words
w ord s and music
m usic are
not just vibrations of o f air, but vocalizations
v ocalization s with
power
p ow er a11
all their own.ow n. The bard is a master
m aster of
o f song,
speech,
sp eech , and the magic m a gic they contain. BardsB ards say
that the multiverse
m ultiverse was w a s spoken into existence, that the
words
w ord s ofo f the gods
g od s gave it shape, and that eechoes
c h o e s of
o f these
primordial
prim ordial WordsW ords of o f Creation still resound
resou n d throughout
the cosmos.
c o sm o s . The musicm u sic ooff bards is an attempt to snatch
and harness
h arness those th ose echoes,
ech oes, subtly woven
w oven into their
spells
sp ells and powers.
pow ers.
The greatest strength of o f bards is their sheer
versatility.
versatility. ManyM any bards prefer to stick to the sidelines
in combat,
com bat, using their magic m agic to inspire their allies and
hinder their foes from a distance. But bards are capable
of
o f defending themselves
them selves in meleem elee if necessary.
necessary, using
their magic
m agic to bolster their swords sw ord s and armor. Their
spells lean toward
tow ard charms
ch a rm s and illusions rather than
blatantly destructive spells. They have a wide-ranging w ide-ranging
knowledge
k n ow led ge of o f many
m any subjects
su bjects and a natural aptitude
that lets them do almost alm ost anything w ell. Bards
B ards become
b e co m e
masters
m asters of o f the talents they set their minds m inds to perfecting,
from musical
m u sical performance
p erform a n ce to esoteric knowledge.
know ledge.

L e a r n i n g FROM
LEARNING E x p e r ie n c e
f r o m EXPERIENCE

True bards are not common com m on in the world.


w orld. Not every
minstrel
m instrel singing in a tavern or jester cavorting in a royal
court
cou rt is a bard. Discovering
D iscoverin g the magic
m agic hidden in music
m usic
requires hard study and some som e measure
m easure of o f natural talent
that most
m ost troubadours and jon g leu rs lack. It can be hard
jongleurs
to spot the difference between
betw een these performers
perform ers and true
bards, though. A A bard's
bard’s life is spent wandering
w andering across
the land gathering lore, telling stories, and living on the
gratitude of o f audiences, much
m uch like any other entertainer.
But a depth of o f knowledge,
know ledge, a level ofo f musical
m usical skill, and a
touch of
o f magic
m agic set bards apart from their fellows. fellow s.
Only rarely do bards settle in one on e place for long, and
their natural desire to travel-
travel—to to find new
n ew tales to tell,
new
n ew skills to learn, and new discoveries
discov eries beyond
beyon d the
horizon-
h orizon —m makes
akes an adventuring career a natural calling.
Every adventure is an opportunity
opportu nity to learn, practice a
variety of
o f skills, enter long-forgotten tombs,tom bs, discover
d iscov er lost
Q .U
u ICK B u il d
i c k BUILD
You can m make
ake a bard quickly by
follow in g these suggestions.
following suggestion s. First,
Charisma
C harism a should be your highest
ability score, followed
follow ed by Dexterity.
Second,
S econ d , choose
c h o o s e the entertainer
background.
backgrou c h o o s e the dancing lights and
n d. Third, choose
vicious mockery cantrips, along with the following follow in g
1st-level spells: charm person, detect magic, healing
word, and thunderwave.

C l a s s FEATURES
CLASS Features
As
A s a bard, you gain the following
follow in g class features.

HIT
H it POINTS
Po in ts
Hit Dice: ld8
1d8 per bard level
Hit Points at 1st Level: 8 +
+ your Constitution modifier
m odifier
1d8 (or 5) + your
Hit Points at Higher Levels: ld8
Constitution modifier
m odifier per bard level after 1st

works
w ork s of
o f magic,
m agic, decipher
deciph er old tomes,
tom es, travel to strange PROFICIENCIES
P r o fic ie n c ie s
places, or encounter exotic creatures. Bards love to Armor:
A rm or: Light armor
arm or
accompany
accom p a n y heroes
h eroes to witness
w itn ess their deeds
d eeds firsthand. A
A Weapons:
W eapons: Simple
Sim ple weapons,
w eapon s, hand crossbows,
c rossb ow s,
bard who
w h o can tell an awe-inspiring
aw e-inspiring story from person
personal
al longswords,
lon gsw ords, rapiers, shortswords
sh ortsw ords
experience
experien ce earns renown
earn s renow n among
am ong other bards. Indeed, Tools: Three
T h ree musical
m usical instruments
instrum ents of
o f your choice
ch oice
after telling so
s o many
m any stories about heroes
h eroes accomplishing
accom plish in g
mighty
m ighty deeds,
d eeds, many
m any bards take these themes
th em es to heart
Saving Throws: Dexterity, Charisma
C harism a
and assume
assu m e heroic
h eroic roles themselves.
them selves.
Skills: Choose
C h oose any three

E q u ip m e n t
EQUIPMENT
CREATING
C r e a t in g A
a BARD
Bard
You start with the following
follow in g equipment,
equipm ent, in addition to
Bards thrive on stories, whether w hether those
th ose stories are true the equipment
equipm ent granted by your background:
or not. Your character's background
character’s back grou n d and motivations
m otivations
• (a) a rapier, (b) a longsword,
lon gsw ord, or (c) any simple
sim ple weapon
w eapon
are not as important
im portant as the stories that he or she tells
• (a) a diplomat's (b) an entertainer's pack
diplom at’s pack or (b) pack
about them. Perhaps you had a secure secu re and mundane
m undane
• (b) any other musical
(a) a lute or (b) m usical instrument
instrum ent
childhood.
ch ildh ood . There's
T h ere’s no good
g o o d story to be told about that,
• Leather armor
arm or and a dagger
so you might
m ight paint y yourself
ou rself as an orphan raised by a hag
in a dismal
dism al swamp.
sw am p. Or your childhood
ch ild h ood might
m ight be w worthy
orthy
SPELLCASTING
Sp e l l c a s t in g
of
o f a story. Some
S o m e bards acquire their magical m agical music
m usic
through extraordinary means, m eans, including the inspiration You have learned to untangle and reshape the fabric of
of
o f fey or
o r other supernatural creatures. reality in harmony
harm ony with your wishes
w ish es and music.
m usic. Your
Did you serve an apprenticeship, studying under a spells are part ofo f your vast repertoire, magic
m agic that you
master, following
follow in g the more
m ore experienced
experien ced bard until you can tune to different situations. SeeS e e chapter 10 for the
were
w ere ready to strike out on your own? ow n ? Or
O r did you attend general rules ofo f spellcasting and chapter 11 for the
a college
colleg e wwhere
here you studied bardic lore and practiced practiced bard spell list.
your musical
m usical magic?
m agic? Perhaps you w were
ere a young
youn g runaway
runaw ay
or orphan, befriended
befrien ded by a wandering
w an dering bard w who
h o became
b eca m e
CANTRIPS
C a n tr ips
your m mentor.
entor. Or O r you might
m ight have been a spoiled
sp oiled noble You know
k n ow twtwoo cantrips of
o f your choice
ch oice from the bard
child tutored by a master. Perhaps you stumbled stum bled into the spell list. You learn additional bard cantrips of o f your
clutches of o f a hag, mmaking
akin g a bargain for a musical
m usical gift in choice
ch oice at higher levels, as shown
sh ow n in the Cantrips Known
K now n
addition to your life and freedom,
freedom , but at whatw hat cost? column
colu m n of
o f the Bard table.
T h e Ba r d

— Spell Slots per Spell Level-


-Spell Level—
Proficiency Cantrips Spells
Level Bonus Features Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

l st
1st +2 Spellcasting, Bardic Inspiration (d6) 2 4 2 — — — — — — — —

2nd +2 jack
Jack ooff All Trades, (d6)
Trade s, Song ooff Rest (d 6) 2 5 3 — — — — — — — —

3rd +2 Bard College, Expertise 2 6 4 2 — — — — — — —

4th +2 Ability Score Improvement 3 7 4 3 — — — — — — —

5th +3
+3 Bardic Inspiration (d8), 3 8 4 3 2 — — — — — —

Font ooff Inspiration


Inspi ration
6th +3
+3 Countercharm, Col lege feature
Cou ntercharm , Bard College 3 9 4 3 3 — — — — — —

7th +3 — 3 10 4 3 3 1 — — — — —

8th +3 Ability Score Improvement 3 11


11 4 3 3 2 — — — — —

9th +4 Song of Rest (d8) 3 12 4 3 3 3 l1 — — — —


10th +4
+4 Bardic Inspiration (d10),
(dlO), Expertise, 4 14 4 3 3 3 2 — — — —

Magical Secrets
11th +4 — 4 15 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 4 15 4 3 3 3 2 1 — — —
13th +5 Song of Rest (d
ofRest (dl10)
0) 4 16 4 3 3 3 2 1 1 — —
14th +5 Secrets ,
Magical Secrets, 4 18 4 3 3 3 2 1 1 — —

Bard College feature


15th +55
+ Bardic Inspiration (dl
(d12)
2) 4 19 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 4 19 4 3 3 3 2 1 1 1 —
17th +6 Song of Rest (d12)
(dl 2) 4 20 4 3 3 3 2 1 1 1 1
18th +6 Magical Secrets 4 22 4 3 3 3 3 l
1 1 1 1
19th +6 Ability Score Improvement 4 22 4 3
3
3 3
3
3
3
2
2
1
2
1
1
1
1
20th +6 Superior Inspiration 4 22 4 3

S pell S
SPELL SLOTS
lots modifier
m when
odifier w throw
hen setting the saving th DC
row D C for a bard
The
T shows
h e Bard table sh ow s hhow
ow mmany
any spell slots you have to spell you cast and wwhen
hen mmaking with
akin g an attack roll w ith one.
sp ells of
cast your spells on e of
o f 1st level and higher. To cast one of Spell save DC=
DC = 8 + your proficiency
proficiency bonus +
ese spells, you m
these
th must sp ell’s level
o f the spell's
ust expend a slot of
your Charisma modifier
ded spell slots w
expended
or higher. You regain all expen when
hen you
long
finish a lon g rest. Spell attack modifier = your
you r proficiency bonus +
ple, if you k
example,
For exam n ow the 1st-level spell cure
know your Charisma modifier
wounds and have a 1st-level and a 2nd-level spell slot
can cast cure wounds using either slot.
available, you can R
RITUAL CASTING
it u a l C a st in g
can cast any bard spell you kknow
You can n ow as a ritual if that
S pells K
SPELLS KNOWN OF
nown o 1s t L
f 1ST LEVEL AND
evel a HIGHER
nd H ig h e r spell has the ritual tag.
You k n ow four 1st-level spells ooff your ch
know choice
oice from the
bard spell list.
S
SPELLCASTING Focus
pe llc a stin g F ocus

T h e Spells
The S p ells KKnown column
n ow n colum n ooff the Bard table shows
sh ow s You can musical
can use a m instrument
u sical instrum 5)
ent (found in chapter 5)
when
w hen you learn m moreore bard spells of ch oice. Each of
o f your choice. of as a spellcasting foc uss for your bard spells.
spellcastin g focu
these spells
sp ells m must
ust b bee ooff a level for w hich you have spell
which
when B a r d i c IINSPIRATION
BARDIC n s p ir a t io n
sh ow n on the table. For instance, w
slots, as shown hen you
reach 3rd level in this class, you can can learn on new
onee n ew spell You can inspire others through stirring w ord s or m
words music.
usic.
ooff 1st or 2nd level. To do so, you uuse
se a bon u s action on your turn to cchoose
bonus hoose
Additionally, w when
hen you gain a level in this class, you you onee creature other than yyourself
on within
ou rself w you
60 feet ooff you
ithin 60
can cchoose
can one
h o o s e on e ooff the bard sp spells
ells you kn know
ow and replace who
w h o can hear you. That creature gains on one Bardic
e Bardic
with
it w ith another spell from the bard spell list, w which also
hich also Inspiration die, a d6.
m ust be ooff a level for w
must which
hich you have spell slots. Once
O nce w ithin the next 10 m
within minutes,
inutes, the creature can can roll
the die and add the numnumber
ber rolled to one ability check,
ABILITY
Sp e l l c a s t in g A
SPELLCASTING b il it y
throw
attack roll, or saving th row it m akes.. T
makes The can
h e creature can
Charisma sp ellcastin g ability for your bard
C harism a is your spellcasting wait until after it rolls the d20 deciding
before decidin
d2 0 before g to use the
spells. Your m c o m e s from the heart and soul
agic comes
magic you
sou l you decide before the DM
ardic Inspiration die, but must decide
Bardic
B DM
performance
pourr into the perform
pou usic or oration.
music
an ce ooff your m whether
says w su cce e d s or fails. Once
hether the roll succeeds O nce the BBardic
ardic
You use your C Charisma
harism a w whenever
henever a spell refers to your Inspiration die is rolled, it is lost. AA creature cancan have
spellcasting
spellcastin Charisma
g ability. In addition, you use your Charism a Bardic
onee B
only on ardic Inspiration die at a time.
You can use this feature a number
num ber of o f times
tim es equal MAGICAL
M a g i c a l SECRETS
Secrets
to your Charisma
C harism a modifier
m odifier (a minimum
m inim um of o f once). You
regain any expended
expen ded uses when
u ses w hen you finish a long lon g rest. By 10th level, you have plundered magical m agical knowledge
kn ow ledge
Your Bardic
B ardic Inspiration die changes when w hen you reach from a wwide
id e spectrum
sp ectru m of
o f disciplines. Choose
C h o o se two
tw o spells
certain levels in this class. The
T h e die bbecomes
e c o m e s a d8 at 5th from any class, including this one. A A spell you choose
choose
level, a d10
d 10 at 10th level, and a d12
d l 2 at 15th level. must
m ust be of
o f a level you can cast, as shown
sh ow n on the Bard
table, or a cantrip.
J]ACK
a c k OF A l l TRADES
o f ALL T rades The chosen
Th e ch osen spells
sp ells count as bard spells for you and are
included in the number
num ber in the Spells
S p ells Known
K n ow n column
colu m n of
of
Starting at 2nd level, you can add half
h alf your proficiency
the Bard table.
bonus, rounded down,
dow n, to any ability check
ch eck you make
m ake that
You learn twotw o additional spells
sp ells from any class at 14th
doesn't
d oesn ’t already include your proficiency bonus.
level and again at 18th level.
SONG
S o n g OF
o f REST
R est SUPERIOR
S u p e r i o r INSPIRATION
In s p ir a t io n
Beginning
B egin ning at 2nd level, you can useu se soothing
sooth in g music
m usic or
At 20th level, when
w hen you roll initiative and have no u
uses
ses
oration to help revitalize your wounded
w ou n ded allies during
of
o f Bardic
B ardic Inspiration left, you regain one
on e use.
a short rest. If you or any friendly creatures who
creatu res w h o can
performance
hear your perform an ce regain hit points at the end ofof
the short rest, each ofo f those
th ose creatures regains an extra
B a r d COLLEGES
BARD C olleges
ld6
1d6 hit points. The way
Th e w ay ofo f a bard is gregarious. Bards
B ards seek each
The
T h e extra hit p
points
oints increase
in crease when
w hen you reach certain other out to swap songs
sw ap so n g s and stories, boast of
o f their
levels in this class: to 1d8 at 9th level, to 1d10
1d 10 at 13th accomplishments,
a ccom plish m en ts, and share their knowledge.
kn ow ledge. Bards
level, and to 1d12
1d 12 at 17th level. form loose
lo o s e associations,
association s, wwhich
hich they call colleges,
colleg es, to
facilitate their gatherings and preserve their traditions.
BARD
B COLLEGE
ar d C ollege
C ollege o
COLLEGE OF L ore
f LORE
At 3rd level, you delve into the advanced techniques of of
a bard college
colleg e of
o f your choice: the College
C ollege of
o f Lore
L ore or the Bards
B ards ofo f the College
C ollege of o f Lore
L ore know
k n ow something
som eth in g about
College
C ollege of
o f Valor, both detailed at the end ofo f the class most
m ost things, collecting
collectin g bits of o f knowledge
k n ow led ge from sources
sou rces
description. Your choice
ch oice grants you features at 3rd level as diverse as scholarly tom tomes es and peasant tales.
and again at 6th and 14th level. Whether
W h eth er singing
singin g folk ballads in taverns or elaborate
compositions
com p osition s in royal courts, these th ese bards use u se their gifts
EXPERTISE
E x p e r t ise to hold audiences
au dien ces spellbound.
spellbou n d. When W h en the applause dies
down,
dow n, the audience members m em bers might m ight find themselves
them selves
At 3rd level, choose
c h o o s e two
tw o of
o f your skill proficiencies. Your
questioning
qu estion in g everything they held to be true, from their
proficiency bon
bonusu s is doubled
dou bled for any ability check
ch eck you
faith in the ppriesthood
riesth ood of o f the local
loca l temple
tem ple to their
make
m ake that uuses
ses either of o f the chosen
ch osen proficiencies.
loyalty to the king.
At 10th level, you can choosec h o o s e another two
tw o skill
The loyalty of o f these
th ese bards lies in the pursuit of o f beauty
proficiencies
proficien cies to gain this benefit.
and truth, not in fealty to a monarch m on arch or following
follow in g the
A b i l i t y SCORE
ABILITY S c o r e IMPROVEMENT
Im pr o v e m e n t tenets ofo f a deity. A noble
A n oble whow h o keeps such a bard as a
herald or advisor knows k n ow s that the bard w would
ou ld rather be
When
W h en you reach 4th level, and again at 8th, 12th, 16th, honest
h onest than politic.
and 19th level, you can increase
in crease one
on e ability score
sco re of o f your The college's
co lle g e ’s members
m em bers gather in libraries and
choice
ch oice by 2, or you can increase
in crease two
tw o ability sscores
c o r e s of
of sometimes
som etim es in actual colleges,
colleg es, complete
com plete with
w ith classrooms
cla ssroom s
your choice
ch oice by 1. As
A s normal,
norm al, you can't
ca n ’t increase
in crease an ability and dormitories,
dorm itories, to share their lore with w ith one another.
score
sco re above 20 using this feature. They
T h ey also meet
m eet at festivals or affairs of o f state, where
w here they
can expose
ex p o se corruption, unravel lies, and poke fun at self-
F o n t OF
FONT In sp ir a t io n
o f INSPIRATION important
im portant figures of o f authority.
Beginning
B egin ning when
w hen you reach 5th level, you regain all ofof
your expended
expen ded uses
u ses of
o f Bardic
B ardic Inspiration when
w hen you BONUS
B o n u s PROFICIENCIES
P r o f ic ie n c ie s
finish a short or long
lon g rest. When
W join
h en you jo in the College
C ollege of
o f Lore
L ore at 3rd level, you gain
with
proficiency w ith three skills of
o f your choice.
COUNTERCHARM
C ountercharm
C u t t i n g WORDS
CUTTING W ords
At 6th level, you gain the ability to use musical
m u sical notes or Also
A lso at 3rd level, you learn hhow
ow to use your wit to
words
w ord s of power
of p ow er to disrupt mind-influencing
m ind-influencing effects. AsAs distract, confuse,
con fu se, and otherwise
oth erw ise sap the confidence
con fid en ce and
an action, you can start a performance
perform an ce that lasts until competence
com p eten ce of
o f others. When
W h en a creature that you can
the end of
o f your next turn. During
D uring that time, you and any see within
w ithin 60
6 0 feet of
o f you makes
m akes an attack roll, an ability
friendly creatures
creatu res w within
ithin 30 feet of
o f you have advantage check, or a damage
dam age roll, you can use your reaction to
on saving throws
th row s against being frightened or charmed.
charm ed. expend one
on e of
o f your uuses
ses of
o f Bardic
B ardic Inspiration, rolling
A
A creature must
m ust be able to hear you to gain this benefit. a Bardic
B ardic Inspiration die and subtracting the number num ber
The performance
Th e p erform a n ce ends
en ds early if you are incapacitated or rolled from the creature's
creatu re’s roll. You can choose
c h o o s e to use
silenced
silen ced or if you voluntarily enendd it (no action required). this feature after the creature makesm akes its roll, but before
the DM determines
determ ines w whether
hether the attack roll or ability

I'
check
ch succeeds
eck su cceed s or fails, or before the creature deals its songs.
son gs, they inspire others to reach the sam
inspire others e heights ooff
same
age. The creature is im
damage.
dam immune can't’t hear you or if
m une if it can accomplishment
accom plish m en t as the h old .
eroes ooff old.
heroes
it’s im m une to being charmed.
it's immune charm ed.
B PROFICIENCIES
onus P
BONUS r o f ic ie n c ie s
A M a g i c a l SE
d d i t i o n a l MAGICAL
ADDITIONAL Se c
C rRETS
ets When
W hen you join
yo u jo in the C you
ollege ooff Valor at 3rd level, you
College
At 6th level, you learn tw ch oice from any
o f your choice
twoo spells of gain proficiency
proficiency w medium
ith m
with edium arm armor,
or, shields, and
A spell you choose
class. A choose m o f a level you can cast.
ust be of
must cast, martial
m v,;eapons.
artial w eapon s.
sh ow n on the Bard table, or a cantrip. The chosen
as shown ch osen
sp ells for you but d
coun t as bard spells
spells count on ’t count
don't C o m b a t IINSPIRATION
COMBAT n sp ir a t io n

ber ooff bard spells you know.


number
against the num Also
A 3rd level, you
lso at 3rd learn to inspire others in battle.
you learn
A creature that has a B
A Bardic
ardic Inspiration you
from you
Inspiration die from
P Sk il l
e e r l e s s SKILL
PEERLESS can roll that die and add the num number rolled to a w
ber rolled weapon
eapon
Starting when
Starti ng at 14th level, w hen you m check.
ake an ability check,
make damage
dam age roll it just made.
just m Alternatively, w
ade. Alternatively, when
hen an attack
you can expend oneon e u se of
use Inspiration. Roll a
B ardic Inspiration.
o f Bardic roll is made
1s m ade against the creature, can uuse
creature, it can reaction
se its reaction
ardic Inspiration die and add the number
Bardic
B num ber rolled to Bardic
to roll the B ardic Inspiration die and add the num number
ber
check . You can choose
yourr ability check.
you s o after you roil
c h o o s e to do so seeing
attack. after seein
agamst that attack,
rolled to its AC against g the roll
the die for the ability check, but before the DM tells you but before knowing
before kn ,vhether
ow in g w hether it hits or mmisses.
isses.
whether
w su cce e d or fail.
hether you succeed
E xtra A
EXTRA ATTACK
ttack

C o l l e g e OF
COLLEGE of V
VALOR
a lo r can attack tw
Starting at 6th level, you can ice, instead ooff
twice,
once, whenever
on ce, w hen ever you on your turn.
action on
you take the Attack action
B ards ooff the C
Bards ollege ooff Valor are daring skalds w
College \vhose
h ose
tales keep alive the m em ory ooff the great h
memory eroes ooff the
heroes B attle M
BATTLE a g i cC
MAGI
past, and thereby inspire a nnew
past, ew generation ooff hheroes.
eroes. you have m
At 14th level, you weaving
astered the art ooff w
mastered eaving
T h ese bards gather in m
These mead
ead halls or around great spellcasting
sp weapon
ellcastin g and w use
eap on u se into a single hharmonious
arm on ious
d eed s of
fires to sing the deeds
bonfires
bon o f the mighty, both past When
act. W h en you use your action to cast a bard spell, you
spell, you
and present. They w itn ess great
Th ey travel the land to witness can mmake
ake one w weapon bonus
eap on attack as a bon u s action.
events firsthand and to ensure that the m em ory of
memory
th ose events doesn't
those pass
d oesn ’t pa from the w
ss from orld. With
world. W ith their
CLERIC
Arms
A rm s and eyes upraised towtoward
ard the sun and a prayer
beginss to gglow
on his lips, an elf begin with
low w ith an inner light that
companions.
spills out to heal his battle-worn com pan ion s.
Chanting a songson g ooff glory, a ddwarf swings
w arf sw in g s his axe
wide
in w ide swaths
sw aths to cut through the ranks ooff orc oress
arrayed against him him,, shshouting
ou tin g praise to the g gods with
od s w ith
foe's
every fo e ’s fall.
Calling dow
down n a cu
curse
rse upon the forces ooff undeath, a
human
hum an lifts her holy sym symbol
bol as light ppours
ou rs from it to
back
drive ba ck the zomzombies crowding
b ies crow companions.
d in g in on her com pan ion s.
Clerics
C intermediaries
lerics are interm ediaries bbetween
etw een the mmortal world
ortal w orld
and the distant planes ooff the gods. A
Ass varied as the gods
they serve, clerics strive to em
embody handiwork
b ody the h andiw ork ooff
imbued
their deities. No ordinary priest, a cleric is im with
bued with
divine mmagic.
agic.

H
HEALERS n d W
AND
ealers a WARRIORS
a r r io r s

magic,
Divine m namee suggests, is the ppower
agic, as the nam ow er ooff
flowing
the gods, flow them into the w
ing from them world. Clerics
orld. C lerics are
conduits for that pow power, manifesting
er, m anifesting it as m miraculous
iracu lou s
effects. The gods d don't
on ’t grant this p power
ow er to everyone w who
ho
seekss it, but only to th
seek those
ose cchosen
h osen to fulfill a high calling.
Harnessing
H arn essin g divine m magic doesn't
agic d oesn ’t rely on study or
training. AA cleric m might formulaic
ight learn form ulaic prayers and
ancient rites, but the ability to cast cleric spells relies on on
devotion and an intuitive sense sen se ooff a deity’s
deity's wwishes.
ishes.
Clerics
C combine
lerics com bin e the helpful m magic
agic ooff healing and
inspiring their allies with sp spells harm and hinder
ells that harm
They
foes. Th ey can provoke awe and dread, lay ccurses u rses ooff
plague or poison, and even call dow down flames
n flam es from heaven
consume
to con su m e their enenemies.
em ies. For th those
ose evildoers w who
ho w will
ill
benefit mmost
ost from a m mace
a ce to the head, clerics dependepend on
d on
combat
their com bat training to let themthem w wade
ade into m melee
elee with
power
the p ow er ooff the g
gods
od s on their side.

DIVINE
D AGENTS
iv in e A gen ts

Not every acolyte or officiant at a tem temple


ple or shrine is a
cleric. Some called to a simple
S o m e priests are called sim ple life ooff tem
temple
ple
carrying
service, carryin gods'
g out their g will
o d s’ w ill through prayer and
sacrifice, not by m magic
a gic and strength ooff arm
arms.s. In some
som e
priesthood
cities, p amounts
riesth ood am viewed
ounts to a political office, view ed
as a stepping stone to higher positionpositionss ooff authority and
involving n noo com
communion
m u n ion with a god at all. True clericsclerics
are rare in m most
ost hierarchies.
When
W h en a cleric takes up an adventuring life, life , it is usually
bbecause
eca u se his or her g god demands
od dem Pursuing
an ds it. P u rsuing the goals
ooff the ggods
od s often involves braving dangers beyon beyond d the
walls
w alls ooff civilization, sm
smiting
iting evil or seek
seeking
in g holy relics in
ancient tom tombs. Many
bs. M any clerics are a also expected
lso ex pected to protect

v.r l
T h e C
THE CLERIC
l e r ic

— Spell Slots per Spell Level-


-Spell Level—
Proficiency Cantrips
Level Bonus Features Known l st
1st 2nd 3rd 4th 5th 6th 7th 8th 9th

1st +2 Spellcasting, Divine Domain 3 2 — — — — — — — —

2nd +2 Channel Divinity (1/rest), 3 3 — — — — — — — —

Divine Domain feature


3rd +2 — 3 4 2 — — — — — — —

4th +2 Ability Score Improvement 4 4 3 — — — — — — —

5th +3 Destroy Undead (CR 1/2) 4 4 3 2 — — — — — —


6th +3
+3 Channel Divinity (2/rest), 4 4 3 3 — — — — — —
Divine Domain feature
7th +3 — 4 4 3 3 1 — — — — —

8th +3 Improve ment, Destroy


Ability Score Improvement, Unde ad
Destroy Undead 4 4 3 3 2 — — — — —

(CR 1), Divine Domain feature


9th +4 — 4 4 3 3 3 1 — — — —
10th +4 Divine Intervention 5 4 3 3 3 2 — — — —
11th +4 (CR 2)
Destroy Undead (CR 5 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 5 4 3 3 3 2 1 — — —
13th +5
+S — 5 4 3 3 3 2 1 1 — —
14th +5
+5 Destroy Undead (CR 3)
Destroy 5 4 3 3 3 2 1 1 — —
15th +5 — 5 4 3 3 3 2 1 1 1 —
16th +5
+S Ability Score Improvement 5 4 3 3 3 2 1 1 1 —
17th +6 Destroy
Destroy Undead (CR 4), 5 4 3 3 3 2 1 1 1 1
Divine Domain feature
18th +6 Channel Divinity (3/rest) 5 4 3 3 3 3 1 1 1 1
19th +6 Improvement
Ability Score improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Interven tion improvement
Divine Intervention 5 4 3 3 3 3 2 2 1 1

their deities’ worshipers,


deities' w orsh ipers, w which
h ich can m mean
ean fighting
C lass F
CLASS FEATURES
eatures
rampaging
ram ores,
paging orc s, negotiating p peace between
ea ce b warring
etw een w arrin g
nations, lin g a portal that w
sealing
nations. or sea ou ld allow a demon
would dem on Ass a cle
A cleric, following
ric, you gain the follow class
in g cla ss features.
ce to enter the w
prince
prin world.
orld.
H it P
HIT POINTS
o in t s
M ost adventuring clerics m aintain some
Most connection
som e con n ection to
ld8 pper
Hit Dice: 1d8 er cleric level
temples
established tem temple
A tem
ples and orders ooff their faiths. A ple
Hit Points at 1st Level: 8 + modifier
+ your Constitution m odifier
might
m ight ask for a cleric’s might
cleric's aid, or a high priest m ight be in a
ld8 (or 5) +
Hit Points at Higher Levels: 1d8 + your
demand
position to dem an d it.
Constitution m odifier per cleric level after 1st
modifier
CREATING
C r ea tin g a CLERIC
A C leric
P
PROFICIENCIES
r o fic ie n c ie s
Ass you create a cleric, the m
A most
ost imimportant question to
portant question Armor:
Arm medium
or: Light armor, m shields
edium armor, shields
consider
con which
sid er is w serve and w
h ich deity to serve what principles
hat prin you
ciples you simple
Weapons: All sim weapons
ple w eap on s
w ant your character to embody.
want em body. A Appendix
pp en dix B includes
B includes Tools: N
None
one
lists of
of m g od s of
any ooff the gods
many multiverse. Check
o f the multiverse. C h eck with
Saving Throws: W isdom , Charisma
Wisdom, Charism a
your D DMM to learn w hich deities are in your cam
which campaign.
paign.
Skills: Choose twoo from History, Insight,
C h oose tw Medicine,
Insight, M edicine,
Once
O you've
n ce you chosen
’ve ch osen a deity, con consider cleric's
sid er your cleric's
Persuasion, and R Religion
eligion
relationship to that god. D Didid you enter this servservice
ice
willingly?
w illingly? O od cchoose
Orr did the ggod impelling
h o o s e you, im pelling you into E
EQUIPMENT
q u ipm e n t
service
serv with
ice w ith nnoo regard for your w wishes?
ish es? HHow
ow do the following
You start with the follow equipment,
in g equipm ent, in addition to
tem ple priests ooff your faith regard you:
temple champion
you: as a cham pion
equipment
the equipm ent granted by your background:
troublemaker?
or a troublem aker? WWhat
h at are your ultimate goals? D Does
oes
your deity have a sp special
ecia l task in m mind
ind for you? O Orr are • (a) a m
• mace b) a w
a ce or ((b) warhammer
arham m er (if proficient)
you striving to prove yyourself
ou rself w orthy ooff a great quest?
worthy le mail, (b) leather armor, or (c) chain m
scale
• (a) sca mail
ail (if
proficient)
Q u ic k B
QUICK BUILD
u il d cro s s b o w and 20
•• (a) a light crossbow simple
20 bolts or (b) any sim ple
make
You can m following
ake a cleric quickly by follow these
in g these weapon
w eapon
suggestions.
suggestion s. First, W isd om should be your highest
Wisdom priest's pack or (b) an explorer’s
• (a) a priest’s pack
explorer's pack
followed
ability score, follow Strength
ed by S tren gth or Constitution. A shield and a holy symbol
•• A sym bol
S econ d , cchoose
Second, h o o s e the acolyte background.
SPELLCASTING
Sp e l l c a st in g can change your list ooff prepared spells
You can sp ells wwhen
hen you
long
finish a lon Preparing
g rest. P new
reparin g a n ew list ooff cleric spells
spells
As
A s a conduit for divine power,
pow er, you can cast cleric spells. requires timee spent in prayer and m meditation:
requ ires tim editation: at least 1
See
S e e chapter 10 for the general rules of
o f spellcasting
sp ellcastin g and
minute
m inute per spell level for each spell on your list.
chapter 11 for the cleric spell list.
SPELLCASTING
S ABILITY
p e l l c a s t in g A b il it y
CANTRIPS
C a n t r ip s
Wisdom
W isd om is your spellcasting
sp ellcastin g ability for your cleric spells.
At 1st level, you know
k n ow three cantrips ofo f your choice
ch oice from
The
T power
he p ow er ooff your sp
spells
ells ccomes
o m e s from your devotion to
the cleric spell list. You learn additional cleric cantrips use Wisdom whenever
your deity. You u se your W isd om w hen ever a cleric spell
of
o f your choice
ch oice at higher levels, as shown
sh ow n in the Cantrips
spellcasting
refers to your sp use
ellcastin g ability. In addition, you use
Known
K n ow n column
colu m n of
o f the Cleric table.
Wisdom modifier when
your W isd om m odifier w hen setting the saving th throw
row
PREPARING
DC
D C for a cleric spell you cast and w when
hen mmaking
aking an
P r e p a r i n g AND
a n d CASTING
C a s t i n g SPELLS
Spells
with
attack roll w ith one.
The
T h e Cleric table shows
sh ow s how
h ow many
m any spell slots you have
to cast your spells of o f 1st level and higher. To cast one on e ooff Spell save D C = 8 + your proficiency bonus+
DC= bonus +
these
th ese spells, you must m ust expend a slot of o f the spell's
sp ell’s level your Wisdom modifier
or higher. You regain all expendedexpen ded spell slots when w hen you
Spell attack modifier = your proficiencyy bonus+
you r proficienc bonus +
finish a long
lon g rest.
You prepare the list of your
yo ur Wisdom modifier
o f cleric spells that are available
for you to cast, choosing
ch oosin g from the cleric spell list. When W h en
RITUAL
R CASTI
it u a l C NG
a s t in g
you do so, choose
c h o o s e a number
num ber of o f cleric spells equal to
You can cast a cleric spell as a ritual if that spell has the
your Wisdom m odifier + your cleric level (minimum
W isd om modifier (m inim um ooff
ritual tag and you have the spell prepared.
one
on e spell). The spells must be of o f a level for which
w hich you
have spell slots. SPELLCASTING Focus
Sp e l l c a s t in g F ocus
For example,
exam ple, if you are a 3rd-level cleric, you have four can use a holy sym
You can symbol
b ol (found in chapter 5) as a
1st-level and twotw o 2nd-level spell slots. With W ith a Wisdom
W isd om spellcasting focuss for your cleric spells.
sp ellcastin g focu
of
o f 16, your list ofo f prepared spells can include six spells
of com bination. If you prepare
o f 1st or 2nd level, in any combination. DIVINE
D DOMAIN
iv in e D o m a in
sp ell cure wounds, you can cast it using
the 1st-level spell
a 1st-level or 2nd-level slot. CastingC asting the spell doesn't
d oesn ’t
Choose
C h oose ononee dom
domain
ain related to your deity: K Knowledge,
now ledge,
remove
rem ove it from your list of o f prepared spells. Life, Light, Nature, TemTempest,
pest, Trickery, or War. Each Each
domain
dom ain is detailed at the end ooff the class description,
and each on onee provides exam
examplesples ooff ggods associated
od s associated
with
w Your
ith it. Y choice
our ch oice grants you dom domainain spells
sp ells and other
features w when
hen you cchoose
h o o s e it at 1st level. It also grants
you additional w ways
ays to use Channel Divinity w when
hen you
gain that feature at 2nd level, and additional benefits at
6th, 8th, and 17th levels.

D
DOMAIN Spells
o m a i n SPELLS
Each
E domain
ach dom ain has a list ooff spells- its dom
sp ells—its domain
ain spells-
sp ells—
that you gain at the cleric levels noted in the dom domain
ain
description. O Once
nce you gain a dom domain
ain spell, you always
have it prepared, and it d doesn't countt against the
oesn ’t coun
number
num ber ooff spells you ca
cann prepare each day.
If you have a dom domain
ain spell that d doesn't
oesn ’t appear on the
cleric spell list, the spell is nonetheless a cleric spell for you.

CHANNEL DIVINITY
C hannel D iv in it y

At 2nd level, you gain the ability to channel divine


energy energy
en ergy directly from your deity, using that en ergy to fuel
magical
m agical effects. You start with tw
twoo such effects: Turn
Undead
U determined
ndead and an effect determ domain.
ined by your dom ain. Some
S om e
domains
dom ain s grant you additional effects as you advance in
levels, as noted in the dom
domain
ain description.
When
W use
h en you u se your Channel Divinity, you cchoose
hoose
which
w must
hich effect to create. You m or
ust then finish a short or
long
lon use
g rest to u se your Channel Divinity again.
Some
S o m e Channel Divinity effects require saving throw
throws.s.
When
W h en you use such an effect from this class, the DCDC
equals your cleric spell save DC.
Beginning
B can u
egin n in g at 6th level, you can use
se your Channel
twice
Divinity tw between
ice betw een rests, and beginning at 18th level.

I'
times
you can use it three tim between
es betw When
een rests. W h en you finish domains
dom Knowledge,
ain s ooff K now ledge, Life, and Light. A Ass a cleric, youyou
expended
a short or long rest, you regain your expen ded u uses.
ses. on e aspect of
c h o o s e one
choose o f your deity's portfolio to emphasize,
deity’s portfolio em phasize,
and you are granted ppowers ow ers related to that domain.
dom ain.
Channel D
CHANNEL iv in it y : T
DIVINITY: urn U
TURN UNDEAD
ndead Your ch orresp on d to a particular sect
oice might ccorrespond
choice
Ass an action, you present your holy sym
A bol and speak
symbol sp eak a dedicated to your deity. A Apollo, example,
pollo, for exam could
ple, cou ld be
censuring
prayer cen su rin g the undead. E see
ach undead that can see
Each wworshiped
orsh ip ed in on onee region as P Phoebus ("radiant") A
h oeb u s (“radiant”) Apollo,
pollo,
or hear you wwithin
ithin 30 make
30 feet ooff you must m Wisdom
ake a W isdom emphasizing
em phasizing his influence over the Light dom domain,ain,
saving throw. If the creature fails its saving throw, it is and in a different place as A Apollo
p ollo AAcesius ("healing"),
cesiu s (“h ealing”),
turned for 1 m minute
inute or until it takes any damdamage.
age. emphasizing
em phasizing his a association
ssocia tion w with domain.
ith the Life dom ain.
A turned creature m
A must
ust spend its turns trying to m move
ove Alternatively, your ch domain
oice ooff dom
choice could
ain cou simply
ld sim be
ply b e a
as far away from you can't
you as it can, and it can willingly
’t w illingly m personal
atter ooff p
matter erson al preference, the asp ect ooff the deity
aspect
move
m space
ove to a sp ace wwithin
ithin 30 can't
30 feet ooff you. It also ca n ’t take that appeals to you most.
reactions. F or its action, it can use only the D
For ash action
Dash action dom ain ’s description gives exam
ach domain's
Each
E ples ooff deities
examples
esca p e from an effect that prevents it from
or try to escape wwhoh o have influence over that domain. dom ain. G Gods included
od s are included
oving. If th
moving.
m there's nowhere
ere’s now h ere to m ove, the creature can
move, can use from the w orld s of
worlds o f the Forgotten R Realms,
ealm s, Greyhawk,
Dodge
the D od g e action. D ragon lance, and E
Dragonlance, Eberron
b erron cam paign settings, as w
campaign well
ell as
from the Celtic, G Greek,
reek, N Norse,
orse, and Egyptian pantheons
A
ABILITY S c o r e IIMPROVEMENT
b i l i t y SCORE m pro vem en t ooff antiquity.
h en you reach 4th level, and again at 8th, 12th, 16th,
When
W
and 19th level, you can increase
can in crease on your
o r e ooff your
score
onee ability sc KNOWLEDGE
K DOMAIN
n o w led ge D o m a in
choice
ch can
oice by 2, or you ca increase
n in crease tw c o r e s ooff
twoo ability sscores The
T knowledge-including
h e gods ooff kn ow led ge—including O Oghma, Boccob,
ghm a, B o cco b ,
choice
your ch normal,
Ass norm
oice by 1. A can't
al, you ca n ’t in crease an ability
increase Gilean, AAureon,
u reon, and T Thoth- value learning and
h oth —value
score
sco 20 using this feature.
re above 20 understanding above all. S Some knowledge
o m e teach that kn ow led ge is
to b be sh ared in libraries and universities,
e gathered and shared
D estroy U
DESTROY UNDEAD
n d ead promote
or prom ote the practical kn ow led ge ooff craft and
knowledge
hen an undead fails its saving
when
Starting at 5th level, w invention. Some S o m e deities hoard kn knowledge
ow led ge and keep its
throw against your Turn U
throw Undead
ndead feature, the creature is secrets to them themselves. n d some
And
selves. A promise
som e prom followers
ise their follow ers
below a
instantly destroyed if its challenge rating is at or below that they w will tremendous
ill gain trem power
en dou s p ow er if they u unlock
n lock the
shown
certain threshold, as show Destroy
n in the D estroy Undead table. secrets ooff the multiverse. F ollow ers ooff th
Followers ese ggods
these od s study
esoteric lore, collect old tom tomes, secret
es, delve into the secret
D estr o y U
DESTROY UNDEAD
n d e a d la ces ooff the earth, and learn all they can. S
places
p Some gods
o m e gods
knowledge
ooff kn promote
ow led ge prom ote the practical k n ow led ge ooff craft
knowledge
Cleric Level Destroys Undead o CR ...
off CR
and invention, including sm smith
ith deities like G Gond,
ond, R Reorx,
eorx,
5th 1/2 or lower Onatar, M Moradin,
oradin, H Hephaestus,
ephaestus, and Goibhniu.
8th
8 th 1l or lower
11th
77th 2 or lower K n o w l e d g e DOMAIN
KNOWLEDGE D o m a i n SSPELLS
pells
14th 3 or lower
Cleric Level Spells
17th 4 or lower
l st
1 o m m a nd , identify
ccommand,
3rd suggestion
augury, suggestion

D i v i n e IINTERVENTION
DIVINE n t e r v e n t io n 5th nondetection, speak with dead
7th confusion
arcane eye, confusion
B egin ning at 10th level, you can call on
Beginning on your deity to
9th scrying
legend lore, scrying
intervene on behalf
on your beh when
alf w hen your need is great.
Imploring
Im ploring your deity’s requires
deity's aid requ ires you to u use
se your
B
BLESSINGS OF
l e s s in g s o f K
KNOWLEDGE
now ledge
action. D Describe
escrib e the assistance you seek, and roll
level, you learn tw
At 1st level, twoo languages of o f yyour
ou r choice.
percentile dice. If you roll a num
percentile ber equal to or lower
number low er
than your cleric level, your deity intervenes. The DM
T h e DM
ou also b
You
Y e c o m e proficient in yyour
become ch oice of
ou r choice twoo of
o f tw o f the

o f the intervention; the effect ooff any


h o o s e s the nature of
cchooses
follow in g skills: A
following Arcana, Nature, or Religion.
rcana, History, Nature,
YYour
our proficiency bonbonusu s is doubled for any ability checkch eck
cleric spell or cleric dom domain would
ain spell w ou ld be appropriate.
you m ake that uses either ooff th
make ose skills.
those
If your deity intervenes, you ca can't use
n ’t u se this feature
again for 7 days. O Otherwise, can use it again after
therw ise, you can
C hannel D iv in it y :
CHANNEL DIVINITY:
you finish a lon longg rest.
K
KNOWLEDGE OF
now ledge o he A
THE
f t AGES
ges
20th level, your call for intervention su
At 20th succeeds
cce e d s
Divinity
Starting at 2nd level, you
Starting can uuse
you can se your Channel Divinity
automatically, n noo roll required.
to tap into a divine w well knowledge.
ell ooff kn ow ledge. AAss an action,
you cchoose one
h o o s e on or tool. For 10 m
e skill or minutes, you have
inutes, you
D iv in e D
DIVINE DOMAINS
om ain s proficiency w with
ith the ch osen skill or
chosen or tool.
In a pantheon, every deity has influence over different
C hannel D
CHANNEL iv in it y : R
DIVINITY: T h oughts
e a d THOUGHTS
READ
ects of
aspects
asp of m ortal life and civilization, called a deity's
mortal deity’s
domain. All
dom ain. A domains
ll the dom which
ain s over w h ich a deity has At 6th level, you can use your Channel Divinity to read a
called the deity’s
influence are called example,
deity's portfolio. For exam ple, creature's
creatu can then uuse
re’s thoughts. You can access
se your a cce ss to the
Greek
the portfolio ooff the G reek god AApollo
p ollo includes the creature's
creatu mind
re’s m command
ind to com m a n d it.
Ass an action, choose
A c h o o s e one creature that you can see of healing
of h ealing or endurance (such as Ilmater, Mishakal,
M ishakal,
within
w ithin 60
6 0 feet of
o f you. That creature must make m ake a Apollo,
A pollo, and Diancecht),
D iancecht), and gods
g od s of
o f home
h om e and
W isd om saving throw. If the creature succeeds
Wisdom su cce e d s on the community
com m u n ity (such as Hestia, Hathor, and Boldrei).
saving throw, you can't ca n ’t use this feature on it again until
you finish a long rest. LIFE
L i f e DOMAIN
D o m a i n SPELLS
S pells
If the creature fails its save, you can read its surface su rface Cleric Level Spells
thoughts (those foremost
forem ost in its mind, reflecting its
1st bless, cure wounds
w ounds
current emotions
em otion s and what w hat it is actively thinking
3rd lesser restoration, spiritual weapon
w eapon
about) w when
hen it is wwithin
ithin 60 feet of o f you. This
T h is effect lasts
for 1 minute. 5th beacon
beacon ofo f hope, revivify

During
D uring that time,
tim e, you can use your action to end this 7th death ward, gu guardian offfaith
ard ia n o faith

effect and cast the suggestion spell on the creature 9th mass
m ass cure wounds,
w ounds, raise dead
without
w ithout expending a spell slot. The T h e target automatically
autom atically
fails its saving throw against the spell. BONUS
B o n u s PROFICIENCY
P r o f ic ie n c y
When
W h en you choose
c h o o s e this domain
dom ain at 1st level, you gain
POTENT
P o t e n t SPELLCASTING
Sp e l l c a s t in g proficiency with heavy armor.
Starting at 8th level, you add your W
Wisdom
isd om modifier
m odifier to
the damage
dam age you deal with any cleric cantrip. D i s c i p l e OF
DISCIPLE L if e
o f LIFE
Also
A lso starting at 1st level, your h
healing
ealing spells are morem ore
VISIONS
V i s i o n s OF
o f THE
t h e PAST
Pa s t effective. Whenever
W h enever you u use
se a spell of
o f 1st level or higher
Starting at 17th level, you can call up visions vision s of
o f the to restore hit points to a creature, the creature regains
past that relate to an object you hold or your immediate im m ediate additional hit points equal to 2 + the spell's
sp ell’s level.
surroundings. You spend sp end at least 1 m minute
inute in meditation
and prayer, then receive dreamlike,
dream like, shadowy
sh ad ow y glimpses
glim p ses CHANNEL
C h a n n e l DIVINITY:
D i v i n i t y : PRESERVE
P r e s e r v e LIFE
L if e
of
o f recent events. You can meditate
m editate in this w way
ay for a Starting at 2nd level, you can u use
se your Channel Divinity
number
num ber of o f minutes
m inutes equal to your W Wisdom
isd om score
sc o r e and to heal the badly injured.
must m maintain
aintain concentration during that time, as if you As
A s an action, you presen
presentt your holy symbol
sym bol and
were
w ere casting
castin g a spell. evoke h healing
ealing energy
en ergy that can restore a number
num ber ofo f hit
Once
O n ce you use this feature, you can't ca n ’t use it again until points equal to five times
tim es your cleric level. Choose
C h oose any
you finish a short or long lon g rest. creatures
creatu res wwithin
ithin 30 feet of o f you, and divide those
th ose hit
Object Reading. Holding
H olding an object as you meditate, points among
am ong them.
them . This
T his feature can restore a creature
you can see visions
vision s of
o f the object's
o b je ct’s previous owner. to no more
m ore than half
h alf of
o f its hit point maximum.
m axim um . You can't
ca n ’t
After meditating
m editating for 1 minute, you learn how h ow the owner
ow n er use
u se this feature on an undead or a construct.
acquired
acqu ired and lost the object, as w well
ell as the most
m ost recent
significant event involving the object and that owner. BLESSED
B l e s s e d HEALER
H ealer
If the object w was
as owned
ow n ed by another creature in the Beginning
B egin ning at 6th level, the healing spells you cast on
recentt past (within a num
recen number ber of
o f days equal to your others heal you as well.
w ell. When
W h en you cast a spell of
o f 1st
Wisdom
W isd om score), you can spend 1 additional minute level or higher that restores hit points to a creature
for each owner
ow n er to learn the samesa m e information
inform ation about other than you, you regain hit points equal to 2 + + the
that creature. spell's
spell’s level.
Area Reading. As A s you meditate, you see vision visionss
D i v i n e STRIKE
DIVINE St r i k e
of recentt events in your immediate
o f recen im m ediate vicinity (a room, room ,
street, tunnel, clearing, or the like, up to a SO-foot 50 -foot cube),
At 8th level, you gain the ability to infuse your wweapon
eapon
going
g oin g back a number
num ber of o f days equal to your W Wisdom
isd om strikes with
w ith divine energy. Once
O n ce on each of
o f your turns
score. For each minute you meditate, you learn about when
w hen you hit a creature with a w weapon
eapon attack, you can
one
on e significant event, beginbeginning
n in g with the mostm ost recent.
cause
cau se the attack to deal an extra ld8
1d8 radiant damage
dam age to
Significant events typically involve powerful the target. When
W h en you reach 14th level, the extra damage
dam age
pow erfu l emotions,
em otions,
such
su ch as battles and betrayals, marriagesm arriages and murders,
m urders,
increases
in creases to 2d8.
births and funerals. However, they m might
ight also include
S u p r e m e HEALING
SUPREME H e a l in g
more
m ore m mundane
undane events that are nevertheless
n evertheless important
im portant
Starting at 17th level, when
w hen you would
w ould normally
norm ally roll
in your current situation.
one
on e or m
more
ore dice to restore hit points with a spell/you
spell, you
instead uuse
se the h
highest number
ighest num ber possible
p ossib le for each die.
LIFE
L i f e DOMAIN
D o m a in
For
F or example,
exam ple, instead of
o f restoring 2d6 hit points to a
The
T h e Life domain
dom ain focuses
fo c u s e s on the vibrant positive creature, you restore 12.
energy-one
en ergy—on e ooff the fundamental
fundam ental forces of o f the universe-
universe—
that sustains all life. The gods of o f life promote
prom ote vitality LIGHT
L i g h t DOMAIN
D o m a in
and health through healing the sick and wounded, w ounded,
Gods
G od s ooff light-including
light—including Helm,
Helm , Lathander, Pholtus,
caring for th
those
ose in need, and driving away the forces of of
Branchala, the Silver Flame,Flam e, Beleuus,
Belenus, Apollo,
A pollo, and
death and undeath. A Almost
lm ost any non-evil deity can claimclaim
Re-Horakhty-
R e-H orakhty—prom promote
ote the ideals ofo f rebirth and
influence over this domain,
dom ain, particularly agricultural
renewal,
renew al, truth, vigilance, and beauty, often using the
deities (such as Chauntea, Arawai,Araw ai, and Demeter),
D em eter), sun
symbol
sym bol of o f the sun. Some
S o m e of
o f these
th ese gods
g od s are portrayed
gods
g od s (such as Lathander, Pelor, and Re-Horakhty), gods
as the sun itself or as a charioteer who w h o guides the sun
across
a cro ss the sky. OOthers
thers are tireless sentinels w whose eyes
h o s e eyes
pierce sh adow and see
pierce every shadow see through every deception.
S om e are deities of
Some o f beauty and artistry, w who
h o teach that
art is a vehicle for the soul's improvement.
sou l's im provem ent. C lerics ooff a
Clerics
god ooff light are enlightened souls infused
sou ls in fused wwith
ith radiance
and the p ow er ooff their g
power gods' discerning
o d s’ discern charged
in g vision, charged
chasing
with chasin g away lies and burning away darkness.

LIGHT DOMAIN
Lig h t D SPELLS
o m a in S pells

Cleric Level Spells


1st burning
b hands.faerie
u rn in g h fire
a nds, faerie fire
3rd fflaming scorching
la m in g sphere, sco rch in g ray
5th
Sth daylight,.fireba/1
daylight, f ireball
7th gu ardia n of
guardian faith, wall
o ffaith, of.fire
wall of f ire
9th fflame scrying
la m e strike, scrying

B onus C
BONUS CANTRIP
a n t r ip
h en you cchoose
When
W domain
h o o s e this dom ain at 1st level, you gain the
fight cantrip
light can trip if you dondon't’t already kknow
n ow it.

WWARDING
a r d in g FFLARE
lare
Also
A interpose
can in
lso at 1st level, you can between
terpose divine light betw een
ou rself and an attacking enemy. W
yyourself When attacked
h en you are attacked
creature w
by a creature within 30 feet of
ithin 30 o f you that you cancan see,
you can
can uuse
se your reaction to im impose
pose disadvantage on on
causing
the attack roll, cau before the attacker
sin g light to flare before
before it hits or mmisses.
isses. AAnn attacker that ca can't blinded
n ’t be blinded
immune
is im m une to this feature.
can uuse
You can se this feature a numnumber times
ber ooff tim es equal to
your WWisdom
isd om mmodifier
odifier (a mminimum regain
inim um ooff once). You regain
expended
all expen ded uuses
ses wwhen
hen you finish a long rest.

C hannel D
CHANNEL iv in it y : R
DIVINITY: RADIANCE OF
a d ia n c e o THE
f t DAWN
he D aw n
2nd level, you can use your Channel Divinity
Starting at 2nd
Starting
harness
to h banishing
arn ess sunlight, banish darkness
in g dark dealing
n ess and dealing NATURE
N DOMAIN
atu r e D o m a in
radiant damage
dam age to your foes. G o f nature are as varied as the natural w
od s of
Gods world
orld
Ass an action, you presen
A sym bol, and any
presentt your holy symbol, itself, od s of
itself, from inscrutable ggods o f the deep forests (such
magical
m darkness
agical darkn ess w ithin 30 feet ooff you is dispelled.
within as Silvanus, Obad-Hai, Chislev, Balinor, and Pan) to
each hostile creature w
Additionally, each ithin 30 feet of
within friendly deities a associated springs
ssocia ted with particular sprin gs and
you m must make
ust m ake a Constitution saving throw. A creature
A creature groves (such as Eldath). D Druids
ruids revere nature as a
damage
takes radiant dam age equal to 2 2dl0
d 10 + + your cleric level whole
w h ole and m practicing
ight serve one ooff these deities, practicing
might
on a failed saving throw, and half as m
on much damage
uch dam on a
age on mysterious
m ysterious rites and reciting all-but-forgotten prayers in
successful
su A creature that hhas
ccessfu l one. A as total cover from you
from you own
their ow n secret tongue. But m any ooff these g
many gods
od s have
is not affected. clerics as w
clerics well, champions
ell, cham pion s w who
ho take a m more
ore active role
in advancing the interests ooff a particular nature god.
Im p r o v e d F
IMPROVED FLARE
lare
These clerics m
T h ese clerics ight hunt the evil m
might monstrosities
on strosities that
level. you can
Starting at 6th level, Warding
ca n also use your W arding
despoil
d woodlands,
espoil the w ood lan d s, b less the harvest of
bless o f the faithful,
Flare feature w
Flare hen a creature that you can see
when within
see w ithin
or wwither
ither the crop those
cropss ooff th who
ose w h o anger their gods.
30
3 0 feet ooff you attacks a creature other than you.

NATURE DOMAIN
N ature D SPELLS
o m a in S pells
P o t e n t SPELLCASTING
POTENT S p e l l c a s t in g
Wisdom
Starting at 8th level, you add your W
Starting modifier
isd om m odifier to Cleric Level Spells
damage
the dam age you deal with any cleric cantrip. 1st animal
a animals
n im a l friendship, speak with anim als
3rd barkskin, growth
barkskin, spike grow th
CORONA
C orona o OF
f LLIGHT
ig h t
5th wind
plant growth, w wall
ind wall
can use your action to activate
Starting at 17th level, you can
7th dominate
dom grasping
inate beast, gra vine
sp ing vine
an aura ooff sunlight that lasts for 1 minute or until you
9th insect plague, tree stride
dismiss
d using
ism iss it usin g another action. You emit bright light in
60 -foot radius and dim light 30 feet beyond that. Your
a 60-foot
em ies in the bright light have disadvantage on saving
enemies
en
throwss against any spell that deals fire or radiant damage.
throw
A c o l y t e OF
ACOLYTE N ature
o f NATURE righteousness
righ encourage
teou sn ess or to en them to offer sacrifices
cou ra ge them sa crifices ooff
At 1st level, you learn one
on e druid cantrip ofo f your choice. propitiation to wward
ard ooff
ff divine wrath.
You also gain proficiency in one ofo f the following
follow in g skills ooff
your choice:
ch oice: Animal
A nim al Handling,
H andling, Nature, or Survival. T
TEMPEST D o m a in S
e m p e s t DOMAIN SPELLS
pells

Cleric Level Spells


B o n u s PROFICIENCY
BONUS P r o f ic ie n c y
l st
1st ffog thunderwave
o g cloud, thunderw ave
Also
A lso at 1st level, you gain proficiency with
w ith heavy armor.
3rd gust
gu off wind,
st o wind, shatter
shatter
C h a n n e l DIVINITY:
CHANNEL D i v i n i t y : CHARM
C h a r m ANIMALS
A n im a l s 5th call lightning,
call lightning, sleet
sleet storm
storm
AND
a n d PLANTS
Plants 7th control water,
control water, ice
ice storm
storm
Starting at 2nd level, you can use your Channel Divinity 9th destructive wave,
destructive wave, insect
insect plague
plague
to charm animals
anim als and plants.
As
A s an action, you present your you r holy symbol
sym bol and invoke B onus P
BONUS PROFICIENCIES
r o f ic ie n c ie s
the name
nam e ofo f your deity. Each beast or plant creature that At 1st level, you gain proficiency w
with martial
ith m weapons
artial w eap on s
can see you within
w ithin 30 feet of o f you must make
m ake a Wisdom
W isd om and heavy armor.
saving throw. If the creature fails its saving throw, it is
charmed
ch a rm ed by you for 1 minutem inute or until it takes damage.
dam age. W
WRATH
r a t h OF THE
of t St o r m
h e STORM
While
W h ile it is charmed
ch arm ed by you, it is friendly to you and other Also
A lso at 1st level, you can
can thunderously rebuke attackers.
creatures
creatu res you designate. When
W h en a creature w within
ithin 5 feet ooff you that you can see
hits you wwith can use your reaction to
ith an attack, you can
DAMPEN
D a m p e n ELEMENTS
Elem ents cause
cau se the creature to m make
ake a DDexterity
exterity saving throw.
Starting at 6th level, when
w hen you or a creature within 30
w ithin 30 The
T h e creature takes 2d8 lightning or thunder dam damage
age
feet of
o f you takes acid, cold, fire, lightning, or thunder choice)
(your ch oice) on a failed saving throw, and half as m much
uch
damage,
dam age, you can useu se your reaction to grant resistance
resistan ce to damage
dam age on a successful
su ccessfu l one.
the creature against that instance
in stan ce of
o f the damage.
dam age. You can u use number
se this feature a num ber ooff tim
times
es equal to
your WWisdom
isd om mmodifier minimum
odifier (a m inim um ooff once). You regain
D i v i n e STRIKE
DIVINE St r i k e
expended
all expen ded uuses
ses wwhen
hen you finish a long rest.
At 8th level, you gain the ability to infuse your weapon
w eapon
strikes with
w ith divine energy. Once
O nce on each ofo f your turns C hannel D
CHANNEL iv in it y : D
DIVINITY: e s t r u c t iv e W
DESTRUCTIVE WRATH
rath
when
w hen you hit a creature with
w ith a weapon
w eap on attack, you Starting at 2nd level, you can uuse se your Channel Divinity
can cause
cau se the attack to deal an extra 1d8 cold, fire, or wield
to w power
ield the pow er ooff the storm with
storm w unchecked
ith u nch eck ed ferocity.
lightning damage
dam age (your choice) to the target. When
W h en you When
W h en you roll lightning or thunder dam damage, can
age, you can
reach 14th level, the extra damage
dam age increases
in creases to 2d8. use your Channel Divinity to deal m maximum damage,
axim u m dam age,
instead ooff rolling.
MASTER
M a s t e r OF
o f NATURE
Nature
At 17th level, you gain the ability to command
com m a n d animals
anim als T
THUNDERBOLT St r i k e
h u n d e r b o l t STRIKE
and plant creatures. While
W h ile creatures
creatu res are charmed
charm ed by level, w
At 6th level, when damage
hen you deal lightning dam age to a Large
your Charm Animals
A n im als and Plants feature, you can take smaller
or sm can also push it up to 10 feet
aller creature, you can
a bonus
bon u s action on your turn to verbally command
c om m a n d what away from you.
each of
o f those
th ose creatures
creatu res will
w ill do on its next turn.
D
DIVINE St r i k e
i v i n e STRIKE
T e m p e s t DOMAIN
TEMPEST D o m a in At 8th level, you gain the ability to infuse your wweapon
eapon
Gods
G o d s whose
w h o s e portfolios include the Tempest
Tem pest domain-
d o m a in - with
strikes w Once
ith divine energy. O n ce on each ooff your turns
including Talos, Umberlee,
U m berlee, Kord,
K ord, Zeboim,
Z eb oim , the when
w hen you hit a creature with a w weapon can
eap on attack, you can
Devourer, Zeus,
Z eus, and Thor-govern
T h or—govern storms,
storm s, sea, and cause
cau se the attack to deal an extra 1d8 thunder dam damage
age to
sky. They
Th ey include gods g od s of
o f lightning and thunder, gods When
the target. W h en you reach 14th level, the extra dam
damage
age
of
o f earthquakes, some so m e fire gods, and certain gods g od s of
of
increases
in creases to 2d8.
violen ce, physical strength, and courage. In some
violence, som e
St o r m b o r n
STORMBORN
pantheons, a god of o f this domain
dom ain rules over other deities
At 17th level, you have a flying sp
speed
eed equal to
and is known
k n ow n for swift justice
sw ift ju stice delivered by thunderbolts.
your current w walking
alking speed whenever
sp eed w hen ever you are not
In the pantheons of o f seafaring people, gods of o f this
underground
undergrou indoors.
nd or in doors.
domain
dom ain are oceano ce a n deities and the patrons of o f sailors.
Tempest
Tem pest gods
g od s send their clerics to inspire fear in the
T r ic k e r y D
TRICKERY DOMAIN
o m a in
common
co m m o n folk, either to keep those th ose folk on the path of of
Gods
G od s ooff trickery—such
trickery-such as Tymora, Beshaba,
Olidammara,
O Gari Glittergold, and
lidam m ara, the Traveler, Garl
Loki-
L are m
ok i—are mischief-makers who
ischief-m akers and instigators w stand
h o stand
accepted
as a constant challenge to the accep among
ted order am ong
both ggods
od s and mmortals. They're
ortals. T h ey’re patrons ooff thieves,
scoundrels,
scou gamblers,
n d rels, gam blers, rebels, and liberators. Their
clerics are a disruptive force in the w world,
orld, puncturing
pride, mmocking
ock in g tyrants, stealing from the rich, freeing
captives, and flouting h hollow They
ollow traditions. Th ey prefer
subterfuge, pranks, deception,
deception , and theft rather than watch
w atch over w warriors
arriors and reward
rew ard them for their great
direct confrontation. deeds. The
T h e clerics of
o f such gods
g od s excel in battle, inspiring
others to fight the ggoodo o d fight or offering acts of o f violence
violen ce
TRICKERY
T r i c k e r y DOMAIN
D o m a i n SPELLS
S pells as prayers. Gods
G od s of war
of w ar include champions
ch a m pion s of
o f honor
h onor
Cleric Level Spells and chivalry (such as Torm, Torm , Heironeous,
H eironeou s, and Kiri-
Jolith) as wwell
ell as gods
g od s of
o f destruction and pillage (such
st
l1st charm
ch a rm person, disguise self
as Erythnul, the Fury, Gruumsh,
G ruum sh, and Ares)A res) and gods
g od s of
of
3rd m irror image,
mirror pass
im age, pa ss without trace
conquest and domination
dom ination (such as Bane, Hextor, and
5th blink, dispel magic
m agic
Maglubiyet). Other w warar gods
g od s (such as Tempus,
Tem pus, Nike,
7th dimension
dim ension door, polym
polymorph
orph
and Nuada) take a more m ore neutral stance, prom promoting
oting wwar
ar
9th dominate
do person, modify
m in ate person, m odify memory
m e m ory in all its manifestations
m anifestations and supporting w warriors
arriors in any
circumstance.
circu m stan ce.
BLESSING
B l e s s i n g OF
o f THE
t h e TRICKSTER
T r ic k st e r
Starting wwhen
hen you choose
c h o o s e this domain
dom ain at 1st level, you WAR
W a r DOMAIN
D o m a i n SPELLS
S pells
can use your action to touch a w willing
illing creature other
Cleric Level Spells
than yyourself
ou rself to give it advantage on Dexterity
D exterity (Stealth)
st
l1st divine favor, shield of o ffaith
faith
checks.
ch ecks. This blessing
T h is blessin g lasts for 1 hour or until you use
3rd magic
m a g ic weapon,
weapon, spiritual weapon
w eapon
this feature again.
5th crusader's
crusad er’s mantle, spirit gu guardians
ardians
C h a n n e l DIVINITY:
CHANNEL D i v i n i t y : INVOKE
I n v o k e DUPLICITY
D u p l ic it y 7th freedom
fre e do m of
o f movement,
m ovem ent, stoneskin
Starting at 2nd level, you can use yyour ou r Channel Divinity 9th fflam
la m ee strike,
strike, hold monster
m onster
to create an illusory duplicate of o f yourself.
Ass an action, you create a perfect illusion of
A of BONUS
B o n u s PROFICIENCIES
P r o fic ie n c ie s
yourself
y ou rself that lasts for 1 minute,
m inute, or until you lose your At 1st level, you gain proficiency with
w ith martial weapons
m artial w eap on s
concentration (as if you werew ere concentrating
concentratin g on a spell). and heavy armor.
The illusion appears in an unoccupied
u n occu p ied space
sp ace that you
can see w within
ithin 30 feet of
o f you. As
A s a bonus
bon u s action on your WAR
W a r PRIEST
P r ie st
turn, you can move
m ove the illusion up to 30 feet to a spacesp ace From
F rom 1st level, your god delivers bolts of o f inspiration to
you can see, but it must remain
rem ain w within
ithin 120 feet of
o f you. you wwhile
hile you are engaged in battle. WhenW h en you use the
For the duration, you can ca n cast spells as though you Attack action, you can makem ake one weapon
on e w ea p on attack as a
were
w ere in the illusion's
illusion’s space, but you m must
ust use your ownow n bonus
bon u s action.
senses.
sen ses. Additionally, when
w hen both you and your illusion You ca can use
n u se this feature a number
num ber ofo f times
tim es equal to
are wwithin
ithin 5 feet of
o f a creature that can see the illusion, your Wisdom
W isd om modifier
m odifier (a minimum
m inim um ofo f once). You regain
you have advantage on attack rolls against that creature, all expended usesu ses when
w hen you finish a long rest.
given h how
ow distracting the illusion is to the target.
CHANNEL
C h a n n e l DIVINITY:
D i v i n i t y : GUIDED
G u i d e d STRIKE
St r i k e
C h a n n e l DIVINITY:
CHANNEL D i v i n i t y : CLOAK
C l o a k OF Sh a d o w s
o f SHADOWS Starting at 2nd level, you can use your Channel Divinity
Starting at 6th level, you can u use
se your Channel to strike w
with
ith supernatural accuracy. When
W h en you make
m ake
Divinity
D ivinity to vanish. an attack roll, you can u use
se your Channel Divinity to gain
As
A s an action, you b become
e co m e invisible until the end of
o f your a +10 bon
bonus
u s to the roll. You m
make
ake this choice
ch oice after you
next turn. You bbecome
e co m e visible if you attack or cast a spell. see the roll, but before the DM says w whether
hether the attack
hits or misses.
m isses.
D i v i n e STRIKE
DIVINE St r i k e
At 8th level, you gain the ability to infuse your w weapon
eapon CHANNEL
C h a n n e l DIVINITY:
D i v i n i t y : WAR
W a r GoD's
G o d ’ s BLESSING
B le ssin g
strikes wwith
ith poison-a
p o iso n —a gift from your deity. Once
O nce on each At 6th level. when
level, w hen a creature within
w ithin 30 feet of
o f you
of
o f your turns wwhen
hen you hit a creature with
w ith a weapon
w eapon makes
m akes an attack roll, you can u use your
se y ou r reaction to grant
attack, you can cause
cau se the attack to deal an extra ld8
1d8 that creature a + 10 bon
+10 bonus
u s to the roll, using
usin g your Channel
poison
p oison damage
d am age to the target. When
W h en you reach 14th level.
level, Divinity. You make
m ake this choice
ch oice after you see the roll, but
the extra damage
dam age increases
in creases to 2d8. before the DM says w whether
hether the attack hits or misses.
m isses.

I m p r o v e d DUPLICITY
IMPROVED D u p l ic it y D i v i n e STRIKE
DIVINE St r i k e
At 17th level, you can create up to four duplicates At 8th level, you gain the ability to infuse your weapon
w eap on
of
o f yourself, instead of
o f one, w
when
hen you use
u se Invoke strikes w
with
ith divine energy. Once
O n ce on each of
o f your turns
Duplicity. As bonus
A s a bon u s action on your turn, you can when
w hen you hit a creature with
w ith a weapon
w eap on attack, you can
move
m ove any nnumber
um ber of
o f them up to 30 feet, to a maximum
m axim um cause
cau se the attack to deal an extra 1d8 damage
dam age ofo f the
range of
o f 120 feet. same
sam e type dealt by the weapon
w ea p on to the target. When
W h en you
reach 14th level, the extra damage
dam age increases
in creases to 2d8.
WAR
W a r DOMAIN
D o m a in
AVATAR
A v a t a r OF
o f BATTLE
Battle
War
W ar has many
m any manifestations.
m anifestations. It can make
m ake heroes
h eroes of
of
At 17th level, you gain resistance to bludgeoning, piercing,
ordinary people. It can be desperate and horrific, with
and slashing damage
dam age from n nonmagical weapons.
onm agical w eapon s.
acts of
o f cruelty and cowardice
cow a rd ice eclipsing instances
in stan ces of
of
excellence
excellen ce and courage. In either case, the gods of war
of w ar
D ruid
DRUID
Holding
H olding high a gnarled staff wreathed w reathed with holly, an elf
summons
su m m on s the fury of o f the storm and calls down d ow n explosive
bolts of
o f lightning to smite
sm ite the torch-carrying
torch-carryin g oresorc s who
w ho
threaten her forest.
Crouching
C rou ch in g out ooff sight on a high tree branch in the
form of
o f a leopard, a human
hum an p peers
eers out of
o f the ju
jungle
n gle at the
strange construction of o f a temple
tem ple of
o f Evil Elemental
Elem ental Air,
keeping
keepin g a close
clo se eye on the cultists'
cultists’ activities.
Swinging
Sw in g in g a blade formed
form ed of o f pure fire, a half-elf
h alf-elf
charges
ch arges into a mass
m a ss ooff skeletal soldiers, sundering
the unnatural magic
m agic that gives the foul creatures
creatu res the
mocking
m ock in g semblance
sem bla n ce ofo f life.
Whether
W h eth er calling on the elemental
elem ental forces of o f nature or
emulating
em ulating the creatures
creatu res ooff the animal
anim al world,
w orld, druids are
an embodiment
em bodim ent of nature's resilience, cunning, and fury.
o f nature’s
They claim
claim non o mastery
m astery over nature. Instead, they see
themselves
them selves as extensions
exten sion s ooff nature’s
nature's indomitable
indom itable will.

P o w e r OF
POWER N ature
o f NATURE

Druids
D ruids revere nature above all, gaining their spells and
other magical
m agical p powers
ow ers either from the force of o f nature
itself or from a nature deity. Many M any druids pursue a
mystic
m ystic spirituality ooff transcendent union with nature
rather than devotion to a divine entity, while w hile others
serve gods
g od s of
o f wild
w ild nature, animals,
anim als, or elemental
elem ental forces.
The
Th e ancient druidic traditions are som sometimes
etim es called
the Old Faith, in contrast to the w worship
orship of
o f gods
g od s in
temples
tem ples and shrines.
Druid
D ruid spells
sp ells are oriented toward
tow ard nature and animals-
an im als—
the power
p ow er of
o f tooth and claw, ofo f sun and moon,
m oon , of
o f fire
and storm.
storm . Druids
D ruids also gain the ability to take on animal anim al
forms,
form s, and some
som e druids make
m ake a particular study of o f this
practice, even to the point w where
h ere they prefer animal
anim al
form to their natural form.form .

P r e s e r v e THE
PRESERVE Balance
t h e BALANCE

For
F or druids, nature exists in a preca
precarious
riou s balance. The
four elements
elem ents that make
m ake up a w
world-air,
orld —air, earth, fire
fire,,
T he D r u id

— Spell Slots per Spell Level-


-Spell Level—
Proficiency Cantrips
Level Bonus Features Known l st
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasti ng
Druidic, Spellcasting 2 2 — — — — — — — —
2nd +2 Wild Shape, Druid Circle 2 3 — — — — — — — —
3rd +2 — 2 4 2 — — — — — — —
4th +2 Wild Shape improvement, 3 4 3 — — — — — — —
Ability Score Improvement
5th +3 — 3 4 3 2 — — — — — —
6th +3 Druid Circle feature 3 4 3 3 — — — — — —
7th +3 — 3 4 3 3 1 — — — — —
8th +3 Wild Shape
Sh ape improvement, 3 4 3 3 2 — — — — —
Ability Score Improvement
Improvem ent
9th +4 — 3 4 3 3 3 1 — — — —

10th +4 Druid Circle feature 4 4 3 3 3 2 — — — —

11th +4 — 4 4 3 3 3 2 1 — —

12th +4 Ability Score Improvement 4 4 3 3 3 2 1 — — —

13th +5 — 4 4 3 3 3 2 1 1 — —

14th +5 Druid Circle feature 4 4 3 3 3 2 1 1 — —

15th +5 — 4 4 3 3 3 2 1 1 1 —

16th +5 Abilit
Abilityy Score Improveme
Improvement
nt 4 4 3 3 3 2 1 1 1 —

17th +6 — 4 4 3 3 3 2 1 1 1 1
18th +6 Timeless Body, Beast Spell
Spellss 4 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 4 3 3 3 3 2 1 1 1
20th +6 Archdruid 4 4 3 3 3 3 2 2 1 1

and w water- must rem


ater—must remain equilibrium . If one
ain in equilibrium. on e element
elem ent as a sign that bbecoming
e co m in g a druid
were
w ere to gain power
p ow er over the others,
others, the world
w orld could
cou ld be was
w as part of o f your character's
character’s destiny.
destroyed,
destroyed, drawn
draw n into one
on e of
o f the elemental
elem ental planes and Have you always been an adventurer
broken apart into its component elements.
com p on en t elem ents. Thus, druids as part ofo f your druidic calling.
calling, or did you
oppose
o p p o s e cults of
o f Elemental
Elem ental Evil and others who w h o promote
prom ote first spend
sp en d timtimee as a caretaker of o f a sacred
ele ment
one elem ent to the exclusion ooff others.
others. spring?
grove or sprin g? Perhaps your h homeland
om eland w was
as
Druids
D ruids are also conconcerned ecologicall
cern ed with the delicate ecologica befouled
befou evil. and you took up an adventuring
led by evil, adven turing life in
balance that sustains plant and animal anim al life, and the need hopes
h op es ooff finding a new new hhome
om e or pu
purpose.
rpose.
for civilized folk to live in harmharmonyony with nature, not in
opposition to it. D Druids
ruids accept
a ccept that w which
h ich is cru
cruel
el in Q u ic k B
QUICK BUILD
u il d

nature, and they hate that w which


h ich is unnatural, including You can m make
ake a druid quickly by following
follow in g these
aberrations (such as bbeholders
eh olders and m mind
ind flayers) suggestions. First. W
su ggestion s. First, Wisdom
isd om should be your highest
and undead (such as zombieszom b ies and vam vampires).
pires). Druids
D ruids ability score.
score, followed
follow ed by Constitution
Constitution.. Second.
S econ d , choose
choose
sometimes
som etim es lead raids against such creatures, especially the hermit
herm it background.
background.
when
w hen the monsters
m on sters encroach
en croach on the druids'
druids’ territory.
Druids
D ruids are often found guarding sacred sites or C l a s s FEATURES
CLASS Features
watching
w regionss ooff uunspoiled
atching over region nature . But w
nspoiled nature. when
hen a
Ass a druid,
A druid, you gain the follow
following
in g class features.
nature's balance
significant danger arises, threatening nature’s
or the lands they protect, druids take on a m more
ore active HIT
H POINTS
it P o in t s
role in combating threat. as adventurers.
com ba tin g the threat, ld8 per druid level
Hit Dice: 1d8
Hit Points at 1st Level: 8 +
+ your Constitution m modifier
odifier
CREATING
C r e a t i n g aA D
DRUID
ru id
1d8 (or 5) + your
Hit Points at Higher Levels: ld8
When
W maaking
h en m king a druid, consider why
con sid er w hy your character has Constitution modifier
m odifier per druid level after 1st
such a close bond
clo se bon d with nature. P erhaps your character
Perhaps
lives in a society w where
h ere the Old Faith still thrives, or w was
as PROFICIENCIES
P r o f ic ie n c ie s

raised by a druid after being abandoned in the depths Armor:


A rm or: Light armor, mmedium
edium armor, shields (druids wwill
ill
of
o f a forest. P erhaps your character had a dramatic
Perhaps dram atic not wear
w ear armor
arm or or use
u se shields m
made
ade of
o f metal)
m etal)
encounter
en cou nter with the spirits ooff nature, com
coming
in g face to Weapons:
W eapons: Clubs, daggers, darts.
darts, javelins, mmaces,
aces,
face with a giant eagle or dire w wolf
o lf and surviving the scimitars,
quarterstaffs, scim itars, sickles, slings, spears
sp ears
experience. M Maybe
aybe your character w was
a s born during an Tools: H
Herbalism
erbalism kit
epic storm or a volca
volcanic
n ic eruption,
eruption, w which
hich wwas
as interpreted Saving Throws: Intelligence,
Intelligence. W
Wisdom
isd om
Skills: Choose
Skills: C h oose two
tw o from Arcana,
A rcan a, Animal
A nim al one spell). The spells
sp ells must be ooff a level for w
which you
hich you
Handling,
Handling, Insight,
Insight, Medicine,
M edicine, Nature,
Nature, Perception,
P erception, have spell slots.
Religion,
Religion, and Survival For
F ple, if you are a 3rd-level druid,
example,
or exam druid, you have four fou r
1st-level and twtwoo 2nd-level spell slots. W With
ith a W Wisdom
isd om
E q u ip m e n t
EQUIPMENT ooff 16, your list ooff prepared sp
spells can include six spells
ells can
You start with
w ith the following
follow in g equipment,
equipm ent, in addition to ooff 1st or 2nd level, in any comcombination. prepare
bination. If you prepare
the equipment
equipm ent granted by your background: the 1st-level spell cure wounds, you ca can
n cast it using
•• (a) a wooden
w o o d e n shield or (b) any simple
sim ple weapon
w eapon a 1st-level or 2nd-level slot. Casting
Cas ting the spell ddoesn't
o e s n ’t
• (a) a scimitar
scim itar or (b) any simple
sim ple melee
m elee weapon
w eap on remove
rem ove it from your list ooff prepared spells.
,• Leather
Leatherarmor,
armor,ananexplorer's
ex plorer’spack,
pack,and
andaadruidic
druidicfocus
focu s can also change your list ooff prepared sp
You can spells
ells w when
hen
you finish a long rest. P Preparing
reparin g a nnew
ew list ooff druid
DRUIDIC
D r u id ic spells requires
sp ells requ timee spent in prayer and m
ires tim meditation:
editation: at
least 1 m minute
inute pperer spell level for each spell on your list.
You know
k n ow Druidic,
D ruidic, the secret language of o f druids. You
can speak
sp ea k the language and use u se it to leave hidden SPELLCASTING ABILITY
Sp e l l c a s t in g A b il it y
messages.
m essa ges. You and others who w h o know
k n ow this language Wisdom
W spellcasting
isd om is your spellcastin your
g ability for y ou r druid
automatically
autom atically spot
sp ot such a message.
m essage. Others
O thers spot the since
spells, sin ce your mmagic drawss uupon
a gic draw pon your devotion and
message's
m essa g e’s presence
p resen ce w ith a successful
su ccessfu l DCD C 15 Wisdom
W isd om attunement
attunem ent to nature. You use your W Wisdom
isd om w whenever
henever
(Perception)
(P erception ) check
ch eck but can't
ca n ’t decipher
deciph er it without
w ithout magic.
m agic. a spell refers to your spspellcasting
ellcastin g ability. In addition,
you use your W Wisdom
isd om mmodifier when
odifier w hen setting the saving
saving
SPELLCASTING
Sp e l l c a s t in g throw
th row DDC
C for a druid spell you cast and w when
hen mmaking
akin g an
Drawing
D raw ing on the divine essence
e ss e n ce of
o f nature itself, you
you with
attack roll w ith one.
can cast spells to shape
sh ape that essence
e ss e n ce to your will.
w ill. See
S ee
DC = 8 + your proficiency bonus
Spell save DC= bonus++
chapter 10 for the general rules of o f spellcasting
sp ellcastin g and
your Wisdom modifier
chapter 11 for the druid spell
sp ell list.
Spell attack modifier = your proficiency bonus +
CANTRIPS
C a n t r ip s Wi sdom modifier
your Wisdom
At 1st level, you know
k n ow two
tw o cantrips of yourr choice
o f you from
ch oice from
the druid spell list. You learn additional druid cantrips RITUAL
R CASTING
it u a l C a s t in g
of
o f your choice
ch oice at higher levels, as shown
sh ow n in the Cantrips
You cacan
n cast a druid spell as a ritual if that spell has the
Known
K n ow n column
colu m n of
o f the Druid
D ruid table.
ritual tag and you have the spell prepared.

P r e p a r i n g AND
PREPARING C a s t i n g SPELLS
a n d CASTING Spells
SPELLCASTING Focus
Sp e l l c a s t in g F ocus
The
T h e Druid
D ruid table shows
sh ow s how
h ow many
m any spell slots you have
can uuse
You can focuss (found in chapter 5) as a
se a druidic focu
to cast your spells
sp ells ofo f 1st level and higher. To cast oneon e ooff
spellcasting
sp focuss for your druid spells.
ellcastin g focu
these
th ese druid spells, you must m ust expend a slot ofo f the spell's
sp ell’s
level or higher. You regain all expendedexpen ded spell slots w when
hen WILD
W i l d SHAPE
Sh ape
you fi nish a long
finish lon g rest.
You prepare the list of o f druid spells that are available Starting at 2nd level, you can use your action to
for you to cast, choosing
ch o o s in g from the druid spell list. When
W h en magically
m assume
agically assu m e the shape ooff a beast that you have
you do
d o so, choose
c h o o s e a number
num ber ofo f druid spells equal to seen before. YYou
ou can u use
se this feature twtwice.
ice. You regain
your Wisdom m odifier + your druid level (minimum
W isd om modifier (m inim um ooff expended
expen ded uuses when
ses w hen you finish a short or long rest.
,., determines
Your druid level determ
transform into, as shown
transform sh ow n in the B
beasts
ines the bea
Beast
east Shapes
can
sts you can
table. At
Sh apes table.
S a c r e d PLANTS
SACRED P l a n t s AND Wood
a n d WOOD
example,
2nd level, for exam can transform
ple, you can transform into any beast
A druid holds certain plants to be sacred, particularly alder,
challenge
that has a challen ge rating ooff 1/4 or low
lower doesn't
er that d oesn ’t
ash, birch, elder, hazel, holly, juniper, mistletoe, oak, rowan,
willow, and yew. Druids often use such plants as part of a
swimming
have a flying or sw im m in g speed.
spellcasting focus, inco rporating lengths of
incorporating o f oak or yew or
sprigs of
o f mistletoe. BEAST SHAPES
Beast S hapes
Similarly, a druid uses such woods to make other objects, objects, Level Max. CR Limitations Example
such as weapons and shields
shields.. Yew
Yew is associated with death
2nd 1/4 No flying or swimming speed Wolf
and rebirth, so weapon handles for scimitars or sickles might
be fashioned from it. Ash is associated with life and oak 4th 1/2 flyin g speed
No flying Crocodile
with strength. These woods make excellent hafts or whole 8th 1 — Giant eagle
weapons, such as clubs or quarterstaffs, as well as shields.
Alde
Alderr is associated with air, and
an d itit might be used for thrown can stay in a beast sh
You can shape number
ape for a num ber ooff hours
weapons, such as darts or javelins. half
equal to h alf your druid level (rounded down). You then
Druids from regions that lack the plants described here revert to your n normal
orm al form u unless
n less you expend another
have chosen other pl2nts
plants to take on similar uses. For use ooff this feature. You can revert to your norm normalal
instance, a druid ofo f a desert region mi ght value the yucca
might form earlier by using a bon bonus
u s action onon your turn.
turn. You
tree and cactus plants. autom atically revert if you fall u
automatically unconscious,
n con sciou s, drop to
die .
0 hit points, or die.
While
W you are transform
h ile you transformed, following
ed, the follow in g rules apply:
• Your game
gam e statistics are replaced by the statistics of of TIMELESS
T i m e l e s s BODY
B ody
the beast, but you reta in your alignment,
retain alignm ent, personality,
personality,
and Intelligence, Wisdom,
W isd om , and Charisma
C harism a ssco
cores.
re s. You
Starting at 18th level, the prim
primal
al magic
m agic that you wield
w ield
also retain all of
o f your skill and saving th throw
row proficien-
causes
cau ses you to age m ore slowly.
slowly. For
F or every 10 yyears
ears that
cies, in addition to gaining th those o f the creature. If
ose of
body
pass, your b od y ages only 1 year.
year.
the creature has the same sam e proficien
proficiencycy as you and the
bonus
bon u s in its stat b
block
lo ck is higher tha
than n yours, uuse
se the
B EAST
e a s t SPELLS
Spells
creature's bonus
creatu re’s bon u s instead ofo f yours. If the creature h as
has Beginning
B egin ning at 18th level,
level, you can cast many
m any of
o f your druid
any legendary or lair actions, you can't u use
se them. spells
sp ells in a ny shape you assume
any using
assu m e usin g Wild
W ild Shape. You
• When
W h en you transform,
transform , you assume
assu m e the beast's
b ea st’s hit can pper form the somatic
erform som atic and verbal components
com pon en ts of
of a
points and Hit Dice.D ice. When
W h en you revert to your nor n ormmal
al druid spell w while
hile in a beast shap e, but you aren’t
shape, aren't able to
form,
form , you return to the number
num ber of o f hit p oin
oints
ts you had provide m material
aterial components.
com pon en ts.
before you transformed.
transform ed. However,
H owever, if you revert as a
result of
o f dropping
droppin g to O 0 hit points, a ny excess
any damage
e x ce s s dam age A RCHDRU
r c h d r u iID
d
carries over to your n normal
orm al form.
form . For
F or example,
exam ple, if you At 20th level,
level, you can u
use Wild
se your W ild Shape
S h a p e an unlim
unlimited
ited
take 10 damage
dam age in animal
anim al form and have only 1 h it
hit number
num ber of
o f times.
tim es.
point left, you revert and take 9 dam age. age. As
A s long
lon g as
the exces
ex cesss damage
dam age doesn't
d oesn ’t reduce your n normal
orm al forformm
to O
0 hit points, you aren't
aren’t knocked
k n ock ed u nnconscious.
con sciou s.
• You can't
can ’t cast spells,
spells, and your ability to spe ak or
sp eak
take any action that requires h ands is limited
requ ires hands lim ited to the
capabilities of o f your beast form.. Transforming
Tran sform in g doesn't
d oesn ’t
break your concentration on a spell you you've
’ve already
cast, however, or prevent you from taking actions that
are part of lightning, that you've
o f a spell, such as call lightning, you ’ve
already cast.
• You retain the benefit of of a ny fe
any atures from your class,
features
race, or other source
sou rce a nd can use them if tthe
and he nnew
ew
form is physically capable of o f doing
doin g so. How ever, you
H ow ever,
can't
c a n ’t use any ofo f your special
sp ecia l senses,
sen ses, such as darkvi-
sion, unless
u n less your nnew
ew form also h as that ssense.
has ense.
• You choose
choose w whether
hether your equipment
equipm ent falls to the
ground in your space, m erges into your new n ew form ,, or
is w
worn
orn by it. Worn
W orn equipment
equipm ent functions
fu nction s as norm
normal,
al,
but the DM decides
d ecid es w whether
hether it is practical for the new
new
form to wear
w ear a piece of of e quipment.
equipm based
ent, ba sed on the crea
crea--
ture's
ture’s shape
sh ape and ssize.
ize. Your equipment
equipm ent doesn't
d oesn ’t change
size or shape to match
m atch the new
form , and any equipment
form, equipm ent that
the new
n ew form can't wea
ca n ’t w earr
must
m ust either fall to the
ground
grou nd or merge
m erge wwithith it.
Equipment
Equipm ent that merges
m erges
with
w ith the form has no
effect until you leave
the form.
form .

DRUID
D r u i d CIRCLE
C ir c l e
At 2nd level, you choose
c h o o s e to
identify with
w ith a circle ofo f druids:
druids:
the Circle of
o f the Land or the Circle ofo f the Moon, both
M oon, both
detailed at the end of o f the class description. Your choice
ch oice
grants you feature
featuress at 2nd level and again at 6th,
6th, 10th,
10th,
and 14th level.

A
ABILITY S c o rRE
b i l i t y SCO I m p ROVEM
e IMP ENT
ro vem e n t

When
W h en you reach 4th level,
level, and again at 8th8th,, 12th
12th,, 16th,
and 19th level, you ca n increase
can in crease one
on e ability score
s c o r e of
of
your choice
ch oice by 2, or you can in increase
crease two
tw o ability scores
of
o f your choice
ch oice by 1. As normal,
A s norm al, you can't
ca n ’t increase
in crease a ann
ability score
s c o r e above 20 using this feature
feature..
Additionally, you can ignore the verbal and somatic
som atic ARCTIC
A r c t ic
components
com p on en ts of
o f your druid spells, as well
w ell as any material
Druid Level Circle Spells
components
com pon en ts that lack a cost and aren't
aren’t consumed
con su m ed by a
3rd growth
hold person, spike grow th
spell. You gain this benefit in both your normal
norm al shape
and your beast shape from Wild W ild Shape.
5th storm,, slow
sleet storm slow
7th freedom
fre off m
e do m o movement, storm
ovem ent, ice storm
9th commune
co with nature,
m m u n e with nature, cone
cone ooff cold
cold
D r u i d CIRCLES
DRUID C ir c l e s
Though their organization is invisible to most m ost outsiders, COAST
C o a st
druids are part of o f a society that spans the land, ignoring
ignoring
Druid Level Circle Spells
political borders. All druids are nominally
nom inally members
m em bers
3rd mirror
m irror image, m
misty step
isty step
of
o f this druidic society, though some som e individuals are so
so
isolated that they have never seen any high-ranking 5th water
w ater breathing, water walk

members
m em bers of o f the society or participated in druidic 7th water.freedom
control water, off m
fre e d o m o movement
ovem ent

gatherings. Druids
D ruids recognize
recog n ize each other as brothers and 9th scrying
conjure elemental, scrying
sisters. Like creatures of o f the wilderness,
w ilderness, however, druids
sometimes
som etim es compete
com pete with or even prey on each other. DESERT
D esert
At a local scale, druids are organized into circles that Druid Level Circle Spells
share certain perspectives on nature, balance, and the 3rd blur, silence
way
w ay of
o f the druid. 5th food
create fo and
od a from
n d water, protection fro m energy
7th blight, hallucinatory terrain
C i r c l e OF
CIRCLE Land
t h e LAND
o f THE
9th off stone
insect plague, wall o
The Circle of o f the Land is made
m ade up ofo f mystics
m ystics and sages
who
w h o safeguard ancient knowledge
kn ow led ge and rites through FOREST
Fo r e s t
a vast oral tradition. TheseT h ese druids meet
m eet within
w ithin sacred
sacred Druid Level Circle Spells
circles of
o f trees or standing stones
ston es to whisper
w h isper primal
prim al
3rd climbb
barkskin, spider clim
secrets in Druidic.
D ruidic. The
T h e circle's
circle’s wisest
w isest members
m em bers preside
5th call lightning,
call lightning, plant
plant grow
growth
th
as the chief
ch ief priests of o f communities
com m u n ities that hold to the Old
Faith and serve as advisors to the rulers of o f those
th ose folk.
7th off m
divination, freedom o movement
ovem ent

As
A s a member
m em ber of o f this circle, your magic
m agic is influenced 9th ccommune
o m m u n e with nature, tree stride

by the land where


w here you were w ere initiated into the circle's
circle’s
GRASSLAND
G r a ssl a n d
mysterious
m ysterious rites.
Druid Level Circle Spells
B o n u s CANTRIP
BONUS C a n t r ip 3rd invisibility, pass
invisibility, pass without
without trace
trace
When
W h en you choose
c h o o s e this circle at 2nd level, you learn one 5th daylight, haste
additional druid can trip of
cantrip o f your choice.
7th freedom
divination, fre off m
e do m o movement
ovem ent

N a t u r a l RECOVERY
NATURAL R ecovery 9th plague
dream, insect plague

Starting at 2nd level, you can regain some som e of o f your


M o u n t a in
MOUNTAIN
magical
m agical energy
en ergy by sitting in meditation
m editation and communing
com m u n in g
with
w ith nature. During
D uring a short rest, you choosec h o o s e expended
expended Druid Level Circle Spells
spell slots to recover. The spell slots can have a 3rd spider climb,
spider climb, spike
spike grow
growth
th
combined
com b in ed level that is equal to or less than half h alf your 5th meld
lightning bolt, m eld into stone
druid level (rounded up), and none n one ofo f the slots can be 7th stoneskin
stone shape, stoneskin
6th
6 th level or higher. You can't
can ’t use this feature again until 9th passwa/1, wall ooff stone
passwall, stone
you finish a long rest
For example,
exam ple, when
w hen you are a 4th-level druid, you can can SWAMP
S w a m p
recover up to two
tw o levels worth
w orth ofo f spell slots. You can can
Druid Level Circle Spells
recover either a 2nd-level slot or two tw o 1st-level slots.
3rd darkness, M
darkness, Me/f's acid arrow
e lf ’s acid arrow
C i r c l e SPELLS
CIRCLE Spe lls 5th water
w cloud
ater walk, stinking cloud
Your mystical
m ystical connection
con n ection to the land infuses
in fu ses you with 7th freedom ooff m
freedom movement, locate creature
ovem ent, locate creature
the ability to cast certain spells. At 3rd, 5th, 7th, and 9th scrying
insect plague, scrying
9th level you gain access
a c c e s s to circle spells connected
con n ected
to the land where
w here you became
b e ca m e a druid. Choose
C h oose that UNDERDARK
U nderdark
land-arctic,
land—arctic, coast, desert, forest, grassland, mountain,
Druid Level Circle Spells
swamp,
sw am p, or Underdark-and
U nderdark—and consult the associated
list of
o f spells. 3rd spider climb,
spider climb, web
web
Once
O nce you gain access
a c c e s s to a circle spell, you always have 5th form,, stinking cloud
gaseous form cloud
it prepared, and it doesn't
d o e s n ’t count
coun t against the number
num ber ooff 7th greater invisibility, stone shape
shape
spells you can prepare each day. If you gain aaccess c c e s s to a 9th cloudki/1, insect plague
cloudkill, plague
spell that doesn't
d oesn ’t appear on the druid spell list, the spell
is nonetheless
n onetheless a druid spell for you.
L a n d ’ s STRIDE
LAND'S St r i d e P St r i k e
r i m a l STRIKE
PRIMAL
Starting at 6th level, m moving
ovin g through nnonmagical
onm agical Starting at 6th level, your attacks in beast form count as
co sts you no extra m
difficult terrain costs movement. can
ovem ent. You can magical
m agical for the p u rp ose of
purpose overcoming
o f ov ercom in g resistan ce and
resistance
ss through n
pass
also pa onm agical plants w
nonmagical ithout being
without immunity
im m unity to n onm agical attacks and dam
nonmagical damage.
age.
slowed them and w
slow ed by them without damage
ithout taking dam them if
age from them
they have thorns, spines, or a sim similar
ilar hazard. E lem ental W
ELEMENTAL WILD Sh ape
i l d SHAPE

In addition, you have advantage on saving throws against can expend tw


At 10th level, you can ses ooff W
twoo uuses ild Shape
Wild Sh ape
plants that are magically created or manipulated to im impede
pede same
at the sam timee to transform
e tim elemental,
transform into an air elem ental, an
movement,
m such th
ovem ent, such ose created by the entangle spell.
those elemental,
earth elem elemental,
ental, a fire elem elemental.
ental, or a water elem ental.

NATURE'S
N WARD
a t u r e ’s W ard T h ou san d F
THOUSAND FORMS
orms

W h en you reach 10th level, you ccan't


When charmed
be ch
a n ’t be or
arm ed or By 14th level, you have learned to use m agic to alter
magic
elementals
frightened by elem or fey, and you are im
entals or immune
m u ne to your physical form in m more can cast the
ore subtle ways. You can
oison and disease.
poison
p disease. alter self spell at will.

N a t u r e ’ s SANCTUARY
NATURE'S Sa n c t u a r y D r u i d s aAND
DRUIDS h e Goos
n d tTHE G ods
W h en you reach 14th level, creatures ooff the natural
When dr uids venerate the forces ooff nature themselves, but
Some druids
world
w sense
orld sen connection
se your con n ection to nature and b become
ecom e druid s are devoted to one ooff the many nature deities
most druids
hesitant to attack you. W When creature
h en a beast or plant creature worshiped in in the multiverse (the lists ooff gods in appendix
attacks you, that creature m must
ust mmake
ake a W Wisdom saving
isd om saving B include many such deities). The worship ooff these deities
throw
th row against your druid spell save D DC.
C. On a failed save, is often considered a more ancient tradition traditio n than the faiths
the creature m ust cchoose
must h o o s e a different target, or the attack ooff clerics and urbanized peoples. In In fact, in the world of
automatically
autom misses.
atically m isses. OOn n a successful creature
su ccessfu l save, the creature Greyhawk, the druidic faith faith is called the Old Faith, and it
immune
is im m une to this effect for 24 24 hours. claims many adherents among farmers, foresters, fishers,
and others who live closely with nature. nature. This tradition
aw are of
T h e creature is aware
The akes its
makes
o f this effect before it m
includes the worship ooff Nature as a primal force beyond
attack against you. Beary,
personification, but also encompasses the worship ooff Beory,
the Oerth Mother, as well as devotees ooff Obad-Hai, Ehlonna,
C
CIRCLE OF
ir c l e o THE
f t MOON
h e M o o n and Ulaa.
DDruids Moon
ruids ooff the Circle ooff the M oon are fierce guardians In the worlds of
In ofGreyhawk
Greyhawk and the Forgotten Realms,
wilds.
ooff the w Their
ilds. Th eir order gathers under the full m moon
oon to druidic circles are not usually connected to the faith ooff a
share n news
ew s and trade w warnings.
arnings. They haunt the deepest
single nature deity. Any given circle in in the Forgotten Realms,
for example, might include druids who revere Silvanus,
wilderness,
parts ooff the w where
ildern ess, w here they might go for w weeks
eek s
Mieli kk i, Eldath, Chauntea, or even the harsh Gods ooff Fury:
Mielikki,
on crossing
before crossin
on end before g paths w with
ith another humhumanoid
anoid
Talas, Malar, Auril, and Umberlee. These nature gods are
Talos,
creature, let alone another druid. often called the dru ids, and
th e First Circle, the first among the druids,
C hangeable as the m
Changeable circle might
oon , a druid ooff this circle
moon, most druids count them all (even the violent ones) as worthy
prow on e night, soar
prowll as a great cat one soa r over the treetops ooff veneration.
as an eagle the next day, and crash through the The druids of o f Eberron hold animistic beliefs co mplete ly
bel iefs completely
undergrowth
undergrow trespassing
bearr form to drive off a trespassing
th in bea unconnected to the Sove reign Host, the Dark Six, or any of
Sovereign
monster.
m wild
onster. The w ild is in the druid's blood. the other religions of the world. They believe that every living
phenomenon-sun,
thing and every natural phenomenon— sun, moon, wind,
C om bat W
COMBAT il d S
WILD SHAPE
hape fire, and the world itself—has spi rit. Their spells, then, are
itself-has a spirit.
h en you cchoose
When
W h o o s e this circle at 2nd level, you gain the a means to communicate with and command these spirits.
Different druidic sects, though, hold different philosophies
use
ability to u Wild
se W Shape
ild Sh ape on bonus
on your turn as a bon u s action,
about the proper relationship of these spirits to each other
rather than as an action.
and to the forces
fo rces ooff civilization. Ash bound, for example,
civilizatio n. The Ashbound,
Additionally, w while transformed
hile you are transform ed by W Wild
ild
believe that arcane magic is an abomination against nature, nature,
Shape, you ca cann u use
se a bon u s action to expend one
bonus the Children ooff Winter venerate the forces of o f death, and the
spell slot to regain 1d8 o f the spell
ld8 hit points per level of Gatekeepers preserve ancient traditions meant to protect the
slot expended. world from the incursion ooff aberrations.

C ir c l e F
CIRCLE FORMS
orms
h e rites ooff yyour
The
T transform
ou r circle grant you the ability to transform
into mmore dangerouss anim
ore dangerou animalal form s. Starting at 2nd
forms.
can uuse
level, you can se your W Wild Shape
ild Sh transform into a
ape to transform
challenge
beast with a challen ignore
ge rating as high as 1 (you ignore
the MMax. CR
ax. C column
R colum Beast
n ooff the B Shapes
east S h apes table, but must
limitations
abide by the other lim itations there).
beast
transform into a beast
Starting at 6th level, you can transform
with
w challen ge rating as high as your druid level
ith a challenge
divided by 3, rounded down.
dow n.
Fig h ter
FIGHTER
A
A human
hum an in clanging
clan ging plate armor arm or holds her shield
efo re her as she rrun
b efore unss toward
tow ard the massed
m a ssed goblins. An An
elf behind her, clad in studded leather armor, peppers
the goblin
goblinss with arrowsarrow s loosed
lo o s e d from his exquisite
bow.. Th
bow Thee h half-ore
alf-orc n ea rby shouts orders, helping
nearby
the twtwoo combata
com batants nts coordinate
coordin a te their assault to the
best advantage.
advantage.
A
A dwarf
d w arf in chain mail m ail interposes
in terp oses his shield betweeb etw eenn
the ogre's
o g re ’s club a nd his compa
and com panion nion,, knocking
k n ock in g the deadly
blow aside
blow aside.. His
H is companion,
com panion , a half-elf in ssca cale
le armor,
swings
sw in gs twotw o scimitars
scim itars in a blinding w whirl
hirl as she circles
the ogre,
ogre, looking
look in g for a blind spot in its defenses.defen ses.
A
A gladiator fights for sport in an arena, a master m aster with
his trident a nd net,
and n et, skilled at toppling fo eess and moving m oving
them around for the crowd's crow d ’s delight-
delight—and and his ownow n
tactical advantage. His opponent's
H is op p on en t’s sword
sw ord fla res with
flares
blue light an insta instant nt b efore shesh e sends
sen ds lightning flashing
fo r th to smite
forth sm ite him.
o f these heroes
All of h eroes a re fighters, perhaps the most
are m ost
diverse class
cla ss ofo f characters in the worlds w orld s of
of D Uu NGE ons &
n g e ONS &
D r a g o n s . Questing
DRAGONS. Q uesting knights, conquering
con q u erin g overlords, royal
ch
chamampions,
pion s, elite foo foott soldiers
soldiers,, hardened m ercenaries,
and bandit kings-as
kin gs—as fighters, they all share an
unparalleled m mastery
astery with w weapons
ea p on s and armor, and a
thorough
th orough knowledge
k n ow led ge of o f the skills of o f combat.
com bat. And
A nd they
are w well
ell acquainted with w ith death, both m eting it out and
staring it defi antly in the face.
defiantly

WELL- ROUND
W ell-R ED
o u n de d SPEC
S p e c IALISTS
ia l ist s

Fighters learn the bbasics


a sics of
o f all combat
com bat styles. Every
fighter can swing
sw in g a
ann aaxe,
xe, fence
fen ce with a rapier, wield
w ield a
longsword
lon gsw ord or a greatsword,
greatsw ord, use a bow, and even trap foes
in a net with ssom
omee degree of o f skill. Likewise,
Likew ise, a fighter is
adept with shields and every form of o f armor. Beyond that
basic degree ofo f familiarity, each fighter specializes
sp ecia lizes in a
certain style of
o f combat.
com bat. Some
S o m e concentrate on a rchery,
archery,
some
som e on fi ghting with
fighting w ith two
tw o weapons
w ea p on s at once,
on ce, and some
som e
on augmenting
augm enting their m artial sskills kills w ith
ith magic.
m agic. This
combination
com bination ofo f broad general ability and extensive
specialization makes
m akes fighters superior
su perior combatants
com batants
on battlefields and in dungeons
du ngeon s alike.

T RAI
T N eED
r a in d FOR
for Da
A nN gGE R
e r

Not every m emember


ber of
o f the city watch, the village militia,
or the queen's
qu een ’s army
arm y is a fighter. Most
M ost of
o f these troop
troopss are
relatively untrained soldiers w with
ith only the most basic
m ost basic
combat
com bat knowledge.
kn ow ledge. Veteran soldiers, military
m ilitary officers,
trained bodyguards, dedicated knights, and similar sim ilar
figures are fighters
fighters..

p
T h e F ig h t e r

Proficiency
Level Bonus Features
1st +2 Style,, Second Wind
Fighting Style
2nd +2 use)
Action Surge (one use)
3rd +2 Arch etype
Martial Archetype
4th +2 Ability Score Improvement
Ability
5th +3 Extra Attack
6th +3 Ability Imp rovement
Ab il ity Score Improvement
7th +3 Martial Archetype feature
8th +3 Abilit y Score Improvement
Ability
9th +4 Ind omitable (one use)
Indomitable
10th +4
+4 fe ature
Martial Archetype feature
11th +4 Atta ck (2)
Extra Attack
12th +4 Improve ment
Ability Score Improvement
13th +5 Indomitabl e (two uses)
Indomitable
14th +5 Ability Score Improvement
Ability
15th +5 Ma rtial Archetype feature
Martial
16th +5
+5 Ability Score Improvement
Ability
17th +6 uses) , Indomitable
Action Surge (two uses),
(three uses)
18th +6 Arc he type feature
Martial Archetype
19th +6 Ability Score Improvement
20th +6 Extra Attack (3)

Some
S o m e fighters feel drawn
feel draw n to use their training as to buy them. Your armarmaments
am ents are n now
ow am on g your
among
adventurers. The dungeon delving. m
du ngeon delving, on ster slaying.
monster slaying, and most
m ost im s se ss io n s—the only things that stand
portant p oossessions-the
important
other dangerous
dangerou s w ork ccommon
work am ong adventurers is
o m m o n among between
betw death’s embrace.
een you and death·s em brace.
from
se co n d nature for a fighter, not all that different from
second
the life he or she left behind. T There ris ks .
h ere are greater risks, Q u ic k B
QUICK BUILD
u il d

perhaps, but also m much rewards-


uch greater rew ards—fewfew fighters in You can make
can m fo llowing
ake a fighter quickly by follow these
in g these
the city wwatch
atch have the opportunity to d discover
iscover a m magic
agic uggestions.
ssuggestion First. m
s. First, ake Strength or D
make Dexterity
exterity your
flame
flam e tongue sw
sword, example.
ord, for exam ple. depending
highest ability score, depen din g on w whether you
hether you
want
w ant to focu melee
focuss on m weapons
elee w on archery (or
ea p on s or on
1
CREATING
C r e a t in g A FFIGHT
a ER
ig h t e r finesse
fin weapons).
esse w eapons). Your next-highest sc score be
o r e should be
Constitution. or Intelligence if you plan to adopt the
Constitution,
build your fighter,
Ass you build
A twoo related
fighter. think about tw
Eldritch K Knight martial
night m artial archetype. S econ d , cchoose
Second, hoose
elements
elem background:
ents ooff your character's backgrou \,Vhere
n d: W h ere did
soldier
the sold ier background.
com bat training, and w
you get your combat hat set you apart
what
from the m mundane
undane w arriors around you? W
warriors \Vere
ere you
particularly ruthless? D Did
id you get extra help from a C l a s s FEATURES
CLASS Features
mentor, exceptional
eca u se ooff your exception
mentor, perhaps bbecause al dedication? Ass a fighter,
A following
fighter, you gain the follow ss features.
class
in g cla
What
W hat drove you to this training in the first place? A A
threat to yyour homeland,
ou r hom eland, a thirst for revenge, or a need need H it P
HIT POINTS
o in t s

to prove y yourself might


ou rself m ight all have b been factors .
een factors. ldlO
Hit Dice: 1d level
10 per fighter level
You m might
ight have enjoyed formformalal training in a n noble's
oble’s Hit Points at 1st Level: 10 ++ your Constitution m modifier
odifier
P erhaps you trained in a w
armyy or in a local militia. Perhaps
arm war
ar Hit Points at Higher L Levels: ldlO
ev els: 1d + your
10 (or 6) + your
acad emy,
academ y, learning strategy, tactics, and m military history.
ilitary history. Constitution m modifier
odifier p er fighter level after 1st
per
OOrr you m might
ight be self-taught- unpolished
be self-taught—unpolish ed but w well
ell tested.
Did you take up the swordsw ord as a w way escape
ay to esca limits
p e the lim its P
PROFICIENCIES
r o f ic ie n c ie s

ooff life on a farm, following


farm , or are you follow proud
in g a p family
roud fam ily A rm or: A
Armor: armor, shields
ll armor.
All
tradition? W h ere did you acquire your w
Where weapons
ea p on s and W eapons: Simple
Weapons: weapons,
Sim ple w martial
eapon s, m weapons
artial w ea p on s
armor?
arm They
or? T might
h ey m ight have been m ilitary issue or family
military fam ily Tools: None
T o o ls : N one
heirlooms,
h eirloom s, or perhaps you scrim p ed and saved for years
scrimped Saving Throws: Strength, Constitution
Strength, Constitution
Skills: Choose
C h oose two
tw o skills from Acrobatics,
A crobatics, Animal
A nim al Once
O nce you use this feature, you must finish a shortsh ort or
Handling, Athletics, History, Insight, Intimidation,
Intim idation, long rest before you can u use
se it again. Starting at 17th
Perception,
P erception, and Survival use
level, you can u twice
se it tw before
ice b once
efore a rest, but only on on
ce on
the same
sam e turn.
E q u ip m e n t
EQUIPMENT
You start with the following
follow in g equipment,
equipm ent, in addition to MARTIAL
M ARCHETYPE
a r t ia l A r ch etype
the equipment
equipm ent granted by your background:
At 3rd level, you cchoose
h o o s e an archetype that you strive to
• (a) chain mail
m ail or (b)(b) leather, longbow,
longbow , and 20 arrows
arrow s emulate
em ulate in your com combat
bat styles and techniques. CChoose
h oose
• (a) a martial weapon
w eap on and a shield or (b) two tw o martial Champion,
Cham pion, Battle Master, or Eldritch Knight, all detailed
weapons
w eap on s at the end ooff the class description. T The
h e archetype you
• (a) a light ccrossbow (b) two
ro s s b o w and 20 bolts or (b) tw o handaxes choose
c h o o s e grants you features at 3rd level and again at 7th,
•• (a) a dungeoneer's
du ng eon eer’s pack or o r (b)
(b) an explorer's
explorer’s pack 10th, 15th, and 18th level.

FIGHTING
F i g h t i n g STYLE
St y l e ABILITY
A b i l i t y SCORE
S c o r e IIMPROVEMENT
m pro vem en t
You adopt a particular style of o f fighting as your specialty. When
W h en you reach 4th level, and again at 6th, 8th, 12th,
Choose
C h oose one
on e of o f the following
follow in g options. You can't
ca n ’t take a 14th, 16th, and 19th level, you can can in
increase
crease one ability
Fighting Style option more m ore than once,
on ce, even if you later score
sc o r e ooff your ch choice increase
oice by 2, or you can in crease twtwoo ability
get to choose
c h o o s e again. scores
s c o r e s ooff your ch choice
oice by 1. A
Ass norm
normal, can't
al, you ca increase
n ’t in crease
an ability score sc o r e above 20 using this feature.
A rchery
ARCHERY
You gain a +2 bonus to attack rolls you make
m ake with EXTRA
E ATTACK
x tr a A t t a c k
ranged weapons.
w eapon s.
Beginning
B egin ning at 5th level, you can attack twtwice,
ice, instead ooff
D efense
DEFENSE once,
on whenever
ce, w henever you take the A Attack
ttack action on your turn.
While
W h ile you are wearing
w earin g armor, you gain a +1 bonus to AC.
+1 number
The num ber ooff attacks in
increases
creases to three wwhen
hen you
reach 11th level in this class and to four w when reach
hen you reach
DUELING
D u e l in g 20th level in this class.
When
W h en you are wielding
w ielding a melee
m elee weapon
w eap on in one
on e hand and
no other weapons,
w eapon s, you gain a +2 bonus
bon u s to damage
dam age rolls IINDOMITABLE
n d o m it a b l e
with
w ith that weapon.
w eapon. Beginning
B can reroll a saving th
egin ning at 9th level, you can throw
row that
you fail. If you do so, you must use the n new
ew roll, and you
GREAT
G r e a t WEAPON
W e a p o n FIGHTING
F ig h t in g
can't
ca n ’t use this feature again until you finish a long rest.
When
W h en you roll a 1 or 2 on a damage
dam age die for an attack you
You can u use twice
se this feature tw between
ice betw long
een lon g rests
make
m ake with a melee
m elee weapon
w eap on that you are wielding
w ielding with
starting at 13th level and three tim times between
es betw long
een lon g rests
two
tw o hands, you can reroll the die and mustm ust uuse
se the new
starting at 17th level.
roll, even if the new roll is a 1 or a 2. The weapon
w eap on must
have the two-handed
tw o-handed or versatile property for you to gain
this benefit. M artial A
MARTIAL ARCHETYPES
rchetypes
Different fighters cchoose approaches
h o o s e different ap proach es to
PROTECTION
P r o t e c t io n perfecting their fighting p prowess. The
row ess. T martial
he m archetype
artial archetype
When
W h en a creature you can see attacks a target other you cchoose
h o o s e to em
emulate
ulate reflects your approach.
than you that is within
w ithin 5 feet of
o f you, you can use
u se your
reaction to impose
im p ose disadvantage on the attack roll. You CHAMPION
C h a m p io n
must
m ust be wielding
w ielding a shield.
The archetypal C Champion focuses
ham pion fo development
c u s e s on the developm ent
Two-WEAPON
T w o - W e a p o n FIGHTING
F ig h t in g of power
o f raw physical p ow er honed to deadly perfection.

When
W h en you engage in two-weapon
tw o-w eapon fighting, you can add
Those who
T h ose w model
ho m odel themselves on this archetype com combine
bine

your ability modifier


m odifier to the damage
dam age of
o f the second
secon d attack.
rigorous training wwith excellence
ith physical ex cellen ce to deal
devastating blow
blows.s.
S e c o n d WIND
SECOND W in d
IIMPROVED CRITICAL
m proved C r it ic a l
You have a limited
lim ited well
w ell of
o f stamina
stam ina that you can draw on Beginning
B when
eg in n in g w hen you cchoose archetype
h o o s e this arch 3rd
etype at 3rd
to protect yourself
y ou rself from harm.
harm . On your turn, you can use level, y your weapon
ou r w ea p on attacks score
s c o r e a critical hit on a
a bonus
bon u s action to regain hit points equal to ldlO1d 10 + your roll ooff 19 or 20.
fighter level.
Once
O nce you use
u se this feature, you must finish a short or R em arkable A
REMARKABLE ATHLETE
thlete

long rest before you can use u se it again. Starting at 7th level, you can add h
half proficiency
alf your proficiency
bonus
bon u s (round up) to any Strength, Dexterity, oror
ACTION
A c t i o n SURGE
Su rge check
Constitution ch make
eck you m doesn't
ake that d oesn ’t already use
your proficiency bonus.
Starting at 2nd level, you can push yyourself
ou rself beyond
beyon d your
normal
n orm al limits
lim its for a moment.
m om ent. On your turn, you can take
when
In addition, w hen you mmake
ake a running long jumjump, p, the
one
on e additional action on top of o f your regular action and a
distance you can cover inincreases number
creases by a num ber ooff feet
possible
p ossib le bonus
bon u s action.
equal to your Strength modifier.
ADDITIONAL
A d d i t i o n a l FIGHTING
F i g h t i n g STYLE
St y l e
At 10th level, you can choose
c h o o s e a second
se co n d option from the
Fighting Style class feature.

SUPERIOR
S u p e r i o r CRITICAL
C r it ic a l
Starting at 15th level, your w weapon
eap on attacks score
sc o r e a
critical hit on a roll of
o f 18-20.
1 8 -2 0 .

SURVIVOR
Su r v iv o r
At 18th level, you attain the pinnacle of resilience
o f resilien ce in
battle. At the start of
o f each ofo f your turns, you regain hit
points equal to 5 + your Constitution modifier
m odifier if you
have nnoo more
m ore than half
h alf of
o f your hit points left. You don't
don ’t
gain this benefit if you have O 0 hit points.

BATTLE
B a t t l e MASTER
M aster
Those
T h ose who
w h o emulate the archetypal Battle Master M aster
employ
em ploy martial
m artial techniques
tech niques p passed
a ssed down
dow n through
generations. To a Battle Master, combatcom bat is an academic
acad em ic
field, sometimes
som etim es including subjects beyond
su bjects beyon d battle such
as wweaponsmithing
eapon sm ith in g and calligraphy. Not every fighter
absorbs
ab sorbs the lessons
lesson s of
o f history, theory, and artistry
that are reflected in the Battle Master
M aster archetype, but
those
th ose wwho
h o do are well-rounded
w ell-rounded fighters of o f great skill
and knowledge.
know ledge.

C o m b a t SUPERIORITY
COMBAT Su p e r io r it y
When
W h e n you choose
c h o o s e this archetype at 3rd level, you
learn maneuvers
m aneuvers that are fueled by special sp ecial dice called
superiority dice.
Maneuvers. You learn three m maneuvers
aneuvers of o f your
choice,
ch oice, wwhich
hich are detailed under "Maneuvers"
“M aneuvers” below.
Many
M any m maneuvers
aneuvers enhance
en h a n ce an attack in some
so m e way. You
can use
u se only one
on e maneuver
m aneuver per attack.
You learn twotw o additional maneuvers
m aneuvers of o f your choice
ch oice
at 7th,
7th, 10th, and 15th level. Each E ach time
tim e you learn newnew
maneuvers,
m aneuvers, you can also replace on onee maneuver
m aneuver you
know
kn ow with a different one.
Superiority Dice. You have four superiority dice,
which
w hich are d8s. A A superiority die is expenexpendedded when
w hen you
use
u se it. You regain all of o f your expended
expen ded superiority dice
when
w hen you finish a short or long rest.
You gain another superiority die at 7th level and one
more
m ore at 15th level.
Saving Throws. Some S o m e of
o f your maneuvers
m aneuvers require
your target to makem ake a saving throw to resist the
maneuver's
m aneuver’s effects. The T h e saving throw
th row DC
D C is calculated
as follows:
follow s:

D C = 8 + your proficiency bonus+


Maneuver save DC~ bonus +
your Strength or Dexterity modifier (your ch
choice)
oice)

S t u d e n t OF
STUDENT War
o f WAR
At 3rd level, you gain proficiency with
w ith one
on e type of
artisan's
artisan’s tools ooff your choice.

KNOW
K n o w YOUR
Y o u r ENEMY
Enem y
Starting at 7th level,
level, if you spend at least 1 minute
m inute
observing
observ in g or interacting withw ith another creature outside
combat,
com bat, you can learn certain information
inform ation about its
capabilities compared
com p a red to your own.
ow n. The DM tells you if
the creature is your equal, superior, or inferior in regard
to two
tw o of
o f the following
follow in g characteristics ofo f your choice:
,• Strength score
sco re Maneuvering Attack. When W h en you hit a creature with
,• Dexterity
D exterity score awweapon
ea p on attack, you can expend one superiority
,• Constitution score
score die to maneuver
m aneuver one on e of
o f your comrades
com ra d es into a more m ore
,• Armor
A rm or Class
C lass advantageous position. You add the superiority die to the
,• Current hit points attack's
attack’s damage
dam age roll, and you choose c h o o s e a friendly creature
• Total class levels (if any) who
w ho can see or hear you. That creature can use its
•• Fighter class levels (if any) reaction to move m ove up to half
h alf its speed
sp eed w without
ithout provoking
opportunity attacks from the target of o f your attack.
I m p r o v e d COMBAT
IMPROVED C o m b a t SUPERIORITY
Su p e r i o r i t y Menacing Attack. When W h en you hit a creature with w ith a
At 10th level, your superiority dice turn into dlOs.
d 10s. At weapon
w eapon attack, you can expend one on e superiority die to
18th level, they turn into dl2s.
d l2 s . attempt to frighten the target. You add the superiority
die to the attack’s
attack's damage
dam age roll, and the target must
RELENTLESS
R elen tless make
m ake a W Wisdom
isd om saving throw. On a failed save, it is
Starting at 15th level, when
w hen you roll initiative and frightened of o f you until the e ennd
d of
o f your next turn.
have no superiority dice
d ice remaining,
rem aining, you regain 1 Parry. When
W h en another creature damages dam ages you with w ith a
superiority die. melee
m elee attack, you can u use
se your reaction and expend one
superiority die to reduce the damage dam age by the number num ber you
MANEUVERS
M aneuvers roll on your superiority die + + your Dexterity
D exterity modifier.
m odifier.
The
T h e maneuvers
m aneuvers are presen presented
ted in alphabetical order. Precision Attack. When W h en you makem ake a weapon
w eapon attack
Commander's
Commander’s Strike. When W h en you take the Attack roll against a creature, you can expend one superiority
action on youyourr turn, you can forgo one on e of
o f your attacks die to add it to the roll. You can u use
se this maneuver
m aneuver
and u use
se a bon
bonusu s action to direct one on e of
o f your companions
com pa n ion s before or after making m akin g the attack roll, but before any
to strike. When
W h en you do so, choose
c h o o s e a friendly creature effects of o f the attack are applied.
who
w h o can sees e e or hear you and expend one superiority die. Pushing Attack. When W h en you hit a creature
creatu re with
That creature can immediately
im m ediately u use
se its reaction to make
m ake a weapon
w ea p on attack, you can ca n expend one on e superiority
su periority
one
on e wweapon
ea p on attack, adding the superiority die to the die to attempt
attem pt to drive the target back. You add the
attack's
attack’s damage
dam age roll. superiority
su periority die to the attack's damage dam age roll, and if the
Disarming Attack. When W h en you hit a creature w with
ith a target is Large or smaller,
sm aller, it must
m ust make
m ake a Strength
Strength
weapon
w eap on attack, you can expe expend nd one
on e superiority die to saving throw. On a failed save, you push the target up
attempt to disarm the target, forcing forcin g it to drop one item to 15 fe et away from you.
feet
of
o f your choice
ch oice that it'sit’s holding. You add the superiority Rally. On your turn, you can ca n use a bon bonus u s action and
die to the attack's
attack’s damage
dam age roll, and the target must m ust expend one on e superiority die to bolster the resolve of one
o f on e
make
m ake a Strength saving throw. On O n a failed save, it drops of
o f your companions.
com pa n ion s. When
W h en you do so, choose c h o o s e a friendly
the object you choose.
c h oose. The object lands at its feet. creature w whoh o can
ca n see or hear you. That creature gains
Distracting Strike. When W h en you hit a creature w with
ith a temporary
tem porary hit points equal to the superiority die roll +
weapon
w eap on attack, you can expe expend nd one
on e superiority die to your Charisma
C harism a modifier.
distract the creature, giving your allies an opening. You Riposte. When W h en a creature missesm isses you with a melee m elee
add the ssuperiority
uperiority die to the attack's
attack’s damage
dam age roll. The attack, you can use your re action and expend one
reaction
next attack roll against the target by an attacker other superiority die to make m ake a melee
m elee w weeapaponon attack against
than you has advantage if the attack is made m ade before the the creature. If you hit, you add the superiority die to the
start of your
of y ou r next turn. attack's damage
dam age roll.
Evasive Footwork. When W h en you move,
m ove, you canca n expend Sweeping Attack. When W h en you hit a creature with a
one
on e superiority die, rolling the die and adding the melee
m elee w weapon
eap on attack, you can expend one superiority
number
num ber rolled to your AC until you stop moving. die to attempt to damage dam age another creature with w ith the
Feinting Attack. You can expend one superiority die same
sam e attack. ChooseC h oose another creature within w ithin 5 feet
and use a bonus
bon u s action on your turn to feint, choosing ch oosin g o f the original target and within
of w ithin your reach. If the
one creature w within
ithin 5 fe et of
feet o f you as your target. You original attack roll w would
ou ld hit the second
se co n d creature, it
have advantage on your next attack roll against that takes damage
dam age equal to the number num ber you roll on your
creature. If that attack hits, add the superiority die to the superiority die. The damage dam age is of o f the same
sam e type dealt by
attack's
attack’s damage
dam age roll. the original attack.
Goading Attack. When W h en you hit a creature with w ith a Trip
Trip Attack. When W h en you hit a creature w with
ith a weapon
w eapon
weapon
w eap on attack, you can expend one on e superiority die to attack, you can expend one on e superiority die to attempt
attempt to goad the target into attacking you. You add to knock
k n ock the target down.dow n. You add the superiority die
the superiority die to the attack'sattack’s damage
dam age roll, and to the attack's
attack’s damage
dam age roll, and if the target is Large or
the target must make m ake a W Wisdom
isd om saving throw. On a smaller,
sm aller, it must
m ust make
m ake a Strength saving throw. On a
failed save,
save, the target has disadvantage on all attack failed save, you knock k n ock the target prone.
rolls against targets other than you until the end of of
your next turn. E l d r i t c h KNIGHT
ELDRITCH K n ig h t
Lunging Attack. When W h en you makem ake a melee
m elee w weapon
eapon
The archetypal Eldritch Knight
K night combines
com b in es the martial
attack on your turn, you can expend one superiority die
mastery
m astery common
co m m o n to all fighters w
with
ith a careful
carefu l study of
of
in crease your reach for that attack by 5 feet. If you hit,
to increase
magic.
m agic. Eldritch Knights
K nights use
u se magical
m agical techniques
tech niques similar
sim ilar
you add the superiority die to the attack's attack’s damage
dam age roll.
to those
th ose practiced by wizards.
w izards. They focus
focu s their study
on two
tw o of
o f the eight schools
sch o o ls of magic:
of m agic: abjuration and ELDRITCH
E l d r i t c h KNIGHT
K n i g h t SPELLCASTING
S p e l l c a s t in g
evocation. Abjuration spells
sp ells grant an Eldritch Knight -Spell
— Spell Slots per Spell Level-
Level—
additional protection in battle, and evocation spells sp ells deal Fighter Cantrips Spells
Level Known Known 1st 2nd 3rd 4th
damage
dam age to many
m any foes at once,
on ce, extending the fighter's
fighter’s
reach in combat.
com bat. These
T h ese knights learn a comparatively
com paratively 3rd 2 3 2 — — —
small
sm all number
num ber ofo f spells, committing
com m ittin g them to memory
m em ory 4th 2 4 3 — — —
instead of
o f keeping
keepin g them in a spellbook.
sp ellbook . 5th 2 4 3 — — —
6th 2 4 3 — — —
Sp e l l c a s t in g
SPELLCASTING 4 — —
7th 2 5 2
When
W h en you reach 3rd level, you augment augm ent your martial
8th 2 6 4 2 — —
prowess
p row ess withw ith the ability to cast spells. See S e e chapter 10
9th 2 6 4 2 — —
for the general rules of o f spellcasting
sp ellcastin g and chapter 11 for
10th 3 7 4 3 — —
the wwizard
izard spell list.
11th 3 8 4 3 — —
Cantrips. You learn two tw o cantrips of o f your choice
ch oice from
the wwizard
izard spell list. You learn an additional w wizard
izard 12th 3 8 4 3 — —
can trip of
cantrip o f your choice
ch oice at 10th level. 13th 3 9 4 3 2 —
Spell Slots. The Eldritch Knight K night Spellcasting
S p ellcastin g table 14th 3 10 4 3 2 —
shows
sh ow s howh ow m many
any spell slots you have to cast your 15th 3 10 4 3 2 —
spells
sp ells ofo f 1st level and higher. To cast on onee of
o f these 16th 3 ll
11 4 3 3 —
spells, you m must
ust expend a slot of o f the spell's
spell’s level or 17th 3 11
11 4 3 3 —

higher. You regain all expended expen ded spell slots when w hen you 18th 3 11
ll 4 3 3 —
finish a long
lon g rest. 19th 3 12 4 3 3 1
For
F or example,
exam ple, if you know kn ow the 1st-level spell shield and
20thh
20t 3 13 4 3 3 1
have a 1st-level and a 2nd-level spell slot available, you
ca n cast shield using either slot.
can
during a short rest. The The w weapon
ea p on must b bee within
w ithin your
Spells Known of o f 1st-Level and Higher. You know kn ow
reach throughout the ritual, at the conclusion con clu sion of which
of w hich
three 1st-level w wizard
izard spells of o f your choice, tw twoo of
o f which
w hich
you touch the weapon
w eap on and forge the bond.
you must
m ust choose
c h o o s e from the abjuration and evocation
Once
O nce you have bonded
b on d ed a weapon
w ea p on to yourself, you
spells
sp ells on the w wizard
izard spell list.
can't
ca n ’t be disarmed
disarm ed of o f that wweapon unless
ea p on u nless you are
The
T h e Spells
S p ells Known
K n ow n column
colum n of o f the Eldritch Knight K night
incapacitated. If it is on the same sam e plane of o f existence,
Spellcasting
S p ellcastin g table shows sh ow s when
w hen you learn m more
ore wwizard
izard
you can summon
su m m on that weapon
w eap on as a bonbonus
u s action on your
spells
sp ells ofo f 1st level or higher. Each of o f these
th ese spells must
sp ells m ust be
turn, causing
cau sin g it to teleport instantly to your hand.
an abjuration or evocation spell of o f your choice,
ch oice, and must
You can have up to two tw o bonded
b on d ed wweapons,
eapon s, but can
bee of
b o f a level for w which
h ich you have spell slots. For instance,
summon
su m m on only one at a time tim e wwith bonus
ith your bon u s action.
when
w hen you reach 7th level in this class, you can learn one
If you attempt to bon bond dw with
ith a third w weapon,
eapon , you must
new
n ew spell ooff 1st or 2nd level.
break the bbondon d wwith
ith one
on e of
o f the other two.
The
T h e spells
sp ells you learn at 8th, 14th, and 20th level can
come
c om e from any school sch o o l ofo f magic.
m agic. W a r MAGIC
WAR M a g ic
Whenever
W h enever you gain a level in this class, you can Beginning
B egin ning at 7th level, w
when
hen you use your action to
replace one on e of
o f the w wizard
izard spells you know kn ow with
w ith another cast a cantrip, you can make
m ake one weapon
on e w ea p on attack as a
spell ofo f your choice
ch oice from the wizard w izard spell list. The bonus
bon u s action.
new
n ew spell must m ust be of o f a level for w which
h ich you have spell
slots, and it must m ust be an abjuration or evocation spell, E l d r i t c h STRIKE
ELDRITCH St r i k e
unless
u n less you're
you ’re replacing
replacin g the spell you gained at 8th, 14th. 14th, At 10th level, you learn hhow
ow to mmake
ake your w weapon
eap on
or 20th level. strikes undercut a creature's resistance
creatu re’s resistan ce to your spells.
Spellcasting Ability. Intelligence is your spellcasting spellcastin g When
W h en you hit a creature w with
ith a weapon
w ea p on attack, that
ability for your w wizard
izard spells, since sin ce you learn your creature has disadvantage on the next saving throw th row
spells
sp ells through study and memorization. m em orization. You u use
se your it makes
m ak es against a spell you cast before the end of of
Intelligence w whenever
hen ever a spell refers to your spellcasting spellcastin g your next turn.
ability. In addition, you use your Intelligence modifier m odifier
when
w hen setting the saving throw th row DCD C for a w wizard
izard spell you A r c a n e CHARGE
ARCANE C harge
cast and when w hen m making
akin g an attack roll with w ith one. At 15th level, you gain the ability to teleport up to 30
feet to an uunoccupied
n occu p ied space
sp ace you can see w
when
hen you use
Spell save DC=
DC = 8 + your profic
proficiency bonuss+
iency bonu +
your Action
A ction Surge. You can teleport before or after the
your Intelligence modifier
additional action.
modifier = your proficie
Spell attack modifier= proficiency bonus +
ncy bonus+
your Intelligence modifier I m p r o v e d WAR
IMPROVED W a r MAGIC
M a g ic
Starting at 18th level, w
when
h en you uuse
se your action to
cast a spell, you can make
m ake one weapon
on e w eap on attack as a
WEAPON
W e a p o n BOND
Bond
bonus action.
At 3rd level, you learn a ritual that creates a magical
m agical
bond
bon d between
b etw een yourself
you rself and one
on e weapon.
w eapon . You perform
perform
the ritual over the course
co u rse of
o f 1 hour, which
w hich can be done
M onk
MONK
Her
H er fists a blur as they deflect an incoming
in com in g hail of o f arrows,
arrow s,
a half-elf springs
sprin gs over a barricade and throws th row s herself
h erself
into the massed
m a ssed ranks of of hhobgoblins
obg oblin s on the other side.
She
She w whirls
hirls among
a m on g them, knocking
k n ock in g their b blows
low s aside and
sending
sen din g them reeling, until at last she stands alone.
Taking a deep breath, a human hum an covered in tattoos
settles into a battle stance.
stance. AsA s the first charging
chargin g oresorc s
reach him,
him , he exhales and a blast of o f fire roars from his
mouth,
m outh, engulfing his foes.
Moving
M oving with the silence
silen ce of
o f the night, a black-clad
halfling steps into a shadow
sh ad ow beneath an arch and
emerges
em erges from another inky shadow sh ad ow on a ba balcony
lcon y a
stone's
ston e’s throw away. SheS h e slides her blade free of o f its cloth-
wrapped
w ra pped scabbard and peers p eers through the open op en window
w in d ow
at the tyrant prince, so vulnerable in the grip of o f sleep.
Whatever
W hatever their discipline.
discipline, monks
m on k s are united in their
ability to magically
m agically h harness
arn ess the energy
en ergy that flows
flow s in
their bod
bodies.
ies. Whether
W hether channeled
chann eled as a striking display
of
o f combat
com bat pprowess
row ess or a subtler focus
focu s ofo f defensive ability
and speed, this energy
en ergy infuses
in fu ses all that a monkm on k does.

T h e MAGIC
THE o f Kr
M a g i c OF K i
Monks
M onks make
m ake careful study of o f a magical
m agical energy
en ergy that most
m ost
monastic
m on astic traditions call ki. k i. This
Th is energy
en ergy is an element
elem ent
ooff the magic
m agic that suffuses
su ffu ses the multi verse-specifically,
m ultiverse—specifically,
the element
elem ent that flows
flow s through living bodies.bod ies. Monks
M onk s
harness
h arn ess this power
pow er within
w ithin themselves
th em selves to create magical
m agical
effects and exceed
ex ceed their bodies'
b od ies' physical capabilities,
and some
som e of
o f their special
sp ecia l attacks can hinder the flow of of
ki in their opponents.
oppon en ts. Using
U sing this energy.
energy, monks
m on k s channel
uncanny sp speed
eed and strength into thei theirr unarm
unarmeded strikes.
As
A s they gain experience, their martial m artial training and their
mastery
m astery ofo f ki gives them more m ore power
p ow er over their b bodies
od ies
and the bbodies
od ies of
o f their foes.

TRAINING
T r a i n i n g AND
a n d ASCETICISM
A sc e t ic ism
Small
S m all wwalled
alled cloisters dot the la ndscapes
n d sca p es of
o f the w
worlds
orlds
of
o f D&D,
D & D , tiny refuges from the flow of o f ordinary life,
where
w h ere time
tim e seems
seem s to stand still. The monks who
m on k s w h o live
there seek ppersonal
erson al perfection through contemplation
contem plation
and rigorous
rigorou s training. ManyM any entered the monastery
m onastery
as children, sent to live there w when
hen their parents died,
when
w hen food couldn't
cou ld n ’t be found to support them.
them, or in
return for some
som e kindness
kin dn ess that the monks
m on ks had performed
perform ed
for their families
fam ilies..
Some
S o m e monks
m on k s live entirely apart from the surrounding
su rrou nding
population, secluded
seclu ded from anything that might m ight impede
im pede
their spiritual progress. OthersO thers arc
are sworn
sw orn to isolation,
T h e MONK
THE M onk

Proficiency Martial Ki Unarmored


Level Bonus Arts Points Movement Features
1st +2 ld4
1d4 — — Unarmored Defense, Martial Arts
2nd +2 ld4
1d4 2 +10 ft. Ki, Unarmored Movement
3rd +2 ld4
1d4 3 +10 ft.
+10 Monastic Traditi on, Deflect Missiles
Tradition,
4th +2 ld4
1d4 4 +1
+100 ft. Ability Score Improvement, Slow Fall
5th +3 ld6
1d6 5 +10 ft. Extra Attack,
Attac k, Stunning Stri ke
Strike
6th +3 ld6
1d6 6 +1
+155 ft. Ki- Empowered Stri
Ki-Empowered ke s, Monastic Tradition feature
Strikes,
7th +3 ld6
1d6 7 +15 ft. Eva sion, Stillness of
Evasion, o f Mind
8th +3 ld6
1d6 8 +15 ft. Ability Score Improvement
9th +4 ld6
1d6 9 +15 ft.
+15 Unarmored Movement improvement
10th +4 ld6
1d6 10 +20 ft. Purity of
o f Body
Body
11th +4 ld8
1d8 11
11 +20 ft. Monastic Tradition feature
12th +4 ld8
1d8 12 +20 ft. Ability Score Improvement
13th +5 ld8
1d8 13 +20 ft. Tongue ofo f th
thee Sun and Mo Moonon
14th +5 ld8
1d8 14 +25 ft. Diamond Soul
15th +5 ld8
1d8 15 +25 ft. Timeless Body
16th +5 ld8
1d8 16 +2
+255 ft
ft.. Ability Score Improvement
17th +6 ldlO
1d10 17 +25 ft. Monastic Tradition feature
18th +6 ldlO
1d10 18 +30 ft. Empty Body
19th +6 ldlO
1d10 19 +30 ft. Ability Score Improvement
20th +6 ldlO
1d10 20 +30 ft. Perfect Self

emerging
em erging only to sene serve as spies or assassins
a ssa ssin s at the As
A s a result of
o f the structured life of monastic
of a m on astic
command
com m a n d ofo f their leader, a noble patron, or some som e other community
com m u n ity and the discipline required
requ ired to harness
h arn ess ki,
mortal
m ortal or divine power.
power. monks
m on k s are almost
alm ost always lawful in alignment.
alignm ent.
The
T h e majority
m ajority ofo f monks
m on k s don't
don ’t shun their n neighbors,
eighbors,
making
m akin g frequent visits to nearby towns tow n s or villages and QurcKBUILD
Q u ic k B u il d
exchanging
exch an ging their service
serv ice for food and other goods. g ood s. As
As You can make
m ake a monk
m on k quickly by following
follow in g these
versatile warriors,
w arriors, monks
m on ks ofwn
often end up protecting their suggestions.
su ggestion s. First, make
m ake Dexterity
D exterity your highest
neighbors
n eigh bors from monsters
m on sters or tyrants. ability score, followed
follow ed by Wisdom.
W isd om . Second,
S econ d , choose
c h o o s e the
For
F or a monk,
m onk, b becoming
e co m in g an adventurer means m eans leaving hermit
herm it background.
a structured, communal
com m u n al lifestyle to b become
e c o m e a wanderer.
w anderer.
This
T h is can be a harsh transition, and m monks
on k s don't
don ’t C l a s s FEATURES
CLASS Featur es
undertake it lightly. Those who
T h o se w h o leave their cloisters take
Ass a monk,
A m onk, you gain the following
follow in g class features.
their wwork
ork seriously, approaching
approach in g their adventures as
personal
person al tests ofo f their physical and spiritual growth.grow th. H i t POINTS
HIT P o in t s
As
A s a rule, mmonks
on k s care little for m aterial w wealth
ealth and are Hit Dice: ld8
1d8 per monk
m on k level
driven by a desire to accomplish
accom p lish a greater m mission
ission than Hit Points at 1st Level: 8 + your Constitution modifier
m odifier
merely
m erely slaying monsters
m on sters and plundering their treasure. Hit Points at Higher Levels: ld8
1d8 (or 5) + your
Constitution modifier
m odifier per monk
m on k level after 1st
C REATING A MONK
CREATING MONK
As
A s you makem ake your monkm onk character, think about your P r o f ic ie n c ie s
PROFICIENCIES
connection
con n ection to the monastery
m onastery where
w here you learned
learn ed your Armor:None
A rm or: N one
skills and spent your formative
form ative years. Were
W ere you an Weapons:
W eapons: Simple weapons,
S im ple w eapon s, shortswords
sh ortsw ords
orphan or a child left on the monastery's
m on astery’s th threshold?
resh old? Did
D id Tools: Choose
C h oose one
on e type of
o f artisan's
artisan’s tools or one
your parents prom promise ise you to the monastery
m on astery in gratitude musical
m u sical instrument
instrum ent
for a service
serv ice performed
p erform ed by the m monks?
on k s? Did you enter Saving Throws: Strength, Dexterity
this secluded
seclu d ed life to hide from a crime
crim e you committed?
com m itted? Skills: Choose
C h oose two
tw o from A
Acrobatics,
crobatics, Athletics, History,
Or did you choose
c h o o s e the monastic
m on astic life for yyourself?
ou rself? R eligion, and Stealth
Insight, Religion,
Consider
C on sider why
w hy you left. Did the head of o f your monastery
m onastery
choose
c h o o s e you for a particularly
partic ularly important
im portant m mission
ission beyond E q u ip m e n t
EQUIPMENT
the cloister? Perhaps you ¼ere w ere cast out b because
eca u se of
of You start w
with
ith the following
follow in g equipment,
equipm ent, in addition to
some
so m e violation of o f the community's
com m u n ity ’s rules. Did you dread the equipment
equipm ent granted by your background:
leaving, or w were
ere you happy to go? Is there somethingsom eth in g
• (a) a shortsword (b) any simple
sh ortsw ord or (b) sim ple weapon
w eapon
you hope
h op e to accomplish
accom p lish outside the monastery?
m onastery? Are A re you
• (a) a dungeoneer's
d u n geon eer’s pack or (b) an explorer's
exp lorer’s pack
eager to return to your h home?
om e?
• 10 darts
U n a r m o r e d DEFENSE
UNARMORED D efense F l u r r y OF
FLURRY B low s
o f BLOWS

Beginning
B egin n in g at 1st level, while
w hile you are w
wearing
earin g no armor
arm or
Immediately
Im m ediately after you take the Attack action on your
and not w wielding turn, you can spend 1 ki point to make
m ake two
tw o unarmed
unarm ed
ielding a shield, your AC equals 10 + your
Dexterity
D exterity m modifier
odifier + your Wisdom
W isd om modifier.
strikes as a bonus
bon u s action.

Pa t i e n t
PATIEN D efense
T DEFENSE
MARTIAL ARTS
M a r t ia l A rts
You can spend 1 ki point to take the Dodge
D od g e action as a
At 1st level, your practice of o f martial
m artial arts gives you bonus
bon u s action on your turn.
mastery
m astery of
o f combat
com bat styles that u use
se unarmed
unarm ed strikes and
monk weapons,
m on k w eapon s, which
w hich are shortswords
sh ortsw ords a nd any simple
and sim ple S t e p OF
STEP o f THE W in d
t h e WIND
melee
m elee weapons
w ea p on s that don't
d on ’t have the two-handed
tw o-h an ded or You can spend 1 ki point to take the Disengage
D isen gage or Dash
heavy property. action as a bonus
bon u s action on your turn, and your ju
jump
mp
You gain the follow
following
in g benefits w while
hile you are unarm
unarmed ed distance is doubled for the turn.
or wielding
w ielding only m monk
on k weapons
w ea p on s and you aren't
aren’t wearing
w earin g
armor
arm or or wwielding
ielding a shield: U n a r m o r e d MOVEMENT
UNARMORED M ovem ent
• You can use u se Dexterity instead of o f Strength for the Starting at 2nd level, your speed
sp eed increases
in crea ses by 10 feet
attack and damage
dam age rolls ooff your unarm
unarmeded strikes and while
w hile you are not w wearing
earin g armor
arm or or wwielding
ielding a shield.
monk
m on k weapons.
w eapon s. This bonus
T h is bon u s increases
in creases wwhen
hen you reach certain monkm on k
• You can roll a d4 in place of o f the normal
norm al damage
dam age levels, as shown
sh ow n in the Monk
M onk table.
of unarmed
o f your unarm ed strike or monk
m on k weapon.
w eapon . This
T h is die At 9th level, you gain the ability to move
m ove along vertical
changes
ch a n g es as you gain monk
m on k levels, as shown
sh ow n in the surfaces
su rfaces and across
a cross liquids on your turn without falling
Martial
M artial A Arts
rts column
colum n ofo f the Monk
M onk table. during the move.
m ove.
• When
W h en you use the A Attack
ttack action with an unarmed
unarm ed
strike or a monk
m on k weapon
w ea p on on your turn, you can make m ake MONASTIC
M o n a s t i c TRADITION
T r a d it io n
one unarm
unarmeded strike as a bonus
bon u s action. For
F or example,
exam ple, if When
W h en you reach 3rd level, you commit yourself
com m it y ou rself to a
you take the AAttack
ttack action and attack with a quarter- monastic
m on astic tradition: the Way
W ay ofo f the Open
O pen Hand,
H and, the Way
staff, you can also make
m ake an unarm
unarmed ed strike as a bonus of
o f Shadow,
Shadow , or the WWayay of
o f the Four Elements,
Elem ents, all detailed
action, assuming
assu m in g you haven't already taken a bonus at the end of
o f the class
cla ss description. Your tradition
action this turn. grants you features at 3rd level and again at 6th, 11th,
Certain monasteries
m on asteries use
u se specialized
sp ecia lized forms
form s ooff the and 17th level.
monk weapons.
m on k w eapon s. For example,
exam ple, you might u use
se a club
that is two
tw o lengths of
o f wood
w o o d connected
con n ected by a short
sh ort chain DEFLECT
D e f l e c t MISSILES
M is sil e s
(called a nunchaku) or a sickle with a shorter, straighter Starting at 3rd level, you can use your reaction to
blade (called a kama). Whatever
W hatever name
nam e you use for a deflect or catch the missile
m issile wwhen
hen you are hit by a ranged
monk
m on k weapon,
w eapon , you can use
u se the game
gam e sstatistics
tatistics provided weapon
w eap on attack. When
W h en you do so, the damage
dam age you take
for the weapon
w eapon in chapter 5. from the attack is reduced
redu ced by 1d101d 10 + your Dexterity
m odifier + your monk
modifier m on k level.
KI
Ki If you reduce the damage
dam age to 0, you can catch the
Starting at 2nd level, your training allow allowss you to missile
m issile if it is small
sm all enough
en ough for you to hold in one hand
harness
h arness the mystic
m ystic energy
en ergy of
o f ki. Your access
a c c e s s to this and you have at least one on e hand fre e. If you catch a
free.
energy is represented by a numbernum ber of o f ki points. Your missile
m issile in this way, you can spend 1 ki point to make m ake a
monk
m on k level determines
determ ines the number
num ber of o f points you have, ranged attack with the weaponw eapon or piece
p iece of
o f ammunition
am m unition
as shown
sh ow n in the Ki Points
P oints column
colu m n of o f the Monk table.
M onk table. just
you ju st caught, as part of o f the same
sam e reaction. You makem ake
You can spend
sp end these points to fuel various ki features. this attack with
w ith proficiency, regardless ooff your w weapon
eapon
You start knowing
kn ow in g three such features: Flurry of o f Blows,
B low s, proficiencies, and the missile
m issile counts
coun ts as a monk
m on k weapon
w eapon
Patient Defense,
D efense, a nd Step of
and o f the Wind.
W ind. You learn more m ore for the attack.
ki features as you gain levels in this class.
When
W h en you spend a ki point, it is unavailable until A b ILITY
AB i l i t y S CORE Im pr o v e m e n t
c o r e IMPROVEMENT
you finish a short or long
lon g rest, at the end of o f which
w hich you When
W h en you reach 4th level, and again at 8th, 12th, 16th,
draw all ofo f your expended
expen ded ki ba back
ck into yourself. You and 19th level, you can increase
in crease one
on e ability score
s c o r e of
o f your
must spend at least 30 minutes
m inutes of o f the rest meditating
m editating to choice
ch oice by 2, or you can increase
in crease two
tw o ability scores
s c o r e s of
of
regain your ki points. your choice
ch oice by 1. As
A s normal,
norm al, you can't
ca n ’t increase
in crease an ability
Some
S o m e of
o f your ki features require your target to make m ake score
sco re above 20 using this feature.
a saving throw
th row to resist the feature's
feature’s effects. The saving
throw
th row DC
D C is calculated as follows:
follow s: S l o w FALL
SLOW Fa l l
Ki save DC
D C -= 8 + you
yourr profi
proficiency bonus
cie ncy bon +
us+ Beginning
B egin n in g at 4th level, you can use
u se your reaction when
w hen
your Wisdom modifier you fall to reduce any falling damage
dam age you take by an
amount
am ount equal to five times
tim es your monk
m on k level.
During
D uring that time, you also have resistance
resistan ce to all damage
dam age
E x t r a ATTACK
EXTRA A ttack
but force damage.
dam age.
Beginning
B egin ning at 5th level, you can
ca n attack tw
twice,
ice, instead of
of Additionally, you can spend 8 ki points to cast the
once,
on ce, whenever
w henever you take the Attack
A ttack action on your turn. astral projection spell, without needing
n eedin g material
components.
com pon en ts. When
W h en you do so, you can't
ca n ’t take any other
STUNNING
S t u n n i n g STRIKE
St r ik e creatures
creatu res with you.
Starting at 5th level, you can interfere w with
ith the flow ofof
ki in an opponent's
op p on en t’s body. When
W h en you hit another creature P e r f e c t SELF
PERFECT Self
with
w ith a melee weapon
m elee w ea p on attack, you can spend
sp en d 1 ki point to At 20th level, when
w hen you roll for initiative and have no ki
attempt a stunning strike. The T h e target must
m ust succeed
su cce e d on a points remaining,
rem aining, you regain 4 ki points.
Constitution
C onstitution saving throw
th row or be stunned until the end of of
your next turn.
M o n a s t i c TRAD
MONASTIC T r a d iITIONS
tio n s
Kr-EMPOWERED
K i - E m p o w e r e d STRIKES
St r ik e s Three
T h ree traditions of o f monastic
m on astic pursuit are common
co m m o n in
the monasteries
m on asteries scattered across
a cross the multiverse. Most
M ost
Starting at 6th level, your unarm
unarmed
ed strikes coun
countt as
monasteries
m on asteries practice one on e tradition exclusively, but a
magical
m agical for the p
purpose
u rp ose of
o f overcoming
overcom in g resistance
resistan ce and
few honor
h on or the three traditions and instruct each monk m on k
immunity
im m unity to nonmagical
n onm agical attacks and damage.
dam age.
according
accord in g to his or her aptitude and interest. All three
traditions rely on the same sam e basic
ba sic techniques, diverging
EVASION
Ev a sio n
as the student growsg row s more
m ore adept. Thus, a monk
m on k need
At 7th level, your instinctive agility lets you dodge choose
c h o o s e a tradition only upon reachin
reachingg 3rd level.
out of way
o f the w ay of
o f certain area effects, such as a blue
dragon ’s lightning breath or a fireball spell. When
dragon's W h en you W
WAY
a y OF
o f THE O p e n HAN
t h e OPEN H a n dD
are subjected
su bjected to an effect that allows
allow s you to make
m ake a
Monks
M onks ofo f the Way
W ay of
o f the Open
O pen Hand
H and are the ultimate
Dexterity
D exterity saving throw
th row to take only half
h alf damage,
dam age, you
masters
m asters ofo f martial
m artial arts combat,
com bat, whether
w hether armed
arm ed or
instead take no damage
dam age if you succeed
su cceed on the saving
unarmed.
u narm ed. They learn techniques
tech niques to push and trip their
throw, and only hhalf
alf damage
dam age if you fail.
opponents, manipulate
m anipulate ki to heal damage
dam age to their
bodies,
bod ies, and practice advanced meditation
m editation that can
STILLNESS
S t i l l n e s s OF
o f MIND
M in d
protect them from harm harm..
Starting at 7th level, you can u use
se your action to end one
on e
effect on yyourself
ou rself that is causing
cau sin g you to be charmed
charm ed O p e n HAND
OPEN H and T
TECHNIQU E
e c h n iq u e

or frightened. Starting w when


hen you choose
c h o o s e this tradition at 3rd level,
you can manipulate
m anipulate your enemy's
en em y’s ki w when
hen you harness
h arness
PURITY
P OF
u rity o f BODY
B ody your own.
ow n. Whenever
W h enever you hit a creature w with
ith one
on e of
o f the

At 10th level, your mastery attacks grante


granted d by yyour
ou r F Flurry
lurry of
o f Blows,
B low s, you can impose
im p ose
m astery of
o f the ki flowing
flow in g through you
one
on e of
o f the following
follow in g effects on that target:
makes
m akes you immune
im m une to disease
d isease and poison.
• It must
m ust succeed
su cce e d on a Dexterity
D exterity saving th
throw
row or
o r be
T o n g u e OF
TONGUE o f THE S u n AND
t h e SUN M oon
a n d MOON knocked
kn ock ed prone.
Starting at 13th level, you learn to touch the ki of
o f other • It must
m ust make
m ake a Strength saving throw. If it fails, you
minds
m inds so
s o that you understand all spoken languages.
can push it up to 15 feet away from you.
Moreover,
M oreover, any creature that can understand a language • It ca
can't
n ’t take reaction
reactionss until the end of
o f your next turn.
can understand w what
hat you say.
WHOLENESS
W h o l e n e s s OF
o f BODY
Body
At 6th level, you gain the ability to heal yourself. As
A s an
D
DIA MOND
ia m Soul
o n d SOUL
action, you can regain hit points equal to three times
tim es
Beginning
B egin ning at 14th level, your mastery
m astery of
o f ki grants you
proficiency in all saving throws.
throw s.
Additionally, whenever
w hen ever you m
make
ake a saving ththrow
row and
fail, you can spend 1 ki point to reroll it and take the
second
s e c o n d result.

TIMELESS
T i m e l e s s BODY
B ody
At 15th level, your ki sustains you so s o that you suffer
none of
o f the frailty of
o f old age, and you can't be aged
magically. You can still die of o f old age, however. In
addition,
addition, you no longer
lon ger need food or water.

EMPTY
E m p t y BODY
B ody
Beginning
B egin ning at 18th level, you can use your action to
spend 4 ki points to bbecome
e c o m e invisible for 1 minute.
your monk
m on k level. You must
m ust finish a long
lon g rest b
before
efore you O p p o r t u n is t
OPPORTUNIST
can uuse
se this feature again. At 17th level, you can exploit a creature's
creatu re's momentary
m om entary
distraction wwhen
hen it is hit by an attack. Whenever
W h enever a
T r a n q u il it y
TRANQUILITY creature within
w ithin 5 feet of
o f you is hit by an attack made
m ade by
Beginning
B egin ning at 11th level, you can enter a special
sp ecia l a creature other than you, you can use your reaction to
meditation
m editation that surrounds
su rrou nd s you wwith
ith an aura of peace.
of p ea ce. At make
m ake a melee
m elee attack against that creature.
the end of
o f a long rest, you gain the effect ofo f a sanctuary
spell that lasts until the start of
o f your next long rest (the W
WAY OF
ay o THE
f t F o u r ELEMENTS
h e FOUR Elem ents
spell can end early as normal).
norm al). The saving throw
th row DDC C
for the spell equals 8 + + your WWisdom m odifier +
isd om modifier + your
You
Y ou follow a monastic
m on astic tradition that teaches
teach es you to
proficiency bonus. harness
h arn ess the elements.
elem ents. When
W h en you focusfocu s your ki, you can
align yyourself with
ou rself w ith the forces
fo r ce s of
o f creation and ben
bend d the
QUIVERING
Q u i v e r i n g PALM
Pa l m four elements
elem ents to your w will,
ill, using them as an extension
At 17th level, you gain the ability to set up lethal of
o f your body. Some
S om e members
m em bers of o f this tradition dedicate
vibrations in someone's
s o m e o n e ’s body. When
W h en you hit a creature themselves
them selves to a single element,
elem ent, but others w weave
eave the
with
w ith an unarm
unarmed ed strike, you can spend 3 ki points to elements
elem ents together.
start ththese
ese imperceptible
im perceptible vibrations, which w hich last for a Many
M any monks
m on k s of
o f this tradition tattoo their bodies
b o d ie s with
number
num ber of o f days equal to your monk m on k level. The vibrations representations of o f their ki pow
powers,
ers, commonly
com m on ly imagined
im agined
are harmless
h arm less u unless
n less you use your action to end them. as coiling
coilin g dragons, but also as ph phoenixes,
oenixes, fish, plants,
To do so, you and the target m must
ust be on the same
sam e plane mountains,
m ountains, and cresting
crestin g w waves.
aves.
of
o f existence. When
W h en you u use
se this action, the creature
D i s c i p l e OF
DISCIPLE o f THE E lem ents
t h e ELEMENTS
must
m m ake a Constitution saving throw. If it fails, it is
ust make
reduced
redu ced to O0 hit points. If it succeeds,
su cceed s, it takes lOdlO
10d 10
When
W h en you choose
c h o o s e this tradition at 3rd level, you learn

necrotic magical
m agical disciplines
disciplin es that h harness
arness the p power
ow er ofo f the four
n ecrotic damage.
dam age.
You
Y ou can have only one on e creature under the effect of o f this
elements.
elem ents. A A discipline requires
requ ires you to spend ki points

feature at a time.
tim e. You can choose
c h o o s e to end the vibrations
each time
tim e you use it.
harmlessly
h arm lessly without usin using g an action.
You k know
n ow the Elemental Attunement
E lem ental Attunem ent discipline and
one
on e other elemental
elem ental discipline of o f your choice, whichw hich are
WAY
W a y OF
o f SHADOW
Sh adow detailed in the "Elemental
“Elem ental Disciplines"
D iscip lin es” section below.
You learn oneon e additional elemental
elem ental discipline of o f your
Monks
M onks of o f the WWay
ay of
o f Shadow
S h a d ow follow a tradition that choice
ch oice at 6th, 11th, and 17th level.
values stealth and subterfuge. These T h ese monks
m on k s might Whenever
W h enever you learn a n new elemental
ew elem ental discipline,
bee called ninjas or shadowdancers,
b sh ad ow dan cers, and they serve as you can also replace one on e elemental
elem ental discipline that you
spies
sp ies and assassins. Sometimes
S om etim es the members
m em bers ofof a already k know
n ow w with
ith a different discipline.
ninja monastery
m onastery are family
fam ily m members,
em bers, forming
form in g a clan Casting Elemental Spells. Some S o m e elemental
elem ental
sworn
sw orn to secrecy
se cre cy about their arts and m missions.
issions. Other disciplines
disciplin es allow you to cast spells. See S e e chapter 10 for
monasteries
m on asteries are m more
ore like thieves'
thieves’ guilds, hiring out the general rules of o f spellcasting. To cast one on e of
o f these
their services
serv ices to nobles,
n obles, rich merchants,
m erchants, or anyone else spells, you u usese its casting time tim e and other rules, but you
who
w h o can pay their fees. Regardless
R egardless of o f their methods,
m ethods, the don't
don ’t need to provide material components com pon en ts for it.
heads
h eads ooff these monasteries
m on asteries expect the unquestioning Once
O n ce you reach 5th level in this class, you can spend
obedience
o b ed ien ce of
o f their students. additional ki points to increasein crease the level of o f an elemental
elem ental
discipline spell that you cast, provided that the spell has
Sh a d o w A
SHADOW ARTS
rts
en hanced effect at a higher level, as burning hands
an enhanced
Starting when
w hen you choose
c h o o s e this tradition at 3rd level, you
does. The spell's level increases
in creases by 1 for each additional
can use your ki to duplicate the effects of o f certain spells.
ki point you spend. For example, exam ple, if you are a 5th-level
As
A s an action, you can spend 2 ki poin ts to cast darkness,
points
monk
m S w eep in g Cinder Strike to cast burning
on k and use Sweeping
darkvision, pass without trace, or silence, without
hands, you can spend 3 ki points to cast it as a 2nd-level
providing material
m aterial components.
com pon en ts. Additionally, you gain
spell (the discipline's
disciplin e’s ba basese cost of o f 2 ki points plus 1).
the minor illusion can trip if you don't
cantrip don ’t already kknow
n ow it.
The
T h e maximum
m axim u m number
num ber of o f ki points you can spend to
SHADOW
S h a d o w STEP
St e p
cast a spell in this w wayay (including its ba basese ki point cost

At 6th level, you gain the ability to step from one


on e shadow
sh adow
and any additional ki poin pointsts you spend
sp en d to increase
in crease its
into another. When
W h en you are in dim light or darkness,
level) is determined
determ ined by your monk m on k level, as shown
sh ow n in the

as a bon
bonus Spells
S p ells and Ki Points table.
u s action you can teleport up to 60 feet to an
unoccupied
u n occu pied space
sp ace you can see that is also in dim light
SSPELLS AND
pells a n d Kl
K i POINTS
Po in t s
or darkness. You then have advantage on the first melee m elee
attack you m make before
ake b efore the end of
o f the turn. Monk Levels M axim um Ki Points for a Spell
Maximum
5th-8th
5th—8th 3
C l o a k OF
CLOAK Sh a d o w s
o f SHADOWS
9th-12th
9th—12th 4
By 11th level, you have learned to bbecome
e c o m e one with
13th-16th 5
13th—16th
the shadows.
sh adow s. When
W h en you are in an area of o f dim light or
17th-20th
17th—20th 6
darkness, you can useu se your action to b become
e c o m e invisible.
Y ou remain
You rem ain invisible until you make
m ake an attack, cast a
spell, or are in an area of
o f bright light.
ELEMENTAL
E l e m e n t a l DISCIPLINES
D is c ip l in e s Shape the Flowing River. A Ass an action, you cancan
The elemental
elem ental disciplines
disciplin es are presented
presen ted in alphabetical spend 1 ki point to cchoose
h o o s e an area ooff ice or wwater
ater no
order. If a discipline requires
requ ires a level, you must be that larger than 30 30 feet on a side w within
ithin 120 feet ooff you. You
level in this class to learn the discipline. can change w water
ater to ice wwithin
ithin the area and v vice
ice versa,
Breath of o f Winter (17th
(17th Level Required). You can and you can reshreshape
ape ice in the area in any m manner you
anner you
spend 6 ki points to cast cone off cold.
con e o choose.
ch oose. You cancan raise or lowlower ice's
er the ic create
e ’s elevation, create
Clench of o f the North Wind (6th Level Required). You or fill in a trench, erect or flatten a w wall,
all, or form a pillar.
poin ts to cast hold person.
can spend 3 ki points The
T h e extent ooff any such chchanges can't
a n g es ca exceed
n ’t ex half
ceed h alf the
Elemental Attunement. You can use your action to area's
area’s largest dimdimension.
ension. For examexample,
ple, if you affect a
briefly control elemental
elem ental forces nearby, causing one of of 30 -foot square, you can create a pillar up to 15 feet high,
30-foot
the following
follow in g effects ofo f your choice: lower
raise or low er the square's
sq u a re’s elevation by up to 15 feet, dig
a trench up to 15 feet deep, and sso o on. You ca can't
n ’t shape
• Create a harmless,
h arm less, instantaneous sensory
sen sory effect
the ice to trap or injure a creature in the area.
related to air, earth, fire, or water, such as a shower
sh ow er of
of
Sweeping Cinder Strike. You can sp spend
end 2 ki points to
sparks, a puff
pu ff of
o f wind,
w ind, a spray of
o f light mist, or a gentle
cast burning hands.
rumbling
rum bling of
o f stone.
Water Whip. You can can spspend
end 2 ki points as a bon bonusus
• Instantaneously light or snuff out a candle, a torch, or
action to create a wwhip
hip ooff water that shoves and pulls
a small
sm all campfire.
cam pfire.
a creature to uunbalance
nbalance it. A A creature that you can
can see
• Chill or warm
w arm up to 1 pound
pou nd of
o f nonliving material
m aterial for
within
that is w 30 feet ooff you must m
ithin 30 make Dexterity
ake a Dexterity
up to 1 hour.
saving throw. On a failed save, the creature takes 3 3d10
d 10
• Cause earth, fire, water, or mist
m ist that can fit within
w ithin a
bludgeoning
bludgeon damage,
ing dam age, plus an extra 1dldlO bludgeoning
10 bludgeon ing
1-foot cube
cu b e to shape
sh ape itself into a crude form you desig-
d esig­
damage
dam each additional ki point you spend, and you
age for each
nate for 1 minute.
can either kknock
can closer
n ock it prone or pull it up to 25 feet closer
Eternal Mountain Defense (11th (11th Level Required). On
to you. O n a successful
su ccessfu l save, the creature takes h half
alf as
sp end 5 ki points to cast stoneskin,
You can spend much
m damage,
uch dam don't
age, and you don knock
’t pull it or k n ock it prone.
targeting yourself. Wave ooff Rolling Earth (17th
(17th Level Required). You
Fangs of o f the Fire Snake. When W h en you use the Attack spend
can sp walJ ooff stone.
end 6 ki points to cast wall
action on your turn, you can spend 1 ki point to cause
tendrils ofo f flame
flam e to stretch out from your fists and feet. Mo nastic O
MONASTIC rders
ORDERS
Y our reach with
Your w ith your unarmed
unarm ed strikes increases
in creases by The worlds ooff D&D contain a multitude ooff monasteries
10 feet for that action, as well w ell as the rest ooff the turn. and monastic traditions. In In lands with an Asian
As ian cultural
A
A hit with
w ith such an attack deals fire damage dam age instead of flavor, such as Shou Lung far to the east ooff the Forgotten
bludgeoning
bludgeon ing damage,
dam age, and if you spend 1 ki point when w hen Realms, these monasteries are associated with philosophical
the attack hits, it also deals an extra ldlO 1d 10 fire damage.
dam age. traditions and martial arts practice. The Iron Hand School,
Fist of
o f Four Thunders.
Thunders. You can spend 2 ki points to the Five Stars School, the Northern Fist School, and
cast thunderwave. the Southern Star School of Shou Lung teach different
o f Unbroken Air. You can create a blast of
Fist of of approaches to the physical, mental, and spiritual disciplines
ooff the monk. Some ooff these monasteries have spread to the
compressed
com p re ss e d air that strikes like a mightym ighty fist. As A s an
lan ds ooff Faerun,
western lands FaerCrn, particularly in
in places with large
action, you can spend 2 ki points and choose c h o o s e a creature
Shou immigrant communities, such su ch as Thesk and Westgate.
within
w ithin 30 feet of o f you. That creature must make m ake a Other monastic traditions are associated with deities who
Strength saving throw. On a failed save, the creature teach the value ooff physical excellence and mental discipline.
takes 3d10
3 d 10 bludgeoning
bludgeon ing damage,
dam age, plus an extra ldlO 1d 10 In the Forgotten Realms, the order ooff the Dark Moon is
In
bludgeoning
bludgeon ing damagedam age for each additional ki point you made up ooff monks dedicated
ded icated to Shar (goddess ooff loss), who
spend, and you can push the creature up to 20 feet away maintain secret communities in in remote hills, back allies,
from you and knock k n ock it prone. On a successful
su ccessfu l save, the and subterranean hideaways. Monasteries ooff !!mater Ilmater (god
creature takes half h alf as much
m uch damage,
dam age, and you don't d on ’t push ooff endurance) are named after flowers, and their orders
it or knock
k n ock it prone. carry the names ooff great heroes ooff the faith; the Disciples of
Saint Sollars the Twice-Martyred reside in in the Monastery of
Flames of o f the Phoenix (11th (11th Level Required). You
the Yellow Rose near Damara. The monasteries of Eberron
can spend 4 ki points to cast fireball.
combine the study ooff martial arts with a life of scholarship.
scho la rship.
Gong of o f the Summit (6th Level Required). You Y ou can Most are devoted to the deities ooff the Sovereign Host.
spend 3 ki points to cast shatter. In the world ooff Dragonlance,
In Dragon lance, most monks are devoted to
Mist Stance (11th (11th Level Required). You can spend 4 Majere, god ooff meditation and thought. In In Greyhawk, many
ki points to cast gaseous form, targeting yourself. monasteries are dedicated to Xan Yae, the goddess ooff twilight
Ride the Wind (11th (11th Level Required). You can spend and the superiority ooff mind over matter, or to Zuoken, god of
4 ki points to cast cast fly,
fly, targeting yourself. mental and physical mastery.
River ofo f Hungry
Hungry Flame Flame (17th
(17th Level Required). You The evil monks ooff the Sca rlet Brotherhood in the world of
Scarlet
can spend poin ts to cast walJ
sp end 5 ki points wall of
o f fire. Greyhawk derive their fanatic zeal not from devotion to a god
but from dedication to the principles ooff their nation and their
Rush of o f the Gale Spirits. You can spend 2 ki points
race-the
race— the belief that the Suel strand of humanity are meant
to cast gust of o f wind.
to rule the world.
Pa l a d i n
PALADIN
Clad in plate armor
arm or that gleams
gleam s in the sunlight despite
the dust and grime
grim e ofo f long travel, a hum humanan lays down
dow n
her sword
sw ord and shield and places p la ces her hands on a mortally
m ortally
wounded
w ou n ded man. Divine
D ivine radiance shines sh in es from her hands,
the man's
m an’s wounds
w ou n ds knit closed, and his eyes open op en wide
w ide
with amazement.
am azem ent.
A
A dwarf
dw arf crouches
crou ch es behind an outcrop, his black cloak
making
m akin g him nearly invisible in the night, and watches w atches
an ore war
orc w ar band celebrating its recent victory. Silently,
he stalks into their midst
m idst and w whispers
h ispers an oath, and tw twoo
ores are dead bbefore
efore they even realize he is there.
Silver hair shining in a shaft of o f light that seems
seem s to
illuminate
illum inate only him
him,, an elf laughs with w ith exultation. His
spear
sp ear flashes like his eyes as he ja jabsb s again and again
at a twisted
tw isted giant, until at last his light overcomes
ov ercom es its
hideous
h ideou s darkness.
Whatever
W hatever their origin and their m mission,
ission, paladins are
united by their oaths to stand against the forces of o f evil.
Whether
W h eth er sworn
sw orn before a god'sg od ’s altar and the witness
w itn ess ofof
a priest, in a sacred
sa cred glade b before
efore nature spirits and fey
beings, or in a moment
m om ent of o f desperation and grief g rief with
w ith the
dead as the only witness,
w itn ess, a paladin’s
paladin's oath is a powerful
pow erfu l
bond. It is a source
so u rce of
of ppower
ow er that turns a devout warrior w arrior
into a blessed champion.
cham pion.

THE
T h e CAUSE
C a u s e OF
o f RIGHTEOUSNESS
R ig h teo u sn ess
A
A paladin swears
sw ea rs to uphold ju justice
stice and righteousness,
to stand w with
ith the good
g o o d things ofo f the world
w orld against the
encroaching
en croach in g darkness, and to hunt the forces of o f evil
wherever
w herever they lurk. Different paladins focus focu s on various
aspects of o f the cause
cau se of righteousness,
o f righ teou sn ess, but all are
bound
b ou n d by the oaths that grant them power p ow er to do
d o their
sacred
sa cred work.
w ork. Although
A lthough manym any paladins are devoted to
gods
g od s of
o f good,
g ood , a paladin’s
paladin's ppower
ow er comes
c o m e s as much
m uch from a
commitment
com m itm en t to ju justice
stice itself as it does
d o e s from a god.
Paladins train for years to learn the skills of o f combat,
com bat,
mastering
m astering a variety of o f weapons
w ea p on s and armor. Even so,
their martial skills are secondary
secon d a ry to the magical
m agical p power
ow er
they wield:
w ield: ppower
ow er to heal the sick and injured, to smite sm ite
the wwicked
ick ed and the undead, and to protect the innocent
and those
th ose wwho join them in the fight for ju
h o join justice.
stice.

BEYOND
B e y o n d THE
t h e MUNDANE
M u n d a n e LIFE
L ife
Almost
A lm ost by definition, the life of
o f a paladin is an
adventuring life. Unless
U n less a lasting injury has taken him
him
or her away from adventuring for a time, every paladin
lives on the front lines of
o f the cosmic
c o sm ic struggle against

r I! r
T h e Pa la din

-Spell
— Spell Slots per Spell Level-
Level—
Proficiency
Level Bonus Features 1st 2nd 3rd 4th 5th
1st +2 Divine Sense, Lay on Hands — — — — —
2nd +2 Fighting Style, Spellcasting, Divine Smite 2 — — — —
3rd +2 Divine Health, Sacred Oath 3 — — — —
4th +2 Ability Score Improvement 3 — — — —
5th +3 Extra Attack 4 2 — — —
6th +3 Aura of
o f Protection 4 2 — — —
7th +3 Sacred Oath feature 4 3 — — —
8th +3 Ability Score Improvement 4 3 — — —
9th +4 — 4 3 2 — —
10th +4 Aura of
o f Courage 4 3 2 — —
11th +4 Improved Divine Smite 4 3 3 — —
12th +4 Ability Score Improvement 4 3 3 — —
13th +5 — 4 3 3 1 —
14th +5 Cleansing Touch 4 3 3 1 —
15th +5 Sacred Oath feature 4 3 3 2 —
16th +5 Ability Score Improvement 4 3 3 2 —
17th +6 — 4 3 3 3 1
18th +6 Aura improvements 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Sacred Oath feature 4 3 3 3 2

evil. Fighters are rare enough among a m on g the ranks of o f the as Torm,
Torm , Tyr, Heironeous,
H eironeou s,
militias
m ilitias and arm armies
ies of
o f the world,
w orld, but even fewer
few er people
p eople Paladine, Kiri-Jolith, Doi D ol
can claim
claim the true calling of o f a paladin. When
W h en they do Arrah, the Silver Flame, Flam e,
receive the call, these w warriors
arriors turn from their formerform er Bahamut, Athena, Re-Horakhty,
occupations
occu p ation s and take up arms arm s to fight evil. Sometimes
S om etim es and Heimdal!.
H eim dall.
their oaths lead them into the service serv ice of
o f the crown
crow n as How
H ow did you experience
exp erien ce your call to
leaders of o f elite groups
grou ps of
o f knights, but even then their serve as a paladin? Did D id you hear a whisper
w h isper
loyalty is first to the cause
ca u se of
o f righteousness,
righ teou sn ess, not to from an u unseen
n seen god g od or angel while
w hile you w were
ere at
crown
crow n and country. prayer? Did
D id another paladin sense sen se the potential w within
ithin
Adventuring ppaladins
aladins take their w work
ork seriously. A A you and decide
d ecide to train you as a squire? Or did some som e
delve into an ancient ruin or dusty crypt can be a quest terrible event-the
event—the destruction of o f your home, perhaps-
h om e, perhaps—
driven by a higher ppurpose
u rp ose than the acquisition of drive you to your quests? Perhaps you stumbled stum bled into
treasure. Evil lurks in dungeons
du ngeon s and primprimeval
eval forests, a sacred
sa cred grove or a hidden elven enclave and found
and even the ssm mallest
allest victory against it can tilt the yourself
y ou rself called to protect all such refuges of o f goodness
g o od n ess
cosmic
c o s m ic balance
ba la n ce away from oblivion. and beauty. Or O r you might
m ight have known
k n ow n from your earliest
memories
m em ories that the paladin's
paladin’s life wasw as your calling, almostalm ost
CREATING
C rea tin g A
a PALADIN
Pa l a d i n as if you had been sent into the w world
orld wwith
ith that purpose
p u rp ose
The
Th e most
m ost important
im portant aspect of o f a paladin character is
stamped
stam ped on your soul.
the nature ofo f his or her holy quest. Although the class
As
A s guardians against the forces of o f wickedness,
w ick ed n ess,
features related to your oath don't appear until you paladins are rarely of o f any evil alignment.
alignm ent. MostM ost ofo f them
reach 3rd level, plan ahead for that choice ch oice by reading
walk
w alk the paths of o f charity and ju justice.
stice. Consider
C on sider h how
ow your
the oath descriptions at the end of o f the class. Are
A re you a
alignment
alignm ent ccolors
o lo rs the w way
ay you pursue your holy quest
devoted servant of o f good,
g ood, loyal to the gods of justice
o f ju stice and
and the manner
m ann er in whichw hich you conduct
con du ct y yourself
ou rself before
honor, a holy knight in shining armor arm or venturing forth
gods
g od s and mortals.
m ortals. Your oath and alignment alignm ent might
m ight be
to smite
sm ite evil? AAre
re you a g glorious
loriou s champion
cham pion of o f the light,
in harmony, or your oath might m ight represent standards of
cherishing
cherish in g everything beautiful that stands against the
behavior that you have not yet attained.
shadow, a knight w whose
h o s e oath descends
d escen d s from traditions
Q u i c k BUILD
QUICK B u il d
older than many
m any ofo f the gods?
god s? Or
O r are you an embittered
em bittered
You can make
m ake a paladin quickly by following
follow in g these
loner
lon er sworn
sw orn to take v vengeance
en g ean ce on those
th ose who
w h o have done
suggestions.
suggestion s. First, Strength should
sh ou ld be your highest
great evil, sent as an angel of o f death by the g gods
od s or driven
ability score, followed
follow ed by Charisma.
C harism a. Second,
S econ d , choose
c h o o s e the
by your need
n eed for revenge? A Appendix
pp en dix B lists many
m any deities
noble background.
worshiped
w orsh ip ed by paladins throughout the multiverse,m ultiverse, such
C l a s s FEATURES
CLASS Features FIGHTING
F i g h t i n g STYLE
St y l e
·-------------
As
A s a paladin, you gain the following
follow in g class
cla ss features. At 2nd level, you adopt a style of o f fighting as your
specialty. Choose
C h oose oneon e of
o f the following
follow in g options. You can't
ca n ’t
HIT
H i t POINTS
P o in t s take a Fighting Style option more m ore than once,
on ce, even if you
Hit Dice: ldlO
1d10 pper paladin level
er paladin level later get to choose
c h o o s e again.
Hit Points at 1st Level: 10 + your Constitution modifier
m odifier
Hit Points at Higher Levels: ldlO
1d 10 (or 6) + your DEFENSE
D efense
Constitution
C onstitution modifier
m odifier per paladin level after 1st Whhile
W ile you are w
wearing
earing armor, you gain a +1
+1 bon
bonus
u s to AC.

