Professional Documents
Culture Documents
Ta c k , H a r n e s s , a n d D ra w n V e h ic l e s
Services
A dventurers can pay nonplayer characters to assist them
or act on their beh alf in a variety o f circu m stan ces. M ost
such hirelings have fairly ordinary skills, w hile others
are m asters o f a craft or art, and a few are experts with
sp ecia lized adventuring skills. Skilled hirelings include anyone h ired to perform a
serv ice that involves a proficiency (including w eapon,
S o m e o f the m ost basic types o f hirelings appear on
tool, or skill): a m ercenary, artisan, scribe, and s o on.
the S e rv ice s table. Other com m on hirelings include
any o f the w id e variety o f p eople w h o inhabit a typical T h e pay sh ow n is a m inim um ; som e expert hirelings
require m ore pay. U ntrained hirelings are hired for
tow n or city, w hen the adventurers pay them to
p erform a sp ecific task. For exam ple, a w izard might m enial w ork that requires no particular skill and can
include laborers, porters, m aids, and sim ilar w orkers.
pay a carpenter to con stru ct an elaborate chest (and
its m iniature replica) for u se in the Leomund’s secret
chest spell. A fighter m ight com m ission a blacksm ith to
Sp e l l c a s t in g Services
forge a sp ecia l sw ord. A bard might pay a tailor to m ake P eop le w h o are able to cast spells d on ’t fall into the
exquisite cloth in g for an u p com in g p erform a n ce in category o f ordinary hirelings. It m ight be p ossib le to
front o f the duke. find som eon e w illin g to cast a spell in exch an ge for coin
O ther hirelings provide m ore expert or dangerou s or favors, but it is rarely easy and no established pay
serv ices. M ercenary soldiers paid to help the rates exist. A s a rule, the higher the level o f the desired
adventurers take on a h obgoblin arm y are hirelings, as spell, the h arder it is to find som eon e w h o can cast it
are sa ges hired to research ancient or esoteric lore. If a and the m ore it costs.
high-level adventurer establishes a stron ghold o f som e H iring som eon e to cast a relatively co m m o n spell
kind, he or sh e m ight hire a w hole staff o f servants and o f 1st or 2nd level, such as cure wounds or identify, is
agents to run the place, from a castellan or steward easy enough in a city o r town, and m ight cost 10 to 50
to m enial laborers to k eep the stables clean. T h ese gold p ieces (plus the co st o f any expensive material
h irelings often enjoy a long-term contract that includes com pon ents). Finding som eon e able and w illin g to
a place to live w ithin the stron ghold as part o f the cast a higher-level spell m ight involve traveling to a
offered com pen sation . large city, perhaps one w ith a university or prom inent
tem ple. O nce found, the spellcaster m ight ask for a
S e r v ic e s serv ice instead o f paym ent—the kind o f serv ice that
Service Pay
only adventurers can provide, such as retrieving a rare
item from a dangerou s loca le or traversing a m onster-
Coach cab
infested w ild ern ess to deliver som eth in g im portant to
Between towns 3 cp per mile
a distant settlem ent.
Within a city 1 cp
Hireling
Skilled 2 gp per day
T r in k e t s
Untrained W h en you m ake your character, you can roll o n ce on
2 sp per day
the Trinkets table to gain a trinket, a sim ple item lightly
Messenger 2 cp per mile
touched by mystery. T h e DM m ight also u se this table.
Road or gate toll 1 cp
It can help stock a room in a du ngeon or fill a creatu re’s
Ship’s passage 1 sp per mile
pockets.
Tr in k et s
d 100 Trinket
d100 Trinket 27 A shard o f obsidian that always feels warm to the
01 A mummified goblin hand touch
02 A piece o f crystal that faintly glows in the moonlight 28 A dragon's bony talon hanging from a plain leather
03 A gold coin minted in an unknown land necklace
04 A diary written in a language you don’t know 29 A pair 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 other substance or marking
07 A pair of knucklebone dice, each with a skull symbol 31 A silver badge in the shape o f a five-pointed star
on the side that would normally show six pips 32 A knife that belonged to a relative
08 A small idol depicting a nightmarish creature that 33 A glass vial filled with nail clippings
gives you unsettling dreams when you sleep near it 34 A rectangular metal device with two tiny metal cups
09 A rope necklace from which dangles four mummified on one end that throws sparks when wet
elf fingers 35 A white, sequined glove sized for a human
10 The deed for a parcel o f land in a realm unknown 36 A vest with one hundred tiny pockets
to you 37 A small, weightless stone block
11 A 1-ounce block made from an unknown material 38 A tiny sketch portrait of a goblin
12 A small cloth doll skewered with needles 39 An empty glass vial that smells o f perfume when
13 A tooth from an unknown beast opened
14 An enormous scale, perhaps from a dragon 40 A gemstone that looks like a lump o f coal when
15 A bright green feather examined by anyone but you
16 An old divination card bearing your likeness 41 A scrap of cloth from an old banner
17 A glass orb filled with moving smoke 42 A rank insignia from a lost legionnaire
18 A 1-pound egg with a bright red shell 43 A tiny silver bell without a clapper
19 A pipe that blows bubbles 44 A mechanical canary inside a gnomish lamp
20 A glass jar containing a weird bit o f flesh floating in 45 A tiny chest carved to look like it has numerous feet
pickling fluid on the bottom
21 A tiny gnome-crafted music box that plays a song 46 A dead sprite inside a clear glass bottle
you dimly remember from your childhood 47 A metal can that has no opening but sounds as if it
22 A small wooden statuette o f a smug halfling is filled with liquid, sand, spiders, or broken glass
23 A brass orb etched with strange runes (your choice)
24 A multicolored stone disk 48 A glass orb filled with water, in which swims a
25 A tiny silver icon of a raven clockwork goldfish
26 A bag containing forty-seven humanoid teeth, one 49 A silver spoon with an M engraved on the handle
of which is rotten 50 A whistle made from gold-colored wood
d 100 Trinket d100 Trinket
51 A dead scarab beetle the size o f your hand 79 An invitation to a party where a murder happened
52 Two toy soldiers, one with a missing head 80 A bronze pentacle with an etching o f a rat's head
53 A small box filled with different-sized buttons in its center
54 A candle that can’t be lit 81 A purple handkerchief embroidered with the name o f
55 A tiny cage with no door a powerful archmage
56 An old key 82 Half o f a floorplan for a temple, castle, or some other
57 An indecipherable treasure map structure
58 A hilt from a broken sword 83 A bit o f folded cloth that, when unfolded, turns into
59 A rabbit’s foot a stylish cap
60 A glass eye 84 A receipt o f deposit at a bank in a far-flung city
61 A cameo carved in the likeness of a hideous person 85 A diary with seven missing pages
62 A silver skull the size o f a coin 86 An empty silver snuffbox bearing an inscription on
63 An alabaster mask the surface that says “dreams’’
64 A pyramid o f sticky black incense that smells very bad 87 An iron holy symbol devoted to an unknown god
65 A nightcap that, when worn, gives you 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 without the lens 90 An ancient arrow of elven design
68 A 1-inch cube, each side painted a different color 91 A needle that never bends
69 A crystal knob 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,
71 A fragment o f a beautiful song, written as musical “The Wizard o f Wines Winery, Red Dragon Crush,
notes on two pieces of parchment 331422-W"
72 A silver teardrop earring made from a real teardrop 94 A mosaic tile with a multicolored, glazed surface
73 The shell of an egg painted with scenes of human 95 A petrified mouse
misery in disturbing detail 96 A black pirate flag adorned with a dragon's skull
74 A fan that, when unfolded, shows a sleeping cat and crossbones
75 A set of bone pipes 97 A tiny mechanical crab or spider that moves about
76 A four-leaf clover pressed inside a book discussing when it’s not being observed
manners and etiquette 98 A glass jar containing lard with a label that reads,
77 A sheet of parchment upon which is drawn a complex “Griffon Grease”
mechanical contraption 99 A wooden box with a ceramic bottom that holds a
78 An ornate scabbard that fits no blade you have living worm with a head on each end of its body
found so far 100 A metal urn containing the ashes o f a hero
C h a p t e r 6: C u s t o m i z a t i o n O p t i o n s
T
HE COMBINATION OF ABILITY SCORES, RACE, P rereq u isites
class, and back grou n d defines your
To qualify for a new class, you must m eet the ability score
character’s capabilities in the gam e, and
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 sh ow n in the M ulticlassing P rerequisites table.
Even w ithin your class and race, you have For exam ple, a barbarian w h o d ecid es to m ulticlass into
the druid class must have both Strength and W isd om
options to fine-tune w hat your character
can do. But this chapter is for players w h o —with the s c o r e s o f 13 or higher. W ithout the full training that
a begin n in g character receives, you m ust b e a quick
D M ’s p erm ission —w ant to go a step further.
study in your n ew class, having a natural aptitude that
T h is chapter defines tw o optional sets o f rules for
custom izin g your character: m ulticlassing and feats. is reflected by higher-than-average ability s cores.
M ulticlassing lets you com bin e cla sses together,
and feats are sp ecia l options you can c h o o s e instead
M ulticlassing Prerequisites
o f in creasin g your ability s c o r e s as you gain levels. Class Ability Score M i n i m u m
Your D M d ecides w hether th ese options are available Barbarian Strength 13
in a cam paign. Bard Charisma 13
Cleric Wisdom 13
M u l t ic l a s sin g Druid Wisdom 13
M ulticlassing allow s you to gain levels in multiple Fighter Strength 13 or Dexterity 13
classes. D oin g s o lets you m ix the abilities o f th ose Monk Dexterity 13 and Wisdom 13
cla sses to realize a character con cep t that m ight not be Paladin Strength 13 and Charisma 13
reflected in on e o f the standard class options. Ranger Dexterity 13 and Wisdom 13
W ith this rule, you have the option o f gaining a level Rogue Dexterity 13
in a n ew class w henever you advance in level, instead Sorcerer Charisma 13
o f gaining a level in your current class. Your levels in
Warlock Charisma 13
all your cla sses are added together to determ ine your
Wizard Intelligence 13
character level. F or exam ple, if you have three levels in
w izard and tw o in fighter, you ’re a 5th-level character.
A s you advance in levels, you m ight prim arily rem ain E x per ien ce P o in ts
a m em ber o f your original class w ith ju st a few levels
The experien ce point co st to gain a level is always
in another class, or you m ight change cou rse entirely,
ba sed on your total character level, as sh ow n in the
never look in g ba ck at the class you left behind. You
Character A dvancem ent table in chapter 1, not your level
m ight even start progressin g in a third or fourth class.
in a particular class. S o, if you are a cleric 6/fighter 1,
C om pared to a sin gle-class character o f the sa m e level,
you must gain en ough X P to reach 8th level b efore you
you ’ll sa crifice so m e focu s in exchange for versatility.
can take your secon d level as a fighter or your seventh
level as a cleric.
M u lticl a s s i n g Ex a m p l e
Gary is playing a 4th-level fighter. When his character earns H it P o in t s a n d H it D ice
enough experience points to reach 5th level, Gary decides
Y ou gain the hit points from your new class as 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 fighter has been spending a lot
of time with Dave’s rogue, and has even been doing some class only w hen you are a 1st-level character.
jobs on the side for the local thieves’ guild as a bruiser. Gary You add together the Hit D ice granted by all your
decides that his character will multiclass into the rogue class, cla sses to form your p o o l o f Hit D ice. If the Hit D ice are
and thus his character becomes a 4th-level fighter and 1st- the sam e die type, you can sim ply p ool them together.
level rogue (written as fighter 4/rogue 1). For exam ple, both the fighter and the paladin have a
When Gary’s character earns enough experience to d 10, s o if you are a paladin 5/fighter 5, you have ten d 10
reach 6th level, he can decide whether to add another Hit D ice. If your cla sses give you Hit D ice o f different
fighter level (becoming a fighter 5/rogue 1), another rogue types, keep track o f them separately. If you are a paladin
level (becoming a fighter 4/rogue 2), or a level in a third
5/cleric 5, for exam ple, you have five d 10 Hit D ice and
class, perhaps dabbling in wizardry thanks to the tome of
five d8 Hit D ice.
mysterious lore he acquired (becoming a fighter 4/rogue 1/
wizard 1).
P r o ficien cy B o n u s
Your p roficiency bon u s is always based on your total
character level, as sh ow n in the Character Advancem ent
table in chapter 1, not your level in a particular class.
F or exam ple, if you are a fighter 3/rogu e 2, you have the
p roficiency b on u s o f a 5th-level character, w hich is +3.
P r o ficien cies U narmored D efense
A b ility S c o r e s a n d M o d if ie r s Pr o f ic ie n c y B o n u s
Score Modifier Score Modifier Characters have a proficiency bon u s determ ined by
1 -5 16-17 level, as detailed in chapter 1. M onsters also have this
+3
bonus, w hich is in corporated in their stat blocks. The
2-3 -4 18-19 +4
bon u s is u sed in the rules on ability checks, saving
4-5 -3 20-21 +5
throw s, and attack rolls.
6-7 -2 22-23 +6
Your proficiency bonus c a n ’t be added to a single die
8-9 -1 24-25 +7 roll or other num ber m ore than on ce. For exam ple, if
10-11 +0 26-27 +8 tw o different rules say you can add your proficiency
12-13 +1 28-29 +9 bon u s to a W isd om saving throw, you n evertheless add
14-15 +2 30 +10 the bon u s only on ce w hen you m ake the save.
O ccasionally, your proficiency bon u s m ight be
multiplied or divided (doubled or halved, for exam ple)
before you apply it. For exam ple, the rogu e's E xpertise is h oldin g closed . In situations like these, the ou tcom e
feature dou bles the proficiency bon u s for certain ability is determ ined by a sp ecia l form o f ability check,
ch ecks. If a circu m stan ce suggests that your proficiency called a contest.
bon u s applies m ore than on ce to the sa m e roll, you still B oth participants in a contest m ake ability ch eck s
add it only on ce and multiply or divide it only on ce. appropriate to their efforts. Th ey apply all appropriate
By the sam e token, if a feature or effect allow s you b on u ses and penalties, but instead o f com p a rin g the
to multiply your proficiency bon u s w hen m akin g an total to a DC, they com pa re the totals o f their tw o
ability ch eck that w ou ldn ’t norm ally benefit from your checks. The participant with the higher ch eck total w in s
proficiency bonus, you still don ’t add the bon u s to the the contest. That character or m onster either su cce e d s
check. For that ch eck your proficiency bon u s is 0, given at the action or prevents the other on e from su cceedin g.
the fact that m ultiplying 0 by any n um ber is still 0. For If the contest results in a tie, the situation rem ains the
instance, if you lack proficiency in the H istory skill, sam e as it w as before the contest. Thus, on e contestant
you gain no benefit from a feature that lets you double m ight w in the contest by default. If tw o characters tie in
your proficiency bon u s w hen you m ake Intelligence a contest to snatch a ring off the floor, neither character
(H istory) checks. grabs it. In a contest b etw een a m onster trying to open
In general, you d on ’t multiply your proficiency bon u s a d oor and an adventurer trying to keep the d oor closed,
for attack rolls or saving throw s. If a feature or effect a tie m eans that the d oor rem ains shut.
allow s you to do so, these sam e rules apply.
Sk il l s
A b ility C hecks E ach ability covers a broad range o f capabilities,
An ability ch eck tests a character’s or m on ster’s innate including skills that a character or a m onster can be
talent and training in an effort to ov ercom e a challenge. proficient in. A skill represents a sp ecific aspect o f an
The DM calls for an ability ch eck w hen a character or ability score, and an individual’s proficiency in a skill
m onster attem pts an action (other than an attack) that dem onstrates a focu s on that aspect. (A character’s
has a ch a n ce o f failure. W h en the ou tcom e is uncertain, starting skill proficien cies are determ ined at character
the d ice determ ine the results. creation, and a m on ster’s skill proficiencies appear in
For every ability check, the DM decides w hich o f the six the m on ster’s stat block.)
abilities is relevant to the task at hand and the difficulty F or exam ple, a Dexterity ch eck m ight reflect a
o f the task, represented by a Difficulty Class. The m ore character’s attempt to pull off an acrobatic stunt, to palm
difficult a task, the higher its DC. The Typical Difficulty an object, or to stay hidden. Each o f th ese a sp ects o f
C lasses table sh ow s the m ost com m on D Cs. Dexterity has an a ssocia ted skill: A crobatics, Sleight o f
Hand, and Stealth, respectively. S o a character w h o has
Ty p ic a l D if f ic u l t y C la sse s proficiency in the Stealth skill is particularly g o o d at
D exterity ch eck s related to sn eaking and hiding.
Task Difficulty DC
The skills related to each ability sc o r e are sh ow n in
Very easy 5
the follow in g list. (N o skills are related to Constitution.)
Easy 10
S e e an ability’s description in the later section s o f this
Medium 15
chapter for exam ples o f h ow to u se a skill associated
Hard 20 w ith an ability.
Very hard 25
Nearly impossible 30 Strength W isdom
A thletics A n im al H andling
To m ake an ability check, roll a d2 0 and add the Insight
Dexterity
relevant ability modifier. A s w ith other d 2 0 rolls, apply M edicine
A crobatics
bon u ses and penalties, and com pa re the total to the DC. Perception
Sleight o f Hand
If the total equals or e x ceed s the DC, the ability ch eck Survival
Stealth
is a su c c e s s —the creature ov ercom es the challenge Charisma
Intelligence
at hand. O therw ise, it’s a failure, w h ich m eans the D eception
A rcan a
character or m on ster m akes no p rogress tow ard the Intim idation
History
objective or m ak es p rogress com bin ed w ith a setback P erform an ce
Investigation
determ ined by the DM. P ersu asion
Nature
R eligion
C o n t e s t s _______________________________
S om etim es on e character’s or m on ster’s efforts are S om etim es, the DM m ight ask for an ability ch eck
directly op p o s e d to another’s. T h is can o c cu r w hen both using a sp ecific skill—for exam ple, “M ake a W isd om
o f them are trying to do the sam e thing and only one (P erception ) ch eck .” At other tim es, a player m ight ask
can su cceed , such as attem pting to snatch up a 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 m eans an
applies w hen on e o f them is trying to prevent the other individual can add his or her proficiency bon u s to ability
one from accom p lish in g a goal—for exam ple, w hen a ch eck s that involve that skill. W ithout proficiency in the
m onster tries to force open a d oor that an adventurer skill, the individual m akes a n orm al ability check.
For exam ple, if a character attem pts to clim b up a character w h o lacks that proficiency ca n ’t help another
dangerou s cliff, the D u n geon M aster m ight ask for a character in that task. M oreover, a character can help
Strength (Athletics) check . If the character is proficient only when tw o or m ore individuals w orking together
in Athletics, the character’s proficiency bon u s is added w ould actually be productive. 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 st m ak es a Strength check.
G roup C hecks
Va r ia n t : S k il l s w it h D if f e r e n t A b il it ie s W h en a num ber o f individuals are trying to a 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
sp ecific kind o f ability check. P roficiency in Athletics, ability check. In such a situation, the characters w h o are
for exam ple, usually applies to Strength ch eck s. In som e skilled at a particular task help cover th ose w h o aren't.
situations, though, your proficiency m ight reasonably To m ake a group ability check, everyone in the group
apply to a different kind o f check. In such ca ses, the DM m akes the ability check. If at least h alf the group
might ask for a ch eck u sin g an unusual com bination o f su cceed s, the w hole group su cceed s. O therw ise,
ability and skill, or you m ight ask your DM if you can the group fails.
apply a proficiency to a different check . For exam ple, G roup ch eck s d on ’t co m e up very often, and they’re
if you have to sw im from an offsh ore island to the m ost useful w hen all the characters su cceed or
m ainland, your D M m ight call for a Constitution ch eck fail as a group. For exam ple, w hen adventurers are
to see if you have the stam ina to m ake it that far. In this navigating a sw am p, the DM might call for a group
case, your DM m ight allow you to apply your proficiency W isd om (Survival) ch eck to see if the characters can
in Athletics and ask for a Constitution (Athletics) check. avoid the quicksand, sink h oles, and other natural
S o if y ou ’re proficient in A thletics, you apply your hazards o f the environm ent. If at least h alf the group
proficiency bon u s to the Constitution ch eck ju st as you su cceed s, the su ccessfu l characters are able to guide
w ou ld norm ally do for a Strength (Athletics) check. their com p a n ion s out o f danger. O therw ise, the group
Similarly, w hen your h alf-orc barbarian u ses a display stum bles into on e o f these hazards.
o f raw strength to intim idate an enemy, your DM might
ask for a Strength (Intim idation) check, even though U s in g Ea c h A b il it y
Intim idation is n orm ally associa ted w ith Charism a.
Every task that a character or m onster m ight attempt
in the gam e is covered by one o f the six abilities. This
Pa s s i v e C h e c k s
section explains in m ore detail what those abilities
A passive ch eck is a sp ecia l kind o f ability ch eck that m ean and the w ays they are u sed in the gam e.
d o e s n ’t involve any die rolls. S u ch a ch eck can represent
the average result for a task d on e repeatedly, such as St r e n g t h
search in g for secret d o o rs over and over again, or can
Strength m easu res bod ily pow er, athletic training, and
be used w hen the DM w ants to secretly determ ine
the extent to w hich you can exert raw physical force.
w hether the characters su cceed at som eth in g without
rollin g dice, such as n oticin g a hidden monster. St r e n g t h C hecks
H ere’s h ow to determ ine a character’s total for a
A Strength ch eck can m od el any attempt to lift, push,
passive check:
pull, or break som ething, to force your b od y through a
10 + all modifiers that normally apply to the check space, or to oth erw ise apply brute force to a situation.
The A thletics skill reflects aptitude in certain kinds o f
If the character has advantage on the check, add 5. For
Strength checks.
disadvantage, subtract 5. The gam e refers to a passive
Athletics. Your Strength (Athletics) ch eck covers
ch eck total as a score.
difficult situations you en cou nter w hile clim bing,
F or exam ple, if a 1st-level character has a W isd om o f
jum ping, or sw im m in g. E xam ples include the
15 and proficiency in P erception, he or she has a passive
follow in g activities:
W isd om (P erception ) sc o r e o f 14.
T h e rules on hiding in the “D exterity” section below • You attempt to clim b a sheer or slippery cliff, avoid
rely on passive ch ecks, as do the exploration rules hazards w hile scalin g a wall, or clin g to a surface
in chapter 8. w hile som eth in g is trying to k n ock you off.
• You try to ju m p an unusually lon g distance or pull
W o r k in g To g e t h e r o ff a stunt midjump.
• You struggle to sw im or stay afloat in treach erou s cu r
S om etim es tw o or m ore characters team up to attempt a
rents, storm -tossed w aves, or areas o f thick seaw eed.
task. T h e character w h o ’s leading the effort—or the one
Or another creature tries to push or pull you u nderw a
with the highest ability m odifier—can m ake an ability
ter or oth erw ise interfere w ith your sw im m ing.
ch eck with advantage, reflecting the help provided by
the other characters. In com bat, this requires the Help Other Strength Checks. The DM m ight also call for
action (see chapter 9). a Strength ch eck w hen you try to accom plish tasks like
A character can only provide help if the task is on e that the follow ing:
he or she could attempt alone. For exam ple, trying to
open a lock requires proficiency with thieves’ tools, so a
• F orce op en a stuck, locked, or barred d oor Va r ia n t : En cu m brance
• B reak free o f bon ds The rules for lifting and carryin g are intentionally
• P ush through a tunnel that is too sm all sim ple. H ere is a variant if you are look in g for m ore
• H ang on to a w agon w hile bein g d ragged behind it detailed rules for determ ining h ow a character is
• Tip over a statue h indered by the w eight o f equipm ent. W h en you use this
• K eep a bou lder from rolling variant, ignore the Strength colum n o f the A rm or table
in chapter 5.
A ttack R olls a n d Damage
If you carry w eight in ex cess o f 5 tim es your Strength
You add your Strength m odifier to your attack roll and score, you are encumbered, w hich m eans your sp eed
your dam age roll w hen attacking w ith a m elee w eapon d rops by 10 feet.
such as a m ace, a battleaxe, or a javelin. You use If you carry w eight in ex ce s s o f 10 tim es your
m elee w ea p on s to m ake m elee attacks in hand-to-hand Strength score, up to your m axim u m carryin g capacity,
com bat, and som e o f them can b e throw n to m ake a you are instead heavily encumbered, w hich m eans your
ranged attack. sp eed d rops by 20 feet and you have disadvantage on
ability ch eck s, attack rolls, and saving th row s that use
L if t in g a n d C a r r y in g
Strength, Dexterity, or Constitution.
Your Strength sc o r e determ ines the am ount o f w eight
you can bear. The follow in g term s define w hat you can
D ex te r ity
lift or carry.
Carrying Capacity. Your carryin g capacity is your Dexterity m ea su res agility, reflexes, and balance.
Strength sco re multiplied by 15. This is the w eight (in
D e x t e r it y C hecks
pounds) that you can carry, w hich is high enough that
A Dexterity ch eck can m odel any attempt to m ove
m ost characters d on ’t usually have to w orry about it.
nimbly, quickly, or quietly, or to keep from falling
Push, Drag, or Lift. You ca n push, drag, or lift a
on tricky footing. T h e A crobatics, Sleight o f Hand,
w eight in pou n d s up to tw ice your carrying capacity
and Stealth skills reflect aptitude in certain kinds o f
(or 30 tim es your Stren gth score). W h ile pushing or
D exterity checks.
dragging w eight in ex ce s s o f your carryin g capacity,
Acrobatics. Your D exterity (A crobatics) ch eck covers
your sp eed d rops to 5 feet.
your attempt to stay on your feet in a tricky situation,
Size and Strength. Larger creatures can bear m ore
such as w hen y ou ’re trying to run a cross a sheet o f ice,
w eight, w h ereas Tiny creatu res can carry less. For
balance on a tightrope, or stay upright on a rock in g
each size category above M edium , double the creatu re’s
ship’s deck. The DM m ight also call for a Dexterity
carryin g capacity and the am ount it can push, drag, or
(A crobatics) ch eck to see if you can p erform acrobatic
lift. F or a Tiny creature, halve th ese w eights.
stunts, including dives, rolls, som ersaults, and flips.
Sleight o f Hand. W h enever you attempt an act o f A rmor G lass
legerdem ain or m anual trickery, such as planting D epen d in g on the arm or you wear, you might add som e
som eth in g on so m e o n e else or con cea lin g an object on or all o f your Dexterity m odifier to your A rm or Class,
your p erson , m ake a D exterity (Sleight o f H and) check. as d escrib ed in chapter 5.
The D M m ight also call for a D exterity (Sleight o f H and)
ch eck to determ ine w hether you can lift a coin pu rse off In it ia t iv e
another p erson or slip som eth in g out o f another At the begin n in g o f every com bat, you roll initiative
p erson ’s pocket. by m aking a D exterity check. Initiative determ ines
Stealth. M ake a D exterity (Stealth) ch eck w hen you the order o f creatu res’ turns in com bat, as d escrib ed
attempt to con cea l y ou rself from en em ies, slink past in chapter 9.
guards, slip away w ithout bein g n oticed, or sn eak up on
som eon e without being seen or heard. C o n stitu tio n
Other Dexterity Checks. T he DM might call for a Constitution m easu res health, stam ina, and vital force.
Dexterity ch eck w hen you try to accom p lish tasks like
the follow ing: C o n s t it u t io n C hecks
• C ontrol a heavily laden cart on a steep descen t Constitution ch eck s are u n com m on , and no skills apply
• S teer a chariot around a tight turn to Constitution checks, b eca u se the endurance this
• P ick a lock ability represents is largely passive rather than involving
• D isable a trap a sp ecific effort on the part o f a character or monster.
• S ecu rely tie up a prison er A C onstitution ch eck can m od el your attempt to push
• W riggle free o f bon d s beyon d norm al limits, however.
• Play a stringed instrum ent T h e DM m ight call for a Constitution ch eck w hen you
• Craft a sm all or detailed object try to a ccom plish tasks like the follow ing:
around you and represents perceptiveness and intuition. C lerics, druids, and rangers use W isd om as their
spellcastin g ability, w h ich helps determ ine the saving
W is d o m C hecks th row D C s o f sp ells they cast.
A W isd om ch eck m ight reflect an effort to read b od y
language, understand s o m e o n e ’s feelings, n otice things C h a r is m a
about the environm ent, or care for an injured person.
C harism a m easu res your ability to interact effectively
T h e A nim al Handling, Insight, M edicine, P erception,
w ith others. It includes such factors as con fid en ce
and Survival skills reflect aptitude in certain kinds o f and eloqu en ce, and it can represent a charm ing or
W isd om checks. com m a n d in g personality.
Animal Handling. W h en there is any question
w hether you can calm dow n a dom esticated animal, C h a r is m a C hecks
keep a m ount from getting sp ooked , or intuit an anim al’s A C harism a ch eck m ight arise w hen you try to influence
intentions, the DM m ight call for a W isd om (Anim al or entertain others, w hen you try to m ake an im pression
Handling) check. You also m ake a W isd om (Anim al or tell a con vin cin g lie, or w hen you are navigating a
Handling) ch eck to control your m ount w hen you attempt tricky socia l situation. T h e D eception , Intim idation,
a risky maneuver. P erform an ce, and P ersu asion skills reflect aptitude in
Insight. Your W isd om (Insight) ch eck d ecid es w hether certain kinds o f C harism a checks.
you can determ ine the true intentions o f a creature, such Deception. Your C harism a (D eception ) ch eck
as w h en search in g out a lie or predicting s o m e o n e ’s determ ines w hether you can convin cin gly hide the
next m ove. D oin g s o involves glean in g clues from b od y truth, either verbally o r through your actions. This
language, sp eech habits, and ch a n g es in m annerism s. deception can en com p a ss everything from m isleading
Medicine. A W isd om (M edicine) ch eck lets you try to others through am biguity to telling outright lies. Typical
stabilize a dying com pa n ion or d ia gn ose an illness. situations include trying to fast-talk a guard, con a
Perception. Your W isd om (Perception) ch eck lets m erchant, earn m on ey through gam bling, pa ss you rself
you spot, hear, or oth erw ise detect the presen ce of o ff in a disguise, dull s o m e o n e ’s su sp icion s w ith false
som ething. It m easu res your general aw areness o f assu ran ces, or m aintain a straight face w hile telling
your surroundings and the keen ness o f your sen ses. a blatant lie.
Intimidation. W h en you attempt to influence som eon e
through overt threats, hostile actions, and physical
violen ce, the D M m ight ask you to m ake a C harism a
(Intim idation) check. E xam ples include trying to pry
inform ation out o f a prisoner, con vin cin g street thugs
to ba ck d ow n from a confrontation, or using the edge o f
a broken bottle to con v in ce a sn eerin g vizier to
recon sid er a decision.
Perform ance. Your C harism a (P erform a n ce) ch eck
determ ines h ow w ell you can delight an audience with
m usic, dance, acting, storytelling, or som e other form o f
entertainm ent.
Persuasion. W h en you attempt to influence som eon e
or a group o f p eop le w ith tact, so cia l graces, or g ood
nature, the D M might ask you to m ake a C harism a
(P ersu asion) check. Typically, you use persu asion w hen
acting in g o o d faith, to foster friendships, m ake cordial
requests, or exhibit p roper etiquette. E xam ples o f
persu ading others include con vin cin g a cham berlain to
let your party see the king, negotiating p e a ce betw een
w arrin g tribes, or inspiring a crow d o f tow nsfolk.
Other Charisma Checks. T h e D M m ight call for a
C harism a ch eck w hen you try to a ccom plish tasks like
the follow ing:
Sp e l l c a s t in g A b il it y
Bards, paladins, sorcerers, and w arlock s use Charism a
as their sp ellcastin g ability, w hich helps determ ine the
saving th row D C s o f sp ells they cast.
Sa v i n g T h r o w s
A saving th row —also called a save—represents an
attempt to resist a spell, a trap, a p oison , a disease, or
a sim ilar threat. You d on ’t norm ally d ecide to m ake a
saving throw ; you are forced to m ake on e b eca u se your
character or m on ster is at risk o f harm.
To m ake a saving throw, roll a d2 0 and add the
appropriate ability m odifier. F or exam ple, you u se your
D exterity m odifier for a D exterity saving throw.
A saving th row can be m od ified by a situational
bon u s or penalty and ca n be affected by advantage
and disadvantage, as determ ined by the DM.
E ach class gives proficiency in at least tw o saving
throw s. T h e w izard, for exam ple, is proficient
in Intelligence saves. A s w ith skill proficiencies,
proficiency in a saving throw lets a character add his
or her proficiency bonus to saving throw s m ade using
a particular ability score. S om e m onsters have saving
throw proficiencies as well.
T h e Difficulty C lass for a saving th row is determ ined
by the effect that ca u ses it. F or exam ple, the D C for a
saving th row allow ed by a spell is determ ined by the
caster’s sp ellcastin g ability and proficiency bonus.
T h e result o f a su ccessfu l or failed saving th row is
a lso detailed in the effect that allow s the save. Usually,
a su ccessfu l save m ea n s that a creature suffers no
harm , or redu ced harm , from an effect.
C h a p t e r 8: A d v e n t u r i n g
D
ELVING INTO THE ANCIENT TOMB OF HORRORS.
slipping through the b a ck alleys o f
M ovement
W aterdeep, h acking a fresh trail through S w im m in g a cross a rushing river, sn eaking dow n a
the thick ju n g les on the Isle o f D rea d—these dungeon corridor, scaling a treacherous m ountain s l o p e -
are the things that D u n g e o n s & D r a g o n s all sorts o f m ovem ent play a key role in D&D adventures.
adventures are m ade of. Your character in The DM can su m m arize the adventurers’ m ovem ent
the gam e m ight explore forgotten ruins and w ithout calculating exact dista n ces or travel tim es: “You
u ncharted lands, u ncover dark secrets and sinister travel through the forest and find the du ngeon entrance
plots, and slay foul m onsters. A nd if all g oes w ell, your late in the evening o f the third day.” Even in a dungeon,
character w ill survive to claim rich rew ards before particularly a large du ngeon or a cave netw ork, the
em barking on a n ew adventure. DM can su m m arize m ovem ent b etw een encounters:
T h is chapter covers the ba sics o f the adventuring life, “A fter killing the guardian at the entrance to the ancient
from the m ech an ics o f m ovem ent to the com plexities o f dw arven stronghold, you consult your map, w hich leads
so cia l interaction. T h e rules for resting are also in this you through m iles o f ech oin g corrid ors to a chasm
chapter, along w ith a discu ssion o f the activities your bridged by a n arrow stone arch.”
character might pursue b etw een adventures. S om etim es it’s im portant, though, to kn ow h ow long
W h eth er adventurers are exploring a dusty dungeon it takes to get from on e sp ot to another, w hether the
or the com p lex relationships o f a royal court, the gam e answ er is in days, hours, or minutes. T h e rules for
follow s a natural rhythm, as outlined in the b o o k ’s determ ining travel tim e depen d on tw o factors: the
introduction: sp eed and travel pa ce o f the creatures m ovin g and the
terrain they're m oving over.
1. T h e DM d escrib es the environm ent.
2. T h e players d escrib e w hat they w ant to do.
Spee d
3. The DM narrates the results o f their actions.
Every character and m onster has a sp eed, w h ich is
Typically, the D M u ses a m ap as an outline o f the
the distance in feet that the character or m onster
adventure, tracking the characters’ p rogress as they
can w alk in 1 round. This num ber a ssu m es short
explore du ngeon corrid ors or w ild ern ess regions. bursts o f energetic m ovem ent in the m idst o f a life-
T h e D M ’s notes, including a key to the map, describe threatening situation.
w hat the adventurers find as they enter each n ew area. T h e follow in g rules determ ine h ow far a character
S om etim es, the pa ssa ge o f tim e and the adventurers’ or m on ster can m ove in a minute, an hour, or a day.
actions determ ine what happens, s o the DM might
u se a tim eline or a flow chart to track their progress T ravel Pa c e
instead o f a map. W h ile traveling, a group o f adventurers can m ove at a
norm al, fast, or slow pace, as sh ow n on the Travel P ace
T im e table. The table states h ow far the party can m ove in a
p eriod o f tim e and w hether the p a ce has any effect. A
In situations w h ere keepin g track o f the pa ssa ge of
fast p a ce m a kes characters less perceptive, w hile a slow
tim e is im portant, the DM determ ines the tim e a task
pace m akes it p ossib le to sn eak around and to sea rch an
requires. T h e D M m ight use a different tim e scale
area m ore carefully (see the “Activity W h ile Traveling”
depen din g on the context o f the situation at hand. In
section later in this chapter for m ore inform ation).
a du ngeon environm ent, the adventurers’ m ovem ent
happens on a scale o f minutes. It takes them about a
Forced March. T h e Travel P ace table assu m es that
characters travel for 8 h ours in day. They can push on
m inute to creep dow n a long hallway, another m inute
beyon d that limit, at the risk o f exhaustion.
to ch e ck for traps on the d oor at the end o f the hall, and
For each additional hour o f travel beyon d 8 hours,
a g o o d ten m inutes to sea rch the ch a m ber beyon d for
the characters cover the distance sh ow n in the H our
anything interesting or valuable.
colu m n for their pace, and each character m ust m ake
In a city o r w ildern ess, a scale o f hours is often m ore
a Constitution saving th row at the end o f the hour. The
appropriate. Adventurers eager to reach the lonely tow er
D C is 10 + 1 for each hour past 8 hours. On a failed
at the heart o f the forest hurry a cross th ose fifteen m iles
saving throw, a character suffers one level o f exhaustion
in ju st under four h ou rs’ time.
(see appendix A).
F or lon g jou rneys, a sca le o f days w ork s best.
Mounts and Vehicles. For short spans o f tim e (up
F ollow in g the road from B aldur’s Gate to W aterdeep, the
to an hour), m any anim als m ove m uch faster than
adventurers sp en d four uneventful days before a goblin
hum anoids. A m ounted character can ride at a gallop
am bush interrupts their journey.
for about an hour, coverin g tw ice the usual distance for
In com bat and other fast-paced situations, the gam e
a fast pace. If fresh m ounts are available every 8 to 10
relies on rounds, a 6 -secon d span o f tim e d escrib ed
m iles, characters can cover larger distances at this pace,
in chapter 9.
but this is very rare except in densely populated areas.
Characters in w agons, carriages, or other land D C 10 Strength (Athletics) ch eck to clear a low obstacle
veh icles c h o o s e a pa ce as norm al. C haracters in a (no taller than a quarter o f the ju m p ’s distance), su ch as
w aterborn e v essel are lim ited to the sp eed o f the vessel a h edge or low w all. O therw ise, you hit it.
(see chapter 5), and they d on ’t suffer penalties for a fast W h en you land in difficult terrain, you m ust su cceed
p a ce or gain benefits from a slow pace. D epen d in g on on a D C 10 D exterity (A crobatics) ch eck to land on your
the v essel and the size o f the crew , ships m ight be able feet. O therw ise, you land prone.
to travel for up to 24 hours p er day. High Jump. W h en you m ake a high jum p, you leap
Certain sp ecia l m ounts, such as a pegasus or griffon, into the air a num ber o f feet equal to 3 + your Strength
or sp ecia l vehicles, such as a carpet o f flying, allow you m odifier if you m ove at least 10 feet on foot im m ediately
to travel m ore swiftly. T h e Dungeon Master’s Guide before the jum p. W h en you m ake a standing high jum p,
contain s m ore inform ation on sp ecia l m ethods o f travel. you can ju m p only h alf that distance. Either way, each
foot you clear on the ju m p c o sts a foot o f m ovem ent. In
Tra vel Pa c e som e circu m stan ces, your DM m ight allow you to m ake
Distance Traveled p e r... a Strength (Athletics) ch eck to ju m p higher than you
norm ally can.
Pace Minute Hour Day Effect
You can extend your arm s h alf your height above
Fast 400 feet 4 miles 30 miles -5 penalty to y ou rself during the jum p. Thus, you can reach above
passive Wisdom you a distance equal to the height o f the ju m p plus 11/2
(Perception) scores tim es your height.
Normal 300 feet 3 miles 24 miles —
Slow 200 feet 2 miles 18 miles Able to use stealth A c t iv it y W h ile T r a v e lin g
A s adventurers travel through a du ngeon or the
D if f ic u l t T e r r a in w ildern ess, they n eed to rem ain alert for danger, and
T h e travel sp eed s given in the Travel P a ce table so m e characters m ight p erform other tasks to help
assu m e relatively sim ple terrain: roads, open plains, the grou p’s journey.
or clear du ngeon corridors. But adventurers often face
M a r c h in g O rder
den se forests, deep sw am ps, rubble-filled ruins, steep
T he adventurers sh ou ld establish a m arch ing order.
m ountains, and ice-cov ered grou n d—all con sidered
A m arch ing order m akes it easier to determ ine w hich
difficult terrain.
characters are affected by traps, w h ich on es ca n spot
You m ove at h alf sp eed in difficult terrain—m oving
hidden en em ies, and w hich on es are the closest to those
1 foot in difficult terrain c o sts 2 feet o f sp e e d —s o you
en em ies w hen a fight breaks out.
can cover only h alf the n orm al distance in a minute,
A character m ight occu p y the front rank, one or m ore
an hour, or a day.
m iddle ranks, or the back rank. C haracters in the front
and ba ck ranks n eed en ough r oom to travel side by
Specia l Types of M o v e m en t
side w ith others in their rank. W h en sp ace is too tight,
M ovem ent through dangerou s du ngeon s or w ildern ess the m arch ing order must change, usually by m oving
areas often involves m ore than sim ply w alking. characters to a m iddle rank.
Adventurers might have to clim b, crawl, sw im , or ju m p Fewer Than Three Ranks. If an adventuring party
to get w here they n eed to go. arranges its m arching order with only tw o ranks, they
are a front rank and a back rank. If th ere’s only on e rank,
C l im b in g , Sw im m in g , and C r a w l in g
it’s con sid ered a front rank.
W h ile clim bin g or sw im m in g, each foot o f m ovem ent
co sts 1 extra foot (2 extra feet in difficult terrain), unless St e a l t h
a creature has a clim bin g or sw im m in g speed. At the W h ile traveling at a slow pace, the characters can m ove
D M ’s option, clim bin g a slippery vertical su rface or stealthily. A s lon g as they’re not in the open, they can try
one w ith few h andholds requ ires a su ccessfu l Strength to su rprise or sn eak by other creatures they encounter.
