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Poison, Basic. You can use the p oison in this vial Spyglass.

O bjects view ed through a spyglass are


to coat one slashing or piercing w ea p on or up to three m agnified to tw ice their size.
p ieces o f am m unition. Applying the p oison takes Tent. A sim ple and portable canvas shelter, a
an action. A creature hit by the p oison ed w eap on or tent sleep s two.
am m unition m ust m ake a D C 10 Constitution saving Tinderbox. This sm all container holds flint, fire steel,
th row o r take 1d4 p oison dam age. O n ce applied, the and tinder (usually dry cloth soa k ed in light oil) u sed to
p o iso n retains potency for 1 m inute b efore drying. kindle a fire. U sing it to light a torch —or anything else
Potion o f Healing. A character w h o drinks the m agical w ith abundant, e x p osed fuel—takes an action. Lighting
red fluid in this vial regains 2d4 + 2 hit points. D rinking any other fire takes 1 minute.
or adm inistering a potion takes an action. Torch. A torch burns for 1 hour, providing bright light
Pouch. A cloth or leather pou ch can hold up to 20 in a 20-foot radius and dim light for an additional 20
slin g bullets or 50 blow gu n n eedles, am ong other feet. If you m ake a m elee attack w ith a burning torch
things. A com partm entalized p ou ch for h olding spell and hit, it deals 1 fire dam age.
com pon en ts is called a com p on en t p ou ch (described
earlier in this section). C o n t a in e r C a p a c it y

Quiver. A quiver can hold up to 20 arrow s. Container Capacity


Ram, Portable. Y ou can u se a portable ram to break
Backpack* 1 cubic foot/30 pounds of gear
dow n doors. W h en doin g so, you gain a + 4 bon u s on the
Barrel 40 gallons liquid, 4 cubic feet solid
Stren gth check. One other character can help you use
Basket 2 cubic feet/40 pounds of gear
the ram , giving you advantage on this check.
Bottle 11/2 pints liquid
Rations. R ation s con sist o f dry fo o d s suitable
for extended travel, including jerky, dried fruit, Bucket 3 gallons liquid, 1/2 cubic foot solid
hardtack, and nuts. Chest 12 cubic feet/300 pounds o f gear
Rope. R op e, w hether m ade o f hem p or silk, has 2 hit Flask or tankard 1 pint liquid
points and can be burst w ith a D C 17 Strength check. Jug or pitcher 1 gallon liquid
Scale, Merchant’s. A sca le includes a sm all balance, Pot, iron 1 gallon liquid
pans, and a suitable assortm ent o f w eights up to 2 Pouch 1/5 cubic foot/6 pounds of gear
pou nds. W ith it, you can m easu re the exact w eigh t of Sack 1 cubic foot/30 pounds of gear
sm all objects, such as raw p reciou s m etals or trade
Vial 4 ounces liquid
g ood s, to help determ ine their w orth.
Waterskin 4 pints liquid
Spellbook. E ssential for w izards, a sp ellb ook is
a leather-bound tom e w ith 100 blank vellum pages * You can also strap items, such as a bedroll or a coil of rope,
suitable for record in g spells. to the outside o f a backpack.
Artisan’s Tools. T h ese sp ecia l tools include the item s
T ools n eeded to pursue a craft or trade. The table sh ow s
A tool helps you to do som eth in g you couldn't oth erw ise exam ples o f the m ost co m m o n types o f tools, each
do, such as craft or repair an item, forge a docum ent, or providing item s related to a single craft. P roficien cy
pick a lock. Your race, class, background, or feats give w ith a set o f artisan’s tools lets you add your proficiency
you proficien cy w ith certain tools. P roficiency w ith a tool b on u s to any ability ch eck s you m ake using the tools
allow s you to add your proficiency bon u s to any ability in your craft. E ach type o f artisan’s tools requ ires a
ch eck you m ake using that tool. T ool use is not tied to separate proficiency.
a single ability, sin ce proficiency w ith a tool represents Disguise Kit. T h is pou ch o f cosm etics, hair dye, and
broader kn ow led ge o f its use. For exam ple, the DM sm all p rops lets you create d isgu ises that change your
m ight ask you to m ake a D exterity ch eck to carve a fine physical appearance. P roficien cy w ith this kit lets you
detail w ith your w o o d ca rv e r ’s tools, or a Strength ch eck add your proficiency bon u s to any ability ch eck s you
to m ake som eth in g out o f particularly hard w ood . m ake to create a visual disguise.
Forgery Kit. T h is sm all b o x contain s a variety o f
To o ls
papers and parchm ents, pen s and inks, sea ls and
Item Cost Weight sea lin g w ax, gold and silver leaf, and other supplies
Artisan’s tools n ecessa ry to create con vin cin g forgeries o f physical
Alchemist’s supplies 50 gp 8 lb. docum ents. P roficien cy w ith this kit lets you add your
Brewer’s supplies 20 gp proficiency bon u s to any ability ch eck s you m ake to
9 lb.
create a physical forgery o f a docum ent.
Calligrapher's supplies 10 gp 5 lb.
Gaming Set. T his item e n com p a sses a w ide range
Carpenter’s tools 8 gp 6 lb.
o f gam e p ieces, including d ice and deck s o f cards (for
Cartographer’s tools 15 g p 6 lb.
gam es such as T h ree-D ragon Ante). A few com m on
Cobbler’s tools 5 gp 5 lb. exam ples appear on the T ools table, but other kinds o f
Cook’s utensils 1 gp 8 lb. gam ing sets exist. If you are proficient w ith a gam ing
Glassblower’s tools 30 gp 5 lb. set, you can add your p roficiency bon u s to ability ch eck s
Jeweler’s tools 25 gp 2 lb. you m ake to play a gam e w ith that set. E ach type o f
Leatherworker’s tools 5 gp 5 lb. gam ing set requ ires a separate proficiency.
Mason’s tools 10 gp 8 lb. Herbalism Kit. T h is kit contain s a variety o f
Painter’s supplies 10 gp 5 lb. instrum ents such as clippers, m ortar and pestle, and
Potter’s tools 10 gp 3 lb. p ou ch es and vials u sed by herbalists to create rem edies
and potions. P roficien cy w ith this kit lets you add your
Smith’s tools 20 gp 8 lb.
proficiency bon u s to any ability ch eck s you m ake to
Tinker’s tools 50 gp 10 lb.
identify or apply herbs. A lso, proficiency w ith this kit is
Weaver’s tools 1 gp 5 lb.
required to create antitoxin and potions o f healing.
Woodcarver's tools 1 gp 5 lb.
Musical Instrument. Several o f the m ost com m on
Disguise kit 25 gp 3 lb. types o f m usical instrum ents are sh ow n on the table as
Forgery kit 15 gp 5 lb. exam ples. If you have proficiency w ith a given m usical
Gaming set instrum ent, you can add your p roficiency bon u s to
Dice set 1 sp — any ability ch eck s you m ake to play m usic w ith the
Dragonchess set 1 gp 1/2 lb. instrument. A bard can use a m usical instrum ent as a
Playing card set 5 sp — spellcastin g focus, as d escrib ed in chapter 10. E ach type
Three-Dragon Ante set — o f m u sical instrum ent requ ires a separate proficiency.
1 gp
Herbalism kit 3 lb. Navigator’s Tools. Th is set o f instrum ents is u sed
5 gp
for navigation at sea. P roficien cy w ith navigator's tools
Musical instrument
lets you chart a ship's cou rse and follow navigation
Bagpipes 30 gp 6 lb.
charts. In addition, th ese tools allow you to add your
Drum 6 gp 3 lb.
proficiency bon u s to any ability ch eck you m ake to avoid
Dulcimer 25 gp 10 lb. getting lost at sea.
Flute 2 gp 1 lb. Poisoner’s Kit. A p o is o n e r’s kit includes the vials,
Lute 35 gp 2 lb. chem icals, and other equipm ent n ecessa ry for the
Lyre 30 gp 2 lb. creation o f poison s. P roficien cy w ith this kit lets you add
Horn 3 gp 2 lb. your proficiency bon u s to any ability ch eck s you m ake to
Pan flute 12 gp 2 lb. craft or u se p oison s.
Shawm 2 gp 1 lb. Thieves’ Tools. T h is set o f tools in cludes a sm all file,
Viol 30 gp 1 lb. a set o f lo ck picks, a sm all m irror m ounted on a m etal
Navigator’s tools handle, a set o f n arrow -bladed scissors, and a pair o f
25 gp 2 lb.
pliers. P roficien cy w ith these tools lets you add your
Poisoner’s kit 50 gp 2 lb.
proficiency bon u s to any ability ch eck s you m ake to
Thieves’ tools 25 gp 1 lb.
disarm traps or op en locks.
Vehicles (land or water) * *

* See the “ Mounts and Vehicles” section.


M o u n t s a n d V e h ic l e s
A g o o d m ount can help you m ove m ore quickly through
the w ildern ess, but its prim ary p u rp ose is to carry the
gear that w ou ld oth erw ise slow you dow n. T h e M ounts
and Other A n im als table sh ow s each anim al’s sp eed and
b a se carryin g capacity.
A n anim al pulling a carriage, cart, chariot, sled,
or w agon ca n m ove w eight up to five tim es its base
carryin g capacity, including the w eight o f the vehicle.
If multiple anim als pull the sam e vehicle, they can add
their carryin g capacity together.
M ounts other than th ose listed here are available in
the w orld s o f D &D, but they are rare and not norm ally
available for p urchase. T h ese include flying m ounts
(pegasi, griffons, hippogriffs, and sim ilar anim als) and
even aquatic m ounts (giant sea h orses, for example).
A cqu irin g such a m ount often m eans secu rin g an egg
and raising the creature yourself, m akin g a bargain with
a pow erfu l entity, or negotiating w ith the m ount itself.
Barding. Barding is arm or design ed to protect an
an im al’s head, neck, chest, and body. Any type o f
arm or sh ow n on the A rm or table in this chapter can
be pu rch ased as barding. The co st is four tim es the
equivalent arm or m ade for hum anoids, and it w eigh s
tw ice as m uch.
Saddles. A m ilitary saddle braces the rider, helping
you k eep your seat on an active m ount in battle. It
gives you advantage on any ch eck you m ake to rem ain
m ounted. A n exotic saddle is requ ired for riding any
aquatic or flying m ount.
Vehicle Proficiency. If you have proficiency with a
certain kind o f vehicle (land or water), you can add your
proficiency bon u s to any ch eck you m ake to control that
kind o f vehicle in difficult circu m stan ces.
R ow ed V essels. K eelboats and row boats are u sed on
lakes and rivers. If g oin g dow nstream , add the sp eed o f
the current (typically 3 m iles per hour) to the sp eed o f
the vehicle. T h ese vehicles ca n ’t be row ed against any Tr a d e G o o d s
significant current, but they can be pulled upstream
Cost Goods
by draft anim als on the sh ores. A row boat w eigh s 100
1 cp 1 lb. of wheat
pou nds, in ca se adventurers carry it over land.
2 cp 1 lb. o f flour or one chicken
M o u n t s a n d O t h e r A n im a l s 5 cp 1 lb. of salt
1 sp 1 lb. of iron or 1 sq. yd. o f canvas
Carrying
Item Cost Speed Capacity 5 sp 1 lb. of copper or 1 sq. yd. o f cotton cloth

Camel 1 gp 1 lb. of ginger or one goat


50 gp 50 ft. 480 lb.
Donkey or mule 2 gp 1 lb. of cinnamon or pepper, or one sheep
8 gp 40 ft. 420 lb.
Elephant 3 gp 1 lb. o f cloves or one pig
200 gp 40 ft. 1,320 lb.
Horse, draft 5 gp 1 lb. o f silver or 1 sq. yd. of linen
50 gp 40 ft. 540 lb.
10 gp 1 sq. yd. of silk or one cow
Horse, riding 75 gp 60 ft. 480 lb.
Mastiff 15 gp 1 lb. o f saffron or one ox
25 gp 40 ft. 195 lb.
Pony 50 gp 1 lb. of gold
30 gp 40 ft. 225 lb.
500 gp 1 lb. of platinum
Warhorse 400 gp 60 ft. 540 lb.

Ta c k , H a r n e s s , a n d D ra w n V e h ic l e s

Item Cost Weight Expenses


Barding x4 x2 W h en not descen d in g into the depths o f the earth,
Bit and bridle 2 gp 1 lb. exploring ruins for lost treasures, or w agin g w ar against
Carriage 100 gp 600 lb. the en croach in g darkness, adventurers face m ore
Cart 200 lb. m undane realities. Even in a fantastical w orld, people
15 gp
Chariot require ba sic n ecessities such as shelter, sustenance,
250 gp 100 lb.
and clothing. T h ese things co st money, although som e
Feed (per day) 5 cp 10 lb.
lifestyles co st m ore than others.
Saddle
Exotic 60 gp 40 lb. L if e st y l e E xpen ses
Military 20 gp 30 lb.
Lifestyle ex p en ses provide you with a sim ple w ay to
Pack 5 gp 15 lb.
accou n t for the cost o f living in a fantasy w orld. T h ey
Riding 10 gp 25 lb.
cover your accom m od a tion s, fo o d and drink, and all
Saddlebags 4 gp 8 lb.
your other n ecessities. Furtherm ore, expen ses cover the
Sled 20 gp 300 lb. co st o f m aintaining your equipm ent s o you can be ready
Stabling (per day) 5 sp — w hen adventure next calls.
Wagon 35 gp 400 lb. At the start o f each w eek or m onth (your choice),
c h o o s e a lifestyle from the E x p en ses table and pay the
W a t e r b o r n e V e h ic l e s p rice to sustain that lifestyle. T h e p rices listed are per
Item Cost Speed day, so if you w ish to calculate the co st o f your ch osen
Galley 30,000 gp 4 mph lifestyle over a thirty-day period, multiply the listed price
Keelboat 3,000 gp 1 mph by 30. Your lifestyle m ight change from one p eriod to
the next, based on the funds you have at your disposal,
Longship 10,000 gp 3 mph
or you m ight m aintain the sam e lifestyle throughout
Rowboat 50 gp 11/2 mph
your character’s career.
Sailing ship 10,000 gp 2 mph
Your lifestyle ch oice can have con seq u en ces.
Warship 25,000 gp 21/2 mph
M aintaining a wealthy lifestyle m ight help you m ake
contacts w ith the rich and pow erful, though you run the
risk o f attracting thieves. Likew ise, living frugally m ight
T rade G oods help you avoid crim inals, but you are unlikely to m ake
M ost w ealth is not in coin s. It is m easu red in livestock, pow erfu l con n ection s.
grain, land, rights to collect taxes, or rights to resou rces
(such as a m ine or a forest). L if e s t yle Ex p e n s e s
G uilds, n obles, and royalty regulate trade. Chartered
Lifestyle Price/Day
com p a n ies are granted rights to con du ct trade along
Wretched —-
certain routes, to sen d m erchant sh ips to various ports,
Squalid 1 sp
or to buy or sell sp ecific g ood s. G uilds set p rices for
the g ood s or serv ices that they control, and determ ine Poor 2 sp
w h o m ay or m ay not offer th ose g o o d s and services. Modest 1 gp
M erchants com m on ly exchange trade g o o d s w ithout Comfortable 2 gp
using currency. T h e Trade G o o d s table sh ow s the value Wealthy 4 gp
o f com m on ly exch an ged g oods. Aristocratic 10 gp minimum
W retched. You live in inhum ane condition s. W ith C om fortable. C h oosin g a com fortab le lifestyle
no p la ce to call h om e, you shelter w herever you can, m eans that you can afford n icer cloth in g and can easily
sn eak ing into barns, huddling in old crates, and relying m aintain your equipm ent. You live in a sm all cottage
on the g o o d g ra ces o f p eop le better o ff than you. A in a m iddle-class n eigh borh ood or in a private room
w retch ed lifestyle presents abundant dangers. V iolence, at a fine inn. You associate with m erchants, skilled
d isease, and hunger follow you w herever you go. Other tradespeople, and m ilitary officers.
w retch ed p eop le covet your armor, w eapon s, and Wealthy. C h oosin g a w ealthy lifestyle m eans living a
adventuring gear, w hich represent a fortune by their life o f luxury, though you m ight not have achieved the
standards. You are beneath the n otice o f m ost people. socia l status a ssocia ted w ith the old m on ey o f nobility
Squalid. You live in a leaky stable, a m ud-floored hut or royalty. You live a lifestyle com parable to that o f a
ju st outside tow n, or a verm in-infested boa rd in g h ouse highly su ccessfu l m erchant, a favored servant o f the
in the w orst part o f town. You have shelter from the royalty, or the ow n er o f a few sm all b u sin esses. You
elem ents, but you live in a desperate and often violent have respectable lodgin gs, usually a sp aciou s h om e in
environm ent, in p la ces rife with disease, hunger, and a g o o d part o f tow n or a com fortab le suite at a fine inn.
m isfortune. You are beneath the n otice o f m ost people, You likely have a sm all staff o f servants.
and you have few legal protection s. M ost p eop le at A ristocratic. You live a life o f plenty and com fort. You
this lifestyle level have suffered som e terrible setback. m ove in circles populated by the m ost pow erfu l people
Th ey m ight be disturbed, m arked as exiles, or suffer in the com m unity. You have excellent lodgin gs, perhaps
from disease. a tow n h ou se in the n icest part o f tow n or ro o m s in the
Poor. A p oor lifestyle m eans going without the finest inn. You dine at the best restaurants, retain the
com forts available in a stable com m unity. Sim ple food m ost skilled and fashionable tailor, and have servants
and lodgin gs, threadbare clothing, and unpredictable attending to your every need. You receive invitations
con dition s result in a sufficient, though probably to the socia l gatherings o f the rich and pow erfu l, and
unpleasant, experience. Your a ccom m od a tion s m ight sp en d evenings in the com pany o f politicians, guild
be a r oom in a floph ou se or in the com m on room above leaders, high priests, and nobility. You m ust also
a tavern. You benefit from som e legal protections, contend w ith the highest levels o f deceit and treachery.
but you still have to contend w ith violen ce, crim e, The w ealthier you are, the greater the ch a n ce you w ill
and disease. P eop le at this lifestyle level tend to be be draw n into political intrigue as a paw n or participant.
u nskilled laborers, costerm on gers, peddlers, thieves,
m ercenaries, and other disreputable types. Fo o d , D r in k , a n d L o d g in g
M odest. A m od est lifestyle keeps you out o f the slum s The F ood, D rink, and L odgin g table gives p rices for
and en su res that you can m aintain you r equipm ent. individual fo o d item s and a single night’s lodging. T h ese
You live in an older part o f tow n, renting a r oom in a p rices are included in your total lifestyle expen ses.
b oa rd in g house, inn, or temple. You don't go hungry or
thirsty, and your living con dition s are clean, if sim ple. Fo o d , D r in k , a n d Lo d g in g
O rdinary p eople living m od est lifestyles include soldiers
Item Cost
w ith fam ilies, laborers, students, priests, h edge w izards,
and the like. Ale
Gallon 2 sp
Mug 4 cp
Banquet (per person) 10 gp
Bread, loaf 2 cp
Cheese, hunk 1 sp
Inn stay (per day)
Squalid 7 cp
Poor 1 sp
Modest 5 sp
Comfortable 8 sp
Wealthy 2 gp
Aristocratic 4 gp
Meals (per day)
Squalid 3 cp
Poor 6 cp
Modest 3 sp
Comfortable 5 sp
Wealthy 8 sp
Aristocratic 2 gp
Meat, chunk 3 sp
Wine
Common (pitcher) 2 sp
Fine (bottle) 10 gp
S elf-Su f f ic ie n c y

The expenses and lifestyles described in this chapter assume


that you are spending your time between adventures in town,
availing yourself o f whatever services you can afford— paying
for food and shelter, paying townspeople to sharpen your
sword and repair your armor, and so on. Some characters,
though, might prefer to spend their time away from
civilization, sustaining themselves in the wild by hunting,
foraging, and repairing their own gear.
Maintaining this kind o f lifestyle doesn’t require you to
spend any coin, but it is time-consuming. If you spend
your time between adventures practicing a profession, as
described in chapter 8, you can eke out the equivalent o f a
poor lifestyle. Proficiency in the Survival skill lets you live at
the equivalent o f a comfortable lifestyle.

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

If you already have the U narm ored D efen se feature, you


W h en you gain a level in a class other than your first,
c a n ’t gain it again from another class.
you gain only s o m e o f that cla ss’s starting proficiencies,
as sh ow n in the M ulticlassing P roficien cies table. Sp e l l c a st in g
Your capacity for sp ellcastin g depen ds partly on your
M u l t ic l a s sin g P r o f ic ie n c ie s
com bin ed levels in all your sp ellcastin g cla sses and
Class Proficiencies Gained partly on your individual levels in th ose classes. O nce
Barbarian Shields, simple weapons, martial weapons you have the S p ellcastin g feature from m ore than one
Bard Light armor, one skill of your choice, one class, u se the rules below . If you m ulticlass but have the
musical instrument o f your choice S p ellcastin g feature from only on e class, you follow the
rules as d escribed in that class.
Cleric Light armor, medium armor, shields
Spells Known and Prepared. You determ ine
Druid Light armor, medium armor, shields (druids
w hat sp ells you k n ow and can prepare for each class
will not wear armor or use shields made of
individually, as if you w ere a sin gle-classed m em ber of
metal)
that class. If you are a ranger 4 /w iza rd 3, for exam ple,
Fighter Light armor, medium armor, shields, simple you kn ow three 1st-level ranger sp ells ba sed on your
weapons, martial weapons levels in the ranger class. A s 3rd-level w izard, you k n ow
Monk Simple weapons, shortswords three w izard cantrips, and your sp ellb ook contain s ten
Paladin Light armor, medium armor, shields, simple w izard spells, tw o o f w h ich (the tw o you gained w hen
weapons, martial weapons you reached 3rd level as a w izard) can b e 2nd-level
Ranger Light armor, medium armor, shields, simple spells. If your Intelligence is 16, you can prepare six
weapons, martial weapons, one skill from the w izard spells from your sp ellbook.
class’s skill list Each spell you kn ow and prepare is associated with one
o f your classes, and you use the spellcasting ability o f that
Rogue Light armor, one skill from the class’s skill list,
class w hen you cast the spell. Similarly, a spellcasting
thieves’ tools
focus, such as a holy sym bol, can be used only for the
Sorcerer —
spells from the class associated with that focus.
Warlock Light armor, simple weapons Spell Slots. You determ ine your available spell slots
Wizard —
by adding together all your levels in the bard, cleric,
druid, sorcerer, and w izard classes, h alf your levels
(rounded dow n) in the paladin and ranger classes, and
C lass F eatures
a third o f your fighter or rogue levels (rounded dow n)
W h en you gain a n ew level in a class, you get its features if you have the Eldritch Knight or the A rca n e Trickster
for that level. A few features, however, have additional feature. U se this total to determ ine your spell slots by
rules w hen you ’re m ulticlassing: Channel Divinity, Extra consultin g the M ulticlass S p ellcaster table.
Attack, U n arm ored D efense, and Spellcasting. If you have m ore than on e sp ellcastin g class, this table
might give you spell slots o f a level that is higher than
C hannel D iv in it y
the spells you k n ow o r can prepare. You can use th ose
If you already have the Channel Divinity feature and gain
slots, but only to cast your low er-level spells. If a low er-
a level in a class that also grants the feature, you gain the level spell that you cast, like burning hands, has an
Channel Divinity effects granted by that class, but getting en h a n ced effect w hen cast using a higher-level slot, you
the feature again d oesn ’t give you an additional use o f
can use the en hanced effect, even though you d on ’t have
it. You gain additional u ses only w hen you reach a class
any spells o f that higher level.
level that explicitly grants them to you. For exam ple, if For exam ple, if you are the aforem entioned ranger 4 /
you are a cleric 6/paladin 4, you can use Channel Divinity
w izard 3, you count as a 5th-level character w hen
tw ice betw een rests becau se you are high enough level
determ ining your spell slots: you have four 1st-level
in the cleric class to have m ore uses. W henever you use slots, three 2nd-level slots, and tw o 3rd-level slots.
the feature, you can c h o o s e any o f the Channel Divinity
However, you don ’t k n ow any 3rd-level spells, nor do you
effects available to you from your tw o classes. kn ow any 2nd-level ranger spells. You can use the spell
slots o f th ose levels to cast the spells you d o kn ow —and
Ex t r a A ttack
potentially en hance their effects.
If you gain the Extra Attack class feature from m ore
Pact Magic. If you have both the S p ellcastin g class
than one class, the features don ’t add together. You
feature and the Pact M agic class feature from the w arlock
ca n ’t m ake m ore than tw o attacks with this feature
class, you can use the spell slots you gain from the Pact
unless it says you do (as the fighter’s version o f Extra
M agic feature to cast spells you kn ow or have prepared
Attack does). Similarly, the w a rlock ’s eldritch invocation
from classes with the Spellcasting class feature, and you
T hirsting Blade d oesn ’t give you additional attacks if you
can use the spell slots you gain from the S p ellcastin g
also have Extra Attack.
class feature to cast w arlock sp ells you know.
M u lticla ss S p el l c a st e r : • C lim bing d oesn ’t halve your speed.
S pell S lo ts per S pell Level • You can m ake a running long ju m p or a running high
ju m p after m oving only 5 feet on foot, rather than
Lvl. 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
10 feet.
1st 2 — — — — — — — —
2nd 3 — — — — — — — — A ctor
3rd 4 2— — — — — — —
Skilled at m im icry and dram atics, you gain the
4th 4 3 — — — — — — — follow in g benefits:
5th 4 3 2 — — — — — —
• Increase your Charisma score by 1, to a m axim um o f 20.
6th 4 3 3 — — — — — —
• You have advantage on C harism a (D eception ) and
7th 4 3 3 1 — — — — —
C harism a (P erform an ce) ch eck s w hen trying to pass
8th 4 3 3 2 — — — — —
y ou rself o ff as a different person.
9th 4 3 3 3 1 — — — — • You can m im ic the sp e e ch o f another p erson or the
10th 4 3 3 3 2 — — — — sou n ds m ade by other creatures. You m ust have
11th 4 3 3 3 2 1 — — — heard the p erson speaking, or heard the creature
12th 4 3 3 3 2 1 — — — m ake the sound, for at least 1 minute. A su ccessfu l
13th 4 3 3 3 2 1 1 — — W isd om (Insight) ch eck contested by your C harism a
14th 4 3 3 3 2 1 1 — — (D eception ) ch eck allow s a listener to determ ine that
15th 4 3 3 3 2 1 1 1 — the effect is faked.
16th 4 3 3 3 2 1 1 1 —
17th 4 3 3 3 1 1
C harger
2 1 1
18th 4 3 3 3 3 1 1 1 1 W h en you u se your action to Dash, you can u se a
19th 4 3 3 3 3 2 1 1 1 bon u s action to m ake one m elee w eap on attack or to
20th 4 3 3 3 3 2 2 1 1 shove a creature.
If you m ove at least 10 feet in a straight line
im m ediately b efore taking this bon u s action, you either
gain a +5 bon u s to the attack’s dam age roll (if you c h ose
Feats to m ake a m elee attack and hit) or push the target up
A feat represents a talent or an area o f expertise that gives to 10 feet away from you (if you c h ose to shove and
a character special capabilities. It em bodies training, you su cceed).
experience, and abilities beyond w hat a class provides.
At certain levels, your class gives you the Ability S c o r e C rossbow Expert
Im provem ent feature. U sing the optional feats rule, you
T h an ks to extensive practice w ith the crossb ow , you
can forgo taking that feature to take a feat o f your ch oice
gain the follow in g benefits:
instead. You can take each feat only on ce, u nless the
feat’s description says otherw ise. • You ignore the loadin g quality o f c ro s sb o w s with
You m ust m eet any prerequisite sp ecified in a feat w h ich you are proficient.
to take that feat. If you ever lose a feat’s prerequisite, • B eing w ithin 5 feet o f a hostile creature d oesn ’t
you ca n ’t use that feat until you regain the prerequisite. im p ose disadvantage on your ranged attack rolls.
For exam ple, the G rappler feat requ ires you to have a • W h en you use the A ttack action and attack with a one-
Strength o f 13 or higher. If your Strength is reduced h anded w eapon , you can u se a bon u s action to attack
b elow 13 som eh ow —perhaps by a w ith ering cu rse — w ith a loaded hand cro s s b o w you are holding.
you ca n ’t benefit from the G rappler feat until your
Stren gth is restored. D e fen sive D u e list
Prerequisite: Dexterity 13 or higher
A lert
W h en you are w ielding a fin esse w eap on w ith w hich
A lw ays on the lookout for danger, you gain the you are proficient and another creature hits you with
follow in g benefits: a m elee attack, you can use your reaction to add your
• You gain a +5 bon u s to initiative. proficiency bon u s to your AC for that attack, potentially
• You ca n ’t be su rprised w hile you are con sciou s. causing the attack to m iss you.
• Other creatu res don ’t gain advantage on attack rolls
against you as a result o f being hidden from you.
D u a lW i e l d e r
You m aster fighting w ith tw o w eapon s, gaining the
A th lete follow in g benefits:
You have undergone extensive physical training to gain • You gain a +1 bon u s to AC w hile you are w ielding a
the follow in g benefits: separate m elee w eap on in each hand.
• In crease your Strength or D exterity sco re by 1, to a • You can u se tw o-w eapon fighting even w hen the one-
m axim u m o f 20. handed m elee w ea p on s you are w ielding aren’t light.
• W h en you are prone, standing up u ses only 5 feet o f • You can draw or stow tw o one-handed w ea p on s w hen
your m ovem ent. you w ou ld norm ally b e able to draw or stow only one.
D ungeon D elver • W h en you roll a Hit D ie to regain hit points, the
m inim um num ber o f hit points you regain from
A lert to the hidden traps and secret d o o rs found in m any
the roll equals tw ice your Constitution m odifier
dungeons, you gain the follow in g benefits:
(m inim um o f 2).
• You have advantage on W isd om (P erception ) and
Intelligence (Investigation) ch eck s m ade to detect the Elemental A dept
p resen ce o f secret doors. Prerequisite: The ability to cast at least one spell
• You have advantage on saving th row s m ade to avoid
W h en you gain this feat, c h o o s e on e o f the follow in g
or resist traps.
dam age types: acid, cold, fire, lightning, or thunder.
• You have resistan ce to the dam age dealt by traps.
Sp ells you cast ignore resistan ce to dam age o f the
• You can sea rch for traps w hile traveling at a norm al
ch osen type. In addition, w hen you roll dam age for a
pace, instead o f only at a slow pace.
spell you cast that deals dam age o f that type, you can
D urable treat any 1 on a dam age die as a 2.
You can select this feat m ultiple tim es. E ach time
Hardy and resilient, you gain the follow in g benefits: you do so, you must c h o o s e a different dam age type.
• In crea se y ou r C onstitution s c o r e by 1, to a
m a xim u m o f 20.
G rappler In spir in g L ead er
Prerequisite: Strength 13 or higher Prerequisite: Charisma 13 or higher
Y ou’ve developed the skills n ecessa ry to hold your You can sp end 10 m inutes inspiring your com panion s,
ow n in close-q u a rters grappling. You gain the sh orin g up their resolve to fight. W h en you d o so, c h o o s e
follow in g benefits: up to six friendly creatu res (w hich can include you rself)
• You have advantage on attack rolls against a creature w ithin 30 feet o f you w h o can see or hear you and w h o
you are grappling. can understand you. E ach creature ca n gain tem porary
• You can u se your action to try to pin a creature grap- hit points equal to your level + your C harism a modifier.
pled by you. To do so, m ake another grapple check. If A creature ca n ’t gain tem porary hit poin ts from this feat
you su cceed , you and the creature are both restrained again until it has finished a short or long rest.
until the grapple ends.
• Creatures that are one size larger than you d on ’t auto- K een M in d
m atically su cceed on ch eck s to esca p e your grapple. You have a m ind that ca n track tim e, direction,
and detail w ith uncanny precision. You gain the
G reat W eapon M aster follow in g benefits.
Y ou’ve learned to put the w eight o f a w eap on to your
• In crease your Intelligence sc o r e by 1, to a m axim um
advantage, letting its m om entum em p ow er your strikes.
o f 20.
You gain the follow in g benefits:
• You always k n ow w h ich w ay is north.
• O n your turn, w hen you sco re a critical hit w ith a • You always k n ow the num ber o f h ours left before the
m elee w eap on or redu ce a creature to 0 hit points next su n rise or sunset.
w ith one, you can m ake one m elee w eapon attack as a • You can accurately recall anything you have seen or
bon u s action. heard w ithin the past m onth.
• B efore you m ake a m elee attack w ith a heavy w eapon
that you are proficient with, you can c h o o s e to take a L ig h tly A r m o r e d
- 5 penalty to the attack roll. If the attack hits, you add You have trained to m aster the u se o f light armor,
+10 to the attack’s dam age. gaining the follow in g benefits:

H ealer • In crease your Strength or D exterity s co re by 1, to a


m axim u m o f 20.
You are an able physician, allow ing you to m end w oun ds
• You gain proficiency w ith light armor.
quickly and get your allies back in the fight. You gain the
follow in g benefits:
L in g u ist
• W h en you u se a h ealer’s kit to stabilize a dying crea- You have studied languages and c o d e s, gaining the
ture, that creature also regains 1 hit point. follow in g benefits:
• A s an action, you can spend on e use o f a h ealer’s kit to
tend to a creature and restore 1d6 + 4 hit poin ts to it, • Increase your Intelligence score by 1, to a m aximum o f 20.
plus additional hit points equal to the creatu re’s m ax- • You learn three languages o f your choice.
im um num ber o f Hit D ice. The creature ca n ’t regain • You can ably create written ciphers. O thers ca n ’t d eci-
hit points from this feat again until it finishes a short pher a c o d e you create u n less you teach them, they
or long rest. su cce e d on an Intelligence ch eck (D C equal to your
Intelligence sc o r e + your proficiency bonus), or they
H eavily A rm o red u se m agic to deciph er it.