PROFICIENCIES
P r o f ic ie n c ie s DUELING
D u e l in g
Armor:
Arm All
or: A ll armor, shields When
W h en you are wielding
w ielding a melee weapon
m elee w eap on in one
on e hand and
Weapons:
W eapons: Simple
Sim ple weapons,
w eapon s, martial
m artial weapons
w eapon s no other weapons,
w eapon s, you gain a +2 bonus
bon u s to damage
dam age rolls
Tools: N
None
one with
w ith that w
weapon.
eapon.

Saving Throws: Wisdom,


W isdom , Charisma
Charism a GREAT
G r e a t WEAPON
W e a p o n FIGHTING
F ig h t in g
Skills: Choose
C h o o se two
tw o from A
Athletics,
thletics, Insight, Intimidation,
When
W h en you roll a 1 or 2 on a damage
dam age die for an attack you
Medicine,
M edicine, Persuasion, and Religion
R eligion
make
m ake wwith
ith a melee weapon
m elee w eap on that you are w
wielding
ielding with

EQUIPMEN T
twoo hands, you can reroll the die and must u
tw use
se the new
new
E q u ip m e n t
roll. The weapon
The w eap on must
m ust have the two-handed
tw o-handed or versatile
You start with
w ith the following equipment,
follow in g equipm ent, in addition to
property for you to gain this benefit.
the equipment
equipm ent granted by your background:

• (a) a mmartial weapon


artial w (b) tw
eap on and a shield or (b) twoo martial P r o t e c t io n
PROTECTION
weapons
w eap on s When
W h en a creature you can see attacks a target other
(b) any simple
• (a) five javelins or (b) melee
sim ple m weapon
elee w eapon than you that is wwithin
ithin 5 feet of
o f you, you can use
u se your
• (a) a priest’s
priest's pack or ((b)
b) an explorer's pack
explorer’s pack reaction to impose
im p ose disadvantage on the attack roll.
•• Chain
C hain mail
m ail and a holy symbol
sym bol You must be wwielding
ielding a shield.

D i v i n e SENSE
DIVINE Sense SPELLCASTING
Spellca stin g
The
T h e presence
p resen ce of
o f strong
stron g evil registers on your sensesse n se s like By
B y 2nd level, you have learned to draw on divine
a noxious
n oxiou s odor, and powerful
pow erfu l good
g o o d rings like heavenly magic
m agic through meditation
m editation and prayer to cast spells
sp ells as
music
m u sic in your ears. As A s an action, you can open op en your a cleric does. See
S e e chapter 10 for the general rules of
of
awareness
aw aren ess to detect such forces. Until the end of o f your spellcasting
spellcastin g and chapter 11 for the paladin spell list.
next turn, you knowk n ow the location of o f any celestial, fiend,
or undead within
w ithin 60 feet ofo f you that is not behind total PREPARING
P r e p a r i n g AND
a n d CASTING
C a s t i n g SPELL
S p e l l sS
cover. You know
k n ow the type (celestial, fiend, or undead) of of The
T h e Paladin table showssh ow s h how
ow many
m any spell slots you have
any bein
beinggwwhose
h ose p presence
resen ce you sense,
sen se, but not its identity to cast your spells. To cast one on e of
o f your paladin spells
sp ells of
of
(the vampire
vam pire Count Strahd von Zarovich,Z arovich, for instance). 1st level or higher, you must expend a slot of o f the spell's
sp ell’s
Within
W ithin the same
sa m e radius, you also detect the presen presence ce level or higher. You regain all expended expen ded spell slots when w hen
of
o f any place or object that has been been consecrated
con secrated or you finish a longlon g rest.
desecrated, as w ith the hallow spell.
with You
Y ou prepare the list of o f paladin spells that are available
You can use
u se this feature a number
num ber of o f times
tim es equal to for you to cast, choosing
ch oosin g from the paladin spell list.
1 ++ your
your Charisma
C harism a modifier.
m odifier. When
W h en youyou finish
finish aa long
lon g rest,
rest, When
W h en you do so, choose
c h o o s e a number
n um ber of o f paladin spells
you regain all expended
expen ded uses. equal to your C Charisma
harism a modifier
m odifier + h half
alf your paladin
level, rounded
roun ded downdow n (minimum
(m inim um of o f one spell). The spells
sp ells
LAY
L ON
a y o HANDS
n H a n d s must bbee of
o f a level for w which
hich you have spell slots.
For exam
example,
ple, if you are a 5th-level paladin, you have
Your blessed touch can heal wounds. w oun ds. You have a poolp ool
four 1st-level and two tw o 2nd-level spell slots. With W ith a
of
o f healing p power
ow er that replenishes
replen ish es when
w hen you take a long
Charisma
C harism a of o f 14, your list of o f prepared spells can include
rest. With
W ith that pool, you can restore a total number num ber ofof
four spells of com bination. If you
o f 1st or 2nd level, in any combination.
hit points equal to your paladin level x 5.
prepare the 1st-level spell cure wounds, you can cast
As
A s an action, you can touch a creature and draw
it using a 1st-level or a 2nd-level slot. Casting the spell
power
p ow er from the p pool
o o l to restore a num
numberber of
o f hit points
doesn't
d oesn ’t remove
rem ove it from your list of o f prepared spells.
to that creature, up to the maximumm axim u m amount
am ount remaining
rem aining
You can change your list of o f prepared spells when w hen you
in your ppool.
ool.
finish a long rest. Preparing
P reparin g a new n ew list ofo f paladin spells
Alternatively, you can ca n expend 5 hit points from your
requires
requ ires time
tim e spent in prayer and meditation: m editation: at least 1
pool
p o o l of
o f healing to cure the target of o f one disease
d isease or
minute
m inute per spell level for each spell on your list.
neutralize one on e poison
p oison affecting it. You can cure multiple
diseases
d isea ses and neutralize multiple poisons with
p oison s w ith a single SPELLCASTI NG
Sp e l l c a s t in g ABILITY
A b il it y
use of o f Lay on Hands,
H ands, expending hit points separately Charisma
C harism a is your spellcasting
sp ellcastin g ability for your paladin
for each one.one. spells, since
sin ce their p
power
ow er derives from the strength of of
This
T h is feature has no effect on undead and constructs.
your convictions.
conviction s. You u
use
se your Charisma
C harism a wwhenever
hen ever a A b i l i t y SCORE
ABILITY S c o r e IIMPROVEMENT
m pr o vem en t
spell refers to your spellcasting
spellcastin g ability. In addition, you
use your Charisma
C harism a modifier when
m odifier w hen setting the saving
When
W h en you reach 4th level, and again at 8th, 12th, 16th,

throw DC and 19th level, you can increase


in crease one
on e ability score
s c o r e of
o f your
th row D C for a paladin spell you cast and when
w hen making
m aking
an attack roll w
with choice
ch oice by 2, or you can increase
in crease two
tw o ability scores
sc o r e s of
of
ith one.
ch oice by 1. As
your choice A s normal,
norm al, you can't
ca n ’t increase
in crease an ability
D C = 8 + your proficiency bonus +
Spell save DC= score
sco re above 20 using this feature.
your Charisma modifier
EXTRA
E x t r a ATTACK
A ttack
modifier = your proficiency bonus
Spell attack modifier= bonus++
your Charisma modifier Beginning
B egin ning at 5th level, you can attack twice,
tw ice, instead of
of
once, whenever
on ce, w henever you take the AAttack
ttack action on your turn.
S p e l l c a s t i n g Focus
SPELLCASTING Fo c u s
You can use
u se a holy symbol
sym b ol (found in chapter 5) as a
AURA
A u r a OF
o f PROTECTION
P ro tectio n
spellcasting
sp ellcastin g focus
focu s for your paladin spells. Starting at 6th level, whenever
w hen ever you or a friendly creature
within
w ithin 10 feet of
o f you must
m ust make
m ake a saving throw, the
DIVINE
D i v i n e SMITE
Sm ite creature gains a bon bonusu s to the saving throw
th row equal to your
Starting at 2nd level, whenw hen you hit a creature with
w ith a Charisma
C harism a modifier
m odifier (with a minimum bonus
m inim um bon u s of
o f +1). You
melee
m elee wweapon
eap on attack, you can expend one paladin spell must
m ust be conscious
co n s cio u s to grant this bonus.
slot to deal radiant damage
dam age to the target, in addition to At 18th level, the range of o f this aura increases
in creases to 30 feet.
weapon's
the w ea p on ’s damage.
dam age. The
T h e extra damage
dam age is 2d8
2d 8 for a
1st-level spell
sp ell slot, plus 1d8 for each spell level higher
AURA OF
A ura o f COURAGE
C ourage
than 1st, to a maximum
m axim u m of
o f 5d8. The
T h e damage
dam age increases
in creases Starting at 10th level, you and friendly creatures
creatu res
by 1d8 if the target is an undead or a fiend. within
w ithin 10 feet ofo f you can't
ca n ’t be frightened w while
hile you
are conscious.
con sciou s.
DIVINE
D i v i n e HEALTH
H ealth At 18th level, the range of o f this aura increases
in creases to 30 feet.
------------
By 3rd level, the divine magic
m agic flowing
flow in g through you
makes
m a kes you immune
im m une to disease.
IMPROVED
I m p r o v e d DIVINE
D i v i n e SMITE
Sm ite
By 11th level, you are so
s o suffused
su ffu sed with
w ith righteous
SACRED
S a c r e d OATH
O ath might that all your melee
m elee wweapon
ea p on strikes carry divine
When
W h en you reach 3rd level, you swear sw ear the oath that binds power with
pow er w ith them. Whenever
W h en ever you hit a creature with a
you as a paladin forever. Up to this time tim e you have been melee weapon,
m elee w eapon , the creature takes an extra 1d8 radiant
in a preparatory stage, committed
com m itted to the path but not dam age. If you also u
damage. use
se your Divine
D ivine Smite
Sm ite with an
yet sworn
sw orn to it. NNow
ow you choose
c h o o s e the Oath ofo f Devotion,
D evotion, attack, you add this damage
dam age to the extra damage
dam age of
o f your
the Oath ofo f the Ancients, or the Oath of o f Vengeance,
V engeance, all Divine
D ivine Smite.
Sm ite.
detailed at the end ofo f the class description.
Your choice
ch oice grants you features at 3rd level and again
CLEANSING
C l e a n s i n g TOUCH
T ouch
at 7th, 15th, and 20th level. Those
T h o se features include oath Beginning
B egin ning at 14th level, you can use your action to
spells
sp ells and the Channel Divinity feature. end one
on e spell on y
yourself
ou rself or on one
on e willing
w illing creature
that you touch.
O a t h SPELLS
OATH Spe lls You can use this feature a num number
ber of
o f times
tim es equal
Each
E ach oath has a list of o f associated
a ssocia ted spells. You gain to your Charisma
C harism a modifier
m odifier (a minimum
m inim um of o f once). You
access
a c c e s s to these
th ese spells at the levels specified
sp ecified in the oath regain expended uses
u ses when
w hen you finish a long
lon g rest.
description. Once O n ce you gain access
a c c e ss to an oath spell, you
always have it prepared. Oath spells don't d on ’t count against
the number
num ber of o f spells you can prepare each day.
S a c r e d OATHS
SACRED O aths
If you gain an oath spell that doesn't d oesn ’t appear on the Becoming
B ecom in g a paladin involves taking v vows
ow s that commit
com m it
paladin spellsp ell list, the spell is nonetheless
n onetheless a paladin the paladin to the cause cau se of righteousness,
o f righ teou sn ess, an active
spell for you. path ofo f fighting wickedness.
w ick ed n ess. The final oath, taken
when
w hen he or she reaches
sh e reach es 3rd level, is the culmination
culm ination
C h a n n e l DIVINITY
CHANNEL D iv in it y of
o f all the paladin’s
paladin's training. Some S o m e characters with this
Your oath allows
allow s you to channel divine energy
en ergy to fuel class don't
d on ’t consider
con sider themselves
them selves true paladins until
magical
m agical effects. Each
E ach Channel Divinity option provided
provided they have reached
reach ed 3rd level and made m ade this oath. For
by your oath explains h how
ow to u
use
se it. others, the actual swearing
sw earin g ofo f the oath is a formality,
When
W h en you u use
se your Channel Divinity, you choose
ch o o s e an official stamp
stam p on w what
hat has always been been true in the
which
w hich option to use. You must then finish a short or long paladin's heart.
paladin’s
rest to u
use
se your Channel Divinity again.
Some
S o m e Channel Divinity effects require saving throws.
throw s. O a t h OF
OATH D evo tio n
o f DEVOTION
When
W h en you use
u se such an effect from this class, the DC The
T h e Oath ofo f Devotion
D evotion binds a paladin to the loftiest
equals your paladin spell save DC. ideals of justice,
o f ju stice, virtue, and order. Sometimes
S om etim es called
cavaliers, w white
hite knights, or holy warriors,
w arriors, these
paladins meet
m eet the ideal of
o f the knight in shining
sh in in g armor,
acting with
w ith honor
h on or in pursuit of justice
o f ju stice and the greater B r e a k i n g YYOUR
BREAKING our O
OATH
ath
good. They
Th ey hold
h old themselves
th em selves to the highest standards of A paladin tries to hold to the highest standards ooff conduct,
A
conduct, and some,
som e, for better or worse,
w orse, hold the rest of of but even the most virtuous paladin is fallible. Sometimes
the world
w orld to the same
sam e standards. Many M any who w ho swear
sw ear this the right path proves too demanding, sometimes a situation
oath are devoted to gods of o f law and good g o o d and use their calls for the lesser ooff two evils, and sometimes the heat of
gods'
g od s’ tenets as the measure
m easu re ofo f their devotion. TheyTh ey hold emotion causes a paladin to transgress his or her oath.
angels-the
an gels—the perfect servants ooff good- g o o d —asas their ideals, AA paladin who has broken a vow typically seeks absolution
from a cleric who shares his or her faith or from another
and incorporate
in corporate images
im ages ofo f angelic wings
w in gs into their
paladin of the same order. The paladin might spend an all-
helmets
helm ets or coats of o f arms.
arm s.
in prayer as a sign ooff penitence,
penitence, or undertake a
night vigil in
fast or similar act ooff self-denial. After a rite ooff confession and
TENETS
T e n e t s OF
o f DEVOTION
D e v o t io n
forgiveness, the paladin starts fresh.
Though
T h ou gh the exact wordsw ord s and strictures of o f the Oath of
of If a paladin willfully violates his or her oath and shows no
Devotion
D evotion vary, paladins of o f this oath share these tenets. sign ooff repentance, the consequences can be more serious.
Honesty. Don't D on ’t lie or cheat. Let your wordw ord be
be At the DM's discretion, an impenitent paladin might be
your promise.
prom ise. forced to abandon this class and adopt another, or perhaps
Courage. Never fear to act, though caution is wise. w ise. Oath breaker paladin option that appears in
to take the Oathbreaker in the
Compassion. Aid A id others, protect the weak,
w eak, and Dungeon
D Master's
u n ge o n M aste r's Guide.

punish those
th ose who
w h o threaten them. Show S h o w mercy
m ercy to your
foes, but temtemper
per it with
w ith wisdom.
w isdom . reactions. FFor can use only the D
or its action, it can Dash action
ash action
Honor. Treat others with fairness, and let your escape
or try to esca from an effect that prevents it from
p e from from
honorable deedsd eed s be an example
exam ple to them.
them . Do
D o as m oving. If there’s
moving. there's nnowhere move,
ow h ere to m can uuse
ove, the creature can se
much
m uch good
g o o d as possible
p ossib le while
w hile causing the least Dodge
the D od g e action.
amount
am ount of o f harm.
Duty. Be B e responsible
respon sib le for your actions and their AURA
A OF
ura o DEVOTION
f D e v o t io n

consequences,
con seq u en ces, protect thoseth ose entrusted to your care.care, Starting at 7th level, you and friendly creatucreatures within
res w ithin
and obey thoseth ose who
w h o have ju just
st authority over you. 10 feet ooff you ca
can't
n ’t be ch
charmed while
a rm ed w hile you are con
conscious.
sciou s.
At 18th level, the range ooff this aura in increases 30 feet.
creases to 30
OATH
O a t h SPELLS
Spells
You gain oath spells
sp ells at the paladin levels listed. PURITY
P OF
u r it y o f SPIRIT
S p ir it
BBeginning
egin ning at 15th level, you are always under the effects
OATH
O a t h OF
o f DEVOTION
D e v o t i o n SPELLS
S pells ooff a protection from evil and good spell.

Paladin Level Spells


HOLY
H NIMBUS
oly N im b u s
3rd protection fro
protection fromm evil and
a n d good, sanctuary
san ctu ary 20th level, as an action, you can
At 20th can ememanate
anate an aura ooff
5th lesser restoration, zone of o f truth sunlight. FFor
or 1 minute, bright light shshines
in es from you in a
9th beacon ofo f hope
hope,, dispel mmagic
agic 30-foot
30 dim light shines
-foot radius, and dim sh in es 30 feet beyon
beyond
d that.
13th fre e do m of
freedom o f movement,
m ovem ent, guardian
gu ardia n of
o ffaith
faith Whenever
W enemy
h enever an enem y creature starts its turn in the
17th commune,jlame
com m u n e, fla m e strike bright light, the creature takes 10 radiant dam damage.
age.
In addition, for the duration, you have advantage on
C h a n n e l DIVINITY
CHANNEL D iv in it y throwss against sp
saving throw spells
ells cast by fiends or undead.
When
W h en you take this oath at 3rd level, you gain the Once
O n ce you use this feature, you cacan't
n ’t use it again until
following
follow in g two
tw o Channel Divinity options. you finish a long rest.
Sacred Weapon. As A s an action, you can ca n imbue
im bue one
weapon
w eap on that you are holding
holdin g with
w ith positive energy, OATH OF
O ath o th e A
f THE ANCIENTS
n cien ts
using your Channel Divinity. For 1 minute, you add The Oath ooff the A
Ancients
ncients is as old as the race ooff elves
your Charisma
C harism a modifier
m odifier to attack rolls made m ade with
w ith that and the rituals ooff the druids. Sometimes
S om etim es called fey
weapon
w eap on (with a minimum
m inim um bon bonusu s of
o f +l).
+1). The
T h e weapon
w ea p on also knights, green knights, or h horned
orn ed knights, paladins w who
ho
emits
em its bright light in a 20-foot
20 -foot radius and dim light 20 swear
sw ear this oath cast their lot with the side ooff the light
beyon d that. If the weapon
feet beyond w eap on is not already magical,
m agical, it cosmic
in the co darkness
sm ic struggle against darkn because
ess b eca u se they
becomes
b e c o m e s magical
m agical for the duration. love the beautiful and life-giving things ooff the wworld,
orld,
You ca cann end this effect on your turn as part of o f any not nnecessarily because
ecessarily b principles
eca u se they believe in prin ciples ooff
other action. If you are no longerlon ger holding
h olding or carrying honor, courage, and ju justice. They
stice. Th armor
ey adorn their arm or and
this weapon,
w eapon , or if you fall unconscious,
u n con sciou s, this effect ends. clothing
cloth images
in g with im ages ooff grow
growing things-leaves, antlers,
in g things—leaves,
Turn the Unholy. As A s an action, you present your flowers-to
or flow commitment
ers—to reflect their com preserving
m itm en t to preserving
holy symbol
sym bol and speak
sp eak a prayer censuring
cen su rin g fiends and life and light in the world.
undead, using your Channel Divinity. Each E ach fiend or
undead that can see s e e or hear you within
w ithin 30 feet of o f you TENETS OF
T enets o THE
f t ANCIENTS
he A n c ie n t s
must make W isd om saving throw. If the creature
m ake a Wisdom The tenets ooff the Oath ooff the A
Ancients been
ncients have been
fails its saving throw, it is turned for 1 minute m inute or until preserved for u
preserved uncounted
ncounted centuries. T This
h is oath
it takes damage.
dam age. emphasizes
em principles
p hasizes the prin ciples ooff g
good
o o d above any conconcerns
cern s
A turned creature must m ust spend
sp en d its turns trying to move m ove ooff law
law oorr chaos. Its four central prinprinciples
ciples are simple.
sim ple.
as far away from you as it can, and it can't ca n ’t willingly
w illingly
move
m ove to a space
sp ace within
w ithin 30 feet of o f you. It also can't
ca n ’t take

r
sym bol, and each fey or
symbol, o r fiend w
within
ithin 30 feet of o f you that
can hear you must m ust make
m ake a W Wisdom
isd om saving throw. On On a
failed save, the creature is turned for 1 minute m inute or until it
takes damage.
dam age.
A
A turned creature must m ust spend its turns trying to move m ove
as far away from you as it can, and it can't willingly
ca n ’t w illingly
move
m ove to a space within
sp a ce w o f you. It also can't
ithin 30 feet of ca n ’t take
reactions. ForF or its action, it can use only the Dash D ash action
or try to escape
esca p e from an effect that prevents it from
m oving. If there's
moving. th ere’s nowhere
now h ere to move,
m ove, the creature can use
the Dodge
D o d g e action.
If the creature's
creatu re’s true form is concealed
con cea led by an illusion,
shapeshifting, or other effect, that form is revealed w while
hile
it is turned.

A u r a OF
AURA W a r d in g
o f WARDING
Beginning
B egin ning at 7th level, ancient magic
m agic lies so heavily
upon
u pon you that it forms
form s an eldritch w ward.
ard. You and friendly
creatures
creatu res within
w ithin 10 feet of
o f you have resistance
resistan ce to
damage
dam age from spells.
At 18th level, the range ofo f this aura increases
in creases to 30 feet.
Kindle
K indle the Light. Through
T h rou gh your acts of o f mercy,
kindness,
kin dn ess, and forgiveness, kindle the light of o f hope
h op e in the U
UNDYING Se n t in e l
n d y i n g SENTINEL

world,
w orld, beating ba backck despair. Starting at 15th level, w when redu ced to O
hen you are reduced 0 hit
Shelter
S helter the Light. Where
W h ere there is good,
g ood, beauty, love, points and are not killed outright, you can choose c h o o s e to
and laughter in the world,
w orld, stand against the w wickedness
ick ed n ess drop to 1 hit point instead. Once O n ce you u use
se this ability, you
that w
would
ou ld swallow
sw a llow it. Where
W h ere life flourishes, stand can't use
ca n ’t u se it again until you finish a longlon g rest.
against the forces
fo r ce s that would
w ou ld render it barren. Additionally, you suffer none n one of
o f the drawbacks
draw backs of o f old
Preserve
P reserve Your Own Light. Delight D elight in song
son g and age, and you can't
c a n ’t be aged magically.
m agically.
laughter, in beauty and art. If you allow allow the light to die in
ELDER
E l d e r CHAMPION
C h a m p io n
your own
ow n heart, you can't
ca n ’t preserve it in the w world.
orld.
At 20th level, you can assume
assu m e the form of o f an ancient
Bee the Light. Be
B B e a glorious
g loriou s beacon
b ea con for all who
w h o live in
force of
o f nature, taking on an appearance
appearan ce you choose.
ch oose.
despair. Let the light of joy
o f your jo y and courage
cou rage shine forth
For example,
exam ple, your skin might
m ight turn green or take on a
in all your deeds.
bark-like texture, your hair might
m ight become
b e c o m e leafy or moss-
m oss-
OATH
O a t h SPELLS
Spells like, or you might
m ight sprout antlers or a lion-like mane.
You gain oath spells
sp ells at the paladin levels listed. Using
U sing your action, you uundergo
ndergo a transformation.
transform ation.
For 1 minute,
m inute, you gain the following
follow in g benefits:
O a t h OF
OATH o f THE A n c i e n t s SPELLS
t h e ANCIENTS S pells • At the start of
o f each of
o f your turns, you regain 10 hit
Paladin Level Spells points.
3rd ensnaring
e n sn aring strike, speak with animals
anim als
,• Whenever
W h en ever you cast a paladin spell that has a casting
time o f 1 action, you can cast it using a bonus
tim e of bon u s action
5th moonbeam,
m oon b eam , misty
m isty step
instead.
9th plant
p lant growth, protection fro m energy
from
• Enemy
E nem y creatures within
w ithin 10 feet of
o f you have disadvan-
disadvan­
13th ice storm,
storm , stoneskin
tage on saving th throws
row s against your paladin spells and
17th c o m m u n e with nature, tree stride
commune Channel Divinity options.

C h a n n e l DIVINITY
CHANNEL D iv in it y Once
O nce you uuse
se this feature, you can't
ca n ’t use it again until
When
W h en you take this oath at 3rd level, you gain the you finish a long
lon g rest.
following
follow in g two
tw o Channel Divinity options.
O a t h OF
OATH V engeance
o f VENGEANCE
N ature’s Wrath. You can use your Channel Divinity
Nature's --------
to invoke primeval
prim eval forces to ensnare a foe. As A s an action, The Oath of o f Vengeance
V en gean ce is a solemn
solem n commitment
com m itm en t to
you can cause
cau se spectral vines to spring up and reach punish those
th ose who
w ho have committed
com m itted a grievous sin. When W h en
for a creature w within
ithin 10 feet of o f you that you can see. evil forces slaughter helpless villagers, when w hen an entire
The
T h e creature must
m ust succeed
su cceed on a Strength or Dexterity people
p eople turns against the w will
ill of
o f the gods, when
w hen a thieves’
thieves'
saving throw
th row (its choice)
ch oice) or be restrained. WhileW h ile guild grows
grow s too violent and pow powerful,
erfu l, when
w hen a dragon
restrained by the vines, the creature repeats the saving rampages
ram pages through the countryside-at
cou n tryside—at timestim es like these,
throw
th row at the end of o f each of
o f its turns. On
O n a success,
su ccess, it paladins arise and swear
sw ear an Oath of o f Vengeance
V en gean ce to set
frees itself and the vvines
ines vanish. right that which
w hich has gone wrong.
w ron g. To these
th ese paladins-
paladins—
Turn the Faithless. You can use your Channel sometimes
som etim es called avengers or dark knights-their
knights—their own ow n
Divinity to utter ancient w words
ord s that are painful for fey purity is not as important
im portant as delivering justice.
and fiends to hear. As A s an action, you present your holy
T e n e t s OF
TENETS V engeance
o f VENGEANCE C h a n n e l DIVINITY
CHANNEL D iv in it y
The
T h e tenets ofo f the Oath of of VVengeance
en gean ce vary by paladin, but When
W h en you take this oath at 3rd3rd level,
level, you gain the
all the tenets revolve around punishing wrongdoers w ron g d oers by by following
follow twoo Channel Divinity options.
in g tw
any means
m eans necessary. Paladins w who
h o uphold these tenets Abjure
A bjure Enemy. A Ass an action, you
you present your holy
are willing
w illing to sacrifice
sa crifice even their own ow n righteousness
righ teou sn ess to symbol
sym speak
bol and sp ea k a prayer ooff denunciation, using your
mete
m ete out ju justice
stice upon those
th ose w who
h o do evil, so the paladins Channel Divinity. C Choose
h oose one creature w within 60 feet
ithin 60 feet
are often neutral or lawful neutral in alignment.alignm ent. The ooff you that you can see. That creature m must make
ust m ake a
core
c o re principles
prin ciples ofo f the tenets are brutally simple.
sim ple. Wisdom
W isd om saving throw, u unless immune
nless it is im being
m une to being
Fight the Greater Evil. Faced F aced with
w ith a choice
ch oice ofo f fighting frightened. Fiends and a nd undead have disadvantage on
my
m y sworn
sw orn foes or combating
com batin g a lesser evil. I choose
c h o o s e the this saving throw.
greater evil. On a failed save, the creature is frightened for 1
No Mercy for for the Wicked. Ordinary
O rdinary foes m might
ight winw in minute or until it takes ta kes any damage.
dam age. W While frightened ,
h ile frightened,
my m mercy,
ercy, but m myy sworn
sw orn enemies
en em ies do not. creature's
the creatu speed
re’s sp can't
eed is 0, and it ca n ’t benefit from any
By Any Means Necessary. My qualms qualm s can't
ca n ’t get in the bonus
bon speed .
u s to its speed.
way
w ay of
o f exterminating
exterm inating my m y foes. On a su successful creature's
ccessfu l save, the creatu speed
re’s sp eed is halved
Restitution. If my m y foes wreak
fo e s w rea k ruin on the w world,
orld, it is for 1 m minute
inute or until the creature takes any dam damage.
age.
because
b eca u se I failed to stop them. I must m ust help those
th ose harmed
harm ed Vow ooff Enmity. A Ass a bon
bonus
u s action, you cancan utter a vow
vow
by their misdeeds.
m isdeeds. ooff enm
enmityity against a creature you can can see
see wwithin
ithin 10 feet
of
o f you, using your Channel Divinity. You gain advantage
OATH
O a t h SPELLS
Spe lls on attack rolls against the creature for 1 minute or until
You gain oath spells at the paladin levels listed. it drops
d rops to O 0 hit points or falls uunconscious.
n con sciou s.

OATH
O a t h OF
o f VENGEANCE
V e n g e a n c e SPELLS
S pells RELENTLESS
R AVENGER
elen tless A venger

Paladin Level Spells By 7th level, your supernatural focu focuss helps you close
close
ooff
ff a fo ee's When
’s retreat. W h en you hit a creature w with
ith an
3rd bane, hunter's
hu n te r’s mark
m ark
opportunity
opportu nity attack, you cancan m
move half
ove up to h your
alf your
5th hold person,
person, misty
m isty step
speed
sp immediately
eed im m ediately after the attack and as part ooff
9th haste, protection fro
fromm energy
samee reaction. T
the sam This movement
h is m doesn't
ovem ent d provoke
oesn ’t provoke
13th banishment,
banishm ent, dimension
dim ension door
opportunity attacks.
17th hold monster, scrying
SOUL OF
Sou l o VENGEANCE
f V engeance
Starting at 15th level, the authority w with which
ith w h ich you
speak
sp ea k your V Vow
ow of Enmity
o f Enm power
ity gives you greater pow er over
your foe. W When
h en a creature under the effect ooff your VVow
ow
ooff Enm
Enmity makes
ity m akes an attack, you can use your reaction to
mmake
ake a mmelee
elee wweapon
eap on attack against that creature if it is
within
w ithin range.

AVENGING
A ANGEL
v e n g in g A ngel
assume
At 20th level, you can assu m e the form ooff an
angelic avenger. UUsing
sing your action, you undergo a
transformation.
transform For
ation. F or 1 hour, you gain the follow
following
in g
benefits:

•WWings
in gs sprout from your back and grant you a flying
speed
sp eed of
o f 60 feet.
•• You emanate
em anate an aura ooff m
menace 30-foot
en ace in a 30 radius.
-foot radius.
The
T timee any en
he first tim enemy creature
em y creatu re enters the aura or or
starts its turn there during a battle, the creature m must
ust
succeed
su cceed on a W Wisdom throw
isd om saving th row oor
r bbecome fright-
e c o m e fright­
ened ooff you for 1 m
minute
inute or until it takes any damdamage.
age.
Attack rolls against the frightened creature have
advantage.

Once
O nce you uuse can't
se this feature, you ca n ’t use it again until
long
you finish a lon g rest.
Ranger
RANGER
Rough
R ou gh and w wild
ild looking,
a human
hum an stalks alone
through the shadows
sh ad ow s of of
trees, hunting the ores he
knows
k n ow s are planning a raid
on a nearby farm. Clutching
a shortsword
sh ortsw ord in each hand,
he becomes
becom es a w whirlwind
hirlw ind of
steel, cutting down
dow n one on e enemy
enem y
after another.
After tumbling
tum bling away from a cone c o n e of
of
freezing
freezin g air, an elf finds her feet and draws draw s
back
ba ck her b bow
o w to loose
lo o s e an arrow at the white
dragon. Shrugging
S h ru g gin g offo ff the wave
w ave ofo f fear that emanates
em anates
from the dragon like the cold of o f its breath, she sends
sen ds
one
on e arrow after another to find the gaps between betw een the
dragon's
dragon ’s thick scales.
Holding
H olding his hand high, a half-elf whistles w histles to the hawk
that circles high above him, calling the bird bback a ck to his
side. Whispering
W h isp erin g instructions in Elvish, he points to
the owlbear
ow lbea r h he's
e’s bbeen
een tracking and sends sen ds the haw
hawk k to
distract the creature w while
hile he readies his bow.
Far from the bustle of o f cities and towns,
tow ns, past the
hedges
h ed ges that shelter the most m ost distant farms
farm s from the
terrors of
o f the wild,
w ild, amid
am id the dense-packed
den se-pa ck ed trees of of
trackless forests and across a cro ss wwide
id e and empty
em pty plains,
rangers
ran gers kkeep
eep their unending w watch.
atch.

DEADLY
D e a d l y HUNTERS
H unters
Warriors
W arriors ofo f the wilderness,
w ildern ess, rangers specializ
sp ecia lizee in
hunting the monsters
m on sters that threaten the edgesed g es of
of
civilization-humanoid
civilization—hum anoid raiders, ram rampaging
paging beasts and
monstrosities,
m onstrosities, terrible giants, and deadly dragons. They T h ey
learn to track their quarry as a predator does, d oes, moving
m oving
stealthily through the w wilds
ild s and hiding themselves
them selves in
brush and rubble. Rangers
R a n gers focus
focu s their combat
com bat training
on tech
techniques
niques that are particularly useful against their
specific
sp ecific favored foes.
Thanks
Th an ks to their familiarity
fam iliarity with
w ith the wilds,
w ilds, rangers
acquire
acqu ire the ability to cast spells that harness
h arness nature's
nature’s
power,
pow er, much
m uch as a druid does.
d oes. Their
Th eir spells, like their
combat
com bat abilities, emphasize
em phasize speed, stealth, and the hunt.
A
A ranger's
ranger’s talents and abilities are honed h oned with
w ith deadly
focu s on the grim task of
focus o f protecting the borderlands.

I n d e p e n d e n t ADV
INDEPENDENT A d v eENTURERS
n tu rer s

Though
T h ou gh a ranger m might
ight make
m ake a living as a hunter, a
guide, or a tracker, a ranger's
ran ger’s true calling is to defend
the outskirts ofo f civilization from the ravages of o f monsters
m onsters
and hhumanoid
um anoid h hordes
ordes that press
p ress in from the wild.
w ild. In
some
so m e places, rangers gather in secretive orders or join join
forces with
w ith druidic circles. ManyM any rangers, though, are
independent alm almost
ost to a fault, knowing
k n ow in g that, w
when
hen a
dragon or a band of o f ores
orc s attacks, a ranger m might
ight be the
first-and
first—and p possibly
ossib ly the last- line ooff defense.
last—line defense.
This fierce independence
in depen den ce makes
m akes rangers well w ell suited
to adventuring, since
sin ce they are accustomed
accu stom ed to life far
from the comforts
c om forts ofo f a dry bed and a hot bath. Faced
with city-bred adventurers w whoho ggrouse
rou se and wwhine
hine about
the hardships of o f the w wild,
ild, rangers respon
respond d with
w ith some
som e
T he Ra n g e r

Proficiency Spells -Spell


— Spell Slots per Spell Level-
Level—
Level Bonus Features Known 1st 2nd 3rd 4th 5th
l1st
st +2 Favored Enemy, Natural Explorer — — — — — —
2nd +2 Fighting Style, Spellcasting
Spel lca sting 2 2 — — — —
3rd +2 Ranger Archetype, Primeval Awareness 3 3 —
— — —
4th +2 Abili ty Score Improvement
Ability 3 3 — — — —
5th +3 Extra
Extra Attack 4 4 2 — — —
6th +3 Favored Enemy and Natural Exp lorer improvements
Explorer 4 4 2 — — —
7th +3 Ranger Archetype feature 5 4 3 — — —
8th +3 Ability Score Improvement,
Improvement, Land's
Land’s Stride 5 4 3 — — —
9th +4 — 6 4 3 2 — —
10th +4 Natural Explorer improvement
improvement,, Hide in
in Plain Sight 6 4 3 2 — —

17th
11th +4 Ranger Archetype feature 7 4 3 3 — —
12th +4 Ability Score Improvement 7 4 3 3 — —

13th +5 — 8 4 3 3 1 —

14th +5 Favored En emy improvement, Vanish


Enemy 8 4 3 3 1 —
15th +5 Ranger Archetype feature 9 4 3 3 2 —
16th +5 Ab ility Score Improvement
Ability 9 4 3 3 2 —
17th +6 — 10 4 3 3 3 1
18th +6 Feral
Feral Senses 10 4 3 3 3 1
19th +6 Ab ility Score Imp
Ability rovement
Improvement 11
11 4 3 3 3 2
20th +6 Foe Slayer 11
11 4 3 3 3 2

What
W hat mmade join up with a band ooff adventurers?
ade you join adventurers?
DDo challenging
o you find it challen new
ging to teach n ew allies the wways
ays
ooff the w
wild, welcome
ild, or do you w solitude
elcom e the relief from solitude
that they offer?

Q u ic k B
QUICK BUILD
u il d
You can mmake
ake a ranger quickly by follow following
in g these
mixture
m ixture ofo f amusement,
am usem ent, frustration, and compassion.
com pa ssion .
suggestions.
suggestion make
s. First, m ake D Dexterity
exterity your highest ability
But they quickly learn that other adventurers who w h o can
score, follow
followed
ed by WWisdom.
isdom . (S (Some
o m e rangers wwho focuss
h o focu
carry their own ow n weight
w eight in a fight against civilization’s
civilization's
on tw
on two-weapon
o-w eapon fighting m make Strength higher than
ake Strength
foes
fo e s are worth
w orth any extra burden. Coddled
C odd led city folk might
Dexterity.) S
Dexterity.) Second,
econ d , cchoose
h o o s e the outlander background.
not know
k n ow hhow
ow to feed themselves
them selves or find fresh water
w ater in
the wild,
w ild, but they make
m ake up for it in other ways.
C lass F
CLASS FEATURES
eatures
C r e a t in g A
CREATING a R anger
RANGER Ass a ranger, you gain the follow
A following
in g class features.
As
A s you create your ranger character, consider con sider the nature
nature
H it P
HIT POINTS
o in t s
of
o f the training that gave you your particular capabilities.
ldlO
Hit Dice: 1d level
10 per ranger level
Did
D id you train with a single mentor, w wandering
an dering the w wilds
ilds
+ your Constitution m
Hit Points at 1st Level: 10 + modifier
odifier
together until you mastered m astered the ran ranger's ways?
ger’s w ays? Did you
Hit Points at Higher Levels: 1d ldlO + your
10 (or 6) + your
leave your apprenticeship, or was w a s your mentor
m entor slain-
slain—
Constitution
C modifier
onstitution m odifier per ranger level after 1st
perhaps by the same sam e kind of o f monster
m on ster that b became
e ca m e your
favored enemy?
enem y? Or perhaps you learned your skills as PROFICIENCIES
P r o f ic ie n c ie s
part ofo f a band of o f rangers affiliated with a druidic circle,
Armor:
Arm or: Light armor, m medium shields
edium armor, shields
trained in mystic
m ystic paths as well as wilderness
w ilderness lore. You Weapons: Simple
W eapons: S weapons,
im ple w martial
eapon s, m weapons
artial w eapon s
might be b e self-taught, a recluse who w ho learned combat
com bat None
Tools: N one
skills, tracking, and even a m magical
agical connection
conn ection to nature
through the nnecessity
ecessity of o f surviving in the wilds.
w ilds. Saving Throws: Strength, D Dexterity
exterity
What's
W h at’s the ssou ource
rce of
o f your particular hatred of of a Skills: Choose
C h oose three from AAnimal Handling,
nim al Handling,
certain kind of o f enemy?
enem y? Did D id a monster
m on ster kill someone
som eon e Athletics,
A thletics, Insight, erception,
Insight, Investigation, Nature, P erception,
you loved or destroy your h home
om e village? Or did you see see Stealth, and Survival
too mmuch
uch of o f the destruction th these
ese monsters
m on sters cause
cau se and
E
EQUIPMENT
q u ip m e n t
commit
com m it yourself
y ou rself to reining in their depredations? Is
your adventuring career a continuation of o f your work
w ork
with
You start w following
ith the follow equipment,
in g equipm ent, in addition to
equipment
the equipm ent granted by your background:
in protecting
protectin g the borderlands, or a significant change?
• (a) scale m ail or ((b)
mail b) leather arm
armoror A
ARCHERY
rchery
• shortswords
twoo sh
(a) tw ortsw ords or (b) tw
or (b) two simple
o sim melee
ple m weapons
elee w eap on s bonus
You gain a +2 bon make
you m
u s to attack rolls you ake with
• dungeoneer's
(a) a du pack or (b)
ng eon eer’s pack (b) an explorer’s pack
explorer's pack weapons.
ranged w eapon s.
• A lon
A arrowss
g b ow and a quiver ooff 20 arrow
longbow
D
DEFENSE
efense
F avored E
FAVORED ENEMY
n e m y While
W wearing
h ile you are w +1 bonus to AC.
earing armor, you gain a +1

Beginning
B experience
egin ning at 1st level, you have significant experience
D
DUELING
u e l in g
certain
studying, tracking, hunting, and even talking to a certain
When
W wielding
you are w
h en you melee
ielding a m weapon
elee w one
eap on in on e hand and
type ooff enemy.
no other wweapons,
eapon s, you bonus
you gain a +2 bon damage
u s to dam age rolls
h oose a type ooff favored enem
Choose
C enemy: y: aberrations,
with
w weapon.
ith that w eapon.
beasts, celestials, constructs, dragons, elem elementals,
entals, fey,
fiends, giants, m monstrosities, oozes,
on strosities, ooze s , plants, or undead. Two-WEAPON
T FIGHTING
w o -W e a p o n F ig h t in g
Alternatively, you you can select tw twoo races of humanoid
o f hum anoid W h en you engage in tw
When two-weapon fighting, you can add
o-w eapon fighting,
(such as gnolls and ores) orc s) as favored enemies.
enem ies. your ability m dam age ooff the second
odifier to the damage
modifier se co n d attack.
Y ou have advantage on
You on W isd om (Survival) ch
Wisdom checks
eck s to
track your favored en enemies,
em ies, as wwell
ell as on Intelligence
on Intelligence Spellca stin g
SPELLCASTING
checks
ch information
eck s to recall inform ation about them.
When
W h en you gain this feature, you also learn one one timee you reach 2nd level, you have learned to
By the tim
use
u se the m agical eessence
magical much
ss e n ce ooff nature to cast spells, m uch
language ooff your ch choice spoken
oice that is sp oken by your favored
as a druid ddoes.
oes. S e e chapter 10 for the general rules ooff
See
enemies,
en em ies, if they sp speak
eak ononee at all.
ellcastin g and chapter 11 for the ranger spell list.
spellcasting
sp
You cchoose one
h o o s e on e additional favored enemy, as w well
ell as
an a ssocia ted language, at 6th and 14th level. A
associated you
Ass you
S pell S
SPELL SLOTS
lots
h o ice s should reflect the types ooff
gain levels, your cchoices
The
T Ranger
he R shows
anger table sh how
ow s h ow m any spell slots you have
many
monsters
m on sters you have en cou ntered on your adventures.
encountered
to cast your spells ofo f 1st level and higher. To cast one of of
ese spells, you m
these
th ust expend a slot ooff the spell's
must sp ell’s level
N a t u r a l E
NATURAL EXPLORER
x plo rer
expen ded spell slots w
or higher. You regain all expended when
hen you
You are particularly fam familiar
iliar w ith one type ooff natural
with finish a long rest.
environment
environm ent and are adept at traveling and surviving in For
F example,
or exam ple, if you kn ow the 1st-level spell animal
know
such regions. C Choose onee type ooff favored terrain: arctic,
h oo se on friendship and have a 1st-level and a 2nd-level spell slot
coast, desert, forest, grassland, m mountain, swamp,
ountain, sw am p, can cast animal friendship using either slot.
available, you can
or the UUnderdark.
nderdark. W When
h en you make
you m ake an Intelligence or
Wisdom
W isd om ch check
eck related to your favored terrain, your S pells K
SPELLS KNOWN OF
nown o 1s t L
f 1ST LEVEL AND
evel a HIGHER
nd H ig h e r

bonus
proficiency bon
proficiency doubled
u s is dou bled if you are using a skill that YYou
ou k know
n ow tw yourr cchoice
twoo 1st-level spells ooff you h oice from the
you're
you ’re proficient in. ranger spell list.
h ile traveling for an hour or m
While
W more
ore in your favored The
T he SSpells Known
p ells K colu m n of
n ow n column o f the R anger table shows
Ranger sh ow s
terrain, you gain the following
follow in g benefits: when
w h en you learn m sp ells ooff your choice.
ore ranger spells
more Each
ch oice. Each
ese spells
these
ooff th sp ells m ust be ooff a level for w
must which
hich you have
• Difficult terrain d oesn ’t slow
doesn't group's
slow your grou p’s travel.
can't
• Your group can become
’t b magical
e c o m e lost except by m agical
means.
m eans.
• Even w
• when engaged in another activity w
h en you are engaged while
hile
traveling (such as foraging, navigating, or tracking),
remain
you rem danger.
ain alert to danger.
• If you are traveling alone, you can m move
ove stealthily at
an normal
orm al pace.
•WWhen
h en you forage, you find twtwice much
ice as m you
uch food as you
normally
norm would.
ally w ould.
•W h ile tracking other creatures, you also learn their
While
exact num how
ber, their sizes, and h
number, long
ow lon g ago they
passed
pa ssed through the area.

You cchoose
h o o s e additional favored terrain types at 6th
and 10th level.

F ig h tin g S
FIGHTING STYLE
t yle

level, you adopt a particular style ooff fighting as


At 2nd level,
your specialty. C Choose one
h o ose on following
e ooff the follow in g options.
You
Y can't
ou ca Fighting Style option m
n ’t take a Fighting ore than once,
more on ce,
h o o s e again.
even if you later get to cchoose
spell slots. For
F or instance, whenw hen you reach 5th level in this ABILITY
A b i l i t y SCORE
S c o r e IIMPROVEMENT
m pr o vem en t
class, you can learn one on e new
n ew spell
sp ell of
o f 1st or 2nd level.
Additionally, when w hen you gain a level in this class, When
W h en you reach 4th level, and again at 8th, 12th, 16th,
you can choose
c h o o s e one
on e of
o f the ranger spells
sp ells you know
kn ow and 19th level, you can in increase onee ability sscore
crease on c o r e ooff your
and replace
rep lace it withw ith another spell from the ranger choice
ch can in
oice by 2, or you can increase twoo ability scores
crease tw s c o r e s ooff
spell list, which
w hich also mustm ust be of
o f a level for which
w hich you your ch choice
oice by 1. A
Ass norm
normal,
al, you ca
can't increase
n ’t in crease an ability
have spell slots. score
sc 20 using this feature.
o r e above 20

S p e l l c a s t i n g ABILITY
SPELLCASTING A b il it y EXTRA
E ATTACK
x t r a A t t a c k
Wisdom
W isd om is your spellcasting
sp ellcastin g ability for your ranger Beginning
B can
egin n in g at 5th level, you ca twice,
n attack tw ice, instead ooff
spells, since
sin ce your magic
m a gic draws
draw s on your attunement
attunem ent to once,
on whenever
ce, w henever you take the A Attack
ttack action on your turn.
nature. You use your Wisdom
W isd om whenever
w henever a spell refers
to your spellcasting
sp ellcastin g ability. In addition, you use
u se your LAND'S
L a n d ’ s STRIDE
Str id e
Wisdom
W isd om modifier
m odifier when
w hen setting the saving throw
th row DC
D C for
Starting at 8th level, m moving
oving through n nonmagical
onm agical
a ranger spell you cast and when w hen making
m akin g an attack roll
costs
difficult terrain co movement.
sts you no extra m can
ovem ent. You can
with one.
also pass through n nonmagical
onm agical plants wwithout being
ithout being
D C = 8 + yo
Spell save DC= ur
your proficie ncy bonus+
proficiency bonus + slowed them and without taking dam
slow ed by them damage them if
age from them
your Wisdom modifier they have thorns, spines, or a similar
sim ilar hazard.
In addition, you have advantage on saving throw
throwss
modifier = your profi
Spell attack modifier= ciency bonus+
proficiency bonus +
against plants that are m magically manipulated
agically created or m anipulated
your Wi sd om modifier
Wisdom
impede
to im pede mmovement, those
ovem ent, such th ose created by the
entangle spell.
RANGER
R a n g e r ARCHETYPE
A rchetype
At 3rd level, you choose
c h o o s e an archetype that you strive
HIDE
H i d e iIN PLAIN
n P SIGHT
la in S ig h t
to emulate: Hunter or Beast B east Master, both detailed at Starting at 10th level, you can sp spend
en d 1 m
minute
inute creating
the end of
o f the class description. Your choice
ch oice grants camouflage
cam ou flage for yourself. You m must
ust have a access
c c e s s to fresh
you features at 3rd level and again at 7th, 11th, mud, dirt, plants, soot, and other naturally ooccurring
ccu rrin g
and 15th level. materials
m aterials wwith which
ith w hich to create your cam camouflage.
ou flage.
Once
O camouflaged
n ce you are cam ou fla ged in this way, you can can try
PRIMEVAL
P r i m e v a l AWARENESS
A wareness to hide by ppressing yourself
ressin g y solid surface,
ou rself up against a solid
B egin n in g at 3rd level, you can use your action and
Beginning such as a tree or w wall,
all, that is at least as tall and w wide
ide
expend oneon e ranger spell slot to focus
focu s your awareness
aw areness on on as you are. You gain a +10 bon bonus Dexterity
u s to D exterity (Stealth)
the region around you. For F or 1 minute
m inute per level ofo f the spell checks
ch eck s as long as you remremain
ain there without m moving
oving or
slot you expend, you can sense sen se whether
w hether the following
follow in g taking actions. O Once
nce you m move
ove or take an action or a
types of
o f creatures
creatu res are present within
w ithin 1 mile
m ile of
o f you (or reaction, you m must camouflage
ust cam ou flage yyourself
ou rself again to gain
within
w ithin up to 6 miles
m iles if you are in your favored terrain): this benefit.
aberrations, celestials, dragons, elementals,
elem entals, fey, fiends,
and undead. ThisT h is feature doesn't
d oesn ’t reveal the creatures'
creatu res’
VANISH
V a n ish

location or number. Starting at 14th level, you can uuse Hide


se the H ide action as a
bonus
bon Also,
u s action on your turn. A can't
lso, you ca bee tracked by
n ’t b
nonmagical
n means,
onm agical m unless
eans, u n less you cchoose
h o o s e to leave a trail.

FERAL
F e r a l SENSES
Senses
At 18th level, you gain preternatural senses
se n se s that help
creatures
you fight creatu res you cacan't
n ’t see. W
When
h en you attack a
can't
creature you ca n ’t see,
see, your inability to see it d doesn't
oesn ’t
impose
im p ose disadvantage on your attack rolls against it.
You are also aware ooff the location
location ooff any invisible
creature wwithin 30 feet ooff you, provided that the
ithin 30
isn't hidden from you and you aren’t
creature isn’t aren't
blinded or deafened.

F
FOE Sla ye r
o e SLAYER

At 20th level, you b become


e c o m e an unparalleled hunter ooff your
enemies.
enem Once
ies. O n ce on each ooff your turns, you cancan add your
Wisdom
W isd om m modifier damage
odifier to the attack roll or the dam age roll ooff
an attack you m make
ake against one ooff your favored en
enemies.
em ies.
You can cchoose
h o o s e to use this feature before or after the
before
roll, but b efore any effects ooff the roll are applied.
if you succeed
su cce e d on the saving throw, and only half
R a n g e r ARCHETYPES
RANGER A rchetypes damage
d am age if you fail.
The ideal ooff the ranger has tw
twoo classic expression
expressions:
s: the Stand Against the Tide. W When creature
h en a hostile creature
Hunter and the B Beast
east Master. misses
m isses you with a m melee attack, you can uuse
elee attack, se your reaction
to force that creature to repeat the same
sam e attack against
HUNTER
H u n t e r another creature (other than itself) of o f your choice.
Emulating
Em ulating the Hunter archetype m means
eans accepting
a cceptin g your Uncanny Dodge. W When
h en an attacker that you can see
place as a bulw
bulwark between
ark b etw een civilization and the terrors hits you wwith
ith an attack, you can use your reaction to
of wilderness.
o f the w Ass you w
ildern ess. A walk
alk the Hunter's
H unter’s path, you halve the attack's
attack’s damage
dam age against you.
learn spspecialized
ecia lized techniques
tech niques for fighting the threats
BEAST
B e a s t MASTER
M aster
you face, from rampaging
towering
tow
ram paging ogres
og res and h
ering giants and terrifying dragons.
hordes
ord es of
o f ores
orc s to
The
The BBeast
east Master
-------------
M aster archetype em embodies
b od ies a friendship
between
betw een the civilized races and the beasts of world.
o f the w orld.
HUNTER'S
H u n t e r ’ s PREY
Prey
focus,
United in focu s, beast and ranger w work
ork as ononee to fight
onee ooff the follow
At 3rd level, you gain on following
in g features
the mmonstrous foes
on strou s fo e s that threaten civilization and the
of your
of y ou r choice.
wilderness
w Emulating
ildern ess alike. Em ulating the BBeast Master
east M aster archetype
Colossus Slayer. Y Your
our tenacity can w wear down
ear dow n
means
m committing
eans com m itting y yourself
ou rself to this ideal, wworking
ork in g in
the m most
ost potent foes. WWhen
h en you hit a creature wwith
ith a
with
partnership w ith an animal
anim al as its companion
com p a n ion and friend.
weapon
w eap on attack, the creature takes an extra ld8 1d8 damage
dam age
if it's below
it’s b elow its hit point m
maximum.
axim um . You can deal this RANGER'S
R a n g e r ’ s COMPANION
C o m p a n io n
extra damage
dam age only oonce
n ce per turn. At 3rd level, you gain a beast companion
com p a n ion that
Giant Killer. When
W h en a Large or larger creature within
w ithin accompanies
accom p a n ies you on your adventures and is trained to
5 feet ofo f you hits or misses
m isses you with
w ith an attack, you can fight alongside you. Choose
C h oose a beast that is no larger than
use
u se your reaction to attack that creature immediately
im m ediately Medium
M edium and that has a challenge
challen ge rating of
o f 1/4 or low
lower
er
after its attack, provided that you can see the creature. (appendix D presenpresentsts statistics for the hawk, mastiff,
Horde Breaker. O Once each ooff your turns w
n ce on each when
hen you and panther as exam examples). Add
ples). A dd your proficiency bon bonus
us
make
m weapon
ake a w eap on attack, you can m make
ake another attack beast's
to the bea st’s AC, attack rolls, and dam damageage rolls, as w well
ell
with
w ith the same
sam e wweapon
eap on against a different creature that as to any saving th throws
row s and skills it is proficient in. Its
is wwithin
ithin 5 feet ooff the original target and w within
ithin range hit point m maximum
axim u m equals its n normal
orm al m maximum
axim u m or four
of
o f your wweapon.
eapon . times
tim es your ranger level, w whichever
hich ever is higher.
The beast obeys your commands
com m a n d s as best as it can. It
DEFENSIVE
D e f e n s i v e TACTICS
T a c t ic s
takes its turn on your initiative, though it doesn't d oesn ’t take an
At 7th level, you gain one on e of following
o f the follow in g features
action uunless
n less you command
com m a n d it to. On
O n your turn, you can
ooff your choice.
ch oice.
verbally command
com m a n d the beast w where
h ere to mmove
ove (no action
Escape the Horde.
Horde. O Opportunity
pportunity attacks against you
required
requ ired by you). You can use your action to verbally
are m made
ade with
w ith disadvantage.
command
com m a n d it to take the Attack, Dash, Disengage,
D isengage, Dodge,
D odge,
Multiattack Defense. W When
h en a creature hits you
Once
or Help action. O nce you have the Extra A Attack
ttack feature,
with
w ith an attack, you gain a +4 b bonus
on u s to AC against
make onee w
weapon
you can m ake on eap on attack y yourself
ou rself wwhen you
hen you
all subsequent attacks m made
ade by that creature for the
command
com m a n d the beast to take the A Attack
ttack action.
rest ooff the turn.
While
W h ile traveling through your favored terrain w with
ith only
Steel Will. YYou
ou have advantage on saving throw throwss the beast, you can m move
ove stealthily at a n normal
orm al pace.
being
against bein g frightened.
If the beast dies, you can obtain another one on e by
M
MULTIATTACK
u l t ia t t a c k
spending
sp ending 8 hours magically
m agically b bonding with
on d in g w ith another beast
that isn't
isn’t hostile to you, either the samesam e type of o f beast as
At 11th level, you gain one on e of following
o f the follow in g features
before
b efore or a different one.
of
o f your choice.
ch oice.
Volley.
Volley. You can useu se your action to m make
ake a ranged E x c e p t i o n a l TRAINING
EXCEPTIONAL T r a in in g
attack against any n number
um ber ooff creatu
creaturesres wwithin
ithin 10 feet
Beginning
egin ning at 7th level, on any ooff your turns w
B when
hen
ooff a point you cancan see wwithin
ithin your w weapon's
ea p on ’s range. You
companion
your beast com doesn't
p a n ion d can use a
oesn ’t attack, you can
mmust
ust have am ammunition
m unition for each target, as norm normal,
al, and
bonus command
bon u s action to com m a n d the beast to take the Dash,
you m make
ake a separate attack roll for each target.
Disengage,
D isengage, D Dodge,
odge, or Help action on its turn.
Whirlwind Attack. Y You
ou can u use
se your action to m make
ake a
melee
m elee attack against any num number ber ooff creatures
creatu res w within
ithin 5 B e s t ia l F
BESTIAL FURY
ury
feet of with
o f you, w ith a separate attack roll for each target. Starting at 11th level, your beast com
companion
p a n ion can
make
m ake two
tw o attacks when
w hen you command
com m a n d it to u
use
se the
SUPERIOR
S u p e r i o r HUNTER'S
H u n t e r ’ s DEFENSE
D efense
Attack
A ttack action.
At 15th level,
level, you gain one
on e of
o f the following
follow in g features
of
o f your choice. SHARE
S h a r e SPELLS
Spells
Evasion. You can nimnimbly
bly dodge
d odge out of
o f the wway
ay of
of Beginning
B egin ning at 15th level, w
when
hen you cast a spell targeting
certain area effects, such
certain dragon's
su ch as a red dragon breath
’s fiery breath yourself, you can also affect your beast com companion
p a n ion with
or a lightning bolt spell. W
When
h en you are susubjected
bjected to an the spell if the beast is w
within
ithin 30 feet ooff you.
effect that allows make
allow s you to m ake a D Dexterity
exterity saving th throw
row
to take only hhalf damage,
alf dam age, you instead take no damagedam age

r I
ROGUE
Rogue
Signaling
Sign aling for her companions
com p a n ion s to wait, a halfling creeps
creep s
forward
forw ard through the dungeon
du ngeon hall. She She ppresses
resses an ear
to the door, then pulls out a set of o f tools and picks the
lock in the blink of o f an eye. Then shesh e disappears into
the shadows
sh ad ow s as her fighter friend movesm oves forward
forw ard to kick
the door
d oor open.
A human
A hum an lurks in the shadows
sh ad ow s ofo f an alley while
w hile his
accomplice
a ccom p lice prepares for her part in the ambush. am bush. WhenW hen
their target-a
target—a notorious slaver-
slaver—p passes
a sses the alleyway,
the accomplice
a ccom p lice cries out, the slaver comes co m e s to investigate,
and the assassin's
assa ssin ’s blade cuts his throat before he can can
make
m ake a sound.
Suppressing
S u ppressin g a giggle, a gnome
g n om e wwaggles
ag gles her fingers
and magically
m agically lifts the key ring from the guard's guard’s belt.
In a moment,
m om ent, the keys are in her hand, the cell door d oor is
open, and she and her companions
com p a n ion s are free to make m ake
their escape.
escap e.
Rogues
R og u es rely on skill, stealth, and their foes' fo e s ’
vulnerabilities to get the upper hand in any situation.
They have a knack for finding the solution to ju just
st about
any problem,
problem , demonstrating
dem onstrating a resourcefulness
resou rcefu ln ess and
versatility that is the cornerstone
corn erston e of o f any successful
su ccessfu l
adventuring party.

S k i l l AND
SKILL P r ecisio n
a n d PRECISION

Rogues
R og u es devote as muchm uch effort to mastering
m astering the use of of
a variety of
o f skills as they dod o to perfecting
perfectin g their combat
com bat
abilities, giving them a broad expertise that few other
characters ca cann match.
m atch. Many rogues
M any rog u es focus
focu s on stealth and
deception,, while
deception w hile others refine the skills that help them
in a dungeon
du ngeon environment,
environm ent, such as climbing,
clim bing, finding and
disarming
disarm in g traps, and opening
open in g locks.
When
W h en it comes
co m e s to combat,
com bat, rogues
rogu es prioritize cunning
cun ning
over brute strength. A roguee w
A rogu would
ou ld rather make onee
m ake on
precise
p recise strike, placing it exactly wherew here the attack will
w ill
hurt the target most,
m ost, than w wear
ear an oppon
opponenten t down
dow n
with
w ith a barrage of o f attacks. Rogues
R og u es have an almost
alm ost
supernatural knack for avoiding danger, and a few learn
magical
m agical tricks to supplement
supplem ent their other abilities.

A SHADY
A S h a d y LIVING
L ivin g
Every tow
town n and city has its share
sh are of
o f rogues.
rogu es. Most
M ost of
of
them live up to the worst
w orst stereotypes of o f the class,
making
m akin g a living as burglars, assassins, cutpurses, and
con
c o n artists. Often, these
th ese scoundrels
scou n d rels are organized
into thieves'
thieves’ guilds or crime
crim e families.
fam ilies. Plenty of rogues
o f rogu es
operate independently, but even they sometimes
som etim es
recruit apprentices to help them in their scams sca m s
and heists. A A few rogues
rogu es make
m ake an honest living as
Th e Ro g u e

Proficiency Sneak
Level Bonus Attack Features
1st +2 1d6
1d6 Expertise, Sn eak Attack,
Sneak
Thieves' Cant
Thieves’
2nd +2 1d6
1d6 Cunning Action
Act ion
3rd +2 2d6 Ro guish Archetype
Roguish
4th +2 2d6 Ab ility Score Improvement
Ability
5th +3 3d6 Uncanny
Un canny Dodge
6th +3 3d6 Experti
Expertise se
7th +3 4d6 Evasion
Eva sion
8th +3 4d6 Ability Score Improvemen
Improvementt
9th +4 Sd6
5d6 Roguish Archetype feature
10th +4 5d6
Sd6 Abi lity Score Improvement
Ability
11th +4 6d6 Rel iabl e Talent
Reliable Tal ent
12th +4 6d6 Ab ility Sco
Ability Scorere Improvement
13th +5 7d6 Rogui
Roguish sh Archetype feat ure
feature
14th +5 7d6 Blindsense
15th +5 8d6 Slippe
Slippery ry Mind
16th +5 8d6 Abil ity Score Im
Ability provement
Improvement
17th +6 9d6 Ro guish Archetype feature
Roguish featu re
18th +6 9d6 El usive
Elusive
19th +6 10d6
10 d6 Abil ity Score Improvement
Ability Im provement
20th +6 l0d6
10 d6 Stro
Strokeke ooff Luc
Luckk

locksmiths,
locksm iths, investigators, or exterminators,
exterm inators, w which
hich can Qu
UIC Bu il d
K BUILD
ic k
be a dangerous
dangerou s jo job
b in a world
w orld where
w here dire rats-and
rats—and You can m ake
a ke a rogue
rogu e quickly by followfollowing
in g
wererats-
w ererats—haunt haunt the sewers.
sew ers. these suggestions.
suggestion s. First. Dexterity
D exterity should
Ass adventurers, rogues
A rogu es fall on both sides ofo f the law. be
b e your highest ability score. Make M ake
Some
S o m e are hardened criminals
crim in als wwho
h o decide
d ecide to seek Intelligence your next-highest if you w want
ant to
their fortune
fortun e in treasure hoards, w while
hile others take up excel at Investigation or plan to take up the
a life ooff adventure to eescape
sca p e from the law. Some
S o m e have Arcane
A rca n e Trickster archetype. C Choos
h oosee C
Charisma
harism a
, learned and perfected their skills w with
ith the explicit instead if you plan to em emphasize
phasize d deception
eception and social
socia l
purpose
p u rp ose ofo f infiltrating ancient ruins and hidden crypts interaction. Second,
S econ d , choose
c h o o s e the charlatan background.
in search of o f treasure.

CREATING A ROGUE
C r ea tin g a Rogue
C l a s s FEATURES
CLASS Features
Ass a rogue, you have the following
A follow in g class features.
As
A s you create your rogu roguee character, consider
con sider the
character's
character’s relationship to the law. Do D o you have a HIT
H it P
POINTS
o in ts
criminal
crim inal past-
past—oror present? A Arere you on the run from the Hit Dice: ld8
1d8 per rogue level
law oorr from an angry th thieves'
ieves’ guild m master?
aster? Or
O r did you Hit Points at 1st Level: 8 + your Constitution m modifier
odifier
leave your guild in sea search
rch ooff bigger risks and bigger
bigger Hit Points at Higher Levels: 1d8 + your
ld 8 (or 5) +
rewards?
rew adventures.
ards? Is it greed that drives you in your adventures, Constitution mmodifier per
odifier p roguee level after 1st
er rogu
or some
so m e other desire or ideal?
What
W hat wwas
a s the trigger that led you away from your PROFICIENCIES
P r o f ic ie n c ie s
previous life? D Did
id a great con
co n or heist gone terribly Armor:
Arm or: Light a rmor
arm or
wrong
w ron g cause
cau se you to reevaluate your career? Maybe M aybe Weapons:
W eapons: Simple
Sim ple wweapons,
eapon s, hand crossbows,
crossb ow s,
you w were
ere lucky and a successful
su ccessfu l robbery gave you the longswords, rapiers. shortswords
lon gsw ords, rapiers, sh ortsw ords
coin you needed
n eeded to escape
esca p e the squalor of o f your life. Tools: Thieves'
T h ieves’ tools
Did w wanderlust
anderlust finally call you away from your h home?
om e?
Saving Throws: Dexterity.
Dexterity. Intelligence
Perhaps you suddenly found yourself y ou rself cut off from your
Skills: Choose
C h oose four from AAcrobatics,
crobatics, At hletics,
Athletics,
family
fam ily oro r your m entor, and you had to find a nnew
mentor, ew m means
eans
Deception.
D eception . Insight, Intim
Intimidation, Investigation,
idation, Investigation,
ooff support. Or m maybe
aybe you m madeade a nnew friend- another
ew friend—another
Perception
P erception,. P erform
erformance. P ersuasion, Sleight ooff
an ce. Persuasion,
m emember
ber ooff your adventuring party—w
party- who showed
h o sh ow ed you
Hand . and Stealth
Hand,
new possibilities for earning a living and em employing
ploying
your particular talents.
people
p eop le in an area are easy m
marks
arks or w
will
ill provide a safe
house
h ou se for thieves on the run.

CUNNING
C u n n i n g ACTION
A ctio n
Starting at 2nd level, your quick thinking and agility
allow you to move
m ove and act quickly. You can take a
bonus
bon u s action on each of
o f your turns in combat.
com bat. This
action can bbee u
used
sed only to take the Dash,
D ash, Disengage,
D isengage,
or H
Hide
ide action.

R
ROGUISH A rchetype
o g u i s h ARCHETYPE

At 3rd level, you choose


c h o o s e an archetype that you emulate
in the exercise of
o f your rogue
rogu e abilities: Thief, Assassin,
A ssassin,
or Arcane
A rca n e Trickster, all detailed at the end of o f the class
E q u ip m e n t
EQUIPMENT description. Your archetype choice ch oice grants you features
You start w
with
ith the following
follow in g equipment,
equipm ent, in addition to at 3rd level and then again at 9th, 13th, and 17th level.
the equipment
equipm ent granted by your background:

• (a) a rapier or (b) a shortsword


sh ortsw ord A
ABILITY S c o r e IMPROVEMENT
b i l i t y SCORE Im pro vem en t
• (a) a shortbow
sh ortbow and quiver of o f 20 arrows
arrow s or (b)
(b) a When
W h en you reach 4th level, and again at 8th, 10th, 12th,
shortsword
sh ortsw ord 16th, and 19th level, you can increase in crease one
on e ability score
sco re
,• (a) a bu
burglar's (b) a dungeoneer's
rglar’s pack, (b) du n g eon eer’s pack, or (c) an of
o f your choice
ch oice by 2, or you can increase
in crease two
tw o ability
explorer's
explorer’s pack scores
s c o r e s of ch oice by 1. As
o f your choice A s normal,
norm al, you can't
ca n ’t increase
in crease
,• Leather armor, twotw o daggers, and thieves'
thieves’ tools an ability scores c o r e above 20 using this feature.

E xpertise
EXPERTISE U n c a n n y DODGE
UNCANNY D odge
-------------------
At 1st level, choose two of your skill proficiencies, or
At 1st level, c h o o s e tw o o f your skill proficiencies, or Starting at 5th level, when
w hen an attacker that you can see
one
on e of
o f your skill proficien
proficiencies
cies and your proficiency with hits you w
with
ith an attack, you can u
use
se your reaction to
thieves' tools. Your proficiency bonus is doubled
thieves’ dou bled for any halve the attack's
attack’s damage
dam age against you.
ability check
ch e ck you make
m ake that usesu ses either of
o f the chosen
ch osen
proficiencies. EVASION
Eva sio n
At 6th level, you can choose twoo more
c h o o s e tw m ore of
o f your
Beginning
B egin ning at 7th level, you can nimbly
nim bly dodge
d od g e out of
o f the
proficiencies
p roficien cies (in skills or with
w ith thieves'
thieves’ tools) to gain
way
w ay of
o f certain area effects, such as a red dragon's
dragon ’s fiery
this benefit.
breath or an ice storm spell. When W h en you are subjected
su bjected
to an effect that allows
allow s you to make
m ake a Dexterity
D exterity saving
S n e a k ATTACK
SNEAK A tta c k
throw
th row to take only h half damage,
alf dam age, you instead take no
Beginning
B egin n in g at 1st level, you knowk n ow h how
ow to strike subtly damage
dam age if you succeed
su c ce e d on the saving throw, and only
and exploit a foe's
fo e ’s distraction. Once
O nce per turn, you can half
h alf damage
dam age if you fail.
deal an extra 1d6 damage dam age to oneon e creature you hit w with
ith
an attack if you have advantage on the attack roll. The R e l i a b l e TALENT
RELIABLE Talent
attack mmust
ust use a finesse
fin esse or a ranged w weapon.
eapon .
By 11th level, you have refined your chosen
you r ch osen skills until
You don't
d on ’t need
n eed advantage on the attack roll if another
they approach perfection. Whenever
W h enever you make
m ake an ability
enemy
enem y ofo f the target is w within
ithin 5 fe et of
feet o f it, that enemy
enem y
check
ch eck that lets you add your p proficiency
roficien cy bonus, you can
isn't
isn’t incapacitated, and you don't d on ’t have disadvantage on
treat a d20
d 2 0 roll of
o f 9 or lower
low er as a 10.
the attack roll.
The
T h e amount
am ount of o f the extra damage
dam age increases
in creases as you
B l i n d sSENSE
BLIND ense
gain levels in this class, as shown sh ow n in the Sneak
S n ea k Attack
St
------------------
art in g at 14th level, if you are able to hear, you are
column
colum n ofo f the Rogue
R og u e table. Starting
aware
aw are ofo f the location ofo f any h
hidden
idden or invisible creature
THIEVES'
T h i e v e s ’ CANT
C ant within
w ithin 10 feet of o f you.

During
D uring your rogue
rogu e training you learned thieves'
thieves’ cant, a
S l i p p e r y MIND
SLIPPERY M in d
secret mix
m ix of
o f dialect, jargon, and code
c o d e that allows
allow s you to
hide messages
m essa g es in seemingly
seem in gly nnormal
orm al conversation. Only By 15th level, you have acquired
acqu ired greater mmental
ental
another creature that knowsk n ow s thieves'
thieves’ cant understands strength. You gain proficiency Wisdom
proficien cy in W isd om saving throws.
throw s.
m essa ges. It takes four tim
such messages. times
es longer to convey such
a message
m essa ge than it does
d oes to speak
sp eak the same
sam e idea plainly. E lu sive
ELUSIVE
In addition, you understand a set of o f secret signs and Beginning
B egin ning at 18th level, you are so
s o evasive that
symbols used
sym b ols u sed to convey short, simple
sim ple messages,
m essa ges, such attackers rarely gain the upper hand against you. No
as w
whether
hether an area is dangerous
dangerou s or the territory of of a attack roll has advantage against you w while
hile you aren't
aren’t
thieves' guild, whether
thieves’ w hether loot is nearby, or whether
w hether the incapacitated.

tlt
STROKE
S t r o k e OF Luck
o f LUCK second
s e co n d turn at your initiative m
minus
inus 10. You can't
c a n ’t use
this feature w when
hen you are surprised.
At 20th level, you have an uncanny k knack
nack for succeeding
su cceed in g
when
w hen you need to. If your attack m misses
isses a target w within
ithin ASSASSIN
A ssassin
can turn the m
range, you can miss
iss into a hit. Alternatively, if
you fail an ability check, you can treat the d20 roll as a 20. focuss your training on the grim
You focu grim art ooff death. T
Those
h ose
Once
O use
n ce you u se this feature, you can't use
ca n ’t u se it again until who
w h o adhere to this archetype are diverse: h hired
ired killers,
you finish a short or long
lon g rest. spies, bounty hunters, and even specially
sp ecially anointed
priests trained to exterminate
exterm inate the enemies
en em ies of
o f their deity.
Stealth, ppoison,
oison , and disguise
disgu ise help you eliminate
elim inate your
R o g u i s h ARCHETYPES
ROGUISH A rchetypes foes with
fo e s w ith deadly efficiency.
Rogues
R og u es have many
m any features in common,
com m on , including their
emphasis
em phasis on perfecting
perfectin g their skills
skills,, their p
precise
recise and BONUS
B o n u s PROFICIENCIES
P r o f ic ie n c ie s
deadly approach to combat,
com bat, and their increasingly quick When
W h en you choose
c h o o s e this archetype at 3rd level, you gain
rogues
reflexes. But different rogu those
es steer th ose talents in with
proficiency w ith the disguise
disgu ise kit and the p
poisoner's
o is o n e r’s kit.
directions,
varying direction embodied
s, em roguee archetypes.
b od ied by the rogu
Your chchoice
oice ooff archetype is a reflection ooff your fofocus-
cu s— A
ASSASSINATE
s s a s s in a t e

necessarily
not n ecessarily an indication ooff your ch chosen
osen profession, Starting at 3rd level, you are at your deadliest w
when
hen you
but a description ooff your preferred techniques. get the drop on your enemies.
en em ies. You have advantage on on
attack rolls against any creature that hasn’t
hasn't taken a turn
T h ief
THIEF combat
in the com bat yet. In addition, any hit you score
sc o r e against
a creature that is surprised
su rprised is a critical hit.
You
Y ou hone
h one your skills in the larcenous
la rcen ou s ar ts. Burglars,
arts.
bandits, cutpurses
cutpurses,, and other criminals
crim in als typically follow IINFILTRATION E x p e r t is e
n f i l t r a t i o n EXPERTISE
this archetype,
archetype, but so
s o do rogues
rogu es who
w h o prefer to think of
of
Starting at 9th level, you can unfailingly create false
themselves
them selves as pprofessional
rofession a l treasure seekers, explorers,
identities for yourself. You m must
ust spend seven days and
delvers, and investigators. In addition to im improving
proving your
25 gp to establish the history, profession,
profession. and affiliations
agility and stealth, you learn skills useful for delving into for an identity. You ca
can't
n ’t establish an identity that
ancient ruins, reading unfam
unfamiliar
iliar languages, and using
belongs to someone
som eon e else. For example,
exam ple, you might acquire
magic
m itemss you n
agic item normally
orm ally couldn't
cou ld n ’t employ.
appropriate clothing, letters of o f introduction, and official-
looking
look in g certification to establish youyourself
rself as a m
member
em ber of
of
F ast H
FAST HANDS
ands
a trading hhouse
ou se from a rem
remote
ote city so you can insinuate
Starting at 3rd level, you can uuse bonus
se the bon u s action
yourself
you rself into the company
com pany ooff other wealthy merchants.
m erchants.
granted by your Cunning A Action make
ction to m ake a Dexterity
Thereafter, if you adopt the new n ew identity as a disguise,
(Sleight of
o f Hand)
H and) check, uuse
se yo ur thieves’
your thieves' tools to
other creatures believe you to be that person
p erson until given
disarm a trap or open
op en a lock,
lock, or take the Use
U se an
an obvious
obviou s reason not to.
Object
O bject action.
IIMPOSTOR
m po sto r
SECOND-STORY WORK
Se c o n d - S t o r y W ork
At 13th level, you gain the ability to unerringly m mimic
im ic
When
W h en you cchoose level, you gain
h o o s e this archetype at 3rd level,
another pperson's
erson ’s speech, writing, and behavior.
the ability to clim
climb normal;
b faster than norm al; climbing
clim bin g no
You must spend at least three hours studying
longer costs
co sts you extra m movement.
ovem ent.
these three components
com pon en ts of person's
o f the p e rso n ’s behavior,
In addition, wwhen
hen you m make
ake a running jum
jump,p, the
listening to speech,
sp eech , examining
exam inin g handwriting, and
distance you cover increases
in creases by a num
number
ber of
o f feet equal
observing
observ in g mannerisms.
m annerism s.
to your Dexterity
D exterity m modifier.
odifier.
Your ruse
ru se is indiscernible
in discern ible to the casual observer. If a
S u p r e m e SNEAK
SUPREME Sn e a k wary
w ary creature suspects
su sp ects something
som eth in g is amiss,
am iss, you have
Starting at 9th level, you have advantage on a Dexterity advantage on any Charisma
C harism a (Deception)
(D eception ) check
ch eck you m
makeake
(Stealth) check
ch eck if you move more
m ove no m half
ore than h alf your to avoid detection.
speed
sp samee turn.
eed on the sam
D
DEATH St r i k e
e a t h STRIKE

U se M
USE a g ic D
MAGIC DEVICE
e v ic e Starting at 17th level, you bbecome master
ecom e a m aster ooff instant
By 13th level, you have learned en enough
ough about the death. WWhen
h en you attack and hit a creature that is
workings
w orkin gs of magic
of m agic that you can improvise
im provise the use of
of surprised, make
su rprised, it must m ake a Constitution saving throw
throw
items
item s even wwhen
hen they are not intended for you. You (DC
(D C 8 + your Dexterity mmodifier+ proficiency
odifier + your proficiency
ignore all class, race, and level requirem
requirements
ents on the use bonus). On a failed save, double the damage
bonus). dam age of
o f your
of magic
of m agic items. attack against the creature.

THIEF'S
T h i e f ’ s REFLEXES
R eflexes A r c a n e TRICKSTER
ARCANE T rickster
When
W h en you reach 17th level, you have b become
e c o m e adept at Some rogues
S o m e rogu es enhance
en hance their fine-honed skills of o f stealth
laying ambushes
am bu sh es and quickly escaping
escap in g danger. You can and agility wwith
ith mmagic,
agic, learning tricks ooff enchantm
enchantmentent
twoo turns during the first round ooff any com
take tw combat.
bat. You and illusion. These rogues
T h ese rogu es include pick
pickpockets
pockets and
normal
take your first turn at your n orm al initiative and your burglars, but also pranksters, m mischief-makers,
ischief-m akers, and a
significant num
numberber of
o f adventurers.
Sp e l l c a s t in g
SPELLCASTING ARCANE
A r c a n e TRICKSTER
T r i c k s t e r SPELLCASTING
S p e l l c a s t in g
When
W h en you reach 3rd level, you gain the ability to -Spell
— Spell Slots per Spell Level-
Level—
Rogue Cantrips Spells
cast spells. See S e e chapter 10 for the general rules of
Level Known Known l1st
st 2nd 3rd 4th
spellcasting
sp ellcastin g and chapter 11 for the w wizard
izard spell list.
Cantrips. You learn three cantrips: mage hand and 3rd 3 3 2 — — —
two
tw o other cantrips of o f your choice
ch oice from the w wizard
izard spell 4th 3 4 3 — — —

list. You learn another wizard w izard cantrip of o f your choice


ch oice 5th 3 4 3 — — —
at 10th level. 6th 3 4 3 — — —

Spell Slots. The Arcane A rcan e Trickster Spellcasting


Spellcastin g 7th 3 5 4 2 — —
table shows
sh ow s how h ow many
m any spell slots you have to cast 8th 3 6 4 2 — —
your spells ooff 1st level and higher. To cast one on e of
o f these 9th 3 6 4 2 — —
spells, you must m ust expend a slot of o f the spell
spell's 's level or 10th 4 7 4 3 — —
higher. You regain all expended spell slots w when
hen you
11th 4 4
8 3 — —
finish a long
lon g rest.
12th 4 8 4 3 — —
exam ple, if you know
For example, k n ow the 1st-level spell charm
13th 4 9 4 3 2 —
person and have a 1st-level and a 2nd-level spell slot
14th 4 10 4 3 2 —
available, you can cast charm person p erson using either slot.
Spells Known of o f 1st-Level and Higher. You know kn ow 15th 4 10 4 3 2 —

three 1st-level wizard w izard spells of o f your choice,


ch oice, twotw o of which
of w hich 16th 4 11
11 4 3 3 —

you must choosec h o o s e from the enchantment


enchantm ent and illusion 17th 4 11
11 4 3 3 —

spells on the w wizard


izard spell list. 18th 4 11
11 4 3 3 —

The Spells
S p ells Known
K n ow n column
colu m n of
o f the Arcane
A rcan e Trickster 19th 4 12 4 3 3 1
Spellcasting
S p ellcastin g table shows sh ow s w when
hen you learn more m ore wizard
w izard 20th 4 13 4 3 3 1
spells ofo f 1st level or higher. Each E ach of o f these spells
sp ells must
be an enchantment
enchantm ent or illusion spell of o f your choice,
ch oice, and
must
m ust b bee of
o f a level for w which
hich you have spell slots. For
You can pperform
erform one
on e of these
o f th ese tasks w without
ithout being
instance, whenw hen you reach 7th level in this class, you can
noticed
n oticed by a creature if you succeed
su cce e d on a Dexterity
learn one
on e n newew spell of o f 1st or 2nd level.
(Sleight of
o f Hand)
H and) check
ch eck contested by the creature's
creatu re’s
The spells
sp ells you learn at 8th, 14th, and 20th level can
Wisdom
W isd om (Perception)
(P erception ) check.
come
c om e from any school sch o o l ooff magic.
m agic.
In addition, you can use bonus
u se the bon u s action granted by
Whenever
W h en ever you gain a level in this class, you can
your Cunning A Action
ction to control the hand.
replace one of o f the wizard
w izard spells you know k n ow with another
spell of
o f your choice
ch oice from the wizardw izard spell list. The M a g i c a l A MBUSH
MAGICAL mbush
new
n ew spell m must
ust b bee of
o f a level for w which
hich you have spell Starting at 9th level, if you are hidden from a
slots, and it must be an enchantment enchantm ent or illusion spell. spell, creature wwhen
hen you cast a spell on it, the creature has
unless yyou're
ou ’re replacing
replacin g the spell you gained at 8th, 14th. 14th, disadvantage on any saving th throw
row it makes
m akes against the
or 20th level. spell this turn.
Spellcasting Ability. Intelligence is your spellcasting spellcastin g
ability for your wizard w izard spells, since you learn your V ERSATILE T r ic k st e r
e r s a t i l e TRICKSTER
spells through dedicated study and memorization. m em orization. At 13th level, you gain the ability to distract targets with
You uusese your Intelligence w whenever
henever a spell refers to your mage hand. AsA s a bon
bonus
u s action on your turn, you can
your spellcasting
spellcastin g ability. In addition, you use your designate a creature within
w ithin 5 feet of
o f the spectral hand
Intelligence modifier
m odifier w when
hen setting the saving throw throw created by the spell. Doing
D oin g so
s o gives you advantage on
DC
D C for a w wizard
izard spell you cast and when w hen making
m akin g a n
an attack rolls against that creature until the end ofo f the turn.
attack roll w with
ith one.
one.
DC = 8 + your proficien
Spell save DC= proficiency
cy bonus + S p e l l T HIE
SPELL h i e fF

your Intelligence modifier At 17th level, you gain the ability to. to magically
m agically
steal the knowledge
kn ow ledge of o f how
h ow to cast a spell from
modifier = your proficie
Spell attack modifier= proficiency bonus
ncy bo nus + another spellcaster.
your Intelligence modifier Immediately
Im m ediately after a creature casts a spell that targets
you or includes you in its area of o f effect, you can u use
se your
M a g e H
MAGE HAND L e g e rd e m a in
a n d LEGERDEMAIN reaction to force the creature to make m ake a saving th throw
row
w hen you cast mage hand, you can
Starting at 3rd level, when can with its spellcasting ability modifier. The DC D C equals
make
m ake the spectral hand invisible,
invisible, and you can perform
perform your spell save DC. On a failed save, you negate the
the following
follow in g additional tasks w
with
ith it: spell's
spell’s effect against you, and you steal the knowledge know ledge
o f the spell if it is at least 1st level and of
of o f a level you can
• You can stow one object the hand is holding
h olding in a
container wworn
orn or carried by another creature.
cast (it doesn't
d oesn ’t need
n eed to be a w wizard
izard spell). For F or the next

•• You can retrieve an object in a contain


containerer worn
w orn or
8 hours, you know
kn ow the spell and can cast it using your
carried by another creature. spell slots. The creature can't ca n ’t cast that spell until the

• You can uuse


se thieves'
thieves’ tools to pick lock
lockss and disarm
disarm
8 hours have passed.
traps at range. Once
O nce you use this feature, you can't use
ca n ’t u se it again until
you finish a long rest.
Sorcerer
SORCERER
Golden
G olden eyes flashing, a hum human an
stretches out her hand and unleashes
the dragonfire that bu burnsrns in her veins.
Ass an in
A inferno
fern o rages around her foes,
leathery w wings
in gs spread from her ba backck and
she takes to the air.
Long
L on g hair whipped
w h ipped by a conjured wind, wind.
a half-elf spreads his arms arm s wide
w ide and throw throwss
his head back. Lifting him momentarily m om entarily off
the ground, a w wave
ave of o f magic
m agic surges
su rges up in him,
through him him,, and out from him in a m mighty
ighty blast
ooff lightning.
Crouching
C rou ch in g behind a stalagm stalagmite,ite, a halfling points a
finger at a chargincharging g troglodyte. A A blast of o f fire springs
from her finger to strike the creature. She back
S h e ducks back
behind the ro rock formation
ck form ation w with
ith a grin, unaw unaware are that her
wild
w ild mmagic
agic has turned her skin bright blue.
Sorcerers
S o r c e re r s carry
ca rry a m magical
a gica l birthright conferred
con ferred
upon
u pon them by an exotic ex otic b bloodline,
lood lin e, some
so m e otherworldly
oth erw orldly
influence, or exposure e x p osu re to u unknown
n k n ow n cosmic
c o s m ic forces.
One
O ne can't
c a n ’t study sorcery
s o r c e ry as one
on e learns
learn s a language
language,, any
more
m ore than one on e can learn to live a legendary life. No N o one
chooses
c h o o s e s sorcery;
sorcery ; the p power
ow er chooses
c h o o s e s the sorcerer.

RAW
R MAGIC
aw M a g ic

Magic
M agic is a part of o f every sorcerer, suffusing body, mind, mind.
and spirit w with
ith a latent p power
ow er that w waits
aits to be tapped.
Some
S o m e sorcerers w wield
ield m magic
agic that springs from an
ancient bbloodline
loodlin e infused
in fused with the m magic
agic of
o f dragons.
Others
O thers carry a raw, uncontrolled m magic
agic wwithin
ithin them,
a chaotic stormstorm that manifests
m anifests in unexpected ways.
The appearance
ap pearan ce of o f sorcerous
sorcerou s powers
pow ers is w wildly
ildly
unpredictable.
unpredictable. Some S o m e draconic
d racon ic bbloodlines produce
lood lin es produce
exactly one on e sorcerer in every generation.
generation, but in other
lines ooff ddescent
escen t every individual is a sorcerer. M Most
ost
ooff the tim
time,e, the talents ooff sorcery appear as apparent
flukes. Some
S o m e sorcerers ca can't namee the origin of
n ’t nam o f their
power,
pow while
er, w hile others trace it to strange events in their
own
ow n lives. The touch of o f a demon,
dem on, the blessing of of a
dryad at a baby’s
baby's birth, or a taste of o f the wwater
ater from
am mysterious
ysterious spring might m ight spark the gift of o f sorcery.
So
S o too m might
ight the gift of o f a deity of magic,
of m agic, exposure
exposu re
to the elemental
elem ental forces
fo r ce s ofo f the Inner Planes
P la n es or the
maddening
m addening chaos ch a os of
o f Limbo,
Lim bo, or a glimpse
glim p se into the
inner w workings
orkin gs ofo f reality.
Sorcerers
S o rce re rs have no u use
se for the sp spellbooks
ellb ook s and ancient
tomes
tom es ooff m
magic
a gic lore that w wizards
izards rely on, nor do they
rely on a patron to grant their spells sp ells as w warlocks
arlock s do.
Byy learning to h
B harness
arness and channel their own inborn
ow n inborn
magic,
m agic, they can discover
d iscov er new and staggering w ways
ays
to unleash that power.

U n e x p l a i n e d POWERS
UNEXPLAINED Powers
Sorcerers
S o rce re rs are rare in the w world,
orld, and it's
it’s unusual to find
a sorcerer w who
h o is not involved in the adventuring life
in some
som e way. People
P eople with m magical power
agical p ow er seething in
their veins ssoon
oon d discover power
iscover that the pow er ddoesn't
oesn ’t like to
stay quiet. A A sorcerer's magic
s o rce re r’s m wants
agic w ants to b bee w
wielded,
ielded, and
it has a tendency to spill out in unpredictable w ways
ays if
it isn't
isn’t called on.
T h e S o r c er er

Proficiency Sorcery -Spell


— Spell Slots per Spell Level-
Level—
Cantrips Spells
Level Bonus Points Features Known Known l st
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
st
l1st +2 — Spellcasting, Sorcerous 4 2 2 — — — — — — — —
Origin
2nd +2 2 Font of
o f Magic 4 3 3 — — — — — — — —
3rd +2 3 Metamagic 4 4 4 2 — — — — — — —
4th +2 4 Ability Score Improvement 5 5 4 3 — — — — — — —
5th +3 s5 — s
5 6 4 3 2 — — — — — —
6th +3 6 Sorcerous Origin feature 5 7 4 3 3 — — — — — —
7th +3 7 — s
5 8 4 3 3 1 — — — — —
8th +3 8 Ability Score Improvement s
5 9 4 3 3 2 — — — — —
9th +4 9 — 5 10 4 3 3 3 1
l — — — —
10th +4 10 Meta magic
Metamagic 6 ll
11 4 3 3 3 2 — — — —
11th +4 ll
11 — 6 12 4 3 3 3 2 1 — — —

12th +4 12 Ability Score Improvement 6 12 4 3 3 3 2 1 — — —


13th +5
+S 13
l3 — 6 13
l3 4 3 3 3 2 1 1 — —

14th +5
+S 14 So rcerou s Origin feature
Sorcerous 6 13
l3 4 3 3 3 2 1 1 — —
15th +5
+S 15 — 6 14 4 3 3 3 2 1 1 1 —

16th +5
+S 16 Ab ilit y Score Improvement
Ability 6 14 4 3 3 3 2 1 1 1 —
17th +6 17 Meta magic
Metamagic 6 15 4 3 3 3 2 1 1 1 1
18th +6 18 Sorcerous Origin feature 6 15 4 3 3 3 3 1 1 1 1
19th +6 19 Ability Score Improvement 6 15 4 3 3 3 3 2 1 1 1
20th +6 20 Sorcerous
Sorcero us Restoration
Restorat ion 6 15 4 3 3 3 3 2 2 1 1

Sorcerers
S o rce re rs often links you to a p powerful
ow erfu l individual in the wworld-the
orld—the fey
have obscure
ob scu re or quixotic blessed you at birth, the dragon w
creature that blessed who
h o put
motivations
m otivations driving them a drop ooff its b
blood
lood into your veins, the lich w whoho created
to adventure. Some S om e seek a greater you as an experiment,
experim ent, or the deity w who
h o chose
c h o s e you to
understanding ofo f the mmagical
agical force that infuses
infuses carry this pow
power.er.
them, or the answer
answ er to the m mystery
ystery of o f its origin. Others
O thers
hope to find a wway
ay to get rid of o f it, or to unleash its full Q u ic k B
QUICK BUILD
u il d

potential. Whatever
W hatever their goals, sorcerers are every bit can m ake a sorce
You can sorcerer following
re r quickly by follow these
in g these
as useful to an adventuring party as w wizards,
izards, making
m aking suggestions.
suggestion Charisma
s. First, C harism a should bebe your highest
up for a comparative
com parative lack ofo f breadth in their magical
m agical followed
ability score, follow ed by Constitution. S Second,
econ d ,
knowledge
kn ow led ge with enormous
en orm ou s flexibility in using the cchoose hermit
h o o s e the herm it background. Third, cchoose
h o o s e the
spells
sp ells they know. light, prestidigitation, ray ooff frost, and shocking grasp
cantrips, along with the 1st-level spells shield and
CREATING
C r ea tin g A Sorcerer
a SORCERER magic missile.
The
Th e most
m ost important
im portant question to consider when
con sider w hen creating
your sorcerer is the origin of o f your power. A Ass a starting C l a s s FEATURES
CLASS Features
character, you'll choose
c h o o s e an origin that ties to a draconic
dracon ic Ass a sorcerer, you gain the follow
A following class features.
in g class
bloodline
bloodlin e or the influence of wild
of w ild magic,
m agic, but the exact
source
so u rce of
o f your power
pow er is up to you to decide. Is it a family
fam ily H it P
HIT POINTS
o in t s

curse, passed
p a ssed down
dow n to you from distant ancestors?
an cestors? Or Hit Dice: 1d6 per sorcerer level
did some
som e extraordinary event leave you blessed with + your Constitution m
Hit Points at 1st Level: 6 + modifier
odifier
inherent magic
m agic but perhaps scarred
sca rred as well?
w ell? Hit Points at Higher Levels: 1d6 (or 4) ++ your
How
H ow do you feel about the magical
m agical power
p ow er coursing
cou rsin g Constitution mmodifier
odifier per sorcerer level after 1st
through you? Do D o you embrace
em brace it, try to master
m aster it, or
revel in its unpredictable nature? Is it a bblessing
lessin g or PROFICIENCIES
P r o f ic ie n c ie s

a curse?
cu rse? Did
D id you seek it out, or did it find you? Did Armor:
Arm None
or: N one
you have the option to refuse it, and do you w wish
ish you Weapons:
W eapons: D Daggers
aggers,, darts, slings, quarterstaffs,
had? W What
hat do you intend to do w with
ith it? P erhaps you
Perhaps you light ccrossbows
ro s sb o w s
feel like you
you've
’ve been given this p power
ow er for some
so m e lofty Tools: NNone
one
purpose.
p u rpose. Or
O r you might
m ight decide
d ecide that the power you
p ow er gives you Saving Throws: Constitution, C Charisma
harism a
the right to do what you want, to take w what
hat you want
w ant Choose
Skills: C twoo from
h oose tw from A
Arcana, Deception,
rcana, D eception , Insight,
from ththose
ose who
w h o lack such power.
pow er. Perhaps your p power
ow er Intimidation,
Intim idation, Persuasion, and RReligion
eligion
E q u ip m e n t
EQUIPMENT SPELLCASTING
S p e l l c a s t i n g Focus
Focus
You start w
with
ith the following
follow in g equipment.
equipm ent, in addition to You can use
u se an arcane focus
focu s (found in chapter 5) as a
the equipment
equipm ent granted by your background: spellcasting
sp ellcastin g focus
focu s for your sorcerer spells.
,• (a) a light crossbow
c ro s s b o w and 20 bolts or (b)
(b) any simple
sim ple
weapon
SORCEROUS
S o r c e r o u s ORIGIN
O r ig in
w eapon
• (a) a component
com pon en t p pouch
ou ch or (b) an arcane focus
focu s Choose
C h oose a sorcerous
sorcerou s origin, which
w hich describes
d escrib es the
• (a) a du
dungeoneer's
ng eon eer’s pack or (b) an explorer's pack
explorer’s pack source
so u rce of
o f your innate magical
m agical power:
pow er: Draconic
D ra con ic
• Two
Tw o daggers Bloodline
B lood lin e or Wild
W ild Magic.
M agic, both detailed at the end of o f the
class description.
Sp e l l c a s t in g
SPELLCASTING ch oice grants you features when
Your choice w hen you choose
c h o o s e it at
An
A n event in your past, or in the life of
o f a parent or
1st level and again at 6th, 14th, and 18th level.
ancestor, left an indelible mark
m ark on you, infusing you with
arcane
arcan e magic.
m agic. This font of
o f magic,
m agic, whatever
w hatever its origin,
FONT
F o n t OF
o f MAGIC
M a g ic
fuels your spells. See
S e e chapter 10 for the general rules of
of At 2nd level, you tap into a ddeep
eep wellspring
w ellspring of
o f magic
m agic
sp ellcastin g and chapter 11 for the sorcerer spell list.
spellcasting within
w ithin yourself. This w
wellspring
ellspring is represented by
sorcery points, which
w hich allow you to create a variety ofof
CANTRIPS
C a n t r ip s magical
m agical effects.
At 1st level, you know
k n ow four cantrips of o f your choice
ch oice from
the sorcerer spell list. You learn additional sorcerer S o r c e r y POINTS
SORCERY Po in ts
cantrips of
o f your ch
choice
oice at higher levels, as shown
sh ow n in the You have 2 sorcery points, and you gain more m ore as you
Can trips Known
Cantrips K n ow n column
colu m n of
o f the Sorcerer
S o rce re r table. reach higher levels, as shownsh ow n in the Sorcery
S o r c e ry Points
column
colu m n of
o f the Sorcerer
S o rce re r table. You can never have
SPELL
S p e l l SLOTS
Sl o t s more
m ore sorcery p points
oints than shown
sh ow n on the table for your
The
T he Sorcerer
S orcerer table shows
sh ow s h how
ow many
m any spell slots you level. You regain all spent sorcery points when w hen you
have to cast your spells
sp ells of
o f 1st level and higher. To cast finish a long
lon g rest.
one
on e of
o f these sorcerer spells, you mustm ust expend a slot of
the spell's
sp ell’s level or higher. You regain all expended spell FLEXIBLE
F l e x i b l e CASTING
C a st in g
slots w
when
hen you finish a long rest. You can u use
se your sorcery points to gain additional spell
For
F or example, k n ow the 1st-level spell burning
exam ple, if you know slots, or sacrifice spell slots to gain additional sorcery
sorcery
hands and have a 1st-level and a 2nd-level spell slot points. You learn other w ways
ays to u
use
se your sorcery points
available, you can cast burning hands using either slot. as you reach higher levels.
Creating Spell Slots. You can transform u unexpended
nexpen ded
S p e l l s KNOWN
SPELLS K n o w n OF 1 s t LEVEL
o f 1ST L e v e l AND H ig h e r
a n d HIGHER sorcery
so rce ry points into one
on e spell slot as a bon
bonus
u s action on
You know
kn ow two
tw o 1st-level spells of
o f your choice
ch oice from the your turn. The
T h e Creating Spell
S pell Slots table shows
sh ow s the cost
sorcerer spell list. of
o f creating a spell slot of
o f a given level. You can create
The
T he Spells
S p ells Known
K n ow n column
colu m n of
o f the Sorcerer
S o rce re r table spell slots no higher in level than 5th.
shows
sh o w s when
w hen you learn morem ore sorcerer spells of o f your
choice. Each of o f these spells must be ofo f a level for which
w hich CREATING
C r e a t i n g SPELL
S p e l l SSLOTS
lo ts
you have spell slots. For instance, w when
hen you reach 3rd
Spell Slot Sorcery
level in this class, you can learn one n new
ew spell ooff 1st
Level Point Cost
or 2nd level.
l1st
st 2
Additionally, when w hen you gain a level in this class,
2nd 3
you can choose
c h o o s e one
on e of
o f the sorcerer spells you knowkn ow
and replace it with another spell from the sorcerer 3rd 5
spell list, which
w hich also mustm ust be of
o f a level for w
which
h ich you 4th 6
have spell slots. 5th 7

SPELLCASTING
S p e l l c a s t i n g ABILITY
A b il it y Converting a Spell Slot to S Sorcery
orcery Points. As
As a
Charisma
C harism a is your spellcasting
sp ellcastin g ability for your sorcerer bonus
bon u s action on your turn, you can expend one
on e spell
spells, since power
sin ce the p ow er of magic
o f your m a gic relies on your slot and gain a num
number
ber of
o f sorcery points equal to the
ability to project your w will
ill into the w
world.
orld. You use your slot's
slot’s level.
Charisma
C harism a w whenever
hen ever a spell refers to your spellcasting
spellcastin g
ability. In addition, you u use
se your Charisma
C harism a modifier
m odifier METAMAGIC
M e t a m a g ic
when
w hen setting the saving th throw
row DC
D C for a sorcerer spell
At 3rd level, you gain the ability to twist
tw ist your spells
you cast and w when
hen making
m akin g an attack roll w with
ith one.
to suit your n
needs.
eeds. You gain two tw o of
o f the following
follow in g
Spell save DC=
D C = 8 + your proficiency bonus
bonus++ Metamagic
M etam agic options of o f your choice. You gain another one
your Charisma modifier at 10th and 17th level.
You can uuse
se only one Metamagic
M etam agic option on a spell
modifier = you
Spell attack modifier= yourr proficiency
proficie ncy bonus +
when
w hen you cast it. unless
it, u nless otherwise
oth erw ise noted.
your Charisma modifier
C a r e f u l SPELL
CAREFUL Sp e l l SORCEROUS
S o r c e r o u s RESTORATION
R esto r a tio n
When
W h en you cast a spell that forces other creatures to make m ake
At 20th level, you regain 4 expended
ex p en ded sorcery
so rce ry points
a saving throw, you can protect some som e ooff those
th ose creatures
whenever
w hen ever you finish a short rest.
from the spell's
spell’s full force. To do so, you spend 1 sorcery
point and choose
ch o o s e a num
number
ber ofo f those
th ose creatures up to your
Charisma
Charism a modifier
m odifier (minimum
(m inim um of o f one creature). A A chosen
ch osen S o r c e r o u s ORIGINS
SoRCERous O r ig in s
creature automatically
autom atically succeeds
s u c ce e d s on its saving throw
throw Different
D ifferent sorcerers claim
claim different origins for their
against the spell. innate magic.
m agic. Although
A lthough many
m any variations exist, most
m ost
of
o f these
th ese origins fall into two
tw o categories: a dracon
draconic
ic
D i s t a n t SPELL
DISTANT Spell bloodline
blood lin e and wwild
ild magic.
m agic.
When
W h en you cast a spell that has a range of
o f 5 feet or
greater, you can spend 1 sorcery point to double the DRACONIC
D r a c o n i c BLOODLINE
B lo o d lin e
range of
o f the spell.
When Your innate magic
m agic comes
c o m e s from draconic
d racon ic magic
m a gic that w was
as
W h en you cast a spell that has a range of
o f touch, you
can spend 1 sorcery point to make
m ake the range of o f the
mingled
m ingled with your b blood
lood or that ofo f your ancestors.
an cestors. Most
M ost
spell 30 feet. often, sorcerers with this origin trace their descent descen t
back
ba ck to a mighty
m ighty sorcerer of o f ancient times
tim es wwho
h o made
m ade a
E m p o w e r e d SPELL
EMPOWERED Sp e l l bargain with a dragon or who w ho might
m ight even have claimed
claim ed
When
W h en you roll damage
dam age for a spell, you can spend 1 a dragon parent. Some
S o m e of
o f these
th ese bloodlines
b lood lin es are wwell
ell
sorcery point to reroll a number
num ber ofo f the damage
dam age dice up established in the world,
w orld, but mostm ost are obscure.
obscu re. Any
to your Charisma
C harism a modifier
m odifier (minimum
(m inim um of o f one). You must given sorcerer could
cou ld be the first of of a n
new
ew bloodline,
bloodlin e, as a
use the new
n ew rolls. result of
o f a pact or some
som e other exceptional
exception al circumstance.
circu m stan ce.
You can u use
se Empowered
E m pow ered Spell
S pell even if you have
DRAGON ANCESTOR
D ragon A ncestor
already used
u sed a different Metamagic
M etam agic option during the
casting of At 1st level, you choose
c h o o s e one type of
o f dragon as your
o f the spell.
ancestor. The
T h e damage
dam age type associated with
a ssocia ted w ith each dragon
E x t e n d e d SPELL
EXTENDED Spell is used by features you gain later.
When o f 1 minute
W h en you cast a spell that has a duration of
or longer, you can spend
sp end 1 sorcery point to double its DRACONIC
D r a c o n i c ANCESTRY
A ncestry
duration, to a maximum
m axim u m duration of
o f 24 hours. Dragon Damage Type
Black Acid
H e i g h t e n e d SPELL
HEIGHTENED Spell
Blue Lightning
When
W h en you cast a spell that forces a creature to make
m ake a
Brass Fire
saving throw to resist its effects, you can spend 3 sorcery
points to give one target of Bronze Lightning
o f the spell disadvantage on its
first saving throw made
m ade against the spell. Copper Acid
Cold
Gold Fire
Q u i c k e n e d SPELL
QUICKENED Spell Green Poison
When
W h en you cast a spell that has a casting time o f 1 action.
tim e of action, Red Fire
you can spend 2 sorcery points to change the casting Silver Cold
tim e to 1 bon
time bonusu s action for this casting.
White Cold
S u b t l e SPELL
SUBTLE Spe ll
When
W h en you cast a spell, you can spend 1 sorcery point to You can speak, read, and w write
rite Draconic.
D racon ic. Additionally,
cast it w
without
ithout any somatic
som atic or verbal components.
com pon ents. whenever
w henever you make
m ake a Charisma
C harism a check
ch eck when
w hen interacting
with
w ith dragons, your proficiency bon
bonus
u s is doubled if it
T w i n n e d SPELL
TWINNED Spell applies to the check.
When
W h en you cast a spell that targets only one creature and
doesn't D r a c o n i c RESILIENCE
DRACONIC R e sil ie n c e
d oesn ’t have a range of
o f self, you can spend a number
num ber of
of
sorcery points equal to the spell's
spell’s level to target a second
secon d As
A s magic
m agic flows
flow s through your body, it causes
cau ses physical
sam e spell (1 sorcery point if
creature in range with the same traits of
o f your dragon ancestors
a n cestors to emerge.
em erge. At 1st level,
the spell is a cantrip). your hit point maximum
m axim u m increases
in creases by 1 and increases
in creases by
1 again w whenever
hen ever you gain a level in this class.
A
ABILITY S c o r e IMPROVEMENT
b i l i t y SCORE Im pro vem en t Additionally, parts of o f your skin are covered by a thin
sheen
sh een of
o f dragon-like scales. When
W h en you aren't wearing
aren’t w earin g
When
W h en you reach 4th level, and again at 8th, 12th, 16th,
arm or, your AC equals 13 +
armor, + your Dexterity modifier.
D exterity m odifier.
and 19th level, you can increase
in crease one
on e ability score
sco re of o f your
choice
ch oice by 2, or you can increase
in crease two
tw o ability scores
s c o r e s of
of E l e m e n t a l AFFINITY
ELEMENTAL A f f in it y
ch oice by 1. As
your choice A s normal,
norm al, you can't
ca n ’t increase
in crease an ability Starting at 6th level, when
w hen you cast a spell that deals
score
s c o r e above 20 using this feature. damage
dam age of
o f the type associated with
a ssocia ted w ith your draconic
dracon ic
ancestry, add your Charisma
C harism a modifier
m odifier to that damage.
dam age.
At the same
sam e time, you can spend 1 sorcery point to gain
resistance dam age type for 1 hour.
resistan ce to that damage
D r a g o n WINGS
DRAGON W in g s can do so after the creature rolls but before any effects
At 14th level, you gain the ability to sprout a pair of of
o f the roll occur.
dragon wings
w in gs from your back, gaining a flying speed sp eed
C o n t rROLLED
CONT Chaos
o l l e d CHAOS
equal to your current speed.
sp eed. You canca n create these wings
th ese w in gs
as a bon
bonus
u s action on your turn. They T h ey last until you At 14th level, you gain a modicum
m od icu m of
o f control
con trol over the
dismiss
d ism iss them as a bonbonusu s action on your turn. surges
su rges of
o f your w
wild
ild magic.
m agic. Whenever
W h enever you roll on the
You
Y ou can't
ca n ’t manifest
m anifest your w wings
in gs wwhile
hile wearing armor
w earin g arm or
Wild
W ild Magic
M agic Surge table, you can roll twice
tw ice and use
unless
u n less the armor
arm or is made
m ade to accommodate them,, and
a ccom m od a te them either number.
clothing
cloth in g not m made
ade to accommodate
a ccom m od a te your wings
w in gs might
S p e l l BOMBARDMENT
SPELL Bom bardm ent
bee destroyed when
b w hen you manifest
m anifest them.
Beginning
B egin ning at 18th level, the harm harmfulful energy ofo f your
DRACONIC
D r a c o n i c PRESENCE
P resence spells intensifies. When W h en you roll damage
dam age for a spell and
Beginning
B egin ning at 18th level, you can channel the dread roll the highest num number possible
ber p ossib le on any of
o f the dice,
presence
p resen ce of
o f your dragon ancestor, causing
cau sin g those
th ose around choose
c h o o s e one ooff those
th ose dice, roll it again and add that roll to
you to bbecome
e c o m e awestruck
aw estru ck or frightened. As
A s an action, the damage.
dam age. You can use the feature only once on ce per turn.
you can spend 5 sorcery points to draw on this pow power
er
and exude an aura of o f awe
aw e or fear (your choice) to a
distance of
o f 60
6 0 feet. For
F or 1 minute
m inute or until you lose your
concentration (as if you w were
ere casting a concentration
spell), each hostile creature that starts its turn in this
aura must
m ust succeed
su cce e d on a W
Wisdom
isd om saving throw
th row or be
charmed
ch arm ed (if you chose
c h ose awe) or frightened (if you chose
ch ose
fear) until the aura ends. A A creature that succeeds
su c ce e d s on
this saving ththrow
row is immune
im m u ne to your aura for 24 hours.

WILD MAGIC
W ild M a g ic

Your innate magic


m agic comes
c o m e s from the w wild
ild forces of
o f chaos
ch a os
that underlie the order of o f creation. You might
m ight have
endured exposure
ex p osu re to some
so m e form ofo f raw mmagic,
agic, perhaps
through a planar portal leading to Limbo, Lim bo, the Elemental
Planes,
P lan es, or the mysterious
m ysterious Far Realm.
R ealm . Perhaps you
were
w ere blessed by a powerful
pow erfu l fey creature or markedm arked by a
demon.
dem on. Or your magic
m agic could
cou ld be a fluke of o f your birth, with
no apparent cause
cau se or reason. However
H ow ever it came
cam e to be, this
chaotic mmagic
agic churns w within
ithin you, waiting
w aiting for any outlet.

W i l d MAGIC
WILD M a g i c SURGE
Su r g e
Starting wwhen
hen you choose
c h o o s e this origin at 1st level, your
spellcasting
sp ellcastin g can unleash surges ooff untamed
untam ed m magic.
agic.
Immediately
Im m ediately after you cast a sorcerer
sorce re r spell of
o f 1st level
or higher, the DM
D M can have you rol1 roll a d20. If you ro11
roll a
1, roll on the Wild
W ild Magic
M agic Surge
S u rge table to create a random
random
magical
m agical effect.

T i d e s OF
TIDES C haos
o f CHAOS
Starting at 1st level, you can manipulate
m anipulate the forces of of
chance
cha n ce and chaos
ch a os to gain advantage on one attack roll,
ability check, or saving throw. OnceO n ce you do so, you must
finish a long rest before you can use this feature again.
Any time before you regain the use of o f this feature, the
DM can have you ro11 roll on the W
Wild
ild Magic
M agic Surge table
immediately
im mediately after you cast a sorcerer spell of o f 1st level or
higher. You then regain the use of o f this feature.

B e n d LUCK
BEND Lu ck
Starting at 6th level, you have the ability to twist fate
using
u sing your wild
w ild magic.
m agic. When
W h en another creature you cancan
see
s ee makes
m akes an attack roll, an ability check, or a saving
throw, you can u use
se your reaction and spend 2 sorcery
sorcery
points to roll ld4
1d4 and apply the number
num ber ro11ed
rolled as a
bonus
bon u s or penalty (your choice) to the creature's
creatu re’s roll. You
WILD
W i l d MAGIC
M a g i c SURGE
S urge

dl00
d 100 Effect dl 00
d 100 Effect
01-02 o f each of
Roll on this table at the start of o f your turns for 45-46 levitate on yourself.
You cast levitate
the next minute, ignoring this result on subsequent 47-48
47- 48 A unicorn controlled by the DM appears in
in aa space
rolls. within 5 feet of
o f you, then disappears 1
l minute later.
03-04 For the
th e next minute, you can see any invisible creature 49-50 You can't
can’t speak for the next minute. Whenever you
if you have line of
o f ssight
ight to it. try, pink bubbles float out of
o f your mouth.
05-06 A modron chosen and controlled by the DM appears 51-52 A spectra
spectrall sh iel d hovers near you for the next minute,
shield
in an unoccupied space within 5 feet of
in o f you, then granting you aa +2 bonus to AC and immunity to magic
m agic
disappears l1 minute later. missile.
missile.
07-08 You ca fireball as aa 3rd-level spell centered on
c a st fireball 53-54 You
Yo u are immune to being intoxicated by alcohol for
yourself. the next Sd6
5d6 days.
09-10 You cast magic
m a g ic missile as a
a 5th-level spell. 55-56 Your hair falls out but grows back within 24 hours.
11-12 Roll aa dlO.
d10. Your height changes by a number of
o f inches 57-58 For the next minute, any flammable object you touch
equal to the roll. If the roll is odd, you shrink. If the isn’t being worn or carried by another creature
that isn't
roll is even, you grow. bursts into flame.
13-14 You cast confusion centered on yourself. 59-60
59 - 60 You regain your lowest-level expended spell slot.
15-16 For the next minute, you
yo u rega in 5 hit points at the
regain 61-62 For the next minute, you must shout when you speak.
start of
o f each ooff your
your turns. 63-64 You cast jog
fog cloud centered on yourself.
17-18 You grow aa long beard made of
o f feathers th
that
at remains 65-66 Up to three creatures you choose within 30 feet of
o f you
until you sneeze, at which point the feathers explode 4d10 lightning damage.
take 4dl0
out from your face. 67-68 You are frightened by the nearest creature until the
19-20 grease centered on you
You cast grease rsel f.
yourself. end of
o f your next turn.
21-22 Creatures have disadvantage on sav ing throws agai
saving nst
against 69-70 Each creature within 30 feet of
o f you becomes invisible
the next spell you cast in
in the next minute that involves for the next minute. The invisibility ends on aa creature
aa saving throw. when it
it attacks or casts aa spell.
23-24 Your skin turns aa vibrant shade of blue. A remove
rem ove curse 71-72 You gain res istance to all damage for the next minute.
resistance
spell ca
cann end this effect. 73-74 A random creature within 60 feet of
o f you becomes
25-26 An eye appears on you
yourr forehead for the next minute. po ison ed for ld4
poisoned 1d4 hours.
During that time,
time , you have ad
advantage
vantage on Wisdom 75-76 You glow with bright light in
in a 30-foot radius for the
rely on sight.
(Perception) checks that rely next minute. Any creature that ends its turn within 5
27-28 For the next minute, all your spells with a castin
castingg time o f you is blinded until the end of
feet of o f its next turn.
o f l1 action have aa casting time of
of of 1
l bonus action. 77-78 You cast ppolymorph
olym orph on yourself. If you fail the saving
29-30 You teleport up to 60 feet to an
an unoccupied space of throw, you turn into aa sheep for the spell's
spell’s duration.
your choice that you can see. 79-80 Illusory butterflies and flower petals flutter in
in the air
31-32 You are transported to the Astral Plane until the within 10 fe
feet o f you for the next minute.
et of
o f yo
end of your
ur next turn, after which time you return
turn , after 81-82
81 - 82 You can take one additional action immediately.
to the space you previously occupied or the nearest 83-84 Each creature within 30 feet of
o f you takes ldl0
1d10 necrotic
unoccupied space if that space is
is occupied. damage.
dam a ge. You regain hit points equal to the sum of
o f the
33-34 o f the next damaging spell you
Maximize the damage of necrotic damage dealt.
cast within the next minute. 85-86 mirror
You cast m irror image.
image.
35-36 Roll aa dl
d10.
0. Your age changes by a number of
o f years 87-88 You cast fly on aa random creature within 60 feet ooff you.
ca st fly
equal to the roll. If the roll is odd, you get younger 89-90 You become invisible for the next minute
minute.. During that
(minimum l1 year old). If the roll is eve
even,
n, you get older. time, other creatures can'
can’tt hear you. The invisibility
37-38 1d6 flumphs
ld6 flumphs controlled
controlled by
by the
the DM
DM appear
appear in
in ends if you attack or cast aa spell.
unoccupied
unoccup ied spaces within 60 feet of
o f you and are 91-92
91 - 92 If you die within the next minute, you immediately
o f you. They vanish after l1 minute.
frightened of me back to life as if by the reincarnate spell.
come
co
39-40 2d10 hit
You regain 2dl0 hit points. 93-94 size
Your si ze increases by one size category for the next
41-42 You turn into aa potted plant until o f your
unti l the start of minute.
next turn. While aa plant, you are incapacitated and 95-96. You and all creatures within 30 feet of
o f you gain
have vulnerability to all damage. If you drop to 0 hit vulnerability to piercing damage for the next minute.
points, your pot breaks
breaks,, and your form reverts. 97-98
97- 98 You are surrounded by faint, ethereal music for the
43-44 For the next minute, you can teleport up to 20 feet as next minute.
aa bonus action on each of
o f your
your turns. 99-00
99- 00 You regain all expended sorcery points.
Warlock
WARLOCK
With
W ith a pseu
pseudodragon
d od rag on curled on his shoulder, a young
elf in golden ro robes
b e s smiles
sm iles warmly,
warm ly, w weaving
eavin g a mmagical
agical
charm into his hhoneyedoneyed w words
ord s and benbending
din g the palace
sentinel to his will.
Ass flam
A flames spring
es sprin g to life in her hands, a w wizened
izen ed
human
hum an wwhispers
h isp ers the secret nam namee ooff her ddemonic
em on ic patron,
infusing her spell with fiendish m magic.
agic.
Shifting
Sh iftin g his gaze betw between
een a battered tom tomee and the
odd
od d alignment
alignm ent of o f the stars overhead, a w wild-eyed
ild-eyed tiefling
chants the m mystic
ystic ritual that w will
ill open
op en a doorway
d oorw a y to a
distant w world.
orld.
Warlocks
W arlock s are seekers
seek ers of o f the knowledge
kn ow led ge that lies
hidden
h idden in the fabric of o f the multiverse.
multiverse. Through
T h rou gh pacts
made
m ade with m mysterious
ysterious beings of o f supernatural pow power,er,
warlocks
w arlock s uunlock
n lock m magical
agical effects both subtle and
spectacular. D Drawing
raw ing on on the ancient kknowledge
n ow led ge ooff
beings such as fey n nobles,
obles, demdemons,
ons, devils, hags, and
alien entities ooff the Far R Realm,
ealm , wwarlocks
a rlock s piece together
arcane
arcan e secrets to bolster their ow ownn power.

SWORN
Sw o r n a
AND Beholden
n d BEHOLDEN

A warlock
A w a rlock is defined by a pact w with
ith an otherworldly
otherw orldly
being. Sometimes
S om etim es the relationship b between
etw een wwarlock
arlock
and patron is like that of o f a cleric and a deity, though
the beings that serve as patrons for w warlocks
arlock s are not
gods. A Aw warlock
arlock m might
ight lead a cult dedicated to a dem demonon
entity- beings
prince, an archdevil, or an utterly alien entity—beings
, not typically served by clerics. M M,ore
ore often, though, the
arrangement
arrangem ent is similar
sim ilar to that b between
etw een a m master
aster and
an apprentice. The The wwarlock
arlock learns and growsgrow s in pow
power,
er,
at the cost
co st of
o f occasional
occa sion a l services performed
serv ices perform ed on the
patron's behalf.
patron’s
The
The m magic
agic b bestowed
estow ed on a w warlock
arlock ranges from minor
m inor
but lasting alterations to the warlock's beingg (such as
w arlock's bein
the ability to see in darkness
dark n ess or to read any language)
to access
a c c e s s to p
powerful
ow erfu l spells. Unlike bookish
book ish wizards,
w izards,
warlocks
w a rlock s supplement
supplem ent their m magic with
agic w ith some
som e facility
at hand-to-hand com combat.
bat. T They comfortable
h ey are com fortab le in light
armor
arm or and k know
n ow hhow
ow to use simple
sim ple wweapons.
eapon s.

DELVERS
D e l v e r s iINTO Secrets
n t o SECRETS

Warlocks
W a rlock s are driven by an insatiable n eed for kn knowledge
ow led ge
power,
and pow er, which
w h ich compels
com p els them into their pacts and
shapes
sh apes their lives. ThisT h is thirst drives wwarlocks
arlock s into their
pacts and sh shapes
ap es their later careers as w well.
ell.
Stories
S tories ofo f warlocks themselves
w arlock s binding them selves to fiends are
widely known.
w idely know n. But mmany
any w warlocks
arlock s serve patrons that
are not fiendish. Sometimes
S om etim es a traveler in the w wilds
ilds
comes
co m e s to a strangely beautiful tower, m meets
eets its fey lord
or lady, and stumbles
stum bles into a pact w without
ithout being fully
aware
aw are ooff it. A
And
n d sometimes,
som etim es, wwhile poring
hile p orin g over tom
tomeses of
of
T h e W a rlo c k

Proficiency Cantrips Spells Spell Slot Invocations


Level Bonus Features Known Known Slots Level Known
l1st
st +2 Otherworldly Patron, Pact Magic 2 2 1 1st
l st —

2nd +2 Eldritch Invocations 2 3 2 l st


1st 2
3rd +2 Pact Boon 2 4 2 2nd 2
4th +2 Ability Score Improvement 3 5 2 2nd 2
5th +3 — 3 6 2 3rd 3
6th +3 Otherworldl
Otherworldlyy Patron feature 3 7 2 3rd 3
7th +3 — 3 8 2 4th 4
8th +3 Ability Score Improve ment
Improvement 3 9 2 4th 4
9th +4 — 3 10 2 5th 5
10th +4 Otherworldlyy Pat
Otherworldl Patron
ron feature 4 10 2 5th 5
11th
llth +4 Mysti
Mysticc Arcanum (6th level) 4 11
11 3 5th 5
12th +4 Ability Score Improvement 4 11
11 3 5th 6
13th +5 Mysti
Mysticc Arcanum (7th level
level)) 4 12 3 5th 6
14th +5 Otherworldl
Otherworldlyy Patron feature 4 12 3 5th 6
15th +5 Mystic Arcanum (8th level) 4 13
l3 3 5th 7
16th +5 Ability Score Improve ment
Improvement 4 13
l3 3 5th 7
17th +6 Mystic Arcanum (9th level) 4 14 4 5th 7
18th +6 — 4 14 4 5th 8
19th +6 Ability Score Improvement 4 15 4 5th 8
20th +6 Eldritch Master 4 15 4 5th 8

patron's dem
Your patron’s demands
an ds might drive you into adventures,
consist
or they might con sist entirely ooff sm
small can
all favors you ca n do
between
b adve ntures.
etw een adventures.
What
W hat kind ooff relationship d
doo you have w with
ith your
patron? Is it friendly, antagonistic, uneasy,
uneasy, or rom
romantic?
antic?
How
H important
ow im portant does
d oes your patron consider be?
con sid er you to be?
What
W patron's plans? D
hat part do you play in your patron’s Doo you
know
k other
n ow oth er servants ooff your patron?
patron?
How
H does
ow d communicate
o e s your patron com m u n icate wwith
ith you? If
forbidden lore, a brilliant
brilli ant but crazed
cra zed student's
student’s mind
m ind is occasionally
you have a familiar, it might occa speak
sion a lly sp eak with
opened
op en ed to realities beyond the m material
aterial world
w orld and to the patron's voice. S
your patron’s Some warlocks
om e w messages
arlock s find m essa ges
alien beings that dwell
dw ell in the outer void. from their patrons etched on trees, m
from mingled among
ingled am ong tea
Once
O nce a pact is made, a warlock's
w arlock ’s thirst for knowledge
know ledge clouds-messages
leaves, or adrift in the clou d s—m essa g es that only the
and power
pow er can't
can ’t be slaked with mere
m ere study and research. warlock
w can see. Other w
arlock can warlocks converse
arlock s con verse with their
No
N o one makes
m akes a pact with such a mighty m ighty patron if he or patrons in dream
dreamss or wwaking
akin g visions, or deal only with
she doesn't
d oesn ’t intend to u use
se the power
pow er thus gained. Rather, intermediaries.
interm ediaries.
the vast majority of o f warlocks
w arlocks spend their days in active
Q u ic k B
QUICK BUILD
u il d
pursuit of
o f their goals,
goals, w which
hich typically m eans somesom e kind
of
o f adventuring. Furtherm
Furthermore, ore, the demands
dem ands of o f their
can m
You can make warlock
ake a w following
arlock quickly by follow these
in g these
patrons drive warlocks toward
w arlock s tow ard adventure.
suggestions.
suggestion Charisma
s. First, C high est
harism a should be your highest
followed
ability score, follow ed by Constitution. S Second, choose
econ d , ch oose
CREATING
C rea tin g A
a W
WARLOCK
a r l o c k h o o s e the eldritch
the charlatan background. Third, cchoose
cantrips, along with the 1st-level
blast and chill touch cantrips,
As
A s you make
m ake your warlock
w a rlock character, spend some timee
som e tim spells
sp off sickness and witch bolt.
ells ray o
thinking about your patron and the obligations that
your pact impos es upon you. What
im p oses W hat led you to make m ake the
pact, and howh ow did you m maakeke contact w with
ith your patron?
C lass F
CLASS FEATURES
eatures
Were
W ere you seduced
sed u ced into summoning
su m m on in g a devil, or did you Ass a w
A warlock,
arlock, you gain the following
follow in g class features.
features.
seek
se e k out the ritual that w would
ould allow you to m make
ake contact
HIT
H POINTS
it P o in t s
with
w ith an aalien
lien elder god?
god ? Did you searchsea rch for your patron,
or did your patron find and choose c h o o s e you? D Doo you chafe ld8 per w
Hit Dice: 1d8 warlock
a rlock level
under the obligations of o f your pact or serve joyfu joyfully
lly in + your Constitution m
Hit Points at 1st Level: 8 + modifier
odifier
anticipation of o f the rew
rewards
ards promised
p rom ised to you? Hit Points at Higher Levels: 1d8 + your
ld8 (or 5) + your
Work
W ork with
w ith your DM to de termine
determ ine how
h ow big a part your Constitution mmodifier
odifier per wwarlock
arlock level after 1st
pact will
w ill play in your character's
character’s adventuring career.
P r o f ic ie n c ie s when
Additionally, w level in this class,
hen you gain a level
A rm or: Light armor
Armor: arm or you can choose one
c h o o s e on e of
o f the w arlock spells you kn
warlock know
ow
W eapons: Simple
Weapons: weapons
Sim ple w eap on s and replace it with another spell from the w warlock
arlock
None
Tools: N one spell list, which
list, w h ich also m must which
ust be ooff a level for w you
h ich you
have spell slots.
Wisdom,
Saving Throws: W Charisma
isd om , C harism a
Choose
Skills: C twoo skills from Arcana,
h oose tw S p e l l c a s t in g A
SPELLCASTING ABILITY
b il it y
DDeception, Intimidation,
eception , History, Intim idation, Investigation, Charisma
C spellcasting
harism a is your spellcastin warlock
g ability for your w arlock
Religion
Nature, and R eligion you uuse
so you
spells, so se your C Charisma
harism a wwhenever
henever a spell refers
spellcasting
to your spellcastin g ability. In addition, you uuse
se your
E
EQUIPMENT
q u ip m e n t
Charisma
C harism a m modifier
odifier w throw
h en setting the saving th
when DC
row D C
with
You start w following
ith the follow equipment,
in g equipm ent, in addition to
making attack
warlock
for a w you cast and w
a rlock spell you when
h en m akin g an attack
ent granted by your background:
equipment
the equipm
with
roll w ith one.
c ro s s b o w and 20 bolts or (b) any simple
• (a) a light crossbow sim ple
DC=
Spell save D yo ur proficiency bonus +
C = 8 + your
weapon
w eap on
your Charisma modifier
• component
• (a) a com p on en t pou ch or (b)
pouch focuss
(b) an arcane focu
• (a) a sch ola r’s pack oor
scholar's dungeoneer's
r (b) a du pack
ng eon eer’s pack modifier=
Spell attack modifier bonus+
= your proficiency bonus +
armor,
• Leather arm simple
or, any sim weapon,
ple w twoo daggers
eapon , and tw your Charisma modifier

O th erw o rld ly P
OTHERWORLDLY PATRON
atr o n
S Focus
p e l l c a s t in g F
SPELLCASTING ocus

you have struck


At 1st level, you bargain with an
struck a bargain can uuse
You can focuss (found in chapter 5) as a
se an arcane focu
otherworldly
oth being ooff your choice: the Archfey, the
erw orldly being spellcasting
sp ellcastin g focu warlock
focuss for your w arlock spells.
Fiend, or the Great Old O One, which
ne, each ooff w h ich is detailed
at the end ooff the class description. Your choice
class description. ch oice E l d r i t c h IINVOCATIONS
ELDRITCH n v o c a t ions
10th,
grants you features at 1st level and again at 6th, 10th, In your study of o f occult lore, you have uunearthed
occu lt lore, nearthed eldritch
and 14th level. invocations, fragm ents ooff forbidden k
fragments knowledge
n ow led ge that
imbue
im bue you w with
ith an abiding m magical
agical ability.
P
PACT MAGIC
a c t M ag ic
At 2nd level, you gain tw twoo eldritch invocations ooff your
research and the m
arcanee research
Your arcan agic bbestowed
magic you
estow ed on you choice.
ch invocation options are detailed at the end
oice. Your invocation end
by your patron have given you facility w with See
ith spells. S ee ooff the class description. W When certain w
h en you gain certain warlock
arlock
spellcasting
chapter 10 for the general rules ooff spellcastin g and levels, you gain additional invocations ooff your choice,
warlock
chapter 11 for the w a rlock spell list. as shshown
ow n in the Invocations K Known
n ow n colu m n ooff the
column
Warlock
W a rlock table.
C
CANTRIPS
a n t r ip s Additionally, w when
hen you gain a level in this class,
You k know
n ow tw twoo cantrips ooff your choice from the w
ch oice from warlock
arlock c h o o s e one ooff the invocations you k
you can choose n ow and
know
spell list. You learn additional w warlock can trips ooff your
a rlock cantrips replace it w ith another invocation that you could
with learn
cou ld learn
cchoice levels , as shown
h oice at higher levels, sh ow n in the Cantrips K Known
now n at that level.
m n ooff the W
column
colu Warlock
arlock table.
P a c t B
PACT BOON
o o n
S Sl o t s
p e l l SLOTS
SPELL
shows how many otherworldly
3rd level, your otherw
At 3rd bestowss a gift
orldly patron bestow
TThe
he WWarlock
arlock table sh ow s h ow m any spell slots you have.
hat the level ooff those slots is; all
what upon
u pon you for your loyal service. You gain on onee ooff the
The
T shows
h e table also sh ow s w
in g features ooff your choice.
following
follow
ooff your spell slots are the samsamee level. To cast one ooff your
warlock
w expend a
you must expend
arlock spells ooff 1st level or higher, you
P he C
PACT OF
act o THE
f t CHAIN
h a in
expended spell slots w
spell slot. You regain all expended when
hen you
You learn the find familiar spell and can cast it as a
finish a short or long rest.
The
ritual. T doesn't
h e spell d oesn ’t count against your num number ber ooff
F or example,
For exam ple, w level, you have
hen you are 5th level,
when
spells known.
sp ells know n.
sp ell slots. To cast the 1st-level spell
twoo 3rd-level spell
tw
h en you cast the spell, you can choose
When
W onee ooff the
c h o o s e on
thunderwave, you must spend on onee ooff th ose slots, and
those
normal
n formss for your fam
orm al form familiar
iliar or on following
onee ooff the follow in g
you cast it as a 3rd-level spell.
special
sp forms:
ecia l form pseudodragon,
s: imp, pseu dodragon , quasit, or sprite.
S pells K
SPELLS KNOWN OF
nown o 1s t L
f 1ST LEVEL nd H
AND
evel a HIGHER
ig h e r
Additionally, w when
hen you take the Attack action, you can can
forgo one ooff your owown allow your fam
n attacks to allow familiar
iliar to
At 1st level, you kknow twoo 1st-level spells ooff your ch
n ow tw choice
oice
from the wwarlock
a rlock spell list.
make
m onee attack ooff its own.
ake on

Spells
The S p ells KKnown column
n ow n colu Warlock
m n ooff the W a rlock table sh shows
ow s
P
PACT OF
act o f t he B
THE BLADE
lade
when
w hen you learn m more
ore w a rlock spells ooff your ch
warlock oice ooff 1st
choice
YYou can uuse
ou can se your action to create a pact w weapon
ea p on in your
level and higher. A A spell you cchoose
hoose m must be ooff a level
ust be
empty
em pty hand. You can cchooseh o o s e the form that this m melee
elee
noo higher than w
n hat’s shown
what's sh ow n in the table's S Slot
lot Level
weapon
w ea p on takes each tim timee you create it (see chapter 5 for
column
colu m n for your level. W h en you reach 6th level, for
When
w ea p on options). Y
weapon Youou are proficient with it w while
hile you
example,
exam ple, you learn a n new
ew w warlock
a rlock spell, w which
h ich can be
can be
wwield This
ield it. T weapon
h is w counts
ea p on coun magical
ts as m agical for the ppurpose
u rp ose
1st,
1st, 2nd, or 3rd level.
overcoming
ooff overcom resistance
in g resistan ce and im immunity nonmagical
m unity to n onm agical
attacks and dam damage.
age.
Your
Y our pact weapon
w ea p on disappears if it is more
m ore than 5 feet Y
YOUR P a c t BOON
o u r PACT Bo o n
away from you for 1 minute
m inute or more.
m ore. It also disappears Each Pact Boon option produces a special creature or an
if you use this feature again, if you dismiss
d ism iss the weapon
w eap on object that reflects your patron’s
patron's nature.
(no action required), or if you die. Pact ooff the Chain. Your familiar is more cunning than a
You can transform one magic m agic weapon
w eap on into your pact typical familiar. Its default form can be a reflection ooff your
weapon
w eap on by performing
perform in g a special
sp ecial ritual while
w hile you hold patron, with sprites and pseudodragons tied to the Archfey Archfey
the weapon.
w eapon . You perform
p erform the ritual over the coursecou rse and imps and quasits tied ti ed to the Fiend. Because the Great Old
One's nature is inscrutable, any familiar form is suitable for it.
One’s
of
o f 1 hour, which
w hich can be b e done
don e during a short rest.
Pact ooff the Blade. If your patron is the Archfey, your
You can then dismiss
d ism iss the weapon,
w eapon , shunting it into an
weapon might be a slender blade wrapped in in leafy vines.
extradimensional
extradim ensional space, and it appears whenever w henever you If you serve the Fiend, your weapon could be an axe made
create your pact weapon
w eap on thereafter. You can't
ca n ’t affect an ooff black metal and adorned with decorative flames. If your
artifact or a sentient weapon
w ea p on in this way. TheT h e weapon
w eapon patron is the Great Old One, your weapon might be an
ceases
ce a se s being
bein g your pact weapon
w eapon if you die, if you perform
perform ancient-looking spear, with a gemstone embedded in in its
the 1-hour ritual on a different weapon,
w eapon , or if you use head, carved to look like a terrible unblinking eye.
a 1-hour ritual to break your bond bon d to it. The weapon
w eapon Pact ooff the Tome. Your Book ooff Shadows might be a fine,
appears at your feet if it is in the extradimensional
extradim ensional space sp ace gilt-edged tome with spells ooff enchantment and illusion,
when
w hen the bond
bon d breaks. gifted to you by the lordly Archfey. It It could be a weighty
we ig hty tome
bound in in demon hide studded with iron, holding spells of
PACT
P a c t OF
o f THE
t h e TOME
T ome conjuration and a wealth of forbidden lore about the sinister
regions of the cosmos, a gift of the Fiend. Or it could be the
Your patron gives you a grimoire
grim oire called a Book B o o k of
tattered diary ooff a lunatic driven mad by contact with the
Shadows.
Sh a dow s. When
W h en you gain this feature, choosec h o o s e three Great Old One, holding scraps ooff spells that only your own
cantrips from any class's
cla ss’s spell list. While
W h ile the book
b o o k is on
on burgeoning insanity allows you to understand and cast.
your person,
person , you can cast those
th ose cantrips at will.w ill. They
don't
d on ’t count against your number
num ber of o f cantrips known.
If you lose your Book
B o o k of
o f Shadows,
S h a dow s, you can perform
perform O th e r w o r ld ly P
OTHERWORLDLY a tro n s
PATRONS
a 1-hour ceremony
cerem on y to receive a replacement
replacem ent from your The
T h e beings that serve as patrons for w warlocks
arlock s are
patron. This
T his ceremony
cerem on y can be performed
perform ed during a short mighty
m ighty inhabitants ooff other planes ooff ex existence~not
isten ce—not
or long rest, and it destroys the previous book. book . The book book almost
gods, but alm ost godlike in their pow power.
er. VVarious
arious patrons
turns to ash when
w hen you die. warlocks
give their w access
arlock s a powers
c c e s s to different p ow ers and
invocations, and exexpect
p ect significant favors in return.
ABILITY
A b i l i t y SCORE
S c o r e IMPROVEMENT
Im pro vem en t Some warlocks, mystic
S om e patrons collect w arlocks, doling out m ystic
When
W h en you reach 4th level, and again at 8th, 12th, 16th, knowledge
kn ow led ge relatively freely oor boasting
r boastin g ooff their ability
and 19th level, you can increase
in crease one
on e ability score
sco re of o f your to bind mmortals bestow their
ortals to their will. Other patrons bestow
choice
c h oice by 2, or you can increase
in crease two
tw o ability scores
s c o r e s of
of power
p ow er only grudgingly, and might m make
ake a pact with
your choice
ch oice by 1. As
A s normal,
norm al, you can't increase
in crease an ability only one wwarlock. Warlocks
arlock. W who
arlocks w h o serve the same patron
sam e patron
score
sco re above 20 using this feature. might
m view each other as allies, siblings, or rivals.
ight view

MYSTIC ARCANUM
M y s tic A r c a n u m T he A
THE ARCHFEY
r ch fey

At 11th level, your patron bestows


bestow s upon you a magical
m agical Your patron is a lord or lady ooff the fey, a creature ooff
secret called an arcanum.
arcanum . Choose
C h oose one
on e 6th-level spell legend w who
h o holds secrets that w were before
ere forgotten before
from the wwarlock
a rlock spell list as this arcanum.
arcanum . mortal
the m ortal races w were
ere born. TThis being's
h is b motivations
ein g ’s m otivations
You can cast your arcanum spell sp ell once
on ce without
w ithout are often inscrutable, and sometimes
som etim es w whimsical,
him sical, and
expending a spell slot. You must m ust finish a long rest before might
m ight involve a striving for greater m magical
agical p power
ow er or the
you can do sos o again. settling ooff age-old grudges. B Beings
eings ooff this sort include
At higher levels, you gain morem ore warlock
w arlock spells
sp ells of
o f your Prince
the P rin ce ooff Frost; the QQueen
ueen ooff A
Air
ir and D Darkness,
arkness,
choice
ch oice that can beb e cast in this way: one 7th-level spell ruler ooff the GGloaming
loam in g Court; Titania ooff the Summer
S u m m er
at 13th level, one 8th-level spell at 15th level, and one Court; her con consort
sort OOberon,
beron, the GGreen
reen L Lord; Hyrsam,,
ord; Hyrsam
9th-level spell at 17th level. You regain all usesu ses of
o f your Prince
the P rin ce ooff F
Fools;
ools; and ancient hags.
Mystic
M ystic Arcanum
A rca n u m when
w hen you finish a long rest.
E
EXPANDED
x p a n d e d SPELL LIST
Spe ll L is t

E l d r i t c h MASTER
ELDRITCH M aster The
T he AArchfey
rch fey lets you cchoose expanded
h o o s e from an expan ded list ooff
spells
sp when
ells w hen you learn a w warlock
arlock spell. The follow
following
in g
At 20th level, you can draw on your inner reserve of of
spell.s
sp ells are added to the w warlock
arlock spell list for you.
mystical
m ystical power
pow er while
w hile entreating your patron to regain
expended spell slots. You can spend 1 minute
m inute entreating
ARCHFEY
A r c h f e y EXPANDED SPELLS
Ex p a n d e d S pells
your patron for aid to regain all your expended spell slots
from your Pact Magic
M agic feature. Once
O nce you regain spell slots Spell Level Spells
with
w ith this feature, you must
m ust finish a long rest before you l st
1st fire, sleep
faerie fire,
can do so
s o again. 2nd calm em
calm emotions,
otions, pphantasmal force
h a n ta sm a l force
3rd growth
blink, plant grow th
4th dominate
dom inate beast, greater invisibility
5th dominate
dom seeming
inate person, seem ing
F e y PRESENCE
FEY P resence EXPANDED
E x p a n d e d SPELL
S p e l l LIST
L is t
Starting at 1st level, your patron bestows
bestow s u upon
pon you the The Fiend lets you choose
c h o o s e from an expanded list of
ability to project the begu
beguiling
ilin g and fearsome presence
fearsom e presen ce spells when
w hen you learn a w warlock
arlock spell. The
T h e following
follow in g
of
o f the fey. As
A s an action, you can cause
cau se each creature in spells are added to the warlock
w arlock spell
sp ell list for you.
a 10-foot cube
cu b e originating from you to make m ake a Wisdom
W isd om
saving throw
th row against your w warlock
a rlock spell save DC. The FIEND
F i e n d EXPANDED
E x p a n d e d SPELLS
S pells
creatures
creatu res that fail their saving throws
th row s are all charmed
charm ed
Spell Level Spells
or frightened by you (your choice)
ch oice) until the end of
1st burning
b u rn ing hands, ccommand
om m and
your next turn.
2nd blindness/deafness, scorch ing ray
scorching
Once
O nce you u use
se this feature, you can't
ca n ’t use it again until
you finish a short or long
lon g rest. 3rd _fireball,
fireball, stinking cloud
4th fire shield, wall of o ffire
fire
M
MISTY E scape
i s t y ESCAPE 5th flame
fla strike , hallow
m e strike, hallow
Starting at 6th level, you can vanish in a puff of o f mist in
response
respon se to harm. When
W h en you take damage,
dam age, you can use DARK
D a r k ONE'S
O n e ’ s BLESSING
B l e s s in g
your reaction to turn invisible and teleport up to 60 feet Starting at 1st level, w
when
hen you reduce a hostile creature
to an uunoccupied
noccu pied space
sp ace you can see. You remain
rem ain invisible to O
0 hit points, you gain tem
temporary
porary hit points equal to your
until the start ooff your next turn or until you attack or Charisma
Charism a m odifier +
modifier + your warlock
w arlock level (minimum
(m inim um of
of 1).
1).
cast a spell.
Once
O nce you use
u se this feature, you can't use it again until DARK
D a r k ONE'S OWN
O n e ’s O w n LUCK
Luck
you finish a short or longlon g rest. Starting at 6th level, you can call on your patron to alter
fate in your favor. When
W h en you make
m ake an ability check
ch eck or a
BEGUILING
B e g u i l i n g DEFENSES
D efenses saving throw, you can u use
se this feature to add a d10 d 10 to
Beginning
B egin ning at 10th level, your patron teaches you how h ow to your roll. You can do so s o after seeing
seein g the initial roll but
turn the mind-affecting
m ind-affecting magic
m agic of
o f your enemies
en em ies against before any ooff the roll's
roll’s effects occur.
them. You are immune
im m une to being
bein g charmed,
charm ed, and w when
hen Once
O nce you uusese this feature, you can't
c a n ’t use it again until
another creature attempts
attem pts to charm
ch a rm you, you can use you finish a short or long rest.
your reaction to attempt to turn the charm
charm bback
a ck on
that creature. The creature m must
ust succeed
su cceed on a Wisdom
W isdom F i e n d i s h RESILIENCE
FIENDISH R e s il ie n c e
saving throw against your warlock
w arlock spell save DC D C or Starting at 10th level, you can choose
c h o o s e one damage
dam age type
bee charmed
b charm ed by you for 1 minute or until the creature when
w hen you finish a short
sh ort or long rest. You gain resistan
resistance
ce
takes any damage.
dam age. to that damage
dam age type until you choose
c h o o s e a different one
with
w ith this feature. Damage
D am age from magical
m agical w weapons
ea p on s or
D
DARK D e l ir iu m
a r k DELIRIUM silver weapons
w ea p on s ignores
ig n ores this resistance.
Starting at 14th level, you can plunge a creature into
an illusory realm.
realm . As
A s an action, choose
c h o o s e a creature H u r l THROUGH
HURL T h r o u g h HELL
H ell
that you can see w within
ithin 60 feet of
o f you. It must make
m ake a Starting at 14th level, w when
hen you hit a creature w with
ith an
Wisdom
W isd om saving throw
th row against y your
ou r warlock
w arlock spell save attack, you can use this feature to instantly transport
DC. O Onn a failed save, it is charmed
charm ed or frightened by you the target through the lower
low er planes. The creature
(your choice)
ch oice) for 1 minute
m inute or until your concentration disappears and hurtles through a nightmare
nightm are landscape.
is broken (as if you are concentrating
concentratin g on a spell). This At the end ofo f your next turn, the target returns to the
effect ends early if the creature takes any damage. dam age. space
sp a ce it previously occupied,
o ccu pied, or the nearest u unoccupied
n occu pied
Until this illusion ends, the creature thinks it is lost space. If the target is not a fiend, it takes 10d10
10d 10 psychic
in a misty
m isty realm,
realm , the appearance
appearan ce of o f which
w hich you choose.
ch oose. damage
dam age as it reels from its horrific
h orrific experience.
The creature can see s e e and hear only itself, you, and Once
O nce you u use
se this feature, you can't use
ca n ’t u se it again until
the illusion. you finish a long rest.
You
Y ou must
m ust finish a short
sh ort or long rest before you can
use
u se this feature again. THE
T h e GREAT
G r e a t OLD
O l d ONE
O n e
Your patron is a mysterious
m ysterious entity whose
w h ose nature is
T h e FIEND
THE F ie n d utterly foreign to the fabric of o f reality. It might come
co m e from
You have madem ade a pact with
w ith a fiend from the lower low er the Far Realm,
Realm , the space
sp a ce beyond
beyon d reality, or it could
cou ld be
planes ofo f existence, a being w whose aimss are evil,
h o s e aim one ofo f the elder gods
g od s known
know n only in legends. Its motives
m otives
even if you strive against those aims.
th ose aim s. Such
S u ch beings are incomprehensible
in com prehen sible to mortals,
m ortals, and its knowledge
kn ow led ge so
desire the corruption or destruction of o f all things, immense
im m en se and ancient that even the greatest libraries
ultimately
ultim ately including you. Fiends pow powerful
erfu l enough
en ough to pale in comparison
com p a rison to the vast secrets it holds. The
forge a pact include demon
dem on lords such su ch as Demogorgon,
D em ogorgon , Great Old One O ne might b bee unaw
unaware
are of
o f your existence
Orcus,
O rcus, Fraz'Urb-luu,
F raz’Urb-luu, and Baphomet;
Baphom et; archdevils such or entirely indifferent to you, but the secrets you have
as A
Asmodeus,
sm od eu s, Dispater, Mephistopheles,
M ephistopheles, and Belia!; Belial; learned
learn ed allow you to draw your magic m agic from it.
pit fiends and balors that are especially
esp ecia lly m mighty;
ighty; and Entities of o f this type include Ghaunadar, called That
ultroloths and other lords of o f the yugoloths. Which
W h ich Lurks; Tharizdun, the C Chained
hained God;
G od; Dendar,
D endar, the
Night Serpent; Zargon, the Returner; Great Cthulhu;
and other unfathom
unfathomable able beings.
EXPANDED
E x p a n d e d SPELL
S p e l l LIST
L ist ARMOR
A OF
rmor o f SHADOWS
Sh a d o w s
The Great Old One lets you choose
ch o o s e from an expanded list can cast mage armor on yyourself
You can without
ou rself at will, w ithout
of
o f spells when
w hen you learn a warlock
w arlock spell. The following
follow in g expending
expen din g a spell slot or m
material components.
aterial com pon ents.
spells are added to the warlock
w arlock spell list for you.
A
ASCENDANT St e p
s c e n d a n t STEP

GREAT
G r e a t OLD
O l d ONE
O n e EXPANDED
E x p a n d e d SPELLS
S pells Prerequisite: 9th level
Spell Level Spells You can cast levitate on y
yourself without
ou rself at will, w ithout
st
l1st dissonant whispers
whispers,, Tasha's
T ash a's hideous laughter expending a spell slot or material com
components.
pon ents.
2nd detect thoughts, pphantasmal
h a n ta sm a l force
B
BEAST Speech
e a s t SPEECH
3rd clairvoyance, sending
can cast speak with animals at will, without
You can
4th dominate
dom inate beast, Evard's
E va rd ’s black tentacles
expending a spell slot.
5th dominate
do m in ate person, telekinesis
B e g u i l i n g IINFLUENCE
BEGUILING nfluence
A w a k e n e d MIND
AWAKENED M in d Deception
You gain proficiency in the D eception and
Starting at 1st level, your alien knowledge
kn ow led ge gives you Persuasion
P ersu asion skills.
the ability to touch the minds
m inds of
o f other creatures. You
can communicate
com m u n icate telepathically with any creature you B e w it c h in g W
BEWITCHING WHISPERS
h ispe r s

can see within


w ithin 30 feet of
o f you. You don't
don ’t need to share Prerequisite: 7th level
a language with the creature for it to understand your can cast compulsion on
You can once warlock
ce using a w arlock spell slot.
telepathic utterances, but the creature must m ust be able to You ccan't doo so
a n ’t d s o again until you finish a long rest.
understand at least oneon e language.
B
BOOK OF
ook o f A
ANCIENT Se c r e t s
n c i e n t SECRETS
E n t r o p i c WARD
ENTROPIC Ward Prerequisite: Pact ooff the Tome feature
At 6th level, you learn to magically
m agically ward
w ard yourself
y ou rself against
You can n now inscribe
ow in scribe m magical
agical rituals in your B Book
o o k ooff
attack and to turn an enemy's
en em y’s failed strike into good
g ood
Shadows.
Sh a dow s. C Choose twoo 1st-level spells
h oose tw sp ells that have the
luck for yourself. When
W h en a creature makes
m akes an attack
ritual tag from any claclass's
ss’s spell list. The spells
sp ells appear
roll against you, you can use your reaction to imposeim p ose
book
in the b o o k and ddon't
on ’t count against the num number
ber ooff spells
disadvantage on that roll. If the attack misses
m isses you, your
you know. W With
ith your BBook
o o k ooff Shadows
S h a d ow s in hand, you
next attack roll against the creature has advantage if you you
can cast the ch chosen
osen spells as rituals. You ca can't
n ’t cast the
make
m ake it before
b efore the end of
o f your next turn.
spells except as rituals, uunless you've
nless y them by
ou ’ve learned them
Once
O nce you use this feature, you can't
ca n ’t use it again until
some
som e other m means.
eans. You can also cast a w warlock
arlock spell
you finish a short or long
lon g rest.
you kn know
ow as a ritual if it has the ritual tag.
T h o u g h t SHIELD
THOUGHT Sh iel d On your adventures, you can can add other ritual spells
sp ells to
Starting at 10th level, your thoughts can't
ca n ’t be
b e read by
your B Book
o o k ooff Shadows.
S h adow s. W When
h en you find such a spell, you you
telepathy or other means
m ea n s unless you allow it. You also
also can add it to the b book spell's
o o k if the sp ell’s level is equal to or
have resistance
resistan ce to psychic damage,
dam age, and whenever
w henever a
less than h half
alf your w warlock
a rlock level (rounded up) and if you you
creature deals psychic damage
dam age to you, that creature
can spare the tim
can timee to tran
transcribe
scribe the spell. For each level
ooff the spell, the transcription p process
r o ce s s takes 2 hours and
takes the same
sam e amount
am ount ofo f damage
dam age that you do.
ccosts
o sts 50 gp for the rare inks n needed
eeded to in inscribe
scribe it.
C r e a t e THRALL
CREATE T hrall
C
CHAINS OF
h a in s o f C
CARCERI
arceri
At 14th level, you gain the ability to infect a humanoid's
h um an oid’s
mind
m ind with
w ith the alien magic
m a gic of
o f your patron. You can use
Prerequisite: 15th level, Pact ooff the Chain feature
your action to touch an incapacitated humanoid.
hum anoid. That You can cast hold monster at w will-targeting
ill—targeting a celestial,
creature is then charmed
ch a rm ed by you until a remove curse elemental-without
fiend, or elem ental—w ithout expending a spell slot oror
spell is cast on it, the charmed
ch arm ed condition is removed
rem oved material
m components.
aterial com must
pon ents. You m before
ust finish a long rest before
from it, or you use
u se this feature again. you can use this invocation on the same
sam e creature again.
You can communicate
com m u n ica te telepathically with
w ith the charmed
charm ed
creature as long as the two tw o of
o f you are on the same
sam e plane DEVIL'S
D e v i l ’ s SIGHT
Sig h t
of
o f existence. You
Y can see n
ou can normally
orm ally in darkness, both mmagical
agical and
nonmagical,
n onm agical, to a distance ooff 120 feet.

E l d r i t c h INVOCATIONS
ELDRITCH In v o c a t io n s D readful W
DREADFUL WORD
ord
If an eldritch invocation has prerequisites, you must Prerequisite: 7th level
meet
m eet them to learn it. You can learn the invocation at the
once
You can cast confusion on warlock
ce using a w a rlock spell slot.
same
sam e time
tim e that you meet
m eet its prerequisites.
can't
You ca n ’t do so again until you finish a long rest.
A
AGONIZING Blast
g o n i z i n g BLAST
ELDRITCH
E l d r i t c h SIGHT
Sig h t
Prerequisite: eldritch blast cantrip
You can cast detect magic at w
will, without
ill, w ithout expending
W h en you cast eldritch blast, add your Charisma
When Charism a a spell slot.
modifier
m odifier to the damage
dam age it deals on a hit.
E l d r i t c h SPEAR
ELDRITCH Spe ar O t h e r w o r l d l y LEAP
OTHERWORLDLY L eap
Prerequisite: eldritch blast cantrip Prerequisite: 9th level
W h en you cast eldritch blast, its range is 300
When 3 0 0 feet. cast jump on y
You can castjump yourself
ou rself at w
will,
ill, without expending
w ithout expending
a spell slot or material
m aterial components.
com pon ents.
E
EYES
y e s OF
o f THE R u n e KEEPER
t h e RUNE K eeper
You can read all w
writing.
riting. REPELLING
R e p e l l i n g BLAST
Blast
Prerequisite: eldritch blast cantrip
F i e n d i s h VIGOR
FIENDISH V ig o r
W h en you hit a creature with eldritch blast, you can push
When
ca n cast false life on y
You can yourself will
ou rself at w ill as a
the creature up to 10 feet away from you in a straight line.
1st-level spell, without
w ithout expending
expen din g a spell slot or
material
m aterial components.
com pon ents. SCULPTOR
S c u l p t o r OF
o f FLESH
F lesh
Prerequisite: 7th level
G a z e OF
GAZE T w o MINDS
o f Two M in d s
You can u use
se your action to touch a willing
w illing humanoid
hum anoid Y ou can cast polymorph once
You using
on ce usin g a warlock
w arlock spell slot.
and perceive through its senses
sen ses until the end of o f your Y ou can't
You ca n ’t do so
s o again until you finish a long
lon g rest.
next turn. As
A s long as the creature is on the same sam e
SIGN
S i g n OF I l l OMEN
o f ILL O men
plane of
o f existence as you, you can use your action
on subsequent turns to maintain
m aintain this connection,
conn ection , Prerequisite: 5th level
extending the duration until the end of o f your next turn. Y ou can cast bestow curse once
You on ce using a wwarlock
a rlock spell
While perceiving
W h ile perceivin g through the other creature's
creatu re’s senses,
sen ses, slot. You can't
ca n ’t do so again until you finish a long rest.
you benefit from any special
sp ecia l senses
se n se s possessed
p o s s e s s e d by that
creature, and you are blinded and deafened to your own ow n T h i e f OF
THIEF F i v e FATES
o f FIVE Fa t e s
surroundings. You can cast bane once using
o n ce usin g a warlock
w a rlock spell slot. You
ccan't
a n ’t do so again until you finish a long
lon g rest.
L if e d r in k e r
LIFEDRINKER
Prerequisite: 12th level.
level, Pact of
o f the Blade feature THIRSTING
T h i r s t i n g BLADE
Blade
Prerequisite: 5th level, Pact of
o f the Blade feature
When
W h en you hit a creature with your pact w
weapon.
eapon , the
creature takes extra nnecrotic
ecrotic damage
dam age equal to your You can attack with your pact wweapon
ea p on twice,
tw ice, instead of
of
Charisma
C harism a modifier
m odifier (minimum
(m inim um 1). once,
on ce, whenever
w henever you take the A
Attack
ttack action on your turn.

MASK
M a s k OF
o f MANY
M a n y FACES
Fa c e s VISIONS
V i s i o n s OF
o f DISTANT
D i s t a n t REALMS
R ealm s
You can cast disguise self at will, without expending Prerequisite: 15th level
a spell slot. You can cast arcane eye at will, without expending
a spell slot.
MASTER
M a s t e r OF
o f MYRIAD
M y r i a d FORMS
Form s
Prerequisite: 15th level V
VOICE
o i c e OF
o f THE C h a i n MASTER
t h e CHAIN M aster
You can cast alter self at will, without
w ithout expending Prerequisite: Pact of
o f the Chain feature
a spell slot. You can communicate
com m u n icate telepathically w with
ith your familiar
fam iliar
and perceive through your familiar's
fam iliar’s senses
sen ses as long
lon g as
MINIONS
M i n i o n s OF
o f CHAOS
C haos
you are on the same
sam e plane ofo f existence. Additionally,
Prerequisite: 9th level while perceiving
w hile perceivin g through your familiar's
fam iliar’s senses,
sen ses, you can
You can cast conjure elemental once on ce using a also speak
sp eak through your familiar
fam iliar in your own
ow n voice, even
warlock
w a rlock spell slot. You can't
ca n ’t do so
s o again until you if your familiar
fam iliar is n
normally
orm ally incapable ooff speech.
sp eech .
finish a long rest.
WHISPERS
W h i s p e r s OF
o f THE
t h e GRAVE
G rave
MIRE
M i r e THE
t h e MIND
M in d Prerequisite: 9th level
Prerequisite: 5th level You can cast speak with dead at will,
w ill, without
w ithout expending
You can cast slow onceon ce using a w
warlock
arlock spell slot. You a spell slot.
ccan't
a n ’t do so again until you finish a long
lon g rest.
W i t c h SIGHT
WITCH Sig h t
M is t y V
MISTY VISIONS
is io n s Prerequisite: 15th level
You can cast silent image at will, without
w ithout expending a You can see the true form ooff any shapechanger
sh ap ech an ger or
spell slot or material components.
com pon ents. creature concealed
con cea led by illusion or transm
transmutation
utation magic
m agic
while
w hile the creature is within
w ithin 30 feet of
o f you and w
within
ithin
O ne w
ONE WITH Sh a d o w s
i t h SHADOWS
line of
o f sight.
Prerequisite: 5th level
When
W h en you are in an area ofo f dim light or darkness, you
can uuse
se your action to b
become
e c o m e invisible until you move
m ove
or take an action or a reaction.
W iz a r d
WIZARD
Clad in the silver rob robeses that denote her station, an
elf closes
c lo se s her eyes to shut out the distractions of o f the
battlefield and beg beginsin s her quiet chant. Fingers
Fin gers w weaving
eaving
in front of o f her, she completes
com pletes her spell and launches a
tiny bead of o f fire toward
tow ard the en enemy
em y ranks, where
w here it erupts
into a conflagration that engulfs the soldiers.
Checking
C h ecking and rechecking
rech eck in g his w work,
ork, a hum
human an scribes
scrib e s
an intricate magic m agic circle in chalk on the bare stone
floor, then sprinkles
sprin kles p powdered
ow dered iron along every line and
graceful curve. When W h en the circle is complete,
com plete, he drones
dron es a
long incantation. A A hole opens
op en s in space
sp ace inside the circle,
bringing a w whiff
h iff of
o f brimstone
brim ston e from the otherworldly
otherw orldly
plane beyond.
Crouching
Crou ch in g on the floor in a dungeon du ngeon intersection, a
gnome
gnom e tosses a handful of o f small bones
sm all b on es inscribed
in scribed with
mystic
m ystic symbols,
sym bols, muttering a few words w ord s of
o f power
p ow er over
them.
them. C Closing
losin g his eyes to see the vision visionss more
m ore clearly,
he nods
n ods slowly, then opens op en s his eyes and points down dow n the
passage
pa ssa ge to his left.
Wizards
W izards a re supreme
are suprem e magic-users,
m agic-users, defined and united
as a class by the spells they cast. Drawing D raw ing on the subtle
weave
w eave of of mmagic
agic that permeates
perm eates the cosmos,
cosm os, wizards
w izards cast
spells ofo f explosive fire, arcing lightning, subtle deception,
and brute-force m mind
ind control. Their
T heir magic
m agic conjures
monsters
m onsters from other p planes
lanes ofo f existence, glimpses
glim p ses the
future, or turns slain foes into zombies. zom bies. Their mightiest
spells change one substance into another, call meteors m eteors
down
dow n from the sky, or open portals to other worlds. w orlds.

S c h o lLARS
SCHO a r s OF
o f THE A rcane
t h e ARCANE

Wild
W ild and enigmatic,
enigm atic, varied in form and function, the
power
pow er of
o f magic
m a gic draws
draw s students whow h o seek to master
m aster
its mysteries.
m ysteries. Some
S om e aspire to become
b e c o m e like the gods,
shaping reality itself. Though
T h ou gh the casting of o f a typical
spell requires
requ ires mmerely
erely the utterance ooff a few strange
words,
w ords, fleeting gestures, and sometimes
som etim es a pinch or
clump
clum p of
o f exotic materials, these
m aterials, th ese surface
su rface components
com pon en ts
barely hint at the expertise attained after years of of
apprenticeship and countless
cou n tless hhours
ours ofo f study.
Wizards
W izards live and die by their spells. Everything else
is secondary.
secon dary. They
Th ey learn new
n ew spells
sp ells as they experiment
experim ent
and grow
g row in experience. They can also learn them from
other wwizards,
izards, from ancient tomestom es or inscriptions,
and from ancient creatures
creatu res (such as the fey) that are
steeped in magic.
m agic.
THE WIZARD
The W iz a r d

-Spells
— Level-
Spells Slots per Spell Level —
Proficiency Cantrips
Level Bonus Features Known l1st
st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Arcane Recovery 3 2 — — — — — —
— —

2nd +2 Arcane Tradition 3 3 — — — — — — — —


3rd +2 — 3 4 2 — — — — — — —
4th +2 Ability Score Improvement 4 4 3 — — — — — — —
5th +3 — 4 4 3 2 — — — — — —

6th +3 Arcane Tradition feature 4 4 3 3 — — — — — —


7th +3 — 4 4 3 3 1 — — — — —
8th +3 Ability Score Improvement 4 4 3 3 2 — — — — —
9th +4 — 4 4 3 3 3 1 — — — —

10th +4 Arcane Tradi ti on feature


Tradition 5 4 3 3 3 2 — — — —
11th +4 — 5 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 5 4 3 3 3 2 1 — — —
13th +5
+5 — 5 4 3 3 3 2 1 1 — —
14th +5 Arcane Tradition feature 5 4 3 3 3 2 1 1 — —
15th +5
+5 — 5 4 3 3 3 2 1 1 1 —

16th +5 Ability
Ability Score Improvement 5 4 3 3 3 2 1 1 1 —

17th +6 — 5 4 3 3 3 2 1 1 1 1
18th +6 Spell Mastery 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1 1
20th +6 Signature Spell 5 4 3 3 3 3 2 2 1 1

THE
T h e LURE
L u r e OF
o f KNOWLEDGE
K now ledge Q u ic k B
QUICK BUILD
u il d
You can m make
ake a wwizard
izard quickly by follow following these
in g these
Wizards'
W iz a rd s’ lives are seldom
seld om mundane.
m undane. TheT h e closest a
suggestions. First. Intelligence should be your highest
suggestion s. First,
wizard
w izard is likely to come
c om e to an ordinary life is working
w orkin g
ability score, follow
followeded by Constitution or Dexterity.
as a sage or lecturer
lectu rer in a library or university, teaching
If you plan to join
join the School
S c h o o l of Enchantment,
o f Enchantm ent, m make
ake
others the secrets of o f the multiverse. Other w wizards
izard s sell
Charisma
C harism a your next-best score. score. Second,
S econ d , cchoose
h o o s e the sage
sage
their services
serv ices as diviners,
diviners, serve in m military
ilitary forces,
forces, or
background. Third, choose
background. c h o o s e the mage hand, light, and
pursue lives of o f crime
crim e or domination.
dom ination.
ray of
o f frost cantrips, along with the follow followingin g 1st-level
But the lure ooff knknowledge
ow led ge and p power
ow er calls even the
spells
sp ells for your sp ellbook : burning hands, charm person,
spellbook:
most
m ost unadventurous wizards w iza rd s out of
o f the safety of
o f their
fall. mage armor, magic missile, and sleep.
feather fall,
libraries and laboratories and into crumbling cru m blin g ruins and
lost cities. Most
M ost wwizards
izards believe that their counterparts
in ancient civilizations knew k n ew secrets of o f magic
m agic that have C lass F
CLASS FEATURES
eatures
been lost to the ages, and discovering those
d iscov erin g th ose secrets Ass a w
A wizard, following
izard, you gain the follow in g class features.
could
cou ld unlock
u n lock the path to a powerpow er greater than any magic m agic
available in the present age. H it P
HIT POINTS
o in t s
Hit Dice: 1d6 per w
wizard
izard level
CREATING
C r e a t in g A
a W
WIZARD
iz a r d __________ Hit Points at 1st Level: 6 ++ your Constitution m modifier
odifier
Hit Points at Higher Levels: 1d61d6 (or 4) + your
+ your
Creating a w wizard
izard character demands
dem ands a backstory
dominated Constitution mmodifier per w
odifier per wizard
izard level after 1st
dom inated by at least one on e extraordinary event. How H ow
did your character first come co m e into contact with m magic?
agic?
PROFICIENCIES
P r o fic ie n c ie s
How
H ow did you discover
d iscover you had an aptitude for it? Do Do
Armor:
Arm or: NNone
one
you have a natural talent, or did you simply sim ply study
Weapons: D Daggers,
aggers, darts, slings, quarterstaffs,
hard and practice incessantly? Did you encounter a
light ccrossbows
ro s sb o w s
magical
m agical creature or an ancient tom tomee that taught you the
Tools: N
None
one
basics
ba sics of
o f magic?
m agic?
What
W hat drew you forth from your life of o f study? Did
D id your Saving Throws: Intelligence, W Wisdom
isd om
first taste of magical
of m agical knowledge
k n ow led ge leave you hungry for Skills: Choose twoo from A
C h oose tw Arcana, History, Insight,
rcana, History,
more?
m ore? Have you received w word
ord of
o f a secret repository Investigation, M Medicine, Religion
edicine, and R eligion
of knowledge
o f kn ow led ge not yet plundered by any other w wizard?
izard?
Perhaps yyou're
ou ’re simply
sim ply eager to put your new newfound
found
magical
m agical skills to the test in the face of o f danger.
E q u ip m e n t
EQUIPMENT Sp e l l b o o k
SPELLBOOK
You start with the following
follow in g equipment.
equipm ent, in addition to At 1st level.
level, you have a spellbook
sp ellb ook containing
contain in g six 1st-level
the equipment
equipm ent granted by your background: wizard
w izard spells of
o f your choice.

• (a) a quarterstaff or ((b) dagger


b) a dagger PREPARING
P r e p a r i n g AND
a n d CASTING
C a s t i n g SPELLS
Spells
• (a) a component pouch
com pon en t pou (b) an arcane focus
ch or (b) focu s
The
The WWizard
izard table showssh ow s h how
ow m many
any spell slots you have
• (a) a scholar's
sch ola r’s pack oor (b) an explorer's
r (b) explorer’s pack
to cast your spells of o f 1st level and higher. To cast one on e of
of
• A
A spellbook
sp ellb ook
these spells, you must m ust expend a slot of o f the spell's
sp ell’s level
or higher. You regain all expended expen ded spell slots w when
hen you
SPELLCASTING
Spellcastin g
finish a long
lon g rest.
Ass a student of
A o f arcane
arcan e magic,
m agic, you have a spellbook
sp ellb ook You prepare the list of wizard
of w izard spells that are available
containing
contain in g spells that show
sh ow the first glimmerings
glim m erings of for you to cast. To do so. choose c h o o s e a num
number ber of
o f wizard
w izard
power.
your true pow er. See
S e e chapter 10 for the general rules of spells from your spellbook
sp ellb ook equal to your Intelligence
spellcasting
sp ellcastin g and chapter 11 for the w wizard
izard spell list. m odifier +
modifier + your wizard
w izard level (minimum
(m inim um of onee spell). The
o f on
spells must be of o f a level for w which
hich you have spell slots.
CANTRIPS
C a n t r ip s For example,
exam ple, ifyou·re
if you're a 3rd-level wizard, w izard, you have
At 1st level, you know
k n ow three cantrips ofo f your choice
ch oice four 1st-level and two tw o 2nd-level spell slots. With W ith an
from the wizard
w izard spell list. You learn additional w wizard
izard Intelligence of o f 16, your list of o f prepared spellssp ells can
can
cantrips of
o f your choice
ch oice at higher levels, as shown
sh ow n in the include six spells of o f 1st or 2nd level, in any combination,
com bination,
Cantrips Known
K n ow n column
colum n of
o f the Wizard
W izard table. chosen sp ellbook . If you prepare the 1st-level
ch osen from your spellbook.
spell magic missile, you can cast it using a 1st-level or a
Y o u r SPELLBOOK
YOUR S pellbo o k 2nd-level slot. Casting the spell doesn't d oesn ’t remove
rem ove it from
The spells that you add to your spell book as you gain levels
spellbook your list of
o f prepared spells.
reflect the arcane research you conduct on your own, as well You can change your list of o f prepared spells w when
hen
as intellectual breakthroughs you have had about the nature you finish a long rest. Preparing
P reparin g a new n ew list of wizard
of w izard
of
o f the multiverse. You might find find other spells during your spells requires tim timee spent studying your spellbook sp ellb ook and
adventures. You could discover a spell recorded on a scroll in in memorizing
m em orizin g the incantations and gestures you must m ust
an evil wizard's chest, for example, or in in a dusty tome inin an
make
m ake to cast the spell: at least 1 minute m inute per spell level
ancient library.
Copying a Spell into the Book. When you find a wizard spell
for each spell on your list.
of st level
o f l1st level or
or higher,
higher, you
you can
can add
add itit to
to your
your spellbook
spellbook ififitit isis
SPELLCASTING
S p e l l c a s t i n g ABILITY
A b il it y
of a level for which you have spell slots and if you can spare
the time to decipher and copy it. Intelligence is your spellcasting
sp ellcastin g ability for your wwizard
izard
Copyi
Copying ng a spell into your spell book involves reproducing
spellbook spells, since
sin ce you learn your spells
sp ells through dedicated
the basic form of o f the spell, then deciphering the un ique
unique study and memorization.
m em orization. You use your Intelligence
system of o f notation used by the wizard who wrote it. You whenever
w hen ever a spell refers to your spellcasting
sp ellcastin g ability.
must practice the spell until you understand the sounds In addition, you uuse
se your Intelligence modifier
m odifier when
w hen
or gestures required, then transcribe itit into your spellbook setting the saving throw DC
th row D C for a wizard
w izard spell you cast
using your own notation. and when
w hen making
m akin g an attack roll with
w ith one.
For each level of o f the spell, the process takes 2 hours and
costs 50 gp. The cost represents material components you D C = 8 + your proficiency bonus +
Spell save DC=
expend as you experiment with the spell to master it, as well your Intelligence modifier
as the fine inks you need to record it. Once you have spent
this time and money, you can prepare the spell just like your modifier = your proficiency bonus +
Spell attack modifier=
other spells. your Intelligence
intelligence modifier
Replacing the Book. You can copy a spell from your own
spell book into another book—
spellbook book-for for example, if you want RITUAL
R i t u a l CASTING
C a s t in g
to make a backup copy of o f your spell book. This is just like
spellbook. You can
ca n cast a wizard
w izard spell as a ritual if that spell has
copying a new spell into your spell book, but faster and easier,
spellbook, the ritual tag and you have the spell in your spellbook.
sp ellbook .
since you understand your own notation and already know You don't n
need
eed to have the spell
sp ell prepared.
how to cast the spell. You need spend only l1 hour and 10 gp
for each level of o f the copied spell. S p e l l c a s t i n g Focus
SPELLCASTING Focu s
If you lose your spell book, you can use the same procedure
spellbook, You can use an arcane focus
focu s (found in chapter 5) as a
to transcribe the spells that you have prepared into a new
spellcasting
spellcastin g focus
focu s for your w
wizard
izard spells.
spell book. Filling out the remainder of
spellbook. o f your spellbook
requires you to find new spells to do so, so, as normal. For this
L e a r n i n g SPELLS
LEARNING S p e l l s OF 1s t LEVEL
o f 1ST L e v e l AND H ig h e r
a n d HIGHER
reason, many wizards keep backup spellbooks in in a safe place.
The Book’s
Book's Appearance. Your spell book is a unique
spellbook
Each
E timee you gain a w
ach tim wizard
izard level, you can add two tw o
compilation of o f spells, with its own decorative flo urishes and
flourishes wizard
w izard spells ooff your choice
ch oice to your spell book.. Each
sp ellbook
margin notes. ItIt might be a plain, functional leather volume of
o f these spells must b bee of
o f a level for which
w hich you have
that you received as a gift from your master, a finely bound spell slots, as shown
sh ow n on the Wizard
W izard table. OnO n your
gilt-edged tome you found in in an ancient library, or even a adventures, you might
m ight find other spells that you can add
loose collection of o f notes scrounged together after you lost to your spellbook
sp ellb ook (see the "Your
“Your Spellbook"
S p e llb o o k ” sidebar).
your previous spellbook in in a mishap.

,,
A r c a n e RECOVERY
ARCANE R ecovery the ages have cataloged thousands of o f spells, grouping
them into eight categories called sch schools,
ools, as described
d escrib ed
You have learn
learned
ed to regain some som e of magical
o f your m agical energy
in chapter 10. In some places, these traditions are
som e places,
by studying your sp spellbook.
ellbook . O Once
n ce p per when
er day w hen you
schools;
literally sch wizard
ools; a w might
izard m ight study at the School
S c h o o l ooff
finish a short rest, you ca cann cchoose expended
h o o s e expen ded spell slots while
Illusion w hile another studies a across town
cross tow n at the School
S ch o o l
to recover. The spell slots can have a combined com b in ed level that
ooff Enchantm
Enchantment.
ent. In other institutions, the schools
sch ools are
is equal to or less than h half
alf your w wizard
izard level (rounded more
m ore like acad
academic
em ic departments,
departm ents, wwith
ith rival faculties
up), and nnone
one of
o f the slots can be 6th level or higher. competing
petin g for students and funding. Even w
com wizards
iza rd s w whoho
For example, if you’re
you're a 4th-level wizard, you can recover train apprentices in the solitude of o f their own
ow n towers
tow ers use
up to tw
twoo levels w
worth
orth of
o f spell slots. You can recover either
the division of
o f magic
m agic into schools
sch o o ls as a learning device,
a 2nd-level spell slot or tw twoo 1st-level spell slots. since
sin ce the spells of
o f each school
sch o o l require mastery
m astery of
of
different techniques.
ARCANE
A r c a n e TRADITION
T ra d itio n
When
W h en you reach 2nd level, you cchoose
h o o s e an arcane S c h o o l OF
SCHOOL of A
ABJURATION
bju r atio n
tradition, shaping your practice ooff mmagic one
agic through one The
T h e School
S c h o o l ooff Abjuration em
emphasizes magic
p h a sizes m blocks,
agic that block s,
ooff eight schools:
sch ools: Abjuration, Conjuration, Divination,
banishes, or protects. D Detractors
etractors ooff this sc
school
h o o l say
Enchantment,
Enchantm Necromancy,
ent, Evocation, Illusion, N ecrom ancy,
that its tradition is about denial, negation rather than
or Transmutation, all detailed at the end of o f the
positive assertion. You understand, however, that ending
class description. harmful
harm ful effects, protecting the w weak,
eak, and banishing evil
Your choice
ch oice grants you features at 2nd level and again
influences is anything but a p philosophical
h ilosoph ica l void. It is a
at 6th, 10th, and 14th level. proud and resp
respected
ected vocation.
Called
C alled abjurers, members
m em bers of
o f this school
sch o o l are sought
A b i l i t y SCORE
ABILITY S c o r e IMPROVEMENT
Im pr o v e m e n t
when
w hen baleful spirits require exorcism,
exorcism , w when
hen im important
portant
When
W h e n you reach 4th level,
level, and again at 8th, 12th, 16th, locationss must
location m ust be guarded against magical
m agical spying, and
and 19th level, you can in increase
crease one
on e ability score
sc o r e ooff your when
w hen portals to other planes ooff existence must be closed.
choice
ch oice by 2, or you ca
can increase
n in twoo ability sscores
crease tw c o r e s ooff
choice
your ch Ass norm
oice by 1. A normal, can't
al, you ca increase
n ’t in crease an ability A b j u r a t io n S
ABJURATION SAVANT
avant

score
sco re above 20 using this feature. Beginning
B when
egin ning w hen you select this school
sch ool at 2nd level, the
gold and tim
timee you mmust
ust spend to copy
cop y an abjuration
S p e l l MASTERY
SPELL M astery spell into your spellbook
sp ellb ook is halved.