(Athletics) check. Similarly, gaining any distance in S e e the rules for hiding in chapter 7.
rough water might require a su ccessfu l Strength
(Athletics) check. N o t ic in g T hreats
Use the passive W isd om (P erception ) s c o r e s o f the
Ju m pin g characters to determ ine w hether anyone in the group
Y our Strength determ ines h ow far you can jum p. n otices a hidden threat. The D M might d ecide that a
Long Jump. W h en you m ake a long ju m p, you cover a threat ca n be n oticed only by characters in a particular
n um ber o f feet up to your Strength sc o r e if you m ove at rank. For exam ple, as the characters are exploring a
least 10 feet on foot im m ediately before the jum p. W h en m aze o f tunnels, the DM m ight decide that only those
you m ake a standing long jum p, you can leap only h alf characters in the ba ck rank have a ch a n ce to hear or
that distance. Either way, each foot you clear on the spot a stealthy creature follow in g the group, w hile
ju m p c o sts a foot o f m ovem ent. characters in the front and m iddle ranks cannot.
T his rule a ssu m es that the height o f your ju m p W h ile traveling at a fast pace, characters take a - 5
d oesn ’t matter, such as a ju m p a cro ss a stream or penalty to their passive W isd om (P erception ) s co re s
chasm . At your D M ’s option, you must su cce e d on a to n otice hidden threats.
Encountering Creatures. If the D M determ ines S p l i t t i n g U p t h e Pa r t y
that the adventurers en cou nter other creatures w hile Sometimes, it makes sense to split an adventuring party,
they’re traveling, it’s up to both grou ps to d ecide w hat especially if you want one or more characters to scout ahead.
happens next. Either group m ight 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 hat the Each group has its own front, middle, and back ranks.
The drawback to this approach is that the party will be split
other group does.
into several smaller groups in the event o f an attack. The
Surprising Foes. If the adventurers en cou nter a
advantage is that a small group o f stealthy characters moving
hostile creature or group, the DM determ ines w hether
slowly might be able to sneak past enemies that clumsier
the adventurers or their fo e s might b e su rprised w hen characters would alert. A rogue and a monk moving at a slow
com bat erupts. S e e chapter 9 for m ore about surprise. pace are much harder to detect when they leave their dwarf
paladin friend behind.
O ther A c t iv it ie s
C haracters w h o turn their attention to other tasks as the
group travels are not focu sed on w atching for danger. For exam ple, a creature w ith a Constitution o f 14 can
T h ese characters don ’t contribute their passive W isd om hold its breath for 3 m inutes. If it starts suffocating, it
(P erception ) s c o r e s to the grou p’s ch a n ce o f n oticing h as 2 roun ds to reach air before it d rops to 0 hit points.
h idden threats. However, a character not w atching for
danger can d o on e o f the follow in g activities instead, or V isio n a n d L ig h t
so m e other activity with the D M ’s perm ission . The m ost fundam ental tasks o f adventuring—n oticing
Navigate. T h e character can try to prevent the group danger, finding hidden objects, hitting an enem y in
from b e co m in g lost, m akin g a W isd om (Survival) ch eck com bat, and targeting a spell, to nam e ju st a few —
w hen the D M calls for it. (T h e Dungeon Master’s Guide rely heavily on a character’s ability to see. D arkness
h as rules to determ ine w hether the group gets lost.) and other effects that ob scu re vision can prove a
Draw a Map. T h e character can draw a m ap significant hindrance.
that record s the grou p’s p rog ress and helps the A given area m ight be lightly or heavily ob scu red. In
characters get ba ck on co u rse if they get lost. N o ability a lightly obscured area, such as dim light, patchy fog,
ch eck is required. or m oderate foliage, creatu res have disadvantage on
Track. A character can follow the tracks o f another W isd om (P erception ) ch eck s that rely on sight.
creature, m ak in g a W isd om (Survival) ch eck w hen the A heavily obscured area—such as darkness, opaque
D M calls for it. (The Dungeon Master’s Guide has rules fog, or den se foliage—b lock s vision entirely. A creature
for tracking.) in a heavily ob scu red area effectively suffers from the
Forage. T h e character can keep an eye out for ready blinded condition (see appendix A).
s o u rce s o f fo o d and water, m aking a W isd om (Survival) T h e p resen ce or ab sen ce o f light in an environm ent
ch eck w h en the DM calls for it. (T h e Dungeon Master’s creates three categories o f illum ination: bright light, dim
Guide has rules for foraging.) light, and darkness.
Bright light lets m ost creatu res see norm ally. Even
T he E n v ir o n m e n t gloom y days provide bright light, as do torches, lanterns,
fires, and other sou rces o f illum ination w ithin a
By its nature, adventuring involves delving into places
sp ecific radius.
that are dark, dangerou s, and full o f m ysteries to be
Dim light, also called sh adow s, creates a lightly
explored. T h e rules in this section cover so m e o f the
ob scu red area. A n area o f dim light is usually a
m ost im portant w ays in w h ich adventurers interact with
bou n dary b etw een a so u rce o f bright light, such as
the environm ent in such places. T h e Dungeon Master’s
a torch, and su rrou nding darkness. T h e soft light
Guide has rules coverin g m ore unusual situations.
o f twilight and dawn also coun ts as dim light. A
Fa l l i n g particularly brilliant full m oon m ight bathe the land
in dim light.
A fall from a great height is one o f the m ost com m on Darkness creates a heavily o b scu red area. C haracters
h azards facing an adventurer. face darkn ess ou tdoors at night (even m ost m oonlit
At the end o f a fall, a creature takes 1d6 bludgeon ing nights), w ithin the con fin es o f an unlit du ngeon or a
dam age for every 10 feet it fell, to a m axim u m o f 20d6. subterranean vault, or in an area o f m agical darkness.
T h e creature lands prone, u nless it avoids taking
dam age from the fall. B l in d s ig h t
A creature w ith blindsight can perceive its surrou ndings
Su f f o c a t in g w ithout relying on sight, w ithin a sp ecific radius.
A creature can hold its breath for a num ber o f m inutes Creatures w ithout eyes, such as oo ze s , and creatures
equal to 1 + its Constitution m odifier (m inim um w ith ech olocation or heightened sen ses, such as bats
o f 30 secon ds). and true dragons, have this sen se.
W h en a creature runs out o f breath, it can survive for
D a r k v is io n
a num ber o f roun ds equal to its Constitution m odifier
M any creatu res in the w orld s o f D&D, esp ecia lly th ose
(m inim um 1 round). At the start o f its next turn, it drops
that dw ell underground, have darkvision. W ithin a
to 0 hit points and is dying.
sp ecified range, a creature w ith darkvision can see in
darkn ess as if the darkn ess w ere dim light, s o areas can. The D M determ ines an o b je ct’s A rm or C lass and
o f darkn ess are only lightly ob scu red as far as that hit points, and might d ecide that certain objects have
creature is con cern ed . However, the creature ca n ’t resistan ce or im m unity to certain kinds o f attacks. (It’s
discern color in darkness, only sh ad es o f gray. hard to cut a rop e w ith a club, for exam ple.) O bjects
always fail Strength and D exterity saving throw s, and
T r u e s ig h t they are im m une to effects that require other saves.
A creature w ith truesight can, out to a sp ecific range, W h en an object d rops to 0 hit points, it breaks.
see in norm al and m agical darkness, see invisible A character can also attempt a Strength ch eck to
creatu res and objects, autom atically detect visual break an object. T h e D M sets the D C for any such check.
illusions and su cce e d on saving th row s against them,
and perceives the original form o f a sh ap ech an ger or
So c ia l In t e r a c t io n
a creature that is tran sform ed by m agic. Furtherm ore,
E xplorin g dungeons, overcom in g obstacles, and slaying
the creature can see into the E thereal Plane.
m on sters are key parts o f D & D adventures. N o less
Food and Water im portant, though, are the socia l interactions that
adventurers have w ith other inhabitants o f the w orld.
C haracters w h o d on ’t eat or drink suffer the effects o f
Interaction takes on m any form s. You might need
exhaustion (see appendix A). Exhaustion cau sed by lack
to con v in ce an u n scrupulou s th ief to co n fe s s to som e
o f fo o d or water ca n ’t b e rem oved until the character m alfeasan ce, or you m ight try to flatter a dragon s o that
eats and drinks the full requ ired am ount. it w ill spare your life. The DM a ssu m es the roles o f any
characters w h o are participating in the interaction that
Fo o d
don ’t belon g to another player at the table. A n y such
A character n eeds on e pou n d o f food p er day and can
character is called a nonplayer character (N PC ).
m ake fo o d last longer by subsisting on h alf rations.
In general term s, an N P C ’s attitude tow ard you is
Eating h alf a pou n d o f fo o d in a day coun ts as h alf a day
d escrib ed as friendly, indifferent, or hostile. Friendly
w ithout food.
N P C s are p red isp osed to help you, and hostile on es are
A character can go w ithout fo o d for a num ber o f days
inclined to get in your way. It’s easier to get what you
equal to 3 + his or her Constitution m odifier (m inim um
w ant from a friendly N PC , o f cou rse.
1). At the end o f each day beyon d that limit, a character
S o c ia l interactions have tw o prim ary aspects:
autom atically suffers on e level o f exhaustion.
roleplaying and ability checks.
A n orm al day o f eating resets the coun t o f days
w ithout food to zero.
R o leplayin g
Water R oleplaying is, literally, the act o f playing out a role.
A character n eed s one gallon o f water per day, or tw o In this case, it’s you as a player determ ining h ow your
gallons per day if the w eath er is hot. A character w ho character thinks, acts, and talks.
drinks only h alf that m uch water m ust su cce e d on a R oleplaying is a part o f every aspect o f the gam e,
D C 15 Constitution saving th row o r suffer one level o f and it c o m e s to the fore during socia l interactions.
exhaustion at the end o f the day. A character w ith a cce ss Your character’s quirks, m ann erism s, and personality
to even less w ater autom atically suffers one level o f influence h ow interactions resolve.
exhaustion at the end o f the day. T h ere are tw o styles you can u se w hen roleplaying
If the character already has one or m ore levels o f your character: the descriptive approach and the active
exhaustion, the character takes tw o levels in either case. approach. M ost players u se a com bination o f the tw o
styles. U se w hichever m ix o f the tw o w ork s best for you.
In t e r a c t in g w it h O bjects
D e s c r ip t iv e A pproach to R o l e p l a y in g
A character’s interaction w ith ob jects in an environm ent
W ith this approach, you d escrib e your character’s w ord s
is often sim ple to resolve in the gam e. T h e player tells
and actions to the DM and the other players. D raw ing on
the D M that his or her character is doin g som ething,
your mental im age o f your character, you tell everyone
su ch a m oving a lever, and the DM d escrib es what, if
w hat your character d o e s and h ow he or she d o e s it.
anything happens.
F or instance, Chris plays T ordek the dwarf. Tordek
F or exam ple, a character m ight d ecide to pull a lever,
has a quick tem per and blam es the elves o f the
w h ich might, in turn, raise a portcullis, cau se a ro o m to
C loa k w ood for his fam ily’s m isfortune. At a tavern, an
flood w ith water, or op en a secret d oor in a nearby wall.
obn ox iou s elf m instrel sits at T ordek ’s table and tries to
If the lever is rusted in position, though, a character
strike up a conversation w ith the dwarf.
m ight n eed to force it. In such a situation, the D M might
C hris says, “T ordek spits on the floor, grow ls an
call for a Strength ch eck to see w hether the character
insult at the bard, and stom ps over to the bar. H e sits
can w ren ch the lever into place. T h e D M sets the D C for
on a stool and glares at the m instrel b efore ordering
any such ch eck ba sed on the difficulty o f the task.
another drink.”
C haracters can also dam age objects with their
In this exam ple, Chris has conveyed T ordek’s m ood
w ea p on s and spells. O bjects are im m une to p oison and
and given the DM a clear idea o f his character’s
psychic dam age, but oth erw ise they can be affected
attitude and actions.
by physical and m agical attacks m uch like creatures
W h en using descriptive roleplaying, keep the on your best bon u ses and skills. If the group n eed s to
follow in g things in mind: trick a guard into letting them into a castle, the rogue
w h o is proficient in D eception is the best bet to lead the
• D escrib e your character’s em otion s and attitude.
discu ssion . W h en negotiating for a h osta ge’s release,
• F ocu s on your character’s intent and h ow others
the cleric w ith P ersu asion should do m ost o f the talking.
m ight perceive it.
• Provide as m uch em bellishm ent as you feel
com fortab le with. R e st in g
D on ’t w orry about getting things exactly right. Just H eroic though they m ight be, adventurers ca n ’t spend
focu s on thinking about w hat your character w ould do every h our o f the day in the thick o f exploration, socia l
and d escribin g w hat you see in your m ind. interaction, and com bat. They n eed rest—tim e to
sleep and eat, tend their w ounds, refresh their m inds
A c t iv e A pproach to R o l e p l a y in g and spirits for spellcasting, and brace them selves for
If descriptive roleplaying tells your DM and your fellow further adventure.
players w hat your character thinks and does, active Adventurers can take short rests in the m idst o f an
roleplaying shows them. adventuring day and a long rest to end the day.
W h en you use active roleplaying, you speak with your
character’s voice, like an actor taking on a role. You might Sh o rt R est
even echo your character’s m ovem ents and body language. A short rest is a p eriod o f dow ntim e, at least 1 hour long,
T h is approach is m ore im m ersive than descriptive during w h ich a character d oes nothing m ore strenuous
roleplaying, though you still n eed to d escrib e things than eating, drinking, reading, and tending to w ounds.
that ca n ’t be reason ably acted out. A character can spend on e or m ore Hit D ice at the end
G oin g back to the exam ple o f Chris roleplaying Tordek o f a short rest, up to the character’s m axim u m num ber
above, h ere’s h ow the scen e m ight play out if Chris used o f Hit D ice, w hich is equal to the character's level. For
active roleplaying: each Hit D ie spent in this way, the player rolls the die
S p eak in g as Tordek, Chris says in a gruff, deep voice, and adds the character’s Constitution m odifier to it. The
“I w as w on derin g w hy it suddenly sm elled aw ful in here. character regains hit points equal to the total. The player
If I w anted to hear anything out o f you, I'd snap your can decide to spend an additional Hit D ie after each roll.
arm and enjoy your screa m s.” In his n orm al voice, Chris A character regains so m e spent Hit D ice u pon finishing
then adds, “I get up, glare at the elf, and head to the bar.” a lon g rest, as explained below.
R esu lts o f R o l e p l a y in g
L o n g R est
T h e DM u ses your character’s actions and attitudes to
determ ine h ow an N P C reacts. A cow a rdly N P C bu ckles A lon g rest is a p eriod o f extended dow ntim e, at least 8
under threats o f violence. A stubborn dw arf refu ses to h ours long, during w h ich a character sleep s or perform s
let anyone badger her. A vain dragon laps up flattery. light activity: reading, talking, eating, or standing watch
W h en interacting with an N PC , pay clo se attention to for n o m ore than 2 hours. If the rest is interrupted by a
the D M ’s portrayal o f the N P C ’s m ood , dialogue, and p eriod o f strenuous activity—at least 1 hour o f w alking,
personality. You m ight b e able to determ ine an N P C ’s fighting, castin g spells, or sim ilar adventuring activity—
personality traits, ideals, flaws, and bon ds, then play on the characters must begin the rest again to gain any
them to influence the N P C ’s attitude. benefit from it.
Interactions in D & D are m uch like interactions in At the end o f a long rest, a character regains all lost
real life. If you can offer N P C s som eth in g they want, hit points. T h e character also regains spent Hit D ice, up
threaten them w ith som eth in g they fear, or play on their to a num ber o f dice equal to h alf o f the character’s total
sym pathies and goals, you can u se w ord s to get alm ost num ber o f them. For exam ple, if a character has eight
anything you want. O n the other hand, if you insult a Hit D ice, he or she can regain four spent Hit D ice upon
proud w arrior or sp eak ill o f a n oble’s allies, your efforts finishing a lon g rest.
to con v in ce or deceive w ill fall short. A character ca n ’t benefit from m ore than on e long rest
in a 24-hou r period, and a character m ust have at least
A b ility C h ec k s 1 hit point at the start o f the rest to gain its benefits.
M o v in g A r o u n d O t h e r
C reatures
Y ou can m ove through a n on h ostile creatu re’s space.
In contrast, you can m ove th rough a hostile creature's
sp ace only if the creature is at least tw o sizes larger or
sm aller than you. R em em ber that another creatu re’s
sp ace is difficult terrain for you.
W h eth er a creature is a friend or an enemy, you ca n ’t
w illingly end your m ove in its space.
If you leave a hostile creatu re’s reach during your
m ove, you provoke an opportunity attack, as explained
later in the chapter.
F l y in g M o v e m e n t
Flying creatures enjoy m any benefits o f mobility, but
they m ust a lso deal w ith the danger o f falling. If a flying
creature is k n ock ed prone, has its sp eed red u ced to 0, or
is oth erw ise deprived o f the ability to m ove, the creature
falls, unless it has the ability to hover or it is b ein g held
aloft by m agic, such as by the fly spell.
C r e a t u r e S iz e
E ach creature takes up a different am ount o f space.
T h e S ize C ategories table sh ow s h ow m uch sp ace
a creature o f a particular size con trols in com bat.
O bjects som etim es use the sam e size categories.
S iz e C a t e g o r ie s
Size Space
Tiny 21/2 by 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
A creature's sp ace is the area in feet that it effectively
con trols in com bat, not an expression o f its physical
dim ension s. A typical M edium creature isn't 5 feet
w ide, for exam ple, but it d o e s con trol a sp ace that
w ide. If a M edium h obgoblin stands in a 5-foot-wide
doorw ay, other creatu res ca n ’t get through unless the
h obgoblin lets them.
A creatu re’s sp ace also reflects the area it n eeds to
fight effectively. For that reason, there’s a limit to the
n um ber o f creatu res that can su rrou nd another creature
in com bat. A ssu m in g M edium com batants, eight
creatures can fit in a 5-foot radius around another one.
B eca u se larger creatures take up m ore space, few er
o f them can su rrou nd a creature. If five Large creatures
Va r ia n t : P l a y in g on a G r id
C ast a Spell
If you play out a combat using a square grid and miniatures
or other tokens, follow these rules. S p ellcasters such as w izard s and clerics, as w ell as
Squares. Each square on the grid represents 5 feet. m any m onsters, have a c c e ss to sp ells and can use
Speed. Rather than moving foot by foot, move square by them to great effect in com bat. Each spell has a casting
square on the grid. This means you use your speed in 5-foot tim e, w hich sp ecifies w hether the caster m ust use an
segments. This is particularly easy if you translate your speed action, a reaction, m inutes, or even h ours to cast the
into squares by dividing the speed by 5. For example, a speed spell. Casting a spell is, therefore, not n ecessarily an
o f 30 feet translates into a speed o f 6 squares. action. M ost spells do have a castin g tim e o f 1 action,
If you use a grid often, consider writing your speed in s o a spellcaster often u ses his or her action in com bat
squares on your character sheet.
to cast such a spell. S e e chapter 10 for the rules
Entering a Square. To enter a square, you must have
on spellcasting.
at least 1 square o f movement left, even if the square is
diagonally adjacent to the square you’re in. (The rule for
diagonal movement sacrifices realism for the sake of smooth Dash
play. The D un ge o n M a ste r’s Guide provides guidance on using W h en you take the D ash action, you gain extra
a more realistic approach.) m ovem ent for the current turn. The in crease equals
If a square costs extra movement, as a square o f difficult
your speed, after applying any m odifiers. W ith a sp eed
terrain does, you must have enough movement left to pay for
o f 30 feet, for example, you can m ove up to 60 feet on your
entering it. For example, you must have at least 2 squares of
turn if you dash.
movement left to enter a square o f difficult terrain.
Corners. Diagonal movement can’t cross the corner o f a Any in crease or d ecrea se to your sp eed changes this
wall, large tree, or other terrain feature that fills its space. additional m ovem ent by the sam e am ount. If your sp eed
Ranges. To determine the range on a grid between two o f 30 feet is redu ced to 15 feet, for instance, you can
things— whether creatures or objects— start counting squares m ove up to 30 feet this turn if you dash.
from a square adjacent to one o f them and stop counting in
the space of the other one. Count by the shortest route. D i s e n g a g e
If you take the D isen gage action, your m ovem ent d oesn ’t
crow d around a M edium or sm aller one, there’s little provoke opportu nity attacks for the rest o f the turn.
room for anyone else. In contrast, as m any as twenty
M edium creatu res ca n su rrou nd a Gargantuan one. D odge
Sq u e e z in g in t o a Sm aller Space W h en you take the D od ge action, you focu s entirely on
A creature can sq u eeze through a sp ace that is large avoiding attacks. Until the start o f your next turn, any
en ough for a creature one size sm aller than it. Thus, a attack roll m ade against you has disadvantage if you
L arge creature can sq u eeze through a pa ssa ge that's can see the attacker, and you m ake D exterity saving
only 5 feet w ide. W h ile squeezing through a space, th row s w ith advantage. You lose this benefit if you are
a creature m ust sp en d 1 extra foot for every foot it incapacitated (as explained in appendix A) or if your
m oves there, and it has disadvantage on attack rolls sp eed d rop s to 0.
and D exterity saving throw s. A ttack rolls against the
creature have advantage w hile it’s in the sm aller space.
H elp
You can lend your aid to another creature in the
A c t io n s in C o m b a t com pletion o f a task. W h en you take the H elp action,
the creature you aid gains advantage on the next ability
W h en you take your action on your turn, you can take
ch eck it m akes to perform the task you are helping with,
on e o f the actions presen ted here, an action you gained
provided that it m akes the ch eck before the start o f
from your class or a sp ecia l feature, or an action that
your next turn.
you im provise. M any m on sters have action options o f
Alternatively, you can aid a friendly creature in
their ow n in their stat block s.
attacking a creature w ithin 5 feet o f you. You feint,
W h en you d escrib e an action not detailed elsew h ere
distract the target, or in som e other w ay team up to
in the rules, the DM tells you w hether that action is
m ake your ally’s attack m ore effective. If your ally
possib le and what kind o f roll you n eed to m ake, if any,
attacks the target b efore your next turn, the first attack
to determ ine s u c ce s s or failure.
roll is m ade with advantage.
A ttack
H id e
Th e m ost co m m o n action to take in com bat is the A ttack
W h en you take the H ide action, you m ake a Dexterity
action, w hether you are sw in gin g a sw ord, firing an
(Stealth) ch eck in an attempt to hide, follow in g the rules
arrow from a bow , or braw ling w ith your fists.
in chapter 7 for hiding. If you su cceed , you gain certain
W ith this action, you m ake on e m elee or ranged
benefits, as d escrib ed in the “ U nseen Attackers and
attack. S e e the “M aking an Attack” section for the rules
Targets” section later in this chapter.
that govern attacks.
Certain features, such as the Extra A ttack feature
o f the fighter, allow you to m ake m ore than on e attack
with this action.
Im p r o v i s i n g a n A c t i o n
Your character can do things not covered by the actions in
this chapter, such as breaking down doors, intimidating
enemies, sensing weaknesses in magical defenses, or calling
for a parley with a foe. The only limits to the actions you can
attempt are your imagination and your character’s ability
scores. See the descriptions o f the ability scores in chapter 7
for inspiration as you improvise.
When you describe an action not detailed elsewhere in
the rules, the DM tells you whether that action is possible
and what kind o f roll you need to make, if any, to determine
success or failure.
Ready
S om etim es you w ant to get the ju m p on a foe or wait for
a particular circu m stan ce before you act. To do so, you
can take the R eady action on your turn so that you can
act later in the round using your reaction.
First, you decide w hat perceivable circu m stan ce
w ill trigger your reaction. Then, you c h o o s e the action
you w ill take in resp on se to that trigger, or you c h o o s e
to m ove up to your sp eed in resp on se to it. E xam ples
include “If the cultist steps on the trapdoor, I’ll pull the
lever that op en s it,” and “If the goblin steps next to me,
I m ove away.”
W h en the trigger occu rs, you can either take your
reaction right after the trigger finishes or ignore
the trigger. R em em ber that you can take only one
reaction p er round.
W h en you ready a spell, you cast it as norm al but
hold its energy, w h ich you release w ith your reaction
w hen the trigger occu rs. To be readied, a spell must
have a castin g tim e o f 1 action, and h olding onto the
sp ell’s m agic requ ires concentration (explained in
chapter 10). If your concentration is broken, the spell
dissipates w ithout taking effect. For exam ple, if you are
concentratin g on the web spell and ready magic missile,
your web spell ends, and if you take dam age before
you release magic missile w ith your reaction, your
concentration m ight be broken.
Search
W h en you take the S ea rch action, you devote your
attention to finding som ething. D epen d in g on the
nature o f your search, the DM m ight have you m ake
a W isd om (P erception ) ch eck o r an Intelligence
(Investigation) check.
U se a n O b j e c t
You n orm ally interact w ith an object w hile doin g
som eth in g else, such as w hen you draw a sw ord as part
o f an attack. W h en an ob ject requ ires your action for
its use, you take the U se an O bject action. T h is action
is also useful w hen you w ant to interact w ith m ore than
on e object on your turn.
M a k in g a n A ttack
W h eth er you ’re striking w ith a m elee w eapon , firing a
w ea p on at range, or m akin g an attack roll as part o f a
spell, an attack has a sim ple structure.
1. Choose a target. P ick a target w ithin y ou r attack’s
range: a creature, an object, or a location.
2. Determine modifiers. T h e DM determ ines w hether
the target has cover and w hether you have advantage
or disadvantage against the target. In addition, spells,
sp ecia l abilities, and other effects can apply penalties
or b on u ses to your attack roll.
3. Resolve the attack. You m ake the attack roll. On a
hit, you roll dam age, unless the particular attack has
rules that sp ecify otherw ise. S o m e attacks cau se
sp ecia l effects in addition to or instead o f dam age.
A tta c k Rolls
W h en you m ake an attack, your attack roll determ ines
w hether the attack hits or m isses. To m ake an attack
roll, roll a d2 0 and add the appropriate m odifiers. If the
total o f the roll plus m odifiers equals or e x ceed s the
target’s A rm or C lass (AC), the attack hits. The AC o f a
character is determ ined at character creation, w h ereas
the AC o f a m onster is in its stat block.
M o d if ie r s t o t h e Roll
W h en a character m akes an attack roll, the tw o m ost
com m on m odifiers to the roll are an ability m odifier
and the character’s proficiency bonus. W h en a m onster
m akes an attack roll, it u ses w hatever m odifier is
provided in its stat block.
A bility M odifier. T h e ability m odifier u sed for a m elee
w eapon attack is Strength, and the ability m odifier used
for a ranged w eap on attack is Dexterity. W ea pon s that
have the fin esse or throw n property break this rule.
S o m e sp ells also require an attack roll. The ability
m odifier u sed for a spell attack depen ds on the
sp ellcastin g ability o f the spellcaster, as explained
in chapter 10.
P roficiency Bonus. You add your proficiency bon u s
to your attack roll w hen you attack using a w eap on with
w hich you have proficiency, as w ell as w hen you attack
with a spell.
R o l l in g 1 or 20
S om etim es fate b le ss e s or cu rses a com batant, causing
the n ovice to hit and the veteran to m iss.
If the d 2 0 roll for an attack is a 20, the attack hits
regardless o f any m odifiers or the target’s AC. In
addition, the attack is a critical hit, as explained later
in this chapter.
If the d2 0 roll for an attack is a 1, the attack m isses
regardless o f any m odifiers or the target’s AC.
is next to you. W h en you m ake a ranged attack with W h en you w ant to grab a creature or w restle w ith it,
a w eapon , a spell, or som e other m eans, you have you can u se the Attack action to m ake a sp ecia l m elee
disadvantage on the attack roll if you are w ithin 5 feet attack, a grapple. If you ’re able to m ake multiple attacks
o f a h ostile creature w h o can see you and w h o isn’t w ith the A ttack action, this attack rep laces on e o f them.
incapacitated. T h e target o f your grapple must be no m ore than one
size larger than you, and it must be w ithin your reach.
M elee A ttack s U sing at least one free hand, you try to seize the target
by m ak in g a grapple check, a Strength (Athletics)
U sed in hand-to-hand com bat, a m elee attack allow s
ch eck contested by the target’s Strength (Athletics) or
you to attack a foe w ithin your reach. A m elee attack
D exterity (A crobatics) ch eck (the target c h o o s e s the
typically u ses a handheld w eap on such as a sw ord,
ability to use). If you s u cceed , you su bject the target to
a w arham m er, or an axe. A typical m onster m akes a
the grappled condition (see appendix A). The condition
m elee attack w h en it strikes w ith its claw s, horns, teeth,
sp ecifies the things that end it, and you can release the
tentacles, or other b od y part. A few sp ells also involve
target w henever you like (no action required).
m akin g a m elee attack.
Escaping a Grapple. A grappled creature can u se its
M ost creatu res have a 5-foot reach and can thus
action to escap e. To do so, it must su cce e d on a Strength
attack targets w ithin 5 feet o f them w hen m akin g a
(Athletics) or Dexterity (A crobatics) ch eck contested by
m elee attack. Certain creatu res (typically th ose larger
your Strength (Athletics) check.
than M edium ) have m elee attacks w ith a greater reach
Moving a Grappled Creature. W h en you m ove, you
than 5 feet, as noted in their descriptions.
can drag or carry the grappled creature w ith you, but
W h en you are unarmed, you can fight in m elee by
your sp eed is halved, u nless the creature is tw o or m ore
m akin g an u narm ed strike, as sh ow n in the w eap on
sizes sm aller than you.
table in chapter 5.
Sh o v in g a C reature
O p p o r t u n it y A ttacks
U sing the A ttack action, you can m ake a sp ecia l m elee
In a fight, everyone is constantly w atching for en em ies
attack to shove a creature, either to k n ock it prone or
to drop their guard. You can rarely m ove h eedlessly past
push it away from you. If you ’re able to m ake multiple
your fo e s w ithout putting y ou rself in danger; doin g so
attacks w ith the A ttack action, this attack replaces
provokes an opportunity attack.
one o f them.
You can m ake an opportunity attack w hen a hostile
The target o f your shove m ust be no m ore than one
creature that you can see m oves out o f your reach. To
size larger than you, and it m ust be w ithin your reach.
m ake the opportunity attack, you use your reaction
You m ake a Stren gth (Athletics) ch eck contested by the
to m ake on e m elee attack against the provoking
target’s Strength (Athletics) or D exterity (A crobatics)
ch eck (the target c h o o s e s the ability to use). If you w in W h en attacking w ith a weapon, you add your ability
the contest, you either kn ock the target prone or push m odifier—the sam e m odifier u sed for the attack roll—
it 5 feet away from you. to the dam age. A spell tells you w hich d ice to roll for
dam age and w hether to add any m odifiers.
C over If a spell or other effect deals dam age to more than
one target at the sa m e time, roll the dam age on ce for
W alls, trees, creatures, and other obsta cles can provide
all o f them. For exam ple, w hen a w izard casts fireball or
cover during com bat, m aking a target m ore difficult
a cleric casts flame strike, the sp ell’s dam age is rolled
to harm . A target can benefit from cover only w hen an
o n ce for all creatu res caught in the blast.
attack or other effect originates on the opposite side
o f the cover. C r it ic a l H it s
There are three deg rees o f cover. If a target is behind W h en you sco re a critical hit, you get to roll extra dice
multiple s o u rce s o f cover, only the m ost protective for the attack’s dam age against the target. R oll all o f the
degree o f cover applies; the deg rees aren't added attack’s dam age d ice tw ice and add them together. Then
together. For exam ple, if a target is behind a creature add any relevant m odifiers as norm al. To sp eed up play,
that gives h alf cover and a tree trunk that gives three- you can roll all the dam age d ice at once.
quarters cover, the target has three-quarters cover. For exam ple, if you sco re a critical hit w ith a dagger,
A target w ith half cover has a +2 bon u s to AC and roll 2d4 for the dam age, rather than 1d4, and then add
D exterity saving throw s. A target has h alf cover if an your relevant ability modifier. If the attack involves other
obstacle block s at least h alf o f its body. The obstacle dam age dice, such as from the rogu e’s S n ea k Attack
might b e a low w all, a large p iece o f furniture, a narrow feature, you roll th ose dice tw ice as w ell.
tree trunk, or a creature, w hether that creature is an
enem y or a friend. Dam age Types
A target with three-quarters cover has a +5 bonus Different attacks, dam aging spells, and other harm ful
to AC and D exterity saving throw s. A target has three- effects deal different types o f dam age. D am age types
quarters cover if about three-quarters o f it is covered have no rules o f their ow n, but other rules, such as
by an obstacle. The obstacle m ight b e a portcullis, an dam age resistance, rely on the types.
arrow slit, or a thick tree trunk. The dam age types follow, w ith exam ples to help a
A target with total cover ca n ’t b e targeted directly DM assign a dam age type to a new effect.
by an attack or a spell, although som e spells can reach Acid. T h e corrosiv e spray o f a black dragon ’s breath
such a target by including it in an area o f effect. A and the dissolvin g en zym es secreted by a black pudding
target has total cover if it is com pletely con cea led by deal acid dam age.
an obstacle. Bludgeoning. Blunt force attacks—ham m ers, falling,
constriction, and the like—deal bludgeon ing dam age.
Da m a g e a n d H e a l in g Cold. The infernal chill radiating from an ice devil’s
spear and the frigid blast o f a w hite dragon ’s breath
Injury and the risk o f death are constant com p a n ion s
deal cold dam age.
o f th ose w h o explore the w orld s o f D&D. T h e thrust o f
Fire. R ed dragons breathe fire, and m any spells
a sw ord, a w ell-placed arrow, or a blast o f flam e from a
conjure flam es to deal fire dam age.
fireball spell all have the potential to dam age, or even
Force. F orce is pure m agical en ergy focu sed into a
kill, the hardiest o f creatures.
dam agin g form . M ost effects that deal force dam age are
H it P o in ts spells, including magic missile and spiritual weapon.
Lightning. A lightning bolt spell and a blue dragon ’s
Hit points represent a com bination o f physical and breath deal lightning dam age.
mental durability, the w ill to live, and luck. Creatures Necrotic. N ecrotic dam age, dealt by certain undead
w ith m ore hit points are m ore difficult to kill. T h ose and a spell such as chill touch, w ithers matter and
w ith few er hit points are m ore fragile. even the soul.
A creatu re’s current hit points (usually ju st called hit Piercing. P unctu ring and im paling attacks, including
points) can be any n um ber from the creatu re’s hit point sp ears and m on sters’ bites, deal piercing dam age.
m axim u m dow n to 0. This n um ber changes frequently Poison. V en om ou s stings and the toxic gas o f a green
as a creature takes dam age or receives healing. dragon ’s breath deal p oison dam age.
W h enever a creature takes dam age, that dam age is Psychic. M ental abilities such as a m ind flayer’s
subtracted from its hit points. The loss o f hit points has psionic blast deal psychic dam age.
n o effect on a creatu re’s capabilities until the creature Radiant. Radiant dam age, dealt by a cleric’s flame
d rops to 0 hit points. strike spell or an angel’s sm iting w eapon , sea rs the flesh
like fire and overloads the spirit w ith pow er.
Dam age R olls Slashing. S w ord s, axes, and m on sters’ claw s deal
E ach w eapon , spell, and harm ful m onster ability slashing dam age.
sp ecifies the dam age it deals. You roll the dam age die Thunder. A con cu ssive burst o f sound, such as the
or dice, add any m odifiers, and apply the dam age to effect o f the thunderwave spell, deals thunder dam age.
your target. M agic w eapon s, sp ecial abilities, and other
factors can grant a bon u s to dam age.
D a m a g e R esistan ce a n d D e s c r ib in g t h e Ef f e c t s o f D a m a g e
Dungeon Masters describe hit point loss in different ways.
V u ln e r a b ility When your current hit point total is half or more o f your hit
S o m e creatures and ob jects are exceedin gly difficult or point maximum, you typically show no signs of injury. When
unusually easy to hurt w ith certain types o f dam age. you drop below half your hit point maximum, you show signs
o f wear, such as cuts and bruises. An attack that reduces you
If a creature or an object has resistance to a dam age
to 0 hit points strikes you directly, leaving a bleeding injury or
type, dam age o f that type is halved against it. If a
other trauma, or it simply knocks you unconscious.
creature or an object has vulnerability to a dam age
type, dam age o f that type is dou bled against it.
R esistan ce and then vulnerability are applied after D eath Sa v i n g T h r o w s
all other m od ifiers to dam age. For exam ple, a creature W h enever you start your turn with 0 hit points, you
has resistan ce to bludgeon ing dam age and is hit by an must m ake a sp ecia l saving throw, called a death saving
attack that deals 25 bludgeon ing dam age. The creature throw, to determ ine w hether you creep closer to death
is a lso w ithin a m agical aura that red u ces all dam age by or hang onto life. Unlike other saving throw s, this one
5. T h e 25 dam age is first redu ced by 5 and then halved, isn’t tied to any ability score. You are in the hands o f fate
so the creature takes 10 dam age. now, aided only by spells and features that im prove your
Multiple in stan ces o f resistan ce or vulnerability that ch a n ces o f su cceed in g on a saving throw.
affect the sa m e dam age type count as only on e instance. R oll a d20. If the roll is 10 or higher, you su cceed .
F or exam ple, if a creature has resistan ce to fire dam age O therw ise, you fail. A s u c ce s s or failure has no effect
as w ell as resistan ce to all n onm agical dam age, the by itself. On your third su ccess, you b e co m e stable (see
dam age o f a n onm agical fire is redu ced by h alf against below). On your third failure, you die. The su c ce s se s
the creature, not redu ced by three-quarters. and failures don't need to be consecu tive; keep track
o f both until you collect three o f a kind. The num ber o f
H ea lin g both is reset to zero w hen you regain any hit points or
b e co m e stable.
U n less it results in death, dam age isn’t perm anent. Even
Rolling 1 or 20. W h en you m ake a death saving throw
death is reversible through p ow erfu l m agic. R est can
and roll a 1 on the d20, it coun ts as tw o failures. If you
restore a creature's hit points (as explained in chapter
roll a 20 on the d20, you regain 1 hit point.
8), and m agical m ethods such as a cure wounds spell or
Damage at 0 Hit Points. If you take any dam age w hile
a potion o f healing can rem ove dam age in an instant.
you have 0 hit points, you suffer a death saving throw
W h en a creature receives healing o f any kind, hit
failure. If the dam age is from a critical hit, you suffer
points regained are added to its current hit points. A
tw o failures instead. If the dam age equals or ex ceed s
creatu re’s hit points ca n ’t ex ceed its hit point m axim um ,
your hit point m axim um , you suffer instant death.
so any hit points regained in ex ce s s o f this num ber are
lost. For exam ple, a druid grants a ranger 8 hit points of St a b i l i z i n g a C reature
healing. If the ranger h as 14 current hit points and has a
T h e best w ay to save a creature w ith 0 hit poin ts is to
hit point m axim u m o f 20, the ranger regains 6 hit points
heal it. If healing is unavailable, the creature can at
from the druid, not 8.
least be stabilized so that it isn’t killed by a failed death
A creature that has died ca n ’t regain hit points until
saving throw.
m agic such as the revivify spell has restored it to life.
You can u se your action to adm inister first aid to an
u n con sciou s creature and attempt to stabilize it, w hich
D ro p p in g t o 0 H it P o in ts
requ ires a su ccessfu l D C 10 W isd om (M edicine) check.
W h en you drop to 0 hit points, you either die outright or A stable creature d oesn ’t m ake death saving throw s,
fall u n con sciou s, as explained in the follow in g sections. even though it has 0 hit points, but it d o e s rem ain
u n con sciou s. The creature stops being stable, and must
In st a n t D eath
M assive dam age ca n kill you instantly. W h en dam age
redu ces you to 0 hit points and there is dam age
rem aining, you die if the rem aining dam age equals
or ex ce e d s your hit point m axim um .
F or exam ple, a cleric w ith a m a xim u m o f
12 hit points currently has 6 hit points. If she
takes 18 dam age from an attack, she is reduced
to 0 hit points, but 12 dam age rem ains. B ecau se
the rem aining dam age equals her hit point
m axim um , the cleric dies.
Fa l l i n g U n c o n s c io u s
If dam age red u ces you to 0 hit points and fails to kill
you, you fall u n con sciou s (see appendix A). This
u n con sciou sn ess ends if you regain any hit points.
start m aking death saving throw s again, if it takes any M o u n tin g a n d D ism o u n tin g
dam age. A stable creature that isn’t h ealed regains
1 hit point after 1d4 hours. O nce during your m ove, you ca n m ount a creature that
is w ithin 5 feet o f you or dism ount. D oin g s o co sts an
M onsters a n d D eath am ount o f m ovem ent equal to h alf your sp eed. For
M ost D M s have a m onster die the instant it d rops to exam ple, if your sp eed is 30 feet, you must spend 15
0 hit points, rather than having it fall u n con sciou s and feet o f m ovem ent to m ount a horse. Th erefore, you ca n ’t
m ake death saving throw s. m ount it if you d on ’t have 15 feet o f m ovem ent left or
M ighty villains and sp ecia l nonplayer characters if your sp eed is 0.
are com m on exception s; the DM m ight have them If an effect m oves your m ount against its w ill w hile
fall u n con sciou s and follow the sam e rules as you ’re on it, you m ust su cce e d on a D C 10 Dexterity
player characters. saving th row or fall o ff the m ount, landing prone in a
sp ace w ithin 5 feet o f it. If you ’re k n ock ed prone w hile
K n o ck in g a C reature O u t m ounted, you must m ake the sam e saving throw.
If your m ount is k n ock ed prone, you can u se your
S om etim es an attacker w ants to incapacitate a foe,
reaction to dism ount it as it falls and land on your feet.
rather than deal a killing blow. W h en an attacker
O therw ise, you are dism ounted and fall prone in a
redu ces a creature to 0 hit points with a m elee attack,
sp ace w ithin 5 feet it.
the attacker can k n ock the creature out. T h e attacker
can m ake this ch oice the instant the dam age is dealt.
C o n tr o llin g a M o u n t
T h e creature falls u n con sciou s and is stable.
W h ile you're m ounted, you have tw o options. You
T e m p o r a r y H it P o in ts can either control the m ount or allow it to act
independently. Intelligent creatures, such as dragons,
S o m e sp ells and sp ecial abilities con fer tem porary hit
act independently.
points to a creature. T em porary hit p oints aren’t actual
You can control a m ount only if it has been trained
hit points; they are a buffer against dam age, a p o o l o f hit
to a ccept a rider. D om esticated h orses, donkeys, and
points that protect you from injury.
sim ilar creatures are a ssu m ed to have such training.
