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House-Rules Bible 1.

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1) This is a living document. Changes will be made as needed.
2) The Dungeon Master (DM) will occasionally make mistakes. These mistakes are not canon and do not set
precedent. When the proper course of action is determined, it will be followed – no matter how much the
mistakes may have benefited the players or their characters and no matter the amount of time the
mistakes have persisted.
3) Players may, and should, question the DM if they have a different interpretation of the rules. However, in
the interest of keeping the game moving, this may need to be done after the game has concluded.
Protracted, at-table confrontations and rules lawyering are not appreciated; the DM is the final arbitrator
of the rules. However, pointing to an official source and quickly clarifying a rule for the DM is appreciated.
When the DM makes a decision, the matter is considered closed and the game will proceed from there with
no further discussion.
4) Responsibilities: The DM is not responsible for knowing a player’s character or the character’s abilities. The
player needs to know what their character can do in a given situation; if you forget to use your character’s
abilities or items, it’s your problem. Also, the DM is not responsible for providing the players with
materials such as books, paper, pencils, dice, character sheets, etc. If the DM gives you a handout, it should
be returned at the end of the game session.
5) Setting: The default world setting is the 5 th edition Forgotten Realms. The current year is 1481 Dale
Reckoning (DR) unless otherwise noted by the DM.
6) National Origin and Backstory: Players are free to choose any region on the Faerûnian continent as their
character’s homeland provided it is appropriate to their character’s race and backstory. Other lands on the
planet Toril, such as Kara-Tur, Zakhara, the Underdark, etc., may be used with DM permission and an
excellent backstory. A character’s backstory can be anything the player and DM feel is appropriate, but the
“loner with no family and no ties to anyone” shtick is tired and should be avoided.
7) Races: The following races may be chosen by players: Dwarves (Hill and Mountain); Elves (High and Wood);
Gnomes (Forest and Rock); Halflings (Lightfoot and Stout); Humans (Variant); Half-Elves (Player’s
Handbook version). Other races may be chosen with DM permission and an excellent backstory.
8) Sources: Except as otherwise noted (see # 5-7 above), all content in the Player’s Handbook (PHB),
Xanathar’s Guide to Everything (XGE), Sword Coast Adventurer’s Guide (SCAG), Tasha’s Cauldron of
Everything (TCE) and the latest clarifications from Sage Advice are in play and available for players’
consideration and usage (unless otherwise noted in the House Rules) – provided the players procure their
own copies (see #4 above). Where information conflicts, more recent sources supersede older ones, which
are themselves superseded by the DM and the House Rules.
9) Character Creation & Hit Points: Evil alignments or character concepts that may be disruptive to a party-
based adventure are strongly discouraged and allowed only with prior permission from the DM. Player versus
player (PvP) combat is likewise discouraged and players who are detrimental to party cohesion may be asked
to make a new character or leave the table.
Character ability scores are determined by the sum of rolling 4D6 and ignoring the lowest number. Any
score lower than 8 may be rerolled. The scores generated by these dice rolls may be arranged as the player
sees fit. These initial dice rolls should be made in full view of the other players and all players should use
the same dice for generating character ability scores. Characters with no – none, zero, zip – exceptional
ability scores (scores that grant a bonus) should be re-rolled.

Hit points (HP) at 1st level are the maximum for that class’s Hit Die plus the character’s Constitution
modifier. After 1st level the character gains a fixed amount of HP equal to the average result of the Hit
Die roll (rounded up) plus the character’s Constitution modifier.
10) Sex & Romance: While roleplaying is generally appreciated, no one wants to hear you roleplay your sexual
fantasies; the DM has no desire to roleplay your lovemaking sessions. Overtly sexual relationships between
characters are discouraged. This includes the highly-memed “bardic seduction.” Regardless of how humorous
you may find this behavior, it will almost certainly make someone else uncomfortable. One player’s fun
cannot come at the expense of another’s. Therefore, romantic/sexual relationships and seductions are not
expressly disallowed, but they will not be roleplayed at the table. A character’s romantic endeavors may be
reduced to dice rolls or brief – and ambiguous – explanations of intent (by the player) and result (by the
DM).
11) Meta-gaming: Meta-gaming is strictly not allowed. Meta-gaming is defined as “Using player-knowledge that
the character would not possess, or cannot plausibly convey, to benefit that character or another.” This
includes “table chatter” involving advice from other players that could not reasonably be transmitted
between one character and another.
12) Time Limits: In the interest of keeping the game moving, a player’s time to decide a character’s action will
be limited by the DM. Players’ Characters who do not take action before the time elapses will be
considered to be dodging (if stationary) or to be continuing their movement in a rational manner (if
moving). A mechanical or electronic timer may be employed for the sake of consistency.
13) Round-offs: Whether rounding up or down, round-offs are always in favor of the player character (PC).
14) Healing: Characters don't regain HP at the end of a long rest. Instead, a character can spend Hit Dice to
heal at the end of a long rest, just as with a short rest. Hit Dice are regained after a long rest up to a
maximum of half the character’s total Hit Dice per long rest.
15) Coffeelock and Other Exploits: Pact Magic slots are useless for anything besides casting warlock spells. The
practice of converting warlock spells slots into sorcery points, i.e. Coffelock, is not allowed. Other exploits,
e.g. Peasant Cannon, are only allowed with express permission of the DM.
16) Zero HP: Characters reduced to zero HP suffer one level of exhaustion. This is cumulative with levels of
exhaustion from other sources, including being reduced to zero HP on a prior turn and then revived.
Characters reduced to zero HP also suffer a lingering injury (see #21 below). Features such as Relentless
Endurance, Strength of the Grave, Relentless Rage, etc. and spells like Death Ward prevent acquiring the
aforementioned exhaustion and lingering injury.
17) Damage Levels: Damage levels are rated as Beaten, Bloodied, and Battered. These damage levels are as
follows:
Damage Level Table
Beaten ~75% of total HP remaining

Bloodied ~50% of total HP remaining

Battered ~25% of total HP remaining

Players may call for a creature’s damage level at any point in time provided their character can see the
other creature. Some types of creatures or extenuating circumstances may make it difficult to determine
the creature’s damage level, e.g. dark clothing may hide blood. A Wisdom (Perception) check may be
required with a difficulty class (DC) set by the DM. Some creatures, like undead or constructs, may not
show damage or may appear highly damaged while possessing full HP making an assessment of their damage
level difficult or nearly impossible.
18) Falling: Characters suffer 1D6 fall damage for each 10 feet they fall, to a maximum of 50D6 for falls of
500 feet or more. Falling characters fall at a rate of 500 feet per round and characters that fail a
Dexterity (Acrobatics) check land prone (see Hard Fall Table below for DCs). Those who succeed halve
damage and negate the need for a Hard Fall saving throw. Hard Fall saving throws are required for
characters falling 30 feet or more and are made as a DC 15 Constitution check or a DC 20 Dexterity check
that is chosen by the player before the roll is made. Failing a Hard Fall save means the character takes
maximum damage on every fall damage die. If the roll fails by five or more, the damage is doubled. The
character that fails a Hard Fall save to any extent is stunned for a number of rounds equal to the amount
by which their save was failed, suffers a level of exhaustion, and receives a lingering injury (see #21 below).

Hard Fall Table


Fall Height Damage Acrobatics DC Hard Fall Saving Throw Required?
10 feet 1D6 10 No
20 feet 2D6 15 No
30 feet 3D6 20 Yes
40 feet 4D6 25 Yes
50 feet 5D6 30 Yes
60 feet 6D6 Not possible Yes
200 feet 20D6 Not possible Yes
500 feet 50D6 Not possible Yes
Falling onto a soft or fluid surface may reduce the DC of the Acrobatics check (DM’s discretion). The DM
may decide that the manner of the fall, such as a belly flop vs a dive, modifies the DC as well. Falls that
are too high for an Acrobatics check (60 feet or more) will generally not have their damage mitigated in
any way, e.g. water does not compress well and a high fall into water is as dangerous as a fall onto stone.
19) Cleaving Through Creatures: When a melee attack reduces an undamaged creature to 0 hit points, any
excess damage from that attack might carry over to another creature nearby. The attacker targets another
creature within reach and, if the original attack roll can hit it, applies any remaining damage to it. If that
creature was undamaged and is likewise reduced to 0 hit points, repeat this process, carrying over the
remaining damage until there are no valid targets, or until the damage carried over fails to reduce an
undamaged creature to 0 HP.
20) Massive Damage: When a creature takes damage from a single source equal to or greater than half the
creature’s hit point maximum, he or she must succeed on a DC 15 Constitution saving throw or suffer a
random effect determined by a roll on the System Shock Table. For example, a creature that has a hit
point maximum of 30 must make that Constitution save if it takes 15 damage or more from a single
source.