At 18th level, you have achieved such mastery


m astery over A
ARCANE Ward
r c a n e WARD
certain spells
sp ells that you can cast them at w will.
ill. Choose
C h oose a
Starting at 2nd level.
level, you can w weave
eave magic
m agic around
1st-level w
wizard
izard spell and a 2nd-level w wizard
izard spell that yourself
you rself for protection. When W h en you cast an abjuration
are in your spellbook.
sp ellbook . You can cast th
those
ose spells at their
spell of
o f 1st level or higher, you can simultaneously
sim ultaneously use a
lowest
low est level without expending a spell slot w when
hen you
strand ofo f the spell"s magic
spell’s m agic to create a m magical
agical w ward
ard on
have them prepared. If you w want
ant to cast either spell at a
yourself
you rself that lasts until you finish a long rest. T The
he wward
ard
higher level, you must expend a spell slot as norm normal.
al.
has hit points equal to tw twice
ice your wwizard
izard level + your
spending
By spen din g 8 hours in study, you can
can exchange one Intelligence modifier. W Whenever
h enever you take dam damage,
age, the
or both of
o f the spells you cchose
h ose for different spells ofof ward
w ard takes the damage
dam age instead. If this damage
dam age reduces
the same
sa m e levels.
the w
ward
ard to O 0 hit points, you take any rem remaining
aining damage.
dam age.
While
W h ile the w ward
ard has O 0 hit points, it can't
ca n ’t absorb
S i g n a t u r e SPELLS
SIGNATURE Spells
------- damage.
dam age, but its magic
m agic remains.
rem ains. Whenever
W h enever you cast an
When
W h en you reach 20th level, you gain m mastery
astery over two
tw o abjuration spell of o f 1st level or higher, the w ward
ard regains a
powerful
pow erful spells and can cast them with little effort. number
num ber ofo f hit points equal to twice
tw ice the level ofo f the spell.
Choose twoo 3rd-level w
C h oose tw wizard
izard spells in your ssp
pellbook
ellbook Once
O n ce you create the w ward,
ard, you can't create it again
as your signature spells. You always have th these
ese spells until you finish a long rest.
prepared, they don don't’t count against the num
number
ber ooff spells
you have prepared, and you can cast each ooff them them on once
ce at P r o jected W
PROJECTED WARD
ard

3rd level without expending a spell slot. W When


h en you do so, Starting at 6th level, w when
h en a creature that you can see
you can't
can ’t do so
s o again until you finish a short or long rest.rest. within
w ithin 30 fe et of
feet damage,
o f you takes dam age, you can uuse
se your
If you wwant
ant to cast either spell at a higher level, you you reaction to cause
cau se your A Arcane Ward
rca n e W ard to absorb that
must
m ust expend a spell slot as norm normal.
al. damage.
dam age. If this damage reduces
dam age red ward
u ces the w ard to O points.
0 hit points,
warded
the w arded creature takes any rem remaining
aining damage.
dam age.

A
ARCANE T r a d it io n s
r c a n e TRADITIONS Im pr o v e d
IMPROVE A b j u r a t io n
D ABJURATION
The
T h e study of wizardry
of w izardry is ancient, stretching back ba ck to Beginning
B egin ning at 10th leveL
level, when
w hen you cast an abjuration
the earliest mmortal
ortal discoveries
discov eries of of m agic. It is firmly
magic. spell that requires
requ ires you to mmake
ake an ability check
ch eck as
established in the w worlds
orlds of
o f D&D, with various a part of
o f casting that spell (as in counterspell and
traditions dedicated to its comcomplexp lex study. dispel magic), you add your proficiency
profi ciency bon
bonus
u s to that
The
Th e mmost common
ost co arcanee traditions in the m
m m o n arcan multiverse
ultiverse ability check.
revolve around the schools
sch o o ls ooff m
magic
agic.. W
Wizards
izard s through
object that you have seen. The object is visibly mmagical,
agical,
radiating dim light out to 5 feet.
object
The ob ject disappears after 1 hour, wwhen
hen you use this
damage.
feature again, or if it takes any dam age.

BENIGN
B TRANSPOSITION
e n ig n T r a n s p o s it io n
can uuse
Starting at 6th level, you can se your action to teleport
30 feet to an uunoccupied
up to 30 n occu p ied spspace can see.
ace that you can
can cchoose
Alternatively, you can space
h o o s e a sp within
ace w ithin range
occupied
that is occu p ied by a Small Medium
Sm all or M edium creature. If that
creature is wwilling,
illing, you both teleport, swapping places.
sw appin g p laces.
Once
O nce you uuse
se this feature, you can't use
c a n ’t u se it again until
you finish a long
you long rest or
or you cast a conjuration spell ooff
1st level or higher.

F ocu sed C
FOCUSED CONJURATION
o n j u r a t io n
Beginning
B egin ning at 10th level, w
while you are concentrating on
hile you on
a conjuration spell, your concentration
concentration ca
can't be broken
n ’t be broken
as a result ooff taking dam
damage.
age.

DURABLE
D u r a b l e SUMMONS
Su m m o n s
Starting at 14th level, any creature that you
you
summon
su m m on or create w
with
ith a conjuration spell has 30
temporary
tem porary hit points.

SCHOOL
S OF
ch o o l o DIVINATION
f D iv in a tio n

Thee cou
Th counsel
n sel ooff a diviner is sought by royalty and
commoners
com alike. for all seek
m on ers alike, seek a clearer understanding
understanding
ooff the past, present, and future. A Ass a diviner, you strive
to part the veils ooff space, time, and co consciousness so
n scio u sn e ss so
that you cancan see clearly. You w work master
ork to m aster spells ooff
discernment,
discernm ent, rem remote viewing,
ote view ing, supernatural know
knowledge,
ledge,
and foresight.

D i v i n a t i o n SAVANT
DIVINATION Sa v a n t
Beginning
B when
egin ning w you select this sch
hen you school
o o l at 2nd level, the
S p e l l RESISTANCE
SPELL R e s is t a n c e
timee you must sp
gold and tim spend copy
en d to co p y a divination spell
Starting at 14th level, you have advantage on saving
spellbook
into your sp ellb ook is halved.
throws
th row s against spells.
Furthermore,
Furtherm ore, you have resistance
resistan ce against the P
PORTENT
ortent
damage
dam age ofo f spells. Starting at 2nd level w when
hen you cchoose school,
h o o s e this sch ool,
glimpses
g lim p ses ooff the future begin
begin to ppress
ress in on your
S c h o o l OF
SCHOOL C o n ju r a tio n
o f CONJURATION awareness.
aw areness. W When
h en you finish a lon longg rest, roll twtwoo dd20s
20s
Ass a conjurer, you favor spells that produce
A p rod u ce objects and record the num numbers
bers rolled. You can replace any
and creatures out of o f thin air. You can conjure billow
billowing
ing attack roll, saving throw, or ability ch check
eck mmade
ade by you or
clouds
clou d s of
o f killing fog or summon
su m m on creatures from a creature
creature that you can see see with one of these
o f th ese foretelling
elsewhere
elsew h ere to fight on your behalf. A Ass your mmastery
astery rolls. You must cchoose
h o o s e to do so
so b before
efore the roll, and you
grows,
grow s, you learn spells
sp ells of
o f transportation and can can replace a roll in this w
can way
ay only ononcece per turn.
teleport yyourself
ou rself across
a cross vast distances, even to other Each foretelling roll can
Each can be uused
sed only on once. When
ce. W you
h en you
planes of
o f existence, in an instant. long
finish a lon g rest, you loselose any uunused
nu sed foretelling rolls.

C o n j u r a t i o n SAVANT
CONJURATION Sa v a n t EXPERT
E DIVINATION
xpert D iv in a t io n

Beginning
B egin ning when
w hen you select this school
sc h o o l at 2nd level, the Beginning
B level. casting divination sp
egin ning at 6th level, spells comes
ells co m es
gold and time
tim e you must
m ust spend to copy
cop y a conjuration spell sso
o easily to you that it expends only a fraction ooff your
into your spellbook
sp ellb ook is halved. spellcasting When
sp ellcastin g efforts. W h en you cast a divination spell
ooff 2nd level or higher using a spell slot, you regain one
M
MINOR C o n j u r a t io n
i n o r CONJURATION expended
expen ded spell slot. The slot you regain must be be of
of a
Starting at 2nd level w
when
hen you select this school,
sch ool, you lower
level low er than the spell you cast and ca
can't be higher
n ’t be higher
can use your action to conjure up an inanimate
inanim ate object than 5th level.
in your hand or on the ground in an unoccupied
u n occu p ied space
sp ace
that you can see w
within
ithin 10 feet of
o f you. This object can be be T he T
THE h ir d E
THIRD EYE
ye

no larger than 3 feet on a side and weigh


w eigh no more
m ore than Starting at 10th level, you can
Starting can use your action to
10 pounds,
pou nds, and its form must
m ust be that ofo f a nonmagical
nonm agical increase
in powers
crease your p ow ers ooff perception
perception.. W
When
h en you do so,
choose
c h o o s e one
on e of
o f the following
follow in g benefits, w
which
h ich lasts until On a successful
su ccessfu l save, you can't use
ca n ’t u se this feature on the
you are incapacitated or you take a short or long rest. attacker again until you finish a long lon g rest.
You can't
ca n ’t use the feature again until you finish a rest. You m
must
ust choose
c h o o s e to u
use
se this feature before knowing
kn ow in g
Darkvision. You gain darkvision out to a range of o f 60 whether
w hether the attack hits or misses.
m isses. Creatures that can't
can ’t
feet, as described
d escrib ed in chapter 8. be charmed
charm ed are immune
im m u ne to this effect.
Ethereal Sight. You can see into the Ethereal Plane
within
w ithin 60 feet of o f you. S p l i t ENCHANTMENT
SPLIT Enchantm ent
Greater Comprehension. You can read any language. Starting at 10th level, when
w hen you cast an enchantment
enchantm ent
See
S ee Invisibility. You can see invisible creatures
creatu res and spell of
o f 1st level or higher that targets only one
on e creature,
objects
ob jects w within
ithin 10 feet of o f you that are within line of
o f sight. you can have it target a second
se co n d creature.

G r e a t e r PORTENT
GREATER Portent ALTER
A l t e r MEMORIES
M e m o r ie s
Starting at 14th level.
level, the vision
visionss in your dreams
dream s At 14th level, you gain the ability to make m ake a creature
intensify and paint a m more
ore accurate picture in your mind
m ind unaware
unaw are of o f your magical
m agical influence on it. When W h en you cast
of
o f what
w hat is to come.
com e. You roll three d20s
d 2 0 s for your Portent an enchantment
enchantm ent spell to charm charm one or m more
ore creatures,
feature, rather than two. you can alter one on e creature's
creatu re’s understanding so s o that it
remains unaware
rem ains unaw are ofo f being charmed.
charm ed.
SCHOOL
S c h o o l OF
o f ENCHANTMENT
Enchantm ent Additionally, once on ce before the spell expires, you can
use your action to try to make m ake the chosen
ch osen creature
Ass a member
A m em ber ofo f the School
S c h o o l of
o f Enchantment,
Enchantm ent, you have
forget some
som e ofo f the time
tim e it spent charmed.
charm ed. The creature
honed
h oned your ability to magically
m agically entrance and beguile
must succeed
su cceed on an Intelligence saving throw th row against
other people
p eop le and monsters.
m onsters. SomeS o m e enchanters are
your wizard
w izard spell save DC D C or lose a number
num ber of
o f hours
peacemakers
p ea cem ak ers wwhoh o bewitch
bew itch the violent to lay down dow n their
of m em ories equal to 1 +
o f its memories + your Charisma
C harism a modifier
m odifier
arms
arm s and charm
charm the cruel into showing mercy.
sh ow in g m ercy. Others
O thers
(minimum
(m inim um 1). You can make m ake the creature forget less
are tyrants w
who
h o magically
m agically bind the unwilling
unw illing into their
time, and the amount
am ount of o f time
tim e can't
can ’t exceed
ex ceed the duration
service. Most
M ost enchanters fall somewhere
som ew h ere in between.
betw een.
of
o f your enchantment
enchantm ent spell.
E n c h a n t m e n t SAVANT
ENCHANTMENT Sa v a n t
Beginning
B egin ning when
w hen you select this school
sch o o l at 2nd level, the
SCHOOL
S c h o o l OF
o f EVOCATION
Ev o c a tio n
gold and time
tim e you must
m ust spend
sp en d to copy
co p y an enchantment
enchantm ent You focus
focu s your study on magic
m agic that creates powerful
pow erfu l
spell into your spellbook
sp ellb ook is halved. elemental
elem ental effects such as bitter cold, searing flame,
rolling thunder, crackling lightning, and burning acid.
HYPNOTIC
H y p n o t i c GAZE
G aze Some
S om e evokers find employment
em ploym ent in military
m ilitary forces,
Starting at 2nd level whenw hen you choose
c h o o s e this school,
sch ool, your serving as artillery to blast enemy
enem y armies
arm ies from afar.
soft w
words
ord s and enchanting gaze can magicallym agically enthrall Others
O thers use their spectacular pow
power
er to protect the wweak,
eak,
another creature. A Ass an action, choose
c h o o s e one creature that while
w hile some
som e seek their own
ow n gain as bandits, adventurers,
you can see w within o f you. If the target can see or
ithin 5 feet of or aspiring tyrants.
hear you, it must succeed
su cce e d on a Wisdom
W isd om saving throwthrow
against your wizard
w izard spell save DC D C or be b e charmed
charm ed by you E v o c a t i o n SAVANT
EVOCATION Sa v a n t
, until the end ofo f your next turn. The charmed
charm ed creature's
creature’s Beginning when
B egin ning w hen you select this school
sch o o l at 2nd level, the
speed
sp eed drops to 0, and the creature is incapacitated and gold and time
tim e you must
m ust spend
sp end to copy
cop y an evocation spell
visibly dazed. into your spellbook
sp ellb ook is halved.
On subsequent turns, you can u use
se your action to
maintain
m aintain this effect, extending its duration until the S c u l p t SPELLS
SCULPT Spe lls
end of
o f your next turn. However, the effect ends if you Beginning
B egin ning at 2nd level, you can create pock pockets ets ooff
move
m m ore than 5 feet away from the creature, if the
ove more relative safety within
w ithin the effects ofo f your evocation spells.
creature can neither see nor n or hear you, or if the creature When
W h en you cast an evocation spell that affects other
takes damage.
dam age. creatures that you can see, you can choose c h o o s e a number
num ber
Once
O nce the effect ends, or if the creature succeedssu cceed s on its o f them equal to 1 +
of + the spell's
sp ell’s level. The
T h e chosen
ch osen
initial saving throw against this effect, you can't can ’t use this creatures
creatu res automatically
autom atically succeed
s u cce e d on their saving throw throwss
feature on that creature again until you finish a long rest. against the spell, and they take no damage dam age if they w would
ould
normally
n orm ally take half
h alf damage
dam age on a successful
su ccessfu l save.
I n s t i n c t i v e CHARM
INSTINCTIVE C harm
Beginning
B egin ning at 6th level, when
w hen a creature you can see P o t e n t CANTRIP
POTENT C a n t r ip
within
w ithin 30 feet ofo f you m
makes
akes an attack roll against Starting at 6th level, your damaging
dam aging cantrips affect
you, you can uuse se your reaction to divert the attack, even creatures that avoid the brunt of o f the effect. When
W h en
provided that another creature is within
w ithin the attack's
attack’s a creature succeeds
su cce e d s on a saving throw
th row against your
range. The
T h e attacker mmust
ust make
m ake a W
Wisdom
isd om saving throw cantrip, the creature takes half
h alf the cantrip's
cantrip’s damage
dam age (if
against your wizard
w izard spell save DC. OnO n a failed save, any) but suffers no additional effect from the cantrip.
the attacker must target the creature that is closest
E m p o w e r e d EVOCATION
EMPOWERED Ev o c a t io n
to it, not including you or itself. If multiple creatures
are closest, the attacker chooses
chooses wwhich
h ich one to target.
Beginning
B egin ning at 10th level, you can add your Intelligence
modifier
m odifier to the damage
dam age roll of
o f any wizard
w izard evocation
spell you cast.
O verchannel
OVERCHANNEL choice.
ch oice. The
T h e cantrip doesn't
d oesn ’t count
coun t against your nnumber
um ber
Starting at 14th level, you can increase
in crease the power
pow er of
of of
o f cantrips known.
know n.
your simpler
sim pler spells. When
W h en you cast a wwizard
izard spell of
of W h en you cast minor illusion, you can create both a
When
5th level or lower
low er that deals damage,
dam age, you can deal sound
sou n d and an image
im age with a single casting ofo f the spell.
maximum
m axim u m damage
dam age w with
ith that spell.
M a l l e a b l e ILLUSIONS
MALLEABLE I l l u s io n s
The first time
tim e you do so, you suffer n noo adverse effect.
If you u
use
se this feature again b before
efore you finish a long Starting at 6th level, when
w hen you cast an illusion spell that
rest, you take 2d12
2 d 12 necrotic damage
n ecrotic dam age for each level of
of has a duration of o f 1 minute
m inute or longer, you can u use
se your
the spell, immediately
im m ediately after you cast it. Each
E ach time
tim e you action to change the nature of o f that illusion (using the
use this feature again before finishing a long rest, the spell's
sp ell’s normal parameters
n orm al param eters for the illusion), provided that
necrotic
n ecrotic damage
dam age per spell level increases
in creases by 1d12.
1d 12. This you can see the illusion.
damage
dam age ignores
ig n ores resistance
resistan ce and immunity.
ILLUSORY
I l l u s o r y SELF
Self

S c h o o l OF
SCHOOL Illu sio n
o f ILLUSION
Beginning
B egin ning at 10th level, you can create an illusory
duplicate of
o f yourself
y ou rself as an instant, almost
alm ost instinctual
You focus
focu s your studies on magic
m agic that dazzles the reaction to danger. WhenW h en a creature makes
m akes an attack
senses, befuddles
sen ses, befu ddles the mind, and tricks even the wisest
w isest roll against you, you can use your reaction to interpose
in terpose
folk. Your magic
m agic is subtle,
subtle, but the illusions crafted by the illusory duplicate bbetween
etw een the attacker and
your keen mind
m ind make
m ake the impossible
im possible seem
seem real. Some
S om e yourself. The
T h e attack automatically misses
autom atically m isses you, then the
illusionists- including many
illusionists—including m any gnome
gnom e w wizards- are
iza rd s—are illusion dissipates.
benign tricksters w who
h o use their spells to entertain. Once
O nce you u use
se this feature, you can't use
ca n ’t u se it again until
Others
O thers are mmore
ore sinister m
masters
asters of
o f deception,
deception , using you finish a shshort
ort or long
lon g rest.
their illusions to frighten and fool others for their
personal
person al gain. I l l u s o r y REALITY
ILLUSORY R e a l it y
By 14th level, you have learned the secret of
o f weaving
w eaving
ILLUSION
I l l u s i o n SAVANT
Sa v a n t shadow
sh ad ow mmagic
agic into your illusions to give them a semi- sem i-
Beginning
B egin ning when
w hen you select this school
sch o o l at 2nd level, the reality. When
W h en you cast an illusion spell of o f 1st level or
gold and time
tim e you must
m ust spend to copy
cop y an illusion spell higher, you can choose
c h o o s e one inanimate,
inanim ate, n nonmagical
onm agical
into your spellbook
sp ellb ook is halved. object that is part ofo f the illusion and m make
ake that object
real. You can
ca n do this on your turn as a bon bonusu s action
IMPROVED
I m p r o v e d MINOR
M i n o r ILLUSION
I l l u s io n
while
w hile the spell is ongoing.
on goin g. The
T h e object remains
rem ains real for
When
W h en you choose
c h o o s e this school
sch ool at 2nd level, you learn
1 minute. For example,
exam ple, you can create an illusion of of a
the minor illusion cantrip. If you already kknow n ow this
bridge over a chasm
chasm and then make m ake it real long enough
en ough
cantrip, you learn a different w wizard
izard cantrip ofo f your
for your allies to cross.
The object can't
ca n ’t deal damage
dam age or otherwise
oth erw ise
directly harm anyone.

S c h o o l OF
SCHOOL N ecromancy
o f NECROMANCY

The School
S ch o o l of Necromancy
of N ecrom an cy explores the cosmic
co sm ic forces
of
o f life, death, and undeath. As A s you focus
focu s your studies in
this tradition, you learn to manipulate
m anipulate the energy that
animates
anim ates all living things. As A s you pprogress,
rogress, you learn to
sap the life force from a creature as your magic m agic destroys
its body, transforming
transform ing that vital energy
en ergy into magical
m agical
power
p ow er you can manipulate.
m anipulate.
Most
M ost p people
eop le see necromancers
n ecrom a n cers as menacing,
m enacing, or even
villainous, due to the closeclo s e association
a ssocia tion with
w ith death.
Not all n necromancers
ecrom a n cers are evil, but the forces they
manipulate
m anipulate are considered
con sid ered taboo
ta boo by many
m any societies.

N
NECROMANCY Sa v a n t
e c r o m a n c y SAVANT
Beginning when
B egin ning w hen you select this school
sch o o l at 2nd level, the
gold and time
tim e you must spend
sp en d to copy
cop y a necromancy
n ecrom a n cy
spell into your spellbook
sp ellb ook is halved.

GRIM
G r i m HARVEST
H arvest
At 2nd level, you gain the ability to reap life energyen ergy from
creatures
creatu res you kill w with
ith your spells. Once
O nce pper
er turn when
w hen
you kill one
on e or m
more
ore creatures
creatu res wwith
ith a spell of
o f 1st level
or higher, you regain hit poinpointsts equal to tw
twice
ice the spell's
sp ell’s
level, or three tim
times
es its level if the spell b
belongs
elon gs to the
School
S ch o o l of Necromancy.
of N ecrom ancy. You don't
d on ’t gain this benefit for
killing constructs
con stru cts or undead.
UNDEAD
U n d e a d THRALLS
T hralls you spend performing
sp end perform in g the procedure,
procedu re, you can transform
transform
level, you add the animate dead spell to your
At 6th level, up to 1 cubic
cu b ic foot of After
o f material. A fter 1 hour, or until you
spellbook already. W
sp ellb ook if it is not there already. When
h en you cast lose your concentration (as if you w were concentrating
ere concentratin on
g on
animate dead, you can can target one additional ccorpse
orp se spell), the material reverts to its original substance.
a spell),
or pile ooff b
bones, zombie
on es, creating another zom bie or skeleton,
T r a n s m u t e r ’ s STONE
TRANSMUTER's St o n e
as appropriate.
Whenever
W h en ever you create an undead using a n necromancy
ecrom an cy
Starting at 6th level, you can spend 8 hours creating a
spell, it has additional benefits: transmuter's
transm uter’s stone that stores transm
transmutation magic.
utation m agic. You
can benefit from the stone yyourself
ou rself or give it to another
The
• T h e creature's
creatu re’s hit point maximum
m axim u m is increased
in creased by an creature. A A creature gains a benefit of choice
o f your ch oice
amount
am ount equal to your w wizard
izard level. as lon
longg as the stone is in the creature's
creatu re’s p possession.
ossession .
• The
T h e creature adds your proficiency bonbonusu s to its When
W h en you create the stone, choose
c h o o s e the benefit from the
weapon
w eap on damage
dam age rolls. following
follow in g options:

IINURED
n u r e d TO U ndeath
t o UNDEATH Darkvision
• D arkvision out to a range ooff 6060 feet, as ddescribed
escrib ed in
Beginning
B egin n in g at 10th level,
level, you have resistan
resistance necrotic
ce to n ecrotic chapter 8
damage,
dam age, and your hit point m maximum
axim u m can't be reduced. •• A
An increase
n in speed
crease to sp eed ooff 10 feet w
while
hile the creature is
You have spent soso m much timee dealing w
uch tim with
ith undead and unencumbered
u n en cu m bered
the forces that animate them that you have bbecome
anim ate them ecom e •• P
Proficiency
roficien cy in Constitution saving throw
throwss
inured to some
so m e of worst
o f their w orst effects.
effects. Resistance
• R esistan ce to acid, cold, fire, lightning, or thunder
damage
dam age (your ch
choice
oice whenever
w henever you choose
c h o o s e this
COMMAND
C o m m a n d UNDEAD
U ndead benefit)
Starting at 14th level, you can use m magic
a gic to bring
Each timee you cast a transm
transmutation
E ach tim utation spell of
o f 1st level
undead under your control,control, even th those
ose created by other
or higher,
higher, you can change the effect of o f your stone if the
wizards.
w izards. As A s an action, you can choose
c h o o s e one undead that
stone is on your person.
person.
you ca cann see w within
ithin 60 feet ooff you.
you. That creature must If you create a n new transmuter's
ew transm uter’s stone, the previous
previous
make
m ake a C Charisma
harism a saving th throw
row against your w wizard
izard
onee cceases
on e a se s to function.
spell save DC. If it succeeds,
su cceed s, you ca can't use
n ’t u se this feature
on it again. If it fails, it bbecomes
on e c o m e s frie ndly to you and
friendly Sh a p e c
SHAPE CHANGER
hanger
obeys
ob ey s your commands
com m a n d s until you use this feature again. At 10th level.
level, you add the polymorph spell to your
Intelligent undead are harder to control con trol in this way. spellbook,
sp ellbook , if it is not there already. You can cast
If the target has an Intelligence of o f 8 or higher, it has polymorph w without
ithout expending a spell slot. WWhen
h en you
advantage on the saving throw. If it fails the saving do so, you can target only yourself
y ou rself and transform into a
throw
th row and has h as an Intelligence of o f 12 or higher, it can whose
beast w h o s e challenge rating is 1 or lower.
repeat the saving throw th row at the end of o f every h hour
our until it Once
O nce you cast polymorph in this way, you can't ca n ’t do so
succeeds
s u c ce e d s and break
breakss free. again until you finish a short or lonlongg rest, though you
can still cast it nnormally
orm ally using an available spell slot.
SCHOOL
S c h o o l OF
o f TRANSMUTATION
T r a n sm u ta tio n
You are a student ooff spells that m modify
odify energy and matter. M aster T
MASTER TRANSMUTER
ransm uter

To you,
you, the w world
orld is not a fixed thing, but eminently
em inently Starting at 14th level, you can uuse se your action to
mutable, and you delight in being an agent of o f change. consume
con su m e the reserve ooff transmtransmutation
utation mmagic
agic stored
You w wield
ield the raw stuff of o f creation and learn to alter bothboth within
w transmuter's
ithin your transm uter’s stone in a single burst. W When
h en
physical forms
form s and mental qualities. Your m magic
agic gives you do so, choose
c h o o s e one of
o f the following
follow in g effects. Your
you the tools to bbecome
e co m e a smith on reality’s
reality's forge. transmuter's
transm uter’s stone is destroyed and can't ca n ’t be remade
rem ade
Some transmuters
S o m e transm uters are tinkerers and pranksters, until you finish a long lon g rest.
turning p people
eople into toads and transform
transforming
ing copper
cop p er into Major Transformation. You can transm transmute ute one
silver for fun and occasional
o cca sion a l profit. Others
O thers pursue
pu rsue their nonmagical
n object-no
on m agica l ob ject—no larger than a 5-foot cube-into cu b e —into
magical
m agical studies w with
ith deadly seriousness,
seriou sn ess, seeking
seek in g the another nonmnonmagical
agical object of o f similar
sim ilar size and m mass
a ss and
power
p ow er ooff the g
gods make
od s to m ake and destroy w worlds.
orlds. ooff equal or lesser value. You m must
ust spend 10 minutes
handling
h andling the ob object transform it.
ject to transform
TRANSMUTATION
T r a n s m u t a t i o n SAVANT
Sa v a n t Panacea. You rem remove
ove all curses, diseases, and p poisons
oisons
Beginning
B when
egin ning w hen you select this school
sc h o o l at 2nd level, the affecting a creature that you touch with the transm transmuter's
uter’s
gold and tim
timee you must spend to copy
cop y a transm
transmutation
utation stone. The creature also regains all its hit points.
spell into your spellbook
sp ellb ook is halved. Restore Life. You cast the raise dead spell on a
creature you touch with the transm transmuter's
uter’s stone, w without
ithout
MINOR
M in o r A
ALCHEMY
lch em y expending a spell slot or needing n eedin g to have the spell in
Starting at 2nd level w when
hen you select this school,
sch ool, you your spellbook.
can tem
temporarily
porarily alter the physical properties of o f one Restore Youth.
Youth. You touch the transm transmuter's
uter’s stone to
nonmagical
n onm agical object,
object, changing
changin g it from one on e substance
su bstance into aw willing
illing creature, and that creature's
creatu re’s apparent age is
perform a special
another. You perform alchemical
sp ecia l alch em ical pprocedure
rocedu re reduced
red u ced by 33d10
d 10 years, to a m minimum
inim um ooff 13 years. This This
onee object co
on on composed
m p o s e d entirely ooff w
wood,
ood , stone (but not effect d doesn't creature's
oesn ’t extend the creatu re’s lifespan.
gemstone),
a gem stone), iron, copper, or silver, transforming
silver, transform ing it into
a different one
on e of those
o f th ose m materials.
aterials. FFor
or each 10 m minutes
inutes
C h a p t e r 4:
CHAPTER 4 : PERSONALITY
P e r s o n a l i t y AND
and B
BACKGROUND
ackground
CH
ARACTERS ARE DEFINED BY MUCH MOR
HARACTERS MOREE THAN You ddon't confined
on ’t need to be con fin ed to binary n notions
otion s of
their race and class. They're
T h ey’re individuals with sex and gender. The elf ggod Corellon
od C often
orellon Larethian is often
their ownow n stories, interests, connections,
con n ection s, and seen as an
androgynous hermaphroditic,
drogyn ous or herm example,
aphroditic, for exam ple,
capabilities beyond thoseth ose that class
cla ss and race and some
som e elves in the mmultiverse
ultiverse are m made
ade in CCorellon's
orellon ’s
define. This
T h is chapter ex
expounds
pou n ds on the details image. could
im age. You cou female
ld also play a fem ale character w who
ho
that distinguish characters from one on e another, presents herself
presen ts h erself as a man, a mman who
an w h o feels trapped in a
including the basics
b a sics of
o f name
nam e and physical description, female female
fem ale body, or a bearded fem dwarf
ale dw who
arf w being
h o hates being
the rules of
o f backgrounds
b a ck grou n ds and languages, and the finer mistaken
m istaken for a male. L Likewise, character's sexual
ikew ise, your character’s
points of
o f personality and alignment.
alignm ent. orientation is for you to decide.

C h a r a c t e r DETAILS
CHARACTER D e t a il s HEIGHT AND
H eig h t a WEIGHT
n d W eig h t

Your character's
character’s name
nam e and physical description might You can
can ddecide character's height and weight,
ecide your character’s
be the first things that the other players at the table using the inform
information description
ation provided in your race description
learn about you. It's
It’s worth
w orth thinking about how
h ow these or on the R Random
an d om Height and W Weight
eight table. T Think
h in k about
characteristics reflect the character you have in mind. what character's ability scores
w hat your character’s scores m might
ight say about his
or her height and weight. A Awweak character
ea k but agile character
NAME
Nam e might
m ight bbee thin. AA strong and tough character m might be
ight be
tall or ju
just
st heavy.
Your character's
character’s race description includes
in cludes sample
sam ple
If you wwant can roll random
ant to, you can randomly ly for your
names
nam es for members
m em bers of
o f that race. Put some
som e thought into
character's
character’s height and w weight
eight uusing
sin g the RRandom
a n d om Height
your name
nam e even if you're just
y ou ’re ju st picking
pickin g one
on e from a list.
and Weight table. The ddice
W eight table. ice roll given in the Height
Modifier column
M odifier colum determines
n determ character's extra
ines the character’s
SEX
Sex
height (in inches) beyon
beyond base
d the ba se height. That samesam e
You can play a male
m ale or female
fem ale character without
w ithout gaining number
n um ber m multiplied
ultiplied by the d dice
ice roll or quantity given in
any special
sp ecial benefits or hindrances.
h indrances. Think
T h in k about how the Weight
W eight M Modifier column
odifier colu determines
m n determ character's
ines the character’s
your character does
d o e s or does
d o e s not conform
con form to the broader extra wweight
eight (in pounds) beyond the base weight.
culture's expectations of
culture’s o f sex, gender, and sexual
behavior. For example,
exam ple, a male
m ale draw
d row cleric defies the RANDOM
R a n d o m HEIGHT
H e i g h t aAND WEIGHT
n d W e ig h t
traditional gender divisions of o f draw
d row society, which
w hich could
Base Height Base Weight
bee a reason for your character to leave that society and
b Race Height Modifier Weight Modifier
come
co m e to the surface.
Human 4'8" +2dl0
+ 2 d 10 110 lb. x (2d4) lb.
Dwarf, hill 3'8"
3'8” +2d4 115 lb. x (2d6) lb.
T i k a AND
TIKA A r t e m i s : CONTRASTING
a n d ARTEMIS: C o n t r a s t i n g CHARACTERS
C haracters
Dwarf, mountain 4' +2d4 130 lb. x (2d6) lb.
The details inin this chapter make a big difference in in setting
Elf, high 4'6"
4’6" +2dl0
+ 2 d 10 90 lb. (ld4) lb.
x (1d4)
your character apart from every other character. Consider the
following two human fighters. Elf, wood 4'6"
4'6" +2dl0
+ 2 d 10 100 lb. (ld4) lb.
x (1d4)
Hailing from the Dragonlance setting, Tika Waylan was a Elf, drow 44'5
'5 "" +2d6
+2d6 75 lb. (ld6) lb.
x (1d6)
brash teenager who had a rough childhood. The daughter of Halfling 2'7"
2 '7 " +2d4
+2d4 35 lb. x l lb.
X 1
a thief, she ran
ran away from home and practiced her father's father’s Dragon born
Dragonborn 5'6" +2d8 175 lb. x (2d6) lb.
trade on the streets of o f Solace. When she tried to rob the
Gnome 2'11"
2' 11" +2d4
+2d4 35 lb. x l lb.
X 1 lb .
proprietor ofo f the Inn
Inn of
o f the Last Home, he caught her and
took her under his wing, giving her a job as a barmaid. But Half-elf 4'9 "
4'9" +2d8 110 lb. (2d4) lb.
x (2d4)
when the dragonarmies laid waste to the town of o f Solace Half-ore
Half-orc 4'10""
4'10 +2dl0
+2d10 140 lb. x (2d6) lb.
and destroyed the inn, necessity forced Tika into adventure Tiefling 4'9"
4 '9 " +2d8 110 lb. x (2d4) lb.
alongsid
alongsidee the friends she'd she’d known from her childhood. Her
skill as a fighter (a (a frying pan remains one of o f her favorite
For example,
exam ple, as a hum human,
an, Tika has a height ooff 4 feet 8
weapons) combined with her history on the streets gave her
skills invaluable in in her adventuring career.
inches
in ch es plus 22d10
d 10 inches. HHerer player rolls 22d10
d 10 and gets
Artemis Entreri grew up on the streets of Calimport in in the a total ooff 12, sso
o Tika stands 5 feet 8 in inches Then
ch es tall. Then
Forgotten Realms. He used his wits wits,, strength, and agility the player uuses
ses that same
sam e roll ooff 12 and m
multiplies
ultiplies it by
to carve out his own territory in in one ofo f the city's hundreds 2d4 pounds.
pou nds. H Her
er 2d4 roll is 3, sso weighs
o Tika w eigh s an extra
of
o f poor shanty towns. After several years, he attracted the 36 pounds
pou nd s ((12
1 2 xx 3) on top ooff her base 110 pou
pounds,
nds, for a
notice of
o f one ofo f the most powerful thieves'
thieves’ guilds in in the city, total ooff 146 pounds.
and he ascended the ranks of o f the guild quickly despite his
youth. Artemis became the favored assassin of one of the OTHER PHYSICAL
O ther P CHARACTERISTICS
h y sic a l C h a r a cter istics
city's
city’s pashas, who sent him to far-off lcewind Icewind Dale to re cover
recover
some stolen gems. He's He’s a professional killer, constantly You choose character's age and the color ooff
c h o o s e your character’s
challenging himself to improve his skills. his or her hair, eyes, and skin. To add a touch ooff
Tika and Artemis are both human and both fighters (with distinctiveness, you m might want
ight w character
ant to give your character
some experience as rogues), possessing similarly high an unusual or m memorable
em orable physical characteristic, such
Strength and Dexterity scores, but there the similarity ends. as a scar, a limp, or a tattoo.

I '2 I
T i k a AND
TIKA and A r t e m i s : CHARACTER
ARTEMIS: C h a r a c t e r DETAILS
D e t a il s doing what
doin g w hat seems
seem s best at the tim time.e. Lizardfolk, m most
ost
Consider how the names Tika Waylan and Artemis Entreri druids, and m many
any h humans
um ans are neutral.
set these characters apart from each other and reflect their Chaotic neutral (CN) creatu creatures
res follow their w whims,
him s,
personalities. Tika is
is a young woman determined to prove holding
h personal
olding their p freedom
erson al freed om above all else.
that she's not just a kid
kid any more,
more, and her name makesma kes her Many
M any barbarians and rogu rogues,es, and some
som e bards, are
sound young and ordinary. Artemis Entreri comes from from an chaotic neutral.
exotic land and carries a more mysterious name.
name. Lawful evil (LE) creatures m methodically
ethodically take what they
Tika is nineteen years old at the start of her adventuring
want, within the limits of o f a code
cod e of
o f tradition, loyalty,
loyalty, or
career and has auburn hair, green eyes, fair skin withwith freckles,
and a mole on her right hip. Artemis is a small man, compact order. Devils, blue dragons, and hobgoblins are lawful evil.
and all wiry muscle. He has angular features and high Neutral evil (NE)
(N E ) is the alignment
alignm ent of o f those
th ose who
w ho do
cheekbones, and he always seems in in need of
o f a shave. His whatever
w hatever they can get away with, without compassion com p a ssion or
raven-black hair is thick and full, but his eyes are gray and qualms.
qualm s. Many
M any drow, somesom e cloud giants, and yugoloths
lifeless-betraying
lifeless— betraying the emptiness of his life and soul. are neutral evil.
evi l.
Chaotic evil (CE) creatu
creaturesres act w with
ith arbitrary
violence,
violen ce, spurred by their greed, hatred, or bloodlust.
A
ALIGNMENT
lig n m e n t
Demons,
D em on s, red dragons, and ores orc s are chaotic evil.
A typical creature in the w
A worlds
orld s of DUNGEO
of D NSs &
ungeon

DRAGONS
D r a g o n s has an alignment,
alignm ent, w which
hich broadly describes
d escrib es A lig n m e n t
ALIGNMEN T IN
i n THE M u ltive r se
t h e MULTIVERSE

its moral
m oral and person
personal al attitudes. Alignment
A lignm ent is a For many
m any thinking creatures, alignment alignm ent is a m moral
oral
combination
com bination of twoo factors: one
o f tw on e identifies morality
m orality choice. Humans,
H um ans, dwarves,
dw arves, elves, and other humanoid hum anoid
(good,
(g ood , evil, or neutral), and the other describes d escrib es races can choose choose w whether
hether to follow the paths of good
of g o o d or
attitudes toward
tow ard society and order (lawful, chaotic, evil, law or chaos. According
A ccord in g to myth,
myth, the good-aligned
good-align ed
or neutral). Thus, nine distinct alignmentsalignm ents define the gods
g od s w who
h o created th these
ese races gave them free w will
ill to
possible
p combinations.
ossib le com bination s. cchoose
h o o s e their m moral
oral paths, k knowing
n ow in g that goodg o o d without
These
T h ese brief su summaries
m m aries ooff the nine alignm
alignmentsents free w will
ill is slavery.
describe
d escrib e the typical behavior ooff a creature with that The evil deities w whoh o created other races, though, m made
ade
alignment.
alignm ent. Individuals m might
ight vary significantly from those
th ose races to serve them them.. T Those
h ose races have strong
that typical behavior, and few ppeople eop le are perfectly and inborn
in born ten tendencies
den cies that match the nature of o f their gods.
consistently faithful to the precepts of o f their alignment. Most
M ost ores
o r c s share the violent, savage nature of o f the ore
orc
Lawful good (LG) creatures
(LG ) creatu res can be counted
cou n ted on to do god, Gruumsh,
G ruum sh, and are thus inclined toward tow ard evil. Even if
the right thing as expected
ex pected by society. Gold G old dragons, an ore
orc chooses
chooses a g good
o o d alignment,
alignm ent, it struggles
stru ggles against its
paladins, and most m ost dwdwarves
arves are lawful good. innate ten tendencies
den cies for its entire life. (Even h half-ores
alf-orcs feel
Neutral good (NG) folk do the best they can to help the lingering pull of o f the ore
orc god's
g o d ’s influence.)
others according
a ccord in g to their needs. Many M any celestials,
celestials, somsome e Alignment
A lignm ent is a ann essential part of o f the nature of
cloud
clou d giants,
giants, and m most
ost gnomes
g n om es are neutral good. celestials and fiends. A A devil ddoes
o e s not choose be
c h o o s e to be
Chaotic good (CG) creatures act as their co conscience
n s cie n ce lawful evil, and it d doesn't
oesn ’t tend towtowardard lawful evil, but
directs, with little regard for w what expect. C
hat others expect. Copper
opp er rather it is lawful evil in its essence.
essen ce. If it somehow
som eh ow
dragons, m many
any elves, and u unicorns
n icorn s are chaotic good. ceased
cea sed to b bee law
lawful
ful evil, it w
would
ou ld cease
ce a se to be a devil.
Lawful neutral (LN) (LN ) individuals act in accordance
a ccord a n ce Most
M ost creatures that lack the capacity for rational
with
w ith law, tradition, or p personal
erson al codes.
cod es. Many
M any m monks
on k s and thought do not have alignments-they
alignm ents—they are unaligned. unaligned.
some
som e w wizards
iza rd s are lawlawful
ful neutral. Such
S u ch a creature is incapable of of mmaking
akin g a m moral
oral or
Neutral (N) (N ) is the alignment
alignm ent ofo f those
th ose wwho
h o prefer to ethical choice
ch oice and acts according
accord in g to its bestial nature.
steer clear of o f moral
m oral questions and don't d on ’t take sides, Sharks are savage predators, for example, exam ple, but they are
not evil; they have nnoo alignment.
alignm ent.

DWARVISH
D w a r v i s h SSCRIPT: SAMPLE
c r ip t : S ALPHABET
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L
LANGUAGES
anguages TTIKA nd A
AND
ika a rtem is: A
ARTEMIS: ALIGNMENT
lignm en t
Tika
Ti ka Waylan is neutral good, good, fundamentally good-hearted
Your race indicates the languagesla nguages your character can and striving
stri ving to help others where she can. can . Artemis
Artemi s is lawful
speak
sp eak by default, and your backgrou background
nd mmight
ight give you evil, unconcerned with wit h the value ooff sentient
sentie nt lilife
fe but at least
access
a onee or m
c c e s s to on ore additional languages ooff your
more professional
professio nal in his approach to murder. murder.
choice.
ch oice. Note th these
ese languages on your character sheet. As an evil
evi l character, Artemis is not an ideal adventurer. He
Choose
C h o o se your languages from Languages
from the Standard Languages began his career
ca ree r as a villain,
vill ain, and only cooperates with heroes
table, or cchoose
table, h o o s e on common
onee that is com campaign.
m on in your cam paign. when he must—
must-and and when it’s in his own best interests. In
it's in In
With
W ith your D DM's
M ’s perm ission , you can instead cchoose
permission, hoose a most games, evil adventurers cause problems in in groups
alongside others who don’t don't share their
th ei r interests and objectives.
language from from the E Exotic
xotic LLanguages
an guages table or a secret
Generally, evil
evi l alignments
al ignments are for villains and monsters.
language, such
language, thieves' cant or the tongue ooff druids.
such as thieves’
o m e ooff these languages are actually fam
Some
S families
ilies
ooff languages w with many
ith m any dialects. example,
dialects . For exam ple, the P erso n al C
PERSONAL CHARACTERISTICS
h a r a cter istics
Primordial
P rim ordial language in includes Auran, Aquan,
cludes the Auran, Ignan,,
Aquan, Ignan
and Terran dialects, onee for each ooff the four elemental
dialects, on elem ental
in g out your character's
leshing
F lesh personality- the array of
character’s personality—the of

planes. Creatures that speak sp eak different dialects ooff the


traits, mannerisms,
traits, m beliefs, and flaws that give
annerism s, habits, beliefs,

with onee another. apperson identity- will


erson a unique identity—w bring
ill help you brin him
g him
same
sa m e language can communicate
can com m u n ica te w ith on
game.
or her to life as you play the gam e. Four categories ooff
presented here:
characteristics are presented personality
here: person ality traits,
t a n d a r d LANGUAGES
SSTANDARD La n g u a g e s
bonds,
ideals, bon Beyond
ds, and flaws. B eyond ththose
ose categories,
Language Typical Speakers Script character's favorite w
think about your character’s words
ord s or phrases,
Common Humans Common tics and habitual gestures, v vices
ices and pet peeves, and
Dwarvish Dwarves Dwarvish
Dwarvis h whatever
w hatever else you can imagine.
can im agine.
Elvish Elves Elvish
Elvi sh Each
E background
ach backgrou presented
n d presen ted later in this chapter
Giant Ogres, giants Dwarvish
Dwarvi sh su ggested characteristics that you ca
includes suggested can use
n use
Gnomish
Gnom ish Gnomes Dwarvish to spark your imagination.
im agination. Y You're bound
ou’re not bou those
n d to th ose
Goblin Goblinoids
Gob linoids Dwarvish
Dwarvi sh options, but they’re o o d starting point.
they're a ggood
Halfling
Halfl ing Halflings Common
P e r s o n a l it y T
PERSONALITY TRAITS
r a it s
Orc
Ore Orcs
Ores Dwarvish
Dwa rvi sh
Give
G ive your character tw Personality
personality traits. Personality
twoo personality
small,
traits are sm simple
all, sim ways
ple w ays to help you set your
E x o t ic L
EXOTIC LANGUAGES
a n g u a g e s
from every other character. Your
character apart from
Language Typical Speakers Script something
personality traits should tell you som interesting
eth in g interesting
Abyssal Demons
Demon s Infernal and fun about your character. They s hould bbee self-
They should
Celestial
Celesti al Celestials
Celestial s Celestial
Celesti al descriptions
d escriptions that are sp specific
ecific about wwhat
hat m makes
akes your
Draconic Dragons,
Dragons , Draconic
Dracon ic character stand out. “I’m sm art” is not a good
'Tm smart" g o o d trait,
dragonborn b eca u se it describes
because o f charac
d escrib es a lot of characters. "I've read every
ters. “I’ve
Mind flayers,
fl ayers, o o k in Candlekeep"
book
b C andlekeep” tells you som something sp ecific about
eth in g specific
Deep Speech ---
beholders
character's interests and disposition.
your character’s
Personality
Person might
ality traits m describe
ight d escrib e the things your
Infernal Devils Infernal
character likes, his or her past accom accomplishments,
plish m en ts, things
Primordial Elementals Dwarvish
character's self-
your character dislikes or fears, your character’s
Sylvan Fey creatures
ere atu res Elvish
El vi sh
attitude or m ann erism s, or the influence ooff his or her
mannerisms,
Undercommon
Undercommon Underdark traders
trad ers Elvish ability scores.

E SCRIPT:
l v is h S
ELVISH SAMPLE
c r ip t : S ALPHABET
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T i k a AND
TIKA A r t e m i s : PERSONAL
a n d ARTEMIS: P e r s o n a l CHARACTERISTICS
C h aracteristics Ideals
IDEALS
Tik
Tikaa and Artemis have distinct personality traits. Tika Waylan Describe
D one ideal that drives your character. Your ideals
escribe one ideals
dislikes boastfulness and has a fear of heights resulting you believe in m
are the things that you most
ost strongly, the
from a bad fall during her career as a thief. Artem Artemis is Entreri fundamental
fundam moral
ental m oral and ethical principles that comcompel
p el you
is always prepared for the worst and moves with with a quick,
you do. Ideals en
to act as you encompass
com p a ss everything from your
precise confidence.
life goals to your ccore belief
o re b system..
elief system
Con sider their ideals. Tika Waylan is
Consider is innocent, almost
childlike, believing in in the value of o f life and the importance of of
answer
Ideals might an sw er any ooff these questions: W What
hat are
appreciating everyone. Neutral good in in alignment, she cleaves the principles that you w will
ill never betray? W What would
hat w ould
to ideals of o f life and respect. Artemis Entreri never al allows
lows prompt
prom make
pt you to m sacrifices?
ake sa crifices? W What
hat drives you to act
his emotions to master him, and he constantly challenges and guides your goals and ambitions?
am bitions? W What
h at is the single
himself to improve his skills. His lawful evil alignment gives most
m important
ost im portant thing you strive for?
him ideals of o f impartiality and a lust for power. power. You can choose
choose a ny ideals you like, but your
any your
Tika Waylan’s
Waylan's bond is to the Inn of o f the Last Home.
Home. The character's alignm
character’s alignment
ent is a ggood defining
o o d place to start defining
inn's
inn’s proprietor gave her a new chance at life, and her them. EEach background
ach backgrou n d in this chapter includes six six
friendship with her adventuring companions was forged
suggested
su ggested ideals. Five ooff them
them are linked to asp aspects
ects ooff
during her tim timee working there. Its destruction by the
alignment:
alignm ent: law, chaos, g good, neutrality. The last
ood, evil, and neutrality.
marauding dragonarmies gives Tika a very personal reason to
hate them with a fiery passion. Her bond might be phrased one has mmore background
ore to do with the particular backgrou n d than
as "I“ I will do whatever it it takes to punish the dragonarmies for moral
with m oral or ethical perspectives.
the destructio
destructionn ooff the Inn Inn of
o f the Last Home."
Home.”
Artem
Artemis is Entreri's
Entreri’s bond is is a strange, alm ost paradoxica
almost paradoxicall B
BONDS
onds

relationship with with Drizzt Do' Do’ Urden


Urden,, his equal in swordplay Create one bonbondd for your character. B Bonds
on d s represent a
and grim determination
determination.. In In his first Drizzt,
firs t battle with Drizzt, character's con
character’s connections
n ection s to people, places, and events in
Artemis recognized something of o f himself in in his op opponent,
pone nt, wo
the w rld. They tie you to things from your background.
orld.
some indication that if his life had gone differently, he They m
They might
ight inspire you to heights ooff heroism
heroism,, or lead
m ight have led a lilife
might fe more like the heroic drow's. drow’s. From that you to act against your ow ownn best interests if they are
moment, Artemis is more than a crim criminal assassin—
inal assass in- he is an work much ideals,
threatened. They can w ork very m uch like ideals,
antihero, driven by his rivalry rivalry with Drizzt. His bond might be
character's m
driving a character’s motivations
otivations and goals.
phrased as "“ II will not rest until II have proved mys myself elf better
Bonds
B on ds mmight answer
ight answ er any ooff these questions: W Whom
h om do
than Drizzt Do'Urden
Do’ Urden.” ."
Each ofo f these characters also has an an important flaw. you care m most
ost about? To w what special
hat place do you feel a special
Tika
Tika Waylan is naive and emotionally vulnerable, younger connection?
con What
n ection ? W hat is your m most
ost treasured p possession?
os se ss io n ?
than her companions and annoyed that that they stil
stilll think Your bbonds
on d s might bbee tied to your class, your
of
o f her as the ki d they knew years ago. She m
kid might
ight even be background,
backgrou n d, your race, or some
som e other aspect ooff your
tempted to act against her pri principles
nciples if she's convinced that character's history or personality.
character’s personality. You mmight
ight also gain
a particular achievement would demonstrate her maturity. new
n bonds
ew b on d s over the course
cou rse of
o f your adventures.
Artemis Entreri is completely walled off from any personal
re lat ionship and just wants to be left al
relationship alone.
on e. F
FLAWS
law s
Finally, cchoose
h o o s e a flaw for your character. Your
Au useful
seful place to start thinking about personality
personality character's flaw represents som
character’s some compulsion,
e vice, com pu lsion, fear,
traits is to look at your highest and lowest
low est ability scores
s co re s weakness-in
or w ea k n ess—in particular, anything that som someone
eon e
and define one trait related to each. Either one
on e could be
cou ld be could
else co u ld exploit to bring you to ruin or caucause
se you to
positive or negative: you might work
w ork hard to overcome
overcom e a agains t your best interests. M
act against More
ore significant than
low score,
score, for example,
exam ple, or be cocky
cock y about your high score. negative personality traits, a flaw mmight answer
ight answ er any
of
o f these questions: WWhat enrages
hat en rages you? WWhat's one
h a t’s the one
p~rson,, con
person concept,
cept, or event that you are terrified of? What
o f? W hat
vices?
are your vices?
D r a c o n i c SCRIPT:
DRACONIC S c r i p t : SSAMPLE
a m p l e A
ALPHABET
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The
T h e sample backgrounds
sam ple ba ck grou n ds in this chapter provide
In s p ir a t io n
INSPIRATION both concrete
con crete benefits (features, proficiencies, and
Inspiration is a rule the Dungeon
D u n geon MMaster
aster can use to languages) and roleplaying suggestions.
su ggestions.
reward
rew ard you for playing your character in a w way that's
ay that’s
personality
true to his or her person ideal. bond, and flaw.
ality traits, ideal, P
PROFICIENCIES
r o fic ie n c ie s
By u using
sing inspiration, you cancan draw on your personality
personality Each backgrou
background n d gives a character p proficiency
roficiency in tw twoo
trait of
o f compassion
com p a ssion for the downtrodden
dow ntrodden to give you skills. Skills are described
d escrib ed in chapter 7.
an edge in negotiating w with
ith the BBeggar Prince.
egga r P rince. Or In addition, m most backgrounds
ost ba ck grou n ds give a character
inspiration cacann let you call on your bon
bondd to the defense
defen se proficiency wwith
ith one or mmore
ore tools. Tools
T ools and tool
of
o f your hhome
om e village to push past the effect of o f a spell proficiencies
proficien cies are detailed in chapter 5.
that has been laid on you. If a character w would
ould gain the same
sam e proficiency from
two
tw o different sources
sou rces,, he or she can choose
c h o o s e a different
GAINING
G a i n i n g INSPIRATION
In spir atio n proficiency of
o f the same
sam e kind (skill or tool) instead.
Your D DM
M can choose
c h o o s e to give you inspiration for a variety
LANGUAGES
L anguages
of reasons.
o f reason s. Typically, D DMs when
M s award it w hen you play
Some backgrounds
S o m e back learn
grou n ds also allow characters to learn
out your personality traits, give in to the drawdrawbacks
backs
beyond
additional languages beyon those
d th ose given by race.
presented
presen ted by a flaw or bond, and otherwise
oth erw ise portray your
See
S e e "Languages"
“L an gu a ges” earlier in this chapter.
character in a compelling DM w
com p ellin g way. Your DM will
ill tell you
how
h ow you can earn inspiration in the game.
E q u ip m e n t
EQUIPMENT
You either have inspiration or you don't- you can't
don ’t—you ca n ’t
Each back
background
grou n d provides a pack
package
age of
o f starting
stockpile multiple
m ultiple "inspirations"
“inspirations” for later use.
equipm ent. If you u
equipment. use
se the optional rule from chapter 5
to spend coin on gear, you do not receive the starting
USING
U s i n g IINSPIRATION
n spir atio n
equipment
equipm ent from your background.
If you have inspiration, you can expend it w when
hen you make
m ake
an attack roll, saving throw, or ability check. Spending
Spending SUGGESTED CHARACTERISTICS
Su g g e s t e d C h a r a c t e r ist ic s

your inspiration gives you advantage on that roll. A bbackground


A suggested
ack grou n d contains su personal
ggested person al
Additionally, if you have inspiration, you can rew reward
ard characteristics babased can
sed on your background. You can
another player for g good
o o d roleplaying, clever thinking, dice
pick characteristics, roll d ice to determine
determ ine
or simply doing
sim ply d oin g something
som eth in g exciting in the game. them randomly, or uuse
them se the suggestions
su ggestion s
When
W h en another player character does d o e s something
som eth in g that as inspiration for characteristics of
really contributes to the story in a fun and interesting own
your ow n creation.
way, you can
ca n give up your inspiration to give that
character inspiration. CUSTOMIZING
C u st o m izin g A
a
BACKGROUND
Background
You might w want tweak
ant to tw eak
Ba c k g r o u n d s
BACKGROUNDS some
som e of
o f the features ofof a
character's
Every story has a beginning. Your character’s background
ba ckgrou n d ssoo it better
background
ba where
ckgrou n d reveals w came
h ere you ca from,, hhow
m e from ow you fits your character
became
be ca m e an adventurer, and your place in the w world.
orld. or the campaign
cam paign
Your fighter mmight
ight have been a courageous
cou ra g eou s knight or a setting. To cu customize
stom ize
grizzled soldier. Your w wizard
izard could been a sage or
cou ld have been a backgrou
background, n d, you can
an artisan. Your roguroguee mmight
ight have gotten by as a guild replace one on e feature
thief
th ief or commanded
com m a n d ed audiences
au dien ces as a jester. with
w ith any other one,
Choosing
C h oosin g a background
ba ck grou n d provides you w with
ith important
im portant choose
c h o o s e any twtwoo
story cues
c u e s about your character's
character’s identity. The
T h e most
m ost skills, and choose
ch o o s e
important
im portant question to ask about your back background
grou n d is a total of o f two
tw o tool
what changed? Why W h y did you stop doing whatever
doin g w hatever your proficiencies
proficien cies or
background
backgrou nd ddescribes
escrib es and start adventuring? W Where
h ere languages from the
did you get the m money purchase
on ey to pu rch ase your starting gear, or, sample backgrounds.
sam ple backgrou n ds.
if you ccome from a w
om e from wealthy
ealthy background, w why
hy don't you You cancan either use
have more m money?
oney? H How
ow did you learn the skills of o f your the equipment
equipm ent
class? WWhathat sets you apart from ordinary p people
eop le wwho
ho package from your
share your backgrou
background?n d? background
backgrou n d or spend
coin
co in on gear as
T i k a AND
TIKA A r t e m i s : BACKGROUNDS
a n d ARTEMIS: Ba c k g r o u n d s described
describ ed in chapter
Tika
Tika Waylan and Artemis Entreri both lived their earliest years 5. (If you spend
as street urchins. Ti ka's later career as a barmaid didn
Tika’s 't really
didn’t real ly coin, you can'tca n ’t also
change her, so she might choose the urchin background, take the equipment
equipm ent
gaining proficiency in in the Sleight of Hand and Stealth skills,
skills , package
pack suggested
age suggested
and learning the tools of the thieving trade. trade. Artemis is
is more for your class.)
defined by his criminal background, giving him skills in in Finally, cchoose
hoose
Deception and Stealth, as well as proficiency with the tools of
twoo personality
tw personality
thievery and poison.
traits, one
on e ideal, one
on e bond, and one
on e flaw. If you can't
ca n ’t find
d8 Personality Trait
a feature that mmatches yourr desired background.
atches you backgrou n d, work
w ork
1 idol ize a particular hero ooff my faith, and constantly
I idolize
with your DM to create one.
person's deeds and example.
refer to that person’s examp le.
A
ACOLYTE
co lyte 2 I can find common ground between the fiercest
enemies, empathizing with them and always working
You have spent your life in the service
serv ice of
o f a tem
temple
ple
toward peace.
to a specific
sp ecific god or pantheon of
o f gods. You act as an
intermediary
interm ediary b between
etw een the realm ofo f the holy and the
3 I see omens inin every event and action. The gods try to
mortal world.
w orld, performing
perform in g sacred
sa cred rites and offering speak to us, we just need to listen
sacrifices
sa crifices in order to conduct con du ct worshipers
w orsh ipers into the 4 Nothing can shake my optimistic attitude.
presence
presen ce ooff the divine. You are not n necessarily
ecessarily a 5 I quote (or misquote) sacred texts and proverbs in
cleric-performing
c le r ic -p e r fo r m in g sacred
sa cred rites is not the same sam e thing as almost every situation.
channeling divine pow power.
er. 6 I am tolerant (or intolerant) ooff other faiths and respect
Choose
C h oose a god, a pantheon of o f gods, or some
som e other (or condemn) the worship
wo rsh ip ooff other gods.
quasi-divine being bein g from among
a m on g th those
ose listed in appendix 7 I've enjoyed fine food, drink,
drink, and high society among
B or th those
ose specified
sp ecified by your DM, DM, and w work with
ork w ith your
temple's elite. Rough living grates on me.
my temple’s
DM to detail the nature of o f your religious service.
service.
8 I've
I’ve spent so long inin the temple that I have little
Were
W ere you a lesser functionary
fu nction ary in a tem temple.
ple, raised from
practical experience dealing with people in in the outside
childhood
ch ild h ood to assist the priests in the sacred sa cred rites? Or
were world.
w ere you a high priest w who
h o suddenly experien
experienced
ced a call
to serve your god in a different way? Perhaps you w were
ere
the leader of o f a small
sm all cult outside of o f any established d6 Ideal
temple
tem ple structure, or even an occult occu lt group that served a 1 Tradition. The ancient traditions ooff worship and
fiendish master
m aster that you now n ow deny. sacrifice must be preserved and upheld. (Lawful)
Skill Proficiencies: Insight, Religion
R eligion 2 Charity. II always try to help those in
in need, no matter
Languages: Two ooff your choice
ch oice what the personal cost. (Good)
(Good)
Equipment: A A holy symbol
sym bol (a gift to you w when
hen you 3 Change. We must help bring about the changes the
entered the priesthood
priesthood), ), a prayer b book
o o k or prayer gods are constantly working in in the world. (Chaotic)
wheel,
w heel, 5 sticks of
o f incense,
in cen se, vestments,
vestm ents, a set of o f common
com m on 4 Power. II hope to one day rise to the top of my faith’s
faith's
clothes, and a belt pouch
pou ch containing
contain in g 15 gp rel igiou s hierarchy.
religious hie rarchy. (Lawful)
5 Faith. II trust that my
my deity will
wi ll guide my
my actions,
actions. I have
FEATURE:
F e a t u r e : SHELTER
S h e l t e r OF the F
o f THE FAITHFUL
a it h f u l
faith that if I work hard, things will go well. (Lawful)
Ass an acolyte, you com
A command
m a n d the respect of those
o f th who
ose w ho
6 Aspiration. II seek to prove myself worthy of my god’sgod's
share your faith, and you can perform
perform the religious
ceremonies
cerem on ies ofo f your deity. You and your adventuring
favor by matching my actions
action s against his or her
companions
com p a n ion s can expect to receive free healing and teachings
teachings.. (Any)
care at a temple,
temple, shrine, or other established presence
presen ce
of
o f your faith, though you must provide any material d6 Bond
'components
com pon en ts n needed
eed ed for spells. T
Those who
h ose w h o share 1 I would die to recover an ancient relic ooff my faith that
your religion w will
ill support you (but only you) at a was lost long ago.
modest
m od est lifestyle.
lifestyle. 2 I will someday get revenge on the corrupt temple
You might
m ight also have ties to a specific temple
sp ecific tem ple dedicated
hierarchy who branded me a heretic.
to your chosen
ch osen deity or pantheon,
pantheon, and you have a
3 I owe mymy life to the priest who took
too k me in when my
residence
residen there . This cou
ce there. could temple
ld be the tem ple wwhere
here you
parents died.
used
u sed to serve, if you rem remain
ain on good termss w
g ood term ith it, or a
with
temple where
here you have found a new
4 Everything I do is for the common people.
tem ple w n ew hhome.
om e. While
W h ile near
your temtemple,
ple, you can call upon
u pon the priests for assistance.
assistance, 5 I will do anything to protect the temple where I served.
provided the assistance you ask for is not hazardou hazardouss and 6 I see
seekk to preserve a sacred text that my enemies
you rem
remain
ain in good
g o o d standing with your temple.
temple. consider heretical and seek to destroy.

S u g g e s t e d CHARACTERISTICS
SUGGESTED C h a r a c t e r ist ic s d6 Flaw
Acolytes
A colytes are shaped by their experience
experien ce in tem
temples
ples
1 I judge others harshly, and myself even more severely.
or other religious communities.
com m u n ities. Their study of o f the
2 I put too much
mu ch trust inin those who wield power within
history and tenets of
o f their faith and their relationships
my temple’s
temple's hierarchy.
temples.
to tem hierarchies
ples, shrines, or hierarch ies affect their
mannerisms
m ann erism s and ideals. Their
Th eir flaws might b
3 My piety sometimes leads me to blindly trust those
bee some
som e
hidden hhypocrisy
ypocrisy or
o r heretical idea, or an ideal or bonbond
d that profess faith in
in my god.
taken to an extreme.
extrem e. 4 I am inflexible in
in my thinking.
5 I am suspicious ooff strangers and expect the worst of
them.
6 Once I pick a goal,
goal , I become obsessed with it to the
detriment of
of everything else inin my life.
CHARLATAN
C harlatan d8 Personality Trait

You have always had a way w ay with


w ith people. You know
kn ow 1 I fall in
in and out ofo f love easil y, and am always pursuing
easily,
what
w hat makes
m akes them tick, you can tease out their hearts' someone.
desires after a few m minutes
inutes of
o f conversation, and with
w ith a 2 I ha
haveve a joke for every occas ion, especially occasions
occasion,
few leading questions you can ca n read them like they w were
ere where humhumoro r is inappropriate.
children's
children 's books.
book s. It's
It’s a useful talent, and one
on e that you
you're
’re 3 Flattery is my preferred trick for getting what I want.
w illing to use for your advantage.
perfectly willing 4 I'm
I’m a born gam bler who can't res
gambler ist taking a risk
resist risk for a
You know
kn ow what
w hat people
p eop le want
w ant and you deliver, or rather,
potential payoff.
promise
you prom ise to deliver. Common
C om m on sense
sen se should steer
5 I lie about almost everything, even when there' there’ss no
people
p eople away from things that sound sou n d too g good
o o d to b
bee true,
good reason to.
but common
com m on sense
sen se seems
seem s to be in short supply when w hen
you're 6 Sarcasm and ins ults are my weapon
insults weaponss of o f cho ice.
choice.
you ’re around. The
T h e bottle of pink-colored
o f pin k-colored liquid willw ill
surely cure that u unseemly
nseem ly rash, this ointment-nothing
ointm ent—nothing 7 I kee
keep p multiple hoholyly symbols on me and invoke
more
m ore than a bit ooff fat with a sprinkle of o f silver dust-
dust—cancan whatever deity might come in useful at any given
restore youth and vigor, and there'sthere’s a bridge in the city moment.
that ju
just
st happens
h appen s to be for sale. These
T h ese marvels
m arvels sound
sou n d 8 I pocket anyt hing I see that might have some value.
anything value.
implausible,
im plausible, but you make
m ake them soundsou n d like the real deal.

Skill Proficiencies: Deception,


D eception , Sleight of o f Hand
H and d6 Ideal
Tool Proficiencies: Disguise
D isgu ise kit, forgery kit 1 Independence. I am a free spirit-no
spirit— no one tells me what
Equipment: A A set of
o f fine clothes, a disguise
disgu ise kit, tools to do. (Chaotic)
(Chaotic)
of
o f the con
co n of
o f your choice
ch oice (ten stoppered bottles filled 2 Fairness. I never ttarget
arget people who can't
can’t afford to lose
with colored
c olored liquid, a set ofo f weighted
w eighted dice, a deck
d eck of
of a few coin
coins.s. (Lawful)
marked
m arked cards, or a signet ring of o f an imaginary
im aginary duke),
duke), 3 Charity. I distribute the money I acquire to the people
and a belt pou
pouchch containing 15 gp
reall y need it. (Good)
who really
4 Creativity. I never run
run the same con twice. (Chaotic)
F a v o r i t e SCHEMES
FAVORITE Schemes
Every charlatan has an angle he or she u uses
ses in 5 Friendship. Material goods come and go. Bonds of
preference
preferen ce to other schemes.
sch em es. Choose
C h oose a favorite scam
sca m or friendship last forever. (Good)
roll on the table below. 66 Aspiration. I'mI’m determined to make something
ooff myself. (Any)
d6 Scam
1 I cheat at gam es of
games o f chance. d6 Bond
2 I shave coin
coinss or forge documents. 1 I fleeced the wrong person and must work to ensure
3 I insinuate myself into people's
people’s lives to prey on their that this individual never crosses paths with me or
weakness and secure their fortunes. those I ca re about.
care
4 I put on new identities like clothes. 2 I owe eve ryt hing to my mentor-
everything mentor— a horrible person
5 I run
run sleight-of-hand cons on street corners. who's probably
who’s probabl y rotting in jail somewhere.
6 I convince people that worthless junkju nk is worth their 3 Somewhere out there there,, I have a child who doesn't
doesn’t
hard-earned money. know me. I'm I’m making the world better for him him or her.
4 I come from a noble family, and one day I'll I’ll reclaim my
F e a t u r e : FALSE
FEATURE: F a l s e IDENTITY
Id e n t it y land
landss and title from those who stole them from me.
You have created a secondse co n d identity that includes 5 A powerful person killed someone I love. Some day
documentation,
docum entation, established acquaintances, and
soon
soon,, I'll
I’ll have my revenge.
disguises
d isgu ises that allow
allow you to assume
assu m e that persona.
6 I swindled and ruined a person who didn't didn’t deserve it. I
Additionally, you can ca n forge documents
d ocu m en ts including official
seek to ato ne for my misdeeds but might never be able
atone
papers and personal
person al letters, as long
lon g as you have seen an
example
exam ple ofo f the kind ofo f document
docum ent or the handwriting
handw riting you to forgive myse lf.
myself.
are trying to copy.
d6 Flaw
S u g g e s t e d CHARACTERISTICS
SUGGESTED C h a r a c t e r ist ic s l1 I can't
can’t res ist a pretty face.
resist
Charlatans are colorful
colorfu l characters w whoh o conceal
con cea l their 22 I'm
I'm always in in debt. I spend my ill-gotten gains on
true selves behind the masks m ask s they construct. They decadent luxuries faster than I bring them in in....
reflect what people
p eop le want
w ant to see, wwhat
hat they want
w ant to
3 I'm
I’m convinced that no one could ever fool me the way
believe, and h how
ow they see
s ee the w
world.
orld. But their true
I fool others.
selves are sometimes
som etim es plagued by an uneasy conscience,
con scien ce,
4 I’m too greedy for my own good. I can't
I'm can’t resist taking a
an old enemy, or deep-seated trust issues.
ris k if th
risk ere's money
there’s money involved.
5 I can't
can’t resist swindling people who are more powerful
than me.
6 I hate to admit it and will hate myself for it, but I'll run
and preserve my own hide if the going gets tough.
CRIMINAL
C r im in a l d6 Ideal
You are an experienced
experien ced criminal with
crim in al w ith a history of
of 1 Honor. I don 't steal from others in
don’t in the trade. (Lawful)
breaking the law. You have spent a lot ooff tim timee am
among
ong 2
2 Freedom. Chains are meant to be broken, as are those
criminals
other crim in als and still have contacts w within
ithin the who would forge them. (Chaotic)
criminal
crim underworld.
inal underw You're far closer than m
orld. You’re most people
ost people 3 Charity. I steal from the wealthy so that II can help
to the w
world
orld of
o f murder, theft, and violen
violence pervades
ce that p ervades in need. (Good)
people in
the underbelly of o f civilization, and you have survived up to 4 Greed. I will do whatever it takes to become
this point by flouting the rules and regulations of
o f society.
wealthy. (Evil)
Skill Proficiencies: Deception,
D eception , Stealth 5 People. I'm
I’m loyal to my friends, not to any ideals, and
Tool Proficiencies: OneO ne type of
o f gaming
gam ing set,
set, everyone else can take a trip down the Styx for all I
thieves'
th ieves’ tools care. (Neutral)
Equipment: A A crowbar,
crow bar, a set of
o f dark common
co m m o n clothes 6 Redemption. There's
There’s a spark ooff good in
in everyone.
including a h hood,
ood , and a belt pou
pouchch containing 15 gp
(Good)
C
CRIMINAL Sp e c ia l t y
r i m i n a l SPECIALTY

There are m many


any kinds ooff crim
criminals,
inals, and w within thieves'
ithin a th ieves’ d6 Bond
guild or similar
sim ilar criminal
crim inal organization, individual 1 I'm trying
I’m t rying to pay off an old debt I owe to a generous
members
m em bers have particular specialties. Even criminals
crim inals benefactor.
who
w h o operate outside of
o f such organizations have strong 22 My ill-gotten gains go to support my family.
preferences
preferen ces for certain kinds ofo f crimes
crim es over others. 3 Something important was taken from me, and II aim to
Choose
C h oose the role you played in your criminal
crim in al life, or roll steal itit back.
on the table below. 4 I will become the greatest th ief that ever lived.
thief
5 I'm
I’m guilty of a terrible crime. I hope II can redeem
d8 Specialty d8 Specialty
myself for it.
1 Blackmailer 5 Highway robber
Highway
6
6 Someone II loved died because ooff Ia mistake II made.
2 Burglar 6 Hired killer
That will never happen again.
3 Enforcer 7 Pickpocket
4 Fence 8 Smuggler

FEATURE:
F e a t u r e : CRIMINAL
C r i m i n a l CONTACT
C ontact
You have a reliable and trustworthy
trustw orthy contact w who
h o acts as
your liaison to a network
n etw ork of
o f other criminals.
crim inals. You know
kn ow
how
h ow to get m
messages
essa g es to and from your contact,
contact, even
over great distances; specifically, you know
k n ow the local
messengers.
m essen gers, corrupt caravan m masters,
asters, and seedy
seed y sailors
who
w messages
h o can deliver m essa g es for you.

SUGGESTED
S u g g e s t e d CHARACTERISTICS
C h a r a c t e r ist ic s
Criminals
C rim inals might seem
seem like villains on the surface,
and mmany
any of them are vvillainous
o f them illainous to the core. But some
som e
have an abundance
abun dance of o f endearing, if not redeem
redeeming,
ing,
characteristics. There
T here might bee h
m ight b honor
onor among
am ong thieves, but
criminals
crim in als rarely show
sh ow any resp
respect
ect for law or authority.

d8 Personality Trait
I always have a plan for what to do when things go
wrong.
2 I am always calm, no matter what the situation . I never
raise my voice or let my emotions control me.
3 The first thing I do in a new place is note the locations
of everything valuable- or where such th ings could be
hidden.
4 II would rather make a new friend than a new enemy.
5 I am incredibly slow to trust. Those who seem the
fairest often have the most to hide.
6 I don't pay attention to the risks in a situat ion. Never
tell me the odds.
7 The best way to get me to do something is to tell me I
can't do it.
8 I blow up at the slightest insult.
d6 Flaw E n ter tain er
ENTERTAINER
1 When II see something valuable, II can't
can’t think about You thrive in front of
o f an audience. You know how
k n ow h ow to
anything but how to steal it. entrance them, entertain them, and even inspire them.
2 When faced with a choice between money and my Your poetics
p oetics can stir the hearts of
o f those
th ose who
w h o hear you,
friends , II usuall
friends, usuallyy choose the money. awakening
aw akening grief or joy, laughter or anger. Your music m usic
3 If there's
there’s a plan, I'll
I’ll forget it. If II don't
don’t forget it, I'll
I’ll raises their spirits or captures their sorrow.
sorrow . Your dance
ignore it. steps captivate, your humor
hum or cuts to the quick. Whatever
W hatever
4 II have a "tell"
“tell” that reveals when I'm
I'm lying.
techniques
tech niques you use, your art is your life.

5 II turn tail and run


run when things look bad. Skill Proficiencies: Acrobatics,
A crobatics, Performance
P erform an ce
6 An innocent person is
is in
in prison for a crime that II Tool Proficiencies: Disguise
D isgu ise kit, one
on e type ofof
committed. I'm
I’m okay with that. musical
m u sical instrument
instrum ent
Equipment: A A musical
m usical instrument
instrum ent (one of o f your choice),
V a r i a n t CRIMINAL:
VARIANT C r i m i n a l : SPY
Spy the favor of
o f an admirer
adm irer (love letter, lock
lo ck of
o f hair, or
Although
A lthough your capabilities are not m much
uch different trinket), a costume,
costu m e, and a belt pou
pouchch containing
contain in g 15 gp
from those
th ose of
o f a burglar or smuggler,
sm uggler, you learned
E n t e r t a i n e r ROUTINES
ENTERTAINER R o u t in e s
and practiced them in a very different context: as an
A good
A g o o d entertainer is versatile, spicing
sp icin g up every
espionage
esp ion a ge agent. You might
m ight have been an officially
performance
perform an ce with
w ith a variety of
o f different routines. Choose
C h oose
sanctioned agent of o f the crown,
crow n , or perhaps you sold the
one to three routines or roll on the table below
below to define
secrets you uncovered
u ncovered to the highest bidder.
your expertise as an entertainer.

dlO
d10 Entertainer Routine dlO
d10 Entertainer Routine
1 Actor 6 Instrumentalist
2 Dancer 7 Poet
3 Fire-eater 8 Singer
4 jester
Jester 9 Storyteller
5 juggler
Juggler 10 Tumbler

F e a t u r e : BY
FEATURE: B y POPULAR
P o p u l a r DEMAND
D emand
You can always find a place to perform,
perform , usually in an
inn or tavern but possibly
p ossib ly with a circus,
circu s, at a theater, or
even in a noble's
n oble’s court. At such a place, you receive free
lodging
lod gin g and food ofo f a modest
m od est or comfortable
com fortab le standard
(depending
(depen din g on the quality of o f the establishment),
establishm ent), as
long as you perform
perform each night. In addition, your
performance
perform an ce makes
m a kes you something
som eth in g ofo f a local
loca l figure.
When
W h en strangers recognize
r ecog n ize you in a tow
town n where
w here you have
performed,
perform ed, they typically take a liking to you.

S u g g e s t e d CHARACTERISTICS
SUGGESTED C h a r a c t e r ist ic s
Successful
S u c ce s sfu l entertainers have to b bee able to capture
and hold an audience's
au dien ce’s attention, so they tend to
have flamboyant
flam boyant or forceful
forcefu l personalities. They're
T h ey’re
inclined
in clined toward
tow ard the romantic
rom antic and often cling
clin g to
high-minded
high-m inded ideals about the practice of o f art and the
appreciation of o f beauty.

d8 Personality Trait
l1 II know a story relevant to almost every situation.
2 Whenever II come to a new place, II collect local rumors
and spread gossip.
3 I’m a hopeless romantic, always searching for that
I'm
“"special
special someone."
someone.”
4 Nobody stays angry at me or around me for long, since
II can defuse any amount of tension.
5 II love a good insult, even one directed at me.
6 II get bitter if I'm
I’m not the center of attention.
7 I’ll settle for nothing less than perfection.
I'll
8 II change my mood or my mind as quickly as II change
in a song.
key in
d6 Ideal
Skill Proficiencies: Animal
A n im al Handling,
H andling, Survival
Tool Proficiencies: One
O ne type ofo f artisan's
artisan’s tools,
1 Beauty. When I perform, I make the world better than
vehicles (land)
itit was. (Good)
Equipment: A A set of
o f artisan's
artisan’s tools (one of o f your choice),
2 Tradition. The stories, legends, and songs of
o f the past a shovel, an iron pot, a set ofo f common
c o m m o n clothes, and a
must never be forgotten, for they teach us who we belt pou
pouch
ch containing 10 gp
are. (Lawful)
3 Creativity. The world is in in need of
o f new ideas and bold D e f i n i n g EVENT
DEFINING Ev e n t
action. (Chaotic) You previously pursued a simple profession among
sim ple profession am ong
4 Greed. I'm
I’m only in
in itit for the money and fame. (Evil) the peasantry, perhaps as a farmer, miner, servant,
5 People. I like seeing the smiles on people’s
people's faces when shepherd, wwoodcutter,
oodcutter, or gravedigger. But something
som eth in g
happened
happen ed that set you on a different path and marked
m arked
That’s all that matters. (Neutral)
I perform. That's
you for greater things. Choose
C h o o se or randomly
random ly determine
determ ine a
6 Honesty. Art should reflect the soul; it it should come
defining event that m
marked
arked you as a hero
h ero of
o f the people.
from within and reveal who we really are. (Any)
dlO
d 10 Defining Event
d6 Bond l1 I stood up to a tyrant’s
tyrant's agents.
1 My instrument is
is my most treasured possession, and it 2 I saved people during a natural disaster.
reminds me of
o f someone I love. 3 I stood alone against a terrible monster.
2 Someone stole my precious instrument, and someday 4 I stole from a corrupt merchant to help the poor.
'II get itit back.
II’ll 5 I led a militia to fight off an invading army.
3 I want to be famous, whatever it takes. 6 I broke into a tyrant's
tyrant’s castle and stole
sto le weapons to arm
4 I idolize a hero of o f the old tales and measure my deeds the people.
against that person’s.
person's. 7 I trained the peasantry to use farm farm implements as
5 wil l do anything to prove myself superior to my hated
I will weapons against a tyrant’s
tyrant's soldiers.
rival. 8 A lord rescinded an unpopular decree after I led a
6 I would do anything for the other members of my symbolic act of o f protect against it.
old troupe. 9 A celestial, fey, or similar creature gave me a blessing
or revealed my secret origin.
d6 Flaw 10 Recruited into a lord's
lord’s army, I rose to leadership and
1 I'll
I’ll do anything to win fame and renown. was commended for my heroism.
2 I'm
I’m a sucker for a pretty face.
3 A scandal prevents me from ever going home again. F e a t u r e : RUSTIC
FEATURE: R u s t i c HOSPITALITY
H o s p it a l it y
That kind of trouble seems to follow me around. Since
S in ce you ccome
o m e from the ranks of o f the co
common
m m o n folk,
4 I once satirized a noble who still wants my head. ItIt was you fit in among
am ong them with ease. You can find a place
a mistake that I will likely repeat. to hide, rest, or recuperate among
am ong other commoners,
com m on ers,
5 I have trouble keeping my true feelings hidden. My unless
u n less you have shown yourself
sh ow n y ou rself to be a danger to
sharp tongue lands me in in trouble.
them.
them . They will
T h ey w ill shield you from the law or anyone
else searching
sea rch in g for you, though they w will
ill not risk
6 Despite my best efforts, I am unreliable to my friends.
their lives for you.
V a r i a n t ENTERTAINER:
VARIANT E n t e r t a i n e r : GLADIATOR
G la d ia t o r SUGGESTED
S u g g e s t e d CHARACTERISTICS
C h a r a c t e r ist ic s
A
A gladiator is as much
m uch an entertainer as any m minstrel
instrel A
A folk h
hero
ero is one
on e of
o f the common
co m m o n people, for better
or circus performer,
circu s perform er, trained to make
m ake the arts ofo f combat
com bat or for worse.
w orse. Most
M ost folk heroes
h eroes look
lo o k on their humble
hum ble
into a spectacle
sp ectacle the crowd
crow d can enjoy. This
T h is kind of
of origins as a virtue, not a shortcoming,
sh ortcom in g, and their hhome
om e
flashy combat
com bat is your entertainer routine, though you communities
com m u n ities remain
rem ain very important
im portant to them.
might
m ight also have some
som e skills as a tumbler
tum bler or actor.
Using
U sing your By P Popular Demand
opu lar D em an d feature, you can find a d8 Personality Trait
perform in any pla
place to perform place
ce that features combat
com bat for 1 I judge people by their actions, not their words.
entertainment-perhaps
entertainm ent—perhaps a gladiatorial arena or secret 2 If someone is in in trouble, I'm
I’m always ready to lend help.
pit fighting club. You can
ca n replace the musical
m usical instrument
instrum ent
3 When I set my mind to something, I follow through no
in your equipment
equipm ent package w with
ith an inexpensive but
matter what gets in in my way.
unusual weapon,
w eapon , such as a trident or net.
4 I have a strong sense of o f fair play and always try to find
F o l k HERO
FOLK H ero the most equitable solution to arguments.
5 I'm
I’m confident in in my own abilities and do what I can to
You come
co m e from a humble
hum ble social
socia l rank, but you are
instill confidence in in others.
destined for so much
m uch more.
m ore. Already
A lready the ppeople
eople of
of
6 Thinking isis for other people. I prefer action.
your hhome
om e village regard you as their champion,
cham pion, and
your destiny calls you to stand against the tyrants and 7 I misuse long words in in an attempt to sound smarter.
monsters
m on sters that threaten the common
co m m o n folk everywhere.
everyw here. 8 I get bored easily. When am I going to get on with my
destiny?
d6 Ideal d6 Flaw
1 Respect. People deserve to be treated with
wit h dignity and 1 The tyrant who rules my land will stop at nothing to
respect. (Good) see me killed.
2 Fairness. No one should get preferential treatment 2 I'm convinced
I’m co nvinced of the significance of ofmymy destiny, and
before the law, and no one is above tthe he law. (Lawful
(Lawful)) my shortcomings
blind to my s hortcomings and the risk risk ooff failure.
3 Freedom. Tyrants must not be allowed to oppress the 3 The people who knew me when I was young know my
people. (Chaotic) shameful secret, so I can
ca n never go home again.
4 Might. If I become strong, I can take what I wa nt-
want— 4 I have a weakness for the city, especially
th e vices of the city, es pecially
what I deserve. (Evil) dri nk.
hard drink.
5 There's no good in
Sincerity. There’s in pretending to be 5 Secretly,
Secretly, I believe that things would be better if I were a
someth ing I'm
something I’m not. (Neut ral )
(Neutral) tyrant lording over the land.
6 Destiny. Nothing and no one ca cann steer me away from 6 I have trouble trusting inin my allies.
my higher calling. (Any)
GUILD ARTISAN
G u ild A r tisa n
d6 Bond
member
You are a m em ber ooff an artisan’s
artisan's guild, skilled in
1 I have a family, but I have no idea where tthey hey are. One closely aassociated
a particular field and closely ssocia ted with other
day, I hope to see them again
again.. artisans. You are a w well-established
ell-established part ooff the
2 land,, I love the land, and I will protect the
I worked the land mercantile
m ercantile wworld,
orld, freed by talent and w wealth
ealth from the
land. constraints ooff a feudal social learned
socia l order. You learn ed your
3 A proud noble once gave me a horrib le beati
horrible ng, and I
beating, skills as an apprentice to a m master
aster artisan, under the
will take my revenge on any bully I enco unter.
encounter. sponsorship
sp on sorsh ip ooff your guild, until you b
became master
eca m e a m aster in
4 My tools are symbo
symbols ls of my past life, and I carry them own
your ow n right.

so that I will never forget my roots. Skill Proficiencies: Insight, Persu Persuasion
asion
5 I protect those who canncannotot protect themselves. Tool Proficiencies: O One
ne type ooff artisan’s
artisan's tools
6 I wish my childhood sweetheart had come with me to Languages: One O ne ooff your ch
choice
oice
pursue my destin y.
destiny. Equipment: A A set ooff artisan’s
artisan's tools (one ooff your choice),
a letter ooff introduction from your guild, a set ooff
traveler's clothes, and a belt ppouch
traveler’s containing
ou ch contain in g 15 gp

,G u il d B
G UILD BUSINESS
u sin e ss
Guilds
G uilds are generally found in cities large en enough
ough to
support several artisans practicing the same sa m e trade.
However,
H yourr guild might instead be a lo
ow ever, you loose network
o s e netw ork
ooff artisans w
who each w
h o each work
ork in a different village w within
ithin
realm.. W
a larger realm Work
ork w with DM to determ
ith your DM determine ine the
nature ooff your guild. You can select your guild bu business
sin ess
from the G Guild Business
uild B u sin ess table or roll randomly.

d20 Guild Business


1
l Alchemi sts and apothecaries
Alchemists
2 lo cksmiths, and finesmiths
Armorers, locksmiths,
3 vi ntners
Brewers, distillers, and vintners
4
4 Calligraphers, sc
Calligraphers, ribes , and scriveners
scribes,
55 Carpenters, roofers, and plasterers .,
6 Ca rtographers, surveyors, and chart-makers
Cartographers,
77 Cobb lers and shoemakers
Cobblers
8 Cooks and bakers
9 Glassblowers and glaziers
10 Jewelers and gemcutters
ll
11 Leath erworkers, skinners,
Leatherworkers, skinners , and tanners
12 Maso ns and stonecutters
Masons sto necutters
l3
13 Painters, limners, and sign-makers
14 Potters and tile-makers
15 Shipwrig hts and sailmakers
Shipwrights
16 Smith s and metal-forgers
Smiths
17
17 Tinkers, pewterers, and casters
18 Wagon-makers and wheelwrights
19 Weavers and dyers
20 Woodcarvers, coopers, and bowyers

2
As
A s a member
m em ber of
o f your guild, you know
k n ow the skills needed
n eeded d6 Ideal
to create finished items
item s from raw m materials
aterials (reflected in
1 Community. It
It is
is the duty of all civilized people to
your proficiency w with
ith a certain kind ofo f artisan's
artisan’s tools),
strengthen the bonds of community and the security
as w
well
ell as the prin
principles
ciples of
o f trade and good business
g o o d bu siness
practices. TThe of civilization. (Lawful)
h e question now
n ow is wwhether
hether you abandon
your trade for adventure, or take on the extra effort to 2 Generosity. My talents were given to me so that I could

weave
w eave adventuring and trade together. use them to benefit the world. (Good)
3 Freedom. Everyone should be free to pursue his or her
F e a t u r e : GUILD
FEATURE: G u i l d MEMBERSHIP
M e m b e r s h ip own livelihood. (Chaotic)
As
A s an established and respected resp ected m member
em ber of o f a guild, you 4 Greed. I'm
I’m only in
in it
it for the money. (Evil)
can rely on certain benefits that membership m em bersh ip provides. 5 People. I'm
I’m committed to the people I care about, not
Your fellow guild membersm em bers will w ill provide you with
to ideals. (Neutral)
lodging
lod gin g and foodfo o d if necessary, and pay for your funeral
6 Aspiration. I work hard to be the best there is at
if needed. In some som e cities and towns,tow ns, a guildhall offers a
my craft.
central place to meet m eet other members
m em bers ofo f your profession,
which
w h ich can be a g good
o o d place to m meet
eet potential patrons,
allies, or hirelings. d6 Bond
Guilds
G uilds often wieldw ield tremendous
trem en dou s political power. pow er. If 1 The workshop where I learned my trade is is the most
you are accused
a ccu sed ofo f a crime,
crim e, your guild w willill support
su pport you important place inin the world to me.
if a good
g o o d case
ca se can be madem ade for your innocence
in n ocen ce or the 2 I created a great work for someone, and then found
crime
crim e is justifiable. You can also gain a access powerful
c c e s s to pow erfu l them unworthy to receive it. I’m
I'm still looking for
political figures through the guild, if you are a member m em ber someone worthy.
in good
g o o d standing. SuchS u ch connections
con n ection s might
m ight require the
3 I owe my guild a great debt for forging me into the
donation of o f money
m on ey or m magic
a gic items
item s to the guild's
guild’s coffers.
person I am today.
You must pay dues of o f 5 gp per month
m onth to the guild. If
4 I pursue wealth to secure someone's
someone’s love.
you m mississ payments,
paym ents, you must m ust mmake
ake up back dues to
remain
rem ain in the guild’s
guild's ggoodo o d graces.
5 One day I will return to my guild and prove that I am
the greatest artisan of
o f them all.
SUGGESTED
S u g g e s t e d CHARACTERISTICS
C h a r a c t e r is t ic s 6 I will get revenge on the evil forces that destroyed my
Guild
G uild artisans are among
am ong the most
m ost ordinary ppeople
eople in o f business and ruined my livelihood.
place of
the w
world-until
orld —until they set down
dow n their tools and take up
an adventuring career. They
Th ey understand the value of of d6 Flaw
hard work
w ork and the importance
im portan ce of
o f community,
com m unity, but they're
they’re
I'll do anything to get my hands on something rare or
1 I’ll
vulnerable to sins of greed
of g reed and covetousness.
priceless.
d8 Personality Trait 2 I'm
I’m quic
quickk to assume that someone is
is trying to cheat

I believe that anything worth doing is is worth doing


me.
1
3 No one must ever learn that I once stole money from
right. I can't
can’t help it—
it-I'm
I’m a perfectionist.
2 I’m a snob who looks down on those who can't
I'm can’t
guild coffers.
4 I’m never satisfied with what I have-I
I'm have— I always want
appreciate iifine
ne art.
3 I always want to know how things work and what more.
makes people tick. 5 I would kill to acquire a no ble title.
noble

4 I'm 66 I’m horribly jealous of


I'm o f anyone who can outshine my
I’m full of
o f witty aphorisms and have a proverb for
handiwork. Everywhere I go, I'm I’m surrounded by rivals.
every occasion.
5 I'm
I’m rude to people who lack my commitment to hard
VARIANT
V a r i a n t GUILD
G u i l d ARTISAN:
A r t i s a n : GUILD
G u i l d MERCHANT
M erchant
work and fair play.
Instead of o f an artisans'
artisans’ guild, you might belong
m ight belon g to a
6 I like to talk at length about my profession.
guild of o f traders, caravan masters,
m asters, or shopkeepers.
sh opkeepers. You
7 I don't
don’t part with my money easily and will haggle
don't
don ’t craft items yourself
you rself but earn a living by buying
tirelessly to get the best deal possible.
and selling
sellin g the works
w ork s of
o f others (or the raw materials
m aterials
8 I’m well known for my work, and I want to make sure
I'm artisans n need
eed to practice their craft). Your guild might
everyone appreciates it. I'm
I'm always taken aba ck when
aback bee a large merchant
b m erchant consortium
con sortiu m (or family) with
people haven't
haven’t heard ooff me. interests across
a cross the region. Perhaps you transported
goods
g o o d s from one place to another, by ship, wagon, w agon, or
caravan, or bought them from traveling traders and sold
them in your own ow n little shop. In some ways,
so m e w ays, the traveling
merchant's
m erchant’s life lends itself to adventure far more m ore than
the life of o f an artisan.
Rather than proficiency with w ith artisan's
artisan’s tools, you might
m ight
bee proficient with navigator’s
b navigator's tools or an additional
language. A And
n d instead of
o f artisan's
artisan’s tools, you can start
with
w ith a mule
m ule and a cart.

l I
HERMIT
H er m it d8 Life of Seclusion
You lived in seclusion-either
seclu sion —either in a sheltered community
com m unity 5 II needed a quiet place to work on my art, literature,
such as a monastery,
m onastery, or entirely alone- for a formative
a lon e—for form ative music, or manifesto.
part of
o f your life. In your time
tim e apart from the clam
clamor
or of
of 6 II needed to commune with nature, far
far from civilization.
society, you found quiet, solitude, and perhaps some so m e of
of 7 II was the caretaker of
o f an ancient ruin
ruin or relic.
the answers
an sw ers you were
w ere looking
look in g for. 8 II was a pilgrim in
in search of
o f a person, place, or relic of
Skill Proficiencies: Medicine,
M edicine, Religion
R eligion spiritual significance.
Tool Proficiencies: H Herbalism
erbalism kit
Languages: One
O ne of
o f your choice
ch oice F e a t u r e : DISCOVERY
FEATURE: D isc o v e r y
Equipment: A A scroll case
ca se stuffed full of
o f notes from your The
T h e quiet seclusion
seclu sion of
o f your extended hermitage
herm itage gave you
studies or prayers, a w winter
inter blanket, a set of
o f common
com m on access
a c c e s s to a unique and pow powerful
erfu l discovery. The exact
clothes,
cloth es, an herbalism
h erbalism kit, and 5 gp nature of o f this revelation depends
depen ds on the nature of o f your
seclu sion. It m
seclusion. might
ight be a great truth about the cosmos,
co sm o s ,
LIFE
L i f e OF
o f SECLUSION
Se c lu sio n the deities, the powerful
pow erfu l beings of o f the outer planes, or
What
W hat wwas
as the reason for your isolation, and what the forces of o f nature. It could
cou ld be a site that no one
on e else
changed to allow you to end your solitude? You can w work
ork has ever seen. You might m ight have u uncovered
n covered a fact that has
with your DM to determine
determ ine the exact nature of o f your long
lon g b been
een forgotten, or u unearthed
nearthed some
so m e relic of
o f the past
seclusion,
seclu sion, or you can choose
c h o o s e or roll on the table below
below to cou ld rewrite history. It might b
that could bee information
inform ation that
determine
determ ine the reason behind
beh in d your seclusion.
seclu sion. would
w ou ld be dam damaging
agin g to the ppeople
eop le wwho
h o or consigned
con sign ed you
to exile, and h hence
en ce the reason for your return to society.
d8 Life of
o f Seclusion
Work
W ork withw ith your DM to determine
determ ine the details of o f your
1 II was searching for spiritual enlightenment. discovery
discov ery and its impact im pact on the campaign.
cam paign.
2 II was partaking of
o f communal living in
in accordance with
the dictates of a religious order.
order. SUGGESTED
S u g g e s t e d CHARACTERISTICS
C h a r a c t e r ist ic s
3 II was exiled for a crime II didn't
didn’t commit. Some
S o m e hermits
herm its are wwell
ell suited to a life of
o f seclusion,
4 II retreated from society after a lilife-altering
fe-altering event. whereas
w h ereas others chafe against it and long for company.
com pany.
Whether
W h eth er they embrace
em brace solitude or long
lon g to escape
esca p e it, the
solitary life shapes
sh apes their attitudes and ideals. A A few are
driven slightly mad
m ad by their years apart from society.

d8 Personality Trait
1 I've
I’ve been isolated for so long that II rarely speak,
preferring gestures and the occasional grunt.
2 II am utterly serene, even in
in the face of
o f disaster.
3 The leader of my community had something wise
to say on every topic, and II am eager to share
wisdom.
that w isdom.
4 II feel tremendous empathy for all who suffer.
5 I’m oblivious to etiquette and social expectations.
I'm
6
6 II connect everything that happens to me to a grand,
cosmic plan.
7 in my own thoughts and contemplation,
II often get lost in
becoming oblivious to my surroundings.
8 II am working on a grand philosophical theory and love
sharing my ideas.

d6 Ideal
1 Greater Good. My gifts are meant to be shared with all,
not used for my own benefit. (Good)
22 Logic. Emotions must not cloud our sense of what is
right and true, or our logical thinking. (Lawful)
3 Free Thinking. Inquiry and curiosity are the pillars of
progress. (Chaotic)
4 Power. Solitude and contemplation are paths toward
mystical or magical power. (Evil)
5 in the affairs of
Live and Let Live. Meddling in o f others only
causes trouble. (Neutral)
6 Self-Knowledge. If you know yourself, there’s
Self.Knowledge. there's nothing
know.
left to kn ow. (Any)
d6
dG Bond
does
d oes your family
fam ily have among
am ong the other aristocrats of o f the
region?? How
H ow dod o the common
1 Nothing is more important than the other members of
region
What's
W
people
co m m o n p
position in the fam
h at’s your position family? Are
ily? A
them??
eople regard them
re you the heir
my hermitage, order, or association.
associat ion.
to the head ooff the fam
family?
ily? Have you already inherited
2 II entered seclusion
se clusion to hide from the ones who might How
the title? H ow do you feel about that responsibility? Or
still be hunting me. II must someday confront them. are you so down
s o far dow n the line ooff inheritance that nnoo one
3 I'm
I’m still seeking the enlightenment II pursued in
in my cares w what
hat you do, as lon
longg as you don'tdon ’t embarrass
em barrass the
seclusion, and it still eludes me. family?
fam ily? H How
ow does
d oes the head of o f your family
fam ily feel about
4 II entered seclusion because II loved someone II could your adventuring career? A Are
re you in your family's
fam ily’s good
g ood
not have. graces, or shunned by the rest of o f your family?
fam ily?
5 Should my discovery come to light, it could bring ruin
ruin to Does family
D o e s your fam ily have a coat of o f arms?
arm s? A An n insignia you
the world. might
m ight w wear
ear on a signet ring? Particular colors c o lo rs you w wear
ear

6 My isolation gave me great insight into a great evil that


all the tim
time? An
e? A n ani
animmal
al you regard as a symbol sym bol of o f your
line or even a spiritual m member
em ber of family?
o f the fam ily?
only II can destroy.
These
T h ese details help establish your fam family
ily and your title
as features ooff the w world
orld ooff the cam
campaign.
paign.
dG
d6 Flaw
1 Now that I've returned to the world, II enjoy its delights
Skill Proficiencies: History, Persu
Persuasion
asion
Tool Proficiencies: OneO ne type ofo f gaming
gam ing set
a little too much.
Languages: One of o f your choice
ch oice
2 II harbor dark, bloodthirsty thoughts that my isolation
Equipment: A A set of
o f fine clothes,
cloth es, a signet ring, a scroll
and meditation failed to quell.
of
o f pedigree, and a purse
pu rse containing
contain in g 25 gp
3 II am dogmatic in
in my thoughts and philosophy.
4 II let my need to win arguments overshadow F e a t u r e : POSITION
FEATURE: P o s i t i o n OF P r iv il e g e
o f PRIVILEGE

friendships and harmony. Thanks


T h an ks to your noble people
n oble birth, p eop le are inclined to
5 I'd
I’d risk
risk too much to uncover a lost bit of knowledge. think the best ooff you. You are welcome
w elcom e in high society,
6 II like keeping secrets and won’t
won't share them with and ppeople assume
eop le assu m e you have the right to be w wherever
herever
anyone.
you are. T The common
h e co make
m m o n folk m ake every effort to
accommodate
a ccom m od a te you and avoid your displeasure, and other
people
p eop le of
o f high birth treat you as a m member
em ber of
o f the same
sam e
O t h e r HERMITS
OTHER H e r m it s
social
socia l sphere. You can secure
secu re an audience w with
ith a local
This herm
hermit background
it b ackgrou n d assumes
a ssu m es a contemplative
contem plative sort
noble
n oble if you need
n eed to.
of
o f seclusion
seclu sion that allows
allow s rroom
oom for study and prayer. If you
want
w ant to play a rugged wilderness recluse
w ildern ess reclu se who
w ho lives off SUGGESTED
S u g g e s t e d CHARACTERISTICS
C h a r a c t e r ist ic s
the land w while
hile shunning the company
com pany ofo f other people,
Nobles
N obles are born and raised to a very different lifestyle
look at the outlander background. On the other hand, hand, if than mmost
ost people ever experience, and their personalities
you w want
ant to go in a more
m ore religious direction, the acolyte
upbringing. A
reflect that upbringing. A nnoble
oble title comes with
com es w ith a
might b bee w
what
hat yyou're looking
ou ’re look could
in g for. Or you cou ld even be a
plethora ooff b
bonds-responsibilities family, to other
o n d s—respon sibilities to family,
charlatan, posin
posing g as a wwise
ise and holy p person
erson and letting
nobles
n obles (including the sovereign), to the p people
eop le entrusted
,pious
pious fools support you.
to the fam
family's
ily’s care, or even to the title itself. But this
responsibility is often a good way
g ood w undermine
ay to underm ine a noble.
NOBLE
N oble

You understand w wealth, power,


ealth, pow er, and privilege. You d8 Personality Trait
carry a nnoble
oble title, and your family
fam ily owns
o w n s land, collects 1 My eloquent flattery makes everyone II talk to feel
taxes, and w wields
ields significant political influence. You like the most wonderful and important person in
in the
might
m ight be
b e a papampered
m pered aristocrat unfamiliar
unfam iliar with world.
work
w ork or discomfort,
d iscom fort, a former
form er mmerchant
erchant ju just
st elevated 2 The common folk love me for my kindness and
to the nobility, or a disinherited scoundrel
scou n d rel w with
ith a
generosity.
genero sity.
disproportionate sense sen se ooff entitlement. Or you cou could be
ld be
3 No one could
cou ld doubt by looking at my regal bearing that
honest, hard-w
an honest, hard-working landowner
orking landow who
n er w h o cares deeply
II am a cut above the unwashed masses.
about the p people
eop le wwho
h o live and w work
ork on your land, keenly
4 II take great pains
pai ns to always look my best and follow the
aware
aw are of responsibility
o f your respon sibility to them.
Work
W ork wwith
ith your DMDM to come
co m e up wwith
ith an appropriate late st fashions.
latest
title and determine
determ ine h how
ow mmuch
uch authority that title 5 II don't
don’t like to get my hands dirty, and II won’t
won't be caught
carries.
carries. A An noble
oble title doesn't
d oesn ’t stand on its own-it's
o w n —it’s dead in
in unsuitable accommodations.
connected
con n ected to an entire family, and w whatever
hatever title you 6 Despite my noble birth
birth,, II do not place myself above
hold, you w will pass
ill pa ss it down
dow n to your ow own n children. Not other folk. We all have the same blood.
only do you n need
eed to determine
determ ine your noblen oble title, but you 7 My favor, once lost, is lost forever.
should also work w ork with
w ith the DM to describe
d escrib e your family
fam ily 8 If you do me an injury, II will
wi ll crush you, ruin
ruin your name,
and their influence on you.
and salt
sa lt your
yo ur fields.
family
Is your fam ily old and established, or w was
a s your title
only recently bbestowed?
estow ed ? H How
ow mmuch
uch influence do they
wield,
w ield, and over w what
hat area? W What
hat kind ooff reputation

R • LI r
d6 Ideal training on his or her owownn path to knighthood. Your tw two
o
remaining might groom
1 Respect. Respect is is due to me because of o f my position,
rem aining retainers m ight include a g room to care for
your hhorse
orse and a servant w who polishes
h o polish armor
es your arm or (and
but all people regardless of o f station deserve to be
even helps you put it on).
treated with dignity. (Good) Ass an em
emblem
A blem ooff chivalry and the ideals ooff courtly
courtly
2 Responsibility. It
It is my duty to respect the authority ooff might
love, you m ight include a among equipment
m on g your equipm banner
ent a banner
those above me, just as those below me must respect or other token from a noble lord or lady to w whom you
h om you
mine. (Lawful) heart-in a chaste sort ooff devotion.
have given your heart—in
3 Independence. I must prove that I can handle myself (This pperson could
erson cou ld be your bond.)
without the coddling of o f my family. (Chaotic)
4 Power. If I can attain more power, no one will tell me O UTLANDER
OUTLANDER
what to do. (Evil) You g grew
rew up in the w wilds,
ilds, far from civilization and the
5 Family. Blood runs thicker than water. (Any) ccomforts
om forts ooff town and technology. Y You've witnessed
ou’ve w itn essed the
6 Noble Obligation. It It is
is my duty to protect and care for migration
m igration ooff herds larger than forests, survived w weather
eather
the people beneath me. (Good) more
m extremee than any city-dw
ore extrem city-dweller could
eller cou comprehend,
ld com prehen d,
and enjoyed the solitude ooff bein
beingg the only thinking

d6 Bond
creature for m miles
iles in any direction. T The wilds
he w ild s are in
your bblood, whether
lood , w hether you w were nomad,
ere a nom ad, an explorer, a
1 I will face any challenge to win the approval of my
recluse, a hunter-gatherer, or even a marauder. Even in
family.
places
p where
la ces w don't
here you d know
on ’t k specific
n ow the sp ecific features ooff the
2 My house's
house’s alliance with another noble famil
familyy know
terrain, you kn ow the w ways
ays ooff the wild.
must be sustained at all costs.
Skill Proficiencies: AAthletics,
thletics, Survival
3 Nothing is is more important than the other members
Tool Proficiencies: One
O ne type ooff m
musical instrument
usical instrum ent
of
o f my fa mil y.
family.
Languages: One ooff your chchoice
oice
4 I am inin love with the heir of
o f a family that my family
Equipment: A A staff, a hunting trap, a trophy from an
despises. animal
anim al you killed, a set ooff traveler’s
traveler's clothes, and a belt
5 My loyalty to my sovereign is unwavering. pouch
pou ch containing 10 gp
6 The common folk must see me as a hero of o f the people.
O
ORIGIN
r ig in

d6 Flaw been to strange pplaces


You've been la ces and seen things that
cannot
others can begin to fathom
n ot begin fathom.. C
Consider
on sider some
so m e ooff the
1 I secretly believe that everyone is beneath me.
distant lands you have visited, and h how impacted
ow they im pacted
2 I hide a truly scandalous secret that could ruin
ruin my
you. You can roll on the follow
following
in g table to determ
determine ine
family forever.
occupation
your occu pation during your timtimee in the w
wild,
ild, or cchoose
hoose
3 I too often hear veiled insults and threats in
in every word onee that best fits your character.
on
addressed to me, and I'm I’m quick to anger.
4 an insatiable desire for carnal pleasures.
I have an ddl0
10 Origin ddlO
10 Origin
5 In fact, the world does revolve around me.
In 1 Forester 6 Bounty hunter
6 By my words and actions, I often bring shame to 2 Trapper 77 Pilgrim
my family. 3
3 Homesteader 8 Tribal nomad
4 Guide 9 Hunter-gatherer
V a r i a n t NOBLE:
VARIANT N o b l e : KNIGHT
K n ig h t 55 Ex ile or outcast
Exile 10 Tribal marauder
A knighthood
k n igh th ood is among
am ong the lowest
low est noble
n oble titles in most
m ost
societies, but it can be a path to higher status. If you F eature: Wanderer
FEATURE:WANDERER
wish
w ish to be a knight, choose
c h o o s e the Retainers
R etainers feature (see You have an excellent m memory
em ory for mmaps
aps and geography,
the sidebar) instead of o f the Position of o f Privilege feature. can always recall the general layout ooff terrain,
and you can
One
O ne ofo f your commoner
c om m on er retainers is replaced by a noble settlements,
settlem around
ents, and other features arou nd you. In addition,
who
w h o serves as your squire, aiding you in exchange exch an ge for can find fo
you can food water
o d and fresh w yourself
ater for y ou rself and up to
people
five other p each day, provided that the land offers
eop le each
V a r i a n t FEATURE:
VARIANT F e a t u r e : RETAINERS
R e t a in e r s berries, small
berries, game,
sm all gam e, water, and so
s o forth.
If your character has a noble background, you may select this
background feature instead of o f Position ofo f Privilege. S u ggested C
SUGGESTED CHARACTERISTICS
h a r a c t e r is t ic s

o f three reta
You have the service of retainers
iners loyal to your family. Often
O considered
ften con sid ered rude and uncouth am among civilized
ong civilized
attendants
These retainers can be attendan ts or messengers, and one folk, outlanders have little resp respect
ect for the niceties ooff
might be a majordomo. Your retainers are commo commonersners who life in the cities. T The
h e ties ooff tribe, clan, family, and the
can perform mundane tasks for yo you,
u, but they do not fight natural w world
orld ooff w
which
hich they are a part are the m most
ost
for you, will not follow you into obviously dangerous areas important
im bonds
portant bon d s to mmost
ost outlanders.
dungeons),, and will leave if they are frequently
(such as dungeons)
endangered or abused.

I'
b
d8 Personality Trait Sa g e
SAGE
1 I'm
I’m driven by a wanderlust that led le d me away You spent yyears
ears learning the lore of multiverse.
o f the m ultiverse. You
from home. scoured manuscripts,
scou red m anuscripts, studied scrolls, and listened to the
2 I watch over my friends as if they were a litter of subjects
greatest experts on the su bjects that interest you. Your
newborn pups. made
efforts have m master
ade you a m aster in your fields ooff study.
3 I once ran
ran twenty-five miles without stopping to warn Skill Proficiencies: A Arcana,
rcan a, HHistory
istory
to my clan of an approaching ore orc horde. I'd
I’d do it again Languages: Two
Tw o of
o f your choice
ch oice
if I had to. Equipment: A A bottle ofo f black ink, a quill, a small
sm all knife,
4 I have a lesson for every situation, drawn from a letter from a dead colleague
colleag u e pposing
osin g a question you
observing nature. have not yet been able to answer, a set of o f common
com m on
S
5 I place no stock in in wealthy or well-mannered folk. clothes,
cloth es, and a belt pouch
pou ch containing 10 gp
Money
Money and manners won't won’t save you from a hungry
SPECIALTY
Sp e c ia l t y
owlbear.
determine
To determ ine the nature ooff your scholarly training, roll a
6 I'm
I’m always picking things up, absently
absent ly fiddling
fiddl ing with d8 or cchoose
h o o s e from the options in the table below.
them, and sometimes accidentally
accidentall y breaking them.
7 I feel far more comfortable around animals than d8 Specialty d8 Specialty
people. 1 Alc hemist
Alchemist s5 Professor
8 I was, in
in fact, raised by wolves. 2 Astronomer 6 Researcher
3 Dis credited
Discredited 7 Wizard's apprentice
Wizard’s
d6 Ideal academic 8 Scribe
1 Change. Life is
is like the seasons, in
in constant change
change,, 4 Librarian
and we must change with it. (Chaotic)
2 Greater Good. It is each person’s
person 's responsibility to
make the most happiness for the whole tribe. (Good)
3 Honor. If I dishonor myself, I dishonor my whole
clan. (Lawful)
4 Might. The strongest are meant
me ant to rule. (Evil)
S
5 Nature. The natural world is more important than all
the constructs ooff civilization. (Neutral)
6 Glory. I must earn glory in in battle, for myself and
my clan. (Any)

d6 Bond
1 clan , or tribe is the most important thing in
My family, clan, in
my life, even when they are far
my far from me.
2 unspo iled wilderness of my home is an
An injury to the unspoiled
injury to me.
3 I will bring terrible wrath down on the evildoers who
destroyed my homeland.
4 I am the last ooff my tribe, and it is up to me to ensure
their names enter legend.
legend .
S
5 I suffer awful visions ooff a coming disaster and will do
anything to prevent it.
6 It is my duty to provide children to sustain
susta in my tribe.

d6 Flaw
l1 I am too enamored ooff ale, wine, and other intoxicants.
2 There's
There’s no room for caution in in a life lived
li ved to the fullest.
3 I remember every insult I've
I’ve received and nurse a silent
resentment toward anyone who's
who’s ever wronged me.
4 I am slow to trust members of other races, races , tribes, and
societies.
S
5 Violence is my answer to almost any challenge.
6 Do n' t expect me to save those
Don’t th ose who can’t
can't save
themselves. It is nature’s
nature's way that the strong
stron g thrive
and the weak perish.
FEATURE:
F e a t u r e : RESEARCHER
R esearcher d8 Personality Trait
When
W h en you attempt to learn or recall a piece of o f lore, if you
1 I use polysyllabic words that convey the impression of
do not know
k n ow that information,
inform ation, you often know
k n ow where
w here and
great erudition.
from w whom
h om you can obtain it. Usually, this information
inform ation
2 I've read every book in in the world's
world’s greatest libraries-
libraries—
comes
c o m e s from a library, scriptorium,
scriptorium , university, or a sage
or other learned pperson
erson or creature. Your DM might
or I like to boast that I have.
rule that the knowledge
kn ow led ge you seek is secreted away in an 3 I'm
I'm used to helping out those who aren’t aren't as smart as I
almost
alm ost inaccessible
in accessible place, or that it simply
sim ply cannot
can n ot be am, and I patiently explain anything and everything to
found. Unearthing
U nearthing the deepest
d eepest secrets of
o f the multiverse
m ultiverse others.
can require an adventure or even a whole w hole campaign.
cam paign. 4 There's
There’s nothing I like like more than a good mystery.
5 I'm
I’m willing to listen to every side of o f an argument before
SUGGESTED
S u g g e s t e d CHARACTERISTICS
C h a r a c t e r ist ic s
I make my own judgment.
Sages
S a g es are defined by their extensive studies, and their
6 I ...
. . . speak .... . . slowly .... . . when talking ... . . . to idiots, ..
...
characteristics reflect this life of
o f study. Devoted
D evoted to
which ... . . . almost
almost .... . . everyone .... . . is ...
. . . compared .. ...
scholarly pursuits, a sage values knowledge
kn ow led ge highly-
highly—
to me.
sometimes
som etim es in its own
ow n right, sometimes
som etim es as a means
m eans
toward
tow ard other ideals. 7 I am horribly, horribl
horriblyy awkward in in social situations.
8 I'm
I’m convinced that people are always trying to steal my
secrets.

d6 Ideal
1 Knowledge. The path to power and self-improvement
is through knowledge. (Neutral)
2 Beauty. What is is beautiful points us beyond itself
toward what is is true. (Good)
3 Logic. Emotions must not cloud our logical thinking.
(Lawfu
(Lawful)l)
4 No Limits. Nothing should fetter the infinite possibility
inherent inin all existence. (Chaotic)
5 Power. Knowledge is is the path to power and
domination. (Evil)
6 Self-Improvement. The goal of a life of o f study is the
betterment of oneself. (Any)

d6 Bond
1 ItIt is my duty to protect my students.
2 I have an an ancient text that holds terrible secrets that
must not fall into the wrong hands.
3 I work to preserve a library, university, scriptorium,
or monastery.
4 My life's work is a series of
life’s work o f tomes related to a specific
field
field ooff lore.
5 I've been searching my whole life for the answer to a
certain question.
6 I sold my soul for knowledge. I hope to do great deeds
and win it back.

d6 Flaw
1 I am easily distracted by the promise of o f information.
2 Most people scream and run when they see a demon. I
stop and take notes on its anatomy.
3 Unlocking an ancient mystery is is worth the price of
of a
civilization
civilization..
4 I overlook obvious solutions in in favor of complicated
ones.
5 I speak without really
really thinking through my words,
invariably insulting others.
6 can’t keep a secret to save my life, or anyone else's.
I can't else’s.
SAILOR
Sa i l o r d6 Ideal

You sailed on a seagoing


sea goin g vessel
v essel for years. In that 1 Respect. The thing that keeps a ship together is
is mutual
time,
tim e, you faced down
dow n mighty
m ighty storms, monsters
storm s, m on sters of
o f the respect between captain and crew. (Good)
deep, and those
th ose who wanted
w ho w anted to sink your craft to the 2 Fairness. We all do the work, so we all share in
in the
bottomless
bottom less depths. Your first love is the distant line of of rewards. (Lawful)
the hhorizon,
orizon, but the time
tim e has come
c om e to try your hand 3 Freedom. The sea is freedom
freedom—- the freedom to go
at something
som eth in g new. anywhere and do anything. (Chaotic)
(Chaotic)
Discuss
D iscu ss the nature of o f the ship you previously sailed 4 Mastery. I'm
I’m a predator, and the other ships on the sea
with your Dungeon
D u n geon Master. WasW as it a merchant
m erchant ship,
are my prey. (Evil)
a naval vessel, a ship of o f discovery, or a pirate ship?
5 People. I'm
I’m committed to my crewmates, not to ideals.
How
H ow famous
fam ous (or infamous)
infam ous) is it? Is it w
widely
idely traveled?
(Neutral)
Is it still sailing, or is it m
missing presumed
issin g and presu m ed lost
with all hands? 6 Aspiration. Someday I'll
I’ll own my own ship and chart
What
W hat w were
ere your duties on b board-boatswain,
oa rd —boatsw ain, captain, my own destiny. (Any)
navigator, cook,
cook , or some
som e other position
position?? W
Whoh o were
w ere the
captain and first m mate?
ate? Did
D id you leave your ship on good g ood d6 Bond
terms
term s w with
ith your fellows,
fellow s, or on the run? 1 I'm
I’m loyal to my captain first, everything else second.
Skill Proficiencies: A Athletics,
thletics, Perception
P erception 2 The ship isis most important—
important-crewmates
crewmates and captains
Tool Proficiencies: Navigator’s
Navigator's tools, vehicles (water) come and go.
Equipment: A A belaying pin (club), 50 feet of o f silk rope, 3 I'll always remember my first ship.
I’ll
a lucky charm
ch a rm such as a rabbit foot or a small
sm all stone 4 In
In a harbor town, I have a paramour whose eyes nearly
with
w ith a hole in the center (or you maym ay roll for a random
random stole me from the sea.
trinket on the Trinkets table in chapter 5), a set of of 5 I was cheated out of my fair share ofo f the profits, and I
common
co m m o n clothes,
cloth es, and a belt pouch
p ou ch containing
contain in g 10 gp want to get my due.
6 Ruthless pirates murdered my captain and crewmates,
FEATURE:
F e a t u r e : SHIP'S
S h i p ’ s PASSAGE
Pa s s a g e
plundered our ship, and left me to die. Vengeance will
When
W h en you need
n eed to, you canca n secure
secu re free pa
passage
ssa ge on
a sailing ship for yyourself
ou rself and your adventuring be mine.
companions.
com pa n ion s. You might
m ight sail on the ship you served on,
or another ship you have good g o o d relations with (perhaps d6 Flaw
one
on e captained by a formerform er crewmate).
crew m ate). Because
B eca u se y you're
ou ’re 1 I follow orders, even if I think they're
they’re wrong.
calling in a favor, you can'tca n ’t be certain of
o f a schedule
sch edule or 2 I'll
I’ll say anything to avoid having to do extra work.
route that w will
ill meet
m eet your every need. Your Dungeon D u n geon 3 Once someone questions my courage, I never back
Master
M aster wwill
ill determine
determ ine how h ow long it takes to get w where
here down no matter how dangerous the situation.
you need
n eed to go. In return for your free passage, you
Once I start drinking, it's
it’s hard for me to stop.
4
and your companions
com p a n ion s are expected
ex pected to assist the crewcrew
5 I can't
can’t help but pocket loose coins and other trinkets I
during the voyage.
come across.
S u g g e s t e d CHARACTERISTICS
SUGGESTED C h a r a c te r istic s 6 My pride will probably lead to my destruction.
Sailors
S a ilors can be a rough lot, but the responsibilities
respon sibilities of
of
life on a ship make
m ake them generally reliable as well.
w ell. Life VARIANT
V a r i a n t SAILOR:
S a i l o r : PIRATE
P ir a t e
aboard a ship shapes
sh ap es their ou
outlook
tlook and forms
form s their most
m ost You spent your youth under the sway sw ay of
o f a dread pirate,
important
im portant attachments. a ruthless cutthroat w who
h o taught you h how
ow to survive in a
w orld of
world o f sharks and savages. You've Y ou’ve indulged in larceny
d8 Personality Trait on the high seas sea s and sent more m ore than one
on e deserving
deservin g soul
1 My friends know they can rely on me, no matter what. to a briny grave. Fear and bloodshed b lood sh ed are no strangers
2 I work hard so that I can play hard when the work to you, and you you've’ve garnered a somewhat
som ew h at unsavory
is
is done. reputation in many m any a port town.
3 I enjoy sailing into new ports and making new friends If you decide that your sailing career involved piracy,
over a flagon of
you can choose
c h o o s e the Bad Reputation feature (see sidebar)
o f ale.
instead ofo f the Ship's
S h ip ’s Passage
P assa ge feature.
4 I stretch the truth for the sake of
o f a good story.
5 To me, a tavern brawl is a nice way to get to know a
V
VARIANT F e a t u r e : BAD
a r i a n t FEATURE: B a d REPUTATION
R e p u t a t io n
new city.
If your character has a sailor background, you may select this
6 I never pass up a friendly wager. background feature instead of Ship's
Ship’s Passage.
7 My language is as foul as an otyugh nest. No matter where you go, people are afraid of you due to
8 I like a job well done, especially if I can convince your reputation. When you are in in a civilized settlement, you
someone else to do it. can get away with minor criminal offenses, such as refusing
to pay for food at a tavern or breaking down doors at a local
shop
shop,, since most people will not report your activity to the
authorities.
S
SOLDIER
o l d ie r SPECIALTY
Spe c ia l t y
During
D uring your time
tim e as a soldier, you had a specific
sp ecific role to
War
W ar has been
been your life for as long as you care to
play in your unit or army. Roll
R oll a d8 or choose
c h o o s e from the
remember.
rem em ber. You trained as a youth, studied the use of of
options in the table below
below to determine
determ ine your role:
weapons
w ea p on s and armor, learned ba basic
sic survival techniques,
including how
h ow to stay alive on the battlefield. You
d8 Specialty d8 Specialty
might
m ight have been
been part of o f a standing national army
arm y oor
ra
1 Officer 6 Quartermaster
mercenary
m ercenary company,
com pany, or perhaps a member m em ber of
o f a local
militia wwho 2 Scout 7 Standard bearer
h o rose to prominence
p rom in en ce during a recent war.
When
W h en you choose
c h o o s e this background, work w ork with
w ith your 3 Infantry 8 Support staff (cook,
DM to determine
determ ine w which
h ich military
m ilitary organization you w were
ere 4 Cavalry blacksmith, or the
a part of, how
h ow far through its ranks you p progressed,
rogressed, and 5 Healer like)
what
w hat kind ofo f experiences
experien ces you had during your military
career. Was
W as it a standing army, a town tow n guard, or a village FEATURE:
F e a t u r e : MILITARY
M i l i t a r y RANK
Rank
militia?
m ilitia? Or
O r it might
m ight have b been
een a noble's
n oble’s or merchant's
m erchant’s You have a military
m ilitary rank from your career as a soldier.
private army, or a mercenary
m ercen a ry company.
com pany. Soldiers
S old iers loyal to your former
form er military
m ilitary organization
still recog
recognize
n ize your authority and influence, and they
Skill Proficiencies: Athletics, Intimidation
Intim idation
Tool Proficiencies: One defer to you if they are ofo f a lower
low er rank. You can invoke
O ne type of
o f gaming
gam ing set,
your rank to exert influence over other soldiers and
vehicles (land)
Equipment: An requisition simple
sim ple equipment
equipm ent or horses
h orses for temporary
tem porary
A n insignia ooff rank, a trophy taken from
use. You can also usually gain accessa c c e s s to friendly
a fallen enemy
enem y (a dagger, broken blade, or piece p iece of
of a
military
m ilitary encampments
en cam pm ents and fortresses w where
h ere your
banner), a set ofo f bone
b on e dice or deck
d eck of
o f cards, a set of
of
rank is recognized.
recog n ized .
common
co m m o n clothes, and a belt pouch
p ou ch containing
contain in g 10 gp

SUGGESTED
S u g g e s t e d CHARACTERISTICS
C h a r a c t e r ist ic s
The
T he horrors
h orrors of
o f war
w ar combined
com bin ed with
w ith the rigid discipline of
military
m ilitary service
serv ice leave their mark
m ark on all soldiers, shaping
their ideals, creating strong bonbonds,
ds, and often leaving
them scarred
sca rred and vulnerable to fear, shame,
sham e, and hatred.

d8 Personality Trait
1 I'm
I'm always polite an d respectful.
and
2 I'm
I’m haunte
haunted d by memories of
o f war. I can't
can’t get the images
of violence out of o f my mind.
3 I've
I’ve lost too many friends, and I'm I’m slow to make new
ones.
4 I' m ful
I’m fulll of inspiring and cautionary tales from my
military experience relevant to almost every combat
situation.
5 I can stare down a hell hound without flinching.
6 I enjoy being strong and like breaking things.
7 I have a crude sense of humor.
8 I face problems head-on. A simple, direct solution is
the best path to success.

d6 Ideal
1 Greater Good. Our lot is to lay
lay down our lives in
in
defe nse of others. (Good)
defense
2 Responsibility. I do what I musmustt an
andd obey just
authority. (Lawful)
3 Independence. When people follow orders blindly, they
embrace a kind of tyranny. (Chaotic)
4 Might. In
In life as in
in war, the st ronger fo
stronger rce wins. (Evi
force (Evil)l)
5 Live and Let Live. Ideals aren't
aren’t worth killing over or
going to war for. (Neutral)
6 Nation. My city, nation,
natio n, or people are all that matter.
(Any)
dG
d6 Bond d8 Personality Trait
1 I would still lay down my life for the people I 1 I hide scraps of
o f food and trinkets away in
in my pockets.
served with. 2 I ask a lot of
o f questions.
2 Someone saved my life on the battlefield. To this day, I 3 I like
like to squeeze into small places where no one else
will never leave a friend behind. can get to me.
3 My honor is is my life. 4 I sleep with my back to a wall or tree, with everything I
4 I'll never forget the crushing defeat my company
I’ll own wrapped in in a bundle in
in my arms.
suffered or the enemies who dealt it. 5 I eat like a pig and have bad manners.
5 Those who fight beside me are those worth dying for. 6 who’s nice to me is hiding evil intent.
I think anyone who's
6 I fight for those who cannot fight for themselves. 7 don’t like to bathe.
I don't
8 I bluntly say what other people are hinting at or hiding.
d6
dG Flaw
1 The monstrous enemy we faced in in battle still leaves d6
dG Ideal
me quivering with fear. 1 Respect. All people, rich or poor, deserve respect.
2 I have little respect for anyone who is not a (Good)
proven warrior. 2 Community. We have to take care of each other,
3 I made a terrible mistake inin battle cost many lives-
lives— because no one else is
is going to do it. (Lawful)
and I would do anything to keep that mistake secret. 3 Change. The low are lifted up, and the high and mighty
4 My hatred of o f my enemies is blind and unreasoning. are brought down. Change is the nature of o f things.
5 I obey the law, even if the law
law causes misery. (Chaotic)
6 I'd
I’d rather eat my armor than admit when I'm I’m wrong. 4 Retribution. The rich need to be shown what life and
death are like in
in the gutters. (Evil)
URCHIN
U r ch in 5 People. I help the people who help me-that's
me— that’s what
keeps us alive. (Neutral)
You grew
g rew up on the streets alone, orphaned, and poor.
You had no one on e to w watch
atch over you or to provide for 6 Aspiration. I'm
I'm going to prove that I'm
I'm worthy of a
you, so
s o you learned
learn ed to provide for yourself. You fought better life.
fiercely over food
fo o d and kept a constant w watch
atch out for other
desperate souls
sou ls w who
h o might
m ight steal from you. You slept on d6
dG Bond
rooftopss and in alleyways,
rooftop alleyw ays, exposed
e x p osed to the elements,
elem ents, and 1 My town or city is
is my home, and I'll
I’ll fight to defend it.
endured sickness
sick n ess w without
ithout the advantage of o f medicine
m edicine or 2 I spon sor an orphanage to keep others from enduring
sponsor
a place to recuperate. Y You've
ou’ve survived despite all odds, what I was forced to endure.
and did sos o through cunning, strength, speed, or some som e
3 I owe my survival to another urchin who taught me to
combination
com bination of o f each.
live on the streets.
You begin your adventuring career with enough
4 I owe a debt I can never repay to the person who took
money
m oney to live m modestly
odestly but securely
secu rely for at least ten days.
How
H ow did you come com e by that money?
m oney? W What
hat allowed
allow ed you to
pity on me.
break free of o f your desperate circumstances
circu m stan ces and embark
em bark 5 I escaped my life of
o f poverty by robbing an important
on a better life? person, and I'm
I’m wanted for it.
6 No one else should have to endure the hardships I'veI’ve
Skill Proficiencies: Sleight of o f Hand, Stealth
been through.
Tool Proficiencies: Disguise
D isgu ise kit, thieves'
th ieves’ tools
Equipment: A A small
sm all knife, a map
m ap of
o f the city you
grew
g rew up in, a pet mouse,
m ou se, a token to rem remember
em ber your dG
d6 Flaw
parents by, a set of
o f common
co m m o n clothes, and a belt pouch 1 If I'm
I'm outnumbered, I will run away from a fight.
containing 10 gp 2 Gold seems like a lot of money to me, and I'll I’ll do just
about anything for more of o f it.
F e a t u r e : CITY
FEATURE: C i t y SECRETS
Se c r e t s
3 I will never fully
fully trust anyone other than myself.
You know
kn ow the secret patterns and flow to cities and can
4 I'd
I’d rather kill someone inin their sleep then fight fair.
find ppassages
assages through the urban sprawl that others w would
ould
5 It's
It’s not stealing if I need it more than someone else.
m iss. When
miss. W h en you are not in combat,
com bat, you (and companions
com panion s
6 Peop
People le who can't take care ofo f themselves get what they
you lead) can travel betw
between
een any two
tw o locations in the city
tw ice as fast as your speed
twice sp eed would normally
w ould n orm ally allow. deserve.

SUGGESTED
S u g g e s t e d CHARACTERISTICS
C h a r a c t e r ist ic s
Urchins
U rchins are shaped
sh ap ed by lives of
o f desperate poverty, for
good
g o o d and for ill. They
Th ey tend to be driven either by a
commitment
com m itm en t to the p people with
eop le w ith whom
w h om they shared
sh ared life
on the street or by a burning desire to find a better life- life—
and maybe
m aybe get some
som e payback on all the rich people
p eop le wwho
ho
treated them badly.
C h a p t e r 5: EQUIPMENT
CHAPTER Eq u ip m e n t
TH
HEE MARKETPLACE OF A LARGE CITY TEEMS Members
M em bers of
o f the nobility trade either in legal rights, such
with
w ith buyers and sellers ofo f many
m any sorts: as the rights to a mmine,
ine, a port, or farmland, or in gold
dwarf
dw arf smiths
sm iths and elf woodcarvers,
w oodcarvers, halfling bars, measuring
m easuring gold by the poupound
n d rather than by the
farmers
farm ers and gnome jewelers,
gnom e jew elers, not to mention coin. Only merchants,
m erchants, adventurers, and th those
ose offering
humans
hum ans ofo f every shape, size, and color professional services
serv ices for hire commonly
com m on ly deal in coins.
drawn
draw n from a spectrum
sp ectru m of o f nations and
cultures. In the largest cities, almost alm ost C o in ag e
COINAGE
anything imaginable
im aginable is offered for sale, from exotic
Common
C om m on coins
coin s come
co m e in several different denominations
denom inations
spices
sp ices and luxurious clothing
cloth in g to wwicker
ick er baskets and
based
ba sed on the relative w worth
orth of
o f the metal
m etal from w which
h ich they
practical swords.
sw ords.
are mmade.
ade. The three m most
ost common
com m on coins
co in s are the gold
For an adventurer, the availability of o f armor, weapons,
w eapon s,
piece
p iece (gp), the silver p piece
iece (sp), and the copper piece
co p p e r p iece (cp).
backpacks, rope, and similar
sim ilar goods
g o o d s is of paramount
o f param ount
With
W ith one
on e gold piece, a character can buy a belt
importance,
im portan ce, since proper
sin ce p roper equipment
equipm ent can mean m ean the
pouch, 50 feet of o f good
g o o d rope, or a goat. A A skilled (but
difference between
betw een life and death in a dungeon du ngeon or the
not exceptional)
exception al) artisan can earn one on e gold ppiece
iece a day.
untamed
untam ed w wilds.
ilds. This
T his chapter details the mundane m undane and
The
T h e gold p
piece
iece is the standard unit of o f measure
m easu re for
merchandise
exotic m erchandise that adventurers commonly com m only find useful
wealth,
w ealth, even if the coin itself is not commonly
com m on ly used.
in the face of
o f the threats that the worlds
w orlds of o f D&D
D & D present.
When
W h en merchants
m erchants discuss
d iscu ss deals that involve g goods
o o d s or
services
serv ices worth
w orth hundreds or thousands of o f gold p pieces,
ieces,
S t a r t i n g EQUIPMENT
STARTING E q u ip m e n t the transactions d don't
on ’t usually involve the exchange
exch an ge of of
When
W h en you create y your
ou r character, you receive equipment
equipm ent individual coins.
coin s. Rather, the gold p piece
iece is a standard
based
ba sed on a combination
com bination of o f your class and background. measure
m easu re of
o f value,
value, and the actual exchange
exch an ge is in gold
Alternatively, you can start w with
ith a number
num ber ofo f gold pieces
p ieces bars, letters ofo f credit, or valuable goods.
g ood s.
based
ba sed on your class
cla ss and spend them on items from the One
O ne gold p piece
iece is wworth
orth ten silver p pieces,
ieces, the mostm ost
lists in this chapter. SeeS e e the Starting Wealth
W ealth by Class prevalent coin amongam ong commoners.
com m on ers. A A silver p piece
iece buys a
table to determine
determ ine h howow much
m uch gold you have to spend. laborer's work
la borer’s w ork for a day, a flask of o f lamp
lam p oil, or a night's
night’s
You decide how
d ecide h ow your character came ca m e by this starting rest in a poor
p o o r inn.
equipm ent. It might
equipment. m ight have been been an inheritance, or goods goods One
O ne silver p piece
iece is wworth
orth ten copper
cop p er p pieces,
ieces, w which
h ich are
that the character purchased during his or her upbringing. common
com m on among
am ong laborers and beggars. A A single copper
cop p er
You might have been equipped with a w weapon,
eapon, armor, and piece
p iece buys a candle, a torch, or a piece p iece of o f chalk.
a backpack as part of o f military service. You might even have In addition, unusual coinsco in s made
m ade ofo f other precious
preciou s
stolen your gear. A A weapon
w ea p on coucould bee a family
ld b heirloom,,
fam ily heirloom metals
m etals sometimes
som etim es appear in treasure hoards. The
passed
pa ssed down
dow n from generation to generation until your electrum
electrum piece
p iece (ep) and the platinum piece p iece (pp) originate
character finally took up the mantle m antle and followed
follow ed in an from fallen empires
em pires and lost kingdoms,
kin gdom s, and they
ancestor's
an cestor’s adventurous footsteps. sometimes
som etim es a arouse
rou se suspicion
su spicion and skepticism
skepticism w when
hen used
u sed
in transactions. An A n electrum
electrum piece
p iece is w worth
orth five silver
STARTING
S t a r t i n g WEALTH
W e a l t h BY
b y CLASS
C lass pieces, and a platinum ppiece iece is worth
w orth ten gold p pieces.
ieces.

Class
A
A standard coin weighs
w eigh s about a third of o f an ounce,
ou nce,
Funds
so fifty coins
coin s wweigh
eigh a pound.
Barbarian 2d4xl0gp
2d4 x 10 gp
Bard Sd4xl0gp
5d4 x 10 gp
STANDARD
S t a n d a r d EXCHANGE
E x c h a n g e RATES
Rates
Cleric Sd4xl0gp
5d4 x 10 gp
Coin cp
cp sp
sp ep gp
gp pp
pp
Druid 2d4 x lO
10 gp
Copper (cp) l
1 1/10
l/10 l1/50
/ 50 1/100
lfl00 l/l,000
1/1,000
Fighter Sd4xl0gp
5d4 x 10 gp
Silver (sp) 10 l
1 l/5
1/5 l1/10
/1 0 1/100
l/100
Monk 5d4 gp
Sd4
Paladin Sd4
5d4 x 10 gp
Electrum (ep) so
50 5 1 1/2
l/2 1/20
l/20
Go
Goldld (gp) 100 10 2 l1 1/10
l/10
Ranger Sd4xl0gp
5d4 x 10 gp
Platinum (pp) 1,000 100 20 10 1
Rogue 4d4xl0gp
4d4 x 10 gp
Sorcerer 3d4xl0gp
3d4 x 10 gp
Warlock 4d4 x lO
10 gp
Wizard 4d4 x lO
10 gp

W ealth
WEALTH
Wealth
W ealth appears in many
m any forms
form s in a D&D
D & D world.
w orld. Coins,
gemstones,
gem stones, trade goods,
g ood s, art objects, animals,
anim als, and
property can reflect your character's
character’s financial w well-being.
ell-being.
Members
M em bers of
o f the peasantry trade in goods,
g ood s, bartering for
what they n
need
eed and paying taxes in grain and cheese.
S e l l i n g TREASURE
SELLING T reasure The
The AArmor
rm or table shows
sh ow s the cost, w weight,
eight, and other
properties
p roperties ofo f the common
com m on types of o f armor worn
arm or w orn in the
Opportunities
O pportunities abound
aboun d to find treasure, equipment,
equipm ent,
worlds
w orld s of
o f D&D.
weapons,
w eapon s, armor, and more m ore in the dungeons
du ngeon s you explore.
Armor Proficiency. AnyoneA n yone can put on a suit ooff armor
arm or
Normally, you can sell your treasures and trinkets w when
hen
or strap a shield to an arm.arm . Only ththose
ose proficient in the
you return to a town or other settlement, provided that you
armor's
a rm or’s use know how
k n ow h ow to wwear
ea r it effectively, however.
can find buyers and merchantsm erchants interested in your loot.
Your class gives you proficiency w with
ith certain types ofof
Arms, Armor, and Other Equipment. As A s a general
armor. If you w wear
ea r armor
arm or that you lack proficiency with,
rule, undamaged
u ndam aged weapons,
w eapon s, armor, and other equipment equipm ent
you have disadvantage on any ability check, saving
fetch half
h alf their cost w when
hen sold in a market. Weapons W eapon s
throw, or attack roll that involves Strength
Stren gth or Dexterity,
and armor
arm or used
u sed by monsters
m on sters are rarely in good g o o d enough and you can't
ca n ’t cast spells.
condition to sell.
Armor Class (AC). (AC). AArmor
rm or protects its w wearer
earer from
Magic
Magic Items. Selling
S ellin g magic
m a gic items
item s is problem
problematic.atic.
attacks. The armor
arm or (and shield) you wear
w ea r determines
determ ines
Finding
F inding someone
som eon e to buy a potion or a scroll isn't isn’t too
your bbase
a se Armor
A rm or Class.
hard, but other items are out of o f the realm of o f most
m ost but the
Heavy Armor. Heavier armor arm or interferes w with
ith the
wealthiest
w ealthiest nobles.
n obles. Likewise,
L ikew ise, aside from a few common com m on
wearer's
w ea rer’s ability to m move
ove quickly, stealthily, and freely.
magic
m agic items,
item s, you won't
w o n ’t normally
n orm ally come
co m e across
a cross magic
m agic
If the A
Armor
rm or table shows
sh ow s "Str
“Str 13"
13” or "Str
“Str 15"
15” in the
items
item s or spells to purchase. The T h e value of o f magic
m agic is far
Strength column
colum n for an armor
arm or type, the armor
arm or reduces
redu ces
sim ple gold and should always be treated as such.
beyond simple
the wwearer's
ea rer’s speed
sp eed by 10 feet u unless
nless the w wearer
earer has a
Gems,Jewelry,
Gems,Jewelry, and Art Objects. These T h ese items retain
Strength score equal to or h higher
igher than the listed score.
their full value in the marketplace,
m arketplace, and you can either
Stealth. If the Armor
A rm or table shows
sh ow s "Disadvantage"
“D isadvantage” in
trade them in for coin or u use
se them as currency
cu rren cy for other
the Stealth column,
colum n, the w wearer
earer has disadvantage on
transactions. For exceptionally
exception ally valuable treasures, the
Dexterity
D exterity (Stealth) checks.
DM
D M might
m ight require you to find a buyer in a large town tow n or
Shields. AA shield is made
m ade from wood
w o o d or metal
m etal and
larger community
com m u n ity first.
is carried in one hand. Wielding
W ieldin g a shield increases
in creases
Trade Goods. On O n the borderlands, many m any p people
eople
your AArmor
rm or Class
C lass by 2. You can benefit from only one
conduct
con du ct transactions through barter. Like gems gem s and art
shield at a time.
objects, trade goods-bars
g o o d s —bars of o f iron, bags of o f salt, livestock,
and sos o on-retain
on —retain their full value in the market m arket and can LIGHT ARMOR
L ig h t A rm or
be used
u sed as currency.
Made
M ade from supple and thin materials,
m aterials, light arm armor
or favors
agile adventurers since
sin ce it offers some
som e protection w without
ithout
A r m o r AND
ARMOR Sh i e l d s
a n d SHIELDS sacrificing m obility. If you w
sacrificin g mobility. wear
ear light armor, you add
D&D
D & D worlds
w orld s are a vast tapestry made
m ade up of o f many
m any your Dexterity modifier
D exterity m odifier to the babasese number
num ber from your
different cultures, each w with
ith its own
ow n technology
tech n ology level. armor
arm or type to determine
determ ine your A Armor
rm or Class.
For
F or this reason,
reason , adventurers have access
a c c e s s to a variety Padded. Padded
P added armor
arm or consists
con sists ofo f quilted layers of
of
o f armor
arm or types, ranging from leather armor arm or to chain cloth and batting.
mail
m ail to costly plate armor, withw ith several other kinds of of Leather. The breastplate and shoulder sh ou lder protectors ofof
armor
arm or in between.
betw een . The
T h e Armor
A rm or table collects the most m ost this armor
arm or are made
m ade ofo f leather that has been stiffened
commonly
com m on ly available types of o f armor
arm or found in the game gam e by bbeing
ein g boiled in oil. The rest of o f the armor
arm or is made
m ade of
of
and separates them into three categories: light armor, softer and more
m ore flexible materials.
medium
m edium armor,
arm or, and heavy armor. Many M any warriors
w arriors Studded Leather. Made M ade from tough but flexible
supplement
supplem ent their armor
arm or with a shield. leather, studded leather is reinforced
rein forced w with
ith close-set
rivets or spikes.

V a r i a n t : EQUIPMENT
VARIANT: E q u i p m e n t SIZES
S iz e s
MEDIUM
M e d i u m ARMOR
A rmor
In most campaigns, you can use or wear any equipment that
In -------
you find
find on your adventures, within the bounds of o f common Medium
M edium armor
arm or offers more
m ore protection than light armor,
sense. For example, a burly half-orc half-ore won't fit
fit in
in a halfling's
halfling’s but it also impairs
im pairs movement
m ovem ent more.m ore. If you wear w ear mmedium
edium
leather armor, and a gnome would be swallowed up in in a armor, you add your Dexterity modifier, to a maximum m axim um
cloud giant's
giant’s elegant robe. of
o f +2, to the base
ba se number
num ber from your armor arm or type to
The DM can impose more realism. For example, a suit of determine
determ ine your Armor
A rm or Class.
plate armor made for one human might not fit fit another one
Hide. This
T his crude armor
cru de arm or consists
con sists of o f thick furs and
without significant alterations, and a guard's guard’s uniform might
pelts. It is commonly
com m on ly worn
w orn by barbarian tribes, evil
be visibly ill-fitting when an adventurer tries to wear it as a
disguise. humanoids,
hum anoids, and other folk w whoh o lack access
a c c e s s to the tools
Using this variant, when adventurers find armor, clothing, and materials
m aterials needed
n eeded to create better armor.
and similar items that are made to be worn, they might need Chain Shirt. M
Chain Made
ade of
o f interlocking
in terlocking m metal
etal rings, a chain
to visit an armorsmith, tailor, leatherworker, or similar expert shirt is worn between
w orn betw een layers of o f clothing
cloth in g or leather. This
to make the item wearable. The cost for such work varies armor
arm or offers modest
m od est protection to the w wearer's
ea rer’s upper
from 10 to 40 percent of o f the market price of
o f the item. The body
b od y and allows
allow s the sound
sou n d ofo f the rings rubbing against
DM can either roll l1d4 d4 xx 10
10 or
or determine
determine the
the increase
increase inin cost
cost one another to be muffled by outer layers.
based on the extent of o f the alterations required. Mail. This
Scale Mail. T h is armor
arm or consists
con sists of o f a coat and leggings
(and perhaps a separate skirt) of o f leather covered with

'.
overlapping ppieces
ieces of
o f metal, much
metal, m uch like the scales
sca les of
of a
The
fish. T h e suit includes gauntlets.
Breastplate.
B reastplate. ThisT h is armor
arm or consists
con sists of
o f a fitted metal
chest ppiece
iece worn
w orn wwith
ith supple leather. AAlthough
lthough it leaves
the legs and arm armss relatively uunprotected,
nprotected, this armarmor
or
provides
p rovides good
g o o d protection for the w wearer's
ea rer’s vital organs
while
w hile leaving the w wearer
earer relatively uunencu
nencum mbered.
bered.
Half
H a lfPlate. Half
H alf plate consists
con sists of
o f shaped metal
m etal plates
that cover m
most
ost of wearer's
o f the w body. It does
ea rer’s body. d o e s not include
leg protection beyon
beyond d simple
sim ple greaves that are attached
with leather straps.

H
HEAVY A rmor
e a v y ARMOR

Of armor
O f all the arm or categories, heavy armor
arm or offers the best
protection. T
protection. These
h ese suits ooff arm
armor body
or cover the entire body
designed
and are design ed to stop a w wide
ide range ooff attacks. Only
proficient w warriors
arriors can m manage
anage their wweight
eight and bulk.
Heavy
H eavy armor
arm or doesn't
d oesn ’t let you add your Dexterity
modifier
m odifier to your A Armor
rm or Class, but it also doesn't
d oesn ’t
penalize
pen alize you if your D Dexterity modifier
exterity m odifier is negative.
Ring Mail. This T h is armor
arm or is leather armor
arm or with
w ith heavy
rings sewn
sew n into it. TheT h e rings help reinforce
rein force the armor
arm or
against blow
blowss from swords
sw ord s and axes. Ring
R in g mmail
ail is
inferior to chain m mail,
ail, and it's usually w
worn
orn only by th those
ose
who
w h o can't
ca n ’t afford better armor.
Chain Mail. M Made
ade ooff interlocking m metal rings, chain
etal rings,
mail
m ail includes a layer ooff quilted fabric w worn
orn underneath
the mmail
ail to prevent chafing and to cushion the impact im pact of
of
blows.
blow s. The suit includes gauntlets.
Splint. This armor
T h is arm or is m made
ade of narrow
of n arrow vertical strips
of backing
o f m etal riveted to a back ing of
o f leather that is w worn
orn over
cloth padding. Flexible
F lexible chain m mail
ail protects the joints.
Plate. Plate consists
con sists ofo f shaped, interlocking metal
plates to cover the entire body. A A suit of
o f plate includes
gauntlets, heavy leather bboots, oots, a vvisored
isored helmet,
helmet, and
thick layers of o f padding underneath the armor. armor. BBuckles
uckles
and straps distribute the w weight
eight over the body.

ARMOR
Armor Cost Armor Class (AC) Strength Stealth Weight
Light Armor
Padded 5 gp 11
11 + Dex modifier — Di sadvantage
Disadvantage 8 lb.
Leathe
Leatherr 10 gp 11
11 + Dex modifier — 10 lb.

Studded leather 45 gp 12 + Dex modifier — — 13 lb.
Medium Armor
Hide 10 gp 12 + Dex modifier (max 2) — — 12 lb
lb..
Chai n shirt
Chain 50 gp 13 + Dex modifier (max 2) — — 20 lb.
Scale mail so
50 gp 14 + Dex modifier
mo d ifi er (max 2) — Disadvantage 45 lb.
Breastplate 400 gp 14 + Dex modifier (max 2) — — 20 lb.
Half plate 750 gp 15 + Dex modifier (max 2) — Disadvanta ge
Disadvantage 40 lb.
Heavy Armor
Ring mail 30 gp 14 — Disadvantage 40 lb.
Chain mail 75
75 gp 16 Str 13 Disadvantage 55 lb.
Splint 200 gp 17 Str 15 Disadva ntage
Disadvantage 60 lb.
lb.
Plate 1,500 gp 18 Str 15 Disadva ntage
Disadvantage 65 lb.
Shield
Shield 10 gp +2 — — 6 lb.
GETTING
G e t t i n g INTO
I n t o AND
a n d OuT
O u t OF
o f ARMOR
A rmor
The
T h e time
tim e it takes to don or doff
d off armor
arm or depends
depen ds on the
armor's
a rm or’s category.
Don. This
T h is is the time
tim e it takes to put on armor.
arm or. You
benefit from the armor's
arm or's AC only if you take the full time
tim e
to don the suit of o f armor.
Doff. This is the time o ff armor. If you
tim e it takes to take off
have help, reduce this time tim e by half.

DONNING AND DOFFING ARMOR


Category Don Doff
Light Armor l1 minute l1 minute
Medium Armor 5 minutes l1 minute
Heavy Armor 10 minutes 5 minutes
Shield l1 action l1 action

W eapons
WEAPONS
Your class
cla ss grants proficiency in certain w weapons,
eapon s,
reflecting both the class's focus fo cu s and the tools you are
most
m ost likely to use. Whether
W h eth er you favor a longsword
lon gsw ord or
a longbow,
longbow , your weapon
w ea p on and your ability to w wield
ield it
effectively can mean
m ea n the difference between
betw een life and
death while
w hile adventuring.
The Weapons
Th e W ea pon s table shows
sh ow s the most
m ost common
co m m o n weapons
w eap on s
used
u sed in the wworlds
orld s of
o f D&D, their price and w weight,
eight,
the damage
dam age they deal w when
hen they hit, and any special
sp ecia l
properties
p roperties they possess.
p o s se ss . Every weapon
w eap on is classified
as either melee
m elee or ranged. A A melee
m elee weapon is used u sed to
attack a target w within
ithin 5 feet of o f you, w
whereas
h ereas a ranged
weapon is u used
sed to attack a target at a distance.

W e a p o n PROFICIENCY
WEAPON P r o ficien cy
Your race, class, and feats can grant you proficiency
proficiency
with
w ith certain w
weapons
eap on s or categories of
o f weapons.
w eapon s. The
T h e two
tw o
categories are simple and martial. MostM ost people
p eop le can
can
use
u se simple
sim ple weapons
w ea p on s with proficiency. These weapons
T h ese w eap on s
include clubs, maces,
m a ces, and other weapons
w ea p on s often found in
the hands of o f commoners.
com m on ers. Martial
M artial wweapons,
eapon s, including
swords,
sw ords, axes, and polearm
polearms, s, require more
m ore specialized
sp ecia lized
training to u use
se effectively. Most
M ost warriors
w arriors use martial
m artial
weapons
w ea p on s because these
b eca u se th weapons
ese w ea p on s put their fighting style
and training to best use.
Proficiency
P roficien cy wwith
ith a wweapon
ea p on allows
allow s you to add your
proficiency bonbonus
u s to the attack roll for any attack you
make
m ake w with
ith that w eapon . If you make
weapon. m ake an attack roll using
a weapon
w ea p on with which
w ith w h ich you lack proficiency, you do not
add your proficiency bon bonus
u s to the attack roll.

WEAPON
W e a p o n PROPERTIES
P r o perties
Many
M any weapons
w eapons have special properties related to their use,
as shown
show n in the Weapons
W eapons table.
Am m unition. You can u
Ammunition. use
se a w
weapon
eap on that has the
ammunition
am m unition property to makem ake a ranged attack only if
you have ammunition
am m unition to fire from the w weapon.
eapon . Each
E ach
time
tim e you attack with
w ith the weapon,
w eapon , you expend one piece
on e piece
of
o f ammunition.
am m unition. Drawing ammunition
D raw ing the am m unition from a quiver,
case, or other container is part of o f the attack. At the
end of
o f the battle, you can recover
recov er hhalf
alf your expended
expen ded
ammunition
am m unition by taking a minute
m inute to search
sea rch the battlefield.

\kl I 1:Q I IL
If you use a weapon
w eapon that has the ammunition property
to m
make
ake a melee
m elee attack, you treat the weapon w eapon as an
improvised
im provised weapon
w eapon (see "Improvised
"Im provised Weapons"
W eapons" later in
the section). A A sling must be loaded to deal any damage dam age
when
w hen u used
sed in this way.
Finesse. WhenW h en making
m akin g an attack with a finesse
weapon,
w eapon , you use your choice ch oice ooff your Strength or
Dexterity modifier
m odifier for the attack and damage dam age rolls. You
must use the same sam e modifier
m odifier for both rolls.
Heavy. Small
S m all creatures
creatu res have disadvantage on attack
rolls with
w ith heavy weapons.
w eapon s. A A heavy w weapon's
ea p on ’s size and
bulk make
m ake it too large for a Small S m all creature to use
effectively.
Light. A A light w weapon
eap on is small
sm all and easy to handle,
making
m aking it ideal for u use
se when
w hen fighting with w ith two
tw o weapons.
w eapon s.
See
S e e the rules for two-weapon
tw o-w eapon fighting in chapter 9.
Loading. Because
B ecau se of o f the time required to load this
weapon,
w eapon, you can fire only one piece of o f ammunition
am m unition
from it w when
hen you use an action, bonus action, or reaction
to fire it, regardless of o f the number
num ber of o f attacks you can
normally
n orm ally make.
Range_ A
Range. Aw weapon
eap on that can be b e used
u sed to make
m ake a ranged
attack has a range shown sh ow n in parenparentheses
th eses after the
ammunition
am m unition or thrownthrow n property. The range lists tw twoo
numbers.
n um bers. TheT h e first is the weapon's
w ea p on ’s normal
n orm al range in feet,
and the second
se co n d indicates the weapon's
w ea p on ’s maximum
m axim um range.
When
W h en attacking a target beyon beyond d nnormal
orm al range, you have
disadvantage on the attack roll. You ccan't a n ’t attack a target
beyond
beyon d the w weapon's
ea p on ’s long range.
Reach. This T his w weapon
ea p on adds 5 feet to your reach w when
hen
you attack with it.
Special. A A weapon
w ea p on w with
ith the special
sp ecia l property has
unusual rules governing its use, explained in the
weapon's
w ea p on ’s description (see "S "Special
p ecia l W Weapons"
ea pon s" later in
this section).
Thrown. If a weaponw eap on has h as the thrown
th row n property, you
can throw
th row the weapon m ake a ranged attack. If the
w ea p on to make
weapon
w eap on is a melee
m elee weapon,
w eapon , you u use
se the samesam e ability
, m odifier for that attack roll and damage
modifier dam age roll that you
would
w ou ld uuse
se for a melee
m elee attack with w ith the w weapon.
eapon . For
example,
exam ple, if you th throw
row a handaxe, you u use
se your Strength,
but if you throw
th row a dagger, you can use either your
Strength or your Dexterity, since sin ce the dagger has the
finesse
fin esse property.
Two-Handed. This T h is w weapon
ea p on requires
requ ires two tw o hands to use.
Versatile.
Versatile. ThisT his wweapon
eap on can b bee uused
sed with
w ith one or tw twoo
hands. A A damage
d am age value in paren parentheses
th eses appears with w ith the
property- the damage
property—the dam age when w hen the w weapon
eap on is usedu sed with
two
tw o hands to make m ake a melee
m elee attack.

IIMPROVISED W eapons
m p r o v i s e d WEAPONS
Sometimes
S om etim es characters don't
d on ’t have their w weapons
ea p on s and
have to attack with whatever
w ith w hatever is close
clo se at hand. An
improvised
im provised weapon
w eap on includes any object
o b ject you can wield
w ield
in one or two
tw o hands, such as broken glass, a table leg, a
frying pan, a w wagon
agon wwheel,
heel, or a dead goblin.
In many
m any cases, an improvised
im provised w weapon
eap on is similar
sim ilar
to an actual weapon
w eap on and can
ca n be treated as such. For
example,
exam ple, a table leg is akin to a club. At the DM's D M ’s option,
a character proficient w with
ith a weapon
w eap on can use a similar
sim ilar
object as if it w
were
ere that weapon
w eap on and u use
se his or her
proficiency bonus.
,I
I

An
A n object that bea
bears
rs no resemblance
resem b lan ce to a weapon
w eap on creatures
creatu res that are formless,
form less, or creatures
creatu res that are Huge
H uge
deals ld4
1d4 damage
dam age (the DM assigns a damage dam age type or larger. A
A creature can u use
se its action to make D C 10
m ake a DC
appropriate to the object). If a character usesu ses a ranged Strength check, freeing itself or another creature within
weapon
w eap on to m
make
ake a m melee
elee attack, or throws
throw s a m melee
elee its reach on a success.
su ccess. Dealing
D ealing 5 slashing dam damage
age to the
weapon
w eap on that does
d o e s not have the thrown
throw n property, it also net (AC 10) also frees the creature without h harming
arm in g it,
deals ld4
1d4 damage.
dam age. An A n improvised
im provised thrown
throw n w weapon
eap on has a ending the effect and destroying the net.
normal
norm al range ofo f 20 feet and a long
lon g range of
o f 60 feet. When
W h en you u usese an action, bon
bonusu s action, or reaction
to attack with
w ith a net, you can makem ake only one
on e attack
S i l v e r e d WEAPONS
SILVERED W eapons regardless of o f the num
number
ber of
o f attacks you can
Some
S om e monsters
m on sters that have immunity
im m unity or resistance
resistan ce normally
norm ally make.
to n
nonmagical
onm agical weapons
w ea p on s are susceptible
su sceptible to silver
weapons,
w eapon s, so
s o cautious adventurers invest extra coin to
plate their weapons with
w ea p on s w ith silver. You can silver a single
A d v e n t u r i n g GEAR
ADVENTURING G ear
weapon
w eap on or ten pieces
p ieces of
o f ammunition
am m unition for 100 gp. This This
T h is section describes
d escrib es items
item s that have special
sp ecia l rules or
cost
co st represents not only the price of o f the silver, but the require further explanation.
time
tim e and expertise needed
n eed ed to add silver to the weapon
w eapon Acid. As A s an action, you can splash the contents of of
without
w ithout making
m akin g it less effective. this vial onto a creature w within
ithin 5 feet of
o f you or ththrow
row
the vial up to 20 feet, shattering it on impact.
im pact. In either
S p e c Ii AL
SPEC W eapons
a l WEAPONS case, make
m ake a ranged attack against a creature or object,
Weapons with
W ea p on s w ith special
sp ecia l rules are described
d escrib ed here. treating the acid as an improvised
im provised w weapon.
eapon . O On
n a hit, the
Lance. You have disadvantage w when
hen you u use
se a lance target takes 2d6 2d 6 acid damage.
dam age.
to attack a target within
w ithin 5 feet of
o f you. Also,
A lso, a lance Alchem
Alchemist's ist’s Fire. This
T h is sticky, adhesive fluid ignites
requires
requ ires two
tw o hands to w wield
ield when
w hen you aren't
aren’t mounted.
m ounted. when
w h en exposed
e x p osed to air. As
A s an action, you can th throw
row this
Net. AA Large or smaller
sm aller creature hit by a net is flask up to 20 feet, shattering it on impact.
im pact. Make
M ake a
restrained until it is freed. A A net has no effect on ranged attack against a creature or object, treating

I' r. Q.
W e a p o n s

Name
Name Cost Damage
Damage Weight Properties
Sim p le Melee Weapons
Simple W eapons
Club l sp
1 1d4
ld4 bludgeoning 216.
2 lb. Lightt
Ligh
Dagger 2 gp 1d4
ld4 piercing l lb.
1 Finesse, light, thrown (range 20/60)
Greatclub sp
2 sp
2 1d8
ld8 bludgeoning 10 lb. Two-handed
Handaxe gp
5 gp
5 1d6
l d6 slashing 216.
2 lb. Light,
Lig ht, thrown (range 20/60)
javelin
Javelin 5 sp 1d6 piercing
ld6 piercing 2 lb. 30/ 120)
Thrown (range 30/120)
Light hammer 2 gp 1d4
ld4 bludgeoning 216.
2 lb. Light,
Light, thrown (range 20/60)
Mace 5 gp 1d6 bludgeoning
ld6 bludgeoning 416.
4 lb. —
Quarterstaff 2 sp 1d6 bludgeoning
ld6 bludgeoning 416.
4 lb. (l d8)
Versatile (1d8)
Sickle 1 gp
l gp 1d4
ld4 slashing 2 lb. Light
Ligh t
Spear gp
l1 gp 1d6
d 6 piercing
piercing lb.
3 lb. (l d8)
Thrown (range 20/60), versatile (1d8)
Unarmed strike — 1 bludgeoning — —
Simple
Sim ple R an ge d Weapons
Ranged W eapons
Crossbow, light
Crossbow, 25 gp 1d8
ld8 piercing 5 lb.
lb. Ammunition (range 80/ 320) , loading, two-handed
80/320),
Dart 5 cp l1d4
d4 piercing 1/4
l/4 lb. Finesse, thrown (range 20/60)
Shortbow 25 gp 1d6
ld6 piercing 2 lb. Ammunition (range 80/ 320) , two-handed
80/320),
Sling l sp
1 l d4
1d4 bludgeoning — 30/ 120)
Ammunition (range 30/120)
Martial
M a rtia l M elee Weapons
Melee W eapons
Battleaxe 10 gp 1d8
l d8 slashing 416.
4 lb. Versatile (1d10)
(ldl0)
Flail 10 gp 1d8
l d8 bludgeoning 2 lb. —
Glaive 20 gp 1d10 slashing
ldlO slashing 6 lb. Heavy,
Heavy, reach, two-handed
Greataxe 30 gp ldl2
1 slashing
d12 slashing 7 lb. Heavy, two-handed
Greatsword so gp
50 slashi ng
2d6 slashing 6 lb. Heavy, two-handed
Halberd 20 gp 1d10 slashing
ldl0 slashing 616.
6 lb. two -handed
Heavy, reach, two-handed
Lance 10 gp ldl2 piercing
1d12 piercing 616.
6 lb. Reach, special
Longsword 15 gp 1d8 slashing
ld8 3 lb. (l dl 0)
Versatile (1d10)
Maul 10 gp 2d6 bludgeoning 10 lb. Heavy, two-handed
Morningstar 15 gp 1d8
ld8 piercing 4 lb. —
Pike 5 gp
5 gp 1d10
ldl0 piercing 18 lb. Heavy, reach, two-handed
Rapier 25 gp 1d8
ld8 piercing 2 lb. Finesse
Scimitar 25 gp ld6 slashing
1d6 3 lb. Finesse, light
Shortsword 10 gp ld6 piercing
1d6 216.
2 lb. Finesse, light
Trident 5 gp ld6
1 piercing
d6 piercing 416.
4 lb. (ld8)
Thrown (range 20/60), versatile (1d8)
War pick 5 gp 1d8
ld8 piercing 216.
2 lb. —
Warhammer 15 gp 1d8
ld8 bludgeoning 216.
2 lb. Versatile (ldl0)
(1d10)
Whip 2 gp 1d4 slashing
ld4 lb.
3 lb. Finesse, reach
Finesse,
Martial
M a rtia l R an ge d Weapons
Ranged W eapons
Blowgun 10
lO gp 1
l piercing l lb.
1 loadi ng
Ammunition (range 25/100), loading
Crossbow, hand 75 gp ld6
1 piercing
d6 piercing 3 lb. Ammunition (range 30/120), light, loading
Crossbow, heavy so gp
50 ldl0
1d10 piercing 18 lb. Ammunition (range 100/400), heavy, loading, two-handed
Longbow so gp
50 1d8
ld8 piercing 216.
2 lb. Ammunition (range 150/600), heavy, two-handed
Net l ggpp
1 — 3 lb. Special, thrown (range 5/15)
ADVENTURING
A d v e n t u r i n g GEAR
G ear

Item Cost Weight Item Cost Weight


Abacus 2 gp 2 lb.
lb. Holy symbol
Acid (vial) 25 gp l lb.
1 Amulet 5 gp
5 gp l lb.
1
Alchemist's
Alchemist’s fire fire (flask) so
50 gp l lb.
1 Emblem 5 gp
5 gp —
Ammunition Reliquary 5 gp
gp lb.
2 lb.
Arrows (20) l gp
1 gp l lb.
1 Holy water (flask) 25 gp l lb.
1
Blowgu
Blowgunn needles (50) l1 gp
gp l lb.
1 lb. Hourglass 25 gp l lb.
1
Crossbow bolts (20) l1 gp
gp l½lb.
11/2 lb. Hunting trap 5 gp 25 lb.
Sling bullets (20) 4 cp l11½
/2 lb. (l ounce bottle)
Ink (1 10 gp —
Antitoxin (vial) so
50 gp — Ink pen
Ink 2 cp —
Arcane focus
fo cus pitche r
Jug or pitcher 2 cp lb.
4 lb.
Crystal 10 gp l lb.
1 (l 0-foot)
Ladder (10-foot) l sp
1 25 lb.
Orb 20 gp 3 lb. Lamp 5 sp l lb.
1
Rod 10 gp lb.
2 lb. Lantern, bullseye 10 gp lb.
2 lb.
Staff 5 gp 4 lb. Lantern, hooded 5 gp 2 lb.
Wand 10 gp l1 lb. Lock 10 gp l lb.
1
Backpack 2 gp 5 lb.
lb. Magnifying glass 100 gp —
Ball bearings (bag (bag of
o f 1,000)
1,000) l1 gp
gp 2 lb.
lb. Manacles 2 gp lb.
6 lb.
Barrel 2 gp 70 lb. Mess kit 2 sp l1 lb.
Basket 4 sp lb.
2 lb. Mirror, steel 5 gp 1/2 lb.
Bedro
Bedrollll 1l gp
gp 7 lb. (fla sk)
Oil (flask) l sp
1 l lb.
1
Bell l1 gp
gp Paper (one sheet) 2 sp —
Blanket 5 sp 3 lb. Parchment (one sheet) l sp
1 —
Block and tac kle
tackle l1 gp
gp 5 lb. (vial)
Perfume (vial) 5 gp —
Book 25 gp 5 lb. miner's
Pick, miner’s 2 gp 10 lb.
Bottle, glass 2 gp gp 2 lb. Pito n
Piton 5 cp 1/4 lb.
lb.
Bucket 5 cp 2 lb.
lb. Poison, basic (vial) 100 gp —
Caltrops (bag of 20) l1 gpgp 2 lb. Pole (10-foot)
(10-foot) 5 cp 7 lb.
Candle l1 cp — Pot, iron 2 gp 10 lb.
Case, crossbow bolt l1 ggpp l lb.
1 Potion ooff healing so gp
50 1/2 lb.
Case, map or scroll 1l ggpp l lb.
1 Pouch 5 sp l lb.
1
Chain (10 feet) 5 gp 10 lb. Quiver l1 gp
gp l lb.
1 lb.
Chalk (l(1 piece) l1 cp — Ram, portable 4 gp
4 gp 35 lb.
Chest 5 gp 25 lb. Rations (1 (l day) 5 sp lb.
2 lb.
Climber's kit 25 gp 12 lb. Robes l1 gp
gp 4 lb.
Clothes, common 5 spsp 3 lb. Rope, hempen (50 (SO feet) l1 gp
gp 10 lb.
Clothes
Clothes,, costume 5 gp 4 lb. Rope, silk (50(SO feet) 10 gp 5 lb.
lb.
Clothes, fine 15 gp 6 lb. Sack l cp
1 1/2 lb.
lb.
Clothes
Clothes,, traveler's
traveler’s 2 gp lb.
4 lb. Scale, merchant’s
merchant's 5 gp
5 3 lb.
lb.
Component pouch 25 gp lb.
2 lb. Sealing wax 5 sp
Crowbar 2 gp 5 lb. Shovel 22 gp
gp 5
'.i lb.
Druidic focus wh istle
Signal whistle 5 cp —
Sprig of o f mistletoe l1 gp
gp — Signet ring 5 gp
5 gp —
Totem l1 gp
gp — Soap 2 cp —
Wooden staff 5 gp lb.
4 lb. Spellbook 50 gp lb.
3 lb.
Yew wand 10 gp l lb.
1 Spi kes, iron (10)
Spikes, l gp
1 gp 5 lb.
Fishing tackle l gp
1 gp lb.
4 lb. Spygla ss
Spyglass 1,000 gp l lb.
1
Flask or tankard 2 cp l lb.
1 Tent, two-person 2 gp
2 gp 200 lb.
2 lb.
Grappling hook 2 gp 4 lb. Tinderbox
Tinderbox 5 sp l1 lb.
Hammer l1 gp
gp 3 lb. Torch l cp
1 l lb.
1 lb .
Hammer, sledge 2 gp 10 lb. Vial l1 gp
gp —
Heale r's kit
Healer’s 5 gp 3 lb. Waterski n
Waterskin 2 sp lb. (full)
5 lb.
Whetstone l cp
1 cp l lb.
1
alchemist's
the alchem improvised
ist's fire as an im provised w weapon.
eapon . O Onn a Druidic Focus. A druidic focu ight bbe
might
focuss m sprig ooff
e a sprig
hit, the target takes 1d4
hit, ld4 fire dam age at the start ooff
damage mistletoe
m holly, a w
istletoe or holly, an d or scepter m
wand ew or
ade ooff yyew
made
each ooff its turns. A creature can end this dam
A creature damageage by another special w ood , a staff drawn w
wood, hole out of
whole o f a living
using its action to m make
ake a DDCC 10 D Dexterity check
exterity ch eck to tree, or a totem object incorporating feathers, fur, bones,
tree,
extinguish the flamflames.
es. and teeth from sacred animals. A can uuse
A druid can se such an
Antitoxin. A A creature that drinks this vial ooff liquid object as a spellcasting focus, as described in chapter 10.
gains advantage on oison for 1
throwss against ppoison
on saving throw Fishing Tackle. T This
his kit includes a wwooden silken
o o d e n rod, silken
confers
hour. It con fers no benefit to undead or constructs. line, ccorkwood bobbers,
o rk w o o d b hooks,
ob b ers, steel h ooks, lead sinkers, velvet
Arcane Focus. A Ann arcan special
focuss is a sp
arcanee focu item-
ecia l item— lures, and n narrow
arrow netting.
an orb, a crystal, a rod, a sp specially constructed
ecially con stru cted staff, Healer’s
Healer's Kit. T This
h is kit is a leather poupouch containing
ch containing
aw and-like length ooff w
wand-like wood, some
ood , or so similar
m e sim item-
ilar item — bandages, salves, and splints. T The
h e kit has ten u uses. Ass
ses. A
designed
design ed to channel the p arcanee spells. A
ow er ooff arcan
power A an action, you can can expend on onee u stabilize
se ooff the kit to stabilize
use
sorcerer, w warlock,
arlock, or wwizard can uuse
izard can se such an item as a a creature that hhas as 0 points, w
O hit points, without
ithout n needing
eedin g to m make
ake
sp ellcastin g focus
spellcasting d escrib ed in chapter 10.
focus,, as described aWWisdom (M edicine) check.
isd om (Medicine)
Ball Bearings. A Ass an action, you can can spill th these
ese tiny Holy Symbol. A holy symbol sym bol is a representation of of
metal
m etal balls from their p ou ch to cover a level area 10
pouch a god or pantheon. It m might
ight b be
e an amamulet
ulet depicting a
feet square. A A creature m moving
oving a across covered area
cross the covered symbol
sym b ol representing a deity, the sa m e symbol
same carefully
sym bol carefully
must
m ust ssucceed
u cce e d on on a DDCC 10 D Dexterity
exterity saving th throw
row or fall engraved or inlaid as an em emblem
blem on a shield, or a tiny
prone. A
prone. A creature m moving
ovin g through the area at h half speed
alf sp eed box
b ox hholding fragment
olding a fragm sacred
ent ooff a sa cred relic. A Appendix B
pp en dix B
doesn't
d oesn ’t n need
eed to m make
ake the saving throw. symbols
lists the sy commonly
m b ols com m on ly a associated
ssocia ted w with
ith mmany
any ggods
ods
Block and Tackle. A A set ooff pulleys w with cable
ith a cable in the multiverse. A A cleric or paladin can can use a holy
threaded through them them and a hhook ook to attach to objects, a symbol
sym bol as a spspellcasting
ellcastin g focus, as d described chapter
escrib ed in chapter
bblock
lock and tackle allow allowss you to hoist up to four tim timeses the 10. sym bol in this way, the caster must
u se the symbol
10. To use m ust hold it
weight
w you can nnormally
eight you lift.
orm ally lift. in hand, w wear
ear it visibly, or bearr it on a shield.
or bea
Book. A o o k might contain poetry,
A bbook poetry, historical Holy Water. A Ass an action, you can can splash the contents
accounts, information
accoun ts, inform ation pertaining to a particular field ooff this flask onto a creature w within throw
ithin 5 feet ooff you or throw
of diagramss and notes on gnom
o f lore, diagram gnomish ish contraptions, it up to 20 impact.
20 feet, shattering it on im pact. In either case,
just
or ju st about anything else that can represented
can bbee represented make
m ake a ranged attack against a target creature, treating
using
usin g text or pictures. A A bbook spells
o o k ooff sp spellbook
ells is a sp ellb ook the holy w water improvised
ater as an im provised wweapon.
eapon . If the target is
(described
(d escribed later in this section). a fiend or undead, it takes 2d6 radiant dam damage.age.
Caltrops. A Ass an action, you you can spread a single bag bag
ooff caltrops to cover 5-foot-square area. Any creature
cover a 5-foot-square creature E q u ip m e n t P
EQUIPMENT PACKS
acks
that enters the area m must succeed
ust su cce e d on a D DC Dexterity
C 15 Dexterity The starting equipment you get from your class includes a
saving th
saving throw
row or stop m ovin g and take 1 piercing
moving piercing collection of in a pack.
toget her in
of useful adventuring gear, put together
damage.
dam age. Until the creature regains at least 1 hit point, point. The contents ooff these packs are listed here. If you yo u are buying
its w alk in g speed
walking sp eed is red u ced by 10 feet. A
reduced creature
A creature eq ui pment, you can purchase a pack for the
your starting equipment,
mmoving
ovin g through the area at h alf speed
half sp eed d doesn't
oesn ’t n eed to
need price shown, which wh ich might be cheaper than buying the items
ake the saving throw.
make
m individually.
individually.
Candle. F Foror 1 hour, a can dle sheds
candle sh eds bright light in a Burglar’s
Burglar's Pack (16 gp). Includes a backpack, a bag of 1,000
5-foot radius and dim dim light for an additional 5 feet. bal l bearings, 10 feet ooff string, a bell, 5S candles, a crowbar, a
ball
hammer, 10 l O pitons, a hooded lantern, 2 flasks of oil, 5 S days
Case, Crossbow Bolt. Th This wooden
is w case
o o d e n ca can
se ca n hold up
rations, a tinderbox, and a waterskin. The pack also has 50
rations, SO
to tw enty ccrossbow
twenty ro s s b o w bolts.
feet ooff hempen rope strapped to the side ooff it.
Case, Map or Scroll. Th This
is cylindrical leather ca case can
se can Diplomat's Pack (39 gp). Includes a chest, 2 cases for maps
hold up to ten rolled-up sheets ooff paper or five rolled-up fin e clothes, a bottle ooff ink, an ink pen,
of fine
scro ll s, a set of
and scrolls,
sheets
sh parchment.
eets ooff parchm ent. a lamp, 2 flasks of oil, 5 of paper, a vial of
S sheets of of perfume,
Chain. A A chain has 10 hit points. points. It can be burst with a sealing wax, and soap.
successful
su ccessfu l D DC C 2020 Strength check. Dungeoneer’s
Dungeoneer's Pack (12 gp). Includes a backpack, a crowbar, crowbar,
Climber's
Climber’s Kit. Kit. A b er’s kit includes special
climber's
A clim sp ecia l pitons, a hammer, 10 pitons, 10 torches , a tinderbox, 10 days
lO torches,
bboot
oot tips, gloves, and a harness. You can can uuse
se the ooff rations, and a waterskin. The pack also has 50 SO feet ofof
anchor when you hempen rope strapped to the side ooff it.
climber's
clim b er’s kit as an action to an chor yourself; w hen you
Entertainer’s
Entertainer's Pack (40 gp). Includes a backpack, a bedroll,
do, you ca can't
n ’t fall mmore
ore than 25 feet from the point w where
here
2 costumes, 5 candles, 5 S days ooff rations, a waterskin, and a
you an anchored
chored yourself, and you can't clim climbb mmore
ore than 25
disguise kit.
feet away from from that point w without
ithout undoing the anchor. Explorer’s
Explorer's Pack (10 gp). Includes a backpack, a bedroll,
Component Pouch. A component
A com p on en t poupouchch is a smsmall,
all, a mess kit, a tinderbox, 10 torches, 10 days of rations, and
watertight leather belt p pouch
ou ch that h has compartments
as com partm ents a waterskin. The pack also has 50 SO feet ooff hempen rope
to h hold
old all the m material components
aterial com pon en ts and other special special strapped to the side of it.
itemss you nneed
item eed to cast your spells, except for those those Priest’s
Priest's Pack (19 gp). Includes a backpack, bla nket, 10
backpack, a blanket,
com pon en ts that have a specific
components sp ecific co costst (as indicated in a candles, a tinderbox, an alms box, 2 blocks of incense, a
spell's description). censer, vestments, 2 days of rations, waters kin.
ration s, and a waterskin.
Crowbar. Using a crow bar grants advantage
crowbar Scholar’s
Scholar's Pack (40 gp). Includes a backpack, a book lore,
boo k ooff lore,
in k, an ink pen, 10
a bottle ooff ink, lO sheets ooff parchment, a little
to Strength ch checks
ecks w where crowbar's
here the crow ba r’s leverage
bag of sand, and a small knife.
can b bee applied.
A cleric or paladin m
A mayay create holy water by Magnifying Glass. This T his lens allows
allow s a closer look at
performing
perform in g a special
sp ecia l ritual. The
T h e ritual takes 1 hour small
sm all objects
objects.. It is also useful as a substitute for flint
to perform
perform,, uuses
ses 25 gp w worth
orth of powdered
of p ow dered silver, and and steel when
w hen starting fires. Lighting a fire w with
ith a
requires
requ ires the caster to expend a 1st-level spell slot. magnifying
m agnifying glass requ requires
ires light as bright as sunlight to
Hunting Trap. W When
h en you use
u se your action to set it, focus, tinder to ignite, and about 5 minutes m inutes for the fire
this trap forms
form s a saw-toothed
saw -toothed steel ring that snaps shut to ignite.
ignite. AA magnifying
m agnifying glass grants advantage on any
when
w hen a creature steps on a pressure plate in the center. ability ch check
eck m made
ade to appraise or in inspect
spect an item that is
The trap is affixed by a heavy chain to an im immobile
m obile small
sm all or highly detailed.
object, susuchch as a tree or a spike driven into the ground. Manacles. T These
h ese m metal can bind a Small
etal restraints can Sm all
A creature that steps on the plate m
A must
ust succeed
su cce e d on a DC DC or MMedium creature. E
edium creature. Escaping
sca pin g the mmanacles requires
anacles requ ires
13 D Dexterity
exterity saving th throw
row oorr take ld4 piercing
1d4 piercin g damage
dam age a successful
su ccessfu l D DC C 20 D Dexterity
exterity check. B Breaking them
reakin g them
and stop m moving.
oving. Thereafter, until the creature breaks requires
requ ires a successful
su ccessfu l D DC C 20 Strength check. Each
free of
o f the trap, its m movement
ovem ent is limited
lim ited by the length set of manacles
of m anacles comes
c o m e s with one
on e key. Without key,
W ithout the key,
of
o f the chain (typically 3 feet long). A A creature can use a creature proficient w with
ith thieves'
th ieves’ tools can pick the
its action to make
m ake a DCD C 13 Strength check, freeing manacles'
m a n a cles’ lock
lo ck with
w ith a successful
su ccessfu l DC
D C 15 Dexterity
itself or another creature withinw ithin its reach on a su success.
ccess. check. Manacles
M an acles have 15 hit points.
Each
E ach failed check
ch eck deals 1 piercin
piercing g damage
dam age to the Mess Kit. This tin box b ox contains
contain s a cup and simple
sim ple
trapped creature. cutlery. TheThe b box
ox clamps
clam ps together, and on onee side can
can
Lamp. A A lam
lamp p casts bright light in a 15-foot radius be
b e uused
sed as a ccooking
o o k in g pan and the other as a plate or
dim light for an additional 30 feet. O
and dim Once
nce lit, it burns shallow
sh allow bowbowl.l.
for 6 hhours
ours on a flask (1 pint) ooff oil. Oil. Oil usually ccomes om es in a clay flask that holds 1
Lantern, Bullseye. A A bullseye lantern casts bright pint. A Ass an action, you can splash the oil in this flask
light in a 60-foot
60 -foot cone
con e and dim light for an additional 60 onto a creature w within
ithin 5 feet ofo f you or th
throw
row it up to
feet. Once
O nce lit, it burns
bums for 6 hours on a flask (1 pint) of o f oil. 20 feet, shattering it on impact. im pact. Make
M ake a ranged attack
Lantern, Hooded. A Ah hooded
ood ed lantern casts bright light against a target creature or object, treating the oil as
in a 30-foot
30 -foot radius and dim light for an additional 30 30 an improvised
im provised w weapon.
eapon . On a hit, the target is covered
feet. Once
O nce lit, it bums
burns for 6 hours on a flask (1 pint) of of in oil. If the target takes any fire damage dam age before the oil
oil. A
Ass an action, you can low lowerer the hood,
h ood , reducing the dries (after 1 minute), the target takes an additional 5
light to dim
dim light in a 5-foot radius. fire damage from the burning oil. You can also pou
dam age from pourr a
Lock. A A key is provided w with
ith the lock. W Without
ithout the flask ooff oil on the ground to cover a 5-foot-square area,
key, a creature proficient w with thieves' tools can pick
ith thieves’ provided that the surface su rface is level. If lit, the oil burns for
lock w
this lock with
ith a successful DC
su ccessfu l D C 15 Dexterity check. rounds
2 roun ds and deals 5 fire damage dam age to any creature that
Your D DM M mmayay ddecide lockss are available
ecide that better lock enters the area or ends en ds its turn in the area. A A creature
creature
for higher pprices.
rices. can take this damage
dam age only once o n ce per turn.
Poison, Basic. You can can use the ppoison
oison in this vial Spyglass. OObjects viewed
bjects view ed through a spyglass are
slashing or piercing
to coat one slashing weapon
piercing w ea p on or up to three magnified
m twice
agnified to tw size.
ice their size.
p ammunition.
ieces ooff am
pieces m unition. Applying the ppoison
oison takes Tent. A simple
A sim ple and portable canvas shelter, a
an action. A A creature hit by by the ppoisoned
oison ed w weapon
eap on oror sleepss two.
tent sleep
ammunition
am m unition m must make
ust m ake a DDCC 10 Constitution saving saving Tinderbox. This sm small
all container holds flint, fire steel,
row oor
throw
th ld4 ppoison
r take 1d4 damage.
oison dam age. O Once
n ce applied, the and tinder (usually dry cloth soa soaked used
k ed in light oil) u sed to
o iso n retains potency for 1 m
poison
p minute
inute b before drying.
efore drying. kindle a fire. U sing it to light a torch
Using else
or anything else
torch-—or
Potion of Healing. A character who
o fHealing. w h o drinks the magical
m agical w e x p osed fuel-
abundant, exposed
ith abundant,
with fuel—takes Lighting
takes an action. Lighting
red fluid in this vial regains 2d4 + 2 hit points. D Drinking
rinking any other fire takes 1 minute.
administering
or adm inistering a potion takes an a n action. Torch. A torch burns for 1 hour,
hour, providing bright light
Pouch. A A cloth or leather pou pouch can hold up to 20
ch can in a 20-foot radius and dim 20
dim light for an additional 20
sling
slin g bullets or 50 blowgun
50 blow gu n nneedles,
eedles, am among
ong other make
feet. If you m melee
ake a m with
elee attack w torch
ith a burning torch
things. A compartmentalized
A com partm entalized p pouch
ou ch for h holding
olding spell damage.
and hit, it deals 1 fire dam age.
components
com pon en ts is called component
called a com p on en t ppouch (described
ou ch (described
earlier in this section). C
Co t a i nNeER
o nNTAI CAPACITY
r C a p a c it y

Quiver. A quiver can can hold up to 20 arrows.