Prerequisite: Proficiency with medium armor Lucky


Y ou have trained to m aster the u se o f heavy armor,
You have inexplicable luck that seem s to kick in at just
gaining the follow in g benefits:
the right m om ent.
• Increase your Strength score by 1, to a m axim um o f 20. You have 3 luck points. W h enever you m ake an attack
• You gain proficiency w ith heavy armor. roll, an ability check, or a saving throw, you can spend
on e luck point to roll an additional d20. You can c h o o s e
H eavy A rmor M aster to spend one o f your luck points after you roll the die,
but before the ou tcom e is determ ined. You c h o o s e w hich
Prerequisite: Proficiency with heavy armor
o f the d 2 0 s is u sed for the attack roll, ability check, or
Y ou ca n use your arm or to deflect strikes that w ould kill saving throw.
others. You gain the follow in g benefits: You can also spend on e luck point w hen an attack
• In crease your Strength score by 1, to a m axim um o f 20. roll is m ade against you. R oll a d20, and then c h o o s e
• W h ile you are w earin g heavy arm or, bludgeoning, w hether the attack u ses the attacker’s roll or yours.
piercing, and slashing dam age that you take from non If m ore than one creature sp en ds a luck point to
m agical w eap on s is reduced by 3. influence the ou tcom e o f a roll, the poin ts can cel each
other out; n o additional d ice are rolled.
You regain your ex pen ded luck points w h en you
finish a long rest.
M age Slayer • W h en you u se the Dash action, difficult terrain d oesn ’t
c ost you extra m ovem ent on that turn.
You have practiced techniques useful in m elee com bat
• W h en you m ake a m elee attack against a creature, you
against spellcasters, gaining the follow in g benefits:
d on ’t provoke opportunity attacks from that creature
• W h en a creature w ithin 5 feet o f you casts a spell, you for the rest o f the turn, w hether you hit or not.
can use your reaction to m ake a m elee w eapon attack
against that creature. M oderately A rmored
• W h en you dam age a creature that is concentratin g on Prerequisite: Proficiency with light armor
a spell, that creature has disadvantage on the saving
You have trained to m aster the u se o f m edium arm or
th row it m akes to maintain its concentration.
and shields, gaining the follow in g benefits:
• You have advantage on saving throw s against spells
cast by creatu res w ithin 5 feet o f you. • In crease your Strength or Dexterity sc o r e by 1, to a
m axim u m o f 20.
M ag ic In it ia t e • You gain proficiency with m edium arm or and shields.
C h oose a class: bard, cleric, druid, sorcerer, w arlock, or
w izard. You learn tw o cantrips o f your ch oice from that
M ounted C om batant
cla ss’s spell list. You are a dangerou s foe to face w hile m ounted. W h ile
In addition, c h o o s e on e 1st-level spell from that sam e you are m ounted and aren’t incapacitated, you gain the
list. You learn that spell and can cast it at its low est follow in g benefits:
level. O n ce you cast it, you must finish a lon g rest before
• You have advantage on m elee attack rolls against any
you can cast it again.
unm ounted creature that is sm aller than your mount.
Your sp ellcastin g ability for these spells depen ds
• You can force an attack targeted at your m ount to tar-
on the class you ch ose: C harism a for bard,
get you instead.
sorcerer, or w arlock; W isd om for cleric or druid: or
• If your m ount is su bjected to an effect that allow s it to
Intelligence for w izard.
m ake a Dexterity saving th row to take only h alf dam -
age, it instead takes no dam age if it su cce e d s on the
M a r tia l A dept
saving throw, and only h alf dam age if it fails.
You have m artial training that allow s you to
perform sp ecia l com bat m aneuvers. You gain the O bservant
follow in g benefits:
Q uick to n otice details o f your environm ent, you gain
• You learn tw o m aneuvers o f your ch oice from am ong the follow in g benefits:
th ose available to the Battle M aster archetype in the
• In crease your Intelligence or W isd om sco re by 1, to a
fighter class. If a m aneuver you u se requires your tar-
m axim u m o f 20.
get to m ake a saving th row to resist the m aneuver’s
• If you can see a creatu re’s m outh w hile it is sp eak in g
effects, the saving throw D C equals 8 + your profi-
a language you understand, you can interpret what it’s
ciency bon u s + your Strength or Dexterity m odifier
saying by reading its lips.
(your choice).
• You have a +5 bon u s to your passive W isdom
• If you already have superiority d ice, you gain one
(P erception) and passive Intelligence (Investigation)
m ore; oth erw ise, you have one superiority die, w hich
scores.
is a d6. This die is u sed to fuel your m aneuvers. A
superiority die is expended w hen you use it. You
Polearm M aster
regain your expen ded superiority d ice w hen you
finish a short or long rest. You can keep your en em ies at bay with reach w eapon s.
You gain the follow in g benefits:
M ed iu m A r m o r M a ster • W h en you take the Attack action and attack with only
Prerequisite: Proficiency with medium armor a glaive, halberd, or quarterstaff, you can use a bonus
action to m ake a m elee attack with the opposite end o f
You have practiced m oving in m edium arm or to gain the
the w eapon. The w ea p on ’s dam age die for this attack
follow in g benefits:
is a d4, and the attack deals bludgeon ing dam age.
• W earin g m edium arm or d oesn ’t im p ose disadvantage • W h ile you are w ielding a glaive, halberd, pike, or quar-
on your Dexterity (Stealth) checks. terstaff, other creatures provoke an opportunity attack
• W h en you w ear m edium arm or, you can add 3, from you w hen they enter your reach.
rather than 2, to your AC if you have a Dexterity o f
16 or higher. R esilien t
C h oose one ability score. You gain the follow in g benefits:
M o bile
• In crease the ch osen ability sco re by 1, to a m axim um
You are exception ally speedy and agile. You gain the
o f 20.
follow in g benefits:
• You gain proficiency in saving th row s using the
• Your sp eed in creases by 10 feet. ch osen ability.
R it u a l C a s t e r it must have the ritual tag. The p r o ce s s o f cop yin g the
spell into your ritual b o o k takes 2 hours p er level o f the
Prerequisite: Intelligence or Wisdom 13 or higher spell, and co sts 50 gp per level. T h e cost represents
You have learned a n um ber o f sp ells that you can cast as m aterial com pon en ts you expend as you experim ent
rituals. T h ese sp ells are written in a ritual book , w hich w ith the spell to m aster it, as w ell as the fine inks you
you must have in hand w hile castin g one o f them. n eed to record it.
W h en you c h o o s e this feat, you acquire a ritual b o o k
h olding tw o 1st-level spells o f your ch oice. C h oose one Sa v a g e A ttacker
o f the follow in g classes: bard, cleric, druid, sorcerer, O n ce per turn w hen you roll dam age for a m elee w eap on
w arlock, or w izard. You must c h o o s e your spells attack, you can reroll the w ea p on ’s dam age dice and use
from that cla s s’s spell list, and the spells you ch o o s e either total.
m ust have the ritual tag. The class you c h o o s e also
determ ines your sp ellcastin g ability for th ese spells: Se n t in e l
C harism a for bard, sorcerer, or w arlock; W isd om for
You have m astered tech niques to take advantage
cleric or druid; or Intelligence for w izard.
o f every drop in any en em y’s guard, gaining the
If you co m e a cro ss a spell in w ritten form , such as a
follow in g benefits:
m agical spell scroll or a w iza rd ’s sp ellbook , you might
be able to add it to your ritual book . The spell m ust be • W h en you hit a creature with an opportu nity attack,
on the spell list for the class you ch ose, the spell’s level the creatu re’s sp eed b e c o m e s 0 for the rest o f
can be no higher than h alf your level (rounded up), and the turn.
• Creatures w ithin 5 feet o f you provoke opportunity • W h en you cast a spell that requ ires you to m ake an
attacks from you even if they take the D isengage attack roll, the sp ell’s range is doubled.
action before leaving your reach. • Your ranged spell attacks ignore h alf cover and
• W h en a creature w ithin 5 feet o f you m akes an attack three-quarters cover.
against a target other than you (and that target d oesn ’t • You learn on e cantrip that requ ires an attack roll.
have this feat), you can use your reaction to m ake a C h oose the cantrip from the bard, cleric, druid, s o r -
m elee w eap on attack against the attacking creature. cerer, w arlock, or w izard spell list. Your spellcastin g
ability for this cantrip depen ds on the spell list you
Sh arpsh o o ter c h ose from : C harism a for bard, sorcerer, or w arlock;
You have m astered ranged w eap on s and can m ake W isd om for cleric or druid; or Intelligence for w izard.
sh ots that others find im possible. You gain the
follow in g benefits: T avern B rawler
A ccu stom ed to rough-and-tum ble fighting using
• Attacking at long range doesn't im p ose disadvantage
w hatever w eap on s happen to be at hand, you gain the
on your ranged w eap on attack rolls.
follow in g benefits:
• Your ranged w eap on attacks ignore half cover and
three-quarters cover. • In crease your Strength or Constitution sc o r e by 1,
• B efore you m ake an attack w ith a ranged w eap on that to a m axim u m o f 20.
you are proficient with, you can c h o o s e to take a - 5 • You are proficient with im provised w ea p on s and
penalty to the attack roll. If the attack hits, you add +10 u narm ed strikes.
to the attack’s dam age. • Your unarm ed strike u ses a d4 for dam age.
• W h en you hit a creature w ith an unarm ed strike or an
Sh ield M a s t e r im provised w eap on on your turn, you can use a bonus
You use shields not just for protection but also for action to attempt to grapple the target.
offense. You gain the follow in g benefits w hile you are
w ielding a shield: T ough
Your hit point m axim u m in creases by an am ount equal
• If you take the Attack action on your turn, you can use
to tw ice your level w hen you gain this feat. W h enever
a bon u s action to try to shove a creature w ithin 5 feet
you gain a level thereafter, your hit point m axim um
o f you with your shield.
in creases by an additional 2 hit points.
• If you aren’t incapacitated, you can add your shield’s AC
bon u s to any Dexterity saving th row you m ake against
War C aster
a spell or other harm ful effect that targets only you.
• If you are su bjected to an effect that allow s you to Prerequisite: The ability to cast at least one spell
m ake a D exterity saving throw to take only h alf dam - You have practiced castin g sp ells in the m idst o f
age, you can use your reaction to take no dam age if com bat, learning tech niques that grant you the
you su cce e d on the saving throw, interposing your follow in g benefits:
shield betw een y ou rself and the so u rce o f the effect.
• You have advantage on Constitution saving throw s
Sk illed that you m ake to m aintain your concentration on a
spell w hen you take dam age.
You gain proficiency in any com bination o f three skills
• You can perform the som atic com pon en ts o f spells
or tools o f your choice.
even w hen you have w eap on s or a shield in one or
both hands.
Sk u lk er
• W h en a hostile creatu re’s m ovem ent provok es an
Prerequisite: Dexterity 13 or higher opportunity attack from you, you can use your reac-
You are expert at slinking through sh adow s. You gain tion to cast a spell at the creature, rather than m aking
the follow in g benefits: an opportunity attack. The spell m ust have a casting
tim e o f 1 action and m ust target only that creature.
• You can try to hide w hen you are lightly ob scu red
from the creature from w hich you are hiding. W eapon M aster
• W h en you are hidden from a creature and m iss it with
You have practiced extensively with a variety o f
a ranged w eap on attack, m aking the attack doesn't
w eapon s, gaining the follow in g benefits:
reveal your position.
• D im light d oesn ’t im p ose disadvantage on your • In crease your Strength or Dexterity sc o r e by 1, to a
W isd om (P erception ) ch eck s relying on sight. m axim u m o f 20.
• You gain proficiency w ith four w ea p on s o f your ch oice.
Spell Sn iper
Prerequisite: The ability to cast at least one spell
You have learned tech niques to en hance your
attacks w ith certain kinds o f spells, gaining the
follow in g benefits:
C h a p t e r 7: U s i n g A b i l i t y S c o r e s
IX ABILITIES PROVIDE A QUICK DESCRIPTION
S To determ ine an ability m odifier w ithout consultin g
o f every creatu re’s physical and mental the table, subtract 10 from the ability sco re and then
characteristics: divide the total by 2 (round down).
• Strength, m easu ring physical pow er B eca u se ability m od ifiers affect alm ost every attack
• Dexterity, m easu ring agility roll, ability check, and saving throw, ability m odifiers
• Constitution, m easu ring endurance co m e up in play m ore often than their associa ted scores.
• Intelligence, m easu ring reason in g
and m em ory A dvantage a n d
• W isdom , m easu ring perception and insight
• Charisma, m easu ring force o f personality D isa d v a n t a g e
S om etim es a sp ecia l ability o r spell tells you that you
Is a character m u scle-b ou n d and insightful? Brilliant
have advantage or disadvantage on an ability check,
and charm ing? N im ble and hardy? Ability s co re s
a saving throw, or an attack roll. W h en that happens,
define th ese qualities—a creatu re’s assets as w ell
you roll a se co n d d2 0 w hen you m ake the roll. U se the
as w ea k n esses.
higher o f the tw o rolls if you have advantage, and use
T h e three m ain rolls o f the gam e—the ability check,
the low er roll if you have disadvantage. For exam ple, if
the saving throw, and the attack roll—rely on the six
you have disadvantage and roll a 17 and a 5, you u se the
ability sco re s. T h e b o o k ’s introduction d escrib es the
5. If you instead have advantage and roll th ose num bers,
ba sic rule beh in d these rolls: roll a d20, add an ability
you u se the 17.
m odifier derived from on e o f the six ability sco re s, and
If m ultiple situations affect a roll and each on e grants
com p a re the total to a target num ber.
advantage or im p oses disadvantage on it, you d on ’t roll
T h is chapter fo c u s e s on h ow to u se ability ch eck s
m ore than on e additional d20. If tw o favorable situations
and saving throw s, coverin g the fundamental activities
grant advantage, for exam ple, you still roll only one
that creatures attempt in the game. R u les for attack rolls
additional d20.
appear in chapter 9.
If circu m sta n ces cau se a roll to have both advantage
and disadvantage, you are con sid ered to have neither o f
A b i l i t y Sc o r e s a n d them , and you roll one d20. T h is is true even if multiple
circu m stan ces im p ose disadvantage and only on e grants
M o d if ie r s advantage or vice versa. In such a situation, you have
E ach o f a creatu re’s abilities has a score, a num ber that neither advantage nor disadvantage.
defines the m agnitude o f that ability. A n ability score W h en you have advantage or disadvantage and
is not just a m easu re o f innate capabilities, but also som eth in g in the gam e, su ch as the halfling’s Lucky
e n com p a sses a creatu re’s training and com p eten ce in trait, lets you reroll the d20, you can reroll only one
activities related to that ability. o f the dice. You c h o o s e w hich one. F or exam ple, if a
A s c o r e o f 10 or 11 is the norm al hum an average, but halfling has advantage on an ability ch eck and rolls
adventurers and m any m on sters are a cut above average a 1 and a 13, the halfling cou ld u se the Lucky trait to
in m ost abilities. A s c o r e o f 18 is the highest that a reroll the 1.
p erson usually reaches. Adventurers can have scores You usually gain advantage or disadvantage through
as high as 20, and m on sters and divine beings can have the u se o f sp ecia l abilities, actions, or spells. Inspiration
s c o r e s as high as 30. (see chapter 4) can also give a character advantage on
E ach ability also has a modifier, derived from the ch eck s related to the character’s personality, ideals,
sc o r e and ranging from 5 (for an ability sc o r e o f 1) to or bon ds. T h e DM can also d ecide that circu m stan ces
+10 (for a sc o r e o f 30). T h e Ability S c o r e s and M odifiers influence a roll in one direction or the other and grant
table notes the ability m odifiers for the range o f p ossib le advantage or im p ose disadvantage as a result.
ability scores, from 1 to 30.

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:

• H old your breath


A ttack R olls and Dam age
• M arch or labor for hours w ithout rest
Y ou add your D exterity m odifier to your attack roll and • G o w ithout sleep
your dam age roll w hen attacking w ith a ranged w eapon, • Survive w ithout fo o d or water
such as a sling or a longbow . You can also add your • Q uaff an entire stein o f ale in on e go
D exterity m odifier to your attack roll and your dam age
roll w hen attacking with a m elee w ea p on that has the H it P o in t s
fin esse property, such as a dagger or a rapier. Your Constitution m odifier contributes to your hit
points. Typically, you add your Constitution m odifier to
H idin g each Hit D ie you roll for your hit points.
If your Constitution m odifier changes, your hit point
When you try to hide, make a Dexterity (Stealth) check. Until
you are discovered or you stop hiding, that check’s total is m axim u m changes as w ell, as though you had the new
contested by the Wisdom (Perception) check o f any creature m odifier from 1st level. For exam ple, if you raise your
that actively searches for signs o f your presence. Constitution sc o r e w hen you reach 4th level and your
You can’t hide from a creature that can see you, and if you Constitution m odifier in crea ses from +1 to +2, you
make noise (such as shouting a warning or knocking over a adjust your hit point m axim u m as though the m odifier
vase), you give away your position. An invisible creature can’t had always b een +2. S o you add 3 hit points for your
be seen, so it can always try to hide. Signs of its passage first three levels, and then roll your hit points for 4th
might still be noticed, however, and it still has to stay quiet.
level using your n ew modifier. Or if you ’re 7th level and
In combat, most creatures stay alert for signs o f danger
som e effect low ers your Constitution sco re s o as to
all around, so if you come out o f hiding and approach
reduce your Constitution m odifier by 1, your hit point
a creature, it usually sees you. However, under certain
circumstances, the Dungeon Master might allow you to stay m axim u m is reduced by 7.
hidden as you approach a creature that is distracted, allowing
you to gain advantage on an attack before you are seen. In t e l l ig e n c e
Passive Perception. When you hide, there’s a chance Intelligence m easu res m ental acuity, accu racy o f recall,
someone will notice you even if they aren't searching. To
and the ability to reason.
determine whether such a creature notices you, the DM
compares your Dexterity (Stealth) check with that creature’s
In t e l l ig e n c e C hecks
passive Wisdom (Perception) score, which equals 10 + the
A n Intelligence ch eck c o m e s into play w hen you need
creature’s Wisdom modifier, as well as any other bonuses
or penalties. If the creature has advantage, add 5. For to draw on logic, education, m em ory, or deductive
disadvantage, subtract 5. reasoning. T h e A rcana, History, Investigation, Nature,
For example, if a 1st-level character (with a proficiency and R eligion skills reflect aptitude in certain kinds o f
bonus o f +2) has a Wisdom o f 15 (a +2 modifier) and Intelligence checks.
proficiency in Perception, he or she has a passive Wisdom Arcana. Your Intelligence (Arcana) ch eck m easu res
(Perception) o f 14. your ability to recall lore about spells, m agic items,
What Can You See? One o f the main factors in determining eldritch sym bols, m agical traditions, the planes o f
whether you can find a hidden creature or object is how well
existence, and the inhabitants o f th ose planes.
you can see in an area, which might be lightly or heavily
History. Your Intelligence (H istory) ch eck m easu res
obscured, as explained in chapter 8.
your ability to recall lore about h istorical events,
legendary people, ancient k in gdom s, past disputes, Fin d in g a H id d e n O b jec t
recent w ars, and lost civilizations. When your character searches for a hidden object such as
Investigation. W h en you look around for clues and a secret door or a trap, the DM typically asks you to make a
m ake deductions based on th ose clues, you m ake an Wisdom (Perception) check. Such a check can be used to find
Intelligence (Investigation) check. You m ight dedu ce the hidden details or other information and clues that you might
location o f a hidden object, discern from the appearan ce otherwise overlook.
o f a w oun d w hat kind o f w eap on dealt it, or determ ine In most cases, you need to describe where you are looking
in order for the DM to determine your chance o f success. For
the w eakest point in a tunnel that cou ld cau se it to
example, a key is hidden beneath a set o f folded clothes in
collap se. P orin g through ancient scrolls in sea rch o f
the top drawer o f a bureau. If you tell the DM that you pace
a hidden fragm ent o f kn ow led ge m ight also call for an around the room, looking at the walls and furniture for clues,
Intelligence (Investigation) check. you have no chance o f finding the key, regardless o f your
Nature. Your Intelligence (Nature) ch eck m easu res Wisdom (Perception) check result. You would have to specify
your ability to recall lore about terrain, plants and that you were opening the drawers or searching the bureau in
anim als, the weather, and natural cycles. order to have any chance o f success.
Religion. Your Intelligence (R eligion) ch eck m easu res
your ability to recall lore about deities, rites and prayers, For exam ple, you m ight try to hear a conversation
religious hierarchies, holy sym bols, and the practices through a closed door, eavesdrop under an op en window,
o f secret cults. or hear m on sters m oving stealthily in the forest. O r you
Other Intelligence Checks. The DM m ight call for an m ight try to spot things that are ob scu red or easy to
Intelligence ch eck w hen you try to accom plish tasks like m iss, w hether they are orc s lying in am bush on a road,
the follow ing: thugs hiding in the sh ad ow s o f an alley, or candlelight
• C om m u nicate with a creature w ithout using w ord s under a closed secret door.
• Estim ate the value o f a p reciou s item Survival. T h e DM m ight ask you to m ake a W isd om
• Pull together a disgu ise to pass as a city guard (Survival) ch eck to follow tracks, hunt w ild gam e, guide
• F orge a docum ent your group through frozen w astelands, identify signs
• R eca ll lore about a craft or trade that ow lbea rs live nearby, predict the weather, or avoid
• W in a gam e o f skill quicksand and other natural hazards.
Other Wisdom Checks. The D M m ight call for a
Sp e l l c a s t in g A b il it y W isd om ch eck w hen you try to accom p lish tasks like
W izards use Intelligence as their sp ellcastin g ability, the follow ing:
w hich helps determ ine the saving throw D C s o f
• G et a gut feeling about w hat co u rse o f action to follow
sp ells they cast.
• D iscern w hether a seem in gly dead or living creature
is undead
W is d o m
W isd om reflects h ow attuned you are to the w orld Sp e l l c a s t in g A b il it y

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:

• Find the best p erson to talk to for new s, rum ors,


and gossip
• Blend into a crow d to get the sen se o f key topics
o f conversation

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.

In addition to roleplaying, ability ch eck s are key in


determ ining the ou tcom e o f an interaction. Between A dventures
Your roleplaying efforts can alter an N P C ’s attitude, B etw een trips to du ngeon s and battles against ancient
but there might still be an elem ent o f ch a n ce in the evils, adventurers n eed tim e to rest, recuperate, and
situation. For exam ple, your DM can call for a Charism a prepare for their next adventure. M any adventurers also
ch eck at any point during an interaction if he or she use this tim e to perform other tasks, such as crafting
w ants the d ice to play a role in determ ining an N P C ’s arm s and armor, perform in g research, or spending
reactions. Other ch eck s m ight be appropriate in certain their hard-earned gold.
situations, at your D M ’s discretion. In som e ca ses, the pa ssage o f tim e is som eth in g that
Pay attention to your skill proficiencies w hen thinking o c cu rs w ith little fanfare or description. W h en starting
o f h ow you w ant to interact with an N PC , and stack a n ew adventure, the DM might sim ply declare that a
the d eck in your favor by using an approach that relies certain am ount o f tim e has pa ssed and allow you to
d escrib e in general term s w hat your character has P r a c t ic in g a P r o f e s s io n
b een doing. At other tim es, the D M m ight w ant to keep You can w ork betw een adventures, allow ing you to
track o f ju st h ow m uch tim e is passin g as events beyond maintain a m odest lifestyle w ithout having to pay 1 gp
your p erception stay in m otion. per day (see chapter 5 for m ore inform ation on lifestyle
expenses). This benefit lasts as long you continue to
L ifestyle E x penses practice your profession.
B etw een adventures, you c h o o s e a particular quality If you are a m em ber o f an organization that can
o f life and pay the co st o f m aintaining that lifestyle, as provide gainful em ploym ent, such as a tem ple or a
d escrib ed in chapter 5. thieves’ guild, you earn en ough to support a com fortab le
Living a particular lifestyle d oesn ’t have a huge effect lifestyle instead.
on your character, but your lifestyle can affect the w ay If you have proficiency in the P erform an ce skill and
other individuals and groups react to you. For exam ple, put your perform an ce skill to u se during your dow ntim e,
w h en you lead an aristocratic lifestyle, it m ight be easier you earn en ough to support a w ealthy lifestyle instead.
for you to influence the n obles o f the city than if you
R e c u p e r a t in g
live in poverty.
You can u se dow ntim e b etw een adventures to recover
D o w n tim e A c tiv itie s from a debilitating injury, disease, or poison.
A fter three days o f d ow ntim e spent recuperating,
B etw een adventures, the DM might ask you w hat your you can m ake a D C 15 Constitution saving throw.
character is doin g during his or her dow ntim e. P eriods O n a su ccessfu l save, you can c h o o s e on e o f the
o f dow ntim e can vary in duration, but each dow ntim e follow in g results:
activity requ ires a certain num ber o f days to com plete
b efore you gain any benefit, and at least 8 h ours o f each • End one effect on you that prevents you from regain­
day m ust be spent on the dow ntim e activity for the day ing hit points.
to count. T h e days d o not need to be consecu tive. If you • F or the next 24 hours, gain advantage on saving
have m ore than the m inim um am ount o f days to spend, th row s against one d isease or p oison currently
you ca n k eep doin g the sam e thing for a longer period affecting you.
o f tim e, or sw itch to a n ew dow ntim e activity.
R e s e a r c h in g
D ow n tim e activities other than the on es presented
T h e tim e betw een adventures is a great ch a n ce to
b elow are possible. If you w ant y ou r character to spend
p erform research, gaining insight into m ysteries
his or her dow ntim e perform in g an activity not covered
that have unfurled over the co u rse o f the cam paign.
here, d iscu ss it w ith your DM.
R esea rch can include p orin g over dusty tom es and
C r a f t in g cru m blin g scrolls in a library o r buying drinks for the
Y ou can craft n onm agical objects, including adventuring loca ls to pry ru m ors and gossip from their lips.
equipm ent and w ork s o f art. You m ust be proficient W h en you begin your research, the DM determ ines
w ith tools related to the object you are trying to create w hether the inform ation is available, h ow m any days o f
(typically artisan’s tools). You m ight also n eed a c c e s s to dow ntim e it w ill take to find it, and w hether there are
sp ecia l m aterials or locations n ecessa ry to create it. F or any restriction s on your research (such as n eed in g to
exam ple, som eon e proficient w ith sm ith’s tools n eeds a seek out a sp ecific individual, tom e, or location). The
forge in order to craft a sw ord or suit o f armor. D M m ight also require you to m ake one or m ore ability
F or every day o f dow ntim e you spend crafting, you ch ecks, such as an Intelligence (Investigation) ch eck
can craft on e or m ore item s w ith a total m arket value to find clues pointing tow ard the inform ation you seek,
not ex ceed in g 5 gp, and you m ust expend raw m aterials or a Charism a (P ersu asion) ch eck to secu re so m e o n e ’s
w orth h alf the total m arket value. If som eth in g you aid. O n ce th ose condition s are met, you learn the
w ant to craft has a m arket value greater than 5 gp, you inform ation if it is available.
m ake p rog ress every day in 5-gp increm ents until you F or each day o f research, you m ust spend 1 gp to
reach the m arket value o f the item. F or exam ple, a suit cover your expen ses. T h is co st is in addition to your
o f plate arm or (market value 1,500 gp) takes 3 0 0 days n orm al lifestyle ex p en ses (as d iscu ssed in chapter 5).
to craft by yourself.
T r a in in g
Multiple characters can com bin e their efforts tow ard
You can spend time b etw een adventures learning a n ew
the crafting o f a single item, provided that the characters
language or training w ith a set o f tools. Your DM m ight
all have proficiency w ith the requisite tools and are
allow additional training options.
w ork in g together in the sam e place. E ach character
First, you m ust find an instructor w illing to teach you.
contributes 5 gp w orth o f effort for every day spent
T h e DM determ ines h ow lon g it takes, and w hether one
helping to craft the item. F or exam ple, three characters
or m ore ability ch eck s are required.
w ith the requisite tool proficiency and the proper
The training lasts for 2 5 0 days and co sts 1 gp per day.
facilities ca n craft a suit o f plate arm or in 100 days,
After you sp en d the requisite am ount o f tim e and money,
at a total co st o f 750 gp.
you learn the new language or gain proficiency with
W h ile crafting, you can m aintain a m od est lifestyle
the n ew tool.
w ithout having to pay 1 gp per day, or a com fortable
lifestyle at half the norm al cost (see chapter 5 for m ore
inform ation on lifestyle expenses).
C h a p t e r 9: C o m b a t
HE CLATTER OF A SWORD STRIKING AGAINST
T op p osin g side. Any character o r m onster that d oesn ’t
a shield. T h e terrible rending sou n d as n otice a threat is su rprised at the start o f the encounter.
m on strou s claw s tear through armor. A If you ’re su rprised, you can ’t m ove or take an action
brilliant flash o f light as a ball o f flam e on your first turn o f the com bat, and you ca n ’t take a
b lo ss o m s from a w iza rd ’s spell. T h e sharp reaction until that turn ends. A m em ber o f a group can
tang o f b lo o d in the air, cutting through b e surprised even if the other m em bers aren’t.
the stench o f vile m onsters. R oa rs o f fury,
shouts o f triumph, cries o f pain. C om bat in D & D can be In it ia t iv e
chaotic, deadly, and thrilling.
Initiative determ ines the order o f turns during com bat.
T h is chapter p rovides the rules you need for your
W h en com bat starts, every participant m akes a
characters and m on sters to engage in com bat, w hether
D exterity ch eck to determ ine their place in the initiative
it is a brief skirm ish or an extended conflict in a
order. The DM m akes one roll for an entire group o f
du ngeon or on a field o f battle. T h rou gh ou t this chapter,
identical creatures, so each m em ber o f the group acts at
the rules address you, the player or D u n geon Master.
the sam e time.
T he D u n geon M aster con trols all the m on sters and
The DM ranks the com batants in order from the one
nonplayer characters involved in com bat, and each other
with the highest Dexterity ch eck total to the on e w ith
player con trols an adventurer. “Y ou” can also m ean the
the low est. This is the order (called the initiative order)
character or m onster that you control.
in w hich they act during each round. T h e initiative order
rem ains the sam e from round to round.
T h e O rder of C o m b a t If a tie occu rs, the DM d ecides the order am ong
A typical com bat en cou nter is a clash b etw een tw o tied D M -controlled creatures, and the players decide
sides, a flurry o f w ea p on sw ings, feints, parries, the order am ong their tied characters. T h e D M can
footw ork, and spellcasting. The gam e organizes the d ecide the order if the tie is b etw een a m onster and a
ch a os o f com bat into a cycle o f roun ds and turns. A player character. Optionally, the DM can have the tied
round represents about 6 se co n d s in the gam e w orld. characters and m on sters each roll a d2 0 to determ ine
D uring a round, each participant in a battle takes a the order, highest roll going first.
turn. Th e order o f turns is determ ined at the begin ning
o f a com bat encounter, w hen everyone rolls initiative. Y our Turn
O n ce everyone has taken a turn, the fight continu es to On your turn, you can move a distance up to your sp eed
the next round if neither side has defeated the other. and take one action. You d ecide w hether to m ove first
or take your action first. Your sp eed —som etim es called
Su rprise your w alkin g sp eed —is noted on your character sheet.
A band o f adventurers sn eaks up on a bandit cam p, T h e m ost co m m o n actions you can take are d escrib ed
springing from the trees to attack them. A gelatinous in the “A ction s in C om bat” section later in this chapter.
cu b e glides dow n a du ngeon passage, u nn oticed by M any class features and other abilities provide
the adventurers until the cu b e en gu lfs one o f them. In additional options for your action.
th ese situations, one side o f the battle gains surprise The “ M ovem ent and P osition ” section later in this
over the other. chapter gives the rules for your m ove.
Th e DM determ ines w h o m ight be su rprised. If You can forgo m oving, taking an action, or doing
neither side tries to b e stealthy, they autom atically n otice anything at all on your turn. If you c a n ’t d ecide what to
each other. O therw ise, the DM com p a res the Dexterity do on your turn, con sider taking the D od g e or R eady
(Stealth) ch eck s o f anyone hiding w ith the passive action, as d escrib ed in “A ction s in C om bat.”
W isd om (P erception ) sco re o f each creature on the
B onus A c t io n s
Various class features, spells, and other abilities let you
C o m b a t S t e p by S tep
take an additional action on your turn called a bon u s
1. Determine surprise. The DM determines whether anyone
action. The Cunning A ction feature, for exam ple, allow s
involved in the combat encounter is surprised.
a rogu e to take a bon u s action. You can take a bon u s
2. Establish positions. The DM decides where all the
action only w hen a sp ecia l ability, spell, or other feature
characters and monsters are located. Given the
o f the gam e states that you can do som eth in g as a bon u s
adventurers’ marching order or their stated positions in
action. You oth erw ise d on ’t have a bon u s action to take.
the room or other location, the DM figures out where the
adversaries are— how far away and in what direction. You can take only on e bon u s action on your turn, so
3. Roll initiative. Everyone involved in the combat encounter you must c h o o s e w hich bon u s action to u se w h en you
rolls initiative, determining the order o f combatants’ turns. have m ore than one available.
4.Take turns. Each participant in the battle takes a turn in You c h o o s e w hen to take a bon u s action during your
initiative order. turn, u nless the bon u s action ’s tim ing is specified, and
5. Begin the next round. When everyone involved in the anything that deprives you o f your ability to take actions
combat has had a turn, the round ends. Repeat step 4 until also prevents you from taking a bon u s action.
the fighting stops.
O ther A c t iv it y o n Y our Turn On your turn, you can m ove a distance up to your
Y our turn can include a variety o f flou rish es that require sp eed. You can use as m uch or as little o f your sp eed as
neither your action n or your m ove. you like on your turn, follow in g the rules here.
You ca n com m u n ica te how ever you are able, through Your m ovem ent can include jum ping, clim bing, and
brief utterances and gestures, as you take your turn. sw im m in g. T h ese different m od es o f m ovem ent can
You can also interact with on e object or feature o f the b e com b in ed with w alking, or they can constitute your
environm ent for free, during either your m ove or your entire m ove. H ow ever you ’re m oving, you deduct the
action. For exam ple, you cou ld op en a d oor during your distance o f each part o f your m ove from your sp eed until
m ove as you stride tow ard a foe, or you cou ld draw your it is u sed up or until you are done m oving.
w eap on as part o f the sam e action you use to attack. The “S p ecia l Types o f M ovem ent’’ section in
If you w ant to interact with a se co n d object, you n eed chapter 8 gives the particulars for jum ping, clim bing,
to use your action. S o m e m agic item s and other sp ecial and sw im m in g.
ob jects always require an action to use, as stated
in their descriptions. B r e a k ing U p Y our M ove
T h e DM m ight require you to use an action for any You can break up your m ovem ent on your turn, using
o f these activities w h en it n eed s sp ecia l care or w hen it som e o f your sp eed before and after your action. For
presents an unusual obstacle. F or instance, the DM exam ple, if you have a sp eed o f 30 feet, you can m ove
cou ld reason ably e xpect you to use an action to op en a 10 feet, take your action, and then m ove 20 feet.
stuck d oor or turn a cra n k to low er a draw bridge.
M o v in g b e t w e e n A ttacks
R ea ctio n s If you take an action that in cludes m ore than one
Certain sp ecial abilities, spells, and situations allow w eapon attack, you can break up your m ovem ent even
you to take a sp ecia l action called a reaction. A reaction further by m oving b etw een th ose attacks. For exam ple,
is an instant resp on se to a trigger o f som e kind, w hich a fighter w h o can m ake tw o attacks w ith the Extra
ca n o c cu r on your turn or on som eon e e lse’s. The Attack feature and w h o has a sp eed o f 25 feet cou ld
opportunity attack, d escribed later in this chapter, is the m ove 10 feet, m ake an attack, m ove 15 feet, and then
m ost co m m o n type o f reaction. attack again.
W h en you take a reaction, you can ’t take another one
U s in g D if f e r e n t Speed s
until the start o f your next turn. If the reaction interrupts
If you have m ore than one sp eed, such as your w alkin g
another creatu re’s turn, that creature can continue its
sp eed and a flying sp eed, you can sw itch ba ck and forth
turn right after the reaction.
b etw een your sp eed s during your m ove. W h en ever you
switch, subtract the distance you've already m oved from
M o v e m e n t a n d Po s i t i o n the n ew speed. T h e result determ ines h ow m uch farther
In com bat, characters and m on sters are in constant you can m ove. If the result is 0 or less, you ca n ’t use the
m otion, often using m ovem ent and position to gain n ew sp eed during the current m ove.
the upper hand. For exam ple, if you have a sp eed o f 3 0 and a flying
sp eed o f 60 b eca u se a w izard cast the fly spell on you,
In t e r a c t in g w it h O b je c t s A r o u n d Y o u you cou ld fly 20 feet, then w alk 10 feet, and then leap
Here are a few examples o f the sorts o f thing you can do in into the air to fly 30 feet m ore.
tandem with your movement and action:
D ifficu lt T e r r a in
• draw or sheathe a sword
• open or close a door Com bat rarely takes place in bare room s or on
• withdraw a potion from your backpack featureless plains. B ou lder-strew n caverns, briar-
• pick up a dropped axe ch oked forests, treach erou s sta irca ses—the setting o f
• take a bauble from a table a typical fight contain s difficult terrain.
• remove a ring from your finger Every foot o f m ovem ent in difficult terrain co sts 1
• stuff some food into your mouth extra foot. T h is rule is true even if multiple things in
• plant a banner in the ground
a sp ace coun t as difficult terrain.
• fish a few coins from your belt pouch
L ow furniture, rubble, undergrow th, steep stairs,
• drink all the ale in a flagon
• throw a lever or a switch snow, and sh allow b o g s are exam ples o f difficult terrain.
• pull a torch from a sconce T h e sp ace o f another creature, w hether h ostile or not,
• take a book from a shelf you can reach also cou n ts as difficult terrain.
• extinguish a small flame
• don a mask B ein g P rone
• pull the hood of your cloak up and over your head
Com batants often find them selves lying on the ground,
• put your ear to a door
either b eca u se they are k n ock ed dow n or b eca u se they
• kick a small stone
• turn a key in a lock th row th em selves dow n. In the gam e, they are prone,
• tap the floor with a 10-foot pole a condition d escrib ed in appendix A.
• hand an item to another character You can drop prone w ithout u sing any o f your
speed. Standing up takes m ore effort; doin g s o costs
an am ount o f m ovem ent equal to h alf your sp eed. For
exam ple, if y ou r sp eed is 30 feet, you must sp en d 15 feet
o f m ovem ent to stand up. You ca n ’t stand up if you d on ’t
have enough m ovem ent left or if your sp eed is 0.
To m ove w hile prone, you must crawl or u se m agic
such as teleportation. Every foot o f m ovem ent w hile
craw ling co sts 1 extra foot. C raw ling 1 foot in difficult
terrain, therefore, co sts 3 feet o f m ovem ent.

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.

If th ere’s ever any question w hether som eth in g y ou ’re


doin g coun ts as an attack, the rule is sim ple: if you ’re
m akin g an attack roll, you ’re m aking an attack.

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.

U nseen A ttackers an d T argets


C om batants often try to esca p e their fo e s ’ notice
by hiding, casting the invisibility spell, or lurking
in darkness.
W h en you attack a target that you ca n ’t see, you have
disadvantage on the attack roll. This is true w hether
you ’re gu essin g the target’s location or you ’re targeting
a creature you can hear but not see. If the target isn’t in
the location you targeted, you autom atically m iss, but Co n t e s t s in Co mbat
the D M typically ju st says that the attack m issed, not Battle often involves pitting your prowess against that of
w hether you g u essed the target’s location correctly. your foe. Such a challenge is represented by a contest. This
W h en a creature ca n ’t see you, you have advantage on section includes the most common contests that require an
attack rolls against it. action in combat: grappling and shoving a creature. The DM
If you are h idden—both u n seen and u nheard—w hen can use these contests as models for improvising others.
you m ake an attack, you give away your location w hen
the attack hits or m isses. creature. T h e attack interrupts the provokin g creatu re’s
m ovem ent, o ccu rrin g right before the creature
Ranged A t t a c k s leaves your reach.
W h en you m ake a ranged attack, you fire a b o w or a You can avoid provoking an opportunity attack by
crossb ow , hurl a handaxe, or oth erw ise sen d projectiles taking the D isen gage action. You also d on ’t provoke an
to strike a foe at a distance. A m onster might shoot opportu nity attack w hen you teleport or w hen som eon e
spines from its tail. M any sp ells also involve m akin g a or som eth in g m oves you w ithout using your m ovem ent,
ranged attack. action, or reaction. For exam ple, you don ’t provoke an
opportu nity attack if an explosion hurls you out o f a fo e ’s
R ange reach or if gravity cau ses you to fall past an enemy.
You can m ake ranged attacks only against targets w ithin
a sp ecified range.
Two - W e a p o n F ig h t in g
If a ranged attack, such as one m ade w ith a spell, has a W h en you take the A ttack action and attack w ith a light
single range, you ca n ’t attack a target beyond this range. m elee w eap on that you ’re h olding in on e hand, you can
S o m e ranged attacks, such as th ose m ade w ith a u se a bon u s action to attack w ith a different light m elee
lon g b ow o r a shortbow , have tw o ranges. The sm aller w eap on that you ’re h olding in the other hand. You d on ’t
num ber is the n orm al range, and the larger n um ber is add your ability m odifier to the dam age o f the bon u s
the long range. Your attack roll has disadvantage w hen attack, u nless that m odifier is negative.
your target is beyon d n orm al range, and you ca n ’t attack If either w eap on has the throw n property, you
a target beyon d the long range. can th row the w eapon , instead o f m akin g a m elee
attack w ith it.
Ranged A t t a c k s in C lose C om bat
A im in g a ranged attack is m ore difficult w h en a foe G r a p p l in g

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

Certain spells (including spells cast as rituals) require


m ore time to cast: m inutes or even hours. W h en you
cast a spell w ith a castin g tim e longer than a single
action or reaction, you m ust sp en d your action each
turn casting the spell, and you must maintain your
concentration w hile you do s o (see “C oncentration”
below ). If your concentration is broken, the spell fails,
but you don ’t expend a spell slot. If you w ant to try
castin g the spell again, you m ust start over.