System Shock Table


D10 Effect
1 The creature drops to 0 hit points (see #16 above) and is dying.
2-3 The creature drops to 0 hit points (see #16 above) but is stable.
4-5 The creature is stunned until the end of its next turn.
6-7 The creature can't take reactions and has disadvantage on attack rolls and
ability checks until the end of its next turn.
8-10 The creature can't take reactions until the end of its next turn.
21) Lingering Injuries: A character suffers a lingering injury when they:
o Take a critical hit
o Drop to zero HP (but not zero SHP, see #38 below) and are not killed outright. This is not
cumulative with dropping to zero HP from rolling a 1 or 2 on the system shock table above.
o Fail a saving throw by five or more
o Fail a Hard Fall saving throw by any amount (see #18 above)
o Suffer massive damage (see #20 above)

When you score a critical hit by attacking a paralyzed or unconscious creature within 5 feet of you, you can
choose the lingering injury which effects the creature as a result of the critical hit instead of rolling on the
Lingering Injuries Table below.

Lingering Injuries Table


D100 Injury
1-2 Lose an Eye. You have disadvantage on Wisdom (Perception) checks
that rely on sight and on ranged attack rolls. Magic such as the
regenerate spell can restore the lost eye. If you have no eyes left
after sustaining this injury, you're blinded.
3-4 Lose an Arm or a Hand. You can no longer hold anything with two
hands, and you can hold only a single object at a time. You lose 1 HP
per turn from blood loss until healing or cauterization is applied. Magic
such as the regenerate spell can restore the lost appendage.
5-6 Lose a Foot or Leg. Your walking speed is halved and you must use a
cane or crutch to move unless you have a peg leg or other prosthesis.
You fall prone after using the Dash action. You have disadvantage on
Dexterity checks made to balance. You lose 1 HP per turn from blood
loss until healing or cauterization is applied. Magic such as the
regenerate spell can restore the lost appendage.
7-8 Lose an Ear. You have disadvantage on Charisma (Persuasion) checks
and Wisdom (Perception) checks that rely on hearing. You have
advantage on Charisma (Intimidation) checks. Magic such as the
regenerate spell can restore the lost ear.
9-10 Lose Nose. You have disadvantage on Charisma (Persuasion) checks and
Wisdom (Perception) checks that rely on smell. You have advantage on
Charisma (Intimidation) checks. Magic such as the regenerate spell can
restore the lost nose.
11-15 Blurred Vision. You have disadvantage on Wisdom (Perception) checks
that rely on sight and on ranged attack rolls. The injury heals if you
receive magical healing. Alternatively, the injury heals after you spend
three days doing nothing but resting.
16-20 Broken Arm or Hand. You can no longer hold anything with two hands,
and you can hold only a single object at a time. The injury heals if you
receive magical healing. Alternatively, the injury heals after someone
sets the bone with a DC 15 Wisdom (Medicine) check and you spend
thirty days doing nothing but resting.
21-25 Broken Foot or Leg. Your walking speed is halved and you must use a
cane or crutch to move. You fall prone after using the Dash action.
You have disadvantage on Dexterity checks made to balance. The injury
heals if you receive magical healing. Alternatively, the injury heals after
someone sets the bone with a DC 15 Wisdom (Medicine) check and you
spend thirty days doing nothing but resting.
26-30 Ringing Ears. You have disadvantage on Wisdom (Perception) checks
that rely on hearing. The injury heals if you receive magical healing.
Alternatively, the injury heals after you spend three days doing nothing
but resting.
31-35 Limp. Your walking speed is reduced by 5 feet. You must make a DC
10 Dexterity saving throw after using the Dash action. If you fail the
save, you fall prone. Magical healing removes the limp.
36-40 Lose a Finger. You have disadvantage on Dexterity (Sleight of Hand)
checks and Dexterity checks to use fine tools (such as thieves' tools)
using the hand with which you lost the finger. Magic such as the
regenerate spell can restore the lost finger. If you lose all the fingers
from one hand, then it functions as if you had lost a hand.
41-45 Break a Finger. You have disadvantage on Dexterity (Sleight of Hand)
checks and Dexterity checks to use fine tools (such as thieves' tools)
using the hand with the broken finger. The injury heals if you receive
magical healing. Alternatively, the injury heals after someone sets the
finger with a DC 10 Wisdom (Medicine) check and you spend ten days
doing nothing but resting.
46-50 Break an Item. A randomly determined nonmagical item you hold, wear,
or carry on your person is broken or ruined. Roll a D10. On a roll of 1,
the item broken is a weapon, on a roll of 2 the item is armor or a
shield, and on a roll of 3-10 the item is anything that isn’t a shield or
weapon.
51-55 Teeth Knocked Out. You have disadvantage on Charisma (Persuasion)
checks. When you cast a spell with a verbal component a verbal
component, roll a D20, on a 1, the spell fails and the casting is lost.
The injury heals if you receive magical healing.
56-60 Festering Wound. Your hit point maximum is reduced by 1 every 24
hours the wound persists. If your hit point maximum drops to 0, you
die. The injury heals if you receive magical healing. Alternatively,
someone can tend to the wound and make a DC 15 Wisdom (Medicine)
check once every 24 hours. After ten success, the injury heals.
61-65 Open Wound. You lose 1 hit point every hour the wound persists. The
injury heals if you receive magical healing. Alternatively, someone can
tend to the wound and make a DC 15 Wisdom (Medicine) check once
every hour. After ten success, the injury heals.
66-70 Skull Fracture. Whenever you attempt an action in combat, you must
make a DC 20 Constitution saving throw. On a failed save, you lose
your action and can't use reactions until the start of your next turn.
The injury heals if you receive magical healing or if you spend thirty
days doing nothing but resting.
71-75 Punctured Lung. You can take either an action or a bonus action or
your turn, but not both. The injury heals if you receive magical
healing. If you puncture both lungs your hit points drop to 0 and you
immediately begin dying.
76-80 Internal Injury. Whenever you attempt an action in combat, you must
make a DC 15 Constitution saving throw. On a failed save, you lose
your action and can't use reactions until the start of your next turn.
The injury heals if you receive magical healing or if you spend ten days
doing nothing but resting.
81-85 Broken Ribs. This has the same effect as Internal Injury above, except
that the save DC is 10.
86-90 Horrible Scar. You have disadvantage on Charisma (Persuasion) checks
and advantage on Charisma (Intimidation) checks. Magical healing of 6th
level or higher, such as heal and regenerate, removes the injury.
91-95 Painful Scar. You have a scar which gets painful whenever it rains,
sleets, hails, or snows. Whenever you attempt an action in combat and
your scar is giving you pain, you must make a DC 15 Constitution
saving throw. On a failed save, you lose your action and can't use
reactions until the start of your next turn. The injury heals if you
receive magical healing.
96-100 Minor Scar. The scar doesn't have any adverse effect, but chicks dig it.
Magical healing of 6th level or higher, such as heal and regenerate,
removes the scar.
22) Death Saves & Resurrection: Characters who take damage while at zero HP and unconscious – as opposed
to having HP and only being unconscious from subdual damage (see #38 below), automatically fail a death
save. On a critical hit, the character automatically fails two death saves.

Each time a character returns from the dead, a persistent death save failure is added. This means that the
third time a character is brought back from the dead is their last. A character brought back from death via
a Wish or True Resurrection spell does not suffer a persistent death save failure.

When a spell, such as Resurrection or Revivify, refers to a “creature” this means and single, contiguous
piece >50% of the creature’s original form (DM’s discretion). Characters that die from stabbing damage
likely have their bodies somewhat intact; characters that die from acid or explosion… not so much. Only
Wish or True Resurrection can bring back a creature that has no pieces >50% of the original form.
23) Playing on a Grid: Combat and movement takes place on a grid (PHB 192). Characters must move in 5
feet increments. Any movement less than a 5 feet increment is lost. Example: a Halfling moving through
difficult terrain can move 12.5 feet, rounded to 13 feet. This is two increments of 5 feet and one of 3
feet (5’ + 5’ + 3’ = 13’). The 3 feet increment is lost and the character can move 10 feet in difficult
terrain.
24) Maneuverability Class: Maneuverability has been broken down into four classes. These vary from A to D,
most maneuverable to least maneuverable. Note that the stated amount the creature can turn per round
assumes that the creature is moving at full speed. Creatures moving at half speed turn as one class better.
Winged creatures with maneuverability classes C & D cannot move at less than one-quarter speed and
remain airborne. Creatures with maneuverability classes A & B can hover in place.