20 arrow s. Container Capacity
Ram, Portable. Y You can uuse
ou can se a portable ram break
ram to break
Backpack*
Backpack * 1
l cubic foot/30 pounds of
of gear
down
dow n doors. W When doing
h en doin g so, you gain a + +4 bonus
4 bon u s on the
Barrel 40 gallons liquid, 4 cubic feet solid
Stren gth check. One other character can help you use
Strength
Basket 2 cubic feet/40 pounds
feet/ 40 pou nds of gear
ram,, giving you advantage on this check.
the ram
Rations. R Rations consist
ation s con o d s suitable
foods
sist ooff dry fo Bottle l 1½
1 /2 pints liquid

for extended travel, including jerky, dried fruit, Bucket


Bu cket 3 gallons liquid
liquid,, 1/2 cubic foot solid
hardtack, and nuts. Chest 12 cubic feet/300 pounds ooff gear
Rope. R Rope, whether
op e, w hether m hemp
ade ooff hem
made p or silk, has 2 hit Flask
Flas k or tankard 1
l pint liquid
points and can be burst w
can be with
ith a D DC Strength check.
C 17 Strength Jug or pitcher 1
l gallon
gall on liquid
Merchant's. A sca
Scale, Merchant’s. scale
le includes a sm small
all balance, Pot, iron l gallon liquid
1
pans, and a suitable assortmassortment weights
ent ooff w eights up to 2 Pouch 1/5 cubic
cu bic foot/6 pounds
pou nds of gear
pounds.
pou nds. WWith you can m
ith it, you measure
easu re the exact w weight of
eigh t of Sack 1
l cubic foot/30 pounds of
of gear
sm all objects, such as raw
small raw pprecious
reciou s m metals
etals or trade
Vial 4 ounces liquid
g ood s, to help determine
goods, determ ine their w worth.
orth.
Waterskin 4 pints liquid
Spellbook. E ssential for w
Essential wizards, sp ellb ook is
izards, a spellbook
a leather-bound tom tomee w ith 100 blank vellum pages
with ** You can also strap items, such as a bedroll or a coil of rope
rope,,
in g spells.
recording
suitable for record to the outside ooff a backpack.
Artisan's Tools. T
Artisan’s These
h ese sp special
ecia l tools include the item itemss
T ools
TOOLS needed
n eeded to pursue a craft or trade. The table sh shows
ow s
A tool helps you to do something
A som eth in g you couldn't oth otherwise
erw ise examples
exam ples ooff the m most
ost cocommon
m m o n types ooff tools, each
do, such as craft or repair an item, forge a docum document,
ent, or providing item itemss related to a single craft. P Proficiency
roficien cy
pick a lock. Your race,
race , class, background, or feats give with
w ith a set ooff artisan’s
artisan's tools lets you add your proficiency proficiency
proficiency
you proficien with
cy w ith certain tools. P Proficiency with
roficiency w ith a tool bonus
b on u s to any ability checksch eck s you m make
ake using the tools
allows
allow s you to add your proficiency bon bonus
u s to any ability in your craft. Each E ach type of o f artisan's
artisan’s tools requ requiresires a
check
ch eck you mmake
ake using that tool. Tool T ool use is not tied to separate proficiency.
a single ability, since
sin ce proficiency with w ith a tool represents Disguise Kit. T This pouch
h is pou ch of o f cosmetics,
cosm etics, hair dye, and
broader knowledge
kn ow led ge of
o f its use. For example,
exam ple, the DM small
sm all pprops
rops lets you create disguises d isgu ises that change your
might
m ight ask you to m make
ake a Dexterity
D exterity ch check
eck to carve a fine physical appearance. Proficiency P roficien cy with w ith this kit lets you
detail with
w ith your wwoodcarver's
o o d ca rv e r ’s tools, or a Strength check
ch eck add your proficiency bon bonusu s to any ability checks ch eck s you
make
to m something
ake som eth in g out of o f particularly hard w wood.
ood . make
m ake to create a visual disguise.
Forgery Kit. This T h is smsmallall b box containss a variety ooff
o x contain
TOOLS
T o o ls
papers and parchm parchments, ents, penpenss and inks, seals sea ls and
Item Cost Weight sealing
sea lin g wwax,
ax, gold and silver leaf, and other supplies
Artisan’s
Artisan's tools necessary
n ecessa ry to create convincing
con vin cin g forgeries of o f physical
Alchemist's supplies
Alchemist’s so gp
50 8 lb.
lb. documents.
docum ents. P Proficiency
roficien cy w with
ith this kit lets you add your
Brewer's
Brewer’s supplies 20 gp 9 lb.
proficiency bon bonusu s to any ability ch checks
eck s you makem ake to
create a physical forgery of o f a document.
docum ent.
Calligrapher's supplies 10 gp s lb.
5
Gaming Set. This T his item encompasses
e n com p a sses a w wide
ide range
Carpenter's
Carpenter’s tools 8 gp
gp 6 lb.
lb.
of
o f game
gam e p pieces,
ieces, including dice d ice and decksdeck s ofo f cards (for
Cartographer's
Cartographer’s tools 15
15 ggp.
p 6 lb. games
gam es such as Three-Dragon
T h ree-D ragon Ante). A A few common
com m on
Cobbler's
Cobbler’s tools 5 gp 5 lb. examples
exam ples appear on the Tools T ools table, but other kinds ooff
Cook's utensils
Cook’s 1 gp
l gp 8 lb. gaming
gam ing sets exist. If you are proficient w with
ith a gamgaminging
Glassblower's tools
Glassblower’s 30 gp lb.
5 lb. set, you cancan add your pproficiency
roficiency bon bonusu s to ability ch checks
eck s
Jeweler's tools
Jeweler’s 25 gp lb.
2 lb. you m make
ake to play a game gam e w withith that set. E Each
ach type ooff
Leatherworker's tools
Leatherworker’s 5 gp
gp 5 lb.
lb. gaming
gam ing set requ requires
ires a separate proficiency.
Mason's tools
Mason’s 10 gp lb
8 lb. Herbalism Kit. This T h is kit contains
contain s a variety of of
Painter's
Painter’s supplies 10 gp 5 lb. instruments
instrum ents such as clippers, mortar m ortar and pestle, and
Potter's
Potter’s tools 10 gp 3 lb.
lb. pouches
p ou ch es and vials u used
sed by herbalists to create rem remedies
edies
Smith's
Smith’s tools
and potions. Proficiency
P roficien cy withw ith this kit lets you add your
20 gp 8 lb.
lb.
proficiency bon bonusu s to any ability checks ch eck s you m make
ake to
Tinker's
Tinker’s tools so
50 gp 10 lb.
identify or apply herbs. herbs. A Also,
lso, proficiency with w ith this kit is
Weaver's
Weaver’s tools gpp
l g
1 s lb.
5
required to create antitoxin and potions of o f healing.
Woodcarver's tools gpp
l g
1 lb .
5 lb.
Musical Instrument. Several ooff the m most common
ost com m on
Disguise kit 25 gp 3 lb. types ooff mmusical instruments
usical instrum ents are shownsh ow n on the table as
Forgery kit 15 gp 5 lb. examples.
exam ples. If you have proficiency w with
ith a given m musical
usical
Gaming set instrument,
instrum ent, you can add your p proficiency
roficiency bonbonus u s to
Dice set l1 sp — any ability checks
ch eck s you m make
ake to play m music
usic w with
ith the
Dragonchess set l1 gp
gp 1/22 lb.
1/ instrument. A A bard can use a m musical
usical instrument
instrum ent as a
Playing card set 5 sp — spellcasting
spellcastin g focus, as described d escrib ed in chapter 10. Each E ach type
Three-Dragon Ante set l1 gp — of
o f musical
m u sical instrument
instrum ent requ requires ires a separate proficiency.
gp
Herbalism kit 3 lb.
Navigator's Tools. This
Navigator’s Th is set of o f instruments
instrum ents is u used
sed
5 gp
Musical instrument for navigation at sea. Proficiency
P roficien cy w with
ith navigator's tools
lets you chart a ship's cou course navigation
rse and follow navigation
Bagpipes 30 gp 6 lb.
lb.
charts. In addition, th these
ese tools allow you to add your
Drum 6 gp
6 gp lb .
3 lb.
proficiency bon bonusu s to any ability ch check
eck you m makeake to avoid
Dulcimer 25 gp 10 lb. getting lost at sea.
Flute 2 gp l1 lb. Poisoner's Kit. A
Poisoner’s A ppoisoner's
o is o n e r’s kit includes the vials,
Lute 35 gp lb.
2 lb. chemicals,
chem icals, and other equipment equipm ent n necessary
ecessa ry for the
Lyre 30 gp 2 lb.
lb. creation of poisons.
o f poison s. PProficiency
roficien cy w with
ith this kit lets you add
Horn 33 gp
gp 2 lb.
lb. your proficiency bon bonus u s to any ability ch checks
eck s you makem ake to
Pan flute 12 gp 2 lb.
lb. craft or u use
se p poisons.
oison s.
Shawm 2 gp l1 lb. Thieves'
Thieves’ Tools. T This
h is set of o f tools inincludes
cludes a small
sm all file
file,,
Viol 30 gp l1 lb. a set of lock
o f lo picks, a small
ck picks, sm all mirror
m irror m mounted
ounted on a metal m etal
Navigator's
Navigator’s tools 2 lb.
handle, a set of
handle, narrow-bladed
of n arrow -bladed scissors,scissors, and a pair of of
25 gp lb.
pliers. P Proficiency
roficien cy w with
ith these tools lets you add your
Poisoner's
Poisoner’s kit so
50 gp 2 lb.
bonus
proficiency bon u s to any ability ch checks
eck s you m makeake to
Thieves'
Thieves’ tools 25 gp l lb.
1
disarm
disarm traps or open op en locks.
Vehicles (land or water) *
* **
·,*, Seethe
See the "Mounts
“ Mounts and Vehicles”
Vehicles" section.
M o u n t s AND
MOUNTS V e h ic l e s
a n d VEHICLES
A
A ggood
ood m mount
ount can help you move m ove more
m ore quickly through
the w wilderness,
ildern ess, but its primprimary purpose
ary p u rp ose is to carry the
gear that w would
ou ld otherwise
oth erw ise slow
slow you down.
dow n. The
T h e Mounts
M ounts
and Other Animals
A n im als table shows
sh ow s each animal's
anim al’s speed
sp eed and
base
b a se carrying
carryin g capacity.
An
A n animal
anim al pulling a carriage, cart, chariot, sled,
or wagon
w agon canca n move
m ove w weight
eight up to five times
tim es its base
carrying
carryin g capacity, including the weight w eight ofo f the vehicle.
If multiple animals
anim als pull the same sam e vehicle, they can add
their carrying
carryin g capacity together.
Mounts
M ounts other than those th ose listed here are available in
the worlds
w orld s of
o f D&D,
D &D, but they are rare and not norm normally
ally
available for ppurchase.
urchase. These
T h ese include flying mounts
m ounts
(pegasi, griffons, hippogriffs, and similar sim ilar animals)
anim als) and
even aquatic mounts
m ounts (giant sea horses,
h orses, for example).
Acquiring
A cqu irin g such a mountm ount often means
m eans securing
secu rin g an egg
and raising the creature yourself, making m akin g a bargain with
a powerful
pow erfu l entity, or negotiating w with
ith the mount
m ount itself.
Barding. Barding is armor arm or designed
design ed to protect an
animal's
an im al’s head, neck, chest, and body. Any type of of
armor
arm or shown
sh ow n on the Armor
A rm or table in this chapter can
be pupurchased
rch ased as barding. The cost co st is four times
tim es the
equivalent armor
arm or made
m ade for humanoids,
hum anoids, and it w weighs
eigh s
twice
tw ice as mmuch.
uch.
Saddles. A A military
m ilitary saddle braces the rider, helping
you keep
k eep your seat on an active mount m ount in battle. It
gives you advantage on any ch check
eck you make
m ake to remain
rem ain
mounted.
m ounted. An A n exotic saddle is required
requ ired for riding any
aquatic or flying mount.m ount.
Vehicle Proficiency. If you have proficiency with a
certain kind of o f vehicle (land or water), you can add your
proficiency bon bonus u s to any check
ch eck you make
m ake to control that
kind ofo f vehicle in difficult circumstances.
circu m stan ces.
R ow ed Vessels.
Rowed V essels. Keelboats
K eelboats and rowboats
row boats are used u sed on
lakes and rivers. If going g oin g downstream,
dow nstream , add the speed sp eed of
of
the current (typically 3 miles m iles per hour) to the speedsp eed of
of
These
the vehicle. T can't
h ese vehicles ca rowed
n ’t be row ed against any TRADE
T r a d e G
GOODS
o o d s
upstream
significant current, but they can be pulled upstream
Cost Goods
Goods
by draft animals
anim als on the shores.
sh ores. AA row
rowboat weighs
boat w eigh s 100
100
l cp
1 l1 lb. of wheat
pounds,
pou nds, in case
ca se adventurers carry it over land.
2 cp l1 lb. of
o f flour or one chicken
MOUNTS
M o u n t s aAND
n d O t h e r A
OTHER ANIMALS
n im a l s 5 cp l lb. of salt
1
1
l sp l lb. of iron or 1l sq. yd. ooff canvas
1
Carrying
Item Cost
Cost Speed Capacity 5 sp l lb. of copper or 1l sq. yd. ooff cotton cloth
1
gp
l gp l lb. of ginger or one goat
1
Camel so
50 gp so
50 ft. 480 lb. 1
Donkey or mule 2 gp l1 lb. of cinnamon or pepper, or on onee sheep
8 gp 40 ft. 420 lb.
Elephant 200 gp 40 ft. 1,320 lb. 3 gp l1 lb. of o f cloves or one pig
5 gp l lb. ooff silver or 1l sq. yd. of linen
1
Horse, draft so gp
50 40 ft. 540 lb.
Horse, riding 60 ft.
10
lO gp l sq. yd. of silk or one cow
1
75 gp 480 lb.
Mastiff 15 gp 1
l lb. ofo f saffron or one ox
25 gp
25 gp ft .
40 ft. 195 lb.
Pony 30 gp 40 ft. 225 lb. so
50 gp l1 lb. of gold
Warhorse 400 gp
500 gp l1 lb. of platinum
60 ft. 540 lb.

TACK,
T a c k , HARNESS,
H a r n e s s , aAND
n d DRAWN
D raw n V
VEHICLES
e h ic l e s

Item Cost Weight E


EXPENSES
xpenses
Barding x4 x2 When
W h en not descending
descen d in g into the depths of
o f the earth,
Bit and bridle 2ggpp l1 lb. exploring ruins for lost treasures, or w waging
agin g wwar
ar against
Carriage 100 gp 600 lb. encroaching
the en croach in g darkness, adventurers face m more
ore
Cart 15 gp 200 lb. mundane
m undane realities. Even in a fantastical w world, people
orld, people
Chariot 250 gp 100 lb.
require babasic necessities
sic n ecessities such as shelter, sustenance,
and clothing.
clothing. These
T h ese things cost
co st money, although some
som e
Feed (per day) 5 cp 10 lb.
lifestyles cost more
co st m ore than others.
Saddle
Exotic 60 gp 40 lb. LIFESTYLE
L if e st y l e E
EXPENSES
xpen ses
Military 20 gp 30 lb.
Lifestyle ex expenses
p en ses provide you with a simple sim ple w way
ay to
Pack 5 gp 15 lb.
account
accou n t for the cost ofo f living in a fantasy w world.
orld. They
T h ey
Riding 10 gp 25 lb.
cover your accommodations,
accom m od a tion s, fofood
o d and drink, and all
Saddlebags 4 gp
gp 8 lb.
your other n necessities.
ecessities. Furthermore,
Furtherm ore, expenexpensesses cover the
Sled 20 gp 300 lb. cost
st ooff m
maintaining equipment ent sso
co aintaining your equipm o you cancan be ready
Stabling (per day) 5 sp — when
w hen adventure next calls.
Wagon 35 gp 400 lb. At the start of o f each wweek
eek or mmonth
onth (your choice),
choose
c h o o s e a lifestyle from the Expenses
E x p en ses table and pay the
WATERBORNE VEHICLES
W aterborne V e h ic l e s price
p rice to sustain that lifestyle. The The p prices
rices listed are per
Item Cost Speed day, soso if you w wish
ish to calculate the co cost
st ooff your ch
chosen
osen
Galley 30,000 gp 4 mph lifestyle over a thirty-day period, multiply the listed price
Keelboat
Keel boat 3,000 gp 1
l mph by 30. Your lifestyle m might
ight change from one p period
eriod to
the next, based on the funds you have at your disposal,
Longship 10,000 gp 3 mph
or you m might
ight mmaintain
aintain the same
sam e lifestyle throughout
Rowboat so
50 gp 1/2 mph
1l½mph
your character's
character’s career.
Sailing ship 10,000 gp 2 mph
Your lifestyle ch choice can have con
oice can consequences.
seq u en ces.
Warship 25,000 gp 2½
2 1/2 mph Maintaining
M aintaining a wealthy lifestyle m might
ight help you m make
ake
contacts w with powerful,
ith the rich and pow erful, though you run the
risk of
o f attracting thieves. Likewise,
Likew ise, living frugally m
might
ight
T r a d e Goons
TRADE G oods help you avoid criminals,
crim inals, but you are unlikely to make
m ake
Most
M wealth
ost w coins.
ealth is not in coin s. It is mmeasured livestock,
easu red in livestock, powerful
pow connections.
erfu l con n ection s.
grain, land, rights to collect taxes, or rights to resou resources
rces
(such as a m mine
ine or a forest). LIFESTYLE
L i f e s t y l e EXPENSES
Ex p e n s e s
Guilds,
G uilds, nnobles,
obles, and royalty regulate trade. Chartered
Lifestyle Price/Day
companies
com p a n ies are granted rights to conduct
con du ct trade along
Wretched —-
certain routes,
routes, to send
sen d mmerchant
erchant ships ports,
sh ips to various ports,
Squalid l1 sp
or to buy or sell spspecific goods.
ecific g ood s. GGuilds
uilds set p prices
rices for
goods services Poor 2 sp
the g ood s or serv ices that they control, and determdetermineine
who
w ho mmay
ay or mmay those
ay not offer th ose g goods
o o d s and services. Modest l gp
1
Merchants
M erchants commonly
com m on ly exchange trade goods goods wwithout
ithout Comfortable 2 gp
2 gp
using currency. The T h e Trade Goods
G o o d s table shows
sh ow s the value Wealthy 4 gp
4 gp
ooff com
commonly exchanged
m on ly exch an ged goods.
g oods. Aristocratic 10 gp minimum
W retched. You live in inhum
Wretched. inhumaneane conditions.
condition s. W Withith C om fortable. C
Comfortable. Choosing
h oosin g a comcomfortable lifestyle
fortab le lifestyle
la ce to call h
no pplace om e, you shelter w
home, herever you can,
wherever means
m eans that you can can afford nnicer clothing
icer cloth in g and can easily
can easily
sn eak ing into barns, huddling in old crates, and relying
sneaking maintain
m equipment.
aintain your equipm ent. You live in a sm small cottage
all cottage
g ra ces of
g o o d graces
on the good of p eop le better off
people o ff than you. A A in a m middle-class
iddle-class n neighborhood
eigh borh ood or in a private room room
retch ed lifestyle presents abundant dangers. V
wretched
w Violence,
iolence, associate with m
at a fine inn. You associate merchants, skilled
erchants, skilled
d isease, and hunger follow you w
disease, herever you go. Other
wherever tradespeople, and m military
ilitary officers.
wretched
w retch ed p eop le covet your armor, w
people eapon s, and
weapons, Wealthy. C Choosing
h oosin g a w wealthy
ealthy lifestyle m means
eans living a
adventuring gear, w which
hich represent a fortune by their though you
life ooff luxury, though you m might achieved the
ight not have achieved
standards. You are beneath the nnotice most
otice ooff m ost people. sociall status aassociated
socia ssocia ted w with
ith the old m nobility
on ey ooff nobility
money
Squalid. You live in a leaky stable, a m mud-floored
ud-floored hut or royalty. You
or You live a lifestyle com parable to that ooff a
comparable
just
ju st outside tow town, vermin-infested
n, or a verm in-infested boa boarding
rd in g hhouse
ouse highly su successful
ccessfu l m erchant, a favored servant ooff the
merchant,
in the w orst part of
worst o f town. You have shelter from the royalty, or or the ow few sm
n er ooff a few
owner all bbusinesses.
small u sin esses. YouYou
elem ents, but you live in a desperate and often violent
elements, have respectable lodgings,
respectable lodgin gs, usually a sp spacious
aciou s h home
om e in
environment,
environm ent, in p la ces rife with disease, hunger, and
places ag town
o o d part ooff tow
good comfortable
n or a com fortab le suite at a fine inn.
m isfortune. You are beneath the notice
misfortune. n otice of most
of m ost people, You likely have a sm smallall staff ooff servants.
and you have few legal protection protections. Most
s. M ost p eop le at
people A ristocratic. You live a life ooff plenty and com
Aristocratic. comfort. You
fort. You
this lifestyle level have suffered some som e terrible setback. move
m ove in circles populated by the m
circles populated most powerful
ost pow people
erfu l people
They
Th ey m ight be disturbed, m
might arked as exiles, or suffer
marked in the comcommunity.
m unity. You have excellent lodgin lodgings, perhaps
gs, perhaps
from disease. townhouse
a tow n h ou se in the n town
icest part ooff tow
nicest n or rorooms
o m s in the
Poor. A A ppoor
oor lifestyle m means
eans going without the finest inn. You dine at the best restaurants, retain the
comforts
com forts available in a stable com m unity. Simple
community. Sim ple food most
m skilled and fashionable tailor, and have servants
ost skilled servants
lodgings,
and lodgin unpredictable
gs, threadbare clothing, and unpredictable attending to your every every need. You You receive invitations
receive invitations
con dition s result in a sufficient, though probably
conditions probably sociall gatherings ooff the rich
to the socia rich and pow powerful,
erfu l, and
unpleasant, experience. Your aaccommodationsccom m od a tion s m might
ight spend
sp en d evenings in the com pany ooff politicians, guild
company guild
be a rroom com m on room
floph ou se or in the common
oom in a flophouse room above leaders, high priests, and nobility. You m must also
ust also
a tavern. You benefit from some protections,
som e legal protections, contend w
contend ith the highest levels ooff deceit and treachery.
with
but you still have to contend w with violence,
ith violen ce, crime.
crim e, The w wealthier
ealthier you are, the greater the ch chance
a n ce you w will
ill
and disease. P eop le at this lifestyle level tend to be
People be drawn
be draw n into political intrigue as a paw pawn or participant.
n or
u nskilled laborers, costermongers,
unskilled costerm on gers, peddlers, thieves,
m ercenaries, and other disreputable types.
mercenaries, F o o d , D
FOOD, r in k , a
DRINK, n d L
AND LODGING
o d g in g
M odest. A m
Modest. od est lifestyle keeps you out ooff the slum
modest slumss The F
The Food. Drink,
ood, D rink, and L Lodging
odgin g table gives p prices
rices for
and enensures
su res that you can m maintain
aintain you equipment.
yourr equipm ent. food
individual fo o d item These
night's lodging. T
itemss and a single night’s h ese
You live in an older part ooff tow town,n, renting a rroomoom in a prices
p rices are included in your expenses.
lifestyle expen
your total lifestyle ses.
boarding
b oa rd in g house, temple. You don't go hungry or
house, inn, or temple.
con dition s are clean, if simple.
thirsty, and your living conditions
thirsty, sim ple. Fooo,
F DRINK,
o o d , D AND
r in k , a LooG1NG
n d L o d g in g
Ordinary
O rdinary p eople living m
people od est lifestyles include soldiers
modest
Item Cost
with fam ilies, laborers, students, priests, hedge
w ith families, h edge w wizards,
izards,
and the like. Ale
Gallon 2 sp
Mug 4 cp
Banquet (per person) 10 gp
Bread, loaf 2 cp
Cheese, hunk l sp
1
Inn stay (per day)
Squalid 7 cp
Poor 1
l sp
Modest 5 sp
Comfortable 8 sp
Wealthy 2 gp
Aristocratic 4 gp
4 gp
Meals (per day)
Squalid 3 cp
Poor 6 cp
Modest 3 sp
Comfortable 5 sp
Wealthy 8 sp
Aristocratic 2 gp
Meat, chunk 3 sp
Wine
Common (pitcher) 2 sp
Fine (bottle) 10 gp
SELF-SUFFICIENCY
S elf-Su f f ic ie n c y
The expenses and lifestyles described in in this chapter assume
that you are spending your time between adventures in in town,
availing yourself ofo f whatever services you can afford-paying
afford— paying
for food and shelter, paying townspeople to sharpen your
sword and repair your armor, and so on. Some characters,
though, might prefer to spend their time away from
civilization, sustaining themselves in in the wild by hunting,
foraging, and repairing their own gear.
Maintaining this kind of o f lifestyle doesn't
doesn’t require you to
spend any coin, but it is time-consuming. If you spend
your time between adventures practicing a profession, as
described inin chapter 8, you can eke out the equivalent of of a
poor lifestyle. Proficiency inin the Survival skill lets you live at
the equivalent ofo f a comfortable lifestyle.

SERVICES
Services
Adventurers
A dventurers can pay nonplayer characters to assist them them
or act on their behalf beh alf in a variety of o f circumstances.
circu m stan ces. Most
M ost
such hirelings have fairly ordinary skills, while w hile others
are masters
m asters of o f a craft or art, and a few are experts with
specialized
sp ecia lized adventuring skills.
Skilled hirelings include anyone h hired
ired to perform
perform a
Some
S o m e ofo f the most
m ost basic types of o f hirelings appear on
service
serv ice that involves a proficiency (including w weapon,
eapon,
tool, or skill): a m
mercenary,
ercenary, artisan, scribe, and sos o on.
the Services
S e rv ice s table. Other commoncom m on hirelings include
any ofo f the w wide
id e variety ofo f people
p eople who
w h o inhabit a typical
The
T h e pay shown
sh ow n is a minimum;
m inim um ; some
som e expert hirelings
town
tow n or city, w when
hen the adventurers pay them to
require more
m ore pay. Untrained
U ntrained hirelings are hired for
perform
p erform a specific
sp ecific task. For example,
exam ple, a wizard
w izard might
menial
m enial work
w ork that requires no particular skill and can
pay a carpenter to construct
con stru ct an elaborate chest (and
include laborers, porters, maids,
m aids, and similar
sim ilar workers.
w orkers.
its miniature
m iniature replica) for u use Leomund's secret
se in the Leomund’s
chest spell. A A fighter m might
ight commission
com m ission a blacksmith
blacksm ith to
SPELLCASTING
S p e l l c a s t i n g SERVICES
Services
forge a special
sp ecia l sword.
sw ord. AA bard might pay a tailor to make m ake People
P eop le wwho
h o are able to cast spells don't d on ’t fall into the
exquisite clothing
cloth in g for an upcoming
u p com in g performance
p erform a n ce in category of o f ordinary hirelings. It might m ight be p possible
ossib le to
front ofo f the duke. find someone
som eon e w willing
illin g to cast a spell in exchange
exch an ge for coincoin
Other
O ther hirelings provide more
m ore expert or dangerous
dangerou s or favors, but it is rarely easy and no established pay
services.
serv ices. Mercenary
M ercenary soldiers paid to help the rates exist. As A s a rule, the higher the level of o f the desired
adventurers take on a hobgoblin
h obgoblin army
arm y are hirelings, as spell, the harder
h arder it is to find someone
som eon e who
w h o can cast it
sa ges hired to research ancient or esoteric lore. If a
are sages and the more
m ore it costs.
high-level adventurer establishes a stronghold
stron ghold of o f some
som e Hiring
H iring someone
som eon e to cast a relatively common co m m o n spell
kind, he or she
sh e might
m ight hire a whole
w hole staff of
o f servants and o f 1st or 2nd level, such as cure wounds or identify,
of identify, is
agents to run the place, from a castellan or steward easy enough in a city or o r town, and might
m ight cost 10 to 50
to menial
m enial laborers to keep
k eep the stables clean. These
T h ese gold pieces
p ieces (plus the costco st ofo f any expensive material
hirelings
h irelings often enjoy a long-term contract that includes components).
com pon ents). Finding someonesom eon e able and willing
w illin g to
a place to live wwithin
ithin the stronghold
stron ghold as part of o f the cast a higher-level spell might m ight involve traveling to a
offered compensation.
com pen sation . large city, perhaps one with w ith a university or prom prominent
inent
temple.
tem ple. Once
O nce found, the spellcaster might m ight ask for a
SERVICES
S e r v ic e s service
serv ice instead of o f payment~the
paym ent—the kind of o f service
serv ice that
Service Pay only adventurers can provide, such as retrieving a rare
item from a dangerous
dangerou s locale
loca le or traversing a m monster-
onster-
Coach cab
infested wilderness
w ild ern ess to deliver something
som eth in g important
im portant to
Between towns 3 cp per mile
a distant settlement.
settlem ent.
Within a city l1 cp
Hireling
Skilled 2 gp per day
T r in k e t s
TRINKETS
Untrained 2 sp per day When
W h en you make
m ake your character, you can roll once
o n ce on
the Trinkets table to gain a trinket, a simple
sim ple item lightly
Messenger 2 cp per mile
touched by mystery. The
T h e DM might
m ight also u
use
se this table.
Road or gate toll l1 cp
It can help stock a room
room in a dungeon
du ngeon or fill a creature's
creatu re’s
Ship's
Ship’s passage l1 sp per mile
pockets.
TRINKETS
Tr i n k e t s ddlOO
100 Trinket
d100
dlOO Trinket 27 A shard ooff obsidian that always feels
A fee ls warm to the
01 A mummified goblin hand touch
02 A piece ooff crystal that faintly glows in the moonlight 28 A dragon's bony talon hanging from a plain leathe
leatherr
03 A gold coin minted in
in an unknown land necklace
04 A diary written in
in a lan guage you don't
language don’t know 29 A pair of
o f old socks
05 A brass ring that never tarnishes 30 A blank book whose pages refuse to hold ink, chalk,
06 An old chess piece made from glass graphite, or any an y other substa
substancence or marking
07 A pair of knucklebone dice, dice, each with a sskull kull symbol 31
31 A silver badge in in the shape ofo f a five-pointed star
on the side that would normal normally ly sshow
how six pips 32 A knife that belonged to a relative
A
08 A small idol depicting a ni ghtmarish creature that
nightmarish 33 A glass vial
A via l filled with nail clippings
gives you
yo u unsettling dreams when you sleep near it 34 A rectangular metal
A metal device
devi ce with two tiny metal cups
09 A rope necklace
A nec klace from which dangles four mummified mumm ified on one end that throws sparks when wet
elf fingers 35 A white, sequined glove sized for a human
A
10
lO The deed for a parcel ooff land in in a realm
rea lm unknown
un known 36 A vest with one hundred tiny pockets
to you 37 A small
small,, weightless stone block
11
ll Al-ounce
A 1-ounce block made from an unknown material 38 tin y sketch portrait of a goblin
A tiny
12 A small cloth doll skewered with needles 39 An empty glass vial that smells of o f perfume when
13
l3 A toot
toothh from an an unknown beast opened
14 An enormous scale, perhaps from a dragon 40 A gemstone that loo
A ks like a lump of
looks o f coa
coall when
15 A bright green feather
A examined by anyo anyonene but you
16 An old divination card bearing your yo ur likeness
li ke ness 41
41 A scrap of cloth from an old banner
A
17 A glass orb filled
A fil led with moving smoke 42
42 ran k insignia
A rank insi gnia from a lost legionnaire
legion naire
18 Al-pound
A 1-pound egg with a bright red shell 43 s ilver bell without a clapper
A tiny silver clap per
19 A pipe that blows bubbles 44 mech anic al canary inside a gnomish lamp
A mechanical
20 A glass jar
ja r containing a weird bit ooff flesh floating in in 45 A tiny chest carved to look like it has numerous feet
pickling fluid on the bottom
21
21 A tiny gnome-crafted music box that plays a song 46 A dead sprite ins ide a clear glass bottle
inside
you dimly remember from your chi ldhood
childhood 47 A metal can that has no opening but sounds as if it
22 A smal
smalll wooden statuette of o f a smug halfling
halflin g is
is filled
filled with liquid, sand, spiders, or broken glass
23 A brass orb etched with strange runes (your choice)
24 A multicolored stone disk di sk 48 A glass orb filled with water, in
A in which swims a
25 A tiny
A tin y silver icon
ico n of a raven clockwork goldfish
26 forty -seven humanoid teeth,
A bag containing forty-seven teeth , one 49 A silver spoon with an M engraved on the handle
of which is is rotten so
50 A whistle made from gold-colored wood
d 100
dlOO Trinket d100
dlOO Trinket
51
51 A dead scarab beetle the size of
A o f your hand 79 An invitation to a party where a murder happened
52 so ldiers, one with a missing head
Two toy soldiers, 80 AA bronze pentacle with an etching ooff a rat's rat' s head
53 A small box filled
A filled with different-sized buttons
bu ttons in its center
in
54 can't be lit
A candle that can’t 81
81 A purple handkerchief embroidered with the name ooff
55 A tiny cage with no door a powerful archmage
56 An old key 82 Half ofo f a floorplan for a temple,
temple, castle, or some other
57 An indecipherable treasure map structure
58 A hilt from a broken sword 83 A bit ofo f folded cloth that, when unfolded, turns into
59 A rabbit's
rabbit’s foot a stylish cap
60 A glass eye 84 A receipt
re ceipt of
o f deposit at a bank in
in a far-flung city
61 A cameo carved in in the likeness of a hideous person 85 A diary with seven missing pages
A
62 A
A silver skull the size ooff a coin 86 An empty silver snuffbox bearing an inscription on
63 An alabaster mask the surface that says "dreams"
“dreams’’
64 A pyramid ooff sticky black incense that sm
A ell s very bad
smells 87 An iron holy symbol devoted to an unknown un known god
65 A nightcap that, when worn, gives you
A yo u pleasant 88 A book that tells the story of a legendary hero's rise
dreams and fall, with the last chapter missing
66 A single caltrop made from bone 89 A vial of dragon blood
67 A gold monocle frame witho withoutut the lens
len s 90 anc ient arrow of elven design
An ancient
68 A 1-inch cube, each side painted a ddifferentifferent color 91
91 A needle that never bends
69 A crystal knob from
from a door 92 An ornate brooch of dwarven design
70 A small packet filled with pink dust 93 An empty wine bottle bearing a pretty label that says says,,
71
71 A fragment ooff a beautiful
bea utiful song, written
wri tten as musical "The
“The Wizard ooff Wines Winery, Red Dragon Crush,
notes on two pieces of parchment 331422-W"
331422-W"
72 A silver teardrop earring made from a real teardrop
A 94 multicolored , glazed surface
A mosaic tile with a multicolored,
73 Th
Thee shell of an egg painted with scenes of human 95 mou se
A petrified mouse
misery inin disturbing detail 96 A black pirate flag adorned with
A wit h a dragon's
dragon 's sk ull
skull
74 A fan that, when unfolded, sshows hows a sleeping cat and crossbones
75 A set of bone pipes 97 A tiny mechanical
A mechan ical crab or sp ider that moves about
spider
76 A four-leaf clover pressed inside a boo bookk discussing when it’sit's not being observed
manne rs an
manners d etiq
and uette
etiquette 98 A glass jar contain ing la
containing rd with a la
lard be l that reads,
label re ads,
77 A sheet of parchment upon which is drawn a complex "Griffon
“Griffon Grea se"
Grease”
mechanical contraption 99 A wooden box with a ceramic bottom that holds a
A
78 An ornate scabbard that th at fits no blade you have li ving worm with a head on each end of its body
living
found so far 100 A metal urn containing the ashes ooff a hero
A
C h a p t e r 6: C
CHAPTER CUSTOMIZATION O p t io n s
u s t o m i z a t i o n OPTIONS
T
HE COMBINATION OF ABILITY SCORES, RACE,
HE PREREQUISITES
P rereq u isites
class, and back
background
grou n d defines your
character's
character’s capabilities in the gam game,e, and
To qualify for a new class, you must meet
m eet the ability score
personal prerequisites for both your current class and your new
the person al details you create set your
character apart from every other character. one, as shown
sh ow n in the Multiclassing
M ulticlassing Prerequisites
P rerequisites table.
Even within
w ithin your class and race, you have
For example,
exam ple, a barbarian w
who
h o decides
d ecid es to multiclass
m ulticlass into
options to fine-tune what the druid class must have both Strength and Wisdom
W isd om
w hat your character
can do. But this chapter is for players w who-with
h o —with the
scores o f 13 or higher. Without
s c o r e s of W ithout the full training that
DM's
D M ’s p permission-want
erm ission —w ant to go a step further.
a begin
beginningn in g character receives, you mmust
ust bbee a quick
This
T h is chapter defines two tw o optional sets ooff rules for
study in your n new
ew class, having a natural aptitude that
customizing
custom izin g your character: multiclassing
m ulticlassing and feats.
is reflected by higher-than-average ability scores.s cores.
Multiclassing
M ulticlassing lets you combine
com bin e classes
cla sses together,
and feats are special MULTICLASSING Prerequisites
M u l t i c l a s s i n g PREREQUISITES
sp ecia l options you can choosec h o o s e instead
ooff increasing
in creasin g your ability scores
s c o r e s as you gain levels. Class Ability Minimum
Ability Score Minimum
Your DM D M decides
d ecides whether
w hether ththese
ese options are available Barbarian Strength 13
in a campaign.
cam paign. Bard Charisma 13
Cleric Wisdom 13
M u l t ic l a s sin g
MULTICLASSING Druid Wisdom 13
Multiclassing
M ulticlassing allows
allow s you to gain levels in multiple Fighter Strength 13 or Dexterity 13
classes. Doing
D oin g so
s o lets you mix
m ix the abilities ofo f those
th ose Monk Dexterity l3
13 and Wisdom l3
13
classes
cla sses to realize a character concept
con cep t that might
m ight not be Paladin Strength l3
13 and Charisma l313
reflected in oneon e of
o f the standard class options. Ranger Dexterity l3
13 and Wisdom 13
With
W ith this rule, you have the option of o f gaining a level Rogue Dexterity l3
13
in a new
n ew class w whenever
henever you advance in level, instead Sorcerer Charisma l313
of
o f gaining a level in your current class. Your levels in
Warlock Charisma l313
all your classes
cla sses are added together to determine
determ ine your
Wizard Intelligence l3
13
character level. For F or example,
exam ple, if you have three levels in
wizard
w izard and two tw o in fighter, you're
you ’re a 5th-level character.
Ass you advance in levels, you might
A m ight primarily
prim arily remremain
ain E x p e r i e n c e POINTS
EXPERIENCE P o in ts
a member
m em ber ofo f your original class w with just
ith ju st a few levels
The experience
experien ce point cost
co st to gain a level is always
in another class, or you might m ight change course
cou rse entirely,
based
ba sed on your total character level, as shown
sh ow n in the
never looking
look in g back
ba ck at the class you left behind. You
Character A dvancem ent table in chapter 1.
Advancement 1, not your level
might
m ight even start progressing
progressin g in a third or fourth class.
S o, if you are a cleric 6/fighter 1.
in a particular class. So, 1,
Compared
C om pared to a single-class
sin gle-class character of o f the same
sa m e level,
you must gain enough XP
en ough X P to reach 8th level b before
efore you
you'll
you ’ll sacrifice
sa crifice some
so m e focus
focu s in exchange for versatility.
can take your second
secon d level as a fighter or your seventh
level as a cleric.
M u l t i c l a s s i n g EXAMPLE
MULTICLASSING Ex a m p l e
Gary is playing a 4th-level fighter. When his character earns HIT
H i t POINTS AND
Po in ts a n d HIT
H i t DICE
D ice
enough experience points to reach 5th level, Gary decides
You
Y ou gain the hit points from your new class as described d escribed
that his character will multiclass instead of continuing to
for levels after 1st. You gain the 1st-level hit points for a
progress as a fighter. Gary's
Gary’s fighter has been spending a lot
of time with Dave's
Dave’s rogue, and has even been doing some
class only w when
hen you are a 1st-level character.
jobs on the side for the local thieves’
thieves' guild as a bruiser. Gary You add together the Hit Dice D ice granted by all your
decides that his character will multiclass into the rogue class, classes
cla sses to form your p pool
o o l of D ice. If the Hit Dice
o f Hit Dice. D ice are
and thus his character becomes a 4th-level fighter and l1st- st- the same
sam e die type, you can simply sim ply ppool
ool them together.
level rogue (written as fighter 4/rogue l). 1). For example,
exam ple, both the fighter and the paladin have a
When Gary's
Gary’s character earns enough experience to dlO,
d 10, so
s o if you are a paladin 5/fighter 5, you have ten dlO d 10
reach 6th level, he can decide whether to add another D ice. If your classes
Hit Dice. cla sses give you Hit Dice D ice ooff different
fighter level (becoming a fighter 5/rogue l), 1), another rogue types, keep track of o f them separately. If you are a paladin
level (becoming a fighter 4/rogue 2), or a level level in
in a third
5/cleric 5, for example,
exam ple, you have five dlO d 10 Hit Dice
D ice and
class, perhaps dabbling in in wizardry thanks to the tome of
five d8 Hit Dice.
D ice.
mysterious lore he acquired (becoming a fighter 4/rogue l1//
wizard 1).
P r o f i c i e n c y BONUS
PROFICIENCY Bonus
Your pproficiency bonus
roficiency bon u s is always based on your total
character level, as shown
sh ow n in the Character Advancem
Advancementent
table in chapter 1, not your level in a particular class.
For
F or example,
exam ple, if you are a fighter 3/rogue
3/rogu e 2, you have the
proficiency
p roficiency bonus
b on u s of
o f a 5th-level character, which
w hich is+ 3.
is +3.

TI
PROFICIENCIES
P r o ficien cies U n a r m o r e d DEFENSE
UNARMORED D efense
If you already have the Unarmored
U narm ored Defense
D efen se feature, you
When
W h en you gain a level in a class other than your first,
can't
c a n ’t gain it again from another class.
you gain only some
s o m e of
o f that class's
cla ss’s starting proficiencies,
as shown
sh ow n in the Multiclassing
M ulticlassing Proficiencies
P roficien cies table. SPELLCASTING
Sp e l l c a st in g
Your capacity for spellcasting
sp ellcastin g depends
depen ds partly on your
MULTICLASSING
M u l t i c l a s s i n g PROFICIENCIES
Pr o f ic ie n c ies
combined
com bin ed levels in all your spellcasting
sp ellcastin g classes
cla sses and
Class
Class Proficiencies Gained
Proficiencies Gained partly on your individual levels in those th ose classes. Once
O nce
Barbarian Shields, simple weapons, martial weapons you have the Spellcasting
S p ellcastin g feature from more m ore than one
Bard Light armor, one skill of your choice, one class, u use
se the rules belowbelow.. If you multiclass
m ulticlass but have the
musical instrument of
o f your choice Spellcasting
S p ellcastin g feature from only one on e class, you follow the
Cleric Light armor, medium armor, sh ields
shields
rules as described
d escribed in that class.
Spells Known and Prepared. You determine determ ine
Druid Light armor, medium armor, shields (druids
what
w hat spells
sp ells you knowk n ow and can prepare for each class
will not wear armor or use shields made of
individually, as if you were w ere a single-classed
sin gle-classed member
m em ber of
metal)
that class. If you are a ranger 4/wizard 4 /w iza rd 3, for example,
exam ple,
Fighter Light armor, medium armor, shields, simple you know
kn ow three 1st-level ranger spells sp ells based
ba sed on your
weapons, martial weapons levels in the ranger class. As A s 3rd-level w wizard,
izard, you knowk n ow
Monk Simple weapons, shortswords three w wizard
izard cantrips, and your spellbook sp ellb ook contains
contain s ten
Paladin armor,
Light arm shields,
o r, medium armor, shie ld s, simple wizard
w izard spells, two tw o of
o f which
w h ich (the twotw o you gained when w hen
weapons, martial weapons you reached 3rd level as a wizard) w izard) can b bee 2nd-level
Ranger Light armor,
armor, medium armor, shields, simple spells. If your Intelligence is 16, you can prepare six
weapons, martial weapons, one skill from the wizard
w izard spells from your spell book.
sp ellbook.
class's
class’s skill list
Each spell you know kn ow and prepare is associated with one
o f your classes, and you use the spell
of casting ability of
spellcasting o f that
Rogue Light armor, one skill from the clas
class’s
s's skill list,
class wwhen
hen you cast the spell. Similarly, a spellcasting
thieves
thieves’' tools
focus, such as a holy symbol, sym bol, can be used only for the
Sorcerer —
spells from the class associated with that focus.
Warlock Light armor, simple weapons Spell Slots. You determine
determ ine your available spell slots
Wizard —
by adding together all your levels in the bard, cleric,
druid, sorcerer, and w wizard
izard classes, half h alf your levels
(rounded down)dow n) in the paladin and ranger classes, and
CLASS
C FEATURES
lass F eatures
a third ofo f your fighter or rogue levels (rounded down) dow n)
When
W h en you gain a n new
ew level in a class, you get its features if you have the Eldritch Knight or the A Arcane
rca n e Trickster
for that level. A
A few features, however, have additional feature. UseU se this total to determine
determ ine your spell slots by
when
rules w hen you're
you ’re multiclassing:
m ulticlassing: Channel Divinity, Extra consulting
consultin g the Multiclass
M ulticlass Spellcaster
S p ellcaster table.
Attack, UUnarmored
n arm ored Defense,
D efense, and Spellcasting. If you have more m ore than one on e spell casting
sp ellcastin g class, this table
might give you spell slots of o f a level that is higher than
C h a n n e l DIVINITY
CHANNEL D iv in it y
the spells you know k n ow or
o r can prepare. You can use those th ose
If you already have the Channel Divinity feature and gain low er-level spells. If a lower-
slots, but only to cast your lower-level low er-
a level in a class that also grants the feature, you gain the level spell that you cast, like burning hands, has an
Channel Divinity effects granted by that class, but getting enhanced
en h a n ced effect whenw hen cast using a higher-level slot, you
the feature again doesn't
d oesn ’t give you an additional use of of can use the enhanced
en hanced effect, even though you don't d on ’t have
it. You gain additional uses
u ses only when
w hen you reach a class any spells of o f that higher level.
level that explicitly grants them to you. For example,
exam ple, if For example,
exam ple, if you are the aforementioned
aforem entioned ranger 4 4//
you are a cleric 6/paladin 4, you can use Channel Divinity wizard
w izard 3, you count as a 5th-level character w when
hen
twice
tw ice between
betw een rests because
becau se you are high enough level determining
determ ining your spell slots: you have four 1st-level
in the cleric class to have morem ore uses. W Whenever
henever you use slots, three 2nd-level slots, and two tw o 3rd-level slots.
the feature, you can cchoose
h o o s e any of
o f the Channel Divinity However, you don't don ’t know
k n ow any 3rd-level spells, nor do you
effects available to you from your tw twoo classes. know
kn ow any 2nd-level ranger spells. You can use the spell
slots of
o f those
th ose levels to cast the spells you do d o know~and
kn ow —and
E x t r a ATTACK
EXTRA A ttack
potentially enhance
en hance their effects.
If you gain the Extra Attack class feature from more
m ore
Pact Magic. If you have both the Spellcasting S p ellcastin g class
than one class, the features don't
don ’t add together. You
feature and the Pact M Magic
agic class feature from the w warlock
arlock
can't
ca n ’t make
m ake more
m ore than two
tw o attacks with this feature
class, you can use the spell slots you gain from the Pact
unless it says you do (as the fighter's
fighter’s version of o f Extra
Magic
M agic feature to cast spells you know kn ow or have prepared
Attack does). Similarly, the w warlock's
a rlock ’s eldritch invocation
from classes with the Spellcasting class feature, and you
Thirsting d oesn ’t give you additional attacks if you
T hirsting Blade doesn't
can use the spell slots you gain from the Spellcasting S p ellcastin g
also have Extra Attack.
class feature to cast w warlock
arlock spells
sp ells you know.
MULTICLASS
M u l t i c l a s s SPELLCASTER:
S pellcaster: •• Climbing
C lim bing doesn't
d oesn ’t halve your speed.
SPELL
S p e l l SLOTS
S l o t s PER
p e r SPELL
S p e l l LEVEL
Level • You can make
m ake a running long ju jump
m p or a running high
jump
ju m p after moving
m oving only 5 feet on foot, rather than
Lvl. 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
10 feet.
1st 2 — — — — — — — —
2nd 3 — — — — — — — — ACTOR
A ctor
3rd 4 2— — — — — — —
Skilled at mimicry
m im icry and dramatics,
dram atics, you gain the
4th 4 3 — — — — — — — following
follow in g benefits:
5th 4 3 2 — — — — — —
• Increase your Charisma score by 1, to a m maximum
axim um of
o f 20.
6th 4 3 3 — — — — — —
• You have advantage on CharismaC harism a (Deception)
(D eception ) and
7th 4 3 3 1 — — — — —
Charisma
C harism a (Performance)
(P erform an ce) checks
ch eck s when
w hen trying to pass
8th 4 3 3 2 — — — — —
yourself
y ou rself off
o ff as a different person.
9th 4 3 3 3 1 — — — — • You can mimic
m im ic the speech
sp e e ch of
o f another pperson
erson or the
10th 4 3 3 3 2 — — — — sounds
sou n ds made
m ade by other creatures. You must m ust have
11th 4 3 3 3 2 1 — — — heard the p person
erson speaking, or heard the creature
12th 4 3 3 3 2 1 — — — make
m ake the sound, for at least 1 minute. A A successful
su ccessfu l
13th 4 3 3 3 2 1 1 — — Wisdom
W isd om (Insight) check
ch eck contested by your C Charisma
harism a
14th 4 3 3 3 2 1 1 — — (Deception)
(D eception ) che ck allow
ch eck allowss a listener to determine
determ ine that
15th 4 3 3 3 2 1 1 1 — the effect is faked.
16th
76th 4 3 3 3 2 1 1 1 —
17th 1 1
C
CHARGER
h arger
4 3 3 3 2 1 1
18th 4 3 3 3 3 1 1 1 1 When
W h en you u use
se your action to Dash, you can u use
se a
19th 4 3 3 3 3 2 1 1 1 bonus
bon u s action to make
m ake one m melee
elee wweapon
eap on attack or to
20th 4 3 3 3 3 2 2 1 1 shove a creature.
creature.
If you m ove at least 10 feet in a straight line
immediately
im m ediately b before
efore taking this bonus
bon u s action, you either
gain a +5 bon
bonus
u s to the attack's
attack’s damage
dam age roll (if you cchose
h ose
FEATS
Feats to make
m ake a melee
m elee attack and hit) or push the target up
A feat represents a talent or an area of
A o f expertise that gives to 10 fe et away from you (if you chose
feet c h ose to shove and
a character special capabilities. It embodies
em bodies training.
training, you succeed).
su cceed).
experience, and abilities beyond w what
hat a class provides.
At certain levels, your class gives you the Ability Score Score CROSSBOW
C r o s s b o w EXPERT
Expert
Improvement
Im provem ent feature. U Using
sing the optional feats rule, you
Thanks
T h an ks to extensive practice wwith
ith the crossb
crossbow,
ow , you
can forgo taking that feature to take a feat of o f your choice
ch oice
gain the following
follow in g benefits:
instead. You can take each feat only once, unless
on ce, u nless the
feat's
feat’s description says otherwise.
otherw ise. • You ignore the loading
loadin g quality of
o f crossbows
c ro s sb o w s with
You must
m ust meet
m eet any prerequisite specified
sp ecified in a feat which
w h ich you are proficient.
to take that feat. If you ever lose a feat's
feat’s prerequisite,
prerequisite, • Being
B eing within
w ithin 5 feet of
o f a hostile creature doesn't
d oesn ’t
you can't
ca n ’t use that feat until you regain the prerequisite. impose
im p ose disadvantage on your ranged attack rolls.
For example,
exam ple, the Grappler
G rappler feat requ
requires
ires you to have a • W
W hhen
en you use the Attack
A ttack action and attack with a one- one-
Strength of o f 13 or higher. If your Strength is reduced hande
h andeddwweapon,
eapon , you can u use
se a bon
bonus
u s action to attack
below
b elow 13 somehow-perhaps
som eh ow —perhaps by a w withering
ith ering curse-
cu rse — with
w ith a loaded hand crossbow
cro s s b o w you are holding.
you can't
ca n ’t benefit from the Grappler
G rappler feat until your
Strength
Stren gth is restored. DEFENSIVE
D e f e n s i v e DU
D u eELIST
list

Dexterity 13 or higher
Prerequisite: Dexterity
A lert
ALERT
When
W h en you are w
wielding
ielding a finesse weapon
fin esse w eap on with which
w ith w hich
Always
A lw ays on the lookout for danger, you gain the you are proficient and a nother creature hits you with
another
following
follow in g benefits: a melee
m elee attack, you can use your reaction to add your
• You gain a +5 bonus
bon u s to initiative. bonus
proficiency bon u s to your AC for that attack, potentially
• You can't
ca n ’t be surprised
su rprised while
w hile you are conscious.
con sciou s. causing the attack to m miss
iss you.
• Other creatures
creatu res don't
don ’t gain advantage on attack rolls
against you as a result of o f being hidden from you.
D u a l W IELDER
DUAL i e l d e r

You master
m aster fighting with
w ith two
tw o weapons,
w eapon s, gaining the
ATHLETE
A t h l e t e following
follow in g benefits:
You have undergone extensive physical training to gain • You gain a +1
+ 1 bon
bonus
u s to AC w while
hile you are wielding
w ielding a
the following
follow in g benefits: separate melee
m elee weapon
w eap on in each hand.
• Increase
In crease your Strength or Dexterity
D exterity score
sco re by 1, to a • You can uuse
se two-weapon
tw o-w eapon fighting even whenw hen the one-
maximum
m axim u m of
o f 20. handed melee
m elee wweapons
ea p on s you are wielding aren't light.
w ielding aren’t
• When
W h en you are prone, standing up uses
u ses only 5 feet of
of • You can draw or stow
stow tw twoo one-handed wweapons when
ea p on s w hen
your movement.
m ovem ent. you w
would
ou ld normally
norm ally b bee able to draw or stow
stow only one.
D u n g e o n DELVER
DUNGEON D elver When
• W h en you roll a Hit Die
D ie to regain hit points, the
minimum
m inim um number
num ber of
o f hit points you regain from
Alert
A lert to the hidden traps and secret ddoors
o o rs found in many
m any
the roll equals twice
tw ice your Constitution modifier
m odifier
dungeons, you gain the following
follow in g benefits:
(minimum
(m inim um of
o f 2).
•• You have advantage on WisdomW isd om (Perception)
(P erception ) and
Intelligence (Investigation) checks
ch eck s made
m ade to detect the E l e m e n t a l ADEPT
ELEMENTAL A dept
presence
p resen ce of
o f secret doors. Prerequisite: The ability to cast at least one spell
• You have advantage on saving throws th row s made
m ade to avoid
or resist traps. When
W h en you gain this feat, choose
c h o o s e one
on e of
o f the following
follow in g

• You have resistance


resistan ce to the damage
dam age dealt by traps.
damage
dam age types: acid, cold, fire, lightning, or thunder.

•• You can search


sea rch for traps while
w hile traveling at a normal
norm al
Spells
Sp ells you cast ignore resistan
resistance ce to damage
dam age ooff the

pace, instead ofo f only at a slow


slow pace.
chosen
ch osen type. In addition, when
w hen you roll damagedam age for a
spell you cast that deals damage
dam age of o f that type, you can
D
DURABLE
urable treat any 1 on a damage
dam age die as a 2.
You can select this feat multiple
m ultiple times.
tim es. Each
E ach time
Hardy and resilient, you gain the following
follow in g benefits: you do so, you must choose
c h o o s e a different damage
dam age type.
• Increase
In crea se your
y ou r Constitution
C onstitution score
s c o r e by 1, to a
maximum
m a xim u m of
o f 20.
G
GRAPPLER
rappler IINSPIRING LEADER
n spir in g L eader

Prerequisite: Strength 13 or higher Prerequisite: Charisma 13 or higher


Y ou’ve developed the skills n
You've necessary
ecessa ry to hold your spend
can sp
You can end 10 m minutes companions,
inutes inspiring your com panion s,
own
ow close-quarters
n in close-q u a rters grappling. You gain the shoring
sh orin g up their resolve to fight. W When
h en you ddoo so, cchoose
hoose
following
follow in g benefits: creatures
up to six friendly creatu (which
res (w yourself)
hich can include you rself)
creature
• You have advantage on attack rolls against a creature within
w ithin 30 who
30 feet ooff you w h o can see or hear you and w
can see whoho
you are grappling. can understand you. E Each can
ach creature ca temporary
n gain tem porary
can uuse
• You can
• se your action to try to pin a creature grap- level+
hit points equal to your level + your C harism a modifier.
Charisma
pled by you. To do so, mmake
ake another grapple check. If A creature ca
A can't temporary
n ’t gain tem points
porary hit poin from this feat
ts from
succeed,
you su cceed , you and the creature are both restrained
both restrained again until it has finished a short or long rest.
until the grapple ends.
• Creatures that are one size larger than you you ddon't
on ’t auto- KEEN
K MIND
een M in d
m atically succeed
matically ch eck s to escape
su cceed on checks grapple.
esca p e your grapple. You have a mmind can
ind that ca time,
n track tim e, direction,
with
and detail w ith uncanny precision. You gain the
G
GREAT WEAPON
reat W MASTER
ea po n M aster
following
follow in g benefits.
You've
Y ou’ve learned to put the w weapon
eight ooff a w
weight eap on to your
Increase
• In crease your Intelligence sc score maximum
o r e by 1, to a m axim um
momentum
advantage, letting its m om entum em empower
p ow er your strikes.
ooff 20.
following
You gain the follow in g benefits:
• You always k know which
n ow w way
h ich w ay is north.
On
• O n your turn, w when
hen you score
you sco with
re a critical hit w ith a • You always k know number
n ow the num hours
ber ooff h ours left before the
m elee wweapon reduce
eap on or redu ce a creature to 0 Ohit points
points next su sunrise
n rise or sunset.
with
w ith one, you make
can m
you can ake one mmelee
elee wweapon
eapon attack as a • You cancan accurately recall anything you have seen or
seen or
bonus
bon u s action. within
heard w month.
ithin the past m onth.
Before
• B efore you m ake a m
make melee
elee attack w ith a heavy w
with weapon
eapon
that you are proficient with, you can cchoose
h o o s e to take a L ig h tly A
LIGHTLY ARMORED
r m o r e d
--5
5 penalty to the attack roll. If the attack hits, you add You have trained to m master se ooff light armor,
use
aster the u
damage.
attack's dam
+10 to the attack’s age. following
gaining the follow in g benefits:

H
HEALER
ealer Increase
• In Strength or D
crease your Strength exterity sscore
Dexterity co re by 1, to a
axim u m ooff 20.
maximum
m
allowing
You are an able physician, allow ing you to mmend wounds
end w oun ds
with
proficiency w
• You gain proficiency ith light armor.
back in the fight. You gain the
quickly and get your allies back
following
follow in g benefits: LINGUIST
L in g u ist
When
• W use
h en you u se a hhealer's
ealer’s kit to stabilize a dying crea- o d e s, gaining the
You have studied languages and ccodes,
ture, creature also regains 1 hit point.
ture, that creature point. following
follow in g benefits:
Ass an action, you can spend on
• A one healer's
e use ooff a h ealer’s kit to
creature and restore 1d6
tend to a creature points
ld6 ++ 4 hit poin it.
ts to it, • Increase your Intelligence score score by 1, to a m aximum ooff 20.
maximum
creature's
plus additional hit points equal to the creatu re’s mmax-
ax- • You learn three languages ooff your choice.
imum
im um num Dice.
ber ooff Hit D
number ice. The creature ca can't regain
n ’t regain • You can ably create written ciphers. O Others can't
thers ca deci-
n ’t d eci-
from this feat again until it finishes a short
hit points from pher a ccode
o d e you create u unless
n less you teach them, they
or long rest. succeed
su cce e d on an Intelligence ch check (DC
eck (D C equal to your
Intelligence sc score+
o r e + your proficiency bonus), or they
H eavily A
HEAVILY ARMORED
rm ored use
u magic
se m decipher
agic to deciph er it.

Prerequisite: Proficiency with medium armor LUCKY


L u c k y
You
Y master
ou have trained to m use
aster the u armor,
se ooff heavy armor,
just
seem s to kick in at just
You have inexplicable luck that seems
gaining the following
follow in g benefits:
moment.
the right m om ent.
1, to a m
• Increase your Strength score by 1, 20.
axim um ooff 20.
maximum You have 3 luck points. W Whenever
h enever you m ake an attack
make
• with
• You gain proficiency w a rmor.
ith heavy armor. roll, an ability check, or a saving throw, you can spend
can spend
on can cchoose
onee luck point to roll an additional d20. You can hoose
H e a v y A
HEAVY rm or M
ARMOR MASTER
aster to spend one ooff your luck points after you roll the die,
Prerequisite: Proficiency with heavy
heavy armor but before the ououtcome
tcom e is determ ined.. You cchoose
determined hoose wwhich
hich
d20s
ooff the d used
2 0 s is u sed for the attack roll, ability check, or
You
Y can
ou ca armor
n use your arm would
or to deflect strikes that w ould kill saving throw.
following
others. You gain the follow in g benefits: You can also spend on one when
e luck point w hen an attack
Increase
• In crease your Strength score axim um ooff 20.
maximum
score by 1, to a m ade against you. R
made
roll is m oll a d20, and then cchoose
Roll hoose
While
• W wearing
h ile you are w armor,
earin g heavy arm or, bludgeoning, hether the attack u
whether
w uses attacker's roll or yours.
ses the attacker’s
piercing, and slashing damage
piercing, dam age that you take from non If m ore than one creature sp
more en ds a luck point to
sp,::;r:ds
m agical w weapons reduced by 3.
eap on s is reduced influence the ou roll, :he
tcom e ooff a roll,
outcome the poin ts cancel
points each
can cel each
out; n
other out; add1t10nal ddice
noo additional ice are rolled.
You regain your ex expended
pen ded luck points w when
h en you
fims h a long rest.
finish

I I
M a g e SLAYER
MAGE Slayer •• When
W h en you u use
se the Dash action, difficult terrain doesn't
d oesn ’t
cost
c ost you extra movement
m ovem ent on that turn.
You have practiced techniques useful in melee
m elee combat
com bat
• When
W h en you make
m ake a melee
m elee attack against a creature, you
against spellcasters, gaining the following
follow in g benefits:
don't
d on ’t provoke opportunity attacks from that creature
• When
W h en a creature within
w ithin 5 feet of
o f you casts a spell, you for the rest of
o f the turn, whether
w hether you hit or not.
can use your reaction to make
m ake a melee
m elee weapon
w eapon attack
against that creature. M o d e r a t e l y ARMORED
MODERATELY A rmored
• When
W h en you damage
dam age a creature that is concentrating
concentratin g on Prerequisite: Proficiency with light armor
a spell, that creature has disadvantage on the saving
throw
th row it makes
m akes to maintain its concentration.
You have trained to master
m aster the use
u se of
o f medium
m edium armor
arm or

• You have advantage on saving throwsthrow s against spells


and shields, gaining the following
follow in g benefits:

cast by creatures within


creatu res w ithin 5 feet of
o f you. • Increase
In crease your Strength or Dexterity score
sc o r e by 1, to a
maximum
m axim u m of
o f 20.
MAGIC
M a g i c INITIATE
In itiate • You gain proficiency with medium
m edium armor
arm or and shields.
Choose
C h oose a class: bard, cleric, druid, sorcerer, warlock,
w arlock, or
wizard.
w izard. You learn two tw o cantrips ofo f your choice
ch oice from that
M o u n t e d COMBATANT
MOUNTED C om batant
class's
cla ss’s spell list. You are a dangerous
dangerou s foe to face w
while
hile mounted.
m ounted. While
W h ile
In addition, choose
c h o o s e one
on e 1st-level spell from that same
sam e you are mounted
m ounted and aren't
aren’t incapacitated, you gain the
list. You learn that spell and can cast it at its lowestlow est following
follow in g benefits:
level. Once
O n ce you cast it, you must finish a long lon g rest before
• You have advantage on meleem elee attack rolls against any
you can cast it again.
unmounted
unm ounted creature that is smaller
sm aller than your mount.
Your spellcasting
sp ellcastin g ability for these spells depends
depen ds
• You can force an attack targeted at your mount m ount to tar-
on the class you chose:
ch ose: Charisma
C harism a for bard,
get you instead.
sorcerer, or w warlock;
arlock; Wisdom
W isd om for cleric or druid: or
• If your mount
m ount is subjected
su bjected to an effect that allows
allow s it to
Intelligence for wizard.
w izard.
make
m ake a Dexterity saving throw
th row to take only h half
alf dam-
dam -
age, it instead takes no damage
dam age if it succeeds
su cce e d s on the
M
MARTIAL A dept
a r t i a l ADEPT
saving throw, and only half dam age if it fails.
h alf damage
You have martial
m artial training that allows
allow s you to
perform
perform special
sp ecia l combat
com bat maneuvers.
m aneuvers. You gain the OBSERVANT
O bservant
following
follow in g benefits:
Quick
Q uick to notice
n otice details of
o f your environment,
environm ent, you gain
,• You learn twotw o maneuvers
m aneuvers ofo f your choice
ch oice from among
am ong the following
follow in g benefits:
those
th ose available to the Battle Master
M aster archetype in the
• Increase
In crease your Intelligence or W Wisdom
isd om score
sco re by 1, to a
fighter class. If a maneuver
m aneuver you u use
se requires your tar-
maximum
m axim u m of
o f 20.
get to make
m ake a saving ththrow
row to resist the maneuver's
m aneuver’s
• If you can see a creature's mouth
creatu re’s m while
outh w hile it is speaking
sp eak in g
effects, the saving throw DC D C equals 8 + + your profi-
a language you understand, you can interpret what it's it’s
ciency bon u s + your Strength or Dexterity modifier
bonus m odifier
saying by reading its lips.
(your choice).
• You have a +5 bonus
bon u s to your passive Wisdom
W isdom
• If you already have superiority dice, d ice, you gain one
(Perception)
(P erception) and passive Intelligence (Investigation)
more;
m ore; otherwise,
oth erw ise, you have one superiority die, which
w hich
scores.
is a d6. This die is used
u sed to fuel your maneuvers.
m aneuvers. AA
superiority die is expended when w hen you use it. You
POLEARM
P o l e a r m MASTER
M aster
regain your expended
expen ded superiority diced ice when
w hen you
finish a short or long rest. You can keep your enemies
en em ies at bay with reach weapons.
w eapon s.
You gain the following
follow in g benefits:
MEDIUM
M e d i u m ARMOR
A r m o r MASTER
M aster • When
W h en you take the Attack action and attack with only
Prerequisite: Proficiency with medium armor a glaive, halberd, or quarterstaff, you can use a bonus
action to make
m ake a melee
m elee attack with the opposite end of of
You have practiced moving
m oving in medium
m edium armor
arm or to gain the
the weapon.
w eapon. The weapon's
w ea p on ’s damage
dam age die for this attack
following
follow in g benefits:
is a d4, and the attack deals bludgeon
bludgeoning
ing damage.
dam age.
• Wearing
W earin g medium
m edium armor
arm or doesn't
d oesn ’t impose
im p ose disadvantage • While
W h ile you are w
wielding
ielding a glaive, halberd, pike, or quar-
on your Dexterity (Stealth) checks. terstaff, other creatures provoke an opportunity attack
• When wear
W h en you w ear medium
m edium armor,
arm or, you can add 3, from you w when
hen they enter your reach.
rather than 2, to your AC if you have a Dexterity of
of
16 or higher.
or higher. RESILIENT
R esilien t
Choose
C h oose one ability score. You gain the following
follow in g benefits:
M
MOBILE
o bile
• Increase
In crease the chosen
ch osen ability score
sco re by 1, to a maximum
m axim um
You are exceptionally
exception ally speedy and agile. You gain the
of
o f 20.
following
follow in g benefits:
• You gain proficiency in saving throws
th row s using the
•• Your speed
sp eed increases
in creases by 10 feet. chosen
ch osen ability.
R i t u a l CASTER
RITUAL Caster it must have the ritual tag. The pprocess
r o ce s s of
o f copying
cop yin g the
spell into your ritual bbook
o o k takes 2 hours p per
er level of
o f the
Prerequisite: Intelligence or Wisdom 13 or higher spell, and costs
co sts 50 gp per level. The
T h e cost represents
You have learned a number n um ber of
o f spells
sp ells that you can cast as material
m aterial components
com pon en ts you expend as you experiment
experim ent
rituals. These
T h ese spells
sp ells are written in a ritual book book,, which
w hich with
w ith the spell to master
m aster it, as well
w ell as the fine inks you
you must have in hand while casting
w hile castin g one ofo f them. need
n eed to record it.
When
W h en you choose
c h o o s e this feat, you acquire a ritual b book
ook
holding
h twoo 1st-level spells of
olding tw o f your choice.
ch oice. Choose
C h oose one S a v a g e ATTACKER
SAVAGE A ttacker
of
o f the following
follow in g classes: bard, cleric, druid, sorcerer, Once
O n ce per turn w
when
hen you roll damage
dam age for a melee weapon
m elee w eap on
warlock,
w arlock, or w wizard.
izard. You must choose c h o o s e your spells attack, you can reroll the weapon's
w ea p on ’s damage
dam age dice and use
from that class's
cla s s’s spell list, and the spells you choose ch o o s e either total.
must
m ust have the ritual tag. The class you choose c h o o s e also
determines
determ ines your spellcasting
sp ellcastin g ability for th these
ese spells: SENTINEL
Se n t in e l
Charisma
C harism a for bard, sorcerer, or w warlock;
arlock; Wisdom
W isd om for
You have mastered
m astered techniques
tech niques to take advantage
cleric or druid; or Intelligence for w wizard.
izard.
If you come
co m e across
a cro ss a spell in w written
ritten form,
form , such as a
of
o f every drop in any enemy's
en em y’s guard, gaining the
m agical spell scroll or a w
magical wizard's
iza rd ’s spellbook,
sp ellbook , you might
following
follow in g benefits:
be able to add it to your ritual book book.. The spell must m ust be • When
W h en you hit a creature with an opportunity
opportu nity attack,
on the spell list for the class you chose, ch ose, the spell's
spell’s level creature's
the creatu re’s speed ecom es O
becomes
sp eed b 0 for the rest ooff
can be no higher than half h alf your level (rounded up), and the turn.
•• Creatures within fee t of
w ithin 5 feet o f you provoke opportunity •• When
W h en you cast a spell that requrequires
ires you to mmake
ake an
attacks from you even if they take the D Disengage
isengage roll. the spell's
attack roll, sp ell’s range is doubled.
action before leaving your reach. • Your ranged spell attacks ignore h half
alf cover and
When
• W h en a creature wwithin
ithin 5 5 feet ooff you m
makes
akes an attack three-quarters cover.
against a target other than you (and that target doesn't
d oesn ’t • You learn on onee cantrip that requ
requires
ires an attack roll.
have this feat), you can use your reaction to m make
ake a Choose
C h oose the cantrip from the bard, cleric, druid.
druid, sor-
sor-
melee weapon
m elee w eap on attack against the attacking creature. cerer, wwarlock,
arlock, or w wizard
izard spell list. Your spellcasting
spellcastin g
ability for this cantrip depends
depen ds on the spell list you
SHARPSHOOTER
Sh arpsh o o ter chose from:: Charisma
c h ose from C harism a for bard, sorcerer, or w waarlock;
rlock;
You have mastered weapons
m astered ranged w eap on s and can m ake
a ke Wisdom
W isd om for cleric or druid;
druid; or Intelligence for wwizard.
izard.
shots
sh ots that others find im
impossible.
possible. You gain the
following
follow in g benefits:
TAVERN
T a v e r n BRAWLER
B rawler

• Attacking at long range doesn't im


impose
p ose disadvantage
Accustomed
A rough-and-tumble
ccu stom ed to rough-and-tum ble fighting using
on your ranged wweapon
eap on attack rolls.
whatever
w hatever w weapons
eap on s happen to be at hand, you gain the

weapon
• Your ranged w eap on attacks ignore half cover and
following
follow in g benefits:

three-quarters cover. •• In
Increase
crease your Stre sc o r e by 1,
ngth or Constitution score
Strength
•• Before make
B efore you m ake aann attack w
with
ith a ranged w weapon
eap on that to a maximum
m axim u m of
o f 20.
you are proficient c h o o s e to take a - 55
proficie nt with, you can choose • You are proficient with imimprovised weapons
provised w ea p on s and
penalty to the attack roll. If the attack hits, you add + 10
+10 unarmed
u narm ed strikes.
to the attack's
attack’s damage.
dam age. • Your unarm
unarmeded strike uuses
ses a d4 for damage.
dam age.
• When
W h en you hit a creature wwith
ith an unarm
unarmeded strike or an
SHIELD
S h i e l d MASTER
M a s t e r improvised
im provised wweapon
eap on on your turn, you can use a bonusbonus
protection but also for
You use shields not just for protection action to attempt to grapple the target.
offense. You gain the follow
following while
in g benefits w hile you are
wielding
w ielding a shield:
TOUGH
T o ugh

• If you take the Attack action on your turn, you can use
Your hit point mmaximum
axim u m increases
in creases by an am
amount
ount equal
a bon
bonus
u s action to try to shove a creature w ithin 5 feet
within to tw
twice
ice your level w
when
hen you gain this feat. W
Whenever
h enever
you gain a level thereafter, your hit point m
maximum
axim um
of
o f you with your shield.
increases
in creases by an additional 2 hit points.
• If you aren't
aren’t incapacitated, you can add your shield's AC
shield’s AC
bonus
bon u s to any Dexterity saving th throw
row you m makeake against
WAR
War C
CASTER
a ster
a spell or other harmful
harm ful effect that targets only you.
• If you are subjected
su bjected to an effect that allows
allow s you to Prerequisite: The ability
ability to cast at least one spell
make
m ake a Dexterity
D exterity saving throw to take only h half
alf da
damm-- casting
You have practiced castin g spells midst
sp ells in the m idst of
of
age, you can use your reaction to take no dam damage
age if combat,
com techniques
bat, learning tech niques that grant you the
you succeed
su cce e d on the saving throw, interposing your following
follow in g benefits:
shield betw
betwee eenn y
yourself
ou rself and the source
so u rce ooff the effect.
• You have advantage on Constitution saving throw
throwss
Sk illed
SKILLED make
that you m maintain
ake to m aintain your concentration on a
spell w
when
hen you take damage.
dam age.
You gain proficiency
proficie ncy in aany
ny combination
com bination of
o f three skills
• You can perform
perform the somatic
som atic components
com pon en ts of
o f spells
or tools of
o f your choice.
even when
w hen you have weapons
w eap on s or a shield in one or
both hands.
SKULKER
Sk u lk er
• When
W h en a hostile creature's
creatu re’s move
m ovemment provokes
ent provok es an
Prerequisite: Dexterity 13 or higher opportunity attack from you, you can use your reac-
You are expert at slinking through sh
shadows.
adow s. You gain tion to cast a spell at the creature, rather than m making
aking
following
the follow benefits:
in g benefits: an opportunity attack. The spell m must
ust have a casting
timee ooff 1 action and m
tim must
ust target only that creature.
• You can try to hide w
when yo u are lightly obsc
hen you ob scuured
red
from the creature from w which
hich you are hiding. WEAPON
W eapo n M
MASTER
aster
• When
W h en you are hidde
hidden n from a creature and miss
m iss it with
You have practiced extensively with a variety of
of
weapon
a ranged w eap on attack, making
m aking the attack doesn't
reveal your position.
position. weapons,
w eapon s, gaining the following
follow in g benefits:

• Dim
D im light doesn't impose
d oesn ’t im p ose disadvantage on your •• Increase
In crease your Stre ngth or Dexterity ssccore
Strength o r e by 1, to a
Wisdom
W isd om (P erception
erce ption)) checks
ch eck s relying on sight. maximum
m axim u m of
o f 20.
• You gain proficiency with
w ith four w
weapons
ea p on s of
o f your choice.
ch oice.
SPELL
S p e l l SNIPER
Sn iper
Prerequisite: The ability
ability to cast at least one spell
You have learned techtechniques
niques to enhance
en hance your
attacks wwith
ith certain kinds of
o f spells, gaining the
following
follow in g benefits:
C h a p t e r 7: USING
CHAPTER U s i n g ABILITY
A b i l i t y SCORES
Scores
IX ABILITIES PROVIDE A QUICK DESCRIPTION
S
IX To determine
determ ine an ability modifier
m odifier wwithout
ithout consulting
consultin g
of
o f every creature's
creatu re’s physical and mental the table, subtract 10 from the ability score
sco re and then
characteristics: divide the total by 2 (round down).
down).
• Strength, measuring
m easu ring physical power
pow er
Because
B eca u se ability m
modifiers
od ifiers affect alm
almost
ost every attack
•• Dexterity, measuring
m easu ring agility
roll, ability check, and saving throw, ability m modifiers
odifiers
•• Constitution, measuring
m easu ring endurance
come
co m e up in play more
m ore often than their associa
associated
ted scores.
• Intelligence, measuring
m easu ring reasoning
reason in g
and memory
m em ory A d v a n t a g e AND
ADVANTAGE and
• Wisdom,
W isdom , mmeasuring
easu ring perception and insight
• Charisma, m measuring
easu ring force of
o f personality D isa d v a n t a g e
DISADVANTAGE
Sometimes
S om etim es a special
sp ecia l ability oorr spell tells you that you
Is a character muscle-bound
m u scle-b ou n d and insightful? Brilliant
have advantage or disadvantage on an ability check,
and charming?
charm ing? N Nimble
im ble and hardy? Ability scores s co re s
a saving throw, or an attack roll. When W h en that happens,
define th
these
ese qualities-a
qualities—a creature's
creatu re’s assets as w well
ell
you roll a second
se co n d d20
d2 0 w when
hen you m make
ake the roll. U Use
se the
as weaknesses.
w ea k n esses.
higher of o f the two
tw o rolls if you have advantage, and use
The
T h e three main
m ain rolls of o f the game-
gam e—thethe ability check,
the lower
low er roll if you have disadvantage. For example, exam ple, if
the saving throw, and the attack roll—rely roll- rely on the six
you have disadvantage and roll a 17 and a 5, you u use
se the
ability scores.
sco re s. The
The b book's
o o k ’s introduction describes
d escrib es the
5. If you instead have advantage and roll those numbers,
th ose num bers,
basic behind
ba sic rule beh in d these rolls: roll a d20, add an ability
you u use
se the 17.
modifier
m odifier derived from one on e of
o f the six ability scores,
sco re s, and
If multiple
m ultiple situations affect a roll and each one on e grants
compare
com p a re the total to a target number. num ber.
advantage or im imposes
p oses disadvantage on it, you don't d on ’t roll
This
T h is chapter focuses
fo c u s e s on h how
ow to uuse
se ability checks
ch eck s
more
m ore than one on e additional d20. If two tw o favorable situations
and saving throws,
throw s, covering
coverin g the fundamental activities
grant advantage, for example, exam ple, you still roll only one
that creatures attempt in the game. Rules R u les for attack rolls
additional d20.
appear in chapter 9.
If circumstances
circu m sta n ces cause
cau se a roll to have both advantage
and disadvantage, you are considered con sid ered to have neither of of
A b i l i t y SCORES
ABILITY S c o r e s AND
and them,, and you roll one d20. This
them T h is is true even if multiple
circumstances
circu m stan ces impose
im p ose disadvantage and only one on e grants
M o d if ie r s
MODIFIERS advantage or vice versa. In such a situation, you have
Each
E ach of o f a creature's
creatu re’s abilities has a score, a num number ber that neither advantage nor disadvantage.
defines the magnitude
m agnitude of o f that ability. AnA n ability score When
W h en you have advantage or disadvantage and
is not just a measure
m easu re of o f innate capabilities, but also something
som eth in g in the game,gam e, such
su ch as the halfling's
halfling’s Lucky
encompasses
e n com p a sses a creature's
creatu re’s training and competence com p eten ce in trait, lets you reroll the d20, you can reroll only one
activities related to that ability. of
o f the dice. You choose
c h o o s e which
w hich one. For
F or example,
exam ple, if a
A score
A o f 10 or 11 is the normal
s c o r e of norm al human
hum an average, but halfling has advantage on an ability check ch eck and rolls
adventurers and many m any m monsters
on sters are a cut above average a 1 and a 13, the halfling cou could
ld uuse
se the Lucky trait to
in most
m ost abilities. A A score
s c o r e of
o f 18 is the highest that a reroll the 1.
person
p erson usually reaches. Adventurers can have scores You usually gain advantage or disadvantage through
as high as 20, and monsters m on sters and divine beings can have the use
u se of
o f special
sp ecia l abilities, actions, or spells. Inspiration
scores
s c o r e s as high as 30. (see chapter 4) can also give a character advantage on
Each
E ach ability also has a modifier, derived from the checks
ch eck s related to the character's
character’s personality, ideals,
score
sc o r e and ranging from 5 (for an ability score sc o r e of
o f 1) to or bonds.
bon ds. The
T h e DM can also decided ecide that circumstances
circu m stan ces
+ 10 (for a score
+10 sc o r e of
o f 30). The
T h e Ability Scores
S c o r e s and Modifiers
M odifiers influence a roll in one direction or the other and grant
table notes the ability modifiers m odifiers for the range of o f possible
p ossib le advantage or imposeim p ose disadvantage as a result.
ability scores, from 1 to 30.

ABILITY
A b i l i t y SCORES a n d MODIFIERS
S c o r e s AND M o d if ie r s P r o f i c i e n c y BONUS
PROFICIENCY Bonus
Score
Score Modifier
Modifier Score
Score Modifier
Modifier Characters have a proficiency bon bonus
u s determined
determ ined by
l1 --55 16-1
16-177 +3
+3
level, as detailed in chapter 1. Monsters
M onsters also have this
bonus, which
w hich is incorporated
in corporated in their stat blocks. The
2-3 -4
-4 18-1
18-199 +4
bonus
bon u s is u
used
sed in the rules on ability checks, saving
4-5 -3
-3 20 - 21
20-21 +5
+5
throws,
throw s, and attack rolls.
6-7 --22 22- 23
22-23 +6
+6
Your proficiency bonus can'tc a n ’t be added to a single die
8-9 --1l 24-
24-2525 +7 roll or other number
num ber more
m ore than once.
on ce. For example,
exam ple, if
10-11 +0 26 - 27
26-27 +8 two
tw o different rules say you can add your proficiency
proficiency
12-13 +l
+1 28-29 +9 bonus
bon u s to a Wisdom
W isd om saving throw, you nevertheless
n evertheless add
14-15 +2 30 +10 the bon
bonus
u s only once
on ce wwhen
hen you makem ake the save.
save.
Occasionally,
O ccasionally, your proficiency bon bonus
u s might
m ight be
multiplied or divided (doubled or halved, for example)exam ple)
before you apply it. For example,
exam ple, the rogue's
rogu e's Expertise
E xpertise is holding
h oldin g closed.
closed . In situations like these, the outcomeou tcom e
feature doubles
dou bles the proficiency bon bonus
u s for certain ability is determined
determ ined by a special
sp ecia l form of
o f ability check,
ch ecks. If a circumstance
checks. circu m stan ce suggests that your proficiency called a contest.
bonus
bon u s applies more
m ore than once
on ce to the same
sa m e roll, you still Both
B oth participants in a contest make m ake ability checks
ch eck s
acid
add it only once
on ce and multiply or divide it only once.on ce. appropriate to their efforts. They Th ey apply all appropriate
By the sam
samee token, if a feature or effect allows
allow s you bonuses
b on u ses and penalties, but instead of o f comparing
com p a rin g the
to multiply your proficiency bonus when
bon u s w hen making
m akin g an total to a DC, they compare
com pa re the totals of o f their two
tw o
ability check
ch eck that wwouldn't
ou ldn ’t normally
norm ally benefit from your checks. The participant with the higher check ch eck total wins
w in s
proficiency bonus, you still don'tdon ’t add the bon
bonusu s to the the contest. That character or monster
m onster either succeeds
su cce e d s
check. For that check
ch eck your proficiency bon bonus
u s is 0, given at the action or prevents the other one on e from succeeding.
su cceedin g.
m ultiplying O
the fact that multiplying 0 by any n number
um ber is still 0. For If the contest results in a tie, the situation remains rem ains the
instance, if you lack proficiency in the History
H istory skill, same
sam e as it was
w as before the contest. Thus, one on e contestant
you gain no benefit from a feature that lets you double might
m ight w in the contest by default. If two
win tw o characters tie in
your proficiency bonbonusus wwhen
hen you makem ake Intelligence a contest to snatch a ring off the floor, neither character
(History)
(H istory) checks. grabs it. In a contest between
b etw een a monster
m onster trying to open
In general, you don't
d on ’t multiply your proficiency bon bonus
us a door
d oor and an adventurer trying to keep the door d oor closed,
throw s. If a feature or effect
for attack rolls or saving throws. a tie means
m eans that the door
d oor remains
rem ains shut.
allows
allow s you to do so, these same sam e rules apply.
S
SKILLS
k il l s
A
ABILITY C hecks
b i l i t y CHECKS Each
E ach ability covers a broad range of o f capabilities,
An ability check
ch eck tests a character's
character’s or monster's
m on ster’s innate including skills that a character or a monster m onster can be
talent and training in an effort to overcome
ov ercom e a challenge. proficient in. AA skill represents a specific
sp ecific aspect of o f an
The DM calls for an ability check ch eck when
w hen a character or ability score, and an individual's
individual’s proficiency in a skill
monster
m onster attempts
attem pts an action (other than an attack) that demonstrates
dem onstrates a focus
focu s on that aspect. (A character's
character’s
has a chance
ch a n ce of
o f failure. When
W h en the outcome
ou tcom e is uncertain, starting skill proficiencies
proficien cies are determined
determ ined at character ,
the dice
d ice determine
determ ine the results. creation, and a monster's
m on ster’s skill proficiencies appear in
For every ability check, the DM decides w which
hich of
o f the six the monster's
m on ster’s stat block.)
abilities is relevant to the task at hand and the difficulty For
F or example,
exam ple, a Dexterity checkch eck mmight
ight reflect a
of
o f the task, represented by a Difficulty Class. The more m ore character's
character’s attempt to pull off an acrobatic stunt, to palm palm
difficult a task, the higher its DC. The Typical Difficulty an object, or to stay hidden. Each of o f these
th ese aspects
a sp ects ofof
Classes
C lasses table shows
sh ow s the most
m ost common
com m on DCs.
D Cs. Dexterity has an associated
a ssocia ted skill: Acrobatics,
A crobatics, Sleight of of
Hand, and Stealth, respectively. So S o a character who w h o has
TYPICAL
T y p i c a l DIFFICULTY
D i f f i c u l t y CLASSES
C lasses proficiency in the Stealth skill is particularly g good
o o d at
Task Difficulty DC Dexterity
D exterity checks
ch eck s related to sneaking
sn eaking and hiding.
The skills related to each ability score sc o r e are shown
sh ow n in
Very easy 5
the following
follow in g list. (No
(N o skills are related to Constitution.)
Easy 10
See
S e e an ability's
ability’s description in the later sections
section s ofo f this
Medium 15
chapter for examples
exam ples of how
of h ow to uuse
se a skill associated
Hard 20 with
w ith an ability.
Very hard 25
Nearly impossible 30 Strength Wisdom
W isdom
Athletics
A thletics Animal
A n im al Handling
H andling
To make
m ake an ability check, roll a d20d2 0 and add the Dexterity Insight
relevant ability modifier. As A s with
w ith other d20
d 2 0 rolls, apply Acrobatics Medicine
M edicine
A crobatics
bonuses
bon u ses and penalties, and compare
com pa re the total to the DC. Perception
Perception
Sleight of
o f Hand
If the total equals or exceeds
e x ceed s the DC, the ability check
ch eck Stealth
Survival
is a success-the
su c c e s s —the creature overcomes
ov ercom es the challenge Charisma
at hand. Otherwise,
O therw ise, it's
it’s a failure, which
w h ich means
m eans the
Intelligence
Deception
D eception
character or monster
m on ster makes
m akes no progress
p rogress toward
tow ard the
Arcana
A rcan a
History Intimidation
Intim idation
objective or makesm ak es progress
p rogress combined
com bin ed wwith
ith a setback Performance
P erform an ce
determined
determ ined by the DM.
Investigation
Nature
Persuasion
P ersu asion

C o n t e s t s _______________________________
CONTESTS Religion
R eligion

Sometimes
S om etim es oneon e character's
character’s or monster's
m on ster’s efforts are Sometimes,
S om etim es, the DM might
m ight ask for an ability check
ch eck
directly opposed
op p o s e d to another's.
another’s. This
T h is can occur when
o c cu r w hen both using a specific
sp ecific skill-for
skill—for example,
exam ple, "Make
“M ake a Wisdom
W isd om
of
o f them are trying to do the same sam e thing and only one (Perception)
(P erception ) check."
ch eck .” At other times,
tim es, a player might
m ight ask
can succeed.
su cceed , such as attempting
attem pting to snatch up a magic
m agic the DM if proficiency in a particular skill applies to a
ring that has fallen on the floor. This situation also check. In either case, proficiency in a skill means
m eans an
applies when
w hen oneon e of
o f them is trying to prevent the other individual can add his or her proficiency bon bonus
u s to ability
one from accomplishing
accom p lish in g a goal-for
goal—for example,
exam ple, when
w hen a checks
ch eck s that involve that skill. Without
W ithout proficiency in the
monster
m onster tries to force open a door d oor that an adventurer skill, the individual makes
m akes a normal
n orm al ability check.
For example,
exam ple, if a character attempts
attem pts to climb
clim b up a character w
who can't
h o lacks that proficiency ca n ’t help another
dangerous
dangerou s cliff, the Dungeon
D u n geon Master might
M aster m ight ask for a character in that task. M
Moreover,
oreover, a character can help
Strength (Athletics) check.
check . If the character is proficient only when tw
twoo or m
more
ore individuals wworking
orking together
in Athletics, the character's
character’s proficiency bonus
bon u s is added would
w ould actually be productive. Some
S om e tasks, such as
to the Strength check. If the character lacks that threading a needle, are no easier with help.
proficiency, he or she ju
just
st makes
m ak es a Strength check.
GROUP CHECKS
G roup C hecks
VARIANT:
V a r i a n t : SKILLS
S k i l l s WITH
w i t h DIFFERENT
D i f f e r e n t ABILITIES
A b il it ie s When number
W h en a num ber ooff individuals are trying to a accomplish
ccom plish
Normally, your proficiency in a skill applies only to a som eth in g as a group, the DM might ask for a group
something
sp ecific kind of
specific o f ability check. Proficiency
P roficiency in Athletics, ability check. In such a situation, the characters w who
h o are
for example,
exam ple, usually applies to Strength checks. ch eck s. In some
som e skilled at a particular task help cover th those
ose wwho
h o aren't.
situations, though, your proficiency might m ight reasonably To m
make
ake a group ability check, everyone in the group
apply to a different kind of o f check. In such cases,
ca ses, the DM makes
m akes the ability check. If at least h half group
alf the group
might ask for a checkch eck using
u sin g an unusual combination
com bination of of succeeds,
su cceed s, the w whole
hole group su succeeds.
cceed s. OOtherwise,
therw ise,
ability and skill, or you mightm ight ask your DM if you can the group fails.
apply a proficiency to a different check. check . For example,
exam ple, Group checks
G roup ch eck s ddon't come
on ’t co they're
m e up very often, and they’re
if you have to swim
sw im from an offshore
offsh ore island to the most
m ost useful w when
hen all the characters su succeed
cceed or
mainland,
m ainland, your DM D M might
m ight call for a Constitution checkch eck fail as a group. For examexample, when
ple, w hen adventurers are
to see if you have the stamina
stam ina to make
m ake it that far. In this navigating a swamp.
sw am p, the DM DM might call for a group
case, your DM might m ight allow you to apply your proficiency Wisdom
W isd om (Survival) ch check
eck to see if the characters cancan
in Athletics and ask for a Constitution (Athletics) check. avoid the quicksand, sink sinkholes,
h oles, and other natural
So
S o if you're
y ou ’re proficient in Athletics,
A thletics, you apply your hazards ooff the environm
environment. ent. If at least hhalf group
alf the group
proficiency bon bonus
u s to the Constitution check just
ch eck ju st as you succeeds,
su cceed s, the susuccessful
ccessfu l characters are able to guide
would
w ou ld normally
norm ally do for a Strength (Athletics) check. their com
companions
p a n ion s out ooff danger. O Otherwise, group
therw ise, the group
Similarly, when
w hen your half-ore
h alf-orc barbarian usesu ses a display stumbles
stum bles into on onee ooff these hazards.
of
o f raw strength to intimidate
intim idate an enemy, your DM might
ask for a Strength (Intimidation)
(Intim idation) check, even though U s in g E
USING ach A
EACH ABILITY
b il it y
Intimidation
Intim idation is normally associated
n orm ally associa ted with
w ith Charisma.
Charism a.
Every task that a character or mmonster
onster mmight
ight attempt
P a s s i v e CHECKS
PASSIVE C hecks in the gam
gamee is covered
covered by one ooff the six abilities. This
section explains in m
more
ore detail what those abilities
A passive check ch eck is a special
sp ecia l kind ofo f ability check
ch eck that mean
m ean and the wways used
ays they are u game.
sed in the gam e.
doesn't
d o e s n ’t involve any die rolls. Such
S u ch a check
ch eck can represent
the average result for a task done d on e repeatedly, such as St r e n g t h
STRENGTH
searching
search in g for secret d doors
o o rs over and over again.
again, or can
Strength mmeasures bodily
easu res bod power,
ily pow er, athletic training, and
be used when w hen the DM wants
w ants to secretly determine
determ ine
the extent to w
which can exert raw physical force.
hich you can
whether
w hether the characters succeed su cceed at something
som eth in g without
rolling
rollin g dice, such as noticing
n oticin g a hidden monster. St r e n g t h C
STRENGTH CHECKS
hecks
Here's
H ere’s how h ow to determine
determ ine a character's
character’s total for a
A Strength ch check model
eck can m od el any attempt to lift, push,
passive check:
pull, or break something,
som ething, to force your b body
od y through a
10 ++ all modifiers that normally apply to the check space, or to oth
otherwise
erw ise apply brute force to a situation.
The A Athletics certain kinds ooff
thletics skill reflects aptitude in certain
If the character has advantage on the check, add 5. For
Strength checks.
disadvantage, subtract 5. The game gam e refers to a passive
Athletics. Your Strength (Athletics) ch check covers
eck covers
check
ch eck total as a score.
difficult situations you en
encounter while
cou nter w climbing,
hile clim bing,
For
F or example,
exam ple, if a 1st-level character has a Wisdom
W isd om of
of
jumping.
jum ping, or swimming. Examples
sw im m in g. E xam ples include the
15 and proficiency in Perception.
P erception, he or she has a passive
following
follow in g activities:
Wisdom
W isd om (Perception)
(P erception ) score
sc o r e of
o f 14.
The
T h e rules on hiding in the "Dexterity"
“D exterity” section below
below •• You attempt to climb
clim b a sheer or slippery cliff, avoid
rely on passive checks,
ch ecks, as do the exploration rules hazards w while scaling
hile scalin cling
g a wall, or clin surface
g to a surface
in chapter 8. while
w hile something knock
som eth in g is trying to k n ock you off.
• You try to ju
jump
m p an unusually lonlongg distance or pull
W o r k i n g TOGETHER
WORKING To g e t h e r o ff a stunt midjump.
off
• You struggle to swim
sw im or stay afloat in treach
treacherous
erou s cur-
cu r­
Sometimes
S om etim es two
tw o or more
m ore characters team up to attempt a
storm-tossed
rents, storm -tossed wwaves,
aves, or areas ooff thick seaw
seaweed.
eed.
task. The
T h e character who's
w h o ’s leading the effort- or the one
effort—or
Or another creature tries to push or pull you u underwa-
nderw a­
with the highest ability modifier-
m odifier—cancan make
m ake an ability
ter or oth
otherwise
erw ise interfere wwith
ith your swimming.
sw im m ing.
check
ch eck with advantage, reflecting the help provided by
the other characters. In combat,
com bat, this requires the Help Other Strength Checks. The DM DM m might
ight also call for
action (see chapter 9). a Strength chcheck when
eck w accomplish
hen you try to accom plish tasks like
A character can only provide help if the task is one on e that the following:
follow ing:
he or she could attempt alone. For example,
exam ple, trying to
open a lock requires proficiency with thieves'
thieves’ tools, so a
• Force
F orce open
op en a stuck, locked, or barred d door
oor VaAR r IA NT:
ia n t : ENC
En cuUMBRANCE
m brance
• Break
B reak free of
o f bonds
bon ds The rules for lifting and carrying
carryin g are intentionally
• Push
P ush through a tunnel that is too small
sm all simple.
sim ple. Here
H ere is a variant if you are looking
look in g for more
m ore
• Hang
H ang on to a wagon
w agon wwhile
hile being
bein g dragged
d ragged behind it detailed rules for determining
determ ining howh ow a character is
• Tip over a statue hindered
h indered by the w weight
eight ooff equipment.
equipm ent. When
W h en you use this
• Keep
K eep a bou
boulder
lder from rolling variant, ignore the Strength columncolum n of o f the A
Armor
rm or table
in chapter 5.
A tTTACK R olls A
t a c k ROLLS an ND D a m aAGE
d DAM ge
If you carry weight
w eight in excess
ex cess ofo f 5 times
tim es your Strength
You add your Strength modifier
m odifier to your attack roll and score, you are encumbered, w which
hich means
m eans your speed
sp eed
your damage
dam age roll w when
hen attacking w with
ith a melee
m elee weapon
w eapon drops
d rops by 10 feet.
such as a mace,
m ace, a battleaxe,
battleaxe, or a javelin. You use If you carry w weight
eight in excess
ex ce s s of
o f 10 times
tim es your
melee
m elee wweapons
ea p on s to m
make
ake m elee attacks in hand-to-hand S trength score, up to your maximum
Strength m axim u m carrying
carryin g capacity,
combat,
com bat, and some
som e of
o f them can b bee throw
thrown n to make
m ake a you are instead heavily encumbered, which w hich means
m eans your
ranged attack. speed
sp eed drops
d rops by 20 feet and you have disadvantage on
ability checks,
ch eck s, attack rolls, and saving throwsth row s that use
LIF
L i f TI NG
t in g A
anND
d CA
C a rRRYING
r y in g
Strength, Dexterity, or Constitution.
Your Strength score
sc o r e determines
determ ines the a ammount
ount of
o f weight
w eight
you can bear. The following
follow in g terms
term s define wwhat
hat you can
D e x t e RITY
DEXTE r ity
lift or carry.
Carrying Capacity. Your carryin ca rryingg capacity is your Dexterity measures
m ea su res agility, reflexes, and balance.
Strength score
sco re multiplied by 15. This is the weight w eight (in
D e x t e r i t y CHECKS
DEXTERITY C hecks
pounds) that you can carry, which w hich is high enough that
most
m ost characters don't
d on ’t usually have to worry
w orry about it.
A
A Dexterity check
ch eck can model
m odel any attempt to movem ove
nimbly, quickly, or quietly, or to keep from falling
Push, Drag, or Lift. You ca n push, drag, or lift a
weight
w eight in pounds
pou n d s up to twice
tw ice your carrying capacity
on tricky footing. The
The A Acrobatics,
crobatics, Sleight ofo f Hand,

(or 30 times
tim es your Strength
Stren gth score). WhileW h ile pushing or
and Stealth skills reflect aptitude in certain kinds of of

dragging weight
w eight in excess
ex ce s s of
o f your carrying
carryin g capacity,
Dexterity
D exterity checks.
Acrobatics. Your Dexterity
D exterity (Acrobatics)
(A crobatics) check
ch eck covers
your speed
sp eed drops
d rops to 5 feet.
Size and Strength. Larger creatures can bear more
m ore
your attempt to stay on your feet in a tricky situation,
weight, whereas such as wwhen you're
hen y ou ’re trying to run across
a cross a sheet ofo f ice,
w eight, w h ereas Tiny creatu
creatures
res can carry less. For
balance on a tightrope, or stay upright on a rocking
rock in g
each size category above Medium,
M edium , double the creature's
creatu re’s
carrying ship's
ship’s deck.
deck. The DM might
m ight also call for a Dexterity
carryin g capacity and the amount
am ount it can push, drag, or
lift. For
F or a Tiny creature, halve th
these
ese w eights.
(Acrobatics)
(A crobatics) check
ch eck to see if you can p perform
erform acrobatic
stunts, including dives, rolls, somersaults,
som ersaults, and flips.
Sleight of
o f Hand.
Hand. Whenever
W h enever you attempt an act of of A r m o r CLASS
ARMOR G lass
legerdemain
legerdem ain or manual
m anual trickery, such as planting Depending
D epen d in g on the armor
arm or you wear, you might add some
som e
something
som eth in g on someone
so m e o n e else or concealing
con cea lin g an object on or all of
o f your Dexterity m
modifier Armor
odifier to your A rm or Class,
your pperson,
erson , make
m ake a Dexterity
D exterity (Sleight ooff Hand)
H and) check. as described
d escrib ed in chapter 5.
The DM
D M might
m ight also call for a Dexterity
D exterity (Sleight of o f Hand)
H and)
check
ch eck to determine
determ ine w whether
hether you can lift a coin pu purse
rse off In it ia t iv e
INITIATIVE
another p person
erson or slip something
som eth in g out of
o f another At the begin
beginning
n in g of
o f every combat,
com bat, you roll initiative
person's
p erson ’s pocket. by making
m aking a Dexterity
D exterity check. Initiative determ
determines
ines
Stealth.
Stealth. Make
M ake a Dexterity
D exterity (Stealth) check
ch eck when
w hen you the order of
o f creatures'
creatu res’ turns in combat,
com bat, as described
d escrib ed
attempt to conceal
con cea l yourself
y ou rself from enemies,
en em ies, slink past in chapter 9.
guards, slip away w without being
ithout bein noticed,
g n oticed, or sneak
sn eak up on
someone
som eon e without being seen or heard. CONSTITUTION
C o n stitu tio n
Other Dexterity Checks. The T he DM might call for a Constitution measures
m easu res health, stamina,
stam ina, and vital force.
Dexterity check
ch eck when
w hen you try to accomplish
accom p lish tasks like
the following:
follow ing: CONSTITUTION
C o n s t i t u t i o n CHECKS
C hecks
C ontrol a heavily laden cart on a steep descent
• Control descen t Constitution checks
ch eck s are u
uncommon,
n com m on , and no skills apply
• Steer
S teer a chariot around a tight turn to Constitution checks, bbecause
eca u se the endurance this
• Pick
P ick a lock ability represents is largely passive rather than involving
• Disable
D isable a trap a specific
sp ecific effort on the part ofo f a character or monster.
• Securely
S ecu rely tie up a prison
prisoner
er A
A Constitution
C onstitution check
ch eck can model
m od el your attempt to push
• Wriggle
W riggle free of
o f bonds
bon d s beyond
beyon normal
d norm al limits, however.
•• Play a stringed instrument
instrum ent The
T h e DM might
m ight call for a Constitution check
ch eck when
w hen you
• Craft a small
sm all or detailed object try to accomplish
a ccom plish tasks like the following:
follow ing:

• Hold
H old your breath
ATTACK
A t t a c k ROLLS
R o l l s AND
a n d DAMAGE
Damage
• March
M arch or labor for hours w without
ithout rest
You
Y ou add your Dexterity
D exterity modifier
m odifier to your attack roll and • Go
Go wwithout
ithout sleep
your damage
dam age roll w
when
hen attacking with
w ith a ranged weapon.
w eapon, • Survive wwithout food
ithout fo o d or water
such as a sling or a longbow.
longbow . You can also add your • Quaff
Q uaff an entire stein of
o f ale in one
on e go
Dexterity
D exterity modifier
m odifier to your attack roll and your damage
dam age
roll w
when
hen attacking with a melee
m elee wweapon
ea p on that has the HIT
H it POINTS
P o in t s
finesse
fin esse property, such as a dagger or a rapier. Your Constitution modifier
m odifier contributes to your hit
points. Typically, you add your Constitution modifierm odifier to
H idin g
HIDING each Hit Die
D ie you roll for your hit points.
When you try try to hide, make a Dexterity (Stealth) check. Until
If your Constitution modifier
m odifier changes, your hit point
you are discovered or you stop hiding, that check's check’s total is maximum
m axim u m changes as w well,
ell, as though you had the new new
contested by the Wisdom (Perception) check of o f any creature modifier
m odifier from 1st level. For example,
exam ple, if you raise your
that actively searches for signs of o f your presence. Constitution sc score
o r e when
w hen you reach 4th level and your
You can't
can’t hide from a creature that can see you, and if you Constitution modifier increases
m odifier in crea ses from +1 to +2, you
make noise (such as shouting a warning or knocking over a adjust your hit point maximum
m axim u m as though the modifier
m odifier
vase), you give away your position. An invisible creature can't can’t had always b been
een +2. SoS o you add 3 hit points for your
be seen, so itit can always try to hide. Signs of its passage first three levels, and then roll your hit points for 4th
might still be noticed, however, and itit still has to stay quiet. level using your newn ew modifier. Or if you're
you ’re 7th level and
In combat, most creatures stay alert for signs of
In o f danger
some
som e effect lowers
low ers your Constitution score
sco re so
s o as to
all around, so if you come out of o f hiding and approach
a creature, itit usually sees you. However, under certain reduce your Constitution modifier
m odifier by 1, your hit point
circumstances, the Dungeon Master might allow you to stay maximum
m axim u m is reduced by 7.
hidden as you approach a creature that is distracted, allowing
you to gain advantage on an attack before you are seen. In t e l l ig e n c e
INTELLIGENCE
Passive Perception. When you hide, there's there’s a chance
Intelligence measures
m easu res mental
m ental acuity, accuracy
accu racy of
o f recall,
someone will notice you even if they aren't searching. To
and the ability to reason.
determine whether such a creature notices you, the DM
compares your Dexterity (Stealth) check with that creature's creature’s
I n t e l l i g e n c e CHECKS
INTELLIGENCE C hecks
passive Wisdom (Perception) score, which equals 10 + the
creature’s Wisdom modifier, as well as any other bonuses
creature's An
A n Intelligence check
ch eck comes
c o m e s into play when
w hen you need
or penalties.
pe nalties . If
If the creature has advantage, add 5. For to draw on logic, education, memory,
m em ory, or deductive
disadvantage, subtract 5. reasoning. The Arcana,
The A rcana, History, Investigation, Nature,
For example, if a l1st-level
st-level character (with a proficiency and Religion
R eligion skills reflect aptitude in certain kinds of of
bonus ofo f +2) has a Wisdom of o f 15 (a
(a +2 modifier) and Intelligence checks.
proficiency inin Perception, he or she has a passive Wisdom Arcana. Your Intelligence (Arcana) check ch eck mmeasures
easu res
(Perception) of o f 14. your ability to recall lore about spells, magic
m agic items,
What Can You See? One of o f the main factors in in determining eldritch symbols, magical
sym bols, m agical traditions, the planes of of
whether you can find a hidden creature or object is how well
existence, and the inhabitants of o f those
th ose planes.
you can see in in an area, which might be lightly or heavily
History. Your Intelligence (History)
(H istory) check
ch eck measures
m easu res
obscured, as explained in in chapter 8.
your ability to recall lore about historical
h istorical events,

I I K
legendary people, ancient kingdoms,
k in gdom s, past disputes, Fin d in g A
FINDING H i d d e n OBJECT
a HIDDEN O b jec t
recent wars,
w ars, and lost civilizations. When your character searches for a hidden object such as
Investigation. When
Investigation. W h en you look around for clues and a secret door or a trap, the DM typically asks you to make a
make
m ake deductions based on those th ose clues, you makem ake an Wisdom (Perception) check. Such a check can be used to find
Intelligence (Investigation) check. You might m ight deduce
dedu ce the hidden details or other information and clues that you might
location ofo f a hidden object, discern from the appearance
appearan ce otherwise overlook.
of
o f a wound
w oun d what
w hat kind ofo f weapon
w eap on dealt it, or determine
determ ine
In
In most cases, you need to describe where you are looking
in
in order for the DM to determine your chance of o f success. For
the wweakest
eakest point in a tunnel that could cou ld cause
cau se it to
example, a key is hidden beneath a set of o f folded clothes in in
collapse.
collap se. Poring
P orin g through ancient scrolls in search sea rch of
of
the top drawer of
o f a bureau. If you tell the DM that you pace
a hidden fragment
fragm ent of
o f knowledge
kn ow led ge might
m ight also call for an around the room, looking at the walls and furniture for clues,
Intelligence (Investigation) check. yo
youu have no chance of o f finding the key, regardless of o f your
Nature. Your Intelligence (Nature) check ch eck mmeasures
easu res Wisdom (Perception) check result. You would have to specify
your ability to recall lore about terrain, plants and that you were opening the drawers or searching the bureau in in
animals,
anim als, the weather, and natural cycles. order to have any chance of o f success.
Religion. Your Intelligence (Religion)
(R eligion) check
ch eck mmeasures
easu res
your ability to recall lore about deities, rites and prayers, For example,
exam ple, you m might
ight try to hear a conversation
religious hierarchies, holy symbols,
sym bols, and the practices through a closed door, eavesdrop under an open op en window,
of
o f secret cults. or hear monsters
m on sters moving
m oving stealthily in the forest. Or O r you
Other Intelligence Checks. The DM might m ight call for an might
m ight try to spot things that are obscured
ob scu red or easy to
Intelligence check
ch eck when
w hen you try to accomplish
accom plish tasks like miss,
m iss, whether
w hether they are ores
orc s lying in ambush
am bush on a road,
the following:
follow ing: thugs hiding in the shadows
sh ad ow s ofo f an alley, or candlelight
,• Communicate
C om m u nicate with a creature w without
ithout using words
w ord s under a closed secret door.
,• Estimate
Estim ate the value of of a p
precious
reciou s item Survival. The
T h e DM might
m ight ask you to makem ake a Wisdom
W isd om
,• Pull together a disguise
disgu ise to pass as a city guard (Survival) check
ch eck to follow tracks, hunt w wild
ild game,
gam e, guide

• Forge
F orge a docum
document ent your group through frozen wastelands,
w astelands, identify signs
,• Recall
R eca ll lore about a craft or trade that owlbears
ow lbea rs live nearby, predict the weather, or avoid
,• Win
W in a game
gam e of
o f skill quicksand and other natural hazards.
Other Wisdom Checks. The DM D M might
m ight call for a
SPELLCASTING
S p e l l c a s t i n g ABILITY
A b il it y Wisdom
W isd om check
ch eck when
w hen you try to accomplish
accom p lish tasks like
Wizards
W izards use Intelligence as their spellcasting
sp ellcastin g ability, the following:
follow ing:
which
w hich helps determine
determ ine the saving throw DCs
D C s of
of ,• Get
G et a gut feeling about w
what
hat course
co u rse of
o f action to follow
spells
sp ells they cast.
• Discern whether
D iscern w hether a seemingly
seem in gly dead or living creature
is undead
W is d o m
WISDOM
Wisdom
W isd om reflects how
h ow attuned you are to the w
world
orld S p e l l c a s t i n g ABILITY
SPELLCASTING A b il it y
around you and represents perceptiveness and intuition. Clerics,
C lerics, druids, and rangers use Wisdom
W isd om as their
spellcasting
spellcastin g ability, which
w h ich helps determine
determ ine the saving
W i s d o m CHECKS
WISDOM C hecks throw
th row DCs
D C s of
o f spells
sp ells they cast.
A
A Wisdom
W isd om check
ch eck might
m ight reflect an effort to read body b od y
language, understand someone's
s o m e o n e ’s feelings, notice
n otice things C h a r is m a
CHARISMA
about the environment,
environm ent, or care for an injured person.
Charisma
C harism a measures
m easu res your ability to interact effectively
The
The AAnimal
nim al Handling, Insight, Medicine,
M edicine, Perception,
P erception,
ith others. It includes such factors as confidence
with
w con fid en ce
and Survival skills reflect aptitude in certain kinds of of and eloquence,
eloqu en ce, and it can represent a charming
charm ing or
Wisdom
W isd om checks. commanding
com m a n d in g personality.
Animal Handling.
Handling. W When
h en there is any question
whether
w hether you can calmcalm down
dow n a domesticated
dom esticated animal, C h a r i s m a CHECKS
CHARISMA C hecks
keep a mount
m ount from getting spooked,
sp ooked , or intuit an animal'sanim al’s A Charisma
A C harism a check
ch eck might
m ight arise when w hen you try to influence
intentions, the DM might
m ight call for a W Wisdom
isd om (Animal
(Anim al or entertain others, when w hen you try to make m ake an impression
im pression
Handling) check. You also make m ake a Wisdom
W isd om (Animal
(Anim al or tell a convincing
con vin cin g lie, or when
w hen you are navigating a
Handling) check
ch eck to control your mount m ount w when
hen you attempt tricky social
socia l situation. TheT h e Deception,
D eception , Intimidation,
Intim idation,
a risky maneuver. Performance,
P erform an ce, and Persuasion
P ersu asion skills reflect aptitude in
Insight. Your W Wisdom
isd om (Insight) check ch eck decides
d ecid es w whether
hether certain kinds of o f Charisma
C harism a checks.
you can determine
determ ine the true intentions of o f a creature, such Deception. Your Charisma
C harism a (Deception)
(D eception ) check
ch eck
as w
when
h en searching
search in g out a lie or predicting someone'ss o m e o n e ’s determines
determ ines w whether
hether you can convincingly
convin cin gly hide the
next move.
m ove. Doing
D oin g so
s o involves gleaning
glean in g clues from body b od y truth, either verbally or o r through your actions. This
language, speech
sp eech habits, and changes
ch a n g es in mannerisms.
m annerism s. deception can encompass
en com p a ss everything from misleadingm isleading
Medicine. A AW Wisdom
isd om (Medicine)
(M edicine) checkch eck lets you try to others through ambiguity
am biguity to telling outright lies. Typical
stabilize a dying companion
com pa n ion or diagnose
d ia gn ose an illness. situations include trying to fast-talk a guard, con a
Perception. Your WisdomW isd om (Perception) check ch eck lets merchant,
m erchant, earn money
m on ey through gambling,
gam bling, pass
pa ss yourself
you rself
you spot, hear, or otherwise
oth erw ise detect the presence
presen ce of off
o ff in a disguise, dull someone's
s o m e o n e ’s suspicions
su sp icion s with
w ith false
som ething. It measures
something. m easu res your general awareness
aw areness of of assurances,
assu ran ces, or m maintain
aintain a straight face while w hile telling
your surroundings and the keennesskeen ness of o f your senses.
sen ses. a blatant lie.
lie.
Intimidation. When W h en you attempt to influence someone som eon e
through overt threats, hostile actions, and physical
violence,
violen ce, the DMDM m might
ight ask you to make
m ake a Charisma
C harism a
(Intimidation)
(Intim idation) check. Examples
E xam ples include trying to pry
information
inform ation out of o f a prisoner, convincing
con vin cin g street thugs
to ba
back
ck down
d ow n from a confrontation, or using the edge of of
a broken bottle to convince
con v in ce a sneering
sn eerin g vizier to
reconsider
recon sid er a decision.
Perform
Performance.ance. Your Charisma
C harism a (Performance)
(P erform a n ce) chcheck
eck
determines
determ ines h how
ow well
w ell you can delight an audience with
music,
m usic, dance, acting, storytelling, or some som e other form of of
entertainment.
entertainm ent.
Persuasion. When W h en you attempt to influence someone som eon e
or a group of of ppeople
eop le wwith
ith tact, social
so cia l graces, or good
g ood
nature, the DM D M might ask you to make m ake a Charisma
C harism a
(Persuasion)
(P ersu asion) check. Typically, you use persu persuasion
asion wwhen
hen
acting in good
g o o d faith, to foster friendships, make m ake cordial
requests, or exhibit pproper roper etiquette. Examples
E xam ples of of
persuading
persu ading others include con convincing
vin cin g a chamberlain
cham berlain to
let your party see the king, negotiating ppeace between
e a ce betw een
warring
w arrin g tribes, or inspiring a crowd crow d ofo f townsfolk.
tow nsfolk.
Other Charisma Checks. The T h e DM
D M might
m ight call for a
Charisma
C harism a ch check
eck when
w hen you try to accomplish
a ccom plish tasks like
the following:
follow ing:

,• Find the best person


p erson to talk to for news,
new s, rumors,
rum ors,
and gossip
,• Blend into a crowd
crow d to get the sense
sen se of
o f key topics
of
o f conversation

SPELLCASTING
S p e l l c a s t i n g ABILITY
A b il it y
Bards, paladins, sorcerers, and w warlocks
arlock s use Charisma
Charism a
as their spellcasting
sp ellcastin g ability, which
w hich helps determine
determ ine the
saving throw
th row DCs
D C s of
o f spells
sp ells they cast.

S a v i n g THROWS
SAVING T hrows
A
A saving th throw-also
row —also called a save-represents
save—represents an
attempt to resist a spell, a trap, a ppoison, oison , a disease, or
a similar
sim ilar threat. You don't
d on ’t normally
norm ally d decide
ecide to mmake
ake a
saving throw;
throw ; you are forced to m makeake one
on e bbecause
eca u se your
character or monster
m on ster is at risk of o f harm.
To make
m ake a saving throw, roll a d20 d2 0 and add the
appropriate ability m modifier.
odifier. For
F or example,
exam ple, you u use
se your
Dexterity
D exterity m modifier
odifier for a Dexterity
D exterity saving throw.
A
A saving th throw
row can be modified
m od ified by a situational
bonus
bon u s or penalty and ca can
n be affected by advantage
and disadvantage, as determined
determ ined by the DM.
Each
E ach class gives proficiency in at least two tw o saving
throws.
throw s. The
The w wizard,
izard, for example,
exam ple, is proficient
in Intelligence saves. As with
As w ith skill proficiencies,
proficiency in a saving throw lets a character add his
or her proficiency bonus to saving throw throwss made
m ade using
a particular ability score. Some S om e monsters
m onsters have saving
throw proficiencies as well.
The
T h e Difficulty Class
C lass for a saving throw th row is determined
determ ined
by the effect that causes
ca u ses it. For
F or example,
exam ple, the DC D C for a
saving th throw
row allowed
allow ed by a spell is determ determined
ined by the
caster's
caster’s spellcasting
sp ellcastin g ability and proficiency bonus.
The
T h e result of
o f a successful
su ccessfu l or failed saving throw th row is
also
a lso detailed in the effect that allows allow s the save. Usually,
a successful
su ccessfu l save means
m ea n s that a creature suffers no
harm,, or redu
harm reduced
ced harm,
harm , from an effect.
C
CHAPTER 8:: A
hapter 8 ADVENTURING
d v e n tu r in g
D
E LVING INTO THE ANCIENT
ELVING ANCI ENT TOMB OF HORRORS.
slipping through the b a ck alleys ooff
back
M
MOVEMENT
ovement
Waterdeep,
W aterdeep, h hacking through
acking a fresh trail through Swimming
S w im m in g a cross a rushing river, sneaking
across down
sn eaking dow n a
the thick jujungles Dread-these
n g les on the Isle ooff D rea d—these dungeon corridor, scaling a treacherous m ountain sslope-
mountain lo p e -
are the things that D DUNGEONS
ungeons & &D DRAGONS
ragons movement
all sorts ooff m D&D adventures.
ovem ent play a key role in D&D
adventures are m made
ade of. Your character in DM can
The DM summarize
can su m m arize the adventurers’ movement
adventurers' m ovem ent
gamee m
the gam might
ight explore forgotten ruins and without
w ithout calculating distances
calculating exact dista times:
n ces or travel tim "You
es: “You
uncharted
u ncharted lands, u uncover sinister
secrets and sinister
ncover dark secrets travel through the forest and find the du dungeon entrance
ngeon entrance
plots, and slay foul m monsters.
onsters. A And goes
nd if all g well,
oes w your
ell, your day." Even in a dungeon,
evening ooff the third day.”
late in the evening
character w will claim rich rew
ill survive to claim rewards before
ards before particularly a large du network,
ngeon or a cave netw
dungeon ork, the
em barking on a n
embarking ew adventure.
new DM
DM can summarize
su m m arize m movement
ovem ent b etw een encounters:
between
This covers the ba
T h is chapter covers sics of
basics o f the adventuring life, “A fterr killing the guardian at the entrance to the ancient
"Afte
from the m movement
ech an ics ooff m
mechanics ovem ent to the com plexities ooff
complexities dw arven stronghold.
dwarven stronghold, you consult your map, w which
hich leads
social
so cia l interaction. T The
h e rules for resting are also in this you through m echoing
iles ooff ech
miles corridors
oin g corrid chasm
ors to a chasm
chapter, along w with
ith a discu ssion ooff the activities your
discussion bridged by a nnarrow
bridged arch."
arrow stone arch.”
character might pursue b between
etw een adventures. Sometimes
S om etim es it’s important,
it's im portant, though, to kn know
ow hhow long
ow long
Whether
W h eth er adventurers are exploring dungeon
exploring a dusty dungeon it takes to get from on one spot
e sp ot to another, w hether the
whether
p lex relationships ooff a royal court, the gam
complex
or the com gamee answer
answ er is in days, hours, or minutes. The
minutes . T h e rules for
followss a natural rhythm, as outlined in the bbook's
follow o o k ’s determining
determ ining travel tim depend
timee depen twoo factors: the
d on tw
introduction: speed
sp eed and travel pa ce ooff the creatures m
pace moving
ovin g and the
terrain they're m moving
oving over.
The
1. T DM ddescribes
h e DM environment.
escrib es the environm ent.
2. The describe
T h e players d what
escrib e w hat they wwant
ant to do.
S
SPEED
peed
3. The DMDM narrates the results of o f their actions.
Eve ry character and m
Every onster has a speed,
monster sp eed, wwhich
h ich is
Typically, the D DMM uuses
ses a mmap ap as an outline ooff the monster
the distance in feet that the character or m onster
characters' pprogress
adventure, tracking the characters’ rogress as they
can w number
alk in 1 round. This num
walk assumes
ber a ssu m es short
dungeon
explore du corridors
ngeon corrid ors or w wilderness
ild ern ess regions. bursts ooff energetic mmovement
ovem ent in the m idst ooff a life-
midst
The
T DM's
he D M ’s notes, including a key to the map, describedescribe threatening situation.
w hat the adventurers find as they enter each n
what ew area.
new determine how character
The
T following
h e follow in g rules determ ine h ow far a character
Sometimes,
S om etim es, the pa timee and the
ssa ge ooff tim
passage adventurers'
th e adventurers’ monster
or m can m
on ster can move minute, an hour, or a day.
ove in a minute,
determine
actions determ ine what happens, sso o the DMDM might
use
u timeline
se a tim flowchart
eline or a flow progress
chart to track their progress T ravel P
TRAVEL PACE
ace
map.
instead ooff a map. While
W o f adve
traveling, a group of
h ile traveling, nturers can
adventurers can m ove at a
move
normal,
norm al, fast, or slow sh ow n on the Travel P
slow pace, as shown Pace
ace
T
TIME
im e ta ble. The table states h
table. how
ow far the party can m move
ove in a

passage whether
timee and w
p eriod ooff tim hether the p pace
a ce has any A
a ny effect. A
In situations w where keeping
h ere keepin g track ooff the pa ssa ge of
timee a task pace
fast p makes
a ce m a kes characters less perceptive, w while slow
hile a slow
important,
timee is im
tim portant, the DM determines
DM determ ines the tim
scale
timee scale pace m makes possible
akes it p sneak
ossib le to sn eak around and to sea search
rch an
requires. T The DM
he D M mmight
ight use a different tim
area m "Activity W
ore carefully (see the “Activity
more While Traveling"
h ile Traveling”
depending
depen on the context ooff the situation at hand. In
din g on
dungeon
a du environment,
ngeon environm adventurers' m
ent, the adventurers’ movement
ovem ent
section later in this chapter for m
section more information).
ore inform ation).
Forced March. T The
h e Travel P Pace assumes
ace table assu m es that
happens on scale ooff minutes. It takes them about a
on a scale
minute
m inute to creep down
creep dow long hallway, another m
n a long minute
inute
characters travel for 8 h hours
ours in day. can push on
day. They can
b eyond
beyon d that limit, at the risk ooff exhaustion.
check
to ch e ck for traps on oor at the end ooff the hall, and
on the ddoor
beyond
For each additional hour ooff travel beyon d 8 hours,
aggood
o o d ten m sea rch the chamber
inutes to search
minutes beyond
ch a m ber beyon d for
anything interesting or valuable.
the characte
charactersrs cover the distance shown
sh ow n in the H Hour
our

ildern ess, a scale ooff hours is often m more column


colu m n for their pace, and each character m must
ust mmake
ake
wilderness,
In a city oorr w ore
appropriate. Adventurers eager to reach the lonely tow tower
er
a Constitution saving ththrow e nd ooff the hour. The
row at the end
DC
D C is 10 + each hour past 8 hours. On a failed
+ 1 for each
at the heart ooff the forest hurry a across those
cross th miles
ose fifteen m iles
just hours' saving exhaustion
savin g throw, a character suffers one level ooff exhaustion
in ju st under four h ou rs’ time.
(see appendix A).
For
F long
or lon journeys,
g jou scale
rneys, a sca works
le ooff days w ork s best.
Mounts and Vehicles. For short spans ooff tim timee (up
Following
F from B
ollow in g the road from aldur’s Gate to W
Baldur's aterdeep, the
Waterdeep,
adventurers sp spend goblin
en d four uneventful days before a goblin
to an hour), mmany animals
any anim move
als m ove mmuch
uch faster than

ambush journey. humanoids.


hum anoids. AAm mounted
ounted character can ride at a gallop gallop
am bush interrupts their journey.
bat and other fast-paced situations, the game
combat
In com gam e
covering
for about an hour, coverin twice
g tw ice the usual distance for

relies on rounds, 6 -secon d span of


rounds, a 6-second timee ddescribed
o f tim escrib ed
mounts
pace. If fresh m
a fast pace. eve ry 8 to 10
availablee every
ounts are availabl

in chapter 9.
miles,
m iles, characters large r distances at this pace,
characters can cover larger
de nsely populated areas.
but this is very rare except in densely
Characters in wagons,
w agons, carriages, or other land DC
D C 10 Strength (Athletics) check ch eck to clear a low obstacle
vehicles
veh icles choose pace
c h o o s e a pa ce as normal.
norm al. Characters
C haracters in a (no taller than a quarter of o f the ju
jump's
m p ’s distance), such
su ch as
waterborne
w aterborn e v vessel
essel are limited
lim ited to the speed
sp eed ofo f the vessel a hedge
h edge or low w wall.
all. Otherwise,
O therw ise, you hit it.
(see chapter 5), and they don't d on ’t suffer penalties for a fast When
W h en you land in difficult terrain, you must m ust succeed
su cceed
pace
p a ce or gain benefits from a slow slow pace. Depending
D epen d in g on on a DCD C 10 Dexterity
D exterity (Acrobatics)
(A crobatics) checkch eck to land on your
the vessel
v essel and the size of o f the crew,
crew , ships might
m ight be able feet. Otherwise,
O therw ise, you land prone.
to travel for up to 24 hours pper er day. Highjump.
High Jump. When
W h en you makem ake a high jum jump, p, you leap
Certain special
sp ecia l mounts,
m ounts, such as a pegasus or griffon, into the air a number
num ber of o f feet equal to 3 + + your Strength
sp ecia l vehicles, such as a carpet of
or special flying, allow you
o f flying, modifier
m odifier if you move
m ove at least 10 feet on foot immediately
im m ediately
to travel more
m ore swiftly. The Master'ss Guide
T h e Dungeon Master’ before the jum
jump.p. When
W h en you make m ake a standing high jum jump,p,
contains
contain s more
m ore information
inform ation on special
sp ecia l methods
m ethods of o f travel. you can ju jump
m p only half
h alf that distance. Either way, each
foot you clear on the ju jump
m p costs
c o sts a foot ofo f movement.
m ovem ent. In
TRAVEL
T r a v e l PACE
Pa c e some
som e circumstances,
circu m stan ces, your DM might m ight allow you to makem ake
Distance Traveled per . ..
p e r... a Strength (Athletics) checkch eck to ju jump
m p higher than you
normally
norm ally can.
Pace Minute Hour Day Effect
You can extend your arms arm s halfh alf your height above
Fast 400 feet 4 miles 30 miles -5 penalty to yourself
y ou rself during the jum
jump. p. Thus, you can reach above
passive Wisdom you a distance equal to the height of o f the ju
jump
m p plus 11½/2
(Perception)
(Percepti on) scores times
tim es your height.
Normal 300 feet 3 miles 24 miles —

Slow 200 feet 2 miles 18 miles Able to use stealth ACTIVITY


A c t i v i t y WHILE
W h i l e TRAVELING
T r a velin g
As
A s adventurers travel through a dungeon
du ngeon or the
D i f f i c u l t TERRAIN
DIFFICULT T e r r a in wilderness,
w ildern ess, they n
need
eed to remain
rem ain alert for danger, and
The
T h e travel speeds
sp eed s given in the Travel Pace
P a ce table some
so m e characters might perform
m ight p erform other tasks to help
assume
assu m e relatively simple
sim ple terrain: roads, open plains,
the group's
grou p’s journey.
or clear dungeon
du ngeon corridors. But adventurers often face
MARCHING
M a r c h i n g ORDER
O rder
dense
den se forests, deep swamps,
sw am ps, rubble-filled ruins, steep
The
T he adventurers should
sh ou ld establish a marching
m arch ing order.
mountains,
m ountains, and ice-covered
ice-cov ered ground-all
grou n d—all considered
con sidered
A
Am marching
arch ing order makes
m akes it easier to determine
determ ine which
w hich
difficult terrain.
characters are affected by traps, whichw h ich ones
on es can
ca n spot
You m move
ove at half
h alf speed
sp eed in difficult terrain-moving
terrain—m oving
hidden enemies,
en em ies, and wwhich
hich ones
on es are the closest to those
1 foot in difficult terrain ccosts
o sts 2 feet of
o f speed-so
sp e e d —s o you
enemies
en em ies when
w hen a fight breaks out.
can cover only h half
alf the normal
n orm al distance in a minute,
A character might
A m ight occupy
occu p y the front rank, one or morem ore
an hour, or a day.
middle
m iddle ranks, or the back rank. Characters
C haracters in the front
and baback
ck ranks nneed
eed enough
en ough room
r oom to travel side by
S p e c i a l TYPES
SPECIAL T y p e s OF M ovement
o f MOVEMENT
side wwith
ith others in their rank. When
W h en space
sp ace is too tight,
Movement
M ovem ent through dangerous
dangerou s dungeons
du ngeon s or wilderness
w ildern ess the marching
m arch ing order must change, usually by m moving
oving
areas often involves more
m ore than simply
sim ply walking.
w alking. characters to a middle
m iddle rank.
Adventurers might have to climb,
clim b, crawl, swim,
sw im , or ju
jump
mp Fewer Than Three Ranks. If an adventuring party
to get where
w here they n
need
eed to go. arranges its marching
m arching order with only two tw o ranks, they
are a front rank and a back rank. If there's
th ere’s only one
on e rank,
C l i m b i n g , SWIMMING,
CLIMBING, S w i m m i n g , AND C r a w l in g
a n d CRAWLING
it's
it’s considered
con sid ered a front rank.
While
W h ile climbing
clim bin g or swimming,
sw im m in g, each foot of
o f movement
m ovem ent
costs
co sts 1 extra foot (2 extra feet in difficult terrain), unless St e a l t h
STEALTH
a creature has a climbing
clim bin g or sw
swimming
im m in g speed. At the While
W h ile traveling at a slow
slow pace, the characters can move
m ove
DM's
D M ’s option, climbing
clim bin g a slippery vertical surface
su rface or stealthily. As
A s long
lon g as they're
they’re not in the open, they can try
one with
w ith few handholds
h andholds requires
requ ires a successful
su ccessfu l Strength to surprise
su rprise or sneak
sn eak by other creatures they encounter.
(Athletics) check. Similarly, gaining any distance in See
S e e the rules for hiding in chapter 7.
rough water might require a successful
su ccessfu l Strength
(Athletics) check. N
NOTICING T hreats
o t i c i n g THREATS
Use the passive Wisdom
W isd om (Perception)
(P erception ) scores
s c o r e s of
o f the
J
JUMPING
u m pin g characters to determine
determ ine whether
w hether anyone in the group
Your
Y our Strength determines
determ ines how
h ow far you can jum jump.
p. notices
n otices a hidden threat. The DM D M might decide
d ecide that a
Long Jump.
jump. WhenW h en you make
m ake a long ju jump,
m p, you cover a threat cacan n be noticed
n oticed only by characters in a particular
number
n um ber of o f feet up to your Strength scoresc o r e if you move
m ove at rank. For example,
exam ple, as the characters are exploring a
least 10 feet on foot immediately
im m ediately before the jum jump.
p. When
W h en maze
m aze ofo f tunnels, the DM might
m ight decide that only those
you make
m ake a standing long jum jump,
p, you can leap only h half
alf characters in the backba ck rank have a chance
ch a n ce to hear or
that distance. Either way, each foot you clear on the spot a stealthy creature following
follow in g the group, while w hile
jump
ju m p costs
c o sts a foot ofo f movement.
m ovem ent. characters in the front and middle
m iddle ranks cannot.
This
T his rule assumes
a ssu m es that the height of o f your ju jump
mp W h ile traveling at a fast pace, characters take a -5
While -5
doesn't
d oesn ’t matter, such as a ju jump
m p across
a cro ss a stream or penalty to their passive Wisdom
W isd om (Perception)
(P erception ) scores
s co re s
chasm.
chasm . At your DM's D M ’s option, you must succeed
su cce e d on a to notice
n otice hidden threats.

p T
Encountering Creatures. If the DM D M determines
determ ines S p l i t t i n g UP
SPLITTING U p THE Pa r t y
t h e PARTY
that the adventurers encounter
en cou nter other creatures whilew hile Sometimes, itit makes sense to split an adventuring party,
they're
they’re traveling, it's
it’s up to both groups
grou ps to decide what
d ecide w hat especially if you want one or more characters to scout ahead.
happens next. Either group m might
ight decide
d ecide to attack, You can form multiple parties, each moving at a different speed.
initiate a conversation, run away, or wait to see w what
hat the Each group has its own front, middle, and back ranks.
other group does. The drawback to this approach is that the party will be split
into several smaller groups in
in the event of
o f an attack. The
Surprising Foes. If the adventurers encounter
en cou nter a
advantage is that a small group ooff stealthy characters moving
hostile creature or group, the DM determines
determ ines whether
w hether
slowly might be able to sneak past enemies that clumsier
the adventurers or their foes
fo e s might bbee surprised
su rprised when
w hen characters would alert. A rogue and a monk moving at a slow
combat
com bat erupts. See
S e e chapter 9 for more
m ore about surprise. pace are much harder to detect when they leave their dwarf
paladin friend behind.
OTHER
O t h e r ACTIVITIES
A c t iv it ie s
Characters
C haracters w whoh o turn their attention to other tasks as the
group travels are not focused focu sed on w watching
atching for danger. For example,
exam ple, a creature with
w ith a Constitution ofo f 14 can
These
T h ese characters don't don ’t contribute their passive Wisdom W isd om m inutes. If it starts suffocating, it
hold its breath for 3 minutes.
(Perception)
(P erception ) scores
s c o r e s to the group's
grou p’s chance
ch a n ce of noticing
of n oticing has
h as 2 roun
rounds d rops to O
ds to reach air before it drops 0 hit points.
hidden
h idden threats. However, a character not w watching
atching for
danger can ddoo one on e of o f the following
follow in g activities instead, or VISION
V i s i o n AND
a n d LIGHT
L ig h t
some
so m e other activity with the DM's permission.
D M ’s perm ission . The most
m ost fundamental
fundam ental tasks of o f adventuring-noticing
adventuring—n oticing
Navigate. The T h e character can try to prevent the group danger, finding hidden objects, hitting an enemy enem y in
from becoming
b e co m in g lost, makingm akin g a W Wisdom
isd om (Survival) ch check
eck com bat, and targeting a spell, to name
combat, just
nam e ju st a few-
few —
when
w hen the DM D M calls for it. (The Master'ss Guide
(T h e Dungeon Master’ rely heavily on a character's
character’s ability to see. Darkness
D arkness
has
h as rules to determine
determ ine w whether
hether the group gets lost.) and other effects that obscure
ob scu re vision can prove a
Draw a Map. The T h e character can draw a map m ap significant hindrance.
that records
record s the group's
grou p’s p progress
rog ress and helps the A given area might
A m ight be lightly or heavily obscured.
ob scu red. In
characters get back ba ck on courseco u rse if they get lost. N Noo ability a lightly obscured area, such as dim light, patchy fog,
check
ch eck is required. or moderate
m oderate foliage, creatures
creatu res have disadvantage on
Track. A A character can follow the tracks of o f another Wisdom
W isd om (Perception)
(P erception ) checks
ch eck s that rely on sight.
creature, making
m ak in g a W Wisdom
isd om (Survival) check
ch eck w when
hen the A heavily obscured area-such
A area—such as darkness, opaque
DM
D M calls for it. (The Dungeon Master’ Master'ss Guide has rules fog, or dense
den se foliage-blocks
foliage—b lock s vision entirely. A A creature
for tracking.) in a heavily obscured
ob scu red area effectively suffers from the
Forage. The T h e character can keep an eye out for ready blinded condition (see appendix A).
sources
s o u rce s of
o f food
fo o d and water, making m aking a Wisdom
W isd om (Survival) The
The ppresence
resen ce or absence
ab sen ce of o f light in an environment
environm ent
check
ch eck when
w h en the DM calls for it. (The Master'ss
(T h e Dungeon Master’ creates three categories of o f illumination:
illum ination: bright light, dim dim
Guide has rules for foraging.) light, and darkness.
Bright light lets most
m ost creatures
creatu res see norm normally.
ally. Even
T h e ENVIRONMENT
THE E n v ir o n m e n t gloom y days provide bright light, as do torches, lanterns,
gloomy
By its nature, adventuring involves delving into places fires, and other sources
sou rces of
o f illumination
illum ination within
w ithin a
that are dark, dangerous,
dangerou s, and full of
o f mysteries
m ysteries to be
specific
sp ecific radius.
explored. The
T h e rules in this section cover some
so m e of
o f the
Dim light, also called shadows,
sh adow s, creates a lightly
most
m ost important
im portant wways
ays in wwhich
h ich adventurers interact with
obscured
ob scu red area. AnA n area ofo f dim light is usually a
the environment
environm ent in such places. TheT h e Dungeon Master’s
Master's boundary
bou n dary b between
etw een a source
so u rce ofo f bright light, such as
Guide has rules covering
coverin g more
m ore unusual situations.
a torch, and surrounding
su rrou nding darkness. The T h e soft light
of
o f twilight and dawn also countscoun ts as dim light. A A
Fa l l i n g
FALLING particularly brilliant full moon
m oon mightm ight bathe the land
in dim light.
A fall from a great height is one of
A o f the most
m ost common
com m on Darkness creates a heavily obscured o b scu red area. Characters
C haracters
hazards
h azards facing an adventurer. face darkness
darkn ess outdoors
ou tdoors at night (even most m ost moonlit
m oonlit
At the end of
o f a fall, a creature takes ld6
1d6 bludgeoning
bludgeon ing nights), within
w ithin the confines
con fin es ofo f an unlit dungeon
du ngeon or a
damage
dam age for every 10 feet it fell, to a maximum
m axim u m of
o f 20d6. subterranean vault, or in an area of magical
of m agical darkness.
The
T h e creature lands prone, u unless
nless it avoids taking
damage
dam age from the fall. B l in d s ig h t
BLINDSIGHT
A creature w
A with
ith blindsight can perceive its surroundings
surrou ndings
SUFFOCATING
Su f f o c a t in g without
w ithout relying on sight, within
w ithin a specific
sp ecific radius.
A creature can hold its breath for a number
A num ber of
o f minutes
m inutes Creatures w without
ithout eyes, such as oozes,
oo ze s , and creatures
equal to 1 + + its Constitution modifier
m odifier (minimum
(m inim um with
w ith echolocation
ech olocation or heightened senses,
sen ses, such as bats
of
o f 30 seconds).
secon ds). and true dragons, have this sense.
sen se.
When
W h en a creature runs out ofo f breath, it can survive for
D a r k v is io n
DARKVISION
a number
num ber ofo f rounds
roun ds equal to its Constitution modifier
m odifier
(minimum
(m inim um 1 round). At the start of o f its next turn, it drops
Many
M any creatures
creatu res in the w
worlds
orld s of
o f D&D, especially
esp ecia lly those
th ose
to O0 hit points and is dying.
that dwell
dw ell underground, have darkvision. Within
W ithin a
specified
sp ecified range, a creature wwith
ith darkvision can see in
darkness
darkn ess as if the darkness
darkn ess wwere
ere dim light, sos o areas can. The DMD M determines
determ ines an object's Armor
o b je ct’s A rm or Class
C lass and
of
o f darkness
darkn ess are only lightly obscured
ob scu red as far as that hit points, and might decide
d ecide that certain objects have
creature is concerned.
con cern ed . However, the creature can't
ca n ’t resistance
resistan ce or immunity
im m unity to certain kinds of o f attacks. (It's
(It’s
discern color in darkness, only shades
sh ad es of
o f gray. hard to cut a rop
ropee wwith
ith a club, for example.)
exam ple.) Objects
O bjects
always fail Strength and Dexterity
D exterity saving throws,
throw s, and
T r u e s ig h t
TRUESIGHT they are immune
im m une to effects that require other saves.
A creature with
A w ith truesight can, out to a specific
sp ecific range, When
W d rops to O
h en an object drops 0 hit points, it breaks.
see in normal
norm al and magical
m agical darkness, see invisible A
A character can also attempt a Strength check ch eck to
creatures
creatu res and objects, automatically
autom atically detect visual break an object. The
T h e DM
D M sets the DC D C for any such check.
illusions and succeed
su cce e d on saving throws
th row s against them,
and perceives the original form of o f a shapechanger
sh ap ech an ger or
a creature that is transformed magic.
S o c i a l INTERACTION
SOCIAL In t e r a c t io n
tran sform ed by m agic. Furthermore,
Furtherm ore,
the creature can see into the Ethereal
E thereal Plane.
Exploring
E xplorin g dungeons, overcoming
overcom in g obstacles, and slaying
monsters
m on sters are key parts of o f D&D
D & D adventures. N Noo less
FOOD
F o o d AND
a n d WATER
Water important,
im portant, though, are the social socia l interactions that
adventurers have with w ith other inhabitants of o f the world.
w orld.
Characters
C haracters w who
h o don't
d on ’t eat or drink suffer the effects of
of Interaction takes on m many
any forms.
form s. You might need
exhaustion (see appendix A). Exhaustion caused cau sed by lack
to convince
con v in ce an unscrupulous
u n scrupulou s thief
th ief to confess
co n fe s s to some
som e
of
o f food
fo o d or water can't bee removed
ca n ’t b rem oved until the character malfeasance,
m alfeasan ce, or you might m ight try to flatter a dragon so s o that
eats and drinks the full required
requ ired amount.
am ount. it w
will
ill spare your life. The DM assumes a ssu m es the roles of o f any
characters w who
h o are participating in the interaction that
FOOD
Fo o d
don't
don ’t belong
belon g to another player at the table. Any A n y such
A character needs
A n eeds one pound
on e pou n d of
o f food pper
er day and cancan
character is called a nonplayer character (NPC). (N PC ).
make
m ake food
fo o d last longer by subsisting on half h alf rations.
In general termterms,s, an NNPC's
P C ’s attitude toward
tow ard you is
Eating half
h alf a pound
pou n d of
o f food
fo o d in a day counts
coun ts as half
h alf a day
described
d escrib ed as friendly, indifferent, or hostile. Friendly
without
w ithout food.
NPCs
N P C s are p predisposed
red isp osed to help you, and hostile ones on es are
A
A character can go without
w ithout foodfo o d for a number
num ber ofo f days
inclined to get in your way. It's It’s easier to get what you
equal to 3 + + his or her Constitution modifier m odifier (minimum
(m inim um
want
w ant from a friendly N NPC,
PC , ooff course.
cou rse.
1). At the end ooff each day beyonbeyond d that limit, a character
Social
S o c ia l interactions have two primary
tw o prim ary aspects:
automatically
autom atically suffers one on e level of o f exhaustion.
roleplaying and ability checks.
A normal
A n orm al day of o f eating resets the count coun t of
o f days
without
w ithout food to zero.
ROLEPLAYING
R o le playin g

Water
WATER Roleplaying
R oleplaying is, literally, the act of o f playing out a role.
A character needs
A n eed s one gallon ofo f water per day, or twotw o In this case, it’s
it's you as a player determ
determining
ining howh ow your
gallons per day if the w
weather
eath er is hot. A A character w who
ho character thinks, acts, and talks.
drinks only hhalf
alf that much
m uch water mustm ust succeed
su cce e d on a Roleplaying
R oleplaying is a part of o f every aspect of o f the game,
gam e,
DC
D C 15 Constitution saving throw
th row oro r suffer one level of
of and it comes
c o m e s to the fore during social
socia l interactions.
exhaustion at the end ofo f the day. A A character with
w ith aaccess
cce ss Your character's
character’s quirks, mannerisms,
m ann erism s, and personality
to even less w
water
ater automatically
autom atically suffers one level of of influence how
h ow interactions resolve.
exhaustion at the end ofo f the day. There
T h ere are two
tw o styles you can u use
se wwhen
hen roleplaying
If the character already has one or more m ore levels of
of your character: the descriptive approach and the active
exhaustion, the character takes two tw o levels in either case. approach. Most
M ost players u use
se a combination
com bination of o f the two
tw o
styles. Use
U se wwhichever
hichever mix
m ix of
o f the two works
tw o w ork s best for you.
INTERACTING WITH
In t e r a c t in g w i t h OBJECTS
O bjects
D e s c r i p t i v e APPROACH
DESCRIPTIVE A p p r o a c h TO R o l e p l a y in g
t o ROLEPLAYING
A
A character's
character’s interaction w with
ith objects
ob jects in an environment
environm ent
With
W ith this approach, you describe
d escrib e your character's
character’s w words
ord s
is often simple
sim ple to resolve in the game.
gam e. The
T h e player tells
and actions to the DM and the other players. Drawing D raw ing on
the DM
D M that his or her character is doing doin g something,
som ething,
your mental image
im age ofo f your character, you tell everyone
such
su ch a moving
m oving a lever, and the DM describes
d escrib es what, if
what
w hat your character does d o e s and how
h ow he or she does
d o e s it.
anything happens.
For
F or instance, Chris plays Tordek T ordek the dwarf. Tordek
For
F or example,
exam ple, a character m might
ight decide
d ecide to pull a lever,
has a quick temper
tem per and blam blameses the elves ofo f the
which
w h ich might, in turn, raise a portcullis, causecau se a ro
room
o m to
Cloakwood
C loa k w ood for his family's
fam ily’s misfortune.
m isfortune. At a tavern, an
flood with
w ith water, or opopen
en a secret door
d oor in a nearby wall.
obnoxious
obn ox iou s elf minstrel
m instrel sits at Tordek's
T ordek ’s table and tries to
If the lever is rusted in position, though, a character
strike up a conversation w with
ith the dwarf.
might
m ight need
n eed to force it. In such a situation, the DM D M might
Chris
C hris says, "Tordek
“T ordek spits on the floor, growls
grow ls an
call for a Strength check
ch eck to see whether
w hether the character
insult at the bard, and stomps
stom ps over to the bar. He H e sits
can wrench
w ren ch the lever into place. The
T h e DM
D M sets the DC D C for
on a stool and glares at the minstrel
m instrel bbefore
efore ordering
any such check
ch eck based
ba sed on the difficulty ofo f the task.
another drink."
drink.”
Characters
C haracters can also damage
dam age objects with their
In this example,
exam ple, Chris has conveyed Tordek'sT ordek’s mood
m ood
weapons
w ea p on s and spells. Objects
O bjects are immune
im m une to p poison
oison and
and given the DM a clear idea of o f his character's
character’s
psychic damage,
dam age, but otherwise
oth erw ise they can be affected
attitude and actions.
by physical and magical
m agical attacks much
m uch like creatures
When
W h en using descriptive roleplaying, keep the on your best bon u ses and skills. If the group n
bonuses needs
eed s to
following
follow in g things in mind: them into a castle, the rogue
trick a guard into letting them

• Describe
D escrib e your character's
character’s emotions
em otion s and attitude.
who
w h o is proficient in D Deception
eception is the best bet to lead the
• Focus
F ocu s on your character’s
character's intent and howh ow others
discussion.
discu ssion . WWhen
h en negotiating for a h hostage's
osta ge’s release,
might
m ight perceive it.
the cleric wwith Persuasion
ith P ersu asion should do m most
ost ooff the talking.
• Provide as much
m uch embellishment
em bellishm ent as you feel
comfortable
com fortab le with. R
RESTING
e st in g
Don't
D on ’t worry
w orry about getting things exactly right. Just Heroic
H eroic though they m might
ight be, adventurers ca can't
n ’t spend
focus
focu s on thinking about what
w hat your character would
w ould do hour
every h our ooff the day in the thick ooff exploration, social
socia l
and describing
d escribin g what
w hat you see in your mind.
m ind. interaction, and comcombat.
bat. They n need rest-timee to
eed rest—tim
sleep and eat, tend their w
sleep wounds,
ounds, refresh their m minds
inds
A c t i v e APPROACH
ACTIVE A p p r o a c h TO R o l e p l a y in g
t o ROLEPLAYING and spirits for spellcasting, and brace them themselves
selves for
If descriptive roleplaying tells your DM and your fellow further adventure.
players what
w hat your character thinks and does, active Adventurers can can take short rests in the m midst
idst ooff an
roleplaying shows them. adventuring day and a long rest to end the day.
When
W h en you use active roleplaying, you speak with your
character's
character’s voice, like an actor taking on a role. You might SHORT REST
Short R est
even echo your character's
character’s movements
m ovem ents and body language. A short rest is a pperiod
A eriod ooff dow
downtime,
ntim e, at least 1 hour long,
This
T h is approach is more m ore immersive
im m ersive than descriptive during w which
h ich a character d does
oes nothing m more
ore strenuous
roleplaying, though you still need n eed to describe
d escrib e things than eating, drinking, reading, and tending to w wounds.
ounds.
that can't
ca n ’t be reasonably
reason ably acted out. A character can spend on
A onee or m
more
ore Hit DDice
ice at the end
Going
G oin g back to the example
exam ple ofo f Chris roleplaying Tordek ooff a short rest, up to the character’s
character's m maximum number
axim u m num ber
above, here's
h ere’s how
h ow the scene
scen e might
m ight play out if Chris used ooff Hit D
Dice,
ice, wwhich
hich is equal to the character's level. For
active roleplaying: each Hit D
each Dieie spent in this way, the player rolls the die
Speaking
S p eak in g as Tordek, Chris says in a gruff, deep voice, character's Constitution m
and adds the character’s modifier The
odifier to it. The
"I
“I was
w as wondering
w on derin g why
w hy it suddenly smelled
sm elled awful
aw ful in here. character regains hit points equal to the total. The player
If I wanted
w anted to hear anything out of o f you, I'd snap your can decide to spend an additional Hit D
can Die
ie after each roll.
arm and enjoy your screams."
screa m s.” In his normal
n orm al voice, Chris A character regains some
A so m e spent Hit D Dice upon
ice u pon finishing
then adds, "I “I get up, glare at the elf, and head to the bar.”
bar." long
a lon g rest, as explained below.

RESULTS
R e s u l t s OF
o f ROLEPLAYING
R o l e p l a y in g
LONG
L REST
o n g R est
The
T h e DM uses
u ses your character's
character’s actions and attitudes to
determine
determ ine howh ow an NPC
N P C reacts. A cowardly
cow a rdly NPC
N P C buckles
bu ckles A lon
A long period
g rest is a p eriod ooff extended dow
downtime,
ntim e, at least 8
under threats of o f violence. A stubborn dwarf dw arf refuses
refu ses to hours
h ours long, during w which sleepss or perform
h ich a character sleep performss
let anyone badger her. A A vain dragon laps up flattery. light activity: reading, talking, eating, or standing watch watch
When
W h en interacting with an NPC, N PC , pay close
clo se attention to noo m
for n ore than 2 hours. If the rest is interrupted by a
more
the DM's
D M ’s portrayal of o f the NPC's
N P C ’s mood,
m ood , dialogue, and period
p eriod ooff strenuous activity—at
activity- at least 1 hour ooff w
walking,
alking,
personality. You mightm ight be
b e able to determine
determ ine an NPC's
N P C ’s casting
fighting, castin g spells, or sim
similar activity-
ilar adventuring activity—
personality traits, ideals, flaws, and bonds, bon ds, then play on the characters must begin the rest again to gain any
them to influence the NPC's N P C ’s attitude. from it.
benefit from
Interactions in D&D D & D are muchm uch like interactions in At the end ooff a long rest, a character regains all lost
real life. If you can offer NP NPC Css something
som eth in g they want, hit points. TThe
h e character also regains spent Hit D Dice,
ice, up
threaten them withw ith something
som eth in g they fear, or play on their number
to a num ber ooff dice equal to h half
alf ooff the character’s
character's total
sympathies
sym pathies and goals, you can use u se words
w ord s to get almost
alm ost number
num ber ooff them. For exam
example,
ple, if a character has eight
anything you want. On O n the other hand, if you insult a Dice,
Hit D ice, he or she can regain four spent Hit D Dice upon
ice upon
proud warrior
w arrior or speak
sp eak ill of
o f a noble's
n oble’s allies, your efforts long
finishing a lon g rest.
to convince
con v in ce or deceive willw ill fall short. A character ca
A can't
n ’t benefit from m more onee long rest
ore than on
24-hourr period, and a character m
in a 24-hou must
ust have at least
A b i l i t y CHECKS
ABILITY C hecks 1 hit point at the start ooff the rest to gain its benefits.
In addition to roleplaying, ability checksch eck s are key in
determining
determ ining the outcome
ou tcom e of
o f an interaction. B etween A
BETWEEN ADVENTURES
dventures
Your roleplaying efforts can alter an NPC's N P C ’s attitude, Between
B dungeons
etw een trips to du ngeon s and battles against ancient
but there might still be an element
elem ent ooff chance
ch a n ce in the evils, adventurers nneed timee to rest, recuperate, and
eed tim
situation. For example,
exam ple, your DM can call for a CharismaCharism a prepare for their next adventure. M Many
any adventurers also
check
ch eck at any point during an interaction if he or she timee to perform
use this tim perform other tasks, such as crafting
crafting
wants
w ants the dice
d ice to play a role in determining
determ ining an NPC'sN P C ’s armss and armor, perform
arm performing
in g research, or spending
spending
reactions. Other checks
ch eck s might
m ight be appropriate in certain
certain their hard-earned gold.
situations, at your DM'sD M ’s discretion. In some cases,
som e ca passage
ses, the pa ssage ooff tim
timee is something
som eth in g that
Pay attention to your skill proficiencies when w hen thinking ooccurs with
c cu rs w ith little fanfare or description. W When
h en starting
of
o f how
h ow you want
w ant to interact with an NPC,N PC , and stack an new
ew adventure, the DM DM might simply
sim ply declare that a
the deck
d eck in your favor by using an approach that relies certain am
certain amount
ount ooff tim
timee has pa
passed allow you to
ssed and allow
describe
d escrib e in general term
termss w
what
hat your character has P r a c t ic in g A
PRACTICING P r o f e s s io n
a PROFESSION
been
b een doing. At other timtimes,
es, the DM
D M might want
m ight w ant to keep You can work between
w ork betw een adventures, allowing
allow ing you to
track of just
o f ju st how
h ow much
m uch time
tim e is passin
passingg as events beyond maintain a modest
m odest lifestyle wwithout
ithout having to pay 1 gp
your pperception
erception stay in motion.
m otion. per day (see chapter 5 for more
m ore information
inform ation on lifestyle
expenses). This benefit lasts as long you continue to
LIFESTYLE
L i f e s t y l e EXPENSES
Ex penses practice your profession.
Between
B etw een adventures, you choose
c h o o s e a particular quality If you are a member
m em ber of
o f an organization that can
of
o f life and pay the cost
co st of
o f maintaining
m aintaining that lifestyle, as provide gainful employment,
em ploym ent, such as a temple
tem ple or a
described
d escrib ed in chapter 5. thieves' guild, you earn enough
thieves’ en ough to support a comcomfortable
fortab le
Living a particular lifestyle doesn't
d oesn ’t have a huge effect lifestyle instead.
on your character, but your lifestyle can affect the w way
ay If you have proficiency in the Performance
P erform an ce skill and
other individuals and groups react to you. For example, exam ple, performance
put your perform an ce skill to u
use
se during your downtime,
dow ntim e,
when
w h en you lead an aristocratic lifestyle, it might m ight be easier you earn enough
en ough to support a w wealthy
ealthy lifestyle instead.
for you to influence the nobles
n obles of o f the city than if you
R e c u p e r a t in g
RECUPERATING
live in poverty.
You can u use
se downtime
dow ntim e b between
etw een adventures to recover
D o w n t i m e ACTIVITIES
DOWNTIME A c tiv itie s from a debilitating injury, disease, or poison.
After
A fter three days ofo f downtime
d ow ntim e spent recuperating,
Between
B etw een adventures, the DM might ask you what w hat your you can make
m ake a DC
D C 15 Constitution saving throw.
character is doing
doin g during his or her downtime.
dow ntim e. Periods
P eriods On
O n a successful
su ccessfu l save, you can choose
c h o o s e one
on e of
o f the
of
o f downtime
dow ntim e can vary in duration, but each downtime
dow ntim e following
follow in g results:
activity requires
requ ires a certain numnumber
ber of
o f days to complete
com plete
before
b efore you gain any benefit, and at least 8 h hours
ours of
o f each • End one effect on you that prevents you from regain­
regain-
day must
m ust be spent on the downtime
dow ntim e activity for the day ing hit points.
to count. The
T h e days do consecu tive. If you
d o not need to be consecutive. • For
F or the next 24 hours, gain advantage on saving
have more
m ore than the minimum
m inim um amamount
ount of
o f days to spend, throws
th row s against one disease
d isease or p
poison
oison currently
you can keep
ca n k eep doing
doin g the same
sam e thing for a longer period
period affecting you.
of
o f time,
tim e, or switch
sw itch to a new
n ew downtime
dow ntim e activity.
RESEARCHING
R e s e a r c h in g
Downtime
D ow n tim e activities other than the oneson es presented
The
T h e time between
tim e betw een adventures is a great chance ch a n ce to
b elow are possible. If you w
below want your
ant y ou r character to spend
perform
p erform research, gaining insight into mysteries m ysteries
his or her downtime performing
dow ntim e perform in g an activity not covered
that have unfurled over the course co u rse ooff the campaign.
cam paign.
here, ddiscuss
iscu ss it w
with
ith your DM.
Research
R esea rch can include poringp orin g over dusty tomes
tom es and
CRAFTING
C r a f t in g crumbling
cru m blin g scrolls in a library or o r buying drinks for the
You
Y ou can craft nonmagical
n onm agical objects, including adventuring locals
loca ls to pry rumors
ru m ors and gossip from their lips.
equipment
equipm ent and w works
ork s of
o f art. You must
m ust be proficient When
W h en you begin your research, the DM determines determ ines
with
w ith tools related to the object you are trying to create whether
w hether the information
inform ation is available, h how
ow many
m any days of of
(typically artisan's
artisan’s tools). You might m ight also need
n eed access
a c c e s s to downtime
dow ntim e it w will
ill take to find it, and w whether
hether there are
special
sp ecia l materials
m aterials or locations necessary
n ecessa ry to create it. For F or any restrictions
restriction s on your research (such as n needing
eed in g to
example,
exam ple, someone
som eon e proficient w with
ith smith's
sm ith’s tools needs
n eeds a seek out a specific
sp ecific individual, tome,
tom e, or location). The
forge in order to craft a sword sw ord or suit of o f armor. DM
D M might
m ight also require you to make m ake one or morem ore ability
For
F or every day of o f downtime
dow ntim e you spend crafting, you ch ecks, such as an Intelligence (Investigation) check
checks, ch eck
can craft one on e or m moreore items
item s w with
ith a total market
m arket value to find clues pointing tow toward
ard the information
inform ation you seek,
not exceeding
ex ceed in g 5 gp, and you must m ust expend raw materials
m aterials or a Charisma
Charism a (Persuasion)
(P ersu asion) check
ch eck to secure
secu re someone's
so m e o n e ’s
worth
w orth half m arket value. If something
h alf the total market som eth in g you aid. Once
O n ce those
th ose conditions
condition s are met, you learn the
want
w ant to craft has a market m arket value greater than 5 gp, you information
inform ation if it is available.
make
m ake p progress
rog ress every day in 5-gp incrementsincrem ents until you For
F or each day of o f research, you mustm ust spend 1 gp to
reach the m market
arket value of o f the item. For
F or example,
exam ple, a suit cover your expenses.
expen ses. This cost
T h is co st is in addition to your
of
o f plate armor
arm or (market value 1,500 gp) takes 300 3 0 0 days normal
n orm al lifestyle expenses
ex p en ses (as discussed
d iscu ssed in chapter 5).
to craft by yourself.
TRAINING
T r a in in g
Multiple characters can combine com bin e their efforts toward
tow ard
You can spend time b between
etw een adventures learning a n new
ew
the crafting of o f a single item, provided that the characters
language or training withw ith a set of
o f tools. Your DM m might
ight
all have proficiency with w ith the requisite tools and are
allow additional training options.
working
w ork in g together in the same sam e place. Each
E ach character
First, you must
m ust find an instructor w willing
illing to teach you.
contributes 5 gp w worth
orth of
o f effort for every day spent
The
T h e DM determines
determ ines how long
h ow lon g it takes, and w whether
hether one
helping to craft the item. For F or example,
exam ple, three characters
or more
m ore ability checks
ch eck s are required.
with
w ith the requisite tool proficiency and the proper
The training lasts for 2250 5 0 days and costs
co sts 1 gp per day.
facilities canca n craft a suit of o f plate armor
arm or in 100 days,
After you spend
sp en d the requisite amount
am ount of o f time
tim e and money,
at a total cost
co st of
o f 750 gp.
you learn the new language or gain proficiency with
While
W h ile crafting, you can m maintain
aintain a modest
m od est lifestyle
the new
n ew tool.
without
w ithout having to pay 1 gp per day, or a comfortable com fortable
lifestyle at half the normal norm al cost (see chapter 5 for m more
ore
information
inform ation on lifestyle expenses).

RI
I I
C h a p t e r 9: COMBAT
CHAPTER C ombat
HE CLATTER OF A SWORD STRIKING AGAINST
T
HE opposing
op p osin g side. Any character or o r monster
m onster that doesn't
d oesn ’t
a shield. TheT h e terrible rending sound sou n d as notice
n otice a threat is surprised
su rprised at the start of o f the encounter.
monstrous
m on strou s claws
claw s tear through armor. A A If you're
you ’re surprised,
su rprised, you can't move
can ’t m ove or take an action
brilliant flash of o f light as a ball ofo f flame
flam e on your first turn of o f the combat,
com bat, and you can't
ca n ’t take a
blossoms
b lo ss o m s from a w wizard's
iza rd ’s spell. The
T h e sharp reaction until that turn ends. A A m member
em ber of
o f a group can
tang ofo f blood
b lo o d in the air, cutting through bee surprised even if the other members
b m em bers aren't.
aren’t.
the stench of o f vile monsters.
m onsters. Roars
R oa rs of
o f fury,
shouts ooff triumph, cries of o f pain. Combat
C om bat in D&D
D & D can be INITIATIVE
In it ia t iv e
chaotic, deadly, and thrilling.
Initiative determines
determ ines the order of
o f turns during com combat.
bat.
This
T h is chapter p provides
rovides the rules you need for your
When
W h en combat
com bat starts, every participant makes
m akes a
characters and monsters
m on sters to engage in combat, com bat, whether
w hether
Dexterity
D exterity chcheck
eck to determine
determ ine their place in the initiative
it is a brief skirmish
skirm ish or an extended conflict in a
order. The DM makesm akes one roll for an entire group of of
dungeon
du ngeon or on a field of o f battle. Throughout
T h rou gh ou t this chapter,
identical creatures, so each member
m em ber ofo f the group acts at
the rules address you, the player or Dungeon D u n geon Master.
the same
sam e time.
The
T he Dungeon
D u n geon Master
M aster controls
con trols all the monsters
m on sters and
The DM ranks the combatants
com batants in order from the one
nonplayer characters involved in combat, com bat, and each other
with the highest Dexterity check
ch eck total to the oneon e with
w ith
controls
player con trols an adventurer. "You" “Y ou” can also meanm ean the
the lowest.
low est. This is the order (called the initiative order)
character or monster
m onster that you control.
in wwhich
hich they act during each round. The T h e initiative order
remains
rem ains the same
sam e from round to round.
T h e ORDER
THE O r d e r OF C ombat
o f COMBAT If a tie occurs,
occu rs, the DM decides
d ecides the order amongam ong
A typical combat
A com bat enencounter
cou nter is a clash b between
etw een two
tw o tied DM-controlled
D M -controlled creatures, and the players decide
sides, a flurry ofo f weapon
w ea p on swings,
sw ings, feints, parries, the order among
am ong their tied characters. The T h e DM
D M can
footwork,
footw ork, and spellcasting. The game gam e organizes the decide
d ecide the order if the tie is b
between
etw een a monster
m onster and a
chaos
ch a os of
o f combat
com bat into a cycle ooff rounds
roun ds and turns. A A player character. Optionally, the DM can have the tied
round represents about 6 seconds se co n d s in the game world.
gam e w orld. characters and monsters
m on sters each roll a d20
d2 0 to determine
determ ine
During
D uring a round, each participant in a battle takes a the order, highest roll going first.
turn. The
Th e order of o f turns is determined
determ ined at the begin
beginning
ning
of
o f a combat
com bat encounter, when w hen everyone rolls initiative. YOUR
Y o u r TURN
Turn
Once
O n ce everyone has taken a turn, the fight continuescontinu es to On your turn, you can move a distance up to your speed sp eed
the next round if neither side has defeated the other. and take one action. You decide d ecide whether
w hether to move
m ove first
or take your action first. Your speed-sometimes
sp eed —som etim es called
Su rprise
SURPRISE your wwalking
alkin g speed-is
sp eed —is noted on your character sheet.
A
A band of o f adventurers sneaks
sn eaks up on a bandit cam camp,
p, The
T h e most
m ost common
co m m o n actions you can take are described
d escrib ed
springing from the trees to attack them. A A gelatinous in the "Actions
“A ction s in CCombat"
om bat” section later in this chapter.
cube
cu b e glides dow
down n a dungeon
du ngeon passage, u unnoticed
nn oticed by Many
M any class features and other abilities provide
the adventurers until the cube cu b e engulfs
en gu lfs one of
o f them. In additional options for your action.
these
th ese situations, one side of o f the battle gains surprise The “"Movement
M ovem ent and Position"
P osition ” section later in this
over the other. chapter gives the rules for your move. m ove.
The
Th e DM determines
determ ines w who
h o might su rprised. If
m ight be surprised. You can forgo moving,
m oving, taking an action, or doing
neither side tries to b bee stealthy, they automatically
autom atically nnotice
otice anything at all on your turn. If you ccan't a n ’t decide
d ecide what to
O therw ise, the DM compares
each other. Otherwise, com p a res the Dexterity do on your turn, consider
con sider taking the Dodge
D od g e or Ready
R eady
(Stealth) checks
ch eck s of
o f anyone hiding w with
ith the passive action, as described
d escrib ed in "Actions
“A ction s in Combat."
C om bat.”
Wisdom
W isd om (Perception)
(P erception ) score
sco re of
o f each creature on the
BONUS
B o n u s ACTIONS
A c t io n s
Various class features, spells, and other abilities let you
C o m bBAT
(OM S t e p BY
a t STEP by S
STEP
tep
take an additional action on your turn called a bon bonusus
1. Determine surprise. The DM determines whether anyone
action. The Cunning Action A ction feature, for example,
exam ple, allows
allow s
in the combat encounter is surprised.
involved in
a rogue
rogu e to take a bon bonus
u s action. You can take a bon bonus
us
2. Establish positions. The DM decides where all the
2.
action only w when
hen a special
sp ecia l ability, spell.
spell, or other feature
characters and monsters are located. Given the
ooff the game
gam e states that you can do something som eth in g as a bonus
bon u s
adventurers'
adventurers’ marching order or their stated positi ons in
positions in
the room or other location, the DM figures out where the th e action. You otherwise
oth erw ise don't
d on ’t have a bonbonusu s action to take.
adversaries are-how
are— how far away and inin what direction. You can take only one bonus
on e bon u s action on your turn,turn, so
3. Roll initiative. Everyone involved in
in the combat encounter you must choose
c h o o s e which bonus
w hich bon u s action to u use when
se w h en you
rolls initiative, determining the order of
o f combatants'
combatants’ turns. have more
m ore than one available.
4.Take turns. Each participant in
4. in the battle takes a turn in
in You choose
c h o o s e when
w hen to take a bon bonusu s action during your
initiative order. turn, u unless
nless the bon bonus
u s action's
action ’s timing
tim ing is specified, and
5. Begin the next round. When everyone involved in
5. in the anything that deprives you of o f your ability to take actions
combat has had a turn, the rou nd ends. Repeat step 4 until
round also prevents you from taking a bon bonusu s action.
the fighting stops.