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:

In stan tan eou s • Casting another spell that requires concentration.


M any spells are instantaneous. T h e spell harm s, You lose concentration on a spell if you cast another
heals, creates, or alters a creature or an ob ject in a w ay spell that requ ires concentration. You ca n ’t c o n c e n ­
that ca n ’t b e dispelled, b eca u se its m agic exists only trate on tw o sp ells at once.
for an instant. • Taking damage. W h enever you take dam age w hile
you are concentratin g on a spell, you must m ake a
C o n c e n t r a t io n Constitution saving th row to m aintain your con cen tra­
S o m e spells require you to m aintain concentration tion. T h e D C equals 10 or h alf the dam age you take,
in order to keep their m a gic active. If you lose w hichever num ber is higher. If you take dam age from
concentration, such a spell ends. multiple sou rces, such as an arrow and a dragon ’s
If a spell m ust be m aintained w ith concentration, breath, you m ake a separate saving th row for each
that fact appears in its D uration entry, and the spell sou rce o f dam age.
sp ecifies h ow lon g you can concentrate on it. You can • Being incapacitated or killed. You lose concentration
end concentration at any tim e (no action required). on a sp ell if you are incapacitated or if you die.
Th e DM m ight also decide that certain environm ental position its point o f origin. Typically,
phenom ena, such as a wave crash in g over you w hile a point o f origin is a point in sp ace, but
y ou ’re on a storm -tossed ship, require you to su cceed som e sp ells have an area w h ose origin is a
on a D C 10 Constitution saving th row to maintain creature or an object.
concentration on a spell. A sp ell’s effect expands in straight lin es from the point
o f origin. If n o u nblock ed straight line extends from the
Targets point o f origin to a location w ithin the area o f effect, that
A typical spell requires you to pick one or m ore targets location isn’t included in the sp ell’s area. To block one o f
to be affected by the sp ell’s m agic. A spell's description these im aginary lines, an obstruction m ust provide total
tells you w hether the spell targets creatures, objects, or cover, as explained in chapter 9.
a point o f origin for an area o f effect (described below).
C one
U n less a spell has a perceptible effect, a creature
A c on e extends in a direction you c h o o s e from its point
might not k n ow it w as targeted by a spell at all. A n effect
o f origin. A c o n e ’s w idth at a given point along its length
like cracklin g lightning is obvious, but a m ore subtle
is equal to that poin t’s distance from the point o f origin.
effect, such as an attempt to read a creatu re’s thoughts,
A c o n e ’s area o f effect sp ecifies its m axim u m length.
typically g oes u nnoticed, u nless a spell says otherw ise.
A c o n e ’s point o f origin is not included in the c o n e ’s
A C lear Pa t h to the T arget area o f effect, unless you d ecide otherw ise.
To target som ething, you m ust have a clear path to it,
C ube
so it ca n ’t be beh in d total cover.
You select a cu b e’s point o f origin, w hich lies anyw here
If you place an area o f effect at a point that you ca n ’t
on a face o f the cubic effect. T h e cu b e ’s size is ex p ressed
see and an obstruction, such as a wall, is betw een you
as the length o f each side.
and that point, the point o f origin co m e s into being on
A c u b e ’s point o f origin is not included in the cu b e ’s
the near side o f that obstruction.
area o f effect, unless you d ecide otherw ise.
T a r g e t in g Y o u r se l f
C y l in d e r
If a sp ell targets a creature o f your ch oice, you can
A cylinder’s point o f origin is the center o f a circle o f a
c h o o s e yourself, unless the creature must be h ostile or
particular radius, as given in the spell description. The
sp ecifically a creature other than you. If you are in the
circle m ust either b e on the grou nd or at the height o f
area o f effect o f a spell you cast, you can target yourself.
the spell effect. The en ergy in a cylinder expands in
straight lines from the point o f origin to the perim eter o f
A reas of E ffect
the circle, form in g the ba se o f the cylinder. The sp ell’s
S p ells such as burning hands and cone o f cold cover an effect then sh oots up from the ba se or dow n from the
area, allow ing them to affect m ultiple creatu res at on ce. top, to a distance equal to the height o f the cylinder.
A sp ell’s description sp ecifies its area o f effect, A cylinder’s point o f origin is included in the cylinder’s
w hich typically has on e o f five different shapes: cone, area o f effect.
cube, cylinder, line, or sphere. Every area o f effect has
a point o f origin, a location from w hich the spell’s
energy erupts. The rules for each shape sp ecify h ow you
L in e The W eave o f M a g ic

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

T h e next time you hit a creature with a w ea p on attack


A u ra of V it a l it y
before this spell ends, your w ea p on cra ck les with force,
3rd-level evocation and the attack deals an extra 5 d10 force dam age to the
Casting Tim e: 1 action target. Additionally, if this attack redu ces the target
Range: S e lf (30-foot radius) to 50 hit points or fewer, you banish it. If the target is
Components: V native to a different plane o f existence than the one
Duration: Concentration, up to 1 m inute you ’re on, the target disappears, returning to its h om e
plane. If the target is native to the plane y ou ’re on, the
H ealing en ergy radiates from you in an aura w ith a
creature vanishes into a h arm less dem iplane. W h ile
30 -foot radius. Until the spell ends, the aura m oves with
there, the target is incapacitated. It rem ains there until
you, centered on you. You can use a b on u s action to
the spell ends, at w h ich point the target reappears in the
cau se on e creature in the aura (including you) to regain
sp ace it left or in the nearest u n occu p ied sp ace if that
2d 6 hit points.
sp ace is occu pied.
Ba n is h m ent
4th-level abjuration
Casting Tim e: 1 action
Range: 60 feet
Components: V, S, M (an item distasteful to the target)
Duration: C oncentration, up to 1 m inute

Y ou attempt to sen d on e creature that you ca n see


w ithin range to another plane o f existence. The
target m ust su cce e d on a C harism a saving throw
or b e banished.
If the target is native to the plane o f existence y ou ’re
on, you banish the target to a h arm less dem iplane.
W h ile there, the target is incapacitated. The target
rem ains there until the spell ends, at w hich point the
target reappears in the sp ace it left or in the nearest
u n occu p ied sp ace if that sp ace is occu pied.
If the target is native to a different plane o f existence
than the one you ’re on, the target is banish ed with
a faint pop p in g n oise, returning to its h om e plane.
If the spell ends before 1 m inute has passed, the
target reappears in the sp ace it left or in the nearest
u n occu p ied sp ace if that sp a ce is occu pied. O therw ise,
the target doesn't return.
A t H igher L evels. W h en you cast this spell using
a spell slot o f 5th level or higher, you can target one
additional creature for each slot level above 4th.

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

You touch a w illing creature. Until the spell ends, the


target’s skin has a rough, bark-like appearance, and the
target’s AC ca n ’t b e less than 16, regardless o f w hat kind
o f arm or it is w earing.

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

T h is sp ell b estow s h ope and vitality. C h oose any


num ber o f creatu res w ithin range. F or the duration,
each target has advantage on W isd om saving throw s
and death saving throw s, and regains the m axim um
num ber o f hit points p ossib le from any healing.

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

You touch a w illing beast. For the duration o f the spell,


you can use your action to see through the b e a st’s eyes
and hear w hat it hears, and continue to do s o until
you u se your action to return to your n orm al sen ses.
W h ile perceivin g through the b ea st’s sen ses, you gain the hand using your gam e statistics. O n a hit, the target
the benefits o f any sp ecia l sen ses p o s se ss e d by that takes 4d 8 force dam age.
creature, though you are blinded and deafened to your Forceful Hand. T h e hand attem pts to push a creature
ow n surroundings. within 5 feet o f it in a direction you c h oose. M ake
a ch eck with the h and’s Strength con tested by the
Bestow C urse Strength (Athletics) ch eck o f the target. If the target is
3rd-level necromancy M edium or sm aller, you have advantage on the check. If
Casting Tim e: 1 action you su cceed , the hand pu sh es the target up to 5 feet plus
Range: Touch a num ber o f feet equal to five tim es your spellcastin g
Components: V, S ability m odifier. T h e hand m oves w ith the target to
Duration: Concentration, up to 1 minute rem ain w ithin 5 feet o f it.
Grasping Hand. T h e hand attempts to grapple a H uge
You touch a creature, and that creature must su cceed
or sm aller creature w ithin 5 feet o f it. You use the h and’s
on a W isd om saving th row or b e c o m e cu rsed for the
S trength sco re to resolve the grapple. If the target is
duration o f the spell. W h en you cast this spell, c h o o s e
M edium or sm aller, you have advantage on the check.
the nature o f the cu rse from the follow in g options:
W h ile the hand is grappling the target, you can use a
• C h oose on e ability score. W h ile cursed, the target bon u s action to have the hand cru sh it. W h en you do
has disadvantage on ability ch eck s and saving throw s so, the target takes bludgeon ing dam age equal to 2d6 +
m ade with that ability score. your spellcastin g ability m odifier.
• W h ile cursed, the target has disadvantage on attack Interposing Hand. T he hand in terposes itself
rolls against you. b etw een you and a creature you c h o o s e until you give
• W h ile cursed, the target must m ake a W isd om sav­ the hand a different com m a n d . T h e hand m oves to stay
ing th row at the start o f each o f its turns. If it fails, it b etw een you and the target, providing you with half
w astes its action that turn doing nothing. cover against the target. The target can't m ove through
• W h ile the target is cursed, your attacks and spells the h and’s sp ace if its Strength sc o r e is less than or
deal an extra 1d8 n ecrotic dam age to the target. equal to the h and’s Strength score. If its Strength sco re
A rem ove curse spell ends this effect. At the D M ’s is higher than the h and’s Strength score, the target can
m ove tow ard you through the h and’s sp ace, but that
option, you m ay c h o o s e an alternative cu rse effect, but
sp ace is difficult terrain for the target.
it sh ou ld b e no m ore pow erfu l than th ose d escribed
above. T h e DM h as final say on such a cu rse ’s effect.
At Higher Levels. W h en you cast this spell u sing a
spell slot o f 6th level or higher, the dam age from the
At Higher Levels. If you cast this spell usin g a spell
clench ed fist option in creases by 2d8 and the dam age
slot o f 4th level or higher, the duration is concentration,
from the grasping hand in creases by 2d6 for each slot
up to 10 minutes. If you u se a spell slot o f 5th level or
level above 5th.
higher, the duration is 8 hours. If you u se a spell slot o f
7th level or higher, the duration is 24 hours. If you use
B lade Ba r r ie r
a 9th level spell slot, the spell lasts until it is dispelled.
6 th-level evocation
U sing a spell slot o f 5th level or higher grants a duration
that d oesn ’t require concentration. Casting Tim e: 1 action
Range: 9 0 feet
B i g b y ’s H and Components: V, S
5th-level evocation Duration: Concentration, up to 10 m inutes
Casting Tim e: 1 action You create a vertical w all o f w hirling, razor-sh arp blades
Range: 120 feet m ade o f m agical energy. T h e w all appears w ithin range
Components: V, S, M (an eggshell and a and lasts for the duration. You can m ake a straight w all
snakeskin glove) up to 100 feet long, 20 feet high, and 5 feet thick, or a
Duration: Concentration, up to 1 minute ringed w all up to 60 feet in diameter, 20 feet high, and
5 feet thick. The w all provides three-quarters cover to
You create a Large hand o f sh im m ering, translucent
creatu res beh in d it, and its sp ace is difficult terrain.
force in an u n occu p ied sp ace that you can see within
range. The hand lasts for the sp ell’s duration, and it W h en a creature enters the w a ll’s area for the first
tim e on a turn or starts its turn there, the creature m ust
m oves at you r com m and , m im ick in g the m ovem ents o f
your ow n hand. m ake a D exterity saving throw. On a failed save, the
creature takes 6 d10 slashing dam age. On a su ccessfu l
Th e hand is an ob ject that has AC 20 and hit points
save, the creature takes h alf as m uch dam age.
equal to your hit point m axim um . If it d rop s to 0 hit
points, the spell ends. It has a Strength o f 26 (+8) and a
Blade Ward
D exterity o f 10 (+0). T h e hand d oesn ’t fill its space.
Abjuration cantrip
W h en you cast the spell and as a bon u s action on your
subsequent turns, you can m ove the hand up to 60 feet Casting Tim e: 1 action
and then cau se on e o f the follow in g effects w ith it. Range: S e lf
Clenched Fist. Th e hand strikes one creature or Components: V, S
object w ithin 5 feet o f it. M ake a m elee spell attack for Duration: 1 round
You extend your hand and trace a sigil o f w ardin g in the B l in d n e ss/ D eafness
air. Until the end o f your next turn, you have resistance 2 nd-level necrom ancy
against bludgeoning, piercing, and slashing dam age
Casting Tim e: 1 action
dealt by w eap on attacks.
Range: 30 feet
Components: V
B less
Duration: 1 m inute
1st-level enchantment
You can blind or deafen a foe. C h oose one creature that
Casting Tim e: 1 action
you can see w ithin range to m ake a Constitution saving
Range: 30 feet
Components: V, S, M (a sp rinkling o f holy water) throw. If it fails, the target is either blinded or deafened
Duration: Concentration, up to 1 m inute (your ch oice) for the duration. At the end o f each o f its
turns, the target can m ake a Constitution saving throw.
You b less up to three creatures o f your ch oice w ithin On a su ccess, the spell ends.
range. W h enever a target m akes an attack roll or a A t H igher Levels. W h en you cast this spell using
saving th row before the spell ends, the target can roll a spell slot o f 3rd level or higher, you can target one
a d4 and add the num ber rolled to the attack roll or additional creature for each slot level above 2nd.
saving throw.
A t H igher L evels. W h en you cast this spell using B l in k
a spell slot o f 2nd level or higher, you can target one 3rd-level transmutation
additional creature for each slot level above 1st.
Casting Tim e: 1 action
Range: S e lf
B l ig h t
Components: V, S
4th-level necromancy
Duration: 1 m inute
Casting Tim e: 1 action
Range: 30 feet R oll a d20 at the end o f each o f your turns for the
Components: V, S duration o f the spell. O n a roll o f 11 or higher, you
Duration: Instantaneous vanish from your current plane o f existence and appear
in the E thereal P lane (the spell fails and the casting is
N ecrom an tic energy w a sh es over a creature o f your w asted if you w ere already on that plane). At the start o f
ch oice that you can see w ithin range, draining m oisture your next turn, and w hen the spell en ds if you are on the
and vitality from it. T h e target m ust m ake a Constitution Ethereal Plane, you return to an u n occu pied sp ace o f
saving throw. T h e target takes 8 d 8 n ecrotic dam age on your ch oice that you can see w ithin 10 feet o f the sp ace
a failed save, or h alf as m uch dam age on a su ccessfu l you vanished from . If no u n occu pied sp ace is available
one. T h is spell has no effect on undead or constructs. w ithin that range, you appear in the nearest u n occu pied
If you target a plant creature or a m agical plant, it sp ace (ch osen at random if m ore than one sp ace is
m a kes the saving th row w ith disadvantage, and the spell equally near). You can dism iss this spell as an action.
deals m axim u m dam age to it. W h ile on the Ethereal Plane, you can s e e and hear
If you target a n on m agica l plant that isn’t a creature, the plane you originated from , w h ich is cast in shades
such as a tree or shrub, it d oesn ’t m ake a saving throw; o f gray, and you ca n ’t see anything there m ore than 60
it sim ply w ithers and dies. feet away. You can only affect and be affected by other
A t H igher L evels. W h en you cast this spell usin g a creatures on the Ethereal P lane. Creatures that aren’t
sp ell slot o f 5th level or higher, the dam age in creases by there ca n ’t perceive you or interact w ith you, u n less they
1d8 for each slot level above 4th. have the ability to do so.

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

Casting Tim e: 1 bon u s action


Range: S elf
Components: V
Duration: C oncentration, up to 1 minute

The next tim e you hit a creature w ith a w eap on attack


before this spell ends, the w ea p on gleam s with astral
radiance as you strike. The attack deals an extra 2d6
radiant dam age to the target, w h ich b e c o m e s visible if
it’s invisible, and the target sh eds dim light in a 5-foot
radius and can ’t b e c o m e invisible until the spell ends.
A t H igher Levels. W h en you cast this spell using
a spell slot o f 3rd level or higher, the extra dam age
in creases by 1d6 for each slot level above 2nd.

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

A s you hold your hands w ith thum bs tou chin g and


fingers spread, a thin sheet o f flam es sh oots forth from
your outstretched fingertips. Each creature in a 15-foot
con e m ust m ake a D exterity saving throw. A creature
takes 3d 6 fire dam age on a failed save, or h alf as m uch
dam age on a su ccessfu l one.
T h e fire ignites any flam m able ob jects in the area that
aren’t being w orn or carried.
A t H igher Levels. W h en you cast this spell using a
spell slot o f 2nd level or higher, the dam age in crea ses by
1d6 for each slot level above 1st.

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

A storm cloud appears in the shape o f a cylinder that


is 10 feet tall w ith a 60 -foot radius, centered on a point
you can see 100 feet directly above you. The spell fails
if you can ’t see a point in the air w here the storm cloud
cou ld appear (for exam ple, if you are in a r oom that ca n ’t
accom m od a te the cloud).
W h en you cast the spell, c h o o s e a point you can see
w ithin range. A bolt o f lightning flashes dow n from the
cloud to that point. E ach creature within 5 feet o f that
point m ust m ake a Dexterity saving throw. A creature
takes 3 d10 lightning dam age on a failed save, or half
as m uch dam age on a su ccessfu l one. O n each o f your
turns until the spell ends, you can u se your action to call
dow n lightning in this w ay again, targeting the sam e
point or a different one.
If you are ou td oors in storm y condition s w hen you
cast this spell, the spell gives you control over the
existing storm instead o f creating a n ew one. Under
such condition s, the sp ell’s dam age in creases by 1d10.
A t H igher Levels. W h en you cast this spell using a
spell slot o f 4th or higher level, the dam age in creases by
1d10 for each slot level above 3rd.
C alm E m o tio n s additional creature for each slot level above 1st. The
2 nd-level enchantment creatu res m ust be w ithin 30 feet o f each other w hen
you target them.
Casting Tim e: 1 action
Range: 6 0 feet C h il l Touch
Components: V, S
Necromancy cantrip
Duration: Concentration, up to 1 m inute
Casting Tim e: 1 action
You attempt to su ppress stron g em otion s in a group Range: 120 feet
o f p eople. E ach h um anoid in a 20-foot-radius sphere Components: V, S
centered on a point you c h o o s e within range m ust m ake Duration: 1 round
a C harism a saving throw ; a creature can c h o o s e to
fail this saving th row if it w ish es. If a creature fails its You create a ghostly, skeletal hand in the sp ace o f a
saving throw, c h o o s e on e o f the follow in g tw o effects. creature w ithin range. M ake a ranged spell attack
Y ou can su ppress any effect cau sin g a target to be against the creature to assail it w ith the chill o f the
ch arm ed or frightened. W h en this spell ends, any grave. O n a hit, the target takes 1d8 n ecrotic dam age,
su ppressed effect resu m es, provided that its duration and it ca n ’t regain hit points until the start o f your next
has not expired in the m eantim e. turn. Until then, the hand clings to the target.
Alternatively, you can m ake a target indifferent about If you hit an undead target, it also has disadvantage on
creatu res o f your ch oice that it is h ostile tow ard. This attack rolls against you until the end o f your next turn.
indifference ends if the target is attacked or h arm ed by This sp ell’s dam age in creases by 1d8 w hen you reach
a spell or if it w itn esses any o f its friends being harm ed. 5th level (2d8), 11th level (3d8), and 17th level (4d8).
W h en the spell ends, the creature b e c o m e s hostile
C h r o m a tic O rb
again, unless the D M rules oth erw ise.
1st-level evocation
C h a in L ig h t n in g Casting Time: 1 action
6 th-level evocation Range: 9 0 feet
Casting Tim e: 1 action Components: V, S, M (a diam on d w orth at least 50 gp)
Range: 150 feet Duration: Instantaneous
Components: V, S, M (a bit o f fur; a p ie ce o f amber, You hurl a 4-inch-diam eter sphere o f energy at a
glass, or a crystal rod; and three silver pins) creature that you can s e e w ithin range. You c h o o s e
Duration: Instantaneous acid, cold, fire, lightning, p oison , or thunder for the type
You create a bolt o f lightning that arcs tow ard a target o f o f orb you create, and then m ake a ranged spell attack
your ch oice that you can see w ithin range. T h ree bolts against the target. If the attack hits, the creature takes
then leap from that target to as m any as three other 3d8 dam age o f the type you chose.
targets, each o f w h ich m ust b e w ithin 30 feet o f the first A t H igher L evels. W h en you cast this spell using a
target. A target can be a creature or an object and can spell slot o f 2nd level or higher, the dam age in creases by
b e targeted by only one o f the bolts. 1d8 for each slot level above 1st.
A target m ust m ake a D exterity saving throw. T h e
C ir c le of D eath
target takes 10d8 lightning dam age on a failed save, or
6 th-level necromancy
h alf as m uch dam age on a su ccessfu l one.
A t H igher L evels. W h en you cast this spell using Casting Tim e: 1 action
a spell slot o f 7th level or higher, on e additional bolt Range: 150 feet
leaps from the first target to another target for each slot Components: V, S , M (the p ow der o f a cru sh ed black
level above 6th. pearl w orth at least 50 0 gp)
Duration: Instantaneous
C harm P erson
A sphere o f negative en ergy ripples out in a 60-foot-
1st-level enchantment
radius sphere from a point w ithin range. E ach creature
Casting Tim e: 1 action in that area m ust m ake a Constitution saving throw. A
Range: 30 feet target takes 8d 6 n ecrotic dam age on a failed save, or
Components: V, S half as m uch dam age on a su ccessfu l one.
Duration: 1 hour A t H igher L evels. W h en you cast this spell using a
You attempt to ch a rm a h um anoid you can see w ithin spell slot o f 7th level or higher, the dam age in creases by
range. It m ust m ake a W isd om saving throw, and d oes 2d6 for each slot level above 6th.
so w ith advantage if you or your com p a n ion s are fighting
C ir c l e o f Power
it. If it fails the saving throw, it is ch a rm ed by you until
5th-level abjuration
the spell en ds or until you or your com p a n ion s do
anything harm ful to it. T h e ch a rm ed creature regards Casting Tim e: 1 action
you as a friendly acquaintance. W h en the spell ends, the Range: S e lf (30-foot radius)
creature k n ow s it w as charm ed by you. Components: V
A t H igher L evels. W h en you cast this spell using Duration: C oncentration, up to 10 minutes
a sp ell slot o f 2nd level or higher, you can target one
D ivine energy radiates from you, distorting and C lou d of Daggers
diffusing m agical en ergy w ithin 30 feet o f you. Until 2 nd-level conjuration
the spell ends, the sphere m oves w ith you, centered on
Casting Tim e: 1 action
you. For the duration, each friendly creature in the area
Range: 6 0 feet
(including you) has advantage on saving throw s against
Components: V, S, M (a sliver o f glass)
sp ells and other m agical effects. Additionally, w hen
Duration: Concentration, up to 1 minute
an affected creature su cce e d s on a saving throw m ade
against a spell or m agical effect that allow s it to m ake a You fill the air with spinning daggers in a cu b e 5 feet on
saving th row to take only h alf dam age, it instead takes each side, centered on a point you c h o o s e w ithin range.
n o dam age if it s u c ce e d s on the saving throw. A creature takes 4 d 4 slashing dam age w hen it enters
the sp ell’s area for the first tim e on a turn or starts
C l a ir v o y a n c e its turn there.
3rd-level divination A t H igher Levels. W h en you cast this spell using a
Casting Time: 10 m inutes spell slot o f 3rd level or higher, the dam age in creases by
Range: 1 mile 2d4 for each slot level above 2nd.
Components: V, S, M (a focu s w orth at least 100
C l o u d k il l
gp, either a jew eled horn for h earing or a glass
5th-level conjuration
eye for seeing)
Duration: Concentration, up to 10 m inutes Casting Tim e: 1 action
Range: 120 feet
You create an invisible sen sor w ithin range in a location
Components: V, S
fam iliar to you (a place you have visited or seen before)
Duration: C oncentration, up to 10 m inutes
or in an obviou s location that is unfam iliar to you (such
as behind a door, around a corner, or in a grove o f trees). You create a 20-foot-radius sphere o f poison ou s, yellow -
T h e sen sor rem ains in place for the duration, and it green fog centered on a point you c h o o s e w ithin range.
ca n ’t be attacked or oth erw ise interacted with. T h e fog spreads around corn ers. It lasts for the duration
W h en you cast the spell, you c h o o s e seein g or or until stron g w in d disp erses the fog, ending the spell.
hearing. You can u se the ch osen sen se through the Its area is heavily o b scu red.
sen sor as if you w ere in its sp ace. A s your action, you W h en a creature enters the sp ell’s area for the first
can sw itch b etw een seein g and hearing. tim e on a turn or starts its turn there, that creature must
A creature that can see the sen sor (such as a creature m ake a Constitution saving throw. T h e creature takes
benefiting from s e e invisibility or truesight) s e e s a 5d8 p o iso n dam age on a failed save, or h alf as m uch
lum inous, intangible orb about the size o f your fist. dam age on a su ccessfu l one. Creatures are affected
even if they hold their breath or d on ’t n eed to breathe.
C lone T h e fog m oves 10 feet away from you at the start
8 th-level necromancy o f each o f your turns, rollin g along the su rface o f the
Casting Tim e: 1 hour ground. T h e vapors, being heavier than air, sink to the
Range: Touch low est level o f the land, even pou rin g dow n open in gs.
Components: V, S, M (a diam on d w orth at least 1,000 A t H igher Levels. W h en you cast this sp ell using a
gp and at least 1 cu bic inch o f flesh o f the creature spell slot o f 6th level or higher, the dam age in creases by
that is to be cloned, w h ich the spell con su m es, and a 1d8 for each slot level above 5th.
v essel w orth at least 2 ,0 0 0 gp that has a sealable lid
C olor Sp r a y
and is large en ough to hold a M edium creature, such
1st-level illusion
as a huge urn, coffin, mud-filled cyst in the ground, or
crystal container filled w ith salt water) Casting Time: 1 action
Duration: Instantaneous Range: S e lf (15-foot cone)
Components: V, S, M (a pinch o f pow der or sand that is
T h is spell grow s an inert duplicate o f a living creature
c olored red, yellow, and blue)
as a safeguard against death. This clon e form s inside
Duration: 1 round
a sealed v essel and g row s to full size and maturity
after 120 days; you can also c h o o s e to have the clone A dazzling array o f flashing, c olored light springs from
b e a youn ger version o f the sa m e creature. It rem ains your hand. R oll 6 d 1 0 ; the total is h ow m any hit points
inert and en dures indefinitely, as long as its v essel o f creatu res this spell can effect. Creatures in a 15-foot
rem ains undisturbed. co n e originating from you are affected in ascen din g
At any tim e after the clon e m atures, if the original order o f their current hit points (ignoring u n con sciou s
creature dies, its sou l transfers to the clone, provided creatu res and creatu res that c a n ’t see).
that the sou l is free and w illing to return. T h e clon e is Starting with the creature that has the low est current
physically identical to the original and has the sam e hit points, each creature affected by this spell is blinded
personality, m em ories, and abilities, but n one o f the until the spell ends. Subtract each creatu re’s hit points
original’s equipm ent. The original creatu re’s physical from the total before m ovin g on to the creature with
rem ains, if they still exist, b e c o m e inert and ca n ’t the next low est hit points. A creatu re’s hit points must
thereafter be restored to life, sin ce the creatu re’s sou l be equal to or less than the rem ainin g total for that
is elsew here. creature to be affected.
A t H igher L evels. W h en you cast this spell using a
spell slot o f 2nd level or higher, roll an additional 2 d10
for each slot level above 1st.

C om mand
1st-level enchantment
Casting Tim e: 1 action
Range: 60 feet
Components: V
Duration: 1 round

You sp eak a on e-w ord com m a n d to a creature you can


see w ithin range. T h e target m ust s u cce e d on a W isd om
saving th row or follow the com m a n d on its next turn.
T h e spell has no effect if the target is undead, if it
d oesn ’t understand your language, or if your com m a n d
is directly h arm ful to it.
S o m e typical com m a n d s and their effects follow. You
m ight issue a com m a n d other than on e d escrib ed here.
If you do so, the D M determ ines h ow the target behaves.
If the target ca n ’t follow your com m a n d , the spell ends.
Approach. T h e target m oves tow ard you by the
shortest and m ost direct route, en din g its turn if it
m ov es w ithin 5 feet o f you.
D rop. T h e target d rops w hatever it is h oldin g and then
ends its turn.
F lee. The target sp en ds its turn m oving away from
you by the fastest available m eans.
Grovel. T h e target falls prone and then ends its turn.
Halt. T h e target d oesn ’t m ove and takes no actions.
A flying creature stays aloft, provided that it is able to
do so. If it m ust m ove to stay aloft, it flies the m inim um
distance n eeded to rem ain in the air.
A t H igher L evels. W h en you cast this spell using
a spell slot o f 2nd level or higher, you can affect one
additional creature for each slot level above 1st. The
creatu res m ust be w ithin 30 feet o f each other w hen
you target them.

C ommune

5th-level divination (ritual)


Casting Tim e: 1 m inute
Range: S e lf
Com ponents: V, S, M (in cen se and a vial o f holy or
unholy water)
Duration: 1 m inute

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


three questions that can be an sw ered w ith a yes or no.
You m ust ask your qu estion s b efore the spell ends. You
receive a correct an sw er for each question.
D ivine beings aren’t n ecessarily om niscient, so you
m ight receive “u n clear” as an answ er if a question
pertains to inform ation that lies beyon d the deity’s
kn ow ledge. In a ca se w h ere a on e-w ord an sw er cou ld be
m isleadin g or contrary to the deity’s interests, the DM
m ight offer a short ph rase as an an sw er instead.
If you cast the spell tw o or m ore tim es b efore finishing
your next lon g rest, there is a cum ulative 25 percent
ch a n ce for each casting after the first that you get no
answer. T h e D M m akes this roll in secret.
C o m m u n e w ith Nature T h is spell d oesn ’t d e co d e secret m essa g es in a text
5th-level divination (ritual) or a glyph, such as an arcane sigil, that isn’t part o f a
written language.
Casting Tim e: 1 minute
Range: S e lf C o m pu lsio n
Components: V, S
4th-level enchantment
Duration: Instantaneous
Casting Time: 1 action
You briefly b e c o m e on e with nature and gain kn ow ledge Range: 30 feet
o f the su rrou nding territory. In the outdoors, the spell Components: V, S
gives you kn ow led ge o f the land w ithin 3 m iles o f you. Duration: C oncentration, up to 1 m inute
In caves and other natural u nderground settings, the
radius is lim ited to 3 0 0 feet. T h e spell d oesn ’t function Creatures o f your ch oice that you can see w ithin range
w here nature has been replaced by construction , such and that ca n hear you m ust m ake a W isd om saving
as in du ngeon s and tow ns. throw. A target autom atically s u c ce e d s on this saving
You instantly gain kn ow led ge o f up to three facts of th row if it ca n ’t b e charm ed. On a failed save, a target
your ch oice about any o f the follow in g subjects as they is affected by this spell. Until the spell ends, you can
relate to the area: u se a bonus action on each o f your turns to designate a
direction that is h orizontal to you. E ach affected target
• terrain and b o d ie s o f water m ust u se as m uch o f its m ovem ent as p ossib le to m ove
• prevalent plants, m inerals, anim als, or p eop les in that direction on its next turn. It can take its action
• pow erfu l celestials, fey, fiends, elem entals, or undead b efore it m oves. A fter m oving in this way, it can m ake
• influence from other planes o f existence another W isd om saving to try to end the effect.
• buildings A target isn’t com p elled to m ove into an obviously
For exam ple, you cou ld determ ine the location o f deadly hazard, such as a fire or pit, but it w ill provoke
pow erfu l undead in the area, the location o f m ajor opportunity attacks to m ove in the designated direction.
sou rces o f safe drinking water, and the location o f any
nearby tow ns. C one of C old
5th-level evocation
C ompelled D uel
Casting Time: 1 action
1st-level enchantment Range: S e lf (60-foot cone)
Casting Tim e: 1 bon u s action Components: V, S, M (a sm all crystal or glass cone)
Range: 30 feet Duration: Instantaneous
Components: V A blast o f cold air erupts from your hands. Each
Duration: C oncentration, up to 1 m inute creature in a 60 -foot con e m ust m ake a Constitution
You attempt to com p el a creature into a duel. One saving throw. A creature takes 8 d 8 cold dam age on a
creature that you can see w ithin range m ust m ake a failed save, or h alf as m uch dam age on a su ccessfu l one.
W isd om saving throw. On a failed save, the creature is A creature killed by this spell b e c o m e s a frozen statue
draw n to you, com p elled by your divine dem and. For until it thaws.
the duration, it has disadvantage on attack rolls against A t H igher L evels. W h en you cast this spell u sin g a
creatu res other than you, and m ust m ake a W isd om spell slot o f 6th level or higher, the dam age in crea ses by
saving th row each tim e it attem pts to m ove to a sp ace 1d8 for each slot level above 5th.
that is m ore than 30 feet away from you; if it su cceed s
on this saving throw, this spell d oesn ’t restrict the C o n f u s io n

target’s m ovem ent for that turn. 4th-level enchantment


The spell ends if you attack any other creature, if you Casting Time: 1 action
cast a spell that targets a hostile creature other than the Range: 90 feet
target, if a creature friendly to you dam ages the target or Components: V, S, M (three nut shells)
casts a harm ful spell on it, or if you end your turn m ore Duration: C oncentration, up to 1 m inute
than 30 feet away from the target.
This spell assaults and tw ists creatu res' m inds,
C omprehend L anguages spaw ning delusions and provok in g u n controlled action.
Each creature in a 10-foot-radius sphere centered on
1st-level divination (ritual)
a point you c h o o s e w ithin range m ust su cce e d on a
Casting Time: 1 action W isd om saving th row w hen you cast this spell or be
Range: S elf affected by it.
Components: V, S, M (a pinch o f so o t and salt) An affected target ca n ’t take reaction s and m ust roll
Duration: 1 hour a d 10 at the start o f each o f its turns to determ ine its
For the duration, you understand the literal m ean in g o f behavior for that turn.
any sp oken language that you hear. You also understand
any written language that you see, but you must be
touching the su rface on w hich the w ord s are w ritten. It
takes about 1 m inute to read on e page o f text.
o f identical w eap on s that sh oot forw ard and then
d10 Behavior
disappear. Each creature in a 60 -foot c o n e m ust su cceed
1 The creature uses all its movement to move in a
on a D exterity saving throw. A creature takes 3d8
random direction. To determine the direction, roll
dam age on a failed save, or h alf as m uch dam age on a
a d8 and assign a direction to each die face. The su ccessfu l one. The dam age type is the sam e as that o f
creature doesn’t take an action this turn. the w eap on or am m unition u sed as a com pon ent.
2-6 The creature doesn’t move or take actions this turn.
7-8 The creature uses its action to make a melee attack C onjure C e l e st ia l