Climbing & Diving: Flying creatures can climb at one-half, and dive at twice the stated movement rate.
They will be able to climb one square (5 feet, see #23 above) for every two squares they move forward,
but they may dive (at a 45° angle or less) up to one square downward for each square travelled forward.
These calculations are made after applying the movement penalties for Maneuverability Class, found below.
When diving, all creatures’ physical attacks are at advantage to all targets which are not themselves diving.
This includes diving attacks at earthbound creatures which come from a height of 30 feet or more. There is
no penalty for attacking while climbing. Creatures cannot normally climb above 20,000 feet (due to
thinning atmosphere), but the ceiling may be altered for creatures with different biology or under the
effects of magic.

Example: a dragon takes off from a full stop on the ground. Its fly speed is 80 feet, but as a class D
flyer, it can only move at one-quarter this speed, 20 feet, on its first turn. Climbing cuts this in half to
ten feet of forward movement and five feet of elevation. It may fly 40 feet on its second turn. Climbing
cuts this in half to 20 feet of forward movement and 10 feet of elevation. It may fly 60 feet on its
third turn. Climbing cuts this in half to 30 feet of forward movement and 15 feet of elevation. It may fly
80 feet on its fourth turn. Climbing cuts this in half to 40 feet of forward movement and 20 feet of
elevation. So after 4 turns the dragon has traveled 100 feet forward and 50 feet upward.

Note that movement penalties will never reduce a creature’s movement below 5 feet per turn in any
direction the creature flies. None of the above applies to creatures with class A maneuverability, which can
move in any direction they choose and therefore must subtract elevation changes from their total
movement rate.

Damaging Wings: Any winged creature which sustains damage greater than 50% of its HP will be unable to
maintain flight and must use all its movement to land, descending by at least half of its forward movement
each turn. Any winged creature which sustains more than 75% damage will not even be able to control its
fall, and will plummet to the ground at the beginning of its next turn, falling at a rate of 500 feet per
round.

Class A: Creature can turn 180° on each of their turns, and can immediately travel at full airspeed or come
to a full stop and take no penalties for gaining elevation. Class A creatures have total and almost
instantaneous control of their movements in the air and can hover in place. These flyers gain advantage on
diving attacks only if they actually dive (i.e., one square of downward movement for each square of forward
movement). Otherwise, they are simply hovering at a different altitude. Examples: aerial servants,
beholders, djinn, imps, invisible stalkers, jann, faerie dragons, air elementals, aerial servants, couatls, will o’
wisps.

Class B: Creature can turn 135° on each of their turns, and require 1 turn to reach full airspeed but may
immediately come to a full stop and may hover in place. This means that only one-half of the flyer’s
movement may be used on the first turn of acceleration (e.g., a character uses a fly spell and gains 60
feet of flight. The first turn of acceleration, the character may move at a speed of 30 feet. On
subsequent turns, the character moves at 60 feet). Should the creature stop or slow to one-quarter its
full movement rate, it must spend a turn accelerating again. Class B flyers can hover in place. Examples:
argos, balors, doa, efreeti, fly spells, great feyrs, gremlins, homunculi, lurkers, marids, mephits, oni, pixies,
pseudodragons, specters, sprites, sylphs, giant wasps, ki-rin, winged snakes, wraiths.

Class C: Creature can turn 90° on each of their turns, and requires 2 turns to reach full airspeed and 1
turn to come to a full stop. This means that, when accelerating, only half of the flyer’s movement speed
may be used on the first turn, and three-quarters of the flyer’s movement speed may be used on the
second turn. When decelerating, the flyer’s final turn of movement must no greater than three-quarters
and no less than one-quarter of their total flying movement speed. Note that a winged Class C flyer that
moves less than one-quarter of its total flying speed plummets from the sky. All Class C flyers that slow
to one-quarter their full movement rate must begin the process of accelerating again. Examples: aarakocras,
abishai, cloakers, cockatrices, carpet or wings of flying, drakes, Erinyes, gargoyles, gloomwing moths, grells,
griffons, harpies, hippogriffs, lammasu, pegasi, perytons, nightmares, shedu, stirges, succubi, urds, vampires,
vrocks.

Class D: Creature can turn 45° on each of their turns, and requires 3 turns to reach full airspeed and 1
turn to come to a full stop. This means only one-quarter of the flyer’s movement speed may be used on
the first turn, one-half movement speed on the second, and three-quarters movement speed on the third
turn. When decelerating, the flyer’s final turn of movement must be no greater than three-quarters and no
less than one-quarter of their total flying movement speed. Note that a winged Class D flyer that moves
less than one-quarter of its total flying speed plummets from the sky. All Class D flyers that slow to one-
quarter their full movement rate must begin the process of accelerating again. Examples: chimeras,
dracolisks, dragons, dragonnes, giant eagles, horned devils, pit fiends, pteranodons, sphinxes, manticores,
mounted pegasi, nycadaemons, phoenixes, rocs, wyverns.

Flying mounts: All flying mounts will move at one maneuverability class worse than normal when mounted.
This applies even if the rider is as small as a halfling or gnome. The only exceptions to this are Class D
creatures such as dragons, which are large enough to carry human-sized riders at no penalty.

Crashing or Ramming: A creature that does not properly reduce its speed may crash, which is similar to
falling. The creature suffers 1D6 damage for each 10’ of its current movement, which is halved by a
successful Dexterity (Acrobatics) check vs the DC set by the Hard Fall Table (see #18 above). A failure
means the creature must spend half its full movement to get up or otherwise regain control. Until this is
done, the creature has Disadvantage on attack rolls and others have Advantage when attacking the creature.
Subject to the circumstances, the creature may also be falling. The DM may allow for a lower Hard Fall DC
or a reduction/negation of damage when crashing into a soft or liquid surface or when intentionally crashing
(ramming) as a form of attack. The subject of such an attack will be subject to the same rules for damage,
1D6 damage for each 10’ of current movement, with a save for half damage and falling prone upon failure.

25) Languages: When selecting additional languages, the player should have a good reason for the character
knowing these tongues. Why does your rogue know celestial? Is he a wayward altar boy that walked away
from the seminary and took up a high-adrenaline life of crime? The DM is the final arbiter of whether or
not a character can learn a particular language.

Humans learn the language of their homeland as a free language during character creation. Nonhumans
receive the language of their racial subgroup as well as the common language of their race should one exist
e.g., Dethek for Dwarves and Espruar for Elves. Wizards receive Aragrakh (High Old Wyrmish) as a free
language and those who specialize in illusion magic further learn Ruathlek. Denizens of the Underdark receive
Undercommon as a free language and Drow also know the sign language of their people.
Additionally, languages are organized as Families, Groups, and Subgroups. Each blue header is a Family of
languages, with the name in green being the Language Group, orange entries being the Subgroup and finally
the languages themselves. These are inspired by real-world languages (very roughly) in their sound. Those
marked with asterisks are dead languages. Someone who speaks a language has a chance of understanding
someone speaking another language in the same family, group or subgroup, by making an Intelligence test.
Success grants basic understanding through a single interaction; failure means the vocabulary, inflections,
syntax and word-usage are too difficult to understand. The DC for this is: Family (DC 20), Group (DC
15), Subgroup (DC 10). Checks to understand a different Family or Group of language may only be made if
one party is actively trying to communicate with the other. These checks entail pantomime, object
examples, etc. Checks to understand a different Subgroup or languages within a subgroup may be made
simply by listening to or overhearing a speaker.
 Faerûnian Languages
Illuski: (based on Germanic/Scandinavian)
o Illuski: Bothii, Illuskan, Reghedjic, Truskan*.
Waelan: (based on Celtic)
o Waelan: Cosh, Waelan
o Druidic: Daelic (Trade), Drueidan (Trade)
Uluo: (based on Old Prussian/Lithuanian)
o Netherese: Loross*, Netherese*, Halruaan, Ruathlek
o High Ulutim: Uluik, Ulutiun
o Low Ulutim: Andt, Erakic, Naric, Rengardt*, Uloushinn
o Chard: Chardic, Damaran, Easting
o D'tarig: D'tarig
Thorass: (based on Latin, Italian, French)
o Central Thorass: Auld Cormanthan, Chondathan, Cormanthan, Maiden's Tongue (Trade), Northern,
Shadow Cant (Trade), Thorass, Thorasta
o North Thorass: Auld Tharian*, Tharian, Zhentarim Argot (Trade)
o East Thorass: Telpi
o Turmic: Turmic
o Aglarondan: Aglarondan
Chessentan: (based on Greek)
o Chessentic: Alambit, Auld Chessic/Alambic*, Thresk*, Chessic
o Akalaic: Akalan, Akurian, Arkian*, Eshowan*, Sespechian, Shaartan, Shaaran, Telfir*
Raumtheran: (based on Slavic, Russian)
o Raumtheran: Allesian, Halardrim*, Rasallesian, Sossic
 Imaskari Languages