W h en you have tem porary hit points and take dam age,
T h e initiative o f a controlled m ount changes to match
the tem porary hit points are lost first, and any leftover
y ou rs w hen you m ount it. It m oves as you direct it, and
d am age carries over to your norm al hit points. For
it has only three action options: Dash, D isengage, and
exam ple, if you have 5 tem porary hit poin ts and take
D odge. A con trolled m ount can m ove and act even on
7 dam age, you lose the tem porary hit points and then
the turn that you m ount it.
take 2 dam age.
An independent m ount retains its place in the
B eca u se tem porary hit points are separate from
initiative order. B earin g a rider puts no restriction s on
your actual hit points, they can ex ceed your hit point
the actions the m ount can take, and it m oves and acts
m axim um . A character can, therefore, be at full hit
as it w ish es. It might flee from com bat, rush to attack
poin ts and receive tem porary hit points.
and devour a badly injured foe, or oth erw ise act against
H ealing ca n ’t restore tem porary hit points, and they
your w ish es.
ca n ’t b e added together. If you have tem porary hit points
In either case, if the m ount provokes an opportunity
and receive m ore o f them , you d ecide w hether to keep
attack w hile y ou ’re on it, the attacker can target you
the on es you have or to gain the n ew ones. For exam ple,
or the m ount.
if a spell grants you 12 tem porary hit points w hen you
already have 10, you can have 12 or 10, not 22.
If you have 0 hit points, receivin g tem porary hit points U nderwater C o m bat
d oesn ’t restore you to con s cio u s n e s s or stabilize you. W h en adventurers pursue sahuagin ba ck to their
T h ey can still absorb dam age directed at you w hile undersea hom es, fight o ff sharks in an ancient
you ’re in that state, but only true h ealing can save you. sh ipw reck, or find th em selves in a flood ed dungeon
U nless a feature that grants you tem porary hit points room , they must fight in a challen ging environm ent.
has a duration, they last until they’re depleted or you U nderw ater the follow in g rules apply.
finish a lon g rest. W h en m akin g a melee weapon attack, a creature
that d oesn ’t have a sw im m in g sp eed (either natural or
M ounted C ombat granted by m agic) has disadvantage on the attack roll
u nless the w eap on is a dagger, javelin, sh ortsw ord,
A knight chargin g into battle on a w arhorse, a w izard
spear, or trident.
casting sp ells from the back o f a griffon, or a cleric
A ranged weapon attack autom atically m isses
soa rin g through the sky on a pegasus all enjoy the
a target beyon d the w ea p on ’s n orm al range. Even
benefits o f sp eed and m obility that a m ount can provide.
against a target w ithin norm al range, the attack roll has
A w illing creature that is at least on e size larger than
disadvantage unless the w eap on is a crossbow , a net, or
you and that has an appropriate anatom y can serve as a
a w eap on that is throw n like a javelin (including a spear,
m ount, u sing the follow in g rules.
trident, or dart).
Creatures and objects that are fully im m ersed in
w ater have resistan ce to fire dam age.
C h a p t e r 10: S p e l l c a s t i n g
AGIC PERMEATES THE WORLDS OF D&D AND
M In every case, the num ber o f sp ells a caster can
m ost often appears in the form o f a spell. have fixed in m ind at any given tim e depen ds on the
Th is chapter provides the rules for character’s level.
casting spells. D ifferent character
cla sses have distinctive w ays o f learning Spell Slo ts
and preparin g their spells, and m onsters
R egardless o f h ow m any sp ells a caster k n ow s or
use sp ells in unique w ays. R eg ardless o f its sou rce,
prepares, he or she can cast only a lim ited num ber o f
a spell follow s the rules here.
spells before resting. M anipulating the fabric o f m agic
and chann elin g its energy into even a sim ple spell is
W h a t I s a Sp e l l ? physically and mentally taxing, and higher-level spells
A spell is a discrete m agical effect, a single shaping are even m ore so. Thus, each sp ellcastin g cla ss’s
o f the m agical energies that suffuse the m ultiverse description (except that o f the w arlock) includes a table
into a specific, lim ited expression . In casting a spell, sh ow in g h ow m any spell slots o f each spell level a
a character carefully plucks at the invisible strands of character can u se at each character level. For exam ple,
raw m agic suffusing the w orld, pins them in place in a the 3rd-level w izard Um ara has four 1st-level spell slots
particular pattern, sets them vibrating in a sp ecific way, and tw o 2nd-level slots.
and then releases them to unleash the desired effect—in W h en a character casts a spell, he or she expends
m ost cases, all in the span o f secon d s. a slot o f that sp ell’s level or higher, effectively “filling”
S p ells can b e versatile tools, w eapon s, or protective a slot w ith the spell. You can think o f a spell slot as a
w ards. Th ey can deal dam age or undo it, im p ose or g roove o f a certain size—sm all for a 1st-level slot, larger
rem ove condition s (see appendix A), drain life energy for a spell o f higher level. A 1st-level spell fits into a slot
away, and restore life to the dead. o f any size, but a 9th-level spell fits only in a 9th-level
U ncounted th ou san ds o f spells have been created slot. S o w hen Um ara casts magic missile, a 1st-level
over the cou rse o f the m ultiverse’s history, and m any o f spell, she sp en ds on e o f her four 1st-level slots and has
them are long forgotten. S o m e m ight yet lie record ed in three rem aining.
cru m blin g sp ellb ook s hidden in ancient ruins or trapped Finishing a lon g rest restores any expended spell slots
in the m inds o f dead gods. O r they m ight som eday be (see chapter 8 for the rules on resting).
reinvented by a character w h o has am assed enough S o m e characters and m on sters have sp ecia l abilities
pow er and w isd om to d o so. that let them cast spells w ithout using spell slots. For
exam ple, a m on k w ho follow s the W ay o f the Four
Spell L evel Elem ents, a w arlock w ho c h o o s e s certain eldritch
invocations, and a pit fiend from the Nine H ells can all
Every spell has a level from 0 to 9. A sp ell’s level is a
cast spells in such a way.
general indicator o f h ow p ow erfu l it is, w ith the low ly
(but still im pressive) magic missile at 1st level and C a s t in g a Sp e l l at a H ig h e r L evel
the earth-shaking wish at 9th. Cantrips—sim ple but
W h en a sp ellcaster casts a spell using a slot that is o f a
pow erfu l sp ells that characters can cast alm ost by rote—
higher level than the spell, the spell a ssu m es the higher
are level 0. T h e h igher a sp ell’s level, the higher level a
level for that casting. For instance, if Um ara casts magic
sp ellcaster m ust be to u se that spell.
missile u sing on e o f her 2nd-level slots, that magic
S p ell level and character level d on ’t 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,
have m ore pow erfu l effects w hen cast at a higher level,
K now n an d Prepared Spells
as detailed in a sp ell’s description.
B efore a spellcaster can u se a spell, he or she must
have the spell firm ly fixed in m ind, or m ust have a cce ss C an tr ips
to the spell in a m agic item. M em bers o f a few classes,
A cantrip is a spell that can be cast at will, w ithout
including bards and sorcerers, have a lim ited list o f
using a spell slot and w ithout being prepared in
sp ells they k n ow that are always fixed in m ind. The
advance. R epeated practice h as fixed the spell in the
sam e thing is true o f m any m agic-using m onsters. Other
caster’s m ind and in fused the caster w ith the m agic
spellcasters, such as clerics and w izards, u ndergo a
n eeded to produ ce the effect over and over. A cantrip’s
p r o ce s s o f preparin g spells. T h is p r o ce s s varies for
spell level is 0.
different classes, as detailed in their descriptions.
R itu a ls
C a s t i n g in A r m o r
Certain spells have a sp ecia l tag: ritual. S u ch a spell
Because o f the mental focus and precise gestures required
can be cast follow in g the n orm al rules for spellcasting,
for spellcasting, you must be proficient with the armor you
or the spell can b e cast as a ritual. T h e ritual version o f
are wearing to cast a spell. You are otherwise too distracted
and physically hampered by your armor for spellcasting. a spell takes 10 m inutes longer to cast than norm al.
It also d oesn ’t expend a spell slot, w hich m ea n s the
ritual version o f a spell ca n ’t be cast at a higher level.
To cast a spell as a ritual, a spellcaster m ust have a
feature that grants the ability to do so. T h e cleric and the
druid, for exam ple, have such a feature. T h e caster must
also have the spell prepared or on his or her list o f spells
know n, u nless the character’s ritual feature sp ecifies
oth erw ise, as the w iza rd ’s does.
C a s t i n g a Sp e ll
W h en a character casts any spell, the sam e basic rules
are follow ed, regardless o f the character’s class or the
sp ell’s effects.
Each spell description in chapter 11 begin s with a block
o f inform ation, including the spell’s name, level, sch ool
o f m agic, casting time, range, com ponents, and duration.
T he rest o f a spell entry d escribes the spell’s effect.
C a s t in g T im e
M ost spells require a single action to cast, but som e
sp ells require a bon u s action, a reaction, or m uch m ore
tim e to cast.
B onus A c t io n
A spell cast with a bon u s action is esp ecia lly swift. You
m ust use a bonus action on your turn to cast the spell,
provided that you haven’t already taken a bon u s action
this turn. You ca n ’t cast another spell during the sam e
turn, except for a cantrip with a casting tim e o f 1 action.
R e a c t io n s
S o m e sp ells can be cast as reactions. T h ese spells
take a fraction o f a se co n d to bring about and are cast
in resp on se to som e event. If a spell can be cast as a
reaction, the spell description tells you exactly w hen
you can do so.
L onger C a s t in g T im e s
R ange
The target o f a spell m ust be w ithin the 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 sp ace
w here the ball o f fire erupts.
M ost sp ells have ran ges ex p ressed in feet. S om e
sp ells can target only a creature (including you) that you
touch. Other spells, such as the shield spell, affect only
you. T h ese spells have a range o f self.
S p ells that create co n e s or lin es o f effect that originate
from you also have a range o f self, indicating that the
origin point o f the sp ell’s effect must be you (see “A reas
o f E ffect” later in the this chapter).
O nce a spell is cast, its effects aren’t limited by its T h e S c h o o l s o f Ma g ic
range, unless the spell’s description says otherwise. Academies o f magic group spells into eight categories called
schools o f magic. Scholars, particularly wizards, apply these
C omponents categories to all spells, believing that all magic functions in
essentially the same way, whether it derives from rigorous
A sp ell’s com pon en ts are the physical requirem ents you
study or is bestowed by a deity.
m ust m eet in order to cast it. E ach spell’s description The schools of magic help describe spells; they have no
indicates w hether it requ ires verbal (V), som atic (S), rules of their own, although some rules refer to the schools.
or m aterial (M ) com pon en ts. If you ca n ’t provide one Abjuration spells are protective in nature, though some
or m ore o f a sp ell’s com pon en ts, you are unable to o f them have aggressive uses. They create magical barriers,
cast the spell. negate harmful effects, harm trespassers, or banish creatures
to other planes o f existence.
V erbal (V ) Conjuration spells involve the transportation of objects
M ost spells require the chanting o f m ystic w ords. The and creatures from one location to another. Some spells
w ord s them selves aren’t the so u rce o f the sp ell’s pow er; summon creatures or objects to the caster’s side, whereas
others allow the caster to teleport to another location. Some
rather, the particular com bination o f sou n ds, with
conjurations create objects or effects out o f nothing.
sp ecific pitch and reson an ce, sets the threads o f m agic
Divination spells reveal information, whether in the form of
in m otion. Thus, a character w h o is gagged or in an area
secrets long forgotten, glimpses o f the future, the locations
o f silence, such as on e created by the silence spell, ca n ’t o f hidden things, the truth behind illusions, or visions of
cast a spell w ith a verbal com ponent. distant people or places.
Enchantment spells affect the minds o f others, influencing
So m a t ic (S ) or controlling their behavior. Such spells can make enemies
Spellcasting gestures m ight include a forceful see the caster as a friend, force creatures to take a course of
gesticulation or an intricate set o f gestures. If a spell action, or even control another creature like a puppet.
requ ires a som atic com pon ent, the caster must have free Evocation spells manipulate magical energy to produce a
use o f at least one hand to perform these gestures. desired effect. Some call up blasts o f fire or lightning. Others
channel positive energy to heal wounds.
M a t e r ia l (M ) Illusion spells deceive the senses or minds o f others. They
Casting so m e spells requ 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
sp ecified in paren th eses in the com p on en t entry.
things that never happened. Some illusions create phantom
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 o f illusions plant an image directly in the mind o f a creature.
the com p on en ts sp ecified for a spell. But if a cost is Necromancy spells manipulate the energies o f life and
indicated for a com pon ent, a character m ust have that death. Such spells can grant an extra reserve o f life force,
sp ecific com pon en t before he or sh e can cast the spell. drain the life energy from another creature, create the
If a spell states that a material com p on en t is undead, or even bring the dead back to life.
con su m ed by the spell, the caster m ust provide this Creating the undead through the use of necromancy spells
com p on en t for each castin g o f the spell. such as animate dead is not a good act, and only evil casters
use such spells frequently.
A spellcaster must have a hand free to a c c e s s these
Transmutation spells change the properties o f a creature,
com pon en ts, but it can be the sam e hand that he or she
object, or environment. They might turn an enemy into a
u ses to p erform som atic com pon ents.
harmless creature, bolster the strength o f an ally, make an
object move at the caster’s command, or enhance a creature’s
D u r a tio n innate healing abilities to rapidly recover from injury.
A spell's duration is the length o f tim e the spell persists.
A duration can be ex p ressed in rounds, m inutes, hours, N orm al activity, such as m ovin g and attacking, d oesn ’t
or even years. S o m e spells sp ecify that their effects last interfere w ith concentration. The follow in g factors can
until the sp ells are dispelled or destroyed. break concentration:
A line extends from its point o f origin in a straight path The worlds within the D&D multiverse 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 lin e’s point o f origin is not included in the line’s area energy lies untapped in every rock, stream, and living
o f effect, u n less you d ecide otherw ise. creature, and even in the air itself. Raw magic is the stuff of
creation, the mute and mindless will o f existence, permeating
Sp h e r e every bit o f matter and present in every manifestation of
energy throughout the multiverse.
You select a sp here’s point o f origin, and the sphere
Mortals can’t directly shape this raw magic. Instead, they
extends outw ard from that point. T h e sp here’s
make use o f a fabric o f magic, a kind o f interface between
size is ex pressed as a radius in feet that extends
the will of a spellcaster and the stuff o f raw magic. The
from the point. spellcasters o f the Forgotten Realms call it the Weave and
A sp h ere’s point o f origin is included in the sp h ere’s recognize its essence as the goddess Mystra, but casters
area o f effect. have varied ways o f naming and visualizing this interface. By
any name, without the Weave, raw magic is locked away and
Sa v in g T h r o w s inaccessible;the most powerful archmage can't light a candle
with magic in an area where the Weave has been torn. But
Many spells sp ecify that a target can m ake a saving
surrounded by the Weave, a spellcaster can shape lightning
th row to avoid som e or all o f a sp ell’s effects. The spell to blast foes, transport hundreds o f miles in the blink o f an
sp ecifies the ability that the target u ses for the save and eye, or even reverse death itself.
w hat happens on a s u c ce s s or failure. All magic depends on the Weave, though different kinds
T h e D C to resist on e o f your sp ells equals 8 + your o f magic access it in a variety of ways. The spells o f wizards,
spellcastin g ability m odifier + your proficiency bon u s + warlocks, sorcerers, and bards are commonly called arcane
any sp ecia l m odifiers. magic. These spells rely on an understanding— learned or
intuitive— o f the workings o f the Weave. The caster plucks
A tta c k R olls directly at the strands o f the Weave to create the desired
effect. Eldritch knights and arcane tricksters also use arcane
S o m e spells require the caster to m ake an attack roll magic. The spells o f clerics, druids, paladins, and rangers are
to determ ine w hether the spell effect hits the intended called divine magic. These spellcasters’ access to the Weave
target. Your attack bon u s w ith a spell attack equals your is mediated by divine power— gods, the divine forces of
spellcastin g ability m odifier + your proficiency bonus. nature, or the sacred weight o f a paladin’s oath.
M ost spells that require attack rolls involve ranged Whenever a magic effect is created, the threads o f the
attacks. R em em ber that you have disadvantage on a Weave intertwine, twist, and fold to make the effect possible.
When characters use divination spells such as detect magic or
ranged attack roll if you are w ithin 5 feet o f a hostile
identify, they glimpse the Weave. A spell such as dispel magic
creature that can see you and that 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 places where the Weave
C o m bin in g M a g ic a l E ffects is damaged or torn, magic works in unpredictable ways— or
The effects o f different spells add together w hile not at all.
the durations o f th ose sp ells overlap. The effects o f
the sam e spell cast multiple tim es don't com bine,
however. Instead, the m ost potent effect—such as the
highest bon u s—from th ose castin gs applies w hile their
durations overlap.
For exam ple, if tw o clerics cast bless on the sam e
target, that character gains the sp ell’s benefit only
on ce; he or she d oesn ’t get to roll tw o bon u s dice.
C h a p t e r 11: S p e l l s
HIS CHAPTER DESCRIBES THE MOST COMMON
T Hold Monster 1s t L e v e l
sp ells in the w orld s o f DUNGEONS & Legend Lore Bane
D r a g o n s . T he chapter beg in s w ith the Mass Cure Wounds Bless
spell lists o f the sp ellcastin g classes. The Mislead Command
rem ainder contain s spell descriptions,
Modify Memory Create or Destroy Water
presented in alphabetical order by the
Planar Binding Cure Wounds
n am e o f the spell.
Raise Dead Detect Evil and Good
B ard Spells Hold Person Scrying Detect Magic
Invisibility Seeming Detect Poison and Disease
C a n t r i p s (0 L e v e l ) Knock Teleportation Circle Guiding Bolt
Lesser Restoration
Blade Ward Healing Word
Locate Animals or Plants 6th L evel
Dancing Lights Inflict Wounds
Locate Object Eyebite
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
Message Shield o f Faith
Silence Programmed Illusion
Minor Illusion
Suggestion True Seeing 2ND L e v e l
Prestidigitation
True Strike Zone o f Truth Aid
7t h L e v e l
Vicious Mockery Augury
3rd L evel Etherealness
Blindness/Deafness
1s t L e v e l Bestow Curse Forcecage
Calm Emotions
Clairvoyance Mirage Arcane
Animal Friendship Continual Flame
Dispel Magic Mordenkainen’s
Bane Enhance Ability
Fear Magnificent Mansion
Charm Person Find Traps
Feign Death Mordenkainen’s Sword
Comprehend Languages Gentle Repose
Glyph o f Warding Project Image
Cure Wounds Hold Person
Hypnotic Pattern Regenerate
Detect Magic Lesser Restoration
Leomund’s Tiny 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
8t h L e v e l Silence
Healing Word Sending
Dominate Monster Spiritual Weapon
Heroism Speak with Dead
Feeblemind Warding Bond
Identify Speak with Plants
Glibness Zone o f Truth
Illusory Script Stinking Cloud
Mind Blank
Longstrider Tongues 3rd L evel
Power Word Stun
Silent Image Animate Dead
4th L evel
Sleep 9th Level Beacon of Hope
Compulsion
Speak with Animals Foresight Bestow Curse
Confusion
Tasha’s Hideous Laughter Power Word Heal Clairvoyance
Dimension Door
Thunderwave Power Word Kill Create Food and Water
Freedom of Movement
Unseen Servant True Polymorph Daylight
Greater Invisibility
Dispel Magic
2ND L e v e l Hallucinatory Terrain
C l e r ic S p e l l s Feign Death
Animal Messenger Locate Creature
Glyph o f Warding
Blindness/Deafness Polymorph
C a n t r i p s (0 L e v e l ) Magic Circle
Calm Emotions 5t h L e v e l Mass Healing Word
Guidance
Cloud o f Daggers Meld into Stone
Animate Objects Light
Crown of Madness Protection from Energy
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 Resurrection Meld into Stone Regenerate
Plant Growth Reverse Gravity
4th L evel
D r u id Sp e l l s Protection from Energy
Banishment 8t h L evel
Sleet Storm
Control Water Animal Shapes
C a n t r i p s (0 L e v e l ) Speak with Plants
Death Ward Antipathy/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 4th L evel Sunburst
Produce Flame
Stone Shape Blight Tsunami
Resistance
Confusion
5t h L e v e l Shillelagh 9th L evel
Conjure Minor Elementals
Commune Thorn Whip Foresight
Conjure Woodland Beings
Contagion Shapechange
1s t L e v e l Control Water
Dispel Evil and Good Storm o f Vengeance
Animal Friendship Dominate Beast
Flame Strike True Resurrection
Charm Person Freedom of Movement
Geas
Create or Destroy Water Giant Insect
Greater Restoration Pa l a d in Sp e l l s
Cure Wounds Grasping Vine
Hallow
Detect Magic Hallucinatory Terrain
Insect Plague 1s t L e v e l
Detect Poison and Disease Ice Storm
Legend Lore Bless
Entangle Locate Creature
Mass Cure Wounds Command
Faerie Fire Polymorph
Planar Binding Compelled Duel
Fog Cloud Stone Shape
Raise Dead Cure Wounds
Goodberry Stoneskin
Scrying Detect Evil and Good
Healing Word Wall of Fire
Detect Magic
6th L evel Jump
5t h L e v e l Detect Poison and Disease
Blade Barrier Longstrider
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
Conjure Elemental Evil and Good
Harm
2nd Level Contagion Purify Food and Drink
Heal
Animal Messenger Geas Searing Smite
Heroes’ Feast
Barkskin Greater Restoration Shield o f Faith
Planar Ally
Beast Sense Insect Plague Thunderous Smite
True Seeing
Darkvision Mass Cure Wounds Wrathful Smite
Word of Recall
Enhance Ability Planar Binding
Reincarnate 2nd Level
7t h L e v e l Find Traps
Scrying Aid
Conjure Celestial Flame Blade
Tree Stride Branding Smite
Divine Word Flaming Sphere
Wall of Stone Find Steed
Etherealness Gust of Wind
Lesser Restoration
Fire Storm Heat Metal
6th L evel Locate Object
Plane Shift Hold Person
Conjure Fey Magic Weapon
Regenerate Lesser Restoration
Find the Path Protection from Poison
Resurrection Locate Animals or Plants
Heal Zone o f Truth
Symbol Locate Object
Heroes’ Feast
Moonbeam 3rd L evel
8th L evel Move Earth
Pass without Trace
Sunbeam Aura o f Vitality
Antimagic Field Protection from Poison
Transport via Plants Blinding Smite
Control Weather Spike Growth
Wall o f Thorns Create Food and Water
Earthquake
3rd L evel Wind Walk Crusader's Mantle
Holy Aura
Daylight
Call Lightning
9th Level 7t h L e v e l Dispel Magic
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
Water Breathing Stoneskin
4th L evel 2nd L evel
Water Walk Wall of Fire
Aura o f Life Alter Self
Wind Wall
Aura o f Purity Blindness/Deafness 5t h L e v e l
Banishment 4th L evel Blur Animate Objects
Death Ward Conjure Woodland Beings Cloud of Daggers Cloudkill
Locate Creature Freedom o f Movement Crown of Madness Cone o f Cold
Staggering Smite Grasping Vine Darkness Creation
Locate Creature Darkvision Dominate Person
5t h L e v e l
Stoneskin Detect Thoughts Hold Monster
Banishing Smite
Enhance Ability Insect Plague
Circle o f Power 5t h L e v e l
Enlarge/Reduce Seeming
Destructive Smite Commune with Nature
Gust of Wind Telekinesis
Dispel Evil and Good Conjure Volley
Hold Person Teleportation Circle
Geas Swift Quiver
Invisibility Wall of Stone
Raise Dead Tree Stride
Knock
6th L evel
Levitate
R an g er Spells So r c e r e r Spe lls Arcane Gate
Mirror Image
Chain Lightning
Misty Step
1s t L e v e l C a n t r i p s (0 L e v e l ) Phantasmal Force
Circle o f Death
Alarm Acid Splash Disintegrate
Scorching Ray
Animal Friendship Blade Ward Eyebite
See Invisibility
Cure Wounds Chill Touch Globe o f Invulnerability
Shatter
Detect Magic Dancing Lights Mass Suggestion
Spider Climb
Detect Poison and Disease Fire Bolt Move Earth
Suggestion
Ensnaring Strike Friends Sunbeam
Web
Fog Cloud Light True Seeing
Goodberry Mage Hand 3r d L e v e l
7t h L e v e l
Hail o f Thorns Mending Blink
Delayed Blast Fireball
Hunter’s Mark Message Clairvoyance
Etherealness
Jump Minor Illusion Counterspell
Finger of Death
Longstrider Poison Spray Daylight
Fire Storm
Speak with Animals Prestidigitation Dispel Magic
Plane Shift
Ray o f Frost Fear
2nd Level Prismatic Spray
Shocking Grasp Fireball
Animal Messenger Reverse Gravity
True Strike Fly
Barkskin Teleport
Gaseous Form
Beast Sense 1s t L e v e l Haste 8t h L e v e l
Cordon o f Arrows Burning Hands Hypnotic Pattern
Dominate Monster
Darkvision Charm Person Lightning Bolt
Earthquake
Find Traps Chromatic Orb Major Image Incendiary Cloud
Lesser Restoration Color Spray Protection from Energy Power Word Stun
Locate Animals or Plants Comprehend Languages Sleet Storm
Sunburst
Locate Object Detect Magic Slow
Pass without Trace Disguise Self Stinking Cloud 9th Level
Protection from Poison Expeditious Retreat Tongues Gate
Silence False Life Water Breathing Meteor Swarm
Spike Growth Feather Fall Water Walk Power Word Kill
Fog Cloud Time Stop
3rd L evel 4th L evel
Jump Wish
Conjure Animals Banishment
Mage Armor
Conjure Barrage Blight
Magic Missile
Daylight Confusion
Ray of Sickness
Lightning Arrow Dimension Door
Shield
Nondetection Dominate Beast
Silent Image
W a r l o c k Spells Dimension Door 1s t L e v e l Misty Step
Hallucinatory Terrain Alarm Nystul’s Magic Aura
C a n t r i p s (0 L e v e l ) Burning Hands Phantasmal Force
5t h L e v e l
Charm Person Ray of Enfeeblement
Blade Ward
Contact Other Plane
Chromatic Orb Rope Trick
Chill Touch
Dream
Color Spray Scorching Ray
Eldritch Blast
Hold Monster
Comprehend Languages See Invisibility
Friends
Scrying
Detect Magic Shatter
Mage Hand
6th L evel Disguise Self Spider Climb
Minor Illusion
Expeditious Retreat Suggestion
Poison Spray Arcane Gate
False Life Web
Prestidigitation Circle o f Death
True Strike Conjure Fey Feather Fall
3r d L e v e l
Create Undead Find Familiar
1s t L e v e l Animate Dead
Eyebite Fog Cloud
Bestow Curse
Armor of Agathys Grease
Flesh to Stone
Blink
Arms o f Hadar Identify
Mass Suggestion
Clairvoyance
Charm Person Illusory Script
True Seeing
Counterspell
Comprehend Languages Jump
7t h L e v e l Dispel Magic
Expeditious Retreat Longstrider
Fear
Hellish Rebuke Etherealness Mage Armor
Feign Death
Hex Finger o f Death Magic Missile
Fireball
Illusory Script Forcecage Protection from
Fly
Protection from Plane Shift Evil and Good
Gaseous Form
Evil and Good Ray of Sickness
8t h L e v e l Glyph o f Warding
Unseen Servant Shield
Demiplane Haste
Witch Bolt Silent Image
Dominate Monster Hypnotic Pattern
2nd Level Sleep
Feeblemind Leomund’s Tiny Hut
Tasha’s Hideous Laughter
Cloud of Daggers Glibness Lightning Bolt
Tenser’s Floating Disk
Crown of Madness Power Word Stun Magic Circle
Thunderwave
Darkness Major Image
9th L evel Unseen Servant
Enthrall Nondetection
Astral Projection Witch Bolt
Hold Person Phantom Steed
Foresight
Invisibility 2nd Level Protection from Energy
Imprisonment
Mirror Image Alter Self Remove Curse
Power Word Kill
Misty Step Arcane Lock Sending
True Polymorph
Ray of Enfeeblement Blindness/Deafness Sleet Storm
Shatter Blur Slow
Spider Climb W iz a r d Sp e l l s Stinking Cloud
Cloud of Daggers
Suggestion Continual Flame Tongues
C a n t r i p s (0 L e v e l ) Vampiric Touch
Crown of Madness
3r d L e v e l Acid Splash
Darkness Water Breathing
Counterspell Blade Ward
Darkvision
Dispel Magic Chill Touch 4th Level
Detect Thoughts
Fear Dancing Lights Arcane Eye
Enlarge/Reduce
Fly Fire Bolt Banishment
Flaming Sphere
Gaseous Form Friends Blight
Gentle Repose
Hunger o f Hadar 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 of Frost Greater Invisibility
4t h L evel Magic Weapon
Shocking Grasp Hallucinatory Terrain
Banishment Melf’s Acid Arrow
True Strike Ice Storm
Blight Mirror Image
Leomund’s Secret Chest
Locate Creature Sunbeam
Mordenkainen’s True Seeing
Sp e l l D e s c r i p t i o n s
Faithful Hound T h e sp ells are presen ted in alphabetical order.
Wall o f Ice
Mordenkainen’s
7t h L e v e l A c id Sp l a s h
Private Sanctum
Delayed Blast Fireball Conjuration cantrip
Otiluke’s Resilient Sphere
Etherealness Casting Time: 1 action
Phantasmal Killer
Finger of Death Range: 6 0 feet
Polymorph
Forcecage Components: V, S
Stone Shape
Mirage Arcane Duration: Instantaneous
Stoneskin
Mordenkainen's You hurl a bubble o f acid. C h oose on e creature w ithin
Wall of Fire
Magnificent Mansion range, or c h o o s e tw o creatu res w ithin range that are
5t h L e v e l Mordenkainen’s Sword w ithin 5 feet o f each other. A target m ust su c ce e d on a
Animate Objects Plane Shift D exterity saving th row or take 1d6 acid dam age.
Bigby’s Hand Prismatic Spray T h is sp ell’s dam age in creases by 1d6 w hen you reach
5th level (2d6), 11th level (3d6), and 17th level (4d6).
CloudkilI Project Image
Cone o f Cold Reverse Gravity A id
Conjure Elemental Sequester 2 nd-level abjuration
Contact Other Plane Simulacrum
Casting Tim e: 1 action
Creation Symbol
Range: 30 feet
Dominate Person Teleport Components: V, S, M (a tiny strip o f w hite cloth)
Dream Duration: 8 hours
8th L evel
Geas
Antimagic Field Your spell bolsters your allies w ith tou ghn ess and
Hold Monster
Antipathy/Sympathy resolve. C h oose up to three creatu res w ithin range.
Legend Lore
Each target’s hit point m axim u m and current hit points
Clone
Mislead in crease by 5 for the duration.
Control Weather
Modify Memory A t H igher L evels. W h en you cast this spell using
Demiplane
Passwall a spell slot o f 3rd level or higher, a target’s hit points
Dominate Monster
Planar Binding in crease by an additional 5 for each slot level above 2nd.
Feeblemind
Rary’s Telepathic Bond
Incendiary Cloud A larm
Scrying
Maze 1st-level abjuration (ritual)
Seeming
Mind Blank Casting Tim e: 1 minute
Telekinesis
Power Word Stun Range: 30 feet
Teleportation Circle
Sunburst Components: V, S, M (a tiny bell and a p iece o f
Wall of Force
Telepathy fine silver w ire)
Wall of Stone
Trap the Soul Duration: 8 hours
6th L evel You set an alarm against unw anted intrusion. C h oose
9th L evel
Arcane Gate a door, a w indow , or an area w ithin range that is no
Astral Projection
Chain Lightning larger than a 20 -foot cube. Until the sp ell ends, an alarm
Foresight alerts you w henever a T iny or larger creature touches
Circle o f Death
Gate or enters the w arded area. W h en you cast the spell, you
Contingency
Imprisonment can designate creatu res that w o n ’t set off the alarm. You
Create Undead
Meteor Swarm also c h o o s e w hether the alarm is m ental or audible.
Disintegrate
Power Word Kill A m ental alarm alerts you with a ping in your m ind
Drawmij’s Instant
Prismatic Wall if you are w ithin 1 m ile o f the w arded area. T h is ping
Summons
Shapechange aw akens you if you are sleeping.
Eyebite A n audible alarm p rod u ces the sou n d o f a hand bell
Time Stop
Flesh to Stone for 10 se co n d s w ithin 60 feet.
True Polymorph
Globe o f Invulnerability
Weird A lter Self
Guards and Wards
Wish 2 nd-level transmutation
Magic Jar
Mass Suggestion Casting Tim e: 1 action
Move Earth Range: S e lf
Otiluke’s Freezing Sphere Components: V, S
Otto’s Irresistible Dance Duration: Concentration, up to 1 hour
Programmed Illusion You assu m e a different form . W h en you cast the spell,
c h o o s e on e o f the follow in g options, the effects o f w hich
last for the duration o f the spell. W h ile the spell lasts,
you can end on e option as an action to gain the benefits location, coverin g about 50 m iles per 24 h ours for a
o f a different one. flying m essenger, or 25 m iles for other anim als.
Aquatic Adaptation. You adapt your b od y to an W h en the m essen ger arrives, it delivers your m essa ge
aquatic environm ent, sprouting gills and grow in g to the creature that you d escribed , replicating the sou n d
w ebb in g b etw een your fingers. You can breathe o f your voice. The m essen ger sp eak s only to a creature
underw ater and gain a sw im m in g sp eed equal to your m atching the description you gave. If the m essen ger
w alkin g speed. d oesn ’t reach its destination before the spell ends, the
Change Appearance. You transform your appearance. m essa ge is lost, and the beast m akes its w ay ba ck to
You decide w hat you lo o k like, including your height, w h ere you cast this spell.
weight, facial features, sou n d o f your voice, hair length, At Higher Levels. If you cast this spell using a spell
coloration, and distinguishing characteristics, if any. slot o f 3nd level or higher, the duration o f the spell
You can m ake y ou rself appear as a m em ber o f another in creases by 4 8 hours for each slot level above 2nd.
race, though n one o f your statistics change. You also
ca n ’t appear as a creature o f a different size than you, A n im a l Shapes
and your basic sh ape stays the sam e; if you're bipedal, 8 th-level transmutation
you ca n ’t use this spell to b e c o m e quadrupedal, for Casting Tim e: 1 action
instance. At any tim e for the duration o f the spell, you Range: 30 feet
can u se your action to change your ap pearan ce in Components: V, S
this w ay again. Duration: Concentration, up to 24 hours
Natural Weapons. You g row claw s, fangs, spines,
Your m a gic turns others into beasts. C h oose any
horns, or a different natural w eap on o f your ch oice. Your
num ber o f w illing creatu res that you ca n see within
unarm ed strikes deal 1d6 bludgeoning, piercing, or
range. You transform each target into the form o f a
slashing dam age, as appropriate to the natural w eap on
Large or sm aller beast w ith a challen ge rating o f 4 or
you ch ose, and you are proficient w ith y ou r unarm ed
lower. On subsequent turns, you can u se your action to
strikes. Finally, the natural w eap on is m a gic and you
transform affected creatu res into n ew form s.
have a +1 b on u s to the attack and dam age rolls you
The transform ation lasts for the duration for each
m ake usin g it.
target, or until the target d rop s to 0 hit points or dies.
A n im a l F r ie n d sh ip You can c h o o s e a different form for each target. A
1st-level enchantment target’s gam e statistics are replaced by the statistics o f
the ch osen beast, though the target retains its alignm ent
Casting Tim e: 1 action
and Intelligence, W isd om , and C harism a scores. T h e
Range: 30 feet
target a ssu m es the hit points o f its n ew form , and w hen
Components: V, S, M (a m orsel o f food )
it reverts to its n orm al form , it returns to the num ber
Duration: 24 hours
o f hit points it had before it transform ed. If it reverts as
Th is spell lets you con v in ce a beast that you m ean it no a result o f droppin g to 0 hit points, any e x ce s s dam age
harm. C h oose a beast that you can see w ithin range. carries over to its norm al form . A s long as the ex cess
It must see and hear you. If the b ea st’s Intelligence is dam age d oesn ’t redu ce the creatu re’s n orm al form to 0
4 or higher, the spell fails. O therw ise, the beast m ust hit points, it isn’t k n ock ed u n con sciou s. T h e creature is
su cce e d on a W isd om saving th row or be charm ed lim ited in the actions it can perform by the nature o f its
by you for the spell’s duration. If you or on e o f your n ew form , and it ca n ’t sp eak or cast spells.
com p a n ion s harm s the target, the spells ends. The target’s gear m elds into the n ew form . T h e target
At Higher Levels. W h en you cast this spell using ca n ’t activate, w ield, or oth erw ise benefit from any o f
a spell slot o f 2nd level or higher, you can affect one its equipm ent.
additional beast for each slot level above 1st.
A n im a t e D ead
A n im a l M essenger 3rd-level necromancy
2 nd-level enchantment (ritual) Casting Time: 1 m inute
Casting Time: 1 action Range: 10 feet
Range: 30 feet Components: V, S, M (a drop o f blood , a piece o f flesh,
Components: V, S , M (a m orsel o f food) and a pinch o f bon e dust)
Duration: 24 hours Duration: Instantaneous
By m eans o f this spell, you u se an anim al to deliver a Th is spell creates an undead servant. C h oose a pile
m essage. C h o o se a Tiny beast you can see w ithin range, o f b on es or a c o rp s e o f a M edium or S m all hum anoid
such as a squirrel, a blue jay, or a bat. You s p ecify a w ithin range. Your spell im bu es the target w ith a foul
location, w h ich you m ust have visited, and a recipient m im icry o f life, raising it as an undead creature. The
w h o m atches a general description, such as “a m an or target b e c o m e s a skeleton if you c h ose b on es or a
w om a n d ressed in the uniform o f the tow n guard” or “a zom bie if you c h o s e a c o rp s e (the DM has the creatu re’s
red-haired dw arf w earin g a pointed hat.” You also sp eak gam e statistics).
a m essa ge o f up to twenty-five w ords. T h e target beast On each o f your turns, you ca n use a bon u s action
travels for the duration o f the spell tow ard the sp ecified to m entally c om m a n d any creature you m ade with
this spell if the creature is w ithin 6 0 feet o f you (if you
con trol m ultiple creatures, you can com m a n d any or all are 3, and its C harism a is 1. Its sp eed is 30 feet; if the
o f them at the sa m e tim e, issuing the sam e com m a n d to object lack s legs or other appendages it can u se for
each one). You d ecide w hat action the creature w ill take locom otion , it instead has a flying sp eed o f 3 0 feet and
and w here it w ill m ove during its next turn, or you can can hover. If the object is secu rely attached to a surface
issu e a general com m a n d , such as to guard a particular or a larger object, such as a chain bolted to a w all, its
ch a m ber or corridor. If you issue no com m a n d s, the sp eed is 0. It has blindsight w ith a radius o f 30 feet and
creature only d efends itself against hostile creatures. is blind beyon d that distance. W h en the anim ated object
O n ce given an order, the creature continu es to follow it d rops to 0 hit points, it reverts to its original object
until its task is com plete. form , and any rem aining dam age carries over to its
T h e creature is under your con trol for 24 hours, original ob ject form .
after w hich it stop s obeyin g any c om m a n d y ou ’ve given If you com m a n d an object to attack, it can m ake a
it. To m aintain control o f the creature for another single m elee attack against a creature w ithin 5 feet
24 hours, you m ust cast this spell on the creature o f it. It m ak es a slam attack w ith an attack bon u s and
again b efore the current 24-hou r p eriod ends. This bludgeon ing dam age determ ined by its size. T h e DM
u se o f the spell reasserts your con trol over up to four might rule that a sp ecific object inflicts slashing or
creatures you have anim ated w ith this spell, rather than piercing dam age ba sed on its form .
anim ating a n ew one. A t H igher Levels. If you cast this spell using a
A t H igher L evels. W h en you cast this spell using a spell slot o f 6th level or higher, you can anim ate tw o
spell slot o f 4th level or higher, you anim ate or reassert additional ob jects for each slot level above 5th.
con trol over tw o additional undead creatu res for each
slot level above 3rd. E ach o f the creatures m ust com e A n tilife Sh ell
from a different c o rp s e or pile o f b on es. 5th-level abjuration
Casting Time: 1 action
A n im a te O bjects
Range: S e lf (10-foot radius)
5th-level transmutation Components: V, S
Casting Tim e: 1 action Duration: Concentration, up to 1 hour
Range: 120 feet
A sh im m ering barrier extends out from you in a 10-foot
Components: V, S
radius and m oves w ith you, rem ainin g centered on
Duration: Concentration, up to 1 m inute
you and h edging out creatures other than undead and
O bjects c om e to life at your com m a n d . C h oose up to constructs. T h e barrier lasts for the duration.
ten n onm agical ob jects w ithin range that are not being The barrier prevents an affected creature from
w orn or carried. M edium targets coun t as tw o objects, passing or reachin g through. A n affected creature
Large targets coun t as four objects, H uge targets can cast sp ells or m ake attacks w ith ranged or reach
coun t as eight objects. You can ’t anim ate any object w ea p on s through the barrier.
larger than H uge. E ach target anim ates and b e c o m e s a If you m ove s o that an affected creature is forced to
creature under your con trol until the spell ends or until pass through the barrier, the sp ell ends.
redu ced to 0 hit points.
A s a bon u s action, you ca n mentally com m a n d any A n tim a g ic F ie l d
creature you m ade w ith this spell if the creature is 8 th-level abjuration
w ithin 5 0 0 feet o f you (if you control multiple creatures, Casting Tim e: 1 action
you can com m a n d any or all o f them at the sam e time, Range: S e lf (10-foot-radius sphere)
issu in g the sam e com m a n d to each one). You decide Components: V, S, M (a pinch o f p ow d ered iron or
w hat action the creature w ill take and w here it w ill iron filings)
m ove during its next turn, or you can issue a general Duration: C oncentration, up to 1 hour
com m a n d , such as to guard a particular ch a m ber or
A 10-foot-radius invisible sphere o f antim agic surrounds
corridor. If you issue n o com m a n d s, the creature only
you. T his area is divorced from the m agical en ergy that
defen ds itself against hostile creatures. O nce given
su ffu ses the multiverse. W ithin the sphere, sp ells ca n ’t
an order, the creature continu es to follow it until its
b e cast, su m m on ed creatu res disappear, and even m agic
task is com plete.
item s b e c o m e m undane. Until the spell ends, the sphere
m oves w ith you, centered on you.