against a randomly determined creature within its 7th-level conjuration


reach. If there is no creature within its reach, the Casting Time: 1 minute
creature does nothing this turn. Range: 90 feet
9-10 The creature can act and move normally. Components: V, S
Duration: C oncentration, up to 1 hour
At the end o f each o f its turns, an affected target can You su m m on a celestial o f challenge rating 4 or lower,
m ake a W isd om saving throw. If it su cceed s, this effect w h ich appears in an u n occu p ied sp ace that you can see
en ds for that target. w ithin range. The celestial disappears w hen it d rops to
A t H igher L evels. W h en you cast this spell using a 0 hit points or w hen the spell ends.
spell slot o f 5th level or higher, the radius o f the sphere The celestial is friendly to you and your com pa n ion s
in creases by 5 feet for each slot level above 4th. for the duration. Roll initiative for the celestial, w hich
has its ow n turns. It obeys any verbal com m a n d s that
C onjure A n im a ls
you issue to it (no action required by you), as lon g as
3rd-level conjuration they d on ’t violate its alignm ent. If you d on ’t issu e any
Casting Tim e: 1 action com m a n d s to the celestial, it defends itself from hostile
Range: 60 feet creatures but oth erw ise takes no actions.
Components: V, S T h e DM has the celestial’s statistics.
Duration: Concentration, up to 1 hour A t H igher Levels. W h en you cast this spell using a
9th-level spell slot, you su m m on a celestial o f challenge
You su m m on fey spirits that take the form o f beasts and
rating 5 or lower.
appear in u n occu pied sp a ces that you can see within
range. C h oose on e o f the follow in g options for what
C onjure Elem ental
appears:
5th-level conjuration
• O ne beast o f challen ge rating 2 or low er
Casting Tim e: 1 minute
• Tw o beasts o f challen ge rating 1 or low er
Range: 90 feet
• Four beasts o f challen ge rating 1/2 or low er
Components: V, S, M (burning in cen se for air, soft clay
• Eight beasts o f challen ge rating 1/4 or low er for earth, sulfur and p h osph oru s for fire, or w ater and
E ach beast is also con sid ered fey, and it disappears sand for water)
w hen it d rops to 0 hit points or w hen the spell ends. Duration: C oncentration, up to 1 hour
T h e su m m on ed creatu res are friendly to you and your
You call forth an elem ental servant. C h oose an area o f air,
com pa n ion s. Roll initiative for the su m m on ed creatures earth, fire, or water that fills a 10-foot cu b e w ithin range.
as a group, w hich has its ow n turns. They ob ey any
A n elem ental o f challenge rating 5 or low er appropriate
verbal com m a n d s that you issue to them (no action to the area you ch ose appears in an u n occu pied space
required by you). If you d on ’t issue any com m a n d s to
within 10 feet o f it. F or exam ple, a fire elem ental
them , they defend them selves from hostile creatures,
em erges from a bonfire, and an earth elem ental rises
but oth erw ise take no actions.
up from the ground. The elem ental disappears w hen it
The D M has the creatu res’ statistics. d rop s to 0 hit points or w hen the spell ends.
A t H igher L evels. W h en you cast this spell using T h e elem ental is friendly to you and your com pa n ion s
certain higher-level spell slots, you c h o o s e on e o f the
for the duration. R oll initiative for the elem ental, w hich
su m m on in g options above, and m ore creatu res appear:
has its ow n turns. It ob ey s any verbal com m a n d s that
tw ice as m any with a 5th-level slot, three tim es as m any you issue to it (no action required by you). If you don ’t
with a 7th-level slot, and four tim es as m any w ith a
issue any com m a n d s to the elem ental, it defends itself
9th-level slot.
from h ostile creatu res but oth erw ise takes n o actions.
If your concentration is broken, the elem ental d oesn ’t
C onjure Ba r r a g e
disappear. Instead, you lose control o f the elem ental,
3rd-level conjuration
it b e c o m e s h ostile tow ard you and your com panion s,
Casting Tim e: 1 action and it might attack. An u n controlled elem ental ca n ’t
Range: S e lf (60 -foot cone) be dism issed by you, and it disappears 1 hour after
Components: V, S, M (one p iece o f am m unition or a you su m m on ed it.
throw n w eapon ) T h e DM has the elem ental’s statistics.
Duration: Instantaneous A t H igher Levels. W h en you cast this spell using
You th row a n onm agical w eap on or fire a p iece of a spell slot o f 6th level or higher, the challenge rating
n onm agical am m unition into the air to create a con e in creases by 1 for each slot level above 5th.
C onjure F ey C onjure V olley
6 th-level conjuration 5th-level conjuration
Casting Time: 1 m inute Casting Time: 1 action
Range: 90 feet Range: 150 feet
Components: V, S Components: V, S , M (one p iece o f am m unition or one
Duration: Concentration, up to 1 hour throw n w eapon)
Duration: Instantaneous
You su m m on a fey creature o f challenge rating 6 or
lower, or a fey spirit that takes the form o f a beast of Y ou fire a p iece o f n onm agical am m unition from a
challen ge rating 6 or lower. It appears in an u n occu pied ranged w eap on or th row a n onm agical w eap on into
sp ace that you can see w ithin range. T h e fey creature the air and c h o o s e a point w ithin range. H undreds o f
disappears w hen it d rops to 0 hit points or w hen duplicates o f the am m unition or w ea p on fall in a volley
the spell ends. from above and then disappear. Each creature in a
The fey creature is friendly to you and your 40-foot-radius. 20-foot-high cylinder centered on that
com p a n ion s for the duration. R oll initiative for the point m ust m ake a Dexterity saving throw. A creature
creature, w hich h as its ow n turns. It obeys any verbal takes 8d 8 dam age on a failed save, or h alf as m uch
com m a n d s that you issue to it (no action required dam age on a su ccessfu l one. The dam age type is the
by you), as long as they don't violate its alignm ent. If sam e as that o f the am m unition or w eapon.
you don ’t issue any com m a n d s to the fey creature, it
defends itself from hostile creatu res but oth erw ise C onjure W oodland B e in g s
takes n o actions. 4th-level conjuration
If your concentration is broken, the fey creature Casting Time: 1 action
d oesn ’t disappear. Instead, you lose con trol o f the Range: 60 feet
fey creature, it b e c o m e s hostile tow ard you and your Components: V, S, M (one holly b erry per
com pa n ion s, and it m ight attack. A n uncontrolled fey creature su m m on ed )
creature can't be dism issed by you, and it disappears 1 Duration: Concentration, up to 1 hour
hour after you su m m on ed it.
You su m m on fey creatures that appear in u n occu pied
The DM has the fey creatu re’s statistics.
sp aces that you can see w ithin range. C h oose one o f the
A t H igher Levels. W h en you cast this spell using
follow in g options for w hat appears:
a spell slot o f 7th level or higher, the challenge rating
in creases by 1 for each slot level above 6th. • One fey creature o f challenge rating 2 or low er
• Two fey creatu res o f challenge rating 1 or low er
C onjure M in o r Elementals • Four fey creatu res o f challen ge rating 1/2 or low er
4th-level conjuration • Eight fey creatu res o f challenge rating 1/4 or low er
Casting Tim e: 1 m inute A su m m on ed creature disappears w hen it d rops to 0 hit
Range: 90 feet points or w hen the spell ends.
Components: V, S The su m m on ed creatu res are friendly to you and your
Duration: Concentration, up to 1 hour com pan ion s. Roll initiative for the su m m oned creatures
You su m m on elem entals that appear in u n occu pied as a group, w hich have their ow n turns. Th ey obey any
sp a ces that you can see w ithin range. You c h o o s e one verbal com m a n d s that you issue to them (no action
the follow in g options for w hat appears: required by you). If you don't issue any com m a n d s to
them, they defend them selves from hostile creatures,
• One elem ental o f challen ge rating 2 or low er
but oth erw ise take no actions.
• Two elem entals o f challen ge rating 1 or low er
The D M has the crea tu res’ statistics.
• Four elem entals o f challen ge rating 1/2 or low er
A t H igher Levels. W h en you cast this spell using
• Eight elem entals o f challenge rating 1/4 or lower.
certain higher-level spell slots, you c h o o s e on e o f the
An elem ental su m m oned by this spell disappears w hen su m m on in g options above, and m ore creatures appear:
it d rops to 0 hit points or w hen the spell ends. tw ice as m any with a 6th-level slot and three tim es as
T h e su m m on ed creatures are friendly to you and your m any w ith an 8th-level slot.
com pa n ion s. Roll initiative for the su m m on ed creatures
as a group, w hich has its ow n turns. Th ey o b ey any C ontact O ther Plane
verbal com m a n d s that you issue to them (no action 5th-level divination (ritual)
required by you). If you don ’t issue any com m a n d s to Casting Time: 1 m inute
them , they defend them selves from hostile creatures, Range: S e lf
but oth erw ise take no actions. Components: V
T h e DM has the creatures' statistics. Duration: 1 minute
A t H igher Levels. W h en you cast this spell using
You m entally contact a dem igod, the spirit o f a long-dead
certain higher-level spell slots, you c h o o s e on e o f the
sage, or som e other m ysterious entity from another
su m m on in g options above, and m ore creatures appear:
plane. C ontacting this extraplanar intelligence can
tw ice as m any with a 6th-level slot and three tim es as
strain or even break your mind. W h en you cast this
m any w ith an 8th-level slot.
spell, m ake a D C 15 Intelligence saving throw. On a
failure, you take 6d 6 psychic dam age and are insane Components: V, S, M (a statuette o f y ou rself carved
until you finish a long rest. W h ile insane, you c a n ’t take from ivory and decorated w ith gem s w orth at
actions, ca n ’t understand what other creatu res say, c a n ’t least 1,500 gp)
read, and speak only in gibberish. A greater restoration Duration: 10 days
spell cast on you ends this effect.
C h oose a spell o f 5th level or low er that you can cast, that
O n a su ccessfu l save, you can ask the entity up to five
has a casting tim e o f 1 action, and that can target you.
questions. You must ask your questions before the spell
You cast that spell—called the contingent spell—as part
ends. T h e DM an sw ers each question with on e w ord,
o f casting contingency, expending spell slots for both, but
such as “yes,” “no,” “m aybe,” “never,” “irrelevant,” or
the contingent spell doesn't c om e into effect. Instead, it
“u n clear” (if the entity d oesn ’t kn ow the an sw er to the
takes effect w hen a certain circu m stan ce occu rs. You
question). If a on e-w ord answ er w ou ld b e m isleading,
describe that circu m stan ce w hen you cast the tw o spells.
the DM might instead offer a short phrase as an answer.
For exam ple, a contingency cast with water breathing
m ight stipulate that water breathing co m e s into effect
C o n ta g io n
w hen you are engulfed in water or a sim ilar liquid.
5th-level necromancy
The contingent spell takes effect im m ediately after the
Casting Tim e: 1 action circu m stan ce is met for the first time, w hether or not you
Range: Touch want it to. and then contingency ends.
Component: V, S T h e contingent spell takes effect only on you, even
Duration: 7 days if it can norm ally target others. You can use only one
Your touch inflicts disease. M ake a m elee spell attack contingency spell at a time. If you cast this spell again,
against a creature w ithin your reach. On a hit, you afflict the effect o f another contingency spell on you ends. A lso,
the creature with a d isease o f your ch oice from any o f contingency en ds on you if its m aterial com p on en t is
the on es d escrib ed below. ever not on your person.
At the end o f each o f the target’s turns, it m ust m ake
C o n t in u a l Flame
a Constitution saving throw. After failing three o f
2 nd-level evocation
th ese saving throw s, the d isea se’s effects last for the
duration, and the creature stops m akin g these saves. Casting Time: 1 action
After su cceed in g on three o f these saving throw s, the Range: Touch
creature recov ers from the disease, and the spell ends. Components: V, S, M (ruby dust w orth 50 gp, w hich the
S in ce this spell in du ces a natural d isease in its spell con su m es)
target, any effect that rem oves a d isease or oth erw ise Duration: Until dispelled
am eliorates a d isea se’s effects apply to it.
A flame, equivalent in brightness to a torch, springs
Blinding S ickness. Pain grips the creatu re’s mind,
forth from an object that you touch. T h e effect look s like
and its eyes turn m ilky white. The creature has
a regular flame, but it creates no heat and d oesn ’t use
disadvantage on W isd om ch eck s and W isd om saving
oxygen. A continual flame can be covered or hidden but
th row s and is blinded.
not sm othered or quenched.
Filth Fever. A raging fever sw eep s through the
creatu re’s body. The creature has disadvantage on C ontrol Water
Strength checks, Strength saving throw s, and attack 4th-level transmutation
rolls that use Strength.
Casting Time: 1 action
Flesh R ot. T h e creatu re’s flesh decays. T h e creature
Range: 3 0 0 feet
has disadvantage on C harism a ch eck s and vulnerability
Components: V, S , M (a drop o f water and a
to all dam age.
pinch o f dust)
Mindfire. T h e creatu re’s m ind b e c o m e s feverish. The
Duration: C oncentration, up to 10 minutes
creature has disadvantage on Intelligence ch eck s and
Intelligence saving throw s, and the creature behaves as Until the spell ends, you control any freestanding water
if under the effects o f the confusion spell during com bat. inside an area you c h o o s e that is a cu b e up to 100 feet
Seizure. The creature is ov ercom e with shaking. on a side. You can c h o o s e from any o f the follow in g
The creature has disadvantage on Dexterity c h e c k s , effects w hen you cast this spell. As an action on your
Dexterity saving throw s, and attack rolls that turn, you can repeat the sam e effect or c h o o s e a
u se Dexterity. different one.
Slim y D oom . T h e creature beg in s to bleed Flood. You cause the water level o f all standing water in
uncontrollably. The creature has disadvantage on the area to rise by as m uch as 20 feet. If the area includes
Constitution ch eck s and Constitution saving throw s. a shore, the flood in g w ater spills over onto dry land.
In addition, w hen ever the creature takes dam age, it is If you c h o o s e an area in a large b od y o f water, you
stunned until the end o f its next turn. instead create a 20 -foot tall wave that travels from one
side o f the area to the other and then crash es dow n. Any
C o n t in g e n c y H uge or sm aller vehicles in the w ave’s path are carried
6 th-level evocation with it to the other side. A ny Huge or sm aller vehicles
Casting Time: 10 m inutes struck by the w ave have a 25 percent cha n ce o f capsizing.
Range: S elf T h e water level rem ains elevated until the spell ends
or you c h o o s e a different effect. If this effect produ ced
a wave, the w ave repeats on the start o f your next turn Pr e c ip it a t io n
w hile the flood effect lasts.
Stage Condition
Part Water. You cau se w ater in the area to m ove
1 Clear
apart and create a trench. The trench extends across
the sp ell’s area, and the separated water form s a w all to 2 Light clouds
either side. T h e trench rem ains until the spell ends or 3 Overcast or ground fog
you c h o o s e a different effect. The water then slow ly fills 4 Rain, hail, or snow
in the trench over the co u rse o f the next round until the 5 Torrential rain, driving hail, or blizzard
norm al w ater level is restored.
R ed irect Flow. You cau se flow in g water in the area
Te m p er a t u r e W in d
to m ove in a direction you ch oose, even if the water has
to flow over obstacles, up w alls, or in other unlikely Stage Condition Stage Condition
direction s. The water in the area m oves as you direct 1 Unbearable heat 1 Calm
it, but on ce it m oves beyon d the sp ell’s area, it resu m es 2 Hot 2 Moderate wind
its flow ba sed on the terrain condition s. The water 3 Warm 3 Strong wind
continu es to m ove in the direction you c h ose until the 4 Cool 4 Gale
spell en ds or you c h o o s e a different effect. 5 Cold 5 Storm
W hirlpool. This effect requ ires a b od y o f water 6 Arctic cold
at least 50 feet square and 25 feet deep. You cause
a w hirlpool to form in the center o f the area. The
C o r d o n of A rrows
w h irlpool form s a vortex that is 5 feet w id e at the
2nd-level transmutation
base, up to 50 feet w id e at the top, and 25 feet tall. Any
creature or object in the w ater and w ithin 25 feet o f the Casting Time: 1 action
vortex is pulled 10 feet tow ard it. A creature can sw im Range: 5 feet
away from the vortex by m akin g a Strength (Athletics) Components: V, S, M (four or m ore arrow s or bolts)
ch eck against your spell save DC. Duration: 8 hours
W h en a creature enters the vortex for the first tim e on You plant four p ieces o f n onm agical am m unition—
a turn or starts its turn there, it must m ake a Strength arrow s or cro s s b o w bolts—in the ground w ithin range
saving throw. On a failed save, the creature takes 2d8 and lay m agic upon them to protect an area. Until the
bludgeon ing dam age and is caught in the vortex until spell ends, w hen ever a creature other than you co m e s
the spell ends. On a su ccessfu l save, the creature takes w ithin 30 feet o f the am m unition for the first tim e on a
h alf dam age, and isn’t caught in the vortex. A creature turn or en ds its turn there, one p iece o f am m unition flies
caught in the vortex can u se its action to try to sw im up to strike it. The creature m ust su cce e d on a Dexterity
away from the vortex as d escrib ed above, but has saving th row or take 1d6 piercing dam age. The piece o f
disadvantage on the Strength (Athletics) ch eck to do so. am m unition is then destroyed. The spell ends w hen no
The first tim e each turn that an object enters the am m unition rem ains.
vortex, the object takes 2d8 bludgeon ing dam age; this W h en you cast this spell, you can designate any
dam age o c cu rs each round it rem ains in the vortex. creatu res you ch o o s e , and the spell ig n ores them.
A t H igher Levels. W h en you cast this spell using
C ontrol W eather
a spell slot o f 3rd level or higher, the am ount o f
8 th-Ievel transmutation
am m unition that can be affected in creases by tw o for
Casting Time: 10 m inutes each slot level above 2nd.
Range: S e lf (5-m ile radius)
Components: V, S, M (burning in cen se and bits o f earth C ounterspell
and w o o d m ixed in water) 3rd-level abjuration
Duration: Concentration, up to 8 hours Casting Tim e: 1 reaction, w h ich you take w hen you see
You take control o f the w eather w ithin 5 m iles o f you a creature w ithin 60 feet o f you casting a spell
for the duration. You must be ou tdoors to cast this spell. Range: 60 feet
M oving to a place w here you d on ’t have a clear path to Components: S
the sky en ds the spell early. Duration: Instantaneous
W h en you cast the spell, you change the current You attempt to interrupt a creature in the p r o ce s s o f
w eather condition s, w hich are determ ined by the DM casting a spell. If the creature is casting a spell o f 3rd
ba sed on the clim ate and sea son . You can change level or lower, its spell fails and has no effect. If it is
precipitation, tem perature, and wind. It takes 1d4 x 10 casting a spell o f 4th level or higher, m ake an ability
m inutes for the new con dition s to take effect. O nce they ch eck using your sp ellcastin g ability. T h e D C equals 10
d o so, you can change the condition s again. W h en the + the sp ell’s level. On a su ccess, the creatu re’s spell fails
spell ends, the w eather gradually returns to norm al. and has no effect.
W h en you change the w eather condition s, find a A t H igher L evels. W h en you cast this spell using a
current condition on the follow in g tables and change its spell slot o f 4th level or higher, the interrupted spell has
stage by one, up or dow n. W h en changin g the w ind, you no effect if its level is less than or equal to the level o f the
can change its direction. spell slot you used.
C reate Fo o d and Water 24 hours, you m ust cast this spell on the creature
3rd-level conjuration before the current 24-hou r p eriod ends. This use
o f the spell reasserts your con trol over up to three
Casting Tim e: 1 action
creatures you have anim ated with this spell, rather than
Range: 30 feet
anim ating n ew ones.
Components: V, S
A t H igher Levels. W h en you cast this spell using a
Duration: Instantaneous
7th-level spell slot, you can anim ate or reassert control
You create 45 pou n d s o f food and 30 gallons o f water over four ghouls. W h en you cast this spell u sing an
on the ground or in contain ers w ithin range, en ough 8th-level spell slot, you can anim ate or reassert control
to sustain up to fifteen hum anoids or five steeds for over five ghouls or tw o ghasts or w ights. W h en you cast
24 hours. The food is bland but nourishing, and sp oils this spell using a 9th-level spell slot, you can anim ate or
if uneaten after 24 hours. The water is clean and reassert control over six ghouls, three ghasts or w ights,
d oesn ’t go bad. or tw o m u m m ies.

C reate or D estroy Water C r e a tio n


1st-level transmutation 5th-level illusion
Casting Tim e: 1 action Casting Time: 1 m inute
Range: 3 0 feet Range: 30 feet
Components: V, S, M (a drop o f w ater if creating water Components: V, S, M (a tiny p iece o f m atter o f the sam e
or a few grains o f sand if destroying it) type o f the item you plan to create)
Duration: Instantaneous Duration: S p ecia l
You either create or destroy water. You pull w isp s o f sh adow m aterial from the Sh adow fell
C reate Water. You create up to 10 gallons o f clean to create a nonliving object o f vegetable m atter w ithin
w ater w ithin range in an op en container. Alternatively, range: soft g ood s, rope, w ood , or som eth in g similar. You
the w ater falls as rain in a 30 -foot cu b e w ithin range, can also use this spell to create m ineral objects such as
extinguishing e x p osed flam es in the area. stone, crystal, or metal. T h e object created must b e no
D estroy Water. You destroy up to 10 gallons o f water larger than a 5-foot cube, and the object m ust be o f a
in an op en container w ithin range. Alternatively, you form and material that you have seen before.
destroy fog in a 30 -foot cu b e w ithin range. T h e duration depen ds on the o b je ct’s material. If
A t H igher L evels. W h en you cast this spell using a the object is co m p o s e d o f multiple m aterials, use the
spell slot o f 2nd level or higher, you create or destroy shortest duration.
10 additional gallons o f water, or the size o f the cube
Material Duration
in creases by 5 feet, for each slot level above 1st.
Vegetable matter 1 day
C reate U ndead Stone or crystal 12 hours
6 th-level necromancy Precious metals 1 hour
Gems 10 minutes
Casting Tim e: 1 m inute
Range: 10 feet Adamantine or mithral 1 minute
Components: V, S, M (one clay pot filled w ith grave dirt,
on e clay pot filled with brackish water, and on e 150 gp U sing any material created by this spell as another
black onyx stone for each corpse) spell’s m aterial com pon en t ca u ses that spell to fail.
Duration: Instantaneous A t H igher Levels. W h en you cast this spell using a
spell slot o f 6th level or higher, the cu b e in creases by 5
You can cast this spell only at night. C h oose up to three
feet for each slot level above 5th.
c o rp s e s o f M edium or S m all hum anoids w ithin range.
E ach co rp s e b e c o m e s a ghoul under your control. (The C row n of M adness
DM has gam e statistics for these creatures.) 2 nd-level enchantment
A s a bon u s action on each o f your turns, you can
Casting Tim e: 1 action
m entally com m a n d any creature you anim ated with
Range: 120 feet
this spell if the creature is w ithin 120 feet o f you (if you
Components: V, S
con trol multiple creatures, you can com m a n d any or all
Duration: Concentration, up to 1 m inute
o f them at the sa m e time, issuing the sam e com m a n d to
each one). You d ecide w hat action the creature w ill take O ne hum anoid o f your ch oice that you can see w ithin
and w h ere it w ill m ove during its next turn, or you can range m ust su cce e d on a W isd om saving throw or
issue a general com m a n d , such as to guard a particular b e c o m e ch arm ed by you for the duration. W hile
ch a m ber or corridor. If you issue n o com m a n d s, the the target is charm ed in this way, a tw isted crow n
creature only d efen ds itself against hostile creatures. o f ja gg ed iron appears on its head, and a m adn ess
O n ce given an order, the creature continu es to follow it g low s in its eyes.
until its task is com plete. T h e ch arm ed target m ust use its action b efore m oving
T h e creature is under your control for 24 hours, on each o f its turns to m ake a m elee attack against a
after w h ich it stops ob eyin g any c om m a n d you have creature other than itself that you mentally c h oose.
given it. To m aintain con trol o f the creature for another
The target can act n orm ally on its turn if you c h o o s e no duration. T h e darkn ess spreads around corn ers.
creature or if n one are w ithin its reach. A creature with darkvision ca n ’t see through this
On your subsequent turns, you must u se your action to darkness, and n onm agical light ca n ’t illum inate it.
m aintain control over the target, or the spell ends. A lso, If the point you c h o o s e is on an object you are holding
the target can m ake a W isd om saving th row at the end or on e that isn’t bein g w orn or carried, the darkness
o f each o f its turns. On a su ccess, the spell ends. em anates from the object and m oves w ith it. Com pletely
coverin g the sou rce o f the darkn ess w ith an opaque
C r u s a d e r ’s M antle
object, such as a b ow l or a helm , b lock s the darkness.
3rd-level evocation If any o f this sp ell’s area overlaps with an area o f light
Casting Tim e: 1 action created by a spell o f 2nd level or lower, the spell that
Range: S e lf created the light is dispelled.
Components: V
D a r k v is io n
Duration: Concentration, up to 1 m inute
2 nd-level transmutation
Holy p ow er radiates from you in an aura with a 30-foot
Casting Tim e: 1 action
radius, aw akening bold n ess in friendly creatures. Until
Range: Touch
the spell ends, the aura m oves w ith you, centered on
Components: V, S, M (either a pinch o f dried
you. W h ile in the aura, each n onh ostile creature in the
carrot or an agate)
aura (including you) deals an extra 1d4 radiant dam age
Duration: 8 hours
w hen it hits w ith a w eap on attack.
You touch a w illing creature to grant it the ability to
C ure W ounds see in the dark. For the duration, that creature has
1st-level evocation darkvision out to a range o f 6 0 feet.
Casting Tim e: 1 action
D a y l ig h t
Range: Touch
Components: V, S 3rd-level evocation
Duration: Instantaneous Casting Tim e: 1 action
Range: 6 0 feet
A creature you touch regains a num ber o f hit points
Components: V, S
equal to 1d8 + your sp ellcastin g ability m odifier. This
Duration: 1 hour
sp ell has no effect on undead or constructs.
A t H igher Levels. W h en you cast this spell using a A 60-foot-radius sphere o f light spreads out from a point
spell slot o f 2nd level or higher, the healing in creases by you c h o o s e w ithin range. The sphere is bright light and
1d8 for each slot level above 1st. sh eds dim light for an additional 6 0 feet.
If you c h ose a point on an object you are h olding or
D a n c in g L ig h t s on e that isn’t being w orn or carried, the light shines
Evocation cantrip from the ob ject and m oves with it. Com pletely coverin g
Casting Tim e: 1 action the affected object w ith an opaque object, such as a bow l
Range: 120 feet or a helm, block s the light.
Components: V, S, M (a bit o f ph osph oru s or w ych w ood , If any o f this sp ell’s area overlaps w ith an area o f
or a glow w orm ) darkn ess created by a spell o f 3rd level or lower, the
Duration: C oncentration, up to 1 minute spell that created the darkn ess is dispelled.

You create up to fou r torch-sized lights w ithin range, D eath Ward


m aking them appear as torches, lanterns, or glow ing 4th-level abjuration
orbs that hover in the air for the duration. You can
Casting Time: 1 action
also com bin e the four lights into one g low in g vaguely
Range: Touch
h um anoid form o f M edium size. W h ichever form you
Components: V, S
c h oose, each light sh eds dim light in a 10-foot radius.
Duration: 8 hours
A s a bon u s action on your turn, you can m ove the
lights up to 60 feet to a n ew spot w ithin range. A light You touch a creature and grant it a m easu re o f
m ust be w ithin 20 feet o f another light created by this protection from death.
spell, and a light w in k s out if it ex ceed s the sp ell’s range. The first time the target w ou ld drop to 0 hit points as a
result o f taking dam age, the target instead d rops to 1 hit
Darkness point, and the spell ends.
2 nd-level evocation If the spell is still in effect w hen the target is subjected
Casting Time: 1 action to an effect that w ou ld kill it instantaneously without
Range: 60 feet dealing dam age, that effect is instead negated against
Components: V, M (bat fur and a drop o f pitch or the target, and the spell ends.
p iece o f coal)
D elayed B la st F ir eb a ll
Duration: Concentration, up to 10 m inutes
7th-level evocation
M agical darkness spreads from a point you c h o o s e
Casting Tim e: 1 action
w ithin range to fill a 15-foot-radius sphere for the
Range: 150 feet You strike the ground, creating a burst o f divine
Components: V, S, M (a tiny ball o f bat energy that ripples outw ard from you. E ach creature
guano and sulfur) you c h o o s e w ithin 30 feet o f you must su cce e d on a
Duration: Concentration, up to 1 m inute Constitution saving th row or take 5d 6 thunder dam age,
as w ell as 5d 6 radiant or n ecrotic dam age (your choice),
A b ea m o f yellow light flashes from your pointing finger,
and be k n ock ed prone. A creature that su cce e d s on
then con d en ses to linger at a ch osen point w ithin range
its saving th row takes h alf as m uch dam age and isn’t
as a glow ing bead for the duration. W h en the spell
kn ock ed prone.
ends, either b eca u se your concentration is broken or
b eca u se you d ecide to end it, the bea d b lo ss o m s w ith a D etect Ev il and G ood
low roar into an explosion o f flam e that spreads around
1st-level divination
corn ers. E ach creature in a 20-foot-radius sphere
centered on that point m ust m ake a D exterity saving Casting Time: 1 action
throw. A creature takes fire dam age equal to the total Range: S e lf
accum ulated dam age on a failed save, or h alf as m uch Components: V, S
dam age on a su ccessfu l one. Duration: C oncentration, up to 10 minutes
The spell’s ba se dam age is 12d6. If at the end o f F or the duration, you k n ow if there is an aberration,
your turn the bead has not yet detonated, the dam age celestial, elem ental, fey, fiend, or undead w ithin 30
in crea ses by 1d6. feet o f you, as w ell as w here the creature is located.
If the g low in g b ea d is tou ched before the interval Similarly, you kn ow if there is a place or object w ithin
has expired, the creature touching it m ust m ake a 30 feet o f you that has been m agically con secrated
D exterity saving throw. O n a failed save, the spell ends or desecrated.
im mediately, cau sin g the bead to erupt in flame. On a The spell can penetrate m ost barriers, but it is block ed
su ccessfu l save, the creature can th row the bea d up to by 1 foot o f stone, 1 inch o f co m m o n metal, a thin sheet
4 0 feet. W h en it strikes a creature or a solid object, the o f lead, or 3 feet o f w o o d or dirt.
spell ends, and the bead explodes.
T h e fire d a m ages ob jects in the area and ignites D etect M a g ic

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

Casting Tim e: 1 action 1st-level transmutation


Range: S e lf Casting Tim e: 1 bon u s action
Components: V, S Range: S elf
Duration: Up to 8 hours Components: V, S
You step into the bord er region s o f the Ethereal Plane, Duration: Concentration, up to 10 m inutes
in the area w here it overlaps with your current plane. Th is spell allow s you to m ove at an incredible pace.
You rem ain in the B order E thereal for the duration or W h en you cast this spell, and then as a bon u s action
until you use your action to d ism iss the spell. D uring on each o f your turns until the spell ends, you can take
this tim e, you can m ove in any direction. If you m ove the D ash action.
up or dow n, every foot o f m ovem ent costs an extra foot.
You can see and hear the plane you originated from , but Ey e b it e
everything there look s gray, and you ca n ’t see anything 6 th-level necromancy
m ore than 60 feet away. Casting Tim e: 1 action
W h ile on the E thereal P lane, you can only affect and Range: S e lf
be affected by other creatu res on that plane. C reatures Components: V, S
that aren't on the Ethereal Plane ca n ’t perceive you and Duration: Concentration, up to 1 m inute
ca n ’t interact with you, u nless a sp ecia l ability or m agic
has given them the ability to d o so. For the sp ell’s duration, your eyes b e c o m e an inky void
You ignore all ob jects and effects that aren’t on the im bu ed w ith dread pow er. O ne creature o f your ch oice
Ethereal Plane, allow ing you to m ove through objects w ithin 6 0 feet o f you that you can see m ust su cceed
you perceive on the plane you originated from . on a W isd om saving th row or be affected by o n e o f the
follow in g effects o f your ch oice for the duration. On
each o f your turns until the spell ends, you can use Fa l s e L ife
your action to target another creature but can ’t target 1st-level necromancy
a creature again if it has su cceed ed on a saving throw
Casting Time: 1 action
against this casting o f eyebite.
Range: S elf
A sleep. The target falls u n con sciou s. It w a k es up if it
Components: V, S, M (a sm all am ount o f alcoh ol or
takes any dam age or if another creature u ses its action
distilled spirits)
to shake the sleep er awake.
Duration: 1 hour
Panicked. The target is frightened o f you. On each
o f its turns, the frightened creature must take the B olsterin g y ou rself w ith a n ecrom antic facsim ile o f life,
D ash action and m ove away from you by the safest and you gain 1d4 + 4 tem porary hit points for the duration.
shortest available route, unless there is n ow h ere to A t H igher Levels. W h en you cast this spell using a
m ove. If the target m oves to a place at least 60 feet away spell slot o f 2nd level or higher, you gain 5 additional
from you w here it can no longer see you, this effect ends. tem porary hit points for each slot level above 1st.
Sickened. T h e target has disadvantage on attack rolls
and ability check s. At the end o f each o f its turns, it can Fear
m ake another W isd om saving throw. If it su cceed s, 3rd-level illusion
the effect ends. Casting Tim e: 1 action
Range: S e lf (30-foot cone)
Fa b r i c a t e Components: V, S, M (a white feather or the
4th-level transmutation heart o f a hen)
Casting Tim e: 10 m inutes Duration: Concentration, up to 1 minute
Range: 120 feet
You project a phantasm al im age o f a creatu re’s w orst
Components: V, S
fears. E ach creature in a 30 -foot con e m ust su cceed on
Duration: Instantaneous a W isd om saving th row or drop w hatever it is holding
You convert raw m aterials into products o f the sam e and b e c o m e frightened for the duration.
material. For exam ple, you can fabricate a w ood en W h ile frightened by this spell, a creature m ust take
bridge from a clum p o f trees, a rope from a patch of the D ash action and m ove away from you by the safest
hem p, and cloth es from flax or w ool. available route on each o f its turns, unless there is
C h o o se raw m aterials that you can see w ithin range. now h ere to m ove. If the creature en ds its turn in a
You can fabricate a Large or sm aller object (contained location w here it d oesn ’t have line o f sight to you,
w ithin a 10-foot cube, or eight con n ected 5 -foot cubes), the creature can m ake a W isd om saving throw. On a
given a sufficient quantity o f raw m aterial. If you su ccessfu l save, the spell ends for that creature.
are w orkin g with metal, stone, or another m ineral
substance, however, the fabricated object can be no F e a t h e r Fa l l
larger than M edium (contained w ithin a single 5-foot 1st-level transmutation
cube). The quality o f ob jects m ade by the spell is Casting Time: 1 reaction, w hich you take w hen you or a
com m en su rate with the quality o f the raw materials. creature w ithin 60 feet o f you falls
Creatures or m agic item s ca n ’t b e created or Range: 6 0 feet
transm uted by this spell. You also ca n ’t u se it to Components: V, M (a sm all feather or p iece o f dow n)
create item s that ordinarily require a high degree of Duration: 1 minute
craftsm anship, such as jew elry, w eapon s, glass, or
C h oose up to five falling creatures w ithin range. A
armor, u nless you have proficiency with the type o f
falling creature's rate o f descen t slow s to 60 feet per
artisan’s tools u sed to craft such objects.
round until the spell ends. If the creature lands before
Fa e r i e F i r e the spell ends, it takes no falling dam age and can land
1st-level evocation on its feet, and the spell ends for that creature.

Casting Tim e: 1 action F e e b le m in d


Range: 60 feet 8 th-level enchantment
Components: V
Casting Time: 1 action
Duration: Concentration, up to 1 minute
Range: 150 feet
E ach object in a 20 -foot cu b e within range is outlined in Components: V, S, M (a handful o f clay, crystal, glass,
blue, green, or violet light (your choice). Any creature in or m ineral spheres)
the area w hen the spell is cast is also outlined in light if Duration: Instantaneous
it fails a Dexterity saving throw. F or the duration, objects
You blast the m ind o f a creature that you can see within
and affected creatures shed dim light in a 10-foot radius.
range, attem pting to shatter its intellect and personality.
A ny attack roll against an affected creature or object
The target takes 4d 6 psych ic dam age and must m ake an
has advantage if the attacker can see it, and the affected
Intelligence saving throw.
creature or object ca n ’t benefit from being invisible.
On a failed save, the creatu re’s Intelligence and
Charism a s c o r e s b e c o m e 1. The creature ca n ’t cast
spells, activate m agic items, understand language, or
com m u n icate in any intelligible way. The creature can, you can cau se it to reappear in any u n occu pied sp ace
however, identify its friends, follow them, and even w ithin 30 feet o f you.
protect them. You c a n ’t have m ore than on e fam iliar at a time. If you
At the end o f every 30 days, the creature can repeat cast this spell w hile you already have a familiar, you
its saving throw against this spell. If it su cce e d s on its instead cau se it to adopt a n ew form . C h oose on e o f the
saving throw, the sp ell ends. form s from the above list. Your fam iliar transform s into
T h e spell can also b e ended by greater restoration, the ch osen creature.
heal, or wish. Finally, w hen you cast a spell w ith a range o f touch,
your fam iliar can deliver the spell as if it had cast the
Fe ig n D eath spell. Your fam iliar must be w ithin 100 feet o f you, and
3rd-level necrom ancy (ritual) it must u se its reaction to deliver the spell w hen you cast
Casting Tim e: 1 action it. If the spell requ ires an attack roll, you u se your attack
Range: Touch m odifier for the roll.
Components: V, S, M (a pinch o f graveyard dirt)
F i n d St e e d
Duration: 1 hour
2 nd-level conjuration
You touch a w illing creature and put it into a cataleptic
Casting Tim e: 10 m inutes
state that is indistinguishable from death.
Range: 30 feet
For the sp ell’s duration, or until you use an action
Components: V, S
to touch the target and d ism iss the spell, the target
Duration: Instantaneous
appears dead to all outw ard in spection and to spells
u sed to determ ine the target’s status. T h e target is You su m m on a spirit that a ssu m es the form o f an
blinded and incapacitated, and its sp eed d rops to 0. unusually intelligent, strong, and loyal steed, creating a
T h e target has resistan ce to all dam age except psychic long-lasting bon d w ith it. A ppearing in an u n occu pied
dam age. If the target is diseased or p oison ed w hen you sp ace w ithin range, the steed takes on a form that you
cast the spell, or b e c o m e s diseased or p oison ed w hile ch oose, such as a w arhorse, a pony, a cam el, an elk, or
u nder the sp ell’s effect, the d isease and p oison have no a mastiff. (Your DM m ight allow other anim als to be
effect until the spell ends. su m m on ed as steeds.) T h e steed has the statistics o f the
ch osen form , though it is a celestial, fey, or fiend (your
F i n d Fa m il ia r choice) instead o f its norm al type. Additionally, if your
1st-level conjuration (ritual) steed has an Intelligence o f 5 or less, its Intelligence
Casting Tim e: 1 hour b e c o m e s 6, and it gains the ability to understand one
Range: 10 feet language o f your ch oice that you speak.
Components: V, S, M (10 gp w orth o f charcoal, Your steed serves you as a m ount, both in com bat and
in cen se, and herbs that m ust be con su m ed by fire in a out, and you have an instinctive bon d with it that allow s
brass brazier) you to fight as a sea m less unit. W h ile m ounted on your
Duration: Instantaneous steed, you can m ake any spell you cast that targets only
you also target your steed.
You gain the serv ice o f a familiar, a spirit that takes an
W h en the steed d rops to 0 hit points, it disappears,
anim al form you ch oose: bat, cat, crab, frog (toad), hawk,
leaving beh in d no physical form . You can also
lizard, octopu s, ow l, p oison ou s snake, fish (quipper),
dism iss your steed at any time as an action, causing
rat, raven, sea horse, spider, or w easel. A pp earin g in
it to disappear. In either case, castin g this spell
an u n occu pied sp ace w ithin range, the fam iliar has the
again su m m on s the sam e steed, restored to its hit
statistics o f the ch osen form , though it is a celestial, fey,
point m axim um .
or fiend (your choice) instead o f a beast.
W h ile your steed is w ithin 1 m ile o f you, you can
Your fam iliar acts independently o f you, but it always
com m u n icate w ith it telepathically.
obeys your com m a n d s. In com bat, it rolls its ow n
You c a n ’t have m ore than on e steed b on d ed by this
initiative and acts on its ow n turn. A fam iliar ca n ’t
spell at a tim e. A s an action, you can release the steed
attack, but it can take other actions as norm al.
from its bon d at any tim e, cau sin g it to disappear.
W h en the fam iliar d rop s to 0 hit points, it disappears,
leaving behind no physical form . It reappears after you Fin d the Pa t h
cast this spell again 6 th-level divination
W h ile your fam iliar is w ithin 100 feet o f you, you
Casting Tim e: 1 m inute
can com m u n icate with it telepathically. Additionally,
Range: S e lf
as an action, you can see through your fam iliar’s eyes
Components: V, S, M (a set o f divinatory tools—such
and hear w hat it hears until the start o f your next turn,
as b on es, ivory sticks, cards, teeth, or carved run es—
gaining the benefits o f any sp ecia l sen ses that the
w orth 100 gp and an object from the location you
fam iliar has. D urin g this time, you are d ea f and blind
w ish to find)
with regard to your ow n sen ses.
Duration: Concentration, up to 1 day
A s an action, you can tem porarily dism iss your
familiar. It disappears into a pock et dim ension w here it T h is spell allow s you to find the shortest, m ost direct
awaits your su m m on s. Alternatively, you can dism iss it physical route to a sp ecific fixed location that you are
forever. A s an action w hile it is tem porarily dism issed, fam iliar with on the sam e plane o f existence. If you
nam e a destination on another plane o f existence, a
destination that m oves (such as a m obile fortress), or a
destination that isn’t sp ecific (such as “a green dragon ’s
lair”), the spell fails.
For the duration, as lon g as you are on the sam e plane
o f existence as the destination, you k n ow h ow far it is
and in w hat direction it lies. W h ile you are traveling
there, w henever you are presen ted w ith a ch oice o f
paths along the way, you autom atically determ ine w hich
path is the shortest and m ost direct route (but not
n ecessarily the safest route) to the destination.