Imaskari: (based on Turkish, Mongol)

o Durpari: Alarric, Devic, Durpari-Shaartan Patois, Raurindi


o Imaskari: Imaskari*, Chuchian (Eastern Imaskari), Gurri, Northern Imaskari, Southern Imaskari

o Lantanna: Lantanese

o Roushoum (Ancient Imask): Rauran*, Reian*

 Rauric Languages

Mulani: (based on Ancient Egyptian)

o Mulhorandi: Mulhorandi

o Muhjuri: Muhjuri

Untheric: (based on Babylonian, Arabic)

o Untheric: Untheric

o Midani: Kadari*, Maran, Midani, Noga*

o Alzho: Alzhedo

 Chultan Languages

Chultan: (based on Ashanti, Zulu)

o Tabaxi: Tabaxi

 Kara-Tur Languages

Common Language: The Trade Tongue

Amaesean Languages:

o Amaese: Issacortae, Pazruki, Wu-haltai

Han Languages: (based on Japanese/Korean)

o Ancient Han: Han

o Han Tongues: Koryo, Kozakuran, Wa-an

Island Kingdom Languages: (based on Indonesian)

o Island Tongues: Bevanese, Bertanese

Malatra Languages: (based on Sanskrit, Hindi)

o Malatran: Kuong, Laothan, Purang

Shou Chiang Languages: (based on Chinese)

o Shou Chiang: Kao te Shou, T'u Lung, Khazari, Ra-Khati


Tabot Languages: (based on Tibetan)

o Tabot: Tabotan

Wu Pi Te Shao Mountains: (based on Filipino)

o Wu Pi Te Shao Tongues: Lidahan

 Dwarven Languages

Northern Dwarven:

o Arctic Dwarven: Kurit

o Shield Dwarven: Galenan, Shanatan

o Grey Dwarven: Duergan

Southern Dwarven:

o Gold Dwarven: Authlan, Riftspeak

 Draconic Languages

Wyrmish:

o High Old Wyrmish: Aragrakh

o Common Draconic: Auld Wyrmish

o Chromatic Draconic: Black Draconic, Blue Draconic, Green Draconic, Red Draconic, White Draconic

o Metallic Draconic: Brass Draconic, Bronze Draconic, Copper Draconic, Gold Draconic, Silver Draconic

Debased Wyrmish:

o Kobold: Yipyak

o Wyvern: Wyvern Draconi

 Elven Languages

Auld Elvish:

o Hamarfae: Seldruin

Tel'Quessan:

o Avariel Elven: Aril'Tel'Quessan

o Moon Elven: Espruar (formerly Teu'Tel'Quessan)

o Sea Elven: Alu'Tel'Quessan


o Sun Elven: Ar'Tel'Quessan

o Wild Elven: Sy'Tel'Quessan

o Wood Elven: Or'Tel'Quessan

Ssri'Tel'Quessir:

o Drow Tongues: Deep Drow, High Drow. Note: Drow Sign Language, or Drow Hand Signs, may only be
understood by a trained “speaker.”

 Genie Languages

Genie Tongue:

o Genie Common: Jannti

o Djinnspeak: Djinnti

o Efreetspeak: Efreetti

o Daospeak: Daoti

o Maridspeak: Maridt

 Giant Languages

Giant Tongue:

o High Giantish: Jotunalder

o Stone Giantish: Jotunhaug, Jotunise, Jostunstein

o Sky Giantish: Jotunild, Jostunskye, Jotunuvar

o Ogre Tongue: Jogishk

 Gnomish Languages

Gnomish Tongue:

o Gnomish: Gnim

 Orc Languages

Orc Tongues:

o Orcish: Daraktan, Hulgorkyn*

 Goblin Languages

Goblin Tongues:
o Goblin-speak: Ghukliak

 Halfling Languages

Halfling Tongue:

o Hinish: Luiric

Common Languages

These languages are often spoken far-and-wide, though they often do not possess the nuance to discuss truly
in-depth topics and philosophies.

 Common: Faerûn. Written in Thorass.

 Dethek: Faerûn. Dethek serves as a sort of "dwarven common" among the people of Moradin, allowing
them to understand one another despite differences in regional racial languages, to say nothing of giving
outsiders a language to speak to them respectfully while keeping them ignorant of necessary clan-only
communications. Written in Dethek.

 Espruar: Faerûn. Originally the tongue of the moon elves, Espruar has become something of a lingua
franca among elvenkind, providing a common language for its speakers. Written in Espruar.

 Undercommon: Underdark. Written in Espruar.

 Serusan: Sea of Fallen Stars (Aquatic). Written in Espruar.

 The Trade Tongue: Kara-Tur. A common language devised long ago to facilitate trade among the peoples
of Kara-Tur.

Regional Languages of Faerûn

Alphabets of the Realms

These are the primary alphabets used to express written language. Most languages use one of these in writing.
Proficiency with a given language also imparts proficiency with the written alphabet, although this doesn't allow
someone to read other languages written in that alphabet - they can simply recognize the use of the alphabet
in a way that is strange to them.

 Thorass: An ancient near-universal language of the long-ago Realms, Thorass has fallen into extinction
(see "Dead Languages" below). It is frequently found on tombs and other ancient structures, but most
relevantly is the alphabet used in Common and a great many regional languages.

 Dethek: The dwarven alphabet is a series of runic letters perfect for etching into an enduring surface
with a chisel and hammer. The Dethek language is used to of course write the dwarven languages, and
can be used to render Common and a handful of other tongues as well. It has drifted into use by a
number of southern Faerûnian regional languages thanks to the influence of gold dwarven traders and the
dwarves of the Earthfast Mountains.

 Espruar: The swirling, artistic alphabet of the silver elves is half communication and half decoration. It
can be used to write any of the elven languages, as well as Common and most regional languages.

 Han: Calligraphic ideograph language, used in Koryo, Kozakura, and Wa.

 Ruathlek: A sigil-based language of illusionists derived from High Tongue, Ruathlek can be used for both
magical notation and normal communication; indeed, it is often used to disguise magical writings as
something mundane.

 Shou Chiang: Calligraphic ideograph language, used in Kara-Tur.

 Draconic: A written language derived from the High Tongue, no one knows who truly innovated this
written script. It is best known for its use among dragons, however, and so it bears their name. It is a
jagged, runic language equally easily carved by the talons of dragons or painted with fine calligraphic
brushes. Draconic is more common in the South, where fine painted calligraphic excellence is treasured.

 Celestial & Infernal: These languages are primarily symbolic in expression, relying on hieroglyphic-like
images to communicate their meaning. Though they are derived from the languages of angels and infernal
creatures alike, they are much debased from the Supernal and Abyssal languages used by the creatures
who serve the gods.

 Dead Alphabets: There are a number of dead alphabets, as well, used to write languages that are usually
long extinct. These include Imaskari (the script of the Imaskari peoples, used to render the language
Roushoum in writing) and Hamarfae (an elven script used to communicate the nuances of the Elven
High Magical language, Seldruin).

 Aglarondan: Aglarond, Altumbel, Chessenta, the Dragon Coast, Impiltur, Mulhorand, Rashmen, Thesk,
the Vast. A regional tongue of eastern Faerûn, and the official language of Aglarond. Aglarondan is a
derivative language of Thorass, and is in the same family as Turmic. Written with Espruar.

 Akalan: Chult. A minor regional language spoken on the Chultan peninsula. Written in Thorass.
 Akurian: Chult. A regional language spoken in the southern Chultan peninsula. Written in Thorass.

 Alambit: Altumbel. A regional language spoken by the people of Altumbel and surrounding environs.
Written in Thorass.

 Alarric: Durpar, Raurin, Var the Golden, Estagund. A regional language spoken by the people of Durpar
and surrounding environs. Written in Thorass.

 Allesian: Ashanath, Thesk. A regional language of Ashane and Thesk, with a number of dialects, including
Ashane and Golden Allesian. Written in Thorass.