A n im a t e d O bject S t a t istic s
S p ells and other m agical effects, except th ose created
Size HP AC Attack Str Dex
by an artifact or a deity, are su p p ressed in the sphere
Tiny 20 18 +8 to hit, 1d4 + 4 damage 4 18 and ca n ’t protrude into it. A slot expen ded to cast
Small 25 16 +6 to hit, 1d8 + 2 damage 6 14 a su ppressed spell is con su m ed. W h ile an effect is
Medium 40 13 +5 to hit, 2d6 + 1 damage 10 12 su ppressed, it d oesn ’t function, but the tim e it spends
Large 50 10 +6 to hit, 2d10 + 2 damage 14 10 su ppressed coun ts against its duration.
Huge 80 10 +8 to hit, 2d12 + 4 damage 18 6 Targeted E ffects. S p ells and other m agical effects,
such as magic m issile and charm person , that target
A n anim ated object is a construct w ith AC, hit points, a creature or an object in the sphere have no effect
attacks, Strength, and D exterity determ ined by its size. on that target.
Its Constitution is 10 and its Intelligence and W isd om
Areas o f Magic. T h e area o f another spell or m agical m ove to the nearest safe spot from w hich it ca n ’t see
effect, su ch as fireball, ca n ’t extend into the sphere. the target. If the creature m oves m ore than 60 feet from
If the sphere overlaps an area o f m agic, the part o f the target and c a n ’t see it, the creature is no longer
the area that is covered by the sphere is suppressed. frightened, but the creature b e c o m e s frightened again if
For exam ple, the flam es created by a wall o f fire are it regains sight o f the target or m oves w ithin 60 feet o f it.
su ppressed w ithin the sphere, creating a gap in the w all Sympathy. T h e enchantm ent ca u ses the sp ecified
if the overlap is large enough. creatu res to feel an intense urge to approach the target
Spells. Any active spell or other m agical effect on a w hile w ithin 60 feet o f it or able to see it. W h en such a
creature or an object in the sphere is su ppressed w hile creature can see the target or c o m e s w ithin 6 0 feet o f it,
the creature or object is in it. the creature m ust s u cce e d on a W isd om saving th row or
Magic Items. T h e properties and p ow ers o f use its m ovem ent on each o f its turns to enter the area
m a gic item s are su p p ressed in the sphere. For or m ove w ithin reach o f the target. W h en the creature
exam ple, a + 1 longsword in the sphere functions as a has don e so, it ca n ’t w illingly m ove away from the target.
n onm agical longsw ord. If the target dam ages or oth erw ise harm s an affected
A m a gic w ea p on ’s properties and p ow ers are creature, the affected creature can m ake a W isd om
su ppressed if it is u sed against a target in the sphere or saving th row to end the effect, as d escrib ed below.
w ielded by an attacker in the sphere. If a m agic w eapon Ending the Effect. If an affected creature ends its
or a p iece o f m agic am m unition fully leaves the sphere turn w hile not w ithin 60 feet o f the target or able to see
(for exam ple, if you fire a m a gic arrow or th row a m agic it, the creature m akes a W isd om saving throw. On a
sp ear at a target outside the sphere), the m a gic o f the su ccessfu l save, the creature is no lon ger affected by
item ce a s e s to b e su ppressed as s o o n as it exits. the target and reco g n ize s the feeling o f repu gn an ce or
Magical Travel. Teleportation and planar travel attraction as m agical. In addition, a creature affected by
fail to w ork in the sphere, w hether the sphere is the the spell is allow ed another W isd om saving th row every
destination or the departure point for such m agical 24 h ours w hile the spell persists.
travel. A portal to another location, w orld, or plane o f A creature that su ccessfu lly saves against this effect
existence, as w ell as an open in g to an extradim ensional is im m u ne to it for 1 minute, after w hich tim e it can be
sp ace such as that created by the rope trick spell, affected again.
tem porarily c lo se s w hile in the sphere.
Creatures and Objects. A creature or object A rcane Eye
su m m on ed or created by m agic tem porarily w in ks out 4th-level divination
o f existence in the sphere. S u ch a creature instantly Casting Tim e: 1 action
reappears on ce the sp ace the creature occu p ied is no Range: 3 0 feet
lon ger w ithin the sphere. Components: V, S, M (a bit o f bat fur)
Dispel Magic. S p ells and m agical effects such as Duration: Concentration, up to 1 hour
dispel magic have no effect on the sphere. Likew ise, the
You create an invisible, m agical eye w ithin range that
spheres created by different antimagic field spells d on ’t
hovers in the air for the duration.
nullify each other.
You m entally receive visual inform ation from the eye,
A n t ip a t h y /S y m p a t h y w hich has n orm al vision and darkvision out to 30 feet.
8 th-level enchantment T h e eye can lo o k in every direction.
A s an action, you can m ove the eye up to 30 feet in
Casting Tim e: 1 hour
any direction. T h ere is no lim it to h ow far away from
Range: 6 0 feet
you the eye can m ove, but it ca n ’t enter another plane
Components: V, S, M (either a lump o f alum soa k ed in
o f existence. A solid barrier b lock s the eye’s m ovem ent,
vinegar for the antipathy effect or a d rop o f honey for
but the eye can pa ss through an open in g as sm all as 1
the sympathy effect)
inch in diameter.
Duration: 10 days
This spell attracts or repels creatu res o f you r choice. A rcane G ate
You target som eth in g within range, either a H uge or 6 th-level conjuration
sm aller ob ject or creature or an area that is no larger Casting Tim e: 1 action
than a 2 0 0 -foot cube. Then sp ecify a kind o f intelligent Range: 5 0 0 feet
creature, such as red dragons, goblins, or vam pires. Components: V, S
You invest the target w ith an aura that either attracts or Duration: Concentration, up to 10 m inutes
repels the sp ecified creatu res for the duration. C h oose
You create linked teleportation portals that rem ain open
antipathy or sym pathy as the aura’s effect.
for the duration. C h o o se tw o points on the grou nd that
Antipathy. T h e enchantm ent cau ses creatu res o f the
you can see, one point w ithin 10 feet o f you and one
kind you designated to feel an intense urge to leave the
point within 5 0 0 feet o f you. A circu lar portal, 10 feet
area and avoid the target. W h en such a creature can
in diameter, op en s over each point. If the portal w ou ld
s e e the target or c o m e s w ithin 60 feet o f it, the creature
open in the sp ace occu p ied by a creature, the spell fails,
m ust s u cce e d on a W isd om saving th row or b e c o m e
and the casting is lost.
frightened. T h e creature rem ains frightened w hile it can
T he portals are tw o-dim ensional glowing rings
see the target or is w ithin 60 feet o f it. W h ile frightened
filled with mist, hovering inches from the grou nd and
by the target, the creature m ust use its m ovem ent to
perpend icu lar to it at the poin ts you c h oose. A ring is A t H igher Levels. W h en you cast this spell using a
visible only from on e side (your choice), w hich is the side spell slot o f 2nd level or higher, the dam age in creases by
that fu nction s as a portal. 1d6 for each slot level above 1st.
A ny creature or object entering the portal exits from
the other portal as if the tw o w ere adjacent to each A stral P r o je c t io n
other; passin g through a portal from the nonportal side 9th-level necromancy
has n o effect. T h e m ist that fills each portal is opaque Casting Tim e: 1 hour
and b lo ck s vision through it. On your turn, you can Range: 10 feet
rotate the rings as a b on u s action s o that the active side Components: V, S , M (for each creature you affect with
faces in a different direction. this spell, you must provide one jacinth w orth at least
1,000 gp and on e ornately carved bar o f silver w orth
A rcane L ock
at least 100 gp, all o f w h ich the spell con su m es)
2 nd-level abjuration
Duration: S p ecia l
Casting Tim e: 1 action
You and up to eight w illing creatu res w ithin range
Range: Touch
project your astral b o d ie s into the A stral Plane (the
Com ponents: V, S, M (gold dust w orth at least 25 gp,
spell fails and the casting is w asted if you are already
w h ich the sp ell con su m es)
on that plane). The m aterial b od y you leave beh in d is
Duration: Until dispelled
u n con sciou s and in a state o f su sp ended anim ation; it
You touch a c lo se d door, w indow , gate, chest, or other d oesn ’t n eed fo o d or air and d oesn ’t age.
entryway, and it b e c o m e s lock ed for the duration. You Y our astral b od y resem b les your m ortal form in
and the creatu res you designate w hen you cast this alm ost every way, replicating your gam e statistics and
spell can open the object norm ally. You can also set a p os se ss io n s. T h e principal difference is the addition o f
p a ssw ord that, w hen sp oken w ithin 5 feet o f the object, a silvery cord that extends from b etw een your shoulder
su p p resses this spell for 1 minute. O therw ise, it is blades and trails behind you, fading to invisibility after
im passable until it is broken or the spell is dispelled or 1 foot. T h is co rd is your tether to your m aterial body. As
su ppressed. C asting knock on the ob ject su p presses lon g as the tether rem ains intact, you can find your w ay
arcane lock for 10 minutes. h om e. If the co rd is cut—som eth in g that can happen
W h ile affected by this spell, the object is m ore difficult only w hen an effect sp ecifically states that it d o e s —your
to break or force open; the D C to break it or pick any sou l and b od y are separated, killing you instantly.
lock s on it in crea ses by 10. Your astral form can freely travel through the Astral
P lane and can pass through portals there leading to any
A rm or of A gathys other plane. If you enter a n ew plane or return to the
1st-level abjuration plane you w ere on w hen casting this spell, your b od y and
Casting Tim e: 1 action possession s are transported along the silver cord, allowing
Range: S e lf you to re-enter your b od y as you enter the n ew plane.
Components: V, S, M (a cup o f water) Your astral form is a separate incarnation. Any dam age
Duration: 1 hour or other effects that apply to it have no effect on your
physical body, nor do they persist w hen you return to it.
A protective m agical force su rrou nds you, m anifesting
The spell ends for you and your com p a n ion s w hen
as a spectral frost that covers you and your gear.
you use your action to dism iss it. W h en the spell ends,
You gain 5 tem porary hit points for the duration. If a
the affected creature returns to its physical body,
creature hits you w ith a m elee attack w hile you have
and it awakens.
th ese hit points, the creature takes 5 cold dam age.
The spell m ight also end early for you or on e o f your
A t H igher L evels. W h en you cast this spell u sing a
com pan ion s. A su ccessfu l dispel magic spell u sed
spell slot o f 2nd level or higher, both the tem porary hit
against an astral or physical b od y ends the spell for that
points and the cold dam age in crease by 5 for each slot
creature. If a creatu re’s original b od y or its astral form
level above 1st.
d rops to 0 hit points, the spell en ds for that creature. If
the spell ends and the silver cord is intact, the co rd pulls
A rms of H adar
the creatu re’s astral form ba ck to its body, ending its
1st-level conjuration
state o f su sp en ded anim ation.
Casting Tim e: 1 action If you are returned to your b od y prematurely, your
Range: S e lf (10-foot radius) com p a n ion s rem ain in their astral form s and m ust find
Components: V, S their ow n w ay ba ck to their b od ies, usually by droppin g
Duration: Instantaneous to 0 hit points.
You invoke the p ow er o f Hadar, the D ark Hunger.
A ugury
Tendrils o f dark en ergy erupt from you and batter all
creatu res w ithin 10 feet o f you. E ach creature in that 2 nd-level divination (ritual)
area m ust m ake a Strength saving throw. O n a failed Casting Tim e: 1 m inute
save, a target takes 2d6 n ecrotic dam age and can ’t take Range: S elf
reaction s until its next turn. O n a su ccessfu l save, the Components: V, S, M (specially m arked sticks, bon es,
creature takes h alf dam age, but suffers no other effect. or sim ilar tokens w orth at least 25 gp)
Duration: Instantaneous
By casting gem -inlaid sticks, rolling dragon bones, A w aken
laying out ornate cards, or em ploying so m e other 5th-level transmutation
divining tool, you receive an om en from an otherw orldly
Casting Tim e: 8 hours
entity about the results o f a sp ecific co u rse o f action that
Range: Touch
you plan to take w ithin the next 30 m inutes. The DM
Components: V, S, M (an agate w orth at least 1,000 gp,
c h o o s e s from the follow in g p ossib le om ens:
w h ich the spell con su m es)
• Weal, for g o o d results Duration: Instantaneous
• Woe, for bad results
After spending the castin g tim e tracing m agical
• Weal and w oe, for both g o o d and bad results
pathways w ithin a preciou s gem stone, you touch a Huge
• Nothing, for results that aren’t esp ecially g o o d or bad
or sm aller beast or plant. T h e target m ust have either
T he spell d oesn ’t take into accou n t any p ossib le no Intelligence sc o r e or an Intelligence o f 3 or less. The
circu m stan ces that m ight change the ou tcom e, such target gains an Intelligence o f 10. The target also gains
as the casting o f additional sp ells or the loss or gain the ability to sp eak on e language you know. If the target
o f a com panion . is a plant, it gains the ability to m ove its lim bs, roots,
If you cast the spell tw o or m ore tim es before vines, creep ers, and s o forth, and it gains se n se s sim ilar
com pletin g your next lon g rest, there is a cum ulative 25 to a hum an’s. Y our D M c h o o s e s statistics appropriate
percent ch a n ce for each castin g after the first that you for the aw akened plant, such as the statistics for the
get a random reading. The DM m a kes this roll in secret. aw akened shrub or the aw akened tree.
The aw akened beast or plant is ch arm ed by you for
A u ra of L ife
30 days or until you or your com p a n ion s do anything
4th-level abjuration harm ful to it. W h en the ch arm ed condition ends,
Casting Time: 1 action the aw akened creature c h o o s e s w hether to rem ain
Range: S e lf (30-foot radius) friendly to you, based on h ow you treated it w hile
Components: V it w as charm ed.
Duration: Concentration, up to 10 m inutes
Ban e
Life-preserving en ergy radiates from you in an aura with
1st-level enchantment
a 30 -foot radius. Until the spell ends, the aura m oves
w ith you, centered on you. E ach n onh ostile creature Casting Tim e: 1 action
in the aura (including you) has resistan ce to n ecrotic Range: 30 feet
dam age, and its hit point m axim u m can't be reduced. In Components: V, S, M (a drop o f blood )
addition, a nonhostile, living creature regains 1 hit point Duration: C oncentration, up to 1 minute
w hen it starts its turn in the aura with 0 hit points. Up to three creatu res o f your ch oice that you ca n see
w ithin range m ust m ake C harism a saving throw s.
A u r a of Pu r it y
W h enever a target that fails this saving th row m akes
4th-level abjuration an attack roll or a saving th row before the spell ends,
Casting Tim e: 1 action the target m ust roll a d4 and subtract the num ber rolled
Range: S e lf (30-foot radius) from the attack roll or saving throw.
Components: V A t H igher Levels. W h en you cast this spell using
Duration: C oncentration, up to 10 minutes a spell slot o f 2nd level or higher, you can target one
additional creature for each slot level above 1st.
P urifying en ergy radiates from you in an aura w ith a
30 -foot radius. Until the spell ends, the aura m oves Ba n is h in g Sm ite
w ith you, centered on you. E ach n onh ostile creature
5th-level abjuration
in the aura (including you) ca n ’t b e c o m e diseased,
has resistan ce to p oison dam age, and has advantage Casting Time: 1 bon u s action
on saving th row s against effects that cau se any o f the Range: S e lf
follow in g condition s: blinded, charm ed, deafened, Components: V
frightened, paralyzed, poison ed , and stunned. Duration: C oncentration, up to 1 minute
Ba r k s k in
2 nd-level transmutation
Casting Tim e: 1 action
Range: Touch
Components: V, S, M (a handful o f oak bark)
Duration: Concentration, up to 1 hour
Beacon of H ope
3rd-level abjuration
Casting Tim e: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 m inute
B e a st Sense
2 nd-level divination (ritual)
Casting Tim e: 1 action
Range: Touch
Com ponents: S
Duration: Concentration, up to 1 hour
B l in d in g Sm it e Blur
3rd-level evocation 2 nd-level illusion
Casting Tim e: 1 bon u s action Casting Time: 1 action
Range: S e lf Range: S e lf
Com ponents: V Components: V
Duration: Concentration, up to 1 minute Duration: C oncentration, up to 1 m inute
T h e next tim e you hit a creature w ith a m elee w eapon Y our b od y b e c o m e s blurred, shifting and w avering to
attack during this sp ell’s duration, your w eap on flares all w h o can see you. F or the duration, any creature has
w ith bright light, and the attack deals an extra 3d8 disadvantage on attack rolls against you. A n attacker
radiant dam age to the target. Additionally, the target is im m une to this effect if it d oesn ’t rely on sight,
m ust su cce e d on a Constitution saving th row o r be as w ith blindsight, or can see through illusions, as
blin ded until the spell ends. with truesight.
A creature blin ded by this spell m a kes another
C onstitution saving th row at the end o f each o f its turns. B r a n d i n g Sm it e
O n a su ccessfu l save, it is n o lon ger blinded. 2 nd-level evocation
Bu r n in g H ands
1st-level evocation
Casting Time: 1 action
Range: S e lf (15-foot cone)
Components: V, S
Duration: Instantaneous
Call L ig h t n in g
3rd-level conjuration
Casting Tim e: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 10 m inutes
C om mand
1st-level enchantment
Casting Tim e: 1 action
Range: 60 feet
Components: V
Duration: 1 round
C ommune
flam m able ob jects that aren’t bein g w orn or carried. 1st-level divination (ritual)
A t H igher Levels. W h en you cast this spell using Casting Time: 1 action
a spell slot o f 8th level or higher, the base dam age Range: S elf
in creases by 1d6 for each slot level above 7th. Components: V, S
Duration: Concentration, up to 10 m inutes
D e m ip l a n e
8 th-level conjuration F or the duration, you sen se the p resen ce o f m agic
w ithin 30 feet o f you. If you sen se m agic in this way, you
Casting Time: 1 action
can u se y ou r action to see a faint aura around any visible
Range: 6 0 feet
creature or object in the area that b ea rs m agic, and you
Components: S
learn its sch o o l o f m agic, if any.
Duration: 1 hour
The spell can penetrate m ost barriers, but it is block ed
Y ou create a sh ad ow y d oor on a flat solid su rface that by 1 foot o f stone, 1 inch o f co m m o n metal, a thin sheet
you can see w ithin range. T h e d oor is large en ough to o f lead, or 3 feet o f w o o d or dirt.
allow M edium creatures to pass through unhindered.
W h en open ed, the d oo r leads to a dem iplane that D etect P o iso n and D ise a se
appears to be an em pty r oom 30 feet in each dim ension, 1st-level divination (ritual)
m ade o f w o o d or stone. W h en the spell ends, the d oor Casting Time: 1 action
disappears, and any creatu res or ob jects inside the Range: S elf
dem iplane rem ain trapped there, as the d oor also Components: V, S, M (a y ew leaf)
disappears from the other side. Duration: C oncentration, up to 10 m inutes
E ach tim e you cast this spell, you ca n create a new
dem iplane, or have the sh ad ow y d oor con n ect to a For the duration, you can sen se the p resen ce and
dem iplane you created w ith a previous casting o f this location o f poison s, p oison ou s creatures, and diseases
spell. Additionally, if you k n ow the nature and contents w ithin 30 feet o f you. You also identify the kind o f
o f a dem iplane created by a casting o f this spell by p oison , p oison ou s creature, or d isease in each case.
another creature, you can have the sh ad ow y door T h e spell can penetrate m ost barriers, but it is blocked
con n ect to its dem iplane instead. by 1 foot o f stone, 1 inch o f com m on metal, a thin sheet
o f lead, or 3 feet o f w o o d or dirt.
D e str u c tiv e W ave
D etect T houghts
5th-level evocation
2 nd-level divination
Casting Time: 1 action
Range: S e lf (30-foot radius) Casting Time: 1 action
Components: V Range: S elf
Duration: Instantaneous Components: V, S, M (a co p p e r p iece)
Duration: C oncentration, up to 1 minute
F or the duration, you can read the thoughts o f certain D isg u is e Self
creatures. W h en you cast the spell and as your action on 1st-level illusion
each turn until the spell ends, you ca n focu s your m ind
Casting Tim e: 1 action
on any on e creature that you can see w ithin 30 feet o f
Range: S elf
you. If the creature you c h o o s e has an Intelligence o f
Components: V, S
3 or low er or d oesn ’t sp eak any language, the creature
Duration: 1 hour
is unaffected.
You initially learn the su rface thoughts o f the You m ake yourself—including your clothing, armor,
creatu re—w hat is m ost on its m ind in that m om ent. As w eapon s, and other belon gin gs on your p erson —look
an action, you can either shift your attention to another different until the spell ends or until you u se your action
creatu re’s thoughts or attempt to probe deep er into the to d ism iss it. You can seem 1 foot shorter or taller and
sa m e creatu re’s mind. If you probe deeper, the target can appear thin, fat, or in betw een . You ca n ’t change
m ust m ake a W isd om saving throw. If it fails, you gain your b od y type, so you must adopt a form that has the
insight into its reason in g (if any), its em otional state, sa m e ba sic arrangem ent o f lim bs. O therw ise, the extent
and som eth in g that loom s large in its m ind (such as o f the illusion is up to you.
som eth in g it w orries over, loves, or hates). If it su cceed s, T h e ch a n g es w rou gh t by this spell fail to hold up to
the spell ends. Either way, the target k n ow s that you are physical in spection. For exam ple, if you use this spell
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 re’s thoughts, the creature can use and anyone w h o tou ches it w ou ld feel nothing or w ould
its action on its turn to m ake an Intelligence ch eck feel your head and hair. If you use this spell to appear
contested by your Intelligence check; if it su cceed s, thinner than you are, the hand o f so m e o n e w ho reaches
the spell ends. out to touch you w ould bum p into you w hile it w as
Q uestion s verbally directed at the target creature seem in gly still in midair.
naturally shape the co u rse o f its thoughts, s o this spell To discern that you are disguised, a creature can u se
is particularly effective as part o f an interrogation. its action to in spect your ap pearan ce and m ust su cceed
You can also use this spell to detect the p resen ce o f on an Intelligence (Investigation) ch eck against your
thinking creatu res you ca n ’t see. 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
sea rch for thoughts w ithin 30 feet o f you. The spell can
6 th-level transmutation
penetrate barriers, but 2 feet o f rock, 2 in ch es o f any
m etal other than lead, or a thin sheet o f lead b lock s you. Casting Time: 1 action
Y ou ca n ’t detect a creature with an Intelligence o f 3 or Range: 60 feet
low er or one that d oesn ’t sp eak any language. Components: V, S, M (a lodeston e and a pinch o f dust)
O n ce you detect the p resen ce o f a creature in this way, Duration: Instantaneous
you can read its thoughts for the rest o f the duration as
A thin green ray springs from your pointing finger to a
d escrib ed above, even if you ca n ’t se e it, but it m ust still
target that you can see w ithin range. T h e target can be a
b e w ithin range.
creature, an object, or a creation o f m agical force, such
D im e n sio n D oor
as the w all created by wall o f force.
A creature targeted by this spell m ust m ake a
4th-level conjuration
Dexterity saving throw. On a failed save, the target takes
Casting Tim e: 1 action 10d6 + 4 0 force dam age. If this dam age redu ces the
Range: 5 0 0 feet target to 0 hit points, it is disintegrated.
Com ponents: V A disintegrated creature and everything it is w earin g
Duration: Instantaneous and carrying, except m agic items, are reduced to a pile
You teleport y ou rself from your current location to any o f fine gray dust. The creature can b e restored to life
other spot w ithin range. You arrive at exactly the spot only by m eans o f a true resurrection or a wish spell.
desired. It can be a place you can see, one you can This spell autom atically disintegrates a Large or
visualize, or on e you can d escrib e by stating distance sm aller n onm agical object or a creation o f m agical
and direction, such as “ 20 0 feet straight dow n w ard” or force. If the target is a H uge or larger object or creation
“upward to the northw est at a 45-degree angle, 3 0 0 feet.” o f force, this spell disintegrates a 10-foot-cube portion o f
You can bring along ob jects as long as their w eight it. A m agic item is unaffected by this spell.
d oesn ’t ex ceed w hat you can carry. You can a lso bring A t H igher Levels. W h en you cast this spell using a
on e w illing creature o f your size or sm aller w h o is spell slot o f 7th level or higher, the dam age in creases by
carryin g gear up to its carryin g capacity. T h e creature 3d 6 for each slot level above 6th.
m ust be w ithin 5 feet o f you w hen you cast this spell.
D ispe l Ev il and G ood
If you w ou ld arrive in a place already occu p ied by an
object or a creature, you and any creature traveling with 5th-level abjuration
you each take 4d 6 force dam age, and the spell fails to Casting Time: 1 action
teleport you. Range: S elf
Components: V, S, M (holy water or pow dered D iv in a t io n
silver and iron) 4th-level divination (ritual)
Duration: Concentration, up to 1 m inute
Casting Tim e: 1 action
S h im m erin g en ergy su rrou nd s and protects you from Range: S e lf
fey, undead, and creatures originating from beyon d the Components: V, S, M (in cen se and a sacrificial offering
M aterial Plane. For the duration, celestials, elem entals, appropriate to your religion, together w orth at least 25
fey, fiends, and undead have disadvantage on attack gp, w h ich the spell con su m es)
rolls against you. Duration: Instantaneous
You can end the spell early by using either o f the
Your m agic and an offering put you in contact with
follow in g sp ecia l functions.
a god or a g o d ’s servants. You ask a single question
B reak Enchantm ent. A s your action, you touch a
con cern in g a sp ecific goal, event, or activity to o c cu r
creature you can reach that is charm ed, frightened, or
w ithin 7 days. The DM offers a truthful reply. T h e reply
p o s s e s s e d by a celestial, an elem ental, a fey, a fiend,
m ight be a short phrase, a cryptic rhyme, or an om en.
or an undead. The creature you touch is no longer
T h e spell d oesn ’t take into accou n t any possible
charm ed, frightened, or p o s s e s s e d by such creatures.
circu m stan ces that m ight change the ou tcom e, such
Dismissal. A s your action, m ake a m elee spell attack
as the casting o f additional sp ells or the loss or gain
against a celestial, an elem ental, a fey, a fiend, or an
o f a com panion .
undead you can reach. On a hit, you attempt to drive
If you cast the spell tw o or m ore tim es before finishing
the creature ba ck to its h om e plane. The creature must
your next long rest, there is a cum ulative 25 percent
su cceed on a C harism a saving throw or be sent back to
cha n ce for each casting after the first that you get a
its h om e plane (if it isn't there already). If they aren’t on
random reading. T h e DM m akes this roll in secret.
their h om e plane, undead are sent to the Shadow fell,
and fey are sent to the Feywild. D iv in e Fa v o r
1st-level evocation
D ispe l M a g ic
3rd-level abjuration Casting Tim e: 1 bon u s action
Range: S elf
Casting Time: 1 action
Components: V, S
Range: 120 feet
Duration: C oncentration, up to 1 m inute
Components: V, S
Duration: Instantaneous Your prayer em p ow ers you w ith divine radiance. Until
the spell ends, y ou r w eap on attacks deal an extra 1d4
C h oose on e creature, object, or m agical effect within
radiant dam age on a hit.
range. Any spell o f 3rd level or low er on the target ends.
For each spell o f 4th level or higher on the target, m ake D iv in e W ord
an ability ch eck using your spellcastin g ability. The
7th-level evocation
D C equ als 10 + the spell’s level. On a su ccessfu l check,
the spell ends. Casting Time: 1 bon u s action
A t H igher L evels. W h en you cast this spell using a Range: 3 0 feet
spell slot o f 4th level or higher, you autom atically end Components: V
the effects o f a spell on the target if the sp ell’s level is Duration: Instantaneous
equal to or less than the level o f the spell slot you used. You utter a divine w ord, im bu ed with the pow er that
shaped the w orld at the daw n o f creation. C h oose any
D iss o n a n t W h ispe r s
num ber o f creatu res you can s e e w ithin range. Each
1st-level enchantment creature that can hear you m ust m ake a C harism a
Casting Tim e: 1 action saving throw. On a failed save, a creature suffers an
Range: 60 feet effect ba sed on its current hit points:
Components: V
• 50 hit points or fewer: deafened for 1 m inute
Duration: Instantaneous
• 40 hit points or few er: deafened and blinded for 10
You w hisper a discordant m elody that only on e creature m inutes
o f your ch oice w ithin range can hear, w rackin g it with • 30 hit points or few er: blinded, deafened, and stunned
terrible pain. T h e target m ust m ake a W isd om saving for 1 hour
throw. On a failed save, it takes 3d6 psychic dam age and • 20 hit points or few er: killed instantly
must im m ediately u se its reaction, if available, to m ove R eg ardless o f its current hit points, a celestial, an
as far as its sp eed allow s away from you. T h e creature
elem ental, a fey, or a fiend that fails its save is forced
d oesn ’t m ove into obviously dangerou s ground, such back to its plane o f origin (if it isn’t there already) and
as a fire or a pit. O n a su ccessfu l save, the target takes ca n ’t return to your current plane for 24 h ours by any
half as m uch dam age and d oesn ’t have to m ove away. A m eans short o f a wish spell.
deafened creature autom atically su cce e d s on the save.
A t H igher Levels. W h en y ou cast this spell usin g a D o m in a t e Beast
spell slot o f 2nd level or higher, the dam age in creases by 4th-level enchantment
1d6 for each slot level above 1st.
Casting Tim e: 1 action
Range: 6 0 feet E ach tim e the target takes dam age, it m akes a new
Components: V, S W isd om saving throw against the spell. If the saving
Duration: Concentration, up to 1 m inute th row su cceed s, the spell ends.
A t H igher Levels. W h en you cast this spell with
You attempt to begu ile a beast that you can see w ithin
a 9th-level spell slot, the duration is concentration,
range. It m ust su cce e d on a W isd om saving th row or be
up to 8 hours.
ch a rm ed by you for the duration. If you or creatures that
are friendly to you are fighting it, it has advantage on the D o m in a t e Person
saving throw.
5th-level enchantment
W h ile the beast is charm ed, you have a telepathic link
w ith it as long as the tw o o f you are on the sam e plane Casting Tim e: 1 action
o f existence. You can u se this telepathic link to issue Range: 60 feet
com m a n d s to the creature w hile you are co n s cio u s (no Components: V, S
action required), w hich it d o e s its best to obey. You can Duration: C oncentration, up to 1 minute
sp ecify a sim ple and general co u rse o f action, such as You attempt to begu ile a hum anoid that you can see
“Attack that creature,” “Run over there,” or “Fetch that w ithin range. It must su c ce e d on a W isd om saving
object.” If the creature com pletes the order and d oesn ’t th row o r b e ch arm ed by you for the duration. If you or
receive further direction from you, it defends and creatures that are friendly to you are fighting it, it has
p reserves itself to the best o f its ability. advantage on the saving throw.
You ca n u se your action to take total and precise W h ile the target is charm ed, you have a telepathic link
con trol o f the target. Until the end o f your next turn, the w ith it as lon g as the tw o o f you are on the sam e plane
creature takes only the actions you c h oose, and d oesn ’t o f existence. You can u se this telepathic link to issue
do anything that you don ’t allow it to do. D uring this com m a n d s to the creature w hile you are co n s cio u s (no
time, you can also cau se the creature to use a reaction, action required), w hich it d oes its best to obey. You can
but this requires you to u se your ow n reaction as well. sp ecify a sim ple and general co u rse o f action, such as
E ach tim e the target takes dam age, it m akes a new “A ttack that creature,” “R un over there,” or “Fetch that
W isd om saving th row against the spell. If the saving object.” If the creature com pletes the order and d oesn ’t
th row su cceed s, the spell ends. receive further direction from you, it defends and
A t H igher L evels. W h en you cast this spell w ith a p reserves itself to the best o f its ability.
5th-level spell slot, the duration is concentration, up You can u se your action to take total and precise
to 10 minutes. W h en you u se a 6th-level spell slot, control o f the target. Until the end o f your next turn, the
the duration is concentration, up to 1 hour. W h en you creature takes only the actions you ch o o s e , and d oesn ’t
u se a spell slot o f 7th level or higher, the duration is do anything that you don ’t allow it to do. D urin g this
concentration, up to 8 hours. tim e you can also cau se the creature to use a reaction,
but this requ ires you to u se your ow n reaction as well.
D o m in a t e M onster
Each tim e the target takes dam age, it m akes a new
8 th-level enchantment W isd om saving th row against the spell. If the saving
Casting Tim e: 1 action th row su cceed s, the spell ends.
Range: 60 feet A t H igher L evels. W h en you cast this spell using
Components: V, S a 6th-level spell slot, the duration is concentration,
Duration: C oncentration, up to 1 hour up to 10 m inutes. W h en you u se a 7th-level spell slot,
the duration is concentration, up to 1 hour. W h en you
You attempt to begu ile a creature that you can see
u se a spell slot o f 8th level or higher, the duration is
w ithin range. It m ust su cce e d on a W isd om saving
concentration, up to 8 hours.
th row o r be charm ed by you for the duration. If you or
creatu res that are friendly to you are fighting it, it has
D r a w m i j ’s I n s t a n t Su m m o n s
advantage on the saving throw.
6 th-level conjuration (ritual)
W h ile the creature is charm ed, you have a telepathic
link w ith it as lon g as the tw o o f you are on the sam e Casting Tim e: 1 minute
plane o f existence. You can u se this telepathic link to Range: Touch
issu e com m a n d s to the creature w hile you are con sciou s Components: V, S, M (a sapphire w orth 1,0 00 gp)
(no action required), w h ich it d oes its best to obey. You Duration: Until dispelled
can sp ecify a sim ple and general co u rse o f action, such You touch an object w eigh in g 10 pou n d s or less w h ose
as “A ttack that creature,” “Run over there,” or “Fetch lon gest dim ension is 6 feet or less. T h e spell leaves an
that object.” If the creature com pletes the order and invisible m ark on its su rface and invisibly in scribes the
d oesn ’t receive further direction from you, it defends n am e o f the item on the sapphire you use as the material
and p reserves itself to the best o f its ability. com pon ent. E ach tim e you cast this spell, you must u se
You can u se your action to take total and p recise a different sapphire.
con trol o f the target. Until the end o f your next turn, the At any tim e thereafter, you can u se your action to
creature takes only the actions you ch o o s e , and d oesn ’t sp ea k the item’s nam e and crush the sapphire. The item
do anything that you d on ’t allow it to do. D uring this instantly appears in your hand rega rdless o f physical or
time, you can also cau se the creature to u se a reaction, planar distances, and the spell ends.
but this requ ires you to u se your ow n reaction as well.
If another creature is h olding or carryin g the item, for clear skies, a cloud for rain, falling sn ow flakes for
cru sh in g the sapphire d oesn ’t transport the item to you, snow, and s o on. T h is effect persists for 1 round.
but instead you learn w ho the creature p o s se ss in g the • You instantly m ake a flow er blossom , a seed p od open,
object is and roughly w here that creature is located or a lea f bud bloom .
at that m om ent. • You create an instantaneous, h arm less sen sory effect,
Dispel magic or a sim ilar effect su ccessfu lly applied to such as falling leaves, a pu ff o f w ind, the sou n d o f a
the sapphire ends this sp ell’s effect. sm all anim al, or the faint o d or o f skunk. The effect
m ust fit in a 5-foot cube.
D ream
• You instantly light or snuff out a candle, a torch, or a
5th-level illusion sm all cam pfire.
Casting Time: 1 minute
Ea r t h q u a k e
Range: S p ecia l
Components: V, S, M (a handful o f sand, a dab o f ink, 8 th-level evocation
and a w riting quill plucked from a sleepin g bird) Casting Time: 1 action
Duration: 8 hours Range: 5 0 0 feet
Components: V, S, M (a pinch o f dirt, a piece o f rock,
T h is spell sh apes a creatu re’s dream s. C h oose a
and a lump o f clay)
creature kn ow n to you as the target o f this spell. The
Duration: Concentration, up to 1 m inute
target m ust be on the sam e plane o f existence as you.
Creatures that d on ’t sleep, such as elves, ca n ’t be You create a seism ic disturbance at a point on the
contacted by this spell. You, or a w illing creature you ground that you can see w ithin range. For the duration,
touch, enters a trance state, acting as a m essenger. an intense trem or rips through the grou nd in a
W h ile in the trance, the m essen ger is aw are o f his or 100-foot-radius circle centered on that point and shakes
her surroundings, but c a n ’t take actions or m ove. creatures and structures in contact w ith the ground
If the target is asleep, the m essen ger appears in the in that area.
target’s dream s and can con verse with the target as T he grou nd in the area b e c o m e s difficult terrain.
lon g as it rem ains asleep, through the duration o f the Each creature on the ground that is concentratin g must
spell. The m essen ger can also shape the environm ent m ake a Constitution saving throw. On a failed save, the
o f the dream , creating landscapes, objects, and other creatu re’s concentration is broken.
im ages. T h e m essen ger can em erge from the trance at W h en you cast this spell and at the end o f each turn
any tim e, ending the effect o f the spell early. T h e target you spend concentrating on it, each creature on the
reca lls the dream perfectly upon w aking. If the target is ground in the area m ust m ake a Dexterity saving throw.
aw ake w hen you cast the spell, the m essen ger k n ow s it, On a failed save, the creature is kn ock ed prone.
and can either end the trance (and the spell) or wait for This spell can have additional effects depen din g on
the target to fall asleep, at w hich point the m essen ger the terrain in the area, as determ ined by the DM.
appears in the target’s dream s. Fissures. F issu res open throughout the sp ell’s area at
You can m ake the m essen ger appear m on strou s the start o f your next turn after you cast the spell. A total
and terrifying to the target. If you do, the m essen ger o f 1d6 such fissures open in location s ch osen by the DM.
can deliver a m essa ge o f no m ore than ten w ord s and Each is 1d10 x 10 feet deep, 10 feet w ide, and extends
then the target must m ake a W isd om saving throw. On from one edge o f the spell’s area to the opposite side.
a failed save, e c h o e s o f the phantasm al m onstrosity A creature standing on a spot w h ere a fissure open s
spaw n a nightm are that lasts the duration o f the target’s m ust s u cce e d on a Dexterity saving th row or fall in. A
sleep and prevents the target from gaining any benefit creature that su ccessfu lly saves m oves w ith the fissu re’s
from that rest. In addition, w hen the target w ak es up, it edge as it opens.
takes 3d 6 psychic dam age. A fissure that op en s beneath a structure ca u ses it to
If you have a b od y part, lo ck o f hair, clipping from a autom atically colla p se (see below ).
nail, or sim ilar portion o f the target’s body, the target Structures. The trem or deals 50 bludgeon ing dam age
m akes its saving th row with disadvantage. to any structure in contact with the ground in the area
w hen you cast the spell and at the start o f each o f your
D r u id c r a f t turns until the spell ends. If a structure d rops to 0 hit
Transmutation cantrip points, it colla p ses and potentially d am ages nearby
Casting Tim e: 1 action creatures. A creature w ithin h alf the distance o f a
Range: 30 feet stru ctu re’s height m ust m ake a Dexterity saving throw.
Components: V, S On a failed save, the creature takes 5d 6 bludgeon ing
Duration: Instantaneous dam age, is k n ock ed prone, and is buried in the rubble,
requiring a D C 20 Strength (Athletics) ch eck as an
W h isp erin g to the spirits o f nature, you create one o f the
action to escap e. The DM can adjust the D C higher
follow in g effects w ithin range:
or lower, depen din g on the nature o f the rubble. On
• You create a tiny, h arm less sen sory effect that predicts a su ccessfu l save, the creature takes half as m uch
what the w eather w ill be at your location for the next dam age and d oesn ’t fall prone or b e c o m e buried.
24 hours. T h e effect m ight m anifest as a golden orb
El d r it c h B la st Enlarge/R educe
Evocation cantrip 2 nd-level transmutation
Casting Tim e: 1 action Casting Tim e: 1 action
Range: 120 feet Range: 3 0 feet
Components: V, S Components: V, S, M (a pinch o f p ow d ered iron)
Duration: Instantaneous Duration: C oncentration, up to 1 m inute
A b ea m o f crackling en ergy streaks tow ard a creature You cau se a creature or an object you can see w ithin
w ithin range. M ake a ran ged spell attack against the range to g row larger or sm aller for the duration. C h oose
target. On a hit, the target takes 1dlO force dam age. either a creature or an object that is neither w orn
T h e spell creates m ore than one b ea m w hen you reach n or carried. If the target is unw illing, it can m ake a
higher levels: tw o b ea m s at 5th level, three b ea m s at Constitution saving throw. On a su cce s s, the spell
11th level, and four b ea m s at 17th level. You can direct has no effect.
the b ea m s at the sam e target or at different ones. M ake If the target is a creature, everything it is w earin g and
a separate attack roll for each beam . carryin g changes size w ith it. A ny item d ropped by an
affected creature returns to n orm al size at on ce.
Elemental W eapon Enlarge. The target’s size doubles in all dim ensions,
3rd-level transmutation and its w eight is m ultiplied by eight. T his grow th
Casting Tim e: 1 action in crea ses its size by one category—from M edium to
Range: Touch Large, for exam ple. If there isn’t en ough room for the
Components: V, S target to double its size, the creature or object attains
Duration: Concentration, up to 1 hour the m axim u m p ossib le size in the sp ace available.
Until the spell ends, the target also has advantage on
A n onm agical w ea p on you touch b e c o m e s a m agic
Strength ch eck s and Strength saving throw s. The
w eapon . C h oose one o f the follow in g dam age types:
target’s w ea p on s also g row to match its n ew size. W h ile
acid, cold, fire, lightning, or thunder. For the duration,
these w eap on s are enlarged, the target’s attacks with
the w eap on has a +1 bon u s to attack rolls and deals an
them deal 1d4 extra dam age.
extra 1d4 dam age o f the ch osen type w hen it hits.
Reduce. T h e target’s size is halved in all dim ension s,
At Higher Levels. W h en you cast this spell using a
and its w eight is redu ced to one-eighth o f norm al. This
spell slot o f 5th or 6th level, the bon u s to attack rolls
reduction d ecrea ses its size by on e category—from
in creases to +2 and the extra dam age in creases to
M edium to Sm all, for exam ple. Until the spell ends,
2d4. W h en you use a spell slot o f 7th level or higher,
the target also has disadvantage on Strength ch eck s
the bon u s in creases to +3 and the extra dam age
and Strength saving throw s. The target’s w eap on s also
in creases to 3d4.
shrink to m atch its n ew size. W h ile th ese w ea p on s are
Enhance A b il it y
reduced, the target’s attacks w ith them deal 1d4 less
dam age (this ca n ’t reduce the dam age below 1).