SC T
1!11
O ther A
OTHER ACTIVITY
c t i v i t y ON Y o u r TURN
o n YOUR Turn On your turn, you can move m ove a distance up to your
Your
Y our turn can include a variety of o f flourishes
flou rish es that require speed.
sp eed. You can use as much m uch or as little of
o f your speed
sp eed as
neither your action nor n or your move.
m ove. you like on your turn, following
follow in g the rules here.
You can
ca n communicate however
com m u n ica te how ever you are able, through Your m movement
ovem ent can include jum jumping,
ping, climbing,
clim bing, and
brief utterances and gestures, as you take your turn. swimming.
sw im m in g. These
T h ese different modes
m od es of movement
of m ovem ent cancan
You can also interact with one on e object or feature of o f the bee combined
b com b in ed with w walking,
alking, or they can constitute your
environment
environm ent for free, during either your move m ove or your entire move.
m ove. However you're
H ow ever you ’re moving,
m oving, you deduct the
action. For example,
exam ple, you cou could
ld open
op en a door
d oor during your distance of o f each part of
o f your move
m ove from your speed
sp eed until
move
m ove as you stride toward
tow ard a foe, or you couldcou ld draw your it is used
u sed up or until you are done moving.
m oving.
weapon
w eap on as part of o f the same
sam e action you use to attack. The "Special
“S p ecia l Types of
o f Movement"
M ovem ent’’ section in
If you wwant
ant to interact with a second
se co n d object, you need
n eed chapter 8 gives the particulars for jum jumping,
ping, climbing,
clim bing,
to use your action. Some S o m e magic
m agic items
item s and other special
sp ecial and swimming.
sw im m in g.
objects
ob jects always require an action to use, as stated
in their descriptions. B r e a k i n g UP
BREAKING U p YOUR
Y o u r MOVE
M ove
The
T h e DM might
m ight require you to use an action for any You can break up your movement
m ovem ent on your turn, using
of
o f these activities w when
h en it n
needs
eed s special
sp ecia l care or when
w hen it some
som e of
o f your speed
sp eed before and after your action. For
presents an unusual obstacle. For F or instance, the DM exam ple, if you have a speed
example, sp eed of
o f 30 feet, you can move
m ove
could
cou ld reasonably
reason ably expect
e xpect you to use an action to op open
en a 10 feet, take your action, and then move
m ove 20 feet.
stuck door
d oor or turn a crank
cra n k to lower
low er a drawbridge.
draw bridge.
MOVING
M o v i n g BETWEEN
b e t w e e n ATTACKS
A ttacks
REACTIONS
R ea ctio n s If you take an action that includes
in cludes more
m ore than one
Certain special
sp ecial abilities, spells, and situations allow weapon
w eapon attack, you can break up your movementm ovem ent even
you to take a special
sp ecia l action called a reaction. A reaction
A reaction further by mmoving between
oving b etw een those
th ose attacks. For example,
exam ple,
is an instant resp
response
on se to a trigger of
o f some
som e kind, w which
hich a fighter who
w h o can make twoo attacks with
m ake tw w ith the Extra
can
ca n occur
o c cu r on your turn or on someone
som eon e else's.
e lse’s. The Attack feature and who
w h o has a speed
sp eed of
o f 25 feet could
cou ld
opportunity attack, described
d escribed later in this chapter, is the move
m ove 10 feet, make
m ake an attack, m move
ove 15 feet, and then
most
m ost common
co m m o n type of o f reaction. attack again.
When
W h en you take a reaction, you can'tcan ’t take another one
USING
U s i n g DIFFERENT
D i f f e r e n t SPEEDS
Speed s
until the start ofo f your next turn. If the reaction interrupts
If you have more
m ore than one speed,
sp eed, such as your walking
w alkin g
another creature's
creatu re’s turn, that creature can continue its
speed
sp eed and a flying speed,
sp eed, you can switch
sw itch back
ba ck and forth
turn right after the reaction.
between
b etw een your speeds
sp eed s during your move.
m ove. Whenever
W h en ever you
switch, subtract the distance you've already m moved
oved from
M o v e m e n t AND
MOVEMENT Po s i t i o n
a n d POSITION the new
n ew speed. The
T h e result determines
determ ines howh ow mmuch
uch farther
In combat,
com bat, characters and monsters
m on sters are in constant m ove. If the result is O
you can move. 0 or less, you can't
ca n ’t use the
motion,
m otion, often using movement
m ovem ent and position to gain new
n ew speed
sp eed during the current move.m ove.
the upper hand. For example,
exam ple, if you have a speed
sp eed of
o f 30
3 0 and a flying
speed
sp eed of
o f 60 b
because
eca u se a w izard cast the fly spell on you,
wizard
In t e r a c t in g w
INTERACTING WITH O b je c t s A
i t h OBJECTS You
round Y
AROUND ou you could
cou ld fly 20 feet, then w walk
alk 10 feet, and then leap
Here are a few examples of
o f the sorts of
o f thing you can do in
in into the air to fly 30 feet more.
m ore.
tandem with your movement and acti on:
action:
D
DIFFICULT T e r r a in
i f f i c u l t TERRAIN
• draw or sheathe a sword ------
• open or close a doodoorr Combat
Com bat rarely takes place in bare room roomss or on on
• withdraw a potion from your backpack featureless plains. Boulder-strewn
B ou lder-strew n caverns, briar-
• pick up a dropped axe choked
ch oked forests, treacherous
treach erou s staircases-the
sta irca ses—the setting of of
• take a bauble from a table a typical fight contains
contain s difficult terrain.
•• remove a ring from your finger Every foot of o f movement
m ovem ent in difficult terrain costsco sts 1
• stuff some food into your mouth extra foot. This
T h is rule is true even if multiple things in
• plant a banner in in the ground
a space
sp ace count
coun t as difficult terrain.
• fish a few coins from your belt pouch
Low
L ow furniture, rubble, undergrow
undergrowth, th, steep stairs,
• drink all the ale in
in a flagon
• throw a lever or a switch snow, and shallow
sh allow bogs
b o g s are examples
exam ples ofo f difficult terrain.
•• pull a torch from a sconce The
T h e space
sp ace of
o f another creature, whether
w hether h hostile
ostile or not,
• take a book from a shelf you can reach also counts
cou n ts as difficult terrain.
•• extinguish a smal
smalll flame
• don a mask BEING
B e i n g PRONE
Prone
• pull the hood of your cloak up and over your head
Combatants
Com batants often find themselves
them selves lying on the ground,
•• put your ear to a door
•• kick a small stone either bbecause
eca u se they are knocked
k n ock ed down
dow n or b
because
eca u se they
• turn a key inin a lock throw themselves
th row th em selves down.
dow n. In the gam
game,e, they are prone,
• tap the floor with a l10-foot
0-foot pole a condition described
d escrib ed in appendix A.
• hand an item to another character You can drop prone without
w ithout using
u sing any of
o f your
speed. Standing up takes more m ore effort; doing
doin g so
s o costs

,. :.l
an amount
am ount of movement
of m ovem ent equal to h half
alf your speed.
sp eed. For
example,
exam ple, if y
your
ou r speed
sp eed is 30 feet, you must spendsp en d 15 feet
of
o f movement
m ovem ent to stand up. You can't
ca n ’t stand up if you don't
d on ’t
have enough movement
m ovem ent left or if your speed
sp eed is 0.
To mmove while
ove w hile prone, you must crawl or u use
se magic
m agic
such as teleportation. Every foot of o f movement
m ovem ent w while
hile
crawling
craw ling costs
co sts 1 extra foot. Crawling
C raw ling 1 foot in difficult
terrain, therefore, costs
co sts 3 feet of
o f movement.
m ovem ent.

MOVING
M o v i n g AROUND
A r o u n d OTHER
O ther
CREATURES
C reatures
------
You
Y ou can move
m ove through a nonhostile
n on h ostile creature's
creatu re’s space.
In contrast, you can move
m ove through
th rough a hostile creature's
space
sp ace only if the creature is at least twotw o sizes larger or
smaller
sm aller than you. Remember
R em em ber that another creature's
creatu re’s
space
sp ace is difficult terrain for you.
Whether
W h eth er a creature is a friend or an enemy, you can't
ca n ’t
willingly
w illingly end your move
m ove in its space.
If you leave a hostile creature's
creatu re’s reach during your
move,
m ove, you provoke an opportunity attack, as explained
later in the chapter.

FLYING
F l y i n g MOVEMENT
M ovem ent
Flying creatures enjoy m many
any benefits ofo f mobility, but
they mmust
ust also
a lso deal w
with
ith the danger of o f falling. If a flying
creature is knocked
k n ock ed prone, has its speed
sp eed reduced
red u ced to 0, or
is otherwise
oth erw ise deprived ofo f the ability to move,
m ove, the creature
falls, unless it has the ability to hover or it is bbeing
ein g held
m agic, such as by the fly spell.
aloft by magic,

CREATURE
C r e a t u r e SIZE
S iz e
Each
E ach creature takes up a different amount
am ount of
o f space.
The
T h e Size
S ize Categories
C ategories table shows how
sh ow s h ow much
m uch space
sp ace
a creature ofo f a particular size controls
con trols in combat.
com bat.
Objects
O bjects sometimes
som etim es use the same
sam e size categories.

SIZE
S i z e CATEGORIES
C a t e g o r ie s
Size Space
Tiny 22½
1/2 by 2½
2 1/2 ft
Small 5 by 5 ft.
Medium 5 by 5 ft.
Large 10 by 10 ft.
Huge 15 by 15 ft.
Gargantuan 20 by 20 ft. or larger

Spa ce
SPACE
A creature·s
A creature's space
sp ace is the area in feet that it effectively
controls
con trols in combat,
com bat, not an expression of o f its physical
dimensions.
dim ension s. AA typical Medium
M edium creature isn't 5 feet
wide,
w ide, for example,
exam ple, but it does
d o e s control
con trol a space
sp ace that
w ide. If a Medium
wide. M edium hobgoblin
h obgoblin stands in a 5-foot-wide
doorw ay, other creatures
doorway, creatu res can't
ca n ’t get through unless the
hobgoblin
h obgoblin lets them.
A creature's
A creatu re’s space
sp ace also reflects the area it needs
n eeds to
fight effectively. For that reason, there's
there’s a limit to the
number
n um ber ofo f creatures
creatu res that can surround
su rrou nd another creature
in combat.
com bat. Assuming
A ssu m in g Medium
M edium combatants,
com batants, eight
creatures can fit in a 5-foot radius around another one. one.
Because
B eca u se larger creatures take up morem ore space.
space, fewer
few er
of
o f them can surround creature. If five Large creatures
su rrou nd a creature.
VARIANT:
V a r i a n t : PLAYING
P l a y i n g ON
on A
a GRID
G r id CAST
C ast A
a SPELL
Spell
If you play out a combat using a square grid and miniatures
or other tokens, follow these rules. Spellcasters
S p ellcasters such as wwizards
izard s and clerics, as w well
ell as
Squares. Each square on the grid represents 5 feet. many
m any m monsters,
onsters, have access
a c c e ss to spells
sp ells and can use
Speed. Rather than mov movinging foot by foot, move square by them to great effect in combat.
com bat. Each spell has a casting
square on the grid. This means you use your speed in in 5-foot time,
tim e, which
w hich specifies
sp ecifies whether
w hether the caster m must
ust use an
segments. This is particularly easy if yo youu translate your speed action, a reaction, minutes,
m inutes, or even hoursh ours to cast the
into squares by dividing the speed by 5. For example, a speed spell. Casting a spell is, therefore, not necessarily
n ecessarily an
of
o f 30 feet translates into a speed of o f 6 squares. action. Most
M ost spells do have a castin
casting g time
tim e of
o f 1 action,
If you use a grid often, consider writing your speed in in so
s o a spellcaster often uses
u ses his or her action in combatcom bat
squares on your character sheet.
to cast such a spell. See
S e e chapter 10 for the rules
Entering a Square. To enter a square, you must have
on spellcasting.
at least l1 square ofo f movement left, even if the square is
diagonally adjacent to the square you’re you're in. (The rule for
diagonal movement sacrifices realism for the sake of smooth Dash
DASH
play. The DDungeon
un ge o n M a ste r’s Guide provides guidance on using
Master's usi ng When
W h en you take the Dash
D ash action, you gain extra
a more realistic approach.) movement
m ovem ent for the current turn. The increase
in crease equals
If a square costs extra movement, as a square of o f difficult
your speed, after applying any m modifiers.
odifiers. With
W ith a speed
sp eed
terrain does, you must have enough movement left to pay for
of
o f 30 feet, for example, you can move
m ove up to 60 feet on your
entering it. For example, you must have at least 2 squares of
movement left to enter a square of o f difficu lt terrain.
difficult
tum
turn if you dash.
Corners. Diagonal movement can't can’t cross the corner of of a Any increase
in crease or decrease
d ecrea se to your speed
sp eed changes this
wall, large tree, or other terra in feature that fills
terrain fill s its space. additional movement
m ovem ent by the same am ount. If your speed
sam e amount. sp eed
Ranges. To determine the range on a grid between two of
o f 30 feet is redu
reduced
ced to 15 feet, for instance, you can
things-whether
things— whether creatures or objects-start
objects— start counting squares move
m ove up to 30 feet this tum
turn if you dash.
from a square adjacent to one of o f them and stop counting in in
the space of the other one. Count by the shortest route. DISENGAGE
D i s e n g a g e

If you take the Disengage


D isen gage action, your movement
m ovem ent doesn't
d oesn ’t
crowd
crow d around a Medium
M edium or smaller
sm aller one, there’s
there's little provoke opportunity
opportu nity attacks for the rest of
o f the turn.
room
room for anyone else. In contrast, as many
m any as twenty
Medium
M edium creatures can
creatu res ca n surround
su rrou nd a Gargantuan one. D odge
DODGE
SQUEEZING
S q u e e z i n g INTO A SMALLER
in t o a S m a l l e r SPACE
Space When
W h en you take the Dodge
D od ge action, you focus
focu s entirely on
A
A creature can squeeze
sq u eeze through a space
sp ace that is large avoiding attacks. Until the start ofo f your next tum,
turn, any
enough
en ough for a creature one size smaller
sm aller than it. Thus, a attack roll made
m ade against you has disadvantage if you
Large
L arge creature can squeeze
sq u eeze through a passage
pa ssa ge that's can see the attacker, and you make
m ake Dexterity
D exterity saving
only 5 feet w
wide.
ide. While
W h ile squeezing through a space, throws with
th row s w ith advantage. You lose this benefit if you are
a creature must
m ust spend
sp en d 1 extra foot for every foot it incapacitated (as explained in appendix A) or if your
moves
m oves there, and it has disadvantage on attack rolls speed
sp eed drops
d rop s to 0.
and Dexterity
D exterity saving throws.
throw s. Attack
A ttack rolls against the
creature have advantage w while
hile it's
it’s in the smaller
sm aller space.
space.
H elp
HELP
You can lend your aid to another creature in the
A c t i o n s IN
ACTIONS C ombat
i n COMBAT completion
com pletion ofo f a task. When
W h en you take the Help
H elp action,
the creature you aid gains advantage on the next ability
When
W h en you take your action on your turn, you can take
check
ch eck it makes
m akes to perform
perform the task you are helping with,
one
on e of
o f the actions presen
presented ted here, an action you gained
provided that it makes
m akes the check
ch eck before the start ofof
from your class or a specialsp ecia l feature, or an action that
your next turn.
you improvise.
im provise. Many
M any monsters
m on sters have action options of of
Alternatively, you can aid a friendly creature in
their own
ow n in their stat blocks.
block s.
attacking a creature within
w ithin 5 feet of
o f you. You feint,
When
W h en you describe
d escrib e an action not detailed elsewhere
elsew h ere
distract the target, or in some
som e other wayw ay team up to
in the rules, the DM tells you w whether
hether that action is
make
m ake your ally's m ore effective. If your ally
ally’s attack more
possible
possib le and what kind ooff roll you need n eed to make,
m ake, if any,
any,
attacks the target before tum, the first attack
b efore your next turn,
to determine
determ ine success
s u c ce s s or failure.
roll is made
m ade with advantage.

A
ATTACK
t t a c k
HIDE
H id e
The
Th e most
m ost common
co m m o n action to take in combat
com bat is the AAttack
ttack
When
W h en you take the Hide
H ide action, you mmake
ake a Dexterity
action, whether
w hether you are swinging
sw in gin g a sword,
sw ord, firing an
(Stealth) check
ch eck in an attempt to hide, following
follow in g the rules
arrow from a bow
arrow bow,, or braw
brawling with
ling w ith your fists.
in chapter 7 for hiding. If you succeed,
su cceed , you gain certain
With
W ith this action, you make
m ake one
on e melee
m elee or ranged
benefits, as described
d escrib ed in the "Unseen
“ U nseen Attackers and
attack. See
S e e the "Making
“M aking an Attack"
Attack” section for the rules
Targets"
Targets” section later in this chapter.
that govern attacks.
Certain features, such as the Extra Attack A ttack feature
of
o f the fighter, allow you to make
m ake more
m ore than one
on e attack
with this action.

I'
_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ i..,
Im p r o v i s i n g AN
IMPROVISING A ction
a n ACTION
Your character can do things not covered by the actions in in
this chapter, such as breaking down doors, intimidating
enemies, sensing weaknesses in in magical defenses, or calling
for a parley with a foe. The only limits to the actions you can
character’s ability
attempt are your imagination and your character's
scores. See the descriptions of o f the ability scores in
in chapter 7
inspiration
for in sp iration as you improvise.
When you describe an action not detailed elsewhere in in
the rules, the DM tells you whether that action is possible
and what kind of o f roll you need to make, if any, to determine
success or failure.

READY
Ready
Sometimes
S om etim es you w want
ant to get the ju jump
m p on a foe or wait for
a particular circumstance
circu m stan ce before you act. To do so, you
can take the ReadyR eady action on your turn so that you can
act later in the round using your reaction.
First, you decide w what
hat perceivable circumstance
circu m stan ce
will
w ill trigger your reaction. Then, you choose c h o o s e the action
you w will
ill take in response
resp on se to that trigger, or you choose choose
to move
m ove up to your speed sp eed in resp
response
on se to it. Examples
E xam ples
include "If“If the cultist steps on the trapdoor, I'll I’ll pull the
lever that opens it,” and "If
op en s it," “If the goblin steps next to me,
I move
m ove away."
away.”
When
W h en the trigger occurs,
occu rs, you can either take your
reaction right after the trigger finishes or ignore
the trigger. Remember
R em em ber that you can take only one
reaction pper er round.
When
W h en you ready a spell, you cast it as normal norm al but
hold its energy, w which
h ich you release withw ith your reaction
when
w hen the trigger occurs.
occu rs. To be readied, a spell must
have a casting timee of
castin g tim o f 1 action, and holding
h olding onto the
spell's
sp ell’s mmagic requires
agic requ ires concentration (explained in
chapter 10). If your concentration is broken, the spell
dissipates w without
ithout taking effect. For example,
exam ple, if you are
concentratin g on the web spell and ready magic missile,
concentrating
your web spell ends, and if you take damage dam age before
you release magic missile w with
ith your reaction, your
concentration might m ight be broken.

Search
SEARCH
When
W h en you take the Search
S ea rch action, you devote your
attention to finding something.
som ething. Depending
D epen d in g on the
nature of
o f your search, the DM m might
ight have you make
m ake
a Wisdom
W isd om (Perception) check
(P erception ) ch eck or
o r an Intelligence
(Investigation) check.

U s e AN
USE O bject
a n OBJECT

You normally
n orm ally interact with
w ith an object wwhile
hile doing
doin g
something
som eth in g else, such as w when
hen you draw a sword
sw ord as part
of
o f an attack. When
W h en an ob
object
ject requires
requ ires your action for
its use, you take the U Use
se an Object
O bject action. This
T h is action
is also useful w when
hen you want
w ant to interact w
with
ith mmore
ore than
one
on e object on your turn.

M a k i n g AN
MAKING A ttack
a n ATTACK
Whether you're
W h eth er you ’re striking w
with
ith a melee weapon,
m elee w eapon , firing a
weapon
w ea p on at range, or making
m akin g an attack roll as part of
of a
spell, an attack has a simple
sim ple structure.
1. Choose a target. P Pick within
ick a target w ithin yyour attack's
ou r attack’s
range: a creature, an object, or a location.
2. Determine modifiers. T The DM determ
h e DM determines
ines wwhether
hether
the target has cover and w whether
hether you have advantage
or disadvantage against the target. In addition, spells,
special
sp ecia l abilities, and other effects can apply penalties
bonuses
or b on u ses to your attack roll.
3. Resolve the attack. You m make
ake the attack roll. On a
damage,
hit, you roll dam age, unless the particular attack has
rules that specify otherwise.
sp ecify otherw ise. Some cause
S o m e attacks cau se
special
sp ecia l effects in addition to or instead ooff dam
damage.
age.

If th
there's
ere’s ever any question wwhether
hether something you're
som eth in g y ou ’re
doing counts
doin g coun simple:
ts as an attack, the rule is sim you're
ple: if you ’re
making
m you're
akin g an attack roll, you making
’re m aking an attack.

A t t a c k R
ATTACK ROLLS
olls

When
W h en you m make determines
ake an attack, your attack roll determ ines
whether
w hether the attack hits or m misses. make
isses. To m ake an attack
d20
roll, roll a d2 0 and add the appropriate m modifiers.
odifiers. If the
total ooff the roll plus mmodifiers
odifiers equals or eexceeds
x ceed s the
target's A
target’s Armor
rm or CClass
lass (AC), the attack hits. The AC ooff a
determined
character is determ ined at character creation, w whereas
h ereas
the AC ooff a m
monster
onster is in its stat block.

MODIFIERS
M TO
o d if ie r s t THE
o t ROLL
he R oll
When
W h en a character m makes
akes an attack roll, the tw twoo m
most
ost
common
com m on m modifiers
odifiers to the roll are an ability m modifier
odifier
character's proficiency bonus. W
and the character’s When
h en a mmonster
onster
makes
m akes an attack roll, it u uses
ses wwhatever
hatever mmodifier
odifier is
provided in its stat block.
Ability
A bility MModifier. The
odifier. T modifier
h e ability m used
odifier u sed for a mmelee
elee
weapon
w eapon attack is Strength, and the ability m modifier used
odifier used
for a ranged w weapon
eap on attack is Dexterity. W Weapons
ea pon s that
have the finfinesse thrown
esse or throw n property break this rule.
Some spells
S o m e sp ells also require an attack roll. The ability
modifier
m odifier u used
sed for a spell attack depen
dependsds on the
spellcasting
sp ellcastin g ability ooff the spellcaster, as explained
explained
in chapter 10.
Proficiency
P roficiency Bonus. You add your proficiency bon bonus
us
to your attack roll w when
hen you attack using a w weapon
eap on with
which
w hich you have proficiency, as w well when
ell as w hen you attack
with a spell.

R o l l in g 1 o
ROLLING OR 20
r 2 0
Sometimes
S om etim es fate b blesses
le ss e s or cu
curses
rses a com
combatant, causing
batant, causing
novice
the n ovice to hit and the veteran to m miss.
iss.
If the dd20
2 0 roll for an attack is a 20, the attack hits
regardless ooff any m modifiers target's AC. In
odifiers or the target’s
addition, the attack is a critical hit, as explained later
in this chapter.
If the d2
d200 roll for an attack is a 1, the attack m misses
isses
regardless ooff any m modifiers target's AC.
odifiers or the target’s

UNSEEN
U ATTACKERS
nseen A AND
tta ck e r s a TARGETS
n d T argets

Combatants
C escape
om batants often try to esca foes'
p e their fo e s ’ notice
by hiding, casting the invisibility spell, or lurking
in darkness.
When
W h en you attack a target that you ca can't
n ’t see, you have
disadvantage on the attack roll. This is true w whether
hether
you're
you guessing
’re gu target's location
essin g the target’s location or you
you're’re targeting
a creature you can hear but not see. If the target isn’t isn't in
the location you targeted, you automatically miss,
autom atically m iss, but C o n t e s t s IN
CONTESTS Combat
i n COMBAT
the DM just
D M typically ju st says that the attack missed,
m issed, not Battle often involves pitting your prowess against that of
whether
w hether you gguessed target's location correctly.
u essed the target’s yo ur foe. Such a challenge is represented by aa contest. This
your
When
W h en a creature cacan't see you, you have advantage on
n ’t see on section includes
incl udes the most common contests that require an
attack rolls against it. action in
in combat: grappling and shoving a creature. The DM
If you are h
hidden-both
idden—both u unseen
n seen and uunheard-
nheard—w when
hen can use these contests as models for improvising others.
make
you m ake an attack, you give away your location w
when
hen
the attack hits or m
misses.
isses. creature. The
T h e attack interrupts the provokin
provoking creature's
g creatu re’s
movement,
m ovem ent, occurring
o ccu rrin g right before the creature
RANGED
R a n g e d ATTACKS
A t t a c k s leaves your reach.
When
W h en you make
m ake a ranged attack, you fire a b bow
o w or a You can avoid provoking an opportunity attack by
crossbow,
crossb ow , hurl a handaxe, or otherwise
oth erw ise send
sen d projectiles taking the Disengage
D isen gage action. You also don't
d on ’t provoke an
to strike a foe at a distance. A
Ammonster
onster might shoot opportunity
opportu nity attack wwhen
hen you teleport or w when
hen someone
som eon e
spines from its tail. Many
M any spells
sp ells also involve mmaking
akin g a or som
something
eth in g mmoves
oves you w without
ithout using your m movement,
ovem ent,
ranged attack. example,
action, or reaction. For exam don't
ple, you don ’t provoke an
opportunity
opportu explosion hurls you out ooff a fo
nity attack if an explosion foe's
e ’s
RANGE
R ange reach or if gravity cau
causes
ses you to fall past an enemy.
You can m make
ake ranged attacks only against targets w within
ithin
a specified
sp ecified range.
Two - W e a p o n FFIGHTING
Two-WEAPON ig h t in g

If a ranged attack, such as one made m ade wwith


ith a spell, has a When
W h en you take the AttackA ttack action and attack w with
ith a light
single range, you can't
ca n ’t attack a target beyond this range. melee
m elee wweapon
eap on that youyou're
’re holding
h olding in one
on e hand, you can
Some
S o m e ranged attacks, such as those th ose made
m ade wwith
ith a use
u se a bon
bonusu s action to attack with
w ith a different light melee
m elee
longbow
lon g b ow or
o r a shortbow,
shortbow , have tw twoo ranges. The smaller
sm aller weapon
w eap on that you you're
’re holding
h olding in the other hand. You don'td on ’t
number
num ber is the n normal
orm al range, and the larger n number
um ber is add your ability m modifier
odifier to the damage
dam age of bonus
o f the bon us
range. Your attack roll has disadvantage w
the long range. when
hen attack, unless
u nless that m modifier
odifier is negative.
negative.
your target is beyon
beyond d nnormal
orm al range, and you ca can't
n ’t attack If either wweapon thrown
eap on has the throw n property, you
beyond
a target beyon d the long range. can th
can throw
row the w weapon,
eapon , instead ooff mmaking
akin g a m melee
elee
attack w with
ith it.
RANGED
R anged A
ATTACKS
t t a c k s iIN C l o s e COMBAT
n CLOSE C om bat
Aiming
A im in g a ranged attack is m
more
ore difficult w
when
h en a foe GRAPPLING
G r a p p l in g
is next to you. When make
W h en you m ake a ranged attack with When
W want
h en you w ant to grab a creature or w
wrestle with
restle w ith it,
aw weapon,
eapon , a spell, or some
som e other means,
m eans, you have you can uuse
se the Attack action to m
make
ake a special
sp ecia l melee
m elee
disadvantage on the attack roll if you are within
w ithin 5 feet attack,
attack, a grapple. If you you're
’re able to make
m ake multiple attacks
of
o f a hostile
h ostile creature who
w h o can see you and w
who isn't
h o isn’t with
w ith the A Attack
ttack action, this attack replaces
rep laces one
on e of o f them.
incapacitated. The
T h e target ofo f your grapple must be no morem ore than one
size larger than you, and it must be w within
ithin your reach.
MELEE
M ATTACKS
elee A t ta ck s Using
U sing at least one free hand,hand, you try to seize
seize the target
by mmaking
ak in g a grapple check, a Strength (Athletics)
Used
U sed in hand-to-hand com combat,
bat, a m melee allowss
elee attack allow
check
ch target's Strength (Athletics) or
eck contested by the target’s
' you to attack a foe wwithin
ithin your reach. A Ammelee
elee attack
Dexterity
D exterity (Acrobatics) check
(A crobatics) ch eck (the target chooses
c h o o s e s the
typically uuses
ses a handheld w weapon
eap on such as a sword,
sw ord,
ability to use). If you ssucceed,
u cceed , you subject
su bject the target to
awwarhammer,
arham m er, or an axe. A A typical m monster
onster mmakes
akes a
the grappled condition (see appendix A). The condition condition
melee
m elee attack wwhen
h en it strikes wwith
ith its claws,
claw s, horns, teeth,
specifies
sp ecifies the things that end it, and you can release the
tentacles, or other bbody
od y part. AA few spells
sp ells also involve
target w whenever
henever you like (no action required).
making
m akin g a mmelee
elee attack.
Escaping a Grapple. A A grappled creature can use u se its
Most
M ost creatures
creatu res have a 5-foot reach and can thus
action to escape.
escap e. To do so, it must succeed
su cce e d on a Strength
attack targets wwithin
ithin 5 feet of
o f them w when
hen mmaking
akin g a
(Athletics) or Dexterity (Acrobatics)
(A crobatics) check
ch eck contested by
melee
m elee attack. Certain creatures
creatu res (typically th those
ose larger
your Strength (Athletics) check.
than MMedium)
edium ) have mmelee
elee attacks w with reach
ith a greater reach
Moving a Grappled Creature. W When move,
h en you m you
ove, you
than 5 feet, as noted in their descriptions.
can drag or carry the grappled creature w
can with
ith you, but
When
W h en you are unarmed, you can fight in m melee
elee by
speed
your sp unless
eed is halved, u twoo or m
nless the creature is tw more
ore
making
m akin g an uunarmed
narm ed strike, as shownsh ow n in the wweapon
eap on
sizes smaller
sm aller than you.
table in chapter 5.
SHOVING
Sh o v in g a C reature
A CREATURE
OPPORTUNITY
O p p o r t u n i t y ATTACKS
A ttacks
Using
U sing the A Attack
ttack action, you can make
m ake a special
sp ecia l melee
m elee
In a fight, everyone is constantly watching
w atching for enemies
en em ies
attack to shove a creature, either to k knock
n ock it prone or
to drop their guard. You can rarely m move
ove heedlessly
h eedlessly past
push it away from you. If you're
you ’re able to m
make
ake multiple
your foes without
fo e s w ithout putting yourself
y ou rself in danger; doing
doin g so
attacks w with Attack
ttack action, this attack replaces
ith the A replaces
provokes an opportunity attack.
one ooff them.
them.
You can m make
ake an opportunity attack w when
hen a hostile
The target ooff your shove m must
ust be no m more one
ore than one
creature that you can can see mmoves
oves out ooff your reach. To
you. and it m
size larger than you, must within
ust be w ithin your reach.
make
m ake the opportunity attack, you use your reactionreaction make
You m ake a Strength
Stren gth (Athletics) check
ch eck contested by the
make
to m ake one melee
on e m elee attack against the provoking
provoking target's Strength (Athletics) or D
target’s Dexterity (Acrobatics)
exterity (A crobatics)

P r lfl ,,
check c h o o s e s the ability to use). If you win
ch eck (the target chooses w in When
W h en attacking w with
ith a weapon, you add your ability
the contest, you either knock
kn ock the target prone or push m odifier—the same
modifier-the sam e modifier
m odifier used
u sed for the attack roll-
roll—
it 5 feet away from you. to the damage.
dam age. A
A spell tells you which
w hich dice
d ice to roll fo
forr
damage
dam age and whether
w hether to add any m modifiers.
odifiers.
C over
COVER If a spell or other effect deals damage
dam age to more than
one target at the same
sa m e time, roll the damage
dam age once
on ce for
Walls,
W alls, trees, creatures, and other obstacles obsta cles can provide
all of
o f them. For example,
exam ple, when
w hen a w wizard
izard casts fireball or
cover during combat,
com bat, making
m aking a target more m ore difficult
strike,, the spell's
a cleric casts flame strike sp ell’s damage
dam age is rolled
to harm.
harm . A
A target can benefit from cover only when w hen an
once
o n ce for all creatures
creatu res caught in the blast.
attack or other effect originates on the opposite side
of
o f the cover. CRITICAL
C r i t i c a l HITS
H it s
There are three degrees o f cover. If a target is behind
deg rees of When
W h en you score
sco re a critical hit, you get to roll extra dice
multiple sources
s o u rce s of
o f cover, only the most m ost protective for the attack's
attack’s damage
dam age against the target. Roll R oll all of
o f the
degree ooff cover applies; the degrees
deg rees aren't added attack's
attack’s damage
dam age dice
d ice twice
tw ice and add them together. Then
together. For example,
exam ple, if a target is behind a creature add any relevant modifiers
m odifiers as normal.
norm al. To speed
sp eed up play,
that gives half
h alf cover and a tree trunk that gives three- you can roll all the damage
dam age dice
d ice at once.
once.
quarters cover, the target has three-quarters cover. For example,
exam ple, if you score
sco re a critical hit w with
ith a dagger,
A
A target w with
ith half cover has a +2 bon bonus
u s to AC a nd
and roll 2d4 for the damage,
dam age, rather than ld4, 1d4, and then add
Dexterity
D exterity saving throws.
throw s. AA target has half h alf cover if an your relevant ability modifier. If the attack involves other
obstacle block
blockss at least half
h alf of
o f its body. The obstacle damage
dam age dice, such as from the rogu rogue's
e’s Sneak
S n ea k Attack
might bbee a low wall,
w all, a large piece
p iece of o f furniture, a narrow
narrow feature, you roll those
th ose dice twice
tw ice as wwell.
ell.
tree trunk, or a creature, whether
w hether that creature is an
enemy
enem y or a friend. D
DAMAGE Types
a m a g e TYPES
A
A target with three-quarters cover has a +5 +5 bonus Different attacks, damaging
dam aging spells, and other harm harmful
ful
to AC and Dexterity
D exterity saving throws.
throw s. A A target has three-
three- effects deal different types of o f damage.
dam age. Damage
D am age types
quarters cover if about three-quarters of o f it is covered have no rules of o f their own,
ow n, but other rules, such as
by an obstacle.
obstacle. The obstacle might m ight b bee a portcullis, an damage
dam age resistance, rely on the types.
arrow slit, or a thick tree trunk. The damage
dam age types follow, with w ith examples
exam ples to help a
A
A target with total cover ca n n't’t be
b e targeted directly DM assign a damage dam age type to a new effect.
by an attack or a spell.
spell, although some som e spells can reach Acid. TheT h e corrosive
corrosiv e spray of o f a black dragon's
dragon ’s breath
such a target by including it in an area of o f effect.
effect. A
A and the dissolving
dissolvin g enzymes
en zym es ssecreted
ecreted by a black pudding
target has total cover if it is completely
com pletely concealed
con cea led by deal acid damage.
dam age.
an obstacle. Bludgeoning. Blunt force attacks-hammers,
attacks—ham m ers, falling,
constriction, and the like- deal bludgeon
like—deal bludgeoninging damage.
dam age.
Dam age a
DAMAGE AND H e a l in g
n d HEALING Cold. The infernal chill radiating from an ice devil's devil’s

Injury and the risk of spear and the frigid blast of of a wwhite
hite dragon's
dragon ’s breath
o f death are constant companions
com p a n ion s
of deal cold damage.
dam age.
o f those
th ose who
w h o explore the w worlds
orld s of
o f D&D. The
T h e thrust of
of
Fire. RedR ed dragons breathe fire, fire, and many
m any spells
a sword,
sw ord, a w
well-placed
ell-placed arrow, or a blast of o f flame
flam e from a
conjure flames
flam es to deal fire damage.
dam age.
fireball spell all have the potential to damage,
dam age, or even
kill, the hardiest of Force. ForceF orce is pure magical
m agical energy
en ergy focused
focu sed into a
o f creatures.
damaging
dam agin g form.
form . Most
M ost effects that deal forcforcee damage
dam age are
HIT POINTS
H it P o in ts
spells, including magic missile and spiritual weapon.
Lightning. A A lightning bolt spell and a blue dragon'sdragon ’s
Hit points repres ent a combination
represent com bination of o f physical and breath deal lightning damage. dam age.
mental durability, the will
w ill to live, and luck. Creatures Necrotic. N Necrotic
ecrotic damage,
dam age, dealt by certain undead
with
w ith more
m ore hit points are more
m ore difficult to kill. Those
T h ose and a spell such as chill touch, withers w ithers matter and
with
w ith fewer
few er hit points are more
m ore fragile.
fragile. even the soul.
A creature's
A creatu re’s current hit points (usually ju just
st called hit Piercing. Puncturing
P unctu ring and impaling
im paling attacks, including
points) can be any n number
um ber from the creature's
creatu re’s hit point spears
sp ears and monsters'
m on sters’ bites, deal piercing damage.
dam age.
maximum
m axim u m down
dow n to 0. This number
n um ber changes frequently Poison. V Venomous
en om ou s stings and the toxic gas ooff a green
as a creature takes damage
dam age or receives healing. dragon's
dragon ’s breath deal p poison
oison damage.
dam age.
Whenever
W h enever a creature takes damage,
dam age, that damage
dam age is Psychic. M Mental
ental abilities such as a mind m ind flayer's
flayer’s
subtracted from its hit points. The loss of o f hit points has psionic blast deal psychic damage. dam age.
noo effect on a creature's
n creatu re’s capabilities until the creature Radiant. Radiant damage, cleric’s flame
dam age, dealt by a cleric's
drops
d rops to O0 hit points. strike spell or an angel's
angel’s smiting
sm iting w weapon,
eapon , sears
sea rs the flesh
like fir
firee and overloads the spirit w with power.
ith pow er.
DAMAGE
D a m a g e ROLLS
R olls Slashing. Swords,
S w ord s, axes, and monsters'
m on sters’ claws
claw s deal
Each
E ach wweapon,
eapon , spell, and harmful
harm ful monster
m onster ability slashing damage.
dam age.
specifies
sp ecifies the damage
dam age it deals. You roll the damage
dam age die Thunder. A A concussive
con cu ssive burst of o f sound, such as the
or dice, add any m modifiers,
odifiers, and apply the damage
dam age to o f the thunderwave spell, deals thunder damage.
effect of dam age.
your target. Magic weapons,
M agic w eapon s, special
sp ecial abilities, and other
factors can grant a bonus
bon u s to damage.
dam age.

11
DAMAGE
D a m a g e RESISTANCE
R esistan ce a
AND
n d
D e s c r i b i n g THE
DESCRIBING E f f e c t s OF
t h e EFFECTS Dam age
o f DAMAGE
Dungeon Masters describe hit point loss in in different ways.
VULNERABILITY
V u l n e r a b il it y When your current hit point total is half or more of o f yo
your
ur hit
Some
S o m e creatures and ob objects exceedingly
jects are exceedin gly difficult or maximum,
point maxi mum , you typically
typ ically show no signs of injury. When
unusually easy to hurt w with
ith certain types ooff dam
damage.
age. you drop below half your hit point maximum, you show signs
ooff wear, such as cuts and bruises. An attack that reduces you
If a creature or an object has resistance to a dam damage
age
to O 0 hit points strikes you directly, leaving a bleeding injury or
damage
type, dam age ooff that type is halved against it. If a
othe r trauma, or it simply knocks you unconscious.
other
creature or an object has vulnerability to a damagedam age
type, damage
dam age ofo f that type is dou
doubled
bled against it.
Resistance
R esistan ce and then vulnerability are applied after DEATH
D e a t h SAVING
S a v i n g THROWS
T hrow s
all other m
modifiers
od ifiers to damage.
dam age. For example,
exam ple, a creature Whenever
W h enever you start your turn with 0 O hit points, you
has resistance
resistan ce to bludgeon
bludgeoning
ing damage
dam age and is hit by an must m make
ake a special
sp ecia l saving throw,
throw, called a death saving
attack that deals 25 bludgeoning
bludgeon ing damage.
dam age. The creature throw, to determine
determ ine w whether
hether you creep closer to death
also
is a within
lso w ithin a m
magical
agical aura that red
reduces damage
u ces all dam age by or hang onto life. Unlike other saving throw throws, s, this one
5. The
T h e 25 damage
dam age is first reduced
redu ced by 5 and then halved, isn't tied to any ability score. You are in the hands ooff fate
isn’t
so the creature takes 10 dam damage.
age. now, aided only by spells and features that im improve
prove your
Multiple ininstances
stan ces of resistance
o f resistan ce or vulnerability that chances
ch a n ces ooff succeeding
su cceed in g on a saving throw.
affect the same
sa m e damage
dam age type count as only on onee instance. Roll
R oll a d20. If the roll is 10 or higher, you succeed. su cceed .
For
F or example,
exam ple, if a creature has resistan
resistance
ce to fire damage
dam age Otherwise,
O therw ise, you fail. A A success
s u c ce s s or failure has no effect
as w
well resistance
ell as resistan ce to all n
nonmagical
onm agical damage,
dam age, the by itself. On your third success,
su ccess, you b become
e co m e stable (see
damage
dam age ofof a n
nonmagical
onm agical fire is reduced
redu ced by half
h alf against below). On your third failure, you die. The successes su c ce s se s
the creature, not reduced
redu ced by three-quarters. and failures don't need to be consecutive;consecu tive; keep track
of
o f both until you collect three of o f a kind. The number
num ber ooff
HEALING
H ea lin g both is reset to zero w when
hen you regain any hit points or

Unless become
b e co m e stable.
U n less it results in death, damage isn't perm
dam age isn’t permanent.
anent. Even
RolHng 1 or 20. W
Rolling Whenh en you m make
ake a death saving throw throw
death is reversible through p powerful
ow erfu l mmagic. Rest
agic. R can
est can
and roll a 1 on the d20, it coun counts twoo failures. If you
ts as tw
restore a creature's hit points (as explained in chapter
roll a 20 on the d20, you regain 1 hit point.
8), and mmagical
agical mmethods
ethods such as a cure wounds spell or
Damage at O 0 Hit Points. If you take any damage dam age w while
hile
a potion ofo f healing can remremove
ove damage
dam age in an instant.
you have O 0 hit points, you suffer a death saving throw throw
When
W h en a creature receives healing of o f any kind, hit
failure. If the damage
dam age is from a critica criticall hit, you suffer
points regained are added to its current hit points. A A
twoo failures instead. If the damage
tw dam age equals or exceeds ex ceed s
creature's
creatu re’s hit points can't
ca n ’t exceed
ex ceed its hit point maximum,
m axim um ,
your hit point maximum,
m axim um , yo you u suffer instant death.
so any hit points regained in excess ex ce s s of
o f this number
num ber are
lost. For example,
exam ple, a druid grants a ranger 8 hit points of St a b i l i z i n g a
STABILIZING C reature
A CREATURE
healing. If the ranger h has
as 14 current hit points and has a
The
T h e best wway
ay to save a creature w ith O
with 0 hit points
poin ts is to
hit point mmaximum
axim u m ooff 20, the ranger regains 6 hit points
heal it. If healing is unavailable, the creature can can at
from the druid, not 8.
least be stabilized so that it isn’t
isn't killed by a failed death
A creature that has died ca
A can't
n ’t regain hit points until
saving throw.
magic
m agic such as the revivify spell has restored it to life.
You can u use
se your action to adm
administer
inister first aid to an
unconscious
u n con sciou s creature and attempt to stabilize it, w which
hich
DROPPING
D to O
r o p p i n g TO 0 HIT
H i t POINTS
P o in ts
requires
requ ires a successful
su ccessfu l DC
D C 10 WWisdom
isd om (Medicine)
(M edicine) check.
When
W h en you drop to O 0 hit points, you either die outright or A stable creature doesn't
A make
d oesn ’t m ake death saving throws,throw s,
unconscious,
fall u n con sciou s, as explained in the following
follow in g sections. even though it has O 0 hit points, but it does
d o e s remain
rem ain
unconscious.
u n con sciou s. The creature stops being stable, and must
I n s t a n t DEATH
INSTANT D eath
Massive
M assive damage
dam age canca n kill you instantly. WWhen
h en damage
dam age
reduces
redu ces you to 0 O hit points and there is damage
dam age
remaining,
rem aining, you die if the rem remaining damage
aining dam age equals
or exceeds
ex ce e d s your hit point m maximum.
axim um .
For
F example,
or exam with
ple, a cleric w ith a m
maximum
a xim u m of
of
12 hit points currently has 6 hit points. If she
takes 18 damage
dam age from an attack, she is reduced
reduced
to O
0 hit points, but 12 damage
dam age remremains. Because
ains. B ecau se
the rem
remaining
aining damage
dam age equals her hit point
maximum,
m axim um , the cleric dies.

F a l l i n g UNCONSCIOUS
FALLING U n c o n s c io u s
If damage reduces
dam age red u ces you to O0 hit points and fails to kill
you, you fall uunconscious
n con sciou s (see appendix A). This
unconsciousness
u n con sciou sn ess ends if you regain any hit points.
start making
m aking death saving throws
throw s again, if it takes any MOUNTING
M AND
o u n t in g a DISMOUNTING
n d D ism o u n tin g
damage.
dam age. A stable creature that isn't
isn’t healed
h ealed regains
1 hit point after ld4
1d4 hours. Once
O nce during your m move, can
ove, you ca n mmount
ount a creature that
within
is w ithin 5 feet ooff you or dism
dismount.
ount. D Doing
oin g sso costs
o co sts an
MONSTERS
M o n s t e r s AND
a n d DEATH
D eath amount
am ount ooff m
movement
ovem ent equal to h half
alf your speed.
sp eed. For
Most
M ost DMs
D M s have a monster
m onster die the instant it drops
d rops to example,
exam sp eed is 30 feet, you must spend 15
ple, if your speed
0 hit points, rather than having it fall unconscious
u n con sciou s and feet ooff m
movement
ovem ent to m mount
ount a horse. Th Therefore,
erefore, you cacan't
n ’t
make
m ake death saving throws.
throw s. mount
m ount it if you ddon't
on ’t have 15 feet ooff m
movement
ovem ent left or
Mighty
M ighty villains and special
sp ecia l nonplayer characters if your spspeed
eed is 0.
are common
com m on exceptions;
exception s; the DM might
m ight have them If an effect mmoves
oves your m mount
ount against its w will while
ill w hile
fall unconscious
u n con sciou s and follow the same
sam e rules as you're
you must
’re on it, you m ust succeed
su cce e d on a D DCC 10 Dexterity
Dexterity
player characters. saving th
throw
row or fall ooff
ff the mmount,
ount, landing prone in a
space
sp ace w ithin 5 feet ooff it. If you
within you're knocked
’re k n ock ed prone w while
hile
K n o ck in g A
KNOCKING C r e a t u r e OUT
a CREATURE O ut mounted,
m ounted, you must m makeake the same
sam e saving throw.
If your mmount knocked
ount is k n ock ed prone, you can can uuse
se your
Sometimes
S om etim es an attacker wants
w ants to incapacitate a foe,
dismount
reaction to dism ount it as it falls and land on your feet.
rather than deal a killing blow. WhenW h en an attacker
Otherwise,
O dismounted
therw ise, you are dism ounted and fall prone in a
redu ces a creature to O
reduces 0 hit points with a melee
m elee attack,
space
sp ithin 5 feet it.
within
ace w
the attacker can knock
k n ock the creature out. The
T h e attacker
can make
m ake this choice
ch oice the instant the damage
dam age is dealt.
CONTROLLING A M
C o n tr o llin g a MOUNT
o u n t
The
T h e creature falls unconscious
u n con sciou s and is stable.
While
W mounted,
h ile you're m twoo options. You
ounted, you have tw
T e m p o r a r y HIT
TEMPORARY H i t POINTS
P o in ts can either control the m
can mount allow it to act
ount or allow
independently. Intelligent creatures, such as dragons,
Some
S o m e spells
sp ells and special
sp ecial abilities confer
con fer temporary
tem porary hit
act independently.
points to a creature. Temporary
T em porary hit points
p oints aren't
aren’t actual
can control a m
You can mount been trained
ount only if it has been
hit points; they are a buffer against damage, dam age, a pool
p o o l of
o f hit
to aaccept
ccept a rider. D Domesticated
om esticated h horses,
orses, donkeys, and
points that protect you from injury.
similar
sim ilar creatures are a assumed
ssu m ed to have such training.
When
W h en you have temporary
tem porary hit points and take damage, dam age,
The
T h e initiative ooff a controlled
controlled m mount
ount changes to match
the temporary
tem porary hit points are lost first, and any leftover
yours
y when
ou rs w hen you m mount moves
ount it. It m oves as you direct it, and
damage
d am age carries over to your normal norm al hit points. For
it has only three action options: Dash, D Disengage,
isengage, and
example,
exam ple, if you have 5 temporarytem porary hit points
poin ts and take
Dodge.
D odge. AA con
controlled
trolled mmount
ount cancan m
move
ove and act even onon
7 damage,
dam age, you lose the temporarytem porary hit points and then
the turn that you m mount
ount it.
take 2 damage.
dam age.
An independent m mount
ount retains its place in the
Because
B eca u se temporary
tem porary hit points are separate from
initiative order. B Bearing restrictionss on
earin g a rider puts no restriction on
your actual hit points, they can exceed ex ceed your hit point
the actions the m mount
ount can take, and it m moves
oves and acts
maximum.
m axim um . A character can, therefore, be at full hit
wishes.
as it w ish es. It might flee from com combat,
bat, rush to attack
points
poin ts and receive temporary
tem porary hit points.
and devour a badly injured foe, or oth otherwise
erw ise act against
Healing
H ealing can't
ca n ’t restore temporary
tem porary hit points, and they
your w wishes.
ish es.
can't b e added together. If you have temporary
ca n ’t be tem porary hit points
In either case, if the mmount opportunity
ount provokes an opportunity
and receive more m ore ofo f them,
them , you decide
d ecide whether
w hether to keep
attack w
while you're
hile y you
ou ’re on it, the attacker can target you
the ones
on es you have or to gain the new n ew ones. For example,
exam ple,
or the m
mount.
ount.
if a spell grants you 12 temporary
tem porary hit points when you
w hen you
already have 10, you can have 12 or 10, not 22.
If you have O 0 hit points, receiving
receivin g temporary
tem porary hit points U n d e r w a t e r COMBAT
UNDERWATER C ombat
doesn't
d oesn ’t restore you to consciousness
con s cio u s n e s s or stabilize you. When
W h en adventurers pursue sahuagin ba back
ck to their
They
T h ey can still absorb damage dam age directed at you while w hile undersea homhomes.es, fight ooff
ff sharks in an ancient
you're
you ’re in that state, but only true healing h ealing can save you. shipwreck,
sh ipw reck, or find ththemselves flooded
em selves in a flood dungeon
ed dungeon
Unless
U nless a feature that grants you temporary tem porary hit points room,, they must fight in a challen
room challenging environment.
ging environm ent.
has a duration, they last until they're they’re depleted or you Underwater
U following
nderw ater the follow in g rules apply.
finish a long
lon g rest. When
W making
h en m akin g a melee weapon attack, a creature
creature
that ddoesn't swimming
oesn ’t have a sw im m in g speed
sp eed (either natural oror
M o u n t e d COMBAT
MOUNTED C ombat granted by m magic)
agic) has disadvantage on the attack roll
unless
u nless the w weapon shortsword,
eap on is a dagger, javelin, sh ortsw ord,
A knight charging
chargin g into battle on a warhorse,
w arhorse, a wizard
w izard
spear, or trident.
casting spells
sp ells from the back of o f a griffon, or a cleric
A ranged weapon attack autom
A automatically misses
atically m isses
soaring
soa rin g through the sky on a pegasus all enjoy the
a target beyon
beyondd the wweapon's normal
ea p on ’s n orm al range. Even
benefits ofo f speed
sp eed and mobility
m obility that a mount
m ount can provide.
against a target w within normal
ithin norm al range, the attack roll has
A willing
w illing creature that is at least one on e size larger than
disadvantage unless the w weapon crossbow,, a net, or
eap on is a crossbow
you and that has an appropriate anatomy anatom y can serve as a
awweapon thrown
eap on that is throw javelin (including a spear,
n like a javelin
mount,
m ount, using
u sing the following
follow in g rules.
trident, or dart).
Creatures and objects that are fully im immersed
m ersed in
water
w resistance
ater have resistan damage.
ce to fire dam age.

p
C h a p t e r 10: SPELLCASTING
CHAPTER Sp e l l c a s t in g

~
M
A GIC PERMEATES THE WORLDS OF D&D AND
AGIC number
In every case, the num ber ooff sp
spells
ells a caster can
~

~
most
m ost often appears in the form ooff a spell. mind
have fixed in m timee depen
ind at any given tim depends on the
ds on

J
This
Th is chapter provides the rules for character's level.
character’s
casting spells. D
Differe nt character
ifferent
classes
cla sses have distinctive wways
ays of
o f learning SPELL
S p e l l SLOTS
Slo ts
and preparin
preparingg their spells, and m monsters
onsters
Regardless
R egardless of of hhow
ow m many
any spells
sp ells a caster knows k n ow s or
use spells
sp ells in unique w ways.
ays. Regardless
R eg ardless of
o f its source,
sou rce,
prepares, he or she can cast only a limited number
lim ited num ber of
of
a spell follows
follow s the rules here.
spells before resting. Manipulating
M anipulating the fabric of o f magic
m agic
and channeling
chann elin g its energy into even a simple sim ple spell is
W h a t Is
WHAT Is A Sp e l l ?
a SPELL? physically and mentally taxing, and higher-level spells
A spell is a discrete m
A magical
agical effect, a single shaping are even m more
ore so. Thus, each spellcasting
sp ellcastin g class's
cla ss’s
ooff the m
magical
agical energies that suffuse the m multiverse
ultiverse description (except that ooff the w warlock)
arlock) includes a table
into a specific, lim
limited expression.. In casting a spell,
ited expression showing
sh ow in g hhow
ow m many
any spell slots ooff each spell level a
a character carefully plucks at the invisible strands of character can u use
se at each character level. For example, exam ple,
raw mmagic
agic suffusing the w world, them in place in a
orld, pins them the 3rd-level w wizard
izard UmUmara ara has four 1st-level spell slots
particular pattern, sets themthem vibrating in a specific
sp ecific way, and twtwoo 2nd-level slots.
and then releases them them to unleash the desired effect-in
effect—in When
W h en a character casts a spell, he or she expends
most
m ost cases, all in the span ooff seconds.
secon d s. a slot of
o f that spell's
sp ell’s level or higher, effectively "filling"“filling”
Spells
S p ells can b
bee versatile tools, weapons,
w eapon s, or protective a slot wwith
ith the spell. You can think of o f a spell slot as a
wards.
w ards. They
Th ey can deal damage
dam age or undo it, im impose
p ose or groove
g roove ofo f a certain size-small
size—sm all for a 1st-level slot, larger
remove
rem ove conditions
condition s (see appendix A), drain life energy for a spell of o f higher level. A A 1st-level spell fits into a slot
away, and restore life to the dead. of
o f any size, but a 9th-level spell fits only in a 9th-level
Uncounted
U ncounted th thousands
ou san ds ooff spells have been
been created slot. So
So w when
hen UmUmaraara casts magic missile, a 1st-level
course
over the cou rse ooff the m
multiverse's
ultiverse’s history, and m many
any ooff spell, she spends
sp en ds ononee ooff her four 1st-level slots and has
them are long forgotten. Some
them Som e m might recorded
ight yet lie record ed in remaining.
three rem aining.
crumbling
cru m blin g spellbooks
sp ellb ook s hidden in ancient ruins or trapped Finishing a lon longg rest restores any expended spell slots
in the mminds
inds of
o f dead gods. Or might
O r they m ight someday
som eday bebe (see chapter 8 for the rules on resting).
reinvented by a character w who
h o has amassed
am assed enough Some
S o m e characters and m monsters
on sters have specialsp ecia l abilities
power
pow er and w wisdom
isd om to dod o so. that let them cast spells without w ithout using spell slots. For
example,
exam ple, a monkm on k who
w ho follows
follow s the W Wayay of
o f the Four
S p e l l LEVEL
SPELL L evel Elements,
Elem ents, a warlock
w arlock whow ho chooses
c h o o s e s certain eldritch
invocations, and a pit fiend from the Nine Hells H ells can all
Every spell has a level from O 0 to 9. AAspell's
sp ell’s level is a
cast spells in such a way.
general indicator ooff hhow
ow ppowerful
ow erfu l it is, wwith lowly
ith the low ly
(but still im pressive) magic missile at 1st level and
impressive) C
CASTING Sp e l l a
A SPELL
a s t in g a AT A H
t a ig h e r L
HIGHER LEVEL
evel
the earth-shaking wish at 9th. Cantrips—sim
Cantrips-simple ple but When
W h en a spellcaster
sp ellcaster casts a spell using a slot that is ooff a
powerful
pow erfu l spells
sp ells that characters can cast almost rote-
alm ost by rote—
higher level than the spell, the spell assumes
a ssu m es the higher
are level 0. The
The h higher
igher a spell's
sp ell’s level, the higher level a
level for that casting. For instance, if UmUmaraara casts magic
spellcaster
sp ellcaster mmust use
ust be to u se that spell.
missile uusing
sing one o f her 2nd-level slots, that magic
on e of
Spell
S p ell level and character level don't
d on ’t correspond
corresp on d missile is 2nd level. Effectively, the spell expands to fill
directly. Typically, a character has to be at least 17th the slot it is put into.
level, not 9th level, to cast a 9th-level spell. S o m e spells, such as magic missile and cure wounds,
Some
have mmore powerful
ore pow when
erfu l effects w hen cast at a higher level,
KNOWN
K n o w n AND P r e p a r e d SPELLS
a n d PREPARED Spells
as detailed in a spell's
sp ell’s description.
description.
Before
B efore a spellcaster can u use
se a spell, he or she must
have the spell firm firmly mind,
ly fixed in m ind, or m must
ust have a access
cce ss CANTRIPS
C an tr ips
to the spell in a m magic
agic item. M Members
em bers ooff a few classes, A cantrip is a spell that can be cast at will,
A will, w
without
ithout
including bards and sorcerers, have a lim limited
ited list ooff
using a spell slot and w
without
ithout being prepared in
spells
sp ells they k know
n ow that are always fixed in m mind.
ind. The advance. RRepeated
epeated practice hhas
as fixed the spell in the
same
sam e thing is true of of mmany
any mmagic-using
agic-using m monsters.
onsters. Other caster's mind
caster’s m ind and in
infused
fused the caster wwith
ith the mmagic
agic
spellcasters, such as clerics and w wizards,
izards, u undergo
ndergo a needed
n produce
eeded to produ ce the effect over and over. A
A cantrip's
cantrip’s
process
p r o ce s s ooff preparin
preparing g spells. This
T h is process
p r o ce s s varies for
spell level is 0.
different classes, as detailed in their descriptions.
RITUALS
R itu a ls
C a s t i n g IN
CASTING A rmor
i n ARMOR
Certain spells have a special
sp ecia l tag: ritual. Such
S u ch a spell
Because ooff the mental focus and precise gestures required
following
can be cast follow normal
in g the n orm al rules for spellcasting,
for spellcasting, you must be proficient with the armor you
are wearing to cast a spell. You are otherwise too distracted or the spell can
can bbee cast as a ritual. T The
h e ritual version ooff
and physically hampered by your armor for spellcasting. a spell takes 10 mminutes
inutes longer to cast than norm normal.
al.
It also doesn't
d oesn ’t expend a spell slot, which
w hich means
m ea n s the
ritual version ooff a spell can't
ca n ’t be cast at a higher level.
To cast a spell as a ritual, a spellcaster mustm ust have a
feature that grants the ability to do so. The T h e cleric and the
druid, for example,
exam ple, have such a feature. The T h e caster must
also have the spell prepared or on his or her list of o f spells
known,
know unless
n, u nless the character's
character’s ritual feature specifies
sp ecifies
otherwise,
oth erw ise, as the wizard's
w iza rd ’s does.

C a s t in g A
CASTING Sp e ll
a SPELL
When
W h en a character casts any spell, the same sam e basic rules
are followed,
follow ed, regardless ooff the character's
character’s class or the
spell's
sp ell’s effects.
Each spell description in chapter 11 begins
begin s with a block
block
of
o f information,
inform ation, including the spell's
spell’s name, level, school
sch ool
of
o f magic,
m agic, casting time, range, components,
com ponents, and duration.
The
T he rest of
o f a spell entry describes
d escribes the spell's
spell’s effect.

CASTING
C a s t i n g TIME
T im e
Most
M ost spells require a single action to cast, but some
som e
spells
sp ells require a bon
bonus
u s action, a reaction, or m
much
uch more
m ore
time
tim e to cast.

BONUS
B o n u s ACTION
A c t io n
A
A spell cast with a bon
bonus
u s action is especially
esp ecia lly swift. You
must
m ust use a bonus action on your turn to cast the spell,
provided that you haven't
haven’t already taken a bonus
bon u s action
this turn. You can't
ca n ’t cast another spell during the same sam e
turn, except for a cantrip with a casting time o f 1 action.
tim e of

REACTIONS
R e a c t io n s
Some
S o m e spells
sp ells can be cast as reactions. These
T h ese spells
take a fraction ofo f a second
se co n d to bring about and are cast
in response som e event. If a spell can be cast as a
resp on se to some
reaction, the spell description tells you exactly w when
hen
you can do so.

L o n g e r CASTING
LONGER C a s t i n g TIMES
T im e s
Certain spells (including spells cast as rituals) require
more
m ore time to cast: minutes
m inutes or even hours. When
W h en you
cast a spell with
w ith a casting
castin g time
tim e longer than a single
action or reaction, you must
m ust spend
sp en d your action each
turn casting the spell, and you must maintain your
concentration w while
hile you do sos o (see "Concentration"
“C oncentration”
). If your concentration is broken, the spell fails,
below).
below
don ’t expend a spell slot. If you want
but you don't w ant to try
casting
castin g the spell again, you must
m ust start over.

R ange
RANGE
The target of o f a spell must
m ust be within
w ithin the spell's
sp ell’s range.
For a spell like magic missile, the target is a creature.
F or a spell like fireball, the target is the point in space
For sp ace
where
w here the ball of o f fire erupts.
Most
M ost spells
sp ells have ranges
ran ges expressed
ex p ressed in feetfeet.. Some
S om e
spells
sp ells can target only a creature (including you) that you
touch. Other spells, such as the shield spell, affect only
you. These
T h ese spells have a range of o f self.
Spells
S p ells that create conesco n e s or lines
lin es of
o f effect that originate
from you also have a range of o f self, indicating that the
origin point of o f the spell's
sp ell’s effect must be you (see "Areas “A reas
of
o f Effect"
E ffect” later in the this chapter).
Once
O nce a spell is cast, its effects aren't
aren’t limited by its T h e SCHOOLS
THE S c h o o l s OF Ma g ic
o f MAGIC
range, unless the spell's
spell’s description says otherwise. Academies of o f magic group spells into eight categories called
schools of o f magic. Scholars, particularly wizards, apply these
COMPONENTS
C omponents categories to all spells, believing that all magic functions in in
essentially the same way, whether itit derives from rigorous
Aspell's
A sp ell’s components
com pon en ts are the physical requirements
requirem ents you
study or is bestowed by a deity.
must
m ust meet
m eet in order to cast it. EachE ach spell's
spell’s description The schools of magic help describe spells; they have no
indicates w whether
hether it requires
requ ires verbal (V), somatic
som atic (S), rules of their own, although some rules refer to the schools.
or m
material
aterial (M) com pon en ts. If you can't
(M ) components. ca n ’t provide one Abjuration spells are protective in in nature, though some
or m
more
ore ofo f a spell's
sp ell’s components,
com pon en ts, you are unable to of
o f them have aggress
aggressiveive uses. They create magical barriers,
cast the spell. negate harmful effects, harm trespassers, or banish creatures
to other planes of o f existence.
VERBAL
V e r b a l (V)
(V ) Conjuration spells involve the transportation of objects
Most
M ost spells require the chanting of o f mystic
m ystic w words.
ords. The and creatures from one location to another. Some spells
words
w ord s themselves
them selves aren't
aren’t the source
so u rce ofo f the spell's power;
sp ell’s pow er; summon creatures or objects to the caster's caster’s side, whereas
rather, the particular combination
com bination of o f sounds,
sou n ds, with
others allow the caster to teleport to another location. Some
conjurations create objects or effects out of o f nothing.
specific
sp ecific pitch and reson
resonance,
an ce, sets the threads of
o f magic
m agic
Divination spells reveal information, whether in in the form of
in motion.
m otion. Thus, a character whow h o is gagged or in an area secrets long forgotten, glimpses of o f the future, the locations
of
o f silence, such as one
on e created by the silence spell, can't
ca n ’t of
o f hidden things, the truth behind ill usions, or visions of
illusions,
cast a spell wwith
ith a verbal component.
com ponent. dista
distantnt people or places.
Enchantment spells affect the minds of o f others, influencing
SOMATIC
S o m a t i c (S)
(S ) or controlling their behavior. Such spells can make enemies
Spellcasting gestures m might
ight include a forceful see the caster as a friend, force creatures to take a course of
o f gestures. If a spell
gesticulation or an intricate set of action, or even control another creature like a puppet.
requires
requ ires a somatic
som atic component,
com pon ent, the caster must have free Evocation spells manipulate magical energy to produce a
use of
o f at least one hand to perform
perform these gestures. desired effect. Some call up blasts of o f fire or lightning. Others
channel positive energy to heal wounds.
MATERIAL
M a t e r i a l (M)
(M ) Illusion spells dece ive the senses or minds of
deceive o f others. They
Casting some
so m e spells requ
requires
ires particular objects,
cause people to see things that are not there, to miss things
that are there, to hear phantom noises, or to remember
specified
sp ecified in paren
parentheses
th eses in the component
com p on en t entry.
things that never happened. Some illusions create phantom
A
A character can use a component pouch or a
images that any creature can see, but the most insidious
spellcasting focus (found in chapter 5) in place of of illus io ns plant an image directly in
illusions in the mind of o f a creature.
the components
com p on en ts specified
sp ecified for a spell. But if a cost is Necromancy spells manipulate the energies of o f life and
indicated for a comcomponent,
pon ent, a character m must
ust have that death. Such spells can grant an extra reserve of o f life force,
specific
sp ecific component
com pon en t before he or she sh e can cast the spell. drain the life energy from another creature, create the
If a spell states that a material component
com p on en t is undead, or even bring the dead back to life.
consumed
con su m ed by the spell, the caster m must
ust provide this Creating the undead through the use of necromancy spells
component
com p on en t for each casting
castin g of
o f the spell. such as animate dead is not a good act, and only evil casters
A spellcaster must have a hand free to access
A a c c e s s these
use such spells frequently.
Transmutation spells change the properties of o f a creature,
components,
com pon en ts, but it can be the samesam e hand that he or she
object, or environment. They might turn an an enemy into a
uses
u ses to pperform
erform somatic
som atic components.
com pon ents.
harmless creature, bolster the strength of o f an ally, make an
object move at the caster’s
caster's command, or enhance a creature's creature’s
DURATION
D u r a tio n innate healing abilities to rapidly recover from injury.
A
A spell's duration is the length of o f time
tim e the spell persists.
A
A duration can be expressed
ex p ressed in rounds, minutes,
m inutes, hours, Normal
N orm al activity, such as moving
m ovin g and attacking, doesn't
d oesn ’t
or even years. Some
S o m e spells specify
sp ecify that their effects last interfere with
w ith concentration. The following
follow in g factors can
until the spells
sp ells are dispelled or destroyed. break concentration:

INSTANTANEOUS
In stan tan eou s ,• Casting another spell that requires concentration.
Many
M any spells are instantaneous. The T h e spell harms,
harm s, You lose concentration on a spell if you cast another
heals, creates, or alters a creature or an object ob ject in a w
way
ay spell that requires
requ ires concentration. You can'tca n ’t concen-
concen ­
can't
that ca bee dispelled, because
n ’t b b eca u se its m
magic
agic exists only trate on two
tw o spells
sp ells at once.
for an instant. ,• Taking damage. WheneverW h enever you take damage
dam age while
w hile
you are concentrating
concentratin g on a spell, you must make m ake a
CONCENTRATION
C o n c e n t r a t io n Constitution saving th throw
row to maintain
m aintain your concentra-
con cen tra­
Some
S o m e spells require you to maintain
m aintain concentration tion. The
T h e DC
D C equals 10 or half
h alf the damage
dam age you take,
in order to keep their m a gic active. If you lose
magic lose whichever
w hichever numnumber ber is higher. If you take damage
dam age from
concentration, such a spell ends. multiple sources,
sou rces, such as an arrow and a dragon's
dragon ’s
If a spell must
m ust be maintained
m aintained w with
ith concentration, breath, you make
m ake a separate saving th throw
row for each
that fact appears in its Duration
D uration entry, and the spell source
sou rce of
o f damage.
dam age.
specifies
sp ecifies how long
h ow lon g you can concentrate on it. You can • Being incapacitated or killed. You lose concentration
concentration
end concentration at any timetim e (no action required). sp ell if you are incapacitated or if you die.
on a spell
The
Th e DM might
m ight also decide that certain environmental
environm ental position its point ooff origin. Typically,
position
phenomena,
phenom ena, such as a wave crashing
crash in g over you while
w hile a point ooff origin is a point in space,
sp ace, but
you're
y ou ’re on a storm-tossed
storm -tossed ship.
ship, require you to succeed
su cceed some
som spells
e sp ells have an area w whose
h ose origin is a
on a DCD C 10 Constitution saving throw
th row to maintain creature or an object.
concentration on a spell. Aspell's
A sp ell’s effect expands in straight lin lines
es from the point
ooff origin. If nnoo u
unblocked
nblock ed straight line extends from
from the
Targets
TARGETS point ooff origin
origin to a location
location wwithin
ithin the area ooff effect, that
A typical spell requires you to pick one or more m ore targets
isn't included in the spell's
location isn’t block one ooff
sp ell’s area. To block
to be affected by the spell's
sp ell’s magic.
m agic. Aspell's
A spell's description
description these im imaginary obstruction m
aginary lines, an obstruction must
ust provide total
tells you whether
w hether the spell targets creatures, objects.
objects, or cover, as explained in chapter 9.
a point ofo f origin for an area of o f effect (described below).
CONE
C one
Unless
U n less a spell has a perceptible effect, a creature
A ccone
A on e extends in a direction you cchoose from its point
h o o s e from
might not knowk n ow it was
w as targeted by a spell at all. An A n effect
of
o f origin. A A ccone's width
o n e ’s w length
idth at a given point along its length
like crackling
cracklin g lightning is obvious, but a more m ore subtle
is equal to that poin point's
t’s distance from the point ooff origin.
effect, such as an attempt to read a creature's
creatu re’s thoughts,
A ccone's
A o n e ’s area ooff effect spspecifies maximum
ecifies its m axim u m length.
typically goes
g oes unnoticed,
u nnoticed, unless
u nless a spell says otherwise.
otherw ise.
A ccone's
A o n e ’s point ooff origin is not included in the ccone's
o n e ’s
A
A CLEAR
C l e a r PATH
Pa t h TO
t o THE
t h e TARGET
T arget area ooff effect, unless you ddecide otherwise.
ecide otherw ise.
To target something,
som ething, you mustm ust have a clear path to it,
C ube
CUBE
so it can't
ca n ’t be behind
beh in d total cover.
You select a cu cube's
b e’s point ooff origin, w
which anywhere
hich lies anyw here
If you place an area of o f effect at a point that you can't
ca n ’t
on a face ooff the cubic effect. T The cube's
h e cu expressed
b e ’s size is ex p ressed
see and an obstruction, such as a wall, is between betw een you
as the length ooff each side.
and that point, the point of o f origin comes
co m e s into being on
on
A ccube's
A u b e ’s point ooff origin is not included in the cu cube's
b e ’s
the near side of o f that obstruction.
area ooff effect, unless you d decide otherwise.
ecide otherw ise.
TARGETING
T a r g e t i n g YOURSELF
Y ou rself
C y l in d e r
CYLINDER
If a spell
sp ell targets a creature of o f your choice,
ch oice, you can
A cylinder’s
A cylinder's point ooff origin is the center ooff a circle ooff a
choose
c h o o s e yourself, unless the creature must be hostile
h ostile or
particular radius, as given in the spell description. The The
sp ecifically a creature other than you. If you are in the
specifically
must
circle m ust either b be ground
e on the grou nd or at the height ooff
area of o f effect of
o f a spell you cast, you can target yourself.
the spell effect. The en energy
ergy in a cylinder expands in

AREAS
A r e a s OF
o f EFFECT
Effect straight lines from the point ooff origin to the perimperimeter
eter ooff
forming
the circle, form base
in g the ba se ooff the cylinder. The sp
spell's
ell’s
S p ells such as burning hands and cone of
Spells o f cold cover an effect then shshoots
oots up from the ba base down
se or dow n from the
area, allowing
allow ing them to affect multiple
m ultiple creatures
creatu res at once.
on ce. top, to a distance equal to the height ooff the cylinder.
Aspell's
A sp ell’s description specifies
sp ecifies its area of
o f effect, A cylinder's point ooff origin is included in the cylinder’s
A cylinder’s cylinder's
which
w hich typically has oneon e of
o f five different shapes: cone, area ooff effect.
cube, cylinder, line, or sphere. Every area of o f effect has
a point ofo f origin, a location from which
w hich the spell's
spell’s
energy erupts. The rules for each shape specify sp ecify how you
h ow you
LINE
L in e The W
THE WEAVE OF
eave o M a g ic
f MAGIC

A line extends from its point of o f origin in a straight path The worlds
world s within the D&D multiversemulti verse are magical places.
up to its length and covers an area defined by its width. All existence is suffused with magical power, and potential
A
A line's
lin e’s point of
o f origin is not included in the line's
line’s area energy lies untapped in in every rock, stream, and living
of
o f effect, unless
u n less you decide
d ecide otherwise.
otherw ise. creature, andan d even in in the air itself. Raw magic is the stuff of
creation, the mute and mindless mi ndless will ooff existence, permeating
SPHERE
Sp h e r e every bit ooff matter and present in in every manifestation
manifestati on of
energy throughout
throughou t the multiverse.
mul tiverse.
You select a sphere's
sp here’s point of
o f origin, and the sphere
Mortals can’t
can't directly
directl y shape
sha pe this
thi s raw magic. Instead, they they
extends outward
outw ard from that point. TheT h e sphere's
sp here’s
make use ooff a fabric ooff magic, a kind kin d ooff interface between
size is expressed
ex pressed as a radius in feet that extends the will of a spellcaster and the stuff ooff raw magic. The
from the point. spe llca sters ooff the Forgotten Realms call it the Weave and
spellcasters
A sphere's
A sp h ere’s point of
o f origin is included in the sphere's
sp h ere’s recognize its essence as the goddess Mystra, but casters
area of
o f effect. have varied ways ooff naming and visualizing this interface. By By
any name, without the Weave, Weave, raw magic is locked away and
SAVING
S a v i n g THROWS
T hrows inaccessible;the most powerful powerfu l archmage can't light a candle
with magic in in an area where the Weave has been torn. But
Many spells specify
sp ecify that a target can make m ake a saving surrounded by the Weave, a spellcaster can shape lightning
throw
th row to avoid some
som e or all of o f a spell's
sp ell’s effects. The spell to blast foes, transport hundreds ooff miles in in the blink ooff an
specifies
sp ecifies the ability that the target uses u ses for the save and eye, or even reverse death itself.
what
w hat happens on a success
s u c ce s s or failure. All magic depends on the Weave, though different kinds
The
T h e DC
D C to resist one
on e of
o f your spells
sp ells equals 8 + your of
o f magic access it in in a variety of ways. The spells ooff wizards,
spellcasting m odifier + your proficiency bonus
spellcastin g ability modifier bon u s + war locks, sorcerers, and bards are commonly called arcane
warlocks,
any special
sp ecia l modifiers.
m odifiers. magic. These spellsspe lls rely on an understanding—
understanding-learned learned or
intuitive-of
intuitive— o f the workings ooff the Weave. The caster plucks
ATTACK
A t t a c k ROLLS
R olls directly at the strands ooff the Weave to create the desired
effect. Eldritch knights and arcane tricksters also use arcane
Some
S o m e spells require the caster to make
m ake an attack roll magic. The sspells
pells ooff clerics, druids, paladins,
paladin s, and rangers are
to determine
determ ine whether
w hether the spell effect hits the intended called divine magic. These spellcasters’
spellcasters' access to the Weave
target. Your attack bonus
bon u s with
w ith a spell attack equals your is
is mediated by divinedi vi ne power—
power-gods,gods, the divine forces of
spellcasting m odifier + your proficiency bonus.
spellcastin g ability modifier nature, or the sacred weight ooff a paladin’spaladin's oath.
oath .
Most
M ost spells that require attack rolls involve ranged Whenever a magic effect is created, the threads ooff the
attacks. Remember
R em em ber that you have disadvantage on a Weave intertwine, twist, twist, and fold to make the th e effect possible.
When characters use divinationdivin ati on spells such as detect magic or
ranged attack roll if you are within
w ithin 5 feet of
o f a hostile
identify, they glimpse the Weave. A A spell such as dispel magic
creature that can see you and that isn't isn’t incapacitated
smooths the Weave. Spells such as antimagic field rearrange
(see chapter 9). the Weave so that magic flows around, rather than through,
the area affected by the spell. And in in places where the Weave
COMBINING
C o m b i n i n g MAGICAL
M a g i c a l EFFECTS
Effects is damaged or torn, magic works in in unpredictable ways— ways-or or
The effects of
o f different spells add together while w hile not at all.
the durations of o f those
th ose spells
sp ells overlap. The effects of of
the same
sam e spell cast multiple times tim es don't combine,
com bine,
however. Instead, the most m ost potent effect- such as the
effect—such
highest bonus- from those
bon u s—from th ose castings
castin gs applies while
w hile their
durations overlap.
For example,
exam ple, if twotw o clerics cast bless on the samesam e
target, that character gains the spell'ssp ell’s benefit only
once;
on ce; he or she doesn't
d oesn ’t get to roll two
tw o bonus
bon u s dice.
C h a p t e r 11: SPELLS
CHAPTER Spells
HIS CHAPTER DESCRIBES THE MOST COMMON
T
HIS Hold Monster 11ST
st L evel
LEVEL
spells
sp ells in the w worlds
orld s of
o f DUNGEONS & & Legend Lore Bane
D r a g o n s . The
DRAGONS. T he chapter beg begins with
in s w ith the Mass Cure Wounds Bless
spell lists of o f the spellcasting
sp ellcastin g classes. The Mislead Command
Comman d
remainder
rem ainder contains
contain s spell descriptions,
Modify Memory Create or Destroy Water
presented in alphabetical order by the
Planar Binding Cure Wounds
name
n am e of
o f the spell.
Raise Dead Detect Evil and Good
B a r d SPELLS
BARD Spells Hold Person Scrying
----- Invisibility Seeming
Detect Magic
Detect Poison and Disease
C a n t r i p s (o
CANTRIPS (0 LEVEL)
Level) Knock Teleportation
Te leportation Circle Guiding Bolt
Blade Ward Lesser Restoration
6 t h LEVEL
Level Healing Word
Locate Animals or Plants 6TH
Dancing Lights Inflict Wounds
Locate Object Eyebite
Eye bite
Friends Protection from
Magic Mouth Find the Path
Light Evil and Good
Phantasmal Force Guards and Wards
Mage Hand Purify Food and Drink
See Invisibility Mass Suggestion
Mending Sanctuary
Shatter Otto’s Irresistible Dance
Otto's
Message Shield
Sh ield ooff Faith
Silence Programmed IlIllusion
lusion
Minor Illusion
Suggestion True Seeing 2 N D LEVEL
2ND Level
Prestidigitation
o f Truth
Zone of Aid
True Strike 7 t h LEVEL
]TH L evel
Vicious Mockery Augury
3 Level
r d LEVEL
3RD Etherealness
Blindness/Deafness
BI ind ness/Deafness
1s t LEVEL
1ST L evel Bestow Curse Forcecage
Calm Emotions
Clairvoyance Mirage Arcane
Arcan e
Animal Friendship Continual Flame
Dispel Magic Mordenkainen’s
Mordenkainen's
Bane
,Bane Enhance Ability
Fear Magnificent Mansion
Charm Person Find Traps
Feign Death Mordenkainen’s Sword
Mordenkainen's
Comprehend Languages Gentle Repose
o f Warding
Glyph of Project Image
Cure Wounds Hold Person
Hypnotic Pattern Regenerate
Detect Magic Lesser
Le sser Restoration
Leomund’s Tin
Leomund's Tinyy Hut Resurrection
Disguise Self Locate Object
Major Image Symbol
Dissonant Whispers Prayer of Healing
Nondetection Teleport
Faerie Fire Protection from Poison
Feather Fall Plant Growth
8 t h LEVEL
8TH Level Silence
' Healing Word Sending
Dominate Monster Spiritual Weapon
Speak with Dead
Heroism Feeblemind Warding Bond
Identify Speak with Plants
Glibness Zone ooff Truth
Illusory Script Stinking Cloud
Mind Blan
Blankk
Longstrider Tongues
Tong ues 33RD Level
r d LEVEL
Power Word Stun
Silent Image Animate Dead
4 t h LEVEL
4TH L evel
Sleep 9 t h LEVEL
9TH Level Beacon of Hope
Compulsion
Speak with Animals
Animal s Foresightt
Foresigh Bestow Curse
Confusion
Tasha’s Hideous Laughter
Tasha's Power Word Heal Clairvoyance
Dimension Door
Thunderwave Power Word Kill
Kill Create Food and Water
Freedom of Movement
Unseen Servant True Polymorph Daylight
Dayl ight
Greater Invisibility
Dispel Magic
2 N D LEVEL
2ND Level Hallucinatory Terrain
CLERIC SPELLS
C l e r ic S pells Feign Death
Animal Messenger Locate Creature
Glyph ooff Warding
Blindness/Deafness Polymorph
(o LEVEL)
C a n t r i p s (0
CANTRIPS Level) Magic Circle
Calm Emotions
Calm 5 t h LEVEL
5TH L evel Healing
Mass Heal ing Word
Guidance
o f Daggers
Cloud of Meld into Stone
Animate Objects
Objects Light
Crown of Madness Protection from En
Energy
ergy
Awaken Mending
Detect Thoughts Remove Curse
Dominate Person Resistance
Enhance Ability Revivify
Dream Sacred Flame
Enthrall Sending
Geas Spare the Dying
Heat Metal Speak with Dead
Greater Restoration Thaumaturgy
Spirit Guardians Gate Dispel Magic Mirage Arcane
Tongues Mass Heal Feign Death Plane Shift
Water Walk True
Tr ue Resurrection Meld into Stone
Meld Regenerate
Plant Growth Reverse Gravity
44TH
th L evel
LEVEL
DRUID
D r u i d SPELLS
Sp e lls Protection from Energy
Banishment 88TH Level
t h LEVEL
Sleet Storm
Control Water Animal Shapes
C a n t r i p s (o
(ANTRIPS (0 LEVEL}
Level) Speak with Plants
Death Ward Antipathy/Sympathy
Anti pa thy/Sympathy
Druidcraft Water Breathing
Divination Control Weather
Guidance Water Walk
Freedom of Movement Earthquake
Mending Wind Wall
Guardian of Faith Feeblemind
Poison Spray
Locate Creature 4
4TH Level
t h LEVEL Sunburst
Produce Flame
Stone Shape Blight Tsunami
Resista nce
Resistance
Confusion
Confusi on
5t h LEVEL
5TH L evel Shillelagh 99TH Level
t h LEVEL
Con jure Minor
Conjure Mi nor Elementals
Elementa ls
Commune Thorn Whip Foresight
Conjure Woodland Beings
Contagion Shapechange
1 s t LEVEL
1ST L evel Control Water
Dispel Evil and Good Storm of
o f Vengeance
Animal Friendship Dominate Beast
Flame
Fla me Strike True Resurrection
Charm Person Freedom of Movement
Geas Giant Insect
Destroy Water
Create or Destroy
Re storation
Greater Restoration
Grasping Vine PALADIN
P a l a d i n SPELLS
Spells
Cure Wounds
Hallow
Detect Magic Hallucinatory Terrain
Insect Plague 1s t LEVEL
1ST L evel
Detect Poison and Disease Ice Storm
Legend Lore Locate Creature Bless
Entangle
Entangl e
Mass Cure Wounds Polymorph Command
Faerie Fire Polymo rph
Planar Binding Compelled Duel
Fog Cloud Stone Shape
Raise Dead Cure Wounds
Goodberry
Good berry Stoneskin
Scrying Wall of Fire Detect Evil and Good
Healing Word
6 t h LEVEL
Level
Detect Magic
6TH Jump 5t h LEVEL
STH Level
Longstrider
Detect Poison and Disease
Blade Barrier
She ll
Antilife Shell Divine Favor
Create Undead Purify Food and Drink
Awaken Heroism
Find the Path Speak with Animals
Commune with Nature Protection from
Forbiddance Thunderwave
Con jure Elemental
Conjure Evil and Good
Harm
22ND Level
n d LEVEL Contagion Purify Food and Drink
Heal
Animal Messenger Geas Searing Smite
Heroes' Feast
Heroes’
Barkskin Greater Restoration Shield ooff Faith
Planar Ally
Beast Sense Insect Plague Thunderous Smite
True Seeing Mass Cure Wounds
Darkvision Wrathful Smite
Word of Recall
Enhance Ability Planar Binding
Reincarnate 22ND
nd L evel
LEVEL
7]TH
th L evel
LEVEL Find Traps
Scrying Aid
Conjure Celestial Flame Blade
Tree Stride Branding Smite
Divine Word Flaming Sphere
Gust of Wind Wall of Stone Find Steed
Etherealness
Heat Metal Lesser Restoration
Fire Storm 66TH Level
t h LEVEL
Locate Object
Plane Shift Hold Person
Conjure Fey Magic Weapon
Regenerate Lesser Restoration
Find the Path Protection from Poison
Resurrection
Resurrectio n Locate Animals or Plants
Heal
Hea l Zone ooff Truth
Symbol Locate Object
Heroes'
Heroes’ Feast
Moonbeam 3 r d LEVEL
3RD L evel
88TH L evel
t h LEVEL Move Earth
witho ut Trace
Pass without
Aura ooff Vitality
Sunbeam
Antimagic Field Protection from Poison
Transport via Plants Blinding Smite
Control Weather Spike Growth
Wall ofThorns
o f Thorns Create Food and Water
Earthquake
3 r d LEVEL
3RD L evel Wind Walk Crusader's Mantle
Holy
Ho ly Aura
Call Lightning
Daylight
99TH
th L evel
7]TH
th L evel
LEVEL Dispel Magic
LEVEL Conjure Animals
Astral Projection Fire Storm Elemental Weapon
Daylight
Magic Circle Plant Growth Sleep Greater Invisibility
Remove Curse Protection from Energy Thunderwave Ice Storm
Revivify Speak with Plants Witch Bolt Polymorph
Pol ymorph
Water Breathing Stoneskin
4 t h LEVEL
4TH L evel 2 n d LEVEL
2ND L evel
Water Walk Wall of Fire
Aura of
o f Life Alter Self
Wind Wa
Wallll
o f Purity
Aura of Blindness/Deafness
Blindnes s/ Deafnes s 5STH Level
t h LEVEL

Banishment 4 t h LEVEL
4TH L evel Blur Animate Objects
Death Ward Conjure Woodland Beings Cloud of Daggers Cloud kill
Cloudkill
Locate Creature o f Movem
Freedom of Movement
ent Crown of Madness
Madness Cone ooff Cold
Staggering Smite Grasping Vine Darkness Creation
Locate Creature Darkvision
Darkvi sion Dominate Person
5 t h LEVEL
5TH Level
Stoneskin
Stones kin Detect Thoughts
Th oughts Hold Monster
Banishing Smite
Enhance Ability Insect Plague
Circle of
o f Power 5 t h LEVEL
STH L evel
Enlarge/Reduce
Enlarge/R educe Seeming
Seem ing
Destructive Smite with Nature
Commune with
Gust of Wind Telekinesis
Dispel Evil and Good Conjure Volley
Hold Person Teleportation Circle
Geas Swift Quiver
Invisibility
Invi sibility Wall of Stone
Raise Dead Tree Stride
Knock
6 t h LEVEL
6TH Level
Levitate
Levi tate
R a n g e r SPELLS
RANGER Spells S o r c e r e r SPELLS
SORCERER Spe lls Arcane Gate
Mirror Im age
Image
Chain
Ch ain Lightning
Misty Step
1s t LEVEL
1ST L evel C a n t r i p s (o
(ANTRIPS (0 LEVEL}
Level) Phantasmal Force
Circle ooff Death
Alarm Acid Splash Disintegrate
Scorching Ray
Animal Friendship Blade Ward Eye bi te
Eyebite
See Invisibility
Cure Wounds Chill Touch
Touch Globe
Glo be ooff Invulnerability
Shatter
Detect Magic Dancing Lights Mass Suggestion
Spider Climb
Detect Poison and Disease Fire Bolt Move Earth
Suggestionn
Suggestio
Ensnaring Strike Friends Sunbeam
Web
Fog Cloud Light True Seeing
Goodberry
Good berry Mage Hand 3 r d LEVEL
3RD L evel
7]TH Level
t h LEVEL
Hail of
o f Thorns Mending Blink
Blink
Delayed Blast Fireball
Hunter's
Hunter’s Mark Message Clairvoyance
Et herealness
Etherealness
Jump Minor Illusion Counterspell
Counters pell
Finger of Death
Longstrider Poison Spray Daylight
Fire Storm
Speak with Animals Prestidigitation Dispel Magic
Plane Shift
Ray
Ray of
o f Frost Fear
2 n d LEVEL
2ND Level Prismatic Spray
Shocking Grasp Fireball
Animal Messenger Reverse Gravity
True Strike Fly
Fl y
Barkskin Tele port
Teleport
Gaseous Form
Beast Sense 1s t LEVEL
1ST Level Haste 8 t h LEVEL
8TH Level
Cordon of
o f Arrows Burning Hands Hypnoticc Pattern
Hypnoti
Dominate Monster
Darkvision Charm Person Lightning Bolt
Earthquake
Find Traps Chromatic Orb Image
Major Im age Incendiary Cloud
Lesser Restoration Color Spray Protection from Energy Power Word Stun
Locate Animals or Plants Comprehend Languages Sleet
Sl eet Storm
Sunburst
Locate Object Detect Magic Slow
Pass without Trace Disguise Self Stinking Cloud 9 t h LEVEL
9TH Level
Protection from Poison Expeditious Retreat Tongues Gate
Silence False Life Water Breathing
Breathin g Meteor Swarm
Spike Growth Feather Fall Water Walk
Wal k Power Word Kill
Kill
Cloud
Fog Cl oud Time Stop
3 r d LEVEL
3RD Level 4 t h LEVEL
4TH L evel
Jump Wish
Conjure Animals Banishment
Mage Armor
Conjure Barrage Blight
Magic Missile
Daylight Confusionn
Confusio
Ray
Ray of Sickness
Lightning Arrow Dimension Door
Shield
Nondetection Dominate Beast
Silent Image

I R
20
W a r l o c k SPELLS
WARLOCK Spells Dimension Door 1s t LEVEL
1ST Level Misty Step
Hallucinatory Terrain Alarm Nystul's Magic Aura
Nystul’s
C a n t r i p s (o
CANTRIPS (0 LEVEL)
Level) Burning Hands Phantasmal Force
5 t h LEVEL
5TH L evel
Charm Person Ray of Enfeeblement
Blade Ward
Contact Other Plane
Chromatic Orb Rope Trick
Chill Touch
Dream
Color Spray Scorching Ray
Eldritch Blast
Hold
Ho ld Monster
Comprehend Languages See Invisibility
Friends
Scrying
Detect Magic Shatter
Mage Hand
6 t h LEVEL
6TH L evel Disguise Self Spider Climb
Minor Illusion
Expeditiouss Retreat
Expeditiou Suggestion
Poison Spray Arcane Gate
False Life Web
Prestidigitation o f Death
Circle of
True Strike Conjure Fey Feather Fall
33RD Level
r d LEVEL
Create Undead Find Familiar
1s t LEVEL
1ST L evel Animate Dead
Eyebite
Eye bite Fog Cloud
Bestow Curse
Armor of Agathys Grease
Flesh to Stone
Blink
Arms of
o f Hadar Identify
Mass Suggestion
Clairvoyance
Charm Person Illusory Script
True Seeing
Counterspell
Comprehend Languages Jump
7 t h LEVEL
7TH Level Dispel Magic
Expeditious Retreat Longstrider
Fear
Hellish Rebuke Etherealness Mage Armor
Feign Death
Hex o f Death
Finger of Magic Missile
Fireball
Illusory Script Forcecage Protection from
Fly
Protection from Plane Shift Evil and Good
Gaseous Form
Evil and Good Ray of Sickness
8 t h LEVEL
8TH Level Glyph ooff Warding
Unseen Servant Shield
Demiplane Haste
Witch Bolt Silent Image
Dominate Monster Hypnotic Pattern
2 n d LEVEL
2ND Level Sleep
Feeblemind Leomund's
Leomund’s Tiny Hut
Tasha's Hideous Laughter
Tasha’s
Cloud of Daggers Glibness Lightning Bolt
Tenser's Floating Disk
Tenser’s
Crown of Madness Power Word Stun Magic Circle
Thunderwave
Darkness Major Image
9 t h LEVEL
9TH Level Unseen Servant
Enthrall Nondetection
Astral Projection Witch Bolt
Hold Person Phantom Steed
Foresight
Invisibility 22ND Level
n d LEVEL Protection from Energy
Imprisonment
Mirror Image Alter Self Remove Curse
Kill
Power Word Kill
Misty Step Arcane Lock Sending
True Polymorph
Ray
Ray of Enfeeblement Blindness/Deafness Sleet Storm
Shatter Blur Slow
Spider Climb WIZARD
W i z a r d SPELLS
Spells Stinking Cloud
Cloud of Daggers
Suggestion Continual Flame Tongues
C a n t r i p s (o
CANTRIPS (0 LEVEL)
Level) Vampiric Touch
Crown of Madness
3 r d LEVEL
3RD Level Acid Splash
Darkness Water Breathing
Counterspell Blade Ward
Darkvision
Dispel Magic Chill Touch 44TH Level
t h LEVEL
Detect Thoughts
Fear Dancing Lights Arcane Eye
Enlarge/Reduce
Fly
Fly Fire Bolt Banishment
Flaming Sphere
Gaseous Form Friends Blight
Gentle Repose
o f Hadar
Hunger of Light Confusion
Gust of Wind
Hypnotic Pattern Mage Hand Conjure Minor Elementals
Hold Person
Magic Circle Mending Control Water
Invisibility
Major Image Message Dimension Door
Knock
Remove Curse Minor Illusion Evard's Black Tentacles
Levitate
Tongues Poison Spray Fabricate
Locate Object
Vampiric Touch Prestidigitation Fire Shield
Magic Mouth
Ray
Ray of Frost Greater Invisibility
4 t h LEVEL
4TH Level Magic Weapon
Shocking Grasp Hallucinatory Terrain
Banishment Melf's
Melf’s Acid Arrow
True Strike Ice Storm
Blight Mirror Image
Leomund's Secret Chest
Leomund’s

r R ' 11
Locate Creature Sunbeam
Mordenkainen’s
Mordenkainen 's True Seeing
Sp e l l D
SPELL DESCRIPTIONS
escriptions
Faithful Hound Wall of
o f Ice
The
T h e spells
sp ells are presen
presented
ted in alphabetical order.

Mordenkainen's
Mordenkainen’s
7 Level
t h LEVEL
]TH ACID
A c id S
SPLASH
plash
Private Sanctum
Delayed Blast Fireball Conjuration cantrip
Otiluke'
Otiluke’ss Resilient Sphere
Phantasmal Killer
Etherealness Casting Time: 1 action
action
Finger of Death Range: 660
0 feet
Polymorphh
Polymorp
Forcecage Components: V, S
Stone Shape
Mirage Arcane Duration: Instantaneous
Stoneskin
Wall of Fire
Mordenkainen's You hurl a bubble ooff acid. Choose onee creature w
C h oose on within
ithin
Magnificent Mansion range, or choose
range, twoo creatures
c h o o s e tw within
creatu res w ithin range that are
5t h LEVEL
5TH Level Mordenkainen's
Mordenkainen’s Sword within
w ithin 5 feet of o f each other. AA target mmust
ust succeed
su c ce e d on a
Animate
An imate Objects Plane Shift Dexterity
D exterity saving th throw ld6 acid dam
row or take 1d6 damage.
age.
Bigby’s Hand
Bigby's Prismatic Spray This spell's
T h is sp damage
ell’s dam increases
age in ld6 w
creases by 1d6 when you reach
hen you reach
CloudkilI
Cloud kill
5th level (2d6), 11th level (3d6), and 17th level (4d6).
Project Image
o f Cold
Cone of Reverse Gravity Arn
A id
Conjure Elemental Sequester 2nd-level
2 nd-level abjuration
Contact Other Plane Simulacrum
Casting Tim
Time:
e: 1 action
action
Creation Symbol
Range: 30 feet
Dominate Person Teleport Components: V, S, MM (a tiny strip ooff w
white
hite cloth)
Dream Duration: 8 hours
8 t h LEVEL
8TH L evel
Geas
Antimagic Field Your spell bolsters your allies w with toughness
ith tou ghn ess and
Hold Monster
Antipathy/Sympathy
Anti pa thy/ Sympathy resolve. CChoose creatures
h oose up to three creatu res wwithin
ithin range.
Legend Lore
Clone
Each target’s
target's hit point m maximum points
axim u m and current hit points
Mislead increase
in crease by 5 for the duration.
Control Weather
Modify Memory A
Att H igher L
Higher evels. W
Levels. When using
h en you cast this spell using
Demiplane
Demi plane
Passwall a spell slot ooff 3rd level or higher, a target’s
target's hit points
Dominate Monster
Planar Binding increase
in crease by an additional 5 for each slot level above 2nd.
Feeblemind
Rary's
Rary’s Telepathic Bond
Incendiary Cloud A
ALARM
larm
Scrying
Maze 1st-level abjuration (ritual)
Seeming
Mind Blank Casting Time:
Tim e: 1 minute
Telekinesis
Power Word Stun Range: 30
30 feet
Teleportation Circle
Wall of Force
Sunburst Components: V, S, M M (a tiny bell and a ppiece
iece ooff
Telepathy fine silver w
wire)
ire)
Wall of Stone
Trap the Soul Duration: 8 hours
6 t h LEVEL
6TH Level You set an alarm
alarm against unw unwanted
anted intrusion. C Choose
h oose
9 t h LEVEL
9TH L evel
Arcane Gate a door, a wwindow,
indow , or an area w within
ithin range that is no
Astral Projection 20-foot spell
Chain Lightning larger than a 20 -foot cube. Until the sp ell ends, an alarmalarm
Circle of Foresight alerts you wwhenever
henever a T Tiny
iny or larger creature touches
o f Death
Gate or enters the w warded
arded area. W When
h en you cast the spell, you
Contingency
Create Undead
Imprisonment can designate creatu
creatures
res that w won't
o n ’t set off the alarm. You
Meteor Swarm also choose
ch oose wwhether
hether the alarm is m mental
ental or audible.
Disintegrate
Power Word Kill
Kill A
Am mental alarm alerts you with a ping
ental alarm ping in your m mind
ind
Drawmij's
Drawmij’s Instant
Pr ism atic Wall
Prismatic if you are w
within
ithin 1 mmile
ile ooff the w
warded
arded area. T This ping
h is ping
Summons
Shapechange
Sha pechange awakens
aw akens you if you are sleeping.
Eyebite
Eye bite An alarm pproduces
Time Stop
A n audible alarm rod u ces the sou sound n d ooff a hand bell
Flesh to Stone for 10 se
seconds within
co n d s w 60 feet.
ithin 60
True Polymorph
Globe of
o f Invulnerability
Weird ALTER
A l t e r SELF
Self
Guards and Wards
Jar Wish 2nd-level
2 nd-level transmutation
Magic jar
Mass Suggestion Casting Tim
Time: e: 1 action
Move Earth Range: S eelf
lf
Otiluke’s Freezing Sphere
Otiluke's Components: V, S
Otto's
Otto’s Irresistible Dance Duration: Concentration, up to 1l hour
hour
Programmed Illusion You assu
assume form.. W
m e a different form When you cast the spell,
h en you
choose one
c h o o s e on e ooff the follow
following
in g options, the effects ooff w
which
hich
last for the duration ooff the spell. W While
h ile the spell lasts,

p I
II
you can end one on e option as an action to gain the benefits location, covering
coverin g about SO miles
50 m iles per 24 h
hours
ours for a
ooff a different one. flying mmessenger,
essenger, or 25 mmiles animals.
iles for other anim als.
Aquatic Adaptation. You adapt your bbody od y to an WWhen messenger
h en the m essen ger arrives, it delivers your mmessage
essa ge
aquatic environment,
environm ent, sprouting gills and grow
growing
in g to the creature that you d described,
escribed , replicating the sound
sou n d
webbing
w between
ebb in g b etw een your fingers. You can
can breathe of
o f your voice. The m messenger
essen ger speaks
sp eak s only to a creature
underwater
underw ater and gain a swimming
sw im m in g speed
sp eed equal to your matching
m atching the description you gave. If the m messenger
essen ger
walking
w alkin g speed. doesn't
d oesn ’t reach its destination before the spell ends, the
Change Appearance. You transform transform your appearance. message
m essa ge is lost, and the beast mmakes
akes its w
way back
ay ba ck to
You decide w what
hat you look
lo o k like, including your height, where
w h ere you cast this spell.
weight, facial features, sound sou n d of o f your voice, hair length,
length, At Higher Levels. If you cast this spell using a spell
coloration, and distinguishing characteristics, if any. slot of
o f 3nd level or higher, the duration of
o f the spell
You can m make
ake yyourself
ou rself appear as a m member
em ber of o f another increases
in creases by 448
8 hours for each slot level above 2nd.
race, though n none
one ooff your statistics change. You also
can't
ca n ’t appear as a creature ooff a different size than you, A
ANIMAL Shapes
n i m a l SHAPES

and your basic shape sh ape stays the same; sam e; if you're bipedal, 8th-level
8 th-level transmutation
you cacan't
n ’t use this spell to b become
e c o m e quadrupedal.
quadrupedal, for Casting Tim e: 1 action
Time:
instance. At any tim timee for the duration of o f the spell, you Range: 30 feet
can u use
se your action to change your appearance ap pearan ce in Components: V, S S
this wway
ay again. Duration: Concentration, up to 24 hours
Natural Weapons. You grow
Natural g row claws,
claw s, fangs, spines,
horns, or a different natural w weapon
eap on ofo f your chchoice.
oice. Your
Your m magic
a gic turns others into beasts. Choose C h oose any
unarmed
unarm ed strikes deal ld6 1d6 bludgeoning, piercing, or
number
num ber of of wwilling
illing creatures
creatu res that you ca cann see within
slashing damage, range. You transform each target into the form of of a
dam age, as appropriate to the natural w weapon
eap on
Large or smaller
sm aller beast w with
ith a challenge
challen ge rating ooff 4 or
you chchose,
ose, and you are proficient w with
ith yyour unarmed
ou r unarm ed
strikes. Finally, the natural w weapon
eap on is m magic
a gic and you
lower. On subsequent turns, you can can uuse
se your action to
transform affected creatu
transform creatures res into n new forms.
ew form s.
have a + +11 b
bonus
on u s to the attack and dam damageage rolls you
make
m usingg it.
ake usin
transformation
The transform ation lasts for the duration for each
target, or until the target drops d rop s to O 0 hit points or dies.
A n im a l F
ANIMAL FRIENDSHIP
r ie n d sh ip You can choose
c h o o s e a different form for each target. A A
1st-level
1st-level enchantment target's
target’s game
gam e statistics are replaced by the statistics of of
the chosen
ch osen beast, though the target retains its alignment alignm ent
Casting Time:
Tim e: 1 action
and Intelligence,
Intelligence, W Wisdom,
isd om , and Charisma
C harism a scores. The The
Range: 30 feet
target assumes
a ssu m es the hit points of o f its new
n ew form,
form , and w when
hen
Components: V,V. SS,, M (a m
morsel
orsel of
o f food)
food )
it reverts to its nnormal form,, it returns to the num
orm al form numberber
Duration: 24 hours
of
o f hit points it had before it transform
transformed. ed. If it reverts as
This
Th is spell lets you con
convince
v in ce a beast that you m mean
ean it no a result ooff droppin
dropping g to 0 O hit points, any eexcess damage
x ce s s dam age
harm. C Choose can see w
h oose a beast that you can within
ithin range. carries over to its norm normal form.. A
al form Ass long as the ex excess
cess
It must see and hear you. If the bbeast's
ea st’s Intelligence is damage
dam age d doesn't reduce
oesn ’t redu creature's
ce the creatu re’s nnormal
orm al form to 0
4 or higher, the spell fails. Otherwise,
O therw ise, the beast must
m ust isn't kknocked
hit points, it isn’t n ock ed u unconscious.
n con sciou s. T The
h e creature is
succeed
su cce e d on a W
Wisdom
isd om saving ththrow
row or be charmed
charm ed limited
lim ited in the actions it can perform perform by the nature of o f its
spell’s duration. If you or one
by you for the spell's on e of
o f your new
n ew form,
form , and it can't
ca n ’t speak
sp eak or cast spells.
companions harmss the target, the spells ends.
com p a n ion s harm The target's
target’s gear meldsm elds into the new n ew form.
form . The
T h e target
At Higher Levels. When W h en you cast this spell using can't
ca n ’t activate, w wield,
ield, or otherwise
oth erw ise benefit from any of of
a spell slot of
o f 2nd level or higher, you can affect one its equipment.
equipm ent.
additional beast for each slot level above 1st.
A
ANIMATE D ead
n i m a t e DEAD
A n im a l M
ANIMAL MESSENGER
essenger 3rd-level necromancy
2nd-level
2 nd-level enchantment (ritual) Casting Time: 1 m minute
inute
Casting Time: 1 action Range: 10 feet
Range: 30 feet Components: V, S, M M (a drop ooff blood
blood,, a piece ooff flesh,
Components: V, S, M (a m
S, M morsel
orsel of
o f food) and a pinch of bonee dust)
o f bon
Duration: 24 hours Duration: Instantaneous
By m
means
eans of
o f this spell, you u
use
se an animal
anim al to deliver a This
Th is spell creates an undead servant. Choose C h oose a pile
message.
m essage. C Choose
h o o se a Tiny beast you can see w within
ithin range, of
o f bones
b on es or a corpse
c o rp s e of
o f a Medium
M edium or Small humanoid
S m all hum anoid
such as a squirrel, a blue jay, or a bat. You specify
s p ecify a within
w ithin range. Your spell im imbues
bu es the target w with
ith a foul
location, wwhich
h ich you m must
ust have visited, and a recipient mimicry
m im icry of
o f life, raising it as an undead creature. The
who matches
w ho m atches a general description, such as "a man
“a m or
an or target b becomes
e c o m e s a skeleton if you chose bones
c h ose b on es or a
woman
w dressed
om a n d uniform ooff the tow
ressed in the uniform town guard" or "a
n guard” “a zombie
zom bie if you cchose
h o s e a ccorpse DM has the creatu
o rp s e (the DM creature's
re’s
red-haired dwdwarf wearing
arf w hat." You also speak
earin g a pointed hat.” sp eak gamee statistics).
gam
ammessage
essa ge ooff up to twenty-five wwords.
ords. TThe
h e target beast On each of o f your turns, you can bonus
ca n use a bon u s action
travels for the duration ooff the spell tow
toward
ard the specified
sp ecified to m mentally
entally ccommand
om m a n d any creature you m made
ade with
this spell if the creature is w within
ithin 660
0 feet of
o f you (if you

r RT ,1 U
control
con multiple
trol m command
ultiple creatures, you can com m a n d any or all are 3, and its C Charisma speed
harism a is 1. Its sp 30 feet; if the
eed is 30
them at the same
ooff them time,
sa m e tim issuing the same
e, issuing command
sam e com m a n d to lackss legs or other appendages it can
object lack can uuse
se for
each one). You ddecide
ecide w hat action the creature w
what will
ill take locom sp eed of
otion , it instead has a flying speed
locomotion, of 3 0 feet and
30
and w where will
here it w move
ill m ove during its next turn, or you can can can secu rely attached to a surface
can hover. If the object is securely
issuee a general com
issu command,
m a n d , such as to guard a particular or a larger object, such as a chain bolted to a w wall,
all, its
a m ber or corridor. If you issue no com
chamber
ch commands,
m a n d s, the speed
sp eed is 0. It has blindsight w with 30 feet and
ith a radius ooff 30
creature only d defends
efends itself against hostile creatures. beyond
is blind beyon d that distance. WWhen animated
h en the anim object
ated object
Once
O continues
n ce given an order, the creature continu follow it
es to follow drops
d rops to 0 object
O hit points, it reverts to its original object
complete.
until its task is com plete. form,, and any rem
form remaining damage
aining dam age carries over to its
The
T h e creature is under your con control 24 hours,
trol for 24 original ob object form..
ject form
after w which obeying
stopss obeyin
hich it stop om m a n d yyou've
g any ccommand given
ou ’ve given If you com
command
m a n d an object to attack, it can m make
ake a
it. To m maintain another
aintain control ooff the creature for another single m melee
elee attack against a creature w within
ithin 5 feet
24 hours, you m
24 must creature
ust cast this spell on the creature ooff it. It m slam attack w
ak es a slam
makes with bonus
ith an attack bon u s and
again bbefore 24-hourr pperiod
efore the current 24-hou This
eriod ends. This bludgeoning
bludgeon damage
ing dam determ ined by its size. The
age determined DM
T h e DM
u se ooff the spell reasserts your con
use control
trol over up to four sp ecific object inflicts slashing or
might rule that a specific
creatures you have anim animated
ated w ith this spell, rather than
with damage
piercing dam age ba sed on its form.
based form .
animating
anim ating a n new
ew one. A
Att H igher Levels. If you cast this spell using a
Higher
A
Att H igher L
Higher evels. W
Levels. When
h en you cast this spell using a spell slot ooff 6th level or higher, you can animate
can anim twoo
ate tw
spell slot ooff 4th level or higher, you anim animate
ate or reassert additional obobjects each slot level above 5th.
jects for each
control
con trol over tw twoo additional undead creatu creatures each
res for each
slot level above 3rd. E ach ooff the creatures m
Each must come
ust com e A n tilife S
ANTILIFE SHELL
hell

bones.
o rp s e or pile ooff b
from a different ccorpse on es. 5th-level abjuration
Casting Time: 1 action
A n im a te O
ANIMATE OBJECTS
bjects
Range: Self (10-foot radius)
S e lf (10-foot
5th-level transmutation Components: V, S
action
e: 1 action
Time:
Casting Tim Duration: Concentration, up to 1 hour
120 feet
Range: 120
im m ering barrier extends out from you in a 10-foot
shimmering
A sh
A
Components: V, S
radius and mmoves
oves wwith remaining
ith you, rem on
ainin g centered on
minute
Duration: Concentration, up to 1 m inute
you and hhedging
edging out creatures other than undead and
O bjects ccome
Objects command.
om e to life at your com m and. CChoose
h oose up to constructs. TThe
h e barrier lasts for the duration.
nonmagical
ten n objects
onm agical ob within
jects w ithin range that are not beingbeing The barrier prevents an affected creature fromfrom
worn
w orn or carried. MMedium
edium targets coun twoo objects,
countt as tw passing reaching
passing or reachin g through. A An creature
n affected creature
countt as four objects, H
Large targets coun Huge
uge targets can cast sp
can spells
ells or mmake
ake attacks wwith reach
ith ranged or reach
countt as eight objects. You can
coun animate
can't’t anim object
ate any object weapons
w through the barrier.
ea p on s through
larger than HHuge.
uge. EEach anim ates and b
ach target animates becomes
ecom es a If you m move s o that an affected creature is forced to
ove so
con trol until the spell ends or until
creature under your control pass through the barrier, the sp
pass ell ends.
spell
redu ced to O
reduced 0 hit points.
A bonus
Ass a bon can
u s action, you ca n mentally comcommand
m a n d any A
ANTIMAGIC FIELD
n tim a g ic F ie l d

creature you m made


ade w ith this spell if the creature is
with 8 th-level abjuration
8th-level
within
w ithin 5 0 0 feet ooff you (if you control multiple creatures,
500 Time:
Casting Tim action
e: 1 action
you can m a n d any or all ooff them at the sam
command
can com samee time, Range: SSelf
e lf (10-foot-radius sphere)
issuing
issu same
in g the sam command
e com m a n d to each decide
each one). You decide Components: V, S, S,M pinch ooff ppowdered
M (a pinch ow d ered iron or
what
w hat action the creature w will
ill take and w where will
here it w ill iron filings)
move
m ove during its next turn, or you can can issue a general Duration: C Concentration, hour
oncentration, up to 1 hour
command,
com m a n d , such as to guard a particular ch chamber or
a m ber or
A 10-foot-radius invisible sphere ooff antim
A agic surrounds
antimagic surrounds
commands,
you issue nnoo com
corridor. If you m a n d s, the creature only
creature only
you. T his area is divorced from the m
This magical
agical enenergy
ergy that
defen ds itself against hostile creatures. Once
defends O nce given
suffuses
su ffu ses the multiverse. W sp ells can't
ithin the sphere, spells
Within ca n ’t
an order, the creature continues
creature continu es to follow it until its
bee cast, summoned
b creatures
su m m on ed creatu res disappear, and even m magic
agic
complete.
task is com plete.
itemss bbecome
item ecom e m undane. Until the spell ends, the sphere
mundane.
moves
m oves w with
ith you, centered on you.
A n im a t e d O
ANIMATED bject S
OBJECT STATISTICS
t a t istic s
Spells
S p ells and other m magical
agical effects, except th those created
ose created
Size HP
H P AC Attack Str Dex
suppressed sphere
by an artifact or a deity, are su p p ressed in the sphere
Tiny 20 18
78 +8 to hit, 1d4
ld4 + 4 damage 4 18 expended
A slot expen
and ca can't
n ’t protrude into it. A ded to cast
Small 25 16 +6 to hit, 1d8
ld8 + 2 damage 6 14 suppressed
a su ppressed spell is con consumed.
su m ed. WWhile
h ile an effect is
Medium 40 73
13 +5 to hit, 2d6 + 1
l damage 10
70 12 suppressed,
su ppressed, it d doesn't
oesn ’t function, but the tim spends
timee it spends
Large 50 10
70 +6 to hit, 2d10
2dl0 + 2 damage 14 10
70 suppressed
su ppressed councountsts against its duration.
Huge 80 10 +8 to hit, 2d12
2dl2 + 4 damage 18 6 Targeted E ffects. Spells
Effects. S p ells and other m agical effects,
magical
such as magic m missile p erson,, that target
issile and charm person
An
A ated object is a construct w
animated
n anim ith AC, hit points,
with a creature or an object in the sphere have no effect
attacks, Strength, and DDexterity
exterity determ ined by its size.
determined on that target.
Wisdom
Its Constitution is 10 and its Intelligence and W isd om

r L'
Areas of o f Magic.
Magic. The T h e area ofo f another spell or magicalm agical move
m ove to the nearest safe spot from w
which can't
hich it ca see
n ’t see
su ch as fireball,
effect, such fireball, can't
ca n ’t extend into the sphere. the target. If the creature m moves
oves m more
ore than 6060 feet from
from
If the sphere overlaps an area of o f magic,
m agic, the part of of the target and ccan't see it, the creature is no longer
a n ’t see
the area that is covered by the sphere is suppressed. frightened, but the creature b becomes
e c o m e s frightened again if
For example,
exam ple, the flamesflam es created by a wall of o f fire are it regains sight ooff the target or m moves
oves wwithin
ithin 60 feet ooff it.
suppressed
su ppressed withinw ithin the sphere, creating a gap in the w wall
all Sympathy. T The enchantment
h e enchantm ent cacauses specified
u ses the sp ecified
if the overlap is large enough. creatures
creatu res to feel an intense urge to approach the target
Spells. Any active spell or other magical m agical effect on a while
w within
hile w 60 feet ooff it or able to see it. W
ithin 60 When
h en such a
creature or an object in the sphere is suppressed su ppressed while
w hile creature can can see the target or ccomes om es w within
ithin 60
6 0 feet ooff it,
the creature or object is in it. the creature m must
ust ssucceed on a W
u cce e d on Wisdom
isd om saving th throw
row or
Magic Items. The T h e properties and powers p ow ers of
of use its m movement
ovem ent on eacheach ooff its turns to enter the area
magic
m a gic items
item s are suppressed
su p p ressed in the sphere. For or mmove
ove wwithin
ithin reach ooff the target. W When creature
h en the creature
exam ple, a +I
example, + 1 longsword in the sphere functions as a donee so, it ca
has don can't willingly
n ’t w illingly mmove
ove away from the target.
nonmagical
n onm agical longsword.
longsw ord. If the target dam
damages otherwise
ages or oth harmss an affected
erw ise harm
A magic
m a gic weapon's
w ea p on ’s properties and powers p ow ers are creature, the affected creature can
creature, can m make
ake a WWisdom
isd om
suppressed
su ppressed if it is used u sed against a target in the sphere or or saving th throw
row to end the effect, as d described
escrib ed below.
w ielded by an attacker in the sphere. If a magic
wielded m agic weapon
w eapon Ending the Effect. If an affected creature ends its
or a piece
p iece ofo f magic
m agic ammunition
am m unition fully leaves the sphere turn wwhile
hile not wwithin
ithin 60 feet ooff the target or able to see
(for example,
exam ple, if you fire a magic m a gic arrow or throw th row a magic
m agic it, the creature m makes
akes a W Wisdom
isd om saving throw. On a
spear
sp ear at a target outside the sphere), sphere), the magic m a gic of
o f the successful
su ccessfu l save, the creature is no lon longer
ger affected by
item ceases
ce a s e s to be
b e suppressed
su ppressed as soon s o o n as it exits. recognizes
the target and reco g n ize s the feeling ooff repu
repugnance
gn an ce or
Magical Travel.
Magical Travel. Teleportation and planar travel attraction as m magical.
agical. In addition, a creature affected by
fail to work
w ork in the sphere, whetherw hether the sphere is the allowed
the spell is allow ed another W Wisdom
isd om saving ththrow
row every
destination or the departure point for such magical m agical 24 h
24 hours while
ours w hile the spell persists.
travel. A portal to another location, world, w orld, or plane ooff A creature that su
A successfully
ccessfu lly saves against this effect
existence, as well w ell as an opening
open in g to an extradimensional
extradim ensional is im m u ne to it for 1 minute, after w
immune which timee it can
hich tim can be
be
sp ace such as that created by the rope trick spell,
space affected again.
temporarily
tem porarily closes
c lo se s while
w hile in the sphere.
Creatures and Objects. A creature or object A rcane E
ARCANE EYE
ye

summoned
su m m on ed or created by magic m agic temporarily
tem porarily winks
w in ks out 4th-level divination
of
o f existence in the sphere. Such S u ch a creature instantly Time:
Casting Tim e: 1 action
action
reappears once on ce the space
sp ace the creature occupied occu p ied is no 30
Range: 3 0 feet
longer
lon ger within
w ithin the sphere. Components: V, S, M (a bit ooff bat fur)
Dispel Magic.
Magic. Spells
S p ells and magical
m agical effects such as Duration: Concentration, up to 1 hour
dispel magic have no effect on the sphere. Likewise, Likew ise, the
spheres created by different antimagic field spells ddon't You create an invisible, m magical
agical eye w within
ithin range that
on ’t
nullify each other. hovers in the air for the duration.
You mmentally information
entally receive visual inform ation from the eye,
ANTIPATHY/ SYMPATHY
A n t ip a t h y /S ympathy which
w normal
hich has n orm al vision and darkvision out to 30 30 feet.
8th-level
8 th-level enchantment TThe can lo
h e eye can look
o k in every direction.
Ass an action, you can
A can mmove
ove the eye up to 30 30 feet in
Casting Time:
Tim e: 1 hour
any direction. T There limit
h ere is no lim it to hhow from
ow far away from
Range: 60
6 0 feet
you the eye can m move, can't
ove, but it ca plane
n ’t enter another plane
Components: V, S, M (either a lump of o f alum soaked
soa k ed in
ooff existence. A
A solid
solid barrier bblocks eye's m
lock s the eye’s movement,
ovem ent,
vinegar for the antipathy effect or a drop
d rop of
o f honey for
can pa
but the eye can pass
ss through an open opening sm all as 1
in g as small
the sympathy effect)
inch in diameter.
Duration: 10 days
This spell attracts or repels creaturescreatu res of yourr choice.
o f you A rcane G
ARCANE GATE
ate

You target something


som eth in g within range, either a Huge H uge or 6th-level
6 th-level conjuration
smaller
sm aller object
ob ject or creature or an area that is no larger Time:
Casting Tim e: 1 action
action
than a 200-foot
2 0 0 -foot cube. Then specify
sp ecify a kind of o f intelligent Range: 500
5 0 0 feet
creature, such as red dragons, goblins, or vampires. vam pires. Components: V, S
You invest the target with w ith an aura that either attracts or Duration: Concentration, up to 10 m
minutes
inutes
repels the specified
sp ecified creatures
creatu res for the duration. Choose C h oose
You create linked teleportation portals that rem remain open
ain open
antipathy or sympathy
sym pathy as the aura'saura’s effect.
Choose
for the duration. C twoo points on the grou
h o o se tw ground
nd that
Antipathy. The T h e enchantment
enchantm ent causes
cau ses creatures
creatu res of o f the
you can see, one point w within
ithin 10 feet ooff you and one
kind you designated to feel an intense urge to leave the
point within 500
5 0 0 feet ooff you. A
A circu
circular
lar portal, 10 feet
area and avoid the target. When W h en such a creature can can
in diameter, op en s over each point. If the portal w
opens would
ou ld
see
s e e the target or comes
c o m e s within
w ithin 60 feet of o f it, the creature
open in the sp
open space occupied
ace occu p ied by a creature, the spell fails,
must
m ust succeed
s u cce e d on a Wisdom
W isd om saving throwth row or become
becom e
and the casting is lost.
frightened. The T h e creature remains
rem ains frightened while can
w hile it can
The
T two-dimensional
he portals are tw o-dim ensional glowing rings
see the target or is within w ithin 60 feet ofo f it. While
W h ile frightened
filled with mist, hovering inches from the grou ground
nd and
by the target, the creature must m ust use its movement
m ovem ent to

T I'
perpendicular
perpend icu lar to it at the poin
points
ts you choose.
c h oose. A
A ring is Att H
A Higher
igher Levels. When
W h en you cast this spell using a
visible only from one on e side (your choice), which
w hich is the side spell slot of
o f 2nd level or higher, the damage
dam age increases
in creases by
that functions
fu nction s as a portal. 1d6 for each slot level above 1st.
Any
A ny creature or object entering the portal exits from
the other portal as if the two tw o were
w ere adjacent to each A s t r a l PROJECTION
ASTRAL P r o je c t io n
other; passin
passing g through a portal from the nonportal side 9th-level necromancy
has no
n o effect. The
T h e mist
m ist that fills each portal is opaque Casting Time:
Tim e: 1 hour
and bblocks
lo ck s vision through it. On your turn, you can Range: 10 feet
rotate the rings as a bonusb on u s action so
s o that the active side Components: V, S, S , M (for each creature you affect with
faces in a different direction. this spell, you must provide one jacinth w worth
orth at least
1,000 gpgp and one
and onornately
e ornately carved barbar
carved of osilver worth
f silver w orth
A r c a n e LOCK
ARCANE Lock
at least 100 gp, all ofo f which
w h ich the spell consumes)
con su m es)
2nd-level
2 nd-level abjuration
Duration: Special
S p ecia l
Casting Time:
Tim e: 1 action
You and up to eight willing w illing creatures
creatu res w within
ithin range
Range: Touch
project your astral b bodies
o d ie s into the A Astral
stral Plane (the
Com ponents: V, S, M
Components: M (gold dust w
worth
orth at least 25 gp,
spell fails and the casting is w wasted
asted if you are already
which
w h ich the spell
sp ell consumes)
con su m es)
on that plane). The materialm aterial b body
od y you leave behind
beh in d is
Duration: Until dispelled
unconscious
u n con sciou s and in a state of o f suspended
su sp ended animation;
anim ation; it
You touch a closed
c lo se d door, window,
w indow , gate, chest, or other doesn't
d oesn ’t nneed
eed food
fo o d or air and doesn't
d oesn ’t age.
entryway, and it bbecomes
e c o m e s locked
lock ed for the duration. You Your
Y our astral bodyb od y resembles
resem b les your m mortal
ortal form in
and the creatures
creatu res you designate when w hen you cast this almost
alm ost every way, replicating your gam gamee statistics and
spell can open the object normally.
norm ally. You can also set a possessions.
p os se ss io n s. The
T h e principal difference is the addition of of
password
p a ssw ord that, when
w hen spoken
sp oken w within
ithin 5 feet of
o f the object, a silvery cord that extends from bbetween etw een your shoulder
suppresses
su p p resses this spell for 1 minute. Otherwise,
O therw ise, it is blades and trails behind you, fading to invisibility after
impassable
im passable until it is broken or the spell is dispelled or 1 foot.
foot. This
T h is cord
co rd is
is your tether
tether to your material
m aterial body.
body. As
As
suppressed. C asting knock on the object
su ppressed. Casting ob ject suppresses
su p presses long
lon g as the tether rem remains
ains intact, you can find your way w ay
arcane lock for 10 minutes. home.
h om e. If the cord
co rd is cut-something
cut—som eth in g that can happen
While
W h ile affected by this spell, the object is m more
ore difficult only when
w hen an effect specifically
sp ecifically states that it does-your
d o e s —your
to break or force open; the DC D C to break it or pick any soul
sou l and b body
od y are separated, killing you instantly.
locks
lock s on it increases
in crea ses by 10. Your astral form can freely travel through the Astral
Plane
P lane and can pass through portals there leading to any
ARMOR
A r m o r OF
o f AGATHYS
A gathys other plane. If you enter a n new
ew plane or return to the
1st-level abjuration plane you w were
ere on w when
hen casting this spell, your body b od y and
Casting Time:
Tim e: 1 action possessionss are transported along the silver cord, allowing
possession
Range: Self
S e lf you to re-enter your bbody od y as you enter the n new
ew plane.
Components: V, S, MM (a cup of
o f water) Your astral form is a separate incarnation. Any damage dam age
Duration: 1 hour or other effects that apply to it have no effect on your
physical body, nor do they persist when w hen you return to it.
A
A protective magical
m agical force surrounds
su rrou nds you, manifesting
m anifesting
The spell ends for you and your companions when
com p a n ion s w hen
as a spectral frost that covers you and your gear.
you use your action to dismiss dism iss it. When
W h en the spell ends,
You gain 5 temporary
tem porary hit points for the duration. If a
the affected creature returns to its physical body,
creature hits you with
w ith a melee
m elee attack wwhile
hile you have
and it awakens.
these
th ese hit points, the creature takes 5 cold damage.
dam age.
The spell might
m ight also end early for you or on onee ooff your
Att H
A Higher
igher L Levels.
evels. When
W h en you cast this spell using
u sing a
companions.
com pan ion s. A su ccessfu l dispel magic spell used
A successful u sed
spell slot of
o f 2nd level or higher, both the temporary
tem porary hit
against an astral or physical bbody od y ends the spell for that
points and the cold damage
dam age increase
in crease by 5 for each slot
creature. If a creature's
creatu re’s original b body
od y or its astral form
level above 1st.
d rops to O
drops 0 hit points, the spell ends en ds for that creature. If
ARMS the spell ends and the silver cord is intact, the cord co rd pulls
A r m s OF
o f HADAR
H adar
creature's
the creatu re’s astral form ba back
ck to its body, ending its
1st-level conjuration
state ooff suspended
su sp en ded animation.
anim ation.
Casting Time:
Tim e: 1 action If you are returned to your bbody od y prematurely, your
Range: Self
S e lf (10-foot radius) companions
com p a n ion s remain
rem ain in their astral forms form s and must
m ust find
Components: V, S their own
ow n w way back
ay ba ck to their b bodies,
od ies, usually by dropping
droppin g
Duration: Instantaneous to O0 hit points.
You invoke the ppower
ow er of
o f Hadar, the Dark
D ark Hunger.
A ugury
AUGURY
Tendrils of
o f dark energy
en ergy erupt from you and batter all
creatures
creatu res wwithin
ithin 10 feet of
o f you. Each
E ach creature in that 2nd-level
2 nd-level divination (ritual)

area must
m ust m make
ake a Strength saving throw. On O n a failed Casting Tim
Time:e: 1 m
minute
inute
save, a target takes 2d6 necrotic
n ecrotic damage
dam age and can't
can ’t take Range: Self
S elf
reactions
reaction s until its next turn. OnO n a successful
su ccessfu l save, the Components: V, S, M (specially m marked
arked sticks, bon
bones,
es,
creature takes h half
alf damage,
dam age, but suffers no other effect. or similar
sim ilar tokens w worth
orth at least 25 gp)
Duration: Instantaneous

rn
By casting gem-inlaid
gem -inlaid sticks, rolling dragon bones, AWAKEN
A w aken
laying out ornate cards, or employing
em ploying some
so m e other 5th-level transmutation
divining tool, you receive an omen om en from an otherworldly
otherw orldly
Casting Time:
Tim e: 8 hours
entity about the results of o f a specific
sp ecific course
co u rse ooff action that
Range: Touch
you plan to take w within
ithin the next 30 minutes.
m inutes. The DM
Components: V, S, M (an agate worth
w orth at least 1,000 gp,
chooses
c h o o s e s from the following
follow in g possible
p ossib le omens:
om ens:
which
w h ich the spell consumes)
con su m es)
,• Weal, for ggood
o o d results Duration: Instantaneous
,• Woe, for bad results
After spending the castingcastin g timtimee tracing magical
m agical
w oe, for both good
• Weal and woe, g o o d and bad results
pathways w within
ithin a preciou
preciouss gemstone,
gem stone, you touch a Huge
,• Nothing, for results that aren't
aren’t especially
esp ecially good
g o o d or bad
or smaller
sm aller beast or plant. The T h e target mustm ust have either
The
T he spell doesn't
d oesn ’t take into account
accou n t any ppossible
ossib le no Intelligence score
sc o r e or an Intelligence of o f 3 or less. The
circumstances
circu m stan ces that might
m ight change the outcome,
ou tcom e, such target gains an Intelligence of o f 10. The target also gains
as the casting of o f additional spells
sp ells or the loss or gain the ability to speak
sp eak one
on e language you know. If the target
of
o f a companion.
com panion . is a plant, it gains the ability to move m ove its limbs,
lim bs, roots,
If you cast the spell two
tw o or more
m ore times
tim es before vines, creepers,
creep ers, and so s o forth, and it gains sensesse n se s similar
sim ilar
completing
com pletin g your next long
lon g rest, there is a cumulative
cum ulative 25 to a human's.
hum an’s. Y Your
our DMD M chooses
c h o o s e s statistics appropriate
percent chance
ch a n ce for each casting
castin g after the first that you for the awakened
aw akened plant, such as the statistics for the
get a random
random reading. The DM makes m a kes this roll in secret. awakened
aw akened shrub or the awakened aw akened tree.
The awakened
aw akened beast or plant is charmed ch arm ed by you for
A u r a OF
AURA L ife
o f LIFE
30 days or until you or your companionscom p a n ion s do anything
4th-level abjuration harmful
harm ful to it. When
W h en the charmed
ch arm ed condition ends,
Casting Time: 1 action awakened
the aw akened creature chooses w hether to remain
c h o o s e s whether rem ain
Range: Self
S e lf (30-foot radius) friendly to you, based on how h ow you treated it while w hile
Components: V it w
was
as charmed.
charm ed.
Duration: Concentration, up to 10 minutes
m inutes
Ban e
BANE
Life-preserving energy
en ergy radiates from you in an aura with
1st-level enchantment
a 30-foot
30 -foot radius. Until the spell ends, the aura moves
m oves
with
w ith you, centered on you. Each
E ach nonhostile
n onh ostile creature Casting Time:
Tim e: 1 action
in the aura (including you) has resistance
resistan ce to necrotic
n ecrotic Range: 30 feet
damage,
dam age, and its hit point maximum
m axim u m can't be reduced. In Components: V, S, M (a drop ofo f blood)
blood )
addition, a nonhostile, living creature regains 1 hit point C oncentration, up to 1 minute
Duration: Concentration,
when
w hen it starts its turn in the aura with 0 hit points. Up to three creatures
creatu res of
o f your choice
ch oice that you can
ca n see
within
w ithin range must
m ust make
m ake Charisma
C harism a saving throws.
throw s.
A u r a OF
AURA Pu r it y
o f PURITY
Whenever
W h enever a target that fails this saving throw
th row makes
m akes
4th-level abjuration an attack roll or a saving throw
th row before the spell ends,
Casting Time:
Tim e: 1 action the target must
m ust roll a d4 and subtract the number
num ber rolled
Range: Self
S e lf (30-foot radius) from the attack roll or saving throw.
Components: V Att H
A Higher
igher Levels. When
W h en you cast this spell using
Duration: Concentration,
C oncentration, up to 10 minutes a spell slot of
o f 2nd level or higher, you can target one
additional creature for each slot level above 1st.
Purifying
P urifying energy
en ergy radiates from you in an aura with w ith a
30-foot
30 -foot radius. Until the spell ends, the aura moves m oves B
BANISHING Sm ite
a n i s h i n g SMITE
with
w ith you, centered on you. Each
E ach nonhostile
n onh ostile creature
5th-level abjuration
in the aura (including you) can't become
ca n ’t b e c o m e diseased,
has resistance
resistan ce to poison
p oison damage,
dam age, and has advantage Casting Time: 1 bon
bonus
u s action
on saving ththrows
row s against effects that cause cau se any of
o f the
Range: Self
S e lf
following
follow in g conditions:
condition s: blinded, charmed,
charm ed, deafened,
Components: V V
frightened, paralyzed, poison
poisoned,
ed , and stunned. Duration: Concentration,
C oncentration, up to 1 minute

The
T h e next time you hit a creature with a w weapon
ea p on attack
AURA
A u r a OF VITALITY
of V it a l it y
before this spell ends, your w weapon
ea p on crackles
cra ck les with force,
3rd-level evocation and the attack deals an extra 5d10 5 d10 force damage
dam age to the
Casting Time:
Tim e: 1 action target. Additionally, if this attack reduces
redu ces the target
Range: Self
S e lf (30-foot radius) to 50 hit points or fewer, you banish it. If the target is
Components: V native to a different plane of o f existence than the one
Duration: Concentration, up to 1 minute
m inute you're
you ’re on, the target disappears, returning to its h home
om e
!'
plane. If the target is native to the plane y you're
ou ’re on, the
Healing
H ealing energy
en ergy radiates from you in an aura with
w ith a
creature vanishes into a harmless
h arm less demiplane.
dem iplane. While
W h ile
30-foot
30 -foot radius. Until the spell ends, the aura moves
m oves with
there, the target is incapacitated. It remains
rem ains there until
you, centered on you. You can use a bonus
b on u s action to
the spell ends, at w which
h ich point the target reappears in the
cause
cau se one
on e creature in the aura (including you) to regain
space
sp ace it left or in the nearest u unoccupied
n occu p ied space
sp ace if that
2d6
2d 6 hit points.
space
sp ace is occupied.
occu pied.

1(,
BANISHMENT
B a n ish m e n t
4th-level abjuration
Casting Tim
Time:
e: 1 action
Range: 60 feet
Components: V, S, M (an item distasteful to the target)
target)
Duration: C oncentration, up to 1 m
Concentration, minute
inute

You
Y ou attempt to send
sen d one
on e creature that you can
ca n see
within
w ithin range to another plane of o f existence. The
target m must
ust succeed
su cce e d on a Charisma
C harism a saving throw
throw
or bbee banished.
If the target is native to the plane of o f existence you're
y ou ’re
on, you banish the target to a harmless
h arm less demiplane.
dem iplane.
While
W there, the target is incapacitated.
h ile there, incapacitated. The target
remains
rem ains there until the spell ends, at w which
hich point the
target reappears in the space
sp ace it left or in the nearest
unoccupied
u n occu p ied space
sp ace if that space occupied.
sp ace is occu pied.
If the target is native to a different plane of o f existence
than the one you you're
’re on, the target is banish
banished ed with
a faint pop
popping noise,
p in g n oise, returning to its h home
om e plane.
If the spell ends before 1 minute
m inute has passed, the
target reappears in the spacesp ace it left or in the nearest
unoccupied
u n occu p ied space
sp ace if that space
sp a ce is occupied.
occu pied. Otherwise,
O therw ise,
the target doesn't return.
AAtt H
Higher
igher LLevels.
evels. When
W h en you cast this spell using
a spell slot ooff 5th level or higher, you cancan target
ta rget one
one
additional creature for each slot level above 4th.

B
BARKSKIN
a r k s k in
2nd-level
2 nd-level transmutation
Tim e: 1 action
Casting Time:
Range: Touch
Components: V, S, M (a handful of
o f oak bark)
bark)
Duration: Concentration, up to 1 hour
You touch a w willing
illing creature. Until the spell ends, the
target's skin has a rough,
target’s rough, bark-like appearance, and the
target's AC ca
target’s can't bee less than 16, regardless ooff w
n ’t b what
hat kind
ooff arm
armor wearing.
or it is w earing.

BEACON
B e a c o n OF HOPE
of H ope
3rd-level abjuration
Tim e: 1 action
Casting Time:
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
m inute

This
T h is spell
sp ell bbestows
estow s hope
h ope and vitality. Choose
C h oose any
number
num ber ooff creatu
creatures within
res w ithin range. F For duration,
or the duration,
each target has advantage on W
each Wisdom
isd om saving throw
throwss
and death saving throwthrows,s, and regains the m maximum
axim um
number
num ber ooff hit points p
possible
ossib le from any healing.

BEAST
B e a s t SENSE
Sense
2nd-level
2 nd-level divination (ritual)
Casting Time:
Tim e: 1 action
Range: Touch
Components:
Com ponents: S
Duration: Concentration, up to 1 hour
You touch a wwilling
illing beast. For the duration ooff the spell,
you can use your action to see through the b beast's
e a st’s eyes
and hear wwhat
hat it hears, and continue to do so
s o until
use
you u se your action to return to your n
normal
orm al senses.
sen ses.
While perceiving
W h ile perceivin g through the beast's
b ea st’s senses,
sen ses, you gain the hand using your game
gam e statistics.
statistics. On
O n a hit, the target
the benefits ooff any sp
special senses
ecia l sen ses ppossessed
o s se ss e d by that 4d8
takes 4d damage.
8 force dam age.
creature, though you are blinded and deafened to your Forceful Hand. T The
h e hand attemattempts creature
pts to push a creature
own
ow n surroundings. within 5 feet ooff it in a direction you cchoose. Make
h oose. M ake
a check
ch eck with the h hand's
and’s Strength contested
con tested by the
BESTOW
B e s t o w CURSE
C urse Strength (Athletics) checkch eck ooff the target. If the target is
3rd-level necromancy Medium
M edium or smaller,
sm aller, you have advantage on the check. If
Casting Time:
Tim e: 1 action you succeed,
su cceed , the hand pu pushes
sh es the target up to 5 feet plus
Range: Touch a num
number
ber of
o f feet equal to five timestim es your spellcasting
spellcastin g
Components: V, S S ability m
modifier.
odifier. The
T h e hand m moves
oves with
w ith the target to
Duration: Concentration, up to 1 minute remain
rem ain wwithin
ithin 5 feet of o f it.
Grasping Hand. The T h e hand attempts to grapple a H Huge
uge
You touch a creature, and that creature must succeed su cceed
smaller
or sm aller creature w within
ithin 5 feet ooff it. You use the h hand's
and’s
Wisdom
on a W isd om saving th throw become
row or b cursed
e c o m e cu rsed for the
Strength
S trength score
sco re to resolve the grapple. If the target is
duration ooff the spell. W
When
h en you cast this spell, cchoose
hoose
Medium
M edium or smaller,
sm aller, you have advantage on the check.
the nature ooff the curse
cu rse from the following
follow in g options:
While
W h ile the hand is grappling the target, you can can use a
• Choose
C h oose one
on e ability score. W
While
h ile cursed, the target bonus
bon u s action to have the hand crush cru sh it. W When
h en you do
has disadvantage on ability ch checks
eck s and saving throw
throwss so, the target takes bludgeon
bludgeoning ing damage
dam age equal to 2d6 +
made
m ade with that ability score. your spellcasting
spellcastin g ability m modifier.
odifier.
•• While
W h ile cursed, the target has disadvantage on attack Hand. The
Interposing Hand. T he hand interposes
in terposes itself
rolls against you. between
b etw een you and a creature you choose c h o o s e until you give
•• While
W h ile cursed, the target must make
m ake a Wisdom
W isd om sav-
sav­ the hand a different command.
com m a n d . The
T h e hand m moves
oves to stay
ing throw
th row at the start of
o f each of
o f its turns. If it fails, it between
b etw een you and the target, providing you with half
wastes
w astes its action that turn doing nothing. cover against the target. The target can't m move
ove through
•WWhile
h ile the target is cursed, your attacks and spells
spells the hhand's
and’s space
sp ace if its Strength score
sc o r e is less than or
ld8 n
deal an extra 1d8 necrotic
ecrotic damage
dam age to the target. equal to the hhand's
and’s Strength score. If its Strength score sco re
remove
A rem
A ove curse spell ends this effect. At the D DM's
M ’s
is higher than the hhand's
and’s Strength score, the target can can
option, you m may
ay choose
c h o o s e an alternative curse
cu rse effect, but
move
m toward
ove tow ard you through the h hand's
and’s space,
sp ace, but that
it should
sh ou ld bbee no m
more
ore powpowerful those
erfu l than th ose described
d escribed
space
sp ace is difficult terrain for the target.
above. TheT h e DM has
h as final say on such a curse's
cu rse ’s effect.
At Higher Levels. When W h en you cast this spell u using
sing a
At Higher Levels. If you cast this spell usin usingg a spell spell slot of
o f 6th level or higher, the damage
dam age from the
slot of
o f 4th level or higher, the duration is concentration,
clenched
clench ed fist option increases
in creases by 2d8 and the damage dam age
up to 10 minutes. If you uuse se a spell slot of
o f 5th level or
from the grasping hand increases
in creases by 2d6 for each slot
higher, the duration is 8 hours. hours. If you use
u se a spell slot ofof
level above 5th.
7th level or higher, the duration is 24 hours. If you use
BLADE
B BARRIER
lade B a r r ie r
a 9th level spell slot, the spell lasts until it is dispelled.
6th-level
6 th-level evocation
Using
U sing a spell slot ooff 5th level or higher grants a duration
that ddoesn't
oesn ’t require concentration. Time:
Casting Tim e: 1 action
Range: 90
9 0 feet
BIGBY's
B HAND
i g b y ’s H and V, S
Components: V, S
5th-level evocation Duration: Concentration, up to 10 m
minutes
inutes
Casting Time:
Tim e: 1 action You create a vertical wall w all of
o f whirling,
w hirling, razor-sharp
razor-sh arp blades
Range: 120 feet made
m ade ofo f magical
m agical energy. The T h e wall
w all appears w within
ithin range
Components: V,V, S
S,, M (an eggshell and a and lasts for the duration. You can make m ake a straight wall
w all
snakeskin glove) up to 100 feet long, 20 feet high, and 5 feet thick, or a
Duration: Concentration, up to 1 minute ringed w wall 60 feet in diameter, 20
all up to 60 20 feet high, and
5 feet thick. The wallw all provides three-quarters cover to
You create a Large hand ooff shimmering,
sh im m ering, translucent
force in an uunoccupied
n occu p ied space can see within
sp ace that you can
creatures
creatu b ehind
res beh in d it, and its space
sp ace is difficult terrain.
range. The hand lasts for the spell's sp ell’s duration, and it
When
W h en a creature enters the w wall's
a ll’s area for the first
moves
m oves at you
yourr command,
com m and , m mimicking
im ick in g the mmovements
ovem ents of
of
timee on a turn or starts its turn there, the creature m
tim must
ust
your own
ow n hand. make
m ake a D Dexterity
exterity saving throw. On a failed save, the
The
Th e hand is an object
ob ject that has AC 20 and hit points
creature takes 6d10 6 d10 slashing damage.
dam age. On a successful
su ccessfu l
equal to your hit point m maximum.
axim um . If it drops
d rop s to 0 hit
save, the creature takes hhalf alf as much
m uch damage.
dam age.

points, the spell ends. It has a Strength of o f 26 (+8) and a


B l a d e WARD
BLADE Ward
Dexterity
D exterity ooff 10 (+0). The
T h e hand doesn't
d oesn ’t fill its space.
space.
Abjuration cantrip
When
W h en you cast the spell and as a bon bonus
u s action on your
subsequent turns, you can m move
ove the hand up to 60 60 feet Time:
Casting Tim e: 1 action
and then cau
cause onee ooff the follow
se on following
in g effects w with
ith it. Range: Self
S e lf
Clenched Fist. The Th e hand strikes one creature or Components: V, S S
object w
within
ithin 5 feet of Make
o f it. M ake a mmelee
elee spell attack for Duration: 1 round
warding
You extend your hand and trace a sigil ooff w ardin g in the B DEAFNESS
l in d n e ss/ D
BLINDNESS/ eafness
turn, you
end ooff your next turn,
air. Until the end resistance
you have resistance 2nd-level
2 necromancy
nd-level necrom ancy
against bludgeoning, piercing, and slashing dam damage
age
Casting Time: action
Tim e: 1 action
dealt by wweapon
eap on attacks.
Range: 30 feet
Components: V
B
BLESS
less
minute
Duration: 1 m inute
1st-level enchantment
Time:
Casting Tim action
e: 1 action
You can Choose
can blind or deafen a foe. C h oose one creature that
30 feet
Range: 30
you can within
see w
can see make
ithin range to m saving
ake a Constitution saving
Components: V, S, M rinkling ooff holy water)
sprinkling
M (a sp deafened
throw. If it fails, the target is either blinded or deafened
Duration: Concentration, up to 1 m minute
inute (your ch each ooff its
oice) for the duration. At the end ooff each
choice)
turns, the target can make
can m Constitution saving throw.
ake a Constitution
You b choice
less up to three creatures ooff your ch
bless within
oice w ithin On a success,
su ccess, the spell ends.
range. WWhenever akes an attack roll or a
makes
h enever a target m A
Att H igher Levels. W
Higher using
h en you cast this spell using
When
saving th row before the spell ends, the target can roll
throw a spell slot ooff 3rd level or higher, you can target one
number
a d4 and add the num ber rolled to the attack roll oror additional creature for eacheach slot level above 2nd.
saving throw.
A
Att H igher L
Higher evels. W
Levels. When
h en you cast this spell using B
BLINK
l in k
a spell slot ooff 2nd level or higher, you can one
can target one 3rd-level transmutation
additional creature for eacheach slot level above 1st.
Time:
Casting Tim action
e: 1 action
B
BLIGHT
l ig h t
Self
Range: S e lf
Components: V, S S
4th-level necromancy
Duration: 1 m minute
inute
Time:
Casting Tim action
e: 1 action
Range: 30
30 feet R oll a d20 at the end of
Roll o f each ooff your turns for the
Components: V, S duration of O n a roll of
o f the spell. On o f 11 or higher, you
Duration: Instantaneous vanish from your current plane ooff existence and appear
in the E Ethereal
thereal P lane (the spell fails and the casting is
Plane
Necromantic
N ecrom an tic energy w a sh es over a creature ooff your
washes wasted
w asted if you w ere already on that plane). At the start ooff
were
choice
ch see w
can see
oice that you can within
ithin range, draining m moisture
oisture your next turn, and w whenhen the spell en ends
ds if you are on the
and vitality from The
from it. T h e target mmust make
ust m Constitution
ake a Constitution Ethereal Plane, you return to an u unoccupied
n occu pied sp ace ooff
space
saving throw. T The
h e target takes 8 8d8
d8 nnecrotic damage
ecrotic dam on
age on your ch choice
oice that you can see w
can see ithin 10 feet ooff the sp
within space
ace
a failed save, or hhalf much
alf as m damage
uch dam age on successful
on a su ccessfu l you vanished from from.. If no uunoccupied
n occu pied spspace
ace is available
one. TThis
h is spell has no effect on undead or constructs. within
w ithin that range, you appear in the nearest u unoccupied
n occu pied
you target a plant creature or a m
If you agical plant, it
magical space
sp (chosen
ace (ch random if m
osen at random more
ore than one sp space
ace is
a kes the saving th
makes
m throw
row w with disadvantage, and the spell
ith disadvantage, equally near). You can dismiss
can dism iss this spell as an action.
action.
deals m axim u m damage
maximum dam age to it. W h ile on the Ethereal Plane, you can see
While s e e and hear
If you target a nnonmagical isn't a creature,
on m agica l plant that isn’t the plane you originated from, from , w h ich is cast in shades
which
such as a tree or shrub, it d doesn't
oesn ’t m ake a saving throw;
make ooff gray, and you ca n ’t see anything there m
can't moreore than 6060
simply
it sim withers
ply w ithers and dies. feet away. You can can only affect and be affected by other
A
Att H igher L
Higher evels. W
Levels. When usingg a
h en you cast this spell usin creatures on the Ethereal P Plane.
lane. Creatures that aren’t aren't
sp damage
ell slot ooff 5th level or higher, the dam
spell increases
age in by
creases by there ca can't
n ’t perceive you or interact w ith you, u
with n less they
unless
1d8 each slot level above 4th.
ld8 for each have the ability to do so.

B l in d in g S
BLINDING SMITE
m ite
B
BLUR
lur
3rd-level evocation nd-level illusion
2nd-level
2
Time:
Casting Tim bonus
e: 1 bon u s action Casting Time: 1 action
Range: Self
S e lf Range: Self
S e lf
Components:
Com ponents: V V Components: V V
minute
Duration: Concentration, up to 1 minute Duration: CConcentration, minute
oncentration, up to 1 m inute
The
T h e next tim with
timee you hit a creature w melee
ith a m weapon
elee w eapon Your
Y our bbody becomes
od y b e c o m e s blurred, shifting and w wavering
avering to
attack during this spspell's
ell’s duration, your wweapon
eap on flares who
all w h o can see you. F
can see For
or the duration, any creature has
with
w 3d8
ith bright light, and the attack deals an extra 3d8 disadvantage on on attack rolls against you. A Ann attacker
damage
radiant dam age to the target. Additionally, the target immune
is im m une to this effect if it d doesn't
oesn ’t rely on sight,
must
m succeed
ust su on a Constitution saving th
cce e d on row oor
throw be
r be as wwith
ith blindsight, or can see through illusions, as
can see
blinded
blin ded until the spell ends. with truesight.
blinded
A creature blin
A ded by this spell m makes another
a kes another
onstitution saving th
Constitution
C throw turns .
row at the end ooff each ooff its turns. B r a n d i n g SMITE
BRANDING Sm it e
On
O su ccessfu l save, it is n
n a successful longer
noo lon ger blinded. nd-level evocation
2nd-level
2

Time:
Casting Tim u s action
bonus
e: 1 bon
Self
Range: S elf

f:LL
Components: V
Concentration,
Duration: C oncentration, up to 1 minute

timee you hit a creature w


The next tim with weapon
ith a w eap on attack
before this spell ends, the w weapon gleamss with astral
ea p on gleam
radiance as you strike. The attack deals an extra 2d6 2d6
damage
radiant dam age to the target, w which becomes
h ich b e c o m e s visible if
it's invisible, and the target sh
it’s sheds dim light in a 5-foot
eds dim
radius and cancan't’t bbecome
e c o m e invisible until the spell ends.
A
Att H igher Levels. W
Higher When
h en you cast this spell usingusing
a spell slot ooff 3rd level or higher, the extra dam damageage
increases
in creases by 1d6ld6 for each slot level above 2nd.

BURNING
B HANDS
u r n in g H ands
1st-level evocation
Casting Time: 1 action
action
Range: Self cone)
S e lf (15-foot cone)
Components: V, S
Duration: Instantaneous

Ass you hold your hands w


A with thumbs
ith thum touching
bs tou chin g and
fingers spread, a thin sheet ooff flam
flames
es shoots from
sh oots forth from
your outstretched fingertips. Each creature in a 15-foot
cone must
con e m make
ust m Dexterity
ake a D exterity saving throw. A A creature
creature
3d6
takes 3d damage
6 fire dam half
age on a failed save, or h much
alf as m uch
damage
dam age on a successful
su ccessfu l one.
The
T flammable
h e fire ignites any flam objects
m able ob jects in the area that
aren't
aren’t being w worn
orn or carried.
Att H
A Higher
igher Levels. W When
h en you cast this spell using a
spell slot ooff 2nd level or higher, the dam
damage increases
age in crea ses by
ld6 for each slot level above 1st.
1d6

CALL
C LIGHTNING
all L ig h t n in g
3rd-level conjuration
Time:
Casting Tim e: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 10 m
minutes
inutes

A storm
A storm cloud appears in the shape ooff a cylinder that
is 10 feet tall w
with 60-foot
ith a 60 -foot radius, centered on a point
can see 100 feet directly above you. The spell fails
you can
can't
if you can ’t see a point in the air w where
here the storm cloud
storm cloud
could
cou example,
ld appear (for exam ple, if you are in a rroom can't
oom that ca n ’t
accommodate
accom m od a te the cloud).
When
W h en you cast the spell, cchoose can see
h o o s e a point you can
within
w range. A
ithin range. A bolt ooff lightning flashes dow downn from the
Each
cloud to that point. E ach creature within 5 feet ooff that
must
point m make
ust m ake a Dexterity saving throw. AA creature
creature
takes 33d10
d10 lightning dam damage on a failed save, or half
age on
much
as m damage
uch dam age on a susuccessful On
ccessfu l one. O each ooff your
n each
turns until the spell ends, you can can uuse
se your action to call
down
dow n lightning in this w wayay again, targeting the same
sam e
point or a different one.
If you are ou outdoors
td oors in stormy conditionss w
storm y condition when you
hen you
cast this spell, the spell gives you control over the
storm instead ooff creating a nnew
existing storm ew one. Under
such condition
conditions, spell's
s, the sp damage
ell’s dam increases
age in ldlO.
creases by 1d10.
A
Att H igher Levels. W
Higher When
h en you cast this spell using a
spell slot ooff 4th or higher level, the dam
damage increases
age in creases by
ldlO for each slot level above 3rd.
1d10
CALM
C a l m EMOTIONS
E m o tio n s additional creature for each slot level above 1st. The
2nd-level
2 nd-level enchantment creatures
creatu res must
m ust be w
within
ithin 30 feet of
o f each other w
when
hen
you target them.
Casting Time:
Tim e: 1 action
action
Range: 60
6 0 feet CHILL
C h il l T
TOUCH
ouch
Components: V, S S
Necromancy cantrip
Duration: Concentration, up to 1 m
minute
inute
Casting Time:
Tim e: 1 action
You attempt to suppress
su ppress strong
stron g emotions
em otion s in a group Range: 120 feet
ooff p
people.
eople. Each
E ach h humanoid
um anoid in a 20-foot-radius sphere Components: V, S
centered on a point you choose c h o o s e within range m mustust make
m ake Duration: 1 round
a Charisma
C harism a saving throw throw;; a creature can choose c h o o s e to
fail this saving th throw
row if it w ish es. If a creature fails its
wishes. You create a ghostly, skeletal hand in the space
sp ace of of a
saving throw, choose
c h o o s e one
on e of
o f the following
follow in g two
tw o effects. creature w within
ithin range. Make
M ake a ranged spell attack
You
Y ou can suppress
su ppress any effect cau causing
sin g a target to be against the creature to assail it w with
ith the chill ofo f the
charmed
ch arm ed or frightened. W When
h en this spell ends, any On
grave. O n a hit, the target takes 1d8
ld8 nnecrotic
ecrotic damdamage,
age,
suppressed
su ppressed effect resuresumes,
m es, provided that its duration can't
and it ca n ’t regain hit points until the start ooff your next
has not expired in the m meantime.
eantim e. turn. Until then, the hand clings to the target.
Alternatively, you can m make
ake a target indifferent about If you hit an undead target, it also has disadvantage on
creatures
creatu res of o f your chchoice
oice that it is h hostile toward.
ostile tow ard. This attack rolls against you until the end of
o f your next turn.
indifference ends if the target is attacked or hharmed arm ed by This spell's
sp ell’s damage
dam age increases
in creases by ld8
1d8 wwhen
hen you reach
a spell or if it w witnesses
itn esses any of o f its friends being harm harmed.
ed. 5th level (2d8), 11th level (3d8), and 17th level (4d8).
When
W h en the spell ends, the creature b becomes
e c o m e s hostile
CHROMATIC
C h r o m a t i c ORB
O rb
again, unless the DM D M rules otherwise.
oth erw ise.
1st-level evocation
CHAIN LIGHTNING
C h a in L ig h t n in g Casting Time: 1 action
6th-level
6 th-level evocation 90
Range: 9 0 feet
Time:
Casting Tim e: 1 action
action Components: V, S, M
M (a diam
diamond worth
on d w orth at least 50 gp)
Range: 150 feet Duration: Instantaneous
Components: V, S, M M (a bit of
o f fur; a p
piece
ie ce of
o f amber, You hurl a 4-inch-diam
4-inch-diametereter sphere ooff energy at a
glass, or a crystal rod; and three silver pins) creature that you can can see within
see w range. You choose
ithin range. choose
Duration: Instantaneous acid, cold, fire, lightning, ppoison,
oison , or thunder for the type
You create a bolt ofo f lightning that arcs tow
toward
ard a target of of of
o f orb you create, and then make m ake a ranged spell attack
your choice
ch oice that you can see within
w ithin range. Three
T h ree bolts against the target. If the attack hits, the creature takes
then leap from that target to as m many
any as three other 3d8 damage
dam age of o f the type you chose.
targets, each of
targets, o f which must
w h ich m be
ust b ewwithin
ithin 30 feet of
o f the first Att H
A Higher
igher LLevels.
evels. WWhen
h en you cast this spell using a
A target can
target. A can be a creature or an object and can spell slot of
o f 2nd level or higher, the damage increases
dam age in creases by
bee targeted by only one ooff the bolts.
b ld8 for each
1d8 each slot level above 1st.
A target m
A must
ust mmake
ake a DDexterity
exterity saving throw. T The
he
CIRCLE
C OF
ir c le o f D
DEATH
eath
target takes 10d8 lightning dam damage
age on a failed save, or
6th-level
6 th-level necromancy
half
h alf as m
much
uch damage
dam age on a successful
su ccessfu l one.
Att H
A Higher
igher LLevels. When
evels. W h en you cast this spell using Casting Time:
Tim e: 1 action
a spell slot of
o f 7th level or higher, on
onee additional bolt Range: 150 feet
leaps from the first target to another target for each slot Components: V, S, S, M
M (the p
powder
ow der of
o f a crushed black
cru sh ed black
level above 6th. pearl w
worth
orth at least 500
50 0 gp)
Duration: Instantaneous
CHARM
C h a r m PERSON
P erson
A
A sphere ofo f negative energy
en ergy ripples out in a 60-foot-
1st-level enchantment
radius sphere from a point w within Each
ithin range. E creature
ach creature
Time:
Casting Tim action
e: 1 action in that area m must
ust mmake
ake a Constitution saving throw. A A
Range: 30 feet target takes 8d68d 6 nnecrotic damage
ecrotic dam on a failed save, or
age on
Components: V, S half as mmuch
uch damage
dam age on a successful
su ccessfu l one.
Duration: 1 hour Att H
A Higher
igher L Levels.
evels. WWhen
h en you cast this spell using a
You attempt to charm ch a rm a h
humanoid
um anoid you can see w within
ithin spell slot ooff 7th level or higher, the damage
dam age increases
in creases by
range. It m must
ust make
m ake a WWisdom
isd om saving throw, and does d oes 2d6 for each slot level above 6th.
so with
w ith advantage if you or your companions
com p a n ion s are fighting
CIRCLE
C i r c l e OF Power
o f POWER
it. If it fails the saving throw, it is charmed
ch a rm ed by you until
5th-level abjuration
the spell ends
en ds or until you or your companions
com p a n ion s do
anything harmful
harm ful to it. The charmed
T h e ch a rm ed creature regards Casting Time:
Tim e: 1 action
you as a friendly acquaintance. When W h en the spell ends, the Range: Self (3 0-foot radius)
S e lf (30-foot
creature k knows was
n ow s it w charmed
as charm ed by you. Components: V
Att H
A Higher
igher L Levels.
evels. WWhen
h en you cast this spell using Duration: CConcentration,
oncentration, up to 10 minutes
a sp
spell
ell slot of
o f 2nd level or higher, you can can target one

I' lt
22[
Divine
D ivine energy radiates from you, distorting and C l o u d OF
CLOUD of D
DAGGERS
aggers
diffusing magical energy
m agical en ergy within
w ithin 30 feet of
o f you. Until 2nd-level
2 nd-level conjuration
the spell ends, the sphere moves m oves with
w ith you, centered on on
Time:
Casting Tim e: 1 action
action
you. For the duration, each friendly creature in the area
Range: 60
6 0 feet
(including you) has advantage on saving throws throw s against
Components: V, S, M M (a sliver ooff glass)
spells
sp ells and other magical
m agical effects. Additionally, when w hen
Duration: Concentration, up to 1 minute
an affected creature succeeds
su cce e d s on a saving throw made
m ade
against a spell or magical
m agical effect that allows
allow s it to make
m ake a You fill the air with spinning daggers in a cu
cube on
b e 5 feet on
saving throw
th row to take only half h alf damage,
dam age, it instead takes each side, centered on a point you cchoosehoose wwithin
ithin range.
no
n o damage
dam age if it succeeds
s u c ce e d s on the saving throw. A creature takes 44d4
A damage
d 4 slashing dam when
age w hen it enters
spell's
the sp timee on
ell’s area for the first tim on a turn or starts
C l a ir v o y a n c e
CLAIRVOYANCE its turn there.
3rd-level divination AAtt H igher Levels. W
Higher When
h en you cast this spell using a
Casting Time: 10 minutes
m inutes spell slot ooff 3rd level or higher, the dam
damage increases
age in creases by
Range: 1 mile each slot level above 2nd.
2d4 for each
Components: V, S, M (a focus
focu s worth
w orth at least 100
CLOUDKILL
C l o u d k il l
gp, either a jew
jeweled
eled horn for hearing
h earing or a glass
eye for seeing)
5th-level conjuration
Duration: Concentration, up to 10 minutes
m inutes Time:
Casting Tim e: 1 action
action
Range: 120 feet
You create an invisible sensor
sen sor within
w ithin range in a location
location
Components: V, S S
familiar
fam iliar to you (a place you have visited or seen before) before)
Concentration,
Duration: C oncentration, up to 10 m
minutes
inutes
or in an obvious
obviou s location that is unfamiliar
unfam iliar to you (such
as behind a door, around a corner, or in a grove of o f trees). You create a 20-foot-radius sphere ooff poison
poisonous, yellow--
ou s, yellow
The
T h e sensor
sen sor remains
rem ains in place for the duration, and it green fog centered on a point you cchoosehoose wwithin
ithin range.
can't
ca n ’t be attacked or otherwise
oth erw ise interacted with. The
T h e fog spreads around corncorners.
ers. It lasts for the duration
When
W h en you cast the spell, you choosec h o o s e seeing
seein g or strong
or until stron gwwind disperses
in d disp erses the fog, ending the spell.
hearing. You can u usese the chosen
ch osen sense
sen se through the Its area is heavily oobscured.
b scu red.
sensor
sen sor as if you were
w ere in its space.
sp ace. As
A s your action, you When
W h en a creature enters the spell's
sp ell’s area for the first
can switch
sw itch between
b etw een seeing
seein g and hearing. timee on a turn or starts its turn there, that creature must
tim
A creature that can see the sensor sen sor (such as a creature make
m ake a Constitution saving throw. T The
h e creature takes
benefiting from sees e e invisibility or truesight) sees sees a 5d8 ppoison damage
o iso n dam age on a failed save, or h half
alf as mmuch
uch
luminous,
lum inous, intangible orb about the size of o f your fist. damage
dam age on a successful
su ccessfu l one. Creatures are affected
even if they hold their breath or d don't need
on ’t n breathe.
eed to breathe.
C lone
CLONE The
T h e fog mmoves
oves 10 feet away from
from you at the start
8th-level
8 th-level necromancy ooff each
each ooff your turns, rollin
rollingg along the susurface
rface ooff the
Casting Time:
Tim e: 1 hour ground. T The
h e vapors, being heavier than air, sink to the
Range: Touch lowest
low est level ooff the land, even pou
pouring down
rin g dow openings.
n open in gs.
Components: V, S, M (a diamond
diam on d worth
w orth at least 1,000
1,000 Att H
A Higher
igher Levels. W When
h en you cast this sp spell
ell using a
gp and at least 1 cubic
cu bic inch ofo f flesh of
o f the creature spell slot ooff 6th level or higher, the damdamage increases
age in creases by
that is to be cloned, which
w h ich the spell consumes,
con su m es, and a ld8 for each
1d8 each slot level above 5th.
vessel
v essel worth
w orth at least 2,000
2 ,0 0 0 gp that has a sealable lid
COLOR
C o l o r SPRAY
Sp r a y
and is large enough
en ough to hold a Medium
M edium creature, such
such
as a huge urn, coffin, mud-filled cyst in the ground, or
1st-level illusion
crystal container filled with
w ith salt water) Casting Time: 1 action
action
Duration: Instantaneous Self
Range: S e lf (15-foot cone)
Components: V, S, M M (a pinch ooff pow
powder
der or sand that is
This
T h is spell grows
grow s an inert duplicate ooff a living creature
ccolored
olored red, yellow, and blue)
as a safeguard against death. This clone clon e forms
form s inside
Duration: 1 round
a sealed vessel
v essel and grows
g row s to full size and maturity
after 120 days; you can also choose c h o o s e to have the clone A dazzling array ooff flashing, ccolored
A olored light springs fromfrom
be
b e a younger
youn ger version of sa m e creature. It remains
o f the same rem ains your hand. R Roll 6d10;
oll 6 d 1 0 ; the total is hhow
ow mmany
any hit points
inert and endures
en dures indefinitely, as long as its vessel v essel of creatures
o f creatu res this spell can effect. Creatures in a 15-foot
remains
rem ains undisturbed. cone
co n e originating from you are affected in ascen ascending
din g
At any time
tim e after the clone
clon e matures,
m atures, if the original order ooff their current hit points (ignoring u unconscious
n con sciou s
creature dies, its soul
sou l transfers to the clone, provided creatures creatures
creatu res and creatu res that ccan't
a n ’t see).
that the soul
sou l is free and willing
w illing to return. The T h e clone
clon e is Starting with the creature that has the low lowest
est current
physically identical to the original and has the same sam e blinded
hit points, each creature affected by this spell is blinded
personality, memories,
m em ories, and abilities, but none n one of
o f the until the spell ends. Subtract each creatu
creature's
re’s hit points
original's
original’s equipment.
equipm ent. The original creature's
creatu re’s physical from the total before mmoving on to the creature with
ovin g on
remains,
rem ains, if they still exist, become
b e c o m e inert and can't
ca n ’t lowest
the next low A creatu
est hit points. A creature's
re’s hit points must
thereafter be restored to life, since sin ce the creature's
creatu re’s soulsou l remaining
be equal to or less than the rem ainin g total for that
is elsewhere.
elsew here. creature to be affected.

22"
Att H
A Higher
igher L evels. When
Levels. W h en you cast this spell using a
spell slot of
o f 2nd level or higher, roll an additional 2d10
2 d10
for each slot level above 1st.

C ommand
COMMAND
1st-level enchantment
Casting Time:
Tim e: 1 action
Range: 60 feet
Components: V V
Duration: 1 round
You speak
sp eak a one-word
on e-w ord command
com m a n d to a creature you can
see w within
ithin range. The T h e target mmust
ust ssucceed
u cce e d on a W
Wisdom
isd om
saving th throw
row or follow the com command
m a n d on its next turn.
The
T h e spell has no effect if the target is undead, if it
doesn't
d oesn ’t understand your language, or if your com command
m and
is directly h harmful
arm ful to it.
Some
S o m e typical com commands
m a n d s and their effects follow. You
might
m ight issue a command
com m a n d other than one on e described
d escrib ed here.
If you do so, the D DM M determines
determ ines h how
ow the target behaves.
If the target can'tca n ’t follow your command,
com m a n d , the spell ends.
Approach. The T h e target m moves toward
oves tow ard you by the
shortest and most m ost direct route, ending
en din g its turn if it
moves
m ov es wwithin
ithin 5 feet of o f you.
Drop.
D rop. TheT h e target drops
d rops w whatever
hatever it is holding
h oldin g and then
ends its turn.
Flee.
F lee. The target spends sp en ds its turn m moving
oving away from
you by the fastest available m means.
eans.
Grovel. T The
h e target falls prone and then ends its turn.
Halt. T The
h e target doesn't
d oesn ’t mmove
ove and takes no actions.
A flying creature stays aloft, provided that it is able to
A
do so. If it must
m ust m move
ove to stay aloft, it flies the minimum
m inim um
distance needed
n eeded to remain
rem ain in the air.
Att H
A Higher
igher L Levels.
evels. When
W h en you cast this spell using
a spell slot of o f 2nd level or higher,
higher, you can affect one
additional creature for each slot level above 1st. The
creatures
creatu res m must
ust be w ithin 30 feet ooff each other w
within when
hen
you target them.