 Alzhedo: Amn, Chult, Calimshan, the Lake of Steam, Lapaliiya, Lantan, the Nelanther Isles, the North
(mostly Waterdeep, among dwarves, elves and gnomes), the Shaar, Tashalar, Tethyr, Tharsult, the
Western Heartlands (among halflings and planetouched), Underdark (Old Shanatar), the Wealdath. A
regional tongue of southwest Faerûn, and the main language of Calimshan. Alzhedo is derived from
Untheric and is in the same family as Midani. Sages believe that it shares some traits with the language
of the elemental plane of air, as well. Written with Thorass.

 Andt: Cormyr. The language of the marsh drovers in Cormyr's Farsea Swamp. Written with Thorass.

 Auld Cormanthan: the Great Dale. A regional language spoken by the folk of the Great Dale. Written
with Thorass.

 Bavanese: Bawa. Language spoken by the people of Bawa, of the Island Kingdoms of Kara-Tur.

 Bertanese: Bertan. Language spoken by the people of Bawa, of the Island Kingdoms of Kara-Tur.

 Bothii: the North (Northern). This is the language, related to Illuskan, spoken by the peoples of the
Uthgardt and Hartsvale. Written with Thorass.

 Chardic: Damara, Vaasa. A regional language of Damara and Vaasa. Written in Thorass.

 Chessic: Chessenta. Language of modern Chessenta. Written with Thorass.

 Chondathan: Amn, Chondath, Cormyr, the Dalelands, the Dragon Coast, the (civilized) North, Sembia,
Sword Coast, Tethyr, Western Heartlands, Vilhon Reach. An immensely ubiquitous language throughout
most of central and northern Faerûn. Chondathan is derived from Thorass, and is related to Cormanthan
and Northern. Written with Thorass.

 Chuchian: Plain of Horses, Hordelands. Language of the tribes of the Plain of Horses. Extremely precise
- vagueness in terminology is considered insulting, with each place and thing having its own proper name.

 Chultan: Calimshan, Chult, Lapaliiya, Nimbral, Samarach, Tashalar, Tharsult, Thindol. A regional dialect of
southern Faerûn, and the main language of Chult and Samarach. Tribes in the Chultan jungles often
speak Tabaxi, a language related to Chultan and named for the jaguar people of those jungles. Written
with Draconic.
 Cormanthan: Cormyr, the Dalelands, Sembia. A regional Thorass-based tongue descended from an ancient
elven dialect around the forest of Cormanthyr. It has largely fallen out of favor, and is now nearly a
dead language, maintained mostly by rural folk and sages. Written with Espruar originally, but mostly
with Thorass today.

 Cosh: Nelanther Isles. A vulgar patois made up of slang terms, euphemisms and outright degeneration of
the Waelan language, used by smugglers and very rural folk in the Nelanther Isles. Written in Thorass.

 Damaran: Aglarond, Altumbel, the Anauroch, Cormyr, the Dalelands, Damara, the Dragon Coast, the
Great Dale, the Great Glacier, the Hordelands, Impiltur, the Moonsea, Narfell, Rashemen, the Ride,
Sembia, the Sandovar, Thay, Thesk, Vaasa, the Vast, the Vilhon Reach. A regional language of northeast
Faerûn and the official language of the kingdom of Damara. Damaran is an old language, descended from
Ulou, the precursor language of Netherese. Written with Dethek.

 Dambrathan: Channath Vale, Dambrath, Halruaan, Luiren, Nimbral, the Shaar. A regional tongue of
southern Faerûn, and the official language of the kingdom of Dambrath. Written with Espruar.

 Devic: X. X. Written in XXX.

 D'tarig: Anauroch. The tribal language of the D'tarig people of southeastern Anauroch, D'tarig is a
throaty tongue that is part of the Uluo language family (along with languages such as Damaran and lost
Netherese).

 Durpari: Durpar, the Golden Water, Luiren, Mulhorand, Nimbral, the Shaar. A regional tongue of
southeastern Faerûn, and the official language of Durpar. Interestingly, it is also known by many Shou
expatriates in Faerûn. Written with Thorass.

 Durpari-Shaartan Patois: X. X. Written in XXX.

 Easting: Impiltur, the Vast. A regional language in eastern Faerûn. Written in Thorass.

 Erakic: The Ride. The language of the barbarians of the Ride. Written in Thorass.

 Gurri: X. X. Written in XXX.

 Halruaan: Channath Vale, Dambrath, the Golden Water, Halruaa, Lapaliiya, Nimbral, the Shaar. The
official language of Halruaa and a regional language of southern Faerûn. Halruaan is part of the Uluo
language of families, along with Damaran and D'tarig. Written with Draconic.

 Han:

 Illuskan: Moonshae Isles, the North (barbarians, Luskan, Mintarn), Ruathym. A regional language that
traces back to the Illusk Empire, and is largely spoken by barbarian folk and a few cities in the North,
as well as the Moonshaes. Written with Thorass.

 Imaskari, Eastern: X. X. Written in XXX.


 Imaskari, Northern: X. X. Written in XXX.

 Imaskari, Southern: X. X. Written in XXX.

 Issacortae: Ama Basin. Language spoken by people of the Ama Basin. No written language.

 Kao te Shou: Shou Lung. The official language of the Shou Lung Empire, by custom and imperial edict.
Viewed as the model that all other dialects ought to strive for. Written with Shou Chiang, although
may also be written with Draconic in communication with Faerûn.

 Khazari: Khazari. Official language of the Khazari peoples of Kara-Tur. Written with Shou Chiang,
although may also be written with Draconic in communication with Faerûn.

 Koryo: Koryo. Han-descended language of the people of Koryo. Written using the Han alphabet.

 Kozakuran: Kozakura. Han-descended language spoken by Kozakurans. Written in Han alphabet.

 Kuong: Malatra. Language of the Kuong people of Malatra, Kara-Tur. Believed to be unique and so
considered specially blessed. Highly complex, following very little logic, and so difficult to learn.

 Lantanese: Lantan, Nelanther Isles, Tethyr. A regional tongue of southern Faerûn, and the official
language of Lantan. Written with Draconic.

 Laothan: Laothan. Language spoken by the Laothan people of Malatra, Kara-Tur. Filled with borrow-
words, especially from T'u Lung.

 Lidahan: Wu Pi Te Shao Mountains. Language spoken by the people that inhabited the jungles and
valleys of the Wu Pi Te Shao Mountains.

 Maran: X. X. Written in XXX.

 Midani: Anauroch (Bedine). The language of the ancient homeland of the Bedine people. Written with
Thorass, as they lost their original written language.

 Muhjuri: X. X. Written in XXX.

 Mulhorandi: Chessenta, Mulhorand, Murghom, Semphark, Thay. A regional language of eastern Faerûn,
and the official language of both Muhorand and Thay. Mulhorandi derives from a language family called
Rauric, along with Untheric. Written with Celestial, although the Thayan dialect of Mulhorandi utilizes
Infernal in its writings.

 Naric: Narfell. The regional language of the Nars people of Narfell. Written in Thorass.

 Northern: the North. A regional language spoken mostly around the Ten Towns, Neverwinter,
Waterdeep, Nesme and Llorkh. A fairly simple tongue largely going out of style, replaced by Chondathan
and Common. Written in Thorass.
 Pazruki: Pazruki. A language spoken by the Pazruki nation, in the Koryaz Mountains of Kara-Tur. No
written language.

 Purang: Purang. Language spoken by Purang peoples of Malatra, Kara-Tur. Has many dialects.

 Rasallesian: Rashemen. One of several languages spoken in Rashemen. Written in Thorass.

 Rashemi: Rashemen. An ancient language spoken almost exclusively in Rashemen. Written with Thorass.

 Raurindi: Raurin. A rare tribal language spoken by the people of the Raurin. Written in Thorass.

 Reghedjic: the North (Spine of the World). A language spoken by the Reghedmen of the Icewind Dale
and other lands north of the Spine of the World. It is named for the Reghed Glacier, and is related to
Illuskan. Written in Thorass.

 Ruathlek: Illusionists, Followers of Lliira, Nimbral. An illusionist trade language used by the peoples of
Nimbral. It is related to Netherese. Written in Ruathlek.

 Sespechian: Sespech, the Shining Plains. A regional language of Sespech and the Shining Plains. Written
in Thorass.

 Shaaran: Amn, Calimshan, Chondalwood, Chult, Dambrath, Great Rift, Halruaa, Lake of Steam,
Lapaliiya, Luiren, the Nelanther Isles, Sembia, Sespech, the Shaar, Talashar, Turmish, Unther, the
Vilhon Reach, the Wealdath. The dominant regional language in southern Faerûn, and the dominant
language in the Shaar. Written with Dethek.