2 nd-level transmutation
Casting Tim e: 1 action E n s n a r i n g St r i k e
Range: Touch 1st-level conjuration
Components: V, S, M (fur or a feather from a beast)
Casting Tim e: 1 bon u s action
Duration: Concentration, up to 1 hour.
Range: S elf
You touch a creature and bestow u pon it a m agical Components: V
enhancem ent. C h oose on e o f the follow in g effects; the Duration: C oncentration, up to 1 m inute
target gains that effect until the spell ends.
The next tim e you hit a creature w ith a w ea p on attack
Bear’s Endurance. T h e target has advantage on
before this spell ends, a w rithing m a ss o f thorny vines
Constitution ch eck s. It also gains 2d 6 tem porary hit
appears at the point o f im pact, and the target must
points, w hich are lost w hen the spell ends.
s u cce e d on a Strength saving th row or be restrained by
Bull’s Strength. T he target has advantage
the m agical vines until the spell ends. A L arge or larger
on Strength checks, and his or her carryin g
creature has advantage on this saving throw. If the
capacity doubles.
target s u c ce e d s on the save, the vines shrivel away.
Cat’s Grace. T h e target has advantage on Dexterity
W h ile restrained by this spell, the target takes 1d6
checks. It also d oesn ’t take dam age from falling 20 feet
piercing damage at the start o f each o f its turns. A creature
or less if it isn’t incapacitated.
restrained by the vines or one that can touch the creature
Eagle’s Splendor. T h e target has advantage on
can use its action to m ake a Strength ch eck against your
C harism a checks.
spell save DC. On a su ccess, the target is freed.
Fox’s Cunning. The target has advantage on
At Higher Levels. If you cast this spell using a spell
Intelligence checks.
slot o f 2nd level or higher, the dam age in crea ses by 1d6
Owl’s Wisdom. T h e target has advantage on
for each slot level above 1st.
W isd om ch ecks.
At Higher Levels. W h en you cast this spell using
a spell slot o f 3rd level or higher, you can target one
additional creature for each slot level above 2nd.
Entangle W h en the spell ends, you im m ediately return to the
1st-level conjuration plane you originated from in the spot you currently
occupy. If you occu p y the sam e spot as a solid object
Casting Tim e: 1 action
or creature w hen this happens, you are im m ediately
Range: 90 feet
shunted to the nearest u n occu p ied sp ace that you
Components: V, S
can occu p y and take force dam age equal to tw ice the
Duration: Concentration, up to 1 minute
num ber o f feet you are m oved.
G rasping w eed s and vines sprout from the grou nd in a T h is spell has no effect if you cast it w hile you are on
20-foot square starting from a point w ithin range. For the E thereal P lane or a plane that d oesn ’t border it, such
the duration, th ese plants turn the ground in the area as on e o f the Outer Planes.
into difficult terrain. A t H igher L evels. W h en you cast this spell using
A creature in the area w hen you cast the spell must a spell slot o f 8th level or higher, you can target up to
su cce e d on a Strength saving throw or b e restrained three w illing creatu res (including you) for each slot level
by the entangling plants until the spell ends. A creature above 7th. The creatu res m ust be w ithin 10 feet o f you
restrained by the plants can u se its action to m ake w hen you cast the spell.
a Strength ch eck against you r spell save DC. On a
su ccess, it frees itself. Ev a r d ’s B l a c k T entacles
W h en the spell ends, the conjured plants w ilt away. 4th-level conjuration
Casting Time: 1 action
Enthrall
Range: 90 feet
2 nd-level enchantment
Components: V, S, M (a p iece o f tentacle from a giant
Casting Time: 1 action octop u s or a giant squid)
Range: 60 feet Duration: Concentration, up to 1 minute
Components: V, S
Squirm ing, ebon y tentacles fill a 20 -foot square on
Duration: 1 minute
ground that you can see w ithin range. F or the duration,
You w eave a distracting string o f w ords, causing these tentacles turn the ground in the area into
creatures o f your ch oice that you can see w ithin range difficult terrain.
and that can hear you to m ake a W isd om saving W h en a creature enters the affected area for the first
throw. A ny creature that ca n ’t b e ch arm ed su cce e d s tim e on a turn or starts its turn there, the creature
on this saving th row automatically, and if you or your must su cce e d on a D exterity saving th row or take 3d6
com p a n ion s are fighting a creature, it has advantage on bludgeon ing dam age and be restrained by the tentacles
the save. On a failed save, the target has disadvantage until the spell ends. A creature that starts its turn in the
on W isd om (P erception ) ch eck s 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 bludgeon ing dam age.
target can no longer h ear you. The spell en ds if you are A creature restrained by the tentacles can use its
incapacitated or can n o longer speak. action to m ake a Strength or Dexterity ch eck (its choice)
against your spell save DC. O n a su ccess, it frees itself.
Eth e re a ln e ss
7th-level transmutation Ex p e d it io u s R etreat
F in d T raps
2 nd-level divination
F in g e r of D eath
7th-level necromancy
Casting Tim e: 1 action
Range: 6 0 feet
Components: V, S
Duration: Instantaneous
F ir e b a l l
3rd-level evocation
Casting Tim e: 1 action
Range: 150 feet
Components: V, S , M (a tiny ball o f bat
guano and sulfur)
Duration: Instantaneous
You touch a w illing creature. For the duration, the You conjure a portal linking an u n occu p ied sp ace you
target’s m ovem ent is unaffected by difficult terrain, and can see w ithin range to a p recise location on a different
sp ells and other m agical effects can neither reduce plane o f existence. The portal is a circu lar opening,
the target’s sp eed nor cau se the target to b e paralyzed w h ich you can m ake 5 to 20 feet in diameter. You can
or restrained. orient the portal in any d irection you ch o o s e . T h e portal
The target can also sp en d 5 feet o f m ovem ent to lasts for the duration.
autom atically esca p e from n onm agical restraints, such The portal has a front and a ba ck on each plane w here
as m anacles or a creature that has it grappled. Finally, it appears. Travel through the portal is p ossib le only
bein g underw ater im p oses no penalties on the target's by m ovin g through its front. A nything that d o e s so is
m ovem ent or attacks. instantly transported to the other plane, appearing in
the u n occu p ied sp ace nearest to the portal.
F r ie n d s D eities and other planar rulers can prevent portals
Enchantment cantrip created by this spell from open in g in their p resen ce or
Casting Tim e: 1 action anyw here w ithin their dom ains.
Range: S e lf W h en you cast this spell, you can sp eak the nam e
Components: S, M (a sm all am ount o f m akeup applied o f a sp ecific creature (a pseudonym , title, or nicknam e
to the face as this spell is cast) d oesn ’t w ork). If that creature is on a plane other than
Duration: Concentration, up to 1 minute the on e you are on, the portal op en s in the nam ed
creatu re’s im m ediate vicinity and draw s the creature
F or the duration, you have advantage on all Charism a through it to the nearest u n occu p ied sp ace on your side
ch eck s directed at on e creature o f your ch oice that isn’t o f the portal. You gain no special p ow er over the creature,
hostile tow ard you. W h en the spell ends, the creature and it is free to act as the DM deem s appropriate. It
realizes that you u sed m agic to influence its m o o d m ight leave, attack you, or help you.
and b e c o m e s hostile tow ard you. A creature prone
to violen ce m ight attack you. A n oth er creature might G eas
seek retribution in other w ays (at the D M ’s discretion), 5th-level enchantment
depen din g on the nature o f your interaction w ith it.
Casting Tim e: 1 minute
G aseous Form Range: 6 0 feet
Components: V
3rd-level transmutation
Duration: 30 days
Casting Time: 1 action
Range: Touch You place a m agical com m a n d on a creature that you
ca n see w ithin range, forcin g it to ca rry out som e
serv ice or refrain from som e action or co u rse o f activity G lib n e ss
as you decide. If the creature can understand you, it 8 th-level transmutation
m ust su cce e d on a W isd om saving th row o r b e c o m e
Casting Tim e: 1 action
ch arm ed by you for the duration. W h ile the creature
Range: S elf
is charm ed by you, it takes 5 d10 psychic dam age
Components: V
each tim e it acts in a m ann er d irectly coun ter to your
Duration: 1 hour
instructions, but no m ore than on ce each day. A creature
that can't understand you is unaffected by the spell. Until the spell ends, w hen you m ake a C harism a
You can issue any c om m a n d you ch oose, sh ort o f an check, you can replace the num ber you roll w ith a 15.
activity that w ou ld result in certain death. S h ou ld you Additionally, no m atter w hat you say, m agic that w ould
issu e a suicidal com m a n d , the spell ends. determ ine if you are telling the truth indicates that you
You can end the spell early by usin g an action to are being truthful.
d ism iss it. A rem ove curse, greater restoration, or wish
sp ell also ends it. G lobe of In v u l n e r a b il it y
A t H igher L evels. W h en you cast this spell using 6 th-level abjuration
a spell slot o f 7th or 8th level, the duration is 1 year. Casting Tim e: 1 action
W h en you cast this spell using a spell slot o f 9th level, Range: S e lf (10-foot radius)
the spell lasts until it is ended by on e o f the spells Components: V, S, M (a glass or crystal bead that
m entioned above. shatters w hen the spell ends)
Duration: Concentration, up to 1 m inute
G entle R epose
A n im m obile, faintly sh im m erin g barrier springs into
2 nd-level necrom ancy (ritual)
existence in a 10-foot radius around you and rem ains for
Casting Tim e: 1 action the duration.
Range: Touch A ny spell o f 5th level or low er cast from outside the
Components: V, S, M (a pinch o f salt and on e cop p er barrier can't affect creatu res or ob jects w ithin it, even
p iece p la ced on each o f the c o r p s e ’s eyes, w h ich must if the spell is cast using a h igher level spell slot. S u ch a
rem ain there for the duration) spell can target creatu res and objects w ithin the barrier,
Duration: 10 days
but the spell has no effect on them. Similarly, the area
You touch a c o rp s e or other rem ains. For the w ithin the barrier is exclu ded from the areas affected
duration, the target is protected from decay and ca n ’t by such spells.
b e c o m e undead. A t H igher Levels. W h en you cast this spell using a
The spell also effectively extends the tim e lim it on sp ell slot o f 7th level or higher, the barrier block s spells
raising the target from the dead, sin ce days spent under o f on e level higher for each slot level above 6th.
the influence o f this spell d on ’t coun t against the time
limit o f spells such as raise dead. G lyph of W a r d in g
3rd-level abjuration
G ia n t In sect Casting Tim e: 1 hour
4th-level transmutation Range: Touch
Casting Time: 1 action Components: V, S, M (in cen se and p ow d ered diam ond
Range: 30 feet w orth at least 2 0 0 gp, w h ich the spell con su m es)
Components: V, S Duration: Until dispelled or triggered
Duration: Concentration, up to 10 m inutes W h en you cast this spell, you in scribe a glyph that
You transform up to ten centipedes, three spiders, five harm s other creatures, either upon a su rface (such as
w asps, or on e scorp ion w ithin range into giant versions a table or a section o f floor or w all) or w ithin an object
o f their natural form s for the duration. A centipede that can b e c lo s e d (such as a book, a scroll, or a treasure
b e c o m e s a giant centipede, a spider b e c o m e s a giant chest) to con cea l the glyph. If you c h o o s e a surface, the
spider, a w asp b e c o m e s a giant w asp, and a scorp ion glyph can cover an area o f the su rface no larger than
b e c o m e s a giant scorpion . 10 feet in diameter. If you c h o o s e an object, that object
E ach creature obey s your verbal com m a n d s, and m ust rem ain in its place; if the ob ject is m oved m ore
in com bat, they act on your turn each round. The DM than 10 feet from w here you cast this spell, the glyph is
has the statistics for th ese creatu res and resolves their broken, and the spell en ds w ithout being triggered.
actions and m ovem ent. T he glyph is nearly invisible and requ ires a su ccessfu l
A creature rem ains in its giant size for the duration, Intelligence (Investigation) ch e ck against your spell save
until it d rops to 0 hit points, or until you u se an action to D C to be found.
dism iss the effect on it. You decide w hat triggers the glyph w h en you cast
The DM m ight allow you to c h o o s e different targets. the spell. For glyphs in scribed on a surface, the m ost
F or exam ple, if you tran sform a bee, its giant version typical triggers include touching or standing on the
m ight have the sam e statistics as a giant w asp. glyph, rem oving another object coverin g the glyph,
approach in g w ithin a certain distance o f the glyph, or
m anipulating the object on w h ich the glyph is in scribed.
For glyphs in scribed w ithin an object, the m ost com m on
triggers include open in g that object, approaching w ithin You conjure a vine that sprouts from the grou nd in an
a certain distance o f the object, or seein g or readin g the u n occu p ied sp ace o f your ch oice that you can see w ithin
glyph. O n ce a glyph is triggered, this spell ends. range. W h en you cast this spell, you can direct the vine
You can further refine the trigger s o the spell activates to lash out at a creature w ithin 30 feet o f it that you can
only under certain circu m stan ces or a ccord in g to see. That creature m ust s u cce e d on a Dexterity saving
physical characteristics (such as height or weight), th row o r b e pulled 20 feet directly tow ard the vine.
creature kind (for exam ple, the w ard cou ld be set to Until the spell ends, you can direct the vine to lash out
affect aberrations or drow), or alignm ent. You can also at the sam e creature or another on e as a bon u s action
set condition s for creatu res that don ’t trigger the glyph, on each o f your turns.
such as th ose w h o say a certain passw ord.
W h en you in scribe the glyph, c h o o s e explosive runes G rease
G u a r d ia n of Fa i t h
G r a sp in g V in e
4th-level conjuration
4th-level conjuration
Casting Tim e: 1 action
Casting Tim e: 1 bon u s action
Range: 30 feet
Range: 30 feet
Components: V
Components: V, S
Duration: 8 hours
Duration: C oncentration, up to 1 minute
A Large spectral guardian appears and h overs for the
duration in an u n occu p ied sp ace o f your ch oice that you
can see w ithin range. The guardian occu p ies that sp ace • P la ce a suggestion in on e location. You select an area
and is indistinct except for a gleam ing sw ord and shield o f up to 5 feet square, and any creature that enters
em b lazon ed with the sym bol o f your deity. or p a sses through the area receives the su ggestion
Any creature hostile to you that m oves to a sp ace mentally.
within 10 feet o f the guardian for the first tim e on a
T h e w hole w arded area radiates m agic. A dispel
turn m ust su cce e d on a D exterity saving throw. The
magic cast on a sp ecific effect, if su ccessfu l, rem oves
creature takes 20 radiant dam age on a failed save, or
only that effect.
h alf as m uch dam age on a su ccessfu l one. The guardian
You can create a perm anently guarded and w arded
vanishes w hen it has dealt a total o f 60 dam age.
structure by casting this spell there every day
for one year.
G uards and W ards
6 th-level abjuration
G u id a n c e
Casting Tim e: 10 m inutes Divination cantrip
Range: Touch
Casting Tim e: 1 action
Components: V, S, M (burning in cen se, a sm all
Range: Touch
m easu re o f brim ston e and oil, a knotted string, a
Components: V, S
sm all am ount o f um ber hulk blood, and a sm all silver
Duration: C oncentration, up to 1 m inute
rod w orth at least 10 gp)
Duration: 24 hours You touch one w illin g creature. O n ce b efore the spell
ends, the target can roll a d4 and add the num ber rolled
You create a w ard that protects up to 2 ,5 0 0 square feet
to one ability ch eck o f its ch oice. It can roll the die before
o f floor sp a ce (an area 50 feet square, or on e hundred
or after m aking the ability check. T h e spell then ends.
5-foot squares or twenty-five 10-foot squares). The
w arded area can be up to 20 feet tall, and shaped as you G u id in g B olt
desire. You can w ard several stories o f a stron ghold by 1st-level evocation
dividing the area am ong them, as long as you can w alk
Casting Time: 1 action
into each contigu ou s area w hile you are casting the spell.
Range: 120 feet
W h en you cast this spell, you can sp ecify individuals
Components: V, S
that are unaffected by any or all o f the effects that
Duration: 1 round
you ch o o s e . You can also sp ecify a pa ssw ord that,
w hen sp oken aloud, m akes the speaker im m une to A flash o f light streaks tow ard a creature o f your ch oice
these effects. w ithin range. M ake a ranged spell attack against the
Guards and wards creates the follow in g effects w ithin target. On a hit, the target takes 4d 6 radiant dam age,
the w arded area. and the next attack roll m ade against this target before
Corridors. F og fills all the w arded corridors, m aking the end o f your next turn has advantage, thanks to the
them heavily ob scu red. In addition, at each intersection m ystical dim light glittering on the target until then.
or bran chin g p a ssa ge offering a ch oice o f direction, A t H igher Levels. W h en you cast this spell using a
there is a 50 percen t ch a n ce that a creature other than spell slot o f 2nd level or higher, the dam age in creases by
you w ill believe it is going in the opposite direction from 1d6 for each slot level above 1st.
the on e it ch ooses.
D oors. A ll d oors in the w arded area are m agically G ust of W in d
for each slot level above 1st (to a m axim um o f 6 d10). 4th-level illusion
Casting Tim e: 10 m inutes
H allow
Range: 3 0 0 feet
5th-level evocation
Components: V, S, M (a stone, a tw ig, and a bit
Casting Tim e: 24 hours o f green plant)
Range: Touch Duration: 24 hours
Com ponents: V, S, M (herbs, oils, and in cen se w orth at
You m ake natural terrain in a 150-foot cube in range
least 1,0 00 gp, w hich the spell con su m es)
look, sound, and sm ell like som e other sort o f natural
Duration: Until dispelled
terrain. Thus, open fields or a road can be m ade to
You touch a point and infuse an area around it w ith holy resem b le a sw am p, hill, crevasse, or som e other difficult
(or unholy) pow er. The area can have a radius up to 60 or im passable terrain. A p on d can be m ade to seem
feet, and the spell fails if the radius includes an area like a grassy m eadow , a p recipice like a gentle slope,
already under the effect a hallow spell. T h e affected area or a rock-strew n gully like a w ide and sm ooth road.
is su bject to the follow in g effects. M anufactured structures, equipm ent, and creatures
First, celestials, elem entals, fey, fiends, and undead w ithin the area aren’t changed in appearance.
ca n ’t enter the area, nor can such creatures charm , Th e tactile characteristics o f the terrain are
frighten, or p o s s e s s creatu res w ithin it. Any creature u nchanged, s o creatures entering the area are likely to
charm ed, frightened, or p o s s e s s e d by such a creature s ee through the illusion. If the difference isn’t obviou s
is no longer charm ed, frightened, or p o s se ss e d upon by touch, a creature carefully exam inin g the illusion can
entering the area. You can exclude on e or m ore o f those attempt an Intelligence (Investigation) ch eck against
types o f creatu res from this effect. your spell save D C to disbelieve it. A creature w ho
S econ d , you can bind an extra effect to the area. discern s the illusion for w hat it is, s e e s it as a vague
C h o o se the effect from the follow in g list, or c h o o s e an im age su p erim p osed on the terrain.
effect offered by the DM. S o m e o f these effects apply to
creatu res in the area; you can designate w hether the H arm
H eal You point your finger, and the creature that dam aged
6 th-level evocation you is m om entarily su rrou nded by hellish flam es. The
creature must m ake a D exterity saving throw. It takes
Casting Tim e: 1 action
2 d10 fire dam age on a failed save, or h alf as m uch
Range: 6 0 feet
dam age on a su ccessfu l one.
Components: V, S
A t H igher Levels. W h en you cast this spell using a
Duration: Instantaneous
spell slot o f 2nd level or higher, the dam age in creases by
C h o o se a creature that you can see within range. A 1dlO for each slot level above 1st.
surge o f positive en ergy w ash es through the creature,
causing it to regain 70 hit points. This spell also ends H eroes’ F east
blin dness, deafness, and any d iseases affecting the 6 th-level conjuration
target. T h is spell has no effect on con stru cts or undead. Casting Tim e: 10 m inutes
A t H igher Levels. W h en you cast this spell using a Range: 30 feet
spell slot o f 7th level or higher, the am ount o f healing Components: V, S , M (a gem -en crusted bow l w orth at
in creases by 10 for each slot level above 6th. least 1,0 00 gp, w h ich the spell con su m es)
Duration: Instantaneous
H e a l in g W ord
1st-level evocation You bring forth a great feast, including m agnificent
fo o d and drink. T h e feast takes 1 hour to con su m e and
Casting Tim e: 1 bon u s action
disappears at the end o f that time, and the beneficial
Range: 6 0 feet
effects d on ’t set in until this hour is over. Up to twelve
Components: V
other creatu res can partake o f the feast.
Duration: Instantaneous
A creature that partakes o f the feast gains several
A creature o f your ch oice that you can see w ithin range benefits. The creature is cu red o f all d isea ses and
regains hit points equal to 1d4 + your spellcasting p oison , b e c o m e s im m une to p oison and being
ability m odifier. T h is spell h as no effect on undead frightened, and m akes all W isd om saving throw s with
or constructs. advantage. Its hit point m axim u m also in creases by
A t H igher Levels. W h en you cast this spell using a 2d 1 0 , and it gains the sam e num ber o f hit points. T h ese
spell slot o f 2nd level or higher, the healing in crea ses by benefits last for 24 hours.
1d4 for each slot level above 1st.
H er o ism
H eat M etal 1st-level enchantment
2 nd-level transmutation
Casting Tim e: 1 action
Casting Tim e: 1 action Range: Touch
Range: 6 0 feet Components: V, S
Components: V, S, M (a p iece o f iron and a flame) Duration: Concentration, up to 1 minute
Duration: C oncentration, up to 1 minute
A w illing creature you touch is im bued with bravery.
C h oose a m anufactured m etal object, such as a metal Until the spell ends, the creature is im m une to being
w eap on or a suit o f heavy or m edium m etal armor, that frightened and gains tem porary hit points equal to
you can see w ithin range. You cau se the object to glow your sp ellcastin g ability m odifier at the start o f each
red-hot. A ny creature in physical contact w ith the object o f its turns. W h en the spell ends, the target loses any
takes 2d 8 fire dam age w hen you cast the spell. Until the rem ainin g tem porary hit points from this spell.
spell ends, you can use a bon u s action on each o f your
subsequent turns to cau se this dam age again.
At Higher Levels. W h en you cast this spell using H oly A ura
a spell slot o f 2nd level or higher, you can target one 8 th-level abjuration
additional creature for each slot level above 1st.
Casting Tim e: 1 action
H ex
Range: S e lf
Components: V, S, M (a tiny reliquary w orth at least
1st-level enchantment
1,0 00 gp contain in g a sa cred relic, such as a scrap o f
Casting Tim e: 1 bon u s action cloth from a saint’s robe or a p iece o f parchm ent from
Range: 9 0 feet a religious text)
Components: V, S, M (the petrified eye o f a newt) Duration: C oncentration, up to 1 m inute
Duration: Concentration, up to 1 hour
D ivine light w ash es out from you and c o a le s ce s
You place a cu rse on a creature that you can see w ithin in a soft radiance in a 30 -foot radius around you.
range. Until the spell ends, you deal an extra 1d6 Creatures o f your ch oice in that radius w hen you cast
n ecrotic dam age to the target w hen ever you hit it with this spell shed dim light in a 5-foot radius and have
an attack. A lso, c h o o s e on e ability w h en you cast the advantage on all saving throw s, and other creatures
spell. The target has disadvantage on ability ch eck s have disadvantage on attack rolls against them until
m ade w ith the ch osen ability. the spell ends. In addition, w hen a fiend or an undead
If the target d rop s to 0 hit points b efore this spell hits an affected creature w ith a m elee attack, the aura
ends, y ou ca n u se a bon u s action on a subsequent turn flashes w ith brilliant light. The attacker m ust s u cce e d
o f yours to cu rse a n ew creature. on a Constitution saving th row or be blinded until
A rem ove curse cast on the target ends this spell early. the spell ends.
A t Higher Levels. W h en you cast this spell using
a spell slot o f 3rd or 4th level, you can m aintain your H u n ger of H adar
concentration on the spell for up to 8 hours. W h en you 3rd-level conjuration
u se a spell slot o f 5th level or higher, you can maintain
Casting Time: 1 action
your concentration on the spell for up to 24 hours.
Range: 150 feet
H old M onster
Components: V, S, M (a pickled octop u s tentacle)
Duration: C oncentration, up to 1 m inute
5th-level enchantment
Casting Tim e: 1 action You open a gateway to the dark b etw een the stars, a
Range: 90 feet region infested w ith u nkn ow n h orrors. A 20-foot-radius
Com ponents: V, S, M (a sm all, straight piece o f iron) sphere o f black n ess and bitter cold appears, centered
Duration: Concentration, up to 1 minute on a point w ith range and lasting for the duration. This
void is filled with a ca cop h on y o f soft w h ispers and
C h o o se a creature that you can see w ithin range. The slurping n oises that can b e heard up to 30 feet away. No
target m ust s u cce e d on a W isd om saving th row or be light, m agical or oth erw ise, can illum inate the area, and
paralyzed for the duration. T h is spell has no effect on creatures fully w ithin the area are blinded.
undead. At the end o f each o f its turns, the target can The void creates a w arp in the fabric o f space, and the
m ake another W isd om saving throw. O n a su ccess, the area is difficult terrain. A ny creature that starts its turn
spell ends on the target. in the area takes 2d6 cold dam age. A ny creature that
At Higher Levels. W h en you cast this spell using en ds its turn in the area m ust s u c ce e d on a Dexterity
a spell slot o f 6th level or higher, you can target one saving th row or take 2d 6 acid dam age as milky,
additional creature for each slot level above 5th. T h e oth erw orldly tentacles rub against it.
creatu res m ust be w ithin 30 feet o f each other w hen
you target them. H u n t e r ’s M ark
1st-level divination
H old P erson
Casting Time: 1 bon u s action
2 nd-level enchantment
Range: 90 feet
Casting Tim e: 1 action Components: V
Range: 60 feet Duration: C oncentration, up to 1 hour
Components: V, S, M (a sm all, straight p iece o f iron)
Duration: Concentration, up to 1 m inute You c h o o s e a creature you can see w ithin range and
m ystically m ark it as your quarry. Until the spell ends,
C h o o se a hum anoid that you can see w ithin range. you deal an extra 1d6 dam age to the target w henever
T h e target m ust s u cce e d on a W isd om saving throw you hit it w ith a w eap on attack, and you have advantage
or b e paralyzed for the duration. At the end o f each o f on any W isd om (P erception ) or W isd om (Survival)
its turns, the target can m ake another W isd om saving ch eck you m ake to find it. If the target d rops to 0 hit
throw. On a su ccess, the spell ends on the target. poin ts before this spell ends, you can use a bon u s action
At Higher Levels. W h en you cast this spell using on a subsequent turn o f yours to m ark a n ew creature.
a spell slot o f 3rd level or higher, you can target one At Higher Levels. W h en you cast this spell using
additional h um anoid for each slot level above 2nd. The a spell slot o f 3rd or 4th level, you can m aintain your
hum an oids m ust be w ithin 30 feet o f each other w hen concentration on the spell for up to 8 hours. W h en you
you target them. use a spell slot o f 5th level or higher, you can maintain
your concentration on the spell for up to 24 hours.
H y p n o t i c Pa t t e r n Components: S , M (a lead-based ink w orth at least 10
3rd-level illusion gp, w hich the spell con su m es)
Duration: 10 days
Casting Time: 1 action
Range: 120 feet You w rite on parchm ent, paper, or som e other suitable
Components: S, M (a glow ing stick o f in cen se or a w riting material and im bue it with a potent illusion that
crystal vial filled w ith p h osph orescen t material) lasts for the duration.
Duration: Concentration, up to 1 minute To you and any creatu res you designate w hen you
cast the spell, the w riting appears norm al, written in
You create a tw isting pattern o f colors that w eaves
your hand, and conveys w hatever m eaning you intended
through the air inside a 30 -foot cu b e w ithin range.
w hen you w rote the text. To all others, the w riting
Th e pattern appears for a m om ent and vanishes. E ach
appears as if it w ere w ritten in an u nkn ow n or m agical
creature in the area w h o se e s the pattern m ust m ake
script that is unintelligible. Alternatively, you can cau se
a W isd om saving throw. O n a failed save, the creature
the w riting to appear to be an entirely different m essage,
b e c o m e s charm ed for the duration. W h ile charm ed
written in a different hand and language, though the
by this spell, the creature is incapacitated and has
language must b e on e you know.
a sp eed o f 0.
Sh ou ld the spell b e dispelled, the original script and
Th e spell ends for an affected creature if it takes any
the illusion both disappear.
dam age or if som eon e else u ses an action to shake the
A creature with truesight can read the
creature out o f its stupor.
hidden m essage.
I c e St o r m
Im pr iso n m e n t
4th-level evocation
9th-level abjuration
Casting Tim e: 1 action
Casting Tim e: 1 m inute
Range: 3 0 0 feet
Range: 30 feet
Components: V, S, M (a pinch o f dust and a few
Components: V, S, M (a vellum depiction or a carved
drops o f water)
statuette in the lik en ess o f the target, and a sp ecia l
Duration: Instantaneous
com p on en t that varies accord in g to the version o f the
A hail o f rock-hard ice pou n d s to the ground in a spell you ch oose, w orth at least 5 0 0 gp per Hit D ie
20-foot-radius, 40-foot-high cylinder centered on a o f the target)
point w ithin range. E ach creature in the cylinder must Duration: Until dispelled
m ake a D exterity saving throw. A creature takes 2d8
You create a m agical restraint to hold a creature that
bludgeon ing dam age and 4 d 6 cold dam age on a failed
you can see w ithin range. T h e target m ust su cce e d on
save, or h alf as m uch dam age on a su ccessfu l one.
a W isd om saving th row or be bou n d by the spell; if it
H ailstones turn the storm 's area o f effect into difficult
su cceed s, it is im m u ne to this spell if you cast it again.
terrain until the end o f your next turn.
W h ile affected by this spell, the creature doesn't need
A t H igher Levels. W h en you cast this spell using a
to breathe, eat, or drink, and it d oesn ’t age. Divination
spell slot o f 5th level or higher, the bludgeon ing dam age
spells ca n ’t locate or p erceive the target.
in creases by 1d8 for each slot level above 4th.
W h en you cast the spell, you c h o o s e on e o f the
Id e n t if y follow in g form s o f im prisonm ent.
1st-level divination (ritual) Burial. The target is en tom bed far beneath the earth
in a sphere o f m agical force that is ju st large en ough to
Casting Time: 1 m inute
contain the target. N othing can pass through the sphere,
Range: Touch
nor can any creature teleport or u se planar travel to get
Components: V, S, M (a pearl w orth at least 100 gp and
into or out o f it.
an ow l feather)
The sp ecia l com pon en t for this version o f the spell is a
Duration: Instantaneous
sm all mithral orb.
You c h o o s e one ob ject that you must touch throughout Chaining. H eavy chains, firm ly rooted in the ground,
the castin g o f the spell. If it is a m agic item or som e hold the target in place. T h e target is restrained until
other m agic-im bu ed object, you learn its properties the spell ends, and it ca n ’t m ove or be m oved by any
and h ow to use them , w hether it requ ires attunem ent m eans until then.
to use, and h ow m any ch arges it has, if any. You learn Th e sp ecia l com p on en t for this version o f the spell is a
w hether any sp ells are affecting the item and what they fine chain o f preciou s metal.
are. If the item w as created by a spell, you learn w hich H edged Prison. The spell transports the target into
spell created it. a tiny d em iplane that is w arded against teleportation
If you instead touch a creature throughout the casting, and planar travel. The dem iplane can be a labyrinth, a
you learn what spells, if any, are currently affecting it. cage, a tower, or any sim ilar con fin ed structure or area
o f your ch oice.
Illu so r y Sc r ip t The sp ecia l com pon en t for this version o f the spell is a
1st-level illusion (ritual) miniature representation o f the prison m ade from jade.
Casting Tim e: 1 m inute M inimus Containm ent. The target sh rin ks to a height
Range: Touch o f 1 inch and is im prison ed inside a gem stone or sim ilar
object. Light can pass through the gem stone norm ally
(allow ing the target to se e out and other creatu res to see
in), but nothing else can pass through, even by m eans o f
teleportation or planar travel. The gem stone ca n ’t be cut
or broken w hile the spell rem ains in effect.
The sp ecial com p on en t for this version o f the spell
is a large, transparent gem stone, such as a corundum ,
diam ond, or ruby.
Slumber. T h e target falls asleep and can ’t be awoken.
T h e sp ecia l com p on en t for this version o f the spell
con sists o f rare sop orific herbs.
Ending the Spell. D uring the casting o f the spell,
in any o f its versions, you can sp ecify a condition that
w ill cau se the spell to end and release the target. The
condition can b e as sp ecific or as elaborate as you
ch oose, but the D M m ust agree that the condition is
reason able and has a likelih ood o f com in g to pass. The
condition s can be ba sed on a creatu re’s nam e, identity,
or deity but oth erw ise m ust be ba sed on observable
actions or qualities and not ba sed on intangibles such as
level, class, or hit points.
A dispel magic spell can end the spell only if it is cast
as a 9th-level spell, targeting either the prison or the
sp ecial com pon en t u sed to create it.
You can use a particular sp ecia l com pon en t to create
only on e prison at a time. If you cast the spell again
using the sam e com pon ent, the target o f the first casting
is im m ediately freed from its binding.
In c e n d ia r y C loud
8 th-level conjuration
Casting Time: 1 action
Range: 150 feet
Components: V, S
Duration: Concentration, up to 1 minute
In f l ic t W ounds
1st-level necromancy
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Sw arm ing, biting locu sts fill a 20-foot-radius sphere L egend L ore
A 10-foot-radius im m obile dom e o f force sprin gs into You touch on e object that is no larger than 10 feet in any
existen ce arou nd and above you and rem ains stationary dim ension. Until the spell ends, the object sh eds bright
for the duration. The spell ends if you leave its area. light in a 20 -foot radius and dim light for an additional
Nine creatures o f M edium size or sm aller can fit inside 20 feet. T h e light can be c olored as you like. Com pletely
the dom e w ith you. T h e spell fails if its area includes a coverin g the object w ith som eth in g opaque b lock s the
larger creature or m ore than nine creatures. Creatures light. T h e spell ends if you cast it again or dism iss it
and objects within the dom e w hen you cast this spell as an action.
can m ove through it freely. A ll other creatures and If you target an ob ject held or w orn by a hostile
objects are barred from passing through it. Sp ells and creature, that creature m ust su cce e d on a Dexterity
other m agical effects ca n ’t extend through the dom e or saving th row to avoid the spell.
be cast through it. The atm osphere inside the sp ace is
com fortable and dry, regardless o f the w eather outside. L ig h t n in g A rrow
Until the sp ell ends, you can com m a n d the interior to 3rd-level transmutation
b e c o m e dim ly lit or dark. T h e d om e is opaque from the Casting Tim e: 1 bon u s action
outside, o f any c o lo r you c h oose, but it is transparent Range: S e lf
from the inside. Components: V, S
Duration: C oncentration, up to 1 m inute
L esser R e sto r a tio n
2 nd-level abjuration T he next tim e you m ake a ranged w ea p on attack during
the sp ell’s duration, the w ea p on ’s am m unition, or the
Casting Tim e: 1 action
w ea p on itself if it’s a throw n w eapon , transform s into
Range: Touch
a bolt o f lightning. M ake the attack roll as norm al. The
Components: V, S
target takes 4d 8 lightning dam age on a hit, or h alf
Duration: Instantaneous
as m uch dam age on a m iss, instead o f the w ea p on ’s
You touch a creature and can end either one d isease or n orm al dam age.
one condition afflicting it. The condition can be blinded, W h eth er you hit or m iss, each creature w ithin 10 feet
deafened, paralyzed, or poisoned. o f the target m ust m ake a D exterity saving throw. Each
o f these creatu res takes 2d8 lightning dam age on a
L e v ita te
failed save, or half as m uch dam age on a su ccessfu l one.
2 nd-level transmutation T h e p iece o f am m unition or w ea p on then returns to
Casting Tim e: 1 action its norm al form .
Range: 6 0 feet A t H igher L evels. W h en you cast this spell using a
Components: V, S, M (either a sm all leather loop or a sp ell slot o f 4th level or higher, the dam age for both
p iece o f golden w ire bent into a cup shape w ith a long effects o f the spell in crea ses by 1d8 for each slot
shank on on e end) level above 3rd.
Duration: Concentration, up to 10 minutes
L ig h t n in g B olt
O ne creature or ob ject o f your ch oice that you ca n see 3rd-level evocation
w ithin range rises vertically, up to 20 feet, and rem ains
Casting Tim e: 1 action
su sp ended there for the duration. The spell can levitate
Range: S e lf (100-foot line)
a target that w eigh s up to 5 0 0 pou nds. A n unw illing
Components: V, S, M (a bit o f fur and a rod o f amber,
creature that su c ce e d s on a Constitution saving throw
crystal, or glass)
is unaffected.
Duration: Instantaneous
T he target can m ove only by pu sh in g or pulling
against a fixed object or su rface w ithin reach (such as A stroke o f lightning form in g a line 100 feet lon g and 5
a w all or a ceiling), w h ich allow s it to m ove as if it w ere feet w id e blasts out from you in a direction you c h oose.
clim bing. You can change the target’s altitude by up to E ach creature in the line must m ake a D exterity saving
2 0 feet in either direction on your turn. If you are the throw. A creature takes 8 d 6 lightning dam age on a
target, you can m ove up or dow n as part o f your move. failed save, or h alf as m uch dam age on a su ccessfu l one.
O therw ise, you can u se your action to m ove the target, T h e lightning ignites flam m able ob jects in the area
w h ich m ust rem ain w ithin the sp ell’s range. that aren’t being w orn or carried.
W h en the sp ell ends, the target floats gently to the A t H igher Levels. W h en you cast this spell using a
grou nd if it is still aloft. spell slot o f 4th level or higher, the dam age in crea ses by
1d6 for each slot level above 3rd.
L ocate A n im a l s or Plants A t H igher Levels. W h en you cast this sp ell using
2 nd-level divination (ritual) a spell slot o f 2nd level or higher, you can target one
additional creature for each slot level above 1st.
Casting Tim e: 1 action
Range: S elf
M age A rmor
Components: V, S, M (a bit o f fur from a b loodh ou n d)
1st-level abjuration
Duration: Instantaneous
Casting Tim e: 1 action
D e scrib e or nam e a sp ecific kind o f beast or plant. Range: Touch
Concentrating on the v oice o f nature in your
Components: V, S, M (a piece o f cured leather)
su rrou ndings, you learn the direction and distance to Duration: 8 hours
the closest creature or plant o f that kind w ithin 5 m iles,
if any are present. You touch a w illing creature w h o isn’t w earin g armor,
and a protective m agical force su rrou nd s it until the
L ocate C reature spell ends. T h e target’s b a se AC b e c o m e s 13 + its
4th-level divination Dexterity modifier. T h e spell en ds if the target don s
arm or or if you d ism iss the spell as an action.
Casting Tim e: 1 action
Range: S elf
M age H and
Components: V, S, M (a bit o f fur from a bloodh ou n d)
Conjuration cantrip
Duration: Concentration, up to 1 hour
Casting Tim e: 1 action
D escrib e or nam e a creature that is fam iliar to you. You Range: 30 feet
sen se the direction to the creatu re’s location, as lon g as Components: V, S
that creature is w ithin 1,000 feet o f you. If the creature Duration: 1 m inute
is m oving, you k n ow the direction o f its m ovem ent.
The spell can locate a sp ecific creature kn ow n to A spectral, floating hand appears at a point you c h o o s e
you, or the nearest creature o f a sp ecific kind (such as w ithin range. T h e hand lasts for the duration or until
a hum an or a unicorn), s o long as you have seen such a you d ism iss it as an action. The hand van ish es if it is
creature up c lo s e —within 30 feet—at least on ce. If the ever m ore than 30 feet away from you or if you cast
creature you d escrib ed or nam ed is in a different form , this spell again.
such as being under the effects o f a polymorph spell, You can u se your action to con trol the hand. You can
this spell d oesn ’t locate the creature. u se the hand to m anipulate an object, open an u nlock ed
This spell ca n ’t locate a creature if running w ater at d oor or container, stow or retrieve an item from an open
least 10 feet w ide block s a direct path betw een you and container, or pou r the contents out o f a vial. You can
the creature. m ove the hand up to 30 feet each tim e you use it.
The hand ca n ’t attack, activate m agic item s, or carry
L ocate O bject m ore than 10 pounds.
2 nd-level divination
M a g ic C ir cle
Casting Tim e: 1 action
3rd-level abjuration
Range: S elf
Components: V, S, M (a forked tw ig) Casting Time: 1 minute
Duration: Concentration, up to 10 m inutes Range: 10 feet
Components: V, S, M (holy water or p ow dered
D escrib e or nam e an object that is fam iliar to you. You silver and iron w orth at least 100 gp, w hich the
sen se the direction to the o b je ct’s location, as lon g as spell con su m es)
that object is w ithin 1,000 feet o f you. If the object is in Duration: 1 hour
m otion, you k n ow the direction o f its m ovem ent.
The spell can locate a sp ecific object kn ow n to you, You create a 10-foot-radius, 20-foot-tall cylinder o f
as lon g as you have seen it up clo s e —within 30 feet—at m agical energy centered on a point on the ground
least on ce. Alternatively, the spell can locate the nearest that you can see w ithin range. G low ing runes appear
object o f a particular kind, such as a certain kind of w herever the cylinder intersects with the floor or
apparel, jew elry, furniture, tool, or w eapon . other surface.
T h is spell c a n ’t locate an object if any th ickness o f C h oose one or m ore o f the follow in g types o f
lead, even a thin sheet, b lock s a direct path b etw een you creatures: celestials, elem entals, fey, fiends, or undead.
and the object. T h e circle affects a creature o f the ch osen type in the
follow in g ways:
L o n g s t r id e r
• The creature c a n ’t w illingly enter the cylinder by
1st-level transmutation n onm agical m eans. If the creature tries to u se tele
Casting Tim e: 1 action portation or interplanar travel to do so, it m ust first
Range: Touch s u cce e d on a C harism a saving throw.
Components: V, S, M (a pinch o f dirt) • The creature has disadvantage on attack rolls against
Duration: 1 hour targets w ithin the cylinder.
• Targets w ithin the cylinder c a n ’t be charm ed, fright
You touch a creature. T h e target’s sp eed in creases by 10
ened, or p o s se ss e d by the creature.
feet until the spell ends.