F in d T raps
2 nd-level divination

Casting Tim e: 1 action


Range: 120 feet
Components: V, S
Duration: Instantaneous

You sen se the p resen ce o f any trap w ithin range that


is w ithin line o f sight. A trap, for the p u rp ose o f this
spell, in cludes anything that w ou ld inflict a sudden or
u n expected effect you con sid er h arm ful or undesirable,
w h ich w as sp ecifically intended as su ch by its creator.
Thus, the spell w ou ld sen se an area affected by the
alarm spell, a glyph o f warding, or a m ech an ica l pit trap,
but it w ou ld not reveal a natural w ea k n ess in the floor,
an unstable ceiling, or a hidden sinkhole.
This spell m erely reveals that a trap is present. You
don ’t learn the location o f each trap, but you do learn the
general nature o f the danger p osed by a trap you sen se.

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

You sen d negative en ergy cou rsin g through a creature


that you can see w ithin range, causing it sea rin g pain.
The target m ust m ake a Constitution saving throw. It
takes 7d8 + 30 n ecrotic dam age on a failed save, or half
as m uch dam age on a su ccessfu l one.
A hum anoid killed by this spell rises at the start o f
your next turn as a zom bie that is perm anently under
your com m a n d , follow in g your verbal orders to the best
o f its ability.

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

A bright streak flashes from your pointing finger to a


point you c h o o s e w ithin range and then b lo ss o m s with
a low roar into an explosion o f flame. E ach creature
in a 20-foot-radius sphere centered on that point must
m ake a D exterity saving throw. A target takes 8 d 6 fire
d a m age on a failed save, or h alf as m uch da m age on a Flam e B lade
s u c ce s sfu l one. 2 nd-level evocation
T he fire spreads around corn ers. It ignites flam m able
Casting Tim e: 1 bon u s action
ob jects in the area that aren't bein g w orn or carried.
Range: S elf
A t H igher Levels. W h en you cast this spell u sing a
Components: V, S , M (leaf o f sum ac)
spell slot o f 4th level or higher, the dam age in creases by
Duration: Concentration, up to 10 m inutes
1d6 for each slot level above 3rd.
You evoke a fiery blade in your free hand. The blade is
F ir e B o l t sim ilar in size and shape to a scim itar, and it lasts for
Evocation cantrip the duration. If you let go o f the blade, it disappears, but
Casting Tim e: 1 action you can evoke the blade again as a bon u s action.
Range: 120 feet You can use your action to m ake a m elee spell
Components: V, S attack w ith the fiery blade. On a hit, the target takes
Duration: Instantaneous 3d6 fire dam age.
The flam ing blade sheds bright light in a 10-foot
You hurl a m ote o f fire at a creature or object w ithin radius and dim light for an additional 10 feet.
range. M ake a ranged spell attack against the A t H igher Levels. W h en you cast this spell using a
target. On a hit, the target takes 1d10 fire dam age. A spell slot o f 4th level or higher, the dam age in creases by
flam m able object hit by this spell ignites if it isn't being 1d6 for every tw o slot levels above 2nd.
w orn or carried.
This sp ell’s dam age in crea ses by 1d10 w hen you reach F l a m e St r i k e
5th level (2 d10), 11th level (3 d10), and 17th level (4 d10). 5th-level evocation

F ire Sh ie l d Casting Time: 1 action


Range: 6 0 feet
4th-level evocation
Components: V, S, M (pinch o f sulfur)
Casting Tim e: 1 action
Duration: Instantaneous
Range: S e lf
Components: V, S, M (a bit o f ph osph oru s or a firefly) A vertical colu m n o f divine fire roars dow n from the
Duration: 10 m inutes heavens in a location you specify. E ach creature in
a 10-foot-radius, 40-foot-h igh cylinder centered on a
Thin and w ispy flam es w reathe your b od y for the point w ithin range m ust m ake a Dexterity saving throw.
duration, sh edding bright light in a 10-foot radius and A creature takes 4 d 6 fire dam age and 4 d 6 radiant
dim light for an additional 10 feet. You can end the spell dam age on a failed save, or h alf as m uch dam age on a
early by using an action to dism iss it. su ccessfu l one.
T he flam es p rovide you with a w arm shield or a chill A t H igher Levels. W h en you cast this spell using a
shield, as you c h oose. The w arm shield grants you spell slot o f 6th level or higher, the fire dam age or the
resistan ce to cold dam age, and the chill shield grants radiant dam age (your ch oice) in creases by 1d6 for each
you resistan ce to fire dam age. slot level above 5th.
In addition, w henever a creature w ithin 5 feet o f you
hits you with a m elee attack, the shield erupts with Flam in g Sph e r e
flame. T h e attacker takes 2d8 fire dam age from a w arm 2 nd-level conjuration
shield, or 2d8 cold dam age from a cold shield.
Casting Time: 1 action
F i r e St o r m Range: 6 0 feet
Components: V, S, M (a bit o f tallow, a pinch o f
7th-level evocation
brim stone, and a dusting o f p ow dered iron)
Casting Tim e: 1 action Duration: Concentration, up to 1 m inute
Range: 150 feet
Components: V, S A 5-foot-diam eter sphere o f fire appears in an
Duration: Instantaneous u n occu p ied sp ace o f your ch oice w ithin range and lasts
for the duration. Any creature that ends its turn w ithin 5
A storm m ade up o f sheets o f roaring flam e appears feet o f the sphere m ust m ake a D exterity saving throw.
in a location you c h o o s e w ithin range. The area o f the T h e creature takes 2d6 fire dam age on a failed save, or
storm con sists o f up to ten 10-foot cubes, w hich you can h alf as m uch dam age on a su ccessfu l one.
arrange as you w ish. Each cube must have at least one A s a bon u s action, you can m ove the sphere up to 30
face adjacent to the face o f another cube. E ach creature feet. If you ram the sphere into a creature, that creature
in the area must m ake a D exterity saving throw. It m ust m ake the saving th row against the sp here’s
takes 7d10 fire dam age on a failed save, or h alf as much dam age, and the sphere stops m ovin g this turn.
dam age on a su ccessfu l one. W h en you m ove the sphere, you can direct it over
The fire dam ages objects in the area and ignites barriers up to 5 feet tall and ju m p it a cro ss pits up to
flam m able objects that aren't being w orn or carried. 10 feet w ide. The sphere ignites flam m able ob jects not
If you c h oose, plant life in the area is unaffected being w orn or carried, and it sh eds bright light in a
by this spell. 20 -foot radius and dim light for an additional 20 feet.
A t H igher L evels. W h en you cast this spell using a Fo r b id d a n c e
spell slot o f 3rd level or higher, the dam age in creases by 6 th-level abjuration (ritual)
1d6 for each slot level above 2nd.
Casting Tim e: 10 minutes
Flesh to St o n e Range: Touch
Components: V, S, M (a sp rinkling o f holy water, rare
6 th-level transmutation
in cen se, and p ow d ered ruby w orth at least 1,000 gp)
Casting Time: 1 action Duration: 1 day
Range: 60 feet
Com ponents: V, S , M (a pinch o f lim e, water, and earth) You create a w ard against m agical travel that protects
Duration: Concentration, up to 1 minute up to 4 0 ,0 0 0 square feet o f floor sp ace to a height o f 30
feet above the floor. F or the duration, creatu res ca n ’t
You attempt to turn on e creature that you can see within teleport into the area or u se portals, such as th ose
range into stone. If the target’s b od y is m ade o f flesh, the
created by the gate spell, to enter the area. T h e spell
creature m ust m ake a Constitution saving throw. On a p roofs the area against planar travel, and therefore
failed save, it is restrained as its flesh begins to harden. prevents creatu res from a ccessin g the area by w ay o f
On a su ccessfu l save, the creature isn’t affected.
the Astral Plane, Ethereal Plane, Feywild, Shadow fell,
A creature restrained by this sp ell must m ake another or the plane shift spell.
Constitution saving th row at the end o f each o f its turns. In addition, the spell dam ages types o f creatu res that
If it su ccessfu lly saves against this spell three tim es, the
you c h o o s e w hen you cast it. C h oose one or m ore o f the
spell ends. If it fails its saves three tim es, it is turned
follow ing: celestials, elem entals, fey, fiends, and undead.
to stone and su bjected to the petrified condition for the W h en a ch osen creature enters the sp ell’s area for the
duration. T h e su cce s se s and failures don’t need to be
first tim e on a turn or starts its turn there, the creature
consecutive; keep track o f both until the target collects
takes 5 d10 radiant or n ecrotic dam age (your ch oice
three o f a kind.
w hen you cast this spell).
If the creature is physically broken w hile petrified,
W h en you cast this spell, you can designate a
it suffers from sim ilar deform ities if it reverts to its passw ord. A creature that sp eak s the pa ssw ord as it
original state.
enters the area takes no dam age from the spell.
If you m aintain your concentration on this spell for the The sp ell’s area can't overlap w ith the area o f another
entire p ossib le duration, the creature is turned to stone
forbiddance spell. If you cast forbiddance every day for
until the effect is rem oved.
30 days in the sam e location, the spell lasts until it is
dispelled, and the m aterial com pon en ts are con su m ed
F ly
on the last casting.
3rd-level transmutation
Casting Tim e: 1 action Forcecage
Range: Touch 7th-level evocation
Components: V, S, M (a w in g feather from any bird)
Casting Tim e: 1 action
Duration: Concentration, up to 10 m inutes Range: 100 feet
You touch a w illin g creature. The target gains a flying Components: V, S, M (ruby dust w orth 1,500 gp)
sp eed o f 60 feet for the duration. W h en the spell ends, Duration: 1 hour
the target falls if it is still aloft, u n less it ca n stop the fall.
An im m obile, invisible, cu b e-sh aped prison co m p o s e d o f
A t H igher L evels. W h en you cast this spell using m agical force sprin gs into existence around an area you
a sp ell slot o f 4th level or higher, you can target one
c h o o s e within range. The prison can be a cage or a solid
additional creature for each slot level above 3rd. box, as you ch oose.
A prison in the sh ape o f a cage can b e up to 20 feet on
Fo g C loud
a side and is m ade from 1/2-inch diam eter bars sp aced
1st-level conjuration
1/2 inch apart.
Casting Tim e: 1 action A prison in the sh ape o f a b ox can be up to 10 feet on
Range: 120 feet a side, creating a solid barrier that prevents any matter
Com ponents: V, S from passing through it and block in g any sp ells cast into
Duration: Concentration, up to 1 hour or out from the area.
You create a 20-foot-radius sphere o f fog centered on a W h en you cast the spell, any creature that is
point w ithin range. The sphere sp rea ds around corn ers, com pletely inside the cag e's area is trapped. Creatures
and its area is heavily obscu red . It lasts for the duration only partially w ithin the area, or th ose too large to fit
or until a w in d o f m oderate or greater sp eed (at least 10 inside the area, are pushed away from the center o f the
m iles per hour) d isp erses it. area until they are com pletely outside the area.
A t H igher Levels. W h en you cast this spell using a A creature inside the cage c a n ’t leave it by n onm agical
spell slot o f 2nd level or higher, the radius o f the fog m eans. If the creature tries to use teleportation or
in creases by 20 feet for each slot level above 1st. interplanar travel to leave the cage, it m ust first m ake a
C harism a saving throw. On a su ccess, the creature can
use that m agic to exit the cage. On a failure, the creature Components: V, S, M (a bit o f gauze and a
can't exit the cage and w astes the u se o f the spell or w isp o f sm oke)
effect. The cage also extends into the E thereal Plane, Duration: Concentration, up to 1 hour
block in g ethereal travel.
You transform a w illing creature you touch, along with
This spell ca n ’t be dispelled by dispel magic.
everything it’s w earin g and carrying, into a m isty cloud
Fo r e s ig h t for the duration. The spell ends if the creature d rop s to
0 hit points. An in corp orea l creature isn’t affected.
9th-level divination
W h ile in this form , the target’s only m ethod of
Casting Tim e: 1 m inute m ovem ent is a flying sp eed o f 10 feet. T h e target can
Range: Touch enter and occu p y the sp ace o f another creature. The
Components: V, S, M (a h um m ingbird feather) target has resistan ce to n onm agical dam age, and it has
Duration: 8 hours advantage on Strength, Dexterity, and Constitution
You touch a w illing creature and bestow a lim ited ability saving throw s. T h e target can pa ss through sm all holes,
to see into the im m ediate future. For the duration, the n arrow open in gs, and even m ere cracks, though it treats
target ca n ’t be su rprised and has advantage on attack liquids as though they w ere solid su rfaces. T h e target
rolls, ability ch ecks, and saving throw s. Additionally, can't fall and rem ains h overing in the air even w hen
other creatures have disadvantage on attack rolls stunned or oth erw ise incapacitated.
against the target for the duration. W h ile in the form o f a m isty cloud, the target ca n ’t talk
T h is spell im m ediately ends if you cast it again before or m anipulate objects, and any objects it w as carryin g or
its duration ends. h olding ca n ’t be dropped, used, or oth erw ise interacted
with. The target can ’t attack or cast spells.
Freedom of M ovement
4th-level abjuration G ate
9th-level conjuration
Casting Tim e: 1 action
Range: Touch Casting Tim e: 1 action
Components: V, S, M (a leather strap, bou n d around the Range: 60 feet
arm or a sim ilar appendage) Components: V, S, M (a diam ond w orth at least 5,0 0 0 gp)
Duration: 1 hour Duration: C oncentration, up to 1 minute

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

or a spell glyph. 1st-level conjuration


E xplosive R unes. W h en triggered, the glyph erupts Casting Time: 1 action
with m agical energy in a 20-foot-radius sphere centered Range: 60 feet
on the glyph. T h e sphere spreads around corn ers. Each Components: V, S, M (a bit o f pork rind or butter)
creature in the area must m ake a Dexterity saving Duration: 1 m inute
throw. A creature takes 5d8 acid, cold, fire, lightning, or
Slick grease covers the ground in a 10-foot square
thunder dam age on a failed saving throw (your ch oice
centered on a point w ithin range and turns it into
w hen you create the glyph), or h alf as m uch dam age on a
difficult terrain for the duration.
su ccessfu l one.
W h en the grea se appears, each creature standing in
S pell Glyph. You can store a prepared spell o f
its area must su cce e d on a D exterity saving th row or fall
3rd level or low er in the glyph by castin g it as part
prone. A creature that enters the area or ends its turn
o f creating the glyph. The spell must target a single
there must also su cce e d on a D exterity saving throw
creature or an area. The spell b ein g stored has no
or fall prone.
im m ediate effect w hen cast in this way. W h en the glyph
is triggered, the stored spell is cast. If the spell has a
G reater In v is ib il it y
target, it targets the creature that triggered the glyph.
4th-level illusion
If the spell affects an area, the area is centered on
that creature. If the spell su m m on s h ostile creatures Casting Tim e: 1 action
or creates harm ful objects or traps, they appear as Range: Touch
clo se as p ossib le to the intruder and attack it. If the Components: V, S
spell requ ires concentration, it lasts until the end o f its Duration: Concentration, up to 1 minute
full duration. Y ou or a creature you touch b e c o m e s invisible until the
A t H igher Levels. W h en you cast this spell using spell ends. A nything the target is w earin g or carryin g is
a spell slot o f 4th level or higher, the dam age o f an invisible as long as it is on the target’s person .
explosive runes glyph in creases by 1d8 for each slot
level above 3rd. If you create a spell glyph, you can store G reater R e st o r a t io n
any spell o f up to the sam e level as the slot you use for 5th-level abjuration
the glyph o f warding.
Casting Tim e: 1 action
Range: Touch
G oodberry
Components: V, S, M (diam ond dust w orth at least 100
1st-level transmutation
gp, w hich the spell con su m es)
Casting Tim e: 1 action Duration: Instantaneous
Range: Touch
You im bue a creature you touch w ith positive energy to
Components: V, S, M (a sprig o f m istletoe)
undo a debilitating effect. You can reduce the target’s
Duration: Instantaneous
exhaustion level by one, or en d one o f the follow in g
Up to ten berries appear in your hand and are infused effects on the target:
with m agic for the duration. A creature can u se its
• One effect that charm ed or petrified the target
action to eat on e berry. Eating a berry restores 1 hit
• One curse, including the target’s attunem ent to a
point, and the berry provides en ough nourishm ent to
cu rsed m agic item
sustain a creature for on e day.
• Any reduction to on e o f the target’s ability s c o r e s
T he berries lose their potency if they have not been
• O ne effect reducing the target’s hit point m axim um
con su m ed w ithin 24 hours o f the casting o f this spell.

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

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


you can cover up to ten d oors with an illusion (equivalent Casting Time: 1 action
to the illusory object function o f the minor illusion spell) Range: S e lf (60-foot line)
to m ake them appear as plain section s o f wall. Components: V, S, M (a legum e seed )
Stairs. W eb s fill all stairs in the w arded area from top Duration: C oncentration, up to 1 m inute
to bottom , as the web spell. T h ese strands regrow in 10
A line o f stron g w in d 60 feet long and 10 feet w ide
m inutes if they are burned or torn away w hile guards
blasts from you in a direction you c h o o s e for the sp ell’s
and wards lasts.
duration. Each creature that starts its turn in the line
O ther S pell E ffect. You can place your ch oice o f one
must s u cce e d on a Strength saving th row or be pushed
o f the follow in g m agical effects w ithin the w arded area
15 feet away from you in a direction follow in g the line.
o f the stronghold.
A ny creature in the line must sp end 2 feet o f
• P la ce dancing lights in four corridors. You can desig­ m ovem ent for every 1 foot it m oves w hen m oving
nate a sim ple program that the lights repeat as long as c loser to you.
guards and wards lasts. The gust d isp erses gas or vapor, and it extinguishes
• P la ce magic mouth in tw o locations. can dles, torches, and sim ilar u nprotected flam es in
• P la ce stinking cloud in tw o locations. T h e vapors the area. It cau ses protected flam es, such as th ose o f
appear in the p la ces you designate; they return w ithin lanterns, to dance w ildly and has a 50 percent ch a n ce to
10 m inutes if disp ersed by w in d w hile guards and extinguish them.
wards lasts. A s a bon u s action on each o f your turns before the
• P la ce a constant gust o f wind in on e corrid or or room . spell ends, you can change the direction in w hich the
line blasts from you.
H a il of T horns Energy Vulnerability. A ffected creatures in the area
1st-level conjuration have vulnerability to one dam age type o f your choice,
except for bludgeoning, piercing, or slashing.
Casting Tim e: 1 bon u s action
Everlasting Rest. D ead b o d ie s interred in the area
Range: S e lf
c a n ’t be turned into undead.
Components: V
Extradimensional Interference. A ffected creatures
Duration: Concentration, up to 1 m inute
ca n ’t m ove or travel using teleportation or by
T h e next tim e you hit a creature w ith a ranged w eapon extradim ensional or interplanar m eans.
attack before the spell ends, this spell creates a rain Fear. A ffected creatures are frightened
o f thorns that sprouts from your ranged w eap on or w hile in the area.
am m unition. In addition to the n orm al effect o f the Silence. N o sou n d ca n em anate from w ithin the area,
attack, the target o f the attack and each creature w ithin and no sou n d can reach into it.
5 feet o f it m ust m ake a D exterity saving throw. A Tongues. A ffected creatures can com m u n icate with
creature takes 1dlO piercin g dam age on a failed save, or any other creature in the area, even if they d on ’t share a
h alf as m uch dam age on a su ccessfu l one. c o m m o n language.
A t Higher Levels. If you cast this spell using a spell
slot o f 2nd level or higher, the dam age in creases by 1d10 H a llu c in a t o r y T e r r a in

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

effect applies to all creatures, creatures that follow a 6 th-level necromancy


sp ecific deity or leader, or creatures o f a sp ecific sort, Casting Tim e: 1 action
such as ores or trolls. W h en a creature that w ou ld be Range: 60 feet
affected enters the sp ell’s area for the first tim e on a Components: V, S
turn or starts its turn there, it can m ake a Charism a Duration: Instantaneous
saving throw. O n a su cce s s, the creature ignores the
extra effect until it leaves the area. You unleash a virulent d isease on a creature that
Courage. A ffected creatu res ca n ’t be frightened you can see w ithin range. The target must m ake a
w hile in the area. Constitution saving throw. On a failed save, it takes
Darkness. D arkness fills the area. N orm al light, 14d6 n ecrotic dam age, or h alf as m uch dam age on a
as w ell as m agical light created by spells o f a low er su ccessfu l save. The dam age ca n ’t reduce the target’s
hit points below 1. If the target fails the saving throw,
level than the slot you u sed to cast this spell, ca n ’t
illum inate the area. its hit point m axim um is reduced for 1 hour by an
Daylight. Bright light fills the area. M agical darkness am ount equal to the n ecrotic dam age it took. Any effect
created by sp ells o f a low er level than the slot you used that rem oves a d isease allow s a creatu re’s hit point
to cast this spell ca n ’t extinguish the light. m axim um to return to n orm al b efore that tim e pa sses.
Energy Protection. A ffected creatu res in the area
have resistan ce to on e dam age type o f your choice,
except for bludgeoning, piercing, or slashing.
H aste If a creature is h oldin g or w earin g the object and
3rd-level transmutation takes the dam age from it, the creature m ust s u cce e d on
a Constitution saving th row or drop the object if it can. If
Casting Tim e: 1 action
it d oesn ’t drop the object, it has disadvantage on attack
Range: 30 feet
rolls and ability ch eck s until the start o f your next turn.
Components: V, S, M (a shaving o f licorice root)
A t H igher L evels. W h en you cast this spell using a
Duration: C oncentration, up to 1 minute
spell slot o f 3rd level or higher, the dam age in creases by
C h oose a w illing creature that you can see w ithin range. 1d8 for each slot level above 2nd.
Until the spell ends, the target’s sp eed is doubled, it
gains a +2 bon u s to AC, it h as advantage on Dexterity H e ll ish R ebuke

saving throw s, and it gains an additional action on each 1st-level evocation


o f its turns. That action can b e u sed only to take the Casting Tim e: 1 reaction, w hich you take in resp on se
A ttack (one w eap on attack only), Dash, D isengage, Hide, to being dam aged by a creature w ithin 60 feet o f you
or U se an O bject action. that you can see
W h en the spell ends, the target ca n ’t m ove or take Range: 60 feet
actions until after its next turn, as a wave o f lethargy Components: V, S
sw eep s over it. Duration: Instantaneous

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

A sw irlin g cloud o f sm ok e shot through w ith w hite-hot


em b ers appears in a 20-foot-radius sphere centered on
a point w ithin range. T h e cloud spreads around corn ers
and is heavily obscu red . It lasts for the duration or until
a w in d o f m oderate or greater sp eed (at least 10 m iles
per hour) disp erses it.
W h en the cloud appears, each creature in it must
m ake a D exterity saving throw. A creature takes 10d8
fire dam age on a failed save, or h alf as m uch dam age on
a su ccessfu l one. A creature must also m ake this saving
th row w hen it enters the sp ell’s area for the first tim e on
a turn or ends its turn there.
The cloud m oves 10 feet directly away from you
in a direction that you c h o o s e at the start o f each
o f your turns.

In f l ic t W ounds
1st-level necromancy
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous

M ake a m elee spell attack against a creature you can


reach. On a hit, the target takes 3 d10 n ecrotic dam age.
At Higher Levels. W h en you cast this spell usin g a
spell slot o f 2nd level or higher, the dam age in creases by
1d10 for each slot level above 1st.
Insect P lague unbarred. If the object has multiple locks, only one o f
5th-level conjuration them is u nlocked.
If you c h o o s e a target that is held shut w ith arcane
Casting Tim e: 1 action
lock, that spell is su ppressed for 10 m inutes, during
Range: 3 0 0 feet
w h ich tim e the target ca n b e op en ed and shut normally.
Components: V, S, M (a few grains o f sugar, som e
W h en you cast the spell, a loud knock, audible from as
kernels o f grain, and a sm ear o f fat)
far away as 3 0 0 feet, em anates from the target object.
Duration: Concentration, up to 10 m inutes

Sw arm ing, biting locu sts fill a 20-foot-radius sphere L egend L ore

centered on a point you c h o o s e w ithin range. T h e sphere 5th-level divination


spreads around corn ers. T h e sphere rem ains for the Casting Tim e: 10 m inutes
duration, and its area is lightly o b scu red. T h e sp h ere’s Range: S e lf
area is difficult terrain. Components: V, S, M (in cen se w orth at least 2 5 0 gp,
W h en the area appears, each creature in it must w hich the spell con su m es, and four ivory strips w orth
m ake a Constitution saving throw. A creature takes at least 50 gp each)
4 d10 piercing dam age on a failed save, or h alf as m uch Duration: Instantaneous
dam age on a su ccessfu l one. A creature m ust also m ake
this saving th row w hen it enters the sp ell’s area for the N am e or d escrib e a person, place, or object. The spell
first tim e on a turn or ends its turn there. brin gs to your m ind a brief su m m ary o f the significant
A t H igher Levels. W h en you cast this spell using a lore about the thing you nam ed. The lore m ight con sist
spell slot o f 6th level or higher, the dam age in crea ses by o f current tales, forgotten stories, or even secret lore
1d10 for each slot level above 5th. that has never b een w idely k now n. If the thing you
nam ed isn’t o f legendary im portance, you gain no
In v is ib il it y inform ation. T h e m ore inform ation you already have
2 nd-level illusion about the thing, the m ore p recise and detailed the
inform ation you receive is.
Casting Tim e: 1 action
The inform ation you learn is accurate but m ight be
Range: Touch
cou ch ed in figurative language. F or exam ple, if you
Components: V, S, M (an eyelash en ca sed
have a m ysterious m agic axe on hand, the spell m ight
in gum arabic)
yield this inform ation: “W oe to the evildoer w h o s e hand
Duration: Concentration, up to 1 hour
tou ches the axe, for even the haft slices the hand o f the
A creature you touch b e c o m e s invisible until the spell evil ones. Only a true Child o f Stone, lover and beloved
ends. A nything the target is w earin g or carryin g is o f M oradin, m ay aw aken the true p ow ers o f the axe, and
invisible as long as it is on the target’s person . T h e spell only w ith the sa cred w ord Rudnogg on the lips.”
ends for a target that attacks or casts a spell.
A t H igher Levels. W h en you cast this spell using L e o m u n d ’s Se c r e t C hest
a spell slot o f 3rd level or higher, you can target one 4th-level conjuration
additional creature for each slot level above 2nd. Casting Time: 1 action
Range: Touch
Ju m p
Components: V, S, M (an exquisite chest, 3 feet by 2 feet
1st-level transmutation
by 2 feet, constructed from rare m aterials w orth at
Casting Tim e: 1 action least 5 ,0 0 0 gp, and a Tiny replica m ade from the sam e
Range: Touch m aterials w orth at least 50 gp)
Components: V, S, M (a grassh op p er’s hind leg) Duration: Instantaneous
Duration: 1 m inute
You hide a chest, and all its contents, on the E thereal
You touch a creature. The creatu re’s ju m p distance is Plane. You must touch the chest and the m iniature
tripled until the spell ends. replica that serves as a m aterial com pon en t for the spell.
The chest can contain up to 12 cu b ic feet o f nonliving
K nock
material (3 feet by 2 feet by 2 feet).
2 nd-level transmutation W h ile the chest rem ains on the Ethereal P lane, you
Casting Tim e: 1 action can use an action and touch the replica to recall the
Range: 60 feet chest. It appears in an u n occu p ied sp ace on the ground
Components: V within 5 feet o f you. You can sen d the chest ba ck to the
Duration: Instantaneous Ethereal Plane by using an action and tou chin g both the
chest and the replica.
C h oose an object that you can see w ithin range. The
A fter 60 days, there is a cum ulative 5 percen t ch a n ce
object can be a door, a box, a chest, a set o f m anacles, a
per day that the spell's effect ends. T h is effect en ds if
padlock, or another object that contain s a m undane or
you cast this spell again, if the sm aller replica chest is
m agical m eans that prevents a ccess.
destroyed, or if you c h o o s e to end the spell as an action.
A target that is held shut by a m undane lo ck o r that
If the spell ends and the larger chest is on the Ethereal
is stuck or barred b e c o m e s u nlocked, unstuck, or
Plane, it is irretrievably lost.
Leom u n d ’s T in y H ut L ig h t
3rd-level evocation (ritual) Evocation cantrip
Casting Tim e: 1 m inute Casting Time: 1 action
Range: S e lf (10-foot-radius hem isphere) Range: Touch
Components: V, S, M (a sm all crystal bead) Components: V, M (a firefly or ph osp h orescen t m oss)
Duration: 8 hours Duration: 1 hour

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

B lazing orbs o f fire plum m et to the grou nd at four


M e l f ’s A c id A rrow
different points you can see w ithin range. Each creature
2 nd-level evocation in a 40-foot-radius sphere centered on each point you
Casting Tim e: 1 action c h o o s e must m ake a Dexterity saving throw. T h e sphere
Range: 90 feet spreads around corn ers. A creature takes 2 0 d 6 fire
Components: V, S, M (p ow d ered rhubarb lea f and an dam age and 2 0 d 6 bludgeon ing dam age on a failed
ad der’s stom ach) save, or h alf as m uch dam age on a su ccessfu l one. A
Duration: Instantaneous creature in the area o f m ore than on e fiery burst is
affected only once.
A sh im m erin g green arrow streaks tow ard a target
T h e spell dam ages objects in the area and ignites
w ithin range and bursts in a spray o f acid. M ake a
flam m able objects that aren’t being w orn or carried.
ranged spell attack against the target. On a hit, the
target takes 4d 4 acid dam age im m ediately and 2d4 acid M in d Blank
dam age at the end o f its next turn. On a m iss, the arrow
8 th-level abjuration
splashes the target w ith acid for h alf as m uch o f the
initial dam age and no dam age at the end o f its next turn. Casting Tim e: 1 action
A t H igher Levels. W h en you cast this spell using a Range: Touch
spell slot o f 3rd level or higher, the dam age (both initial Components: V, S
Duration: 24 hours
and later) in creases by 1d4 for each slot level above 2nd.
Until the spell ends, on e w illing creature you touch is
im m une to psychic dam age, any effect that w ou ld sen se
its em otion s or read its thoughts, divination spells, and the illusion’s p resen ce, the creature can still physically
the ch a rm ed condition. T h e spell even foils wish spells interact w ith the illusion.
and spells or effects o f sim ilar p ow er u sed to affect the
target’s m ind or to gain inform ation about the target. M ir r o r Image
2nd-level illusion
M in o r I l l u s io n
Casting Tim e: 1 action
Illusion cantrip Range: S e lf
Casting Tim e: 1 action Components: V, S
Range: 30 feet Duration: 1 minute
Components: S, M (a bit o f fleece)
T h ree illusory duplicates o f y ou rself appear in your
Duration: 1 minute
space. Until the spell ends, the duplicates m ove with
You create a sou n d or an im age o f an object w ithin you and m im ic your actions, shifting position so it’s
range that lasts for the duration. T h e illusion also ends if im possible to track w h ich im age is real. You can use
you dism iss it as an action or cast this spell again. your action to dism iss the illusory duplicates.
If you create a sou n d, its volum e can range from a Each time a creature targets you with an attack during
w h isper to a scream . It can be your voice, som eon e the sp ell’s duration, roll a d2 0 to determ ine w hether the
else’s voice, a lion’s roar, a beating o f drum s, or any attack instead targets on e o f your duplicates.
other sou n d you c h oose. T h e sou n d continu es unabated If you have three duplicates, you must roll a 6 or
throughout the duration, or you can m ake discrete higher to change the attack’s target to a duplicate. W ith
sou n d s at different tim es before the spell ends. tw o duplicates, you must roll an 8 or higher. W ith one
If you create an im age o f an object—such as a chair, duplicate, you must roll an 11 or higher.
m uddy footprints, or a sm all chest—it m ust be no larger A duplicate’s AC equals 10 + your Dexterity m odifier.
than a 5-foot cube. T h e im age ca n ’t create sou n d, light, If an attack hits a duplicate, the duplicate is destroyed. A
sm ell, or any other sen sory effect. P hysical interaction duplicate can b e destroyed only by an attack that hits it.
w ith the im age reveals it to be an illusion, b eca u se It ignores all other dam age and effects. T h e spell ends
things can pass through it. w hen all three duplicates are destroyed.
If a creature u ses its action to exam ine the sou n d or A creature is unaffected by this spell if it ca n ’t see, if it
im age, the creature can determ ine that it is an illusion relies on se n se s other than sight, such as blindsight, or
with a su ccessfu l Intelligence (Investigation) ch eck if it can perceive illusions as false, as with truesight.
against your spell save DC. If a creature discern s the
illusion for w hat it is, the illusion b e c o m e s faint to M is l e a d

the creature. 5th-level illusion


Casting Tim e: 1 action
M ir a g e A rcane
Range: S e lf
7th-level illusion Components: S
Casting Tim e: 10 minutes Duration: C oncentration, up to 1 hour
Range: Sight
You b e c o m e invisible at the sam e tim e that an illusory
Components: V, S
double o f you appears w here you are standing. The
Duration: 10 days
double lasts for the duration, but the invisibility ends if
You m ake terrain in an area up to 1 m ile square you attack or cast a spell.
look, sound, sm ell, and even feel like som e other sort You can use your action to m ove your illusory double
o f terrain. T h e terrain’s general shape rem ains the up to tw ice your sp eed and m ake it gesture, speak, and
sam e, however. O pen fields or a road cou ld be m ade to behave in w hatever w ay you ch oose.
resem b le a sw am p, hill, crevasse, or som e other difficult You ca n see through its eyes and hear through its ears
or im passable terrain. A p on d can be m ade to seem like as if you w ere located w here it is. O n each o f your turns
a grassy m eadow , a precipice like a gentle slope, or a as a bon u s action, you can sw itch from using its sen ses
rock-strew n gully like a w ide and sm ooth road. to using your ow n, or back again. W h ile you are usin g its
Similarly, you can alter the ap pearan ce o f structures, sen ses, you are blin ded and deafened in regard to your
or add them w here n one are present. T h e spell d oesn ’t ow n surroundings.
disguise, con ceal, or add creatures.
T h e illusion includes audible, visual, tactile, and M is t y St e p
olfactory elem ents, s o it can turn clear ground into 2nd-level conjuration
difficult terrain (or v ice versa) or oth erw ise im pede Casting Time: 1 bon u s action
m ovem ent through the area. A ny p iece o f the illusory Range: S e lf
terrain (such as a rock or stick) that is rem oved from the Components: V
sp ell’s area disappears immediately. Duration: Instantaneous
Creatures w ith truesight can see through the illusion
Briefly su rrou nded by silvery m ist, you teleport up to 30
to the terrain’s true form ; however, all other elem ents
feet to an u n occu p ied sp ace that you can see.
o f the illusion rem ain, s o w hile the creature is aw are o f
M o d if y M em ory d am age on a failed save, or h alf as m uch dam age on a
5th-level enchantment su ccessfu l one.
A sh apech an ger m akes its saving th row with
Casting Tim e: 1 action
disadvantage. If it fails, it also instantly reverts to its
Range: 30 feet
original form and can ’t assu m e a different form until it
Components: V, S
leaves the sp ell’s light.
Duration: Concentration, up to 1 m inute
On each o f your turns after you cast this spell, you can
You attempt to resh ape another creatu re’s m em ories. u se an action to m ove the bea m 60 feet in any direction.
O ne creature that you can see m ust m ake a W isd om A t H igher L evels. W h en you cast this spell using a
saving throw. If you are fighting the creature, it has spell slot o f 3rd level or higher, the dam age in creases by
advantage on the saving throw. O n a failed save, the 1dlO for each slot level above 2nd.
target b e c o m e s ch a rm ed by you for the duration. The
ch arm ed target is incapacitated and unaw are o f its M o r d e n k a i n e n ’s Fa i t h ful H ound

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

You m ake an area w ithin range m agically secu re. The


area is a cu b e that can be as sm all as 5 feet to as large
as 100 feet on each side. The spell lasts for the duration
or until you u se an action to dism iss it.
W h en you cast the spell, you decide what sort o f
secu rity the spell provides, ch o o s in g any o r all o f the
follow in g properties:

• S ou n d can't pass through the barrier at the edge o f


the w arded area.
• The barrier o f the w arded area appears dark and foggy,
preventing vision (including darkvision) through it.
• S en sors created by divination spells ca n ’t appear
inside the protected area or p a ss through the barrier
at its perim eter.
• C reatures in the area ca n ’t be targeted by divination
spells.
• N othing can teleport into or out o f the w arded area.
• Planar travel is block ed w ithin the w arded area.

Casting this spell on the sam e sp ot every day for a


year m akes this effect perm anent.
A t H igher Levels. W h en you cast this spell using a
spell slot o f 5th level or higher, you can in crease the size
o f the cu b e by 100 feet for each slot level beyond 4th.
T h us you cou ld protect a cube that can be up to 2 0 0 feet
on on e side by using a spell slot o f 5th level.