C ommune
COMMUNE
5th-level divination (ritual)
Casting Time:
Tim e: 1 mminute
inute
Range: Self
S e lf
Components:
Com ponents: V, S, M (incense
(in cen se and a vial of
o f holy or
unholy water)
Duration: 1 m minute
inute

You contact youry ou r deity or a divine proxy and ask up to


three questions that can can be an
answered
sw ered wwith no.
ith a yes or no.
You m must
ust ask your qu questions before
estion s b efore the spell ends. You
receive a correct an answer
sw er for each question.
Divine
D aren't nnecessarily
ivine beings aren’t omniscient,
ecessarily om niscient, so you
you
might
m ight receive "unclear"
“u n clear” as an answer
answ er if a question
ppertains
ertains to information
inform ation that lies beyon
beyond d the deity's
deity’s
knowledge.
kn ow ledge. In a case where
ca se w h ere a one-word
on e-w ord answer
an sw er could be
cou ld be
misleading
m isleadin g or contrary to the deity's
deity’s interests, the DMDM
might
m ight offer a short phrase
ph rase as an answer
an sw er instead.
If you cast the spell two tw o or more times
m ore tim es before
b efore finishing
your next lon longg rest,
rest, there is a cumulative
cum ulative 25 percent
chance
ch a n ce for each casting after the first that you get no
answer. T The
he D DMM m makes
akes this roll in secret.
C o m m u n e WITH
COMMUNE w ith N
NATURE
ature This
T h is spell doesn't
d oesn ’t decode
d e co d e secret messages
m essa g es in a text
5th-level divination (ritual) or a glyph, such as an arcane sigil, that isn't isn’t part of
of a
written language.
Casting Time:
Tim e: 1 minute
Range: Self
S e lf COMPULSION
C o m pu lsio n
Components: V, S 4th-level enchantment
Duration: Instantaneous
Casting Time: 1 action
You briefly bbecome
e c o m e one
on e with nature and gain knowledge
kn ow ledge Range: 30 feet
of
o f the surrounding
su rrou nding territory. In the outdoors, the spell Components: V, S
gives you knowledge
kn ow led ge of o f the land w within
ithin 3 miles
m iles of
o f you. Duration: Concentration,
C oncentration, up to 1 m
minute
inute
In caves and other natural u underground
nderground settings, the
radius is limited
lim ited to 300
3 0 0 feet. The
T h e spell doesn't
d oesn ’t function Creatures ooff your choice
ch oice that you can see w within
ithin range
where
w here nature has been replaced by construction, construction , such and that can
ca n hear you m must
ust make
m ake a W Wisdom
isd om saving
as in dungeons
du ngeon s and towns.
tow ns. throw. A A target automatically
autom atically succeeds
s u c ce e d s on this saving
You instantly gain kn knowledge
ow led ge ofo f up to three facts of throw
th row if it can't bee charmed.
ca n ’t b charm ed. On a failed save, a target
your choice
ch oice about any of o f the following
follow in g subjects as they is affected by this spell. Until the spell ends, you can
relate to the area: use
u se a bonus action on each of o f your turns to designate a
direction that is horizontal
h orizontal to you. Each E ach affected target
• terrain and bbodies
o d ie s of
o f water must
m use
ust u se as much
m uch of o f its movement
m ovem ent as p possible
ossib le to move
m ove
• prevalent plants, minerals,
m inerals, animals,
anim als, or p
peoples
eop les in that direction on its next turn. It can take its action
• powerful
pow erfu l celestials, fey, fiends, elementals,
elem entals, or undead before
b efore it moves.
m oves. A After
fter moving
m oving in this way, it can make m ake
• influence from other planes of o f existence another Wisdom
W isd om saving to try to end the effect.
• buildings A target isn't
A isn’t compelled
com p elled to m moveove into an obviously
For example,
exam ple, you could determine
cou ld determ ine the location of
of deadly hazard, such as a fire or pit, but it w will
ill provoke
powerful
pow erfu l undead in the area, the location of
o f major
m ajor opportunity attacks to move m ove in the designated direction.
sources
sou rces of
o f safe drinking water, and the location ofo f any
nearby tow
towns.
ns. C o n e OF
CONE C old
o f COLD
5th-level evocation
C o m p e l l e d DUEL
COMPELLED D uel Casting Time: 1 action
1st-level enchantment Range: Self
S e lf (60-foot cone)
Casting Time:
Tim e: 1 bon
bonus
u s action Components: V, S, M (a small
sm all crystal or glass cone)
Range: 30 feet Duration: Instantaneous
Components: V A
A blast of cold air erupts from your hands. Each
o f cold
Duration: Concentration,
C oncentration, up to 1 minute
m inute creature in a 60-foot
60 -foot cone
con e must
m ust make
m ake a Constitution
You attempt to compel
com p el a creature into a duel. One saving throw. A A creature takes 8 8d8 cold damage
d 8 cold dam age on a
creature that you can see within
w ithin range must
m ust make
m ake a failed save, or half
h alf as much
m uch damage
dam age on a successful
su ccessfu l one.
Wisdom
W isd om saving throw. On a failed save, the creature is A creature killed by this spell bbecomes
A e c o m e s a frozen statue
drawn
draw n to you, compelled
com p elled by your divine demand.
dem and. For until it thaws.
the duration, it has disadvantage on attack rolls against Att H
A Higher
igher L Levels.
evels. When
W h en you cast this spell u using
sin g a
creatures
creatu res other than you, and mustm ust make
m ake a Wisdom
W isd om spell slot ofo f 6th level or higher, the damage
dam age increases
in crea ses by
saving throw
th row each time
tim e it attempts
attem pts to mmove
ove to a space
sp ace ld8
1d8 for each slot level above 5th.
that is more
m ore than 30 feet away from you; if it succeeds
su cceed s
on this saving throw, this spell doesn't
d oesn ’t restrict the
CONFUSION
C o n f u s io n
target's movement
target’s m ovem ent for that turn. 4th-level enchantment
The spell ends if you attack any other creature, if you Casting Time: 1 action
cast a spell that targets a hostile creature other than the Range: 90 feet
target, if a creature friendly to you damages
dam ages the target or Components: V, S, M (three nut shells)
casts a harmful
harm ful spell on it, or if you end your turn m more
ore Duration: Concentration,
C oncentration, up to 1 minute
m inute
than 30 feet away from the target.
This spell assaults and twists tw ists creatures'
creatu res' m minds,
inds,
C o m p r e h e n d LANGUAGES
COMPREHEND L anguages spawning
spaw ning delusions and provok provoking in g uncontrolled
u n controlled action.
1st-level divination (ritual) Each creature in a 10-foot-radius sphere centered on on
a point you choose
c h o o s e within
w ithin range mustm ust succeed
su cce e d on a
Casting Time: 1 action Wisdom
W isd om saving throw
th row when
w hen you cast this spell or be
Range: Self
S elf affected by it.
Components: V, S, M (a pinch of
o f soot
so o t and salt) An affected target can'tca n ’t take reaction
reactionss and m must
ust roll
Duration: 1 hour a ddlO
10 at the start of o f each ofo f its turns to determine
determ ine its
For the duration, you understand the literal meaning
m ean in g of
of behavior for that turn.
any spoken
sp oken language that you hear. You also understand
any written language that you see, but you must be
touching the surface
su rface on which
w hich the w
words
ord s are w ritten. It
written.
takes about 1 minute
m inute to read one
on e page ooff text.

r RT Pf I
d10O
dl Behavior
of
o f identical weapons
w eap on s that shoot
sh oot forward
forw ard and then
disappear. Each creature in a 60-foot
60 -foot cone
c o n e must
m ust succeed
su cceed
1 The creature uses all its movement to move in
in a
on a Dexterity
D exterity saving throw. A A creature takes 3d8
random direction. To determine the direction, roll
damage
dam age on a failed save, or h half
alf as m
much
uch damage
dam age on a
aa d8 and assign aa direction to each die face. The successful
su ccessfu l one. The damage
dam age type is the samesam e as that of
of
doesn’t
creature doesn 't take an action this turn. the wweapon
eap on or ammunition
am m unition used
u sed as a component.
com pon ent.
2-6
2-6 doesn’t move or take actions this turn.
The creature doesn't
7-8 The creature uses its action to make aa melee attack C o n j u r e CELESTIAL
CONJURE C e l e st ia l
against aa randomly determined creature within its 7th-level conjuration
reach. If there is
is no creature within its reach, the Casting Time: 1 minute
creature does nothing this turn. Range: 90 feet
9-10
9- 10 The creature can act and move normally. Components: V, S
Duration: Concentration,
C oncentration, up to 1 hour
At the end of o f each of
o f its turns, an affected target can You summon
su m m on a celestial of o f challenge rating 4 or lower,
make
m ake a W isd om saving throw. If it succeeds,
Wisdom su cceed s, this effect which
w h ich appears in an unoccupied
u n occu p ied space
sp ace that you can see
ends
en ds for that target. within
w ithin range. The celestial disappears when w hen it drops
d rops to
Att H
A Higher
igher L Levels.
evels. When
W h en you cast this spell using a 0 hit points or when
w hen the spell ends.
spell slot of
o f 5th level or higher, the radius of o f the sphere The celestial is friendly to you and your companions
com pa n ion s
increases
in creases by 5 feet for each slot level above 4th. for the duration. Roll initiative for the celestial, which w hich
has its own
ow n turns. It obeys any verbal commands
com m a n d s that
CONJURE
C onjure A ANIMALS
n im a ls
you issue to it (no action required by you), as long lon g as
3rd-level conjuration they d don't alignm ent. If you don't
on ’t violate its alignment. d on ’t issue
issu e any
Casting Time:
Tim e: 1 action commands
com m a n d s to the celestial, it defends itself from hostile
Range: 60 feet creatures but otherwise
oth erw ise takes no actions.
Components: V, S The
T h e DM has the celestial's
celestial’s statistics.
Duration: Concentration, up to 1 hour Att H
A Higher
igher Levels. When
W h en you cast this spell using a
9th-level spell slot, you summon
su m m on a celestial of o f challenge
You summon
su m m on fey spirits that take the form of o f beasts and
rating 5 or lower.
appear in unoccupied
u n occu pied spaces
sp a ces that you can see within
range. Choose
C h oose one
on e of
o f the following
follow in g options for what
CONJURE
C o n j u r e ELEMENTAL
Elem ental
appears:
5th-level conjuration
,• One
O ne beast of
o f challenge
challen ge rating 2 or lower
low er Casting Time:
Tim e: 1 minute
• Two
Tw o beasts of
o f challenge
challen ge rating 1 or lower
low er Range: 90 feet
• Four beasts ofo f challenge
challen ge rating 1/2 or lower
low er Components: V, S, M (burning incense
in cen se for air, soft clay
• Eight beasts ofo f challenge
challen ge rating 1/4 or lower
low er for earth, sulfur and pphosphorus
h osph oru s for fire, or w
water
ater and
Each
E ach beast is also considered
con sid ered fey, and it disappears sand for water)
when d rops to O
w hen it drops 0 hit points or when
w hen the spell ends. Duration: Concentration,
C oncentration, up to 1 hour
The
T h e summoned
su m m on ed creatures
creatu res are friendly to you and your You call forth an elemental
elem ental servant. Choose
C h oose an area of o f air,
companions.
com pa n ion s. Roll initiative for the summoned
su m m on ed creatures earth, fire, or water that fills a 10-foot cube within
cu b e w ithin range.
as a group, w which
hich has its own
ow n turns. They obey ob ey any An
A n elemental
elem ental ofo f challenge rating 5 or lower low er appropriate
verbal commands
com m a n d s that you issue to them (no action to the area you chose ch ose appears in an u unoccupied
n occu pied space
required by you). If you don't
d on ’t issue any commands
com m a n d s to within 10 feet of o f it. For
F or example,
exam ple, a fire elemental
elem ental
them,
them , they defend them
themselves
selves from hostile creatures, emerges
em erges from a bonfire, and an earth elemental elem ental rises
but otherwise
oth erw ise take no actions. up from the ground. The elemental elem ental disappears w when
hen it
The DMD M has the creatures'
creatu res’ statistics. d rop s to O
drops 0 hit points or whenw hen the spell ends.
Att H
A Higher
igher LLevels.
evels. When
W h en you cast this spell using The
T h e elemental
elem ental is friendly to you and your companionscom pa n ion s
certain higher-level spell slots, you choosec h o o s e one
on e of
o f the for the duration. Roll R oll initiative for the elemental,
elem ental, w which
hich
summoning
su m m on in g options above, and more m ore creatures
creatu res appear: has its own
ow n turns. It obeys
ob ey s any verbal commands
com m a n d s that
twice
tw ice as many
m any with a 5th-level slot, three times tim es as many
m any you issue to it (no action required by you). If you don't don ’t
with a 7th-level slot, and four timestim es as many
m any with
w ith a issue any commands
com m a n d s to the elemental,
elem ental, it defends itself
9th-level slot. from hhostile
ostile creatures
creatu res but otherwise
oth erw ise takes no n o actions.
If your concentration is broken, the elemental elem ental doesn't
d oesn ’t
C o n j u r e BARRAGE
CONJURE Ba r r a g e
disappear. Instead, you lose control of o f the elemental,
elem ental,
3rd-level conjuration
it bbecomes
ecom es h hostile
ostile toward
tow ard you and your companions,
com panion s,
Casting Time:
Tim e: 1 action and it might attack. An uncontrolled
u n controlled elemental
elem ental can't
ca n ’t
Range: Self
S e lf (60-foot
(60 -foot cone) dism issed by you, and it disappears 1 hour after
be dismissed
Components: V, S, M (one ppiece
iece of
o f ammunition
am m unition or a you summoned
su m m on ed it.
thrown
throw nwweapon)
eapon ) The
T h e DM has the elemental's
elem ental’s statistics.
Duration: Instantaneous A
Att H igher Levels. When
Higher W h en you cast this spell using
You throw
th row a nonmagical weapon
n onm agical w eap on or fire a p
piece
iece of a spell slot ofo f 6th level or higher, the challenge rating
nonmagical
n onm agical ammunition
am m unition into the air to create a cone
con e increases
in creases by 1 for each slot level above 5th.
C o n j u r e FEY
CONJURE F ey C o n j u r e VOLLEY
CONJURE V olley
6 th-level conjuration
6th-level 5th-level conjuration
Casting Time: 1 minute
m inute Casting Time: 1 action
Range: 90 feet Range: 150 feet
Components: V, S Components: V.V, S,
S , M (one piece
p iece of
o f ammunition
am m unition or one
Duration: Concentration, up to 1 hour thrown
throw weapon)
n w eapon)

You summon Duration: Instantaneous


su m m on a fey creature of o f challenge rating 6 or
lower, or a fey spirit that takes the form of o f a beast of You
Y ou fire a p
piece
iece ofo f nonmagical
n onm agical ammunition
am m unition from a
challen ge rating 6 or lower. It appears in an u
challenge unoccupied
n occu pied ranged weapon
w eap on or throwth row a nonmagical
n onm agical wweapon
eap on into
space
sp ace that you can see w within
ithin range. TheT h e fey creature the air and choose
c h o o s e a point w
within
ithin range. Hundreds
H undreds of of
disappears w when d rops to O
hen it drops 0 hit points or when
w hen duplicates ofo f the ammunition
am m unition or weapon
w ea p on fall in a volley
the spell ends. from above and then disappear. Each creature in a
The fey creature is friendly to you and your 40-foot-radius. 20-foot-high cylinder centered on that
companions
com p a n ion s for the duration. Roll R oll initiative for the point must
m ust make
m ake a Dexterity saving throw. A A creature
creature, which
w hich has ow n turns. It obeys any verbal
h as its own takes 8d8
8d 8 damage
dam age on a failed save. save, or hhalf
alf as much
m uch
commands
com m a n d s that you issue to it (no action required damage
dam age on a successful
su ccessfu l one. The damage
dam age type is the
alignm ent. If
by you), as long as they don't violate its alignment. same
sam e as that of o f the ammunition
am m unition or wweapon.
eapon.
you don't
don ’t issue any com commands
m a n d s to the fey creature, it
defends itself from hostile creatures
creatu res but otherwise
oth erw ise C onjure W
CONJURE WOODLAND B e in g s
o o d l a n d BEINGS

takes n noo actions. 4th-level conjuration


If your concentration is broken.broken, the fey creature Casting Time: 1 action
doesn't
d oesn ’t disappear. Instead.
Instead, you lose control
con trol ooff the Range: 60 feet
fey creature, it bbecomes
e c o m e s hostile toward
tow ard you and your Components: V,V. S, M (one holly bberry
erry per
companions,
com pa n ion s, and it might
m ight attack. An A n uncontrolled fey creature summoned)
su m m on ed )
creature can't be dismissed
dism issed by you, and it disappears
disappe ars 1 Duration: Concentration, up to 1 hour
hour after you summoned
su m m on ed it.
The DM has the fey creature's You summon
su m m on fey creatures that appear in u unoccupied
n occu pied
creatu re’s statistics.
spaces
sp aces that you can see w within
ithin range. Choose
C h oose one of
o f the
AAtt H
Higher
igher Levels. When W h en you cast this spell using
following
follow in g options for w
what
hat appears:
a spell slot ofo f 7th level or higher,
higher. the challenge rating
increases
in creases by 1 for each slot level above 6th. • One fey creature of
o f challenge rating 2 or lower
low er
• Two fey creatu
creatures
res of
o f challenge rating 1 or lower
low er
CONJURE
C o n j u r e MINOR
M i n o r ELEMENTALS
Elementals • Four fey creatu
creatures
res of
o f challenge
challen ge rating 1/2 or lower
low er
4th-level conjuration • Eight fey creatures
creatu res of
o f challenge rating 1/4 or low
lower
er
Casting Time:
Tim e: 1 minute
m inute A summoned
A su m m on ed creature disappears w when d rops to O
hen it drops 0 hit
Range: 90 feet points or wwhen
hen the spell ends.
Components: V, S The summoned
su m m on ed creatures
creatu res are friendly to you and your
Duration: Concentration.
Concentration, up to 1 hour companions.
com pan ion s. Roll initiative for the summoned
su m m oned creatures
You summon
su m m on elementals
elem entals that appear in unoccupied
u n occu pied as a group, which
w hich have their own
ow n turns. TheyTh ey obey any
spaces
sp a ces that you can see w within
ithin range. You choose
c h o o s e one verbal commands
com m a n d s that you issue to them (no action
the following
follow in g options for what
w hat appears: required by you). If you don·t
don't issue any commands
com m a n d s to
them, they defend themselves
them selves from hostile creatures,
• One elemental
elem ental of
o f challenge
challen ge rating 2 or lower
low er
but otherwise
oth erw ise take no actions.
• Two elementals
elem entals ooff challenge
challen ge rating 1 or low
lower
er
The DM
D M has the creatures'
crea tu res’ statistics.
• Four elementals
elem entals of
o f challenge
challen ge rating 1/2 or lower
low er
Att H
A Higher
igher Levels. When
W h en you cast this spell using
• Eight elementals
elem entals of
o f challenge rating 1/4 or lower.
certain higher-level spell slots, you choose
c h o o s e one
on e of
o f the
An elemental
elem ental summoned
su m m oned by this spell disappears when w hen summoning
su m m on in g options above, and morem ore creatures appear:
d rops to O
it drops 0 hit points or w
when
hen the spell ends. twice
tw ice as mmany
any with a 6th-level slot and three times
tim es as
The
T h e summoned
su m m on ed creatures are friendly to you and your many
m any with
w ith an 8th-level slot.
companions.
com pa n ion s. Roll initiative for the summoned
su m m on ed creatures
as a group, which
w hich has its own
ow n turns. They
Th ey obey
o b ey any C o n t a c t OTHER
CONTACT O t h e r PLANE
Plane
verbal commands
com m a n d s that you issue to them (no action 5th-level divination (ritual)
required by you). If you don't
don ’t issue any commands
com m a n d s to Casting Time: 1 minute
m inute
them,, they defend themselves
them them selves from hostile creatures, Range: Self
S e lf
but otherwise
oth erw ise take no actions. Components: V
T h e DM has the creatures·
The creatures' statistics. Duration: ]1 minute
Att H
A Higher
igher Levels. When
W h en you cast this spell using
You mentally
m entally contact a demigod,
dem igod, the spirit of
o f a long-dead
certain higher-level spell slots, you choose
c h o o s e one
on e of
o f the
sage.
sage, or some
som e other mysterious
m ysterious entity from another
summoning
su m m on in g options above, and mmore
ore creatures appear:
plane. Contacting
C ontacting this extraplanar intelligence cancan
twice
tw ice as many
m any with a 6th-level slot and three times
tim es as
strain or even break your mind. When
W h en you cast this
many
m any wwith
ith an 8th-level slot.
spell, m
make
ake a DC
D C 15 Intelligence saving throw. On a

f' I
failure, you take 6d6 6d 6 psychic damage
dam age and are insane Components: V, S, M (a statuette of
o f yourself
y ou rself carved
until you finish a long rest. While
W h ile insane, you ccan'ta n ’t take from ivory and decorated w
with
ith gems
gem s w worth
orth at
actions, can't
ca n ’t understand what other creatures
creatu res say, can'tc a n ’t least 1,500 gp)
read, and speak only in gibberish. A A greater restoration Duration: 10 days
spell cast on you ends this effect.
Choose
C h oose a spell ofo f 5th level or lower
low er that you can cast, that
On
O n a successful
su ccessfu l save, you can ask the entity up to five
has a casting time
tim e of
o f 1 action, and that can target you.
questions. You must ask your questions before the spell
You cast that spell-called
spell—called the contingent spell-spell—asas part
ends. The
T h e DM answers
an sw ers each question with one on e wword,
ord,
o f casting contingency, expending spell slots for both, but
of
such as "yes,"
“yes,” "no,"
“no,” "maybe,"
“m aybe,” "never,"
“never,” "irrelevant,"
“irrelevant,” or
the contingent spell doesn't come c om e into effect. Instead, it
"unclear"
“u n clear” (if the entity doesn't
d oesn ’t know
kn ow the answer
an sw er to the
takes effect w when
hen a certain circumstance
circu m stan ce occurs.
occu rs. You
question). If a one-word
on e-w ord answer
answ er wwould
ou ld bbee misleading,
m isleading,
describe that circumstance
circu m stan ce wwhen
hen you cast the twotw o spells.
the DM might instead offer a short phrase as an answer.
exam ple, a contingency cast with water breathing
For example,
CONTAGION m ight stipulate that water breathing comes
might co m e s into effect
C o n ta g io n
5th-level necromancy when
w hen you are engulfed in water or a similar sim ilar liquid.
The contingent spell takes effect immediately
im m ediately after the
Tim e: 1 action
Casting Time: circumstance
circu m stan ce is met for the first time, whether
w hether or not you
Range: Touch want it to. and then contingency ends.
Component: V, S The
T h e contingent spell takes effect only on you, even
Duration: 7 days if it can norm
normally
ally target others. You can use only one
Your touch inflicts disease. Make M ake a melee
m elee spell attack contingency spell at a time. If you cast this spell again. again,
against a creature withinw ithin your reach. On a hit, you afflict o f another contingency spell on you ends. Also,
the effect of A lso,
the creature with a diseased isease of o f your choice
ch oice from any ooff contingency endsen ds on you if its material
m aterial component
com p on en t is
the ones
on es described
d escrib ed below. ever not on your person.
At the end ofo f each of o f the target’s
target's turns, it mustm ust mmake
ake
CONTINUAL
C o n t i n u a l FLAME
Flame
a Constitution saving throw. After failing three of of
these
th ese saving throws,
throw s, the disease's
d isea se’s effects last for the 2nd-level
2 nd-level evocation

duration, and the creature stops making m akin g these saves. Casting Time: 1 action
After succeeding
su cceed in g on three of o f these saving throws,
throw s, the Range: Touch
creature recov
recovers
ers from the disease, and the spell ends. Components: V, S, M (ruby dust worth
w orth 50 gp.
gp, which
w hich the
Since
S in ce this spell induces
in du ces a natural disease d isease in its spell consumes)
con su m es)
target, any effect that removes
rem oves a disease
d isease or otherwise
oth erw ise Duration: Until dispelled
ameliorates
am eliorates a disease's
d isea se’s effects apply to it.
A flame, equivalent in brightness to a torch.
A torch, springs
Blinding S Sickness.
ickness. Pain grips the creature's creatu re’s mind.
mind,
forth from an object that you touch. The
T h e effect looks
look s like
and its eyes turn milkym ilky white. The creature has
a regular flame.
flame, but it creates no heat and doesn't
d oesn ’t use
disadvantage on Wisdom W isd om checks
ch eck s and W Wisdom
isd om saving
oxygen. AA continual flame can be covered or hidden but
throws
th row s and is blinded.
not smothered
sm othered or quenched.
Filth Fever. A A raging fever sweeps sw eep s through the
creature's
creatu re’s body. The creature has disadvantage on C o n t r o l WATER
CONTROL Water
Strength checks, Strength saving throws, throw s, and attack 4th-level transmutation
rolls that use Strength.
Rot. Casting Time: 1 action
Flesh R ot. The
T h e creature's
creatu re’s flesh decays. The T h e creature
has disadvantage on Charisma C harism a checks
ch eck s and vulnerability
Range: 300
3 0 0 fe et
feet

to all damage.
dam age.
Components: V. V, S.
S , M (a drop of
o f water and a

Mind.ire. The pinch of


o f dust)
Mindfire. T h e creature's
creatu re’s mind m ind becomes
b e c o m e s feverish. The
creature has disadvantage on Intelligence checks ch eck s and
Duration: Concentration.
C oncentration, up to 10 minutes

Intelligence saving throws,


throw s, and the creature behaves as Until the spell ends, you control any freestanding water
if under the effects of o f the confusion spell during combat. com bat. inside an area you choose c h o o s e that is a cube
cu b e up to 100 feet
Seizure. The creature is overcome ov ercom e with shaking. on a side. You can choose c h o o s e from any of o f the following
follow in g
The creature has disadvantage on Dexterity checks, ch eck s, effects w when
hen you cast this spell. As an action on your
Dexterity saving throw throws, s, and attack rolls that turn.
turn, you can repeat the same sam e effect or choose
choose a
use
u se Dexterity. different one.
Slimyy D
Slim Doom.
oom . TheT h e creature beg begins
in s to bleed Flood. You cause the water level of o f all standing water in
uncontrollably. The creature has disadvantage on the area to rise by as m uch as 20 feet. If the area includes
much
Constitution checks
ch eck s and Constitution saving throws. throw s. a shore, the flooding
flood in g wwater
ater spills over onto dry land.
In addition, w whenever
hen ever the creature takes damage, dam age, it is If you choose
c h o o s e an area in a large body b od y of
o f water, you
stunned until the end of o f its next turn. instead create a 20-foot20 -foot tall wave that travels from one
side of
o f the area to the other and then crashes crash es down.
dow n. Any
C o n t in g e n c y
CONTINGENCY Huge
H uge or smaller
sm aller vehicles in the wave's w ave’s path are carried
6th-level
6 th-level evocation with it to the other side. Any A ny Huge or smaller
sm aller vehicles
Casting Time: 10 minutes
m inutes struck by the w wave
ave have a 25 percent cha chance
n ce of
o f capsizing.
Range: Self
S elf The
T h e water level remains
rem ains elevated until the spell ends
c h o o s e a different effect. If this effect produ
or you choose produced
ced
a wave, the wave w ave repeats on the start of o f your next turn PRECIPITATION
P r e c ip it a t io n
while
w hile the flood effect lasts.
Stage Condition
Part Water. You cause cau se water
w ater in the area to move
m ove
1 Clear
apart and create a trench. The trench extends across
the spell's
sp ell’s area, and the separated water forms form s a wall
w all to 2 Light clouds
either side. The T h e trench remains
rem ains until the spell ends or 3 Overcast or ground fog
you choose
c h o o s e a different effect. The water then slowly
slow ly fills 4 Rain, hail, or snow
in the trench over the courseco u rse of
o f the next round until the 5 Torrential rain, driving hail, or blizzard
normal
norm al water
w ater level is restored.
R ed irect Flow. You cause
Redirect cau se flowing
flow in g water in the area
TEMPERATURE
T em p er a t u r e WIND
W in d
to move
m ove in a direction you choose, ch oose, even if the water has
to flow over obstacles, up walls, w alls, or in other unlikely Stage Condition Stage Condition
directions.
direction s. The water in the area moves m oves as you direct 1 Unbearable heat 1 Calm
it, but once
on ce it moves
m oves beyond
beyon d the spell's
sp ell’s area, it resumes
resu m es 2 Hot 2 Moderate wind
its flow based
ba sed on the terrain conditions.
condition s. The water 3 Warm 3 Strong wind
continues
continu es to move
m ove in the direction you chose c h ose until the 4 Cool 4 Gale
spell ends
en ds or you choose
c h o o s e a different effect. 5 Cold 5 Storm
Whirlpool.
W hirlpool. This effect requires
requ ires a body
b od y of
o f water 6 col d
Arctic cold
at least 50 feet square and 25 feet deep. You cause
a whirlpool
w hirlpool to form in the center of o f the area. The
C
CORDON
ordon o f A
OF ARROWS
rrows
whirlpool
w h irlpool forms
form s a vortex that is 5 feet wide w id e at the
2nd-level transmutation
base, up to 50 feet wide w id e at the top, and 25 feet tall. Any
creature or object in the water w ater and within
w ithin 25 fe et of
feet o f the Casting Time: 1 action
action
vortex is pulled 10 feet toward tow ard it. AA creature can swim sw im Range: 5 feet
away from the vortex by making m akin g a Strength (Athletics)
(Athletics) Components: V, S, M
M (four or m
more arrowss or bolts)
ore arrow
check
ch eck against your spell save DC. Duration: 8 hours
When
W h en a creature enters the vortex for the first time tim e on You plant four p pieces
ieces ooff n
nonmagical ammunition-
onm agical am m unition—
a turn or starts its turn there, it must make m ake a Strength arrowss or cro
arrow crossbow bolts-in the ground w
s s b o w bolts—in within
ithin range
saving throw. On a failed save, the creature takes 2d8 magic
and lay m agic upon them to protect an area. Until the
bludgeoning
bludgeon ing damage
dam age and is caught in the vortex until spell ends, w
whenever
hen ever a creature other than you co comes
m es
the spell ends. On a successful
su ccessfu l save, the creature takes within
w ithin 30 feet ooff the am ammunition timee on a
m unition for the first tim
half
h alf damage,
dam age, and isn't
isn’t caught in the vortex. A creature turn or en ends
ds its turn there, one p piece
iece ooff am
ammunition
m unition flies
caught in the vortex can use u se its action to try to swim sw im up to strike it. The creature m must
ust succeed Dexterity
su cce e d on a Dexterity
away from the vortex as described d escrib ed above, but has saving th throw
row or take 1d6 ld6 piercing dam
damage.
age. The piece ooff
disadvantage on the Strength (Athletics) check ch eck to do so. ammunition
am m unition is then destroyed. The spell ends w when
hen no
The first time
tim e each turn that an object enters the ammunition
am m unition remremains.
ains.
vortex, the object takes 2d8 bludgeoning
bludgeon ing damage;
dam age; this When
W h en you cast this spell, you can designate any
damage
dam age occurs
o c cu rs each round it remains
rem ains in the vortex. creatures
creatu choose,
res you ch ignores
o o s e , and the spell ig n ores them.
AAtt H
Higher
igher Levels. W When
h en you cast this spell using
C o n t r o l WEATHER
CONTROL W eather
a spell slot ooff 3rd level or higher, the am amount
ount ooff
8 th-Ievel transmutation
8th-level
ammunition
am m unition that cancan be affected in increases
creases by twtwoo for
Casting Time: 10 minutes
m inutes each slot level above 2nd.
Range: Self
S e lf (5-mile
(5-m ile radius)
Components: V, S, M (burning incense
in cen se and bits of
o f earth COUNTERSPELL
C ounterspell
and wood
w o o d mixed
m ixed in water) 3rd-level abjuration
Duration: Concentration, up to 8 hours Time:
Casting Tim e: 1 reaction, w
which when
h ich you take w hen you see
You take control ofo f the weather
w eather within
w ithin 5 miles
m iles of
o f you within
a creature w 60 feet ooff you casting a spell
ithin 60
for the duration. You must be ou outdoors
tdoors to cast this spell. Range: 60 feet
Moving
M oving to a place where
w here you don't
d on ’t have a clear path to Components: S S
the sky ends
en ds the spell early. Duration: Instantaneous
When
W h en you cast the spell, you change the current You attempt to interrupt a creature in the p process
r o ce s s ooff
weather
w eather conditions,
condition s, which
w hich are determined
determ ined by the DM casting a spell. If the creature is casting a spell ooff 3rd
based
ba sed on the climate
clim ate and season.
sea son . You can change level or lower, its spell fails and has no effect. If it is
tem perature, and wind. It takes ld4
precipitation, temperature, 1d4 x 10 casting a spell ooff 4th level or higher, m make
ake an ability
minutes
m inutes for the new conditions
con dition s to take effect. Once
O nce they check
ch eck using your sp spellcasting The
ellcastin g ability. T DC
he D C equals 10
do
d o so, you can change the conditions
condition s again. When
W h en the + the sp
+ spell's
ell’s level. On a success, creature's
su ccess, the creatu re’s spell fails
spell ends, the weather
w eather gradually returns to normal.
norm al. and has no effect.
When
W h en you change the weather
w eather conditions,
condition s, find a A
Att H igher L
Higher evels. W
Levels. When
h en you cast this spell using a
current condition on the following
follow in g tables and change its spell slot ooff 4th level or higher, the interrupted spell has
stage by one, up or down.
dow n. When
W h en changing
changin g the wind,
w ind, you no effect if its level is less than or equal to the level ooff the
can change its direction. spell slot you used.

I'
C r e a t e FooD
CREATE F o o d AND Water
a n d WATER 24 hours,
hours, you must
m ust cast this spell on the creature
3rd-level conjuration before the current 24-hour
24-hou r period
p eriod ends. This use
of
o f the spell reasserts your control
con trol over up to three
Casting Time:
Tim e: 1 action
action
creatures you have animanimated
ated with this spell, rather than
Range: 30 feet
animating
anim ating n new
ew ones.
Components: V, S
Att H
A Higher
igher Levels. WWhen
h en you cast this spell using a
Duration: Instantaneous
7th-level spell slot, you can
can anim
animate
ate or reassert control
You create 45 pou
pounds
n d s of
o f food and 30 gallons ofo f water over four ghouls. W When
h en you cast this spell u
using
sing an
on the ground or in containers
contain ers wwithin range , enough
ithin range, en ough 8th-level spell slot, you can animate
anim ate or reassert control
to sustain up to fifteen humanoids
hum anoids or five steeds for over five ghouls or tw
twoo ghasts or w
wights. When
ights. W h en you cast
24 hours. The food is bland but nourishing,
nourishing, and spoils
sp oils this spell using a 9th-level spell slot, you can animate
anim ate or
if uneaten after 24 hours. The water is clean and reassert control over six ghouls, three ghasts or wights,
w ights,
doesn't
d oesn ’t go bad. or two mummies.
tw o m u m m ies.

C
CREATE OR
reate o D e s t r o y WATER
r DESTROY Water CREATION
C r e a tio n
1st-level transmutation 5th-level illusion
Time:
Casting Tim e: 1 action Casting Time: 1 m minute
inute
Range: 330
0 feet Range: 30 feet
Components: V, S, M M (a drop of water
of w ater if creating water Components: V, S, M (a tiny ppiece
iece ooff m
matter
atter of
o f the same
sam e
or a few grains of
o f sand if destroying it) type of
o f the item you plan to create)
Duration: Instantaneous Duration: Special
S p ecia l
You either create or destroy water. You pull wwisps
isp s of
o f shadow
sh adow m material
aterial from the Shadowfell
Sh adow fell
Create
C reate Water. You create up to 10 gallons of o f clean to create a nonliving object of o f vegetable m matter within
atter w ithin
water
w within
ater w ithin range in an op openen container. Alternatively, range: soft g
goods,
ood s, rope, wood,
w ood , or something
som eth in g similar. You
the wwater
ater falls as rain in a 30 30-foot cube
-foot cu within
be w ithin range, can also use this spell to create m mineral
ineral objects such as
extinguishing eexposed flames
x p osed flam es in the area. stone, crystal, or metal. T Theh e object created must b be e no
Destroy
D estroy Water. You destroy up to 10 gallons ooff water larger than a 5-foot cube, and the object m must
ust be ooff a
in an open
op en container w within
ithin range. Alternatively, you form and material that you have seen before.
destroy fog in a 30-foot
30 -foot cube within
cu b e w ithin range. The
T h e duration depends
depen ds on the object's
o b je ct’s material. If
Att H
A Higher
igher L Levels.
evels. WWhen
h en you cast this spell using a the object is composed
co m p o s e d of
o f multiple m materials,
aterials, use the
spell slot of
o f 2nd level or higher, you create or destroy shortest duration.
10 additional gallons of o f water, or the size of o f the cube
Material Duration
increases
in creases by 5 feet, for each slot level above 1st.
Vegetable matter l1 day
C r e a t e UNDEAD
CREATE U ndead Stone or crystal
crysta l 12 hours
6th-level
6 th-level necromancy Precious metals l1 hour
Gems 10 minutes
Casting Time:
Tim e: 1 mminute
inute
Range: 10 feet Adamantine or mithral 1
l minute
Components: V, S, M M (one clay pot filled w
with
ith grave dirt,
one
on e clay pot filled with brackish water, and oneon e 150 gp Using
U sing any material created by this spell as another
black onyx stone for each corpse) spell's
spell’s mmaterial
aterial component
com pon en t causes
ca u ses that spell to fail.
Duration: Instantaneous Att H
A Higher
igher Levels. When
W h en you cast this spell using a
spell slot ooff 6th level or higher, the cube
cu b e increases
in creases by 5
You can cast this spell only at night. Choose C h oose up to three
fe et for each slot level above 5th.
feet
corpses
c o rp s e s of
o f Medium
M edium or SmallS m all humanoids
hum anoids w within
ithin range.
Each
E ach co corpse becomes
rp s e b e c o m e s a ghoul under your control. (The C r o w n OF
CROWN M adness
o f MADNESS
DM has game gam e statistics for these creatures.) 2nd-level
2 nd-level enchantm
enchantment
ent
Ass a bon
A bonusu s action on each ooff your turns,turns, you can
mmentally command
entally com m a n d any creature you anim animated with
ated with
Time:
Casting Tim e: 1 action
Range: 120 feet
this spell if the creature is w within
ithin 120 feet ooff you (if you
control
con trol multiple creatures, you can com command
m a n d any or all
Components: V, S
Duration: Concentration, up to 1 m
minute
inute
ooff them at the samesa m e time, issuing the same sam e command
com m a n d to
each one). You decide d ecide w what
hat action the creature w will
ill take One
O humanoid
ne hum anoid of
o f your choice
ch oice that you can see w
within
ithin
and w where
h ere it will
w ill mmove
ove during its next turn, or you can must
range m ust succeed
su cce e d on a W
Wisdom
isd om saving throw or
issue a general command,
com m a n d , such as to guard a particular become
b charmed
e c o m e ch arm ed by you for the duration. While
W hile
ch a m ber or corridor. If you issue no
chamber n o commands,
com m a n d s, the the target is charmed
charm ed in this way, a tw
twisted
isted crown
crow n
creature only defends
d efen ds itself against hostile creatures. of jagged
o f ja gg ed iron appears on its head, and a m madness
adn ess
OOnce
n ce given an order, the creature continues continu es to follow it glows
g low s in its eyes.
until its task is com complete.
plete. The
T charmed
h e ch must
arm ed target m before
ust use its action b movi
efore m ng
oving
The
T h e creature is under your control for 24 hours, hours, on each ooff its turns to mmake melee
ake a m elee attack against a
after w which
h ich it stops ob obeying
eyin g any ccommand
om m a n d you have creature other than itself that you mentally cchoose.
h oose.
given it. To m maintain
aintain concontrol
trol ooff the creature for another
The target can act normally
n orm ally on its turn if you choose
c h o o s e no duration. The
T h e da rkness
darkn ess spreads around corners. corn ers.
creature or if n none within
one are w reach .
ithin its reach. A creature with darkvision ca
A can't
n ’t see through this
On your subsequent turns, you must u use
se your action to darkness, and n nonmagical
onm agical light ca can't illuminate
n ’t illum inate it.
maintain
m aintain control over the target,
targe t, or the spell ends. A Also,
lso, If the point you cchoose
h o o s e is on an object you are holding
holding
the target can m make
ake a WWisdom
isd om saving th throw
row at the end onee that isn’t
or on isn't bein
being gw worn
orn or carried, the darkness
of
o f each of
o f its turns.
turns. On a success,
su ccess, the spell ends. emanates
em anates from the object and m moves
oves w with
ith it. Completely
Com pletely
covering
coverin g the source
sou rce ofo f the darkness
darkn ess w with
ith an opaque
CRUSADER'S
C r u s a d e r ’ s MANTLE
M antle object, such as a bbowlow l or a helm,
helm , bblocks
lock s the darkness.
3rd-level evocation If any of
o f this spell's a rea ove
sp ell’s area rlaps with an area of
overlaps o f light
Casting Time:
Tim e: 1 action created by a spell of o f 2nd level or lower,
lower, the spell that
Range: Self
S e lf created the light is dispelled.
Components: V
DARKVISION
D a r k v is io n
Duration: Concentration
Concentration,, up to 1 m
minute
inute
nd-level
2nd-level
2 transmutation
power
Holy p ow er radiates from you in an aura with a 30-foot
awakening
radius, aw boldness
akening bold n ess in friendly creatures. Until
Time:
Casting Tim e: 1 action
Range: Touch
the spell ends, the aura m moves
oves wwith
ith you, centered on
While
you. W h ile in the aura, each nnonhostile
onh ostile creature in the
Components: V, S, MM (either a pinch of
o f dried
aura (including you)
you) deals an extra ld4
1d4 radiant damage
dam age
carrot or an agate)
when
w hen it hits w
with
ith a w
weapon
eap on attack.
Duration: 8 hours
You touch a willing
w illing creature to grant it the ability to
CURE
C u r e WOUNDS
W ounds see in the dark. For the duration, that creature has
1st-level evocation darkvision out to a range ooff 60 feet.
6 0 feet.
Casting Time:
Tim e: 1 action
D
DAYLIGHT
a y l ig h t
Range: Touch
Components: V, S 3rd-level evocation
Instanta neous
Duration: Instantaneous Casting Tim
Time:e: 1 action
Range: 60
6 0 feet
A creature you touch regains a num
A number
ber of
o f hit points
1d8 +
equal to ld8 + your spellcasting
sp ellcastin g ability m
modifier.
odifier. This
Components: V, S
Duration: 1 hour
spell
sp ell has no effect on undead or constructs.
Att H
A Higher
igher Levels. WWhen yo u cast this spell using a
h en you A 60-foot-radius sphere of
A o f light spreads out from a point
spell slot of
o f 2nd level or higher, the healing in
increases
creases by you choose
c h o o s e within range. The sphere is bright light and
w ithin range.
ld8
1d8 for each slot level above 1st. sheds
sh eds dim light for an additional 60 6 0 fee t.
feet.
If you chose
c h ose a point on an obj ect you are holding
object h olding or
DANCING LIGHTS
D a n c in g L ig h t s one isn't being w
on e that isn’t worn
orn or carried,
carried, the light shines
Evocation cantrip from the ob object
ject and m moves
oves with it. Com Completely covering
pletely coverin g
Time:
Casting Tim e: 1 action the affected object w with
ith an opaque object, such as a bow bowll
Range: 120 feet
fe et or a helm, blockblockss the light.
Components: V, S S,, M (a bit of phosphorus
o f ph osph oru s or w
wychwood.
ych w ood , If any ofo f this spell's
sp ell’s a rea overlaps w
area with
ith an area of of
or a glowworm)
glow w orm ) darkness
darkn ess created by a spell of o f 3rd level or lowe
lower,r, the
Duration: Concentration.
C oncentration, up to 1 minute spell that created the da rkness
darkn ess is dispelled.

You create up to four


fou r torch-sized lights w within
ithin range, DEATHWARD
D eath Ward
making
m aking them appear as torches, lanterns,
lanterns, or glowing
glow ing 4th-level abjuration
orbs that hover in the aairir for the duration. You can can
also com
combine
bin e the four lights into one g glowing
low in g vaguely
Casting Time: 1 action
Range: Touch
hhumanoid
um anoid form ooff MMedium
edium size. W Whichever
h ichever form youyou
Components: V, SS
cchoose,
h oose, each light sheds
sh eds dim light in a 10-foot radius.
Duration: 8 hours
Ass a bon
A bonus
u s action on your turn, you can m move
ove the
lights up to 60 feet to a n new
ew spot w within
ithin range. AA light You touch a creature and grant it a m measure
easu re ooff
mmust within
ust be w ithin 20 feet ooff another light created by this protection from death.
spell, and a light wwinks
in k s out if it exceeds
ex ceed s the spell's
sp ell’s range. The first time the target w would
ou ld drop to O
0 hit points as a
result of
o f taking damage,
dam age, the target instead drops
d rops to 1 hit
DARKNESS
D arkness point, and the spell ends.
2nd-level
2 nd-level e vocation
evocation If the spell is still in effect wwhen
hen the target is subjected
Casting Time: 1 action to an effect that wwould
ou ld kill it instantaneously without
Range: 60 feet dealing damage,
dam age, that effect is instead negated against
Components: V, M M (bat fur and
a nd a drop ooff pitch or the target, and the spell ends.
piece
p iece ooff coal)
DELAYED
D BLAST
elayed B last F
FIREBALL
ir eb a ll
Duration: Concentration, up to 10 m minutes
inutes
7th-level evocation
7th-level
Magical
M agical darkness spreads from a point you choose
choose
within Casting Time:
Tim e: 1 action
w ithin range to fill a 15-foot-radius sphere for the
Range: 150 feet You strike the ground, creating a burst of o f divine
Components: V, S, M (a tiny ball of
o f bat energy that ripples outward
outw ard from you. Each
E ach creature
guano and sulfur) you choose
c h o o s e within
w ithin 30 feet ooff you must succeed
su cce e d on a
Duration: Concentration, up to 1 minute
m inute Constitution saving throw th row or take 5d6
5d 6 thunder damage,
dam age,
as w
well
ell as 5d65d 6 radiant or necrotic
n ecrotic damage
dam age (your choice),
A bbeam
A ea m of
o f yellow light flashes from your pointing finger,
and be knocked
k n ock ed prone. A
A creature that succeeds
su cce e d s on
then condenses
con d en ses to linger at a chosen within
ch osen point w ithin range
its saving throw
th row takes half
h alf as much
m uch damage
dam age and isn't
isn’t
as a glowing
glow ing bead for the duration. When W h en the spell
knocked
kn prone.
ock ed prone.
ends, either bbecause
eca u se your concentration is broken or
because
b eca u se you decide
d ecide to end it, the bead
bea d bblossoms with
lo ss o m s w ith a D e t e c t EVIL
DETECT E v i l AND G ood
a n d GOOD
low roar into an explosion of
low o f flame
flam e that spreads around
1st-level divination
corners.
corn ers. Each
E ach creature in a 20-foot-radius sphere
centered on that point must m ust make
m ake a Dexterity
D exterity saving Casting Time: 1 action
throw. A A creature takes fire damagedam age equal to the total Range: Self
S e lf
accumulated
accum ulated damagedam age on a failed save, or h half
alf as much
m uch Components: V, S S
damage
dam age on a successful
su ccessfu l one. Duration: Concentration,
C oncentration, up to 10 minutes
The spell's base
spell’s ba dam age is 12d6. If at the end of
se damage of For
F or the duration, you know k n ow if there is an aberration,
your turn the bead has not yet detonated, the damage dam age celestial, elemental,
elem ental, fey, fiend, or undead w within
ithin 30
increases
in crea ses by ld6.
1d6. feet of
o f you, as well
w ell as where
w here the creature is located.
If the gglowing
low in g b bead
ea d is touched
tou ched before the interval Similarly, you know kn ow if there is a place or object w within
ithin
has expired, the creature touching it must m ust make
m ake a 30 feet of o f you that has beenbeen magically
m agically consecrated
con secrated
Dexterity
D exterity saving throw. On O n a failed save, the spell ends or desecrated.
immediately,
im mediately, causing
cau sin g the bead to erupt in flame. On a The spell can penetrate most m ost barriers, but it is block
blocked
ed
successful
su ccessfu l save, the creature can throw th row the bead
bea d up to by 1 foot of o f stone, 1 inch of o f common
co m m o n metal, a thin sheet
40
4 0 feet. When
W h en it strikes a creature or a solid object, the of
o f lead, or 3 feet of wood
of w o o d or dirt.
spell ends, and the bead explodes.
The
T h e fire damages
d a m ages objects
ob jects in the area and ignites D
DETECT M a g ic
e t e c t MAGIC

flammable
flam m able objects
ob jects that aren’t
aren't bein
beinggwworn
orn or carried. 1st-level divination (ritual)
Att H
A Higher
igher Levels. When W h en you cast this spell using Casting Time: 1 action
a spell slot ofo f 8th level or higher, the base damagedam age Range: Self
S elf
increases
in creases by ld6 1d6 for each slot level above 7th. Components: V, SS
Duration: Concentration, up to 10 minutes
m inutes
D e m ip l a n e
DEMIPLANE
8 th-level conjuration
8th-level For
F or the duration, you sensesen se the p presence
resen ce ofo f magic
m agic
within
w ithin 30 feet of o f you. If you sense
sen se magic
m agic in this way, you
Casting Time: 1 action
can uuse your
se y ou r action to see a faint aura around any visible
Range: 60
6 0 feet
creature or object in the area that bbears ea rs magic,
m agic, and you
Components: S S
learn its school
sch o o l of magic,
of m agic, if any.
Duration: 1 hour
The spell can penetrate m most
ost barriers, but it is block
blocked
ed
You
Y ou create a shadowy
sh ad ow y door
d oor on a flat solid surface
su rface that by 1 foot ofo f stone, 1 inch ofo f common
co m m o n metal, a thin sheet
you can see within
w ithin range. TheT h e door
d oor is large enough
en ough to of
o f lead, or 3 feet ooff wood
w o o d or dirt.
allow Medium
M edium creatures to pass through unhindered.
When
W h en opened,
open ed, the door
d oo r leads to a demiplane
dem iplane that DETECT
D e t e c t POISON
P o i s o n AND
a n d DISEASE
D ise a se
appears to be an em empty
pty rroom
oom 30 feet in each dimension,
dim ension, 1st-level divination (ritual)
made
m ade of wood
of w o o d or stone. When
W h en the spell ends, the door d oor Casting Time: 1 action
disappears, and any creatures
creatu res or objects
ob jects inside the Range: Self
S elf
demiplane
dem iplane remain
rem ain trapped there, as the door d oor also Components: V, S, M (a yyew
ew leaf)
disappears from the other side. Duration: Concentration,
C oncentration, up to 10 m
minutes
inutes
Each
E ach time
tim e you cast this spell, you ca can n create a newnew
demiplane,
dem iplane, or have the shadowy
sh ad ow y door
d oor connect
con n ect to a For the duration, you can sense sen se the ppresence
resen ce and
demiplane
dem iplane you created w with
ith a previous casting of o f this location of poisons,
o f poison s, ppoisonous
oison ou s creatures, and diseases
spell. Additionally, if you knowk n ow the nature and contents within
w ithin 30 feet of o f you. You also identify the kind of of
of
o f a demi plane created by a casting of
dem iplane o f this spell by poison,
p oison , ppoisonous
oison ou s creature, or disease
d isease in each case.
another creature, you can have the shadowy sh ad ow y door
The
T h e spell can penetrate most m ost barriers, but it is blocked
connect
con n ect to its demiplane
dem iplane instead. by 1 foot of o f stone, 1 inch of o f common
com m on metal, a thin sheet
of
o f lead, or 3 feet of o f wood
w o o d or dirt.
D e str u c tiv e W
DESTRUCTIVE WAVE
ave
DETECT
D e t e c t THOUGHTS
T houghts
5th-level evocation
2nd-level
2 nd-level divination
Casting Time: 1 action
Range: Self
S e lf (30-foot radius) Casting Time: 1 action
Components: V Range: Self
S elf
Duration: Instantaneous Components: V, S, M (a copper piece)
co p p e r p iece)
Duration: Concentration,
C oncentration, up to 1 minute
For
F or the duration, you can read the thoughts of o f certain D i s g u i s e SELF
DISGUISE Self
creatures. WhenW h en you cast the spell and as your action on 1st-level illusion
each turn until the spell ends, you can ca n focus
focu s your mind m ind
Casting Tim
Time:e: 1 action
action
on any one
on e creature that you can see within w ithin 30 feet of of
Range: Self
S elf
you. If the creature you choosec h o o s e has an Intelligence of of
Components: V, S S
3 or lower
low er or doesn't
d oesn ’t speak
sp eak any language, the creature
Duration: 1 hour
is unaffected.
You initially learn the surface
su rface thoughts of o f the You make yourself- including your clothing, armor,
m ake yourself—including
creature-
creatu re—w what
hat is most
m ost on its mind m ind in that moment.m om ent. As weapons,
w eapon s, and other belon belongings
gin gs on your p person-look
erson —look
an action, you can either shift your attention to another different until the spell ends or until you uuse se your action
creature's
creatu re’s thoughts or attempt to probe deeper deep er into the to dismiss
d ism iss it. You can seem
seem 1 I foot shorter or taller and
same creatu re’s mind. If you probe deeper, the target
sa m e creature's can appear thin, fat, or in betw between.
een . You cacan't change
n ’t change
must
m ust make W isd om saving throw. If it fails, you gain
m ake a Wisdom your bbody
od y type, so you must adopt a form that has the
insight into its reasoning
reason in g (if any), its emotional
em otional state, same basic
sa m e ba arrangement
sic arrangem ent ooff lim
limbs. Otherwise,
bs. O therw ise, the extent
and something
som eth in g that looms
loom s large in its mind m ind (such as of
o f the illusion is up to you.
something w orries over, loves, or hates). If it succeeds,
som eth in g it worries su cceed s, The changes
T h e ch wrought
a n g es w rou gh t by this spell fail to hold up to
the spell ends. Either way, the target knows k n ow s that you are physical in inspection. example,
spection. For exam ple, if you use this spell
probing
probin g into its mind, and unless you shift your attention to add a hat to your outfit, objects pass through the hat,
to another creatu
creature's
re’s thoughts, the creature can use and anyone w who touches
h o tou ches it wwould
ou ld feel nothing or w would
ould
its action on its turn to makem ake an Intelligence check ch eck feel your head and hair. If you use this spell to appear
contested by your Intelligence check; if it succeeds, su cceed s, thinner than you are, the hand ooff someone who
so m e o n e w ho reaches
the spell ends. out to touch you w would bump
ould bum p into you wwhile
hile it w was
as
Questions
Q uestion s verbally directed at the target creature seemingly
seem in gly still in midair.
naturally shape the courseco u rse ofo f its thoughts, so s o this spell To discern that you are disguised, a creature can can uuse
se
is particularly effective as part of o f an interrogation. its action to in inspect
spect your ap appearance
pearan ce and m must
ust succeed
su cceed
You can also use this spell to detect the presence p resen ce of of on an Intelligence (Investigation) ch check
eck against your
thinking creatures
creatu res you can't
ca n ’t see. When
W h en you cast the spell save DC.
spell or as your action during the duration, you can
D isin t e g r a t e
DISINTEGRATE
search
sea rch for thoughts within
w ithin 30 feet of o f you. The spell can
penetrate barriers, but 2 feet of 6 th-level transmutation
6th-level
o f rock, 2 inches
in ch es ofo f any
metal
m etal other than lead, or a thin sheet of o f lead blocks
b lock s you. Casting Time: 1 action
Y ou can't
You ca n ’t detect a creature with an Intelligence of o f 3 or Range: 60
60 feet
lower
low er or one that doesn't
d oesn ’t speak
sp eak any language. Components: V, S, MM (a lodeston
lodestonee and a pinch ooff dust)
Once
O n ce you detect the presence
p resen ce of o f a creature in this way, Duration: Instantaneous
you can read its thoughts for the rest of o f the duration as
A thin green ray springs from your pointing finger to a
described
d escrib ed above, even if you can't ca n ’t see
se e it, but it must
m ust still
target that you can see w within
ithin range. T The can be a
h e target can
be
b e within
w ithin range.
creature, an object, or a creation
creation ooff m magical such
agical force, such
D i m e n s i o n DOOR
DIMENSION D oor
as the w all created by wall o
wall off force.
A creature targeted by this spell m must
ust mmake
ake a
4th-level conjuration
Dexterity saving throw. On a failed save, the target takes
Casting Time:
Tim e: I1 action 10d6 + 440 0 force dam age. If this dam
damage. damage reduces
age redu ces the
Range: 500
5 0 0 feet target to 0O hit points, it is disintegrated.
Components:
Com ponents: V A disintegrated creature and everything it is w wearing
earin g
Duration: Instantaneous and carrying, except m magic
agic items, are reduced to a pile
You teleport yourself
y ou rself from your current location to any of
o f fine gray dust. The creature can can bbe
e restored to life
other spot within
w ithin range. You arrive at exactly the spot only by m eans ooff a true resurrection or a wish spell.
means
desired. It can be a place you can see, one you can This spell autom
automatically
atically disintegrates a Large or
visualize, or one on e you can describe
d escrib e by stating distance smaller
sm aller nnonmagical creation ooff m
onm agical object or a creation magical
agical
and direction, such as "200 “ 20 0 feet straight downward"
dow n w ard” or force. If the target is a H Huge creation
uge or larger object or creation
"upward
“upward to the northwest
northw est at a 45-degree angle, 300 3 0 0 feet."
feet.” of
o f force, this spell disintegrates a 10-foot-cube portion portion ooff
You can bring along objectsob jects as long as their weight
w eight it. A magic
m agic item is unaffected by this spell.
doesn't
d oesn ’t exceed
ex ceed what
w hat you can carry. You can also a lso bring Att H
A Higher
igher Levels. W When
h en you cast this spell using a
one
on e willing
w illing creature of o f your size or smaller
sm aller who
w h o is spell slot ooff 7th level or higher, the dam damage increases
age in creases by
carrying
carryin g gear up to its carrying
carryin g capacity. The
T h e creature 3d6
3d 6 for each slot level above 6th.
must
m ust be within
w ithin 5 feet of
o f you when
w hen you cast this spell.
D ispe l E
DISPEL EVIL n d Goon
AND
v il a G ood
If you would
w ou ld arrive in a place already occupied
occu p ied by an
object or a creature, you and any creature traveling with 5th-level abjuration
you each take 4d6 4d 6 force damage,
dam age, and the spell fails to Casting Time: 1 action
teleport you. Range: Self
S elf
Components: V, S, M (holy water or powdered
pow dered DIVINATION
D iv in a t io n
silver and iron) 4th-level divination (ritual)
Duration: Concentration, up to 1 minute
m inute
Time:
Casting Tim e: 1 action
action
Shimmering
S h im m erin g energyen ergy surrounds
su rrou nd s and protects you from from Range: SSelf
e lf
fey, undead, and creatures originating from beyond beyon d the Components: V, S, M M (in
(incense
cen se and a sacrificial offering
offering
Material
M aterial Plane. For the duration, celestials, elementals, elem entals, appropriate to your religion, together w worth
orth at least 25
fey, fiends, and undead have disadvantage on attack which
gp, w consumes)
h ich the spell con su m es)
rolls against you. Duration: Instantaneous
You can end the spell early by using either of o f the
Your m magic
agic and an offering put you in contact with
following
follow in g special
sp ecia l functions.
a god or a g god's
o d ’s servants. You ask a single question
question
Break Enchantment.
B reak Enchantm ent. As
A s your action, you touch a
concerning
con specific
cern in g a sp ecific goal, event, or activity to ooccur
c cu r
creature you can reach that is charmed, charm ed, frightened, or
wwithin
ithin 7 days. The DM DM offers a truthful reply. T The
h e reply
possessed
p o s s e s s e d by a celestial, an elemental,
elem ental, a fey, a fiend,
mmight
ight be a short phrase, a cryptic rhyme, or an om omen.
en.
or an undead. The creature you touch is no longer
The
T doesn't
h e spell d account
oesn ’t take into accou possible
n t any possible
charmed,
charm ed, frightened, or possessed p o s s e s s e d by such creatures.
circumstances
circu m stan ces that m might
ight change the ou outcome, such
tcom e, such
Dismissal. As A s your action, makem ake a melee
m elee spell attack
as the casting ooff additional spellssp ells or the loss or gain
against a celestial, an elemental,
elem ental, a fey, a fiend, or an
ooff a com
companion.
panion .
undead you can reach. On a hit, you attempt to drive
If you cast the spell tw
twoo or m
more times
ore tim es before finishing
the creature back ba ck to its home
h om e plane. The creature must
cumulative
your next long rest, there is a cum ulative 25 percent
succeed
su cceed on a CharismaC harism a saving throw or be sent back to
chance
cha n ce for each casting after the first that you get a
h om e plane (if it isn't there already). If they aren't
its home aren’t on
random reading. T
random The
h e DM m makes
akes this roll in secret.
their home
h om e plane, undead are sent to the Shadowfell, Shadow fell,
and fey are sent to the Feywild. D iv in e F
DIVINE FAVOR
avor

DISPEL
1st-level evocation
D i s p e l MAGIC
M a g ic
3rd-level abjuration Time:
Casting Tim e: 1 bon
bonus action
u s action
Range: Self
S elf
Casting Time: 1 action
Components: V, S S
Range: 120 feet
Concentration,
Duration: C oncentration, up to 1 m
minute
inute
Components: V, S
Duration: Instantaneous empowers
Your prayer em p ow ers you wwith
ith divine radiance. Until
the spell ends, yyour weapon
ou r w ld4
eap on attacks deal an extra 1d4
Choose
C h oose one
on e creature, object, or magical
m agical effect within
damage
radiant dam age on a hit.
range. Any spell of o f 3rd level or lower
low er on the target ends.
For each spell of o f 4th level or higher on the target, m make
ake DIVINE
D WORD
iv in e W ord
an ability check
ch eck using your spellcasting
spellcastin g ability. The 7th-level evocation
DC equ als 10 + the spell's
D C equals spell’s level. On a successful
su ccessfu l check,
the spell ends. Casting Time: 1 bon
bonus action
u s action
Att H
A Higher
igher Levels.
L evels. When
W h en you cast this spell using a
30
Range: 3 0 feet
spell slot of
o f 4th level or higher, you automatically
autom atically end Components: V
the effects of
o f a spell on the target if the spell's
sp ell’s level is Duration: Instantaneous
equal to or less than the level ooff the spell slot you used. You utter a divine w word, imbued
ord, im power
bu ed with the pow er that
shaped the w world dawn
orld at the daw n ooff creation. C
Choose
h oose any
D iss o n a n t W
DISSONANT WHISPERS
h ispe r s
number
num ber ooff creatu
creatures can see
res you can see w within Each
ithin range. Each
1st-level enchantment creature that can hear you m must
ust m make Charisma
ake a C harism a
Casting Time:
Tim e: 1 action saving throw. On a failed save, a creature suffers an
Range: 60 feet based
effect ba sed onon its current hit points:
Components: V • 50 hit points or fewer: deafened for 1 mminute
inute
Duration: Instantaneous , 40
• 40 hit points or few
fewer:
er: deafened and blinded for 10
You whisper
w hisper a discordant melody m elody that only one on e creature minutes
m inutes
of
o f your choice
ch oice within
w ithin range can hear, wracking
w rackin g it with 30 hit points or few
• 30 fewer: stunned
er: blinded, deafened, and stunned
terrible pain. TheT h e target must
m ust make
m ake a Wisdom
W isd om saving for 1 hour
throw. On a failed save, it takes 3d6 psychic damage dam age and fewer:
• 20 hit points or few er: killed instantly
must immediately
im m ediately use u se its reaction, if available, to m move
ove Regardless
R eg ardless ooff its current hit points, a celestial, an
as far as its speed
sp eed allows
allow s away from you. The T h e creature elemental,
elem ental, a fey, or a fiend that fails its save is forced
doesn't
d oesn ’t move
m ove into obviously dangerous
dangerou s ground, such back to its plane ooff origin (if it isn’t
isn't there already) and
as a fire or a pit. O Onn a successful
su ccessfu l save, the target takes can't
ca n ’t return to your current plane for 24 h hours
ours by any
half as much
m uch damage
dam age and doesn't
d oesn ’t have to move
m ove away. A A m eans short ooff a wish spell.
deafened creature automatically
autom atically succeeds
su cce e d s on the save.
A
Att Higher
H igher Levels. When W h en you
y ou cast this spell using
usin g a D o m in a t e B
DOMINATE BEAST
east
spell slot of
o f 2nd level or higher, the damage
dam age increases
in creases by 4th-level enchantment
ld6
1d6 for each slot level above 1st.
Time:
Casting Tim e: 1 action
action
Range: 60
6 0 feet Each
E ach time
tim e the target takes damage,
dam age, it makes
m akes a new
new
Components: V, S W isd om saving throw against the spell. If the saving
Wisdom
Duration: Concentration, up to 1 minute
m inute throw
th row succeeds,
su cceed s, the spell ends.
Att H
A Higher
igher Levels. When
W h en you cast this spell with
You attempt to begu
beguile
ile a beast that you can see wwithin
ithin
a 9th-level spell slot, the duration is concentration,
range. It must
m ust succeed
su cce e d on a W
Wisdom
isd om saving throw
th row or be
up to 8 hours.
a rm ed by you for the duration. If you or creatures that
charmed
ch
are friendly to you are fighting it, it has advantage on the DOMINATE
D o m i n a t e PERSON
Person
saving throw.
5th-level enchantment
While
W h ile the beast is charmed,
charm ed, you have a telepathic link
with
w ith it as long as the two tw o of
o f you are on the same sam e plane Casting Time:
Tim e: 1 action
of
o f existence. You can u use
se this telepathic link to issue Range: 60 feet
commands
com m a n d s to the creature while w hile you are conscious
co n s cio u s (no Components: V, S
action required), w which
hich it does
d o e s its best to obey. You can Duration: Concentration,
C oncentration, up to 1 minute
specify
sp ecify a simple
sim ple and general course
co u rse ofo f action, such as You attempt to begu beguile
ile a humanoid
hum anoid that you can see
"Attack that creature,"
“Attack creature,” "Run
“Run over there,"
there,” or "Fetch
“Fetch that w ithin range. It must succeed
within su c ce e d on a W Wisdom
isd om saving
object.” If the creature completes
object." com pletes the order and doesn't d oesn ’t throw
th row oror b ch arm ed by you for the duration. If you or
bee charmed
receive further direction from you, it defends and creatures that are friendly to you are fighting it, it has
preserves
p reserves itself to the best of o f its ability. advantage on the saving throw.
You can
ca n u use
se your action to take total and precise While
W h ile the target is charmed,
charm ed, you have a telepathic link
control
con trol ofo f the target. Until the end of o f your next turn, the with
w ith it as long
lon g as the twotw o of
o f you are on the same sam e plane
creature takes only the actions you choose, c h oose, and doesn't
d oesn ’t of
o f existence. You can u use
se this telepathic link to issue
do anything that you don't don ’t allow it to do. During
D uring this commands
com m a n d s to the creature w while
hile you are conscious
co n s cio u s (no
time, you can also cause cau se the creature to use a reaction, action required), which w hich it does
d oes its best to obey. You can
but this requires you to u use
se your own ow n reaction as well. specify
sp ecify a simple
sim ple and general course co u rse ofo f action, such as
Each
E timee the target takes damage,
ach tim dam age, it makes
m akes a newnew "Attack
“A ttack that creature,"
creature,” "Run
“R un over there,"
there,” or "Fetch
“Fetch that
Wisdom
W th row against the spell. If the saving
isd om saving throw object.” If the creature completes
object." com pletes the order and doesn't d oesn ’t
throw
th row succeeds,
su cceed s, the spell ends. receive further direction from you, it defends and
Att H
A Higher
igher L Levels.
evels. When
W h en you cast this spell w with
ith a preserves
p reserves itself to the best of o f its ability.
5th-level spell slot, the duration is concentration.
concentration, up You can use u se your action to take total and precise
to 10 minutes. When W h en you u use
se a 6th-level spell slot, control ofo f the target. Until the end of o f your next turn, the
the duration is concentration, up to 1 hour. When W h en you creature takes only the actions you choose, ch o o s e , and ddoesn't
oesn ’t
use
u se a spell slot of o f 7th level or higher, the duration is do anything that you don't don ’t allow it to do. During
D urin g this
concentration, up to 8 hours. timee you can also cause
tim cau se the creature to use a reaction,
but this requires
requ ires you to u use
se your own ow n reaction as well.
DOMINATE
D o m i n a t e MONSTER
M onster
Each tim
timee the target takes dam damage,
age, it makes
m akes a newnew
8th-level
8 th-level enchantment Wisdom
W isd om saving throwth row against the spell. If the saving
Casting Time:
Tim e: 1 action throw
th row succeeds,
su cceed s, the spell ends.
Range: 60 feet Att H
A Higher
igher L Levels.
evels. When
W h en you cast this spell using
Components: V, S a 6th-level spell slot, the duration is concentration,
C oncentration, up to 1 hour
Duration: Concentration, up to 10 minutes.
m inutes. WhenW h en you u use
se a 7th-level spell slot,
the duration is concentration, up to 1 hour. When W h en you
You attempt to begubeguile
ile a creature that you can see
use
u se a spell slot of o f 8th level or higher, the duration is
within
w ithin range. It must
m ust succeed
su cce e d on a Wisdom
W isd om saving
concentration, up to 8 hours.
throw
th row or charm ed by you for the duration. If you or
o r be charmed
creatures
creatu res that are friendly to you are fighting it, it has DRAWMIJ'S
D r a w m i j ’ s INSTANT SUMMONS
In stan t S ummons
advantage on the saving throw.
6 th-level conjuration (ritual)
6th-level
While
W h ile the creature is charmed,
charm ed, you have a telepathic
link with
w ith it as long
lon g as the two
tw o of
o f you are on the same
sam e Casting Time:
Tim e: 1 minute
plane ofo f existence. You can u use
se this telepathic link to Range: Touch
issue
issu e commands
com m a n d s to the creature w while
hile you are conscious
con sciou s Components: V, S, M (a sapphire w
worth
orth 1,000
1,0 00 gp)
(no action required), which
w h ich it does
d oes its best to obey. You Duration: Until dispelled
can specify
sp ecify a simple
sim ple and general courseco u rse of
o f action, such You touch an object w weighing
eigh in g 10 pou
pounds
n d s or less w
whose
h ose
as "Attack
“A ttack that creature,"
creature,” "Run
“Run over there,"
there,” or "Fetch
“Fetch longest
lon gest dimension
dim ension is 6 feet or less. The
T h e spell leaves an
object.” If the creature completes
that object." com pletes the order and invisible mark
m ark on its surface
su rface and invisibly inscribes
in scribes the
doesn't
d oesn ’t receive further direction from you, it defends name
n am e of
o f the item on the sapphire you use as the material
and ppreserves
reserves itself to the best of o f its ability. component.
com pon ent. Each
E ach time
tim e you cast this spell, you must u use
se
You can u use
se your action to take total and p precise
recise a different sapphire.
control
con trol of
o f the target. Until the end ooff your next turn, the At any time
tim e thereafter, you can u
use
se your action to
creature takes only the actions you ch choose,
o o s e , and doesn't
d oesn ’t speak
sp ea k the item's
item’s name
nam e and crush the sapphire. The item
do anything that you don't
d on ’t allow it to do. During
D uring this instantly appears in your hand regardless
rega rdless of
o f physical or
time, you can also cause
cau se the creature to u use
se a reaction, planar distances, and the spell ends.
but this requ
requires
ires you to u
use
se your ownow n reaction as well.
If another creature is hholding
olding or carrying
carryin g the item, for clear skies, a cloud for rain, falling snowflakes
sn ow flakes for
crushing
cru sh in g the sapphire doesn't
d oesn ’t transport the item to you, snow, and sso o on. TThis
h is effect persists for 1 round.
but instead you learn who
w ho the creature p possessing
o s se ss in g the • You instantly m make flower
ake a flow blossom,, a seed
er blossom seed ppod
od open,
object is and roughly wwhere
here that creature is located
located leaff bud bloom
or a lea bloom..
at that moment.
m om ent. • You create an instantaneous, h harmless sensory
arm less sen effect,
sory effect,
Dispel magic or a similar
sim ilar effect successfully
su ccessfu lly applied to such as falling leaves, a pu puff
ff ooff w
wind, sound
ind, the sou n d ooff a
the sapphire ends this spell's
sp ell’s effect. small
sm animal,
all anim al, or the faint oodor
d or ooff skunk. The effect
must
m ust fit in a 5-foot cube.
DREAM
D ream •• You instantly light or snuff out a candle, a torch, or a
5th-level illusion
I1lusion small campfire.
sm all cam pfire.
Casting Time: 1 minute
Range: Special EARTHQUAKE
E arthquake
S p ecia l
Components: V, S, M M (a handful of
o f sand, a dab of
o f ink, 8th-level
8 th-level evocation

and a w
writing
riting quill plucked from a sleeping bird)
sleepin g bird) Casting Time: 1 action
Duration: 8 hours 500
Range: 5 0 0 feet
This
T h is spell shapes
sh apes a creature's
creatu re’s dreams.
dream s. ChooseC h oose a
Components: V, S, M M (a pinch
pinch ooff dirt, a piece
piece ooff rock,
and a lump ooff clay)
creature known
kn ow n to you as the target of o f this spell. The
target must
m ust be on the same sam e plane of o f existence as you.
Duration: Concentration,
Concentration, up to 1 m minute
inute
Creatures that don'td on ’t sleep, such as elves, can't ca n ’t be You create a seismic
seism ic disturbance at a point on the
contacted by this spell. You, or a willing w illing creature you can see w
ground that you can within range. For the duration,
ithin range.
touch, enters a trance state, acting as a m messenger.
essenger. tremor
an intense trem ground
or rips through the grou nd in a
While
W h ile in the trance, the messenger
m essen ger is aware aw are of o f his or 100-foot-radius circle centered on that point and shakes
shakes
her surroundings, but can't c a n ’t take actions or m move.
ove. creatures and structures in contact w with
ith the ground
If the target is asleep, the m messenger
essen ger appears in the in that area.
target's dream
target’s dreamss and can converse con verse with the target as The
T ground
he grou becomes
nd in the area b e c o m e s difficult terrain.
long
lon g as it remains
rem ains asleep, through the duration of o f the concentrating
Each creature on the ground that is concentratin g must
spell. The messenger
m essen ger can also shape the environment environm ent make
m Constitution saving throw. On a failed save, the
ake a Constitution
of
o f the dream,
dream , creating landscapes, objects, and other creature's
creatu concentration is broken.
re’s concentration
images.
im ages. The
T h e messenger
m essen ger can emerge em erge from the trance at When
W h en you cast this spell and at the end ooff eacheach turn
any time,
tim e, ending the effect of o f the spell early. The T h e target creature on the
you spend concentrating on it, each creature
recalls
reca lls the dream perfectly upon waking. w aking. If the target is ground in the area m must make
ust m ake a Dexterity saving throw.
awake
aw ake w when
hen you cast the spell, the m messenger
essen ger knowsk n ow s it, On a failed save, the creature is knknocked
ock ed prone.
and can either end the trance (and the spell) or wait for This spell can have additional effects depending
depen din g on
the target to fall asleep, at which w hich point the m messenger
essen ger the terrain in the area, as determined
determ ined by the DM.
appears in the target’s
target's dreams.
dream s. Fissures. F Fissures
issu res open throughout the sp spell's
ell’s area at
You can make
m ake the m messenger
essen ger appear monstrous m on strou s the start ooff your next turn after you cast the spell. AA total
and terrifying to the target. If you do, the messenger m essen ger ooff 1d6
ld6 such
such fissures open
open in location
locationss ch
chosen
osen by the DM.
can deliver a message
m essa ge of o f no more
m ore than ten words w ord s and ldlO x 10 feet deep, 10 feet w
Each is 1d10 wide, extends
ide, and extends
then the target must m make
ake a Wisdom
W isd om saving throw. On from one edge ooff the spell’s
spell's area to the opposite side.
side.
a failed save, echoes
e c h o e s of
o f the phantasmal
phantasm al monstrosity
m onstrosity A creature standing on a spot w
A where openss
h ere a fissure open
spawn
spaw n a nightmare
nightm are that lasts the duration of target's
o f the target’s must
m ust ssucceed
u cce e d on a Dexterity saving th throw
row or fall in. AA
sleep and prevents the target from gaining any benefit creature that successfully
su ccessfu lly saves mmoves with
oves w fissure's
ith the fissu re’s
from that rest. In addition, when w hen the target w wakes
ak es up, it edge as it opens.
takes 3d6
3d 6 psychic damage.
dam age. A fissure that opens
A op en s beneath a structure causes
ca u ses it to
If you have a body
b od y part, locklo ck of hair. clipping from a
o f hair, automatically
autom collapse
atically colla p se (see below
below).).
nail, or similar
sim ilar portion of o f the target’s
target's body, the target Structures. The trem tremor 50 bludgeon
or deals 50 bludgeoniingng dam
damage
age
makes
m akes its saving throw
th row with disadvantage. to any structure in contact with the ground in the area
when
w hen you cast the spell and at the start ooff each each ooff your
your
D r u id c
DRUID CRAFT
raft turns until the spell ends. If a structure d drops
rops to 0 Ohit
Transmutation cantrip collapses
points, it colla p ses and potentially d damages nearby
am ages nearby
Casting Time:
Tim e: 1 action creatures. A A creature w within half
ithin h alf the distance ooff a
Range: 30 feet structure's
stru ctu re’s height mmust
ust mmake
ake a Dexterity saving throw.
Components: V, S S save , the creature takes 5d6
On a failed save, bludgeoning
5d 6 bludgeon ing
Duration: Instantaneous damage,
dam age, is kknocked
n ock ed prone, and is buried in the rubble,
requiring a D DCC 20 Strength (Athletics) check ch eck as an
Whispering
W h isp erin g to the spirits of
o f nature, you create one of
o f the
action to escape.
escap e. The DM can adjust the D DCC higher
following
follow in g effects w
within
ithin range:
or lower, depen
or depending
din g on the nature ooff the rubble. On
• You create a tiny, h
harmless
arm less sensory
sen sory effect that predicts
predicts successful
a su ccessfu l save, the creature takes half as m much
uch
what the w
weather
eather will
w ill be at your location for the next damage
dam age and d doesn't
oesn ’t fall prone or b become
e c o m e buried.
24 hours. The
T h e effect might
m ight manifest
m anifest as a golden orb
orb
ELDRITCH
E l d r i t c h BLAST
Blast ENLARGE/
Enlarge/RREDUCE
educe
Evocation cantrip 2nd-level
2 nd-level transmutation

Time:
Casting Tim e: 1 action Time:
Casting Tim e: 1 action
Range: 120 feet 30
Range: 3 0 feet
Components: V, S Components: V, S, M M (a pinch ooff ppowdered
ow d ered iron)
Duration: Instantaneous Duration: Concentration,
C oncentration, up to 1 m minute
inute

Ab beam
ea m of
o f crackling energy
en ergy streaks tow
toward
ard a creature You cause
cau se a creature or an object you can see w
within
ithin
within
w ithin range. Make
M ake a ranged
ran ged spell attack against the range to grow
g row larger or smaller
sm aller for the duration. ChooseC h oose
target. On a hit, the target takes ldl01dlO force damage.
dam age. either a creature or an object that is neither w worn
orn
The
T h e spell creates more
m ore than one b beam
ea m wwhen
hen you reach nor
n or carried. If the target is unw unwilling,
illing, it can make
m ake a
higher levels: two
tw o beams
b ea m s at 5th level, three b
beams
ea m s at Constitution saving throw. On a success, su cce s s, the spell
11th level,
level, and four beams
b ea m s at 17th level. You can direct has no effect.
beams
the b ea m s at the same
sam e target or at different ones. Make
M ake If the target is a creature, everything it is w wearing
earin g and
a separate attack roll for each beam beam.. carryingg changes size w
carryin with Any
ith it. A ny item d dropped
ropped by an
affected creature returns to n normal
orm al size at on once.
ce.
ELEMENTAL WEAPON
Elemental W eapon Enlarge. The target’s
target's size doubles in all dim dimensions,
ensions,
3rd-level transmutation and its wweight
eight is m multiplied
ultiplied by eight. T This
his growth
grow th
Casting Time:
Tim e: 1 action increases
in crea ses its size by one category-
category—from from M Medium
edium to
Range: Touch Large, for example.
exam ple. If there isn't isn’t enough
en ough roomroom for the
Components: V, S target to double its size, the creature or object attains
Duration: Concentration, up to 1 hour the maximum
m axim u m p possible
ossib le size in the spacesp ace available.
Until the spell ends, the target also has advantage on
A nnonmagical
A weapon
onm agical w ea p on you touch becomes
b e c o m e s a magic
m agic
Strength ch checks
eck s and Strength saving throw throws. s. The
weapon.
w eapon . Choose
C h oose one ofo f the following
follow in g damage
dam age types:
target's w
target’s weapons
ea p on s also grow
g row to match its n newew size. W While
h ile
acid, cold, fire, lightning, or thunder. For the duration,
these w weapons
eap on s are enlarged, the target’starget's attacks with
the wweapon
eap on has a +1+l bon
bonusu s to attack rolls and deals an
them deal 1d4 ld4 extra dam damage.
age.
ld4 dam
extra 1d4 damage
age ooff the ch
chosen
osen type w when
hen it hits.
Reduce. T The target's size is halved in all dim
h e target’s dimensions,
ension s,
At Higher Levels. W When
h en you cast this spell using a
and its wweight
eight is redu
reduced
ced to one-eighth of normal.
o f norm al. This
spell slot of
o f 5th or 6th level, the bonbonusu s to attack rolls
reduction decreases
d ecrea ses its size by one on e category-from
category—from
increases
in creases to +2 and the extra damagedam age increases
in creases to
Medium
M edium to Small,
Sm all, for example.
exam ple. Until the spell ends,
2d4. WWhen
h en you use a spell slot of o f 7th level or higher,
the target also has disadvantage on Strength checks ch eck s
bonus
the bon u s increases
in creases to + +33 and the extra damage
dam age
and Strength saving throws. throw s. The target’s
target's weapons
w eap on s also
increases
in creases to 3d4.
shrink to m match
atch its new
n ew size. While
W h ile ththese
ese weapons
w ea p on s are
ENHANCE
E n h a n c e ABILITY
A b il it y target's attacks w
reduced, the target’s with
ith them deal ld4 1d4 less

2nd-level
2 nd-level transmutation
damage
dam age (this ca can't
n ’t reduce the damage
dam age below
below 1).

Casting Tim
Time:
e: 1 action ENSNARING
E n s n a r i n g STRIKE
St r i k e
Touch
Range: Touch 1st-level conjuration
Components: V, S, M
M (fur or a feather from a beast)
Casting Time:
Tim e: 1 bon
bonus
u s action
Duration: Concentration, up to 1 hour.
Range: Self
S elf
You touch a creature and bestow
bestow uuponpon it a m
magical
agical Components: V
enhancement.
enhancem ent. Choose
C h oose one
on e of
o f the following
follow in g effects; the Duration: Concentration,
C oncentration, up to 1 m
minute
inute
target gains that effect until the spell ends.
The next tim timee you hit a creature w with
ith a weapon
w ea p on attack
Bear's Endurance. The
Bear’s T h e target has advantage on
before this spell ends, a w writhing
rithing mmass
a ss of
o f thorny vines
Constitution checks.
ch eck s. It also gains 2d 2d6 temporary
6 tem porary hit
appears at the point of impact,
o f im pact, and the target must
points, which
w hich are lost wwhen
hen the spell ends.
succeed
s u cce e d on a Strength saving th throw
row or be restrained by
Bull's Strength. T
Bull’s The
he target has advantage
the mmagical
agical vines until the spell ends. A L Large
arge or larger
on Strength checks, and his or her carryincarrying
g
creature has advantage on this saving throw. If the
capacity doubles.
target succeeds
s u c ce e d s on the save, the vines shrivel away.
Cat's
Cat’s Grace. The Dexterity
T h e target has advantage on Dexterity
While
W h ile restrained by this spell, the target takes 1d6 ld6
checks. It also doesn't
d oesn ’t take damage
dam age from falling 20 feet
piercing damage at the start of o f each of
o f its turns. A creature
or less if it isn't
isn’t incapacitated.
restrained by the vines or one that can touch the creature
Eagle's Splendor. The
Eagle’s T h e target has advantage onon
can use its action to make m ake a Strength check ch eck against your
Charisma
C harism a checks.
spell save DC. On a success, su ccess, the target is freed.
Fox's Cunning. The target has advantage on
Fox’s
At Higher Levels. If you cast this spell using a spell
Intelligence checks.
slot of
o f 2nd level or higher.
higher, the damage
dam age in increases
crea ses by ld6
1d6
Owl's
Owl’s Wisdom. The T h e target has advantage on
for each slot level above 1st. 1st.
Wisdom
W checks.
isd om ch ecks.
At Higher Levels. W When using
h en you cast this spell using
a spell slot ooff 3rd level or higher, you can target one
additional creature for each slot level above 2nd.
ENTANGLE
Entangle When
W h en the spell ends, you immediately
im m ediately return to the
1st-level conjuration plane you originated from in the spot you currently
occupy. If you occupyoccu p y the same
sam e spot as a solid object
Casting Time:
Tim e: 1 action
or creature whenw hen this happens, you are immediately
im m ediately
Range: 90 feet
shunted to the nearest unoccupied
u n occu p ied space
sp ace that you
Components: V, S
can occupy
occu p y and take force damage dam age equal to twice
tw ice the
Duration: Concentration, up to 1 minute
number
num ber of o f feet you are moved.
m oved.
Grasping
G rasping w weeds
eed s and vines sprout from the ground
grou nd in a This
T h is spell has no effect if you cast it w while
hile you are on
20-foot square starting from a point w within
ithin range. For the Ethereal
E thereal PlaneP lane or a plane that doesn't
d oesn ’t border it, such
the duration, these
th ese plants turn the ground in the area as one
on e of
o f the Outer Planes.
into difficult terrain. Att H
A Higher
igher L Levels.
evels. When
W h en you cast this spell using
A
A creature in the area w when
hen you cast the spell must a spell slot of o f 8th level or higher, you can target up to
succeed
su cce e d on a Strength saving throw or b bee restrained three wwilling
illing creatures
creatu res (including you) for each slot level
by the entangling plants until the spell ends. A A creature above 7th. The creatures
creatu res must
m ust be w within
ithin 10 feet of
o f you
restrained by the plants can u use
se its action to make
m ake when
w hen you cast the spell.
a Strength check
ch eck against your
you r spell save DC. On a
success,
su ccess, it frees itself. EvARn's
E v a r d ’ s BLACK
B l a c k TENTACLES
T entacles
When
W h en the spell ends.
ends, the conjured plants w wilt
ilt away. 4th-level conjuration
Casting Time: 1 action
ENTHRALL
Enthrall
Range: 90 feet
2nd-level
2 nd-level enchantment
Components: V, S, M (a ppiece
iece of
o f tentacle from a giant
Casting Time: 1 action octopus
octop u s or a giant squid)
Range: 60 feet Duration: Concentration, up to 1 minute
Components: V, S
Squirming,
Squirm ing, ebony
ebon y tentacles fill a 20-foot
20 -foot square on
Duration: 1 minute
ground that you can see w within
ithin range. ForF or the duration,
You weave
w eave a distracting string of o f words,
w ords, causing these tentacles turn the ground in the area into
creatures ofo f your choice
ch oice that you can see withinw ithin range difficult terrain.
and that can hear you to make m ake a W Wisdom
isd om saving When
W h en a creature enters the affected area for the first
throw. Any
A ny creature that can't bee charmed
ca n ’t b ch arm ed succeeds
su cce e d s time
tim e on a turn or starts its turn there, the creature
on this saving throw
th row automatically, and if you or your must succeed
su cce e d on a Dexterity
D exterity saving throw
th row or take 3d6
companions
com p a n ion s are fighting a creature, it has advantage on bludgeoning
bludgeon ing damage
dam age and be restrained by the tentacles
the save. On a failed save, the target has disadvantage until the spell ends. AA creature that starts its turn in the
on Wisdom
W isd om (Perception)
(P erception ) checks
ch eck s made
m ade to perceive any area and is already restrained by the tentacles takes 3d6
creature other than you until the spell ends or until the bludgeoning
bludgeon ing damage.
dam age.
target can no longer h hear
ear you. The spell en ends
ds if you are A
A creature restrained by the tentacles can use its
incapacitated or can no n o longer speak. action to make
m ake a Strength or Dexterity checkch eck (its choice)
against your spell save DC. O Onn a success,
su ccess, it frees itself.
Eth e re a ln e ss
ETHEREALNESS
7th-level transmutation EXPEDITIOUS
E x p e d i t i o u s RETREAT
R etreat
Casting Time:
Tim e: 1 action 1st-level transmutation
Range: Self
S e lf Casting Time:
Tim e: 1 bon
bonus
u s action
Components: V, S S Range: Self
S elf
Duration: Up to 8 hours Components: V, S
You step into the bord
border regionss of
er region o f the Ethereal Plane, Duration: Concentration, up to 10 minutes
m inutes
in the area where
w here it overlaps with your current plane. This
Th is spell allows
allow s you to move
m ove at an incredible pace.
You remain
rem ain in the Border
B order E Ethereal
thereal for the duration or When
W h en you cast this spell, and then as a bon
bonus
u s action
until you use your action to dismiss
d ism iss the spell. During
D uring on each of
o f your turns until the spell ends, you can take
this time,
tim e, you can move
m ove in any direction. If you move m ove the Dash
D ash action.
up or dowdown,
n, every foot of
o f movement
m ovem ent costs an extra foot.
You can see and hear the plane you originated from, from , but Ey e b it e
EYEBITE
everything there looks
look s gray, and you can'tca n ’t see anything 6th-level
6 th-level necromancy
more
m ore than 60 feet away. Casting Time:
Tim e: 1 action
While
W h ile on the Ethereal
E thereal Plane,
P lane, you can only affect and Range: Self
S e lf
be affected by other creatures
creatu res on that plane. Creatures
C reatures Components: V, S
that aren't on the Ethereal Plane can't ca n ’t perceive you and Duration: Concentration, up to 1 minute
m inute
can't
ca n ’t interact with you, unless
u nless a special
sp ecia l ability or magic
m agic
has given them the ability to do d o so. For the spell's
sp ell’s duration, your eyes b become
e c o m e an inky void
You ignore all objects
ob jects and effects that aren't
aren’t on the imbued
im bu ed with
w ith dread power.
pow er. One
O ne creature of o f your choice
ch oice
Ethereal Plane, allowing
allow ing you to move
m ove through objects
within
w ithin 60
6 0 feet of
o f you that you can see must m ust succeed
su cceed
you perceive on the plane you originated from. from . on a Wisdom
W isd om saving throw th row or be affected by one o n e of
o f the
following
follow in g effects ofo f your choice
ch oice for the duration. On
each of o f your turns until the spell ends, you can use F
FALSE L ife
a l s e LIFE
your action to target another creature but can't can ’t target 1st-level necromancy
a creature again if it has succeeded
su cceed ed on a saving throw throw
Casting Time: 1 action
against this casting of o f eyebite.
Range: Self
S elf
Asleep.
A sleep. The target falls u unconscious.
n con sciou s. It wwakes
a k es up if it
Components: V, S, M M (a small
sm all amount
am ount ooff alcoh
alcohol
ol or
takes any damage
dam age or if another creature u uses
ses its action
distilled spirits)
to shake the sleeper
sleep er awake.
Duration: 1 hour
Panicked. The target is frightened of o f you. On each
ooff its turns, the frightened creature must take the Bolstering
B olsterin g yyourself with
ou rself w ith a n
necromantic
ecrom antic facsimile
facsim ile of
o f life,
Dash
D ash action and move m ove away from you by the safest and 1d4 +
you gain ld4 + 4 temporary
tem porary hit points for the duration.
shortest available route, unless there is nowhere n ow h ere to Att H
A Higher
igher Levels. When
W h en you cast this spell using a
m ove. If the target moves
move. m oves to a place at least 60 feet away spell slot of
o f 2nd level or higher, you gain 5 additional
from you w where
here it can no longer see you, this effect ends. temporary
tem porary hit points for each slot level above 1st.
Sickened. The T h e target has disadvantage on attack rolls
checks.
and ability check s. At the end ooff each ooff its turns, it can
can F
FEAR
ear

make
m ake another W Wisdom
isd om saving throw. If it succeeds,
su cceed s, 3rd-level illusion
the effect ends. Time:
Casting Tim e: 1 action
Range: Self
S e lf (30-foot cone)
F
FABRICATE
a b r ic a t e
Components: V, S, M (a white feather or the
4th-level transmutation heart of
o f a hen)
Casting Time:
Tim e: 10 minutes
m inutes Duration: Concentration, up to 1 minute
Range: 120 feet You project a phantasmal image
phantasm al im age of
o f a creature's worst
creatu re’s w orst
Components: V, S fears. Each
E ach creature in a 30-foot
30 -foot cone
con e mmust
ust succeed
su cceed on
Duration: Instantaneous aWWisdom
isd om saving th throw
row or drop w whatever
hatever it is holding
You convert raw m materials
aterials into products ooff the same
sam e aand
nd bbecome
e c o m e frightened for the duration.
material. For examexample,
ple, you can fabricate a w wooden
ood en While
W h ile frightened by this spell.
spell, a creature m must
ust take
bridge from a clumclumpp ooff trees,
trees. a rope from a patch of Dash
the D ash action and m move
ove away from you by the safest
hemp,
hem clothes
p, and cloth es from flax or w wool.
ool. available route on each ooff its turns, unless there is
Choose
C h o o se raw mmaterials
aterials that you can see w within
ithin range. nowhere
now h ere to mmove.
ove. If the creature e ennds
ds its turn in a
You can fabricate a Large or smaller sm aller object (contained
(contained location w where
here it doesn't
d oesn ’t have line of
o f sight to you,
within
w ithin a 10-foot cube, or eight connected
con n ected 55-foot
-foot cubes), the creature can m make
ake a W Wisdom
isd om saving throw. On a
give
givenn a sufficient quantity of o f raw m aterial. If you
material. successful
su ccessfu l save, the spell ends for that creature.
are w
working
orkin g with metal, stone, or another m mineral
ineral
substance, however,
however. the fabricated object can be no FEATHER
F e a t h e r FALL
Fa l l
larger than Medium
M edium (contained w within
ithin a single 5-foot 1st-level transmutation
cube). The quality ooff ob
objects made
jects m ade by the spell is Casting Time: 1 reaction, w which when
hich you take w hen you or a
commensurate
com m en su rate with the quality ooff the raw materials. creature wwithin 60 feet ooff you falls
ithin 60
Creatures or m magic itemss ca
agic item can't bee created or
n ’t b 60
Range: 6 0 feet
transmute
transm utedd by this spell. You also ca can't use
n ’t u se it to Components: V, M (a small
sm all feather or p
piece
iece of
o f down)
dow n)
create items
item s that ordinarily require a high degree of Duration: 1 minute
craftsmanship,
craftsm anship, such as jewjewelry,
elry, wweapons,
eapon s, glass, or
Choose
C h oose up to five falling creatures w within
ithin range. AA
armor, uunless
nless you have proficiency with the type ooff
falling creature's rate ooff descent
descen t slows
slow s to 60 feet per
artisan's used
artisan’s tools u sed to craft such objects.
round until the spell ends. If the creature lands before
FAERIE
F a e r i e FIRE
F ire the spell ends.
ends, it takes no falling damage
dam age and can land
lst-level
1st-level evocation on its feet,
feet. and the spell ends for that creature.

Casting Time:
Tim e: 1 action FEEBLE
F e e b l e MIND
m in d
Range: 60 feet 8th-level
8 th-level enchantment
Components: V V
Casting Time: 1 action
Duration: Concentration, up to 1 minute
Range: 150 feet
Each
E ach object in a 20
20-foot
-foot cube
cu b e within range is outlined in Components: V, S, M (a handful of
o f clay, crystal, glass,
blue, green, or violet light (your choice). Any creature in or m
mine ral spheres)
ineral
the area w when
hen the spell is cast is also outlined in light if Duration: Instantaneous
it fails a Dexterity saving throw. For F or the duration, objects
You blast the mind
m ind of
o f a creature that you can see within
and affected creatures shed dim light in a 10-foot radius.
range, attempting
range, attem pting to shatter its intellect a nd personality.
and
Any
A ny attack roll against an affected creature or object
The target takes 4d6
4d 6 psychic
psych ic damage
dam age and must make m ake an
has advantage if the attacker
attacke r can see it, it. and the affected
Intelligence saving throw.
throw.
creature or object cacan't
n ’t benefit from being
being invisible.
invisible.
On a failed save, the creatu
creature's
re’s Intelligence and
Charisma
Charism a scores
scores b e c o m e 1. The creature ca
become can't
n ’t cast
spells, activate m
magic
agic items, understand language, or
communicate
com m u n icate in any intelligible way. The creature can, cause
you can cau unoccupied
se it to reappear in any u space
n occu pied sp ace
however, identify its friends, follow them, and even within
w 30 feet ooff you.
ithin 30
protect them. You ccan't
a n ’t have mmore onee fam
ore than on iliar at a time. If you
familiar
At the end ofo f every 30 days, the creature can repeat cast this spell w while
hile you already have a familiar, you you
its saving throw against this spell. If it succeeds
su cce e d s on its instead caucause new
se it to adopt a n form.. C
ew form Choose onee ooff the
h oose on
saving throw, the spell
sp ell ends. formss from the above list. Your fam
form familiar transformss into
iliar transform
The
T h e spell can also beb e ended by greater restoration, the chchosen
osen creature.
heal, or wish. Finally, wwhen
hen you cast a spell w with
ith a range ooff touch,
your famfamiliar
iliar can deliver the spell as if it had cast the
F e i g n DEATH
FEIGN D eath spell. Your fam familiar
iliar must be wwithin
ithin 100 feet ooff you, and
3rd-level necromancy
necrom ancy (ritual) it must u use
se its reaction to deliver the spell w when
hen you cast
Casting Time:
Tim e: 1 action it. If the spell requ
requires
ires an attack roll, you u use
se your attack
Range: Touch modifier
m odifier for the roll.
Components: V, S, M (a pinch of
o f graveyard dirt)
F
FIND St e e d
i n d STEED
Duration: 1 hour
2nd-level
2 nd-level conjuration
You touch a willing
w illing creature and put it into a cataleptic
state that is indistinguishable from death. Casting Tim
Time:
e: 10 m
minutes
inutes
Range: 30 feet
For the spell's
sp ell’s duration, or until you use an action
Components: V, S
to touch the target and dismissd ism iss the spell.
spell, the target
appears dead to all outward Duration: Instantaneous
outw ard inspection
in spection and to spells
used
u sed to determine
determ ine the target's
target’s status. The
T h e target is You su summon
m m on a spirit that a assumes
ssu m es the form ooff an
blinde
blinded d and incapacitated, and its speed sp eed drops
d rops to 0. unusually intelligent, strong, and loyal steed, creating a
The
T h e target has resistance
resistan ce to all damage
dam age except psychic long-lasting bon bond dwwith Appearing
ith it. A ppearing in an u unoccupied
n occu pied
dam age. If the target is diseased or poisoned
damage. p oison ed when
w hen you space
sp ace w within
ithin range, the steed takes on a form that you
cast the spell, or becomes
b e c o m e s diseased or poisoned
p oison ed while
w hile choose,
ch oose, such as a w warhorse,
arhorse, a pony, a camcamel,
el, an elk, or
under
u nder the spell's
sp ell’s effect, the disease
d isease and poison
p oison have no a mastiff. (Your DM m might allow other anim
ight allow animals be
als to be
effect until the spell ends. summoned
su m m on ed as steeds.) T The
h e steed has the statistics ooff the
chosen
ch form,, though it is a celestial, fey, or fiend (your
osen form
FIND
F i n d FAMILIAR
Fa m i l i a r choice) instead ooff its norm
normal al type. Additionally, if your
1st-level conjuration (ritual) steed has an Intelligence ooff 5 or less, its Intelligence
Intelligence
Casting Time:
Tim e: 1 hour becomes
b e c o m e s 6, and it gains the ability to understand one one
Range: 10 feet language ooff your ch choice
oice that you speak.
Components: V, S, M (10 gp worth
w orth of
o f charcoal, Your steed serves you as a m mount,
ount, both in comcombat
bat and
incense,
in cen se, and herbs that must
m ust be con
consumed
su m ed by fire in a out, and you have an instinctive bon bond allowss
d with it that allow
brass brazier) you to fight as a sea seamless
m less unit. WWhile mounted
h ile m ounted on your
Duration: Instantaneous steed, you can m make
ake any spell you cast that targets only only
you also target your steed.
You gain the service
serv ice of
o f a familiar, a spirit that takes an
When
W h en the steed d drops
rops to 0 hit points, it disappears,
animal
anim al form you choose:
ch oose: bat, cat, crab, frog (toad). (toad), hawk.
hawk,
leaving beh behind form.. You can also
in d no physical form also
lizard, octopus,
octopu s, owl,
ow l, poisonous
p oison ou s snake, fish (quipper).
(quipper),
dismiss
dism iss your steed at any time as an action, causing causing
rat, raven, sea horse, spider, or weasel. w easel. Appearing
A pp earin g in
it to disappear. In either case, castin casting g this spell
an unoccupied
u n occu pied space
sp ace within
w ithin range, the familiar
fam iliar has the
again summons
su m m on s the samesam e steed, restored to its hit
statistics of
o f the chosen
ch osen form,
form , though it is a celestial, fey,
point m maximum.
axim um .
or fiend (your choice) instead of o f a beast.
While
W h ile your steed is w within
ithin 1 m
mile
ile ooff you, you can
can
Your familiar
fam iliar acts independently of o f you, but it always
communicate
com m u n icate w with
ith it telepathically.
obeys your commands.
com m a n d s. In combat,
com bat, it rolls its ow own n
You ccan't
a n ’t have m more
ore than ononee steed bbonded
on d ed by this
initiative and acts on its own ow n turn. A familiar
fam iliar can't
ca n ’t
spell at a timtime. Ass an action, you can
e. A can release the steed
attack, but it can take other actions as normal. norm al.
bond
from its bon time,
d at any tim causing
e, cau sin g it to disappear.
When
W h en the familiar
fam iliar drops
d rop s to 0 hit points, it disappears,
leaving behind no physical form. form . It reappears after you FIND
F THE
in d t PATH
he P ath
cast this spell again 6th-level
6 th-level divination
While
W h ile your familiar
fam iliar is within
w ithin 100 feet of o f you, you
can communicate Time:
Casting Tim e: 1 m
minute
inute
com m u n icate with it telepathically. Additionally,
Range: Self
S e lf
as an action, you can see through your familiar's fam iliar’s eyes
and hear what
w hat it hears until the start of o f your next turn,
Components: V, S, M M (a set ooff divinatory tools—such
tools- such
gaining the benefits of as bbones,
on es, ivory sticks, cards, teeth, or carved runrunes-
es—
o f any special
sp ecia l senses
sen ses that the
familiar
fam iliar has. During
D urin g this time, you are deaf d ea f and blind
worth
w orth 100 gp and an object from from the location
location you
with regard to your own wish
w ish to find)
ow n senses.
sen ses.
Duration: Concentration, up to 1 day
As
A s an action, you can temporarily
tem porarily dismiss
dism iss your
familiar. It disappears into a pocket pock et dimension
dim ension wherew here it This
T allowss you to find the shortest, m
h is spell allow most
ost direct
awaits your summons.
su m m on s. Alternatively, you can dismiss dism iss it physical route to a specific location that you are
sp ecific fixed location
A s an action while
forever. As w hile it is temporarily
tem porarily dismissed,
dism issed, familiar
fam sam e plane ooff existence. If you
iliar with on the same
namee a destination on another plane of
nam o f existence, a
destination that moves
m oves (such as a mobile
m obile fortress), or a
destination that isn't
isn’t specific
sp ecific (such as "a
“a green dragon's
dragon ’s
lair"),
lair”), the spell fails.
For the duration, as long
lon g as you are on the same
sam e plane
of
o f existence as the destination, you k know how
n ow h ow far it is
and in w
what
hat direction it lies. While
W h ile you are traveling
there, whenever
w henever you are presented
presen ted w with
ith a choice
ch oice of
of
paths along the way, you automatically
autom atically determine
determ ine wwhich
hich
path is the shortest and mmost
ost direct route (but not
necessarily
n ecessarily the safest route) to the destination.

FIND
F i n d TRAPS
T raps
2nd-level
2 nd-level divination

Casting Time:
Tim e: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You sense
sen se the presence
p resen ce of
o f any trap wwithin
ithin range that
is w
within
ithin line of
o f sight. A
A trap, for the purpose
p u rp ose of
o f this
spell, includes
in cludes anything that w would
ou ld inflict a sudden or
unexpected
u n expected effect you consider harmful
con sid er h arm ful or undesirable,
which was
w h ich w specifically
as sp ecifically intended as such
su ch by its creator.
Thus, the spell w would
ou ld sense
sen se an area affected by the
alarm spell, a glyph of o f warding, or a mechanical
m ech an ica l pit trap,
but it w
would
ou ld not reveal a natural weakness
w ea k n ess in the floor,
an unstable ceiling, or a hidden sinkhole.
This spell m merely
erely reveals that a trap is present. You
don't
don ’t learn the location of o f each trap, but you do learn the
general nature ooff the danger pposedosed by a trap you sense.
sen se.

F in g e r o
FINGER OF D eath
f DEATH
7th-level necromancy
Casting Time:
Tim e: 1 action
Range: 60
6 0 feet
Components: V, S
Duration: Instantaneous
You send
sen d negative energy
en ergy coursing
cou rsin g through a creature
that you can see withinw ithin range, causing it searing
sea rin g pain.
The target m must m ake a Constitution saving throw. It
ust make
takes 7d8 + 30 n necrotic
ecrotic damage
dam age on a failed save, or half
as much
m uch damage
dam age on a successful
su ccessfu l one.
A
A humanoid
hum anoid killed by this spell rises at the start of of
your next turn as a zombiezom bie that is perm
permanently
anently under
your command,
com m a n d , following
follow in g your verbal orders to the best
of
o f its ability.

F ir e b a l l
FIREBALL
3rd-level evocation
Casting Time:
Tim e: 1 action
Range: 150 feet
Components: V, S,S , M (a tiny ball of
o f bat
guano and sulfur)
Duration: Instantaneous
A
A bright streak flashes from your pointing finger to a
point you choose
c h o o s e within
w ithin range and then b blossoms
lo ss o m s with
a low
low roar into an explosion of o f flame. Each
E ach creature
in a 20-foot-radius sphere centered on that point must
make
m ake a Dexterity
D exterity saving throw. A A target takes 8d6
8 d 6 fire
damage
d a m age on a failed save, or half h alf as much damage
m uch da m age on a F l a m e BLADE
FLAME B lade
successful
s u c ce s sfu l one. 2nd-level
2 nd-level evocation
The
T he fire spreads around corners.
corn ers. It ignites flammable
flam m able
Casting Time:
Tim e: 1 bon
bonus
u s action
objects
ob jects in the area that aren't being worn
bein g w orn or carried.
Range: Self
S elf
Att H
A Higher
igher Levels. When
W h en you cast this spell using
u sing a
Components: V, S,S, M
M (leaf of
o f sumac)
sum ac)
spell slot of o f 4th level or higher, the damage
dam age increases
in creases by
Duration: Concentration, up to 10 minutes
m inutes
ld6
1d6 for each slot level above 3rd.
You evoke a fiery blade in your free hand. The blade is
F i r e BOLT
FIRE B olt similar
sim ilar in size and shape to a scimitar,
scim itar, and it lasts for
Evocation cantrip the duration. If you let go of o f the blade, it disappears, but
Casting Time:
Tim e: 1 action you can evoke the blade again as a bon bonus
u s action.
Range: 120 feet You can use your action to make m ake a melee
m elee spell
Components: V, S attack wwith
ith the fiery blade. On a hit, the target takes
Duration: Instantaneous 3d6 fire dam
damage.age.
The flaming
flam ing blade sheds bright light in a 10-foot
You hurl a mote
m ote of
o f fire at a creature or object within
w ithin radius and dim light for an additional 10 feet.
range. Make
M ake a ranged spell attack against the Att H
A Higher
igher Levels. WhenW h en you cast this spell using a
target. On a hit, the target takes ldlO 1d10 fire damage.
dam age. AA spell slot of
o f 4th level or higher, the damage
dam age increases
in creases by
flammable
flam m able object hit by this spell ignites if it isn't being ld6
1d6 for every tw twoo slot levels above 2nd.
worn
w orn or carried.
This spell's
sp ell’s damage
dam age increases
in crea ses by ldlO
1d10 when
w hen you reach FLAME
F l a m e STRIKE
St r i k e
5th level (2d10).
(2 d10), 11th level (3d10),
(3 d10), and 17th level (4
(4d10).
d10). 5th-level evocation
F i r e SHIELD
FIRE Sh ie l d Casting Time: 1 action
4th-level evocation Range: 60
6 0 feet
Components: V, S, M (pinch of
o f sulfur)
Casting Time:
Tim e: 1 action Duration: Instantaneous
Range: Self
S e lf
Components: V,V. S, M (a bit of phosphorus
o f ph osph oru s or a firefly) A vertical
A vt:>rtical column
colu m n of
o f divine fire roars down
dow n from the
Duration: 10 minutes
m inutes heavens in a location you specify. Each E ach creature in
a IO-foot-radius, 40-foot-h igh cylinder centered on a
10-foot-radius, 40-foot-high
Thin and wispy
w ispy flames wreathe
flam es w reathe your b body
od y for the point within
w ithin range must
m ust make
m ake a Dexterity saving throw.
duration, shedding
sh edding bright light in a 10-foot radius and A creature takes 4d6
A 4 d 6 fire damage
dam age and 4d6
4 d 6 radiant
dim light for an additional 10 feet. You can end the spell damage
dam age on a failed save, or half h alf as much
m uch damage
dam age on a
early by using an action to dismiss
dism iss it. successful
su ccessfu l one.
The
T he flames
flam es pprovide
rovide you with a warm
w arm shield or a chill Att H
A Higher
igher Levels. When
W h en you cast this spell using a
shield, as you choose.
c h oose. The wwarm
arm shield grants you spell slot of
o f 6th level or higher, the fire dam
damage
age or the
resistance
resistan ce to cold damage,
dam age, and the chill shield grants radiant damage
dam age (your choice)
ch oice) increases
in creases by ld6
1d6 for each
resistance
you resistan ce to fire dam
damage.
age. slot level above 5th.
In addition.
addition, whenever
w henever a creature w within
ithin 5 feet of
o f you
hits you with a melee
m elee attack, the shield erupts with F l a m i n g SPHERE
FLAMING Sph e r e
flame. The
T h e attacker takes 2d8 fire damage
dam age from a w warm
arm 2 nd-level conjuration
2nd-level
shield, or 2d8 cold damage
dam age from a cold shield.
Casting Time: 1 action
F i r e STORM
FIRE St o r m Range: 60
6 0 feet
7th-level evocation Components: V, S, M (a bit of
o f tallow, a pinch of
of
brimstone,
brim stone, and a dusting of
of ppowdered
ow dered iron)
Casting Time:
Tim e: 1 action Duration: Concentration, up to 1 minute
m inute
Range: 150 feet
Components: V, S A
A 5-foot-diameter
5-foot-diam eter sphere of o f fire appears in an
Duration: Instantaneous unoccupied
u n occu p ied space
sp ace of
o f your choice
ch oice within
w ithin range and lasts
for the duration. Any creature that ends its turn w within
ithin 5
A
A storm
storm made
m ade up ofo f sheets of o f roaring flame
flam e appears feet of
o f the sphere must
m ust make
m ake a Dexterity
D exterity saving throw.
in a location you choose
c h o o s e within
w ithin range. The area of o f the The
T h e creature takes 2d6 fire damage dam age on a failed save, or
storm
storm consists
con sists of
o f up to ten 10-foot cubes, which w hich you can half
h alf as much damage
m uch dam age on a successful
su ccessfu l one.
arrange as you w wish.
ish. Each cube must have at least one As
A s a bonus
bon u s action, you can move m ove the sphere up to 30
face adjacent to the face of o f another cube. Each
E ach creature feet. If you ram the sphere into a creature, that creature
in the area must makem ake a Dexterity
D exterity saving throw. It must
m ust make
m ake the saving throw
th row against the sphere's
sp here’s
takes 7d10 fire damage
dam age on a failed save, or h half
alf as much damage,
dam age, and the sphere stops moving m ovin g this turn.
damage
dam age on a successful
su ccessfu l one. When
W h en you movem ove the sphere, you can direct it over
The fire damages
dam ages objects in the area and ignites barriers up to 5 feet tall and ju jump
m p it across
a cro ss pits up to
flammable
flam m able objects that aren't being worn w orn or carried. 10 feet w wide.
ide. The sphere ignites flammable
flam m able objects
ob jects not
If you choose,
c h oose, plant life in the area is unaffected being w worn
orn or carried, and it shedssh eds bright light in a
by this spell. 20-foot
20 -foot radius and dim light for an additional 20 feet.

,I
Att H
A Higher
igher LLevels.
evels. When
W h en you cast this spell using a Fo r b id d
FORBID DANCE
ance
spell slot of
o f 3rd level or higher, the damage
dam age increases
in creases by 6th-level
6 th-level abjuration (ritual)
ld6
1d6 for each slot level above 2nd.
Casting Tim
Time:e: 10 minutes
F l e s h TO
FLESH St o n e
t o STONE
Range: Touch
6th-level
6 th-level transmutation
Components: V, S, M (a sprinkling
sp rinkling of
o f holy water, rare
incense,
in cen se, and ppowdered
ow d ered ruby worth
w orth at least 1,000 gp)
Casting Time: 1 action Duration: 1 day
Range: 60 feet
Components:
Com ponents: V, S,
S , M (a pinch of
o f lime,
lim e, water, and earth) You create a w ward
ard against magical
m agical travel that protects
Duration: Concentration, up to 1 minute up to 40,000
4 0 ,0 0 0 square feet of
o f floor space
sp ace to a height of o f 30
30
feet above the floor. For F or the duration, creatures
creatu res can't
ca n ’t
You attempt to turn one on e creature that you can see within teleport into the area or u use
se portals, such as thoseth ose
range into stone. If the target's
target’s bbody
od y is made
m ade ofo f flesh, the created by the gate spell, to enter the area. The T h e spell
creature mustm ust make
m ake a Constitution saving throw. On a proofs
p roofs the area against planar travel, and therefore
failed save, it is restrained as its flesh begins to harden. prevents creatures
creatu res from accessing
a ccessin g the area by way w ay ofof
On a successful
su ccessfu l save, the creature isn't isn’t affected. the Astral Plane, Ethereal Plane, Feywild, Shadowfell, Shadow fell,
A creature restrained by this spell
A sp ell must make
m ake another or the plane shift spell.
Constitution saving throw th row at the end of o f each ofo f its turns. In addition, the spell damages
dam ages types of o f creatures
creatu res that
If it successfully
su ccessfu lly saves against this spell three times, tim es, the
you choose
choose w when
hen you cast it. Choose
C h oose one or more
m ore ofo f the
spell ends. If it fails its saves three tim times,
es, it is turned following:
follow ing: celestials, elementals,
elem entals, fey, fiends, and undead.
to stone and subjected
su bjected to the petrified condition for the When
W h en a chosen
ch osen creature enters the spell's
sp ell’s area for the
duration. TheT h e successes
su cce s se s and failures don't
don’t need to be first time
tim e on a turn or starts its turn there, the creature
consecutive; keep track of o f both until the target collects takes 5d10
5 d10 radiant or necrotic
n ecrotic damage
dam age (your choice
ch oice
three ofo f a kind. when
w hen you cast this spell).
If the creature is physically broken w while
hile petrified, When
W h en you cast this spell, you can designate a
it suffers from similar
sim ilar deformities
deform ities if it reverts to its password.
passw ord. A A creature that speaks
sp eak s the password
pa ssw ord as it
original state. enters the area takes no damage dam age from the spell.
If you m maintain
aintain your concentration on this spell for the The spell's
sp ell’s area can't overlap withw ith the area of o f another
entire ppossible
ossib le duration, the creature is turned to stone forbid dance spell. If you cast forbiddance
forbiddance forbid dance every day for
until the effect is removed.
rem oved. 30 days in the same
30 sam e location, the spell lasts until it is
dispelled, and the material
m aterial components
com pon en ts are consumed
con su m ed
FLY
F ly
on the last casting.
3rd-level transmutation
Casting Tim
Time:
e: 1 action Force
FORC ECAGE
cage
Range: Touch 7th-level evocation
Components: V, S, M (a wwing
in g feather from any bird) Casting Time:
Tim e: 1 action
Duration: Concentration, up to 10 minutes
m inutes Range: 100 feet
You touch a willing
w illin g creature. The target gains a flying Components: V, S, M (ruby dust worth
w orth 1,500 gp)
speed
sp eed of
o f 60 feet for the duration. WhenW h en the spell ends, Duration: 1 hour
the target falls if it is still aloft, unless
u n less it can
ca n stop the fall. An immobile,
im m obile, invisible, cube-shaped
cu b e-sh aped prison composed
co m p o s e d of
of
Att H
A Higher
igher LLevels.
evels. When
W h en you cast this spell using magical
m agical force springs
sprin gs into existence around an area you
a sp
spell
ell slot of
o f 4th level or higher, you can target one
choose
c h o o s e within range. The prison can be a cage or a solid
additional creature for each slot level above 3rd. box, as you choose.
ch oose.
A
A prison in the shape
sh ape of
o f a cage can b bee up to 20 feet on
FOG
F o g CLOUD
C loud
a side and is made
m ade from 1/2-inch diameter
diam eter bars spaced
sp aced
1st-level conjuration
1/2 inch apart.
Casting Time:
Tim e: 1 action A
A prison in the shape
sh ape of
of a bbox
ox can be up to 10 feet on
Range: 120 feet a side, creating a solid barrier that prevents any matter
Components:
Com ponents: V, S from passing through it and block blocking in g any spells
sp ells cast into
Duration: Concentration, up to 1 hour or out from the area.
You create a 20-foot-radius sphere of o f fog centered on a When
W h en you cast the spell, any creature that is
point within
w ithin range. The sphere spreads
sp rea ds around corners,
corn ers, completely
com pletely inside the cage's
cag e's area is trapped. Creatures
and its area is heavily obscured.
obscu red . It lasts for the duration only partially within
w ithin the area, or those
th ose too large to fit
or until a wind
w in d of
o f moderate
m oderate or greater speed
sp eed (at least 10 inside the area, are pushed away from the center of o f the
miles
m iles per hour) d disperses
isp erses it. area until they are completely
com pletely outside the area.
Att H
A Higher
igher Levels. When
W h en you cast this spell using a A creature inside the cage can't
A c a n ’t leave it by nnonmagical
onm agical
spell slot of
o f 2nd level or higher, the radius of o f the fog m eans. If the creature tries to use teleportation or
means.
increases
in creases by 20 feet for each slot level above 1st. interplanar travel to leave the cage, it must m ust first m
make
ake a
Charisma
C harism a saving throw. On a success,su ccess, the creature can can

I-' R q1 L
use that magic
m agic to exit the cage. On a failure, the creature Components: V, S, M (a bit of
o f gauze and a
can't exit the cage and wastes
w astes the use
u se of
o f the spell or wisp
w isp of
o f smoke)
sm oke)
effect. The cage also extends into the Ethereal
E thereal Plane, Duration: Concentration, up to 1 hour
blocking
block in g ethereal travel.
You transform a willing
w illing creature you touch, along with
ca n ’t be dispelled by dispel magic.
This spell can't
everything it's
it’s wearing
w earin g and carrying, into a mistym isty cloud
Fo r e s ig h t
FORESIGHT for the duration. The spell ends if the creature drops d rop s to
0 hit points. An incorporeal
in corp orea l creature isn't
isn’t affected.
9th-level divination
While
W h ile in this form,
form , the target's
target’s only method
m ethod of
Tim e: 1 minute
Casting Time: m inute movement
m ovem ent is a flying speed
sp eed of
o f 10 feet. The
T h e target can
Range: Touch
Touch enter and occupy
occu p y the space
sp ace of
o f another creature. The
Components: V, S, M (a hummingbird
h um m ingbird feather) target has resistance
resistan ce to nonmagical
n onm agical damage,
dam age, and it has
Duration: 8 hours advantage on Strength, Dexterity, and Constitution
You touch a w willing
illing creature and bestow
bestow a limited
lim ited ability saving throw
throws.
s. The
T h e target can pass
pa ss through small
sm all holes,
to see into the immediate
im m ediate future. For the duration, the narrow
n arrow openings,
open in gs, and even mere
m ere cracks, though it treats
target can't
ca n ’t be surprised
su rprised and has advantage on attack liquids as though they were
w ere solid surfaces.
su rfaces. The
T h e target
rolls, ability checks,
ch ecks, and saving throws.
throw s. Additionally, can't fall and remains
rem ains hovering
h overing in the air even when
w hen
other creatures have disadvantage on attack rolls stunned or otherwise
oth erw ise incapacitated.
against the target for the duration. While
W h ile in the form ofo f a misty
m isty cloud, the target can't
ca n ’t talk
This
T h is spell immediately
im m ediately ends if you cast it again before or m
manipulate
anipulate objects, and any objects it w was
as carrying
carryin g or
its duration ends. holding
h olding can't
ca n ’t be dropped, used, or otherwise
oth erw ise interacted
with. The target can't
can ’t attack or cast spells.
F r e e d o m OF
FREEDOM M ovement
o f MOVEMENT
4th-level abjuration G ate
GATE
9th-level conjuration
Tim e: 1 action
Casting Time:
Range: Touch Tim e: 1 action
Casting Time:
Components: V, S, M (a leather strap, bou
bound
n d around the Range: 60 feet
arm or a similar
sim ilar appendage)
appendage) Components: V, S, M (a diamond worth
diam ond w orth at least 5,0
5,000
0 0 gp)
Duration: 1 hour Duration: Concentration,
C oncentration, up to 1 minute

You touch a willing


w illing creature. For the duration, the You conjure a portal linking an unoccupied
u n occu p ied space
sp ace you
target's
target’s movement
m ovem ent is unaffected by difficult terrain, and can see w within
ithin range to a precise
p recise location on a different
spells
sp ells and other magical
m agical effects can neither reduce
reduce plane of o f existence. The portal is a circular
circu lar opening,
the target's
target’s speed
sp eed nor cause
cau se the target to bbee paralyzed which
w h ich you can make
m ake 5 to 20 feet in diameter. You can
or restrained. orient the portal in any direction
d irection you choose.
ch o o s e . The
T h e portal
The target can also spend
sp en d 5 feet of
o f movement
m ovem ent to lasts for the duration.
automatically
autom atically escape
esca p e from nonmagical
n onm agical restraints, such The portal has a front and a ba back
ck on each plane w where
here
as manacles
m anacles or a creature that has it grappled. Finally, it appears. Travel through the portal is ppossible ossib le only
being
bein g underwater
underw ater imposes
im p oses no penalties on the target's by m moving
ovin g through its front. Anything
A nything that doesd o e s so is
movement
m ovem ent or attacks. instantly transported to the other plane, appearing in
the unoccupied
u n occu p ied space
sp ace nearest to the portal.
FRIENDS
F r ie n d s Deities
D eities and other planar rulers can prevent portals
Enchantment cantrip created by this spell from opening
open in g in their p presence
resen ce or
Casting Time:
Tim e: 1 action anywhere
anyw here within
w ithin their domains.
dom ains.
Range: Self
S e lf When
W h en you cast this spell, you can speak sp eak the namenam e
Components: S, M (a small
sm all amount
am ount of
o f makeup
m akeup applied of
o f a specific
sp ecific creature (a pseudonym
pseudonym,, title, or nicknamnicknamee
to the face as this spell is cast) doesn't w ork). If that creature is on a plane other than
d oesn ’t work).
Duration: Concentration, up to 1 minute the one
on e you are on, the portal opensop en s in the named
nam ed
creature's
creatu re’s immediate
im m ediate vicinity and draws
draw s the creature
For
F or the duration, you have advantage on all Charisma Charism a through it to the nearest unoccupied
u n occu p ied space
sp ace on your side
checks
ch eck s directed at oneon e creature ofo f your choice
ch oice that isn’t
isn't of
o f the portal. You gain no special p power
ow er over the creature,
hostile toward
tow ard you. When
W h en the spell ends, the creature and it is free to act as the DM deems deem s appropriate. It
realizes that you usedu sed magic
m agic to influence its mood
m ood might
m ight leave, attack you, or help you.
and bbecomes
e c o m e s hostile toward
tow ard you. A A creature prone
to violence
violen ce might
m ight attack you.
you. Another
A n oth er creature might G eas
GEAS
seek retribution in other ways w ays (at the DM's
D M ’s discretion), 5th-level enchantment
depending
depen din g on the nature of o f your interaction with
w ith it.
Casting Time:
Tim e: 1 minute
G a s e o u s FORM
GASEOUS Form Range: 60
6 0 feet

3rd-level transmutation Components: V


Duration: 30 days
Casting Time: 1 action
Range: Touch You place a magical
m agical command
com m a n d on a creature that you
can within
ca n see w ithin range, forcing
forcin g it to carry
ca rry out some
som e
service
serv ice or refrain from some som e action or co course
u rse of
o f activity GLIBNESS
G lib n e ss
as you decide. If the creature can understand you, it 8th-level
8 th-level transmutation
must
m ust succeed
su cce e d on a WWisdom
isd om saving th throw
row oorr bbecome
ecom e
Casting Time:
Tim e: 1 action
charmed
ch arm ed by you for the duration. W While creature
h ile the creature
Range: Self
S elf
ch a rmed
is charm ed by you, it takes 5 5d10
d10 psychic dam damageage
Components: V V
timee it acts in a m
each tim manner
ann er ddirectly counter
irectly coun ter to your
Duration: 1 hour
instructions, but no m more
ore than once
on ce each day. A A creature
that can't understand you is unaffected by the spell. Until the spell ends, w
when
hen you mmake
ake a C
Charisma
harism a
You can issue any ccommand
om m a n d you chchoose,
oose, short
sh ort ofo f an check, you can replace the num
number with
ber you roll w ith a 15.
activity that would
w ou ld result in certain death. Should
S h ou ld you Additionally, no matter what
m atter w hat you say, mmagic
agic that wwould
ould
issue
issu e a suicidal command,
com m a n d , the spell ends
ends.. determine
determ ine if you are telling the truth indicates that you
You can end the spell early by usin us ingg an action to are being truthful.
dismis
d ism isss it. A remove
A rem ove curse, greater restoration,
restoration, or wish
ssppell
ell also ends it. G l o b e OF
GLOBE In v u l n e r a b il it y
o f INVULNERABILITY

Att H
A Higher
igher L Levels.
evels. WWhen
h en you cast this spell using 6th-level
6 th-level abjuration

a spell slot ooff 7th or 8th level, the duration is 1 year. Time:
Casting Tim e: 1 action
action
When
W h en you cast this spell using a spell slot of o f 9th level, Range: Self
S e lf (10-foot radius)
the spell lasts until it is ended by one on e of
o f the spells Components: V, S, MM (a glass or crystal bead that
mentioned
m entioned above. shatters w
when
hen the spell ends)
Duration: Concentration, up to 1 m
minute
inute
G e n t l e REPOSE
GENTLE R epose
2nd-level
2 nd-level necrom ancy (ritual)
necromancy An
A n immobile,
im m obile, faintly shimmering
sh im m erin g barrier springs into
existence in a 10-foot radius around you and remains
rem ains for
Casting Time:
Tim e: 1 action the duration.
Range: Touch Any
A ny spell of
o f 5th level or lower
low er cast from outside the
Components: V, S S,, M
M (a pinch ooff salt and on onee cop
copper
p er barrier can't affect creatu
creatures
res or objects within
ob jects w ithin it, even
piece
p placed
iece p each ooff the ccorpse's
la ced on each which
o r p s e ’s eyes, w h ich must if the spell is cast using a h higher
igher level spell slot. Such
S u ch a
remain
rem ain there for the duration) creatures
spell can target creatu res and objects w within barrier,
ithin the barrier,
Duration: 10 days
but the spell has no effect on them. Similarly, the area
You touch a corpse
c o rp s e or other rem
remains.
ains. For the within
w ithin the barrier is excluded
exclu ded from the areas affected
duration, the target is protected from decay and can't ca n ’t by such spells.
become
b e c o m e undead. Att H
A Higher
igher Levels. WhenW h en you cast this spell using a
The spell also effectively extends the tim timee limit
lim it on spell
sp ell slot of
o f 7th level or higher, the barrier block
blockss spells
raising the target from the dead, since sin ce days spent under ooff one
on e level higher for each slot level above 6th.
the influence of o f this spell don't
d on ’t count
coun t agai nst the time
against
limit ofo f spells such as raise dead. G l y p h OF
GLYPH of W
WARDING
a r d in g
3rd-level abjuration
G
GIANT In sect
i a n t INSECT
Time:
Casting Tim e: 1 hour
4th-level transmutation Touch
Range: Touch
Casting Time: 1 action Components: V, S S,, M
M (incense
(in cen se and ppowdered diamond
ow d ered diam ond
30 feet
Range: 30 worth
w orth at least 2
200 which
0 0 gp, w h ich the spell con
consumes)
su m es)
Components: V, S Duration: Until dispelled or triggered
Duration: Concentration, up to 10 m
minutes
inutes When
W h en you cast this spell, you inscribe in scribe a glyph that
transform up to ten centipedes, three spiders, five
You transform harms
harm s other creatures, either upon a su surface
rface (such as
wasps,
w asps, or oneon e scorpion
scorp ion within
w ithin range into giant versions a table or a section of o f floor or w wall)
all) or wwithin
ithin an object
of
o f their natural formformss for the duration. A A centipede
centipede that can b e cclosed
lo s e d (such as a book, a scroll scroll,. or a treasure
becomes
b e c o m e s a giant centipede, a spider b becomes
e c o m e s a giant chest) to conceal glyph. If you choose
con cea l the glyph. c h o o s e a surface, the
s pider, a w
spider, wasp
asp b becomes wasp,
e c o m e s a giant w asp, and a scorp
scorpion
ion glyph can cover an area of s urface
o f the su rface no larger than
becom
b e c o m ees
s a giant scorpion.
scorpion . 10 feet in diameter. If you cchoose object
h o o s e an object, that object
Each
E ach creature obeyobeyss your verbal com commands,
m a n d s, and must
m remain
ust rem ain in its place; if the ob objject
ect is m moved
oved mmore
ore
in combat,
com bat, they act on your turn each round. The DM DM than 10 feet from w where
here you cast this spell, the glyph is
has the statistics for th these
ese creatures
creatu res and resolves their broken, and the spell ends
broken, en ds w without
ithout being triggered.
actions and m movement.
ovem ent. The
T he glyph is nearly invisible and requ requires
ires a successful
su ccessfu l
A
A creature remains
rem ains in its giant size for the duration, Intelligence (Investigation) ch check
e ck against your spell save
until it drops
d rops to 0 hit points, or until you u use
se an action to DC
D C to be found.
dismiss
dism iss the effect on it. You decide whatw hat triggers the glyph w when
h en you cast
The DM might
m ight allow you to choose
c h o o s e different targets. the spell. For glyphs inscribed
in scribed on a surface, the most m ost
For
F or example,
exam ple, if you tran
transform
sform a bee, its giant version typical triggers include touching or standing on the
might
m samee statistics as a giant w
ight have the sam wasp.
asp. glyph, rem
removing
oving another object coverin covering g the glyph,
approaching
approach within
in g w ithin a certain distance ooff the glyph, or or
manipulating
m anipulating the object on on w which
h ich the glyph is in inscribed.
scribed.
For glyphs in inscribed
scribed w within
ithin an object, the m most common
ost com m on

P LL
triggers include opening
open in g that object, approaching w within
ithin You conjure a vine that sprouts from the grou groundnd in a n
an
a certain distance ooff the object, or seein
seeing reading
g or readin g the unoccupied
u n occu p ied space
sp ace ooff your chchoice can see
oice that you can see wwithin
ithin
glyph. OOnce
n ce a glyph is triggered, this spell ends.ends. range. WWhenh en you cast this spell, you can direct the vine
You can
can further refine the trigger so s o the spell activates to lash out at a creature w within
ithin 30 feet ooff it that you can
can
only under certain circumstances
circu m stan ces or according
a ccord in g to see. That creature m mustust succeed
s u cce e d on a Dexterity saving
physical characteristics (such as height or weight), throw
th row oor
rb bee pulled 20 feet directly tow toward
ard the vine.
creature kind (for example,
exam ple, the wward
ard could
cou ld be set to Until the spell ends, you can direct the vine to lash out
affect aberrations or draw),
drow), or alignment.
alignm ent. You can also at the same
sam e creature or another one on e as a bon
bonusu s action
set conditions
condition s for creatures
creatu res that don't
don ’t trigger the glyph, on each ofo f your turns.
such as those who
th ose w h o say a certain password.
passw ord.
When
W h en you inscribe c h o o s e explosive runes
in scribe the glyph, choose G rease
GREASE
or a spell glyph. 1st-level conjuration
Explosive
E xplosive RRunes.
unes. WWhen triggered, the glyph erupts
h en triggered, Casting Time: 1 action
action
with m magical
agical energy in a 20-foot-radius sphere centered Range: 60 feet
on the glyph. T The
h e sphere spreads around corn corners
ers.. Each
Each Components: V, S, M M (a bit ooff pork rind or butter)
butter)
creature in the area must m make
ake a Dexterity saving Duration: 1 m
minute
inute
throw. AA creature takes 5d8 acid, cold, fire, lightning, or
thunder damage
dam age on a failed saving throw (your choicech oice
Slick grease covers the ground in a 10-foot square
when
w hen you create the glyph), or h half
alf as much
m uch damage
dam age on a
centered on a point w within
ithin range and turns it into
successful
su ccessfu l one.
difficult terrain for the duration.
Spell
S pell Glyph. You can store a prepared spell of of
When
W h en the grease
grea se appears, each creature standing in
3rd level or lower
low er in the glyph by casting
castin g it as part
its area must ssuucceed
cce e d on a Dexterity
D exterity saving th
throw
row or fall
of prone. AA creature that enters the area or ends its turn
o f creating the glyph.
glyph. The spell must target a single
creature or an area.
area . The spell bbeing
ein g stored has no
there must also succeed
su cce e d on a Dexterity
D exterity saving throw
throw
immediate when way. WWhen prone.
or fall prone.
im m ediate effect w hen cast in this way. h en the glyph
triggered , the stored spell is cast. If the spell has a
is triggered,
GREATER
G reater I
INVI
n v i sSIBILITY
ib il it y
target, it targets the creature that triggered the glyph.
4th-level illusion
If the spell affects aann area, the area is center
centereded on
that creature. If the spell summons hostile
su m m on s h ostile creatures Tim e: 1 action
Casting Time:
or creates harm
harmful
ful objects or traps, they appear as Range: Touch
close
clo se as possible
p ossib le to the intruder and attack it. If the Components: V,V, S
S
spell requires
requ ires concentration, it lasts until the end of o f its Duration: Concentration, up to 1 minute
full duration.
duration. You
Y ou or a creature you touch becomes
b e c o m e s invisible until the
Att H
A Higher
igher Levels. When
W h en you cast this spell using
using spell ends. A
Anything
nything the target is w wearing
earin g or carrying
carryin g is
a spell slot of
o f 4th level or higher, the dam
damage
age ooff an invisible as long as it is on the target’s
target's person
person..
explosive runes glyph in increases ld8 for each slot
creases by 1d8
level above 3rd. If you create a spell glyph, you can store GRE
G ATE
rea R R
ter RESTORATI ON
e st o r a t io n
any spell of
o f up to the same
sam e level as the slot you use for 5th-level abjuration
the glyph of
o f warding.
warding. Tim e: 1 action
Casting Time:
Range: Touch
G o o d bBERRY
GOOD erry
Components: V, S, M M (diamond
(diam ond dust w
worth
orth at least 100
1st-level transmutation
gp, which
w hich the spell consumes)
con su m es)
Tim e: 1 action
Casting Time: Duration: Instanta neous
Instantaneous
Range: Touch
Components: V, S, MM (a sprig of
o f mistletoe)
m istletoe)
You imbue
im bue a creature you touch w with
ith positive energy to
undo a debilitating effect.
effect. You can reduce the target's
target’s
Duration: Instantaneous
Instantaneous
exhaustion level by one, or enend
d one ooff the follow
following
in g
a re infused
Up to ten berries appear in your hand and are target:
effects on the target:
magic
with m agic for the duration.
duration. A
A creature can u use
se its
• One effect that charmed
charm ed or petrified the target
action to eat one
on e berry. Eating a berry restores 1 hit
• One curse, including the target’s
target's attunement
attunem ent to a
point, and the berry provides enough nourishment
en ough nourishm ent to
sustain a creature for one
on e day.
cursed magic
cu rsed m agic item
• Any reduction to one
on e of
o f the target’s
target's ability scores
scores
The
T he berries lose their potency if they have not been
• One
O ne effect reducing the target’s
target's hit point maximum
m axim um
consumed within
con su m ed w ithin 24 hours of
o f the casting of
o f this spell.

G u a r d i a n OF
GUARDIAN Fa i t h
o f FAITH
G r a sSPING
GRA V in e
p i n g VINE
4th-level conjuration 4th-level conjuration
Tim e: 1 action
Casting Time: action
Tim e: 1 bon
Casting Time: bonus
u s action
Range: 30 feet
30 feet
Range: 30
Components: V
Components: V, S S
Duration: 8 hours
Concentration,
Duration: C oncentration, up to 1 minute
A
A Large spectral guardian appears and h hovers
overs for the
duration in an uunoccupied
n occu p ied space
sp ace of
o f your choice
ch oice that you

I' I f
can see within range . The guardian occupies
w ithin range. occu p ies that space
sp ace • Place
P la ce a suggestion in one
on e location. You select an area
and is indistinct except for a gleaming
gleam ing sword
sw ord and shield of
o f up to 5 feet square, and any creature that enters
emblazoned
em b lazon ed with the symbol
sym bol of
o f your deity. or passes
p a sses through the area receives the suggestion
su ggestion
Any creature hostile to you that moves m oves to a space
sp ace mentally.
within 10 feet ofo f the guardian for the first time
tim e on a
The
T h e whole warded
w hole w arded area radiates magic. A dispel
m agic. A
turn must
m ust succeed
su cce e d on a Dexterity
D exterity saving throw. The
magic cast on a specific
sp ecific effect, if successful,
su ccessfu l, removes
rem oves
creature takes 20 radiant damage
dam age on a failed save, or
only that effect.
half
h alf as much
m uch damage
dam age on a successful
su ccessfu l one. The guardian
You can create a perm
permanently
anently guarded and wardedw arded
vanishes when
w hen it has dealt a total of o f 60 damage.
dam age.
structure by casting this spell there every day
for one year.
GUARDS
G u a r d s AND
a n d WARDS
W ards
6th-level
6 th-level abjuration
G u id a n c e
GUIDANCE
Casting Time:
Tim e: 10 m minutes
inutes Divination cantrip
Range: Touch
Casting Time:
Tim e: 1 action
Components: V, S, M M (burning incense,
in cen se, a small
sm all
Range: Touch
measure
m easu re of brimstone
o f brim ston e and oil, a knotted string, a
Components: V, S S
small
sm all amount
am ount ofo f umber
um ber hulk blood, and a small
sm all silver
Duration: Concentration,
C oncentration, up to 1 minute
m inute
rod w
worth
orth at least 10 gp)
Duration: 24 hours You touch one w willing
illin g creature. Once before
O n ce b efore the spell
ends, the target can roll a d4 and add the number num ber rolled
You create a w ward
ard that protects up to 2,500
2 ,5 0 0 square feet
to one ability check
ch eck of ch oice. It can roll the die before
o f its choice.
of
o f floor space
sp a ce (an area 50 feet square, or one
on e hundred
or after making
m aking the ability check. The T h e spell then ends.
5-foot squares or twenty-five 10-foot squares). The
warded
w arded area can be up to 20 feet tall, and shaped as you G u i d i n g BOLT
GUIDING B olt
desire. You can w ward
ard several stories of o f a stronghold
stron ghold by 1st-level evocation
dividing the area among am ong them, as long as you can walk w alk
into each contiguous Casting Time: 1 action
contigu ou s area while
w hile you are casting the spell.
Range: 120 feet
When
W h en you cast this spell, you can specify sp ecify individuals
Components: V, SS
that are unaffected by any or all of o f the effects that
Duration: 1 round
you choose.
ch o o s e . You can also specify
sp ecify a pa
password
ssw ord that,
when
w hen spoken
sp oken aloud, makes m akes the speaker immune im m une to A flash of
A o f light streaks toward
tow ard a creature ofo f your choice
ch oice
these effects. within
w ithin range. Make
M ake a ranged spell attack against the
Guards and wards creates the following follow in g effects w within
ithin target. On a hit, the target takes 4d64d 6 radiant damage,
dam age,
the warded
w arded area. and the next attack roll made
m ade against this target before
Corridors. Fog F og fills all the wwarded
arded corridors, making
m aking the end ofo f your next turn has advantage, thanks to the
them heavily obscured.
ob scu red. In addition, at each intersection mystical
m ystical dim light glittering on the target until then.
or bran
branching
chin g p passage
a ssa ge offering a choice
ch oice ofo f direction, A
Att H igher Levels. When
Higher W h en you cast this spell using a
there is a 50 percent
percen t chance
ch a n ce that a creature other than spell slot of
o f 2nd level or higher, the dam
damage
age increases
in creases by
you will
w ill believe it is going in the opposite direction from ld6
1d6 for each slot level above 1st.
the one
on e it chooses.
ch ooses.
Doors.
D oors. All
A ll doors
d oors in the wwarded
arded area are magically
m agically GUST
G u s t OF WIND
of W in d

locked, as if sealed by an arcane lock Jock spell. In addition, 2nd-level


2 nd-level evocation
you can cover up to ten doorsd oors with an illusion (equivalent Casting Time: 1 action
to the illusory object function of o f the minor illusion spell) Range: Self
S e lf (60-foot line)
to make
m ake them appear as plain sections
section s ofo f wall. Components: V, S, M M (a legume
legum e seed)
seed )
Stairs. Webs
W eb s fill all stairs in the warded
w arded area from top Duration: Concentration,
C oncentration, up to 1 minute
m inute
bottom,, as the web spell. These
to bottom T h ese strands regrow in 10
A
A line of
o f strong
stron g wwind
in d 60 feet long and 10 feet w wide
ide
minutes
m inutes if they are burned or torn away while w hile guards
blasts from you in a direction you choose c h o o s e for the spell's
sp ell’s
and wards lasts.
duration. Each creature that starts its turn in the line
Other
O ther SSpell
pell EEffect.
ffect. You can place your choicech oice of
o f one
must succeed
s u cce e d on a Strength saving throw th row or be pushed
of
o f the following
follow in g magical
m agical effects w within
ithin the wwarded
arded area
15 feet away from you in a direction following follow in g the line.
of
o f the stronghold.
Any
A ny creature in the line must spend sp end 2 feet of of
P la ce dancing lights in four corridors. You can desig-
•• Place desig­ movement
m ovem ent for every 1 foot it moves
m oves w when
hen moving
m oving
nate a simple
sim ple program
program that the lights repeat as long as closer
c loser to you.
guards and wards lasts. The gust disperses
d isp erses gas or vapor, and it extinguishes
P la ce magic mouth in tw
•• Place twoo locations. candles,
can dles, torches, and similar
sim ilar unprotected
u nprotected flames flam es in
P la ce stinking cloud in two
• Place tw o locations. The
T h e vapors the area. It causes
cau ses protected flames,
flam es, such as those th ose ofof
appear in the places
p la ces you designate; they return w within
ithin lanterns, to dance wildly
w ildly and has a 50 percent chance ch a n ce to
m inutes if dispersed
10 minutes disp ersed by w wind w hile guards and
in d while extinguish them.
wards lasts. Ass a bon
A bonusu s action on each of o f your turns before the
P la ce a constant gust of
•• Place o f wind in one
on e corridor
corrid or or room
room.. spell ends, you can change the direction in which w hich the
line blasts from you.
HAIL
H a i l OF
o f THORNS
T horns Energy Vulnerability. A Affected
ffected creatures in the area
1st-level conjuration have vulnerability to one dam damageage type of o f your choice,
except for bludgeoning, piercing, or slashing.
Casting Time:
Tim e: 1 bon
bonus
u s action
Everlasting Rest. Dead bodies
D ead b o d ie s interred in the area
Range: Self
S e lf
can't
c a n ’t be turned into undead.
Components: V V
Extradimensional Interference. Affected A ffected creatures
Duration: Concentration, up to 1 minute
m inute
can't
ca n ’t move
m ove or travel using teleportation or by
The
T h e next timetim e you hit a creature with
w ith a ranged weapon
w eapon extradimensional
extradim ensional or interplanar m means.
eans.
attack before the spell ends, this spell creates a rain Fear. Affected
A ffected creatures are frightened
ooff thorns that sprouts from your ranged w weapon
eap on or while
w hile in the area.
ammunition.
am m unition. In addition to the normal n orm al effect of
o f the Silence. N Noo sound can
sou n d ca emanate
n em anate from wwithin
ithin the area,
attack, the target of o f the attack and each creature w within
ithin and no sound
sou n d can reach into it.
5 feet ofo f it must
m ust make
m ake a Dexterity
D exterity saving throw. A Tongues. A Affected
ffected creatures can communicate
com m u n icate with
creature takes ldlO piercing
1dlO piercin g damage
dam age on a failed save, or any other creature in the area, even if they don'td on ’t share a
half
h alf as much
m uch damage
dam age on a successful
su ccessfu l one. common
c o m m o n language.
A
Att Higher Levels. If you cast this spell using a spell
slot of
o f 2nd level or higher, the damage
dam age increases
in creases by ldlO1d10 H a l l u c i n a t o r y TERRAIN
HALLUCINATORY T e r r a in
for each slot level above 1st (to a m maximum
axim um ofo f 6d10).
6 d10). 4th-level illusion
Casting Time:
Tim e: 10 minutes
m inutes
H allow
HALLOW
Range: 300
3 0 0 feet
5th-level evocation
Components: V, S, M (a stone, a twig,
tw ig, and a bit
Casting Time:
Tim e: 24 hours of
o f green plant)
Range: Touch Duration: 24 hours
Components:
Com ponents: V, S, M (herbs, oils, and incense
in cen se worth
w orth at
You m make
ake natural terrain in a 150-foot cube in range
least 1,000
1,0 00 gp, which
w hich the spell consumes)
con su m es)
look, sound, and smell
sm ell like some
som e other sort of o f natural
Duration: Until dispelled
terrain. Thus, open fields or a road can be made m ade to
You touch a point and infuse an area around it w with
ith holy resemble
resem b le a swamp,
sw am p, hill, crevasse, or somesom e other difficult
pow er. The area can have a radius up to 60
(or unholy) power. or impassable
im passable terrain. A Ap pond
on d can be made
m ade to seemseem
feet, and the spell fails if the radius includes an area like a grassy m meadow,
eadow , a pprecipice
recipice like a gentle slope,
already under the effect a hallow spell. The T h e affected area or a rock-strewn
rock-strew n gully like a wide
w ide and smooth
sm ooth road.
is subject
su bject to the following
follow in g effects. Manufactured
M anufactured structures, equipment,
equipm ent, and creatures
First, celestials, elementals,
elem entals, fey, fiends, and undead within
w ithin the area aren't
aren’t changed in appearance.
can't
ca n ’t enter the area, nor can such creatures charm, charm , The
Th e tactile characteristics of o f the terrain are
frighten, or ppossess
o s s e s s creatures
creatu res w within
ithin it. Any creature unchanged,
u nchanged, so s o creatures entering the area are likely to
charmed,
charm ed, frightened, or possessed p o s s e s s e d by such a creature s ee through the illusion. If the difference isn't
see isn’t obvious
obviou s
is no longer charmed,
charm ed, frightened, or p possessed
o s se ss e d upon by touch, a creature carefully examining
exam inin g the illusion can
entering the area. You can exclude one on e or more
m ore of o f those attempt an Intelligence (Investigation) check ch eck against
types of creatures
o f creatu res from this effect. your spell save DC D C to disbelieve it. A A creature who w ho
Second,
S econ d , you can bind an extra effect to the area. discerns
discern s the illusion for w what
hat it is, sees
s e e s it as a vague
Choose
C h o o se the effect from the following
follow in g list, or choose c h o o s e an image
im age superimposed
su p erim p osed on the terrain.
effect offered by the DM. Some S o m e of o f these effects apply to
creatures
creatu res in the area; you can designate whether w hether the H arm
HARM
effect applies to all creatures, creatures that follow a 6th-level
6 th-level necromancy
specific
sp ecific deity or leader, or creatures of o f a specific
sp ecific sort, Casting Time:
Tim e: 1 action
such as ores or trolls. When W h en a creature that would w ou ld be Range: 60 feet
affected enters the spell's sp ell’s area for the first tim timee on a Components: V, S
turn or starts its turn there, it can make m ake a Charisma
Charism a Duration: Instantaneous
saving throw. On O n a success,
su cce s s, the creature ignores the
extra effect until it leaves the area. You unleash a virulent disease
d isease on a creature that
Courage.
Courage. A Affected
ffected creatures
creatu res can'tca n ’t be frightened you can see w within
ithin range. The target must make m ake a
while
w hile in the area.
Constitution saving throw. On a failed save, it takes
Darkness. D Darkness
arkness fills the area. N Normal
orm al light,
14d6 necrotic
n ecrotic damage,
dam age, or half
h alf as much
m uch damage
dam age on a
as well
w ell as magical
m agical light created by spells of o f a lower
low er
successful
su ccessfu l save. The dam
damageage can't
ca n ’t reduce the target's
target’s
below 1. If the target fails the saving throw,
hit points below
level than the slot you u used
sed to cast this spell, can't ca n ’t
illuminate
illum inate the area.
its hit point maximum
m axim um is reduced for 1 hour by an
Daylight. Bright light fills the area. Magical M agical darkness
amount
am ount equal to the n necrotic
ecrotic damage
dam age it took. Any effect
created by spells
sp ells ofo f a lower
low er level than the slot you used
that removes
rem oves a disease
d isease allows
allow s a creature's
creatu re’s hit point
to cast this spell can'tca n ’t extinguish the light. maximum
m axim um to return to normal
n orm al bbefore
efore that time passes.
tim e pa sses.
Energy Protection. Affected A ffected creatures
creatu res in the area
have resistance
resistan ce to one on e damage
dam age type of o f your choice,
except for bludgeoning, piercing, or slashing.

11
H aste
HASTE If a creature is h holding wearing
oldin g or w earin g the object and
3rd-level transmutation takes the damdamage
age from it, the creature m mustust ssucceed on
u cce e d on
a Constitution saving th throw
row or drop the object if it can. If
Casting Time:
Tim e: 1 action
doesn't
it d oesn ’t drop the object, it has disadvantage on attack
Range: 30 feet
rolls and ability chchecks
eck s until the start ooff your next turn.
Components: V, S, M (a shaving ofo f licorice root)
Att H
A Higher
igher L Levels. When
evels. W h en you cast this spell using a
Duration: Concentration,
C oncentration, up to 1 minute
spell slot ooff 3rd level or higher, the dam
damage increases
age in creases by
Choose
C h oose a willing
w illing creature that you can see within w ithin range. 1d8 for each slot level above 2nd.
Until the spell ends, the target's
target’s speed
sp eed is doubled, it
gains a +2 bonus
bon u s to AC, it has
h as advantage on Dexterity H e ll ish R
HELLISH REBUKE
ebuke

saving throws,
throw s, and it gains an additional action on each 1st-level evocation
of
o f its turns. That action can be b e used
u sed only to take the Time:
Casting Tim e: 1 reaction, w
which response
hich you take in resp on se
Attack
A ttack (one weapon
w eap on attack only), Dash, Disengage,
D isengage, Hide, damaged
to being dam aged by a creature wwithin
ithin 60 feet ooff you
you
or Use
U se an Object
O bject action. can see
that you can see
When
W h en the spell ends, the target can'tca n ’t move
m ove or take Range: 60 feet
actions until after its next turn, as a wave of o f lethargy Components: V, S S
sweeps
sw eep s over it. Duration: Instantaneous

H eal
HEAL You point your finger, and the creature that dam damaged
aged
6th-level
6 th-level evocation momentarily
you is m om entarily susurrounded flames.
rrou nded by hellish flam The
es. The
creature must m make
ake a DDexterity
exterity saving throw. It takes
Casting Time:
Tim e: 1 action
2d10
2 damage
d10 fire dam age on a failed save, or hhalf much
alf as m uch
Range: 60
6 0 feet
damage
dam age on a su successful
ccessfu l one.
Components: V, S
Att H
A Higher
igher Levels. W When
h en you cast this spell using a
Duration: Instantaneous
spell slot ooff 2nd level or higher, the dam
damage increases
age in creases by
Choose
C h o o se a creature that you can ssee ee within range.
range. A 1d10
1dlO for each slot level above 1st.
surge of o f positive energy
en ergy washes
w ash es through the creature,
creature,
causing it to regain 70 hit points. This spell also ends HEROES'
H FEAST
eroes’ F east
blindness,
blin dness, deafness, and any diseases
d iseases affecting the 6th-level
6 th-level conjuration
target.
target. This
T h is spell has no effect on constructs
con stru cts or undead. Casting Tim
Time:e: 10 m
minutes
inutes
A
Att Higher
H igher Levels. When W h en you cast this spell using a Range: 30
30 feet
spell slot of o f 7th level or higher, the amount
am ount ofo f healing Components: V, V, S , ,MM(a(agem
gem-encrusted bowl
-en crusted bow l wworth at
orth at
increases
in creases by 10 for each slot level above 6th. least 1,000 which
1,0 00 gp, w consumes)
h ich the spell con su m es)
Duration: Instantaneous
H e a l i n g WORD
HEALING W ord
1st-level evocation You bring forth a great feast, including m magnificent
agnificent
food
fo o d and drink. T The
h e feast takes 1 hour to con consume
su m e and
Casting Time:
Tim e: 1 bonus
bon u s action
disappears at the end ooff that time, and the beneficial
Range: 60
6 0 fe et
feet
effects d don't
on ’t sset
et in until this hour is over. Up to twelve
Components: V
creatures
other creatu can partake ooff the feast.
res can
Duration: Instantaneous
A creature that partakes ooff the feast gains several
A
A creature of o f your choice
ch oice that you can see within
w ithin range benefits. The creature is cu cured
red ooff all d
diseases
isea ses and
regains hit points equal to 1d4 + your spellcasting poison,
p oison , b becomes immune
e c o m e s im m une to ppoison
oison and beingbeing
ability modifier.
m odifier. This
T h is spell has
h as no effect on undead frightened, and m makes
akes all W
Wisdom
isd om saving throwthrowss with
or constructs. advantage. Its hit point m
advantage. maximum
axim u m also in increases
creases by
A
Att Higher
H igher Levels. WhenW h en you cast this spell using a 2d10,
2d 1 0 , and it gains the same number
sam e num ber ooff hit points. T
These
h ese
spell slot of
o f 2nd level or higher, the healing increases
in crea ses by benefits last for 24 hours.
1d4 for each slot level above 1st.
H
HEROISM
er o ism
HEAT
H e a t METAL
M etal 1st-level enchantment
2nd-level
2 nd-level transmutation
Time:
Casting Tim e: 1 action
action
Casting Time:
Tim e: 1 action Touch
Range: Touch
Range: 60
6 0 feet Components: V, S S
Components: V, S S,, M (a piece
p iece of
o f iron and a flame) Duration: Concentration, up to 1 minute
minute
Duration: Concentration,
C oncentration, up to 1 minute
Aw
A willing imbued
illing creature you touch is im bued with bravery.
Choose
C h oose a manufactured
m anufactured metal m etal object, such as a metal Until the spell ends, the creature is im immune being
m une to being
weapon
w eap on or a suit ofo f heavy or medium
m edium metal
m etal armor, that frightened and gains tem temporary
porary hit points equal to
you can see within
w ithin range. You cause
cau se the object to glow
glow your spellcasting modifier
sp ellcastin g ability m odifier at the start ooff each
each
red-hot. Any
A ny creature in physical contact with w ith the object ooff its turns. W
When
h en the spell ends, the target loses any
takes 2d8
2d 8 fire damage
dam age when
w hen you cast the spell. Until the remaining
rem temporary
ainin g tem porary hit points from this spell.
spell ends, you can use a bonusbon u s action on each of o f your
subsequent turns to cause cau se this damage
dam age again.
At Higher Levels. W When using
h en you cast this spell using H oly A
HOLY AURA
ura
o f 2nd level or
a spell slot of one
can target one
or higher, you can 8 th-level abjuration
8th-level
each slot level above 1st.
additional creature for each
Time:
Casting Tim e: 1 action
H
HEX
ex
Range: Self
S e lf
Components: V, S, M M (a tiny reliquary w worth
orth at least
1st-level enchantment
1,0 00 gp containing
1,000 sa cred relic, such as a scrap of
contain in g a sacred of
Time:
Casting Tim bonus
e: 1 bon action
u s action cloth from saint's robe or a ppiece
from a saint’s parchment
iece ooff parchm from
ent from
90
Range: 9 0 feet a religious text)
Components: V, S, M M (the petrified eye ooff a newt) Duration: C oncentration, up to 1 m
Concentration, minute
inute
Duration: Concentration, up to 1 hour
Divine
D washes
ivine light w from you and ccoalesces
ash es out from o a le s ce s
You place a cu curse
rse onon a creature that you can see w
can see within
ithin in a soft radiance in a 30 30-foot
-foot radius around you.
range. Until the spell ends, you deal an extra 1d6 ld6 Creatures ooff your chchoice
oice in that radius w when
hen you cast
n ecrotic damage
necrotic dam age to the target w hen ever you hit it with
whenever this spell shed dim light in a 5-foot radius and have
an attack. A Also, on e ability w
h o o s e one
lso, cchoose h en you cast the
when throws,
advantage on all saving throw creatures
s, and other creatures
spell. The target has disadvantage on ability ch checks
eck s have disadvantage on attack rolls against them them until
mmade
ade wwith chosen
ith the ch osen ability. the spell ends. In addition, w when
hen a fiend or an undead
If the target ddrops
rop s to 0 O hit points bbefore
efore this spell hits an affected creature w with melee
ith a m elee attack, the aura
ends, yyou can
ou ca use
n u bonus
se a bon on a subsequent turn
u s action on flashes wwith
ith brilliant light. The attacker m ust ssucceed
must u cce e d
curse
ooff yours to cu rse a n new
ew creature. on a Constitution saving th
on throw be blinded until
row or be
A remove
A rem ove curse cast on on the target ends this spell early. the spell ends.
A
Att Higher Levels. W When using
h en you cast this spell using
3rd or
a spell slot ooff 3rd or 4th level, you can can mmaintain
aintain your H
HUNGER
unger o f H
OF HADAR
adar
concentration on on the spell for up to 8 hours. W When
h en you 3rd-level conjuration
u se a spell slot of
use maintain
o f 5th level or higher, you can maintain
Casting Time: 1 action
concentration on the spell for up to 24 hours.
your concentration
Range: 150 feet
H old M
HOLD MONSTER
onster
Components: V, S M (a pickled octop
S,, M octopus
u s tentacle)

5th-level enchantment
Duration: C minute
oncentration, up to 1 m
Concentration, inute

Time:
Casting Tim action
e: 1 action open a gateway to the dark bbetween
You open etw een the stars, a
90 feet
Range: 90 region infested w with unknown
ith u nkn ow n h horrors.
orrors. A 20-foot-radius
A 20-foot-radius
Components:
Com ponents: V, S, M small,
M (a sm piece ooff iron)
all, straight piece blackness
sphere ooff black n ess and bitter cold centered
cold appears, centered
Duration: Concentration, up to 1 minute on a point w
on with
ith range and lasting for the duration. This This
void is filled with a ca cacophony whispers
cop h on y ooff soft w h ispers and
Choose
C h o o se a creature that you you can see w within The
ithin range. The slurping nnoises
slurping oises that can b be
e heard up to 30 No
30 feet away. No
target m ust succeed
must s u cce e d on a W isd om saving th
Wisdom throw be
row or be magical
light, m agical or otherwise,
or oth erw ise, can illuminate
can illum inate the area, and
paralyzed for the duration. T h is spell has no effect on
This creatures fully w within
ithin the area are blinded.
undead. At the end of turns, the target can
o f each ooff its turns, can The void creates a w arp in the fabric ooff space, and the
warp
make
m ake another W Wisdom
isd om saving throw. O Onn a success,
su ccess, the area is difficult terrain. A ny creature that starts its turn
Any
spell ends on on the target. in the area takes 2d6 cold damage
cold dam age.. AAny
ny creature that
At Higher Levels. W When using
h en you cast this spell using ends
en ds its turn in the area m ust ssucceed
must Dexterity
u c ce e d on a Dexterity
a spell slot ooff 6th level or higher, you can one
can target one throw
saving th 2d6
row or take 2d damage
6 acid dam age as milky,
additional creature for each each slot level above 5th. T The
he otherworldly
oth erw orldly tentacles rub against it.
creatures
creatu must
res m be w
ust be within
ithin 30 each other w
30 feet ooff each when
hen
you target them. HUNTER'S
H MARK
u n t e r ’s M ark
1st-level divination
H PERSON
old P
HOLD erson
nd-level enchantment
2nd-level
2
bonus
Casting Time: 1 bon u s action
Range: 90 feet
Casting Time: action
Tim e: 1 action Components: V V
Range: 60 feet oncentration, up to 1 hour
Concentration,
Duration: C
Components: V, S, MM (a small,
sm all, straight p iece ooff iron)
piece
Duration: Concentration, up to 1 m minute
inute h o o s e a creature you can see w
You cchoose within
ithin range and
mystically
m ystically m mark
ark it as your quarry. Until the spell ends,
Choose
C humanoid
h o o se a hum anoid that you can see w
can see within
ithin range. you deal an extra 1d6 damage
ld6 dam age to the target wwhenever
henever
The
T h e target mmustust ssucceed
u cce e d on Wisdom
on a W throw
isd om saving throw you hit it wwith
ith a wweapon
eap on attack, and you have advantage
or bbe paralyzed for the duration. At the end ooff each
e paralyzed each ooff on any WWisdom
isd om (P (Perception)
erception ) or WWisdom
isd om (Survival)
its turns, the target can can m make
ake another W Wisdom saving
isd om saving check
ch eck you m make drops
ake to find it. If the target d Ohit
rops to 0
throw. On a success,
throw. su ccess, the spell ends on on the target. points
poin before this spell ends, you
ts before bonus
you can use a bon u s action
At Higher Levels. W using
h en you cast this spell using
When on a subsequent turn of
on mark
o f yours to m ark a n ew creature.
new
a spell slot ofo f 3rd level or higher, you can target one At Higher Levels. W When using
h en you cast this spell using
additional h um anoid for each slot level above 2nd. The
humanoid a spell slot of o f 3rd or 4th level, you can m maintain
aintain your
humanoids
hum an oids m must
ust be w when
ithin 30 feet ooff each other w
within hen concentration on the spell for up to 8 hours. W
concentration When
h en you
you target them. use a spell slot ooff 5th level or higher, you can maintain
on the spell for up to 24 hours.
concentration on
your concentration

u ..: I
HYPNOTIC
H y p n o t i c PATTERN
Pa t t e r n Components: S S,, M
M (a lead-based ink w
worth
orth at least 10
3rd-level illusion which
gp, w consumes)
hich the spell con su m es)
Duration: 10 days
Casting Time: 1 action
Range: 120 feet You wwrite parchment,
rite on parchm ent, paper, or some
som e other suitable
Components: S, M (a glowing
glow ing stick of
o f incense
in cen se or a writing
w riting material and imimbue
bue it with a potent illusion that
crystal vial filled with
w ith phosphorescent
p h osph orescen t material) lasts for the duration.
Duration: Concentration, up to 1 minute creatures
To you and any creatu res you designate w when you
hen you
cast the spell, the w
writing normal,
riting appears norm al, written in
You create a twisting
tw isting pattern of o f colors that weaves
w eaves
your hand, and conveys w whatever
hatever mmeaning intended
eaning you intended
through the air inside a 30-foot 30 -foot cube
cu b e within
w ithin range.
when
w hen you w wrote
rote the text. To all others, the wwriting
riting
The
Th e pattern appears for a moment m om ent and vanishes. Each E ach
appears as if it w
were
ere w written unknown
ritten in an u nkn ow n or mmagical
agical
creature in the area who w h o sees
se e s the pattern must
m ust make
m ake
cause
script that is unintelligible. Alternatively, you can cau se
a Wisdom
W isd om saving throw. O Onn a failed save, the creature
writing
the w riting to appear to be an entirely different m message,
essage,
becomes
b e c o m e s charmed
charm ed for the duration. While W h ile charmed
charm ed
written in a different hand and language, though the
by this spell, the creature is incapacitated and has
language must b bee on
onee you know.
a speed
sp eed of o f 0.
Should
Sh ou ld the spell bbee dispelled, the original script and
The
Th e spell ends for an affected creature if it takes any
both disappear.
the illusion both
damage
dam age or if someone
som eon e else usesu ses an action to shake the
A creature with truesight can read the
A
creature out of o f its stupor.
hidden m message.
essage.
ICE
I c e STORM
St o r m
IIMPRISONMENT
m pr iso n m e n t
4th-level evocation
9th-level abjuration
Casting Time:
Tim e: 1 action
Casting TimTime: e: 1 m
minute
inute
Range: 300
3 0 0 feet
Range: 30 30 feet
Components: V, S, M (a pinch of
o f dust and a few
Components: V, S, M M (a vellum
vellum depiction or a carved
carved
drops of
o f water)
statuette in the lik likeness
en ess ooff the target, and a sp
special
ecia l
Duration: Instantaneous
component
com according
p on en t that varies accord in g to the version ooff the
A hail of
o f rock-hard ice pounds
pou n d s to the ground in a spell you ch choose,
oose, wworth
orth at least 5 500 Die
0 0 gp per Hit D ie
20-foot-radius, 40-foot-high cylinder centered on a ooff the target)
point within
w ithin range. Each
E ach creature in the cylinder must dispelled
Duration: Until dispelled
make
m ake a Dexterity
D exterity saving throw. A creature takes 2d8
magical
You create a m agical restraint to hold a creature that
bludgeoning
bludgeon ing damage
dam age and 4d64 d 6 cold damage
dam age on a failed
you can see w
within
ithin range. T
The
h e target m
must
ust succeed
su cce e d on
save, or half
h alf as much
m uch damage
dam age on a successful
su ccessfu l one.
aWWisdom
isd om saving th
throw bound
row or be bou n d by the spell:
spell; if it
Hailstones
H ailstones turn the storm's
storm 's area ofo f effect into difficult
succeeds,
su cceed s, it is imimmune
m u ne to this spell if you cast it again.
terrain until the end of o f your next turn.
While
W h ile affected by this spell, the creature doesn't need need
A
Att H igher Levels. When
Higher W h en you cast this spell using a
to breathe, eat, or drink, and it d doesn't Divination
oesn ’t age. Divination
spell slot ofo f 5th level or higher, the bludgeoning
bludgeon ing damage
dam age
spells cacan't perceive
n ’t locate or p erceive the target.
increases
in creases by ld8 1d8 for each slot level above 4th.
When
W h en you cast the spell, you cchoose onee ooff the
h o o s e on
Id e n t if y
IDENTIFY following
follow formss ooff im
in g form imprisonment.
prisonm ent.
1st-level divination (ritual) Burial. The target is en entombed
tom bed far beneath the earth earth
in a sphere ooff mmagical just
agical force that is ju enough
st large en ough to
Casting Time: 1 minute
m inute
contain the target. N Nothing
othing can pass through the sphere,
Range: Touch can any creature teleport or uuse
nor can se planar travel to get
Components: V, S, M (a pearl worth
w orth at least 100 gp and
into or out ooff it.
an owl
ow l feather)
special
The sp component
ecia l com pon en t for this version ooff the spell is a
Duration: Instantaneous small
sm all mithral orb.
You choose
c h o o s e one object
ob ject that you must touch throughout Chaining. H Heavy
eavy chains, firmfirmly
ly rooted in the ground,
the casting
castin g of o f the spell. If it is a magic
m agic item or some
som e hold the target in place. T The
h e target is restrained until
other magic-imbued
m agic-im bu ed object, you learn its properties the spell ends, and it cacan't move
n ’t m ove or be mmoved
oved by any
and how
h ow to use them, them , whether
w hether it requires
requ ires attunement
attunem ent means
m eans until then.
to use, and how h ow many
m any charges
ch arges it has, if any. You learn Thee sp
Th special component
ecia l com p on en t for this version ooff the spell is a
whether
w hether any spellssp ells are affecting the item and what they fine chain ooff preciou
preciouss metal.
are. If the item was w as created by a spell.
spell, you learn which
w hich Hedged
H edged Prison. The spell transports the target into
spell created it. a tiny ddemiplane
em iplane that is wwarded teleportation
arded against teleportation
If you instead touch a creature throughout the casting, and planar travel. The dem demiplane can be a labyrinth, a
iplane can
you learn what spells, if any, are currently affecting it. cage, a tower, or any sim
similar confined
ilar con fin ed structure or area
of choice.
o f your ch oice.
I l l u s o r y SCRIPT
ILLUSORY Sc r ip t special
The sp component
ecia l com pon en t for this version ooff the spell is a
1st-level illusion (ritual) miniature representation ooff the prison
prison mmade
ade from jade.
Casting Time:
Tim e: 1 minute
m inute M inimus Containment.
Minimus Containm ent. The target shrinks
sh rin ks to a height
Range: Touch o f 1 inch and is im
of imprisoned gemstone
prison ed inside a gem stone or similar
sim ilar
object. Light can pass through the gemstone gem stone normally
norm ally
(allowing
(allow ing the target to see se e out and other creatures
creatu res to see
in), but nothing else can pass through, even by means m eans ofof
teleportation or planar travel. The gemstone gem stone can't
ca n ’t be cut
or broken w while
hile the spell remains
rem ains in effect.
The special
sp ecial component
com p on en t for this version of o f the spell
is a large, transparent gemstone,
gem stone, such as a corundum,
corundum ,
diamond,
diam ond, or ruby.
Slumber. The T h e target falls asleep and can't
can ’t be awoken.
The
T h e special
sp ecia l component
com p on en t for this version of o f the spell
consists
con sists ofo f rare soporific
sop orific herbs.
Ending the Spell. During D uring the casting of o f the spell,
in any ofo f its versions, you can specify
sp ecify a condition that
will
w ill cause
cau se the spell to end and release the target. The
condition can bbee as specific
sp ecific or as elaborate as you
choose,
ch oose, but the DM D M must
m ust agree that the condition is
reasonable
reason able and has a likelihood
likelih ood of
o f coming
com in g to pass. The
conditions
condition s can be based ba sed on a creature's
creatu re’s name,
nam e, identity,
or deity but otherwise
oth erw ise must based
m ust be ba sed on observable
actions or qualities and not ba based
sed on intangibles such as
level, class, or hit points.
A dispel magic spell can end the spell only if it is cast
A
as a 9th-level spell, targeting either the prison or the
special
sp ecial component
com pon en t u used
sed to create it.
You can use a particular specialsp ecia l component
com pon en t to create
on e prison at a time. If you cast the spell again
only one
using the samesam e component,
com pon ent, the target of o f the first casting
is immediately
im m ediately freed from its binding.

I n c e n d i a r y CLOUD
INCENDIARY C loud
8th-level
8 th-level conjuration

Casting Time: 1 action


Range: 150 feet
Components: V, S
Duration: Concentration, up to 1 minute
A
A swirling
sw irlin g cloud of smoke
o f sm ok e shot through w with
ith wwhite-hot
hite-hot
embers
em b ers appears in a 20-foot-radius sphere centered on
a point within
w ithin range. TheT h e cloud spreads around corners corn ers
and is heavily obscured.
obscu red . It lasts for the duration or until
aw wind
in d of
o f moderate
m oderate or greater speed sp eed (at least 10 miles
m iles
per hour) disperses
disp erses it.
When
W h en the cloud appears, each creature in it must
make
m ake a Dexterity
D exterity saving throw. A A creature takes 10d8
fire damage
dam age on a failed save, or half h alf as much
m uch damage
dam age on
a successful
su ccessfu l one. A A creature must also make m ake this saving
throw
th row when
w hen it enters the spell's
sp ell’s area for the first time
tim e on
a turn or ends its turn there.
The cloud moves
m oves 10 feet directly away from you
in a direction that you choose
c h o o s e at the start of
o f each
of
o f your turns.

I n f l i c t WOUNDS
INFLICT W ounds
1st-level necromancy
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Make
M ake a melee
m elee spell attack against a creature you can
reach. On a hit, the target takes 3d10
3 d10 necrotic
n ecrotic damage.
dam age.
At Higher Levels. When W h en you cast this spell usin
usingga
spell slot of
o f 2nd level or higher, the damage
dam age increases
in creases by
ldlO for each
1d10 for each slot
slot level
level above
above 1st.
1st.
I n s e c t PLAGUE
INSECT P lague unbarred. If the object has multiple locks, only one of of
5th-level conjuration them is u unlocked.
nlocked.
If you choose
c h o o s e a target that is held shut w ith arcane
with
Casting Time:
Tim e: 1 action
lock, that spell is suppressed
su ppressed for 10 minutes,
m inutes, during
Range: 300
3 0 0 feet
which
w h ich time
tim e the target can bee opened
ca n b op en ed and shut normally.
Components: V, S, M (a few grains of o f sugar, some
som e
When
W h en you cast the spell, a loud knock, audible from as
kernels of
o f grain, and a smear
sm ear of
o f fat)
far away as 300 3 0 0 feet, emanates
em anates from the target object.
Duration: Concentration, up to 10 minutes
m inutes

Swarming,
Sw arm ing, biting locusts
locu sts fill a 20-foot-radius sphere L e g e n d LORE
LEGEND L ore
centered on a point you choose c h o o s e within
w ithin range. TheT h e sphere 5th-level divination
spreads around corn corners.
ers. The
T h e sphere remains
rem ains for the Casting Time:
Tim e: 10 minutes
m inutes
duration, and its area is lightly obscured.
o b scu red. The
T h e sphere's
sp h ere’s Range: Self
S e lf
area is difficult terrain. Components: V, S, M (incense
(in cen se worth
w orth at least 250
2 5 0 gp,
When
W h en the area appears, each creature in it must which
w hich the spell consumes,
con su m es, and four ivory strips worth
w orth
make
m ake a Constitution saving throw. A A creature takes at least 50 gp each)
4d10
4 d10 piercing damage
dam age on a failed save, or half h alf as much
m uch Duration: Instantaneous
damage
dam age on a successful
su ccessfu l one. A A creature mustm ust also make
m ake
this saving throw
th row when
w hen it enters the spell's
sp ell’s area for the Name
N am e or describe
d escrib e a person, place, or object. The spell
first time
tim e on a turn or ends its turn there. brings
brin gs to your mind
m ind a brief summary
su m m ary of
o f the significant
AAtt H igher Levels. When
Higher W h en you cast this spell using a lore about the thing you named.nam ed. The lore m might
ight consist
con sist
spell slot ofo f 6th level or higher, the damagedam age increases
in crea ses by of
o f current tales, forgotten stories, or even secret lore
ldlO
1d10 for each slot level above 5th. that has never bbeen een wwidely
idely k now n. If the thing you
known.
named
nam ed isn't
isn’t of
o f legendary importance,
im portance, you gain no
In v is ib il it y
INVISIBILITY information.
inform ation. TheT h e more
m ore information
inform ation you already have
2nd-level
2 nd-level illusion about the thing, the m more
ore pprecise
recise and detailed the
information
inform ation you receive is.
Casting Tim
Time:
e: 1 action
The information
inform ation you learn is accurate but might m ight be
Range: Touch
couched
cou ch ed in figurative language. For F or example,
exam ple, if you
Components: V, S, M (an eyelash encased
en ca sed
have a mysterious
m ysterious m magic
agic axe on hand, the spell mightm ight
in gum arabic)
yield this information:
inform ation: "Woe
“W oe to the evildoer whose
w h o s e hand
Duration: Concentration, up to 1 hour
touches
tou ches the axe, for even the haft slices the hand of o f the
A
A creature you touch becomes
b e c o m e s invisible until the spell evil ones. Only a true Child of o f Stone, lover and beloved
beloved
ends. Anything
A nything the target is w wearing
earin g or carrying
carryin g is of
o f Mora din, may
M oradin, m ay awaken
aw aken the true p powers
ow ers of
o f the axe, and
invisible as long as it is on the target's person.. The
target’s person T h e spell only with
w ith the sasacred w ord Rudnogg on the lips."
cred word lips.”
ends for a target that attacks or casts a spell.
Att H
A Higher
igher Levels. When
W h en you cast this spell using L e o m u n d ’ s SECRET
LEOMUND's S e c r e t CHEST
C hest
a spell slot of
o f 3rd level or higher, you can target one 4th-level conjuration
additional creature for each slot level above 2nd. Casting Time: 1 action
Range: Touch
Ju m p
JUMP
Components: V, S, M (an exquisite chest, 3 feet by 2 feet
1st-level transmutation
by 2 feet, constructed from rare materials
m aterials worth
w orth at
Casting Time:
Tim e: 1 action least 5,000
5 ,0 0 0 gp, and a Tiny replica made
m ade from the same
sam e
Range: Touch materials
m aterials worth
w orth at least 50 gp)
Components: V, S, M (a grasshopper's
grassh op p er’s hind leg) Duration: Instantaneous
Duration: 1 minute
m inute
You hide a chest, and all its contents, on the Ethereal E thereal
You touch a creature. The creature's jump
creatu re’s ju m p distance is Plane. You must touch the chest and the miniature m iniature
tripled until the spell ends. replica that serves as a material
m aterial component
com pon en t for the spell.
The chest can contain up to 12 cubic cu b ic feet of
o f nonliving
K nock
KNOCK material (3 feet by 2 feet by 2 feet).
2 nd-level transmutation
2nd-level While
W h ile the chest remains
rem ains on the Ethereal Plane, P lane, you
Casting Time:
Tim e: 1 action can use an action and touch the replica to recall the
Range: 60 feet chest. It appears in an unoccupied
u n occu p ied space
sp ace on the ground
Components: V within 5 feet ofo f you. You can send sen d the chest ba back
ck to the
Duration: Instantaneous Ethereal Plane by using an action and touching tou chin g both the
chest and the replica.
Choose
C h oose an object that you can see w within
ithin range. The
After
A fter 60 days, there is a cumulative
cum ulative 5 percen
percentt chance
ch a n ce
object can be a door, a box, a chest, a set of o f manacles,
m anacles, a
per day that the spell's effect ends. This T h is effect ends
en ds if
padlock, or another object that contains
contain s a mundane
m undane or
you cast this spell again, if the smaller
sm aller replica chest is
magical
m agical means
m eans that prevents access.
a ccess.
destroyed, or if you choose
c h o o s e to end the spell as an action.
A
A target that is held shut by a mundane
m undane lock
lo ck or
o r that
If the spell ends and the larger chest is on the Ethereal
is stuck or barred bbecomes
e c o m e s unlocked,
u nlocked, unstuck, or
Plane, it is irretrievably lost.

., R1 PE I l
- l
LEOMUND
L e o m u n d 's
’ s TINY
T i n y HuT
Hut L ig h t
LIGHT
3rd-level evocation (ritual) Evocation cantrip
Time:
Casting Tim e: 1 m
minute
inute Casting Time: 1 action
action
Range: Self
S e lf (10-foot-radius hem
hemisphere)
isphere) Touch
Range: Touch
Components: V, S, M M (a small
sm all crystal bead) Components: V, MM (a firefly or ph
phosphorescent moss)
osp h orescen t m oss)
Duration: 8 hours Duration: 1 hour

A 10-foot-radius immobile
A im m obile dome
dom e of
o f force springs
sprin gs into You touch one
on e object that is no larger than 10 feet in any
existence
existen ce around
arou nd and above you and rem remains
ains stationary dimension.
dim ension. Until the spell ends, the object sheds
sh eds bright
for the duration. The spell ends if you leave its area. light in a 20-foot
20 -foot radius and dim light for an additional
Nine creatures of o f Medium
M edium size or smaller
sm aller can fit inside 20 feet. The
T h e light can be colored
c olored as you like. Completely
Com pletely
the dome
dom e with
w ith you. The
T h e spell fails if its area includes a covering
coverin g the object w with
ith something
som eth in g opaque blocks
b lock s the
larger creature or more m ore than nine creatures. Creatures light. T
The
h e spell ends if you cast it again or dismiss
dism iss it
and objects within the dome dom e w when
hen you cast this spell as an action.
can m
can move
ove through it freely. A All
ll other creatures and If you target an obobject
ject held or wworn hostile
orn by a hostile
objects are barred from passing through it. Spells Sp ells and creature, that creature m must
ust succeed Dexterity
su cce e d on a Dexterity
other m magical
agical effects ca can't
n ’t extend through the dom domee or saving ththrow
row to avoid the spell.
be cast through it. The atmosphere
atm osphere inside the space sp ace is
comfortable
com fortable and dry, regardless of weather
o f the w eather outside. LIGHTNING
L ARROW
ig h t n in g A rrow

Until the spell


sp ell ends, you can command
com m a n d the interior to 3rd-level transmutation
become
b e c o m e dimly
dim ly lit or dark. The The d dome
om e is opaque from the Casting Time:
Tim e: 1 bon
bonus
u s action
outside, of o f any color
c o lo r you choose,
c h oose, but it is transparent Range: Self
S e lf
from the inside. Components: V, S
Duration: Concentration,
C oncentration, up to 1 m
minute
inute
LESSER
L e s s e r RESTORATION
R e sto r a tio n
2nd-level
2 nd-level abjuration Th
T hee next timtimee you m make
ake a ranged w weapon
ea p on attack during
the spspell's
ell’s duration, the w weapon's ammunition,
ea p on ’s am m unition, or the
Time:
Casting Tim e: 1 action
weapon
w it's a throw
ea p on itself if it’s thrown nw weapon, transformss into
eapon , transform
Touch
Range: Touch
a bolt ofo f lightning. M Make
ake the attack roll as norm normal.
al. The
Components: V, S
target takes 4d 4d8 8 lightning damage
dam age on a hit, or h half
alf
Duration: Instantaneous
as m much
uch damage
dam age on a m miss,
iss, instead of weapon's
o f the w ea p on ’s
You touch a creature and can end either one disease
d isease or normal
n orm al damage.
dam age.
one condition afflicting it. The condition can be blinded, Whether
W h eth er you hit or miss, m iss, each creature within
w ithin 10 feet
deafened, paralyzed, or poisoned. of
o f the target mustm ust make
m ake a Dexterity
D exterity saving throw. Each
of creatures
o f these creatu res takes 2d8 lightning dam damage
age on a
LEVIT
L ATE
e v ita te
failed save, or half as m much
uch damage
dam age on a su successful
ccessfu l one.
2nd-level
2 nd-level transmutation The
The p piece
iece ooff ammunition
am m unition or w weapon
ea p on then returns to
Time:
Casting Tim e: 1 action
action normal
its norm form..
al form
60
Range: 6 0 feet Att H
A Higher
igher L Levels.
evels. W When
h en you cast this spell using a
Components: V, S, M M (either a small loop or a
sm all leather loop spell
sp ell slot ofo f 4th level or higher, the dam damage age for both
both
piece
p iece of
o f golden w
wire
ire bent into a cup shape w
with
ith a long effects ofo f the spell increases
in crea ses by ld8
1d8 for each slot
shank on oneon e end) level above 3rd.
Duration: Concentration, up to 10 minutes
LIGHTNING
L i g h t n i n g BOLT
B olt
One
O ne creature or ob object
ject ofo f your choice
ch oice that you cacan n see 3rd-level evocation
within
w ithin range rises vertically, up to 20 feet feet,, and remains
rem ains
suspended
su sp ended there for the duration. The spell can levitate
Casting Time:
Tim e: 1 action
a target that w weighs
eigh s up to 500 pounds.
5 0 0 pou nds. A An
n unwilling
unw illing
Range: Self
S e lf (100-foot line)
Components: V, S S,, M
M (a bit ooff fur and a rod ooff amber,
amber,
creature that succeeds on a Constitution saving throw
su c ce e d s on throw
is unaffected.
glass)
crystal, or glass)
Duration: Instantaneous
The
T he target can m move
ove only by pu pushing pulling
sh in g or pulling
against a fixed object or surfacesu rface wwithin
ithin reach (such as A stroke of
A o f lightning form
forming
in g a line 100 feet long
lon g and 5
awwall
all or a ceiling), wwhich
h ich allows
allow s it to m
move
ove as if it w
were
ere wide
feet w id e blasts out from you in a direction you choose.c h oose.
climbing.
clim bing. You can change the target’s target's altitude by up to Each
E ach creature in the line must m make
ake a DDexterity
exterity saving
20
2 0 feet in either direction on your turn. If you are the throw. A A creature takes 8d6 8 d 6 lightning damage
dam age on a
target, you can move
m ove up or down dow n as part ofo f your move. failed save, or half
h alf as much
m uch damage
dam age on a su successful
ccessfu l one.
Otherwise,
O therw ise, you can use u se your action to move m ove the target, The
T h e lightning ignites flammable
flam m able objects
ob jects in the area
which
w h ich mmust
ust remain
rem ain within
w ithin the sp spell's
ell’s range. that aren't
aren’t being w worn
orn or carried.
When
W h en the spell
sp ell ends, the target floats gently to the Att H
A Higher
igher Levels. W When
h en you cast this spell using a
ground
grou nd if it is still aloft. spell slot ooff 4th level or higher,
higher, the dam
damage increases
age in crea ses by
ld6 for each slot level above 3rd.
1d6
LOCATE ANIMALS
L ocate A n i m a l s OR
o r PLANTS
Plants Att H
A Higher
igher Levels. W When you cast this spell
h en you using
sp ell using
2 nd-level divination (ritual)
2nd-level a spell slot ooff 2nd level or
or higher, you can
can target one
one
additional creature for eacheach slot level above 1st.
Casting Time:
Tim e: 1 action
Range: Self
S elf MAGE
M ARMOR
age A rmor
Components: V, S, M (a bit of
o f fur from a b
bloodhound)
loodh ou n d)
1st-level abjuration
Duration: Instantaneous
Time:
Casting Tim e: 1 action
action
Describe
D e scrib e or name
nam e a specific
sp ecific kind ofo f beast or plant. Touch
Range: Touch
Concentrating on the voice
v oice of
o f nature in your
Components: V, S, M (a piece ooff cured leather)
surroundings,
su rrou ndings, you learn the direction and distance to hours
Duration: 8 hours
the closest creature or plant of o f that kind within miles,
w ithin 5 m iles,
if any are present. You touch a w willing
illing creature w who isn't w
h o isn’t wearing
earin g armor,
armor,
and a protective m magical surrounds
agical force su rrou nd s it until the
L o cCATE
LO C reature
a t e CREATURE spell ends. TThe ta rget's bbase
h e target’s AC bbecomes
a se AC + its
e c o m e s 13 +
4th-level divination Dexte rity modifier. T
Dexterity The ends
h e spell en ds if the target dondonss
armor
arm or or if you ddismiss
ism iss the spell as an action.
Casting Time:
Tim e: 1 action
Range: Self
S elf
M age H
MAGE HAND
and
Components: V, S, M (a bit of
o f fur from a bloodhound)
bloodh ou n d)
Conjuration cantrip
Duration: Concentration, up to 1 hour
Time:
Casting Tim e: 1 action
Describe
D escrib e or nam
namee a creature that is familiar fam iliar to you. You 30 feet
Range: 30
sense
sen se the direction to the creature's
creatu re’s location, as long lon g as Components: V, S
that creature is w within
ithin 1.000
1,000 fe o f you. If the creature
et of
feet Duration: 1 m
minute
inute
is m
moving,
oving, you know
k n ow the direction of o f its m
moveme nt.
ovem ent.
The spell can locate a specific
sp ecific creature kn known
ow n to A spectral, floating hand appears at a point you cchoose
A hoose
you, or the nearest creature of o f a specific
sp ecific kind (such as within
w ithin range. T The ha nd lasts for the duration or until
h e hand
a human
hum an or a unicorn), so s o long as you have seen such a you ddismiss
ism iss it as an action. The hand van vanishes
ish es if it is
creature up close- within 30 feet-at
c lo s e —within on ce. If the
feet—at least once. ever mmore
ore than 3030 feet away from you or if you cast
creature you described
d escrib ed or named
nam ed is in a different form, form , this spell again.
such as being under the effects of o f a polymorph spell, can uuse
You can se your action to con control
trol the hand. You can can
this spell doesn't
d oesn ’t locate the creature. use
u se the hand to m manipulate open an uunlocked
anipulate an object, open nlock ed
This spell can't
ca n ’t locate a creature if running wate w aterr at door
d oor or container, stowstow or retrieve an item from an open open
least 10 feet w
wide blockss a direct path betw
ide block between
een you and pourr the contents
container, or pou conte nts out ooff a vial. You can
can
the creature. move
m ove the hand up to 30 fe et each tim
feet timee you use it.
The hand can't
ca n ’t attack, activate mmagic
agic items,
item s, or carry
L o c a t e OBJECT
LOCATE O bject more
m ore than 10 pounds.
pounds.
2nd-level
2 nd-level divination
M a g ic C
MAGIC CIRCLE
ir cle
Casting Time:
Tim e: 1 action
3rd-level abjuration
Range: Self
S elf
Components: V, S, M (a forked twig)
tw ig) Casting Time: 1 minute
Duration: Concentration, up to 10 minutes
m inutes Range: 10 feet
Components: V, S, M M (holy water or ppowdered
ow dered
Describe
D escrib e or name
nam e an object that is familiar fam iliar to you. You silver and iron wworth
orth at least 100 gp, w
which
hich the
sense
sen se the direction to the object's
o b je ct’s location, as long
lon g as spell con
consumes)
su m es)
that object is w within
ithin 1,000 feet of o f you. If the object is in Duration: 1 hour
motion,
m otion, you know
k n ow the direction of o f its m
movement.
ovem ent.
The spell can locate a specific
sp ecific object kn known
ow n to you, You create a 10-foot-radius,
10-foot-radius, 20-foot-tall cylinder of
of
as long
lon g as you have seen it up close- within 30
clo s e —within 30 feet-
feet—atat magical
m agical energy centered on a point on on the ground
ground
least once.
on ce. Alternatively, the spell can locate the nea rest
nearest s ee w
that you can see within range. G
ithin range. Glowing
low ing runes appear
object of
o f a particular kind, such as a certain kind of wherever
w or
herever the cylinder intersects with the floor or
apparel, jew
jewelry,
elry, furniture, tool, or w weapon.
eapon . other surface.
This
T h is spell can't
c a n ’t locate an object if any th thickness
ickness ofof Choose
C h oose one or mmore
ore ooff the follow
following
in g types ooff
lead, even a thin sheet, blocks
sheet, b lock s a direct path between
b etw een you creatures: celestials, elem entals, fey, fiends, or undead.
and the object. The
T h e circle affects a creature ooff the ch
chosen
osen type in the
following
follow in g ways:
LONGSTRIDER
L o n g s t r id e r
• The creature ccan't willingly
a n ’t w cylinde r by
illingly enter the cylinder
1st-level transmutation nnonmagical
onm agical m eans. If the c
means. reature tries to u
creature use tele-
se tele­
Casting Time:
Tim e: 1 action portation or interplanar
portation inte rplanar travel to do so, so, it m
must
ust first
Range: Touch ssucceed
u cce e d on a CCharisma
harism a saving throw.
Components: V, S, M (a pinch ooff dirt) • The creature has disadvantage on on attack rolls against
Duration: 1 hour targets w within
ithin the cylinder.
• Targets w within th e cylinder ccan't
ithin the be charm
a n ’t be charmed, fright-
ed, fright­
You touch a creature. The
T h e target's
target’s speed
sp eed increases
in creases by 10
ened, or p possessed
o s se ss e d by the creature.
feet until the spell ends.
When
W h en you cast this spell, you can elect to cause
cau se its M a g ic M
MAGIC MISSILE
issile
magic
m agic to operate in the reverse direction, preventing a 1st-level evocation
creature of
o f the specified
sp ecified type from leaving the cylinder
Casting Tim
Time:
e: 1 action
action
and protecting targets outside it.
Range: 120 feet
Att Higher
A H igher Levels. When
W h en you cast this spell using a
Components: V, S
spell slot of
o f 4th level or higher, the duration increases
in creases by
Duration: Instantaneous
1 hour for each slot level above 3rd.
You create three glowglowing
ing darts ooff m
magical Each
agical force. Each
M a g i c JAR
MAGIC Ja r dart hits a creature ooff your chchoice can see
oice that you can
6th-level
6 th-level necromancy within range. A A dart deals 1d4
ld4 + 1 force dam
damage
age to its
Casting Time:
Tim e: 1 minute
m inute target. The darts all strike simsimultaneously,
ultaneously, and you cancan
Range: Self
S elf direct them
them to hit one creature or several.
Components: V, S, M (a gem
gem,, crystal.
crystal, reliquary, or some
som e Att H
A Higher
igher L Levels. When
evels. W h en you cast this spell using a
other ornamental
ornam ental container
contain er worth
w orth at least 500
5 0 0 gp) spell slot ooff 2nd level or higher, the spell creates one
Duration: Until dispelled more
m ore dart for each slot level above 1st.