 Shaartan: the Shaar, the Lake of Steam, Lapaliiya, Tharsult. A minor regional language spoken in
southern Faerûn. Written in Thorass.

 Sossic: Sossal. The language of the Sossrim peoples, related to the Rashemi. Written in Thorass.

 Tabotan: Tabot. Language of the people of Tabot, Kara-Tur.

 Tashalan: Black & Mhair Jungles, Samarach, Tashalar, Thindol. The official language of the city-states of
Tashalar, and hardly spoken elsewhere, Tashalan has roots in Netherese, and shares many linguistic traits
with Chultan. Written with Dethek.

 Telpi: Dragon Coast, Pirate Isles. A regional language spoken by the peoples of the Dragon Coast and
Pirate Isles, including forming the basis of the pidgin spoken on the Pirate Isles. Written in Thorass.

 Tharian: Moonsea (North and West). A regional language spoken by the Zhentish and around Phlan,
Melvaunt, Glistern and the like. Written in Thorass.

 Thorass: Amn, Tethyr. A regional language descended from Auld Thorass. This language is in extensive
use in Amn and Tethyr, where it has a number of various dialects (all comprehensible, if odd to the
ear, to speakers of other Thorass dialects).
 Thorasta: Western Heartlands. A regional tongue spoken mostly between the Way Inn and Beregost, and
Baldur's Gate to Hillsedge. Written in Thorass.

 T'u Lung: T'u Lung. Language spoken by the people of T'u Lung in Kara-Tur. Much more regimented in
its language, with different dialects for each caste of society. Written with Shou Chiang, although may
also be written with Draconic in communication with Faerûn.

 Tuigan: Hordelands. The common language of the tribes of the Hordelands. Written with Thorass.

 Turmic: Turmish, Great Glacier. A relatively small-scope regional language spoken almost exclusively in
Turmish and the few folk on the Great Glacier. Written with Thorass.

 Uloushinn: Anauroch. One of the native tongues of the Bedine of Anauroch, a blending of their original
Midani with the tongues of Netheril they found in the deserts. Written with Thorass.

 Uluik: Sea of Moving Ice: A tribal language in little use save by those who originated it, the Ulutiuns
and Ice Hunters of the Sea of Moving Ice. Written in Thorass.

 Ulutiun: Great Glacier, Sea of Moving Ice. A tribal language used by the Ulutiun peoples of the Great
Glacier and Sea of Moving Ice. Written in Thorass.

 Untheric: Chessenta, Unther. Untheric derives from an ancient language family called Rauric, along with
Mulhorandi. Untheric was once spoken as a primary language in Chessenta, but has been relegated to a
secondary language over the years, albeit one of polite society and bureaucracy. Written with Dethek.

 Wa-an: Wa. Han-descended language spoken by people of Wa, Kara-Tur. Abundant with polite
expressional and flowery terminology, with etiquette rather than grammar dictating the proper usage of
many phrases. Divided into several dialects for use by differing levels of society. Written in Han
alphabet.

 Waelan: Moonshae Isles. A unique, lilting tongue that shares some traits with Sylvan, as well as the
language of druids (Drueidan, under Trade Languages, below). Written in Thorass.

 Wu-haltai: Wu-haltai. A language spoken by the Wu-haltai nation, in the Ama Basin of Kara-Tur. It is
distantly related to the language of the ogre magi. No written language.

Beyond Faerûn

 Midani: Zakhara. Written with Midani.

 Nexalan: Maztica. Written with Nexalan

 Shou: Kara-tur. Written with Shou Chiang

Racial Languages
 Aragrakh: Dragons. An ancient language, also known as "Old High Wyrmish", used as a formal ritual
language by dragons. Woe to those who are not dragons that are overheard using it by wyrmkind.
Written in Draconic.

 Auld Wyrmish: Dragons. Something of a common tongue among the different breeds of dragon, who each
have their own tongues. Also sometimes called "Draconic," it is also spoken by many kobolds and
wyverns. Written in Draconic.

 Authlan: Wild Dwarves. An ancient and simplified version of Riftspeak, with noticeable Authalan and
Chultan influences. Written in Dethek, although it is rare to find a literate wild dwarf.

 Daraktan: Orcs. A common language spoken by most orcs, although not many of them are literate. It
evolved from the now-dead Hulgorkyn language. Written in Dethek.

 Deep Drow: Drow Elves. Also called Low Drow or Drowic, this is the common language of the drow.
Each community has its own dialect, but can reasonably understand one another. Written in Espruar.

 Drow Sign Language: Drow Elves. A hand-code capable of impressive complexity, used by drow on patrol
in the Underdark, or when silence is otherwise needful or useful.

 Duergan: Duergar. Originally descended from Shanatan, this language has been deeply affected by the
duergars' time in the Underdark. Written in Dethek.

 Galenan: Shield Dwarves. The language of the eastern shield dwarves is spoken more frequently by its
people, but it is also less pure, having been heavily influenced by Damaran. Written in Dethek.

 Ghukliak: Goblins, Hobgoblins, Bugbears. A rough and guttural language well suited to discussing concepts
of violence. Written in Dethek.

 Gnim: Gnomes. A staggeringly complex language, filled with all manner of words to discuss nuances of
distinction. It is a language excellent for artistic, academic and engineering pursuits; indeed, many sages
across the realms consider it to be a "scholar's language". Written in Dethek.

 High Drow: Drow Elves. A complex language with its own runic alphabet, it is primarily used by
priestesses in ritual context and nobles when they wish to communicate above the heads of the rabble.
Written in High Drow.

 Jannti: Geniekind. The language of the janns serves as a sort of Common language for geniekind, who are
notoriously suspicious about those seeking to learn their individual languages. Jannti can be written in
Thorass or Draconic.

 Jotun: Giants. A common tongue among giants, and possibly one of the oldest extant languages still in
use. It shares roots with Thorass, and is written with Thorass. There are also individual languages based
off of Jotun, in use by various giantish subraces (all of which are written in Thorass):
o Jotunalder: Giants. A ritualized language that is highly formalized and stilted. Those who speak
Jotun can understand it well enough.

o Jogishk: Ogres. A vulgar patois of Jotun and Common.

o Jotunhaug: Hill and Mountain Giants. A rough, guttural language which seems to be a corruption
of Jotunise.

o Jotunild: Fire Giants.

o Jotunise: Frost Giants. The predecessor language to Jotunhaug.

o Jostunskye: Cloud and Fog Giants.

o Jostunstein: Stone Giants.

o Jotunuvar: Storm Giants.

 Kurit: Arctic Dwarves. A dwarven dialect considered much polluted by other dwarves, given the degree it
has been influenced by the human Uluik language. Written in Dethek.

 Luiric: Halflings of Luiren. Considered the racial language of halflings, it is almost unheard of outside of
Luiren, even by halflings themselves. Written in Espruar.

 Riftspeak: Gold Dwarves. A truly ancient dialect favored by the dwarves of the Great Rift, who care for
and nurture the speaking of this language as carefully as they care for their gold. Written in Dethek.

 Shanatan: Shield Dwarves. The language of the western shield dwarves. Sadly, with the near-shattering
of dwarven society among the shield dwarves, not many even know the language any more, and only a
rare few elders who truly value such things can actually converse in it. Urdunnir dwarves speak on older
version of the language. Written in Dethek.

 Sylvan: Fey. A subtle language spoken by fey and many other sylvan creatures with close ties to such.
Written in Espruar.

 Yipyak: Kobolds. A debased form of Auld Wyrmish that serves as a common tongue for kobolds. Written
in Draconic.

Extraplanar

 Abyssal: Demons. A twisted, complex tongue whose words often have meanings based on the speaker's
emotions and intentions toward the listener, Abyssal's linguistic emphasis is on concepts of violence and
revulsion, madness and contempt for others. Written in Infernal.

 Celestial: Upper Planes. A transcendent tongue from which derives many languages' words for concepts of
good, purity, justice, compassion, and beneficence. Written in Celestial.
 Infernal: Devils. A vulgar, angry patois combining the worst of a thousand different tongues from across
the multiverse, Infernal is a language of hate and domination, of invective and threat. Written in
Infernal.

 Primordial: Elementals. An ur-language made up of the limited elemental dialects found on the various
Inner Planes. Native speakers can often speak only their individual dialect, but those who learn the
tongue usually master all of the dialects as part of learning the complete language. These dialects include
Auran (planes of Air), Aquan (planes of Water), Ignan (planes of Fire), and Terran (planes of Earth).
Written in Dethek.