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

You create a sw ord-sh aped plane o f force that hovers


w ithin range. It lasts for the duration.
W h en the sw ord appears, you m ake a m elee spell
attack against a target o f your ch oice w ithin 5 feet o f the
sw ord. On a hit. the target takes 3 d10 force dam age.
Until the spell ends, you can use a bon u s action on each You place an illusion on a creature or an object
o f your turns to m ove the sw ord up to 20 feet to a spot you touch s o that divination spells reveal false
you can see and repeat this attack against the sam e inform ation about it. T h e target can be a w illing
target or a different one. creature or an object that isn’t being carried or w orn by
another creature.
M ove Earth W h en you cast the spell, c h o o s e one or both o f the
6th-level transmutation follow in g effects. T h e effect lasts for the duration. If you
Casting Tim e: 1 action cast this spell on the sa m e creature or object every day
Range: 120 feet for 30 days, placing the sam e effect on it each tim e, the
Components: V, S, M (an iron blade and a sm all bag illusion lasts until it is dispelled.
containing a m ixture o f so ils—clay, loam , and sand) False Aura. You change the way the target appears
Duration: Concentration, up to 2 hours to spells and m agical effects, such as detect magic,
that detect m agical auras. You can m ake a nonm agical
C h o o se an area o f terrain no larger than 40 feet on a
object appear m agical, a m agical object appear
side w ithin range. You can resh ape dirt, sand, or clay
n onm agical, o r change the o b ject’s m agical aura so that
in the area in any m anner you c h o o s e for the duration.
it appears to b elon g to a sp ecific sch o o l o f m agic that
You ca n raise or low er the area’s elevation, create or fill
you ch oose. W h en you use this effect on an object, you
in a trench, erect or flatten a wall, or form a pillar. The
can m ake the false m agic apparent to any creature that
extent o f any such changes ca n ’t ex ceed h alf the area’s
handles the item.
largest dim ension. S o, if you affect a 40 -foot square,
Mask. You change the w ay the target appears to spells
you can create a pillar up to 20 feet high, raise or low er
and m agical effects that detect creature types, such as a
the sq u a re’s elevation by up to 20 feet, dig a trench up
paladin’s D ivine S en se or the trigger o f a sym bol spell.
to 20 feet deep, and s o on. It takes 10 m inutes for these
You c h o o s e a creature type and other sp ells and m agical
ch a n g es to com plete.
effects treat the target as if it w ere a creature o f that
At the end o f every 10 m inutes you spend
type or o f that alignment.
concentratin g on the spell, you can c h o o s e a n ew area o f
terrain to affect. O t i l u k e ’s F r e e z in g Sp h e r e
B eca u se the terrain’s transform ation o ccu rs slowly, 6th-level evocation
creatu res in the area ca n ’t usually be trapped or injured
Casting Time: 1 action
by the grou n d’s m ovem ent.
Range: 3 0 0 feet
Th is spell c a n ’t m anipulate natural stone or
Components: V, S, M (a sm all crystal sphere)
stone construction . R o ck s and structures shift to
Duration: Instantaneous
a ccom m od a te the n ew terrain. If the w ay you shape
the terrain w ou ld m ake a structure unstable, it A frigid globe o f cold energy streaks from your fingertips
m ight collap se. to a point o f your ch oice w ithin range, w here it explodes
Similarly, this spell d oesn ’t directly affect plant in a 60-foot-radius sphere. E ach creature w ithin the
growth. T h e m oved earth carries any plants along with it. area m ust m ake a Constitution saving throw. On a
failed save, a creature takes 10d6 cold dam age. On a
N o n d e t e c t io n su ccessfu l save, it takes h alf as m uch dam age.
3rd-level abjuration If the globe strikes a b od y o f water or a liquid that is
Casting Tim e: 1 action principally water (not including w ater-based creatures),
Range: Touch it freezes the liquid to a depth o f 6 in ch es over an area
Com ponents: V, S, M (a pinch o f diam on d dust 30 feet square. This ice lasts for 1 minute. C reatures
w orth 25 gp sprin kled over the target, w h ich the that w ere sw im m in g on the su rface o f frozen w ater are
spell con su m es) trapped in the ice. A trapped creature can u se an action
Duration: 8 hours to m ake a Strength ch eck against your spell save DC
to break free.
For the duration, you hide a target that you touch
You can refrain from firing the globe after com pletin g
from divination m agic. The target ca n be a w illing
the spell, if you w ish. A sm all globe about the size o f
creature or a place or an object no larger than 10
a sling stone, c o o l to the touch, appears in your hand.
feet in any dim ension . T h e target ca n ’t be targeted by
At any time, you or a creature you give the g lobe to
any divination m agic or p erceived through m agical
can th row the globe (to a range o f 40 feet) or hurl it
scryin g sen sors.
with a sling (to the slin g’s n orm al range). It shatters
on im pact, with the sam e effect as the n orm al casting
N y s t u l ’s M a g ic A ura
o f the spell. You can also set the globe dow n without
2nd-level illusion
shattering it. After 1 minute, if the globe hasn’t already
Casting Tim e: 1 action shattered, it explodes.
Range: Touch A t H igher Levels. W h en you cast this spell using a
Com ponents: V, S, M (a sm all square o f silk) spell slot o f 7th level or higher, the dam age in crea ses by
Duration: 24 hours 1d6 for each slot level above 6th.
O t i l u k e ’s R e s il ie n t Sph ere (Stealth) ch eck s and c a n ’t be tracked except by m agical
4th-level evocation m eans. A creature that receives this bon u s leaves
behind no tracks or other traces o f its passage.
Casting Tim e: 1 action
Range: 30 feet Pa s s w a l l
Components: V, S, M (a hem ispherical piece o f
5th-level transmutation
clear crystal and a m atching hem ispherical piece
o f gum arabic) Casting Tim e: 1 action
Duration: Concentration, up to 1 m inute Range: 30 feet
Components: V, S , M (a pinch o f sesam e seeds)
A sphere o f sh im m erin g force en closes a creature Duration: 1 hour
or object o f Large size or sm aller w ithin range. An
unw illing creature must m ake a D exterity saving A p a ssa ge appears at a point o f your ch oice that you
throw. On a failed save, the creature is en closed for can see on a w ood en , plaster, or stone su rface (such as
the duration. a wall, a ceiling, or a floor) w ithin range, and lasts for
N othing—not physical objects, energy, or other spell the duration. You c h o o s e the o p en in g ’s dim ensions: up
effects—can pass through the barrier, in or out, though to 5 feet w ide, 8 feet tall, and 20 feet deep. The passage
a creature in the sphere can breathe there. T h e sphere creates no instability in a structure su rrou nding it.
is im m une to all dam age, and a creature or object inside W h en the open in g disappears, any creatures or
ca n ’t be dam aged by attacks or effects originating from objects still in the pa ssa ge created by the spell are safely
outside, nor can a creature inside the sphere dam age ejected to an u n occu pied sp ace nearest to the su rface on
anything outside it. w hich you cast the spell.
The sphere is w eigh tless and just large en ough to
Ph antasm al Force
contain the creature or object inside. A n en closed
2nd-level illusion
creature can use its action to push against the sp here’s
w alls and thus roll the sphere at up to h alf the creatu re’s Casting Time: 1 action
speed. Similarly, the globe can be picked up and m oved Range: 60 feet
by other creatures. Components: V, S, M (a bit o f fleece)
A disintegrate spell targeting the globe destroys it Duration: Concentration, up to 1 m inute
w ithout h arm ing anything inside it. You craft an illusion that takes root in the m ind o f a
creature that you can see w ithin range. T h e target must
O t t o ’s I r r e s is t ib l e D a n c e
m ake an Intelligence saving throw. On a failed save, you
6th-level enchantment
create a phantasm al object, creature, or other visible
Casting Time: 1 action ph enom enon o f you r ch oice that is no larger than a
Range: 30 feet 10-foot cu b e and that is perceivable only to the target
Components: V for the duration. T h is spell has n o effect on undead
Duration: Concentration, up to 1 minute or constructs.
C h oose on e creature that you can see w ithin range. The The phantasm includes sound, tem perature, and other
target beg in s a co m ic dance in place: shuffling, tapping stimuli, also evident only to the creature.
its feet, and caperin g for the duration. Creatures that The target can u se its action to exam ine the phantasm
ca n ’t be charm ed are im m une to this spell. with an Intelligence (Investigation) ch eck against your
A dancing creature must use all its m ovem ent to spell save DC. If the ch eck su cceed s, the target realizes
dance w ithout leaving its sp ace and has disadvantage that the phantasm is an illusion, and the spell ends.
on Dexterity saving th row s and attack rolls. W h ile W h ile a target is affected by the spell, the target treats
the target is affected by this spell, other creatures the phantasm as if it w ere real. The target rationalizes
have advantage on attack rolls against it. A s an any illogical ou tcom es from interacting w ith the
action, a dancin g creature m akes a W isd om saving phantasm . For exam ple, a target attem pting to w alk
th row to regain control o f itself. On a su ccessfu l save, a cross a phantasm al bridge that spans a chasm falls
the spell ends. on ce it steps onto the bridge. If the target survives the
fall, it still believes that the bridge exists and co m e s up
Pa s s w it h o u t T race with som e other explanation for its fall—it w as pushed,
2nd-level abjuration it slipped, or a stron g w in d m ight have k n ock ed it off.
A n affected target is s o con v in ced o f the phantasm ’s
Casting Tim e: 1 action
reality that it can even take dam age from the illusion. A
Range: S e lf
phantasm created to appear as a creature can attack the
Components: V, S, M (ashes from a burned lea f o f
target. Similarly, a phantasm created to appear as fire, a
m istletoe and a sprig o f spruce)
p ool o f acid, or lava can burn the target. Each round on
Duration: Concentration, up to 1 hour
your turn, the phantasm can deal 1d6 psychic dam age
A veil o f sh ad ow s and silen ce radiates from you, to the target if it is in the phantasm ’s area or w ithin 5
m ask in g you and your com p a n ion s from detection. feet o f the phantasm , provided that the illusion is o f a
F or the duration, each creature you c h o o s e w ithin 30 creature or hazard that cou ld logically deal dam age,
feet o f you (including you) has a +10 bon u s to Dexterity such as by attacking. The target perceives the dam age
as a type appropriate to the illusion.
Ph antasmal K il l e r us during ou r foray into the dungeon). You must be
4th-level illusion able to com m u n icate w ith the creature to bargain for
its services.
Casting Tim e: 1 action
Paym ent can take a variety o f form s. A celestial might
Range: 120 feet
requ ire a sizable donation o f gold or m agic item s to
Components: V, S
an allied tem ple, w hile a fiend m ight dem and a living
Duration: Concentration, up to 1 m inute
sacrifice or a gift o f treasure. S o m e creatures might
Y ou tap into the nightm ares o f a creature you can see exch an ge their serv ice for a quest undertaken by you.
w ithin range and create an illusory m anifestation o f its A s a rule o f thumb, a task that can be m easu red in
d eepest fears, visible only to that creature. The target m inutes requ ires a paym ent w orth 100 gp per minute. A
m ust m ake a W isd om saving throw. O n a failed save, task m easu red in hours requ ires 1,0 00 gp per hour. And
the target b e c o m e s frightened for the duration. At the a task m easu red in days (up to 10 days) requ ires 10,000
start o f each o f the target’s turns b efore the spell ends, gp per day. T h e DM can adjust th ese paym ents ba sed on
the target must su cce e d on a W isd om saving throw the circu m stan ces under w hich you cast the spell. If the
or take 4 d10 psychic dam age. On a su ccessfu l save, task is aligned w ith the creatu re’s ethos, the payment
the spell ends. m ight be halved or even w aived. N on h azardou s tasks
A t H igher Levels. W h en you cast this spell using a typically require only h alf the su ggested payment, w hile
spell slot o f 5th level or higher, the dam age in creases by esp ecia lly dangerou s tasks might require a greater gift.
1dlO for each slot level above 4th. C reatures rarely accept tasks that seem suicidal.
A fter the creature com pletes the task, or w hen the
Ph antom St e e d agreed-upon duration o f serv ice expires, the creature
3rd-level illusion (ritual) returns to its h om e plane after reportin g ba ck to you,
Casting Tim e: 1 m inute if appropriate to the task and if possible. If you are
Range: 30 feet unable to agree on a price for the creatu re’s service, the
Components: V, S creature im m ediately returns to its h om e plane.
Duration: 1 hour A creature enlisted to join your group coun ts as
a m em ber o f it, receivin g a full sh are o f experien ce
A L arge quasi-real, h orselik e creature appears on
points aw arded.
the grou nd in an u n occu p ied sp ace o f your ch oice
w ithin range. You d ecide the creatu re’s appearance, P l a n a r B in d in g
but it is equipped with a saddle, bit, and bridle. Any
5th-level abjuration
o f the equipm ent created by the spell vanishes in a
puff o f sm oke if it is carried m ore than 10 feet away Casting Time: 1 hour
from the steed. Range: 60 feet
For the duration, you or a creature you c h o o s e can Components: V, S, M (a jew el w orth at least 1,000 gp,
ride the steed. T h e creature u ses the statistics for a w h ich the spell con su m es)
riding h orse, except it has a sp eed o f 100 feet and can Duration: 24 hours
travel 10 m iles in an hour, or 13 m iles at a fast pace. W ith this spell, you attempt to bind a celestial, an
W h en the sp ell ends, the steed gradually fades, giving elem ental, a fey, or a fiend to your service. T h e creature
the rider 1 m inute to dism ount. T h e spell ends if you use must be w ithin range for the entire castin g o f the spell.
an action to d ism iss it or if the steed takes any dam age. (Typically, the creature is first su m m on ed into the center
o f an inverted magic circle in order to keep it trapped
Planar A lly
w hile this spell is cast.) At the com pletion o f the casting,
6 th-level conjuration the target m ust m ake a C harism a saving throw. On a
Casting Tim e: 10 m inutes failed save, it is b ou n d to serve you for the duration. If
Range: 6 0 feet the creature w as su m m on ed or created by another spell,
Components: V, S that spell’s duration is extended to m atch the duration
Duration: Instantaneous o f this spell.
A b ou n d creature m ust follow your instructions to the
You b e s e e ch an otherw orldly entity for aid. T h e being
best o f its ability. You m ight com m a n d the creature to
must be kn ow n to you: a god, a prim ordial, a dem on
accom pa n y you on an adventure, to guard a location, or
prince, or som e other being o f co sm ic pow er. That entity
to deliver a m essa ge. T h e creature obeys the letter of
sen ds a celestial, an elem ental, or a fiend loyal to it to
your instructions, but if the creature is hostile to you, it
aid you, m aking the creature appear in an u n occu pied
strives to tw ist your w ord s to achieve its ow n objectives.
sp ace w ithin range. If you k n ow a sp ecific creatu re’s
If the creature carries out your instructions com pletely
nam e, you can sp eak that nam e w hen you cast this spell
b efore the spell ends, it travels to you to report this fact
to request that creature, though you might get a different
if you are on the sam e plane o f existence. If you are on a
creature anyway (D M ’s choice).
different plane o f existence, it returns to the place w here
W h en the creature appears, it is under no com pu lsion
you bou n d it and rem ains there until the spell ends.
to behave in any particular way. You can ask the
A t H igher Levels. W h en you cast this spell using a
creature to p erform a serv ice in exch an ge for payment,
spell slot o f a higher level, the duration in creases to 10
but it isn’t obliged to do so. The requested task cou ld
days with a 6th-level slot, to 30 days w ith a 7th-level slot,
range from sim ple (fly us a cross the chasm , or help us
to 180 days w ith an 8th-level slot, and to a year and a
fight a battle) to com p lex (spy on our en em ies, or protect
day w ith a 9th-level spell slot.
P l a n e Sh if t You extend your hand tow ard a creature you can see
7th-level conjuration w ithin range and project a pu ff o f n oxiou s gas from your
palm . T h e creature m ust su cce e d on a Constitution
Casting Tim e: 1 action
saving th row or take 1d12 p oison dam age.
Range: Touch
T h is sp ell’s dam age in creases by 1d12 w hen you reach
Components: V, S, M (a forked, m etal rod w orth at least
5th level (2 d 12), 11th level (3 d 12), and 17th level (4 d 12).
2 50 gp, attuned to a particular plane o f existence)
Duration: Instantaneous Polym orph
Y ou and up to eight w illing creatu res w ho link hands in 4th-level transmutation
a circle are transported to a different plane o f existence. Casting Tim e: 1 action
You can sp ecify a target destination in general terms, Range: 60 feet
such as the City o f B rass on the E lem ental Plane o f Components: V, S, M (a caterpillar c o co o n )
Fire or the palace o f Dispater on the se co n d level o f the Duration: Concentration, up to 1 hour
Nine Hells, and you appear in or near that destination.
If you are trying to reach the City o f Brass, for exam ple, This spell transforms a creature that you can see
you m ight arrive in its Street o f Steel, b efore its Gate o f within range into a n ew form . An unw illing creature
A shes, or look in g at the city from a cross the S e a o f Fire, m ust m ake a W isdom saving throw to avoid the
at the D M ’s discretion. effect. A shapechanger automatically su cceed s on this
Alternatively, if you k n ow the sigil seq u en ce o f a saving throw.
teleportation circle on another plane o f existence, this T h e transform ation lasts for the duration, or until
spell can take you to that circle. If the teleportation the target d rops to 0 hit points or dies. The n ew form
circle is too sm all to hold all the creatures you can be any beast w h ose challen ge rating is equal to or
transported, they appear in the closest u n occu pied less than the target’s (or the target’s level, if it doesn't
sp a ces next to the circle. have a challen ge rating). The target’s gam e statistics,
You can u se this spell to banish an unw illing creature including mental ability scores, are replaced by the
to another plane. C h oose a creature w ithin your reach statistics o f the ch osen beast. It retains its alignm ent
and m ake a m elee spell attack against it. O n a hit, the and personality.
creature m ust m ake a C harism a saving throw. If the The target a ssu m es the hit points o f its n ew form.
creature fails this save, it is transported to a random W h en it reverts to its n orm al form , the creature
location on the plane o f existence you specify. A creature returns to the num ber o f hit points it had before it
so transported m ust find its ow n w ay back to your transform ed. If it reverts as a result o f droppin g to
current plane o f existence. 0 hit points, any ex cess dam age carries over to its
n orm al form . A s lon g as the ex ce s s dam age d oesn ’t
Plant G row th reduce the creatu re’s n orm al form to 0 hit points, it isn’t
3rd-level transmutation k n ock ed u n con sciou s.
The creature is lim ited in the actions it can perform by
Casting Tim e: 1 action or 8 hours
the nature o f its n ew form , and it ca n ’t speak, cast spells,
Range: 150 feet
or take any other action that requ ires hands or sp eech .
Components: V, S
T h e target’s gear m elds into the n ew form . The
Duration: Instantaneous
creature ca n ’t activate, use, w ield, or oth erw ise benefit
T h is spell chann els vitality into plants w ithin a sp ecific from any o f its equipm ent.
area. T h ere are tw o p ossib le u ses for the spell, granting
either im m ediate or long-term benefits. Pow er W ord H eal
If you cast this spell using 1 action, c h o o s e a point 9th-level evocation
w ithin range. All n orm al plants in a 100-foot radius Casting Tim e: 1 action
centered on that point b e c o m e thick and overgrow n. A Range: Touch
creature m ovin g through the area m ust spend 4 feet o f Components: V, S
m ovem ent for every 1 foot it m oves. Duration: Instantaneous
You can exclude on e or m ore areas o f any size within
the sp ell’s area from bein g affected. A wave o f healing en ergy w ash es over the creature
If you cast this spell over 8 hours, you en rich the you touch. The target regains all its hit points. If the
land. All plants in a half-m ile radius centered on a point creature is charm ed, frightened, paralyzed, or stunned,
w ithin range b e c o m e enrich ed for 1 year. T h e plants the condition ends. If the creature is prone, it can u se its
yield tw ice the norm al am ount o f fo o d w hen harvested. reaction to stand up. T h is spell has no effect on undead
or constructs.
P o is o n Sp r a y
Pow er W ord K il l
Conjuration cantrip
9th-level enchantment
Casting Time: 1 action
Range: 10 feet Casting Tim e: 1 action
Components: V, S Range: 6 0 feet
Duration: Instantaneous Components: V
Duration: Instantaneous
You utter a w ord o f p ow er that ca n com p el on e creature P r is m a t ic Spray
you ca n see w ithin range to die instantly. If the 7th-level evocation
creature you c h o o s e h as 100 hit points or fewer, it dies.
Casting Tim e: 1 action
O th erw ise, the spell has no effect.
Range: S e lf (60-foot cone)
Pow er W ord St u n Components: V, S
Duration: Instantaneous
8th-level enchantment
Casting Tim e: 1 action Eight m ulticolored rays o f light flash from your hand.
E ach ray is a different color and has a different p ow er
Range: 60 feet
Com ponents: V and pu rpose. E ach creature in a 60 -foot co n e must
Duration: Instantaneous m ake a D exterity saving throw. F or each target, roll a d8
to determ ine w h ich c o lo r ray affects it.
Y ou sp eak a w ord o f p ow er that can overw helm the 1. Red. T h e target takes 10d6 fire dam age on a failed
m ind o f on e creature you can see w ithin range, leaving save, or h alf as m uch dam age on a su ccessfu l one.
it dum bfounded. If the target has 150 hit poin ts or fewer, 2. Orange. T h e target takes 10d6 acid dam age on a
it is stunned. O therw ise, the spell has n o effect. failed save, or h alf as m uch dam age on a su ccessfu l one.
T h e stunned target m ust m ake a Constitution saving 3. Yellow. The target takes 10d6 lightning damage on a
th row at the end o f each o f its turns. O n a su ccessfu l failed save, or half as m uch dam age on a successful one.
save, this stunning effect ends. 4. Green. T h e target takes 10d6 p oison dam age on a
failed save, or half as m uch dam age on a successful one.
Prayer of H e a l in g
5. Blue. T h e target takes 10d6 cold dam age on a failed
2nd-level evocation
save, or h alf as m uch dam age on a su ccessfu l one.
Casting Tim e: 10 m inutes 6. Indigo. On a failed save, the target is restrained.
Range: 30 feet It m ust then m ake a Constitution saving th row at the
Com ponents: V en d o f each o f its turns. If it su ccessfu lly saves three
Duration: Instantaneous tim es, the spell ends. If it fails its save three tim es,
Up to six creatures o f your ch oice that you can see it perm anently turns to stone and is su bjected to the
w ithin range each regain hit points equal to 2d 8 + your petrified condition. T h e su c ce s se s and failures don’t
sp ellcastin g ability m odifier. T h is spell has no effect on need to be consecutive; keep track o f both until the
undead or constructs. target collects three o f a kind.
At Higher Levels. W h en you cast this spell using a 7. Violet. O n a failed save, the target is blinded. It
sp ell slot o f 3rd level or higher, the healing in creases by m ust then m ake a W isd om saving th row at the start o f
1d8 for each slot level above 2nd. your next turn. A su ccessfu l save ends the blin dness. If
it fails that save, the creature is transported to another
P r e s t id ig it a t io n plane o f existence o f the D M ’s ch oosin g and is no longer
Transmutation cantrip blinded. (Typically, a creature that is on a plane that isn’t
its h om e plane is banished hom e, w hile other creatures
Casting Tim e: 1 action
are usually cast into the Astral or Ethereal planes.)
Range: 10 feet
8. Special. T h e target is struck by tw o rays. R oll tw ice
Com ponents: V, S
m ore, rerolling any 8.
Duration: Up to 1 hour

T h is spell is a m in or m agical trick that n ovice P r is m a t ic Wall


sp ellcasters use for practice. You create one o f the 9th-level abjuration
follow in g m agical effects w ithin range: Casting Time: 1 action
• You create an instantaneous, h arm less sen sory effect, Range: 60 feet
su ch as a sh ow er o f sparks, a puff o f w ind, faint m usi­ Components: V, S
ca l notes, o r an od d odor. Duration: 10 m inutes
• You instantaneously light or snuff out a candle, a A shim m ering, m u lticolored plane o f light form s a
torch, or a sm all cam pfire. vertical opaque w all—up to 90 feet long, 30 feet high,
• You instantaneously clean or soil an object n o larger and 1 inch thick—centered on a point you can see
than 1 cu b ic foot. w ithin range. Alternatively, you can shape the w all into
• You chill, w arm , or flavor up to 1 cu bic foot o f nonliv­ a sphere up to 30 feet in diam eter centered on a point
ing material for 1 hour. you c h o o s e w ithin range. T h e w all rem ains in place for
• You m ake a color, a sm all mark, or a sym bol appear the duration. If you position the w all so that it p a sses
on an object or a su rface for 1 hour. through a sp ace occu p ied by a creature, the sp ell fails,
• You create a n onm agical trinket or an illusory im age and your action and the spell slot are w asted.
that can fit in your hand and that lasts until the end o f T h e w all sh eds bright light out to a range o f 100
y ou r next turn. feet and dim light for an additional 100 feet. You and
If you cast this spell multiple tim es, you can have up to creatu res you designate at the tim e you cast the spell
three o f its non-instantaneous effects active at a time, can pa ss through and rem ain near the w all w ithout
and you can dism iss such an effect as an action. harm . If another creature that can see the w all m oves to
w ithin 20 feet o f it or starts its turn there, the creature
m ust su cce e d on a Constitution saving throw or b e co m e Produce Flam e
blinded for 1 minute. Conjuration cantrip
T h e w all con sists o f seven layers, each with a different
Casting Time: 1 action
color. W h en a creature attem pts to reach into or pass
Range: S elf
through the wall, it d o e s so one layer at a tim e through
Components: V, S
all the w all’s layers. A s it p a sses or reach es through
Duration: 10 minutes
each layer, the creature m ust m ake a D exterity saving
throw or be affected by that layer’s properties as A flickering flam e appears in your hand. T h e flame
d escrib ed below. rem ains there for the duration and harm s neither you
The w all can be destroyed, also on e layer at a time, in n or your equipm ent. T h e flam e sh ed s bright light in a
order from red to violet, by m eans sp ecific to each layer. 10-foot radius and dim light for an additional 10 feet.
O nce a layer is destroyed, it rem ains s o for the duration T h e spell ends if you d ism iss it as an action or if you
o f the spell. A rod o f cancellation destroys a prismatic cast it again.
wall, but an antimagic field has no effect on it. You can also attack with the flame, although doin g so
1. Red. T h e creature takes 10d6 fire dam age on a ends the spell. W h en you cast this spell, or as an action
failed save, or h alf as m uch dam age on a su ccessfu l one. on a later turn, you can hurl the flam e at a creature
W h ile this layer is in place, n onm agical ranged attacks w ithin 30 feet o f you. M ake a ranged spell attack. On a
ca n ’t pass through the wall. T h e layer can b e destroyed hit, the target takes 1d8 fire dam age.
by dealing at least 25 cold dam age to it. T h is sp ell’s dam age in creases by 1d8 w hen you reach
2. Orange. T h e creature takes 10d6 acid dam age on 5th level (2d8), 11th level (3d8), and 17th level (4d8).
a failed save, or h alf as m uch dam age on a su ccessfu l
one. W h ile this layer is in place, m agical ranged attacks Program med I l l u s io n
ca n ’t pass through the w all. T h e layer is destroyed by 6th-level illusion
a stron g w ind. Casting Time: 1 action
3. Yellow. The creature takes 10d6 lightning dam age Range: 120 feet
on a failed save, or h alf as m uch dam age on a su ccessfu l Components: V, S , M (a bit o f fleece and ja d e dust w orth
one. T h is layer can be destroyed by dealing at least 60 at least 25 gp)
force dam age to it. Duration: Until dispelled
4. G reen. The creature takes 10d6 p oison dam age on
You create an illusion o f an object, a creature, or
a failed save, or h alf as m uch dam age on a su ccessfu l
som e other visible ph enom enon w ithin range that
one. A passwall spell, or another spell o f equal or
activates w hen a sp ecific condition occu rs. The illusion
greater level that can open a portal on a solid surface,
is im perceptible until then. It must be no larger than a
destroys this layer.
30-foot cube, and you decide w hen you cast the spell
5. B lue. T h e creature takes 10d6 cold dam age on a
h ow the illusion behaves and what sou n ds it m akes. This
failed save, or h alf as m uch dam age on a su ccessfu l one.
scripted perform an ce can last up to 5 m inutes.
T h is layer can be destroyed by dealing at least 25 fire
W h en the condition you sp ecify o ccu rs, the illusion
dam age to it.
springs into existence and perform s in the m anner you
6. Indigo. O n a failed save, the creature is restrained.
described . O n ce the illusion finishes perform ing, it
It m ust then m ake a Constitution saving th row at the
disappears and rem ains dorm ant for 10 m inutes. After
end o f each o f its turns. If it su ccessfu lly saves three
this time, the illusion can b e activated again.
tim es, the spell ends. If it fails its save three tim es,
Th e triggering condition can be as general or as
it perm anently turns to stone and is su bjected to the
detailed as you like, though it m ust be based on visual or
petrified condition. The su c ce s se s and failures d on ’t
audible condition s that o c cu r w ithin 30 feet o f the area.
n eed to be consecutive; keep track o f both until the
F or exam ple, you could create an illusion o f y ou rself
creature collects three o f a kind.
to appear and w arn o ff others w h o attempt to open a
W h ile this layer is in place, sp ells ca n ’t b e cast
trapped door, or you cou ld set the illusion to trigger only
through the w all. The layer is destroyed by bright light
w hen a creature says the correct w ord or phrase.
shed by a daylight spell or a sim ilar spell o f equal or
P hysical interaction with the im age reveals it to be an
higher level.
illusion, b eca u se things can pass through it. A creature
7. Violet. On a failed save, the creature is blinded. It
that u ses its action to exam ine the im age can determ ine
m ust then m ake a W isd om saving throw at the start o f
that it is an illusion w ith a su ccessfu l Intelligence
your next turn. A su ccessfu l save ends the blin dness. If
(Investigation) ch eck against your spell save DC. If a
it fails that save, the creature is transported to another
creature discern s the illusion for w hat it is, the creature
plane o f the D M ’s ch oosin g and is no longer blinded.
can see through the im age, and any n oise it m akes
(Typically, a creature that is on a plane that isn’t its
sou n ds h ollow to the creature.
h om e plane is banished h om e, w hile other creatures
are usually cast into the Astral or Ethereal planes.) This
layer is destroyed by a dispel magic spell or a sim ilar
spell o f equal or higher level that can end sp ells and
m agical effects.
P ro ject Im ag e P r o t e c t io n from P o is o n
7th-level illusion 2nd-level abjuration
Casting Tim e: 1 action Casting Tim e: 1 action
Range: 5 0 0 m iles Range: Touch
Components: V, S, M (a sm all replica o f you m ade from Components: V, S
m aterials w orth at least 5 gp) Duration: 1 hour
Duration: Concentration, up to 1 day
You touch a creature. If it is p oison ed , you neutralize the
You create an illusory copy o f y ou rself that lasts for p oison . If m ore than on e p oison afflicts the target, you
the duration. T h e cop y can appear at any location neutralize on e p oison that you k n ow is present, or you
w ithin range that you have seen before, rega rdless o f neutralize on e at random .
intervening obstacles. The illusion look s and sou n ds For the duration, the target has advantage on saving
like you but is intangible. If the illusion takes any throw s against bein g p oison ed , and it h as resistan ce to
dam age, it disappears, and the spell ends. p oison dam age.
You can u se your action to m ove this illusion up to
tw ice your sp eed, and m ake it gesture, speak, and Pu r if y Food and D r in k

behave in w hatever w ay you ch oose. It m im ics your 1st-level transmutation (ritual)


m ann erism s perfectly. Casting Tim e: 1 action
You can see through its eyes and hear through its Range: 10 feet
ears as if you w ere in its space. O n your turn as a bon u s Components: V, S
action, you can sw itch from using its se n se s to using Duration: Instantaneous
your ow n, or b a ck again. W h ile you are using its sen ses,
All n onm agical fo o d and drink w ithin a 5-foot-radius
you are blin ded and deafened in regard to your ow n
sphere centered on a point o f your ch oice w ithin range is
surroundings.
purified and rendered free o f p oison and disease.
P hysical interaction w ith the im age reveals it to be an
illusion, b eca u se things can pass through it. A creature
R a is e D ead
that u ses its action to exam ine the im age can determ ine
5th-level necrom ancy
that it is an illusion w ith a su ccessfu l Intelligence
(Investigation) ch eck against your spell save DC. If a Casting Tim e: 1 hour
creature discern s the illusion for what it is, the creature Range: Touch
can see th rough the im age, and any n oise it m akes Components: V, S, M (a diam on d w orth at least 5 0 0 gp,
sou n d s h ollow to the creature. w hich the spell con su m es)
Duration: Instantaneous
P r o t e c t io n from Energy
You return a dead creature you touch to life, provided
3rd-level abjuration that it has been dead no longer than 10 days. If the
Casting Time: 1 action creatu re’s sou l is both w illing and at liberty to rejoin the
Range: Touch body, the creature returns to life w ith 1 hit point.
Components: V, S T h is spell also neutralizes any p oison s and cu res
Duration: Concentration, up to 1 hour n onm agical d iseases that affected the creature at the
tim e it died. This spell d oesn ’t, however, rem ove m agical
F or the duration, the w illing creature you touch has
d iseases, curses, or sim ilar effects; if th ese aren’t first
resistan ce to one dam age type o f your ch oice: acid, cold,
rem oved prior to casting the spell, they take effect w hen
fire, lightning, or thunder.
the creature returns to life. T h e spell ca n ’t return an
P r o t e c t io n from Ev il and G ood undead creature to life.
1st-level abjuration This spell c lo se s all m ortal w ou n ds, but it d oesn ’t
restore m issin g b od y parts. If the creature is lacking
Casting Tim e: 1 action
b od y parts or organs integral for its survival—its head,
Range: Touch
for in stan ce—the spell autom atically fails.
Components: V, S, M (holy w ater or p ow dered silver
C om in g back from the dead is an ordeal. The target
and iron, w hich the spell con su m es)
takes a - 4 penalty to all attack rolls, saving throw s, and
Duration: Concentration up to 10 minutes
ability ch eck s. Every tim e the target finishes a lon g rest,
Until the spell ends, on e w illing creature you the penalty is redu ced by 1 until it disappears.
touch is protected against certain types of
creatures: aberrations, celestials, elem entals, fey, R a r y ’s T e l e p a t h ic Bond
fiends, and undead. 5th-level divination (ritual)
The protection grants several benefits. Creatures o f Casting Tim e: 1 action
th ose types have disadvantage on attack rolls against Range: 30 feet
the target. T h e target also c a n ’t be charm ed, frightened, Components: V, S, M (p ieces o f eggshell from tw o
or p o s s e s s e d by them. If the target is already charm ed, different kinds o f creatures)
frightened, or p o s s e s s e d by such a creature, the target Duration: 1 hour
has advantage on any n ew saving th row against the
You forge a telepathic link am ong up to eight w illing
relevant effect.
creatures o f your ch oice w ithin range, psychically
linking each creature to all the others for the duration. You touch a creature and stimulate its natural healing
C reatures w ith Intelligence s c o r e s o f 2 or less aren’t ability. The target regains 4d 8 + 15 hit points. F or the
affected by this spell. duration o f the spell, the target regains 1 hit point at the
Until the spell ends, the targets can com m u n icate start o f each o f its turns (10 hit poin ts each minute).
telepathically through the bon d w hether or not they have T h e target’s severed b o d y m em bers (fingers, legs,
a co m m o n language. T h e com m u n ication is p ossib le tails, and so on), if any, are restored after 2 m inutes.
over any distance, though it ca n ’t extend to other planes If you have the severed part and hold it to the stump,
o f existence. the spell instantaneously cau ses the lim b to knit
to the stump.
R ay of Enfeeblem ent
2nd-level necrom ancy R e in c a r n a t e

Casting Tim e: 1 action 5th-level transmutation


Range: 60 feet Casting Tim e: 1 hour
Components: V, S Range: Touch
Duration: Concentration, up to 1 m inute Components: V, S, M (rare oils and unguents w orth at
least 1,000 gp, w hich the spell con su m es)
A black b ea m o f enervating en ergy sprin gs from your
Duration: Instantaneous
finger tow ard a creature w ithin range. M ake a ranged
spell attack against the target. On a hit, the target deals You touch a dead hum anoid or a p iece o f a dead
only h alf dam age with w eap on attacks that u se Strength hum anoid. P rovid ed that the creature has been dead no
until the spell ends. lon ger than 10 days, the spell form s a n ew adult body
At the end o f each o f the target’s turns, it can m ake for it and then calls the sou l to enter that body. If the
a Constitution saving th row against the spell. On a target’s sou l isn’t free or w illing to do so, the spell fails.
su ccess, the spell ends. The m agic fashions a n ew b od y for the creature
to inhabit, w hich likely cau ses the creatu re’s race to
R ay of Frost change. The D M rolls a d 100 and consults the follow in g
Evocation cantrip table to determ ine w hat form the creature takes w hen
Casting Tim e: 1 action restored to life, or the DM c h o o s e s a form.
Range: 60 feet
d100 Race
Components: V, S
Duration: Instantaneous 01-04 Dragonborn
05-13 Dwarf, hill
A frigid b ea m o f blue-white light streaks tow ard a
14-21 Dwarf, mountain
creature w ithin range. M ake a ran ged spell attack
22-25 Elf, dark
against the target. O n a hit, it takes 1d8 cold dam age,
and its sp eed is redu ced by 10 feet until the start of 26-34 Elf, high
your next turn. 35-42 Elf, wood
T h e sp ell’s dam age in creases by 1d8 w hen you reach 43-46 Gnome, forest
5th level (2d8), 11th level (3d8), and 17th level (4d8). 47-52 Gnome, rock
53-56 Half-elf
R ay of S ic k n e s s
57-60 Half-orc
1st-level necromancy 61-68 Halfling, lightfoot
Casting Tim e: 1 action 69-76 Halfling, stout
Range: 60 feet 77-96 Human
Components: V, S 97-00 Tiefling
Duration: Instantaneous
T h e reincarnated creature reca lls its form er life
A ray o f sicken in g greenish en ergy lashes out tow ard
and experiences. It retains the capabilities it had in its
a creature w ithin range. M ake a ranged spell attack
original form , except it exch an ges its original race for
against the target. On a hit, the target takes 2d8 p oison
the n ew on e and changes its racial traits accordingly.
dam age and m ust m ake a Constitution saving throw.
O n a failed save, it is also p oison ed until the end o f
R emove C urse
your next turn.
3rd-level abjuration
A t H igher L evels. W h en you cast this spell using a
spell slot o f 2nd level or higher, the dam age in creases by Casting Tim e: 1 action
1d8 for each slot level above 1st. Range: Touch
Components: V, S
R egenerate Duration: Instantaneous
7th-level transmutation At your touch, all cu rses affecting on e creature or
Casting Tim e: 1 m inute ob ject end. If the object is a cu rsed m agic item, its cu rse
Range: Touch rem ains, but the spell breaks its ow n er’s attunem ent to
Components: V, S, M (a prayer w h eel and holy water) the object s o it can be rem oved or d iscarded.
Duration: 1 hour
R e s is t a n c e R e v iv if y
Abjuration cantrip 3rd-level conjuration
Casting Tim e: 1 action Casting Time: 1 action
Range: Touch Range: Touch
Components: V, S , M (a m iniature cloak) Components: V, S, M (diam onds w orth 3 0 0 gp, w hich
Duration: Concentration, up to 1 minute the spell con su m es)
Duration: Instantaneous
You touch one w illing creature. O nce before the spell
ends, the target can roll a d4 and add the num ber You touch a creature that has died w ithin the last
rolled to on e saving th row o f its ch oice. It can roll minute. That creature returns to life with 1 hit point.
the die b efore or after m akin g the saving throw. The This spell ca n ’t return to life a creature that has died o f
spell then ends. old age, nor can it restore any m issing b od y parts.