Your body falls into a catatonic state as your soul sou l leaves MAGIC MOUTH
M a g ic M outh
it and enters the container contain er you used u sed for the spell's
sp ell’s 2 nd-level illusion (ritual)
2nd-level
material component.
com pon ent. While W h ile your soul sou l inhabits the
Casting Tim
Time:e: 1 minute
container, you are aware aw are of o f your surroundings
su rrou ndings as if you
Range: 30 feet
were
w ere in the container's
con tain er’s space. You can't ca n ’t move
m ove or use u se
Components: V, S, M M (a sm
small
all bit ooff honeycom
honeycomb b
reactions. The T h e only action you can take is to project your
and ja
jade
de dust wworth
orth at least 10 gp, w which
hich the
soul up to 100 feet out of o f the container, either returning
spell con
consumes)
su m es)
to your living body b od y (and ending the spell) or attempting
Duration: Until dispelled
dispelled
to possess
p o s s e s s a humanoids
hum anoids body.
You can attempt to possess p o s s e s s any humanoid
hum anoid within w ithin You implant a m message within
essa ge w ithin an object in range, a
100 feet of o f you that you can see (creatures warded w arded by a message
m essa ge that is uttered w when condition is met.
hen a trigger condition
protection from evil and good or magic circle spell can't ca n ’t Choose
C h oose an object that you can can see and that isn’tisn't being
being
be possessed).
p ossessed ). The T h e target must make m ake a Charisma
C harism a saving worn carried by another creature. Then speak
w orn or carried sp ea k the
throw. On a failure, your soul sou l moves
m oves into the target'starget’s message,
m essage, wwhich
hich m must
ust be 25 w words
ord s or less, though it
body, and the target's target’s soulsou l b becomes
e c o m e s trapped in the can be delivered over as lon long g as 10 minutes. Finally,
container. On a success, su ccess, the target resists your efforts determine circumstance
determ ine the circu m stan ce that w will
ill trigger the spell to
to possess
p o s s e s s it, and you can't ca n ’t attempt to possessp o s s e s s it again deliver your m message.
essage.
for 24 hours. When circumstance
W h en that circu occurs,
m stan ce occu rs, a mmagical
agical mmouth
outh
Once
O nce you possessp o s s e s s a creature's
creatu re’s body, you control con trol it. appears onon the object and recites the m message
essa ge in your
Your game
gam e statistics are replaced by the statistics of o f the voice
v oice and at the sam volumee you spoke. If the object
samee volum
creature, though you retain your alignment alignm ent and your you cchose
h ose has a m mouth
outh or something lookss like a
som eth in g that look
Intelligence, Wisdom,W isdom , and Charisma C harism a scores. You retain mouth example,
m outh (for exam mouth
ple, the m outh ooff a statue), the m magical
agical
the benefit of o f your own ow n class features. If the target has mouth
m outh appears there so that the w words
ord s appear to com come e
any class levels, you can't ca n ’t use
u se any of o f its class features. from the oobject's
b ject’s mmouth.
outh. WWhen
h en you cast this spell, you you
Meanwhile,
M eanw hile, the possessedp o s s e s s e d creature's
creatu re’s soul can can have the spell end after it delivers its m message,
essage, or or
perceive from the contain container er using its own ow n senses,
sen ses, but it it can rem
remain
ain and repeat its m message
essa ge w whenever
henever the
can't
ca n ’t move
m ove or take actions at all. trigger occu
occurs.
rs.
While
W h ile possessing
p o s se ss in g a body, you can use u se your action to The triggering circu
circumstance can be as general or as
m stan ce can
return from the host body b od y to the container if it is within w ithin detailed as you like, though it m must based on visual
ust be based
100 feet of o f you, returning the host h ost creature's
creatu re’s soul sou l to or audible condition
conditionss that ooccur within
c cu r w 30 feet ooff the
ithin 30
its body. If the host h ost body
b od y dies while
w hile you're
y ou ’re in it, the object. For exam
example, could
ple, you cou ld instruct the m mouth
outh to
creature dies, and you must m ust make
m ake a Charisma
C harism a saving speak
sp eak wwhen
hen any creature m moves
oves w within
ithin 3030 feet ooff the
throw
th row against your own ow n spellcasting
sp ellcastin g DC. On a success, su ccess, object or wwhen
h en a silver bell rings w within 30 feet ooff it.
ithin 30
you return to the container if it is within 100 feet of o f you.
Otherwise, MAGIC WEAPON
M a g ic W eapon
O therw ise, you die.
If the container
contain er is destroyed or the spell ends, your 2 nd-level transmutation
2nd-level
soul im m ediately returns to your body. If your body
sou l immediately b od y is Casting Tim
Time:
e: 1 bon
bonus
u s action
more
m ore than 100 feet away from you or if your body b od y is Range: Touch
w hen you attempt to return to it, you die. If another
dead when Components: V, S S
creature's
creatu re’s soul sou l is in the container
contain er when w hen it is destroyed, Duration: Concentration, up to 1 hour
the creature's
creatu re’s soul sou l returns to its body b od y if the body
b od y is alive
You touch a nonmnonmagical
agical wweapon.
eapon . Until the spell ends,
and within
w ithin 100 feet. Otherwise,
O therw ise, that creature dies.
that w
weapon
eap on b becomes
ecom es a m magic weapon
agic w eapon with a +1+1 bonus
bonus
When
W h en the spell ends, the container is destroyed.
to attack rolls and damdamage
age rolls.
A
Att H igher L
Higher evels. W
Levels. When
h en you cast this spell using a
spell slot ooff 4th level or higher, the bon
bonus increases
u s in creases to
+2. When
W h en you use a spell slot ooff 6th level or higher, the
bonus increases
bon u s in creases to +3.
M a j o r IMAGE
MAJOR Image A
A flood of
o f healing energy
en ergy flows
flow s from you into injured
3rd-level illusion creatures
creatu res around you. You restore up to 700 70 0 hit points,
divided as you cchoose
h o o s e among
am ong any number
n um ber of
o f creatures
Casting Time:
Tim e: 1 action
that you can see w within
ithin range. Creatures h healed
ealed by
Range: 120 feet
this spell are also cured of o f all diseases
d isea ses and any effect
Components: V, S, M (a bit of
o f fleece)
making
m aking them blin
blinded
ded or deafened. This T h is spell has no
Duration: Concentration,
C oncentration, up to 10 minutes
m inutes
effect on undead or constructs.
You create the image
im age of
o f an object, a creature, or some
som e
other visible pphenomenon
h en om en on that is no larger than a MASS
M a s s HEALING
H e a l i n g WORD
W ord
20-foot cube. The image im age appears at a spot that you 3rd-level evocation
can see w within
ithin range and lasts for the duration. It Casting Time:
Tim e: 1 bon
bonus
u s action
seems
seem s completely
com pletely real, including sounds, sou n ds, smells,
sm ells, and Range: 60
6 0 feet
temperature
tem perature appropriate to the thing depicted. You Components: V
can't
ca n ’t create sufficient heat or cold to cause cau se damage,
dam age, a Duration: Instantaneous
sound
sou n d loud enough
en ough to deal thunder damage dam age or deafen a
creature,
creature, or a smell sm ell that might
m ight sicken a creature (like a As
A s you call out w words
ord s of
o f restoration, up to six creatures
troglodyte’s stench).
troglodyte's stench). of
o f your choice
ch oice that you can see w within
ithin range regain hit
Ass long
A lon g as you are w within
ithin range of o f the illusion, you points equal to ld4 1d4 + your spellcasting
spellcastin g ability modifier.
can u usese your action to cause cau se the image
im age to m move
ove to This
T his spell has no effect on undead or constructs.
any other spot w within
ithin range. As A s the image
im age changes Att H
A Higher
igher L Levels.
evels. When
W h en you cast this spell using
usin g a
location, you can alter its appearanceappearan ce so that its spell slot of
o f 4th level or higher, the healing increases
in crea ses by
movements
m ovem ents appear natural for the image. im age. ForF or example,
exam ple, ld4
1d4 for each slot level above 3rd.
if you create an image im age of o f a creature and movem ove it, you
MASS
M SUGGESTION
ass S u g g e st io n
can alter the image im age so that it appears to b bee w
walking.
alking.
6th-level
6 th-level enchantment
Similarly, you can cause cau se the illusion to makem ake different
sounds
sou n d s at different tim times,
es, even m making
aking it carry on a Casting Time: 1 action
conversation, for example.
exam ple. Range: 60 feet
Physical
P hysical interaction with w ith the image
im age reveals it to be an Components: V, M (a snake's
sn ake’s tongue and either a bit of
of
illusion, bbecause
eca u se things can pass through it. A A creature honeycomb
h on eycom b or a drop of
o f sweet
sw eet oil)
that u uses
ses its action to examine
exam ine the image
im age can determine
determ ine Duration: 24 hours
that it is an illusion with a successful
su ccessfu l Intelligence You suggest
su ggest a course
co u rse of
o f activity (limited
(lim ited to a sentence
sen ten ce
(Investigation) check ch eck against your spell save DC. If a or tw
two)
o) and magically
m agically influence up to twelve tw elve creatures
creature discerns
discern s the illusion for what it is, the creature of
o f your choice
ch oice that you can see within w ithin range and that
can see through the image, im age, and its other sensory
sen sory can hear and understand you. Creatures that can't ca n ’t be
qualities bbecome
e c o m e faint to the creature. charmed
ch arm ed are immune
im m une to this effect. The T h e suggestion
su ggestion must
Att H
A Higher
igher Levels. When W h en you cast this spell using bee worded
b w ord ed in such a manner
m anner as to m make
ake the course
co u rse ofof
a spell slot of o f 6th level or higher, the spell lasts until action sound
sou n d reasonable. AskingA skin g the creature to stab
dispelled, without requiring your concentration. itself, th
throw
row itself onto a spear, immolateim m olate itself, or do
some
som e other obviously h harmful
arm ful act automatically
autom atically negates
MASS
M a s s CURE
C ure WWOUNDS
ounds
the effect ofo f the spell.
5th-level conjuration
Each target must m ust make
m ake a Wisdom
W isd om saving throw. On On a
Casting Time:
Tim e: 1 action failed save, it pu pursues
rsu es the course
co u rse ofo f action you described
d escrib ed
Range: 60 feet to the best of o f its ability. The
T h e suggested
su ggested course
cou rse of o f action
Components: V, S can continue for the entire duration. If the suggested su ggested
Duration: Instantaneous activity can be completed
com pleted in a shorter time, tim e, the spell
A wave
A w ave of
o f healing energy washes
w ash es out from a point of
of ends w when
h en the subject
su bject finishes w what
hat it w was
as asked to do.
your choice
ch oice within
w ithin range. Choose
C h o o se up to six creatures You can also specify
sp ecify conditions
con dition s that w will
ill trigger a
in a 30-foot-radius sphere centered on that point. Each special
sp ecia l activity during the duration. For example, exam ple, you
target regains hit points equal to 3d8 + + your spellcasting might suggest that a group of o f soldiers give all their
ability modifier.
m odifier. This spell has no effect on undead money
m on ey to the first beggar they meet. m eet. If the condition
con dition isn't
isn’t
or constructs. met bbefore
efore the spell ends, the activity isn't performed.
isn’t perform ed.
Att H
A Higher
igher L Levels.
evels. When
W h en you cast this spell using a If you or any of o f your companions
com p a n ion s damage
dam age a creature
spell slot of
o f 6th level or higher, the healing increases
in creases by affected by this spell, the spell ends en ds for that creature.
ld8
1d8 for each slot level above 5th. Att H
A Higher
igher Levels. When W h en you cast this spell using
a 7th-level spell slot, the duration is 10 days. When W h en
MA
a sSS H eal
s HEAL you u use
se an 8th-level spell slot, the duration is 30 days.
9th-level conjuration When
W h en you use a 9th-level spell slot, the duration is a
year and a day.
Casting Tim
Time:
e: 1 action
Range: 60 feet MAZE
M aze
Components:
Com ponents: V, S
8th-level
8 th-level conjuration
Duration: Instantaneous
Casting Time: 1 action
Range: 60
6 0 feet
Components:
Com ponents: V, S MENDING
M e n d in g
Duration: Concentration, up to 10 minutes
m inutes Transmutation cantrip
You banish a creature that you can see within w ithin range into Casting Tim
Time:
e: 1 minute
a labyrinthine demiplane.
dem iplane. The target remainsrem ains there for Range: Touch
Touch
the duration or until it escapes
e sca p e s the maze.
m aze. Components: V,V. S, M
M (two lodeston
lodestones)
es)
The
T h e target can use its action to attempt to escape. escap e. Duration: Instantaneous
When
W h en it does
d oes so, it makes
m akes a DCD C 20 Intelligence check. If
This spell repairs a single break or tear in an objectobject
it succeeds,
su cceed s, it escapes,
escap es, and the spell ends (a minotaur
m inotaur or
you touch.
touch, such as a broken chain link, link. tw
twoo halves ooff
goristro demon
dem on automatically
autom atically succeeds).
su cceeds).
a broken key,
key, a torn cloak,
cloak. or a leaking w wineskin.
ineskin. As
When
W h en the spell ends, the target reappears in the
long
lon g as the break or tear is no larger than 1 foot in
space
sp ace it left or, if that space
sp a ce is occupied.
occu p ied , in the nearest
any dimension,
dim ension, you m mend
end it. leaving no trace ooff the
unoccupied
u n occu p ied space.
former damage.
form er dam age.
MELD
M e l d INTO
i n t o STONE
St o n e This
T h is spell can physically repair a m magic item
agic item
3rd-level transmutation (ritual) or construct, but the spell cacan't
n ’t restore mmagic
agic to
such an object.
Casting Time: 1 action
Range: Touch M essage
MESSAGE
Components: V, S Transmutation cantrip
Duration: 8 hours
Casting Tim
Time:
e: 1 action
action
You step into a stone object or surfacesu rface large enoughen ough to Range: 120 feet
fully contain your body, melding
m elding yourself
y ou rself and all the Components: V, S, M M (a short piece ooff cop
copper wire)
p er w ire)
equipment
equipm ent you carry with w ith the stone for the duration. round
Duration: 1 round
Using
U sing your movement,
m ovem ent, you step into the stone at a point
You point your finger tow ard a creature w within
ithin range
you can touch. Nothing
N othing ofo f your presence
p resen ce remains
rem ains visible
and whisper
w h isp er a m
message.
essage. The target (and only the target)
or otherwise
oth erw ise detectable by nonmagical
n onm agical senses.
sen ses.
hears
h ears the mmessage
essa ge and can reply in a w whisper
h isper that only
While
W h ile merged
m erged with
w ith the stone, you can't ca n ’t see what
you can hear.
occurs
oc cu rs outside it, and any Wisdom
W isd om (Perception)
(P erception ) checks
ch eck s
can cast this spell through solid
You can solid objects if you
you make
m ake to hear sounds
sou n d s outside it are made m ade with
are familiar
fam iliar wwith
ith the target and k know
n ow it is beyond
disadvantage. You remainrem ain aware
aw are of o f the passage
pa ssage of
the barrier. MMagical
agical silence. 1 foot ooff stone, 1 inch ooff
time
tim e and can cast spells
sp ells on yourself
y ou rself while
w hile merged
m erged in
common metal. a thin sheet ooff lead, or 3 feet ooff w
co m m o n metal, wood
ood
the stone. You can use u se your movement
m ovem ent to leave the
blocks
block s the spell. The spell ddoesn't
oesn ’t have to follow a
stone where
w here you entered it, which
w h ich ends the spell. You
straight line and can
can travel freely around corn corners
ers or
otherwise
oth erw ise can't
ca n ’t move.
m ove.
through open
openings.
in gs.
Minor
M inor physical damage
dam age to the stone doesn't d oesn ’t harm
you.
you, but its partial destruction or a change in its shape METEOR SWARM
M eteor S warm
(to the extent that you no longer fit within w ithin it) expels you
9th-level evocation
and deals 6d6
6 d 6 bludgeoning
bludgeon ing damage
dam age to you. The stone's ston e’s
complete
com plete destruction (or transmutation
transm utation into a different Casting Time: 1 action
action
substance) expels you and deals 50 bludgeoning bludgeon ing damage
dam age
Range: 1 m
mile
ile
to you. If expelled, you fall prone in an unoccupiedu n occu pied space
Components: V, SS
closest to where
w here you first entered.
Duration: Instantaneous
Blazing
B lazing orbs ooff fire plum
plummet ground
m et to the grou nd at four
MELF's
M e l f ’ s Acrn
A c i d ARROW
A rrow different points you can can see wwithin creature
ithin range. Each creature
2nd-level
2 nd-level evocation in a 40-foot-radius sphere centered on each each point you
Casting Time:
Tim e: 1 action choose make
c h o o s e must m ake a Dexterity saving throw. T The sphere
h e sphere
Range: 90 feet spreads around corn corners.
ers. A creature takes 2 20d6
0 d 6 fire
Components: V, S, M M (powdered
(p ow d ered rhubarb leaf
lea f and an damage
dam age and 2 20d6 bludgeoning
0 d 6 bludgeon damage
ing dam age on a failed
adder's
ad der’s stomach)
stom ach) save, or h half much
alf as m damage
uch dam age on a susuccessful
ccessfu l one. A
Duration: Instantaneous creature in the area ooff m more
ore than ononee fiery burst is
affected only once.
A shimmering
sh im m erin g green arrow streaks toward
tow ard a target
The
T h e spell dam
damages
ages objects in the area and ignites
within
w ithin range and bursts in a spray of o f acid. Make
M ake a
flammable aren't being w
flam m able objects that aren’t worn
orn or carried.
ranged spell attack against the target. On a hit, the
target takes 4d4
4d 4 acid damage
dam age immediately
im m ediately and 2d4 acid MIND BLANK
M in d B lank
damage
dam age at the end of o f its next turn. On a miss,
m iss, the arrow 8th-level
8 th-level abjuration
splashes the target with
w ith acid for half
h alf as much
m uch ofo f the
initial damage
dam age and no damage
dam age at the end of o f its next turn. Casting Tim
Time:
e: 1 action
action
Att Higher
A H igher Levels. When
W h en you cast this spell using a
Range: Touch
spell slot of
o f 3rd level or higher, the damage
dam age (both initial Components: V, S
and later) increases
in creases by ld4
1d4 for each slot level above 2nd.
Duration: 24 hours
Until the spell ends, on
onee w
willing
illing creature you touch is
immune damage,
im m une to psychic dam would
age, any effect that w ou ld sense
sen se
its emotions
em otion s or read its thoughts, divination spells, and the illusion's presence,
illusion’s p resen ce, the creature can still physically
the charmed T h e spell even foils wish spells
ch a rm ed condition. The interact w
with
ith the illusion.
and spells or effects ofo f similar power
sim ilar p ow er used
u sed to affect the
target's
target’s mind
m ind or to gain information
inform ation about the target. MIRROR
M i r r o r IMAGE
Image
2nd-level illusion
MINOR
M i n o r ILLUSION
I l l u s io n
Casting Time:
Tim e: 1 action
Illusion cantrip Range: Self
S e lf
Casting Time:
Tim e: 1 action Components: V, S S
Range: 30 feet Duration: 1 minute
Components: S, M (a bit of
o f fleece)
Three
T h ree illusory duplicates of of yyourself
ou rself appear in your
Duration: 1 minute
space. Until the spell ends, the duplicates move m ove with
You create a sound
sou n d or an image
im age of
o f an object w within
ithin you and mimic
m im ic your actions, shifting position so it's it’s
range that lasts for the duration. The T h e illusion also ends if impossible
im possible to track whichw h ich image
im age is real. You can use
you dismiss
dism iss it as an action or cast this spell again. your action to dismiss
dism iss the illusory duplicates.
If you create a sound,
sou n d, its volum
volumee can range from a Each time a creature targets you with an attack during
whisper
w scream . It can be your voice, someone
h isper to a scream. som eon e the spell's
sp ell’s duration, roll a d20
d2 0 to determine
determ ine wwhether
hether the
else's
else’s voice, a lion's
lion’s roar, a beating of o f drums,
drum s, or any attack instead targets one on e of
o f your duplicates.
other sound
sou n d you choose.
c h oose. The
T h e sound
sou n d continues
continu es unabated If you have three duplicates, you must roll a 6 or
throughout the duration, or you can make m ake discrete higher to change the attack's
attack’s target to a duplicate. With W ith
sounds
sou n d s at different times
tim es before the spell ends. tw o duplicates, you must roll an 8 or higher. With
two W ith one
If you create an image
im age ofo f an object-
object—such such as a chair, duplicate, you must roll an 11 or higher.
muddy
m uddy footprints, or a smallsm all chest-
chest—it it must
m ust be no larger duplicate’s AC equals 10 +
A duplicate's + your Dexterity modifier.
m odifier.
than a 5-foot cube. The T h e image
im age can't
ca n ’t create sound,
sou n d, light, If an attack hits a duplicate, the duplicate is destroyed. A A
smell,
sm ell, or any other sensory
sen sory effect. Physical
P hysical interaction duplicate can bbee destroyed only by an attack that hits it.
with
w ith the image
im age reveals it to be an illusion, because
b eca u se It ignores all other damage
dam age and effects. TheT h e spell ends
things can pass through it. when
w hen all three duplicates are destroyed.
If a creature uuses
ses its action to examine
exam ine the soundsou n d or A
A creature is unaffected by this spell if it can'tca n ’t see, if it
image,
im age, the creature can determine
determ ine that it is an illusion relies on senses
se n se s other than sight, such as blindsight, or
with a successful
su ccessfu l Intelligence (Investigation) check ch eck if it can perceive illusions as false, as with truesight.
against your spell save DC. If a creature discerns discern s the
illusion for wwhat
hat it is, the illusion b
becomes
e c o m e s faint to MISLEAD
M is l e a d
the creature. 5th-level illusion
Casting Time:
Tim e: 1 action
M i r a g e ARCANE
MIRAGE A rcane
Range: Self
S e lf
7th-level illusion Components: S S
Casting Time:
Tim e: 10 minutes Duration: Concentration,
C oncentration, up to 1 hour
Range: Sight
You bbecome
e c o m e invisible at the same
sam e time
tim e that an illusory
Components: V, SS
double of o f you appears where
w here you are standing. The
Duration: 10 days
double lasts for the duration, but the invisibility ends if
You make
m ake terrain in an area up to 1 mile m ile square you attack or cast a spell.
look, sound, smell,
sm ell, and even feel like somesom e other sort You can use your action to move m ove your illusory double
of
o f terrain. The
T h e terrain's
terrain’s general shape remains
rem ains the up to twice
tw ice your speed
sp eed and make
m ake it gesture, speak, and
same,
sam e, however. Open O pen fields or a road couldcou ld be made
m ade to behave in w whatever
hatever w way
ay you choose.
ch oose.
resemble
resem b le a swamp,
sw am p, hill, crevasse, or some som e other difficult You can
ca n see through its eyes and hear through its ears
or impassable
im passable terrain. A A ppond
on d can be made
m ade to seem
seem like as if you w were
ere located where
w here it is. On
O n each of
o f your turns
a grassy meadow,
m eadow , a precipice like a gentle slope, or a as a bonus
bon u s action, you can switch
sw itch from using its senses
sen ses
rock-strewn
rock-strew n gully like a widew ide and smooth
sm ooth road. to using your own,ow n, or back again. While
W h ile you are using
usin g its
Similarly, you can alter the ap appearance
pearan ce of o f structures, senses,
sen ses, you are blinblinded
ded and deafened in regard to your
or add them w where
here none
n one are present. The T h e spell doesn't
d oesn ’t own
ow n surroundings.
disguise, conceal,
con ceal, or add creatures.
The
T h e illusion includes audible, visual, tactile, and M i s t y STEP
MISTY St e p
olfactory elements,
elem ents, so s o it can turn clear ground into 2nd-level conjuration
difficult terrain (or vicev ice versa) or otherwise
oth erw ise impede
im pede Casting Time: 1 bon
bonus
u s action
movement
m ovem ent through the area. Any A ny ppiece
iece of
o f the illusory Range: Self
S e lf
terrain (such as a rock or stick) that is removed rem oved from the Components: V
spell's
sp ell’s area disappears immediately. Duration: Instantaneous
Creatures w with
ith truesight can see through the illusion
Briefly surrounded
su rrou nded by silvery m mist,
ist, you teleport up to 30
to the terrain's
terrain’s true form;
form ; however, all other elements
elem ents
of feet to an unoccupied
u n occu p ied space
sp ace that you can see.
o f the illusion remremain,
ain, so
s o while
w hile the creature is awareaw are of
of
M o d i f y MEMORY
MODIFY M em ory damage
d am age on a failed save, or halfh alf as much
m uch damage
dam age on a
5th-level enchantment successful
su ccessfu l one.
A
A shapechanger
sh apech an ger makes
m akes its saving throw
th row with
Casting Time:
Tim e: 1 action
disadvantage. If it fails, it also instantly reverts to its
Range: 30 feet
original form and can'tcan ’t assume
assu m e a different form until it
Components: V, S
leaves the spell's
sp ell’s light.
Duration: Concentration, up to 1 minute
m inute
On each of o f your turns after you cast this spell, you can
You attempt to reshape
resh ape another creature's
creatu re’s memories.
m em ories. use
u se an action to move
m ove the bea
beam
m 60 feet in any direction.
One
O ne creature that you can see must m ust make
m ake a WWisdom
isd om AAtt H
Higher
igher L Levels.
evels. W
When
h en you cast this spell using a
saving throw. If you are fighting the creature, it has spell slot of
o f 3rd level or higher, the damage
dam age increases
in creases by
advantage on the saving throw. O Onn a failed save, the ldlO
1dlO for each slot level above 2nd.
target bbecomes
e c o m e s charmed
ch a rm ed by you for the duration. The
charmed
ch arm ed target is incapacitated and unaw unaware
are of
o f its MoRDENKAINEN's
M o r d e n k a i n e n ’ s FAITHFUL
F a i t h f u l HOUND
H ound
surroundings, though it can still hear you. If it takes any 4th-level conjuration
damage
dam age or is targeted by another spell, this spell ends, Casting Time:
Tim e: 1 action
and nnone
one of o f the target's memories
target’s m em ories are modified.
m odified. Range: 30 feet
While
W h ile this charm
charm lasts, you can affect the target’s
target's Components: V, S, M (a tiny silver w
whistle,
histle, a p
piece
iece of
of
memory
m em ory of o f an event that it experienced
experien ced w within
ithin the last bone,
b on e, and a thread)
24 hours
h ours and that lasted no more
no m ore than 10 minutes.
m inutes. You Duration: 8 hours
can permanently
perm anently eliminate
elim inate all memory
m em ory of o f the event,
allow the target to recall the event w with
ith perfect clarity You conjure a phantom watchdogw atch dog in an unoccupied
u n occu pied
and exacting
exactin g detail, change its memory m em ory of o f the details of
space
sp a ce that you can see w within
ithin range, wherew h ere it remains
rem ains
the event, or create a m memory for the duration, until you dismiss
d ism iss it as an action, or until
em ory ofo f some
som e other event.
You m must
ust speak
sp eak to the target to describe
d escrib e h how
ow
you m move
ove more
m ore than 100 feet away from it.
its memories
m em ories are affected, and it must b bee able to The hhound
ound is invisible to all creatures except you
understand your language for the modified m odified memories
m em ories to
and can't be harmed.
harm ed. When
W h en a Small
S m all or larger creature
take root. Its m mind
ind fills in any gaps in the details of o f your
comes
com es w within
ithin 30 feet ofo f it w
without
ithout first speaking
sp eak in g the
description. If the spell ends before you have finished password
p a ssw ord that you specify
sp ecify when
w hen you cast this spell, the
describing
d escribin g the modified
m od ified memories,
m em ories, the creature's
creatu re’s
hound
h ound starts barking loudly. The h hound
ound sees
s e e s invisible
memory
m em ory isn't
isn’t altered. Otherwise,
O th erw ise, the modified
m odified memories
m em ories
creatures and can see into the Ethereal Plane. It
take hold w when
hen the spell ends.
ignores illusions.
A
A modified
m od ified memory
m em ory doesn't
d oesn ’t necessarily
n ecessarily affect how h ow a
At the start ofo f each of
o f your turns, the hound attempts
creature behaves, particularly if the memory to bite one
on e creature within
w ithin 5 fe et of
feet o f it that is hostile
m em ory contradicts
the creature's
creatu re’s natural inclinations, alignment,
alignm ent, or beliefs.
to you. The hound's
h oun d’s attack bonbonusu s is equal to your
An
A n illogical modified
m od ified mmemory,
em ory, such as implanting
im planting a
spellcasting
spellcastin g ability modifier
m odifier + your proficiency bonus.
memory
m em ory of o f how
h ow mmuch
uch the creature enjoyed dousing dou sin g
On a hit, it deals 4d8 piercin
piercing damage.
g dam age.
itself in acid, is dismissed,
dism issed, perhaps as a bad dream. dream . The
M o r d e n k a i n e n ’ s MAGNIFICENT
MORDENKAINEN'S M a g n i f i c e n t MANSION
M a n s io n
DM might
m ight deem
deem a modified
m odified memory
m em ory too nonsensical
n onsensical to
7th-level conjuration
affect a creature in a significant manner.
remove
A rem
A ove curse or greater restoration spell cast on the Casting Time: 1 minute
target restores the creature's
creatu re’s true memory.
m em ory. Range: 300
3 0 0 feet
AAtt H
Higher
igher Levels. If you cast this spell using a spell Components: V, S, M (a miniature
m iniature portal carved from
slot of
o f 6th level or higher, you can alter the target’s target's ivory, a small
sm all piece
p iece of polished
o f polish ed marble,
m arble, and a tiny
memories
m em ories of o f an event that took place up to 7 days ago silver spoon,
sp oon , each item worth
w orth at least 5 gp)
(6th level), 30 days ago (7th level),level), 1 year ago (8th level), Duration: 24 hours
or any timtimee in the creature's
creatu re’s past (9th level). You conjure an extradimensional
extradim ensional dwelling
dw elling in range
that lasts for the duration. You choose c h o o s e where
w h ere its one
MOONBEAM
M oonbeam
entrance is located. The entrance shimmers sh im m ers faintly
2nd-level evocation
and is 5 feet w wide
id e and 10 feet tall. You and any creature
Casting Time:
Tim e: 1 action you designate w when
hen you cast the spell can enter the
Range: 120 feet extradimensional
extradim ensional dwelling dw elling as long as the portal remainsrem ains
Components: V, S, M (several seeds
seed s of
o f any m
moonseed
oo n se e d open. You can open or close clo se the portal if you are w within
ithin
plant and a p
piece
iece of
o f opalescent
opalescen t feldspar) 30 feet of o f it. While
W h ile closed,
closed , the portal is invisible.
Duration: Concentration, up to 1 minute
m inute Beyond
B eyond the portal is a magnificent
m agnificent foyer with
A
A silvery beam
b ea m of
o f pale light shines
sh in es down
dow n in a 5-foot-
numerous
num erou s chambers
ch a m bers beyond. TheT h e atmosphere
atm osphere is clean,
radius, 40-foot-high cylinder centered on a point w within
ithin
fresh, and w warm.
arm .
range. Until the spell ends, dim light fills the cylinder.
You can create any floor plan you like, but the space
When
W h en a creature enters the spell's
spell’s area for the first
can't
c a n ’t exceed
ex ceed 50 cubes, each cube cu b e being 10 feet on on
timee on a turn or starts its turn there, it is engulfed
tim
each side. The place is furnished and decorated as
in ghostly flames you choose.
c h oose. It contains
contain s sufficient food to serve a nine-
flam es that cause
cau se searing
sea rin g pain, and it must
make
m ake a Constitution saving throw. It takes 2d10 2 d10 radiant
course
co u rse banquet for up to 100 people. A A staff of
o f 100
near-transparent servants attends all who w h o enter. You
decide the visual appearan
decide appearance ce ooff th
these
ese servants and their
attire. They are com completely
pletely obedient to your orders.
Each servant can perform perform any task a nnormal human
orm al hum an
servant coucould perform,, but they ca
ld perform can't
n ’t attack or take
any action that w would harm another creature.
ou ld directly harm
Thus the servants can can fetch things, clean, m mend,
end, fold
fir es. serve food, pou
clothes, light fires, pourr w wine,
in e, and so
s o on.
The servants can can go anyw
anywhere
here in the m mansion
ansion but
ccan't
a n ’t leave it. Furnishings and other ob objects created
jects created
by this spell dissipate into smoke sm oke if remremovedoved from the
mansion.
m ansion. W When
h en the spell ends, any creatu creatures res inside
extradimensional
the extradim ensional space
sp ace are expelled into the open open
spaces
sp a ces nearest to the entrance.

MORDENKAINEN'S
M PRIVATE
o r d e n k a i n e n ’s P r i v a t e SANCTUM
Sa n c t u m
4th-level abjuration
Casting Time: 10 m
minutes
inutes
Range: 120 feet
fe et
Components: V, V. S, M
M (a thin sheet ooff lead, a piece
ooff opaque glass, a w
wad
ad ooff cotton
cotton or cloth, and
ppowdered
ow dered chrysolite)
Duration: 24 hours

You mmake
ake an area w within
ithin range mmagically secure.
agically secu The
re. The
area is a cu
cube can be as sm
b e that can small
all as 5 feet to as large
as 100 feet on each
each side. The spell lasts for the duration
or until you uuse dismiss
se an action to dism iss it.
When
W h en you cast the spell, you decide what sort ooff
security
secu rity the spell provides, ch
choosing
o o s in g any oor
r all ooff the
following
follow in g properties:

• Sound can·t pass through the barrier at the edge ooff


S ou n d can't
warded
the w arded area.
• The barrier ooff the w
warded
arded area appears dark and foggy,
preventing vision (including darkvision) through it.
• S en
ensors
sors created by divination spells ca can't
n ’t appear
inside the protected area or p pass
a ss through the barrier
at its perim
perimeter.
eter.
Creatures
• C reatures in the area cacan't
n ’t be targeted by divination
spells.
,• N
Nothing can teleport into or out ooff the w
othing can warded
arded area.
blocked
• Planar travel is block within
ed w warded
ithin the w arded area.

samee sp
Casting this spell on the sam spot
ot every day for a
makes
year m permanent.
akes this effect perm anent.
Att H
A Higher
igher Levels. W When
h en you cast this spell using a
spell slot ooff 5th level or higher, you can in
increase size
crease the size
ooff the cu
cube 100 feet for each slot level beyond 4th.
b e by 100
Thus
T could
h us you cou ld protect a cube that can be up to 2200
0 0 feet
onee side by using a spell slot ooff 5th level.
on on

MORDENKAINEN'S
M SWORD
o r d e n k a i n e n ’s S w ord
7th-level evocation
Casting Tim e: 1 action
Time: action
60 feet
Range: 60 fe et
Components: V, V. S. M (a m
S, M miniature platinum sword
iniature platinum with
sw ord with
a grip and ppommel
om m el ooff cop
copper worth
p er and zinc, w orth 250 gp)
Duration: Concentration, up to 1 minute
sword-shaped
You create a sw ord-sh aped plane ooff force that hovers
within
w ithin range. It lasts for the duration.
When
W h en the sword
sw ord appears, you m make
ake a mmelee
elee spell
attack against a target ooff your ch
choice within
oice w ithin 5 feet ooff the
sword.
sw ord. On a hit. the target takes 3 3d10 damage.
d10 force dam age.
Until the spell ends, you can use a bon
bonus
u s action on each You place an illusion on a creature or an object
of
o f your turns to move
m ove the sword
sw ord up to 20 feet to a spot you touch sos o that divination spells reveal false
you can see and repeat this attack against the same
sam e information
inform ation about it. The
T h e target can be a w willing
illing
target or a different one. creature or an object that isn’tisn't being carried
carried or w worn
orn by
another creature.
MOVE
M ove E
EARTH
arth When
W h en you cast the spell, choose
c h o o s e one or both ooff the
6th-level transmutation following
follow in g effects. The
T h e effect lasts for the duration. If you
Casting Time:
Tim e: 1 action cast this spell on the same
sa m e creature or object every day
Range: 120 feet for 30 days, placing the same sam e effect on it each tim time,
e, the
Components: V, S, M (an iron blade and a smallsm all bag illusion lasts until it is dispelled.
containing a mixture
m ixture of
o f soils-clay, loam,, and sand)
so ils—clay, loam False Aura. You change the way the target appears
Duration: Concentration, up to 2 hours to spells and magical
m agical effects, such as detect magic,
that detect magical
m agical auras. You can make m ake a nonmnonmagical
agical
Choose
C h o o se an area of o f terrain no larger than 40 feet on a
object appear m magical,
agical, a m magical
agical object appear
side wwithin
ithin range. You can can resh
reshapeape dirt, sand, or clay
nonmagical,
n onm agical, oorr change the oobject's
b ject’s m magical
agical aura so that
in the area in any m manner
anner you cchooseh o o s e for the duration.
it appears to b belong
elon g to a specific
sp ecific schschool
o o l ooff m
magic
agic that
You cacan n raise or lowlowerer the area's
area’s elevation, create or fill
choose. When
h en you use this effect on an object, you
you ch oose. W you
in a trench, erect or flatten a wall, or form a pillar. The
can m
makeake the false m magic
agic apparent to any creature that
extent of o f any such changes can't ca n ’t exceed
ex ceed h half
alf the area's
area’s
handles the item.
largest dimension.
dim ension. So, S o, if you affect a 40-foot
40 -foot square,
Mask. You change the w way
ay the target appears to spells
you can create a pillar up to 20 feet high, raise or lower low er
and mmagical
agical effects that detect creature types, such as a
the square's
sq u a re’s elevation by up to 20 feet, dig a trench up paladin's Divine
paladin’s D ivine Sense o f a sym
S en se or the trigger of bol spell.
symbol
to 20 feet deep, and so s o on. It takes 10 m minutes
inutes for these You choose
c h o o s e a creature type and other spells
sp ells and magical
m agical
changes
ch a n g es to complete.
com plete.
effects treat the target as if it were
w ere a creature ofo f that
At the end of o f every 10 m minutes
inutes you spend
type or ooff that alignment.
concentrating
concentratin g on the spell, you can can cchoose
hoose a n new
ew area ooff
terrain to affect. OTILUKE's
O FREEZING
t i l u k e ’s F r e e z i n g SPHERE
Sp h e r e
Because
B terrain's transform
eca u se the terrain’s transformation ation ooccurs
ccu rs slowly, 6th-level evocation
creatures
creatu res in the area can't ca n ’t usually be trapped or injured
Casting Time: 1 action
ground's
by the grou n d’s mmovement.
ovem ent.
Range: 300
3 0 0 feet
This
Th is spell ccan't manipulate
a n ’t m anipulate natural stone or
Components: V, S, M
M (a small
sm all crystal sphere)
stone construction.
construction . RocksR o ck s and structures shift to
Duration: Instantaneous
accommodate
a ccom m od a te the n ew terrain. If the w
new way
ay you shape
the terrain w would
ou ld make
m ake a structure unstable, it A frigid globe of
A o f cold energy streaks from your fingertips
might
m ight collapse.
collap se. to a point of
o f your choice
ch oice within
w ithin range
range,, w
where
here it explodes
Similarly, this spell doesn'td oesn ’t directly affect plant in a 60-foot-radius sphere. EachE ach creature w within
ithin the
growth
growth.. TheThe m moved
oved earth carries any plants along with it. area mmust make
ust m ake a Constitution saving throw. On a
failed save, a creature takes 10d6 cold dam damage.
age. On a
0NDETECTION
No n d e t e c t io n successful
su ccessfu l save, it takes hhalf
alf as m much damage.
uch dam age.
3rd-level abjuration If the globe strikes a bbody
od y ooff water or a liquid that is
Casting Tim
Time:e: 1 action principally water (not including w water-based
ater-based creatures),
Range: Touch it freezes the liquid to a depth of o f 6 in
inches
ch es over an area
Components:
Com ponents: V, S, M (a pinch ofo f diamond
diam on d dust 30 feet square. This ice lasts for 1 minute. Creatures C reatures
worth
w orth 25 gp sprinkled
sprin kled over the target, w
which
h ich the that w were
ere swimming
sw im m in g on the surface
su rface of
o f frozen w water
ater are
spell consumes)
con su m es) trapped in the ice. A A trapped creature can u use
se an action
Duration: 8 hours to mmake
ake a Strength check ch eck against your spell save DC DC
to break free.
For the duration, you hide a target that you touch You can refrain from firing the globe after completing com pletin g
from divination mmagic.
agic. The target ca cann be a wwilling
illing
spell. if you w
the spell, wish.
ish. AA small
sm all globe about the size ooff
creature or a place or an object no larger than 10 a sling stone, ccoolo o l to the touch, appears in your hand.
feet in any dim
dimension. The
ension . T h e target can't
ca n ’t be targeted by
At any time, you or a creature you give the g globe
lobe to
any divination mmagic
agic or pperceived
erceived through m magical
agical
can ththrow
row the globe (to a range of o f 40 feet) or hurl it
scrying
scryin g sensors.
sen sors.
with a sling (to the sling's normal
slin g’s n orm al range). It shatters
on imimpact,
pact, with the same sam e effect as the normal
n orm al casting
NYSTUL'S
N MAGIC
y s t u l ’s M AURA
a g ic A ura
of
o f the spell. You can also set the globe down dow n without
2nd-level illusion
shattering it. After 1 minute, if the globe hasn't hasn’t already
Casting Time:
Tim e: 1 action shattered, it explodes.
Range: Touch Att H
A Higher
igher Levels. When W h en you cast this spell using a
Components:
Com ponents: V, S, M
M (a small
sm all square of
o f silk) spell slot ofo f 7th level or higher,
higher, the damdamage increases
age in crea ses by
Duration: 24 hours ld6 for each slot level above 6th.
1d6
OTILUKE's
O t i l u k e ’ s RESILIENT
R e s i l i e n t SPHERE
Sph ere checks
(Stealth) ch eck s and ccan't magical
a n ’t be tracked except by m agical
4th-level evocation means.
m A creature that receives this bon
eans. A bonus
u s leaves
behind no tracks or other traces ooff its passage.
Casting Time:
Tim e: 1 action
Range: 30 feet P
PASSWALL
assw all
Components: V, S, M (a hemispherical
hem ispherical piece of
of
5th-level transmutation
clear crystal and a matching
m atching hemispherical
hem ispherical piece
of
o f gum arabic) Time:
Casting Tim e: 1 action
Duration: Concentration, up to 1 minute
m inute 30 feet
Range: 30
Components: V, S, M (a pinch ooff sesame
S, M sesam e seeds)
A sphere of o f shimmering
sh im m erin g force encloses
en closes a creature Duration: 1 hour
or object of o f Large size or smaller
sm aller within
w ithin range. An
unwilling
unw illing creature must make m ake a Dexterity
D exterity saving A ppassage
A a ssa ge appears at a point ooff your ch choice
oice that you
throw. On a failed save, the creature is enclosed
en closed for can see on a w
can wooden,
ood en , plaster, or stone su surface
rface (such as
the duration. a wall, a ceiling, or a floor) w within
ithin range, and lasts for
Nothing-not
N othing—not physical objects, energy, or other spell the duration. You cchoose
h o o s e the oopening's dimensions:
p en in g ’s dim ensions: up
effects-can
effects—can pass through the barrier, in or out, though to 5 feet wwide,
ide, 8 feet tall, and 20 20 feet deep. The passage
passage
a creature in the sphere can breathe there. The T h e sphere creates no instability in a structure surrounding
su rrou nding it.
is immune
im m une to all damage,
dam age, and a creature or object inside When
W opening
h en the open in g disappears, any creatures or
can't
ca n ’t be damaged
dam aged by attacks or effects originating from objects still in the pa
passage
ssa ge created by the spell are safely
outside, nor can a creature inside the sphere dam damageage ejected to an uunoccupied
ejected n occu pied space surface
sp ace nearest to the su on
rface on
anything outside it. which
w hich you cast the spell.
The sphere is weightless
w eigh tless and just large enough
en ough to
P hantasm al F
PHANTASMAL FORCE
orce
contain the creature or object inside. An A n enclosed
en closed
2nd-level illusion
creature can use its action to push against the sphere's sp here’s
walls
w alls and thus roll the sphere at up to half h alf the creature's
creatu re’s Casting Time: 1 action
action
speed. Similarly, the globe can be picked up and moved m oved Range: 60 feet
by other creatures.
creatures. Components: V, S, M
M (a bit ooff fleece)
A disintegrate spell targeting the globe destroys it
A Duration: Concentration, up to 1 m minute
inute
without
w ithout harming
h arm ing anything inside it. You craft an illusion that takes root in the m mind
ind ooff a
can see w
creature that you can within
ithin range. TThe
h e target must
OTTO'S
O t t o ’ s IRRESISTIBLE
I r r e s i s t i b l e DANCE
Dance
make
m ake an Intelligence saving throw. On a failed save, you
6th-level enchantment
create a phantasm
phantasmal al object, creature, or other visible
Casting Time: 1 action phenomenon
ph enom enon ooff you
yourr ch
choice
oice that is no larger than a
Range: 30 feet 10-foot cu
cube
b e and that is perceivable only to the target
Components: V for the duration. TThis noo effect on undead
h is spell has n
Duration: Concentration, up to 1 minute or constructs.
Choose
C h oose one
on e creature that you can see withinw ithin range. The
The phantasm includes sound, tem
The phantasm temperature,
perature, and other
target begins
beg in s a comic
co m ic dance in place: shuffling, tapping stimuli, also evident only to the creature.
its feet, and capering
caperin g for the duration. Creatures that The target can u use examine
se its action to exam phantasm
ine the phantasm
can't
ca n ’t be charmed
charm ed are immune
im m une to this spell. with an Intelligence (Investigation) ch check
eck against your
A dancing creature must use all its movementm ovem ent to spell save DC. If the ch check succeeds,
eck su cceed s, the target realizes
dance without
w ithout leaving its space
sp ace and has disadvantage phantasm is an illusion, and the spell ends.
that the phantasm
on Dexterity saving throwsth row s and attack rolls. While
W h ile While
W h ile a target is affected by the spell, the target treats
the target is affected by this spell, other creatures phantasm as if it w
the phantasm were
ere real. The target rationalizes
have advantage on attack rolls against it. As A s an outcomes
any illogical ou tcom es from interacting w with
ith the
action, a dancing
dancin g creature makesm akes a Wisdom
W isd om saving phantasm.. For exam
phantasm example, attempting
ple, a target attem walk
pting to w alk
throw
th row to regain control of o f itself. On a successful
su ccessfu l save,
save, across phantasmal
a cross a phantasm chasm falls
al bridge that spans a chasm
the spell ends. on ce it steps onto the bridge. If the target survives the
once
fall, it still believes that the bridge exists and co comes
m e s up
PASS
P a s s WITHOUT
w i t h o u t TRACE
T race some
with som fall-it w
e other explanation for its fall—it was
as pushed,
2nd-level abjuration it slipped, or a stron
stronggwwind might
in d m ight have k knocked
n ock ed it off.
An
A n affected target is so convinced
s o con v in ced ooff the phantasm
phantasm's ’s
Casting Time:
Tim e: 1 action
reality that it can even take dam damage
age from the illusion. A A
Range: Self
S e lf
phantasm created to appear as a creature can
phantasm can attack the
Components: V, S, M (ashes from a burned leaf
lea f of
of
target. Similarly, a phantasm
phantasm created to appear as fire, a
mistletoe
m istletoe and a sprig of
o f spruce)
pool
p ool ooff acid, or lava can burn the target. Each round on
Duration: Concentration, up to 1 hour
phantasm can deal 1d6
your turn, the phantasm ld6 psychic dam damageage
A veil of
o f shadows
sh ad ow s and silence
silen ce radiates from you, phantasm's
to the target if it is in the phantasm ’s area or w within
ithin 5
masking
m ask in g you and your companions
com p a n ion s from detection. feet ooff the phantasm
phantasm,, provided that the illusion is ooff a
For
F or the duration, each creature you choose c h o o s e within
w ithin 30
30 creature or hazard that cou could logica1ly deal dam
ld logically damage,
age,
o f you (including you) has a +
feet of 10 bonus
+10 bon u s to Dexterity such as by attacking. The target perceives the dam damageage
as a type appropriate to the illusion.
PHANTASMAL
P h a n t a s m a l KILLER
K il l e r us during ou
ourr foray into the dungeon). You must be
4th-level illusion able to communicate with
com m u n icate w ith the creature to bargain for
its services.
Time:
Casting Tim e: 1 action
action
Payment
Paym ent can take a variety ooff form
forms. A celestial might
s. A
Range: 120 feet
require
requ ire a sizable donation ooff gold or mmagic itemss to
agic item
Components: V, S
temple,
an allied tem while
ple, w hile a fiend m
might demand
ight dem and a living
Duration: Concentration, up to 1 m
minute
inute
sacrifice or a gift of o f treasure. Some
S o m e creatures might
You
Y ou tap into the nightm
nightmares
ares of
o f a creature you can see exchange
exch an ge their service
serv ice for a quest undertaken by you.
within
w ithin range and create an illusory m manifestation
anifestation of
o f its Ass a rule of
A o f thumb, a task that can be m measured
easu red in
deepest
d eepest fears, visible only to that creature. The target minutes
m inutes requires
requ ires a paym
payment worth
ent w orth 100 gp per minute. A A
must
m make
ust m ake a Wisdom
W isd om saving throw. On O n a failed save, task measured
m easu red in hours requ requires
ires 1,000
1,0 00 gp per hour. And
the target b becomes
e c o m e s frightened for the duration. At the a task m measured
easu red in days (up to 10 days) requ requires
ires 10,000
10,000
start of
o f each ooff the target’s
target's turns bbefore
efore the spell ends,
ends, gp per day. The T h e DM can adjust th these
ese payments
paym ents ba based
sed on
the target must succeedsu cce e d on a W
Wisdom throw
isd om saving throw the circumstances
circu m stan ces under w which
hich you cast the spell. If the
or take 4 4dl0
d10 psychic dam damage. successful
age. On a su ccessfu l save, task is aligned w with creature's
ith the creatu re’s ethos, the payment
the spell ends. might
m ight be halved or even w waived.
aived. N Nonhazardous
on h azardou s tasks
AAtt H
Higher
igher Levels. W When
h en you cast this spell using a typically require only h half
alf the suggested
su ggested payment, w while
hile
spell slot ofo f 5th level or higher, the dam damage increases
age in creases by especially
esp ecia lly dangerous
dangerou s tasks might require a greater gift.
ldlO for each slot level above 4th.
1dlO Creatures
C reatures rarely accept tasks that seem seem suicidal.
After
A fter the creature completes
com pletes the task, or w when
hen the
PHANTOM
P h a n t o m STEED
St e e d agreed-upon duration of o f service expires , the creature
serv ice expires,
3rd-level illusion (ritual) returns to its homeh om e plane after reporting
reportin g baback
ck to you,
Casting Tim
Time:
e: 1 minute
m inute if appropriate to the task and if possible. If you are
Range: 30 feet unable to agree on a price for the creature's creatu re’s service, the
Components: V, S creature im immediately
m ediately returns to its h home
om e plane.
Duration: 1 hour A creature enlisted to join
A join your group coun counts
ts as
am member
em ber ooff it, receivin
receiving share
g a full sh are ooff experien
experience
ce
AL
A Large
arge quasi-real, h horselike
orselik e creature appears on
points awawarded.
arded.
ground
the grou nd in an u unoccupied
n occu p ied space
sp ace ooff your ch
choice
oice
within
w ithin range. You decide
d ecide the creature's
creatu re’s appearance, Planar B
PLANAR BINDING
in d in g
but it is equipped with a saddle, bit, and bridle. Any
5th-level abjuration
of
o f the equipment
equipm ent created by the spell vanishes in a
puff ofo f smoke m ore than 10 feet away
sm oke if it is carried more Casting Time: 1 hour
from the steed. Range: 60 feet
For the duration, you or a creature you choose c h o o s e can
Components: V, S, M (a jew jewel worth
el w orth at least 1,000
1,000 gp,
ride the steed. The T h e creature u uses
ses the statistics for a which
w h ich the spell consumes)
con su m es)
riding h horse,
orse, except it has a speed
sp eed ooff 100 feet and can Duration: 24 hours
travel 10 m iles in an hour, or 13 m
miles miles
iles at a fast pace. With
W ith this spell, you attempt to bind a celestial, an
When
W h en the sp
spell
ell ends, the steed gradually fades, giving elemental,
elem ental, a fey, or a fiend to your service. T The creature
h e creature
the rider 1 m minute dismount.
inute to dism The
ount. T h e spell ends if you use must be w within
ithin range for the entire casting
castin g ooff the spell.
an action to dismiss
d ism iss it or if the steed takes any damage.
dam age. (Typically, the creature is first summoned
su m m on ed into the center
o f an inverted magic circle in order to keep it trapped
of
PLANAR
P ALLY
lanar A lly
while
w hile this spell is cast.) At the completion
com pletion of
o f the casting,
6th-level
6 th-level conjuration the target m must
ust make
m ake a Charisma
C harism a saving throw. On a
Casting Time:
Tim e: 10 minutes
m inutes failed save, it is bbound
ou n d to serve you for the duration. If
Range: 60
6 0 feet the creature w was
as summoned
su m m on ed or created by another spell,
Components: V, SS that spell's
spell’s duration is extended to match
m atch the duration
Duration: Instantaneous of
o f this spell.
A bbound
A ou n d creature m must
ust follow your instructions to the
You bbeseech otherworldly
e s e e ch an otherw orldly entity for aid. T The being
h e being
best ooff its ability. You m might command
ight com m a n d the creature to
must be kn known
ow n to you: a god, a prim
primordial, demon
ordial, a dem on
accompany
accom pa n y you on an adventure, to guard a location, or
prince, or some
som e other being ofo f cosmic power.
co sm ic pow er. That entity
to deliver a m message.
essa ge. The
T h e creature obeys the letter of
sends
sen ds a celestial, an elemental,
elem ental, or a fiend loyal to it to
your instructions, but if the creature is hostile to you, it
aid you, m making
aking the creature appear in an u unoccupied
n occu pied
strives to tw twist
ist your w words
ord s to achieve its own
ow n objectives.
space within
sp ace w ithin range. If you kknow
n ow a specific
sp ecific creature's
creatu re’s
If the creature carries out your instructions completely com pletely
name,
nam e, you can speak
sp eak that name
nam e w when
hen you cast this spell
before
b efore the spell ends, it travels to you to report this fact
to request that creature, though you might get a different
if you are on the same sam e plane of o f existence. If you are on a
creature anyway (DM's
(D M ’s choice).
different plane of o f existence, it returns to the place where
w here
When
W h en the creature appears, it is under no compulsion
com pu lsion
bound
you bou n d it and rem
remains
ains there until the spell ends.
to behave in any particular way. You can ask the
Att H
A Higher
igher Levels. W When
h en you cast this spell using a
creature to p perform service
erform a serv exchange
ice in exch payment,
an ge for payment,
spell slot ooff a higher level, the duration in increases
creases to 10
isn't obliged to do so. The requested task cou
but it isn’t could
ld
days with a 6th-level slot, to 30 30 days w with
ith a 7th-level slot,
range from simple
sim ple (fly us a
across chasm,, or help us
cross the chasm
to 180 days w with
ith an 8th-level slot, and to a year and a
fight a battle) to com
complex
p lex (spy on our enemies,
en em ies, or protect
day w with
ith a 9th-level spell slot.
P l a n e SHIFT
PLANE Sh if t You extend your hand toward tow ard a creature you can see
7th-level conjuration within
w ithin range and project a pu puffff of
o f noxious
n oxiou s gas from your
palm.. The
palm T h e creature must
m ust succeed
su cce e d on a Constitution
Casting Time:
Tim e: 1 action
saving throw
th row or take ldl2
1d12 poison
p oison damage.
dam age.
Range: Touch
This
T h is spell's
sp ell’s damage
dam age increases
in creases by ldl21d12 when
w hen you reach
Components: V, S, M (a forked, metal
m etal rod w worth
orth at least
5th level (2d12),
(2 d 12), 11th level (3dl2),
(3 d 12), and 17th level (4d12).
(4 d 12).
250
2 50 gp, attuned to a particular plane of
o f existence)
Duration: Instantaneous POLYMORPH
Polym orph
You
Y ou and up to eight w willing
illing creatures
creatu res whow ho link hands in 4th-level transmutation
a circle are transported to a different plane of o f existence. Casting Time:
Tim e: 1 action
You can specify
sp ecify a target destination in general terms, Range: 60 feet
such as the City of o f Brass
B rass on the Elemental
E lem ental Plane of of Components: V, S, M (a caterpillar cocoon)
c o co o n )
Fire or the palace of o f Dis pater on the second
Dispater se co n d level of
o f the Duration: Concentration, up to 1 hour
Nine Hells, and you appear in or near that destination.
If you are trying to reach the City ooff Brass, for example, exam ple, This spell transforms a creature that you can see
you might
m ight arrive in its Street of o f Steel, before
b efore its Gate of of within range into a n new
ew form.
form . An unwilling
unw illing creature
Ashes,
A shes, or looking
look in g at the city from across
a cross the SeaS e a of
o f Fire, must
m ust make
m ake a W Wisdom
isdom saving throw to avoid the
at the DM's
D M ’s discretion. effect. AA shapechanger automatically succeeds su cceed s on this
Alternatively, if you knowk n ow the sigil seq
sequence
u en ce of
of a saving throw.
teleportation circle on another plane of o f existence, this The
T h e transformation
transform ation lasts for the duration, or until
spell can take you to that circle. If the teleportation d rops to O
the target drops 0 hit points or dies. The new n ew form
circle is too small
sm all to hold all the creatures you can be any beast whose w h ose challenge
challen ge rating is equal to or
transported, they appear in the closest uunoccupied n occu pied less than the target's
target’s (or the target's
target’s level, if it doesn't
spaces
sp a ces next to the circle. have a challenge
challen ge rating). The target's target’s game
gam e statistics,
You can u use
se this spell to banish an unwilling
unw illing creature including mental ability scores, are replaced by the
to another plane. Choose
C h oose a creature w within
ithin your reach statistics of ch osen beast. It retains its alignment
o f the chosen alignm ent
and make
m ake a melee
m elee spell attack against it. On O n a hit.
hit, the and personality.
creature must
m ust make C harism a saving throw. If the
m ake a Charisma The target assumes
a ssu m es the hit points of o f its new
n ew form.
creature fails this save, it is transported to a random random When
W h en it reverts to its normal n orm al form,
form , the creature
location on the plane of o f existence you specify. A A creature returns to the numbernum ber of o f hit points it had before it
so transported mustm ust find its own
ow n way
w ay back to your transformed.
transform ed. If it reverts as a result of o f dropping
droppin g to
current plane of o f existence. 0 hit points, any excessex cess damage
dam age carries over to its
normal
n orm al form.
form . AsA s long
lon g as the excess
ex ce s s damage
dam age doesn't
d oesn ’t
PLANT
P l a n t GROWTH
G row th reduce the creature's n orm al form to O
creatu re’s normal 0 hit points, it isn't
isn’t
3rd-level transmutation knocked
k n ock ed u unconscious.
n con sciou s.
The creature is limitedlim ited in the actions it can perform by
Casting Time:
Tim e: 1 action or 8 hours
the nature of o f its new
n ew form,
form , and it can't
ca n ’t speak, cast spells,
Range: 150 feet
or take any other action that requires requ ires hands or speech.sp eech .
Components: V, S S
The
T h e target's
target’s gear meldsm elds into the n new
ew form.
form . The
Duration: Instantaneous
creature can't
ca n ’t activate, use, w wield,
ield, or otherwise
oth erw ise benefit
This
T h is spell channels
chann els vitality into plants w within
ithin a specific
sp ecific from any of o f its equipment.
equipm ent.
area. There
T h ere are two
tw o p possible
ossib le uses
u ses for the spell, granting
either immediate
im m ediate or long-term benefits. P
POWER W o r d HEAL
o w e r WORD H eal
If you cast this spell using 1 action, choose c h o o s e a point 9th-level evocation
within
w ithin range. All n normal
orm al plants in a 100-foot radius Casting Time:
Tim e: 1 action
centered on that point become b e c o m e thick and overgrown.
overgrow n. A A Range: Touch
creature moving
m ovin g through the area must m ust spend 4 feet of of Components: V, S S
movement
m ovem ent for every 1 foot it moves. m oves. Duration: Instantaneous
You can exclude on onee or more
m ore areas of o f any size within
the spell's
sp ell’s area from beinbeing g affected. A
A wave of
o f healing energy
en ergy washes
w ash es over the creature
If you cast this spell over 8 hours, you enrich en rich the you touch. The target regains all its hit points. If the
land. All plants in a half-mile
half-m ile radius centered on a point creature is charmed,
charm ed, frightened, paralyzed, or stunned,
within
w ithin range become
b e c o m e enriched
enrich ed for 1 year. The T h e plants the condition ends. If the creature is prone, it can u use
se its
yield twice
tw ice the normal
norm al amount
am ount of o f food when
fo o d w hen harvested. reaction to stand up. This
T h is spell has no effect on undead
or constructs.
P o i s o n SPRAY
POISON Spr ay
Conjuration cantrip P o w e r WORD
POWER W o r d KILL
K il l
9th-level enchantment
Casting Time: 1 action
Range: 10 feet Casting Time:
Tim e: 1 action
Components: V, SS Range: 60
6 0 feet
Duration: Instantaneous Components: V
Duration: Instantaneous
You utter a word
w ord of power
of p ow er that can
ca n compel
com p el one
on e creature PRISMATIC
P r i s m a t i c SPRAY
Spray
you can
ca n see w ithin range to die instantly. If the
within 7th-level evocation
creature you choose
ch oose h has
as 100 hit points or fewer, it dies.
Casting Time:
Tim e: 1 action
Otherwise,
O th erw ise, the spell has no effect.
Range: Seif
S e lf (60-foot cone)
P o w e r WORD
POWER W o r d STUN
St u n
Components: V, S
8th-level enchantment Duration: Instantaneous

Casting Time:
Tim e: 1 action
Eight multicolored
m ulticolored rays of o f light flash from your hand.
Range: 60 feet Each
E ach ray is a different color and has a different p power
ow er
Components:
Com ponents: V
and purpose.
pu rpose. EachE ach creature in a 60-foot 60 -foot cone
co n e must
Duration: Instantaneous make
m ake a Dexterity
D exterity saving throw. For F or each target, roll a d8
to determine
determ ine w which
h ich color
c o lo r ray affects it.
You
Y ou speak
sp eak a wword
ord of
o f power
p ow er that can overwhelm
overw helm the 1. Red. T The
h e target takes 10d6 fire damage dam age on a failed
mind
m ind ooff one
on e creature you can see w within
ithin range, leaving save, or half
h alf as much
m uch damage
dam age on a successful
su ccessfu l one.
dum bfounded. If the target has 150 hit poin
it dumbfounded. points
ts or fewer, 2. Orange. The T h e target takes 10d6 acid damage dam age on a
it is stunned. Otherwise,
O therw ise, the spell has no
n o effect. failed save, or h half
alf as m much
uch damage
dam age on a successful
su ccessfu l one.
The
T h e stunned target must
m ust make
m ake a Constitution saving 3. Yellow.
Yellow. The target takes 10d6 lightning damage on a
throw
th row at the end of
o f each of
o f its turns. On
O n a successful
su ccessfu l failed save, or half as much m uch damage
dam age on a successful one.
save, this stunning effect ends. 4. Green. T The
h e target takes 10d6 p poison
oison damage
dam age on a
failed save, or half as much m uch damage
dam age on a successful one.
P r a y e r OF
PRAYER H e a l in g
o f HEALING
5. Blue. T The
h e target takes 10d6 cold damage dam age on a failed
2nd-level evocation save, or h half
alf as much
m uch damage
dam age on a successful
su ccessfu l one.
Casting Time:
Tim e: 10 minutes
m inutes 6. Indigo. On a failed save, the target is restrained.
Range: 30 feet It must
m ust then makem ake a Constitution saving throw th row at the
Com ponents: V
Components: end
en d of
o f each ofo f its turns. If it successfully
su ccessfu lly saves three
Duration: Instantaneous tim es, the spell ends. If it fails its save three times,
times, tim es,
Up to six creatures of o f your choice
ch oice that you can see it perm
permanently
anently turns to stone and is subjected su bjected to the
within
w ithin range each regain hit points equal to 2d8 2d 8 +
+ your petrified condition. The T h e successes
su c ce s se s and failures don't
don’t
spellcasting
sp ellcastin g ability mmodifier.
odifier. This
T h is spell has no effect on need to be consecutive; keep track of o f both until the
undead or constructs. target collects three of o f a kind.
At Higher Levels. W Whenh en you cast this spell using a 7. Violet. On
7. O n a failed save, the target is blinded. It
spell
sp ell slot of
o f 3rd level or higher, the healing increases
in creases by must
m ust then make
m ake a W Wisdom
isd om saving throw th row at the start ofof
ld8
1d8 for each slot level above 2nd. your next turn. A A successful
su ccessfu l save ends the blin dness. If
blindness.
it fails that save, the creature is transported to another
P r e s t id ig it a t io n
PRESTIDIGITATION plane of o f existence of o f the DM's
D M ’s choosing
ch oosin g and is no longer
Transmutation cantrip blinded. (Typically, a creature that is on a plane that isn't isn’t
its home
h om e plane is banished home, hom e, while
w hile other creatures
Casting Time:
Tim e: 1 action
are usually cast into the Astral or Ethereal planes.)
Range: 10 feet
8. Special. The T h e target is struck by two tw o rays. Roll
R oll twice
tw ice
Components:
Com ponents: V, S
more,
m ore, rerolling any 8.
Duration: Up to 1 hour
This
T h is spell is a minor magical
m in or m agical trick that novice
n ovice PRISMATIC
P r i s m a t i c WALL
Wall
spellcasters
sp ellcasters use for practice. You create one of o f the 9th-level abjuration
following
follow in g magical
m agical effects wwithin
ithin range: Casting Time: 1 action
,• You create an instantaneous, harmless h arm less sensory
sen sory effect, Range: 60 feet
such
su ch as a shower
sh ow er of o f sparks, a puff of
o f wind,
w ind, faint musi-
m usi­ Components: V, S
call notes, oorr an odd
ca od d odor. Duration: 10 minutes
m inutes
,• You instantaneously light or snuff out a candle, a A shimmering,
A shim m ering, multicolored
m u lticolored plane of o f light forms
form s a
torch, or a small
sm all campfire.
cam pfire. vertical opaque w wall-up
all—up to 90 feet long, 30 feet high,
• You instantaneously clean or soil an object no n o larger and 1 inch thick—centered
thick-centered on a point you can see
than 1 cubic
cu b ic foot. within
w ithin range. Alternatively, you can shape the wall w all into
,• You chill, w arm , or flavor up to 1 cubic
warm, cu bic foot of nonliv-
o f nonliv­ a sphere up to 30 feet in diameter
diam eter centered on a point
ing material for 1 hour. you choose
choose w within
ithin range. The
The wwall
all remains
rem ains in place for
• You make
m ake a color, a smallsm all mark, or a symbol
sym bol appear the duration. If you position the w wall
all so that it p passes
a sses
su rface for 1 hour.
on an object or a surface through a space
sp ace occupied
occu p ied by a creature, the spell
sp ell fails,
,• You create a nonmagical
n onm agical trinket or an illusory im image
age and your action and the spell slot are w wasted.
asted.
that can fit in your hand and that lasts until the end ooff The
T h e wall
w all sheds
sh eds bright light out to a range of o f 100
your
y ou r next turn. feet and dim light for an additional 100 feet. You and
If you cast this spell multiple times,
tim es, you can have up to creatures
creatu res you designate at the tim timee you cast the spell
three of
o f its non-instantaneous effects active at a time, can papass
ss through and remain
rem ain near the w wall without
all w ithout
and you can dismiss
dism iss such an effect as an action. harm . If another creature that can see the w
harm. wall
all moves
m oves to
within
w ithin 20 feet of
o f it or starts its turn there, the creature
must
m ust succeed
su cce e d on a Constitution saving throw or become b e co m e PRODUCE
P r o d u c e FLAME
Flam e
blinded for 1 minute. Conjuration cantrip
The
T h e wall
w all consists
con sists of o f seven layers, each with a different
Casting Time: 1 action
color. When
W h en a creature attemptsattem pts to reach into or pass
Range: Self
S elf
through the wall, it does d o e s so one layer at a time tim e through
Components: V, SS
all the wall's
w all’s layers. As A s it ppasses
a sses or reach
reaches es through
Duration: 10 minutes
each layer, the creature must m ust make
m ake a Dexterity
D exterity saving
throw or be affected by that layer's layer’s properties as A
A flickering flame
flam e appears in your hand. The T h e flame
described
d escrib ed below. remains
rem ains there for the duration and harms harm s neither you
The wall
w all can be destroyed, also one on e layer at a time, in nor
n or your equipment.
equipm ent. The T h e flame sheds
flam e sh ed s bright light in a
order from red to violet, by means m eans specific
sp ecific to each layer. 10-foot radius and dim light for an additional 10 feet.
Once
O nce a layer is destroyed, it remains rem ains so s o for the duration The
T h e spell ends if you dismiss
d ism iss it as an action or if you
of
o f the spell. A A rod of o f cancellation destroys a prismatic cast it again.
wall, but an antimagic field has no effect on it. You can also attack with the flame, although doing doin g so
1. Red. The T h e creature takes 10d6 fire damage dam age on a ends the spell. WhenW h en you cast this spell, or as an action
failed save, or h half
alf as much
m uch damage
dam age on a successful
su ccessfu l one. on a later turn, you can hurl the flame flam e at a creature
While
W h ile this layer is in place, nonmagicaln onm agical ranged attacks within
w ithin 30 feet of o f you. Make
M ake a ranged spell attack. On a
can't
ca n ’t pass through the wall. The T h e layer can b bee destroyed hit, the target takes ld8 1d8 fire damage.
dam age.
by dealing at least 25 cold damage dam age to it. This
T h is spell's
sp ell’s damage
dam age increases
in creases by ld8
1d8 when
w hen you reach
2. Orange. T The
h e creature takes 10d6 acid damage dam age on 5th level (2d8), 11th level (3d8), and 17th level (4d8).
a failed save, or half h alf as much
m uch damage
dam age on a successful
su ccessfu l
one. While
W h ile this layer is in place, magical m agical ranged attacks
PROGRAMMED
P r o g r a m m e d ILLUSION
I l l u s io n
can't
ca n ’t pass through the wall. w all. The
T h e layer is destroyed by 6th-level illusion
a strong
stron g w wind.
ind. Casting Time: 1 action
3. Yellow. The creature takes 10d6 lightning damage dam age Range: 120 feet
on a failed save, or half h alf as much
m uch damage
dam age on a successful
su ccessfu l Components: V, S,S , M (a bit of
o f fleece and ja
jade
d e dust worth
w orth
one. This
T h is layer can be destroyed by dealing at least 60 at least 25 gp)
force damage
dam age to it. Duration: Until dispelled
4. Green.
G reen. The creature takes 10d6 p poison
oison damage
dam age on
You create an illusion of o f an object, a creature, or
a failed save, or half h alf as much
m uch damage
dam age on a successful
su ccessfu l
some
som e other visible phenomenon
ph enom enon within w ithin range that
one. A A passwall spell, or another spell of o f equal or
activates w when
hen a specific
sp ecific condition occurs.
occu rs. The illusion
greater level that can open a portal on a solid surface,
im perceptible until then. It must be no larger than a
is imperceptible
destroys this layer.
30-foot cube, and you decide w when
hen you cast the spell
5. B
Blue.
lue. The
T h e creature takes 10d6 cold damage dam age on a
how
h ow the illusion behaves and what sounds sou n ds it makes.
m akes. This
failed save, or half h alf as much
m uch damage
dam age on a successful
su ccessfu l one.
one.
scripted perform
performancean ce can last up to 5 minutes.
m inutes.
This
T h is layer can be destroyed by dealing at least 25 fire
When
W h en the condition you specify sp ecify occurs,
o ccu rs, the illusion
damage
dam age to it.
springs into existence and perform performss in the manner
m anner you
6. Indigo. On O n a failed save, the creature is restrained.
described.
described . Once
O n ce the illusion finishes performing,
perform ing, it
It must
m ust then make m ake a Constitution saving th throw
row at the
disappears and rem remains
ains dormant
dorm ant for 10 minutes.
m inutes. After
end of o f each of o f its turns. If it successfully
su ccessfu lly saves three
this time, the illusion can bbee activated again.
tim es, the spell ends. If it fails its save three times,
times, tim es,
The
Th e triggering condition can be as general or as
it perm
permanently
anently turns to stone and is subjected su bjected to the
detailed as you like, though it must m ust be based on visual or
petrified condition. The successes su c ce s se s and failures don'td on ’t
audible conditions
condition s that occur
o c cu r within
w ithin 30 feet of o f the area.
need
n eed to be consecutive; keep track of o f both until the
For
F or example,
exam ple, you could create an illusion of o f yourself
y ou rself
creature collects three of o f a kind.
to appear and w warn
arn off
o ff others who
w h o attempt to open a
While
W h ile this layer is in place, spells sp ells can't
ca n ’t be
b e cast
trapped door, or you could cou ld set the illusion to trigger only
through the wall. w all. The layer is destroyed by bright light
when
w hen a creature says the correct w word
ord or phrase.
shed by a daylight spell or a similar sim ilar spell of o f equal or
Physical
P hysical interaction with the image im age reveals it to be an
higher level.
illusion, bbecause
eca u se things can pass through it. A A creature
7.
7. Violet. On a failed save, the creature is blinded. It
that uses
u ses its action to examine
exam ine the imageim age can determine
determ ine
must
m ust then make
m ake a W Wisdom
isd om saving throw at the start of of
that it is an illusion with
w ith a successful
su ccessfu l Intelligence
your next turn. A A successful
su ccessfu l save ends the blin dness. If
blindness.
ch eck against your spell save DC. If a
(Investigation) check
it fails that save, the creature is transported to another
creature discerns
discern s the illusion for what w hat it is, the creature
plane of o f the DM's
D M ’s choosing
ch oosin g and is no longer blinded.
can see through the image,im age, and any noise n oise it makes
m akes
(Typically, a creature that is on a plane that isn't isn’t its
sounds
sou n ds hollow
h ollow to the creature.
home
h om e plane is banished h home,
om e, while
w hile other creatures
are usually cast into the Astral or Ethereal planes.) This
layer is destroyed by a dispel magic spell or a similar sim ilar
spell ofo f equal or higher level that can end spells sp ells and
magical
m agical effects.
P r o j e c t IMAGE
PROJECT Im age PROTECTION
P r o t e c t i o n FROM
f r o m POISON
P o is o n
7th-level illusion 2nd-level abjuration
Casting Time:
Tim e: 1 action Casting Time:
Tim e: 1 action
Range: 500
5 0 0 miles
m iles Range: Touch
Components: V, S, M (a small
sm all replica ooff you made
m ade from Components: V, S
materials worth
m aterials w orth at least 5 gp) Duration: 1 hour
Duration: Concentration, up to 1 day
You touch a creature. If it is p poisoned,
oison ed , you neutralize the
You create an illusory copy of o f yourself
y ou rself that lasts for p oison . If more
poison. m ore than on
onee ppoison
oison afflicts the target, you
the duration. TheT h e copy
cop y can appear at any location
location neutralize one poison
on e p oison that you know
k n ow is present, or you
within
w ithin range that you have seen before, regardlessrega rdless ofof neutralize one
on e at random.
random .
intervening obstacles. The illusion looks look s and sounds
sou n ds For the duration, the target has advantage on saving
like you but is intangible. If the illusion takes any throws
throw s against bein
being g poisoned,
p oison ed , and it h
has resistance
as resistan ce to
damage,
dam age, it disappears, and the spell ends. poison
p oison damage.
dam age.
You can u use
se your action to movem ove this illusion up to
twice
tw ice your speed,
sp eed, and m make
ake it gesture, speak, and P u r i f y FOOD
PURIFY Food a
AND D r in k
n d DRINK

behave in whatever
w hatever w way ch oose. It m
ay you choose. mimics
im ics your 1st-level transmutation (ritual)
mannerisms
m ann erism s perfectly. Casting Time:
Tim e: 1 action
You can see through its eyes and hear through its Range: 10 feet
ears as if you were
w ere in its space. OnO n your turn as a bon bonusus Components: V, S
action, you can switch
sw itch from using its se senses
n se s to using Duration: Instantaneous
your own,
ow n, or bback
a ck again. While
W h ile you are using its senses,
sen ses,
All n
nonmagical
onm agical food
fo o d and drink within
w ithin a 5-foot-radius
you are blin
blinded
ded and deafened in regard to your own ow n
sphere centered on a point of o f your choice
ch oice within
w ithin range is
surroundings.
purified and rendered free of of ppoison
oison and disease.
Physical
P hysical interaction w with
ith the image
im age reveals it to be an
illusion, bbecause
eca u se things can pass through it. A A creature
R a i s e DEAD
RAISE D ead
that uuses
ses its action to examine
exam ine the image
im age can determine
determ ine
5th-level necromancy
necrom ancy
that it is an illusion w with
ith a successful
su ccessfu l Intelligence
ch eck against your spell save DC. If a
(Investigation) check Casting Time:
Tim e: 1 hour
creature discerns
discern s the illusion for what it is, the creature Range: Touch
can see ththrough
rough the image,
im age, and any n noise
oise it makes
m akes Components: V, S, M (a diamond worth
diam on d w orth at least 500
5 0 0 gp,
sounds hollow
sou n d s h ollow to the creature. which
w hich the spell consumes)
con su m es)
Duration: Instantaneous
PROTECTION
P r o t e c t i o n FROM
f r o m ENERGY
Energy
You return a dead creature you touch to life, provided
3rd-level abjuration been dead no longer than 10 days. If the
that it has been
Casting Time: 1 action creature's
creatu re’s soul
sou l is both w willing
illing and at liberty to rejoin the
Range: Touch body, the creature returns to life w with
ith 1 hit point.
Components: V, S This
T h is spell also neutralizes any p poisons
oison s and cures
cu res
Duration: Concentration, up to 1 hour nonmagical
n onm agical diseases
d iseases that affected the creature at the
time
tim e it died. This spell doesn't, remove
d oesn ’t, however, rem ove magical
m agical
For
F or the duration, the wwilling
illing creature you touch has
diseases,
d iseases, curses, or similar
sim ilar effects; if th
these
ese aren't
aren’t first
resistance
resistan ce to one damage
dam age type of
o f your choice:
ch oice: acid, cold,
removed
rem oved prior to casting the spell, they take effect w when
hen
fire, lightning, or thunder.
the creature returns to life. The T h e spell can't
ca n ’t return an
P r o t e c t i o n FROM
PROTECTION a n d Goon
E v i l AND
f r o m EVIL G ood undead creature to life.
1st-level abjuration This spell closes
c lo se s all mortal wounds,
m ortal w ou n ds, but it doesn't
d oesn ’t
restore missing
m issin g b od y parts. If the creature is lacking
body
Casting Time:
Tim e: 1 action
body
b od y parts or organs integral for its survival-its
survival—its head,
Range: Touch
for instance-the
in stan ce—the spell automatically
autom atically fails.
Components: V, S, M (holy water
w ater or powdered
p ow dered silver
Coming
C om in g back from the dead is an ordeal. The target
and iron, w
which
hich the spell consumes)
con su m es)
takes a -4- 4 penalty to all attack rolls, saving throw throws, s, and
Duration: Concentration up to 10 minutes
ability checks.
ch eck s. Every time
tim e the target finishes a long lon g rest,
Until the spell ends, one on e willing
w illing creature you the penalty is reduced
redu ced by 1 until it disappears.
touch is protected against certain types of
creatures: aberrations, celestials, elementals, elem entals, fey, RARY'S
R a r y ’ s TELEPATHIC
T e l e p a t h i c BOND
Bond
fiends, and undead. 5th-level divination (ritual)
The protection grants several benefits. Creatures of of Casting Time:
Tim e: 1 action
those
th ose types have disadvantage on attack rolls against Range: 30 feet
the target. The T h e target also can'tc a n ’t be charmed,
charm ed, frightened, Components: V, S, M (pieces
(p ieces of
o f eggshell from two
tw o
o s s e s s e d by them. If the target is already charmed,
or ppossessed charm ed, different kinds of
o f creatures)
frightened, or ppossessed
o s s e s s e d by such a creature, the target Duration: 1 hour
has advantage on any new n ew saving th throw
row against the
You forge a telepathic link among
am ong up to eight w
willing
illing
relevant effect.
creatures of
o f your choice within
ch oice w ithin range, psychically

I 1
linking each creature to all the others for the duration. You touch a creature and stimulate its natural healing
Creatures
C reatures w with
ith Intelligence scores
s c o r e s of
o f 2 or less aren't
aren’t ability. The target regains 4d8 4d 8 + 15 hit points. For
F or the
affected by this spell. duration ooff the spell,
spell, the target regains 1 hit point at the
Until the spell ends, the targets can com communicate
m u n icate start ooff each
each ooff its turns (10 hit poin
points
ts each minute).
telepathically through the bon bond dw whether
hether or not they have The
T target's severed bbody
h e target’s members
ody m em bers (fingers, legs,
a common
co m m o n language. T The communication
h e com m u n ication is p possible
ossib le tails, and so on), if any, are restored after 2 m minutes.
inutes.
over any distance, though it can't
ca n ’t extend to other planes If you have the severed part and hold it to the stump,
of
o f existence. the spell instantaneously causes
cau ses the limb
lim b to knit
to the stump.
RAY
R a y OF
o f ENFEEBLEMENT
Enfeeblem ent
2nd-level necrom
necromancy
ancy R EINCA RNATE
e in c a r nate

Casting Tim
Time:
e: 1 action 5th-level
5th-level transmutation
Range: 60 feet Casting Time:
Tim e: 1 hour
Components: V, S Range: Touch
Duration: Concentration, up to 1 m
minute
inute Components: V, S, M M (rare oils and unguents wworth
orth at
A black bbeam
A ea m ooff enervating en
energy
ergy springs
sprin gs from your
least 1,000 which
1,000 gp, w hich the spell con
consumes)
su m es)
Duration: Instantaneous
finger tow
toward
ard a creature w within
ithin range. MMake
ake a ranged
spell attack against the target. On a hit, the target deals You touch a dead hum humanoid
anoid or a p piece
iece of
o f a dead
only h
half
alf damage
dam age with w weapon
eap on attacks that u use
se Strength
Strength humanoid.
hum Provided
anoid. P rovid ed that the creature has been been dead no
until the spell ends. longer
lon ger than 10 days, the spell formsform s a n new body
ew adult body
At the end ofo f each of
o f the target's
target’s turns, it can make
m ake for it and then calls the soul
sou l to enter that body. If the
a Constitution saving throw
th row against the spell. On a target's soul
target’s sou l isn't
isn’t free or w
willing
illing to do so, the spell fails.
success,
su ccess, the spell ends. The m magic
agic fashions a new
n ew bbody
od y for the creature
to inhabit, w
which
hich likely causes
cau ses the creature's
creatu re’s race to
R
RAY OF
ay o f F
FROST
rost
change. The D DMM rolls a ddlO0
100 and consults the follow following
in g
Evocation cantrip determine
table to determ ine wwhat
hat form the creature takes w when
hen
Casting Tim
Time:
e: 1 action
action restored to life, or the DM
DM cchooses
h o o s e s a form.
Range: 60 feet
Components: V, S dlOO
d100 Race

Duration: Instantaneous 01-04 Dragon born


Dragonborn
05-13 Dwarf, hill
A
A frigid bbeam
ea m ofo f blue-white light streaks toward
tow ard a
14-21 Dwarf, mountain
creature w within
ithin range. Make
M ake a ranged
ran ged spell attack
against the target. On 22-25 Elf, dark
O n a hit, it takes ld8
1d8 cold damage,
dam age,
and its speed reduced
sp eed is redu ced by 10 feet until the start of 26-34 Elf, high
your next turn.
turn. 35-42
35-42 Elf, wood
The
T spell's
h e sp damage
ell’s dam increases
age in creases by 1d8 w when reach
hen you reach 43-46
43-46 Gnome, forest
5th level (2d8), 11th level (3d8), and 17th level (4d8). 47-52 Gnome, rock
53-56 Half-elf
R
RAY OF
ay o S ic k n e s s
f SICKNESS
57-60 Half-orc
Half-ore
1st-level necromancy 61-68 Halfling, lightfoot
Casting Time:
Tim e: 1 action 69-76 Halfling, stout
Range: 60 feet 77-96 Human
Components: V, S 97-00 Tiefling
Duration: Instantaneous
A
A ray ooff sickening
sicken in g greenish energy
en ergy lashes out tow
toward
ard
The
T h e reincarnated creature reca
recalls
lls its former
form er life

a creature w within range. M


ithin range. Make
ake a ranged spell attack
and experiences. It retains the capabilities it had in its
against the target. On a hit, the target takes 2d8 p poison
oison
form,, except it exch
original form exchanges
an ges its original race for
damage
dam age and m must make
ust m ake a Constitution saving throw.
new
the n onee and changes its racial traits accordingly.
ew on
On
O n a failed save, it is also ppoisoned
oison ed until the end of
of
R C urse
REMOVE
e m o v e CURSE
your next turn.
3rd-level abjuration
Att H
A Higher
igher L Levels. When
evels. W h en you cast this spell using a
spell slot of
o f 2nd level or higher, the damage
dam age increases
in creases by Casting Time:
Tim e: 1 action
ld8
1d8 for each slot level above 1st. Range: Touch
Components: V, S
R egenerate
REGENERATE Duration: Instantaneous
7th-level transmutation At your touch, all curses
cu rses affecting one
on e creature or
Casting Time:
Tim e: 1 m
minute
inute object
ob ject end. If the object is a cursed magic
cu rsed m curse
agic item, its cu rse
Range: Touch remains,
rem owner's
ains, but the spell breaks its ow attunement
n er’s attunem ent to
Components: V, S, M
M (a prayer w
wheel
h eel and holy water) the object so can be rem
s o it can removed
oved or ddiscarded.
iscarded.
Duration: 1 hour
R e s is t a n c e
RESISTANCE R e v iv if y
REVIVIFY
Abjuration cantrip 3rd-level conjuration
Casting Time:
Tim e: 1 action Casting Time: 1 action
Range: Touch Range: Touch
Components: V, S,S , M (a miniature
m iniature cloak) Components: V, S, M (diamonds
(diam onds worth 300
w orth 3 0 0 gp, which
w hich
Duration: Concentration, up to 1 minute the spell consumes)
con su m es)

You touch one willing


w illing creature. Once
O nce before the spell
Duration: Instantaneous
ends, the target can roll a d4 and add the number num ber You touch a creature that has died w within
ithin the last
rolled to one
on e saving throw
th row of ch oice. It can roll
o f its choice. minute. That creature returns to life with 1 hit point.
the die before
b efore or after mmaking
akin g the saving throw. The This spell can't
ca n ’t return to life a creature that has died of
of
spell then ends. old age, nor can it restore any missing
m issing bbody
od y parts.

RESURRECTION
R e s u r r e c t io n R o p e TRICK
ROPE T r ic k
7th-level necromancy 2nd-level transmutation
Casting Time:
Tim e: 1 hour Casting Time:
Tim e: 1 action
Range: Touch Range: Touch
Components: V, S, M (a diamond worth
diam on d w orth at least 1,000
1,000 Components: V, S, M (powdered
(pow dered corn extract and a
gp, w
which
h ich the spell consumes)
con su m es) twisted
tw isted loop of parchment)
o f parchm ent)
Duration: Instantaneous Duration: 1 hour
You touch a dead creature that has been dead for no You touch a length of o f rope that is up to 60 6 0 feet long.
more
m ore than a century, that didn't didn’t die ofo f old age, and that One
O ne end ofo f the rope
rop e then rises into the air until the
isn’t undead. If its soul
isn't sou l is free and w willing,
illing, the target whole
w hole rope
rop e hangs perpen
perpendicular
d icu la r to the ground. At the
returns to life with w ith all its hit points. upper end of o f the rope, an invisible entrance opens op en s to an
This
T h is spell neutralizes any p poisons
oison s and cures
cu res normal
norm al extradimensional
extradim ensional space sp ace that lasts until the spell ends.
diseases
d isea ses afflicting the creature when w hen it died. It doesn't,
d oesn ’t, The extradimensional
extradim ension al space sp ace can be reached by
however, remove
rem ove magical
m agical diseases, cu curses,
rses, and the like; climbing
clim bing to the top of o f the rope. The space sp ace can hold as
if such effects aren't removed
rem oved prior to casting
castin g the spell, many
m any as eight Medium
M edium or smaller
sm aller creatures. The T h e rope
they afflict the target on its return to life. can be pulled into the space, making m aking the rope disappear
This spell closes
c lo se s all mortal
m ortal wwounds
ou n d s and restores any from view outside the space.
missing
m issin g body
b od y parts. Attacks and spells
sp ells can't
ca n ’t cross
c ro s s through the entrance
Coming
C om in g ba back
ck from the dead is an ordeal. The target into or out ofo f the extradimensional
extradim ensional space, but those th ose
takes a -4 - 4 penalty to all attack rolls, saving throws, throw s, and inside can see out of o f it as if through a 3-foot-by-5-foot
ability checks.
ch ecks. Every tim timee the target finishes a long rest, window
w in d ow centered on the rope.
the penalty is reduced by 1 until it disappears. Anything inside the extradimensional
extradim ensional space sp ace drops
d rop s out
Casting this spell to restore life to a creature that has when
w hen the spell ends.
been dead for one
been on e year or longer taxes you greatly. Until
you finish a long rest, you can't can ’t cast spells
sp ells again, and S a c r e d FLAME
SACRED Flam e
you have disadvantage on all attack rolls, ability checks, Evocation cantrip
and saving throws. Casting Time:
Tim e: 1 action
Range: 60 feet
R
REVERSE G r a v it y
e v e r s e GRAVITY
Components: V, S
7th-level transmutation Duration: Instantaneous
Casting Time:
Tim e: 1 action
Flame-like
F lam e-like radiance d descends
escen d s on a creature that you
Range: 100 feet
can see w within
ithin range. The target must succeed
su cce e d on a
Components: V, S, M (a lodestone
lodeston e and iron filings)
Dexterity saving throw
th row or take ld8
1d8 radiant damage.
dam age. The
Duration: Concentration, up to 1 minute
m inute
target gains no benefit from cover for this saving throw.
This spell reverses gravity in a SO-foot-radius,
50-foot-radius, 100- The spell's
sp ell’s damage
dam age increases
in creases by ld8
1d8 when
w hen you reach
foot high cylinder centered on a point within range. All 5th level (2d8), 11th level (3d8), and 17th level (4d8).
creatures and objects that aren't
aren’t somehow
som ehow anchored to
the ground in the area fall upward and reach the top of Sa n c t u a r y
SANCTUARY
the area when you cast this spell. A A creature can make a 1st-level abjuration
Dexterity saving throw to grab onto a fixed object it can Casting Time:
Tim e: 1 bon
bonus
u s action
reach, thus avoiding the fall. Range: 30 feet
If some
som e solid object (such as a ceiling)
ceilin g) is encountered Components: V, S, M (a small
sm all silver mirror)
m irror)
in this fall, falling objects
ob jects and creatures strike it ju just
st as Duration: 1 minute
they would
w ou ld during a normal dow nw ard fall. If an object
n orm al downward
You wward
ard a creature within range against attack. Until
or creature reaches
reach es the top ofo f the area without
w ithout striking
the spell ends, any creature who w h o targets the warded
w arded
anything, it rem
remains
ains there, oscillating slightly, for
creature wwith
ith an attack or a harmful
harm ful spell must
m ust first
the duration.
make
m ake a W
Wisdom
isd om saving throw. On O n a failed save, the
At the end of o f the duration, affected objects and
creature must
m ust choose
c h o o s e a new target or lose the attack
creatures
creatu res fall back down.
dow n.
or spell. This
T h is spell doesn't
d oesn ’t protect the w
warded
arded creature
from area effects, such as the explosion
ex plosion of
o f a fireball.
If the warded
w arded creature makes
m akes an attack or casts a spell
that affects an enemy
enem y creature, this spell ends.

S c o r c h i n g RAY
SCORCHING R ay
2nd-level
2 nd-level evocation
Casting Time: 1 action
Range: 120 feet
Components:
Com ponents: V, S
Duration: Instantaneous
You create three rays of o f fire and hurl them at targets
within
w ithin range. You can hurl them at one on e target or several.
Make
M ake a ranged spell attack for each ray. On a hit, the
target takes 2d6 fire damage.
dam age.
Att H
A Higher
igher Levels. When
W h en you cast this spell using a
spell slot of
o f 3rd level or higher, you create one additional
ray for each slot level above 2nd.

Sc r y in g
SCRYING
5th-level divination
Casting Time:
Tim e: 10 mminutes
inutes
Range: Self
S e lf
Components: V, S, M (a focus orth at least 1,000 gp,
worth
focu s w
such as a crystal ball, a silver mirror, or a font filled
with
w ith holy water)
Duration: Concentration, up to 10 minutes
m inutes

You canca n see and hear a particular creature you choose choose
that is on the same
sam e plane ofo f existence as you. The target
must
m ust make
m ake a W Wisdom
isd om saving throw, which
w hich is modified
m odified
by how
h ow wwell
ell you know
k n ow the target and the sort of o f physical
con n ection you have to it. If a target knows
connection k n ow s you're
casting
castin g this spell, it can fail the saving throw
th row voluntarily
if it w
wants
ants to be observed.

Knowledge Save Modifier


Secondhand (you have heard of the target) +5
Firsthand (you have met the target) +0
Familiar (you know the target well) -5
Connection Save Modifier
Likeness or picture -2
Possession or garment -4
-4
Body part, lock of hair, bit of na il, or the like
nail, -10

On a successful
su ccessfu l save, the target isn't
isn ’t affected, and you
can't
ca n ’t use this spell against it again for 24 hours.
On a failed save, the spell creates an invisible sensor sen sor
within 10 feet of o f the target. You can see and hear through
the sensor
sen sor as if you w were
ere there. The
T h e sensor
sen sor moves
m oves with
the target, remaining
rem ainin g w within
ithin 10 feet of
o f it for the duration.
A creature that can see invisible objects sees
A se e s the sensor
sen sor
as a luminous
lu m in ou s orb about the size of o f your fist.
Instead of o f targeting a creature, you can choose choose a
location you have seen before as the target of o f this spell.
When
W h en you do, the sensor sen sor appears at that location and
doesn't move.
d o e s n ’t m ove.
SEARING
S e a r i n g SMITE
Sm it e ssomeone who
om eon e w reaches
h o reach es out to touch you wwould bump
ou ld bum p into
1st-level evocation you wwhile was
hile it w as seemingly
seem in gly still in midair.
A creature can
A can uusese its action to ininspect
spect a target and
Casting Tim
Time: e: 1 bonus
bon u s action
make
m ake an Intelligence (Investigation) ch check
eck against your
Range: Self
S e lf
DC. If it succeeds,
spell save DC. becomes
su cceed s, it b aware
e c o m e s aw are that the
Components:
Com ponents: V
target is disguised.
Duration: Concentration, up to 1 minute
The
T h e next time
tim e you hit a creature with a melee m elee weapon
w eapon SENDING
Se n d in g
attack during the spell's
sp ell’s duration, your weapon w eap on flares 3rd-level evocation
with white-hot intensity, and the attack deals aan n extra Time:
Casting Tim e: 1 action
action
ld6 fire damage
1d6 dam age to the target and causes cau ses the target to Unlimited
Range: Unlim ited
flam es. At the start of
ignite in flames. o f each of
o f its turns until Components: V, V, S, M
M (a short ppiece
iece ooff fine co
copper wire)
pper w ire)
the spell ends, the target must make m ake a Constitution Duration: 1 round
saving throw. On a failed save, it takes ld6 1d6 fire da
dammage.
age.
On su ccessfu l save, the spell ends. If the target or a
O n a successful You send a shs hort message
ort m essa ge ooff twenty-five w words
ord s or
creature within
w ithin 5 feet ooff it uses
u ses an action to put out the less to a creature w withith w which
hich you are familiar. The
flam es, or if some
flames, som e other effect dousesd ou ses the flames
flam es (such creature hears the m message
essa ge in its m mind, recognizes
ind, recog n izes
as the target being submerged
su bm erged in wate r). the spell ends.
water), you as the sender
sen der if it k knows
n ow s you, and can can an
answer
sw er in a
Att Higher
A H igher Levels. WhenW h en you cast this spell u using
sing a manner
like m anner imimmediately.
mediately. The spell en enables creatures
ables creatures
spell slot of
o f 2nd level or higher, the initial extra damage dam age with Intelligence scores
s c o r e s ooff at least 1 to understand the
dealt by the attack increases
in creases by ld6 1d6 fo
forr each slot m eaning ooff your m message.
essage.
level above 1st. s end
You can sen d the m message
essa ge a across
cross any distance and
even to other planes ooff existence, but if the target is on a
S e e INVISIBILITY
SEE I n v is ib il it y different plane than you, there is a 5 percent ch chance
a n ce that
2nd-level divination essage
the m essa ge d doesn't
oesn ’t arrive.

Casting Time:
Tim e: 1 action Se
EqQUESTER
uester
Range: Self
S e lf
7th-level transmutation
Components: V, S, M (a pinch of o f talc and a small
sm all
sprinkling
sp rinkling ofo f powdered
pow d ered silver) Time:
Casting Tim e: 1 action
action
Duration: 1 hour Range: Touch
Components: V,V, S, M
M (a ppowder composed
ow der co m p o s e d ooff diam
diamond,
ond,
For the duration, you see invisible creatures and objects em erald, ruby, and sapphire dust w worth
orth at least 5,000
5 ,0 0 0
as if they were
w ere visible, and you can see into the Ethereal which
gp, w consumes)
hich the spell con su m es)
Plane.
Plane. Ethereal creatures and objects appear ghostly Duration: Until dispelled
and translucent.
By m means
eans ooff this spell, a w
willing
illing creature or an object
SEEMING
S e e m in g can be hidden away, safe from detection for the
can
5th-level illusion duration. W Whenh en you cast the spell and touch the target,
becomes
it b can't
e c o m e s invisible and can ’t be targeted by divination
Casting Time:
Tim e: 1 action
spells or perceived through sscryin crying
g sensors
sen sors created by
Range: 30 feet
divination spells.
Components: V, S S
If the target is a creature, it falls into a state ooff
Duration: 8 hours
suspended animation.
su sp ended anim Timee ce
ation. Tim ceases
a se s to flow for it, and it
This
T h is spell allow
allowss you to change the appearance
ap pearan ce ofo f any doesn't
d oesn ’t ggrow
row older.
number
num ber of o f creatures
creatu res that you can ssee ee within
w ithin range. You can set a condition for the spell to end
You can e nd early.
give each target you choose c h o o s e a new, illusory appearance. The
T h e condition cancan bbee anything you ch choose,
o o s e , but it
An
A n unwilling
unw illing target can make m ake a Charisma
Charism a saving throw, must ooccur bee visible w
c cu r or b within
ithin 1 m
mile
ile ooff the target.
and if it succeeds,
su cceed s, it is unaffected by this spell. Examples
E xam ples include "after
“after 1,000
1,000 yyears"
ea rs” or "when
“w hen the
The
T h e spell disguises
d isgu ises physical appearance
appearan ce as wellw ell as tarrasque aw awakens."
akens.” T This
h is spell also enends
ds if the target
clothing, armor,
arm or, weapons,
w eapon s, and equipment.
equipm ent. YouY ou can make
m ake takes any dam damage.
age.
each creature seem 1 foot shorter or taller and appear
thin, fat, or in betw
between.
een . You can't
ca n ’t change a target's
target’s body
body S
SHAPE CHANGE
h apec hange

type, sos o you must


m ust cchoose
h o o s e a form that has the same sam e 9th-level transmutation
basic arrangement
arrangem ent of o f limbs.
lim bs. Otherwise,
O therw ise, the extent of of Time:
Casting Tim e: 1 action
action
the illusion is up to you. The spell lasts for the duration, Range: Self
S e lf
unless
u n less you useu se your action to d dismiss
ism iss it sooner. Components: V, S, M M (a ja
jade worth
de circlet w orth at least 1,500
1,500
The changes
ch a n g es wrought
w rou gh t by this spell fail to hold up to which
gp, w hich you must place on your head b before
efore you
physical inspection.
in spection. For
F or example,
exam ple, if you use this spell cast the spell)
to add a hat to a creature's
creatu re’s outfit, objects pass through Duration: Concentration, up to 1 hour
the hat, and anyone who w h o touches
tou ches it would
w ou ld feel nothing
or would creatu re’s head and hair. If you use
w ou ld feel the creature's assume
You assu m e the form ooff a different creature for the
this spell to appear thinner than you are, the hand of duration. TThe
he nnew
ew form can b bee ooff any creature with
a challen
challenge
ge rating equal to your level or lower. The
creature can't be a construct
ca n ’t be con stru ct or an undead, and you Sh ie l d
SHIELD
must
m ust have seen the sort of o f creature at least once. on ce. You 1st-level abjuration
transform into an average exam example ple ooff that creature,
creature, one
Time:
Casting Tim e: 1 reaction,
reaction, w
which
hich you take w
when
hen you are
without
w ithout any claclassss levels or the Spellcasting
S p ellcastin g trait.
th e magic m
hit by an attack or targeted by the issile spell
missile
gamee statistics are replaced by the statistics
Your gam
Range: Self
S elf
ooff the ch
chosen
osen creature, though you retain retai n your
Components: V, S
alignment
alignm ent and Intelligence, W Wisdom,
isdom , and Charisma
Charism a
Duration: 1 round
scores. You also retain all of o f your skill and saving
throw
th row proficiencies, in addition to gaining th those
ose of
o f the An
A n invisible barrier of magical
of m agical force appears and
creature.. If the creature has the same
creature sam e proficiency as you protects you. Until the start of
o f your next turn, you have a
and the bon bonusu s listed in its statistics is higher than yours, +5 bon
bonus
u s to AC, including against the triggering attack,
use
u se the creature's
creatu re’s bon bonusu s in place of o f yours. You can't
ca n ’t use and you take no damage
dam age from m magic
agic missile.
missile.
any legendary actions or lair actions of o f the nnew
ew form.
form .
You assume
assu m e the hit poin points ts and Hit D Dice
ice of new
o f the new
SHIELD
S h i e l d OF Fa i t h
o f FAITH

form.. W
form When
hen you revert to your norm normal form,, you
al form 1s t-level abjuration
1st-level
return to the num number ber ooff hit points you had b before
efore you Casting Time: 1 bon
bonus action
u s action
transformed.
transform ed. If you revert as a result ooff droppin dropping g to Range: 60 feet
0 hit points, any excesse x ce s s damage
dam age carries over to your Components: V, S, M M (a small parchment
sm all parchm ent with a bit ooff
normal
n orm al form.
form . A Ass long as the excess e x cess damage
dam age doesn't
d oesn ’t written
holy text w ritten on it)
reduce your normaln orm al form to O 0 hit points, you aren't aren’t Duration: Concentration, up to 10 m minutes
inutes
kknocked
n ock ed u unconscious.
n con sciou s.
A shimmering
A sh im m ering field appears and surrounds
surrou nds a creature
You retain the benefit ooff any features from your class,
of
o f your choice
ch oice within range, granting it a +2 bon
bonus
u s to AC
race, or other sourcesou rce and can use them, them , provided that
for the duration.
duration.
your nnew ew form is physically capable of o f doing so. You
can't
ca n ’t uuse
se any special
sp ecia l senses
se n se s you have (for example, exam ple, SHILLELAGH
Sh il l e l a g h
darkvision) u unless
n less your n newew form also has that sense. sen se. Transmutation cantrip
You can only sp speak
eak if the creature can norm normallyally speak.
When
W transform,, you cchoose
h en you transform hoose w whether
hether your
Casting Tim
Time:
e: 1 bonus action
action
equipment
equipm ent falls to the ground, m merges
erges into the n new
ew
Range: Touch
form,, or is w
form worn
orn by it. W Worn
orn equipment
equipm ent fun ctionss as
fu nction
Components: V, S, MM (mistletoe,
(m istletoe, a shamrock
sh a m rock leaf, and a
normal.
norm al. The D DM M determines
determ ines w whether
hether it is practical for
club or quarterstaff)
the n new
ew form to w wear
ear a p piece
iece ooff equipment,
equipm ent, ba based
sed on
Duration: 1 minute
creature's
the creatu re’s shape and size. Your equipment equipm ent doesn't
d oesn ’t The w wood
o o d of
o f a club or quarterstaff you are holdin
holdingg is
change shape or size to match the nnew ew form ,, and any imbued nature's power.
im bued with nature’s pow er. For the du ration, you can
duration,
equipment
equipm ent that the new n ew form ca n n't’t w
wear
ea r must either fall use
u se your spellcasting
spellcastin g ability instead ofo f Strength for
to the ground or m merge
erge into your n newew form .. Equipment
Equipm ent the attack and damage
dam age rolls of
o f melee
m elee attacks using
that m merges
erges has n noo effect in that state.state. that wweapon,
eapon , and the w weapon's damage
eapon 's dam age die b becomes
e co m e s
During
D uring this sp spell's
ell’s duration, you can u use
se your action to a d8. TThe
he wweapon
eap on also b becomes
ecom es mmagical, isn't
agical, if it isn’t
assume
assu m e a different form following
follow in g the same sam e restrictions already. T The
h e spell ends if you cast it again or if you let go
and rules for the original form form,, w with
ith oneon e exception: if of weapon.
o f the w eapon.
your n new
ew form has m more
ore hit points than your current
one, your hit points rem remainain at their current value. SHOCKING
S h o c k i n g GRASP
G rasp
Evocation cantrip
Sh a t t e r
SHATTER
Casting Time:
Tim e: 1 action
2nd-level evocation Range: Touch
Casting Tim
Time:
e: 1 action Components: V, S S
Range: 60 feet Duration: Instantaneous
Components: V, S, MM (a chip ooff m
mica)
ica)
Lightning ssprings
prings from
from your hand to deliver a sh shock
ock to
Duration: Instantaneous
a creature you try to touch. M Make melee
ake a m elee spell attack
A sudden loud ringin
A ringingg nnoise,
oise, painfully intense, erupts against the target. You have advantage on the attack roll
from a point of o f your choice
ch oice w within
ithin range. EEach
ach creature if the target is w
wearing
earin g armor
arm or m made
ade of
o f metal. On a hit,
in a IO-foot-radius
10-foot-radius sphere centered on that point must the target takes ld8
1d8 lightning damage,
dam age, and it can't
ca n ’t take
make
m ake a Constitution saving throw. throw. AA creature takes reaction s until the start ofo f its next turn.
3d8 thunder damage
dam age on a failed save, save, or h
half
alf as m
much
uch The spell's
spell’s damage
dam age increases
in creases by ]1d8d8 when
w hen you reach
damage
dam age on a successful
su ccessfu l one.
one. A A creature m made
ade ofof 5th level (2 d8), 11th level (3d8), and 17th level (4d8).
(2d8),
inorga nic m
inorganic material
aterial such as stone,
stone, crystal,
crystal, or mmetal
etal has
disadvantage on this saving throw. throw. Sil e n c e
SILENCE
A nnonmagical
A onm agical object that isn’t isn't bein
being worn
gw orn or carried 2nd-level illusion
i/lusion (ritual)
also takes the dam damage it's in the spell's area.
age if it’s Casting Tim
Time:
e: 1 action
Att H
A Higher
igher L Levels. When
evels. W h en you cast this spell u using
sing a Range: 120 feet
spell slot of
o f 3rd level or higher, the damage
dam age increases
in creases by Components: V, S S
ld8
1d8 for each slot level above 2nd. Duration: Concentration, up to 10 m
minutes
inutes
For the duration, no sound can
sou n d ca n be created wwithin
ithin or If the simulacrum
sim u lacru m is damaged,
dam aged, you can repair it in an
pass through a 20-foot-radius sphere centered on a alchemical
alch laboratory, uusing
em ical laboratory, sing rare herbs and m minerals
inerals
point you cchoose
hoose wwithin
ithin range. A Any
ny creature or object worth
w orth 100 gp per hit point it regains. T The simulacrum
h e sim ulacrum
entirely inside the sphere is imimmune damage,
m u ne to thunder dam age, lasts until it d rops to O
drops which
0 hit points, at w h ich point it
and creatures are deafened w while
hile entirely inside it. reverts to snow
sn o w and m melts
elts instantly.
Casting a spell that includes a verbal component
com pon en t is If you cast this spell again, any currently
impossible
im possible there. active duplicates you created w with
ith this spell are
instantly destroyed.
S i l e n t IMAGE
SILENT Image
1st-level illusion Sleep
SLEEP
Casting Time:
Tim e: 1 action 1st-level enchantment
Range: 60 feet Casting Time:
Tim e: 1 action
Components: V, S, M M (a bit ooff fleece) Range: 90 feet
Duration: Concentration, up to 10 m minutes
inutes Components: V, S, M M (a pinch ooff fine sand, ro
rose
se petals,
or a cricket)
You create the im image
age ooff an object, a creature, or somsome e
Duration: 1 minute
other visible pphenomenon
h en om en on that is no larger than a 15-foot
cube. The im image
age appears at a spot w within
ithin range and This
T h is spell sends
sen ds creatures into a m magical
agical slumber.
lasts for the duration
duration.. The image
im age is purely visual; it isn"t
isn't Roll 5d8; the total is h how
ow mmany
any hit points ofo f creatures
accompanied
a ccom p a n ied by sound, smell,
sm ell, or other sensory
sen sory effects. this spell can affect. Creatures within w ithin 20 feet ofof
You can uusese your action to cause
cau se the image
im age to mmove
ove to a point you choose
ch oose w within
ithin range are affected in
any spot w within
ithin range. AsA s the imimage
age changes location,
location, ascending
a scen din g order of o f their current hit points (ignoring
you can alter its appearance
appearan ce so s o that its m
movements
ovem ents unconscious
u n con sciou s creatures).
appear natural for the im image.
age. FFor
or example, create
exam ple, if you create Starting w with
ith the creature that has the lowest
low est c urrent
current
image
an im age ooff a creature and m move
ove it, you can alter the hit points, each creature affected by this spell falls
image
im age so that it appears to be w walking.
alking. unconscious
u n con sciou s until the spell ends, the sleeper takes
Physical
P hysical interaction with the im image
age reveals it to be an damage,
dam age, or someone
som eon e u uses
ses an action to shake or slap the
illusion, bbecause
eca u se things can pass through it. A A creature sleeper awake. Subtract each creatu creature's from
re’s hit points from
that uses its action to exam
examineine the image
im age can determine
determ ine the total bbefore
efore m moving
oving on to the creature w with
ith the next
that it is an illusion wwith
ith a successful
su ccessfu l Intelligence lowest
low est hit points. A A creature's
creatu re’s hit points must b be
e equal
(Investigation) check
ch eck against your spell save DC. If a to or less than the rem remaining
aining total for that creature
creature discerns
discern s the illusion for whatw hat it is, the creature bee affected.
to b
can see through the imageim age.. Undead and creatures im immune
m une to being charmed
charm ed
aren't
aren’t affected by this spell.
Sim u l a c r u m
SIMULACRUM AAtt H
Higher
igher Levels. When W h en you cast this spell using a
7th-level illusion spell
sp ell slot ooff 2nd level or higher, roll an additional 2d8 for
Time:
Casting Tim e: 12 hours each slot level above 1st.
each
Touch
Range: Touch
S l e e t STORM
SLEET St o r m
Components: V, S, M M (snow
(sn ow or ice in quantities
sufficient to m made
ade a life-size copy
cop y ooff the duplicated 3rd-level conjuration
creature; some
so m e hair, fingernail clippings, or other Casting Time:
Tim e: 1 action
piece
p iece of
o f that creature's body
creatu re’s b placed
od y p laced inside the snow
sn ow Range: 150 feet
or ice; and powdered
p ow dered ruby w worth
orth 1,500 gp, sprinkled Components: V, S, M (a pinch of o f dust and a few
over the duplicate and consumed
con su m ed by the spell) drops
d rops of
o f water)
Duration: Until dispelled Duration: Concentration,
C oncentration, up to 1 minute
m inute

You shape an illusory duplicate ooff one


on e beast or Until the spell ends, freezin
freezingg rain and sleet fall in a
humanoid
hum within
anoid that is w casting
ithin range for the entire casting 20-foot-tall cylinder w with 40-foot
ith a 40 -foot radius centered on
timee ooff the spell. T
tim The
h e duplicate is a creature, partially a point you cchoose
hoose w within
ithin range. The area is heavily
real and formed
form ed from ice or snow, and it can can take obscured,
obscu red, and exposed
e x p osed flames
flam es in the area are dou
doused.
sed.
actions and otherwise
oth erw ise be affected as a n
normal
orm al creature. The
T ground
h e grou nd in the area is covered w with
ith slick ice,
It appears to bbe e the same
sam e as the original, but it has half making
m aking it difficult terrain. W When
h en a creature enters the
the creature's
creatu re’s hit point m maximum
axim u m and is formed
form ed without spell's
sp ell’s area for the first tim
timee on a turn or starts its turn
any equipment.
equipm ent. Otherwise,
O therw ise, the illusion uses
u ses all the there, it mmust
ust make
m ake a Dexterity
D exterity saving throw. On a failed
statistics ofo f the creature it duplicates. save, it falls prone.
The simulacrum
sim u lacru m is friendly to you and creatures you If a creature is concentrating
concentratin g in the spell's
sp ell’s area, the
designate. It obeys your spoken
sp oken commands, moving
com m a n d s, m oving creature must m makeake a successful
su ccessfu l Constitution saving
and acting in accordance wishes
a ccord a n ce with your w ish es and acting throw
th row against your spell save D DC
C or lose concentration.
on your turn in comcombat.
bat. The simsimulacrum
ulacrum lacks the
ability to learn or bbecome
ecom e m more powerful,
ore pow erful, so
s o it never
increases
in creases its level or other abilities, nor can it regain
expended
expen ded spell slots.

I RT
Slo w
SLOW mouth
m outh and can't
can ’t be undead. The spell fails if the corpse
corp se
3rd-level transmutation was
w as the target ofo f this spell wwithin
ithin the last 10 days.
Until the spell ends, you can ask the corpse c orp se up to five
Casting Time:
Tim e: 1 action
questions. The corpse
co rp s e knows
k n ow s only what it knew
kn ew in life,
Range: 120 feet
including the languages it knew. Answers A n sw ers are usually
Components: V, S, M (a drop of
o f molasses)
m olasses)
brief, cryptic, or repetitive, and the corpse
c orp se is under no
Duration: Concentration, up to 1 minute
compulsion
com pu lsion to offer a truthful answeransw er if you are hostile
You alter time around up to six creatures ooff your to it or it recognizes
recog n izes you as an enemy. This spell doesn'td oesn ’t
choice
ch oice in a 40-foot
40 -foot cube
cu b e within
w ithin range. Each
E ach target must return the creature's
creature’s soul
sou l to its body, only its animating
anim ating
succeed
su cceed on a W Wisdom
isd om saving th throw
row or be affected by spirit. Thus, the corpse
c orp se can't
can ’t learn new information,
inform ation,
this spell for the duration. doesn't
d oesn ’t comprehend
com prehen d anything that has h happened
appened since it
An
A n affected target's sp eed is halved, it takes a - 22
target’s speed died, and can't
ca n ’t speculate about future events.
penalty to AC and Dexterity
D exterity saving throws,
throw s, and it can't
ca n ’t
use reactions. On its turn, it can u use
se either an action or SPEAK WITH
Sp e a k w i t h PLANTS
Plants
a bonus
bon u s action, not both. Regardless
R eg ardless of
o f the creature's
creatu re’s 3rd-level transmutation
abilities or magic
m agic items, it can't
can ’t make
m ake more
m ore than one Casting Time: 1 action
melee
m elee or ranged attack during its turn. Range: Self
S e lf (30-foot radius)
If the creature attempts
attem pts to cast a spell with
w ith a casting Components: V, S S
time o f 1 action, roll a d20. On an 11 or higher, the spell
tim e of Duration: 10 minutes
m inutes
doesn't
d oesn ’t take effect until the creature's
creatu re’s next turn, and the
creature must
m ust use its action on that turn to complete
com plete the You imbue
im bue plants w within
ithin 30 feet of
o f you with limited
lim ited
spell. If it can't,
ca n ’t, the spell is w
wasted.
asted. sentience
sen tience and animation,
anim ation, giving them the ability
A creature affected by this spell makes
A m akes another to communicate
com m u n icate wwith
ith you and follow your simplesim ple
Wisdom
W isd om saving throw at the end of o f its turn. On a commands.
com m a n d s. You can question plants about events in the
successful
su ccessfu l save, the effect ends for it.
spell's
sp ell’s area w
within
ithin the past day, gaining information
inform ation
about creatures
creatu res that have passed, weather, and other
SPARE
S p a r e THE
t h e DYING
D y in g circumstances.
circu m stan ces.
Necromancy
Necrom ancy can trip
cantrip You can also turn difficult terrain causedcau sed by plant
growth
grow th (such as thickets and undergrow
undergrowth) th) into ordinary
Casting Time:
Tim e: 1 action
terrain that lasts for the duration. Or you can turn
Range: Touch
ordinary terrain where
w here plants are present into difficult
Components: V, S S
terrain that lasts for the duration, causing vvines ines and
Duration: Instantaneous
branches
bran ch es to hinder pursuers, for example.
exam ple.
Y ou touch a living creature that has O
You 0 hit points. The Plants might
m ight be able to perform
perform other tasks on your
creature becomes
b e c o m e s stable. This spell has no effect on behalf, at the DM's
D M ’s discretion. The spell doesn't
d oesn ’t enable
undead or constructs. plants to uproot themselves
them selves and movem ove about, but they
can freely move
m ove branches, tendrils, and stalks.
S p e a k WITH
SPEAK A n im a l s
w i t h ANIMALS
If a plant creature is in the area, you can communicate
com m u n icate
1st-level divination (ritual) with it as if you shared a common
co m m o n language, but you
Casting Time:
Tim e: 1 action gain no magical
m agical ability to influence it.
Range: Self
S e lf This cau se the plants created by the entangle
T h is spell can cause
Components: V, S spell to release a restrained creature.
Duration: 10 minutes
m inutes
S p i d e r CLIMB
SPIDER C l im b
You gain the ability to comprehend
com preh en d and verbally
2nd-level transmutation
2nd-level
communicate
com m u n icate with beasts for the duration. TheThe
knowledge
kn ow led ge and awareness
aw aren ess of
o f many
m any beasts is limited Casting Time: 1 action
by their intelligence, but at minimum,
m inim um , beasts can Range: Touch
give you information
inform ation about nearby locations and Components: V, SS,, M (a drop of bitumen
o f bitum en and a spider)
monsters,
m onsters, including wwhatever
hatever they can perceive or have Duration: Concentration,
C oncentration, up to 1 hour
perceived
p erceived wwithin
ithin the past day. You might be able to Until the spell ends, one willing
w illing creature you touch
persuade
persu ade a beast to perform
perform a small
sm all favor for you, at the gains the ability to move
m ove up, down,
dow n, and across
a cross vertical
DM's
D M ’s discretion. surfaces
su rfaces and upside down
dow n along ceilings,
ceilin gs, while
w hile leaving
its hands free. The target also gains a climbing
clim bin g speed
sp eed
S p e a k WITH
SPEAK D ead
w i t h DEAD
equal to its walking
w alking speed.
3rd-level necromancy
Casting Time:
Tim e: 1 action S p i k e GROWTH
SPIKE G row th
Range: 10 feet 2nd-level transmutation
Components: V, S, M (burning incense)
incense) Casting Time:
Tim e: 1 action
Duration: 10 minutes
m inutes Range: 150 feet
You grant the semblance
sem bla n ce of
o f life and intelligence to a Components: V, S S,, M (seven sharp thorns or seven
corpse
c orp se of
o f your choice within
ch oice w ithin range, allowing
allow ing it to answer
answ er small
sm all twigs,
tw igs, each sharpened
sh arpen ed to a point)
the questions you ppose.ose. The
T h e corpse
co rp s e must still have a Duration: Concentration,
C oncentration, up to 10 minutes
m inutes
The
T he ground in a 20-foot
20 -foot radius centered on a point STAGGERING
S t a g g e r i n g SMITE
Sm it e
within range twists
tw ists and sprouts hard spikes and thorns. 4th-level evocation
The
T h e area becomes
b e c o m e s difficult terrain for the duration.
Casting Time: 1 bon
bonus
u s action
When
W h en a creature movesm oves into or w within
ithin the area, it takes
Range: S eelf
lf
2d4 piercing damage
dam age for every 5 feet it travels.
Components: V
The transformation
transform ation ooff the ground
grou nd is camouflaged
cam ou flaged to
Duration: Concentration, up to 1 minute
m inute
look natural. Any creature that can't ca n ’t see the area at the
time
tim e the spell is cast must
m ust make
m ake a Wisdom
W isd om (Perception)
(P erception ) The next time
tim e you hit a creature with a melee
m elee weapon
w eapon
check
ch eck against your spell save DC D C to recognize
r ecog n ize the attack during this spell's
sp ell’s duration, your w weapon
eap on pierces
terrain as hazardou
hazardouss before entering it. both bbody
od y and mind, and the attack deals an extra
4d6 psychic
4d 6 psych ic damage
dam age to the target. The target must
SPIRIT GUARDIANS
Sp ir it G u a r d ia n s make
m ake a Wisdom
W isd om saving throw. On a failed save, it has
3rd-level conjuration disadvantage on attack rolls and ability ch checks,
eck s, and
Casting Time:
Tim e: 1 action can't take reactions, until the end of o f its next turn.
Range: Self
S e lf (15-foot radius)
STINKING
S t i n k i n g CLOUD
C loud
Components: V, S S,, M (a holy symbol)
sym bol)
3rd-level conjuration
Duration: Concentration,
C oncentration, up to 10 minutes
m inutes
Casting Time: 1 action
You call forth spirits to protect you. They flit around you
Range: 90
9 0 feet
to a distance ofo f 15 feet for the duration. If you are goodg ood
Components: V, S, M (a rotten egg or several skunk
or neutral, their spectral form appears aangelic ngelic or fey
cabbage leaves)
(your choice). If you are evil, they appear fiendish.
Duration: Concentration, up to 1 minute
m inute
When
W h en you cast this spell, you can designate any
number
n um ber of
o f creatures you can see to be unaffected by it. You create a 20-foot-radius sphere of o f yellow, nauseating
An
A n affected creature's speed
creatu re’s sp eed is halved in the area, and gas centered on a point w within
ithin range. The cloud spreads
when
w hen the creature enters the area for the first time on around corners,
corn ers, and its area is heavily obscured.
obscu red . The
a turn or starts its turn there, it mustm ust make
m ake a WWisdom
isdom cloud lingers in the air for the duration.
saving throw. On a failed save, save, the creature takes 3d8 E ach creature that is completely
Each com pletely w within
ithin the cloud at
radiant damage
dam age (if you
yo u aare
re ggood
o o d or neutral) or 3d8 the start of
o f its turn m must
ust make
m ake a Constitution saving
necrotic
n ecrotic damage
dam age (if you are evil). On a successful
su ccessfu l save, throw against ppoison.
oison . On a failed save
save,, the creature
the creature takes halfh alf as much
m uch damage.
dam age. spends
sp ends its action that turn retching and reeling.
Att H
A Higher
igher Levels. When
W h en you cast this spell using a Creatures that don'td on ’t need to breathe or are immune
im m une to
spell slot of
o f 4th level or higher, the damage
dam age increases
in creases by poison
p oison automatically
autom atically succeed
su cce e d on this saving throw.
ld8
1d8 for each slot level above 3rd. Am
A moderate
oderate wind
w ind (at least 10 miles
m iles per hour) dispers es
d isperses
the cloud after 4 rounds. A A strong
stron g wwind
ind (at least 20
S p i r i t u a lL W
SPIRITUA WEAPON
eapon miles
m iles per hour) disperses
disp erses it after 1 round.
2nd-level evocation
S t o n e SH
STONE Sh a
ApPE
e
Casting Time:
Tim e: 1 bon
bonus
u s action
Range: 60 feet
4th-level transmutation
Components: V, S Casting Time: 1 action
Duration: 1 m
minute
inute Range: Touch
Components: V, S, M (soft clay, w
which
hich must
m ust be worked
w orked
You
Y ou create a floating, spectral weapon w eap on wwithin
ithin range that
into roughly the desired shape
sh ape of
o f the stone object)
lasts for the duration or until you cast this spell again.
Duration: Instantaneous
When
W h en you cast the spell, you can make m ake a m elee spell
attack against a creature w within
ithin 5 fe et of
feet o f the weapon.
w eapon. On You touch a stone object
ob ject ofo f Medium
M edium size or smaller
sm aller or
a hit, the target takes forc forcee damage
dam age equal to ld8 1d8 +
+ your a section of
o f stone no
n o more
m ore than 5 fe et in any dimension
feet dim ension
spellcasting
spellcastin g ability modifier.
m odifier. and form it into any shape that suits your ppurpose. u rpose. So,
As
A s a bonus
bon u s action on your turn, you can m move
ove the for example,
exam ple, you could
cou ld shape a large ro rock
ck into a wweapon,
eapon,
weapon
w eap on up to 20 feet and repeat the attack against a idol, or coffer, or make
m ake a small
sm all passage
pa ssage through a wall,
creature within
w ithin 5 feet ofo f it. as long
lon g as the wall
w all is less than 5 feet thick. You could cou ld
The
T he weapon
w eap on can take w whatever
hatever form you choose.ch oose. also shape a stone doord o o r or its frame
fram e to seal
sea l the door
d oor
Clerics
C lerics ofo f deities w
who
h o are associated
a ssocia ted with a particular shut. The object you create can have up to tw twoo hinges
weapon
w eap on (as St. Cuthbert is known k n ow n for his mace
m ace and a latch, but finer m ech echanical
an ica l detail isn't
isn’t possible.
and Thor
T h or for his hammer)
ham m er) make m ake this spell's
sp ell’s effect
resemble
resem ble that w weapon.
eapon. S t o n e sSKIN
STONE k in

A
Att H igher Levels. When
Higher W h en you cast this spell using a 4th-level abjuration
spell slot of
o f 3rd level or higher, the damage
dam age increases
in crea ses by Casting Time:
Tim e: 1 action
ld8
1d8 for every two
tw o slot levels above the 2nd. Range: Touch
Components: V, S, M (diamond
(diam ond dust w
worth
orth 100 gp,
which
w hich the spell consumes)
con su m es)
Duration: Concentration, up to 1 hour

• R l' I
This
Th is spell turns the flesh of
of a w
willing
illing creature you touch The target must m make
ake a W Wisdom
isd om saving throw. On On a
as hard as stone. Until the spell ends, the target has failed save,
save, it pu
pursues
rsues the course
co u rse of
o f action you described
d escribed
resistance
resistan ce to n
nonmagical
onm agical bludgeoning, piercing, and to the best ooff its ability. TThe
h e suggested
su ggested course
cou rse ooff action
slashing damage.
dam age. can continue for the entire duration. If the suggested suggested
activity can
can be
be com
completed
pleted in a shorter time, the spell
STORM
S t o r m OF
o f VENGEANCE
V engeance ends w when
hen the subject finishes w what
hat it wwas
as asked to do.
9th-level conjuration You can
can also spspecify conditionss that w
ecify condition will
ill trigger a
Casting Time:
Tim e: 1 action special
sp ecia l activity during the duration. For exam example, you
ple, you
Range: Sight might
m ight suggest that a knight give her w warhorse
arhorse to the
Components: V, S first beggar she m meets. condition isn’t
eets. If the condition isn't m
met before
et before
Duration: Concentration,
C oncentration, up to 1 minute the spell expires, the activity isn’t isn't perform
performed.ed.
If you or aany
ny ooff your companions damage
com p a n ion s dam age the target,
A churning storm cloud forms,
A form s, centered on a point you
the spell ends
ends..
can see and spreading
spreadin g to a radius of of 3360
6 0 feet. Lightning
flashes in the area, thunder bbooms, oom s, and strong winds w in ds SUNBEAM
Su n b e a m
roar. Each creature under the cloud (no more m ore than 5,000
5,0 0 0 6th-level evocation
feet beneath the cloud) when w hen it appears must make m ake a
Constitution
C onstitution saving throw. On a failed save, a creature
Casting Time: 1 action
takes 2d6
2d 6 thunder damage
dam age and becomes
b e c o m e s deafened
Range: Self
S e lf (60-foot line)
for 5 minutes. Components: V, S, M (a m magnifying
agnifying glass)
m inutes.
Each round you maintain
m aintain concentration on this spell,
Duration: Concentration, up to 1 minute
the storm produces
p rod u ces additional effects on your turn. A
A beam
b ea m ooff brilliant light flashes out from your hand
Round 2. Acidic
A cidic rain falls from the cloud. in a 5-foot-wide, 60-foot-long
60-foot-lon g line.line. E
Each
ach creature in
Each
E ach creature and object under the cloud takes the line mmust make
ust m ake a Constitution saving throw. On a
ld6 acid damage.
1d6 dam age. failed save, a creature takes 6d8 radiant damage dam age and
Round
R ound 3. You call six bolts of o f lightning from the is blinded until your next turn. On a su successful
ccessfu l save,
cloud
clou d to strike six creatures
creatu res or objects of o f your choice
ch oice it takes hhalf
alf as m much damage
uch dam isn't blinded by this
age and isn’t
beneath the cloud. A A given creature or object can't ca n ’t be spell. UUndead
ndead and ooozeso z e s have disadvantage on on this
struck by m more
ore than oneon e bolt. A
A struck creature must saving throw.
make
m ake a Dexterity saving throw. The T h e creature takes You can create a n new
ew line ooff radiance as your action action
10d6 lightning damage
dam age on a failed save, or half h alf as much
m uch on any turn until the spell ends.
damage
dam age on a successful
su ccessfu l one. For
F or the duration, a m moteote ooff brilliant radiance sh shines
in es in
Round 4. Hailstones
H ailstones rain down
dow n from the your hand. It sheds bright light in a 30 30-foot
-foot radius and
cloud. Each
E ach creature under the cloud takes 2d6 dim light for an additional 30 feet. This light is sunlight.
bludgeoning
bludgeon ing damage.
dam age.
Round
R ound 5-10.
5 -1 0 . Gusts
G usts and freezing
freezin g rain assail the Su n b u r s t
SUNBURST
area under the cloud. The T h e area b becomes
e c o m e s difficult 8th-level evocation
terrain and is heavily obscured.
ob scu red. Each
E ach creature there Casting Tim e: 1 action
Time:
takes ld6
1d6 cold damage.
dam age. Ranged
R an ged w weapon
eap on attacks in Range: 150 feet
the area are impossible.
im possible. TheThe wwind
in d and rain count coun t as Components: V, S, M M (fire and a ppiece
iece ooff sunstone)
a severe distraction for the purposes
p u rp oses of o f maintaining
m aintaining Duration: Instantaneous
concentration on spells. Finally, gusts of o f strong
stron g wind
w ind
(ranging from 20 to 50 miles m iles per hour) automatically
autom atically
Brilliant sunlight flashes in a 60 60-foot centered
-foot radius centered
disperse
disp erse fog, mists,
m ists, and similar
sim ilar phenomena
ph enom ena in the area,
on a point you cchoose
hoose w within
ithin range. EEach
ach creature in
whether
w hether mundane
m undane or magical.
m agical.
that light m must make
ust m ake a Constitution saving throw. O Onn a
failed save, a creature takes 12d6 radiant damage dam age and is
Su g g e s t io n
SUGGESTION blinded for 1 minute. On a successful
su ccessfu l save, it takes h half
alf
2nd-level enchantment much
as m uch damage isn't blinded by this spell. U
dam age and isn’t Undead
ndead
and ooozes
o z e s have disadvantage on this saving throw.
Casting Time:
Tim e: 1 action
A creature blinded by this spell m
A makes
akes another
Range: 30 feet
Constitution
C onstitution saving th throw
row at the end ooff each
each ooff its turns.
Components: V, M (a snake's
sn ake’s tongue and either a bit of
of
On a su
successful
ccessfu l save, it is no longer blinded.
honeycomb
h on eycom b or a drop of
o f sweet
sw eet oil)
This spell dispels any darkn darkness
ess in its area that w wasas
Duration: Concentration,
C oncentration, up to 8 hours
created by a spell.
You suggest a course
cou rse ofo f activity (limited
(lim ited to a sentence
or tw
two)
o) and magically
m agically influence a creature you can Sw i f t Q
SWIFT QUIVER
u iv e r

see within
s ee w ithin range that can hear and understand you. 5th-level transmutation
Creatures
C reatures that can't
ca n ’t be charmed
charm ed are immune
im m une to this Casting Time: 1 bonbonusu s action
effect. The suggestion
su ggestion must be w worded
ord ed in such a mmanner
anner Range: Touch
as to m
make
ake the course
co u rse of
o f action sound
sou n d reasonable. Components: V, S, M M (a quiver contain
containing one
in g at least one
Asking
A skin g the creature to stab itself, throw
th row itself onto piece
p iece ooff am
ammunition)
m unition)
a spear, immolate
im m olate itself, or dod o some
so m e other obviously Duration: C Concentration,
oncentration, up to 1 minute
harmful
harm ful act ends
en ds the spell.

lL
You transmute
transm ute your quiver so it produces
p rod u ces an endless
en dless it is incapable ooff m
meaningful communication
eaningful com m u n ica tion and has
supply of o f nonmagical
n onm agical ammunition,
am m unition, which
w hich seems
seem s to leap disadvantage on attack rolls and ability checks.
into your hand when w hen you reach for it. Fear. EEach
ach target m must make
ust m Wisdom
ake a W isd om saving ththrow
row
On each of o f your turns until the spell ends, you can use and b becomes
e c o m e s frightened for 1 minute on a failed save.
a bonus
bon u s action to make
m ake two
tw o attacks with
w ith a weapon
w eap on that While
W h ile frightened, the target d drops
rops w whatever holding
hatever it is holding
uses
u ses ammunition
am m unition from the quiver. Each E ach time
tim e you make
m ake and must m move
ove at least 30 30 feet away from the glyph on on
such a ranged attack, your quiver magicallym agically replaces each ooff its turns, if able.
the piece
p iece of
o f ammunition
am m unition you used
u sed with a similar
sim ilar piece H opelessn ess. E
Hopelessness. Each
ach target m must
ust m make
ake a C Charisma
harism a
of
o f nonmagical
n onm agical ammunition.
am m unition. Any pieces
p ieces of
o f ammunition
am m unition saving throw. On a failed save, the target is
created by this spell disintegrate when w hen the spell ends. If overwhelmed
overw helm ed with despair for 1 minute. D During
uring this
the quiver leaves your possession,
p ossession , the spell ends. time, it ccan't
a n ’t attack oor r target any creature w with harmful
ith harm ful
abilities, spells, or other m magical
agical effects.
SYMBOL
Sy m b o l Insanity. Each target must m make
ake an Intelligence saving
7th-level abjuration throw. On a failed save, save, the target is driven insane for
Casting Time:
Tim e: 1 minute
m inute 1 minute.
minute. An A n insane
insane creature
creature can't
ca n ’t take
take actions,
actions, can't
can't
Range: Touch understand what other creatures say, can can't’t read, and
Components: V, S, M (mercury, phosphorus,
ph osph orus, and speaks only in gibberish. The DM DM con
controls
trols its mmovement,
ovem ent,
powdered
p ow d ered diamond
diam on d and opal with a total value of
o f at which
w hich is erratic.
least 1,000 gp, which
w hich the spell consumes)
con su m es) Pain. Each target m must make
ust m ake a Constitution saving saving
Duration: Until dispelled or triggered throw
th row and b becomes
e c o m e s incapacitated with excruciating pain pain
for 1 minute on a failed save.
When
W h en you cast this spell, you inscribe in scribe a harmful
harm ful glyph
Sleep. Each target m must make
ust m ake a W Wisdom
isd om saving throw
throw
either on a surfacesu rface (such as a section of o f floor, a wall,
w all, or
and falls u unconscious
n con sciou s for 10 m minutes
inutes on a failed save. A A
a table) or withinw ithin an object
ob ject that can be closed to conceal con cea l
creature aw awakens
akens if it takes dam damage
age or if somsomeone uses
eon e u ses
the glyph (such as a book, a scroll, or a treasure chest). chest).
an action to shake or slap it awake.
If you choose
c h o o s e a surface, the glyph can cover an area of of
Stunning. Each target must m make
ake a W Wisdom
isd om saving
the surface
su rface no larger than 10 fe et in diameter. If you
feet
throw and bbecomes
throw e com es stunned for 1 minute on a failed save.
choose
c h o o s e an object, that object must remain rem ain in its place; if
the object is moved m oved more
m ore than 10 feet from where w here you TASH
T A'S
ash a HIDEOUS
’s H LAUGHTER
id e o u s L aughter
cast this spell, the glyph is broken, and the spell ends 1st-level enchantment
without being bein g triggered.
The glyph is nearly invisible, requiring an Intelligence Casting Tim
Time: action
e: 1 action
(Investigation) check ch eck against your spell save
30 feet
Range: 30
DC
D C to find it.
Components: V, V, S, M
M (tiny tarts and a feather that is
You decide
d ecide what
w hat triggers the glyph w when
hen you cast the
waved
w aved in the air)

spell. For glyphs inscribedin scribed on a surface, the most m ost typical
Concentration,
Duration: C oncentration, up to 1 m
minute
inute
triggers include touching or stepping on the glyph, A creature ooff your ch
A choice
oice that you can see w within
ithin range
removing
rem oving another object covering coverin g it, approaching
approach in g within w ithin perceives everything as hilariously funny and falls
a certain distance of o f it, or manipulating
m anipulating the object into fits ooff laughter if this spell affects it. The target
that holds it. For glyphs inscribed in scribed within
w ithin an object, must succeed
su cceed on a W Wisdom
isd om saving th
throw
row oorr fall prone,
the most
m ost common
com m on triggers are opening open in g the object, becoming
b ecom in g incapacitated and unable to stand up for the
approaching within w ithin a certain distance of o f it, or seeing
seein g or duration. A A creature wwith score
ith an Intelligence sco re ooff 4 or
or
reading the glyph. isn't affected.
less isn’t
You can further refine the trigger so the spell is At the end ooff each ooff its turns, and each tim
timee it takes
activated only under certain circumstances circu m sta n ces or accordinga ccord in g damage,
dam can m
age, the target can make
ake another W Wisdom saving
isd om saving
to a creature's
creatu re’s physical characteristics (such as height throw. The target has advantage on the saving th throwrow if
or weight), or physical kind (for example, exam ple, the ward w ard could
could it's triggered by dam
it’s damage.
age. On a success,
su ccess, the spell ends.
bee set to affect hags or shapechangers). You can also
b
specify
sp ecify creatures that don't don ’t trigger the glyph, such as TELEKINESIS
T e l e k in e s is

those
th ose who w h o say a certain password.
passw ord. 5th-level transmutation
When
W h en you inscribe
in scribe the glyph, choosec h o o s e one of o f the Casting Tim
Time:e: 1 action
options below b elow for its effect. Once O nce triggered, the glyph 60
Range: 6 0 feet
glows,
glow s, filling a 60-foot-radius sphere with dim light Components: V, S
for 10 minutes, after which w hich time
tim e the spell ends. Each Duration: Concentration, up to 10 m
minutes
inutes
creature in the sphere when w hen the glyph activates is
targeted by its effect, as is a creature that enters the You gain the ability to mmove manipulate
ove or m creatures
anipulate creatures
or objects by thought. W When
h en you cast the spell, and as
sphere for the first time on a turn or ends its turn there there..
your action each round for the duration, you can can exert
Death. Each E ach target must make m ake a Constitution saving
your wwill onee creature or object that you can see
ill on on see
throw, taking lOdlO 10d 10 necrotic
n ecrotic damage
dam age on a failed save, or
half within
w below.. You
ithin range, causing the appropriate effect below
h alf as muchm uch damage
dam age on a successful
su ccessfu l save.
D iscord. Each
Discord. E ach target must m ust make
m ake a Constitution saving
samee target round after round, or ch
can affect the sam choose
oose
an ew one at any time. If you sw
new switch
itch targets, the prior
throw. On a failed save, a target bickers and argues
target is no longer affected by the spell.
with
w ith other creatucreaturesres for 1 minute. During D uring this time,
Creature. You can try to move m ove a Huge
H uge or smaller
sm aller you. Your familiarity with
fam iliarity w determines
ith the destination determ ines
creature. MakeM ake an ability check
ch eck with your spellcasting
spellcastin g whether
w hether you arrive there successfully. The
su ccessfu lly. T DM rolls
h e DM
ability contested
con tested by the creature's
creatu re’s Strength check. If dlO0
d 100 and consults the table.
you w win
in the contest, you m move
ove the creature up to 30 feet
in any direction, including upward but not beyond beyon d the Similar Off
O ff On
On
range of o f this spell. Until the end of o f your next turn, the Familiarity Mishap
Mishap Area Target Target
creature is restrained in your telekinetic grip. A A creature Permanent circle — — — 01-100
lifted upward is suspended
su sp ended in mid-air. Associated object — — — 01-100
On subsequent rounds, you can use your action to Very familiar 01-05 06-13 14-24 25-100
attempt to maintain your telekinetic grip on the creature Seen casually 01-33 34-43 44-53 54-100
by repeating the contest. Viewed once 01 - 43
01-43 44 - 53
44-53 54-73 74-100
Object.
O bject. You can try to m move
ove an object that w weighs
eigh s
Description 01-43 44-53 54-73 74-100
up to 1,000 pounds.
pou nds. If the object isn't
isn’t being w worn
orn or
False destination 01-50 51 - 100 —
51-100 —
carried, you automatically
autom atically m move
ove it up to 30 feet in any
direction, but not beyonbeyond d the range of o f this spell.
If the object is w worn Familiarity. “P "Permanent circle" m
erm anent circle” means
eans a perm permanent
anent
orn or carried by a creature, you must
make
m ake an ability checkch eck with
w ith your spellcasting
spellcastin g ability
teleportation circle w whose sequence
h o s e sigil seq u en ce you know.
contested by that creature's "Associated
“A ssociated oobject" means
b ject” m eans that you p possess object
o s s e s s an object
creatu re’s Strength check. If you
succeed,
su cceed , you pull the object
ob ject away from that creature and
taken from the desired destination w within
ithin the last six six
can move
m ove it up to 30 feet in any direction but not beyond
months, such as a bbook
m onths, such from a w
o o k from wizard's bed
iza rd ’s library, bed

the range of o f this spell.


linen from a royal suite, or a chunk ooff m marble from a
arble from

You can exert fine control on objects with your


lich's secre t tom
lich’s secret tomb.b.

telekinetic grip, such as m manipulating


anipulating a simple
sim ple tool,
"Very
“Very familiar"
fam iliar” is a place you have been been very often, a
opening
open in g a door
d oor or a container, stowing
stow ing or retrieving
place you have carefully studied,
studied, or a place you can see see
an item from an open container,
container, or pou
pouring
ring the
when
w hen you cast the spell. "Seen “S e e n casually"
casu ally” is someplace
som ep la ce

contents from a vial. seen m


you have seen more
ore than on once
ce but wwith
ith w which aren't
h ich you aren’t
very familiar. “V"Viewed
iew ed oonce" place you have seen
n ce ” is a place seen
TELEPATHY
T elepathy once, possibly
on ce, p ossib ly using m magic. "Description"
agic. “D escription ” is a placeplace
8th-level
8 th-level evocation whose location and appearan
w h ose location appearance ce you k know through
n ow through
someone else's description, perhaps from a map.
som eon e else’s
Casting Time:
Tim e: 1 action
"False destination" is a place that ddoesn't
“False destination” oesn ’t exist.
Range: Unlimited
Unlim ited
Perhaps you tried to scry scry an en enemy's sanctum
em y’s sanctu m but
Components: V, S,S , M (a pair of
o f linked silver rings)
instead view
vieweded an illusion, or you are attem attempting
pting to
Duration: 24 hours
familiar
teleport to a fam location that no longer exists.
iliar location
You create a telepathic link between betw een yourself
y ou rself and On Target. You and your group (or the target object)
a willing
w illing creature with whichw hich you are familiar. The appear w where
here you want to.
creature can be anywhere
anyw here on the same sam e plane of Off
O ff Target. You and your group (or the target object)
existence as you. The spell ends if you or the target are appear a random
random distance away from the destination destination
noo longer on the same
n sam e plane. in a random
random direction. D Distance ldlO x
istan ce off target is 1d10
Until the spell ends, you and the target can ldlO
1d10 percent ooff the distance that w was
as to bebe traveled.
instantaneously share w words,
ords, images,
im ages, sounds,
sou n ds, and For exam
example,
ple, if you tried to travel 120 m miles,
iles, landed off
other sensory
sen sory messages
m essa ges with
w ith one another through the target, and rolled a 5 and 3 on the tw twoo ddl0s, you
10s, then you
link, and the target recognizes
r e co g n iz e s you as the creature it would
w ould be ooff
ff target by 15 percent, or 18 m miles.
iles. The DMDM
is communicating
com m u n ica tin g with. The
T h e spell enables a creature dete rmines
determ ines the direction ooff randomly
ff target random rollingg a
ly by rollin
with an Intelligence score
sc o r e of
o f at least 1 to understand d8 and designating 1 as north, 2 as northeast, 3 as east,
the meaning
m eaning ofo f your words
w ord s and take in the scopes c o p e of
o f any and so on around the points ooff the com p a ss. If you w
compass. were
ere
sensory
sen sory mmessages
essa ges you send
sen d to it. teleporting to a coastal city and w wound
ou n d up 18 m miles
iles out
at sea, you cou
could be in trouble.
ld be trouble .
TELEPORT
T eleport Similar
Sim Area.
ilar A rea. You and your group (or the target
7th-level conjuration object) wwind
ind up in a different area that’s that's visually or or
Casting Time: 1 action thematically similar
them atically sim ilar to the target area. If you are
Range: 10 feet heading for your hhome om e laboratory, for examexample, you
ple, you
Components: V V might w wind
ind up in another w wizard's
iza rd ’s laboratory or in
Duration: Instantaneous an alchemical
alch em ical supply sh shop
op that has m many
any ooff the sam
same e
tools and imimplements
plem ents as your laboratory. Generally,
This
T h is spell instantly transports you and up to eight
you appear in the closest similar sim ilar place, but since
sin ce the
willing
w illing creatures
creatu res of
o f your choice
ch oice that you can see within
w ithin
spell has no range limit, you could cou ld conceivably w wind
in d up
range,
range, or a single object that you can see w within
ithin range,
range,
anywhere
anyw here on on the plane.
to a destination you select. If you target an object, it
Mishap. The spell's
sp ell’s unpredictable m magic
agic results in a
must be able to fit entirely inside a 10-foot cube, and it
difficult journey. Each teleporting creature (or the target
can't
ca n ’t be held or carried by an unw unwilling
illing creature.
object) takes 33d10
d10 foforce damage,
rce dam age, and the DM DM rerolls on on
The
Th e destination you choose
c h o o s e must be known
kn ow n to you,
and it must be on the samesam e plane of o f existence as
the table to see where wind
w here you w ind up (multiple mishaps
m ishaps T haum aturgy
THAUMATURGY
can occur,
occu r, dealing damage
dam age each time). Transmutation cantrip
T e l e p o r t a t i o n CIRCLE
TELEPORTATION C ir c l e Casting Time:
Tim e: 1 action
5th-level conjuration Range: 30 feet
Components: V
Casting Time:
Tim e: 1 m
minute
inute
Duration: Up to 1 minute
m inute
Range: 10 feet
Components: V, M (rare chalks and inks infused
in fused with You manifest
m anifest a minor wonder,
m inor w onder, a sign of
o f supernatural
preciouss gems
preciou with
gem s w ith 50 gp, which
w h ich the spell consumes)
con su m es) power,
pow er, within
w ithin range. You create one
on e of
o f the following
follow in g
Duration: 1 round magical
m agical effects within range:

As
A s you cast the spell, you draw a IO-foot-diameter
10-foot-diam eter •• Your vvoice
oice bbooms
o o m s up to three times
tim es as loud as n normal
orm al
circle on the ground inscribed
in scribed w with
ith sigils that link for 1 minute.
your location to a permanent
perm anent teleportation circle of •• You cause
cau se flames
flam es to flicker, brighten, dim,dim , or change
your choice whose
ch oice w h o s e sigil sequence
seq u en ce you know
k n ow and that is color for 1 minute.
on the same
sa m e plane of o f existence as you. A A shimmering
sh im m ering •• You cause
cau se hharmless
arm less tremors
trem ors in the ground
grou nd for 1
portal opens within
op en s w ithin the circle you drew and remains rem ains minute.
open
op en until the end of o f your next turn. Any creature that •• You create an instantaneous sound sou n d that originates
enters the portal instantly appears w within
ithin 5 feet of o f the from a point of choice
o f your ch oice within
w ithin range, such as a
destination circle or in the nearest uunoccupied n occu pied space
sp ace if rumble
rum ble of
o f thunder, the cry ooff a raven, or ominous
om in ou s
_that space
sp ace is occupied.
occu pied. whispers.
w hispers.
Many
M any m major
ajor temples,
tem ples, guilds, and other important
im portant • You instantaneously cause cau se an unlocked
u n lock ed door
d oor or win-
w in ­
places
p la ces have permanent
perm anent teleportation circles inscribed in scribed dow to fly open or slam shut.
somewhere
som ew h ere within
w ithin their confines.
con fin es. Each
E ach such circle • You alter the appearance
appearan ce of o f your eyes for 1 minute.
includes a unique sigil sequence-a
seq u en ce—a string of o f magical
m agical If you cast this spell multiple tim
times,
es, you can have up to
runes
run es arranged in a particular pattern. When W h en you first three of
o f its I-minute
1-minute effects active at a tim
time,
e, and you can
gain the ability to cast this spell, you learn the sigil dismiss
dism iss such an effect as an action.
sequences
seq u en ces for two
tw o destinations on the MaterialM aterial Plane,
determined
determ ined by the DM. You can learn additional sigil T h o r n WHIP
THORN W h ip
sequences
seq u en ces during your adventures. You can commit com m it Transmutation cantrip
a new
n ew sigil sequence
seq u en ce to memory
m em ory after studying it Casting Time:
Tim e: 1 action
for 1 minute. Range: 30 feet
You can create a perm permanent
anent teleportation circle by Components: V, S, M (the stem of
o f a plant w
with
ith thorns)
casting this spell in the same sam e location every day for one Duration: Instantaneous
year. You n need
eed not use the circle to teleport when w hen you
cast the spell in this way. You create a long, vine-like w whip
hip covered in thorns that
lashes out at your command toward
com m a n d tow ard a creature in range.
TENSER'S
T e n s e r ’ s FLOATING
F l o a t i n g DISK
D is k Make m elee spell attack against the target. If the
M ake a melee
1st-level conjuration (ritual) attack hits, the creature takes ld6 1d6 piercing damage,
dam age, and
if the creature is Large or smaller,
sm aller, you pull the creature
Casting Time: 1 action
up to 10 feet closer to you.
Range: 30
3 0 feet
This
T h is spell's
sp ell’s damage
dam age increases
in creases by ld6 when
1d6 w h en you reach
Components: V, S, M (a drop of
o f mercury)
m ercury)
Duration: 1 hour 5th level (2d6), 11th level (3d6), and 17th level (4d6).

This
T h is spell creates a circular, horizontal
h orizontal plane of o f force, T h u n d e r o u s SMITE
THUNDEROUS Sm it e
3 feet in diameter
diam eter and 1 inch thick, that floats 3 feet 1st-level evocation
above the ground in an unoccupied
u n occu p ied space
sp ace of
o f your choice
ch oice Casting Time:
Tim e: 1 bon
bonus
u s action
that you can see w within
ithin range. The T h e disk rem
remains
ains for the Range: Self
S e lf
duration, and can hold up to 500 pou nds. If more
5 0 0 pounds. m ore w weight
eight Components: V V
is placed on it, the spell ends, and everything on the disk Duration: Concentration, up to 1 minute
falls to the ground.
The disk is immobile
im m obile w while
hile you are w within
ithin 20 feet of of The
T h e first time with
tim e you hit w ith a melee
m elee weapon
w eap on attack
it. If you move
m ove more
m ore than 20 feet away from it, the disk during this spell's
spell’s duration, your weapon
w ea p on rings with
follows
follow s you so that it remains
rem ains within
w ithin 20 feet of o f you. It thunder that is audible w within
ithin 300
3 0 0 feet of
o f you, and the
can move
m ove across
a cro ss uneven terrain, up or down dow n stairs, attack deals
d eals an extra 2d6 thunder damage
dam age to the target.
slopes
slop es and the like, but it can'tca n ’t ccross
ro s s an elevation change Additionally, if the target is a creature, it must m ust succeed
su cceed
of
o f 10 feet or more.
m ore. For
F or example,
exam ple, the disk can't ca n ’t move
m ove on a Strength saving throwth row or be pupushed
sh ed 10 feet away
across
a cross a 10-foot-deep pit, nor could cou ld it leave such a pit if it from you and knocked
kn ock ed prone.
was
w as created at the bottom.
bottom .
T hunderw ave
THUNDERWAVE
If you move
m ove more
m ore than 100 feet from the disk (typically
1st-level evocation
because
b eca u se it can't
ca n ’t move
m ove around an obstacle to follow you),
the spell ends. Casting Time:
Tim e: 1 action
Range: Self
S e lf (15-foot cube)
Components: V, SS T r e e STRIDE
TREE St r i d e
Duration: Instantaneous 5th-level conjuration
A wave
w ave of
o f thunderous force sweeps sw eep s out from you. Each Casting Tim
Time:e: 1 action
action
creature in a 15-foot cube cu b e originating from you must Range: Self
S elf
make
m ake a Constitution saving throw. On a failed save, a Components: V, S S
creature takes 2d8 thunder damage dam age and is pushed
pu sh ed 10 Duration: Concentration, up to 1 minute
feet away from you. On a successful
su ccessfu l save, the creature
You gain the ability to enter a tree and m move
ove from inside
takes half
h alf as much
m uch damage
dam age and isn't
isn’t pushed.
it to inside another tree ooff the sa same
m e kind w within
ithin 500
500
In addition, unsecured
u n secu red objects
ob jects that are completely
com pletely
feet. Both trees must be living and at least the same size
sam e size
within
w ithin the area of o f effect are automatically
autom atically pushed
p u sh ed 10 feet
as you. You m must
ust use 5 feet ooff m movement
ovem ent to enter a tree.
away from you by the spell's sp ell’s effect, and the spell emits
em its a
You instantly kknow location ooff all other trees ooff the
n ow the location
thunderous bboom o o m audible out to 300 3 0 0 feet.
same
sam e kind w within
ithin 5 500
0 0 feet and, as part ooff the m move
ove uused
sed
Att Higher
A H igher Levels. When W h en you cast this spell using a
to enter the tree, cancan either pass into on onee ooff th
those
ose trees
spell slot of
o f 2nd level or higher, the damagedam age increases
in creases by
or step out ooff the tree yyou're
ou ’re in. You appear in a spot ooff
ld8
1d8 for each slot level above 1st.
your chchoice within
oice w ithin 5 feet ooff the destination tree, using
T i m e STOP
TIME St o p another 5 feet ooff m ovem ent. If you have no m
movement. movement
ovem ent
9th-level transmutation left, you appear w within
ithin 5 feet ooff the tree you entered.
can uuse
You can se this transportation ability on once ce per round
Casting Time:
Tim e: 1 action for the duration. You m must each turn outside a tree.
ust end each
Range:Self
Range: S elf
Components: V T rue P
TRUE POLYMORPH
olym orph
Duration: Instantaneous 9th-level transmutation
You briefly stop the flow of o f time
tim e for everyone but Casting Tim
Time:
e: 1 action
action
yourself. No
N o time
tim e passes
p a sses for other creatures, while
w hile you Range: 30 feet
ld4 + 1 turns in a row, during which
take 1d4 w hich you ca
can
n use Components: V, S, MM (a drop ooff mmercury,
ercury, a dollop ooff
actions and move
m ove as normal.
norm al. gum
gum arabic, and a wwisp
isp ooff smoke)
sm oke)
This spell ends if one
on e of
o f the actions you use
u se during Duration: Concentration, up to 1 hour
this period, or any effects that you create during this
Choose onee creature or nnonmagical
C h oose on onm agical object that you you
period, affects a creature other than you or an object
can see w within transform the creature into
ithin range. You transform
being worn
w orn or carried by someone
som eon e other than you. In
a different creature, the creature into an object, or the
addition, the spell ends if you movem ove to a place more
m ore than
object into a creature (the object must be neither w worn
orn
1,000
1,0 00 feet from the location wherew here you cast it.
nor carried by another creature). T The transformation
h e transform ation
T ongues
TONGUES lasts for the duration, or until the target ddrops rops to 0 O hit
3rd-level divination points or dies. If you concentrate on this spell for the full
duration, the transform
transformation
ation b becomes permanent.
e c o m e s perm anent.
Casting Time:
Tim e: 1 action Shapechangers aren't affected by this spell. An
Sh a pech an gers aren’t An
Range: Touch unwilling
unw illing creature can can mmake
ake a W Wisdom
isd om saving throw,
' Components: V, M (a small
sm all clay model
m od el of
o f a ziggurat) succeeds,
and if it su isn't affected by this spell.
cceed s, it isn’t
Duration: 1 hour Creature
C reature into Creature. If you turn a creature into
This
T h is spell grants the creature you touch the ability to another kind ooff creature, the new new form can can be any kind
understand any spoken language it hears. Moreover,
M oreover, you cchoose
hoose w whose challenge
h ose challen ge rating is equal to or less
when
w hen the target speaks, any creature that knows
k n ow s at than the target’s
target's (or its level,
level. if the target ddoesn't
oesn ’t have a
least one language and can hear the target understands challenge target's gam
challen ge rating). The target’s gamee statistics, including
including
what it says. mental ability sscores,
cores, are replaced by the statistics ooff
the nnew form.. It retains its alignm
ew form alignme nt and personality.
ent
T r a n s p o r t VIA
TRANSPORT Plants
v i a PLANTS The target aassumes
ssu m es the hit points ooff its n new form,,
ew form
6th-level
6 th-level conjuration and wwhen
hen it reverts to its norm normal form,, the creature
al form creature
Casting Time:
Tim e: 1 action returns to the num number
ber ooff hit points it had before it
Range: 10 feet transform ed. If it reverts as a result ooff droppin
transformed. dropping g to
Components: V, S S 0 hit points, any excess
ex cess damage
dam age carries over to its
Duration: 1 round normal form.. A
n orm al form Ass long as the ex excess damage
ce s s dam doesn't
age d oesn ’t
reduce the creatu
creature's normal
re’s n orm al form to 0 O hit points, it isn’t
isn't
This spell creates a magical
m agical link between
betw een a Large or knocked
kn ock ed u unconscious.
n con sciou s.
larger inanimate
inanim ate plant within
w ithin range and another plant, The
Th e creature is lim limited
ited in the actions it can can perform
perform by
at any distance, on the same
sa m e plane of
o f existence. You the nature ooff its n new form,, and it ca
ew form can't
n ’t speak, cast spells,
must
m ust have seen or touched
tou ched the destination plant at least or take any other action that requ requires
ires hands or speech
sp eech
once
o n ce before. For the duration, any creature can step into unless its n new
ew form is capable ooff such actions.
the target plant and exit from the destination plant by The target's gear m
Th e target’s melds
elds into the newnew form
form.. The
The
using 5 feet of
o f movement.
m ovem ent. creature ca can't
n ’t activate, use, w wield,
ield, or othotherwise
erw ise benefit
from any ooff its equipm
equipment.
ent.

ll
Object
O bject into Creature. You can turn an object ob ject into target's defen
target’s defenses.
ses. On your next turn, you gain advantage
any kind ofo f creature, as long as the creature's
creatu re’s size on your first attack roll against the target, provided that
is no larger than the object's
o b ject’s size and the creature's
creatu re’s this spell hasn
hasn't’t ended.
challenge
challen ge rating is 9 or lower. The T h e creature is friendly to
com pa n ion s. It acts on each of
you and your companions. o f your turns. T
TSUNAMI
sun am i

You decide
d ecide what action it takes and how h ow it moves.
m oves. The 8th-level
8 th-level conjuration
DM has the creature's
creatu re’s statistics and resolves all of o f its Time:
Casting Tim e: 1 m
minute
inute
actions and movement.
m ovem ent. Range: Sight
If the spell becomes
b e c o m e s permanent,
perm anent, you no longer control Components: V, S
S
the creature. It mightm ight remain
rem ain friendly to you, depending
depen din g Duration: Concentration, up to 6 rounds
on how
h ow you have treated it.
C reature into Object.
Creature O bject. If you turn a creature into an
Aw
A wall
all ooff w
water
ater springs into existence at a point you
cchoose
hoose w within
ithin range. You can m make
ake the wwall
all up to 3 300
00
object, it transforms
transform s along with whatever
w hatever it is wearing
w earin g
and carrying feet long, 3 300
0 0 feet high, and 50 feet thick. The w wall
all lasts
carryin g into that form.
form . The creature's
creatu re’s statistics
for the duration.
become
b e c o m e those
th ose of
o f the object, and the creature has no
memory
m em ory of o f time
tim e spent in this form,
form , after the spell ends
When
W h en the w wall
all appears, each creature w within
ithin its area

and it returns to its normal must m make


ake a Strength saving throw. O Onn a failed save,
n orm al form.
form .
a creature takes 6 6d10 bludgeoning
d10 bludgeon damage,
ing dam age, or hhalf
alf as
TRUE
T r u e RESURRECTION
R e s u r r e c t io n much
m damage
uch dam age on a successful
su ccessfu l save.
9th-level necromancy
necrom ancy At the start ooff each ooff your turns after the w wall
all
appears, the w wall,
all, along w with creatures
ith any creatu moves
res in it, m oves
Casting Time:
Tim e: 1 hour
50 feet away from you. A Any Huge
ny H smaller
uge or sm aller creature
Range: Touch
inside the w wall
all or wwhose
h ose space
sp ace the wwall
all enters w when
hen
Components: V, S, M (a sprinkle
sprin kle of o f holy water and
moves
it m oves m must
ust succeed
su cceed on a Strength saving th throw
row or
diamonds
dia m on ds worth
w orth at least 25,000
2 5 ,0 0 0 gp.
gp, which
w hich the
take 5 5d10 bludgeoning
d10 bludgeon damage.
ing dam age. AA creature cancan take
spell consumes)
con su m es)
damage
this dam age only on once
ce per round. At the end ooff the turn,
Duration: Instantaneous
the wwall's
all’s height is reduced by 50 feet, and the dam damage age
You touch a creature that has been dead for no longer creatures take from the spell on subsequent roun roundsds is
than 2002 0 0 years
y ears and that died for any reason except reduced by 1d10. ldlO. WWhen
h en the w wall es O
reaches
all reach 0 feet in height,
old age. If the creature's
creatu re’s soul
sou l is free and willing,
w illing, the the spell ends.
creature is restored to life with w ith all its hit points. A creature caught in the w
A wall can m
all can move
ove by sw swimming.
im m ing.
This spell closes
c lo se s all wounds,
w oun ds, neutralizes any poison, BBecause
ecau se ooff the force ooff the wave, though, the creature
creature
cures
cu res all diseases,
d iseases, and lifts any curses cu rses affecting the mmust
ust mmake
ake a su successful
ccessfu l Strength (Athletics) ch check
eck
creature
creatu re when
w hen it died. The T h e spell replaces damaged
dam aged or against your spell save D DC
C in order to m ove at all. If it
move
missing
m issin g organs and limbs. lim bs. fails the check, it ca can't move.
n ’t m A creature that m
ove. A moves
oves out
The
T h e spell can even provide a new n ew body
b od y if the original ooff the area falls to the ground.
no longer exists, in which w h ich case
ca se you must
m ust speak
sp eak the
creature's
creatu re’s name.
nam e. The creature then appears in an UNSEEN
U n s e e n SERVANT
Se r v a n t
unoccupied
u n occu p ied space
sp ace you choose
c h o o s e within
w ithin 10 feet ofo f you. 1st-level conjuration (ritual)
Casting Time: 1 action
action
TRUE
T r u e SEEING
Se e in g
Range: 60 feet
6th-level
6 th-level divination
Components: V, S, M M (a ppiece
iece ooff string and
Casting Time:
Tim e: 1 action a bit ooff w
wood)
ood)
Range: Touch Duration: 1 hour
Components: V, S, M (an ointment
ointm ent for the eyes that
This
T spell
his sp ell creates an invisible, m
mindless,
indless, shapeless
shap eless
costs
co sts 25 gp; is made
m ade from mushroom
m u sh room powder,
pow der, saffron,
forc e that perform
force performss sim
simple command
ple tasks at your com m a n d until
and fat; and is consumed
con su m ed by the spell)
the spell ends. The servant springs into existenexistence ce in an
Duration: 1 hour
unoccupied
u n occu p ied space
sp ace on the ground w ithin range. It has AC
within
This
T h is spell gives the willing
w illing creature you touch the ability 10, 1 hit point, and a Strength ooff 2, and it ccan't
a n ’t attack. If
to see things as they actually are.are. For the duration, the rop s to O
drops
it d 0 hit points, the spell ends.
creature has truesight, notices
n otices secret doors
d oors hidden by Once
O nce on each ooff your turns as a bon
bonusu s action, you cancan
m agic, and can see into the Ethereal
magic, E thereal Plane, all out to a mentally
m entally ccommand
om m a n d the servant to m ove up to 15 feet and
move
range ofo f 120 feet. interact w with
ith an object. TThe perform simple
h e servant can perform sim ple
tasks that a humhumanan sservant
ervant cou
could
ld do, such as fetching
TRUE
T r u e STRIKE
St r i k e things, cleaning, m mending,
ending, folding clothes, lighting
Divination cantrip fires, serving food
food,, and pou
pouring wine.
rin g w Once
ine. O nce you give the
Casting Time: 1 action command,
com m a n d , the servant perform
performss the task to the best ooff
Range: 30
3 0 feet completes
its ability until it com pletes the task, then w waits
aits for your
Components: S command.
next com m and .
Duration: Concentration, up to 1 round command
If you com m a n d the servant to perform
perform a task that
would
w ou ld mmove more
ove it m 60 feet away from you,
ore than 60
You extend your hand and point a finger at a target in
the spell ends.
range. Your magic
m agic grants you a brief insight into the

:..,
VAMPIRIC
V a m p i r i c TOUCH
Touch Wall o
WALL OFf F
FORCE
orce
3rd-level necromancy 5th-level evocation
Casting Time:
Tim e: 1 action Casting Time: 1 action
Range:Self
Range: S elf Range: 120 feet
Components: V, S Components: V, S, M M (a pinch ooff ppowder made
ow d er m ade by
Duration: Concentration, up to 1 minute
m inute crushing gemstone)
cru sh in g a clear gem stone)
Duration: Concentration, up to 10 m minutes
inutes
The
T he touch ofo f your shadow-wreathed
shadow -w reathed hand can siphon life
force from others to heal your wounds.w oun ds. Make
M ake a melee
m elee An
A n invisible w wall
all ooff force springs into existence at a
spell attack against a creature within your
w ithin y ou r reach. On point you cchoose
hoose w within
ithin range. The w wall
all appears in
a hit, the target takes 3d6
3d 6 necrotic
n ecrotic damage,
dam age, and you any orientation you ch choose,
o o s e , as a h horizontal
orizontal or vertical
regain hit points equal to halfh alf the amount
am ount ofo f necrotic
n ecrotic barrier or at an angle. It can be free floating or resting
damage
d am age dealt. Until the spell ends, you can make m ake the on a solid surface.
surface. You can form it into a h hemispherical
em ispherical
attack again on each of o f your turns as an action. dome
dom e or a sphere with a radius ooff up to 10 feet, or you you
Att Higher
A H igher Levels.
L evels. When
W h en you cast this spell using usin g a can shape a flat surface
su rface m madeade up ooff ten 10-foot-by-
spell slot of
o f 4th level or higher, the damage
dam age increases
in creases by 10-foot panels. E Each
ach panel must b be contiguous
e contigu with
ou s w ith
ld6
1d6 for each slot level above 3rd. another panel. In any form form,, the w all is 1/4 inch thick.
wall
It lasts for the duration. If the w wall
all cuts through a
VICIOUS
V i c i o u s MOCKERY
M ockery creature's
creatu re’s space
sp ace w when
hen it appears, the creature is pushed pushed
Enchantment cantrip to on
onee side ooff the wwall
all (your ch choice
oice w which
h ich side).
Casting Time:
Tim e: 1 action Nothing can physically ppass
N othing can a ss through the w all. It is
wall.
Range: 60 feet immune
im m une to all dam damage age and ca can't bee dispelled by dispel
n ’t b
Components: V magic. A disintegrate spell destroys the w wall
all instantly,
Duration: Instantaneous however. T The
he w wall
all also extends into the Ethereal Plane,
blocking
block in g ethereal travel through the wall.
You unleash a string of o f insults laced with
w ith subtle
enchantments
enchantm ents at a creature you can see within w ithin range. If W a l l OF
WALL o f IICE
ce
the target can hear you (though it need n eed not understand 6th-level
6 th-level evocation
you), it must
m ust succeed
su cceed on a Wisdom
W isd om saving throw
th row or take
ld4 Casting Time: 1 action
1d4 psychic damage
dam age and have disadvantage on the next
attack roll it makes Range: 120 feet
m akes before the end of o f its next turn.
This Components: V, S, MM (a sm
small piece
all p iece ooff quartz)
T h is spell's
sp ell’s damage
dam age increases
in creases by ld4
1d4 when
w hen you reach
5th level (2d4), 11th level (3d4), and 17th level (4d4). Duration: Concentration, up to 10 m minutes
inutes

You create a w wall


all ooff ice on a solid susurface
rface wwithin
ithin range.
W a l l OF
WALL F ir e
o f FIRE You can form it into a h hemispherical
em ispherical d dome sphere
om e or a sphere
4th-level evocation with a radius ooff up to 10 feet, or you can can shape a flat
Casting Time:
Tim e: 1 action surface
su rface m made
ade up ooff ten 10-foot-square panels. Each Each
Range: 120 feet panel must bbee contigu
contiguousou s wwith
ith another panel. In any
Components: V, S S,, M (a small
sm all piece
p iece of
o f phosphorus)
phosph orus) form,
form , the w wall
all is 1 foot thick and lasts for the duration.
Duration:
Duration: Concentration,
C oncentration, up to 1 minute
m inute If the w wall
all cuts through a creatucreature's space
re’s sp ace wwhen
hen it
appears, the creature w within
ithin its area is pushed to one one
You create a wall
w all of
o f fire on a solid surface
su rface within
w ithin
side of
o f the wwall
all and m must
ust mmake
ake a D Dexterity
exterity saving throw.
range. You can make m ake the wall
w all up to 60 feet long, 20
On a failed save, the creature takes 10d6 cold cold dam
damage,
age,
feet high, and 1 foot thick, or a ringed wall w all up to 20 feet
or half
h alf as m much damage
uch dam age on a successful
su ccessfu l save.
in diameter, 20 feet high, and 1 foot thick. The T h e wall
w all is
The
T h e wall
w all is an object that can can be dam
damaged
aged and thus
opaque and lasts for the duration.
breached. It has AC 12 and 30 30 hit points per 10-foot
When
W h en the wall
w all appears, each creature within w ithin its area
section, and it is vulnerable to fire dam damage.
age. RReducing
edu cin g
must make
m ake a Dexterity
D exterity saving throw. On O n a failed save, a
a 10-foot section
section ooff wwall
all to 0O hit points destroys it and
creature takes 5d8 fire damage,dam age, or half
h alf as much
m uch damage
dam age
leaves behind a sheet ooff frigid air in the sp space
ace the wwall
all
on a successful
su ccessfu l save.
occupie
occu pied. d. A
A creature m moving
oving through the sheet ooff frigid
One
O ne side ofo f the wall,
w all, selected by you when
w hen you cast
air for the first tim
timee on a turn m must make
ust m Constitution
ake a Constitution
this spell, deals 5d8 fire damage
dam age to each creature that
saving throw. That creature takes 5d6 cold dam damageage on a
ends its turn within
w ithin 10 feet ofo f that side or inside the
failed save, or h half
alf as m much damage
uch dam age on a successful
su ccessfu l one.
wall. A
A creature takes the same sam e damage
dam age when
w hen it enters
Att Higher
A H igher L Levels.
evels. W When
h en you cast this spell using a
the wall
w all for the first time on a turn or ends its turn there.
spell slot ooff 7th level or higher, the dam damage
age the w wall
all
The
T he other side of o f the wall
w all deals no damage.
dam age.
deals when
w hen it appears in increases
creases by 2d6, and the dam damageage
Att Higher
A H igher Levels. When W h en you cast this spell using a
from passing through the sheet ooff frigid air in increases
creases by
spell slot of
o f 5th level or higher, the damage
dam age increases
in creases by
ld6,
1d6, for each slot level above 6th.
ld8
1d8 for each slot level above 4th.

l ll
W a l l OF
WALL St o n e
o f STONE m ake a Dexterity saving throw. It takes 7d8 slashing
make slashing
5th-level evocation damage
dam age on a failed save, or h half
alf as m
much damage
uch dam age on a
successful
su ccessfu l one.
Casting Time: 1 action
A
Att H igher Levels. W
Higher When
h en you cast this spell using a
Range: 120 feet
spell slot ooff 7th level or higher, both types ooff dam
damage
age
Components: V, S, M (a small
sm all block
b lo ck of
o f granite)
increase
in crease by 1d8ld8 for each slot level above 6th.
Duration: Concentration, up to 10 minutes
m inutes

A nonmagical
n onm agical wallw all ofo f solid stone springs into existence WARDING BOND
W a r d in g B ond

at a point you choose


c h o o s e within
w ithin range. The T h e wall
w all is 6 inches 2nd-level
2 nd-level abjuration
thick and is composed
co m p o s e d of o f ten 10-foot-by-10-foot panels. Casting Tim
Time:
e: 1 action
Each
E ach panel must m ust be contiguous
contigu ou s with w ith at least one
on e other Range: Touch
Touch
panel. Alternatively, you can create 10-foot-by-20-foot Components: V, S, M (a pair ooff platinum rings w
S, M worth
orth at
panels that are only 3 inches in ch es thick. least 50 gp each, w
which
h ich you and the target must w wear
ear
If the wall
w all cuts through a creature'screatu re’s space
sp ace when
w hen it for the duration)
appears, the creature is pushed pu sh ed to one side of o f the wall Duration: 1 hour
(your choice). If a creature w would
ou ld beb e surrounded on all
sides by the wallw all (or the wall w all and another solid surface), This
T h is spell w
wards
ards a w willing
illin g creature you touch and
that creature can make m ake a Dexterity
D exterity saving throw. On a creates a m mystic connection
ystic con n ection b between
etw een you and the target
success,
su cce s s, it can use
u se its reaction to move m ove up to its speed
sp eed so until the spell ends. W While
h ile the target is wwithin 60
ithin 6 0 feet ooff
that it is no longer en enclosed
closed by the wall. w all. you, it gains a + +11 bon
bonus u s to AC and saving throwthrows,s, and
The
T h e wall
w all can have any shape you desire, though it it has resistan
resistance damage.
ce to all dam Also,
age. A each time it takes
lso, each
can't
ca n ’t occupy
o ccu p y the same
sam e spacesp ace as a creature or object. damage,
dam age, you take the sam samee amamount
ount ooff dam
damage.
age.
The wall
w all doesn't
d oesn ’t need to be b e vertical or rest on any firm The
T ends
h e spell en ds if you d drop
rop to 0O hit points or if you
foundation. It must, however, merge m erge with and be b e solidly and the target bbecome
e c o m e separated by m more
ore than 6060 feet.
supported by existing stone. Thus, you can use this spell It also
a lso ends if the spell is cast again on on either ooff the
to bridge a chasm or create a ramp. connected
con n ected creatures. You can also dism dismississ the spell
If you create a span greater than 20 feet in length, you as an action.
must
m ust halve the size of o f each panel to create supports.
WATER BREATHING
Water B r e a t h in g
You can crudely shape the wall w all to create crenellations,
3rd-level transmutation (ritual)
battlements,
battlem ents, and so s o on.
The
T he wall
w all is an object made m ade of o f stone that can be Casting Tim
Time:
e: 1 action
action
damaged
dam aged and thus breached. Each E ach panel has AC 15 and Range: 30
30 feet
30 hit points per inch of o f thickness.
th ickness. Reducing
R edu cin g a panel Components: V, S, M (a short reed or ppiece
S, M iece ooff straw)
to O0 hit points destroys it and might m ight cause
cau se connected
con n ected Duration: 24 hours
panels to collapse
collap se at the DM's D M ’s discretion. This willing
T h is spell grants up to ten w creatures
illing creatu can see
res you can see
If you maintain your concentration on this spell for within underwater
w ithin range the ability to breathe underw ater until the
its whole
w hole duration, the wall w all becomes
b e c o m e s permanent
perm anent and spell ends. A Affected normal
ffected creatures also retain their norm al
can't
ca n ’t be dispelled. Otherwise,
O therw ise, the wall w all disappears when w hen mode
m od e ooff respiration.
the spell ends.
Water W
WATER WALK
alk
WALL
W a l l OF
o f THORNS
T horns 3rd-level transmutation (ritual)
6th-level
6 th-level conjuration
Casting Time: 1 action
action
Casting Time:
Tim e: 1 action Range: 30 feet
Range: 120 feet Components: V, S, MM (a ppiece
iece ooff cork)
Components: V, S, M (a handful of
o f thorns) Duration: 1 hour
Duration: Concentration, up to 10 minutes
m inutes
This
T h is spell grants the ability to m move across
ove a cross any liquid
You
Y ou create a wall
w all ofo f tough, pliable, tangled brush surface-
su rface—suchsuch as water, acid, mud, snow
snow,, quicksand,
bristling with needle-sharp
n eedle-sh arp thorns. The T h e wall
w all appears or lava-as
lava—as if it wwere
ere h harmless
arm less solid ground (creatures
within
w ithin range on a solid surface
su rface and lasts for the crossing
crossin g m molten can still take dam
olten lava can damage age from the
duration. You choose
c h o o s e to make
m ake the wall
w all up to 60 feet heat). Up to ten w willing creatures
illing creatu res you can see within
long, 10 feet high, and 5 feet thick or a circle that has range gain this ability for the duration.
a 20-foot
20 -foot diameter
diam eter and is up to 20 feet high and 5 feet If you target a creature su submerged
bm erged in a liquid, the
thick. The wall
w all blocks
b lock s line ofo f sight. spell carries the target to the surface
su rface ooff the liquid at a
When
W h en the wall
w all appears, each creature within w ithin its area rate of 60 feet per round.
o f 60
must
m ust make
m ake a Dexterity
D exterity saving throw. On a failed save,
a creature takes 7d8 piercing damage, dam age, or half
h alf as much
m uch W eb
WEB
damage
dam age on a successful
su ccessfu l save. 2nd-level
2 nd-level conjuration
A
A creature can movem ove through the wall, w all, albeit slowly
slow ly
Casting Tim
Time:e: 1 action
action
and painfully. For every 1 foot a creature moves m oves
Range: 60
60 feet
through the wall, it must spend sp end 4 feet ofo f movement.
m ovem ent.
Components: V, S, M M (a bit ooff spiderw
spiderweb)
eb)
Furthermore,
F urtherm ore, the first timetim e a creature enters the wall w all
Duration: C
Concentration,
oncentration, up to 1 hour
on a turn or ends its turn there, the creature must
You conjure a m mass
a ss of
o f thick, sticky webbing
w ebbin g at a point of of You and up to ten willing
w illing creatures you can see
your choice
ch oice within
w ithin range. The T h e webs
w eb s fill a 20-foot
20 -foot cube within
w ithin range assume
assu m e a gaseous
gaseou s form for the duration,
from that point for the duration. The The w webs
eb s are difficult appearing as w wisps
isp s ooff cloud. While
W h ile in this cloud form,
form ,
terrain and lightly obscure
ob scu re their area. a creature has a flying speed
sp eed of
o f 300
3 0 0 feet and has
If the w webs
eb s aren't
aren’t anchored
an chored between
b etw een twtwoo solid masses
m a sses resistance
resistan ce to damage
dam age from nonmagical
n onm agical weapons.
w eapon s. The
(such as w walls
alls or trees) or layered acrossa cross a floor, wall, only actions a creature can take in this form are the
or ceiling, the conjured
con ju red web
w eb collapses
colla p ses on itself, and the Dash
D ash action or to revert to its normal
n orm al form.
form . Reverting
spell ends at the start of o f your next turn. W Webs
eb s layered takes 1 minute, during w which
hich time
tim e a creature is
over a flat surface
su rface have a depth of o f 5 feet. incapacitated and can't
ca n ’t move.
m ove. Until the spell ends, a
Each
E ach creature that starts its turn in the w webs
eb s or that creature can revert to cloud form, form , which
w hich also requires
enters them during its turn must make m ake a Dexterity the I-minute
1-minute transformation.
transform ation.
saving throw. On O n a failed save, the creature is restrained If a creature is in cloud form and flying w when
hen the effect
as long as it remains
rem ains in the websw ebs or until it breaks free. ends, the creature descends
d escen d s 60 feet per round for 1
A creature restrained by the w
A webs
eb s can use its action to minute until it lands, w which d o e s safely. If it can't
h ich it does ca n ’t land
make
m ake a Strength check ch eck against your spell save DC. If it after 1 minute, the creature falls the remaining
rem aining distance.
succeeds,
su cceed s, it is no longer restrained.
The
T h e webs
w eb s are flammable.
flam m able. Any 5-foot cube of o f webs
w ebs W
WIND Wall
i n d WALL

exposed
ex p o se d to fire bu
burns
rns away in 1 round, dealing 2d4 fire 3rd-level evocation
damage
dam age to any creature that starts its turn in the fire. Casting Time:
Tim e: 1 action
Range: 120 feet
W
WEIRD
e ir d
Components: V, S, M (a tiny fan and a feather of
of
9th-level illusion exotic origin)
Casting Time:
Tim e: 1 action Duration: Concentration, up to 1 minute
Range: 120 feet
A wall
A w all of
o f strong wwind
in d rises from the ground at a point
Components: V, S
you choose
choose w within
ithin range. You can m makeake the wall
w all up
Duration: Concentration, up to one
on e minute
to 50 feet long, 15 feet high, and 1 foot thick. You can
Drawing
D raw ing on the deepest fears of o f a group of
o f creatures, shape the wall
w all in any way
w ay you choose
c h o o s e so
s o long as it
you create illusory creatures
creatu res in their minds,
m inds, visible makes
m akes one continuous
continu ou s path along the ground. The The wwall
all
only to them.
them . Each
E ach creature
creatu re in a 30-foot-radius lasts for the duration.
sphere centered on a point of o f your choice
ch oice within
w ithin When
W h en the w wall
all appears, each creature within w ithin its area
range mmust
ust make
m ake a Wisdom
W isd om saving throw. On a failed must
m ust make
m ake a Strength saving throw. A A creature takes
save, a creature bbecomes
e c o m e s frightened for the duration. 3d8 bludgeon
bludgeoninging damage
dam age on a failed save, or h half
alf as
The
T h e illusion calls on the creature's
creatu re’s deepest fears, much
m uch damage
dam age on a successful
su ccessfu l one.
manifesting
m anifesting its worst
w orst n nightmares
ightm ares as an implacable
im placable The strong
stron g wwind
ind keeps fog, smoke,
sm oke, and other gases at
threat. At the start ofo f each ofo f the frightened creature's
creatu re’s bay. Small
S m all or smaller
sm aller flying creatures
creatu res or objects
ob jects can't
ca n ’t
turns, it must
m ust succeed
su cce e d on a Wisdom
W isd om saving throw
th row or pass through the wall. Loose, L o o se , lightweight
lightw eight materials
m aterials
take 4d10
4 d10 psychic damage.
dam age. On a successful
su ccessfu l save, the brought into the w wall
all fly upward. Arrows,
A rrow s, bolts, and
spell ends for that creature. other ordinary pprojectiles
rojectiles launched at targets behind
the wall
w all are deflected upward and automatically
autom atically miss.
m iss.
W i n d WALK
WIND Walk (Boulders
(B ou lders hurled by giants or siege engines, and similar sim ilar
6th-level
6 th-level transmutation projectiles, are unaffected.) Creatures in gaseous gaseou s form
Casting Time:
Tim e: 1 minute can't
ca n ’t pass through it.
Range: 30 feet
W is h
WISH
Components: V, S, M (fire and holy water)
Duration: 8 hours 9th-level conjuration
Casting Time:
Tim e: 1 action
Range: Self
S elf
Components: V V
Duration: Instantaneous
Wish is the m mightiest
ightiest spell a mortal
m ortal creature can
cast. By simply
sim ply speaking
speakin g aloud, you can alter the very
foundations of o f reality in accord
a ccord w with
ith your desires.
The
T h e basic use of o f this spell is to duplicate any other
spell of
o f 8th level or lower. You don't need
d on ’t n eed to meet
m eet any
requirements
requirem ents in that spell, including costly components. com pon ents.
The
Th e spell simply
sim ply takes effect.
Alternatively, you can create one on e of
o f the following
follow in g
effects ofo f your choice:

• You create one


on e object ofo f up to 25,000
2 5 ,0 0 0 gp in value that
isn't
isn’t a magic
m a gic item. The
T h e object can b bee no more
m ore than

1• l
300
3 0 0 feet in any dimension,
dim ension, and it appears in an u unoc-
n o c­ also ends
en ds if the target is ever outside the spell's
sp ell’s range or
cupied space
sp ace you can see on the ground. if it has total cover from you.
• You allow up to twenty
tw enty creatures
creatu res that you can see to A
Att H igher Levels. When
Higher W h en you cast this spell using
regain all hit points, and you end all effects on them a spell slot ofo f 2nd level or higher, the initial damage
dam age
d escrib ed in the greater restoration spell.
described increases
in creases by ld121d12 for each slot level above 1st.
• You grant up to ten creatures that you can see resis- resis­
tance to a damage
dam age type you choose.
ch oose. W o r d OF
WORD R ecall
o f RECALL

• You grant up to ten creatures you can see immunity im m unity to 6th-level
6 th-level conjuration
a single spell or other magical
m agical effect for 8 hours. For Casting Time:
Tim e: 1 action
instance, you could
cou ld make
m ake y yourself
ou rself and all your com- co m ­ Range: 5 feet
panions
panion s immune
im m une to a lich's
lich ’s life drain attack. Components: V
• You undo a single recent
recen t event by forcing
forcin g a reroll ooff Duration: Instantaneous
any roll mmade
ade within
w ithin the last roun
round d (including your
last turn). Reality reshapes
resh apes itself to accommodate
a ccom m od a te the
You and up to five w willing
illing creatures
creatu res within
w ithin 5 feet of
o f you
instantly teleport to a previously designated sanctuary.
new
n ew result. For exam ple, a wish spell could
F or example, cou ld undo an
You and any creatures that teleport w with
ith you appear in
opponent's
op p on en t’s successful
su ccessfu l save, a foe's
fo e ’s critical hit, or a
the nearest u unoccupied
n occu pied space
sp a ce to the spot you designated
friend's
friend’s failed save. You can force the reroll to be made m ade
when
w hen you prepared your sanctuary (see below). below ). If you
with
w ith advantage or disadvantage, and you can choose choose
whether cast this spell w
without
ithout first preparing
preparin g a sanctuary, the
w hether to use the reroll or the original roll.
spell has no effect.
You m might
ight be able to achieve something beyond
som eth in g beyon d the You must designate a sanctuary by casting this spell
scope
s c o p e ooff the above examples.
exam ples. State your w wish
ish to the DM
DM within
w ithin a location, such as a temple,
tem ple, dedicated to or
as precisely as ppossible. ossib le. The
T h e DM has great latitude in strongly linked to your deity. If you attempt to cast the
ruling w what
hat ooccurs
c cu rs in such
su ch an instance; the greater the spell in this manner
m anner in an area that isn't
isn’t dedicated to
wish,
w ish, the greater the likelihoodlik elih ood that something
som eth in g goes your deity, the spell has non o effect.
wrong.
w ron g. This spell might m ight simply
sim ply fail, the effect you desire
might
m ight only b bee partly achieved, or you might m ight suffer somesom e W r a t h f u l SMITE
WRATHFUL Sm it e
unforeseen
u n foreseen consequence
c on seq u en ce as a result of o f how
h ow you worded
w orded 1st-level evocation
the w wish.
ish. For example,
exam ple, wishing
w ish in g that a villain w were
ere dead
Casting Time: 1 bonus
bon u s action
might
m ight propel you forward forw ard in time to a p period
eriod when
w hen that Range: Self
S e lf
villain is no longer alive, effectively rem removing
oving you from
Components: V
the game.
gam e. Similarly, wishing w ish in g for a legendary magicm agic item
Duration: Concentration, up to 1 minute
or artifact might m ight instantly transport you to the presen presencece
of
o f the item's
item ’s current owner. The
T h e next time
tim e you hit with
w ith a melee weapon
m elee w ea p on attack
The
T h e stress of o f casting this spell to produce
produ ce any effect during this spell's
sp ell’s duration, your attack deals an extra
other than duplicating another spell w weakens
eak en s you. After ld6
1d6 psychic damage.
dam age. Additionally, if the target is a
enduring that stress, each time tim e you cast a spell until creature, it must make
m ake a WWisdom
isd om saving ththrow
row oor
r be
you finish a long lon g rest, you take ldlO 1d10 nnecrotic
ecrotic damage
dam age frightened ofo f you until the spell ends. AsA s an action, the
per
p er level of o f that spell. This
T his damage
dam age can't bee reduced
ca n ’t b redu ced or creature can make Wisdom
m ake a W isd om check
ch eck against your spell
·, prevented in any way. In addition, your Strength drops save DC
D C to steel its resolve and end this spell.
to 3, if it isn't
isn’t 3 or lower
low er already, for 2d4 days. For F or each
Z o n e OF
ZONE T ruth
o f TRUTH
of
o f those
th ose days that you spend sp en d resting and doingdoin g nothing
more
m ore than light activity, your remaining recovery
rem aining recov ery time
2nd-level
2 nd-level enchantment

decreases
decrea ses by 2 days. Finally, there is a 33 percent Casting Time: 1 action
ch a n ce that you are unable to cast wish ever again if you
chance Range: 60 feet
suffer this stress. Components: V, S
Duration: 10 minutes
m inutes
W i t c h BOLT
WITCH B olt
You create a magical
m agical zone
zon e that guards against deception
1st-level evocation
in a 15-foot-radius sphere centered on a point of o f your
Casting Time:
Tim e: 1 action choice
ch oice wwithin
ithin range. Until the spell ends, a creature
Range: 30 feet that enters the spell's
spell’s area for the first time tim e on a turn
Components: V, S, M (a twig
tw ig from a tree that has been or starts its turn there mustm ust make
m ake a Charisma
C harism a saving
struck
stru ck by lightning) throw. On a failed save, a creature can't c a n ’t speak
sp eak a
Duration: Concentration, up to 1 minute
m inute deliberate lie w while
hile in the radius. You know k n ow whether
w hether
A
A bbeam
ea m of
o f crackling, blue energy
en ergy lances
la n ces out toward
tow ard each creature succeeds
su cce e d s or fails on its saving throw.
a creature w within
ithin range, forming
form in g a sustained arc of of An
A n affected creature is aware
aw are of
o f the spell and can thus
lightning bbetween
etw een you and the target. Make
M ake a ranged avoid answering
an sw erin g questions to which
w h ich it would
w ou ld normally
norm ally
spell attack against that creature. O Onn a hit, the target respond
resp with
on d w ith a lie. Such
S u ch a creature can be evasive in
takes ld12
1d12 lightning damage,
dam age, and on each of o f your turns its answers
an sw ers as long as it rem
remains
ains w within
ithin the bouboundaries
n daries
for the duration, you can use u se your action to deal ld121d12 of
o f the truth.
lightning damage
dam age to the target automatically. The T h e spell
ends
en ds if you u use
se your action to do anything else. The spell

11
A p p e n d i x A:
APPENDIX A : CONDITIONS
C o n d itio n s
ONDITIONS ALTERA
C
ONDITIONS ALTER A CREATURE'S
CREATURE’S CAPABILITIES IN charmer
• The charm er has advantage on on any ability ch
check
eck to
a variety ofo f ways
w ays and can arise as a result ooff interact socially with
socia lly w ith the creature.
a spell, a class feature, a monster's
m on ster’s attack,
or other effect. Most M ost conditions, such as D
DEAFENED
eafened

blinded, are impairments,


im pairm ents, but a few, such as •• A
A ddeafened
eafened creature can't
can ’t hear and automatically
autom atically fails
invisible, can be advantageous. check
any ability ch requires
eck that requ ires hearing.
A condition lasts either until it is countered
F
FRIGHTENED
r ig h t e n e d
(the prone condition is countered
coun tered by standing
standing
up, for example)
exam ple) or for a duration specified
sp ecified by the effect • A
• A frightened creature has disadvantage on ability
that imposed
im p osed the condition. checks
ch eck s and attack rolls w while source
hile the sou rce ooff its fear is
If multiple effects impose
im p ose the samesam e condition on a within
w ithin line ooff sight.
creature, each instance of o f the condition has its ow ownn • The creature ca can't willingly
n ’t w move
illingly m closer
ove clo source
se r to the sou rce
duration, but the condition's
con dition ’s effects don't get worse.
w orse. ooff its fear.
A creature either has a condition or doesn't. d oesn ’t.
G
GRAPPLED
rappled
The
T h e following
follow in g definitions specify
sp e cify what
w hat happens
h a ppen s to
A grappled creature's
• A creatu re’s speed becomes
sp eed b e c o m e s 0, and it can't
a creature
crea tu re while
w h ile it is subjected
su bjected to a condition.
con dition .
benefit from any bonus to its speed.
BLINDED
B l in d e d condition en
• The condition ends incapacitated
ds if the grappler is incapacitated
(see the condition).
• A blinded creature can't
ca n ’t see and automatically
autom atically fails
any ability check
ch eck that requires sight. condition also en
• The condition ends removes
ds if an effect rem oves the
•• Attack
A ttack rolls against the creature have advantage, and grappled creature from the reach ooff the grappler or
the creature's
creatu re’s attack rolls have disadvantage. grappling effect, such as w
when
hen a creature is hurled
away by the thunderwave spell.
C
CHARMED
harm ed
IIN
ncCAP
a p AGITATED
a c it a t e d
• A charmed
charm ed creature can't attack the charmer
charm er or target
the charm
charmer
er with
w ith harmful
harm ful abilities or magical
m agical effects. • An
A n incapacitated creature can't
ca n ’t take actions or
reactions.