W h en you cast this spell, you can elect to cau se its M a g ic M issile
m agic to operate in the reverse direction, preventing a 1st-level evocation
creature o f the sp ecified type from leaving the cylinder
Casting Tim e: 1 action
and protecting targets outside it.
Range: 120 feet
A t H igher Levels. W h en you cast this spell using a
Components: V, S
spell slot o f 4th level or higher, the duration in creases by
Duration: Instantaneous
1 hour for each slot level above 3rd.
You create three glow ing darts o f m agical force. Each
M a g ic Ja r dart hits a creature o f your ch oice that you can see
6 th-level necromancy within range. A dart deals 1d4 + 1 force dam age to its
Casting Tim e: 1 m inute target. The darts all strike sim ultaneously, and you can
Range: S elf direct them to hit one creature or several.
Components: V, S, M (a gem , crystal, reliquary, or som e A t H igher L evels. W h en you cast this spell using a
other ornam ental contain er w orth at least 5 0 0 gp) spell slot o f 2nd level or higher, the spell creates one
Duration: Until dispelled m ore dart for each slot level above 1st.
Your body falls into a catatonic state as your sou l leaves M a g ic M outh
it and enters the contain er you u sed for the sp ell’s 2 nd-level illusion (ritual)
material com pon ent. W h ile your sou l inhabits the
Casting Tim e: 1 minute
container, you are aw are o f your su rrou ndings as if you
Range: 30 feet
w ere in the con tain er’s space. You ca n ’t m ove or u se
Components: V, S, M (a sm all bit o f honeycom b
reactions. T h e only action you can take is to project your
and ja de dust w orth at least 10 gp, w hich the
soul up to 100 feet out o f the container, either returning
spell con su m es)
to your living b od y (and ending the spell) or attempting
Duration: Until dispelled
to p o s s e s s a hum anoids body.
You can attempt to p o s s e s s any hum anoid w ithin You implant a m essa ge w ithin an object in range, a
100 feet o f you that you can see (creatures w arded by a m essa ge that is uttered w hen a trigger condition is met.
protection from evil and good or magic circle spell ca n ’t C h oose an object that you can see and that isn’t being
be p ossessed ). T h e target must m ake a C harism a saving w orn or carried by another creature. Then sp ea k the
throw. On a failure, your sou l m oves into the target’s m essage, w hich m ust be 25 w ord s or less, though it
body, and the target’s sou l b e c o m e s trapped in the can be delivered over as lon g as 10 minutes. Finally,
container. On a su ccess, the target resists your efforts determ ine the circu m stan ce that w ill trigger the spell to
to p o s s e s s it, and you ca n ’t attempt to p o s s e s s it again deliver your m essage.
for 24 hours. W h en that circu m stan ce occu rs, a m agical m outh
O nce you p o s s e s s a creatu re’s body, you con trol it. appears on the object and recites the m essa ge in your
Your gam e statistics are replaced by the statistics o f the v oice and at the sam e volum e you spoke. If the object
creature, though you retain your alignm ent and your you c h ose has a m outh or som eth in g that look s like a
Intelligence, W isdom , and C harism a scores. You retain m outh (for exam ple, the m outh o f a statue), the m agical
the benefit o f your ow n class features. If the target has m outh appears there so that the w ord s appear to com e
any class levels, you ca n ’t u se any o f its class features. from the o b ject’s m outh. W h en you cast this spell, you
M eanw hile, the p o s s e s s e d creatu re’s soul can can have the spell end after it delivers its m essage, or
perceive from the contain er using its ow n sen ses, but it it can rem ain and repeat its m essa ge w henever the
ca n ’t m ove or take actions at all. trigger occu rs.
W h ile p o s se ss in g a body, you can u se your action to The triggering circu m stan ce can be as general or as
return from the host b od y to the container if it is w ithin detailed as you like, though it m ust be based on visual
100 feet o f you, returning the h ost creatu re’s sou l to or audible condition s that o c cu r w ithin 30 feet o f the
its body. If the h ost b od y dies w hile y ou ’re in it, the object. For exam ple, you cou ld instruct the m outh to
creature dies, and you m ust m ake a C harism a saving sp eak w hen any creature m oves w ithin 30 feet o f the
th row against your ow n sp ellcastin g DC. On a su ccess, object or w h en a silver bell rings w ithin 30 feet o f it.
you return to the container if it is within 100 feet o f you.
M a g ic W eapon
O therw ise, you die.
If the contain er is destroyed or the spell ends, your 2 nd-level transmutation
sou l im m ediately returns to your body. If your b od y is Casting Tim e: 1 bon u s action
m ore than 100 feet away from you or if your b od y is Range: Touch
dead w hen you attempt to return to it, you die. If another Components: V, S
creatu re’s sou l is in the contain er w hen it is destroyed, Duration: Concentration, up to 1 hour
the creatu re’s sou l returns to its b od y if the b od y is alive
You touch a nonm agical w eapon . Until the spell ends,
and w ithin 100 feet. O therw ise, that creature dies.
that w eap on b e c o m e s a m agic w eapon with a +1 bonus
W h en the spell ends, the container is destroyed.
to attack rolls and dam age rolls.
A t H igher L evels. W h en you cast this spell using a
spell slot o f 4th level or higher, the bon u s in creases to
+2. W h en you use a spell slot o f 6th level or higher, the
bon u s in creases to +3.
M ajor Image A flood o f healing en ergy flow s from you into injured
3rd-level illusion creatu res around you. You restore up to 70 0 hit points,
divided as you c h o o s e am ong any n um ber o f creatures
Casting Tim e: 1 action
that you can see w ithin range. Creatures h ealed by
Range: 120 feet
this spell are also cured o f all d isea ses and any effect
Components: V, S, M (a bit o f fleece)
m aking them blin ded or deafened. T h is spell has no
Duration: C oncentration, up to 10 m inutes
effect on undead or constructs.
You create the im age o f an object, a creature, or som e
other visible p h en om en on that is no larger than a M ass H e a l in g W ord
20-foot cube. The im age appears at a spot that you 3rd-level evocation
can see w ithin range and lasts for the duration. It Casting Tim e: 1 bon u s action
seem s com pletely real, including sou n ds, sm ells, and Range: 6 0 feet
tem perature appropriate to the thing depicted. You Components: V
ca n ’t create sufficient heat or cold to cau se dam age, a Duration: Instantaneous
sou n d loud en ough to deal thunder dam age or deafen a
creature, or a sm ell that m ight sicken a creature (like a A s you call out w ord s o f restoration, up to six creatures
troglodyte’s stench). o f your ch oice that you can see w ithin range regain hit
A s lon g as you are w ithin range o f the illusion, you points equal to 1d4 + your spellcastin g ability modifier.
can u se your action to cau se the im age to m ove to T his spell has no effect on undead or constructs.
any other spot w ithin range. A s the im age changes A t H igher L evels. W h en you cast this spell usin g a
location, you can alter its appearan ce so that its spell slot o f 4th level or higher, the healing in crea ses by
m ovem ents appear natural for the im age. F or exam ple, 1d4 for each slot level above 3rd.
if you create an im age o f a creature and m ove it, you
M ass Su g g e s t io n
can alter the im age so that it appears to b e w alking.
6 th-level enchantment
Similarly, you can cau se the illusion to m ake different
sou n d s at different tim es, even m aking it carry on a Casting Time: 1 action
conversation, for exam ple. Range: 60 feet
P hysical interaction w ith the im age reveals it to be an Components: V, M (a sn ake’s tongue and either a bit o f
illusion, b eca u se things can pass through it. A creature h on eycom b or a drop o f sw eet oil)
that u ses its action to exam ine the im age can determ ine Duration: 24 hours
that it is an illusion with a su ccessfu l Intelligence You su ggest a co u rse o f activity (lim ited to a sen ten ce
(Investigation) ch eck against your spell save DC. If a or tw o) and m agically influence up to tw elve creatures
creature discern s the illusion for what it is, the creature o f your ch oice that you can see w ithin range and that
can see through the im age, and its other sen sory can hear and understand you. Creatures that ca n ’t be
qualities b e c o m e faint to the creature. ch arm ed are im m une to this effect. T h e su ggestion must
A t H igher Levels. W h en you cast this spell using b e w ord ed in such a m anner as to m ake the co u rse o f
a spell slot o f 6th level or higher, the spell lasts until action sou n d reasonable. A skin g the creature to stab
dispelled, without requiring your concentration. itself, th row itself onto a spear, im m olate itself, or do
som e other obviously h arm ful act autom atically negates
M ass C ure W ounds
the effect o f the spell.
5th-level conjuration
Each target m ust m ake a W isd om saving throw. O n a
Casting Tim e: 1 action failed save, it pu rsu es the co u rse o f action you d escrib ed
Range: 60 feet to the best o f its ability. T h e su ggested cou rse o f action
Components: V, S can continue for the entire duration. If the su ggested
Duration: Instantaneous activity can be com pleted in a shorter tim e, the spell
A w ave o f healing energy w ash es out from a point o f ends w h en the su bject finishes w hat it w as asked to do.
your ch oice w ithin range. C h o o se up to six creatures You can also sp ecify con dition s that w ill trigger a
in a 30-foot-radius sphere centered on that point. Each sp ecia l activity during the duration. For exam ple, you
target regains hit points equal to 3d8 + your spellcasting might suggest that a group o f soldiers give all their
ability m odifier. This spell has no effect on undead m on ey to the first beggar they m eet. If the con dition isn’t
or constructs. met b efore the spell ends, the activity isn’t perform ed.
A t H igher L evels. W h en you cast this spell using a If you or any o f your com p a n ion s dam age a creature
spell slot o f 6th level or higher, the healing in creases by affected by this spell, the spell en ds for that creature.
1d8 for each slot level above 5th. A t H igher Levels. W h en you cast this spell using
a 7th-level spell slot, the duration is 10 days. W h en
M ass H eal you u se an 8th-level spell slot, the duration is 30 days.
9th-level conjuration W h en you use a 9th-level spell slot, the duration is a
year and a day.
Casting Tim e: 1 action
Range: 60 feet M aze
Com ponents: V, S
8 th-level conjuration
Duration: Instantaneous
Casting Time: 1 action
Range: 6 0 feet
Com ponents: V, S M e n d in g
Duration: Concentration, up to 10 m inutes Transmutation cantrip
You banish a creature that you can see w ithin range into Casting Tim e: 1 minute
a labyrinthine dem iplane. The target rem ains there for Range: Touch
the duration or until it e sca p e s the m aze. Components: V, S, M (two lodeston es)
T h e target can use its action to attempt to escap e. Duration: Instantaneous
W h en it d oes so, it m akes a D C 20 Intelligence check. If
This spell repairs a single break or tear in an object
it su cceed s, it escap es, and the spell ends (a m inotaur or
you touch, such as a broken chain link, tw o halves o f
goristro dem on autom atically su cceeds).
a broken key, a torn cloak, or a leaking w ineskin. As
W h en the spell ends, the target reappears in the
lon g as the break or tear is no larger than 1 foot in
sp ace it left or, if that sp a ce is occu p ied , in the nearest
any dim ension, you m end it. leaving no trace o f the
u n occu p ied space.
form er dam age.
M eld in t o St o n e T h is spell can physically repair a m agic item
3rd-level transmutation (ritual) or construct, but the spell ca n ’t restore m agic to
such an object.
Casting Time: 1 action
Range: Touch M essage
Components: V, S Transmutation cantrip
Duration: 8 hours
Casting Tim e: 1 action
You step into a stone object or su rface large en ough to Range: 120 feet
fully contain your body, m elding y ou rself and all the Components: V, S, M (a short piece o f cop p er w ire)
equipm ent you carry w ith the stone for the duration. Duration: 1 round
U sing your m ovem ent, you step into the stone at a point
You point your finger tow ard a creature w ithin range
you can touch. N othing o f your p resen ce rem ains visible
and w h isp er a m essage. The target (and only the target)
or oth erw ise detectable by n onm agical sen ses.
h ears the m essa ge and can reply in a w h isper that only
W h ile m erged w ith the stone, you ca n ’t see what
you can hear.
oc cu rs outside it, and any W isd om (P erception ) ch eck s
You can cast this spell through solid objects if you
you m ake to hear sou n d s outside it are m ade with
are fam iliar w ith the target and k n ow it is beyond
disadvantage. You rem ain aw are o f the pa ssage of
the barrier. M agical silence. 1 foot o f stone, 1 inch o f
tim e and can cast sp ells on y ou rself w hile m erged in
co m m o n metal, a thin sheet o f lead, or 3 feet o f w o o d
the stone. You can u se your m ovem ent to leave the
block s the spell. The spell d oesn ’t have to follow a
stone w here you entered it, w h ich ends the spell. You
straight line and can travel freely around corn ers or
oth erw ise ca n ’t m ove.
through open in gs.
M inor physical dam age to the stone d oesn ’t harm
you, but its partial destruction or a change in its shape M eteor Sw a r m
(to the extent that you no longer fit w ithin it) expels you
9th-level evocation
and deals 6 d 6 bludgeon ing dam age to you. The ston e’s
com plete destruction (or transm utation into a different Casting Time: 1 action
substance) expels you and deals 50 bludgeon ing dam age Range: 1 m ile
to you. If expelled, you fall prone in an u n occu pied space Components: V, S
closest to w here you first entered. Duration: Instantaneous
surroundings, though it can still hear you. If it takes any 4th-level conjuration
dam age or is targeted by another spell, this spell ends, Casting Tim e: 1 action
and n one o f the target’s m em ories are m odified. Range: 30 feet
W h ile this charm lasts, you can affect the target’s Components: V, S, M (a tiny silver w histle, a p iece o f
m em ory o f an event that it experien ced w ithin the last b on e, and a thread)
24 h ours and that lasted n o m ore than 10 m inutes. You Duration: 8 hours
can perm anently elim inate all m em ory o f the event,
allow the target to recall the event w ith perfect clarity You conjure a phantom w atch dog in an u n occu pied
sp a ce that you can see w ithin range, w h ere it rem ains
and exactin g detail, change its m em ory o f the details of
for the duration, until you d ism iss it as an action, or until
the event, or create a m em ory o f som e other event.
you m ove m ore than 100 feet away from it.
You m ust sp eak to the target to d escrib e h ow
The h ound is invisible to all creatures except you
its m em ories are affected, and it must b e able to
understand your language for the m odified m em ories to and can't be harm ed. W h en a S m all or larger creature
take root. Its m ind fills in any gaps in the details o f your c o m e s w ithin 30 feet o f it w ithout first sp eak in g the
p a ssw ord that you sp ecify w hen you cast this spell, the
description. If the spell ends before you have finished
d escribin g the m od ified m em ories, the creatu re’s h ound starts barking loudly. The h ound s e e s invisible
m em ory isn’t altered. O th erw ise, the m odified m em ories creatures and can see into the Ethereal Plane. It
take hold w hen the spell ends. ignores illusions.
At the start o f each o f your turns, the hound attempts
A m od ified m em ory d oesn ’t n ecessarily affect h ow a
to bite on e creature w ithin 5 feet o f it that is hostile
creature behaves, particularly if the m em ory contradicts
to you. The h oun d’s attack bon u s is equal to your
the creatu re’s natural inclinations, alignm ent, or beliefs.
A n illogical m od ified m em ory, such as im planting a spellcastin g ability m odifier + your proficiency bonus.
m em ory o f h ow m uch the creature enjoyed dou sin g On a hit, it deals 4d8 piercin g dam age.
itself in acid, is dism issed, perhaps as a bad dream . The
M o r d e n k a i n e n ’s M a g n if ic e n t M a n s io n
DM m ight deem a m odified m em ory too n onsensical to
7th-level conjuration
affect a creature in a significant manner.
A rem ove curse or greater restoration spell cast on the Casting Time: 1 minute
target restores the creatu re’s true m em ory. Range: 3 0 0 feet
A t H igher Levels. If you cast this spell using a spell Components: V, S, M (a m iniature portal carved from
slot o f 6th level or higher, you can alter the target’s ivory, a sm all p iece o f polish ed m arble, and a tiny
m em ories o f an event that took place up to 7 days ago silver sp oon , each item w orth at least 5 gp)
(6th level), 30 days ago (7th level), 1 year ago (8th level), Duration: 24 hours
or any tim e in the creatu re’s past (9th level). You conjure an extradim ensional dw elling in range
that lasts for the duration. You c h o o s e w h ere its one
M oonbeam
entrance is located. The entrance sh im m ers faintly
2nd-level evocation
and is 5 feet w id e and 10 feet tall. You and any creature
Casting Tim e: 1 action you designate w hen you cast the spell can enter the
Range: 120 feet extradim ensional dw elling as long as the portal rem ains
Components: V, S, M (several seed s o f any m oo n se e d open. You can open or clo se the portal if you are w ithin
plant and a p iece o f opalescen t feldspar) 30 feet o f it. W h ile closed , the portal is invisible.
Duration: Concentration, up to 1 m inute B eyond the portal is a m agnificent foyer with
A silvery b ea m o f pale light sh in es dow n in a 5-foot- num erou s ch a m bers beyond. T h e atm osphere is clean,
radius, 40-foot-high cylinder centered on a point w ithin fresh, and w arm .
You can create any floor plan you like, but the space
range. Until the spell ends, dim light fills the cylinder.
W h en a creature enters the spell’s area for the first c a n ’t ex ceed 50 cubes, each cu b e being 10 feet on
each side. The place is furnished and decorated as
tim e on a turn or starts its turn there, it is engulfed
you c h oose. It contain s sufficient food to serve a nine-
in ghostly flam es that cau se sea rin g pain, and it must
co u rse banquet for up to 100 people. A staff o f 100
m ake a Constitution saving throw. It takes 2 d10 radiant
near-transparent servants attends all w h o enter. You
decide the visual appearan ce o f th ese servants and their
attire. They are com pletely obedient to your orders.
Each servant can perform any task a n orm al hum an
servant cou ld perform , but they ca n ’t attack or take
any action that w ou ld directly harm another creature.
Thus the servants can fetch things, clean, m end, fold
clothes, light fires, serve food, pou r w in e, and s o on.
The servants can go anyw here in the m ansion but
c a n ’t leave it. Furnishings and other ob jects created
by this spell dissipate into sm oke if rem oved from the
m ansion. W h en the spell ends, any creatu res inside
the extradim ensional sp ace are expelled into the open
sp a ces nearest to the entrance.
M o r d e n k a i n e n ’s P r iv a t e Sa n c t u m
4th-level abjuration
Casting Time: 10 m inutes
Range: 120 feet
Components: V, S, M (a thin sheet o f lead, a piece
o f opaque glass, a w ad o f cotton or cloth, and
p ow dered chrysolite)
Duration: 24 hours
M o r d e n k a i n e n ’s Sw o r d
7th-level evocation
Casting Tim e: 1 action
Range: 60 feet
Components: V, S, M (a m iniature platinum sw ord with
a grip and p om m el o f cop p er and zinc, w orth 250 gp)
Duration: Concentration, up to 1 minute
R e s u r r e c t io n R ope T r ic k
7th-level necromancy 2nd-level transmutation
Casting Tim e: 1 hour Casting Tim e: 1 action
Range: Touch Range: Touch
Components: V, S, M (a diam on d w orth at least 1,000 Components: V, S, M (pow dered corn extract and a
gp, w h ich the spell con su m es) tw isted loop o f parchm ent)
Duration: Instantaneous Duration: 1 hour
You touch a dead creature that has been dead for no You touch a length o f rope that is up to 6 0 feet long.
m ore than a century, that didn’t die o f old age, and that O ne end o f the rop e then rises into the air until the
isn’t undead. If its sou l is free and w illing, the target w hole rop e hangs perpen d icu la r to the ground. At the
returns to life w ith all its hit points. upper end o f the rope, an invisible entrance op en s to an
T h is spell neutralizes any p oison s and cu res norm al extradim ensional sp ace that lasts until the spell ends.
d isea ses afflicting the creature w hen it died. It d oesn ’t, The extradim ension al sp ace can be reached by
however, rem ove m agical diseases, cu rses, and the like; clim bing to the top o f the rope. The sp ace can hold as
if such effects aren't rem oved prior to castin g the spell, m any as eight M edium or sm aller creatures. T h e rope
they afflict the target on its return to life. can be pulled into the space, m aking the rope disappear
This spell c lo se s all m ortal w ou n d s and restores any from view outside the space.
m issin g b od y parts. Attacks and sp ells ca n ’t c ro s s through the entrance
C om in g ba ck from the dead is an ordeal. The target into or out o f the extradim ensional space, but th ose
takes a - 4 penalty to all attack rolls, saving throw s, and inside can see out o f it as if through a 3-foot-by-5-foot
ability ch ecks. Every tim e the target finishes a long rest, w in d ow centered on the rope.
the penalty is reduced by 1 until it disappears. Anything inside the extradim ensional sp ace d rop s out
Casting this spell to restore life to a creature that has w hen the spell ends.
been dead for on e year or longer taxes you greatly. Until
you finish a long rest, you can ’t cast sp ells again, and Sa c r e d F l a m e
you have disadvantage on all attack rolls, ability checks, Evocation cantrip
and saving throws. Casting Tim e: 1 action
Range: 60 feet
R everse G r a v it y
Components: V, S
7th-level transmutation Duration: Instantaneous
Casting Tim e: 1 action
F lam e-like radiance d escen d s on a creature that you
Range: 100 feet
can see w ithin range. The target must su cce e d on a
Components: V, S, M (a lodeston e and iron filings)
Dexterity saving th row or take 1d8 radiant dam age. The
Duration: Concentration, up to 1 m inute
target gains no benefit from cover for this saving throw.
This spell reverses gravity in a 50-foot-radius, 100- The sp ell’s dam age in creases by 1d8 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 som ehow anchored to
the ground in the area fall upward and reach the top of Sa n c t u a r y
the area when you cast this spell. A creature can make a 1st-level abjuration
Dexterity saving throw to grab onto a fixed object it can Casting Tim e: 1 bon u s action
reach, thus avoiding the fall. Range: 30 feet
If som e solid object (such as a ceilin g) is encountered Components: V, S, M (a sm all silver m irror)
in this fall, falling ob jects and creatures strike it ju st as Duration: 1 minute
they w ou ld during a n orm al dow nw ard fall. If an object
You w ard a creature within range against attack. Until
or creature reach es the top o f the area w ithout striking
the spell ends, any creature w h o targets the w arded
anything, it rem ains there, oscillating slightly, for
creature w ith an attack or a harm ful spell m ust first
the duration.
m ake a W isd om saving throw. O n a failed save, the
At the end o f the duration, affected objects and
creature m ust c h o o s e a new target or lose the attack
creatu res fall back dow n.
or spell. T h is spell d oesn ’t protect the w arded creature
from area effects, such as the ex plosion o f a fireball.
If the w arded creature m akes an attack or casts a spell
that affects an enem y creature, this spell ends.
Sc o r c h in g R ay
2 nd-level evocation
Casting Time: 1 action
Range: 120 feet
Com ponents: V, S
Duration: Instantaneous
Sc r y in g
5th-level divination
Casting Tim e: 10 m inutes
Range: S e lf
Components: V, S, M (a focu s w orth at least 1,000 gp,
such as a crystal ball, a silver mirror, or a font filled
w ith holy water)
Duration: Concentration, up to 10 m inutes
You shape an illusory duplicate o f on e beast or Until the spell ends, freezin g rain and sleet fall in a
hum anoid that is w ithin range for the entire casting 20-foot-tall cylinder w ith a 40 -foot radius centered on
tim e o f the spell. T h e duplicate is a creature, partially a point you c h o o s e w ithin range. The area is heavily
real and form ed from ice or snow, and it can take obscu red, and e x p osed flam es in the area are dou sed.
actions and oth erw ise be affected as a n orm al creature. T h e grou nd in the area is covered w ith slick ice,
It appears to b e the sam e as the original, but it has half m aking it difficult terrain. W h en a creature enters the
the creatu re’s hit point m axim u m and is form ed without sp ell’s area for the first tim e on a turn or starts its turn
any equipm ent. O therw ise, the illusion u ses all the there, it m ust m ake a D exterity saving throw. On a failed
statistics o f the creature it duplicates. save, it falls prone.
The sim u lacru m is friendly to you and creatures you If a creature is concentratin g in the sp ell’s area, the
designate. It obeys your sp oken com m a n d s, m oving creature must m ake a su ccessfu l Constitution saving
and acting in a ccord a n ce with your w ish es and acting th row against your spell save D C or lose concentration.
on your turn in com bat. The sim ulacrum lacks the
ability to learn or b e c o m e m ore pow erful, s o it never
in creases its level or other abilities, nor can it regain
expen ded spell slots.
Slo w m outh and can ’t be undead. The spell fails if the corp se
3rd-level transmutation w as the target o f this spell w ithin the last 10 days.
Until the spell ends, you can ask the c orp se up to five
Casting Tim e: 1 action
questions. The co rp s e k n ow s only what it kn ew in life,
Range: 120 feet
including the languages it knew. A n sw ers are usually
Components: V, S, M (a drop o f m olasses)
brief, cryptic, or repetitive, and the c orp se is under no
Duration: Concentration, up to 1 minute
com pu lsion to offer a truthful answ er if you are hostile
You alter time around up to six creatures o f your to it or it recog n izes you as an enemy. This spell d oesn ’t
ch oice in a 40 -foot cu b e w ithin range. E ach target must return the creature’s sou l to its body, only its anim ating
su cceed on a W isd om saving th row or be affected by spirit. Thus, the c orp se can ’t learn new inform ation,
this spell for the duration. d oesn ’t com prehen d anything that has h appened since it
A n affected target’s sp eed is halved, it takes a - 2 died, and ca n ’t speculate about future events.
penalty to AC and D exterity saving throw s, and it ca n ’t
use reactions. On its turn, it can u se either an action or Sp e a k w it h Plants
a bon u s action, not both. R eg ardless o f the creatu re’s 3rd-level transmutation
abilities or m agic items, it can ’t m ake m ore than one Casting Time: 1 action
m elee or ranged attack during its turn. Range: S e lf (30-foot radius)
If the creature attem pts to cast a spell w ith a casting Components: V, S
tim e o f 1 action, roll a d20. On an 11 or higher, the spell Duration: 10 m inutes
d oesn ’t take effect until the creatu re’s next turn, and the
creature m ust use its action on that turn to com plete the You im bue plants w ithin 30 feet o f you with lim ited
spell. If it ca n ’t, the spell is w asted. sen tience and anim ation, giving them the ability
A creature affected by this spell m akes another to com m u n icate w ith you and follow your sim ple
W isd om saving throw at the end o f its turn. On a com m a n d s. You can question plants about events in the
su ccessfu l save, the effect ends for it. sp ell’s area w ithin the past day, gaining inform ation
about creatu res that have passed, weather, and other
Spare the D y in g circu m stan ces.
Necrom ancy cantrip You can also turn difficult terrain cau sed by plant
grow th (such as thickets and undergrow th) into ordinary
Casting Tim e: 1 action
terrain that lasts for the duration. Or you can turn
Range: Touch
ordinary terrain w here plants are present into difficult
Components: V, S
terrain that lasts for the duration, causing v ines and
Duration: Instantaneous
bran ch es to hinder pursuers, for exam ple.
Y ou touch a living creature that has 0 hit points. The Plants m ight be able to perform other tasks on your
creature b e c o m e s stable. This spell has no effect on behalf, at the D M ’s discretion. The spell d oesn ’t enable
undead or constructs. plants to uproot them selves and m ove about, but they
can freely m ove branches, tendrils, and stalks.
Sp e a k w it h A n im a l s
If a plant creature is in the area, you can com m u n icate
1st-level divination (ritual) with it as if you shared a co m m o n language, but you
Casting Tim e: 1 action gain no m agical ability to influence it.
Range: S e lf T h is spell can cau se the plants created by the entangle
Components: V, S spell to release a restrained creature.
Duration: 10 m inutes
Sp id e r C l im b
You gain the ability to com preh en d and verbally
2nd-level transmutation
com m u n icate with beasts for the duration. T h e
kn ow led ge and aw aren ess o f m any beasts is limited Casting Time: 1 action
by their intelligence, but at m inim um , beasts can Range: Touch
give you inform ation about nearby locations and Components: V, S, M (a drop o f bitum en and a spider)
m onsters, including w hatever they can perceive or have Duration: C oncentration, up to 1 hour
p erceived w ithin the past day. You might be able to Until the spell ends, one w illing creature you touch
persu ade a beast to perform a sm all favor for you, at the gains the ability to m ove up, dow n, and a cross vertical
D M ’s discretion. su rfaces and upside dow n along ceilin gs, w hile leaving
its hands free. The target also gains a clim bin g sp eed
Sp e a k w it h D ead
equal to its w alking speed.
3rd-level necromancy
Casting Tim e: 1 action Sp ik e G row th
s ee w ithin range that can hear and understand you. 5th-level transmutation
C reatures that ca n ’t be charm ed are im m une to this Casting Time: 1 bon u s action
effect. The su ggestion must be w ord ed in such a m anner Range: Touch
as to m ake the co u rse o f action sou n d reasonable. Components: V, S, M (a quiver contain in g at least one
A skin g the creature to stab itself, th row itself onto p iece o f am m unition)
a spear, im m olate itself, or d o so m e other obviously Duration: C oncentration, up to 1 minute
harm ful act en ds the spell.
You transm ute your quiver so it p rod u ces an en dless it is incapable o f m eaningful com m u n ica tion and has
supply o f n onm agical am m unition, w hich seem s to leap disadvantage on attack rolls and ability checks.
into your hand w hen you reach for it. Fear. E ach target m ust m ake a W isd om saving th row
On each o f your turns until the spell ends, you can use and b e c o m e s frightened for 1 minute on a failed save.
a bon u s action to m ake tw o attacks w ith a w eap on that W h ile frightened, the target d rops w hatever it is holding
u ses am m unition from the quiver. E ach tim e you m ake and must m ove at least 30 feet away from the glyph on
such a ranged attack, your quiver m agically replaces each o f its turns, if able.
the p iece o f am m unition you u sed with a sim ilar piece H opelessn ess. E ach target m ust m ake a C harism a
o f n onm agical am m unition. Any p ieces o f am m unition saving throw. On a failed save, the target is
created by this spell disintegrate w hen the spell ends. If overw helm ed with despair for 1 minute. D uring this
the quiver leaves your p ossession , the spell ends. time, it c a n ’t attack o r target any creature w ith harm ful
abilities, spells, or other m agical effects.
Sy m bol Insanity. Each target must m ake an Intelligence saving
7th-level abjuration throw. On a failed save, the target is driven insane for
Casting Tim e: 1 m inute 1 minute. A n insane creature ca n ’t take actions, can't
Range: Touch understand what other creatures say, can ’t read, and
Components: V, S, M (mercury, ph osph orus, and speaks only in gibberish. The DM con trols its m ovem ent,
p ow d ered diam on d and opal with a total value o f at w hich is erratic.
least 1,000 gp, w hich the spell con su m es) Pain. Each target m ust m ake a Constitution saving
Duration: Until dispelled or triggered th row and b e c o m e s incapacitated with excruciating pain
for 1 minute on a failed save.
W h en you cast this spell, you in scribe a harm ful glyph
Sleep. Each target m ust m ake a W isd om saving throw
either on a su rface (such as a section o f floor, a w all, or
and falls u n con sciou s for 10 m inutes on a failed save. A
a table) or w ithin an ob ject that can be closed to con cea l
creature aw akens if it takes dam age or if som eon e u ses
the glyph (such as a book, a scroll, or a treasure chest).
an action to shake or slap it awake.
If you c h o o s e a surface, the glyph can cover an area o f
Stunning. Each target must m ake a W isd om saving
the su rface no larger than 10 feet in diameter. If you
throw and b e com es stunned for 1 minute on a failed save.
c h o o s e an object, that object must rem ain in its place; if
the object is m oved m ore than 10 feet from w here you T a s h a ’s H id e o u s L aughter
cast this spell, the glyph is broken, and the spell ends 1st-level enchantment
without bein g triggered.
Casting Tim e: 1 action
The glyph is nearly invisible, requiring an Intelligence
Range: 30 feet
(Investigation) ch eck against your spell save
Components: V, S, M (tiny tarts and a feather that is
D C to find it.
w aved in the air)
You d ecide w hat triggers the glyph w hen you cast the
Duration: C oncentration, up to 1 m inute
spell. For glyphs in scribed on a surface, the m ost typical
triggers include touching or stepping on the glyph, A creature o f your ch oice that you can see w ithin range
rem oving another object coverin g it, approach in g w ithin perceives everything as hilariously funny and falls
a certain distance o f it, or m anipulating the object into fits o f laughter if this spell affects it. The target
that holds it. For glyphs in scribed w ithin an object, must su cceed on a W isd om saving th row o r fall prone,
the m ost com m on triggers are open in g the object, b ecom in g incapacitated and unable to stand up for the
approaching w ithin a certain distance o f it, or seein g or duration. A creature w ith an Intelligence sco re o f 4 or
reading the glyph. less isn’t affected.
You can further refine the trigger so the spell is At the end o f each o f its turns, and each tim e it takes
activated only under certain circu m sta n ces or a ccord in g dam age, the target can m ake another W isd om saving
to a creatu re’s physical characteristics (such as height throw. The target has advantage on the saving th row if
or weight), or physical kind (for exam ple, the w ard could it’s triggered by dam age. On a su ccess, the spell ends.
b e set to affect hags or shapechangers). You can also
sp ecify creatures that don ’t trigger the glyph, such as T e l e k in e s is
A s you cast the spell, you draw a 10-foot-diam eter • Your v oice b o o m s up to three tim es as loud as n orm al
circle on the ground in scribed w ith sigils that link for 1 minute.
your location to a perm anent teleportation circle of • You cau se flam es to flicker, brighten, dim , or change
your ch oice w h o s e sigil seq u en ce you k n ow and that is color for 1 minute.
on the sa m e plane o f existence as you. A sh im m ering • You cau se h arm less trem ors in the grou nd for 1
portal op en s w ithin the circle you drew and rem ains minute.
op en until the end o f your next turn. Any creature that • You create an instantaneous sou n d that originates
enters the portal instantly appears w ithin 5 feet o f the from a point o f your ch oice w ithin range, such as a
destination circle or in the nearest u n occu pied sp ace if rum ble o f thunder, the cry o f a raven, or om in ou s
that sp ace is occu pied. w hispers.
M any m ajor tem ples, guilds, and other im portant • You instantaneously cau se an u n lock ed d oor or w in
p la ces have perm anent teleportation circles in scribed dow to fly open or slam shut.
som ew h ere w ithin their con fin es. E ach such circle • You alter the appearan ce o f your eyes for 1 minute.
includes a unique sigil seq u en ce—a string o f m agical If you cast this spell multiple tim es, you can have up to
run es arranged in a particular pattern. W h en you first three o f its 1-minute effects active at a tim e, and you can
gain the ability to cast this spell, you learn the sigil dism iss such an effect as an action.
seq u en ces for tw o destinations on the M aterial Plane,
determ ined by the DM. You can learn additional sigil T horn W h ip
seq u en ces during your adventures. You can com m it Transmutation cantrip
a n ew sigil seq u en ce to m em ory after studying it Casting Tim e: 1 action
for 1 minute.
Range: 30 feet
You can create a perm anent teleportation circle by
Components: V, S, M (the stem o f a plant w ith thorns)
casting this spell in the sam e location every day for one
Duration: Instantaneous
year. You n eed not use the circle to teleport w hen you
cast the spell in this way. You create a long, vine-like w hip covered in thorns that
lashes out at your com m a n d tow ard a creature in range.
T e n s e r ’s F l o a t in g D is k M ake a m elee spell attack against the target. If the
1st-level conjuration (ritual) attack hits, the creature takes 1d6 piercing dam age, and
if the creature is Large or sm aller, you pull the creature
Casting Time: 1 action
up to 10 feet closer to you.
Range: 3 0 feet
T h is sp ell’s dam age in creases by 1d6 w h en you reach
Components: V, S, M (a drop o f m ercury)
5th level (2d6), 11th level (3d6), and 17th level (4d6).
Duration: 1 hour
You d ecide what action it takes and h ow it m oves. The 8 th-level conjuration
DM has the creatu re’s statistics and resolves all o f its Casting Tim e: 1 m inute
actions and m ovem ent. Range: Sight
If the spell b e c o m e s perm anent, you no longer control Components: V, S
the creature. It m ight rem ain friendly to you, depen din g Duration: Concentration, up to 6 rounds
on h ow you have treated it.
A w all o f w ater springs into existence at a point you
C reature into O bject. If you turn a creature into an
c h o o s e w ithin range. You can m ake the w all up to 3 0 0
object, it transform s along with w hatever it is w earin g
feet long, 3 0 0 feet high, and 50 feet thick. The w all lasts
and carryin g into that form . The creatu re’s statistics
for the duration.
b e c o m e th ose o f the object, and the creature has no
W h en the w all appears, each creature w ithin its area
m em ory o f tim e spent in this form , after the spell ends
must m ake a Strength saving throw. O n a failed save,
and it returns to its n orm al form .
a creature takes 6 d10 bludgeon ing dam age, or h alf as
T rue R e s u r r e c t io n m uch dam age on a su ccessfu l save.
9th-level necrom ancy At the start o f each o f your turns after the w all
appears, the w all, along w ith any creatu res in it, m oves
Casting Tim e: 1 hour
50 feet away from you. A ny H uge or sm aller creature
Range: Touch
inside the w all or w h ose sp ace the w all enters w hen
Components: V, S, M (a sprin kle o f holy water and
it m oves m ust su cceed on a Strength saving th row or
dia m on ds w orth at least 2 5 ,0 0 0 gp, w hich the
take 5 d10 bludgeon ing dam age. A creature can take
spell con su m es)
this dam age only on ce per round. At the end o f the turn,
Duration: Instantaneous
the w all’s height is reduced by 50 feet, and the dam age
You touch a creature that has been dead for no longer creatures take from the spell on subsequent roun ds is
than 2 0 0 y ears and that died for any reason except reduced by 1d10. W h en the w all reach es 0 feet in height,
old age. If the creatu re’s sou l is free and w illing, the the spell ends.
creature is restored to life w ith all its hit points. A creature caught in the w all can m ove by sw im m ing.
This spell c lo se s all w oun ds, neutralizes any poison, B ecau se o f the force o f the wave, though, the creature
cu res all d iseases, and lifts any cu rses affecting the m ust m ake a su ccessfu l Strength (Athletics) ch eck
creatu re w hen it died. T h e spell replaces dam aged or against your spell save D C in order to m ove at all. If it
m issin g organs and lim bs. fails the check, it ca n ’t m ove. A creature that m oves out
T h e spell can even provide a n ew b od y if the original o f the area falls to the ground.
no longer exists, in w h ich ca se you m ust sp eak the
creatu re’s nam e. The creature then appears in an U n seen Se r v a n t
u n occu p ied sp ace you c h o o s e w ithin 10 feet o f you. 1st-level conjuration (ritual)
Casting Time: 1 action
T rue Se e in g
Range: 60 feet
6 th-level divination
Components: V, S, M (a p iece o f string and
Casting Tim e: 1 action a bit o f w o o d )
Range: Touch Duration: 1 hour
Components: V, S, M (an ointm ent for the eyes that
T his sp ell creates an invisible, m indless, shap eless
co sts 25 gp; is m ade from m u sh room pow der, saffron,
force that perform s sim ple tasks at your com m a n d until
and fat; and is con su m ed by the spell)
the spell ends. The servant springs into existen ce in an
Duration: 1 hour
u n occu p ied sp ace on the ground w ithin range. It has AC
T h is spell gives the w illing creature you touch the ability 10, 1 hit point, and a Strength o f 2, and it c a n ’t attack. If
to see things as they actually are. For the duration, the it d rop s to 0 hit points, the spell ends.
creature has truesight, n otices secret d oors hidden by O nce on each o f your turns as a bon u s action, you can
m agic, and can see into the E thereal Plane, all out to a m entally c om m a n d the servant to m ove up to 15 feet and
range o f 120 feet. interact w ith an object. T h e servant can perform sim ple
tasks that a hum an servant cou ld do, such as fetching
T rue St r i k e things, cleaning, m ending, folding clothes, lighting
Divination cantrip fires, serving food , and pou rin g w ine. O nce you give the
Casting Time: 1 action com m a n d , the servant perform s the task to the best o f
Range: 3 0 feet its ability until it com pletes the task, then w aits for your
Components: S next com m and .
Duration: Concentration, up to 1 round If you com m a n d the servant to perform a task that
w ou ld m ove it m ore than 60 feet away from you,
You extend your hand and point a finger at a target in
the spell ends.
range. Your m agic grants you a brief insight into the
Vam p ir ic Touch Wall of Force
3rd-level necromancy 5th-level evocation
Casting Tim e: 1 action Casting Time: 1 action
Range: S elf Range: 120 feet
Components: V, S Components: V, S, M (a pinch o f p ow d er m ade by
Duration: Concentration, up to 1 m inute cru sh in g a clear gem stone)
Duration: Concentration, up to 10 m inutes
T he touch o f your shadow -w reathed hand can siphon life
force from others to heal your w oun ds. M ake a m elee A n invisible w all o f force springs into existence at a
spell attack against a creature w ithin y ou r reach. On point you c h o o s e w ithin range. The w all appears in
a hit, the target takes 3d 6 n ecrotic dam age, and you any orientation you ch o o s e , as a h orizontal or vertical
regain hit points equal to h alf the am ount o f n ecrotic barrier or at an angle. It can be free floating or resting
d am age dealt. Until the spell ends, you can m ake the on a solid surface. You can form it into a h em ispherical
attack again on each o f your turns as an action. dom e or a sphere with a radius o f up to 10 feet, or you
A t H igher L evels. W h en you cast this spell usin g a can shape a flat su rface m ade up o f ten 10-foot-by-
spell slot o f 4th level or higher, the dam age in creases by 10-foot panels. E ach panel must b e contigu ou s w ith
1d6 for each slot level above 3rd. another panel. In any form , the w all is 1/4 inch thick.
It lasts for the duration. If the w all cuts through a
V ic io u s M ockery creatu re’s sp ace w hen it appears, the creature is pushed
Enchantment cantrip to on e side o f the w all (your ch oice w h ich side).
Casting Tim e: 1 action N othing can physically p a ss through the w all. It is
Range: 60 feet im m une to all dam age and ca n ’t b e dispelled by dispel
Components: V magic. A disintegrate spell destroys the w all instantly,
Duration: Instantaneous however. T h e w all also extends into the Ethereal Plane,
block in g ethereal travel through the wall.