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

You create three rays o f fire and hurl them at targets


w ithin range. You can hurl them at on e target or several.
M ake a ranged spell attack for each ray. On a hit, the
target takes 2d6 fire dam age.
A t H igher Levels. W h en you cast this spell using a
spell slot o f 3rd level or higher, you create one additional
ray for each slot level above 2nd.

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 ca n see and hear a particular creature you c h o o s e


that is on the sam e plane o f existence as you. The target
m ust m ake a W isd om saving throw, w hich is m odified
by h ow w ell you k n ow the target and the sort o f physical
con n ection you have to it. If a target k n ow s you're
castin g this spell, it can fail the saving th row voluntarily
if it w ants to be observed.

Knowledge Save Modifier


Secondhand (you have heard of the target) +5
Firsthand (you have met the target) +0
Familiar (you know the target well) -5

Connection Save Modifier


Likeness or picture -2
Possession or garment -4
Body part, lock of hair, bit of nail, or the like -10

On a su ccessfu l save, the target isn ’t affected, and you


ca n ’t use this spell against it again for 24 hours.
On a failed save, the spell creates an invisible sen sor
within 10 feet o f the target. You can see and hear through
the sen sor as if you w ere there. T h e sen sor m oves with
the target, rem ainin g w ithin 10 feet o f it for the duration.
A creature that can see invisible objects se e s the sen sor
as a lu m in ou s orb about the size o f your fist.
Instead o f targeting a creature, you can c h o o s e a
location you have seen before as the target o f this spell.
W h en you do, the sen sor appears at that location and
d o e s n ’t m ove.
Se a r in g Sm it e s om eon e w h o reach es out to touch you w ou ld bum p into
1st-level evocation you w hile it w as seem in gly still in midair.
A creature can u se its action to in spect a target and
Casting Tim e: 1 bon u s action
m ake an Intelligence (Investigation) ch eck against your
Range: S e lf
spell save DC. If it su cceed s, it b e c o m e s aw are that the
Com ponents: V
target is disguised.
Duration: Concentration, up to 1 minute

T h e next tim e you hit a creature with a m elee w eapon Se n d in g


attack during the sp ell’s duration, your w eap on flares 3rd-level evocation
with white-hot intensity, and the attack deals an extra Casting Tim e: 1 action
1d6 fire dam age to the target and cau ses the target to Range: Unlim ited
ignite in flam es. At the start o f each o f its turns until Components: V, S, M (a short p iece o f fine co p p e r w ire)
the spell ends, the target must m ake a Constitution Duration: 1 round
saving throw. On a failed save, it takes 1d6 fire dam age.
O n a su ccessfu l save, the spell ends. If the target or a You send a sh ort m essa ge o f twenty-five w ord s or
creature w ithin 5 feet o f it u ses an action to put out the less to a creature w ith w hich you are familiar. The
flam es, or if som e other effect d ou ses the flam es (such creature hears the m essa ge in its m ind, recog n izes
as the target being su bm erged in water), the spell ends. you as the sen der if it k n ow s you, and can an sw er in a
A t H igher Levels. W h en you cast this spell u sing a like m anner im mediately. The spell en ables creatures
spell slot o f 2nd level or higher, the initial extra dam age with Intelligence s c o r e s o f at least 1 to understand the
dealt by the attack in creases by 1d6 for each slot m eaning o f your m essage.
level above 1st. You can sen d the m essa ge a cross any distance and
even to other planes o f existence, but if the target is on a
See I n v is ib il it y different plane than you, there is a 5 percent ch a n ce that
2nd-level divination the m essa ge d oesn ’t arrive.

Casting Tim e: 1 action Se q u e s t e r


Range: S e lf
7th-level transmutation
Components: V, S, M (a pinch o f talc and a sm all
sp rinkling o f pow d ered silver) Casting Tim e: 1 action
Duration: 1 hour Range: Touch
Components: V, S, M (a p ow der co m p o s e d o f diam ond,
For the duration, you see invisible creatures and objects em erald, ruby, and sapphire dust w orth at least 5 ,0 0 0
as if they w ere visible, and you can see into the Ethereal gp, w hich the spell con su m es)
Plane. Ethereal creatures and objects appear ghostly Duration: Until dispelled
and translucent.
By m eans o f this spell, a w illing creature or an object
Se e m in g can be hidden away, safe from detection for the
5th-level illusion duration. W h en you cast the spell and touch the target,
it b e c o m e s invisible and can ’t be targeted by divination
Casting Tim e: 1 action
spells or perceived through scryin g sen sors created by
Range: 30 feet
divination spells.
Components: V, S
If the target is a creature, it falls into a state o f
Duration: 8 hours
su sp ended anim ation. Tim e ce a se s to flow for it, and it
T h is spell allow s you to change the ap pearan ce o f any d oesn ’t g row older.
num ber o f creatu res that you can see w ithin range. You You can set a condition for the spell to end early.
give each target you c h o o s e a new, illusory appearance. T h e condition can b e anything you ch o o s e , but it
A n unw illing target can m ake a Charism a saving throw, must o c cu r or b e visible w ithin 1 m ile o f the target.
and if it su cceed s, it is unaffected by this spell. E xam ples include “after 1,000 y ea rs” or “w hen the
T h e spell d isgu ises physical appearan ce as w ell as tarrasque aw akens.” T h is spell also en ds if the target
clothing, arm or, w eapon s, and equipm ent. Y ou can m ake takes any dam age.
each creature seem 1 foot shorter or taller and appear
thin, fat, or in betw een . You ca n ’t change a target’s body Sh a pe c h a n g e
type, s o you m ust c h o o s e a form that has the sam e 9th-level transmutation
basic arrangem ent o f lim bs. O therw ise, the extent o f Casting Tim e: 1 action
the illusion is up to you. The spell lasts for the duration, Range: S e lf
u n less you u se your action to d ism iss it sooner. Components: V, S, M (a ja de circlet w orth at least 1,500
The ch a n g es w rou gh t by this spell fail to hold up to gp, w hich you must place on your head b efore you
physical in spection. F or exam ple, if you use this spell cast the spell)
to add a hat to a creatu re’s outfit, objects pass through Duration: Concentration, up to 1 hour
the hat, and anyone w h o tou ches it w ou ld feel nothing
or w ou ld feel the creatu re’s head and hair. If you use You assu m e the form o f a different creature for the
this spell to appear thinner than you are, the hand of duration. T h e n ew form can b e o f any creature with
a challen ge rating equal to your level or lower. The
creature ca n ’t be a con stru ct or an undead, and you Sh ie l d
m ust have seen the sort o f creature at least on ce. You 1st-level abjuration
transform into an average exam ple o f that creature, one
Casting Tim e: 1 reaction, w hich you take w hen you are
w ithout any cla ss levels or the S p ellcastin g trait.
hit by an attack or targeted by the magic m issile spell
Your gam e statistics are replaced by the statistics
Range: S elf
o f the ch osen creature, though you retain your
Components: V, S
alignm ent and Intelligence, W isdom , and Charism a
Duration: 1 round
scores. You also retain all o f your skill and saving
th row proficiencies, in addition to gaining th ose o f the A n invisible barrier o f m agical force appears and
creature. If the creature has the sam e proficiency as you protects you. Until the start o f your next turn, you have a
and the bon u s listed in its statistics is higher than yours, +5 bon u s to AC, including against the triggering attack,
u se the creatu re’s bon u s in place o f yours. You ca n ’t use and you take no dam age from magic missile.
any legendary actions or lair actions o f the n ew form .
Sh ie l d of Fa i t h
You assu m e the hit poin ts and Hit D ice o f the new
form . W hen you revert to your norm al form , you 1st-level abjuration
return to the num ber o f hit points you had b efore you Casting Time: 1 bon u s action
transform ed. If you revert as a result o f droppin g to Range: 60 feet
0 hit points, any e x ce s s dam age carries over to your Components: V, S, M (a sm all parchm ent with a bit o f
n orm al form . A s long as the e x cess dam age d oesn ’t holy text w ritten on it)
reduce your n orm al form to 0 hit points, you aren’t Duration: Concentration, up to 10 m inutes
k n ock ed u n con sciou s.
A sh im m ering field appears and surrou nds a creature
You retain the benefit o f any features from your class,
o f your ch oice within range, granting it a +2 bon u s to AC
race, or other sou rce and can use them , provided that
for the duration.
your n ew form is physically capable o f doing so. You
ca n ’t u se any sp ecia l se n se s you have (for exam ple, Sh il l e l a g h
darkvision) u n less your n ew form also has that sen se. Transmutation cantrip
You can only sp eak if the creature can norm ally speak.
Casting Tim e: 1 bonus action
W h en you transform , you c h o o s e w hether your
Range: Touch
equipm ent falls to the ground, m erges into the n ew
Components: V, S, M (m istletoe, a sh a m rock leaf, and a
form , or is w orn by it. W orn equipm ent fu nction s as
club or quarterstaff)
norm al. The D M determ ines w hether it is practical for
Duration: 1 minute
the n ew form to w ear a p iece o f equipm ent, ba sed on
the creatu re’s shape and size. Your equipm ent d oesn ’t The w o o d o f a club or quarterstaff you are holdin g is
change shape or size to match the n ew form , and any im bued with nature’s pow er. For the duration, you can
equipm ent that the n ew form ca n ’t w ea r must either fall u se your spellcastin g ability instead o f Strength for
to the ground or m erge into your n ew form . Equipm ent the attack and dam age rolls o f m elee attacks using
that m erges has n o effect in that state. that w eapon , and the w eapon 's dam age die b e co m e s
D uring this sp ell’s duration, you can u se your action to a d8. T h e w eap on also b e c o m e s m agical, if it isn’t
assu m e a different form follow in g the sam e restrictions already. T h e spell ends if you cast it again or if you let go
and rules for the original form , w ith on e exception: if o f the w eapon.
your n ew form has m ore hit points than your current
one, your hit points rem ain at their current value. Sh o c k in g G rasp
Evocation cantrip
Sh a t t e r
Casting Tim e: 1 action
2nd-level evocation Range: Touch
Casting Tim e: 1 action Components: V, S
Range: 60 feet Duration: Instantaneous
Components: V, S, M (a chip o f m ica)
Lightning springs from your hand to deliver a sh ock to
Duration: Instantaneous
a creature you try to touch. M ake a m elee spell attack
A sudden loud ringin g n oise, painfully intense, erupts against the target. You have advantage on the attack roll
from a point o f your ch oice w ithin range. E ach creature if the target is w earin g arm or m ade o f metal. On a hit,
in a 10-foot-radius sphere centered on that point must the target takes 1d8 lightning dam age, and it ca n ’t take
m ake a Constitution saving throw. A creature takes reaction s until the start o f its next turn.
3d8 thunder dam age on a failed save, or h alf as m uch The spell’s dam age in creases by 1d8 w hen you reach
dam age on a su ccessfu l one. A creature m ade o f 5th level (2d8), 11th level (3d8), and 17th level (4d8).
inorganic m aterial such as stone, crystal, or m etal has
disadvantage on this saving throw. Sil e n c e
A n onm agical object that isn’t bein g w orn or carried 2nd-level illusion (ritual)
also takes the dam age if it’s in the spell's area. Casting Tim e: 1 action
A t H igher L evels. W h en you cast this spell u sing a Range: 120 feet
spell slot o f 3rd level or higher, the dam age in creases by Components: V, S
1d8 for each slot level above 2nd. Duration: Concentration, up to 10 m inutes
For the duration, no sou n d ca n be created w ithin or If the sim u lacru m is dam aged, you can repair it in an
pass through a 20-foot-radius sphere centered on a alch em ical laboratory, u sing rare herbs and m inerals
point you c h o o s e w ithin range. A ny creature or object w orth 100 gp per hit point it regains. T h e sim ulacrum
entirely inside the sphere is im m u ne to thunder dam age, lasts until it d rops to 0 hit points, at w h ich point it
and creatures are deafened w hile entirely inside it. reverts to sn o w and m elts instantly.
Casting a spell that includes a verbal com pon en t is If you cast this spell again, any currently
im possible there. active duplicates you created w ith this spell are
instantly destroyed.
Sil e n t I m a g e
1st-level illusion Sleep

Casting Tim e: 1 action 1st-level enchantment


Range: 60 feet Casting Tim e: 1 action
Components: V, S, M (a bit o f fleece) Range: 90 feet
Duration: Concentration, up to 10 m inutes Components: V, S, M (a pinch o f fine sand, ro se petals,
or a cricket)
You create the im age o f an object, a creature, or som e
Duration: 1 minute
other visible p h en om en on that is no larger than a 15-foot
cube. The im age appears at a spot w ithin range and T h is spell sen ds creatures into a m agical slumber.
lasts for the duration. The im age is purely visual; it isn't Roll 5d8; the total is h ow m any hit points o f creatures
a ccom p a n ied by sound, sm ell, or other sen sory effects. this spell can affect. Creatures w ithin 20 feet o f
You can u se your action to cau se the im age to m ove to a point you c h o o s e w ithin range are affected in
any spot w ithin range. A s the im age changes location, a scen din g order o f their current hit points (ignoring
you can alter its appearan ce s o that its m ovem ents u n con sciou s creatures).
appear natural for the im age. F or exam ple, if you create Starting w ith the creature that has the low est current
an im age o f a creature and m ove it, you can alter the hit points, each creature affected by this spell falls
im age so that it appears to be w alking. u n con sciou s until the spell ends, the sleeper takes
P hysical interaction with the im age reveals it to be an dam age, or som eon e u ses an action to shake or slap the
illusion, b eca u se things can pass through it. A creature sleeper awake. Subtract each creatu re’s hit points from
that uses its action to exam ine the im age can determ ine the total b efore m oving on to the creature w ith the next
that it is an illusion w ith a su ccessfu l Intelligence low est hit points. A creatu re’s hit points must b e equal
(Investigation) ch eck against your spell save DC. If a to or less than the rem aining total for that creature
creature discern s the illusion for w hat it is, the creature to b e affected.
can see through the im age. Undead and creatures im m une to being charm ed
aren’t affected by this spell.
Sim ulacrum
A t H igher Levels. W h en you cast this spell using a
7th-level illusion sp ell slot o f 2nd level or higher, roll an additional 2d8 for
Casting Tim e: 12 hours each slot level above 1st.
Range: Touch
Sl e e t St o r m
Components: V, S, M (sn ow or ice in quantities
sufficient to m ade a life-size cop y o f the duplicated 3rd-level conjuration
creature; so m e hair, fingernail clippings, or other Casting Tim e: 1 action
p iece o f that creatu re’s b od y p laced inside the sn ow Range: 150 feet
or ice; and p ow dered ruby w orth 1,500 gp, sprinkled Components: V, S, M (a pinch o f dust and a few
over the duplicate and con su m ed by the spell) d rops o f water)
Duration: Until dispelled Duration: C oncentration, up to 1 m inute

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

Range: 10 feet 2nd-level transmutation


Components: V, S, M (burning incense) Casting Tim e: 1 action
Duration: 10 m inutes Range: 150 feet
You grant the sem bla n ce o f life and intelligence to a Components: V, S, M (seven sharp thorns or seven
c orp se o f your ch oice w ithin range, allow ing it to answ er sm all tw igs, each sh arpen ed to a point)
the questions you p ose. T h e co rp s e must still have a Duration: C oncentration, up to 10 m inutes
T he ground in a 20 -foot radius centered on a point St a g g e r i n g S m i t e
within range tw ists and sprouts hard spikes and thorns. 4th-level evocation
T h e area b e c o m e s difficult terrain for the duration.
Casting Time: 1 bon u s action
W h en a creature m oves into or w ithin the area, it takes
Range: S e lf
2d4 piercing dam age for every 5 feet it travels.
Components: V
The transform ation o f the grou nd is cam ou flaged to
Duration: Concentration, up to 1 m inute
look natural. Any creature that ca n ’t see the area at the
tim e the spell is cast m ust m ake a W isd om (P erception ) The next tim e you hit a creature with a m elee w eapon
ch eck against your spell save D C to r ecog n ize the attack during this sp ell’s duration, your w eap on pierces
terrain as hazardou s before entering it. both b od y and mind, and the attack deals an extra
4d 6 psych ic dam age to the target. The target must
Sp ir it G u a r d ia n s m ake a W isd om saving throw. On a failed save, it has
3rd-level conjuration disadvantage on attack rolls and ability ch eck s, and
Casting Tim e: 1 action can't take reactions, until the end o f its next turn.
Range: S e lf (15-foot radius)
St i n k in g C loud
Components: V, S, M (a holy sym bol)
3rd-level conjuration
Duration: C oncentration, up to 10 m inutes
Casting Time: 1 action
You call forth spirits to protect you. They flit around you
Range: 9 0 feet
to a distance o f 15 feet for the duration. If you are g ood
Components: V, S, M (a rotten egg or several skunk
or neutral, their spectral form appears angelic or fey
cabbage leaves)
(your choice). If you are evil, they appear fiendish.
Duration: Concentration, up to 1 m inute
W h en you cast this spell, you can designate any
n um ber o f creatures you can see to be unaffected by it. You create a 20-foot-radius sphere o f yellow, nauseating
A n affected creatu re’s sp eed is halved in the area, and gas centered on a point w ithin range. The cloud spreads
w hen the creature enters the area for the first time on around corn ers, and its area is heavily obscu red . The
a turn or starts its turn there, it m ust m ake a W isdom cloud lingers in the air for the duration.
saving throw. On a failed save, the creature takes 3d8 Each creature that is com pletely w ithin the cloud at
radiant dam age (if you are g o o d or neutral) or 3d8 the start o f its turn m ust m ake a Constitution saving
n ecrotic dam age (if you are evil). On a su ccessfu l save, throw against p oison . On a failed save, the creature
the creature takes h alf as m uch dam age. sp ends its action that turn retching and reeling.
A t H igher Levels. W h en you cast this spell using a Creatures that d on ’t need to breathe or are im m une to
spell slot o f 4th level or higher, the dam age in creases by p oison autom atically su cce e d on this saving throw.
1d8 for each slot level above 3rd. A m oderate w ind (at least 10 m iles per hour) d isperses
the cloud after 4 rounds. A stron g w ind (at least 20
Sp ir it u a l W eapon m iles per hour) disp erses it after 1 round.
2nd-level evocation
St o n e Sh a p e
Casting Tim e: 1 bon u s action
4th-level transmutation
Range: 60 feet
Components: V, S Casting Time: 1 action
Duration: 1 m inute Range: Touch
Components: V, S, M (soft clay, w hich m ust be w orked
Y ou create a floating, spectral w eap on w ithin range that
into roughly the desired sh ape o f the stone object)
lasts for the duration or until you cast this spell again.
Duration: Instantaneous
W h en you cast the spell, you can m ake a m elee spell
attack against a creature w ithin 5 feet o f the w eapon. On You touch a stone ob ject o f M edium size or sm aller or
a hit, the target takes force dam age equal to 1d8 + your a section o f stone n o m ore than 5 feet in any dim ension
spellcastin g ability m odifier. and form it into any shape that suits your p u rpose. So,
A s a bon u s action on your turn, you can m ove the for exam ple, you cou ld shape a large ro ck into a w eapon,
w eap on up to 20 feet and repeat the attack against a idol, or coffer, or m ake a sm all pa ssage through a wall,
creature w ithin 5 feet o f it. as lon g as the w all is less than 5 feet thick. You cou ld
T he w eap on can take w hatever form you ch oose. also shape a stone d o o r or its fram e to sea l the d oor
C lerics o f deities w h o are a ssocia ted with a particular shut. The object you create can have up to tw o hinges
w eap on (as St. Cuthbert is k n ow n for his m ace and a latch, but finer m ech an ica l detail isn’t possible.
and T h or for his ham m er) m ake this sp ell’s effect
resem ble that w eapon. St o n e s k in
A t H igher Levels. W h en you cast this spell using a 4th-level abjuration
spell slot o f 3rd level or higher, the dam age in crea ses by Casting Tim e: 1 action
1d8 for every tw o slot levels above the 2nd. Range: Touch
Components: V, S, M (diam ond dust w orth 100 gp,
w hich the spell con su m es)
Duration: Concentration, up to 1 hour
Th is spell turns the flesh o f a w illing creature you touch The target must m ake a W isd om saving throw. O n a
as hard as stone. Until the spell ends, the target has failed save, it pu rsues the co u rse o f action you d escribed
resistan ce to n onm agical bludgeoning, piercing, and to the best o f its ability. T h e su ggested cou rse o f action
slashing dam age. can continue for the entire duration. If the suggested
activity can be com pleted in a shorter time, the spell
St o r m of V engeance
ends w hen the subject finishes w hat it w as asked to do.
9th-level conjuration You can also sp ecify condition s that w ill trigger a
Casting Tim e: 1 action sp ecia l activity during the duration. For exam ple, you
Range: Sight m ight suggest that a knight give her w arhorse to the
Components: V, S first beggar she m eets. If the condition isn’t m et before
Duration: C oncentration, up to 1 minute the spell expires, the activity isn’t perform ed.
If you or any o f your com p a n ion s dam age the target,
A churning storm cloud form s, centered on a point you
the spell ends.
can see and spreadin g to a radius o f 3 6 0 feet. Lightning
flashes in the area, thunder b oom s, and strong w in ds Su n b e a m
roar. Each creature under the cloud (no m ore than 5,0 0 0
6th-level evocation
feet beneath the cloud) w hen it appears must m ake a
Casting Time: 1 action
C onstitution saving throw. On a failed save, a creature
Range: S e lf (60-foot line)
takes 2d 6 thunder dam age and b e c o m e s deafened
Components: V, S, M (a m agnifying glass)
for 5 m inutes.
Duration: Concentration, up to 1 minute
Each round you m aintain concentration on this spell,
the storm p rod u ces additional effects on your turn. A b ea m o f brilliant light flashes out from your hand
Round 2. A cidic rain falls from the cloud. in a 5-foot-wide, 60-foot-lon g line. E ach creature in
E ach creature and object under the cloud takes the line m ust m ake a Constitution saving throw. On a
1d6 acid dam age. failed save, a creature takes 6d8 radiant dam age and
R ound 3. You call six bolts o f lightning from the is blinded until your next turn. On a su ccessfu l save,
clou d to strike six creatu res or objects o f your ch oice it takes h alf as m uch dam age and isn’t blinded by this
beneath the cloud. A given creature or object ca n ’t be spell. U ndead and o o z e s have disadvantage on this
struck by m ore than on e bolt. A struck creature must saving throw.
m ake a Dexterity saving throw. T h e creature takes You can create a n ew line o f radiance as your action
10d6 lightning dam age on a failed save, or h alf as m uch on any turn until the spell ends.
dam age on a su ccessfu l one. F or the duration, a m ote o f brilliant radiance sh in es in
Round 4. H ailstones rain dow n from the your hand. It sheds bright light in a 30 -foot radius and
cloud. E ach creature under the cloud takes 2d6 dim light for an additional 30 feet. This light is sunlight.
bludgeon ing dam age.
R ound 5 -1 0 . G usts and freezin g rain assail the Su n b u r s t
area under the cloud. T h e area b e c o m e s difficult 8th-level evocation
terrain and is heavily ob scu red. E ach creature there Casting Tim e: 1 action
takes 1d6 cold dam age. R an ged w eap on attacks in Range: 150 feet
the area are im possible. T h e w in d and rain coun t as Components: V, S, M (fire and a p iece o f sunstone)
a severe distraction for the p u rp oses o f m aintaining Duration: Instantaneous
concentration on spells. Finally, gusts o f stron g w ind
Brilliant sunlight flashes in a 60 -foot radius centered
(ranging from 20 to 50 m iles per hour) autom atically
on a point you c h o o s e w ithin range. E ach creature in
disp erse fog, m ists, and sim ilar ph enom ena in the area,
that light m ust m ake a Constitution saving throw. O n a
w hether m undane or m agical.
failed save, a creature takes 12d6 radiant dam age and is
Su g g e s t io n blinded for 1 minute. On a su ccessfu l save, it takes h alf
2nd-level enchantment as m uch dam age and isn’t blinded by this spell. U ndead
and o o z e s have disadvantage on this saving throw.
Casting Tim e: 1 action
A creature blinded by this spell m akes another
Range: 30 feet
C onstitution saving th row at the end o f each o f its turns.
Components: V, M (a sn ake’s tongue and either a bit o f
On a su ccessfu l save, it is no longer blinded.
h on eycom b or a drop o f sw eet oil)
This spell dispels any darkn ess in its area that w as
Duration: C oncentration, up to 8 hours
created by a spell.
You suggest a cou rse o f activity (lim ited to a sentence
or tw o) and m agically influence a creature you can Sw if t Q u iv e r

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

th ose w h o say a certain passw ord. 5th-level transmutation


W h en you in scribe the glyph, c h o o s e one o f the Casting Tim e: 1 action
options b elow for its effect. O nce triggered, the glyph Range: 6 0 feet
glow s, filling a 60-foot-radius sphere with dim light Components: V, S
for 10 minutes, after w hich tim e the spell ends. Each Duration: Concentration, up to 10 m inutes
creature in the sphere w hen the glyph activates is
You gain the ability to m ove or m anipulate creatures
targeted by its effect, as is a creature that enters the
or objects by thought. W h en you cast the spell, and as
sphere for the first time on a turn or ends its turn there.
your action each round for the duration, you can exert
Death. E ach target must m ake a Constitution saving
your w ill on on e creature or object that you can see
throw, taking 10d 10 n ecrotic dam age on a failed save, or
w ithin range, causing the appropriate effect below . You
h alf as m uch dam age on a su ccessfu l save.
can affect the sam e target round after round, or ch o o s e
D iscord. E ach target m ust m ake a Constitution saving
a n ew one at any time. If you sw itch targets, the prior
throw. On a failed save, a target bickers and argues
target is no longer affected by the spell.
w ith other creatu res for 1 minute. D uring this time,
Creature. You can try to m ove a H uge or sm aller you. Your fam iliarity w ith the destination determ ines
creature. M ake an ability ch eck with your spellcastin g w hether you arrive there su ccessfu lly. T h e DM rolls
ability con tested by the creatu re’s Strength check. If d 100 and consults the table.
you w in the contest, you m ove the creature up to 30 feet
in any direction, including upward but not beyon d the Similar O ff On
range o f this spell. Until the end o f your next turn, the Familiarity Mishap Area Target Target
creature is restrained in your telekinetic grip. A creature Permanent circle — — — 01-100
lifted upward is su sp ended in mid-air. Associated object — — — 01-100
On subsequent rounds, you can use your action to Very familiar 01-05 06-13 14-24 25-100
attempt to maintain your telekinetic grip on the creature Seen casually 01-33 34-43 44-53 54-100
by repeating the contest. Viewed once 01-43 44-53 54-73 74-100
O bject. You can try to m ove an object that w eigh s
Description 01-43 44-53 54-73 74-100
up to 1,000 pou nds. If the object isn’t being w orn or
False destination 01-50 51-100 — —
carried, you autom atically m ove it up to 30 feet in any
direction, but not beyon d the range o f this spell.
If the object is w orn or carried by a creature, you must
Familiarity. “P erm anent circle” m eans a perm anent
teleportation circle w h o s e sigil seq u en ce you know.
m ake an ability ch eck w ith your spellcastin g ability
“A ssociated o b ject” m eans that you p o s s e s s an object
contested by that creatu re’s Strength check. If you
taken from the desired destination w ithin the last six
su cceed , you pull the ob ject away from that creature and
m onths, such as a b o o k from a w iza rd ’s library, bed
can m ove it up to 30 feet in any direction but not beyond
linen from a royal suite, or a chunk o f m arble from a
the range o f this spell.
lich’s secret tom b.
You can exert fine control on objects with your
“Very fam iliar” is a place you have been very often, a
telekinetic grip, such as m anipulating a sim ple tool,
place you have carefully studied, or a place you can see
open in g a d oor or a container, stow ing or retrieving
w hen you cast the spell. “S e e n casu ally” is som ep la ce
an item from an open container, or pou ring the
you have seen m ore than on ce but w ith w h ich you aren’t
contents from a vial.
very familiar. “V iew ed o n ce ” is a place you have seen
T elepathy on ce, p ossib ly using m agic. “D escription ” is a place
8 th-level evocation w h ose location and appearan ce you k n ow through
som eon e else’s description, perhaps from a map.
Casting Tim e: 1 action
“False destination” is a place that d oesn ’t exist.
Range: Unlim ited
Perhaps you tried to scry an en em y’s sanctu m but
Components: V, S , M (a pair o f linked silver rings)
instead view ed an illusion, or you are attem pting to
Duration: 24 hours
teleport to a fam iliar location that no longer exists.
You create a telepathic link betw een y ou rself and On Target. You and your group (or the target object)
a w illing creature with w hich you are familiar. The appear w here you want to.
creature can be anyw here on the sam e plane of O ff Target. You and your group (or the target object)
existence as you. The spell ends if you or the target are appear a random distance away from the destination
n o longer on the sam e plane. in a random direction. D istan ce off target is 1d10 x
Until the spell ends, you and the target can 1d10 percent o f the distance that w as to be traveled.
instantaneously share w ords, im ages, sou n ds, and For exam ple, if you tried to travel 120 m iles, landed off
other sen sory m essa ges w ith one another through the target, and rolled a 5 and 3 on the tw o d 10s, then you
link, and the target r e co g n iz e s you as the creature it w ould be o ff target by 15 percent, or 18 m iles. The DM
is com m u n ica tin g with. T h e spell enables a creature determ ines the direction o ff target random ly by rollin g a
with an Intelligence sc o r e o f at least 1 to understand d8 and designating 1 as north, 2 as northeast, 3 as east,
the m eaning o f your w ord s and take in the s c o p e o f any and so on around the points o f the com p a ss. If you w ere
sen sory m essa ges you sen d to it. teleporting to a coastal city and w ou n d up 18 m iles out
at sea, you cou ld be in trouble.
T eleport Sim ilar A rea. You and your group (or the target
7th-level conjuration object) w ind up in a different area that’s visually or
Casting Time: 1 action them atically sim ilar to the target area. If you are
Range: 10 feet heading for your h om e laboratory, for exam ple, you
Components: V might w ind up in another w iza rd ’s laboratory or in
Duration: Instantaneous an alch em ical supply sh op that has m any o f the sam e
tools and im plem ents as your laboratory. Generally,
T h is spell instantly transports you and up to eight
you appear in the closest sim ilar place, but sin ce the
w illing creatu res o f your ch oice that you can see w ithin
spell has no range limit, you cou ld conceivably w in d up
range, or a single object that you can see w ithin range,
anyw here on the plane.
to a destination you select. If you target an object, it
Mishap. The sp ell’s unpredictable m agic results in a
must be able to fit entirely inside a 10-foot cube, and it
difficult journey. Each teleporting creature (or the target
ca n ’t be held or carried by an unw illing creature.
object) takes 3 d10 fo rce dam age, and the DM rerolls on
Th e destination you c h o o s e must be kn ow n to you,
and it must be on the sam e plane o f existence as
the table to see w here you w ind up (multiple m ishaps T haum aturgy
can occu r, dealing dam age each time). Transmutation cantrip

T e l e p o r t a t io n C ir c l e Casting Tim e: 1 action


5th-level conjuration Range: 30 feet
Components: V
Casting Tim e: 1 m inute
Duration: Up to 1 m inute
Range: 10 feet
Components: V, M (rare chalks and inks in fused with You m anifest a m inor w onder, a sign o f supernatural
preciou s gem s w ith 50 gp, w h ich the spell con su m es) pow er, w ithin range. You create on e o f the follow in g
Duration: 1 round m agical effects within range:

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

T h is spell creates a circular, h orizontal plane o f force, T hunderous Sm it e


3 feet in diam eter and 1 inch thick, that floats 3 feet 1st-level evocation
above the ground in an u n occu p ied sp ace o f your ch oice Casting Tim e: 1 bon u s action
that you can see w ithin range. T h e disk rem ains for the Range: S e lf
duration, and can hold up to 5 0 0 pou nds. If m ore w eight
Components: V
is placed on it, the spell ends, and everything on the disk
Duration: Concentration, up to 1 minute
falls to the ground.
The disk is im m obile w hile you are w ithin 20 feet o f T h e first tim e you hit w ith a m elee w eap on attack
it. If you m ove m ore than 20 feet away from it, the disk during this spell’s duration, your w ea p on rings with
follow s you so that it rem ains w ithin 20 feet o f you. It thunder that is audible w ithin 3 0 0 feet o f you, and the
can m ove a cro ss uneven terrain, up or dow n stairs, attack d eals an extra 2d6 thunder dam age to the target.
slop es and the like, but it ca n ’t c ro s s an elevation change Additionally, if the target is a creature, it m ust su cceed
o f 10 feet or m ore. F or exam ple, the disk ca n ’t m ove on a Strength saving th row or be pu sh ed 10 feet away
a cross a 10-foot-deep pit, nor cou ld it leave such a pit if it from you and kn ock ed prone.
w as created at the bottom .
T hunderw ave
If you m ove m ore than 100 feet from the disk (typically
1st-level evocation
b eca u se it ca n ’t m ove around an obstacle to follow you),
the spell ends. Casting Tim e: 1 action
Range: S e lf (15-foot cube)
Components: V, S T ree St r i d e
Duration: Instantaneous 5th-level conjuration
A w ave o f thunderous force sw eep s out from you. Each Casting Tim e: 1 action
creature in a 15-foot cu b e originating from you must Range: S elf
m ake a Constitution saving throw. On a failed save, a Components: V, S
creature takes 2d8 thunder dam age and is pu sh ed 10 Duration: Concentration, up to 1 minute
feet away from you. On a su ccessfu l save, the creature
You gain the ability to enter a tree and m ove from inside
takes h alf as m uch dam age and isn’t pushed.
it to inside another tree o f the sa m e kind w ithin 500
In addition, u n secu red ob jects that are com pletely
feet. Both trees must be living and at least the sam e size
w ithin the area o f effect are autom atically p u sh ed 10 feet
as you. You m ust use 5 feet o f m ovem ent to enter a tree.
away from you by the sp ell’s effect, and the spell em its a
You instantly k n ow the location o f all other trees o f the
thunderous b o o m audible out to 3 0 0 feet.
sam e kind w ithin 5 0 0 feet and, as part o f the m ove u sed
A t H igher Levels. W h en you cast this spell using a
to enter the tree, can either pass into on e o f th ose trees
spell slot o f 2nd level or higher, the dam age in creases by
or step out o f the tree y ou ’re in. You appear in a spot o f
1d8 for each slot level above 1st.
your ch oice w ithin 5 feet o f the destination tree, using
T im e St o p another 5 feet o f m ovem ent. If you have no m ovem ent
left, you appear w ithin 5 feet o f the tree you entered.
9th-level transmutation
You can u se this transportation ability on ce per round
Casting Tim e: 1 action for the duration. You m ust end each turn outside a tree.
Range: S elf
Components: V T rue Polym orph
Duration: Instantaneous 9th-level transmutation
You briefly stop the flow o f tim e for everyone but Casting Tim e: 1 action
yourself. N o tim e p a sses for other creatures, w hile you Range: 30 feet
take 1d4 + 1 turns in a row, during w hich you ca n use Components: V, S, M (a drop o f m ercury, a dollop o f
actions and m ove as norm al. gum arabic, and a w isp o f sm oke)
This spell ends if on e o f the actions you u se during Duration: Concentration, up to 1 hour
this period, or any effects that you create during this
C h oose on e creature or n onm agical object that you
period, affects a creature other than you or an object
can see w ithin range. You transform the creature into
being w orn or carried by som eon e other than you. In
a different creature, the creature into an object, or the
addition, the spell ends if you m ove to a place m ore than
object into a creature (the object must be neither w orn
1,0 00 feet from the location w here you cast it.
nor carried by another creature). T h e transform ation
T ongues lasts for the duration, or until the target d rops to 0 hit
points or dies. If you concentrate on this spell for the full
3rd-level divination
duration, the transform ation b e c o m e s perm anent.
Casting Tim e: 1 action Sh a pech an gers aren’t affected by this spell. An
Range: Touch unw illing creature can m ake a W isd om saving throw,
Components: V, M (a sm all clay m od el o f a ziggurat) and if it su cceed s, it isn’t affected by this spell.
Duration: 1 hour C reature into Creature. If you turn a creature into
T h is spell grants the creature you touch the ability to another kind o f creature, the new form can be any kind
understand any spoken language it hears. M oreover, you c h o o s e w h ose challen ge rating is equal to or less
w hen the target speaks, any creature that k n ow s at than the target’s (or its level, if the target d oesn ’t have a
least one language and can hear the target understands challen ge rating). The target’s gam e statistics, including
what it says. mental ability s cores, are replaced by the statistics o f
the n ew form . It retains its alignm ent and personality.
T r a n spo r t v ia Plants The target a ssu m es the hit points o f its n ew form ,
6 th-level conjuration and w hen it reverts to its norm al form , the creature
Casting Tim e: 1 action returns to the num ber o f hit points it had before it
Range: 10 feet transform ed. If it reverts as a result o f droppin g to
Components: V, S 0 hit points, any ex cess dam age carries over to its
Duration: 1 round n orm al form . A s long as the ex ce s s dam age d oesn ’t
reduce the creatu re’s n orm al form to 0 hit points, it isn’t
This spell creates a m agical link betw een a Large or kn ock ed u n con sciou s.
larger inanim ate plant w ithin range and another plant, Th e creature is lim ited in the actions it can perform by
at any distance, on the sa m e plane o f existence. You the nature o f its n ew form , and it ca n ’t speak, cast spells,
m ust have seen or tou ched the destination plant at least or take any other action that requ ires hands or sp eech
o n ce before. For the duration, any creature can step into unless its n ew form is capable o f such actions.
the target plant and exit from the destination plant by Th e target’s gear m elds into the new form . The
using 5 feet o f m ovem ent. creature ca n ’t activate, use, w ield, or oth erw ise benefit
from any o f its equipm ent.
O bject into Creature. You can turn an ob ject into target’s defen ses. On your next turn, you gain advantage
any kind o f creature, as long as the creatu re’s size on your first attack roll against the target, provided that
is no larger than the o b ject’s size and the creatu re’s this spell hasn ’t ended.
challen ge rating is 9 or lower. T h e creature is friendly to
you and your com pa n ion s. It acts on each o f your turns. T sun am i