FRIGHTENED
INVISIBLE
In v is ib l e E x h a u s t io n
EXHAUSTION
•• An
A n invisible creature
creatu re is impossible
im p ossib le to see without
w ithout the Some special abilities and environmental hazards, such as
aid of
o f magic
m a gic or a special
sp ecia l sense.
sen se. For purpose
F or the p u rp ose of
of starvation and the long-term effects of o f freezing or scorching
hiding, the creature
creatu re is heavily obscured.
obscu red . The
T h e crea-
crea ­ temperatures, can lead to a special condition called
ture's location can be detected by any n
ture’s noise
oise it makes
m akes exhaustion. Exhaustion is measured in in six levels. An effect
or any tracks it leaves. can give a creature one or more levels of o f exhaustion, as
specified inin the effect's
effect’s description.
•• Attack rolls against the creature have disadvantage,
and the creature's
creatu re’s attack rolls have advantage. Level Effect
l1 Disadvantage on ability checks
PARALYZED
Pa r a l y z e d 2 Speed halved
•• A
A paralyzed creature is incapacitated (see the condi-con d i­ 3 Disadvantage on attack rolls and saving throws
tion) and can't
ca n ’t move
m ove or speak. 4 Hit point maximum halved
• The
T h e creature automatically
autom atically fails Strength and 5 Speed reduced to 0
Dexterity
D exterity saving throws.
throw s. 6 Death
•• Attack rolls against the creature have advantage.
If an already exhausted creature suffers another effect that
•• Any attack that hits the creature is a critical hit if the
causes exhaustion, its current level of o f exhaustion increases
attacker is w within
ithin 5 feet of
o f the creature. by the amount specified in in the effect's
effect’s description.
A creature suffers the effect of
o f its current level of
P e t r if ie d
PETRIFIED
exhaustion as well as all lower levels. For example, a creature
• A
A petrified creature is transformed,
transform ed, along w with
ith any suffering level 2 exhaustion has its speed halved and has
nonmagical
n onm agical object it is w wearing
earin g or carrying, into a disadvantage on ability checks.
solid inanimate
inanim ate substance
su bstance (usually stone). Its w weight
eight An effect that removes exhaustion reduces its level as
increases
in creases by a factor ofo f ten, and it ceases
c e a se s aging. specified in
in the effect's
effect’s description, with all exhaustion
•• The creature is incapacitated (see the condition), can't ca n ’t creature’s exhaustion level is reduced
effects ending if a creature's
move
m ove or speak, and is unaware
unaw are of o f its surroundings. below l.1.
•• Attack
A ttack rolls against the creature have advantage. Finishing a long rest reduces a creature's exhaustion level
by l,
1, provided that the creature has also ingested some
•• The creature automatically
autom atically fails Strength and
Dexterity
D exterity saving throw
• The
throws.
T h e creature has resistan
s.
resistance ce to all damage.
dam age.
.
food and drink.

• The creature is immune


• im m u ne to p poison
oison and disease,
although a poison
p oison or disease
d isease already in its systemsystem
is suspended, not neutralized.

lNIIISIBLE

DEAFENED

■f
P o is o n e d
POISONED
•• A
Appoisoned
oison ed creature has disadvantage on attack rolls
and ability checks.

Prone
PRONE
• A
A prone creature's
creatu re’s only movement
m ovem ent option is to crawl,
unless
u n less it stands up and thereby ends
en ds the condition.
• The
T h e creature has disadvantage on attack rolls.
• An
A n attack roll against the creature has advantage
if the attacker is within
w ithin 5 feet of
o f the creature.
Otherwise,
O therw ise, the attack roll has disadvantage.

R e s t r a in e d
RESTRAINED
•AA restrained creature's
creatu re’s speed
sp eed becomes
b e c o m e s 0, and it can't
can ’t
benefit from any bonus
bon u s to its speed.
• Attack
A ttack rolls against the creature have advantage,
and the creature's
creatu re’s attack rolls have disadvantage.
• The creature has disadvantage on Dexterity
saving throws.
throw s.

St u n n e d
STUNNED
•AA stunned creature is incapacitated (see the
condition), can't
ca n ’t move,
m ove, and can speak
sp ea k only
falteringly.
• The creature automatically
autom atically fails Strength
and Dexterity
D exterity saving throws.
• Attack
A ttack rolls against the creature have
advantage.

UNCONSCIOUS
U n c o n s c io u s
•• An
An u unconscious
n con sciou s creature is incapacitated (see
the condition), can't
ca n ’t move
m ove or speak, and is unaware
unaw are
PRONE
of
o f its surroundings
surrou ndings
• The
T h e creature drops
d rops w whatever it's h
hatever it’s holding
olding and falls
prone.
The
• T h e creature automatically
autom atically fails Strength and
RESTR~INE.0
Dexterity
D exterity saving throws.
throw s.
• Attack rolls against the creature have advantage.
A n y attack that hits the creature is a criti-
• Any
cal hit if the attacker is w ithin 5 feet
within
criti­ . J
0
of
o f the creature.
0

••
0
0
0
0

UNCONSCIOUS
A
APPENDIX B:: Goos
ppe n d ix B G ods o
OFf t M u ltiv e r se
h e MuLTIVERSE
THE
ELIGION IS AN
R
ELIGION PART OF LIFE IN
A N IMPORTANT PART G reyhaw k
GREYHAWK
TH
t E
he worlds
w o f the D&D
orld s of multi verse. W
D & D multiverse. When
h en The gods ooff G reyhaw k ccome
Greyhawk o m e from at least four different
gods
g od s w alk the w
walk orld, clerics channel divine
world, pantheons, representing the faiths ooff the various ethnicethnic
power,
pow perform dark sacrifices
er, evil cults perform sa crifices in groups populated the continent ooff O
grou ps that populated Oerik
erik over the
subterranean lairs, and shining paladins ages. A there's a great deal ooff overlap in their
Ass a result, there’s
stand like bbeaconse a co n s against the darkness, it’s it's portfolios: PPelor
elor is the Flan Pholtus
god ooff the sun and Pholtus
Flan god
hard to b ambivalent
bee am bivalent about the deities and Oeridian
is the O example.
sun god, for exam
eridian sun ple.
deny their existence.
Many
M any p people
eople in the w worlds D&D
orlds ooff D &D w worship
orsh ip different D
DRAGONLANCE
ragonlance
gods
g od s at different tim times circumstances.
es and circu m stan ces. P People
eop le in The
The g gods Krynn
orld ooff K
world
od s ooff the w families:
three fam
rynn are three seven
ilies: seven
the Forgotten Realms, exam ple, might pray to Sune
R ealm s, for example, gods good
g od s ooff g ood headed by Paladine and M Mishakal,
ishakal, seven of
seven of
for luck in love, makem ake an offering to W Waukeen
aukeen before neutrality headed by Gilean, and seven ooff evil headed
neutrality headed byby
headingg to the market, and pray to appease
headin ap pease Talos
T alos w when
hen Takhisis and SargonSargonnas.
nas. T These
h ese deities have been called
been called
a severe storm
storm blowblowss in-in—allall in the sa m e day. Many
same M any by many
m any different n am es and held in varying levels ooff
names
eople have a favorite among
people
p am ong the gods, one w whose
h o s e ideals esteem
esteem by different p eop les and cultures through the
peoples
teachings
and teach in gs they m make
ake their ow own And
n.. A people
nd a few people world's
w orld ’s history, but they are the only od s ooff this w
only ggods world-
orld—
selves entirely to a single god, usually
themselves
dedicate them constellations.
place fixed in the stars as constellations.
their place
servin g as a priest or cham
serving champion o d ’s ideals.
god's
pion ooff that g
Your DM determines
DM determ ines w which
hich gods, if any, are w worshiped
orshiped E
EBERRON
berron

in his or her camcampaign.


paign. F From
rom am among
ong the gods available, Thee w
Th world Eberron
orld ooff E berron has m many
any different religions, but
h o o s e a single deity for your character to
you can cchoose the m most important
ost im portant revolves around around a pantheon called
pantheon called
serve, w orship, or pay lip service
serve, worship, to. Or you can pick
service to. the Sovere
Sovereign ign H Host
ost and their m malign
align shadow, Dark
shadow, the Dark
a few that your character prays to most m ost often. Or O r just Six. The
Six. The g od s ooff the S
gods Sovereign
overeign H Host
ost are thought to have
ake a mental note of
make
m o f the gods w h o are revered in your
who dom inion over every aspect ooff existence, and to sp
dominion speak
eak
cam paign so
D M ’s campaign
DM's s o you can invoke their n names
am es w when
hen with
w ith a unified voice. But the D Six
rk S
Daark ix are the primitive,
appropriate. If you ’re playing a cleric or a character with
you're bloody, and cruel
a nd cru el ggods who
od s w dissenting
h o offer a dissen tin g voice.
the A colyte background, decide w
Acolyte hich god your deity
which Ebe
E rron's
b erron ’s other religions are very different from from the
serves or served, and consider the deity’s deity's suggested traditional D D&D& D pantheons. T The
he mmonotheistic Church
on oth eistic Church
domains
dom when
ain s w hen selecting your character’s domain.
character's dom ain. ooff the Silver F Flame devoted to fighting against evil in
lam e is devoted
the w world. plagued by
orld, but plagued corruption in its ow
by corruption own n ranks.
D&D PANTHEONS
P a n t h e o n s TTheh e ph ilosoph y ooff the B
philosophy teaches
lood ooff Vol teach
Blood es that divinity

Each
E world
ach w orld in the D D&D
&D mmultiverse
ultiverse has its owownn
lies w within
ithin all m mortal beings
ortal bein gs and reveres the undead
teeming wwho secured
h o have secu red that im immortality.
mortality. V Various
arious m madad cults
pantheons of o f deities, ranging in size from the teem ing
aarere devoted to the ddemons em on s and h horrors
orrors imimprisoned
prison ed
pantheons of R ealm s and Greyhawk
o f the Forgotten Realms G reyhaw k to
in Eberron's
E berron 's U Underdark
nderdark (called Khyber, the D Dragon
ragon
the m focu sed religions of
ore focused
more E berron and Dragonlance.
o f Eberron D ragonlance.
Below). The follow
Below). followersers ooff the Path ooff Light believe that
M any of
Many nonhuman
o f the nonhum an races w orsh ip the same
worship g od s on
sam e gods
the w world
orld is heading tow toward ard a glorious future w where
here
different w orld s—M oradin, for example,
worlds-Moradin, exam ple, is revered by
the ssh adows
h ad cloud this w
ow s that cloud world will
orld w ill be transformed
be transform ed
d w arves of
dwarves o f the Forgotten R G reyhawk, and many
ealm s, Greyhawk,
Realms,
other wworlds.
orlds.
into light. A And twoo related nations ooff elves revere their
n d tw
ancestral spirits: the U Undying preserved as
ndying Court, preserved
T he F
TuE REALMS
orgotten R
FORGOTTEN ealm s spirits or even undead form forms, s, and the glorified Spirits
glorified Spirits
ozen s ooff deities are revered, w
Dozens
D worshiped.
orshiped, and feared ooff the Past, the great h eroes ooff ancient w
heroes wars.
ars.
throughout the w orld ooff the Forgotten R
world Realms.
ealm s. At least
N
NONH Um
onhu an D
MAN DEITIES
e it ie s
thirty deities are w widely
idely knknown a cross the R
ow n across ealm s, and
Realms,
Certa
Certain in ggods
od s closely associated w
closely associated with nonhuman
ith nonhum an races
many
m any m ore are w
more orsh ip ed locally, by individual tribes,
worshiped
temples. are revered on on mmany
any different w worlds,
orlds, though not always
sm all cults, or certain sects of
small o f larger religious tem ples.
nonhuman
samee way. The nonhum
in the sam Forgotten
an races ooff the Forgotten
Realms
R ealm s and G Greyhawk these deities.
reyhaw k share these
TTHE L ife aAND
h e LIFE D e a t h DOMAINS
n d DEATH D omains
Nonhuman
N onhum an races often often have w hole pantheons ooff
whole
Many deities in in this section suggest the LifeLife domain, own.
their ow Besides
n. B Moradin,
esid es M oradin, for examexample,
ple, the dwdwarf
arf
particularly if they are closely associated with healing,
gods
g od s include M Moradin's
oradin’s wwife, Berronar
ife, B erron ar Truesilver, and
fertil ity. As described in
protection , childbirth, nurturing, or fertility.
protection,
number
a num other ggods
ber ooff other od s thought to be children
be their children
incredib ly broad,
domai n is incredibly
the chapter 3, though, the Life domain
deity can choose it.
and a cleric ooff any non-evil deity
and grandchildren: Abbathor, C Clangeddin Silverbeard,
langeddin Silverbeard,
A number ooff other deities, mostly evil ones, suggest the
A Dugmaren
D Brightmantle,
ugm aren Brightm antle, DDumathoin,
um athoin, G Gorm
orm Gulthyn,
Death domain, which is detailed in in the Dungeon Master’s
Master 's Brightaxe, M
Haela Brightaxe, Marthammor
artham m or Duin,Duin. Sharindlar, Thard
Sharindlar, Thard
Guide. Most clerics who choose this domain are evil NPCs, NPCs , Harr, and Vergadain. Individual clans clans and gdom s ooff
kingdoms
a nd kin
but if you want to worship a god of o f death, consu lt your
consult dwarves
d w arves m might some,
ight revere som e, all, these
one ooff th
all , or nnone ese deities,
Dungeon Master. and some
som e have other g gods unknown
od s unkn known
ow n (or know other
n by other
names)
n am es) to outsiders.
DEITIES
D e i t i e s OF
o f THE
t h e FORGOTTEN
F o r g o t t e n REALMS
Realms

Deity Alignment Suggested Domains Symbol


Auril, goddess ooff winter NE
NE Nature, Tempest Six-pointed snowflake
Azuth, god ooff wizards LN
LN Knowledge Left hand pointing upward, outlined in in fire
Bane, god of o f tyranny LE
LE War Upright black right hand, thumb and fingers together
Beshaba, goddess of misfortune CE Trickery Black antlers
Bhaal, god of o f murder NE
NE Death Skull surrounded by a ring of o f blood droplets
Chauntea, goddess of o f agriculture NG
NG Life Sheaf of o f grain or a blooming rose over grain
Cyric, god ooff lies CE
CE Trickery Wh
Whiteite jawless skull on black or purple sunburst
Deneir, god of o f writing NG Knowledge Lit candle above an open eye
Eldath, goddess ooff peace NG Life, Nature Waterfall plunging into still pool
Gond , god of craft
Gond, N Knowledge Toothed cog with four spokes
Helm, god ooff protection LN
LN Life, Light Staring eye on upright left gauntlet
IIIlmater,
mater, god of
o f endurance LG
LG Life Hands bound at the wrist with red cord
Kelemvor, god of o f the dead LN
LN Death Upright skeletal arm holding balanced scales
Lathander, god of o f birth and renewal NG Life, Light Road traveling into a sunrise
Leira, goddess of o f illusion CN Trickery Point-down triangle containing a swirl of o f mist
Lliira, goddess of o f joy CG Life Triangle of o f three six-pointed stars
Loviatar, goddess of o f pain LE
LE Death Nine-tailed barbed scourge
Malar, god of o f the hunt CE
CE Nature Clawed paw
Mask, god of o f thieves CN Trickery Black mask
Mielikki, goddess ooff forests NG
NG Nature Unicorn's head
Unicorn’s
Milil, god ooff poetry
poetry and song NG Light Fi ve-stringed harp made of leaves
Five-stringed
Myrkul, god ooff death NE
NE Death White human skull
Mystra, goddess of o f magic NG Knowledge Circle ooff seven stars, or nine stars encircling a
flowing red mist, or a single star
Oghma, god of o f knowledge N Kn owledge
Knowledge Blank scroll
Savras, god of o f divination and fate LN
LN Knowledge Crystal ball containing many kinds of o f eyes
Selune, goddess of o f the moon CG Knowledge, Life Pair of
o f eyes surrounded by seven stars
Shar, goddess of o f darkness and loss NE
NE Death, Trickery Black disk encircled with a border
Silvanus, god of o f wild nature N Nature Oak leaf
Sune, goddess ooff love and beauty CG Life, Light Face ofo f a beautiful red-haired woman
Talon a, goddess ooff disease and poison
Talona, po ison CE
CE Death Three teardrops on o n a triangle
Talos, god ooff storms CE
CE Tempest Three lightning bolts radiating from a central point
Tempus, god ooff war N War Upright flaming sword
Torm, god of o f courage and self-sacrifice LG
LG War White right gauntlet
Tymora, goddess of o f good fortune CG Trickery Face-up coin
Tyr, god ooff justice LG
LG War Balanced scales resting on a warhammer
U mberlee, goddess of
Umberlee, o f the sea CE
CE Tempest Wave curlin
curling g left and right
Waukeen, goddess ooff trade N Knowledge
Knowledge,, Trickery Upright coin wit withh Waukeen’s
Waukeen's profile facing left
D e i t i e s OF
DEITIES G reyhawk
o f GREYHAWK

Deity Alignment Suggested Domains


Dom ains Symbol
Beory,
Beery, goddess ooff nature N
N Nature Green disk
Boccob, god o
off magic N Knowledge Eye within a pentagram
Celestian, god of
o f stars and wanderers N Knowledge Arc o
off seven stars inside a circle
Ehlonna,, goddess ooff woodlands
Ehlonna NG Life, Nature Unicorn horn
o f envy and slaughter
Erythnul, god of CE
CE War Blood drop
Fharlanghn, god of horizons and travel NG Knowledge, Trickery Circle crossed by a curved horizon line
Heironeous, god of chivalry and valor LG
LG War Lightning bolt
o f war and discord
Hextor, god of LE
LE War in a fan
Six arrows facing downward in
o f athletics and sport
Kord, god of CG Tempest, War Four spears and four maces radiating out
from a central point
Incabulos, god ooff plague and famine
lncabulos, NE Death Reptilian eye with a horizontal
horizonta l diamond
Istus, goddess ooff fate and destiny
lstus, N
N Knowledge Weaver's spindle with three strands
luz, god o
off pain and oppression
oppress ion CE Death Grinning human skull
Nerull, god of
o f death NE Death
De ath Skull with either a sickle or a scythe
Obad-Hai, god of
o f nature N
N Nature Oak leaf and acorn
Olidammara, god of
o f revelry CN Trickery Laughing mask
Pelor,
Pel o f the sun and healing
or, god of NG Life, Light Sun
Pholtus, god of
o f light and law LG
LG Light Silver sun or full moon partially eclipsed by a
smaller crescent moon
Ralishaz, god of
o f ill luc
luckk and insanity CN
CN Trickery
Tr ickery Three bone fate-casting sticks
Rao, god ooff peace and reason LG
LG Knowledge White heart
St. Cuthbert, god ooff common sense and zeal LN
LN Knowledge Circle at the center ooff a starburst o
off lines
Tharizdun, god ooff eternal darkness CE
CE Trickery Dark spiral or inverted ziggurat
Trithereon, god ooff liberty and retribution CG War Triskelion
o f hills and mountains
Ulaa, goddess of LG
LG Life, War Mountain with a circle at its heart
Vecna, god of
o f evil secrets NE Knowledge Hand with eye in
in the palm
Wee Jas, o f magic and death
]as, goddess of LN
LN Death,, Knowledge
Death in front of
Red skull in o f fireball

DEITIES
D e i t i e s OF D rag o n lan ce
o f DRAGONLANCE

The Gods
C o d s of
o f Good
Good Alignment Suggested Domains
Dom ains Symbol
Paladine, god o
off rulers and guardians LG War Silver triangle
Branchala, god ooff music NG Light Bard’s harp
Bard's
Habbakuk, god o
off animal life and the sea NG Nature, Tempest Blue bird
Kiri-Jolith, god o
off honor and war LG
LG War Bison’s horns
Bison's
Majere, god of
o f meditation and order LG
LG Knowledge Copper spider
o f healing
Mishakal, goddess of LG
LG Knowledge, Life Blue infinity sign
o f good magic
Solinari, god of LG
LG no clerics White circle or sphere

The Gods
G od s of
o f Neutrality Alignment Suggested Domains
Dom ains Symbol
Gilean
Gilean,, god of
o f knowledge N
N Knowledge Open book
Chislev, goddess of
o f nature N
N Nature Feather
Reorx, god ooff craft N
N Knowledge Forging hammer
Shinare,
Shinare, goddess ooff wealth and trade N
N Knowledge, Trickery Griffon’s
Griffon 's wing
Sirrion, god o
off fire and change
chan ge N
N Nature Multi-colored fire
o f wisdom
Zivilyn, god of N
N Knowledge Great green or gold tree
o f neutral magic
Lunitari, goddess of N
N no clerics Red circle or sphere

The Gods
G od s of
o f Evil Alignment Suggested Domains
Dom ains Symbol
o f night and hatred
Takhisis, goddess of LE
LE Death Black
BIack crescent
Chemosh, god of
o f the undead LE
LE Death Yellow skull
Hiddukel, god of lies and greed CE
CE Trickery merchant’s scales
Broken merchant's
Morgion
Morgion,, god ooff disease and secrecy NE Death Hood with two red eyes
Sargonnas, god ooff vengeance and fire LE
LE War Stylized red condor
Zeboim, goddess ooff the sea and storms CE
CE Tempest Turtle shell
Nuitari, god o
off evil magic LE
LE no clerics Black circle or sphere

f I
D eities o
DEITIES OF Eberron
f EBERRON

The Sovereign Host Alignment Suggested Domains


Dom ains Symbol
Arawai, goddess ooffertil ity
f fertility NG Life, Nature Sheaf of wheat tied with green ribbon
Aureon, god of an d knowledge
o f law and LN
LN Know ledge
Knowledge Open tome
Balinor, god of
o f beasts and the hunt N Life, Nature Pair of
o f antlers
Boldrei, goddess of comm unity and home
community LG
LG Life Fire in
in a stone hearth
Doi Arrah, goddess of sun
Dol light and honor
sunlight LG
LG Light, War Ris ing sun
Rising
Doi
Dol Dorn, god ooff strength at arms CG War Longsword crossed over a shield
Kol Korran, god ooff trade and wealth N Tricke ry
Trickery Nine-sided gol d coin
gold
Olladra, goddess of good fortune NG Life, Trickery Domino
Onatar,
Onatar, god of craft NG Knowledge Crossed hammer and tongs

The Dark Six Alignment Suggested Domains


Dom ains Symbol
nature's wrath
The Devourer, god of nature’s NE Tempest Bundle ooff five sharpened bones
The Fury, goddess of wrath and madness NE War Winge d wyrm with woman’s
Winged woman's head and
upper body
The Keeper, god ofo f greed and death NE
NE Death Dragonshard stone in in the shape of
o f a fang
The Mockery, god of o f violence and treache ry
treachery NE
NE War Five blood-spattered
blood -s pattered tools
The Shadow, god of o f dark magic CE
CE Knowledge Obsidian tower
The Traveler, deity of
o f chaos and change CN Knowl edge, Trickery
Knowledge, Four crossed, rune-inscribed bones

Other Faiths of
o f Eberron Alignment Suggested Domains
Dom ains Symbol
The Silver Flame, deity of protection and good LG
LG Life, Light, War Flame drawn on silver or molded from silver
ph iloso phy ooff immortality
The Blood of Vol, philosophy immortality LN
LN Death , Life
Death, Styl ized dragon sku
Stylized skullll on red teardrop gem
and undeath
Cults ooff the Dragon Below, deities ooff madness NE Tricke ry
Trickery Varies
The Path of Light, philosophy
philosophy of
o f light and LN
LN Life, Light Brilliant crystal
self-i mprovement
self-improvement
The Undying Co urt, elven ancestors
Court, NG Knowledge, Life Vari es
Varies
The Spirits of the Past, elven ancestors CG War Varies

NONHUMAN
N o n h u m a n DEITIES
D eities

Deity Alignment Suggested Domains


Dom ains Symbol
Bahamut, dragon god of good LG
LG Life, War Dragon's head in
Dragon’s in profile
godd ess
Blibdoolpoolp, kuo-toa goddess NE Death Lobster head or black pearl
Corellon Larethian, elf deity ooff art and magic CG Light Quarter moon or starburst
Deep Sashelas, elf god of o f the sea CG Nature, Tempest Dolph in
Dolphin
Eadro, merfolk deity of o f the sea N Nature, Tempest Spiral design
Gari
Garl Glittergold, gnome god of trickery and wiles LG
LG Trickery Gold nugget
Grolantor, hill giant god of o f war CE
CE War Wooden club
Gruumsh
Gruumsh,, oreorc god ooff storms and war CE
CE Tempest, War Unbl inking eye
Unblinking
Hruggek,
Hruggek, bugbear god of violence CE War Morningstar
Kurtulmak, kobold god of o f war and mining LE
LE War sku ll
Gnome skull
Laogzed, troglodyte
trogl odyte god ooff hunger CE
CE Death Image ooff the lizard/toad god
Leith, drow goddess of spiders
Lolth, CE
CE Tricker y
Trickery Spider
Maglubiyet, goblinoid god of war LE
LE War Bl oody axe
Bloody
Morad in, dwarf god of
Moradin, o f creation LG
LG Knowledge Hammer and anvil
Rillifane Rallathil.
Rallathil, wood elf god of nature CG Nature Oak
Sehanine Moon
Moonbow, bow, elf goddess of o f the moon CG Knowledge Crescent moon
Sekolah, sahuagin god of the hunt LE
LE Nature, Tempest Shark
Semuanya, lizardfo lk deity of
lizardfolk o f survival N Life Egg
Skerrit, centaur and satyr god of o f nature N Nature Oak growing from acorn
Stonebones, god of stone giants and art
Skoraeus Stonebones, N Knowledge Stalactite
Surtur,
Surtur, god ooff fire
fire giants and craft LE
LE Knowledge, War Flaming sword
swo rd
Thrym, god of frost giants and strength CE
CE War White double-bladed axe
Tiamat, dragon goddess of evil LE
LE Trickery Dragon head with five claw marks
Yondalla, halfling goddess offertility
o f fertility and protection LG
LG Life Shield

n
F a n t a s y - H i s t o r i c a l PANTHEONS
FANTASY-HISTORICAL Pa n t h e o n s
The
T h e Celtic, Egyptian, Greek,
G reek, and N Norse
orse pantheons are
fantasy interpretations of o f historical religions from our
world's
w orld ’s ancient times.
tim es. They
Th ey include deities that are
most
m ost appropriate for u use
se in a D&D
D & D game,
gam e, divorced from
their historical
h istorical context in the real world
w orld and united into
pantheons that serve the needs n eeds of
o f the game.

THE
T h e CELTIC
C e l t i c PANTHEON
Pa n t h e o n
It's
It’s said that something
som eth in g wild
w ild lurks in the heart of o f every
soul, a space
sp ace that thrills to the sound sou n d of
o f geese
g eese calling
at night, to the whispering
w h isperin g wind
w in d through the pines, to
the unexpected red of o f mistletoe
m istletoe on an oak-oak—and and it is in
this space
sp ace that the Celtic gods g od s dwell.
dw ell. They sprang from
the bbrook
ro o k and stream,
stream , their might heightened by the
strength of o f the oak and the beauty of o f the w woodlands
ood la n d s and
open
op en moor.
m oor. When
W h en the first forester dared put a name nam e to
the face seen in the bole of o f a tree or the voice
v oice babbling
in a brook, these gods g od s forced themselves
them selves into being.
The
T h e Celtic gods
g od s are as often served by druids as by
clerics, for they are closely aligned with the forces of of
nature that druids revere.

T h e GREEK
THE G r e e k PANTHEON
Pa n t h e o n
The gods
g od s of
o f Olympus
O lym pus make themselves
m ake them selves known
kn ow n with the
gentle lap of of wwaves
aves against the shoressh ores and the crash of
the thunder amongam ong the cloud-enshrouded
cloud -enshroud ed peaks. The
thick boar-infested woods w o o d s and the sere, olive-covered
h illsides hold evidence
hillsides eviden ce of o f their passing. Every aspect
of
o f nature echoes
e c h o e s with
w ith their presence,
p resen ce, and they’ve
they've made
m ade
a place for themselves
them selves inside the human hum an heart, too.

T h e EGYPTIAN
THE E g y p t i a n PANTHEON
Pa n t h e o n
These
T h ese gods are a young
youn g dynasty of o f an ancient divine
family, heirs to the rulership of o f the cosmos
c o s m o s and the
maintenance
m aintenance of o f the divine principle of o f Ma'at-the
M a’at—the
fundamental
fundam ental order of o f truth, justice, law, and order that
puts gods, mortal
m ortal pharaohs, and ordinary men m en and
women
w om en in their logical and rightful place in the universe.
The
T h e Egyptian pantheon is unusual in having three
gods with
g od s w ith the Death
D eath domain
dom ain of o f different alignments.
alignm ents.
Anubis
A nubis is the lawful neutral god g od of
o f the afterlife, who
w ho
judges
ju d g es the souls
sou ls of
o f the dead. Set
S et is a chaotic evil god the n needs
eed s of o f their environment.
environm ent. Given the necessity n ecessity of
of
of
o f murder, perhaps best knownkn ow n for killing his brother raiding for food and w wealth,
ealth, it's
it’s surprising
su rprisin g the m mortals
ortals
Osiris.
O siris. And
A nd Nephthys is a chaotic good g o o d goddess
g od d ess of
of turned out as w well
ell as they did. TheirT heir ppowers
ow ers reflect
mourning.
m ourning. Thus, although most m ost clerics of o f the Death the n need
eed th these
ese warriors
w arriors had for strongstron g leadership and
domain
dom ain (found in the Dungeon Master'sMasters Guide) are decisive action. Thus, they see their deities in every
villainous characters, clerics w whoh o serve A Anubis
nubis or bend
ben d of
o f a river, hear them in the crash of o f the thunder
Nephthys need not be. and the bbooming
oom in g of o f the glaciers, and smellsm ell them in the
smoke
sm ok e of o f a burning longhouse.
lon gh ou se.
THE NORSE
T he N o r s e PANTHEON
Pa n t h e o n The
The N Norse
orse pantheon includes two tw o main families,
fam ilies, the
Where
W h ere the land plum
plummets
m ets from the snowy
sn ow y hills into the Aesir
A esir (deities of o f war
w ar and destiny) and the Vanir (gods
icy fjords below
below,, w
where
here the longboats
lon gboats draw up on to the of
o f fertility and prosperity).
prosperity). Once O nce enenemies,
em ies, these twotw o
beach,
beach , where
w here the glaciers flow forward
forw ard and retreat with families
fam ilies are now n ow closely allied against their common com m on
every fall and spring-this
spring—this is the land of o f the Vikings, enemies,
en em ies, the giants (including the gods g od s Surtur
S urtur and
the home
h om e of
o f the N
Norse
orse pantheon. It's
It’s a brutal clime,
clim e, Thrym).
Thrym ). Like the gods g od s ofo f Greyhawk,
G reyhawk, godsg od s in different
and one that calls for brutal living. The w warriors
arriors of
of families
fam ilies sometimes
som etim es have overlap in their spheres of of
the land have had to adapt to the harsh conditions
condition s in influence: Frey (of the Vanir) and Odur O dur (of the Aesir)
order to survive, but they haven’t
haven't been
been too twisted
tw isted by are both associated with w ith the sun, for example.
exam ple.

CELTIC DEITIES
Deity Alignment Suggested Domains
Dom ains Symbol
The Daghdha, god of o f weather and crops CG Nature, Trickery Bubbling cauldron or shield
Arawn
Arawn,, god of
o f life and death NE
NE Life, Death Black star on gray background
Belen us, god of
Belenus, o f sun, light, and warmth NG Light Solar disk and standing stones
Brigantia, goddess of o f rivers and livestock NG Life Footbridge
Diancecht, god of o f medicine and healing LG
LG Life Crossed oak and mistletoe branches
Dunatis, god ofo f mountains and peaks N Nature Red sun-capped mountain peak
Goibhniu, god of smiths and he aling
healing NG Knowledge, Life Giant mallet over sword
Lugh, god of
o f arts, travel, and commerce CN Know ledge, Life
Knowledge, Pair of
o f long hands
Manannan mac Lir, god of o f oceans and sea creatures LN
LN Nature, Tempest Wave ofo f white water on green
Math Mathonwy, god of o f magic NE
NE Knowledge Staff
Morrigan, goddess of o f battle CE
CE War Two crossed spears
Nuada, god ofo f war and warriors N War Silver hand on black background
Oghma, god of o f speech and writing NG Knowledge Unfurled scroll
Silvanus, god ofo f nature and forests N Nature Summer oak tree

GREEK
G r e e k DEITIES
D e it ie s

Deity Alignment Suggested Domains


Dom ains Symbol
Zeus, god ofo f the sky, ruler ooff the gods N Tempest Fist full of
o f lightning bolts
Aphrodite, goddess of
Aphrodite, o f love and beauty CG Light Sea shell
Apollo, god ofo f light, music,
music , and healing CG Knowledge, Life, Light Lyre
Ares, god of
o f war and strife CE
CE War Spear
Artemis , goddess of
Artemis, o f hunting and childbirth NG Life, Nature Bow and arrow on lunar disk
Athena , goddess of
Athena, o f wisdom and civilization LG
LG Knowledge, War Owl
Demeter, goddess of agriculture NG Life Mare's
Mare’s head
Dionysus, god of o f mirth and wine CN Life Thyrsus (staff tipped with pine cone)
Hades, god of o f the underworld LE
LE Death Black ram
Hecate, goddess of o f magic and the moon CE
CE Knowledge, Trickery Setting moon
Hephaestus, god of smithin smithing g and craft NG Knowledge Hammer and anvil
Hera, goddess of o f marriage and intrigue CN Trickery Fan
Fan of
o f peacock feathers
Hercules, god of o f strength and adventure CG Tempest, War Lion's
Lion’s head
Hermes, god of o f travel and commerce CG Trickery Caduceus (winged staff and serpents)
Hestia, goddess of o f home and family NG Life Hearth
Nike, goddess of o f victory LN
LN War Winged woman
Pan, god of
o f nature CN Nature Syrinx (pan pipes)
Poseidon, god of o f the sea and earthquakes CN Tempest Trident
Tyche, goddess of o f good fortune N Trickery Red pentagram
Eg ypt ia n D
EGYPTIAN DEITIES
eities

Deity Alignment Suggested Domains


Dom ains Symbol
Re-Horakhty, god of
o f the sun, ruler of
o f the gods LG
LG Life, Light Solar disk encircled by serpent
Anubis, god of o f judgment and death LN
LN Death Black jackal
Apep, god ofo f evil, fire, and serpents NE
NE Trickery Flaming snake
Bast, goddess of o f cats and vengeance CG War Cat
Bes, god of
o f luck and music CN Trickery Image of
o f the misshapen deity
Hathor, goddess of o f love, music, and NG Life, Light Horned cow's
cow’s head with lunar disk
motherhood
lmhotep,
Imhotep, god of o f crafts and medicine NG Knowledge Step pyramid
Isis, goddess offertility
o f fertility and magic NG Knowledge, Life Ankh and star
Nephthys, goddess of o f death and grief CG Death Horns around a lunar disk
Osiris, god ofo f nature and the underworld LG
LG Life, Nature Crook and flail
Ptah, god of
o f crafts, knowledge, and secrets LN
LN Knowledge Bull
Set, god of darkness and desert storms CE
CE Death, Tempest, Coiled cobra
Trickery
Sobek, god of
o f water and crocodiles LE
LE Nature, Tempest Crocodile head with horns and plumes
Thoth, god of
o f knowledge and wisdom N
N Knowledge Ibis

NORSE
N o r s e DEITIES
D e it ie s

Deity Alignment Suggested Domains


Dom ains Symbol
Odin, god of knowledge and war NG
NG Knowledge, War Watching blue eye
Aegir, god ooff the sea and storms NE
NE Tempest Rough ocean waves
Balder, god ofo f beauty and poetry NG Life, Light Gem-encrusted silver chal ice
chalice
Forseti, god ofo f justice and law N
N Light Head of
o f a bearded man
Frey, god offertility
o f fertility and the sun NG Life, Light Ice-blue greatsword
Freya, goddess offertility
o f fertility and love NG Life Falcon
Frigga, goddess of o f birth and fertility N
N Life, Light Cat
Heimdall, god of
Heimdal!, o f watchfulness and loyalty LG
LG Light, War Curling musical horn
Hel, goddess of o f the underworld NE
NE Death Woman's
Woman’s face, rotting on one side
Hermod, god ooff luck CN Trickery Winged scroll
Loki, god of
o f thieves and trickery CE
CE Trickery Flame
Njord, god ofo f sea and wind NG Nature, Tempest Gold coin
Odur, god ofo f light and the sun CG Light Solar disk
Sif, goddess ofo f war CG War Upraised sword
Skadi, god of
o f earth and mountains N Nature Mountain peak
Surtur, god of
o f fire giants and war LE
LE War Flaming sword
Thor, god of
o f storms and thunder CG Tempest, War Hammer
Thrym, god of o f fire giants and cold CE
CE War White double-bladed axe
Tyr, god of courage and strategy LN
LN Knowledge, War Sword
Uller, god of
o f hunting and winter CN Nature Longbow
A p p e n d i x C:
APPENDIX C : THE
T h e PLANES
P l a n e s OF E x is t e n c e
o f EXISTENCE
~ N
I CREDIBLY VAST IIS
NCREDIBLY STTHE
H E COSMOS OF THE The best-kn
best-knownow n worlds
w orld s in the multiverse
m ultiverse are the
DUNGEONS
D ungeons & & DRAGONS
D r a g o n s game,
gam e, w which
h ich teems
teem s ones
on es that have been published as official campaign cam paign
with a multitude ooff worlds
w orld s as w well
ell as myriad settings for the D&D D & D game
gam e over the yyears- Greyhawk,
ea rs—Greyhawk,
alternate dimensions
dim ension s of o f reality, called the planes Blackmoor,
B lackm oor, Dragonlance,
D ragon lance, the Forgotten Realms, R ealm s,
of existence. It encompasses
e n com p a sses every world
w orld Mystara, Birthright, Dark D ark Sun, and Eberron,
E berron, among
am ong
where
w here Dungeon
D u n geon Masters
M asters run their adventures, others. Each
E ach ofo f these worlds
w orld s boasts its own ow n cast of
of
all w
within
ithin the relatively mundane
m undane realm of o f the heroic
h eroic adventurers and scheming
sch em in g villains, its ownow n
Material Plane. Beyond B eyond that plane are domains dom ains ancient ruins and forgotten artifacts, its own ow n dungeons
du ngeon s
of
o f raw elemental
elem ental matter and energy, realm realmss ofo f pure and its own
ow n dragons. But if your campaign
cam paign takes place
thought and ethos, the h homes
om es ofo f demons
d em on s and angels, on one
on e of
o f these
th ese worlds,
w orlds, it belongs
b elon gs to your DM-you
DM —you
and the dominions
dom in ion s ofo f the gods. might imagine
im agine it as one of o f thousands
th ou san ds of
o f parallel versions
Many
M any spells
sp ells and magic
m agic items
item s can draw energy of
o f the wworld,
orld, which
w hich might
m ight diverge wildly
w ildly from the
from these planes, summon
su m m on the creatures that dwell published version.
there, communicate
com m u n icate w with
ith their denizens, and allow allow
adventurers to travel there. As A s your character achieves MATERIAL
M a t e r i a l ECHOES
E ch oes
greater ppower
ow er and higher levels, you might undertake
The Material
M aterial Plane is a richly magicalm agical place, and its
a quest to rescue
rescu e a friend from the horrific h orrific depths of of
magical
m agical nature is reflected in the two tw o planes that share
the AAbyss,
byss, or find y yourself
ou rself hoisting a tankard w with
ith the
its central place in the multiverse.
m ultiverse. TheT h e Feywild
Feyw ild and the
friendly giants ofo f Ysgard. You might m ight w walk
alk on streets
Shadowfell
Sh adow fell are parallel dimensionsdim en sion s occupying
occu p yin g the same
sam e
made
m ade of
o f solid fire or test your mettle
m ettle on a battlefield
cosmological
cosm o lo g ica l space, so s o they are often called echo e ch o planes
where
w h ere the fallen are resurrected
resu rrected with each dawn.
or mirror
m irror planes to the Material M aterial Plane.
P lane. TheThe w worlds
orld s and
landscapes
la n dsca pes of o f these
th ese planes mirror
m irror the natural world w orld
T h e MATERIAL
THE M a t e r i a l PLANE
Plan e of
o f the Material
M aterial Plane but reflect those th ose features into
The Material
M aterial Plane is the nexus w where
here the p philosophical
h ilosoph ica l different forms-more
form s—m ore marvelous
m arvelous and magicalm agical in the
and elemental
elem ental forces that define the other p planes
lanes collide Feywild, distorted and colorless in the Shadowfell. Shadow fell.
in the ju
jumbled
m b led existence of o f mortal
m ortal life and mundane
m undane Where
W h ere a v volcano
olca n o stands in the Material
M aterial Plane, a
matter. All the worlds
w orld s ofo f D&D
D & D exist w within
ithin the Material mountain
m ountain topped with skyscraper-sized crystals that
Plane,
P lane, making
m aking it the starting point for most m ost campaigns
cam paigns glow
g low with internal fire towers tow ers in the Feywild, and a
and adventures. The T h e rest ofo f the multiverse
m ultiverse is defined in jagged
ja g g ed rock outcropping
ou tcropping resembling
resem blin g a skull marksm arks the
relation to the Material
M aterial Plane. spot
sp ot on the Shadowfell.
Shadow fell.
The worlds
w orld s of
o f the Material
M aterial Plane
P lane are infinitely diverse, T h e Feywild, also called the Plane of
The o f Faerie, is a land
for they reflect the creative imagination
im agination ofo f the DMs
DM s ooff soft lights and wonder,
w onder, a country ooff little p people
eople with
who
w h o set their games
gam es there, as w well
ell as the players whose
w h ose great desires, a place of o f music
m usic and death. It is a realm realm
heroes
h eroes adventure there. They Th ey include magic-wasted
m agic-w asted of
o f eternal twilight, w with
ith slow
slow lanterns bob bobbing
bin g in the
desert planets and island-dotted water w worlds,
orlds, worlds
w orld s gentle breeze and huge fireflies buzzing bu zzing through groves
where
w h ere magic
m agic combines
com b in es w with
ith advanced technology
tech n ology and and fields. The T h e sky is alight with the faded colors co lo rs of
of
others trapped in an endlessen d less Stone Age, worlds
w orld s where
w here the setting, or perhaps rising, sun. But, in fact, the sun
the gods walk
g od s w alk and p places
la ces they have abandoned. never truly sets or rises; it remains rem ains stationary, dusky
and low low in the sky. Away from the ssettled ettled areas ruled by
the Seelie
S eelie Court, the land is a tangle of o f sharp-toothed
brambles
bram bles and syrupy fens-perfect
fen s—perfect territory for the
Unseelie
U nseelie to hunt their prey. Fey creatures, such su ch as those
th ose
brought to the world w orld by conjure woodland beings and
similar
sim ilar spells, dwell dw ell in the Feywild.
T h e Shadowfell, also called the Plane of
The o f Shadow,
Shadow , is
PO ITIVE PLANE
a darkly lighted dimension,
dim ension, a world
w orld ofo f black and white
where
w here color
c o lo r has been leached
leach ed from everything. It is a
place of o f toxic darkness
dark n ess that hates the light, where w here the
sky is a black vault w with
ith neither sun nor stars.
OUTER PLA E
P o s i t i v e AND
POSITIVE N e g a t i v e PLANES
a n d NEGATIVE Plan es
Like a dome above the other planes, the Positive Plane is the
source ofo f radiant energy and the raw life force that suffuses
all living beings, from the puny to the sublime. Its dark
reflection is the Negative Plane, the source of necrotic energy
that destroys the living and animates the undead.
of
o f force. The depths ooff the plane, the D Deep
eep Ethereal, are
B e y o n d THE
BEYOND M a t e r ia l
t h e MATERIAL
a region of o f swirling mists
sw irling m ists and colorful
colorfu l fogs.
Beyond
B eyond the Material Plane,
M aterial P lane, the various planes of The Astral Plane is the realm realm ooff thought and dreamdream,,
existence are realm
realmss of
o f myth and mystery. They're
T h ey ’re where
w here visitors travel as disemdisembodied souls
b od ied sou ls to reach
not simply
sim ply other w
worlds,
orlds, but different qualities of
of the planes ooff the divine and dem demonic.
onic. It is a great,
being, form
formed
ed and governed by spiritual and elemental
elem ental silvery sea, the sam same below,, w
e above and below with
ith sw swirling
irling
principles abstracted from the ordinary world.
w orld. wisps
w isp s ooff white and gray streaking am amongong m motes
otes ooff light
resembling
resem blin g distant stars. Erratic w whirlpools
h irlpools ooff color
color
PLANAR TRAVEL
Plana r T ravel flicker in m midair coins.
idair like spinning coin s. OOccasional
ccasion al bits ooff
When
W h en adventurers travel into other planes of o f existence, solid mmatter
atter can be found here, but m most
ost ooff the Astral
they are undertaking a legendary jou journey
rn ey across
a cross the Plane is an endless, op open domain.
en dom ain.
thresholds of o f existence to a m mythic
ythic destination where w here
they strive to completecom plete their quest. Such S u ch a jou
journey
rn ey is the INNER PLANES
In n e r P lan es
stuff of o f legend. Braving the realm realmss of o f the dead, seeking The Inner P Planes surround
la n es su rrou nd and enfold the Material
out the celestial servants of o f a deity,
deity, or bargaining with Plane and its echechoes,
oes, providing the raw raw elem
elemental
ental
an efreeti in its h home
om e city w will
ill be the subject
su bject ofo f song
son g and substance from w
su bstance from which
hich all the w worlds were
orld s w ere mmade.
ade. TheThe
story for years to come. com e. four Elemental P Planes-Air,
lanes—Air, Earth, Fire, and W Water-
ater—
Travel to the planes beyond beyon d the Material
M aterial Plane can be form a ring around the M Material
aterial P Plane, suspended
lane, su spended
accomplished
accom p lish ed in twotw o ways:
w ays: by casting
castin g a spell or by using within
w ithin the churning Elemental Chaos.
a planar portal. innermost
At their in nerm ost edges, w where closest
here they are closest
Spells. A
SpeJJs. A number
n um ber ofo f spells allow direct or indirect Material
to the M aterial Plane (in a con conceptual
ceptu al if not a literal
access
a c c e s s to other planes of o f existence. Plane shift and geographical
geograph ical sense),
sense), the four ElemElemental
ental PPlanes
lanes
gate can transport adventurers directly to any other resemble
resem ble a w world
orld in the M Material Plane. T
aterial Plane. The
h e four
plane of o f existence, w with
ith different degrees
deg rees of o f precision.
precision. elements
elem ents m mingle
ingle together as they do in the Material
Etherealness allows allow s adventurers to enter the Ethereal forming
Plane, form in g land, sea, and sky. Farther from the
Plane and travel from there to any of o f the planes it Material
M aterial Plane, though, the E Elemental
lem ental P Planes both
la n es are both
touches-
tou ch es—the the Shadowfell,
Shadow fell, the Feywild, or the Elemental Elem ental alien and hostile. Here, the elem elements
ents exist in their
Planes. And A nd the astral projection spell lets adventurers form-—great
purest form great expan
expanses
ses ooff solid
solid earth, blazing fire,
project them themselves
selves into the Astral Plane and travel to crystal-clear water, and unsullied air. T These regionss
h ese region
the Outer Planes. are little-known, so so wwhen
hen ddiscussing
iscu ssin g the P Plane
la n e ooff Fire,
Portals. A portal is a general term for a stationary for exam
example, speaker
ple, a speak er usually m means border
eans just the border
interplanar connection
con n ection that links a specific
sp ecific location region. At the farthest extents ooff the Inner Planes,
on one
on e plane to a specific
sp ecific location on another. Some S om e the pure elem
elements
ents dissolve and bleed together into an
portals are like doorways,
doorw ays, a clear window,
w indow , or a fog- unending tumult of o f clashing energies colliding
en ergies and colliding
shrouded
sh rouded passage, and simply sim ply stepping through it substance, the E Elemental
lem ental Chaos.
effects the interplanar travel. Others O thers are locations-
loca tion s—
circles of o f standing stones, soaring towers,
soa rin g tow ers, sailing ships,
ships, OUTER PLANES
O uter P lan es
or even whole w hole towns- that exist in multiple planes at
tow n s—that
once
If the Inner P Planes
la n es are the raw m matter
atter and en energy
ergy that
o n ce or flicker from one on e plane to another in turn. Some S om e
makes
m akes up the m multiverse,
ultiverse, the Outer P Planes
la n es are the
are vortices, typically join joining
in g an Elemental
Elem ental Plane w with
ith a
direction, thought and ppurpose u rp ose for such construction.
very similar
sim ilar location on the Material M aterial Plane, such as the
Accordingly,
A ccordingly, m many
any sasages
ges refer to the Outer P Planes
la n es as
heart of o f a volcano
v olca n o (leading to the Plane ooff Fire) or the
divine planes, spiritual planes, or godly planes, for the
depths of o f the ocean
o ce a n (to the Plane of o f Water).
Outer P Planes
la n es are best kn known
ow n as the h homes
om es ooff deities.
TRANSITIVE
T r a n s i t i v e PLANES
Planes When
W h en d discussing
iscu ssin g anything to do with deities, the
language uused sed mmust be highly m
ust be metaphorical.
etaphorical. Their
The Ethereal Plane and the Astral Plane are called the actual hhomes
om es are not literally "places"
“p la ces” at all, but
Transitive Planes. TheyTh ey are mmostly realmss
ostly featureless realm exemplify
exem plify the idea that the Outer P Planes realmss ooff
la n es are realm
that serve prim
primarily
arily as wways
ays to travel from one
on e plane thought and spirit. A Ass w
with
ith the E Elemental
lem ental P Planes,
lanes, oneone
to another. Spells
S p ells such as etherealness and astral can im
imagine
agine the perceptible part ooff the Outer P Planes
la n es as
projection allow characters to enter these planes and a sort ooff border region, w while
hile extensive spiritual region regionss
traverse them to reach the planes beyond. lie beyond ordinary ssensory en sory experience.
The Ethereal Plane is a misty, fog-bound
fog-bou nd dimension
dim ension Even in th those
ose perceptible regions, ap appearances
pearan ces
that is sometimes
som etim es described
d escrib ed as a great ocean.
ocean . Its shores, can be deceptive. Initially, m many
any ooff the Outer P Planes
la n es
called the Border
B order Ethereal, overlap the Material
M aterial Plane appear hospitable and fam familiar
iliar to natives ooff the
and the Inner Planes, so s o that every location on those Material
M aterial Plane. But the lan landscape
dscape can can change at the
planes has a corresponding
corresp on d in g location on the Ethereal whims
w h im s ooff the pow
powerful
erfu l forces that live on the Outer
Plane.
P lane. Certain creatures
creatu res can see into the Border
B order Planes.
P lanes. T Theh e desires ofo f the mmighty
ighty forces that dwelldw ell on
Ethereal, and the see invisibility
invisibility and true seeing spell these planes can rem remake
ake them com completely,
pletely, effectively
grant that ability. Some
Som e m magical
agical effects also
a lso extend from erasing and rebuilding existence itself to better fulfill
the Material
M aterial Plane into the Border
B order Ethereal, particularly their ow
own n needs.
effects that use force energy such as forcecage
forc ecage and wall
Distance
D istan ce is a virtually meaningless
m ean in gless concept
con cep t on the planes. That argumargumentent might be circular, however,
Outer Planes. The T h e perceptible regions
region s of o f the planes possible
for it is p arrangement
ossib le that the arrangem ent ooff the O
Outlands
utlands
often seem
seem quite small,
sm all, but they can
ca n also stretch on to inspired the idea ooff the Great W Wheel
h eel in the first place.
what seem s like infinity. It might
w hat seems m ight be possible
p ossib le to take Around
A rou n d the outside edge ooff the circle, evenly spaced,
a guided tour of o f the Nine Hells, from the first layer to are the gate-towns: sixteen ssettlem ettlements, each built
ents, each
the ninth, in a single day-day—ifif the powers
p ow ers of o f the Hells around a portal leading to one ooff the Outer Planes. Each Each
desire it. Or it could
cou ld take weeks
w eek s for travelers to make m ake a town
tow n shares
sh ares m many
any ooff the characteristics ooff the plane
grueling trek across
a cross a single layer. where
w here its gate leads.
The
T h e most
m ost well-known
w ell-know n Outer Planes
P la n es are a group of At the center ooff the Outlands, like the axle ooff the
sixteen planes that correspond
c orresp on d to the eight alignments
alignm ents planar w wheel,
heel, the Spire
S p ire shoots impossibly
sh oots im possibly high into the
(excluding neutrality) and the shades sh ades ofo f distinction sky. AAbove
bove this thin peakpeak floats the ring-shaped city ooff
between
b etw een them. Sigil, the City ooff D Doors.
oors. This bustling planar m metropolis
etropolis
holds
h countless
olds cou n tless portals to other p planes
lanes and w worlds.
orlds.
O u t e r PLANES
OUTER Planes trader's city. G
Sigil is a trader’s Goods, merchandise,
ood s, m erchandise, and
Outer Plane Alignment information
inform ation cocome
m e to it from a across
cross the planes. T There
here
information
is a brisk trade in inform ation about the planes, in
Mount Celestia, the Seven Heavens of of LG
LG
particular in the com command
m and w words itemss requ
ord s or item required
ired for
Bytopia, the Twin Paradises of NG, LG
LG
the operation ooff particular portals. T These
h ese portal keys
Elysium, the Blessed Fields of NG
are highly sought after, and m many
any travelers w within
ithin the
The Beastlands, the Wilderness of NG , CG
NG, looking
city are look in g for a particular p portal
ortal or a portal key
Arbo rea, the Olympian Glades of
Arborea, CG allow them
to allow them to continue on their way.
Ysgard, the Heroic Domains of CN,CG
CN, CG
Limbo, the Ever-Changing Chaos of CN DEMIPLANES
D e m ip l a n e s

Pandemonium, the Windswept Depth Depthss of CN, CE


CE Demiplanes
D em iplan es are small extradimensional
sm all extradim ensional spaces
sp a ces with
The Abyss, the Infinite Layers of CE
CE own
their ow n unique rules. They are p pieces
ieces ooff reality that
Carceri, the Tarterian
Tarterian Depths of NE,CE
NE, CE
don't
don seem to fit anyw
’t seem anywhere Demiplanes
here else. D come
em iplan es com e
into being by a variety ooff mmeans.
eans. Some
S o m e are created by
Hades, the Gray Waste of NE
NE
spells, such as demiplane, or generated at the desire ooff a
Gehenna, the Bleak Eternity of of NE, LE
LE
powerful
p They
ow erfu l deity or other force. Th may
ey m ay exist naturally,
The Nine Hells (of
( o f Baator) LE
LE
as a fold ooff existing reality that has been
been pin
pinched
ched off
Acheron, the Infinite Battlefield of LN, LE
LE from the rest ooff the multiverse, or as a baby universe
Mechanus, the Clockwork Nirvana of LN
LN growing
grow power.
in g in pow A given dem
er. A demiplane can be entered
iplane can entered
Arcadi a, the Peaceable Kingdoms of
Arcadia, LN, LG
LG through a single point w where touches
here it tou ch es another plane.
Theoretically, a plane shift spell can can also carry travelers
The
T h e planes withw ith some
som e element
elem ent of
o f good
g o o d in their nature demiplane,
to a dem frequency
iplane, but the proper frequ required
ency required
are called the Upper Planes. Celestial C elestial creatures such extremely
for the tuning fork is extrem The
ely hard to acquire. The
as angels and pegasi dwell dw ell in the Upper
U pper Planes. Planes
P lanes gate spspell more
ell is m assuming
ore reliable, assu knows
m in g the caster k n ow s
with
w ith some element
som e elem ent ofo f evil are the Lower Planes. Fiends ooff the dem
demiiplane.
plane.
such as demons,
dem ons, devils, and yugoloths
y ugoloth s dwell
dw ell in the
Lower
L ow er Planes.
P lanes. A plane's
plane’s alignment
alignm ent is its essence,
essen ce, and T he F
THE ar R
FAR REALM
ealm

a character whose w h o s e alignment


alignm ent doesn't
d oesn ’t match the plane's
plane’s The
T Realm
h e Far R beyond
ea lm is beyon known
d the kn multiverse.
ow n m ultiverse. In fact,
experiences
e x p erien ces a profound sense sen se of
o f dissonance
d isson a n ce there. it might b be
e an entirely separate m multiverse with
ultiverse w own
ith its ow n
When
W h en a good
g o o d creature visits Elysium,
Elysium , for example,
exam ple, it physical and m magical Where
agical laws. W h ere stray en
energies from
ergies from
feels in tune with w ith the plane, but an evil creature feels the Far R Realm
ealm leak onto another plane, life and matter
out ofo f tune and morem ore than a little uncomfortable.
uncom fortable. are wwarped twisted
arp ed and tw shapes
isted into alien sh apes that defy
geometry
ordinary geom etry and biology.
O ther P
OTHER PLANES
lanes The
T h e entities that abide in the Far R Realm
ealm are too alien
normal
for a norm mind
al m ind to accept w without damage.
ithout dam age. Titanic
Existing somehow
som eh ow between
b etw een or beyond
beyon d the known
kn ow n planes
creatures
creatu res swim
sw im through n nothingness,
oth ingn ess, p preoccupied
reoccu p ied
of
o f existence
existen ce are a variety of
o f other realms.
realm s.
with
w ith mmadness.
a dn ess. U Unspeakable
nspeakable things w whisper
h isper awful
S i GIL
SI g i l AND
a n d THE O utlands
t h e 0UTLANDS
truths to th those
ose w who
h o dare listen. For m mortals, knowledge
ortals, kn ow led ge
The ooff the Far R Realm
ealm is a triumph ooff m mind
ind over the rude
T h e Outlands is the plane between
betw een the Outer Planes, a
plane ofo f neutrality, but not the neutrality of o f nothingness.
boundaries
b ou n daries ooff matter, space,
sp ace, and eventually sanity.
Instead it incorporates
in corporates a little of
o f everything, keeping it
There
T h ere are n noo know
known n portals to the Far R Realm,
ealm , or
all in a paradoxical balance- simultaneously
ba la n ce—sim ultaneously concordant
concordan t
at least n none
one that are still viable. A Ancient once
n cient elves on ce
and in opposition. It is a broad region of o f varied terrain,
pierced
p ierced the bou boundary
n dary ooff eon
eonss w
with
ith a vast portal to the
with
w ith open prairies, towering
tow ering mountains,
m ountains, and twisting,
Far R Realm
ealm w within
ithin a m mountain called F
ountain called Firestorm
irestorm Peak,
shallow rivers, strongly resembling
resem blin g an ordinary world w orld
but their civilization im imploded
ploded in b bloody
lood y terror and
of
o f the Material Plane.
portal's
the porta location-—even
l’s location even its h home
om e wworld-is
orld—is long-
The Outlands
O utlands is circular, like a great wheel-
w h eel—inin fact, forgotten. O Other
ther pportals
ortals might still exist, m marked
arked by the
those
th ose who
w h o envision the Outer Planes
P la n es as a wheel
w h eel point
alien forces leaking through to corrupt the M Material
aterial
Plane around them.
to the Outlands
O utlands as proof, calling it a microcosm
m icr o co s m of
o f the

fll Ill I
A p p e n d i x D:
APPENDIX D : CREATURE
C r e a t u r e STATISTICS
St a t i s t i c s
S
P ELLS AND CLASS FEATURES ALLOW CHARACTERS
PELLS CH ARACTERS
B
BOAR
oar
to transform into animals,
anim als, summon
su m m on creatures Medium
M beast, unaligned
edium beast,
to serve as familiars,
fam iliars, and create undead.
Statistics for such creatures
creatu res are grouped
grou ped Armor Class 1111 (natural armor)
in this appendix for your convenience. For 11 (2d8 + 2)
Hit Points 11
information
inform ation on how
h ow to read a stat block, see Speed 40 ft.
the Monster Manual.
STR DEX
DEX CON
CON INT
IN T W IS
WIS CHA
CHA
13 (+l)
(+1) 11 (+0)
11 12 (+1)
(+l) 2 (-4) 9 (-1) 5 (-3)
Ba t
BAT
Tiny beast, unaligned Senses passive Perception 9
Languages —
Languages-
Armor
Arm or C lass 12
Class Challenge 1/4 (50
(SO XP)
Hit Points 1l (ld4-
(1d4 - 1)
Speed 5 ft., fly 30 ft.
Charge. If the boar moves at least 20 feet straight toward a
STR DEX
D EX CON
CON INT
IN T W IS
WIS CHA
CHA creature right before hitting it with a tusk attack, the target
2 (-4) 15 (+2) 8 (-1) 2 (-4) 12 (+1)
(+l) 4 (-3) takes an extra 3 (ld6) slashing damage
(1d6) slashing damage and
and must
must succeed
succeed on
on aa
11 Strength savi
DC 11 ng throw or be knocked prone.
saving
Senses blindsight 60 ft., pass ive Perception 11
passive 11
Relentless (Recharges after the Boar Finishes a Short or Long
Languages-
Languages —
Rest). If the boar takes damage that redu ces it to O
reduces 0 hit points,
0 (10 XP)
Challenge O
unless the damage is 7 or more or from a critical hit,
hit, it drops to
1 hit point
po int instead.
Echolocation. While it can’t
can't hear, the bat has no blindsight.
ACTIONS
A c t i o n s ________________________________________________
Keen Hearing. The bat has advantage on Wisdom (Perception)
checks that rely on hearing. Tusk. MMelee
elee Weapon
W eapon Attack: +3 to hit, reach 5 ft., one target.
target .
4 (ld6
Hit: 4 (1d6 ++ 1)
1) slashing
slashing damage.
damage.
c t i o n s ________________________________________________
ACTIONS
A
Melee Weapon
Bite. Melee W eapon Attack: +0 to hit, reach 5 ft., one creature. B r o w n BEAR
BROWN Bear
Hit: 1 piercing damage
damage.. Large beast, unaligned

11 (natural armor)
C lass 11
Armor Class
BLACK
B l a c k BEAR
Bear Hit Points 34 (4d10
(4dl0 + 12)
Medium una ligned
M edium beast, unaligned
Speed 40 ft., climb 30 ft.
ft .

Armor Class 1111 (natural armo r)


armor) STR DEX
D EX CON
CON INT
IN T W
WISIS C HA
CHA
Hit Points 19 (3d8 + 6)
19 (+4) 10 (+0) 16 (+3) 2 (-4) 13 (+1)
(+l) 7 (-2)
Speed 40 ft., climb 30 ft.

Skills Perception +3
STR DEX
DEX CON
CON INT
IN T W IS
WIS CHA
CHA Senses passive Perception 13
15 (+2) 10 (+0) 14 (+2) 2 (-4) 12 (+1)
(+l) 7 (-2) Languages-
Languages —
Challenge 1 (200 XP)
Skills Perception +3
Senses passive Perception 13
13
Languages-
Languages — Keen Smell. The bear has advantage on Wisdom (Perception)
Challenge 1/2 (100 XP) ch ecks that rely on smell.
checks

ACTIONS
A c t i o n s ________________________________________________
Keen Smell. The bear has advantage on Wisdom (Perception)
checks that rely on smell. Multiattack. The bear makes two attacks, one with its bite and
one with its claws.
A c t i o n s ________________________________________________
ACTIONS
Bite. Melee Weapon
W eapon Attack: +5 to hit, reach 5 ft., one target.
Multiattack. The bear makes two attacks
attacks,, one with its bite and Hit: 8 (ld8
(1d8 ++ 4)
4) piercing
pie rcing damage.
damage.
one with its claws.
Claws. MMelee
elee Weapon Attack: +5 to hit, reach 5 ft., one target.
W eapon Attack:
Melee Weapon
Bite. Melee W eapon Attack: +3 to hit, reach 5 ft., one target. Hit: 11
11 (2d6 + 4) slashing damage.
Hit: 5 (ld6
(1d6 + 2) piercing damage.
damage.

Melee Weapon
Claws. Melee W eapon Attack: +3 to hit, reach 5 ft., one target.
7 (2d4 + 2) slashing damage.
Hit: 1
C at
CAT A c t i o n s ______________________________________
ACTIONS
Tiny beast, unaligned Bite. Melee
Melee Weap on Attack:
W eapon Attack: +4
+ 4 to hit, reach 5 ft., one target.
target.
Hit: 7 (1d10
Hit: (ldlO + 2) piercing damage, and the target is grappled.
Armor Class 12 Unt il this grapple
Until grapp le ends, the target is restrained, and the
Hit Points 2 (ld4)
(1d4) crocod ile can’t
crocodile can 't bite another target.
ft ., climb 30 ft.
Speed 40 ft.,

STR DEX
D EX CON
CON INT
IN T WIS
W IS CHA
CHA D ir e W
DIRE WOLF
olf
3 (-4) 15 (+2) (+O)
10 (+0) 3 (-4) (+l)
12 (+1) 7 (-2) Large beast,
Large beast, unaligned

Skills Perception +3
+3,, Stealth +4 C lass 14 (natura
Armor Class (naturall armor)
armor)
Senses pass ive Perception 13
passive Hit Points 37 (SdlO
(5d10 + 10)
Languages-
Languages — Speed 50 ft.
Challenge O0 (10 XP)
STR DEX
D EX CON
C ON INT
IN T WIS
W IS CHA
C HA
Keen Smell. The cat has advantage on Wisdom
Wisd om (Perception) 17 (+3)
(+3 ) 15 (+2)
(+2) 15 (+2) 3 (-4) 12 (+1)
(+l) 7 (-2)
checks that rely on smell.
Skills Perception +3, Stealth +4
A c t i o n s _______________________________________
ACTIONS Senses passive Perception 13
Languages -—
Claws. M Mele
eleee Weapon
W eapon Attack: +Oto hit, reach 5 ft., one target.
+0 to hit, Challenge l1 (200 XP)
XP)
Hit: l1 sslashing
lashing damage.

Keen Hearing and Smell. The wolf has advanta ge on Wisdom


advantage
C o n s t r i c t o r SNAKE
CONSTRICTOR Sn a k e (Perception) chec ks th
checks at rel
that relyy on hearin
hearingg or smell.
Large beast,
beast, unaligned
Pack Tactics. The wolf has advan tage on attack rolls against a
advantage
Armor Class 12 creature if at least one ooff the wolf's
wo lf's allies
al lies is within
with in 5 feet
fee t ooff the
(2dl0 + 2)
Hit Points 13 (2d10 creature and isn’t
isn't incapacitated.
Speed 30 ft., swim 30 ft.
A c t i o n s _______________________________________
ACTIONS
STR DEX
D EX CON
CON INT
IN T WIS
W IS CHA
CHA Bite. Melee Weap
W e apoon
n Attack: +5 to hit,
hit , reach 5 ft., one target.
15 (+2) 14 (+2) (+l)
12 (+1) 1 (-5)
l (-5) 10 (+0)
(+0) 3 (-4)
(-4) Hit: 10 (2d6 + 3) piercing da mage. If the target is a creature,
damage.
it must succeed on a DC 1313 Stre ngth savi
Strength saving
ng throw or be
Senses blindsight 10 ft., passive Perception 10 kn oc ke d prone.
knocked
Languages -—
Challenge 1/4 (SO
(50 XP)
FROG
Frog
Tin
Tinyy beast, un aligned
beast, unaligned
A c t i o n s _______________________________________
ACTIONS
Bite. M
Melee
elee Weapon
W eapon Attack: +4 to hit, reach
reac h 5 ft.,
ft ., one creature.
creatu re. Armor C lass 11
Class
Hit: 5 (ld6
(1d6 ++ 2)
2) piercing
piercing damage.
damage . Hit Points 1l (l d4 - l)1)
(1d4
ft. , sw
Speed 20 ft., im 20 ft.
swim
Constrict. M
Mele
eleee Weapon
W eapon Attack: +4 to hit,
hit , reach 5 ft., one
creature. Hit: 6 (ld8
(1d8 + 2) bludgeoning
bludgeon ing damage, and the target STR DEX
D EX CON
CON INT
IN T WIS
W IS CHA
CHA
is grappled
grappled.. Until this grapple end s, the creature is restrained,
ends, l (-5)
1 (+l)
13 (+1) 8 (-1) 1l (-5) (- 1)
8 (-1) 3 (-4)
(-4)
and the sn ake can't
snake can’t constrict anothe
anotherr target.
Skills Perception + l , Stealth +3
+1,
Senses da rkvision 30 ft.
darkvision ft.,, passive Perception 11
11
C r o c o d il e
CROCODILE Languages-
Languages —
Large beast, unaligned
Large unaligned Challenge 0O (0 XP)
XP)

Armor C lass 12 (natural armor)


Class armor)
Hit Points 19 (3d10
(3dl0 + 3) Amphibious. The frog
fro g can breathe
bre athe air and water.
ft ., swim 30 ft.
Speed 20 ft., Standing Leap. As part of
o f its movement and without a running
start, the frog can long jump up to 10 feet and high jump
STR DEX
D EX CON
CON INT
IN T WIS
W IS CHA
CHA up to 5 fe et.
feet.
15 (+2) 10 (+0)
(+O) 13 (+1)
(+l) 2 (-4) 10 (+0)
(+O) 5 (-3)

Skills Stealth +2
Senses passive Perception l10
0
Languages -—
Challenge 1/1/22 (100 XP)

Hold
H old Breath. The crocodile can hold its breath for 15 minutes.
G ia n t E
GIANT EAGLE
agle Web (Recharge 5-6).
5-6). Ranged
R an ge d Weapon
W eapon Attack: +5 to hit, range

Large beast, neutral good


30 ft./60 ft., one creature. Hit: The target is restrained by
webbing. As an action, the restrained target can make a DC
Armor C lass 13
Class
12 Strength check, bursting the webbing on a success. The
Hit Points 26 (4dl0
(4d10 + 4) webbing can also be attacked and destroyed (AC 10; hp S; 5;
Speed 10 ft., fly 80 ft. vulnerability to fire damage; immunity to bludgeoning, poison,
and psychic damage).
STR DEX
DEX CON
CON IN T
INT W IS
WIS C HA
CHA
16 (+3) 17 (+3) 13 (+l)
(+1) 8 (-1) 14 (+2) 10 (+0)
HAWK
H a w k (FALCON)
(Fa l c o n )
Tiny beast, unaligned
Skills Perception +4
Senses passive Perception 14
Languages Giant Eagle, understands Common but doesn't C lass 13
Armor Class
speak it Hit Points 1 (1d4
(ld4-- 1)
Challenge 1 (200 XP) Speed 10 ft., fly 60 ft.
ft .

STR DEX
DEX CON
CON INT
IN T W IS
WIS CHA
CHA
Keen Sight. The eagle has advantage on Wisdom (Perception)
(Perception) 5 (-3) 16 (+3) 8 (-1) 2 (-4) 14 (+2) 6 (-2)
checks that rely on sight.
Skills Perception +4
A c t i o n s _______________________________________
ACTIONS Senses passive Perception 14
Multiattack. The eagle makes two attacks, one with its beak Languages — -
and one with its talons. Challenge O0 (10 XP)

Beak. MMelee
elee Weapon Attack: +5
W eapon Attack: +S to hit, reach 5 ft., one target.
Hit: 6 (1d6
(ld6 ++ 3)
3) piercing
piercing damage.
damage. Keen Sight. The hawk has advantage on Wisdom (Perception)
re ly on sight.
checks that rely
Talons. Melee
Melee Weapon Attack: +5 to hit, reach 5 ft.,
W eapon Attack: ft. , one target.
Hit: 10 (2d6 + 3) slashing damage.
Hit: A c t i o n s _______________________________________
ACTIONS
Talons. MMelee
elee Weapon
W eapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1 slashing damage.
GIANT
G i a n t SPIDER
S p id e r
Large beast, unaligned

IMP
Im p
Armor Class 14 (natural armor) Tiny fiend
fiend (devil, shapechanger)
shapechanger),, lawful evil
Hit Points 26 (4dl0
(4d10 + 4)
Speed 30 ft., climb 30 ft.
C lass 13
Armor Class
Hit Points 10 (3d4 + 3)
STR DEX
DEX C ON
CON IN T
INT W IS
WIS C HA
CHA ft . (20 ft. in
Speed 20 ft., fly 40 ft. in rat form; 20 ft., fly 60 ft. in
in raven
14 (+2) 16 (+3) 12 (+1) 2 (-4) 11
11 (+0) 4 (-3) form; 20 ft., climb 20 ft. in
in spider form)

Skills Stealth +7
STR DEX
DEX CON
CON IN T
INT W IS
WIS CHA
CHA
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10 6 (-2) 17 (+3) 13 (+1) 11
11 (+0) 12 (+1)
(+l) 14 (+2)
Languages -—
Challenge 1 (200 XP)
Skills Deception +4, Insight
Insight+3, Persuasion +4, Stealth +5
Dam age Resistances cold; bludgeoning, piercing, and slashing
Damage
Spider Climb. The spider can climb difficult surfaces, including from nonmagical weapons that aren't
aren’t silvered
upside down on ceilings, without needing to make an Dam age Immunities fire, poison
Damage
ability check.
check. Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 11
11
Web Sense. While in in contact with a web, the spider knows the Languages Infernal, Common
exact location of any other creature in
in contact with the same web. Challenge 1 (200 XP)

Web Walker. The spider ignores movement restrictions caused


by webbing. Shapechanger. The imp can use its action to polymorph into
the beast form ofo f a rat, a raven, or a spider, or into its devil
A c t i o n s _______________________________________
ACTIONS form. Its statistics are the same in in each form, although its
Bite. M
Melee
elee Weapon Attack: +5 to hit, reach 5 ft., one creature.
W e apo n Attack: attack is different in
in some ofo f them. Any equipment it carries is
Hit: 7 (ld8
(1d8 + 3) piercing damage,
damage , and the target must ma make
ke a not transformed. If slain, the imp reverts to its devil form.
DC 11 Constitution saving throw, taking 9 (2d8) poison damage D evil’s Sight. Magical darkness doesn't
Devil's doesn’t impede the
on a failed save, or half as much damage on a successful one. If imp's
imp’s darkvision.
the poison damage reduces the target to 0 hit points, the target
stab le but poisoned for 1 hour, and paralyzed while poisoned
is stable Magic Resistance.
Resistance. The imp has advantage on saving throws
in
in this way. against spells and other magical effects.

l't f I 0
1 I,
A c t i o n s _______________________________________
ACTIONS Pounce. If the lion moves at least 20 feet straight toward a
target right before hitting it with a claw attack, the target must
Sting (Bite in Beast Form). Melee Weapon
W e apo n Attack: +5 to hit,
succeed on a DC 13 Strength saving throw or be knocked
reach 5 ft., one creature. Hit: 5 (7 d4 ++ 3)
(1d4 3) piercing
piercing damage,
damage, andand
prone. If the target is prone, the lion can take a bonus action to
the target must make on a DC 11 11 Constitution saving throw,
make one bite attack against it.
taking 70
10 (3d6) poison damage on a failed save, or half as
much damage on a successful one. Running Leap. As part ooff its movement and after a 70-foot
10-foot
running start, the lion can long jump up to 25 feet.
Invisibility. The imp turns invisible until it attacks or until its
concentration ends. Anything the invisible imp is carrying or A c t i o n s _______________________________________
ACTIONS
wearing isis invisible as long as it remains in
in contact with the imp.
Bite. Melee
Mele e Weapon
W eapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (7d8
(1d8 + 3) piercing damage.
L io n
LION Melee
Claw. M elee Weapon
W e apo n Attack: +5 to hit, reach 5 ft., one target.
Large beast, unaligned
Hit: 6 (7 d6 + 3) slashing damage.
(1d6

C lass 12
Armor Class
Hit Points 26 (4d70
(4d10 + 4) M a s t if f
MASTIFF
Speed 50 ft. Medium
M edium beast, unaligned

STR DEX
DEX CON
CON INT
IN T WIS
W IS CHA
CHA C lass 12
Armor Class
17 (+3) 15 (+2) (+l)
13 (+1) 3 (-3) (+7)
12 (+1) 8 (-1) Hit Points 5 (7d8
(1d8 ++ 1)
l)
Speed 40 ft.
Skills Perception +3, Stealth +6
Senses passive Perception 13 STR DEX
DEX CON
CON INT
IN T WIS
W IS CHA
CHA
Languages —
Languages- 13 (+7)
73 (+1) 14
74 (+2) 12 (+1)
(+l) 3 (-4) 12 (+1)
(+l) 7 (-2)
Challenge l1 (200 XP)
Skills Perception +3
Keen Smell. The lion has advantage on Wisdom (Perception) Senses passive Perception 13
checks that rely on smell. Languages-
Languages —
Challenge 1/8 (25 XP)
Pock
Pack Tactics. The lion has advantage on attack rolls against a
creature if at least one of
o f the lion's
lion’s allies is within 5 feet of
o f the
creature and isn't Keen Hearing and Smell. The mastiff has advantage on
isn’t incapacitated.
Wisdom (Perception) checks that rely on hearing or smell.

A c t i o n s _______________________________________
ACTIONS
Bite. Melee Weapon
W eapon Attack: +3 to hit, reach 5 ft., one target. Hit:
4 (1d6
(ld6 + l)
1) piercing damage. If the target is a creature, it must
succeed on a DC 1111 Strength saving throw or be knocked prone.

M ule
MULE
Medium
M edium beast, unaligned

C lass l10
Armor Class 0
11 (2d8 + 2)
Hit Points 11
Speed 40 ft.

STR DEX
DEX CON
CON INT
IN T WIS
W IS CHA
CHA
14 (+2)
74 10 (+0)
(+O) 13 (+1)
(+l) 2 (-4) 10 (+0) 5 (-3)

Senses passive Perception 10


Languages -—
1/8 (25 XP)
Challenge 7/8

Beast of
o f Burden. The mule is considered to be a Large animal
for the purpose ofo f determining its carrying capacity.

Sure-Footed. Whenever the mule would be knocked prone, it


stays on its feet if it succeeds on a DC 10 Dexterity saving throw.

A c t i o n s _______________________________________
ACTIONS
Hooves. M Melee
elee Weapon
W eapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 4 (7 d4 ++ 2)
(1d4 2) bludgeoning
bludgeoning damage.
damage.
Owl
OWL POISONOUS
P o i s o n o u s SNAKE
Sn a k e
beast, unaligned
Tiny beast, Tiny beast, unaligned

Armor Class 11 11 Armor Class 13


Hit Points 1l (ld4
(1d4 - 1) 1) Hit Points 2 (l d4)
(1d4)
Speed 5 ft., fly
fly 60 ft. Speed 30 ft., swim 30 ft.

STR DEX
DEX CON
CON INT
IN T WIS
W IS CHA
CHA STR DEX
DEX CON
CON INT
IN T WIS
W IS CHA
CHA
3 (-4) 13 (+1)
(+l) 8 (-1) 2 (-4) 12 (+1)
(+l) 7 (-2) 2 (-4) 16 (+3) 11 (+O)
11 (+0) 1
l (-5) 10 (+0)
(+O) 3 (-4)

Skills Perception +3, Stealth +3 Senses blindsight 10 ft., passive Perception 10


Senses darkvis ion 120 ft., passive Perception 13
darkvision Languages -—
Languages-
Languages — Challenge 1/8 (25 XP)
Challenge 0O (10 XP)

ACTIONS
A c t i o n s ____________________________________________
Flyby. The owl
owl provokes no opportunity attacks when it flies
out of an enemy's
enemy’s reach. Melee
Bite. M elee Weapon
W eapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1 piercing damage, and the target must make a DC 10
Keen Sight. The owl has advantage on Wisdom (Perception) Constitution saving throw, taking 5 (2d4) poison damage on a
checks that rely on sight. failed save, or half as much damage on a successful one.

ACTIONS
A c t i o n s ____________________________________________

Talons. Melee
Melee Weapon
W eapon Attack: +3 to hit, rea ch 5 ft.,
reach ft ., one target. PSEUDODRAGON
Pseu do dr ag o n
Hit:
H it : l1 slashing damage. Tiny dragon, neutral good

Armor C lass 13 (natural


Class (natura l armor)
P
PANTHER
anther Hit Points 7 (2d4 + 2)
Medium
M edium beast, unaligned Speed 15 ft., fly
fly 60 ft.

Armor C lass 12
Class STR DEX
D EX CON
CON INT
IN T WIS
W IS CHA
CHA
Hit Points 13 (3d8) 6 (-2) 15 (+2) (+l)
13 (+1) 10 (+0) 12 (+1)
(+l) 10 (+0)
Speed 50 ft., climb 40 ft.
Skills Perception +3, Stealth +4
STR DEX
DEX CON
CON INT
IN T WIS
W IS CHA
CHA Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13
14 (+2) 15 (+2) 10 (+0)
(+O) 3 (-4) 14 (+2) 7 (-2) Languages understands Common and Dracon Draconic ic but doesn't
doesn’t
speak
Skills Perception +4, Stealth +6 Challenge 1/4 (50 XP)
Senses passive Perception 14
Languages-
Languages —
Keen Senses. The pseudodragon has advantage on Wisdom
Challenge 1/4 (50 XP)
(Perception) checks that rely on sight, hearing, or smell.

Magic Resistance. The pseudodragon has advantage on saving


Keen Smell. The panther has advantage on Wisdom
throws against spells and other magical effects.
(Perception) chec ks that rely on smell.
checks
Limited
Lim ited Telepathy. The pseudodragon can communicate
Pounce. If the panther moves at least 20 feet straight toward
simp
simplele ideas, emotions
emotions,, and images telepathically with any
a creature right befo
beforere hitting itit with a claw attack, the target
creature within 100 feet ofit
o f it that can understand a language.
must succeed on a DC 12 Strength saving throw or be knocke knockedd
prone. If the target is prone
prone,, the panther can take a bonus ACTIONS
A c t i o n s ____________________________________________
action to make one bite attack against it.
Bite. M
Melee
elee Weapon +4
W eapon Attack: + 4 to hit, reach 5 ft., one target.
ACTIONS
A c t i o n s ____________________________________________ 4 (1d4
Hit: 4 (l d4 + 2) piercing damage.
Melee
Bite. M elee Weap on Attack: +4 to hit, reach 5 ft., one target.
W eapon Sting. Melee Weapon
W eapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 5 (ld6
(1d6 ++ 2)
2) piercing
piercing damage.
damage. (ld4 + 2) piercing damage, and the target must succeed
Hit: 4 (1d4
on a DC 11 11 Constitution saving throw or become poisoned for
Claw. Melee
Melee Weapon
W eapon Attack: +4
+ 4 to hit, reach 5 ft., one target.
l1 hour. If its saving throw result is 6 or lower, the target falls
Hit: 4 (ld4
(1d4 ++ 2)
2) slashing
slashing damage.
damage.
unconscious for the same duration, or until it takes damage or
another creature uses an action to wake it.
Q u a s it
QUASIT A c t i o n s _______________________________________
ACTIONS
Tiny ffiend
e n d (demon, shapechanger), chaotic evil W eapon Attack: +0 to hit, reach 5 ft., one target.
Bite. Melee Weapon
Hit: l1 piercing damage.
Armor Class 13
Hit Points 7 (3d4)
Speed 40 ft. (10 ft., fly
fly 40 ft. in
in bat form; 40 ft., climb 40 ft. in
in Raven
RAVEN
centipede form; 40 ft., swim 40 ft. in
in toad form) Tiny beast, unaligned

STR DEX
DEX CON
CON INT
IN T WIS
W IS CHA
CHA C lass 12
Armor Class
5 (-3) 17 (+3) 10 (+0) 7 (-2) 10 (+0) 10 (+0) Hit Points l1 (ld4-
(1d4 - l)1)
Speed 10 ft., fly
fly 50 ft.
Skills Stealth +5
Dam age Resistances cold, fire, lightning; bludgeoning,
Damage STR DEX
DEX CON
CON IN T
INT WIS
W IS CHA
CHA
piercing, and slashing from nonmagical weapons 2 (-4) 14 (+2) 8 (-1) 2 (-4) 12 (+1) 6 (-2)
Dam age Immunities poison
Damage
Condition Immunities poisoned Skills Perception +3
Senses darkvision 120 ft., passive Perception l10
0 Senses passive Perception 13
Languages Abyssal, Common Languages-
Languages —
Challenge 1 (200 XP) Challenge O0 (10 XP)

Shapechanger. The quasit can use its action to polymorph into Mimicry. The raven can mimic simple sounds it has heard,
the beast form of a bat, centipede, or toad, or into its demon such as a person whispering, a baby crying, or an animal
form. Its statistics are the same in
in each form, although its chittering. A creature that hears the sounds can tell they are
is different in
attack is in some of them. Any equipment it it carries is imitations with a successful DC 10 Wisdom (Insight) check.
not transformed. If slain, the quasit reverts to its demon form.
A c t i o n s _______________________________________
ACTIONS
Magic Resistance. The quasit has advantage
ad vantage on saving throws
against spells and other magical effects. Beak. MMelee W eapon Attack: +4 to hit, reach 5 ft., one target.
elee Weapon
l piercing damage.
Hit: 1
A c t i o n s ______________________________________
ACTIONS
Claws (Bite in Beast Form). Melee Weapon W e apo n Attack: +4 to hit,
R e e f SHARK
REEF Sh a r k
reach 5 ft., one target. Hit: 5 (ld4
(1d4 ++ 3)
3) piercing
piercing damage.
damage. IfIfthe
the Medium
M edium beast, unaligned
target is a creature, it
it must succeed on a DC l10 0 Constitution
saving throw or take 5 (2d4) poison damage and become C lass 12 (natural armor)
Armor Class
poisoned for l1 minute. The creature can repeat the saving Hit Points 22 (4d8 + 4)
throw at the end ofo f each of
o f its turns, ending the effect early Speed Oft.,
0 ft., swim 40 ft.
on a success.
Scare (1 /Day). One creature of
(1/Day). o f the quasit's
quasit’s choice within 20 STR DEX
DEX CON
CON INT
IN T WIS
W IS CHA
CHA
feet of it must succeed on a DC 10 Wisdom saving throw or be 14 (+2) 13 (+1) 13 (+1) 1 (-5) 10 (+0) 4 (-3)
frightened for 1 minute. The target can repeat the saving throw
Skills Perception +2
at the end of
o f each of its turns, with disadvantage if the quasit is
Senses blindsight 30 ft., passive
pass ive Perception 12
within line of
o f sight, ending the effect early on a success.
Languages -—
Invisibility. The quasit turns invisible until itit attacks or uses Challenge 1/2 (100 XP)
Scare, or until its concentration ends. Anything the invisible
quasit is
is carrying or wearing is invisible as long as it it remains in
in
Pack Tactics. The shark has advantage on attack rolls against a
contact with the quasit.
creature if at least one of
o f the shark's
shark’s allies is within 5 feet of
o f the
creature and isn't incapacitated.
Rat
RAT Water Breathing. The shark can breathe only while underwater.
Tiny beast, unaligned
A c t i o n s _______________________________________
ACTIONS
C lass 10
Armor Class
Bite. M
Melee W eapon Attack: +4 to hit, reach 5 ft., one target.
elee Weapon
Hit Points 1l (ld4
(1d4 - 1)
Hit: 6 (ld8
(1d8 + 2) piercing damage.
Speed 20 ft.

STR DEX
DEX CON
CON INT
IN T WIS
W IS CHA
CHA
2 (-4) 11
11 (+0) 9 (-1) 2 (-4) 10 (+0) 4 (-3)

Senses darkvision 30 ft., passive Perception 10


Languages -—
0 (10 XP)
Challenge O

Keen Smell. The rat has advantage on Wisdom (Perception)


checks that rely on smell.
RIDING
R i d i n g HORSE
H o rse
Large beast, unaligned

C lass l10
Armor Class 0
Hit Points
Hit Points 13 (2dl0
(2d10 + 2)
Speed 60 ft.

STR DEX
DEX CON
CON INT
IN T WIS
W IS CHA
CHA
16 (+3) 10 (+0) 12 (+1)
(+l) 2 (-4) 11
11 (+0)
(+O) 7 (-2)

Senses passive Perception l10


O
Languages —-
Challenge 1/4 (SO
(50 XP)

A c t i o n s _______________________________________
ACTIONS
Hooves. M
Melee
elee Weapon
W eapon Attack: +2 to hit, reach 5 ft., one target.
Hit:
H it: 8 (2d4 + 3) bludgeoning damage.

Sk e l e t o n
SKELETON
Medium
M edium undead, lawful evil

C lass 13 (armor scraps)


Armor Class
Hit Points 13 (2d8 + 4)
Speed 30 ft.

STR DEX
DEX CON
CON INT
IN T WIS
W IS CHA
CHA
10 (+O)
(+0) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3)

D am age Vulnerabilities bludgeoning


Damage
Damage
D am age Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 9
Shortbow. Ranged Weapon Attack: +6 to hit, range 40 ft./160
Languages understands languages it knew in in life but can't
can’t speak
Challenge 1/4 (SO
(50 XP)
ft., one target. Hit: l1 piercing damage. If the target is a
creature, itit must succeed on a DC 10 Constitution saving
throw or become poisoned for l1 minute. If its saving throw
A c t i o n s _______________________________________
ACTIONS result is 5 or lower, the target falls unconscious for the same
duration, or until it takes damage or another creature uses an
Shortsword. Melee Weapon
W eapon Attack: +4 to hit, reach 5 ft., one
action to wake it.
target. Hit: 5 (ld6
(1d6 ++ 2)
2) piercing
piercing damage.
damage.
Heart Sight. The sprite touches a creature and knows the
Shortbow. RRanged
an ge d Weapon
W eapon Attack: +4+ 4 to hit, range 80 ft./320
creature's
creature’s current emotional state. If
If the target fails a DC 10
ft., one target. Hit: 5 (ld6
(1d6 ++ 2)
2) piercing
piercing damage.
damage.
Charisma saving throw, the sprite also knows the creature's
alignment. Celestials, fiends, and undead automatically fail the
S p r it e
SPRITE saving throw.
Tiny fey,
fey, neutral good
good Invisibility. The sprite turns invisible until it attacks or casts
a spell, or until its concentration ends. Anything the invisible
C lass 15 (leather armor)
Armor Class sprite is carrying or wearing is invisible as long as it remains inin
Hit Points 2 (ld4)
(1d4)
contact with the sprite.
Speed 10 ft., fly
fly 40 ft.

STR DEX
DEX CON
CON INT
IN T WIS
W IS CHA
CHA V a r i a n t : WARHORSE
VARIANT: Wa r h o r se A
ARMOR
rmor

3 (-4) 18 (+4) 10 (+0)


(+O) 14 (+2) 13 (+1)
(+l) 11
11 (+0)
(+O) An armored warhorse has an Armor Class based on the
type of
o f barding worn (see chapter 5 for more information
Skills Perception +3, Stealth +8 (the check is made with on barding). Its Armor Class includes the horse's
horse’s Dexterity
disadvantage if the sprite is flying) modifier, where applicable.
Senses passive Perception 13
Languages Common, Elvish, Sylvan AC Barding AAC
C Barding
Challenge 1/4 (SO
(50 XP) 12 Leather 16 Chain mail
13 Studded leather 17 Splint
14 Ring mail 18 Plate
A c t i o n s _______________________________________
ACTIONS 15 Scale mail
Longsword. M Melee
elee Weapon
W eapon Attack: +2
+ 2 to hit, reach 5 ft., one
target. Hit: l1 slashing damage.

[11 II I
T ig e r
llGER W
WOLF
olf
Large beast, unaligned Medium
M unaligned
edium beast, unaligned

Armor C lass 12
Class Armor Class 13 (natural armor)
(5d10 + 10)
Hit Points 37 (SdlO 11 (2d8 + 2)
Hit Points 11
Speed 40 ft. Speed 40 ft.

STR DEX
DEX CON
CON INT
IN T WIS
W IS CHA
CHA STR
STR D EX
DEX CON
C ON INT
IN T WIS
W IS CHA
C HA
17 (+3) 15 (+2) 14 (+2) 3 (-4) (+l)
12 (+1) 8 (-1) 12 (+1)
(+l) 15 (+2) 12 (+1)
(+l) (-4)
3 (-4) (+l)
12 (+1) (-2)
6 (-2)

Skills Perception +3, Stealth +6 Skills Perception +3, Stealth +4


Senses passive Perception 13 Senses passive Perception 13
Languages -— Languages-
Languages —
Challenge l1 (200 XP) (SO XP)
Challenge 1/4 (50

Keen Smell. The tiger has advantage on Wisdom (Perception) Keen Hearing and Smell. The wolf has advantage on Wisdom
checks that rely on smell. rel y on hearing or smell.
(Perception) checks that rely

Pounce. If the tiger moves at least 20 feet straight toward a Pack Tactics. The wolf has advantage on attack rolls roll s against a
creature right before hitting it with a claw attack, the target creature if at least wolf's allies is within 5 feet ooff the
lea st one ooff the wolf’s
must succeed on a DC 13 Strength saving throw or be knocked is n't incapacitated.
creature and isn't
prone. If the target is prone, the tiger can take a bonus action
to make one bite attack against it. A c t i o n s _______________________________________
ACTIONS
Bite. M
Melee Weapon
elee W e apo n Attack: +4 to hit, reach 5 ft., one target.
A c t i o n s _______________________________________
ACTIONS Hit: 7 (2d4 creature ,
(2d 4 + 2) piercing damage. If the target is a creature,
Bite. M W e apo n Attack: +5 to hit, reach 5 ft., one target.
elee Weapon
Melee it must succeed on a DC 11 11 Strength saving throw or be
Hit: 8 (ldl0
(1d10 + 3) piercing damage. knocked prone.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.


W eapon Attack:
(1d8 + 3) slashing damage.
Hit: 7 (ld8 damage. Z o m b ie
ZOMBIE
Medium
M edium undead, neutral evil

W arhorse
WARHORSE Armor Class 8
Large beast, unaligned Hit Points 22 (3d8 + 9)
Speed 20 ft.
C lass 11
Armor Class 11
(3d10 + 3)
Hit Points 19 (3dl0 STR
STR DEX
D EX CON
C ON INT
IN T WIS
W IS CHA
C HA
Speed 60 ft. 13 (+1)
(+l) 6 (-2) 16 (+3) (-4)
3 (-4) 6 (-2) (-3)
5 (-3)

STR DEX
DEX CON
C ON INT
IN T WIS
W IS CHA
C HA Saving Throws Wis +0
Saving
18 (+4) 12 (+1)
(+l) (+l)
13 (+1) 2 (-4) (+l)
12 (+1) 7 (-2) Dam age Immunities poison
Damage
Condition Immunities poisoned
Senses passive Perception 11
11 Senses darkvision 60 ft., passive Perception 8
Languages-
Languages — can't
Languages understands the languages it knew in life but can’t
l/2 (100 XP)
Challenge 1/2 speak
Challenge 1/4 (50 XP)
Trampling Charge. If the horse moves at least 20 feet straight
toward a creature right before hitting it with a hooves attack, Undead Fortitude. If damage reduces the zombie to 0 hit
the target must succeed on a DC 14 Strength saving throw or points, it must make a Constitution saving throw with a DC
be knocked prone. If the target is prone, the horse can take a o f 5 + the damage taken, unless the damage is radiant or
of
bonus action to make another attack with its hooves against l hit
from a critical hit. On a success, the zombie drops to 1
target.
the target. point instead.

A c t i o n s ________
ACTIONS A c t i o n s _______________________________________
ACTIONS
Hooves. M Melee W eapon Attack: +4 to hit, reach 5 ft., one target.
elee Weapon Slam. Melee Weapon
W eapon Attack: +3 to hit, reach 5 ft., one target.
11 (2d6 + 4) bludgeoning damage.
Hit: 11 Hit: 44 (1d6 l) bludgeoning damage.
(ld6 + 1)
A p p e n d i x E: INSPIRATIONAL
APPENDIX I n s p i r a t i o n a l READING
R e a d in g
INSPIRATJON
N FANTASY WORK Il HAVE
SPIRATION FOR ALL OF THE FANTASY Farmer, Philip Jose. Maker ooff Universes and the rest of the
done stems directly from the love m my y father World of Tiers series.
Fox, Gardner. Kothar and the Conjurer's Conjurer’s Curse and the rest of
r showed when I was a lad, for he spent many
hours telling me
along, tales of
m e stories he made up as he went
o f cloaked old men who could grant
the Kothar series, and Kyrik and the Lost Queen and the rest
of the Kyrik series.
Froud, Brian & Alan Lee. Faeries.
Fraud,
wishes, of o f magic rings and enchanted swords,
Hickman, Tracy & Margaret Weis. Dragons of o f Autumn Twilight
or wicked sorcerers and dauntless swordsmen. .
and the rest of the Chronicles Trilogy Trilogy..
.... All of
o f us tend to get ample helpings of o f fantasy Hodgson, William Hope. The Night Land.
when we are very young, from fairy tales such as those Howard, Robert E. The Coming of o f Conan the Cimmerian and
written by the Brothers Grimm and Andrew Lang. the rest of the Conan series.
series.
This often leads to reading books ooff mythology, paging Jemisin, N.K. The Hundred Thousand Kingdoms and the
through bestiaries, and consultation ooff compilations rest of the Inheritance series, The Killing Moon, and Th Thee
ooff the myths ooff various lands and peoples. Upon such Shadowed Sun.
a base I built my interest in fantasy, being an avid Robert. Th
Jordan. Robert. The e Eye ofo f the World and the rest of the Wheel
reader of o f all science fiction and fantasy literature of Time series.
Kay, Guy Gavriel. Tigana.
since 1950. The following authors were of o f particular
King, Stephen. The Eyes of o f the Dragon.
inspiration to me. me. Hiero'sjourney
Lanier, Sterling. Hiero’s Journey and The Unforsaken Hiero.
-—E. E. Gary Gygax, D Dungeon
un geon Master's G uide (1979)
M aster’s Guide Le Guin, Ursula. A Wizard of
LeGuin, o f Earthsea and the rest of the
Earthsea series.
A
A great deal of
o f fantasy literature has been published Leiber, Fritz. Swords and Deviltry and the rest of the Fafhrd &
since co-creator
sin ce the co-crea tor ooff D
DUNGEONS
ungeons & &D DRAGONS
ragons w wrote
rote Gray Mouser series.
series.
those
th words,
ose w ords, including breakthrough w works
ork s set in the Lovecraft, H.P. Th Thee Complete Works.
shared
sh ared wworlds
orld s ooff D
D&D.
&D. T The following
h e follow in g list includes Lynch, Scott. The Lies ooff Locke Lamora and the rest of the
Gary's
G ary’s original list and somesom e additional w works
ork s that have Gentlemen Bastard series.
inspired the game's
gam e’s designers
design ers in the years since. Martin, George R.R. A Game Ga m e ofo f Thrones and the rest of the th e
Song of Ice and Fire series.
McKillip, Patricia. Th Thee Forgotten Beasts of o f Eld.
Ahmed, Saladin. Thron
Thronee of
o f the Crescen
Crescentt Moon.
Merritt, A. Creep, Shadow, Creep; Creep; Dwellers in the Mirage; Mirage; and
Alexander, Lloyd. The Book of o f Three and the rest of the
The Moon Pool.
Chronicles of Prydain series.
Mieville, China. Perdido Street Station and the other
Anderson, Poul. Th Thee Broken Sword, The High Crusade,Crusade, and
Bas-Lag novels.
Three Hearts and Three Lions.
Moorcock, Michael. Elric of o f Melnibone and the rest of the
Anthony, Piers. Split Infinity and the rest of the Apprentice
eries, and The Jewel
Elric sseries, jewel in the Skull and the rest of the
Adept series.
Hawkmoon series.
series.
Gregory. Gods and Fighting Men.
Augusta, Lady Gregory.
Norton , Andre.
Norton, And re. Quag Keep and Witch World.
Bear, Elizabeth. Range ooff Ghosts and the rest of the
Andrew].,
Offutt, Andrew J., ed. Swords against Darkness III.
Eternal Sky trilogy.
Peake, Mervyn. Titus Groan and the
Peake, th e rest of the
Bellairs, John. Th
Thee Face in the Frost.
Gormenghast series.
Brackett, Leigh. The B est of
Best o f Leigh
L eigh Brackett, Thee Long
Brackett, Th
Pratchett, Terry. Th Thee Colour of o f Magic and the rest r est of the
Tomorrow,
Tomorrow, and Th e Sword of
The o f Rhiannon.
Discworld series.
Brooks, Terry. ThThee Sword of o f Shannara and the rest of the
Pratt, Fletcher. Blue Star.
Shannara novels.
Rothfuss, Patrick. The Name of o f the Wind and the rest of the
Brown, Fredric. Hall of o f Mirrors and What Mad Universe.
Kingkiller series.
Bulfinch, Thomas. Bulfinch
Bulfinch’'ss Mythology.
Saberhagen, Fred. The Broken Lands and Changeling Earth.
Burroughs, Edgar Rice. At the Earth’s Earth 's Core and the rest
Salvatore, R.A. The Crystal Shard and the rest of The
of the Pellucidar series, Pirates of o f Venus and the rest of
Legend of Drizzt.
the Venus series, and A Princess ooff Mars and the rest of
Sanderson, Brandon. Mistborn and the rest of the
the Mars series.
Mistborn
Mistbom trilogy.
Carter, Lin. Warrior ooff World's
World’s End and the rest of the
Smith, Clark Ashton. Th Thee Return
R eturn of o f the Sorcerer.
World's End series.
World’s
St. Clair, Margaret. Change the Sky and Other Stories, The
Cook, Glen. The Black Company and the rest of the Black
Shadow People, and Sign of o f the Labrys.
series,
Company series.
Tolkien, J.R.R. The Hobbit, The Lord of
Tolkien,J.R.R. o f the Rings,
Rings, and Th Thee
de Camp, L. Sprague. Th The e Fallible Fiend and Lest
Silmarillion.
Darkness Fall.
Tolstoy, Nikolai. The Coming of o f the King.
de Camp, L. Sprague & Fletcher Pratt. The Compleat
Vance, Jack. Th
Vance,Jack. The e Dying Earth aand nd The Eyes of o f the Overworld.
Overworld.
Enchanter and the rest of the Haro Haroldld Shea series, and
Weinbaum, Stanley. Va lley of
Valley o f Dreams and Th The e Worlds of o f If.
Cube.
Carnelian Cube.
Wellman, Manly Wade. Th Thee Golgotha Dancers.
Dancers.
Derleth,
Derleth, August and H.P.
H .P. Lovecraft. Watchers out of o f Time
Time..
Williamson, Jack. The Cosmic Express and The Pygmy Planet. Planet.
Dunsany, Lord. Th Thee Book ooff Wonder, Th Thee Essential Lord
Wolfe, Gene. The Shadow ooff the Torturer and the rest of The
Dunsany Collection, Th Thee Gods ooff Pegana, The King ooff
Book of the New Sun.
Elfland's Daughter,
Elfland’s Daughter, Lord Dunsany Compendium, and The
Roger.jack
Zelazny, Roger. Jack ooff Shadows and Nine Princes in Amber A mber
Sword ofo f Welleran and Other Tales.
and the rest of the Amber series. series.

lJI
I'
fighti ng sty
Arc hery. See under fighting
Archery. les
styles bear, black. See creature statistics Knowledge of the Ages coo ..... ,_:,.
o n r"i.:::s
IINDEX
ndex
Archfey, the (warlock). See under bear, brown. See creature statistics dom ain) , 59
(Knowledge domain),
c
C
mm
Cor--::.--:::1
om m and
a ce s
Undead(wizard), 119

0 hit points. See hit points: otherworldly patrons Beastlands, the. See planes of dom ain), 60
Preserve Life (Life domain), component,
co m pore--:. spels::-el. See
Su casting
=--=-s-= - ;, a:
dropping to 0 area of effect, 204-205 existence Radiance of the Dawn (Light spel l: cof""x..,e
spell: components ...:s -
12, 173-179, 186
ability check, 7, 12, armo r and shields, 144-146
armor Beast Master (ranger). See under domain), 61 mate'" a spel
See also material s~-e l
contest, 174 barding, 155,310
155, 310 ranger archetypes Read Thoughts (Knowl edge
(Knowledge somat cs~~
co mpo nent; somatic
component; spell
group, 175 casting a spell in. See casting a (wa rlock) . See
Beast Speech (warlock). domain) , 59-60
domain), 59--60 com po nent; verbal
component; spe1
verba l spell
passive, 175 spell:
spell: in armor eldritch invocations Turn Undead,
Undead, 59 component
skill, 174- 175
174-175 getting into and out of, 146 Beast Spells (druid), 67 War God’s
Wa r God 's Blessing (War concentration, 203-204
skills with different abilities Stealth, 144 Defen ses (warlock), 109
Beguiling Defenses domain), 63 conditions.
conditions, 290-292
(variant),, 175
(variant) table, 145 Beguiling lnAuence (warlock). See
Beguili ng Influence Channel Divinity paladin options, cone. See area of effect
working together,
together, 175 Armor Class (AC), 7, 14, 144, 177 eldritch invocations 86-88 conjuration, 116, 203
l l, 173
ability modifier, 7, 13, Armor of Shadows (warlock). See Bend Luck (sorcerer), 103 Abjure Enemy (Oath of school (wizard). See under
determini ng, 13, 173
determining, eldritch invocations (wizard). 116
Benign Transposition (wizard), Vengeance) , 88
Vengeance), arcane traditions
13 , 173
table, 13,173 armor proficiency, 144 Bestial Fury (ranger), 93 Nature's Wrath (Oath of the
Nature’s Conjuration Savant (wizard), 116
12- 13, 173
ability score, 7, 12-13, See also specific class entries Bewitching
Bewitch ing Whispers (warlock). Ancients), 87 conjurer, 116
customizing (variant), 13 Artificer's Lore (rock gnome), 37
Artificer’s See eldritch invocations Wea pon (Oa
Sacred Weapon (Oathth of Constitution, 12, 177
ini ng, 12-13
determining,
determ Ascendant Step (warlock). See Heale r (cleric), 60
Blessed Healer Devotio
Devotion),n), 86 checks, 177
checks,
increase. See under racial traits eldritch invocations Blessings of Knowledge (cleric), 59 Turn the Fait hless (Oath of the
Faithless po ints and. See hit points
hit points
point cost table, 13 Aspect of the Beast (barbarian), Blessing of the Trickster (cleric), 63 Ancients), 87 container capacity, 153
rolling, 13 50 blinded. See conditions Turn the Unholy (Oath of contest. See under ability check
standard set, 13 (rogue). See under
Assassin {rogue). Blindsen se (rogue), 96
Blindsense Devotion), 86 Controlled Chaos (sorcerer), 103
summary, 12, 173 roguish archetypes blindsight, 183
blindsight, Vow of Enmity (Oath of Converting a spell slot to sorcery
using, 173-179 {rogue), 97
Assassinate (rogue), bludgeoning damage. See damage damage Vengeance), 88 (sorcerer). See Font
points {sorcerer).
Ability Score Improvement. See Astral Plane. See planes of types chaotic evil. See alignment of Magic
specific class entries existence boar. See creatu
creature sta tistics
re statistics chaotic good. See alignment copper piece (cp). See coinage
abjuration, 115, 203 (skill).. See under
Athletics (skill) persona li ty
bonds. See personality chaotic neutral. See alignment Corona of lightLight (cleric),
(cleric) , 61 61
school (wizard). See under Strength bonus, 7 character, 55,, 11-1
11-15S Countercharm (bard), 54
arcane traditions
tradit ions attack of opportunity. See bo nus acti
bonus on, 189
action, advancement, 7155 cover, 196
Abjuration Savant (wizard), 115 opportunity attack cas ting a spell: casting
See also casting age. See specific race entries crafting. See downtime activity
Enem y (paladin). See
Abjure Enemy 793-796
attack, 14, 193-196 time alignment. See alignment crawling. See under movement
under Channel Divinity paladin Attack action. See under action Book of Ancient Secrets (warlock). creating a, 11 - 15
11-15 Thra ll (warlock), 110
Create Thrall
options attack modifier, 14, 74, 194 See eldritch invocations describing
describingyour,your, 13-14 creating a character. See under
abjurer, 115 spell. See specifi Spellcosting
specificc Spellcasting Book (warlock) , 108
Boo k of Shadows (warlock), equipping your, 14 14,, 125
125,, character
Abyss, the. See planes of existence entries Border Ethereal. See planes of 143-157
143-157 creating spell slots (sorcerer). See
Abyssal. See language attack roll, 7, 14, 176, 177, 194 existence weight, 121
height and weight, 121 Font of Magic
AC. See Armor Class modifier, 194
ability modifier, (halfling),, 28
Brave (halfling) 121. See also specific race
name, 121 crea ture statistics, 304-311
creature
Acheron. See planes of existence Dexterity-based, 177, 194 breaking concentration. See entries criminal. See under backgrounbackground d
acid damage. See damage types modifiers to, 194 concentration personality. See personality Criminal Contact (criminal), 129
acolyte. See under background proficiency bonus, 194 Breath of Winter (monk). See sex and gender, 121 hit, 196
critical hit,
Acolyte of Nature (cleric), 62 rolling a 1, 194 Elem ental Disciplines
Elemental character sheet, 11 11 , 317-319 crocodile. See creature statistics
(skill), See under
Acrobatics (skill). rolling a 20, 194 Breath Weapon (dragonborn), 34 Charisma, 12, 12 , 178-179
178- 179 cube. See area of effect
Dexterity attac k roll
spell. See spell attack bright light. See light checks, 178-179 Cunning Action (rogue), 96
action, 189,
189, 192-193 Strength-based, 176, 176, 194 bringing back the dead. See under Deception, 178 current hit points. See hit points:
Attack action, 192 Auran. See language dead Int imidation, 179
Intimidation, current
cast a spell. See casting a spell: (palad in), 85
Aura of Courage (paladin), Brutal Critical (barbarian). 49
Cri tical (barbarian), Perfo rmance, 179
Performance, Cutting Words (bard), 54-55 54- 55
casting time Aura of Devotion (palad in), 86
(paladin), rush . See shoving
bull rush.
bull Pe rsuasion, 179
Persuasion, nder. See area of effect
cylinder.
cyli
Das h action, 192
Dash Aura of Protection (pa ladin), 85
(paladin), By Popular Demand {enterta
By iner) ,
(entertainer), charlatan. See under background damage, 14, 196-197
Disengage action, 192 Aura o ofWarding (palad in), 87
f Warding (paladin), 130 Charm Animals and Plants 0 hit points. See under death
at O
Dodge action, 192 automatic hit. See attack roll: Bytopia. See planes of existence (cleric). See under Channel saving throws
action , 192
Help action, rolling a 20 Calishite. See human ethnicities Divinity cleric options damage resistance, 197
actio n, 192
Hide action, automatic miss. See attack roll: campaign, 5, 6 condi tions
charmed. See conditions Damage Resistance (dragonborn),
improvising, 193 ro lling aal1
rolling 201
cantrips, 201 abil ity check
check. See ability 34
Ready action, 193 Avatar of ofBattle
Battle (cleric), 63 See also Spellcasting: bard; Chondathan. See human damage roll, 14, 176, 177, 196
Search action, 193 (paladi n), 88
Avenging Angel (paladin), cleric; druid; figh ter, Eldritch
druid; fighter, ethnicities Dexterity-based, 177
Use an Object action, 193 Awakened Mind (warlock), 110 Knight; rogue, Tric kster;
Arca ne Trickster;
rogue, Arcane Circle Forms (druid), 69 spell, 196
Action Surge (fighter), 72 background, 11, 12, 13-14, 13- 14, sorcerer; warlock; wizard wiza rd Circle of the Land (d ruid) . See
(druid). Strength-based, 176
advancement. See under character 125-1411
125-14 Carceri. See planes of existence under druid
dru id circles more than one target, 196
advantage, 7, 173 acolyte, 127 Careful Spell (sorcerer). See
Carefu! Spel! Circle of the Moon (druid). See weapon, 14, 196
adventure, 5, 7-87- 8 charlatan, 128 Meta magic
Metamagic under druid circles damage types, 196
See also adventuring criminal, 129-7
129-130 30 carrying capacity. See under lifting (druid),, 68
Circle Spells (druid) damage vulnerability, 197
adventurer. See character customizing, 125-126 and carrying City Secrets (urchin), 141 Damaran. See human ethn icities
ethnicities
181 - 187
adventuring, 181-187 enterta iner, 130-131
entertainer, 20 1-205
casting a spell, 201-205 Cleansing Touch (paladin), 85 Dampen Elements (cleric), 62
adventuring gear, 148,150-153
148, 150-153 equipmen t, 125
equipment, area of effect, 204-205 Cloak of Shadows (cleric). See (barbarian),, 48
Danger Sense (barbarian)
table, 150
table, folk hero,
folk hero, 131-132 at a higher level, 201 under Channel Divinity cleric Dark Delirium (warlock), 109
Dark
(character). See specific race
age {character). gladiator (variant), 131 roll, 205
attack roll, options dark elf
elf. See elf
entries guild artisan, 132-133 casting time, 202 (monk),, 80
(monk) darkness. See light
Agonizing Blast (warlock). See (va rian t). 133
guild merchant (variant), combining effects, 205 11 , 45
class, 11, Dark OnOne’se's Blessing (warlock), 109
eldritch invocations hermit, 134-135 componen ts, 203
components, choosing a, 11 Dark One's
One’s Own Luck (warlock),
alignment, 122 languages, 125 duration , 203-204
duration, features, 11,11,15 75 109
of planes. See planes of noble, 135-136 in armor, 201 proficiencies, 12 darkvision , 783,
darkvision, 183, 785185
existence: alignment of noble knight (variant), 136 l 36 range, 202-203 build, 71
quick build, 11 entries
See also specific race entries
Alter Memories (wizard), 117 outlander, 136-137 saving throw, 205 See also specific class entries Dash action. See under action
ammunition
am munition (weapon property). pirate (variant), 139 targeting, 204 clear path to the target. See DC. See Difficulty Class
See weapon properties proficiencies, 125 Spel/costing
See also specific Spellcasting ta rgeting
casting a spell: targeting dead,, 197
dead
Animal Handling (skill). See under sage, 13 7-138
137-138 entries Clench of the North Wind (monk). bringing back the. See the sspell pell
Wisdom
Wisdom sailor, 139 casting time. See under casting Elementall Disciplines
See Elementa descriptions fo forr raise dead,
Aquan. See language soldier, 140-141 a spell cleric, 45
45,, 56-63 reincarnate, resurrection,
Arborea. See planes of existence spy (variant), 130 cat. See creature statistics divine domains. See divine revivify, true resurrection
revivify,
Arcadia. See planes of existence characteri stics, 125
suggested characteristics, Celestial. See language domains deafened. See conditions
Arcana (skill). See under urchin, 141
141 centipede, giant. See creature quick build, 57 death, 197
Intelligence Bad Reputation {pirate variant) ,
(pirate variant), statistics spel l list, 207-208
spell instant, 197
Arcane Charge (fighter), 75 139 Chains ofCarceri (warlock) . See
of Carceri (warlock). climbing. See under movement monsters and, 198
magic, 205
arcane magic, barba rian, 45, 46-50
barbarian, eldritch invocations coinage, 143 Death domain, 293
See also bard; martial primal paths. See primal paths (fig hter). See under
Champion (fighter). cold damage. See dama damagege types death saving throws, 197
archetypes: Eldritch Knight; quick build, 47 martial archetypes College of Lore (bard). See under damage at O 0 hit points, 197
roguish archetypes: Arcane bard, 45, 51-55 Chan nel Divinity (cleric), 58-59
Channel bard colleges rolling a 1 or 20
20 on, 197
Trickster; sorcerer; warlock; colleges. See bard colleges multiclassing and. See under College of Valor (bard). See under
ofValor Death Strike (rogue), 97
wizard quick build, 52 multiclassing bard colleges Deception (skill). See under
Arcane Recovery (wizard), 115 spell list, 207 (paladin), 85 (ranger) . See
Colossus Slayer (ranger). Charisma
Trad itio n (wizard), 115
Arcane Tradition Bard College (bard), 54 54 See also Channel Divinity cleric Hunter’s
Hunter's Prey gnome. See gnome
deep gnome.
tradition s, 115-119
arcane traditions, 11 5-119 bard colleges, 54— 54-55
55 Ch annel Divinity
options; Channel com
combat, 8 , 189-198
bat, 8, Deep Speech. See language
Abjuration , 115-116
School of Abjuration, 115-116 College of Lore, 54-55 paladin options mounted,, 198
mounted Defense- See under fighting
Defense. figh ting styles
School of Conjuration, 116
School College o Va lor, 55
off Valor, Channel Divinity options,
Divi nity cleric options, step, 189
step by step, Defensive Tactics {ra nger}, 93
(ranger),
School of Divination, 116-117 Bardic Inspiration
Inspiration (bard), 53-5453- 54 59- 63
59-63 underwater, 198 Deflect Missiles (monk), 78 78
School of Enchantment, 117 barding. See under armor armo r and Charm Animals and Plants Combat Inspiration (bard), 55 dehydration. See food and drink: drink;
School of Evocation, 117-118 shie lds
shields (Nature Domain), 62 combat round. See time: time; round water requirements
School of Illusion, 118 base attack bonus. See proficiency Cloak of Shadows (Trickery (fighter) , 73
Combat Superiority (fighter), deities, 293-299
Schoo) of Necromancy, 118-
School bonus domain),
domain), 63 Combat Wild Shape (druid), 69 Celtic, 297, 298
119 base save bonus. See proficiency Destroy Undead, 59 combining spell effects. See Dragonlance, 293, 295
School Trans mutation , 119
School of Transmutation, bonus Destructive Wrath (Tempest casting a spell: combining Eberron, 293, 296
Arcane Trickster (rogue). See under bat. See creature statistics domain), 62 effects Egyptian, 297-298, 299
roguish archetypes Battle Magic (bard), 55 domai n), 63
(Wa r domain),
Guided Strike (War Commander’s Strike maneuver
Commander's Forgotten Realms, 293, 294
Arcane Ward (wizard), 115 Battle Master (fighter). See under Invoke Duplicity (Trickery (fighter). See maneuvers Greek, 297, 298
Archdruid (druid), 67-68 martia l archetypes
martial domain), 63 Common. See language Greyhawk, 293, 295
nonhuman, 293, 296 druidic focus, 150, 151 exotic language. See language Giant Killer (ranger). See Hunter's
Hunter’s holy symbol. See Spellcasting:
Norse, 298, 299 See also spellcasting focus: expenses, l157-158,
S7-l S8, 187 Prey cleric; paladin
See also cleric; druid; paladin druid experience points (XP), 15 lS glad iator. See under background
gladiator. Horde Breaker (ranger). See
demiplanes. See planes of druids and the gods, 69 multiclassing and. See under gnome, 35-37 Hunter's.
Hunter’s Prey
existence Dueling. See under fighting styles mu!ticlassing
multiclassing Gnome Cunning (gnome), 37 horse, riding. See creature
Un dead. See under
Destroy Undead. duergar. See dwarf Expert Divination {wizard),(wizard), 116 gnome names, 36 statistics
Channel Divinity cleric options Dungeon Master (DM), (DM ), 5 Expertise (bard), 54 54 gnome traits, 36-37 36- 37 See also mounts and vehicles
Destructive Wrath (cleric). See Durable Summons (wizard), 116 (rogue), 96 Gnomish, 37 how to play. See under rules
under Channel Divinity cleric duration. See under casting a spell exploration, 8 See language Huge. See size category
options dwarf, 18-18-2020 Extended Spell (sorcerer). See Goading AttackAtta ck maneuver human, 29-31
Devil's Sight (warlock). See
Devil’s dwarf names, 20 Metamagic (fighter). See maneuvers human ethnicities, 30-31
eldritch invocations dwarf traits,
tra its, 20 Extra Attack (barbarian), 49 gold dwarf. See dwarf human names, 30, 31 31
Dexterity, 12, 176-177 Dwarven Armor Training (bard), 55 gold piece (gp), 14 human traits, 31 31
Acrobatics, 176 (mountain dwarf), 20 (fighter), 72 See also coinage variant, 31
31
checks, 176-177 Dwarven Combat Training, 20 (monk), 79 Gong of o f the Summit (monk). See Hunter (ranger). See under ranger
Sleight of Hand, 177 Owarven
Dwarven Resilience, 20 (pa lad in), 85
(paladin), Elemental Disciplines archetypes
Stealth, 177 Dwarven Toughness (hill dwarf), dwarf) , (ranger), 92 grappled. See conditions Hunter's
Hunter’s Prey (ranger), 93
Diamond Soul (monk) (monk),, 79 20 Eyes of the Rune Keeper (warlock). grappling, 195 Hurl Through Hell (warlock), 109
d (abbreviation). See dice Dwarvish, 20 See eldritch invocations gray dwadwarf.rf See dwarf hustle. See action: Dash action
dice, 6-7 alphabet, 122 Faerie. See planes of existence: Greater Portent (wizard), 117 Hypnotic Gaze (wizard), 117
d2ord3,
d2 or d3, 7 See also language Feywild, the Great Old One, One, the (warlock). See idea ls. See personality
ideals.
percentile, 6 effect, 201 falling, 183 under otherworldly patrons lgnan.
Ignan. See la nguage
language
difficu lt terrain. See under
difficult Elder Champion (palad in), 87
(paladin), False Identity (charlatan), 128 Great Weapon Fighting. See under illusion, 118,
118, 203
movement Eldritch Invocations (warlock), 107 familiar (warlock), 107 fighting styles school (wizard). See under
Difficulty Class (DC), 7, 174 eldritch invocations, 110-111 Fangs of the Fire Snake (monk). Great Wheel, the. See planes of arcane traditions
typical DCs table, 174 Eldritch Knight (fighter). See under Se e Elemental Disciplines
See existence illusionist, 118
dim light. See light martial archetypes Far Realm. See planes of existence grid (variant), 192 Illusion Savant (wizard), 118
disadvantage, 7, 173 Eldritch Master (warlock), 108 Fast Hands (rogue), 97 Grim Harvest (wizard), 778 118 llluskan. See human ethnicities
Disarming Attack maneuver Eldritch Sight (warlock). See Fa st Movement (barbarian), 49
Fast group checks. See under ability abi lity Illusory Reality (wizard), 118
(fighter). See maneuvers eldritch invocations Favored Enemy {ranger),(ranger), 91 97 check Illusory Self (wizard), 11
1188
Disciple of Lifelife (cleric), 60 Eldritch Spear (warlock). See feats, 165-
165-170 170 Guided Strike {cleric).
(cleric). See under imp. See creature statistics
Disciple of the Elements (monk), e!dritch invocations
eldritch gaining, 165 Channel Divinity cleric options Impostor (rogue), 97
80 Eldritch Strike (fighter), 75 75 prerequis
prerequisites,ites, 165 guild artisan. See under Improved Abjuration (wizard), 115
Discovery (hermit), 134 electrum piece (ep). See coinage Feinting Attack maneuver background Improved Combat Superiority
Disengage action. See under action Elemental Affinity (sorcerer), 103 (fighter). See maneuvers Guild Membersh
Membership ip (guild artisan), (fighter), 74
Distant Spell (sorcerer). See Elemental Attunement (monk). Feral Instinct (barbarian), 49 133 Improved Critical (fighter), 72
Metamagic See Elemental Disciplines Feral Senses (ranger)
(ranger),, 92 gui
guildld merchant. See under Improved Divine Smite (paladin)
(paladin),,
Distracting Strike maneuver Elemental Chaos. See planes of Fey Ancestry (elf), 23 background 85
(fighter). See maneuvers existence (half-elf)
(half-elf),, 39 Hades. See planes of existence Improved Duplicity
Duplicity (cleric), 63
divination, 116-117, 203 Elemental Disciplines (monk), 81 81 Fey Presence (wa rlock) , 108
(warlock), half cover. See cover Improved Flare (cleric), 61
school (wizard). See under Elemental Planes. See planes of Feywild, the. See planes of half-elf.
half-elf, 38-39 Improved Minor Illusion (wizard),
arcane traditions existence existence half-elf names, 39 11
1188
Divination Savant (wizard), 116 716 Elemental Wild Shape (druid), 69
Elemental Fiendish Resilience {warlock}, 709
(warlock), 109 tra its , 39
half-elf traits, Improved War Magic (fighter), 75
Divine Domain (cleric), 58 21 - 24
elf, 21-24 Fiendish Vigor (warlock). See halfling, 26-28 improvised weapons. See under
spe!!s, 58
domain spells, elfnames,
elf names, 22-23 eldritch invocations Halfting
Halfling (language), 28 weapon
divine domains, 59 elf traits, 23-24 Fiend, the (warlock). See under
Fiend, See also language incapacitated. See conditions
Knowledge, 59-60 Elf Weapon Training, 23, 24 otherworldly patrons halfling names, 27 Indomitable (fighter), 72
Life, 60 Elusive (rogue), 96 70- 75
fighter, 45, 70-75 Halfling Nimbleness,
Nimblenes s, 28 Indomitable Might (barbarian), 49
Light, 60-61 Elvish, 23 martial archetypes. See martial halfling traits, 28 Infernal. See lan guage
language
Nature, 61-62 alphabet, 123 archetypes half-ore, 40- 41
half-orc, 40-41 Infernal Legacy (tiefting),
(tiefling), 43
Tempest, 62 See also language quick build, 71 71 half-ore
half-orc names, 41 41 Infiltration Expertise (rogue), 97
Trickery, 62-63 Elysi um. See planes of existence
Elysium. Fighting Style (fighter), 72 72 half-ore
half-orc traits, 41 41 initiative, 177, 189
War, 63 Empowered Evocation (wizard),(wizard) , (paladin), 84 hawk. See creature statistics Inner Planes. See
See planes of
Divine Health (paladin), 85 117 (ranger), 91 91 healing, 197 existence
Divine Intervention (cleric)
(cleric),, 59 Empowered Spell (sorcerer). See fighting styles, 72, 84, 91 91 hearing. See See Wisdom: Perception Insight (skill). See under Wisdom
divine magic, 205 Meta magic
Metamagic Archery, 72, 91
Archery, 91 See also conditions inspiration, 125
cleric; druid; paladin;
See also cleric; Empty Body (monk), 79 Defense, 72, 84, 91 91 heavily obscured, 183 instantaneous (spell duration)
duration),, 203
ranger enchantment, 117, 203 Dueling, 72, 84, 91
Dueling, 91 heavy (weapon property). See Instinctive Charm (wizard), 11
1177
diviner, 116
diviner, school (wizard). See under Great Weapon Fighting, 72, 84 weapon properties Intell igence, 12, 177-178
Intelligence, 177- 178
Divine Sense (paladin), &4 84 arcane traditions Protection, 72, 84 heavy armor. See armor and Arcana, 177
Divine Smite (paladin), 85 &5 Enchantment Savant (wizard), 117 Two-Weapon Fighting, 72, 91 91 shields checks, 177- 178
177-178
Divine Strike (cleric, Life domain), enchanter, 117 finding a hidden creature, 177 See also movement: in heavy History, 177-
177-178
178
60 encounters. See under travel finding a hidden object, 178 armor Investigation, 178
(cleric, Tempest domain), 62 encumbrance. See under lifting finesse (weapon property). See heavy weapons and Small Nature, 178
(cleric, Trickery domain), 63 and carrying weapon properties creatures, 147 Religion, 178
(cleric, War domain), 63 entertainer. See under background fire damage. See damage types height and weight. See under Intimidating Presence (barbarian),
DM. See Dungeon Master Entropic Ward (warlock), 110
Entropic Fist of Four Thunders (monk). See character 49-50
Dodge action. See un der action
under environment, 183-185 Elemental Disciplines Heightened Spell (sorcerer). See Intimidation (skill). See under
domain spells. See under Divine equipment, 14,125,14, 125, 143-161 Fist of Unbroken Air {monk). (monk). See Metamagic Charisma
Domain background, 125 Elemental Disciplines Hellish Resistance (tiefling), 43 Inured to Undeath (wizard), l119 l9
donning and doffing armor. See packs, 151 Flames of o f the Phoenix (monk). Help action. See under action Investigation (skill). See under
armor and shields: getting into size (variant), 144 See Elemental Disciplines hermit. See See under background Intelligence
and out of starting, 143 flaws. See personality hidden
hidden,, 177, 178 invisible. See conditions
downtime activities, 787 187 See also adventuring gear; Fleet of Foot (wood elf), elf) , 24 See also Dexterity: Stealth;
Stealth; See also unseen attackers and
draconians, 34 armor and shields;
shields; tools;
tools; Flexible Casting (sorcerer). See finding a hidden creature;
creature; targets
Draconic, 34
Draconic, mounts and vehicles;
vehicles; weapon; Font of Magic finding a hidde
hidden n object:
object; hiding; Invoke Duplicity (cleric). See under
alphabet, 124 and specific background entries Flurry of Blows (monk). See Ki unseen attackers and targets ta rgets Cha nnel Divinity cleric options
Channel
See also language under backgrounds flying. See under movement Hide action. See under action Jack of All Trades (bard), 54
Draconic Ancestry (dragonborn), equipment packs. See under Focused Conjuration (wizard), 116 716 Hide in Plain Sight (range (ranger),
r) , 92 jumping. See under movement
34 equipment Foe Slayer (ranger), 92 hiding, 177 Keen Senses (elf), 23
Draconic Presence (sorcerer), 102 See also specific class entries: folk hero. See under background high elf. See elf Ki (monk), 78
Draconic Resilience (sorcerer), 102 qu ick build
quick Inspiratio n (bard), 54
Font of Inspiration hill dwarf. See dwarf saving throws
throws,, 78
Dragon Ancestor (sorcerer), 102 Escape the Horde (ranger). See Font of Magic (sorcerer), 101 hirelings , 159
hirelings, Ki-Empowered Strikes (monk), 79 79
dragonborn, 32-34 Defensive Tactics food and drink, 158, 185 History (skill). See under ki points, 78
dragonborn names, 33-34 escaping a grapple, 195 expenses, 158 l 58 Intelligence spells and, 80
dragonborn traits, 34 Eternal Mountain Defense food requirements, 7 85
185 Hit Dice, 12 knight. See background: noble
Dragon Wings (sorcerer), 103 (monk). See Elemental water requirements, 185 multiclassing and. See under knight
draw or sheathe a weapon. See Disciplines foraging. See under travel multiclassing knocking a creature out, 198
objects: using during combat Ethereal Plane. See planes of
Ethereal force damage. See damage types See also specific class entries Know Your Enemy (fighter), 73- 73-7474
Dreadful Word (warlock). See existence forced march. See under hit point maximum, 12, 15, 177 Knowledge domain (cleric). See
eldritch invocations Evasion (monk), 79 movement hit points,
po ints, 12, 13, l15,
S, 177, under divine domains
drink (expenses), 158 {ranger}. Hunter's
(ranger). See Superior Hunter’s forest gnome. See gnome 196-198 Knowledge o off the Ages (cleric)
(cleric)..
drop an object. See objects: using Defense Frenzy (barbarian), 49 Constitution and
and,, 177 See under Channel Divinity
during combat (rogue), 96 frightened. See conditions cu rrent, 196
current, cleric options
drow. See elf Evasive Footwork maneuver frog. See creature statistics damage at 0. See under death Land's
Land’s Stride (druid)
(druid),, 69
Drow Magic, 24 (fighter). See maneuvers gaining a level, 15 saving throws (ranger), 92
ddruid,
ruid, 45, 64--£9
64-69 evocation, 117-118,
117-11&, 203 Gargantuan. See size category dropping to 0, 197-198 language, 17, 123, 125
druid circles.
ci rcles, See druid circles school (wizard). See under
school Gaze of o f Two Minds (warlock). See increas ing with level, l15S
increasing Druidic. See Druidic
quick build, 65 arcane traditions eldritch invocations multiclassing and. See under thieves
thieves’' cant. See thieves’
thieves' can
cantt
spell list, 208 Evocation Savant (wizard), 117 717 Gehenna. See planes of existence multiclassing Large. See size category
Druid Circle, 67 evoker, 117 gender. See character: sex and starting, 12, 13
l3 lawful evil. See alignment
druid circles, 68-69 Exceptional Training {ranger),
(ranger), 93 gender subtracting damage from, 196 lawful good. See alignment
Circle of the Land, 68-6968- 69 exception-based rules. See under getting into and out of armor. See temporary, 198 lawful neutral. See alignment
Circle of the Moon, 69 rules under armor and shields holding breath. See suffocating Lay on Hands (paladin), 84
Druidic, 66 exhaustion, 181,185,291
181, 185, 291 Giant. See language Holy Nimbus (paladin), 86 learning spells. See specific
Spellcasting entries Elemental Disciplines
Discipl ines 159, 185,
159, 185, 189,
189, 198 existence rat. See creature statistics
lethal damage. See damage Misty Escape (warlock), 109 nonlethal damage. See damage Portent (wizard), 116 raven. See creature statistics
level, 11,
11 , 15 Misty Visions (warlock). See NPC. See nonplayer character
character Potent Cantrip (wizard), 117
11 7 reach (creature), 195
Life domain (cleric). See under eldritch invocations Oath of Devotion
Devotion (paladin). See Potent
Poten t Spellcasting
Spellcasting (cleric, reach
reac h (weapon property). property) . See
divine domains modifier, 7 under sacred oaths Knowledge domain)domain),, 60 weapon
wea pon properties
Ufedrinker (warlock). See eldritch
Lifedrinker ability, 7 Oath of the Ancients (paladin). (cleric, Light domain), 61 61 reaction, 7 90
190
invocations bonus, 7 See under sacred oaths Precision Attack maneuver See also casting a spell: casting
lifestyle. See expenses penalty, 7 Oath ooff Vengeance (paladin). See (fighter). See maneuvers time
lifting and carrying, 176 monastic orders, 81 81 under sacred oaths preparing spells. See Spellcasting: Read Thoughts (cleric). See under
carrying capacity, 176 Monastic Tradition
Tra dition (monk), 78 oath spells. See under Sacred Oath cleric; druid; paladin; wizard Channel Divinity cleric options
encumbrance (variant), 176 monastic traditions, 79-81 79- 81 objects, 185 life (cleric). See under
Preserve Life Ready action. See under action
size and, 176 Way of theth e Open Hand, 79-80 attacking, 185 Channel Divinity cleric options Reckless Attack (barbarian), 48
light, 183 Way of Shadow, 80 interacting with, 185 Primal Champion
Champio n (barbarian),
(ba rba ri an ), 49 recovering ammunition.
light (weapon property). See Way of the Four Elements, using during combat, 190 Primal Path (barbarian),
(barbari an), 48 See weapon properties:
weapon properties 80-81 One with Shadows (warlock). See primal paths, 49-50 ammunition
a mm unition
light armor. See armor and shields 76- 81
monk, 45, 76-81 eldritch invocations Path o Berserker, 49-50
off the Berserker, recuperating. See downtime
Light domain (cleric). See under traditions. See
monastic traditions. Open Hand Technique (monk), 79 Path o off the Totem Warrior,
Warrio r, 50 activity
divine domains monastic
mo nastic traditions
traditions open locks. See thieves’
thieves' tools (druid ), 69
Primal Strike (druid), refitting a~mor. See
refin in g plate armor. Su under
Jr-de~
lightly obscured, 183 quick build, 77 Opportunist (monk),(monk) , 80 Primeval Awareness (ranger),(range r) , 92 plate
pate armor
arrnor
lightning damage. See damage monk weapons, 78 opportunity attack, 195 Primordial. See language ,· .t;g ... ~e,. . 74
Relentless (fighter). 71..
types moon elf. See elf Orc,
Ore, 41
47 profession. See downtime activity Relentless A A.e venger ~a ;;.:: ,.. 88
... e-er (paladin), &S
Limbo. See planes of existence
Limbo. mount. See mounts and vehicles See also language proficiencies, 11, 11 , 12, 14, 155 Relentless Endurance
End~~a'ice (half-orc), --a -: _ 41r
line. See area of effect mountain dwarf. See dwarf orison. See cantrip mu lticlassing and. See under
multiclassing Relentless Rage (barbana--- (barbarian),. 49 L9
ight. See casting a spell:
line of ssight. Mount Celestia.
Celestia. See planes of Otherworldly Leap (warlock).(wa rlock). See multiclassing
mu lticlassing Reliable
Re liable Talent (rogue), 96
Ta lent (rogue)
targeting existence eldritch invocations saving throw, 14 religion,
re li gion , 293
lion. See creature statistics mounted combat. See under Otherwordly Patron (warlock), 107 skill, 14 See also cleric;
cl eri c; druid;
d ruid; paladin
palad in
listening. See Wisdom: Perception combat otherworldly patrons, 108- 108-110
110 spell, 14 Religion (s kill) . See under
(skill).
See also conditions mounts and vehicles, 155, 157 Arch fey, the, 108-109
Archfey, 108-709 tool, 14 Intelligence
loading (weapon property). See See also under movement Fiend, the, 109 vehicle, 155 reloading.
rel oading. See weapon properties:
weapon properties move action. See movement Great Old One, the, the, 109-110
109- 110 weapon, 14 ammunition
lock, opening or picking. See
lock, 181 - 183, 190-192
movement, 181-183, 790-192 Outer Planes. See planes of proficiency bonus, 14, 173-174, See also objects: using during durin g
thieves’
thieves' tools around creatures,
creatures , 191 existence 194 combat; weapon properties:
lodging (expenses),
(expenses). 158 break ing up, 190
breaking outlander. See under background adding, 14, 74, 173 loading
Lolth,
Lolth, 24, 296 climbing, 182, 190 Outlands, the. See planes of of dividing, 14,74, 173-174 Remarkable Athlete (fighter), 72
long rest. See resting crawling, 182, 191 existence increasing with level, 15 Repelling Blast (warlock). See
Lower Planes. See planes of combat, 190-192 Overchannel (wizard),
(wizard) , 118718 multiclassing and. See under eldritch invocations
existence difficult terrain, 182, 190 owl. See creature statistics multiclassing research. See downtime activity
low-light
low. light vision. See darkvision flying, 191 Pact Boon (warlock),
(warlock) , 107-108
107- 108 multiplying, 14, 173-174 Researcher (sage), 138
Lucky (halfling), 28 190-797
prone, 190-191
prone, Pact ooff the Blade, 107-108
107- 108 Projected Ward (wizard), 115 11 5 resistance. See damage resistance
Lunging Attack maneuver march , 181
forced march, Pact ofo f the Chain, 107 projectile weapon.
weapon. See weapon resting,
resting, 186
(fighter). See maneuvers in heavy armor, 144 Pact of the Tome, 108 properties:
properties: ammunition restra ined. See conditions
restrained.
Mage Hand Legerdemain jumping,
jumping, 182, 182, 190 Your Pact Boon, 108 prone, 190-191 result. See totaltotal
(rogue), 98 mounts and vehicles,
ve hi cles, 181-182
181- 782 Pact Magic (warlock), 107 See also conditions Retainers (noble variant), 136
Magical Ambush (rogue),
(rogue). 98 size, 197-
191-192192 multidassing and. See under
multiclassing Protection. See under fighting
fighting styles Retaliation (barbarian),
(barb arian) , 50
Magical Secrets (bard), 54 speed,
speed, 74,14, 17,
17,181
181 multiclassing pseudodragon. See creature Ride the Wind (monk). See
magic, 8, 201-289
207-289 squeezing, 192 pact weapon (warlock), 107-108 107- 108 statistics Elemental
El emental Disciplines
See also specific class entries 190-791
stand up, 190-191 paladin,
palad in, 45, 82-88 psychic damage. See damage types Riposte maneuver (fighter). See
item . See under wealth
magic item. swimming, 182, 190 quick build, 83 punching. See under melee attack maneuvers
magic-user. See wizard travel pace, 181 sacred oaths. See sacred oaths (monk). 79
Purity of Body (monk), Ritual Casting. See Spellcasting:
See also arcane magic using different speeds, 190 list. 208-209
spell list, Purity of Spirit (paladin), 86 bard; cleric; druid; wizard
Malleable Illusions (wizard), 118 moving a grappled creature, 195 Pandemonium. See planes of Pushing Attack maneuver See also feats
maneuver (fighter), 73 Mulan. See human ethnicities existence (fighter). See maneuvers rituals, 201-202
Maneuvering Attack maneuver mule. See creature statistics panther. See creature statistics
st atistics quasit. See creature statistics See also casting a spell: casting
(fighter). See maneuvers Multiattack (ranger), 93 paralyzed. See conditions quick build, 1 111 time
t ime
maneuvers, 73, 73 , 74 Multiattack Defense (ranger). See Parry maneuver (fighter). See See also under specific class River of Hungry Flame (monk). (monk) .
list, 74 Defensive Tactics maneuvers entries See Elemental Disciplines
Disciplines
saving throws, 73 multiclassing, 163-1 64
multiclass ing, 163-164 party (adventuring), 15 Quickened Spell (sorcerer). See rock gnome. See gnome
mapping. See under travel Divinity, 164
Channel Divinity, passive check. See under ability Metamagic rogue, 45, 45 , 94-98
order. See under travel
marching order. experience points, 163 check Quivering Palm (monk), 80 quick build, 95
Martial Archetype (fighter), 72 hit points and Hit Dice, 763 163 Path o t he Berserker. See under
off the race, 711
race,1 roguish archetype. See roguish
martial archetypes,
archetypes. 72-75 Magic, 164
Pact Magic, primal paths choosing a, 11 11,, 17 archetypes
Battle Master, 73-74 prerequisites, 163 Path of Warrior. See
o f the Totem Warrior. traits. See racial traits Roguish Archetype (rogue), 96
Champion, 72- 72-7373 proficiencies,
proficienci es, 163-164 under primal paths See also specific race entries roguish
rogu ish archetypes, 97-98
Eldritch Knight, 74-75 proficiency bonus, 163 Patient Defense (monk). See Ki racial ability score increase. See Arcane Trickster, 97-98
Martial Arts (monk), 78 spell slots, 164 (bard). 55
Peerless Skill (bard), racial traits: ability score Assassin, 97
martial weapon. See weapon Spellcasting, 164 penalty, 6
penalty, increase Thief, 97
categories spells known and prepared, 164 percentile (dice). See under dice 11, 17
racial traits, 11,17 roleplaying, 8, 185-186
Mask of Many Faces (warlock). Unarmored Defense, 164 Perception (skill). See under ability score increase, 11, 12, roll, 6-76- 7
See eldritch invocations multiverse, 5-6, 293, 300 Wisdom 13,
73, 17 rou nd. See under
round. under time
Mask o off the Wild (wood elf), 24 Mystic Arcanum (warlock), 108 See also travel: noticing threats age, 17
77 rounding numbers, 7
Master of Myriad Forms name. See under character Perfect Self (monk), 79 alignment, 17 rowed vessel, 155-157
(warlock). See eldritch Natural Explorer (ranger), 91 Performance (skill). See under languages, 17 rules, 6-7
invocations Natural Illusionist gnome),
Illu sionist (forest gnome), Charisma
Charisma size, 17 exceptions, 7
Master of Nature (cleric), 62 37 Persistent Rage (barbarian),
(barba rian), 49 speed, 17 how to play, 6
M aster Transmuter
Master Tra nsm uter (wizard),
(wizard) , 119
719 Naturally Stealthy (lightfoot (character) , 122-124
personality (character), subrace, 17 specific beats general, 7
mastiff. See creature statistics halfling),, 28
halfling) (skill) . See under
Persuasion (skill). See also specific race run.
ru n. See action: Dash action
See also mounts
moun ts and vehicles Natural Recovery (druid), 68 Charisma entries Rush of the Gale Spirits (monk).
material spell component, 203 (skill) . See under
Nature (skill). petrified.
petrifi ed. See conditions Radiance o off the Dawn (cleric)
(cleric).. See See Elemental Disciplines
Pla ne. See planes of
Material Plane. Intelligence pick locks. See thieves’
thi eves' tools under Channel Divinity cleric Rustic Hospitality (folk hero), hero) , 137
131
existence
existe nce doma in (cleric). See
Nature domain See under pick pockets. See Dexterity:
Dexterity: Sleight options Sacred Oath (paladin),, 85
Oath (paladin)
Mechanus. See planes of existence divine domains of Hand radiant damage. See damage types oath spells, 85
Medici ne (skill). See under
Medicine Nature’s
Natu re's Sanctuary (druid), 69 piercing damage.
damage. See damage Rage (barbarian), 48 sacred oaths, 85-88
Wisdom Natu re's Ward (druid), 69
Nature’s types Ral ly maneuver (fighter). See
Rally breaking, 86
Medium. See size category Nature’s
Natu re's Wrath (paladin). See pirate. See under background maneuvers Oath of Devotion, 85-86
medium armor. See armor and under Channel Divinity paladin planar travel, 301 307 range, 195 Oath of the Ancients, 86-87
shields options Plane of Air. See planes of maximum, 147 Oath o off Vengeance, 87-88
melee attack, 195 navigating. See under travel
navigating. existence normal, 147747 sacred plants and wood (druid), 66
unarmed, 195 necroman cer, 118-
necromancer, 119
118-119 Plane of Earth. See planes of of spells. See casting a spell: Sacred Weapon (paladin). See
with a weapon that requires necromancy, 118, 118, 203 existence range under Channel Divinity paladin
ammunition, 147 (wi zard). See under
school (wizard). Plane of Faerie. See planes of range (weapon property). See options
reach, 195 arcane traditions existence weapon properties sage. See under background
melee weapon, 14, 146,149,795
74, 146, 149, 195 Necromancy Savant (wizard), 118 718 Plane of Fire. See planes of ranged attack, 195 sailor. See under background
(half-ore), 41
Menacing (half-orc), 47 necrotic damage. See damage existence
existe nce in melee, 195795 Savage Attacks (half-orc),(half-ore), 41
Menacing Attack maneuver types Plane of Shadow. See planes of of ranged weapon, 14, 146,746, 149, 195 save. See saving throw
(fighter).
(fighter}. See maneuvers Negative Plane. See planes of of existence ranger, 45, 89-93
ranger, saving throw, 7, 12, 179, 179, 205
Metamagic (sorcerer), 101-102 existence Plane o off Water.
Wate r. See planes of build, 90
quick build, death. See death saving throws
Military Rank (soldier), 140 neutral. See alignment existence rangerr archetype. See ranger
range ki. See ki: saving throws throws
Mindless Rage (barbarian), 49 eviL See alignment
neutral evil. planes of existence, 5, 300-303 archetypes maneuver. See maneuvers:
(warlock).. See
Minions of Chaos (warlock) neutral good.. See alignment
neutra l good platinum piece (pp). See coinage coinage spell list, 209 saving throws
eldritch invocations Hells, the. See planes of
Nine Hells, cha racter. See character
player character. Range r Archetype (ranger), 92
Ranger proficiency. See proficiencies:
Minor Alchemy (wizard), 179 119 existence point of origin. See area of effect ra nger archetypes, 93
ranger saving throw
Minor Conjuration (wizard)(wizard),, 716
116 noble. See under background poison damage. See damage types Beast Master, 93 spell.
spe!!. See spell saving throws
Mire the Mind (warlock). See noble knight. See underunder poisoned. See conditions Hunter, 93 saving throwt hrow modifier, 12, 179,
eldritch invocations background Position of Privilege (noble), 135 Ranger’s
Ranger's Companion (ranger), 93 205
Mist Stance (monk). See non player character (NPC), 8,
nonplayer Positive Plane. See planes of Rashemi. See human ethnicities
School of Abjuration (wizard). See Slow Fall (monk), 78 spider, giant. See creature tiefi ng, 42-43
tiefling, Upper Planes. See planes of
under arcane traditions Small. See size category statistics tiefling
tiefl ng names, 43 existence
School of Conjuration (wizard). snake, constrictor. See creature Spirit Seeker (barbarian), 50 tiefl ng traits, 43
tiefling urchin. See under background
See under arcane traditions statistics Spirit Walker (barbarian), 50 tiers of play, 15 Use an Object action. See under
School of Divination (wizard). See snake, poisonous. See creature Split Enchantment (wizard), 117 tiger. See creature statistics action
under arcane traditions statistics sprite. See creature statistics time, 181 Use Magic Device (rogue), 97
School of Enchantment (wizard). Sneak Attack (rogue), 96 spy. See under background day, 187
181 using this book, 6
See under arcane traditions social interaction, 8, 185-186 squeezing. See under movement minute, 181 Vanish (ranger), 92
School of Evocation (wizard). See soldier. See under background stabilizing a creature, 197 round, 181, 189 vehicle. See mounts and vehicles
under arcane traditions somatic spell component, 203 stable, 797-798
197-198 turn, 189 verbal spell component, 203
School of Illusion (wizard). See
ofll!usion Song of Rest (bard), 54 stacking. See casting a spell: Timeless Body (druid), 67 (weapon property). See
versatile {weapon
under arcane traditions sorcerer, 45, 99-104 combining effects (monk), 79 weapon properties
School of Necromancy (wizard). quick build, 100 See also advantage; Tinker (rock gnome), 37 Versatile Trickster (rogue).
(rogue), 98
See under arcane traditions sorcerous origin. See sorcerous disadvantage Tiny. See size category vision, 183
School of Transmutation (wizard). origins standard action. See action o f the Sun and Moon
Tongue of See also blindsight; darkvision;
See under arcane traditions spell list, 209 standard language. See language (monk), 79
79 truesight; Wisdom: Perception
schools of magic. See arcane Sorcerous Origin, 101 Stand Against the Tide (ranger). tools, 154 Visions of Distant Realms
traditions sorcerous origins, 702-104
102-104 See Superior Hunter's
Hunter’s Defense total, 7 (warlock). See eldritch
Sculptor of Flesh (warlock). See Draconic Bloodline, 102-103
Draconlc wea!th. See under wealth
starting wealth. total cover. See cover invocations
eldritch invocations Wild Magic, 703-704
103-104 starvation. See food and drink: Totemic Attunement (barbarian), o f the Past (cleric), 60
Visions of
Sculpt Spells (wizard), 117 Sorcerous Restoration, 102l 02 food requirements 50 o f the Chain Master
Voice of
Second-Story Work (rogue), 97 Sorcery Points (sorcerer). See Font Stealth (skill). See under Dexterity Totem Spirit (barbarian), 50 (warlock). See eldritch
Second Wind (fighter), 72 of Magic See also armor and shields: tracking. See under travel invocations
Search action. See under action Soul oofVengeance
f Vengeance (paladin), 88 Stealth;
Stea lth; hiding; travel trade goods, 144, 157 Volley (ranger). See Multiattack
searching. See under travel space. See under size Steel Will (ranger). See See Defensive training. See downtime activity Vow of Enmity (paladin). See
See also Intelligence: Speak with Small Beasts (forest Tactics traits. See under personality under Channel Divinity pa!adin
paladin
Investigation; Wisdom: gnome), 37 Step o off the Wind (monk). See Ki See also specific race trait entries options
Perception special (weapon property). See Stilln ess of Mind (monk), 79
Stillness 79 Trance (elf), 23 vulnerability. See damage
self. See casting a spell: range; weapon properties Stonecunning (dwarf), 20 Transitive Planes. See planes of vulnerability
targeting speed. See under movement Stormborn (cleric), 62 existence Wanderer (outlander), 136
under wealth
selling treasure. See under See also mounts and vehicles; Stout Resilience
Resi lience (stout halfling), Tranquility (monk), 80 Warding Flare (cleric), 6761
services, 159 racial traits; travel 28 transmutation, 119, 203 War domain (cleric). See under
sex. See character: sex and gender spell, 207
201 Strength, 72, 12, 775-776
175-176 school (wizard). See under divine domains
Shadow Arts (monk), 80 spell attack modifier. See specific Athletics, 175 arcane traditions God’s Blessing (cleric). See
War God's
Shadowfell, the. See planes of Spellcasting entries checks, 175 Transmutation Savant (wizard), under Channel Divinity cleric
existence spell attack roll, 205 Stroke of Luck (rogue), 96 119 options
Shadow Step (monk), 80 See also specific Spellcasting strongheart half!ing.
halfling. See halfling: transmuter, 119 warhorse. See creature statistics
Shapechanger (wizard), 119 entries stout Transmuter's Stone (wizard), 119
Transmuter’s See also mounts and vehicles
Shape the Flowing River (monk). Spell Bombardment (sorcerer), 103 Student ofWarof War (fighter), 73 finding. See Wisdom:
traps, finding. War Magic (fighter), 75 75
See Elemental Disciplines Spellbook (wizard), 114 stunned. See conditions Perception War Priest (cleric), 63
Share Spells (ranger), 93 93 spel lcaster, 201
spellcaster, Stunning Strike (monk), 79 79 See also !ntelligence:
Intelligence: Water Whip (monk). See
shark, reef. See creature statistics spellcasting, 201-205
207-205 subrace, 17 Investigation Elemental Disciplines
Shelter o off the Faithful (acolyte), Spellcasting (bard), 52-53 Subtle Spell (sorcerer). See traps, removing or disabling. See warlock, 45, 105-ll
105-111l
127 (cleric), 58 Metamagic
Meta magic thieves' tools
thieves’ quick build, 106
shield. See armor and shields (druid), 66 suffocating,
suffocati ng, 183 travel, 181-783
181-183 otherworldly patron. See
shield dwarf. See dwarf
dwarf: mountain (fighter, Eldritch Knight), 75 sun elf. See elf drawing a map, 183 otherworldly patrons
Ship's
Ship’s Passage (sailor), 139 (paladin), 84-85 Sunlight
Su nlight Sensitivity (drow), 24
Sens itivity (draw), encounters, 183 spell list, 210
short rest. See resting (ranger), 97-92
91-92 Superior Critical (fi ghter), 73
(fighter), foraging, 183 of Rolling Earth (monk). See
Wave ofRolling
Shou.
Shau. See human ethnicities (rogue, Arcane Trickster), Superior Darkvision (drow), 24 marching order, 182 Elemental Disciplines
shoving, 195 97-98 Superior Hunter's
Hunter’s Defense navigating, 183 wealth, 143-144
Sigil. See planes of existence
Sigi!. (sorcerer), 101 (ranger), 93 93 noticing threats, 182-183 magic item, 144
Signature Spells (wizard), 715 115 (warlock). See Pact Magic Superior Inspiration (bard), 54 pace, 781
181 selling treasure, 144
silvered weapon. See under (wizard), 114 superiority dice (fighter), 73 searching, 183 starting, 143
weapon See also under multiclassing Supreme Healing (cleric), 60 stealth, 182 See also expenses
silver piece (sp). See coinage spellcasting ability, 178,
778, 179, 205 Supreme Sneak (rogue), 97 surprise, 183 weapon, 14, 146-148, 149
simple weapon. See weapon See also specific Spellcasting surprise, 189 tracking, 183 improvised, 147-148
categories entries See also travel: surprise Trickery domain (cleric). See under silvered, 148
size, 176,
776, 191-192
791-192 spellcasting focus. See Survival (skill). See under W isdom
Wisdom divine domains table, 749
149
and weapons. See weapon Spellcasting: bard; cleric; See also travel: foraging, trinkets, 160-167
160-161 Weapon Bond (fighter), 75 75
properties: heavy druid; paladin; sorcerer; navigating, or tracking Trip Attack maneuver (fighter). See weapon categories, 146
lifting and carrying. See lifting warlock; wizard Survivor (fighter), 73 73 maneuvers weapon proficiency, 14, 146
and carrying: size and spell components. See casting a svirfneblin. See gnome truesight, 185 See also specific classes:
classes:
of equipment. See equipment: spell: components Sweeping Attack maneuver Turami. See human ethnicities proficiencies; and specific race
size See also material spell (fighter). See maneuvers See under time
turn. See trait entries
space, 797-792
191-192 component; somatic spell Sweeping Cinder Strike (monk). turn, taking yours, 189-190 weapon properties, 146-147
See also racial traits; and component; verbal spell See Elemental Disciplines See also action; bonus action; Weave, the, 205
specific race trait entries component Sylvan. See language
Sy!van. movement Whirlwind Attack (ranger). See
size category, 191 spell descriptions, 211-289 targeting a spell. See casting a Turn the Faithless (paladin). See Multiattack
Multi attack
skeleton. See creature statistics spell level, 201
201 spell:
spe!!: targeting under Channel Divinity paladin Whispers of
o f the Grave (warlock).
skill check. See ability check: skill 207-21 l
spell list, 207-211 target number, 7 7 options See eldritch invocations
Skill Versatility (half-elf), 39 Spell Mastery (wizard), 115 Armor Class (AC), 7 Turn the Unholy (paladin). See Wholeness of Body (monk), 79-80
skills with different abilities spell preparation. See Difficulty Class (DC), 7 under Channel Divinity paladin wild elf. See elf
(variant). See under ability check Spellcasting: cleric; druid; Tempest domain (cleric). See options Wild Magic (sorcerer). See under
slashing damage. See damage paladin; wizard under divine domains Turn Undead. See under Channel sorcerous origins
types See also under multiclassing temporary hit points. See under Divinity cleric
deric options Wild Magic Surge (sorcerer), 103
Sleight of Hand (skill). See under Spell Resistance (wizard), 116 hit points Twinned Spell (sorcerer). See table, 704
104
Dexterity spell save DC, 205 Tenets of Devotion (paladin), 86 Metamagic
Meta magic Wild Shape (druid), 66-67
Slippery Mind (rogue), 96 See also specific Spellcasting
Spe:llcasting Tenets of o f the Ancients (paladin), two-handed (weapon property). Wisdom, 12, 178
entries 86-87 See weapon properties Animal Handling, 178
spell saving throws, 205 o f Vengeance (paladin), 88
Tenets ofVengeance 88 two-weapon fighting, 195 checks, 7178
78
spells known, 201 Terran. See language Two-Weapon Fighting (class Insight, 7178
78
See also Spe!lcasting:
Spellcasting: bard; Tethyrian. See human ethnicities feature). See under fighting Medicine, 178
fighter, Eldritch Knight; ranger; THAC0. See attack roll styles Perception, 178
rogue, Arcane Trickster; Thief (rogue). See under roguish unarmed. See under melee attack Survival, 178
sorcerer; warlock; and archetypes Unarmored Defense (barbarian), Witch Sight (warlock). See eldritch
multiclassing Thief of Five Fates (warlock). See 48 invocations
spell slots, 201
201 eldritch invocations (monk), 78 wizard, 45, 712-77
112-119 9
See also specific Spellcasting Thief's Refiexes
Thief’s Reflexes (rogue), 97 Unarmored Movement (monk), 78 arcane tradition. See arcane
entries;
entries; and multiclassing thieves' cant (rogue), 96
thieves’ Uncanny Dodge (ranger). See traditions
Spell Thief (rogue), 98
98 thieves' tools, 154
thieves’ Superior Hunter's
Hunter’s Defense quick build, 771133
sphere. See area of effect Third Eye, The (wizard), 116-117 (rogue), 96 spell list, 270-277
210-211
Thirsting Blade (warlock). See Undead Thralls (wizard), 179119 wolf, dire. See creature statistics
eldritch invocations Underdark, 17 wolf. See creature statistics
Thought Shield (warlock), 110 Undying Sentinel (paladin), 87 wood elf. See elf
Thousand Forms (druid), 69 69 uncommon races, 33 33 world, 5-6, 8
three-quarters cover. See cover unconscious, 197, 198 See also planes of existence:
thrown (weapon property). See See also conditions Material Plane
weapon properties Undercommon. See language Wrath of
o f the Storm (cleric), 62
Thunderbolt Strike (cleric), 62 underwater combat. See under XP. See experience points
thunder damage. See damage combat Ysgard. See planes of existence
types unseen attackers and targets, zombie. See creature statistics
Tides of Chaos (sorcerer), 103 194-7
194-19595

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