You unleash a string o f insults laced w ith subtle
enchantm ents at a creature you can see w ithin range. If Wall of Ice
the target can hear you (though it n eed not understand 6 th-level evocation
you), it m ust su cceed on a W isd om saving th row or take
Casting Time: 1 action
1d4 psychic dam age and have disadvantage on the next
Range: 120 feet
attack roll it m akes before the end o f its next turn.
Components: V, S, M (a sm all p iece o f quartz)
T h is sp ell’s dam age in creases by 1d4 w hen you reach
Duration: Concentration, up to 10 m inutes
5th level (2d4), 11th level (3d4), and 17th level (4d4).
You create a w all o f ice on a solid su rface w ithin range.
Wall of F ir e You can form it into a h em ispherical d om e or a sphere
4th-level evocation with a radius o f up to 10 feet, or you can shape a flat
Casting Tim e: 1 action su rface m ade up o f ten 10-foot-square panels. Each
Range: 120 feet panel must b e contigu ou s w ith another panel. In any
Components: V, S, M (a sm all p iece o f phosph orus) form , the w all is 1 foot thick and lasts for the duration.
Duration: C oncentration, up to 1 m inute If the w all cuts through a creatu re’s sp ace w hen it
appears, the creature w ithin its area is pushed to one
You create a w all o f fire on a solid su rface w ithin
side o f the w all and m ust m ake a D exterity saving throw.
range. You can m ake the w all up to 60 feet long, 20
On a failed save, the creature takes 10d6 cold dam age,
feet high, and 1 foot thick, or a ringed w all up to 20 feet
or h alf as m uch dam age on a su ccessfu l save.
in diameter, 20 feet high, and 1 foot thick. T h e w all is
T h e w all is an object that can be dam aged and thus
opaque and lasts for the duration.
breached. It has AC 12 and 30 hit points per 10-foot
W h en the w all appears, each creature w ithin its area
section, and it is vulnerable to fire dam age. R edu cin g
must m ake a D exterity saving throw. O n a failed save, a
a 10-foot section o f w all to 0 hit points destroys it and
creature takes 5d8 fire dam age, or h alf as m uch dam age
leaves behind a sheet o f frigid air in the sp ace the w all
on a su ccessfu l save.
occu pied. A creature m oving through the sheet o f frigid
O ne side o f the w all, selected by you w hen you cast
air for the first tim e on a turn m ust m ake a Constitution
this spell, deals 5d8 fire dam age to each creature that
saving throw. That creature takes 5d6 cold dam age on a
ends its turn w ithin 10 feet o f that side or inside the
failed save, or h alf as m uch dam age on a su ccessfu l one.
wall. A creature takes the sam e dam age w hen it enters
A t H igher L evels. W h en you cast this spell using a
the w all for the first time on a turn or ends its turn there.
spell slot o f 7th level or higher, the dam age the w all
T he other side o f the w all deals no dam age.
deals w hen it appears in creases by 2d6, and the dam age
A t H igher Levels. W h en you cast this spell using a
from passing through the sheet o f frigid air in creases by
spell slot o f 5th level or higher, the dam age in creases by
1d6, for each slot level above 6th.
1d8 for each slot level above 4th.
Wall of St o n e m ake a Dexterity saving throw. It takes 7d8 slashing
5th-level evocation dam age on a failed save, or h alf as m uch dam age on a
su ccessfu l one.
Casting Time: 1 action
A t H igher Levels. W h en you cast this spell using a
Range: 120 feet
spell slot o f 7th level or higher, both types o f dam age
Components: V, S, M (a sm all b lo ck o f granite)
in crease by 1d8 for each slot level above 6th.
Duration: Concentration, up to 10 m inutes
• You grant up to ten creatures you can see im m unity to 6 th-level conjuration
a single spell or other m agical effect for 8 hours. For Casting Tim e: 1 action
instance, you cou ld m ake y ou rself and all your co m Range: 5 feet
panion s im m une to a lich ’s life drain attack. Components: V
• You undo a single recen t event by forcin g a reroll o f Duration: Instantaneous
any roll m ade w ithin the last roun d (including your
You and up to five w illing creatu res w ithin 5 feet o f you
last turn). Reality resh apes itself to a ccom m od a te the
instantly teleport to a previously designated sanctuary.
n ew result. F or exam ple, a wish spell cou ld undo an
You and any creatures that teleport w ith you appear in
op p on en t’s su ccessfu l save, a fo e ’s critical hit, or a
the nearest u n occu pied sp a ce to the spot you designated
friend’s failed save. You can force the reroll to be m ade
w hen you prepared your sanctuary (see below ). If you
w ith advantage or disadvantage, and you can c h o o s e
cast this spell w ithout first preparin g a sanctuary, the
w hether to use the reroll or the original roll.
spell has no effect.
You m ight be able to achieve som eth in g beyon d the You must designate a sanctuary by casting this spell
s c o p e o f the above exam ples. State your w ish to the DM w ithin a location, such as a tem ple, dedicated to or
as precisely as p ossib le. T h e DM has great latitude in strongly linked to your deity. If you attempt to cast the
ruling w hat o c cu rs in su ch an instance; the greater the spell in this m anner in an area that isn’t dedicated to
w ish, the greater the lik elih ood that som eth in g goes your deity, the spell has n o effect.
w ron g. This spell m ight sim ply fail, the effect you desire
m ight only b e partly achieved, or you m ight suffer som e W rathful Sm it e
u n foreseen c on seq u en ce as a result o f h ow you w orded 1st-level evocation
the w ish. For exam ple, w ish in g that a villain w ere dead
Casting Time: 1 bon u s action
m ight propel you forw ard in time to a p eriod w hen that
Range: S e lf
villain is no longer alive, effectively rem oving you from
Components: V
the gam e. Similarly, w ish in g for a legendary m agic item
Duration: Concentration, up to 1 minute
or artifact m ight instantly transport you to the presen ce
o f the item ’s current owner. T h e next tim e you hit w ith a m elee w ea p on attack
T h e stress o f casting this spell to produ ce any effect during this sp ell’s duration, your attack deals an extra
other than duplicating another spell w eak en s you. After 1d6 psychic dam age. Additionally, if the target is a
enduring that stress, each tim e you cast a spell until creature, it must m ake a W isd om saving th row o r be
you finish a lon g rest, you take 1d10 n ecrotic dam age frightened o f you until the spell ends. A s an action, the
p er level o f that spell. T his dam age ca n ’t b e redu ced or creature can m ake a W isd om ch eck against your spell
prevented in any way. In addition, your Strength drops save D C to steel its resolve and end this spell.
to 3, if it isn’t 3 or low er already, for 2d4 days. F or each
Z one of T ruth
o f th ose days that you sp en d resting and doin g nothing
2 nd-level enchantment
m ore than light activity, your rem aining recov ery time
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 Range: 60 feet
suffer this stress. Components: V, S
Duration: 10 m inutes
W it c h B olt
You create a m agical zon e that guards against deception
1st-level evocation
in a 15-foot-radius sphere centered on a point o f your
Casting Tim e: 1 action ch oice w ithin range. Until the spell ends, a creature
Range: 30 feet that enters the spell’s area for the first tim e on a turn
Components: V, S, M (a tw ig from a tree that has been or starts its turn there m ust m ake a C harism a saving
stru ck by lightning) throw. On a failed save, a creature c a n ’t sp eak a
Duration: Concentration, up to 1 m inute deliberate lie w hile in the radius. You k n ow w hether
A b ea m o f crackling, blue en ergy la n ces out tow ard each creature su cce e d s or fails on its saving throw.
a creature w ithin range, form in g a sustained arc o f A n affected creature is aw are o f the spell and can thus
lightning b etw een you and the target. M ake a ranged avoid an sw erin g questions to w h ich it w ou ld norm ally
spell attack against that creature. O n a hit, the target resp on d w ith a lie. S u ch a creature can be evasive in
takes 1d12 lightning dam age, and on each o f your turns its an sw ers as long as it rem ains w ithin the bou n daries
for the duration, you can u se your action to deal 1d12 o f the truth.
lightning dam age to the target automatically. T h e spell
en ds if you u se your action to do anything else. The spell
A pp e n d ix A : C o n d it io n s
ONDITIONS ALTER A CREATURE’S CAPABILITIES IN
C • The charm er has advantage on any ability ch eck to
a variety o f w ays and can arise as a result o f interact socia lly w ith the creature.
a spell, a class feature, a m on ster’s attack,
or other effect. M ost conditions, such as D eafened
blinded, are im pairm ents, but a few, such as • A d eafened creature can ’t hear and autom atically fails
invisible, can be advantageous. any ability ch eck that requ ires hearing.
A condition lasts either until it is countered
F r ig h t e n e d
(the prone condition is coun tered by standing
up, for exam ple) or for a duration sp ecified by the effect • A frightened creature has disadvantage on ability
that im p osed the condition. ch eck s and attack rolls w hile the sou rce o f its fear is
If multiple effects im p ose the sam e condition on a w ithin line o f sight.
creature, each instance o f the condition has its ow n • The creature ca n ’t w illingly m ove clo se r to the sou rce
duration, but the con dition ’s effects don't get w orse. o f its fear.
A creature either has a condition or d oesn ’t.
G rappled
T h e follow in g definitions sp e cify w hat h a ppen s to
• A grappled creatu re’s sp eed b e c o m e s 0, and it can't
a crea tu re w h ile it is su bjected to a con dition .
benefit from any bonus to its speed.
B l in d e d • The condition en ds if the grappler is incapacitated
(see the condition).
• A blinded creature ca n ’t see and autom atically fails
any ability ch eck that requires sight. • The condition also en ds if an effect rem oves the
• A ttack rolls against the creature have advantage, and grappled creature from the reach o f the grappler or
the creatu re’s attack rolls have disadvantage. grappling effect, such as w hen a creature is hurled
away by the thunderwave spell.
C harm ed
In c a p a c it a t e d
• A charm ed creature can't attack the charm er or target
the charm er w ith harm ful abilities or m agical effects. • A n incapacitated creature ca n ’t take actions or
reactions.
In v is ib l e E x h a u s t io n
• A n invisible creatu re is im p ossib le to see w ithout the Some special abilities and environmental hazards, such as
aid o f m a gic or a sp ecia l sen se. F or the p u rp ose o f starvation and the long-term effects o f freezing or scorching
hiding, the creatu re is heavily obscu red . T h e crea temperatures, can lead to a special condition called
ture’s location can be detected by any n oise it m akes exhaustion. Exhaustion is measured in six levels. An effect
can give a creature one or more levels o f exhaustion, as
or any tracks it leaves.
specified in the effect’s description.
• Attack rolls against the creature have disadvantage,
and the creatu re’s attack rolls have advantage. Level Effect
1 Disadvantage on ability checks
Pa r a l y z e d 2 Speed halved
• A paralyzed creature is incapacitated (see the con d i 3 Disadvantage on attack rolls and saving throws
tion) and ca n ’t m ove or speak. 4 Hit point maximum halved
• T h e creature autom atically fails Strength and 5 Speed reduced to 0
D exterity saving 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 o f exhaustion increases
attacker is w ithin 5 feet o f the creature.
by the amount specified in the effect’s description.
A creature suffers the effect o f its current level of
P e t r if ie d
exhaustion as well as all lower levels. For example, a creature
• A petrified creature is transform ed, along w ith any suffering level 2 exhaustion has its speed halved and has
n onm agical object it is w earin g or carrying, into a disadvantage on ability checks.
solid inanim ate su bstance (usually stone). Its w eight An effect that removes exhaustion reduces its level as
in creases by a factor o f ten, and it c e a se s aging. specified in the effect’s description, with all exhaustion
• The creature is incapacitated (see the condition), ca n ’t effects ending if a creature’s exhaustion level is reduced
m ove or speak, and is unaw are o f its surroundings. below 1.
• A ttack rolls against the creature have advantage. Finishing a long rest reduces a creature's exhaustion level
by 1, provided that the creature has also ingested some
• The creature autom atically fails Strength and
food and drink.
D exterity saving throw s.
• T h e creature has resistan ce to all dam age.
• The creature is im m u ne to p oison and disease,
although a p oison or d isease already in its system
is suspended, not neutralized.
■f
P o is o n e d
• A p oison ed creature has disadvantage on attack rolls
and ability checks.
Prone
• A prone creatu re’s only m ovem ent option is to crawl,
u n less it stands up and thereby en ds the condition.
• T h e creature has disadvantage on attack rolls.
• A n attack roll against the creature has advantage
if the attacker is w ithin 5 feet o f the creature.
O therw ise, the attack roll has disadvantage.
R e s t r a in e d
• A restrained creatu re’s sp eed b e c o m e s 0, and it can ’t
benefit from any bon u s to its speed.
• A ttack rolls against the creature have advantage,
and the creatu re’s attack rolls have disadvantage.
• The creature has disadvantage on Dexterity
saving throw s.
St u n n e d
• A stunned creature is incapacitated (see the
condition), ca n ’t m ove, and can sp ea k only
falteringly.
• The creature autom atically fails Strength
and D exterity saving throws.
• A ttack rolls against the creature have
advantage.
U n c o n s c io u s
• A n u n con sciou s creature is incapacitated (see
the condition), ca n ’t m ove or speak, and is unaw are
o f its surrou ndings
• T h e creature d rops w hatever it’s h olding and falls
prone.
• T h e creature autom atically fails Strength and
D exterity saving throw s.
• Attack rolls against the creature have advantage.
• A n y attack that hits the creature is a criti
cal hit if the attacker is w ithin 5 feet
o f the creature.
A p p e n d i x B: G o d s o f t h e M u l t iv e r s e
ELIGION IS AN IMPORTANT PART OF LIFE IN
R G reyhaw k
the w orld s o f the D & D multiverse. W h en The gods o f G reyhaw k c o m e from at least four different
g od s w alk the w orld, clerics channel divine pantheons, representing the faiths o f the various ethnic
pow er, evil cults perform dark sa crifices in grou ps that populated the continent o f O erik over the
subterranean lairs, and shining paladins ages. A s a result, there’s a great deal o f overlap in their
stand like b e a co n s against the darkness, it’s portfolios: P elor is the Flan god o f the sun and Pholtus
hard to b e am bivalent about the deities and is the O eridian sun god, for exam ple.
deny their existence.
M any p eople in the w orlds o f D & D w orsh ip different D ragonlance
g od s at different tim es and circu m stan ces. P eop le in T h e g od s o f the w orld o f K rynn are three fam ilies: seven
the Forgotten R ealm s, for exam ple, might pray to Sune g od s o f g ood headed by Paladine and M ishakal, seven of
for luck in love, m ake an offering to W aukeen before neutrality headed by Gilean, and seven o f evil headed by
headin g to the market, and pray to ap pease T alos w hen Takhisis and Sargon nas. T h ese deities have been called
a severe storm blow s in—all in the sa m e day. M any by m any different n am es and held in varying levels o f
p eople have a favorite am ong the gods, one w h o s e ideals esteem by different p eop les and cultures through the
and teach in gs they m ake their ow n. A nd a few people w orld ’s history, but they are the only g od s o f this w orld—
dedicate them selves entirely to a single god, usually their place fixed in the stars as constellations.
servin g as a priest or cham pion o f that g o d ’s ideals.
Your DM determ ines w hich gods, if any, are w orshiped Eberron
in his or her cam paign. F rom am ong the gods available, Th e w orld o f E berron has m any different religions, but
you can c h o o s e a single deity for your character to the m ost im portant revolves around a pantheon called
serve, w orship, or pay lip service to. Or you can pick the Sovereign H ost and their m align shadow, the Dark
a few that your character prays to m ost often. O r just Six. T h e g od s o f the S overeign H ost are thought to have
m ake a mental note o f the gods w h o are revered in your dom inion over every aspect o f existence, and to sp eak
D M ’s cam paign s o you can invoke their n am es w hen w ith a unified voice. But the D ark S ix are the primitive,
appropriate. If you ’re playing a cleric or a character with bloody, and cru el g od s w h o offer a dissen tin g voice.
the A colyte background, decide w hich god your deity E b erron ’s other religions are very different from the
serves or served, and consider the deity’s suggested traditional D & D pantheons. T h e m on oth eistic Church
dom ain s w hen selecting your character’s dom ain. o f the Silver F lam e is devoted to fighting against evil in
the w orld, but plagued by corruption in its ow n ranks.
D&D Pa n t h e o n s T h e ph ilosoph y o f the B lood o f Vol teach es that divinity
lies w ithin all m ortal bein gs and reveres the undead
E ach w orld in the D & D m ultiverse has its ow n
w h o have secu red that im mortality. V arious m ad cults
pantheons o f deities, ranging in size from the teem ing
are devoted to the d em on s and h orrors im prison ed
pantheons o f the Forgotten R ealm s and G reyhaw k to
in E berron 's U nderdark (called Khyber, the D ragon
the m ore focu sed religions o f E berron and D ragonlance.
Below). The follow ers o f the Path o f Light believe that
M any o f the nonhum an races w orsh ip the sam e g od s on
the w orld is heading tow ard a glorious future w here
different w orld s—M oradin, for exam ple, is revered by
the sh ad ow s that cloud this w orld w ill be transform ed
d w arves o f the Forgotten R ealm s, G reyhawk, and many
into light. A n d tw o related nations o f elves revere their
other w orlds.
ancestral spirits: the U ndying Court, preserved as
T he Fo rg o tten R ealm s spirits or even undead form s, and the glorified Spirits
D ozen s o f deities are revered, w orshiped, and feared o f the Past, the great h eroes o f ancient w ars.
throughout the w orld o f the Forgotten R ealm s. At least
N onhum an D e it ie s
thirty deities are w idely kn ow n a cross the R ealm s, and
Certain g od s closely associated w ith nonhum an races
m any m ore are w orsh ip ed locally, by individual tribes,
are revered on m any different w orlds, though not always
sm all cults, or certain sects o f larger religious tem ples.
in the sam e way. The nonhum an races o f the Forgotten
R ealm s and G reyhaw k share these deities.
T h e L ife a n d D e a t h D o m a i n s
N onhum an races often have w hole pantheons o f
Many deities in this section suggest the Life domain, their ow n. B esid es M oradin, for exam ple, the dw arf
particularly if they are closely associated with healing,
g od s include M oradin’s w ife, B erron ar Truesilver, and
protection, childbirth, nurturing, or fertility. As described in
a num ber o f other g od s thought to be their children
the chapter 3, though, the Life domain is incredibly broad,
and grandchildren: Abbathor, C langeddin Silverbeard,
and a cleric o f any non-evil deity can choose it.
A number o f other deities, mostly evil ones, suggest the D ugm aren Brightm antle, D um athoin, G orm Gulthyn,
Death domain, which is detailed in the Dungeon Master’s Haela Brightaxe, M artham m or Duin, Sharindlar, Thard
Guide. Most clerics who choose this domain are evil NPCs, Harr, and Vergadain. Individual clans and kin gdom s o f
but if you want to worship a god o f death, consult your d w arves m ight revere som e, all, or n one o f th ese deities,
Dungeon Master. and som e have other g od s unkn ow n (or know n by other
n am es) to outsiders.
D e it ie s o f t h e Fo r g o t t e n R e a lm s
D e it ie s o f D r a g o n l a n c e
N o n h u m a n D eities
T he C e l t ic Pa n t h eon
It’s said that som eth in g w ild lurks in the heart o f every
soul, a sp ace that thrills to the sou n d o f g eese calling
at night, to the w h isperin g w in d through the pines, to
the unexpected red o f m istletoe on an oak—and it is in
this sp ace that the Celtic g od s dw ell. They sprang from
the b ro o k and stream , their might heightened by the
strength o f the oak and the beauty o f the w ood la n d s and
op en m oor. W h en the first forester dared put a nam e to
the face seen in the bole o f a tree or the v oice babbling
in a brook, these g od s forced them selves into being.
T h e Celtic g od s are as often served by druids as by
clerics, for they are closely aligned with the forces o f
nature that druids revere.
T he E g y p t i a n Pa n t h eon
T h ese gods are a youn g dynasty o f an ancient divine
family, heirs to the rulership o f the c o s m o s and the
m aintenance o f the divine principle o f M a’at—the
fundam ental order o f truth, justice, law, and order that
puts gods, m ortal pharaohs, and ordinary m en and
w om en in their logical and rightful place in the universe.
T h e Egyptian pantheon is unusual in having three
g od s w ith the D eath dom ain o f different alignm ents.
A nubis is the lawful neutral g od o f the afterlife, w ho
ju d g es the sou ls o f the dead. S et is a chaotic evil god the n eed s o f their environm ent. Given the n ecessity o f
o f murder, perhaps best kn ow n for killing his brother raiding for food and w ealth, it’s su rprisin g the m ortals
O siris. A nd Nephthys is a chaotic g o o d g od d ess o f turned out as w ell as they did. T heir p ow ers reflect
m ourning. Thus, although m ost clerics o f the Death the n eed th ese w arriors had for stron g leadership and
dom ain (found in the Dungeon Master's Guide) are decisive action. Thus, they see their deities in every
villainous characters, clerics w h o serve A nubis or ben d o f a river, hear them in the crash o f the thunder
Nephthys need not be. and the b oom in g o f the glaciers, and sm ell them in the
sm ok e o f a burning lon gh ou se.
T he N orse Pa n t h eon
T h e N orse pantheon includes tw o main fam ilies, the
W h ere the land plum m ets from the sn ow y hills into the A esir (deities o f w ar and destiny) and the Vanir (gods
icy fjords below , w here the lon gboats draw up on to the o f fertility and prosperity). O nce en em ies, these tw o
beach , w here the glaciers flow forw ard and retreat with fam ilies are n ow closely allied against their com m on
every fall and spring—this is the land o f the Vikings, en em ies, the giants (including the g od s S urtur and
the h om e o f the N orse pantheon. It’s a brutal clim e, Thrym ). Like the g od s o f G reyhawk, g od s in different
and one that calls for brutal living. The w arriors o f fam ilies som etim es have overlap in their spheres o f
the land have had to adapt to the harsh condition s in influence: Frey (of the Vanir) and O dur (of the Aesir)
order to survive, but they haven’t been too tw isted by are both associated w ith the sun, for exam ple.
G reek D e it ie s
N o r se D e it ie s
Po s it iv e a n d N e g a t iv e P l a n e s
Like a dome above the other planes, the Positive Plane is the
source o 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.
o f force. The depths o f the plane, the D eep Ethereal, are
Be yo n d t h e M a t e r ia l a region o f sw irling m ists and colorfu l fogs.
B eyond the M aterial P lane, the various planes of The Astral Plane is the realm o f thought and dream ,
existence are realm s o f myth and mystery. T h ey ’re w here visitors travel as disem b od ied sou ls to reach
not sim ply other w orlds, but different qualities o f the planes o f the divine and dem onic. It is a great,
being, form ed and governed by spiritual and elem ental silvery sea, the sam e above and below , w ith sw irling
principles abstracted from the ordinary w orld. w isp s o f white and gray streaking am ong m otes o f light
resem blin g distant stars. Erratic w h irlpools o f color
Plana r T ravel flicker in m idair like spinning coin s. O ccasion al bits o f
W h en adventurers travel into other planes o f existence, solid m atter can be found here, but m ost o f the Astral
they are undertaking a legendary jou rn ey a cross the Plane is an endless, op en dom ain.
thresholds o f existence to a m ythic destination w here
they strive to com plete their quest. S u ch a jou rn ey is the In n e r P l a n e s
stuff o f legend. Braving the realm s o f the dead, seeking The Inner P la n es su rrou nd and enfold the Material
out the celestial servants o f a deity, or bargaining with Plane and its ech oes, providing the raw elem ental
an efreeti in its h om e city w ill be the su bject o f son g and su bstance from w hich all the w orld s w ere m ade. The
story for years to com e. four Elemental P lanes—Air, Earth, Fire, and W ater—
Travel to the planes beyon d the M aterial Plane can be form a ring around the M aterial P lane, su spended
accom p lish ed in tw o w ays: by castin g a spell or by using w ithin the churning Elemental Chaos.
a planar portal. At their in nerm ost edges, w here they are closest
Spells. A n um ber o f spells allow direct or indirect to the M aterial Plane (in a con ceptu al if not a literal
a c c e s s to other planes o f existence. Plane shift and geograph ical sense), the four Elem ental P lanes
gate can transport adventurers directly to any other resem ble a w orld in the M aterial Plane. T h e four
plane o f existence, w ith different deg rees o f precision. elem ents m ingle together as they do in the Material
Etherealness allow s adventurers to enter the Ethereal Plane, form in g land, sea, and sky. Farther from the
Plane and travel from there to any o f the planes it M aterial Plane, though, the E lem ental P la n es are both
tou ch es—the Shadow fell, the Feywild, or the Elem ental alien and hostile. Here, the elem ents exist in their
Planes. A nd the astral projection spell lets adventurers purest form —great expan ses o f solid earth, blazing fire,
project them selves into the Astral Plane and travel to crystal-clear water, and unsullied air. T h ese region s
the Outer Planes. are little-known, so w hen d iscu ssin g the P la n e o f Fire,
Portals. A portal is a general term for a stationary for exam ple, a speak er usually m eans just the border
interplanar con n ection that links a sp ecific location region. At the farthest extents o f the Inner Planes,
on on e plane to a sp ecific location on another. S om e the pure elem ents dissolve and bleed together into an
portals are like doorw ays, a clear w indow , or a fog- unending tumult o f clashing en ergies and colliding
sh rouded passage, and sim ply stepping through it substance, the E lem ental Chaos.
effects the interplanar travel. O thers are loca tion s—
circles o f standing stones, soa rin g tow ers, sailing ships, O uter Planes
or even w hole tow n s—that exist in multiple planes at
If the Inner P la n es are the raw m atter and en ergy that
o n ce or flicker from on e plane to another in turn. S om e
m akes up the m ultiverse, the Outer P la n es are the
are vortices, typically join in g an Elem ental Plane w ith a
direction, thought and p u rp ose for such construction.
very sim ilar location on the M aterial Plane, such as the
A ccordingly, m any sa ges refer to the Outer P la n es as
heart o f a v olca n o (leading to the Plane o f Fire) or the
divine planes, spiritual planes, or godly planes, for the
depths o f the o ce a n (to the Plane o f Water).
Outer P la n es are best kn ow n as the h om es o f deities.
T r a n sitive P lan es W h en d iscu ssin g anything to do with deities, the
language u sed m ust be highly m etaphorical. Their
The Ethereal Plane and the Astral Plane are called the actual h om es are not literally “p la ces” at all, but
Transitive Planes. Th ey are m ostly featureless realm s exem plify the idea that the Outer P la n es are realm s o f
that serve prim arily as w ays to travel from on e plane thought and spirit. A s w ith the E lem ental P lanes, one
to another. S p ells such as etherealness and astral can im agine the perceptible part o f the Outer P la n es as
projection allow characters to enter these planes and a sort o f border region, w hile extensive spiritual region s
traverse them to reach the planes beyond. lie beyond ordinary s en sory experience.
The Ethereal Plane is a misty, fog-bou nd dim ension Even in th ose perceptible regions, ap pearan ces
that is som etim es d escrib ed as a great ocean . Its shores, can be deceptive. Initially, m any o f the Outer P la n es
called the B order Ethereal, overlap the M aterial Plane appear hospitable and fam iliar to natives o f the
and the Inner Planes, s o that every location on those M aterial Plane. But the lan dscape can change at the
planes has a corresp on d in g location on the Ethereal w h im s o f the pow erfu l forces that live on the Outer
P lane. Certain creatu res can see into the B order P lanes. T h e desires o f the m ighty forces that dw ell on
Ethereal, and the see invisibility and true seeing spell these planes can rem ake them com pletely, effectively
grant that ability. S o m e m agical effects a lso extend from erasing and rebuilding existence itself to better fulfill
the M aterial Plane into the B order Ethereal, particularly their ow n needs.
effects that use force energy such as forcecage and wall
D istan ce is a virtually m ean in gless con cep t on the planes. That argum ent might be circular, however,
Outer Planes. T h e perceptible region s o f the planes for it is p ossib le that the arrangem ent o f the O utlands
often seem quite sm all, but they ca n also stretch on to inspired the idea o f the Great W h eel in the first place.
w hat seem s like infinity. It m ight be p ossib le to take A rou n d the outside edge o f the circle, evenly spaced,
a guided tour o f the Nine Hells, from the first layer to are the gate-towns: sixteen settlem ents, each built
the ninth, in a single day—if the p ow ers o f the Hells around a portal leading to one o f the Outer Planes. Each
desire it. Or it cou ld take w eek s for travelers to m ake a tow n sh ares m any o f the characteristics o f the plane
grueling trek a cross a single layer. w here its gate leads.
T h e m ost w ell-know n Outer P la n es are a group of At the center o f the Outlands, like the axle o f the
sixteen planes that c orresp on d to the eight alignm ents planar w heel, the S p ire sh oots im possibly high into the
(excluding neutrality) and the sh ades o f distinction sky. A bove this thin peak floats the ring-shaped city o f
b etw een them. Sigil, the City o f D oors. This bustling planar m etropolis
h olds cou n tless portals to other p lanes and w orlds.
O uter Planes Sigil is a trader’s city. G ood s, m erchandise, and
Outer Plane Alignment inform ation co m e to it from a cross the planes. T here
is a brisk trade in inform ation about the planes, in
Mount Celestia, the Seven Heavens o f LG
particular in the com m a n d w ord s or item s requ ired for
Bytopia, the Twin Paradises of NG, LG
the operation o f particular portals. T h ese portal keys
Elysium, the Blessed Fields of NG
are highly sought after, and m any travelers w ithin the
The Beastlands, the Wilderness of NG, CG city are look in g for a particular p ortal or a portal key
Arborea, the Olympian Glades of CG to allow them to continue on their way.
Ysgard, the Heroic Domains of CN, CG
Limbo, the Ever-Changing Chaos of CN D e m ip l a n e s
Pandemonium, the Windswept Depths of CN, CE D em iplan es are sm all extradim ensional sp a ces with
The Abyss, the Infinite Layers of CE their ow n unique rules. They are p ieces o f reality that
don ’t seem to fit anyw here else. D em iplan es com e
Carceri, the Tarterian Depths of NE, CE
into being by a variety o f m eans. S o m e are created by
Hades, the Gray Waste of NE
spells, such as demiplane, or generated at the desire o f a
Gehenna, the Bleak Eternity o f NE, LE
p ow erfu l deity or other force. Th ey m ay exist naturally,
The Nine Hells ( o f Baator) LE
as a fold o f existing reality that has been pin ched off
Acheron, the Infinite Battlefield of LN, LE from the rest o f the multiverse, or as a baby universe
Mechanus, the Clockwork Nirvana of LN grow in g in pow er. A given dem iplane can be entered
Arcadia, the Peaceable Kingdoms of LN, LG through a single point w here it tou ch es another plane.
Theoretically, a plane shift spell can also carry travelers
T h e planes w ith som e elem ent o f g o o d in their nature to a dem iplane, but the proper frequ ency required
are called the Upper Planes. C elestial creatures such for the tuning fork is extrem ely hard to acquire. The
as angels and pegasi dw ell in the U pper Planes. P lanes gate sp ell is m ore reliable, assu m in g the caster k n ow s
w ith som e elem ent o f evil are the Lower Planes. Fiends o f the dem iplane.
such as dem ons, devils, and y ugoloth s dw ell in the
L ow er P lanes. A plane’s alignm ent is its essen ce, and T he Fa r R ealm
a character w h o s e alignm ent d oesn ’t match the plane’s T h e Far R ea lm is beyon d the kn ow n m ultiverse. In fact,
e x p erien ces a profound sen se o f d isson a n ce there. it might b e an entirely separate m ultiverse w ith its ow n
W h en a g o o d creature visits Elysium , for exam ple, it physical and m agical laws. W h ere stray en ergies from
feels in tune w ith the plane, but an evil creature feels the Far R ealm leak onto another plane, life and matter
out o f tune and m ore than a little uncom fortable. are w arp ed and tw isted into alien sh apes that defy
ordinary geom etry and biology.
O ther Planes T h e entities that abide in the Far R ealm are too alien
for a norm al m ind to accept w ithout dam age. Titanic
Existing som eh ow b etw een or beyon d the kn ow n planes
creatu res sw im through n oth ingn ess, p reoccu p ied
o f existen ce are a variety o f other realm s.
w ith m a dn ess. U nspeakable things w h isper awful
Sig il and the O utlands
truths to th ose w h o dare listen. For m ortals, kn ow led ge
o f the Far R ealm is a triumph o f m ind over the rude
T h e Outlands is the plane betw een the Outer Planes, a
plane o f neutrality, but not the neutrality o f nothingness. b ou n daries o f matter, sp ace, and eventually sanity.
Instead it in corporates a little o f everything, keeping it T h ere are n o know n portals to the Far R ealm , or
at least n one that are still viable. A n cient elves on ce
all in a paradoxical ba la n ce—sim ultaneously concordan t
p ierced the bou n dary o f eon s w ith a vast portal to the
and in opposition. It is a broad region o f varied terrain,
Far R ealm w ithin a m ountain called F irestorm Peak,
w ith open prairies, tow ering m ountains, and twisting,
but their civilization im ploded in b lood y terror and
shallow rivers, strongly resem blin g an ordinary w orld
the porta l’s location —even its h om e w orld—is long-
o f the Material Plane.
forgotten. O ther p ortals might still exist, m arked by the
The O utlands is circular, like a great w h eel—in fact,
alien forces leaking through to corrupt the M aterial
th ose w h o envision the Outer P la n es as a w h eel point
Plane around them.
to the O utlands as proof, calling it a m icr o co s m o f the
A p p e n d i x D : C r e a t u r e St a t i s t i c s
PELLS AND CLASS FEATURES ALLOW CHARACTERS
S
B oar
to transform into anim als, su m m on creatures M edium beast, unaligned
to serve as fam iliars, and create undead.
Statistics for such creatu res are grou ped Armor Class 11 (natural armor)
in this appendix for your convenience. For Hit Points 11 (2d8 + 2)
inform ation on h ow to read a stat block, see Speed 40 ft.
the Monster Manual.
STR DEX CON IN T W IS CHA
13 (+1) 11 (+0) 12 (+1) 2 (-4) 9 (-1) 5 (-3)
Ba t
Tiny beast, unaligned Senses passive Perception 9
Languages —
Arm or C lass 12 Challenge 1/4 (50 XP)
Hit Points 1 (1d4 - 1)
Speed 5 ft., fly 30 ft.
Charge. If the boar moves at least 20 feet straight toward a
STR DEX CON IN T W IS CHA creature right before hitting it with a tusk attack, the target
2 (-4) 15 (+2) 8 (-1) 2 (-4) 12 (+1) 4 (-3) takes an extra 3 (1d6) slashing damage and must succeed on a
DC 11 Strength saving throw or be knocked prone.
Senses blindsight 60 ft., passive Perception 11
Relentless (Recharges after the Boar Finishes a Short or Long
Languages —
Rest). If the boar takes damage that reduces it to 0 hit points,
Challenge 0 (10 XP)
unless the damage is 7 or more or from a critical hit, it drops to
1 hit point instead.
Echolocation. While it can’t hear, the bat has no blindsight.
A c t i o n s ________________________________________________
Keen Hearing. The bat has advantage on Wisdom (Perception)
checks that rely on hearing. Tusk. M elee W eapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) slashing damage.
A c t i o n s ________________________________________________
Bite. Melee W eapon Attack: +0 to hit, reach 5 ft., one creature. Brow n Bear
Hit: 1 piercing damage. Large beast, unaligned
Skills Perception +3
STR DEX CON IN T W IS CHA
Senses passive Perception 13
15 (+2) 10 (+0) 14 (+2) 2 (-4) 12 (+1) 7 (-2)
Languages —
Challenge 1 (200 XP)
Skills Perception +3
Senses passive Perception 13
Languages — Keen Smell. The bear has advantage on Wisdom (Perception)
Challenge 1/2 (100 XP) checks that rely on smell.
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 ________________________________________________
Bite. Melee W eapon Attack: +5 to hit, reach 5 ft., one target.
Multiattack. The bear makes two attacks, one with its bite and Hit: 8 (1d8 + 4) piercing damage.
one with its claws.
Claws. M elee W eapon Attack: +5 to hit, reach 5 ft., one target.
Bite. Melee W eapon Attack: +3 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Hit: 5 (1d6 + 2) piercing damage.
Skills Stealth +2
Senses passive Perception 10
Languages —
Challenge 1/2 (100 XP)
H old Breath. The crocodile can hold its breath for 15 minutes.
G ia n t Eagle Web (Recharge 5-6). R an ge d 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 12 Strength check, bursting the webbing on a success. The
Hit Points 26 (4d10 + 4) webbing can also be attacked and destroyed (AC 10; hp 5;
Speed 10 ft., fly 80 ft. vulnerability to fire damage; immunity to bludgeoning, poison,
and psychic damage).
STR DEX CON IN T W IS CHA
16 (+3) 17 (+3) 13 (+1) 8 (-1) 14 (+2) 10 (+0)
H a w k (Fa l c o n )
Tiny beast, unaligned
Skills Perception +4
Senses passive Perception 14
Armor C lass 13
Languages Giant Eagle, understands Common but doesn't
speak it Hit Points 1 (1d4 - 1)
Challenge 1 (200 XP) Speed 10 ft., fly 60 ft.
Im p
Armor Class 14 (natural armor) Tiny fiend (devil, shapechanger), lawful evil
Hit Points 26 (4d10 + 4)
Speed 30 ft., climb 30 ft.
Armor C lass 13
Hit Points 10 (3d4 + 3)
STR DEX CON IN T W IS CHA
Speed 20 ft., fly 40 ft. (20 ft. in rat form; 20 ft., fly 60 ft. in raven
14 (+2) 16 (+3) 12 (+1) 2 (-4) 11 (+0) 4 (-3) form; 20 ft., climb 20 ft. in spider form)
Skills Stealth +7
STR DEX CON IN T W IS CHA
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10
6 (-2) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 14 (+2)
Languages —
Challenge 1 (200 XP)
Skills Deception +4, Insight+3, Persuasion +4, Stealth +5
Dam age Resistances cold; bludgeoning, piercing, and slashing
Spider Climb. The spider can climb difficult surfaces, including from nonmagical weapons that aren’t silvered
upside down on ceilings, without needing to make an Dam age Immunities fire, poison
ability check. Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 11
Web Sense. While in contact with a web, the spider knows the Languages Infernal, Common
exact location of any other creature in contact with the same web. Challenge 1 (200 XP)
Armor C lass 12
Hit Points 26 (4d10 + 4) M a s t if f
Speed 50 ft. M edium beast, unaligned
A c t i o n s _______________________________________
Bite. Melee W eapon Attack: +3 to hit, reach 5 ft., one target. Hit:
4 (1d6 + 1) piercing damage. If the target is a creature, it must
succeed on a DC 11 Strength saving throw or be knocked prone.
M ule
M edium beast, unaligned
Armor C lass 10
Hit Points 11 (2d8 + 2)
Speed 40 ft.
A c t i o n s _______________________________________
Hooves. M elee W eapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 2) bludgeoning damage.
Owl Po is o n o u s Sn a k e
Tiny beast, unaligned Tiny beast, unaligned
A c t i o n s ____________________________________________
Flyby. The owl provokes no opportunity attacks when it flies
out of an enemy’s reach. Bite. M elee 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.
A c t io n s ____________________________________________
Talons. Melee W eapon Attack: +3 to hit, reach 5 ft., one target. Pseu do dr ag o n
H it : 1 slashing damage. Tiny dragon, neutral good
Bite. M elee W eapon Attack: +4 to hit, reach 5 ft., one target. Sting. Melee W eapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 5 (1d6 + 2) piercing damage. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed
on a DC 11 Constitution saving throw or become poisoned for
Claw. Melee W eapon Attack: + 4 to hit, reach 5 ft., one target.
1 hour. If its saving throw result is 6 or lower, the target falls
Hit: 4 (1d4 + 2) slashing 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 A c t i o n s _______________________________________
Tiny f e n d (demon, shapechanger), chaotic evil Bite. Melee W eapon Attack: +0 to hit, reach 5 ft., one target.
Hit: 1 piercing damage.
Armor Class 13
Hit Points 7 (3d4)
Speed 40 ft. (10 ft., fly 40 ft. in bat form; 40 ft., climb 40 ft. in Raven
centipede form; 40 ft., swim 40 ft. in toad form) Tiny beast, unaligned
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 each form, although its chittering. A creature that hears the sounds can tell they are
attack is different in some of them. Any equipment 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 _______________________________________
Magic Resistance. The quasit has advantage on saving throws
against spells and other magical effects. Beak. M elee W eapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 1 piercing damage.
A c t i o n s ______________________________________
Claws (Bite in Beast Form). Melee W e apo n Attack: +4 to hit,
R e ef Sh a r k
reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. If the M edium beast, unaligned
target is a creature, it must succeed on a DC 10 Constitution
saving throw or take 5 (2d4) poison damage and become Armor C lass 12 (natural armor)
poisoned for 1 minute. The creature can repeat the saving Hit Points 22 (4d8 + 4)
throw at the end o f each o f its turns, ending the effect early Speed 0 ft., swim 40 ft.
on a success.
STR DEX CON IN T W IS CHA
Scare (1/Day). One creature o f the quasit’s choice within 20
14 (+2) 13 (+1) 13 (+1) 1 (-5) 10 (+0) 4 (-3)
feet of it must succeed on a DC 10 Wisdom saving throw or be
frightened for 1 minute. The target can repeat the saving throw
Skills Perception +2
at the end o f each of its turns, with disadvantage if the quasit is
Senses blindsight 30 ft., passive Perception 12
within line o f sight, ending the effect early on a success.
Languages —
Invisibility. The quasit turns invisible until it attacks or uses Challenge 1/2 (100 XP)
Scare, or until its concentration ends. Anything the invisible
quasit is carrying or wearing is invisible as long as it remains in
Pack Tactics. The shark has advantage on attack rolls against a
contact with the quasit.
creature if at least one o f the shark’s allies is within 5 feet o f the
creature and isn't incapacitated.
Rat Water Breathing. The shark can breathe only while underwater.
Tiny beast, unaligned
A c t i o n s _______________________________________
Armor C lass 10
Bite. M elee W eapon Attack: +4 to hit, reach 5 ft., one target.
Hit Points 1 (1d4 - 1)
Hit: 6 (1d8 + 2) piercing damage.
Speed 20 ft.
Armor C lass 10
Hit Points 13 (2d10 + 2)
Speed 60 ft.
A c t i o n s _______________________________________
Hooves. M elee W eapon Attack: +2 to hit, reach 5 ft., one target.