Trade Tongues

 Daelic: Druids (Moonshae). The language of the druids in service to the Earthmother of the Moonshae
islands is distinct from the language that other druids speak, though they do share some concepts. It is
never written, a taboo to use of the language.

 Drueidan: Druids. The language of druids concerns itself with natural and spiritual concepts, providing a
terminology for discussing the nuances of such things missing in other tongues. Speakers of Sylvan can
begin to understand such discussions to limited extent. It may be written in Thorass, Espruar or
Dethek.

 Maiden's Tongue: Dambrath (Priestesses of Loviatar). The ceremonial and secret tongue of the Crintri
priestesses of Loviatar in the nation of Dambrath. Written in Thorass.

 Ruathlek: Illusionists, Followers of Leira, Nimbral. A language derived from Netherese innovated by the
ancient followers of Leira and the cabals of illusionists in service to her. The language remains in use as a
sort of trade language that many illusionist arcanabula are written in, as well as the language of
Nimbral.

 Shadow Cant: Shadow Thieves of Amn. Originating with the Northern language, this cant was the secret
code of the Shadow Thieves of Waterdeep. When they were cast out of the city and fled to Amn, it
took on some other nuances of the local language as well. Northern Cant is a dead language, for all
intents and purposes.

 Thieves' Cant: Thieves and other Underworld types. A language made up of slang, reference to previous
events in the criminal world and innuendo, thieves' cant changes from place to place, season to season.
Part of knowing thieves' cant isn't just knowing what to say, as this changes constantly - it is the skill
to figure out how to "hook into" the local cant and use it to communicate, and a process that takes
about an evening's worth of carousing. It has no written form.

 Zhentarim Argot: Zhentarim. The secret tongue of the Black Network. It is rarely spoken outside of
Zhentarim strongholds, such as the Citadel of the Raven, Darkhold and Zhentil Keep, except by their
nefarious agents meeting in secret. Written in Thorass.
Dead Languages

These languages are truly dead - no mean feat in a world where folk might live hundreds or even thousands of
years! No one remembers how they were pronounced or even the majority of their vocabularies. They may turn
up in writings here and there that can challenge even the best of sages to attempt a translation, but may not
be taken as Language Proficiencies.

 Arkian, Eshowan, Telfir: Chult. A trio of long-dead languages spoken in and around the Chultan
peninsula. Written in Thorass.

 Auld Chessic/Alambic: Chessenta. An ancient language spoken around the area that came to be known as
Chessenta, and its environs. It was adopted by the people of Chessenta after they abandoned the
Untheric language. Written in Thorass.

 Auld Thorass: Early Humanity. The original spoken language of the alphabet of the same name is long
dead. Despite this, it shares enough of its structure with Common that those who know it can usually
discern what is intended to be communicated when writings in Auld Thorass are found. Simple remnants
of this language can occasionally be found in the speech of rural or particularly old speakers of Common,
who pepper their speech with "thee's" and "thou's" in a stilted, archaic argot. Written in Thorass.

 Auld Tharian: Moonsea (North and West). An ancient tongue spoken around the Moonsea. Long since
replaced by the modern Tharian, though they are similar enough that modern readers can usually
decipher the rough meaning of inscriptions in Auld Tharian (Intelligence DC 15). Written in Thorass.

 Elder Tongue: Dwarves. An ancient language held to be the ur-tongue of all dwarven language.

 Halardrim: Rashemen. An ancient tongue spoken in the lands of Rashemen. Written in Thorass.

 Han: Kara-Tur. Ancient language of the Han peoples, ancestors to the people of Koryo, Kozakura, and
Wa.

 Hulgorkyn: Orcs. An ancient and now-dead language once used by orcs. Its nuances suggest a higher
degree of cultural sophistication than that now possessed by orc-kind.

 Imaskari: X. X. Written in XXX.

 Kadari: X. X. Written in XXX.

 Loross: Netheril. The language of the nobility of ancient Netheril, a part of the Ulou language family.

 Netherese: Netheril. The language of the ancient Netheril Empire, a part of the ancient Ulou language
family. It was spoken primarily by the commoners of the empire.

 Noga: X. X. Written in XXX.

 Rauran: X. X. Written in XXX.

 Reian: X. X. Written in XXX.


 Rengardt: Netheril. The language of the tribes who roamed the area that later became Netheril.

 Roushoum: Imaskari Empire. Ancient language of the Imaskari people, whose ancient Imaskar Empire once
spanned what is now Unther, Thay and Mulhorand. Its many varied descendants include the languages of
the Durpari, the Rauric family of languages, Raumvira, and the various Tuigan dialects. Written in
Imaskari.

 Seldruin: Elves. An ancient magical language of the elven peoples, Seldruin was used to enact the now-
lost power of Elven High Magic. Written in the Hamarfae language.

 Thresk: Chessenta. Another pre-modern Chessentan language, between modern Chessic and Auld
Chessic/Alambic. Written in Thorass.

 Trusk: Illuskan Empire. The now-dead language of the Illuskan Empire in the North, and the ancestor of
modern Illuskan and similar tongues. Written in Thorass.

26) Equipment: When adventurers find armor, clothing, and similar items that are made to be worn, they
might need to visit an armorsmith, tailor, leatherworker, or similar expert to make the item wearable. The
cost for such work varies from 10 to 40 percent of the market price of the item. The DM can either roll
1D4 x 10 or determine the increase in cost based on the extent of the alterations required. Characters
with the proper tools may be able to make some of these alterations themselves while in the field, provided
the modifications are not too extensive. If the item is magical in nature, it will typically resize itself to fit
the wearer almost immediately after the item is donned.
27) Encumbrance: If you carry weight in excess of 5 times your Strength score, you are encumbered, which
means your speed drops by 10 feet. If you carry weight in excess of 10 times your Strength score, up to
your maximum carrying capacity, you are instead heavily encumbered, which means your speed drops by 20
feet and you have disadvantage on ability checks, attack rolls, and saving throws that use Strength,
Dexterity, or Constitution. Ignore the Strength column of the Armor Table in PHB 145.
28) Multiclassing, Feats, and Variant Skill Checks: Both multiclassing and feats are allowed. Variant skill checks
(PHB 175) may be employed at the DM’s discretion.
29) Food, Water, and Foraging: The Food and Water Needs Table lists the number of food units and water
units a creature requires per cycle, and the table indicates how much each unit of food costs per creature
for a cycle. A unit's weight is determined by the cycle:
Short Cycle (1 day): 1 unit = 1 pound/gallon of food/water
Long Cycle (10 days): 1 unit = 10 pounds/gallons of food/water
A character needs one pound of food per day. Note that this assumes a pound of dried foodstuffs such as
rations. A pound of unpreserved food likely does not contain sufficient calories (though it may contain a
portion of one’s water requirement) and the minimum food intake of such victuals should be doubled. A
character can make food last longer by subsisting on half rations. Eating half a pound of food in a day
counts as half a day without food. Going for a full day without food or two full days with half rations
constitutes a day of fasting. A character has a fasting period of a number of days equal to 1 + his or her
Constitution modifier (minimum 1). At the end of each of these fasting periods, a character must make a
Constitution saving throw or suffer one level of exhaustion. The initial DC is 10, but raises by 5 for every
fasting period spent without food.

A character needs one gallon of water per day, or two gallons per day if the weather 100 degrees
Fahrenheit or more, unless the character has resistance or immunity to fire damage. A character who
consumes only half the required amount of water must succeed on a DC 15 Constitution saving throw or
suffer one level of exhaustion at the end of the day. A character with access to less than half the required
water automatically suffers one level of exhaustion at the end of the day. This is cumulative with any
exhaustion the character may be suffering from fasting or any other reason.

A character unable to eat or drink sufficient quantities gains 1 cumulative level of exhaustion for each
requirement he or she fails to meet. Exhaustion gained in this way can't be removed until the character is
able to consume sufficient food and water. A normal day of drinking removes one level of exhaustion caused
by dehydration and a normal day of eating removes one level of exhaustion caused by fasting. At the DM’s
discretion, water intake may be assumed to have occurred due to eating water-dense foods such as
watermelon. The DM may rule that foods such as this do not even qualify as food and only satisfy the
water requirement.