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

A n onm agical w all o f solid stone springs into existence W a r d in g B o n d


at a point you c h o o s e w ithin range. T h e w all is 6 inches 2 nd-level abjuration
thick and is co m p o s e d o f ten 10-foot-by-10-foot panels. Casting Tim e: 1 action
E ach panel m ust be contigu ou s w ith at least on e other Range: Touch
panel. Alternatively, you can create 10-foot-by-20-foot Components: V, S , M (a pair o f platinum rings w orth at
panels that are only 3 in ch es thick. least 50 gp each, w h ich you and the target must w ear
If the w all cuts through a creatu re’s sp ace w hen it for the duration)
appears, the creature is pu sh ed to one side o f the wall Duration: 1 hour
(your choice). If a creature w ou ld b e surrounded on all
sides by the w all (or the w all and another solid surface), T h is spell w ards a w illin g creature you touch and
that creature can m ake a D exterity saving throw. On a creates a m ystic con n ection b etw een you and the target
su cce s s, it can u se its reaction to m ove up to its sp eed so until the spell ends. W h ile the target is w ithin 6 0 feet o f
that it is no longer en closed by the w all. you, it gains a +1 bon u s to AC and saving throw s, and
T h e w all can have any shape you desire, though it it has resistan ce to all dam age. A lso, each time it takes
ca n ’t o ccu p y the sam e sp ace as a creature or object. dam age, you take the sam e am ount o f dam age.
The w all d oesn ’t need to b e vertical or rest on any firm T h e spell en ds if you d rop to 0 hit points or if you
foundation. It must, however, m erge with and b e solidly and the target b e c o m e separated by m ore than 60 feet.
supported by existing stone. Thus, you can use this spell It a lso ends if the spell is cast again on either o f the
to bridge a chasm or create a ramp. con n ected creatures. You can also dism iss the spell
If you create a span greater than 20 feet in length, you as an action.
m ust halve the size o f each panel to create supports.
W a t e r B r e a t h in g
You can crudely shape the w all to create crenellations,
3rd-level transmutation (ritual)
battlem ents, and s o on.
T he w all is an object m ade o f stone that can be Casting Tim e: 1 action
dam aged and thus breached. E ach panel has AC 15 and Range: 30 feet
30 hit points per inch o f th ickness. R edu cin g a panel Components: V, S , M (a short reed or p iece o f straw)
to 0 hit points destroys it and m ight cau se con n ected Duration: 24 hours
panels to collap se at the D M ’s discretion. T h is spell grants up to ten w illing creatu res you can see
If you maintain your concentration on this spell for w ithin range the ability to breathe underw ater until the
its w hole duration, the w all b e c o m e s perm anent and spell ends. A ffected creatures also retain their norm al
ca n ’t be dispelled. O therw ise, the w all disappears w hen m od e o f respiration.
the spell ends.
Water Walk
Wall of T horns
3rd-level transmutation (ritual)
6 th-level conjuration
Casting Time: 1 action
Casting Tim e: 1 action Range: 30 feet
Range: 120 feet Components: V, S, M (a p iece o f cork)
Components: V, S, M (a handful o f thorns) Duration: 1 hour
Duration: Concentration, up to 10 m inutes
T h is spell grants the ability to m ove a cross any liquid
Y ou create a w all o f tough, pliable, tangled brush su rface—such as water, acid, mud, snow , quicksand,
bristling with n eedle-sh arp thorns. T h e w all appears or lava—as if it w ere h arm less solid ground (creatures
w ithin range on a solid su rface and lasts for the crossin g m olten lava can still take dam age from the
duration. You c h o o s e to m ake the w all up to 60 feet heat). Up to ten w illing creatu res you can see within
long, 10 feet high, and 5 feet thick or a circle that has range gain this ability for the duration.
a 20 -foot diam eter and is up to 20 feet high and 5 feet If you target a creature su bm erged in a liquid, the
thick. The w all b lock s line o f sight. spell carries the target to the su rface o f the liquid at a
W h en the w all appears, each creature w ithin its area rate o f 60 feet per round.
m ust m ake a D exterity saving throw. On a failed save,
a creature takes 7d8 piercing dam age, or h alf as m uch W eb
dam age on a su ccessfu l save. 2 nd-level conjuration
A creature can m ove through the w all, albeit slow ly
Casting Tim e: 1 action
and painfully. For every 1 foot a creature m oves
Range: 60 feet
through the wall, it must sp end 4 feet o f m ovem ent.
Components: V, S, M (a bit o f spiderw eb)
F urtherm ore, the first tim e a creature enters the w all
Duration: C oncentration, up to 1 hour
on a turn or ends its turn there, the creature must
You conjure a m a ss o f thick, sticky w ebbin g at a point o f You and up to ten w illing creatures you can see
your ch oice w ithin range. T h e w eb s fill a 20 -foot cube w ithin range assu m e a gaseou s form for the duration,
from that point for the duration. T h e w eb s are difficult appearing as w isp s o f cloud. W h ile in this cloud form ,
terrain and lightly ob scu re their area. a creature has a flying sp eed o f 3 0 0 feet and has
If the w eb s aren’t an chored b etw een tw o solid m a sses resistan ce to dam age from n onm agical w eapon s. The
(such as w alls or trees) or layered a cross a floor, wall, only actions a creature can take in this form are the
or ceiling, the con ju red w eb colla p ses on itself, and the D ash action or to revert to its n orm al form . Reverting
spell ends at the start o f your next turn. W eb s layered takes 1 minute, during w hich tim e a creature is
over a flat su rface have a depth o f 5 feet. incapacitated and ca n ’t m ove. Until the spell ends, a
E ach creature that starts its turn in the w eb s or that creature can revert to cloud form , w hich also requires
enters them during its turn must m ake a Dexterity the 1-minute transform ation.
saving throw. O n a failed save, the creature is restrained If a creature is in cloud form and flying w hen the effect
as long as it rem ains in the w ebs or until it breaks free. ends, the creature d escen d s 60 feet per round for 1
A creature restrained by the w eb s can use its action to minute until it lands, w h ich it d o e s safely. If it ca n ’t land
m ake a Strength ch eck against your spell save DC. If it after 1 minute, the creature falls the rem aining distance.
su cceed s, it is no longer restrained.
T h e w eb s are flam m able. Any 5-foot cube o f w ebs W in d Wall
ex p o se d to fire bu rns away in 1 round, dealing 2d4 fire 3rd-level evocation
dam age to any creature that starts its turn in the fire. Casting Tim e: 1 action
Range: 120 feet
W e ir d
Components: V, S, M (a tiny fan and a feather o f
9th-level illusion exotic origin)
Casting Tim e: 1 action Duration: Concentration, up to 1 minute
Range: 120 feet
A w all o f strong w in d rises from the ground at a point
Components: V, S
you c h o o s e w ithin range. You can m ake the w all up
Duration: Concentration, up to on e minute
to 50 feet long, 15 feet high, and 1 foot thick. You can
D raw ing on the deepest fears o f a group o f creatures, shape the w all in any w ay you c h o o s e s o long as it
you create illusory creatu res in their m inds, visible m akes one continu ou s path along the ground. T h e w all
only to them . E ach creatu re in a 30-foot-radius lasts for the duration.
sphere centered on a point o f your ch oice w ithin W h en the w all appears, each creature w ithin its area
range m ust m ake a W isd om saving throw. On a failed m ust m ake a Strength saving throw. A creature takes
save, a creature b e c o m e s frightened for the duration. 3d8 bludgeon ing dam age on a failed save, or h alf as
T h e illusion calls on the creatu re’s deepest fears, m uch dam age on a su ccessfu l one.
m anifesting its w orst n ightm ares as an im placable The stron g w ind keeps fog, sm oke, and other gases at
threat. At the start o f each o f the frightened creatu re’s bay. S m all or sm aller flying creatu res or ob jects ca n ’t
turns, it m ust su cce e d on a W isd om saving th row or pass through the wall. L o o se , lightw eight m aterials
take 4 d10 psychic dam age. On a su ccessfu l save, the brought into the w all fly upward. A rrow s, bolts, and
spell ends for that creature. other ordinary p rojectiles launched at targets behind
the w all are deflected upward and autom atically m iss.
W in d Walk (B ou lders hurled by giants or siege engines, and sim ilar
6 th-level transmutation projectiles, are unaffected.) Creatures in gaseou s form
Casting Tim e: 1 minute ca n ’t pass through it.
Range: 30 feet
W is h
Components: V, S, M (fire and holy water)
Duration: 8 hours 9th-level conjuration
Casting Tim e: 1 action
Range: S elf
Components: V
Duration: Instantaneous

Wish is the m ightiest spell a m ortal creature can


cast. By sim ply speakin g aloud, you can alter the very
foundations o f reality in a ccord w ith your desires.
T h e basic use o f this spell is to duplicate any other
spell o f 8th level or lower. You d on ’t n eed to m eet any
requirem ents in that spell, including costly com pon ents.
Th e spell sim ply takes effect.
Alternatively, you can create on e o f the follow in g
effects o f your choice:

• You create on e object o f up to 2 5 ,0 0 0 gp in value that


isn’t a m a gic item. T h e object can b e no m ore than
3 0 0 feet in any dim ension, and it appears in an u n o c­ also en ds if the target is ever outside the sp ell’s range or
cupied sp ace you can see on the ground. if it has total cover from you.
• You allow up to tw enty creatu res that you can see to A t H igher Levels. W h en you cast this spell using
regain all hit points, and you end all effects on them a spell slot o f 2nd level or higher, the initial dam age
d escrib ed in the greater restoration spell. in creases by 1d12 for each slot level above 1st.
• You grant up to ten creatures that you can see resis­
tance to a dam age type you ch oose. W ord of R ecall

• 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

Deity Alignment Suggested Domains Symbol


Auril, goddess o f winter NE Nature, Tempest Six-pointed snowflake
Azuth, god o f wizards LN Knowledge Left hand pointing upward, outlined in fire
Bane, god o f tyranny LE War Upright black right hand, thumb and fingers together
Beshaba, goddess of misfortune CE Trickery Black antlers
Bhaal, god o f murder NE Death Skull surrounded by a ring o f blood droplets
Chauntea, goddess o f agriculture NG Life Sheaf o f grain or a blooming rose over grain
Cyric, god o f lies CE Trickery White jawless skull on black or purple sunburst
Deneir, god o f writing NG Knowledge Lit candle above an open eye
Eldath, goddess o f peace NG Life, Nature Waterfall plunging into still pool
Gond, god of craft N Knowledge Toothed cog with four spokes
Helm, god o f protection LN Life, Light Staring eye on upright left gauntlet
Ilmater, god o f endurance LG Life Hands bound at the wrist with red cord
Kelemvor, god o f the dead LN Death Upright skeletal arm holding balanced scales
Lathander, god o f birth and renewal NG Life, Light Road traveling into a sunrise
Leira, goddess o f illusion CN Trickery Point-down triangle containing a swirl o f mist
Lliira, goddess o f joy CG Life Triangle o f three six-pointed stars
Loviatar, goddess o f pain LE Death Nine-tailed barbed scourge
Malar, god o f the hunt CE Nature Clawed paw
Mask, god o f thieves CN Trickery Black mask
Mielikki, goddess o f forests NG Nature Unicorn’s head
Milil, god o f poetry and song NG Light Five-stringed harp made of leaves
Myrkul, god o f death NE Death White human skull
Mystra, goddess o f magic NG Knowledge Circle o f seven stars, or nine stars encircling a
flowing red mist, or a single star
Oghma, god o f knowledge N Knowledge Blank scroll
Savras, god o f divination and fate LN Knowledge Crystal ball containing many kinds o f eyes
Selune, goddess o f the moon CG Knowledge, Life Pair o f eyes surrounded by seven stars
Shar, goddess o f darkness and loss NE Death, Trickery Black disk encircled with a border
Silvanus, god o f wild nature N Nature Oak leaf
Sune, goddess o f love and beauty CG Life, Light Face o f a beautiful red-haired woman
Talona, goddess o f disease and poison CE Death Three teardrops on a triangle
Talos, god o f storms CE Tempest Three lightning bolts radiating from a central point
Tempus, god o f war N War Upright flaming sword
Torm, god o f courage and self-sacrifice LG War White right gauntlet
Tymora, goddess o f good fortune CG Trickery Face-up coin
Tyr, god o f justice LG War Balanced scales resting on a warhammer
Umberlee, goddess o f the sea CE Tempest Wave curling left and right
Waukeen, goddess o f trade N Knowledge, Trickery Upright coin with Waukeen’s profile facing left
D eities o f G reyhawk

Deity Alignment Suggested Dom ains Symbol


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

D e it ie s o f D r a g o n l a n c e

The C o d s o f Good Alignment Suggested Dom ains Symbol


Paladine, god o f rulers and guardians LG War Silver triangle
Branchala, god o f music NG Light Bard’s harp
Habbakuk, god o f animal life and the sea NG Nature, Tempest Blue bird
Kiri-Jolith, god o f honor and war LG War Bison’s horns
Majere, god o f meditation and order LG Knowledge Copper spider
Mishakal, goddess o f healing LG Knowledge, Life Blue infinity sign
Solinari, god o f good magic LG no clerics White circle or sphere

The G od s o f Neutrality Alignment Suggested Dom ains Symbol


Gilean, god o f knowledge N Knowledge Open book
Chislev, goddess o f nature N Nature Feather
Reorx, god o f craft N Knowledge Forging hammer
Shinare, goddess o f wealth and trade N Knowledge, Trickery Griffon’s wing
Sirrion, god o f fire and change N Nature Multi-colored fire
Zivilyn, god o f wisdom N Knowledge Great green or gold tree
Lunitari, goddess o f neutral magic N no clerics Red circle or sphere

The G od s o f Evil Alignment Suggested Dom ains Symbol


Takhisis, goddess o f night and hatred LE Death Black crescent
Chemosh, god o f the undead LE Death Yellow skull
Hiddukel, god of lies and greed CE Trickery Broken merchant’s scales
Morgion, god o f disease and secrecy NE Death Hood with two red eyes
Sargonnas, god o f vengeance and fire LE War Stylized red condor
Zeboim, goddess o f the sea and storms CE Tempest Turtle shell
Nuitari, god o f evil magic LE no clerics Black circle or sphere
D eities of Eberron
The Sovereign Host Alignment Suggested Dom ains Symbol
Arawai, goddess o f fertility NG Life, Nature Sheaf of wheat tied with green ribbon
Aureon, god o f law and knowledge LN Knowledge Open tome
Balinor, god o f beasts and the hunt N Life, Nature Pair o f antlers
Boldrei, goddess of community and home LG Life Fire in a stone hearth
Dol Arrah, goddess of sunlight and honor LG Light, War Rising sun
Dol Dorn, god o f strength at arms CG War Longsword crossed over a shield
Kol Korran, god o f trade and wealth N Trickery Nine-sided gold coin
Olladra, goddess of good fortune NG Life, Trickery Domino
Onatar, god of craft NG Knowledge Crossed hammer and tongs

The Dark Six Alignment Suggested Dom ains Symbol


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

Other Faiths o f Eberron Alignment Suggested Dom ains Symbol


The Silver Flame, deity of protection and good LG Life, Light, War Flame drawn on silver or molded from silver
The Blood of Vol, philosophy o f immortality LN Death, Life Stylized dragon skull on red teardrop gem
and undeath
Cults o f the Dragon Below, deities o f madness NE Trickery Varies
The Path of Light, philosophy o f light and LN Life, Light Brilliant crystal
self-improvement
The Undying Court, elven ancestors NG Knowledge, Life Varies
The Spirits of the Past, elven ancestors CG War Varies

N o n h u m a n D eities

Deity Alignment Suggested Dom ains Symbol


Bahamut, dragon god of good LG Life, War Dragon’s head in profile
Blibdoolpoolp, kuo-toa goddess NE Death Lobster head or black pearl
Corellon Larethian, elf deity o f art and magic CG Light Quarter moon or starburst
Deep Sashelas, elf god o f the sea CG Nature, Tempest Dolphin
Eadro, merfolk deity o f the sea N Nature, Tempest Spiral design
Garl Glittergold, gnome god of trickery and wiles LG Trickery Gold nugget
Grolantor, hill giant god o f war CE War Wooden club
Gruumsh, orc god o f storms and war CE Tempest, War Unblinking eye
Hruggek, bugbear god of violence CE War Morningstar
Kurtulmak, kobold god o f war and mining LE War Gnome skull
Laogzed, troglodyte god o f hunger CE Death Image o f the lizard/toad god
Lolth, drow goddess of spiders CE Trickery Spider
Maglubiyet, goblinoid god of war LE War Bloody axe
Moradin, dwarf god o f creation LG Knowledge Hammer and anvil
Rillifane Rallathil, wood elf god of nature CG Nature Oak
Sehanine Moonbow, elf goddess o f the moon CG Knowledge Crescent moon
Sekolah, sahuagin god of the hunt LE Nature, Tempest Shark
Semuanya, lizardfolk deity o f survival N Life Egg
Skerrit, centaur and satyr god o f nature N Nature Oak growing from acorn
Skoraeus Stonebones, god of stone giants and art N Knowledge Stalactite
Surtur, god o f fire giants and craft LE Knowledge, War Flaming sword
Thrym, god of frost giants and strength CE War White double-bladed axe
Tiamat, dragon goddess of evil LE Trickery Dragon head with five claw marks
Yondalla, halfling goddess o f fertility and protection LG Life Shield
F a n t a s y - H i s t o r i c a l Pa n t h e o n s
T h e Celtic, Egyptian, G reek, and N orse pantheons are
fantasy interpretations o f historical religions from our
w orld ’s ancient tim es. Th ey include deities that are
m ost appropriate for u se in a D & D gam e, divorced from
their h istorical context in the real w orld and united into
pantheons that serve the n eeds o f the game.

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.

The G reek Pa n t h eon


The g od s o f O lym pus m ake them selves kn ow n with the
gentle lap o f w aves against the sh ores and the crash of
the thunder am ong the cloud -enshroud ed peaks. The
thick boar-infested w o o d s and the sere, olive-covered
h illsides hold eviden ce o f their passing. Every aspect
o f nature e c h o e s w ith their p resen ce, and they’ve m ade
a place for them selves inside the hum an heart, too.

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.

Deity Alignment Suggested Dom ains Symbol


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

G reek D e it ie s

Deity Alignment Suggested Dom ains Symbol


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

Deity Alignment Suggested Dom ains Symbol


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

N o r se D e it ie s

Deity Alignment Suggested Dom ains Symbol


Odin, god of knowledge and war NG Knowledge, War Watching blue eye
Aegir, god o f the sea and storms NE Tempest Rough ocean waves
Balder, god o f beauty and poetry NG Life, Light Gem-encrusted silver chalice
Forseti, god o f justice and law N Light Head o f a bearded man
Frey, god o f fertility and the sun NG Life, Light Ice-blue greatsword
Freya, goddess o f fertility and love NG Life Falcon
Frigga, goddess o f birth and fertility N Life, Light Cat
Heimdall, god o f watchfulness and loyalty LG Light, War Curling musical horn
Hel, goddess o f the underworld NE Death Woman’s face, rotting on one side
Hermod, god o f luck CN Trickery Winged scroll
Loki, god o f thieves and trickery CE Trickery Flame
Njord, god o f sea and wind NG Nature, Tempest Gold coin
Odur, god o f light and the sun CG Light Solar disk
Sif, goddess o f war CG War Upraised sword
Skadi, god o f earth and mountains N Nature Mountain peak
Surtur, god o f fire giants and war LE War Flaming sword
Thor, god o f storms and thunder CG Tempest, War Hammer
Thrym, god o f fire giants and cold CE War White double-bladed axe
Tyr, god of courage and strategy LN Knowledge, War Sword
Uller, god o f hunting and winter CN Nature Longbow
A p p e n d ix C : T h e P l a n e s o f E x is t e n c e
N
I CREDIBLY VAST IS THE COSMOS OF THE The best-kn ow n w orld s in the m ultiverse are the
D u n g e o n s & D r a g o n s gam e, w h ich teem s on es that have been published as official cam paign
with a multitude o f w orld s as w ell as myriad settings for the D & D gam e over the y ea rs—Greyhawk,
alternate dim ension s o f reality, called the planes B lackm oor, D ragon lance, the Forgotten R ealm s,
of existence. It e n com p a sses every w orld Mystara, Birthright, D ark Sun, and E berron, am ong
w here D u n geon M asters run their adventures, others. E ach o f these w orld s boasts its ow n cast o f
all w ithin the relatively m undane realm o f the h eroic adventurers and sch em in g villains, its ow n
Material Plane. B eyond that plane are dom ains ancient ruins and forgotten artifacts, its ow n du ngeon s
o f raw elem ental matter and energy, realm s o f pure and its ow n dragons. But if your cam paign takes place
thought and ethos, the h om es o f d em on s and angels, on on e o f th ese w orlds, it b elon gs to your DM —you
and the dom in ion s o f the gods. might im agine it as one o f th ou san ds o f parallel versions
M any sp ells and m agic item s can draw energy o f the w orld, w hich m ight diverge w ildly from the
from these planes, su m m on the creatures that dwell published version.
there, com m u n icate w ith their denizens, and allow
adventurers to travel there. A s your character achieves M a t e r ia l E c h o e s
greater p ow er and higher levels, you might undertake
The M aterial Plane is a richly m agical place, and its
a quest to rescu e a friend from the h orrific depths o f
m agical nature is reflected in the tw o planes that share
the A byss, or find y ou rself hoisting a tankard w ith the
its central place in the m ultiverse. T h e Feyw ild and the
friendly giants o f Ysgard. You m ight w alk on streets
Sh adow fell are parallel dim en sion s occu p yin g the sam e
m ade o f solid fire or test your m ettle on a battlefield
cosm o lo g ica l space, s o they are often called e ch o planes
w h ere the fallen are resu rrected with each dawn.
or m irror planes to the M aterial P lane. T h e w orld s and
la n dsca pes o f th ese planes m irror the natural w orld
T he M a t e r ia l Pla n e o f the M aterial Plane but reflect th ose features into
The M aterial Plane is the nexus w here the p h ilosoph ica l different form s—m ore m arvelous and m agical in the
and elem ental forces that define the other p lanes collide Feywild, distorted and colorless in the Shadow fell.
in the ju m b led existence o f m ortal life and m undane W h ere a v olca n o stands in the M aterial Plane, a
matter. All the w orld s o f D & D exist w ithin the Material m ountain topped with skyscraper-sized crystals that
P lane, m aking it the starting point for m ost cam paigns g low with internal fire tow ers in the Feywild, and a
and adventures. T h e rest o f the m ultiverse is defined in ja g g ed rock ou tcropping resem blin g a skull m arks the
relation to the M aterial Plane. sp ot on the Shadow fell.
The w orld s o f the M aterial P lane are infinitely diverse, T h e Feywild, also called the Plane o f Faerie, is a land
for they reflect the creative im agination o f the DM s o f soft lights and w onder, a country o f little p eople with
w h o set their gam es there, as w ell as the players w h ose great desires, a place o f m usic and death. It is a realm
h eroes adventure there. Th ey include m agic-w asted o f eternal twilight, w ith slow lanterns bob bin g in the
desert planets and island-dotted water w orlds, w orld s gentle breeze and huge fireflies bu zzing through groves
w h ere m agic com b in es w ith advanced tech n ology and and fields. T h e sky is alight with the faded co lo rs o f
others trapped in an en d less Stone Age, w orld s w here the setting, or perhaps rising, sun. But, in fact, the sun
the g od s w alk and p la ces they have abandoned. never truly sets or rises; it rem ains stationary, dusky
and low in the sky. Away from the settled areas ruled by
the S eelie Court, the land is a tangle o f sharp-toothed
bram bles and syrupy fen s—perfect territory for the
U nseelie to hunt their prey. Fey creatures, su ch as th ose
brought to the w orld by conjure woodland beings and
sim ilar spells, dw ell in the Feywild.
T h e Shadowfell, also called the Plane o f Shadow , is
a darkly lighted dim ension, a w orld o f black and white
w here c o lo r has been leach ed from everything. It is a
place o f toxic dark n ess that hates the light, w here the
sky is a black vault w ith neither sun nor stars.

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

Armor C lass 11 (natural armor)


Bl a c k Bear Hit Points 34 (4d10 + 12)
M edium beast, unaligned
Speed 40 ft., climb 30 ft.

Armor Class 11 (natural armor)


STR DEX CON IN T W IS CHA
Hit Points 19 (3d8 + 6)
19 (+4) 10 (+0) 16 (+3) 2 (-4) 13 (+1) 7 (-2)
Speed 40 ft., climb 30 ft.

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.

Claws. Melee W eapon Attack: +3 to hit, reach 5 ft., one target.


Hit: 1 (2d4 + 2) slashing damage.
C at A c t i o n s ______________________________________
Tiny beast, unaligned Bite. Melee W eapon Attack: + 4 to hit, reach 5 ft., one target.
Hit: 7 (1d10 + 2) piercing damage, and the target is grappled.
Armor Class 12 Until this grapple ends, the target is restrained, and the
Hit Points 2 (1d4) crocodile can’t bite another target.
Speed 40 ft., climb 30 ft.

STR DEX CON IN T W IS CHA D ir e W o l f


3 (-4) 15 (+2) 10 (+0) 3 (-4) 12 (+1) 7 (-2) Large beast, unaligned

Skills Perception +3, Stealth +4 Armor C lass 14 (natural armor)


Senses passive Perception 13 Hit Points 37 (5d10 + 10)
Languages — Speed 50 ft.
Challenge 0 (10 XP)
STR DEX CON IN T W IS CHA
Keen Smell. The cat has advantage on Wisdom (Perception) 17 (+3) 15 (+2) 15 (+2) 3 (-4) 12 (+1) 7 (-2)
checks that rely on smell.
Skills Perception +3, Stealth +4
A c t i o n s _______________________________________ Senses passive Perception 13
Languages —
Claws. M elee W eapon Attack: +0 to hit, reach 5 ft., one target. Challenge 1 (200 XP)
Hit: 1 slashing damage.

Keen Hearing and Smell. The wolf has advantage on Wisdom


C o n s t r ic t o r Sn a k e (Perception) checks that rely on hearing or smell.
Large beast, unaligned
Pack Tactics. The wolf has advantage on attack rolls against a
Armor Class 12 creature if at least one o f the wolf's allies is within 5 feet o f the
Hit Points 13 (2d10 + 2) creature and isn’t incapacitated.
Speed 30 ft., swim 30 ft.
A c t i o n s _______________________________________
STR DEX CON IN T W IS CHA Bite. Melee W e apo n Attack: +5 to hit, reach 5 ft., one target.
15 (+2) 14 (+2) 12 (+1) 1 (-5) 10 (+0) 3 (-4) Hit: 10 (2d6 + 3) piercing damage. If the target is a creature,
it must succeed on a DC 13 Strength saving throw or be
Senses blindsight 10 ft., passive Perception 10 knocked prone.
Languages —
Challenge 1/4 (50 XP)
Frog
Tiny beast, unaligned
A c t i o n s _______________________________________
Bite. M elee W eapon Attack: +4 to hit, reach 5 ft., one creature. Armor C lass 11
Hit: 5 (1d6 + 2) piercing damage. Hit Points 1 (1d4 - 1)
Speed 20 ft., swim 20 ft.
Constrict. M elee W eapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 6 (1d8 + 2) bludgeoning damage, and the target STR DEX CON IN T W IS CHA
is grappled. Until this grapple ends, the creature is restrained, 1 (-5) 13 (+1) 8 (-1) 1 (-5) 8 (-1) 3 (-4)
and the snake can’t constrict another target.
Skills Perception +1, Stealth +3
Senses darkvision 30 ft., passive Perception 11
C r o c o d il e Languages —
Large beast, unaligned Challenge 0 (0 XP)

Armor C lass 12 (natural armor)


Hit Points 19 (3d10 + 3) Amphibious. The frog can breathe air and water.
Speed 20 ft., swim 30 ft. Standing Leap. As part o f its movement and without a running
start, the frog can long jump up to 10 feet and high jump
STR DEX CON IN T W IS CHA up to 5 feet.
15 (+2) 10 (+0) 13 (+1) 2 (-4) 10 (+0) 5 (-3)

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.

STR DEX CON IN T W IS CHA


Keen Sight. The eagle has advantage on Wisdom (Perception) 5 (-3) 16 (+3) 8 (-1) 2 (-4) 14 (+2) 6 (-2)
checks that rely on sight.
Skills Perception +4
A c t i o n s _______________________________________ Senses passive Perception 14
Multiattack. The eagle makes two attacks, one with its beak Languages —
and one with its talons. Challenge 0 (10 XP)

Beak. M elee W eapon Attack: +5 to hit, reach 5 ft., one target.


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

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)

Web Walker. The spider ignores movement restrictions caused


by webbing. Shapechanger. The imp can use its action to polymorph into
the beast form o f a rat, a raven, or a spider, or into its devil
A c t i o n s _______________________________________ form. Its statistics are the same in each form, although its
Bite. M elee W e apo n Attack: +5 to hit, reach 5 ft., one creature. attack is different in some o f them. Any equipment it carries is
Hit: 7 (1d8 + 3) piercing damage, and the target must make a not transformed. If slain, the imp reverts to its devil form.
DC 11 Constitution saving throw, taking 9 (2d8) poison damage D evil’s Sight. Magical darkness doesn’t impede the
on a failed save, or half as much damage on a successful one. If imp’s darkvision.
the poison damage reduces the target to 0 hit points, the target
is stable but poisoned for 1 hour, and paralyzed while poisoned Magic Resistance. The imp has advantage on saving throws
in this way. against spells and other magical effects.
A c t i o n s _______________________________________ Pounce. If the lion moves at least 20 feet straight toward a
target right before hitting it with a claw attack, the target must
Sting (Bite in Beast Form). Melee W e apo n Attack: +5 to hit,
succeed on a DC 13 Strength saving throw or be knocked
reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and
prone. If the target is prone, the lion can take a bonus action to
the target must make on a DC 11 Constitution saving throw,
make one bite attack against it.
taking 10 (3d6) poison damage on a failed save, or half as
much damage on a successful one. Running Leap. As part o f its movement and after a 10-foot
running start, the lion can long jump up to 25 feet.
Invisibility. The imp turns invisible until it attacks or until its
concentration ends. Anything the invisible imp is carrying or A c t i o n s _______________________________________
wearing is invisible as long as it remains in contact with the imp.
Bite. Melee W eapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d8 + 3) piercing damage.
L io n Claw. M elee W e apo n Attack: +5 to hit, reach 5 ft., one target.
Large beast, unaligned
Hit: 6 (1d6 + 3) slashing damage.

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

STR DEX CON IN T W IS CHA Armor C lass 12


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

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.

STR DEX CON IN T W IS CHA


14 (+2) 10 (+0) 13 (+1) 2 (-4) 10 (+0) 5 (-3)

Senses passive Perception 10


Languages —
Challenge 1/8 (25 XP)

Beast o f Burden. The mule is considered to be a Large animal


for the purpose o f determining its carrying capacity.

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


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

A c t i o n s _______________________________________
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

Armor Class 11 Armor Class 13


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

STR DEX CON IN T W IS CHA STR DEX CON IN T W IS CHA


3 (-4) 13 (+1) 8 (-1) 2 (-4) 12 (+1) 7 (-2) 2 (-4) 16 (+3) 11 (+0) 1 (-5) 10 (+0) 3 (-4)

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


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

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

Armor C lass 13 (natural armor)


Pa n t h e r Hit Points 7 (2d4 + 2)
M edium beast, unaligned Speed 15 ft., fly 60 ft.

Armor C lass 12 STR DEX CON IN T W IS CHA


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

Magic Resistance. The pseudodragon has advantage on saving


Keen Smell. The panther has advantage on Wisdom
throws against spells and other magical effects.
(Perception) checks that rely on smell.
Lim ited Telepathy. The pseudodragon can communicate
Pounce. If the panther moves at least 20 feet straight toward
simple ideas, emotions, and images telepathically with any
a creature right before hitting it with a claw attack, the target
creature within 100 feet o f it that can understand a language.
must succeed on a DC 12 Strength saving throw or be knocked
prone. If the target is prone, the panther can take a bonus A c t io n s ____________________________________________
action to make one bite attack against it.
Bite. M elee W eapon Attack: + 4 to hit, reach 5 ft., one target.
A c t io n s ____________________________________________ Hit: 4 (1d4 + 2) piercing damage.

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

STR DEX CON IN T W IS CHA Armor C lass 12


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

Shapechanger. The quasit can use its action to polymorph into Mimicry. The raven can mimic simple sounds it has heard,
the beast form of a bat, centipede, or toad, or into its demon such as a person whispering, a baby crying, or an animal
form. Its statistics are the same in 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.

STR DEX CON IN T W IS CHA


2 (-4) 11 (+0) 9 (-1) 2 (-4) 10 (+0) 4 (-3)

Senses darkvision 30 ft., passive Perception 10


Languages —
Challenge 0 (10 XP)

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


checks that rely on smell.
R id in g H o rse
Large beast, unaligned

Armor C lass 10
Hit Points 13 (2d10 + 2)
Speed 60 ft.

STR DEX CON IN T W IS CHA


16 (+3) 10 (+0) 12 (+1) 2 (-4) 11 (+0) 7 (-2)

Senses passive Perception 10


Languages —
Challenge 1/4 (50 XP)

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

Armor C lass 13 (armor scraps)


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

STR DEX CON IN T W IS CHA


10 (+0) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3)

D am age Vulnerabilities bludgeoning


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

STR DEX CON IN T W IS CHA Va r ia n t : Wa r h o r s e A rm o r


3 (-4) 18 (+4) 10 (+0) 14 (+2) 13 (+1) 11 (+0) An armored warhorse has an Armor Class based on the
type o f barding worn (see chapter 5 for more information
Skills Perception +3, Stealth +8 (the check is made with on barding). Its Armor Class includes the horse’s Dexterity
disadvantage if the sprite is flying) modifier, where applicable.
Senses passive Perception 13
Languages Common, Elvish, Sylvan AC Barding AC Barding
Challenge 1/4 (50 XP) 12 Leather 16 Chain mail
13 Studded leather 17 Splint
14 Ring mail 18 Plate
A c t i o n s _______________________________________ 15 Scale mail

Longsword. M elee W eapon Attack: + 2 to hit, reach 5 ft., one


target. Hit: 1 slashing damage.
T ig e r W olf
Large beast, unaligned M edium beast, unaligned

Armor C lass 12 Armor Class 13 (natural armor)


Hit Points 37 (5d10 + 10) Hit Points 11 (2d8 + 2)
Speed 40 ft. Speed 40 ft.

STR DEX CON IN T W IS CHA STR DEX CON IN T W IS CHA


17 (+3) 15 (+2) 14 (+2) 3 (-4) 12 (+1) 8 (-1) 12 (+1) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2)

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


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

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.

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


Hit: 7 (1d8 + 3) slashing damage. Z o m b ie
M edium undead, neutral evil

W arhorse Armor Class 8


Large beast, unaligned Hit Points 22 (3d8 + 9)
Speed 20 ft.
Armor C lass 11
Hit Points 19 (3d10 + 3) STR DEX CON IN T W IS CHA
Speed 60 ft. 13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)

STR DEX CON IN T W IS CHA Saving Throws Wis +0


18 (+4) 12 (+1) 13 (+1) 2 (-4) 12 (+1) 7 (-2) Dam age Immunities poison
Condition Immunities poisoned
Senses passive Perception 11 Senses darkvision 60 ft., passive Perception 8
Languages — Languages understands the languages it knew in life but can’t
Challenge 1/2 (100 XP) speak
Challenge 1/4 (50 XP)

Trampling Charge. If the horse moves at least 20 feet straight


toward a creature right before hitting it with a hooves attack, Undead Fortitude. If damage reduces the zombie to 0 hit
the target must succeed on a DC 14 Strength saving throw or points, it must make a Constitution saving throw with a DC
be knocked prone. If the target is prone, the horse can take a o f 5 + the damage taken, unless the damage is radiant or
bonus action to make another attack with its hooves against from a critical hit. On a success, the zombie drops to 1 hit
the target. point instead.

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

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