H it: 8 (2d4 + 3) bludgeoning damage.
Sk e l e t o n
M edium undead, lawful evil
Keen Smell. The tiger has advantage on Wisdom (Perception) Keen Hearing and Smell. The wolf has advantage on Wisdom
checks that rely on smell. (Perception) checks that rely on hearing or smell.
Pounce. If the tiger moves at least 20 feet straight toward a Pack Tactics. The wolf has advantage on attack rolls against a
creature right before hitting it with a claw attack, the target creature if at least one o f the wolf’s allies is within 5 feet o f the
must succeed on a DC 13 Strength saving throw or be knocked creature and isn't incapacitated.
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 _______________________________________
Bite. M elee W e apo n Attack: +4 to hit, reach 5 ft., one target.
A c t i o n s _______________________________________ Hit: 7 (2d4 + 2) piercing damage. If the target is a creature,
Bite. M elee W e apo n Attack: +5 to hit, reach 5 ft., one target. it must succeed on a DC 11 Strength saving throw or be
Hit: 8 (1d10 + 3) piercing damage. knocked prone.
A c t i o n s ________ A c t i o n s _______________________________________
Hooves. M elee W eapon Attack: +4 to hit, reach 5 ft., one target. Slam. Melee W eapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) bludgeoning damage. Hit: 4 (1d6 + 1) bludgeoning damage.
A p p e n d i x E: I n s p i r a t i o n a l R e a d i n g
INSPIRATION FOR ALL OF THE FANTASYWORK I HAVE Farmer, Philip Jose. Maker o f Universes and the rest of the
done stems directly from the love m y father World of Tiers series.
showed when I was a lad, for he spent many Fox, Gardner. Kothar and the Conjurer’s Curse and the rest of
hours telling me stories he made up as he went the Kothar series, and Kyrik and the Lost Queen and the rest
along, tales o f cloaked old men who could grant of the Kyrik series.
Froud, Brian & Alan Lee. Faeries.
wishes, o f magic rings and enchanted swords,
Hickman, Tracy & Margaret Weis. Dragons o f Autumn Twilight
or wicked sorcerers and dauntless swordsmen. .
and the rest of the Chronicles Trilogy.
.. All o f us tend to get ample helpings 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 o f Conan the Cimmerian and
written by the Brothers Grimm and Andrew Lang. the rest of the Conan series.
This often leads to reading books o f mythology, paging Jemisin, N.K. The Hundred Thousand Kingdoms and the
through bestiaries, and consultation o f compilations rest of the Inheritance series, The Killing Moon, and The
o f the myths o f various lands and peoples. Upon such Shadowed Sun.
a base I built my interest in fantasy, being an avid Jordan. Robert. The Eye o f the World and the rest of the Wheel
reader o f all science fiction and fantasy literature of Time series.
Kay, Guy Gavriel. Tigana.
since 1950. The following authors were o f particular
King, Stephen. The Eyes o f the Dragon.
inspiration to me.
Lanier, Sterling. Hiero’s Journey and The Unforsaken Hiero.
—E. Gary Gygax, D un geon M aster’s G uide (1979) LeGuin, Ursula. A Wizard o f Earthsea and the rest of the
Earthsea series.
A great deal o f fantasy literature has been published Leiber, Fritz. Swords and Deviltry and the rest of the Fafhrd &
sin ce the co-crea tor o f D u n g e o n s & D r a g o n s w rote Gray Mouser series.
th ose w ords, including breakthrough w ork s set in the Lovecraft, H.P. The Complete Works.
sh ared w orld s o f D & D . T h e follow in g list includes Lynch, Scott. The Lies o f Locke Lamora and the rest of the
G ary’s original list and som e additional w ork s that have Gentlemen Bastard series.
inspired the gam e’s design ers in the years since. Martin, George R.R. A Game o f Thrones and the rest of the
Song of Ice and Fire series.
McKillip, Patricia. The Forgotten Beasts o f Eld.
Ahmed, Saladin. Throne o f the Crescent Moon.
Merritt, A. Creep, Shadow, Creep; Dwellers in the Mirage; and
Alexander, Lloyd. The Book 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. The Broken Sword, The High Crusade, and
Bas-Lag novels.
Three Hearts and Three Lions.
Moorcock, Michael. Elric o f Melnibone and the rest of the
Anthony, Piers. Split Infinity and the rest of the Apprentice
Elric series, and The Jewel in the Skull and the rest of the
Adept series.
Hawkmoon series.
Augusta, Lady Gregory. Gods and Fighting Men.
Norton, Andre. Quag Keep and Witch World.
Bear, Elizabeth. Range o f Ghosts and the rest of the
Offutt, Andrew J., ed. Swords against Darkness III.
Eternal Sky trilogy.
Peake, Mervyn. Titus Groan and the rest of the
Bellairs, John. The Face in the Frost.
Gormenghast series.
Brackett, Leigh. The B est o f Leigh Brackett, The Long
Pratchett, Terry. The Colour o f Magic and the rest of the
Tomorrow, and The Sword o f Rhiannon.
Discworld series.
Brooks, Terry. The Sword o f Shannara and the rest of the
Pratt, Fletcher. Blue Star.
Shannara novels.
Rothfuss, Patrick. The Name o f the Wind and the rest of the
Brown, Fredric. Hall o f Mirrors and What Mad Universe.
Kingkiller series.
Bulfinch, Thomas. Bulfinch’s Mythology.
Saberhagen, Fred. The Broken Lands and Changeling Earth.
Burroughs, Edgar Rice. At the Earth’s Core and the rest
Salvatore, R.A. The Crystal Shard and the rest of The
of the Pellucidar series, Pirates o f Venus and the rest of
Legend of Drizzt.
the Venus series, and A Princess o f Mars and the rest of
Sanderson, Brandon. Mistborn and the rest of the
the Mars series.
Mistborn trilogy.
Carter, Lin. Warrior o f World’s End and the rest of the
Smith, Clark Ashton. The Return o f the Sorcerer.
World’s End series.
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 o f the Labrys.
Company series,
Tolkien, J.R.R. The Hobbit, The Lord o f the Rings, and The
de Camp, L. Sprague. The Fallible Fiend and Lest
Silmarillion.
Darkness Fall.
Tolstoy, Nikolai. The Coming o f the King.
de Camp, L. Sprague & Fletcher Pratt. The Compleat
Vance, Jack. The Dying Earth and The Eyes o f the Overworld.
Enchanter and the rest of the Harold Shea series, and
Weinbaum, Stanley. Valley o f Dreams and The Worlds o f If.
Carnelian Cube.
Wellman, Manly Wade. The Golgotha Dancers.
Derleth, August and H.P. Lovecraft. Watchers out o f Time.
Williamson, Jack. The Cosmic Express and The Pygmy Planet.
Dunsany, Lord. The Book o f Wonder, The Essential Lord
Wolfe, Gene. The Shadow o f the Torturer and the rest of The
Dunsany Collection, The Gods o f Pegana, The King o f
Book of the New Sun.
Elfland’s Daughter, Lord Dunsany Compendium, and The
Zelazny, Roger. Jack o f Shadows and Nine Princes in Amber
Sword o f Welleran and Other Tales.
and the rest of the Amber series.
Archery. See under fighting styles bear, black. See creature statistics Knowledge of the Ages
In d e x Archfey, the (warlock). See under bear, brown. See creature statistics (Knowledge domain), 59
c o m m o n r a ce s
C om m and Undead(wizard), 119
0 hit points. See hit points: otherworldly patrons Beastlands, the. See planes of Preserve Life (Life domain), 60 component, spell. See casting a
dropping to 0 area of effect, 204-205 existence Radiance of the Dawn (Light spell: components
ability check, 7, 12, 173-179, 186 armor and shields, 144-146 Beast Master (ranger). See under domain), 61 See also material spell
contest, 174 barding, 155, 310 ranger archetypes Read Thoughts (Knowledge component; somatic spell
group, 175 casting a spell in. See casting a Beast Speech (warlock). See domain), 59-60 component; verbal spell
passive, 175 spell: in armor eldritch invocations Turn Undead, 59 component
skill, 174-175 getting into and out of, 146 Beast Spells (druid), 67 War God’s Blessing (War concentration, 203-204
skills with different abilities Stealth, 144 Beguiling Defenses (warlock), 109 domain), 63 conditions, 290-292
(variant), 175 table, 145 Beguiling Influence (warlock). See Channel Divinity paladin options, cone. See area of effect
working together, 175 Armor Class (AC), 7, 14, 144, 177 eldritch invocations 86-88 conjuration, 116, 203
ability modifier, 7, 13, 173 Armor of Shadows (warlock). See Bend Luck (sorcerer), 103 Abjure Enemy (Oath of school (wizard). See under
determining, 13, 173 eldritch invocations Benign Transposition (wizard), 116 Vengeance), 88 arcane traditions
table, 13,173 armor proficiency, 144 Bestial Fury (ranger), 93 Nature’s Wrath (Oath of the Conjuration Savant (wizard), 116
ability score, 7, 12-13, 173 See also specific class entries Bewitching Whispers (warlock). Ancients), 87 conjurer, 116
customizing (variant), 13 Artificer’s Lore (rock gnome), 37 See eldritch invocations Sacred Weapon (Oath of Constitution, 12, 177
determining, 12-13 Ascendant Step (warlock). See Blessed Healer (cleric), 60 Devotion), 86 checks, 177
increase. See under racial traits eldritch invocations Blessings of Knowledge (cleric), 59 Turn the Faithless (Oath of the hit points and. See 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 Assassin (rogue). See under Blindsense (rogue), 96 Devotion), 86 Controlled Chaos (sorcerer), 103
summary, 12, 173 roguish archetypes blindsight, 183 Vow of Enmity (Oath of Converting a spell slot to sorcery
using, 173-179 Assassinate (rogue), 97 bludgeoning damage. See damage Vengeance), 88 points (sorcerer). See Font
Ability Score Improvement. See Astral Plane. See planes of types chaotic evil. See alignment of Magic
specific class entries existence boar. See creature statistics chaotic good. See alignment copper piece (cp). See coinage
abjuration, 115, 203 Athletics (skill). See under bonds. See personality chaotic neutral. See alignment Corona of Light (cleric) , 61
school (wizard). See under Strength bonus, 7 character, 5 , 11-15 Countercharm (bard), 54
arcane traditions attack of opportunity. See bonus action, 189 advancement, 15 cover, 196
Abjuration Savant (wizard), 115 opportunity attack See also casting a spell: casting age. See specific race entries crafting. See downtime activity
Abjure Enemy (paladin). See 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 Create Thrall (warlock), 110
options attack modifier, 14, 194 See eldritch invocations describing your, 13-14 creating a character. See under
abjurer, 115 spell. See specific Spellcasting Book of Shadows (warlock), 108 equipping your, 14 , 125 , character
Abyss, the. See planes of existence entries Border Ethereal. See planes of 143-157 creating spell slots (sorcerer). See
Abyssal. See language attack roll, 7, 14, 176, 177, 194 existence height and weight, 121 Font of Magic
AC. See Armor Class ability modifier, 194 Brave (halfling), 28 name, 121 . See also specific race creature statistics, 304-311
Acheron. See planes of existence Dexterity-based, 177, 194 breaking concentration. See entries criminal. See under background
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 critical hit, 196
Acolyte of Nature (cleric), 62 rolling a 1, 194 Elemental Disciplines character sheet, 11 , 317-319 crocodile. See creature statistics
Acrobatics (skill). See under rolling a 20, 194 Breath Weapon (dragonborn), 34 Charisma, 12 , 178-179 cube. See area of effect
Dexterity spell. See spell attack roll bright light. See light checks, 178-179 Cunning Action (rogue), 96
action, 189, 192-193 Strength-based, 176, 194 bringing back the dead. See under Deception, 178 current hit points. See hit points:
Attack action, 192 Auran. See language dead Intimidation, 179 current
cast a spell. See casting a spell: Aura of Courage (paladin), 85 Brutal Critical (barbarian), 49 Performance, 179 Cutting Words (bard), 54-55
casting time Aura of Devotion (paladin), 86 bull rush. See shoving Persuasion, 179 cylinder. See area of effect
Dash action, 192 Aura of Protection (paladin), 85 By Popular Demand (entertainer), charlatan. See under background damage, 14, 196-197
Disengage action, 192 Aura o f Warding (paladin), 87 130 Charm Animals and Plants at 0 hit points. See under death
Dodge action, 192 automatic hit. See attack roll: Bytopia. See planes of existence (cleric). See under Channel saving throws
Help action, 192 rolling a 20 Calishite. See human ethnicities Divinity cleric options damage resistance, 197
Hide action, 192 automatic miss. See attack roll: campaign, 5, 6 charmed. See conditions Damage Resistance (dragonborn),
improvising, 193 rolling a 1 cantrips, 201 check. See ability check 34
Ready action, 193 Avatar of Battle (cleric), 63 See also Spellcasting: bard; Chondathan. See human damage roll, 14, 176, 177, 196
Search action, 193 Avenging Angel (paladin), 88 cleric; druid; fighter, Eldritch ethnicities Dexterity-based, 177
Use an Object action, 193 Awakened Mind (warlock), 110 Knight; rogue, Arcane Trickster; Circle Forms (druid), 69 spell, 196
Action Surge (fighter), 72 background, 11, 12, 13-14, sorcerer; warlock; wizard Circle of the Land (druid). See Strength-based, 176
advancement. See under character 125-141 Carceri. See planes of existence under druid circles more than one target, 196
advantage, 7, 173 acolyte, 127 Careful Spell (sorcerer). See Circle of the Moon (druid). See weapon, 14, 196
adventure, 5, 7-8 charlatan, 128 Metamagic under druid circles damage types, 196
See also adventuring criminal, 129-130 carrying capacity. See under lifting Circle Spells (druid), 68 damage vulnerability, 197
adventurer. See character customizing, 125-126 and carrying City Secrets (urchin), 141 Damaran. See human ethnicities
adventuring, 181-187 entertainer, 130-131 casting a spell, 201-205 Cleansing Touch (paladin), 85 Dampen Elements (cleric), 62
adventuring gear, 148,150-153 equipment, 125 area of effect, 204-205 Cloak of Shadows (cleric). See Danger Sense (barbarian), 48
table, 150 folk hero, 131-132 at a higher level, 201 under Channel Divinity cleric Dark Delirium (warlock), 109
age (character). See specific race gladiator (variant), 131 attack roll, 205 options dark elf. See elf
entries guild artisan, 132-133 casting time, 202 (monk), 80 darkness. See light
Agonizing Blast (warlock). See guild merchant (variant), 133 combining effects, 205 class, 11 , 45 Dark One’s Blessing (warlock), 109
eldritch invocations hermit, 134-135 components, 203 choosing a, 11 Dark One’s Own Luck (warlock),
alignment, 122 languages, 125 duration, 203-204 features, 11,15 109
of planes. See planes of noble, 135-136 in armor, 201 proficiencies, 12 darkvision, 183, 185
existence: alignment of noble knight (variant), 136 range, 202-203 quick build, 11 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 (weapon property). pirate (variant), 139 targeting, 204 clear path to the target. See DC. See Difficulty Class
See weapon properties proficiencies, 125 See also specific Spellcasting casting a spell: targeting dead, 197
Animal Handling (skill). See under sage, 137-138 entries Clench of the North Wind (monk). bringing back the. See the spell
Wisdom sailor, 139 casting time. See under casting See Elemental Disciplines descriptions fo r raise dead,
Aquan. See language soldier, 140-141 a spell cleric, 45 , 56-63 reincarnate, resurrection,
Arborea. See planes of existence spy (variant), 130 cat. See creature statistics divine domains. See divine revivify, true resurrection
Arcadia. See planes of existence suggested characteristics, 125 Celestial. See language domains deafened. See conditions
Arcana (skill). See under urchin, 141 centipede, giant. See creature quick build, 57 death, 197
Intelligence Bad Reputation (pirate variant), statistics spell list, 207-208 instant, 197
Arcane Charge (fighter), 75 139 Chains of Carceri (warlock). See climbing. See under movement monsters and, 198
arcane magic, 205 barbarian, 45, 46-50 eldritch invocations coinage, 143 Death domain, 293
See also bard; martial primal paths. See primal paths Champion (fighter). See under cold damage. See damage types death saving throws, 197
archetypes: Eldritch Knight; quick build, 47 martial archetypes College of Lore (bard). See under damage at 0 hit points, 197
roguish archetypes: Arcane bard, 45, 51-55 Channel Divinity (cleric), 58-59 bard colleges rolling a 1 or 20 on, 197
Trickster; sorcerer; warlock; colleges. See bard colleges multiclassing and. See under College of Valor (bard). See under Death Strike (rogue), 97
wizard quick build, 52 multiclassing bard colleges Deception (skill). See under
Arcane Recovery (wizard), 115 spell list, 207 (paladin), 85 Colossus Slayer (ranger). See Charisma
Arcane Tradition (wizard), 115 Bard College (bard), 54 See also Channel Divinity cleric Hunter’s Prey deep gnome. See gnome
arcane traditions, 115-119 bard colleges, 54—55 options; Channel Divinity combat, 8 , 189-198 Deep Speech. See language
School of Abjuration, 115-116 College of Lore, 54-55 paladin options mounted, 198 Defense. See under fighting styles
School of Conjuration, 116 College o f Valor, 55 Channel Divinity cleric options, step by step, 189 Defensive Tactics (ranger), 93
School of Divination, 116-117 Bardic Inspiration (bard), 53-54 59-63 underwater, 198 Deflect Missiles (monk), 78
School of Enchantment, 117 barding. See under armor and Charm Animals and Plants Combat Inspiration (bard), 55 dehydration. See food and drink:
School of Evocation, 117-118 shields (Nature Domain), 62 combat round. See time: round water requirements
School of Illusion, 118 base attack bonus. See proficiency Cloak of Shadows (Trickery Combat Superiority (fighter), 73 deities, 293-299
School of Necromancy, 118- bonus 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 of Transmutation, 119 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 Guided Strike (War domain), 63 Commander’s Strike maneuver 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 martial archetypes 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 holy symbol. See Spellcasting:
Norse, 298, 299 See also spellcasting focus: expenses, 157-158, 187 Prey cleric; paladin
See also cleric; druid; paladin druid experience points (XP), 15 gladiator. See under background Horde Breaker (ranger). See
demiplanes. See planes of druids and the gods, 69 multiclassing and. See under gnome, 35-37 Hunter’s Prey
existence Dueling. See under fighting styles multiclassing Gnome Cunning (gnome), 37 horse, riding. See creature
Destroy Undead. See under duergar. See dwarf Expert Divination (wizard), 116 gnome names, 36 statistics
Channel Divinity cleric options Dungeon Master (DM ), 5 Expertise (bard), 54 gnome traits, 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, 18-20 Extended Spell (sorcerer). See Goading Attack maneuver human, 29-31
Devil’s Sight (warlock). See dwarf names, 20 Metamagic (fighter). See maneuvers human ethnicities, 30-31
eldritch invocations dwarf traits, 20 Extra Attack (barbarian), 49 gold dwarf. See dwarf human names, 30, 31
Dexterity, 12, 176-177 Dwarven Armor Training (bard), 55 gold piece (gp), 14 human traits, 31
Acrobatics, 176 (mountain dwarf), 20 (fighter), 72 See also coinage variant, 31
checks, 176-177 Dwarven Combat Training, 20 (monk), 79 Gong o f the Summit (monk). See Hunter (ranger). See under ranger
Sleight of Hand, 177 Dwarven Resilience, 20 (paladin), 85 Elemental Disciplines archetypes
Stealth, 177 Dwarven Toughness (hill dwarf), (ranger), 92 grappled. See conditions Hunter’s Prey (ranger), 93
Diamond Soul (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 dwarf. 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
d2 or d3, 7 See also language Feywild, the Great Old One, the (warlock). See ideals. See personality
percentile, 6 effect, 201 falling, 183 under otherworldly patrons Ignan. See language
difficult terrain. See under Elder Champion (paladin), 87 False Identity (charlatan), 128 Great Weapon Fighting. See under illusion, 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 See Elemental Disciplines 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), 118 llluskan. See human ethnicities
Disarming Attack maneuver Eldritch Sight (warlock). See Fast Movement (barbarian), 49 group checks. See under ability Illusory Reality (wizard), 118
(fighter). See maneuvers eldritch invocations Favored Enemy (ranger), 91 check Illusory Self (wizard), 118
Disciple of Life (cleric), 60 Eldritch Spear (warlock). See feats, 165-170 Guided Strike (cleric). See under imp. See creature statistics
Disciple of the Elements (monk), eldritch invocations gaining, 165 Channel Divinity cleric options Impostor (rogue), 97
80 Eldritch Strike (fighter), 75 prerequisites, 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 Membership (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), 92 guild merchant. See under Improved Divine Smite (paladin),
Distracting Strike maneuver Elemental Chaos. See planes of Fey Ancestry (elf), 23 background 85
(fighter). See maneuvers existence (half-elf), 39 Hades. See planes of existence Improved Duplicity (cleric), 63
divination, 116-117, 203 Elemental Disciplines (monk), 81 Fey Presence (warlock), 108 half cover. See cover Improved Flare (cleric), 61
school (wizard). See under Elemental Planes. See planes of Feywild, the. See planes of half-elf, 38-39 Improved Minor Illusion (wizard),
arcane traditions existence existence half-elf names, 39 118
Divination Savant (wizard), 116 Elemental Wild Shape (druid), 69 Fiendish Resilience (warlock), 109 half-elf traits, 39 Improved War Magic (fighter), 75
Divine Domain (cleric), 58 elf, 21-24 Fiendish Vigor (warlock). See halfling, 26-28 improvised weapons. See under
domain spells, 58 elf names, 22-23 eldritch invocations Halfling (language), 28 weapon
divine domains, 59 elf traits, 23-24 Fiend, the (warlock). See under 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 fighter, 45, 70-75 Halfling Nimbleness, 28 Indomitable Might (barbarian), 49
Light, 60-61 Elvish, 23 martial archetypes. See martial halfling traits, 28 Infernal. See language
Nature, 61-62 alphabet, 123 archetypes half-orc, 40-41 Infernal Legacy (tiefling), 43
Tempest, 62 See also language quick build, 71 half-orc names, 41 Infiltration Expertise (rogue), 97
Trickery, 62-63 Elysium. See planes of existence Fighting Style (fighter), 72 half-orc traits, 41 initiative, 177, 189
War, 63 Empowered Evocation (wizard), (paladin), 84 hawk. See creature statistics Inner Planes. See planes of
Divine Health (paladin), 85 117 (ranger), 91 healing, 197 existence
Divine Intervention (cleric), 59 Empowered Spell (sorcerer). See fighting styles, 72, 84, 91 hearing. See Wisdom: Perception Insight (skill). See under Wisdom
divine magic, 205 Metamagic Archery, 72, 91 See also conditions inspiration, 125
See also cleric; druid; paladin; Empty Body (monk), 79 Defense, 72, 84, 91 heavily obscured, 183 instantaneous (spell duration), 203
ranger enchantment, 117, 203 Dueling, 72, 84, 91 heavy (weapon property). See Instinctive Charm (wizard), 117
diviner, 116 school (wizard). See under Great Weapon Fighting, 72, 84 weapon properties Intelligence, 12, 177-178
Divine Sense (paladin), 84 arcane traditions Protection, 72, 84 heavy armor. See armor and Arcana, 177
Divine Smite (paladin), 85 Enchantment Savant (wizard), 117 Two-Weapon Fighting, 72, 91 shields checks, 177-178
Divine Strike (cleric, Life domain), enchanter, 117 finding a hidden creature, 177 See also movement: in heavy History, 177-178
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 Fist of Four Thunders (monk). See character 49-50
Dodge action. See un der action environment, 183-185 Elemental Disciplines Heightened Spell (sorcerer). See Intimidation (skill). See under
domain spells. See under Divine equipment, 14, 125, 143-161 Fist of Unbroken Air (monk). See Metamagic Charisma
Domain background, 125 Elemental Disciplines Hellish Resistance (tiefling), 43 Inured to Undeath (wizard), 119
donning and doffing armor. See packs, 151 Flames 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 under background Intelligence
and out of starting, 143 flaws. See personality hidden, 177, 178 invisible. See conditions
downtime activities, 187 See also adventuring gear; Fleet of Foot (wood elf), 24 See also Dexterity: Stealth; See also unseen attackers and
draconians, 34 armor and shields; tools; Flexible Casting (sorcerer). See finding a hidden creature; targets
Draconic, 34 mounts and vehicles; weapon; Font of Magic finding a hidden object; hiding; Invoke Duplicity (cleric). See under
alphabet, 124 and specific background entries Flurry of Blows (monk). See Ki unseen attackers and targets Channel Divinity cleric options
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 Hide in Plain Sight (ranger), 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 quick build Font of Inspiration (bard), 54 hill dwarf. See dwarf saving throws, 78
Dragon Ancestor (sorcerer), 102 Escape the Horde (ranger). See Font of Magic (sorcerer), 101 hirelings, 159 Ki-Empowered Strikes (monk), 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 Intelligence spells and, 80
dragonborn traits, 34 Eternal Mountain Defense food requirements, 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 force damage. See damage types See also specific class entries Know Your Enemy (fighter), 73-74
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, 12, 13, 15, 177, under divine domains
drink (expenses), 158 (ranger). See Superior Hunter’s forest gnome. See gnome 196-198 Knowledge o f the Ages (cleric).
drop an object. See objects: using Defense Frenzy (barbarian), 49 Constitution and, 177 See under Channel Divinity
during combat (rogue), 96 frightened. See conditions current, 196 cleric options
drow. See elf Evasive Footwork maneuver frog. See creature statistics damage at 0. See under death Land’s Stride (druid), 69
Drow Magic, 24 (fighter). See maneuvers gaining a level, 15 saving throws (ranger), 92
druid, 45, 64-69 evocation, 117-118, 203 Gargantuan. See size category dropping to 0, 197-198 language, 17, 123, 125
druid circles. See druid circles school (wizard). See under Gaze o f Two Minds (warlock). See increasing with level, 15 Druidic. See Druidic
quick build, 65 arcane traditions eldritch invocations multiclassing and. See under thieves’ cant. See thieves’ cant
spell list, 208 Evocation Savant (wizard), 117 Gehenna. See planes of existence multiclassing Large. See size category
Druid Circle, 67 evoker, 117 gender. See character: sex and starting, 12, 13 lawful evil. See alignment
druid circles, 68-69 Exceptional Training (ranger), 93 gender subtracting damage from, 196 lawful good. See alignment
Circle of the Land, 68-69 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 Giant. See language Holy Nimbus (paladin), 86 learning spells. See specific
Spellcasting entries Elemental Disciplines 159, 185, 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, 15 Misty Visions (warlock). See NPC. See nonplayer character Potent Cantrip (wizard), 117 reach (creature), 195
Life domain (cleric). See under eldritch invocations Oath of Devotion (paladin). See Potent Spellcasting (cleric, reach (weapon property). See
divine domains modifier, 7 under sacred oaths Knowledge domain), 60 weapon properties
Lifedrinker (warlock). See eldritch ability, 7 Oath of the Ancients (paladin). (cleric, Light domain), 61 reaction, 190
invocations bonus, 7 See under sacred oaths Precision Attack maneuver See also casting a spell: casting
lifestyle. See expenses penalty, 7 Oath o f Vengeance (paladin). See (fighter). See maneuvers time
lifting and carrying, 176 monastic orders, 81 under sacred oaths preparing spells. See Spellcasting: Read Thoughts (cleric). See under
carrying capacity, 176 Monastic Tradition (monk), 78 oath spells. See under Sacred Oath cleric; druid; paladin; wizard Channel Divinity cleric options
encumbrance (variant), 176 monastic traditions, 79-81 objects, 185 Preserve Life (cleric). See under Ready action. See under action
size and, 176 Way of the 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 (barbarian), 49 recovering ammunition.
light (weapon property). See Way of the Four Elements, using during combat, 190 Primal Path (barbarian), 48 See weapon properties:
weapon properties 80-81 One with Shadows (warlock). See primal paths, 49-50 ammunition
light armor. See armor and shields monk, 45, 76-81 eldritch invocations Path o f the Berserker, 49-50 recuperating. See downtime
Light domain (cleric). See under monastic traditions. See Open Hand Technique (monk), 79 Path o f the Totem Warrior, 50 activity
divine domains monastic traditions open locks. See thieves’ tools Primal Strike (druid), 69 refitting plate armor. See under
lightly obscured, 183 quick build, 77 Opportunist (monk), 80 Primeval Awareness (ranger), 92 plate armor
lightning damage. See damage monk weapons, 78 opportunity attack, 195 Primordial. See language Relentless (fighter). 74
types moon elf. See elf Orc, 41 profession. See downtime activity Relentless A venger (paladin), 88
Limbo. See planes of existence mount. See mounts and vehicles See also language proficiencies, 11, 12, 14, 155 Relentless Endurance (half-orc), 41
line. See area of effect mountain dwarf. See dwarf orison. See cantrip multiclassing and. See under Relentless Rage (barbarian), 49
line of sight. See casting a spell: Mount Celestia. See planes of Otherworldly Leap (warlock). See multiclassing Reliable Talent (rogue), 96
targeting existence eldritch invocations saving throw, 14 religion, 293
lion. See creature statistics mounted combat. See under Otherwordly Patron (warlock), 107 skill, 14 See also cleric; druid; paladin
listening. See Wisdom: Perception combat otherworldly patrons, 108-110 spell, 14 Religion (skill). See under
See also conditions mounts and vehicles, 155, 157 Archfey, the, 108-109 tool, 14 Intelligence
loading (weapon property). See See also under movement Fiend, the, 109 vehicle, 155 reloading. See weapon properties:
weapon properties move action. See movement Great Old One, the, 109-110 weapon, 14 ammunition
lock, opening or picking. See movement, 181-183, 190-192 Outer Planes. See planes of proficiency bonus, 14, 173-174, See also objects: using during
thieves’ tools around creatures, 191 existence 194 combat; weapon properties:
lodging (expenses), 158 breaking up, 190 outlander. See under background adding, 14, 173 loading
Lolth, 24, 296 climbing, 182, 190 Outlands, the. See planes of dividing, 14, 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), 118 multiclassing and. See under eldritch invocations
existence difficult terrain, 182, 190 owl. See creature statistics multiclassing research. See downtime activity
low-light vision. See darkvision flying, 191 Pact Boon (warlock), 107-108 multiplying, 14, 173-174 Researcher (sage), 138
Lucky (halfling), 28 prone, 190-191 Pact o f the Blade, 107-108 Projected Ward (wizard), 115 resistance. See damage resistance
Lunging Attack maneuver forced march, 181 Pact o f the Chain, 107 projectile weapon. See weapon resting, 186
(fighter). See maneuvers in heavy armor, 144 Pact of the Tome, 108 properties: ammunition restrained. See conditions
Mage Hand Legerdemain jumping, 182, 190 Your Pact Boon, 108 prone, 190-191 result. See total
(rogue), 98 mounts and vehicles, 181-182 Pact Magic (warlock), 107 See also conditions Retainers (noble variant), 136
Magical Ambush (rogue), 98 size, 191-192 multiclassing and. See under Protection. See under fighting styles Retaliation (barbarian), 50
Magical Secrets (bard), 54 speed, 14, 17,181 multiclassing pseudodragon. See creature Ride the Wind (monk). See
magic, 8, 201-289 squeezing, 192 pact weapon (warlock), 107-108 statistics Elemental Disciplines
See also specific class entries stand up, 190-191 paladin, 45, 82-88 psychic damage. See damage types Riposte maneuver (fighter). See
magic item. See under wealth swimming, 182, 190 quick build, 83 punching. See under melee attack maneuvers
magic-user. See wizard travel pace, 181 sacred oaths. See sacred oaths Purity of Body (monk), 79 Ritual Casting. See Spellcasting:
See also arcane magic using different speeds, 190 spell list, 208-209 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 quasit. See creature statistics See also casting a spell: casting
(fighter). See maneuvers Multiattack (ranger), 93 paralyzed. See conditions quick build, 11 time
maneuvers, 73, 74 Multiattack Defense (ranger). See Parry maneuver (fighter). See See also under specific class River of Hungry Flame (monk).
list, 74 Defensive Tactics maneuvers entries See Elemental Disciplines
saving throws, 73 multiclassing, 163-164 party (adventuring), 15 Quickened Spell (sorcerer). See rock gnome. See gnome
mapping. See under travel Channel Divinity, 164 passive check. See under ability Metamagic rogue, 45, 94-98
marching order. See under travel experience points, 163 check Quivering Palm (monk), 80 quick build, 95
Martial Archetype (fighter), 72 hit points and Hit Dice, 163 Path o f the Berserker. See under race,11 roguish archetype. See roguish
martial archetypes, 72-75 Pact Magic, 164 primal paths choosing a, 11, 17 archetypes
Battle Master, 73-74 prerequisites, 163 Path o f the Totem Warrior. See traits. See racial traits Roguish Archetype (rogue), 96
Champion, 72-73 proficiencies, 163-164 under primal paths See also specific race entries roguish 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 Peerless Skill (bard), 55 racial traits: ability score Assassin, 97
martial weapon. See weapon Spellcasting, 164 penalty, 6 increase Thief, 97
categories spells known and prepared, 164 percentile (dice). See under dice 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, 6-7
See eldritch invocations multiverse, 5-6, 293, 300 Wisdom 13, 17 round. See under time
Mask o f the Wild (wood elf), 24 Mystic Arcanum (warlock), 108 See also travel: noticing threats age, 17 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 (forest gnome), Charisma size, 17 exceptions, 7
Master of Nature (cleric), 62 37 Persistent Rage (barbarian), 49 speed, 17 how to play, 6
M aster Transmuter (wizard), 119 Naturally Stealthy (lightfoot personality (character), 122-124 subrace, 17 specific beats general, 7
mastiff. See creature statistics halfling), 28 Persuasion (skill). See under See also specific race run. See action: Dash action
See also mounts and vehicles Natural Recovery (druid), 68 Charisma entries Rush of the Gale Spirits (monk).
material spell component, 203 Nature (skill). See under petrified. See conditions Radiance o f the Dawn (cleric). See See Elemental Disciplines
Material Plane. See planes of Intelligence pick locks. See thieves’ tools under Channel Divinity cleric Rustic Hospitality (folk hero), 131
existence Nature domain (cleric). See under pick pockets. See Dexterity: Sleight options Sacred Oath (paladin), 85
Mechanus. See planes of existence divine domains of Hand radiant damage. See damage types oath spells, 85
Medicine (skill). See under Nature’s Sanctuary (druid), 69 piercing damage. See damage Rage (barbarian), 48 sacred oaths, 85-88
Wisdom Nature’s Ward (druid), 69 types Rally maneuver (fighter). See breaking, 86
Medium. See size category Nature’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 range, 195 Oath of the Ancients, 86-87
shields options Plane of Air. See planes of maximum, 147 Oath o f Vengeance, 87-88
melee attack, 195 navigating. See under travel existence normal, 147 sacred plants and wood (druid), 66
unarmed, 195 necromancer, 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, 203 existence range under Channel Divinity paladin
ammunition, 147 school (wizard). See under 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, 195 Necromancy Savant (wizard), 118 Plane of Fire. See planes of ranged attack, 195 sailor. See under background
Menacing (half-orc), 41 necrotic damage. See damage existence in melee, 195 Savage Attacks (half-orc), 41
Menacing Attack maneuver types Plane of Shadow. See planes of ranged weapon, 14, 146, 149, 195 save. See saving throw
(fighter). See maneuvers Negative Plane. See planes of existence ranger, 45, 89-93 saving throw, 7, 12, 179,205
Metamagic (sorcerer), 101-102 existence Plane o f Water. See planes of quick build, 90 death. See death saving throws
Military Rank (soldier), 140 neutral. See alignment existence ranger archetype. See ranger ki. See ki: saving throws
Mindless Rage (barbarian), 49 neutral evil. See alignment planes of existence, 5, 300-303 archetypes maneuver. See maneuvers:
Minions of Chaos (warlock). See neutral good. See alignment platinum piece (pp). See coinage spell list, 209 saving throws
eldritch invocations Nine Hells, the. See planes of player character. See character Ranger Archetype (ranger), 92 proficiency. See proficiencies:
Minor Alchemy (wizard), 119 existence point of origin. See area of effect ranger archetypes, 93 saving throw
Minor Conjuration (wizard), 116 noble. See under background poison damage. See damage types Beast Master, 93 spell. See spell saving throws
Mire the Mind (warlock). See noble knight. See under poisoned. See conditions Hunter, 93 saving throw modifier, 12, 179,
eldritch invocations background Position of Privilege (noble), 135 Ranger’s Companion (ranger), 93 205
Mist Stance (monk). See nonplayer character (NPC), 8, Positive Plane. See planes of Rashemi. See human ethnicities
School of Abjuration (wizard). See Slow Fall (monk), 78 spider, giant. See creature tiefling, 42-43 Upper Planes. See planes of
under arcane traditions Small. See size category statistics tiefling names, 43 existence
School of Conjuration (wizard). snake, constrictor. See creature Spirit Seeker (barbarian), 50 tiefling traits, 43 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, 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, 197-198 turn, 189 verbal spell component, 203
School of Illusion (wizard). See Song of Rest (bard), 54 stacking. See casting a spell: Timeless Body (druid), 67 versatile (weapon property). See
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), 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 Tongue o f the Sun and Moon See also blindsight; darkvision;
See under arcane traditions spell list, 209 standard language. See language (monk), 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, 102-104 See Superior Hunter’s Defense total, 7 (warlock). See eldritch
Sculptor of Flesh (warlock). See Draconic Bloodline, 102-103 starting wealth. See under wealth total cover. See cover invocations
eldritch invocations Wild Magic, 103-104 starvation. See food and drink: Totemic Attunement (barbarian), Visions o f the Past (cleric), 60
Sculpt Spells (wizard), 117 Sorcerous Restoration, 102 food requirements 50 Voice o f the Chain Master
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 o f Vengeance (paladin), 88 Stealth; hiding; travel trade goods, 144, 157 Volley (ranger). See Multiattack
searching. See under travel space. See under size Steel Will (ranger). 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 paladin
Investigation; Wisdom: gnome), 37 Step o f the Wind (monk). See Ki See also specific race trait entries options
Perception special (weapon property). See Stillness of Mind (monk), 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
selling treasure. See under wealth See also mounts and vehicles; Stout Resilience (stout halfling), Tranquility (monk), 80 Warding Flare (cleric), 61
services, 159 racial traits; travel 28 transmutation, 119, 203 War domain (cleric). See under
sex. See character: sex and gender spell, 201 Strength, 12, 175-176 school (wizard). See under divine domains
Shadow Arts (monk), 80 spell attack modifier. See specific Athletics, 175 arcane traditions War God’s Blessing (cleric). See
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 halfling. See halfling: transmuter, 119 warhorse. See creature statistics
Shapechanger (wizard), 119 entries stout Transmuter’s Stone (wizard), 119 See also mounts and vehicles
Shape the Flowing River (monk). Spell Bombardment (sorcerer), 103 Student of War (fighter), 73 traps, finding. See Wisdom: War Magic (fighter), 75
See Elemental Disciplines Spellbook (wizard), 114 stunned. See conditions Perception War Priest (cleric), 63
Share Spells (ranger), 93 spellcaster, 201 Stunning Strike (monk), 79 See also Intelligence: Water Whip (monk). See
shark, reef. See creature statistics spellcasting, 201-205 subrace, 17 Investigation Elemental Disciplines
Shelter o f the Faithful (acolyte), Spellcasting (bard), 52-53 Subtle Spell (sorcerer). See traps, removing or disabling. See warlock, 45, 105-111
127 (cleric), 58 Metamagic thieves’ tools quick build, 106
shield. See armor and shields (druid), 66 suffocating, 183 travel, 181-183 otherworldly patron. See
shield dwarf. See dwarf: mountain (fighter, Eldritch Knight), 75 sun elf. See elf drawing a map, 183 otherworldly patrons
Ship’s Passage (sailor), 139 (paladin), 84-85 Sunlight Sensitivity (drow), 24 encounters, 183 spell list, 210
short rest. See resting (ranger), 91-92 Superior Critical (fighter), 73 foraging, 183 Wave of Rolling Earth (monk). See
Shou. See human ethnicities (rogue, Arcane Trickster), Superior Darkvision (drow), 24 marching order, 182 Elemental Disciplines
shoving, 195 97-98 Superior Hunter’s Defense navigating, 183 wealth, 143-144
Sigil. See planes of existence (sorcerer), 101 (ranger), 93 noticing threats, 182-183 magic item, 144
Signature Spells (wizard), 115 (warlock). See Pact Magic Superior Inspiration (bard), 54 pace, 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, 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, 191-192 spellcasting focus. See Survival (skill). See under W isdom divine domains table, 149
and weapons. See weapon Spellcasting: bard; cleric; See also travel: foraging, trinkets, 160-161 Weapon Bond (fighter), 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 maneuvers weapon proficiency, 14, 146
and carrying: size and spell components. See casting a svirfneblin. See gnome truesight, 185 See also specific 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 turn. See under time trait entries
space, 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 movement Whirlwind Attack (ranger). See
size category, 191 spell descriptions, 211-289 targeting a spell. See casting a Turn the Faithless (paladin). See Multiattack
skeleton. See creature statistics spell level, 201 spell: targeting under Channel Divinity paladin Whispers o f the Grave (warlock).
skill check. See ability check: skill spell list, 207-211 target number, 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 options Wild Magic Surge (sorcerer), 103
Sleight of Hand (skill). See under Spell Resistance (wizard), 116 hit points Twinned Spell (sorcerer). See table, 104
Dexterity spell save DC, 205 Tenets of Devotion (paladin), 86 Metamagic Wild Shape (druid), 66-67
Slippery Mind (rogue), 96 See also specific Spellcasting Tenets 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 Tenets o f Vengeance (paladin), 88 two-weapon fighting, 195 checks, 178
spells known, 201 Terran. See language Two-Weapon Fighting (class Insight, 178
See also 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 eldritch invocations (monk), 78 wizard, 45, 112-119
See also specific Spellcasting Thief’s Reflexes (rogue), 97 Unarmored Movement (monk), 78 arcane tradition. See arcane
entries; and multiclassing thieves’ cant (rogue), 96 Uncanny Dodge (ranger). See traditions
Spell Thief (rogue), 98 thieves’ tools, 154 Superior Hunter’s Defense quick build, 113
sphere. See area of effect Third Eye, The (wizard), 116-117 (rogue), 96 spell list, 210-211
Thirsting Blade (warlock). See Undead Thralls (wizard), 119 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 uncommon races, 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 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), 103 194-195