Food and Water Needs Table


Creature Size Food/Water per cycle Short cycle cost Long cycle cost
Tiny ¼ unit 1 sp, 2 cp 1 gp, 2 sp
Small 1 unit 5 sp 5 gp
Medium 1 unit 5 sp 5 gp
Large 4 units 2 gp 20 gp
Huge 16 units 8 gp 80 gp
Gargantuan 64 units 32 gp 320 gp
Characters can hunt or gather food and water while the party travels at a normal or slow pace. A foraging
character makes a Wisdom (Survival) check against a DC determined by the terrain. On a successful check,
the character gathers units of food or water equal to 1D6 + their Wisdom modifier (rangers double their
Wisdom modifier). Repeat the roll for drinkable water.

Foraging DCs
Food and Water Availability DC
Abundant food and water sources 10
Limited food and water sources 15
Very little, if any, food and water 20
sources
30) Wilderness Navigation: Travelers are unlikely to get lost when following an established path or road or with
a landmark in sight. In those circumstances, assume a group of adventurers won't get lost. Here are the
circumstances that can cause a group to lose its way:
o Weather that obscures the area such as heavy rain, snow, or fog
o Traveling at night, even with light sources or darkvision
o Dense forest
o Traveling underground
o Traveling at sea while unable to see the sky or any familiar land
When the party is in one or more of those circumstances, and then the characters choose one of their
number who must make a Wisdom (Survival) check against a DC appropriate to the terrain on the
Wilderness Navigation Table. Rangers lower navigation DCs by 5. Other members of the group can take the
Help action on this check as normal, and traveling at a fast pace imposes disadvantage on the check. If the
check fails, the group spends 1D6 hours (short cycle) or 1D6 days (long cycle) traveling in a random
direction. The DM may roll a die to determine which direction the party wanders.

Wilderness Navigation Table


Terrain DC

Forrest, Jungle, Swamp, Mountains, or open sea with overcast skies and no land in 15
sight
Arctic, desert, hills, or open sea with clear skies and no land in sight 10
Grassland, meadow, farmland 5
31) Training: once a character has earned enough experience points to attain a new level, he or she must train
for a number of days before gaining any class features associated with the new level. Not every area will
have trainers appropriate for every character class to advance. The character may need to travel to a
suitable location before training can commence. The training time required depends on the level to be
gained, as shown on the Training to Gain Levels Table.

Training To Gain Levels Table


Level Attained Training Time Training Cost Per Day Of Training
2nd – 4th 10 days 5 gp
th th
5 – 10 20 days 10 gp
11th – 16th 30 days 15 gp
th th
17 – 20 40 days 20 gp

Given enough free time and the services of an instructor, a character can learn a language or pick up
proficiency with a tool. Resources. Receiving training in a language or tool typically takes at least 100 days,
but this time is increased or reduced by ten days for each point of the character's Intelligence modifier (a
positive modifier reduces the training time, a negative modifier increases the time needed to complete
training). Training costs 25 gp per ten days. Complications. Complications that arise while training typically
involve the teacher. Every 100 days spent in training brings a ten percent chance of a complication,
examples of which are on the Training Complications Table.

Training Complications Table


D6 Complication
1 Your instructor disappears, forcing you to spend 1D4 x 10 days finding a new one.*
2 Your teacher instructs you in rare, archaic methods, which draw comments from
others.
3 Your teacher is a spy sent to learn your plans.*
4 Your teacher is a wanted criminal.
5 Your teacher is a cruel taskmaster.
6 Your teacher asks for help dealing with a threat.
* May involve a rival
32) Identifying Magical Items: The Identify spell is necessary to properly identify magical items; one cannot
simply focus on the item during a short rest. Attunement is not possible unless an item has been
identified; one must have some idea what they are attuning to. Potions are an exception; a little taste is
enough to tell the taster what the potion does. Sometimes a magic item carries a clue to its properties.
The command word to activate a ring might be etched in tiny letters inside it, or a feathered design might
suggest that it's a ring of feather falling.
33) Diagonals: When measuring range or moving diagonally on a grid, the first diagonal square counts as 5 feet
of the character’s movement, but the second diagonal square counts as 10 feet. This pattern of 5 feet and
then 10 feet continues whenever you're counting diagonally, even if you move horizontally or vertically
between different bits of diagonal movement.
34) Chases: Over the course of a chase, you can take the Dash action a limited number of times before you
risk exhaustion. That number equals 3 + your Constitution modifier. Each additional Dash action you take
after that number during the chase requires you to succeed on a DC 10 Constitution check at the end of
your turn or gain 1 level of exhaustion. The DC for this check rises by 2 each time it is made beyond the
first. You drop out of the chase if your exhaustion reaches level 5, since your speed becomes 0. By finishing
a short or long rest, you can remove all the levels of exhaustion and DC increase you gained by taking the
Dash action additional times during the chase.
35) Facing: Whenever a creature ends its move, it can change its facing. Each creature has a front arc (the
direction it faces), left and right side arcs, and a rear arc. A creature can also change its facing as a
reaction when any other creature moves. A creature can normally target only creatures in its front or side
arcs. It can't see into its rear arc. This means an attacker in the creature's rear arc makes attack rolls
against it with advantage. Shields apply their bonus to AC only against attacks from the front arc or the
same side arc as the shield.
36) Flanking: A creature can't flank an enemy that it can't see. A creature also can't flank while it is
incapacitated. A Large or larger creature is flanking as long as at least one square of its space qualifies for
flanking. When a creature and at least one of its allies are adjacent to an enemy and on opposite sides or
corners of the enemy's space, they flank that enemy, and each of them has advantage on melee attack rolls
against that enemy.
37) Character Advancement: Characters advance as dictated by the story.
38) Attack Options:
Climb onto a Bigger Creature: If one creature wants to jump onto another creature, it can do so by
grappling. A Small or Medium creature has little chance of making a successful grapple against a Huge or
Gargantuan creature, however, unless magic has granted the grappler supernatural might.

As an alternative, a suitably large opponent can be treated as terrain for the purpose of jumping onto its
back or clinging to a limb. After making any ability checks necessary to get into position and onto the larger
creature, the smaller creature uses its action to make a Strength (Athletics) or Dexterity (Acrobatics)
check contested by the target's Dexterity (Acrobatics) check. If it wins the contest, the smaller creature
successfully moves into the target creature's space and clings to its body. While in the target's space, the
smaller creature moves with the target and has advantage on attack rolls against it.

The smaller creature can move around within the larger creature's space, treating the space as difficult
terrain. The larger creature's ability to attack the smaller creature depends on the smaller creature's
location, and is left to your discretion. The larger creature can dislodge the smaller creature as an action –
knocking it off, scraping it against a wall, or grabbing and throwing it – by making a Strength (Athletics)
check contested by the smaller creature's Strength (Athletics) or Dexterity (Acrobatics) check. The smaller
creature chooses which ability to use.
Disarm: A creature can use a weapon attack to knock a weapon or another item from a target's grasp. The
attacker makes an attack roll contested by the target's Strength (Athletics) check or Dexterity
(Acrobatics) check. If the attacker wins the contest, the attack causes no damage or other ill effect, but
the defender drops the item.

The attacker has disadvantage on its attack roll if the target is holding the item with two or more hands.
The target has advantage on its ability check if it is larger than the attacking creature, or disadvantage if
it is smaller.
Mark: This option makes it easier for melee combatants to harry each other with opportunity attacks.
When a creature makes a melee attack, it can also mark its target. Until the end of the attacker's next
turn, any opportunity attack it makes against the marked target has advantage. The opportunity attack
doesn't expend the attacker's reaction, but the attacker can't make the attack if anything, such as the
incapacitated condition or the shocking grasp spell, is preventing it from taking reactions. The attacker is
limited to one opportunity attack per turn.
Overrun: When a creature tries to move through a hostile creature's space, the mover can try to force its
way through by overrunning the hostile creature. As an action or a bonus action, the mover makes a
Strength (Athletics) check contested by the hostile creature's Strength (Athletics) check. The creature
attempting the overrun has advantage on this check if it is larger than the hostile creature, or disadvantage
if it is smaller. If the mover wins the contest, it can move through the hostile creature's space once this
turn.
Shove a Creature: Using the Attack action, you can make a special melee attack to shove a creature, either
to knock it prone or push it away from you. If you're able to make multiple attacks with the Attack
action, this attack replaces one of them. The target must be no more than one size larger than you and
must be within your reach. Instead of making an attack roll, you make a Strength (Athletics) check.
Shove a Creature Aside: The attacker has disadvantage on its Strength (Athletics) check when it does so. If
that check is successful, the attacker moves the target 5 feet to a different space within its reach.
Subdue: When suffering subdual damage, a creature gains a temporary pool of subdual Hit Points (SHP)
equal to their current HP minus the subdual damage that created the pool (e.g., a creature with 10 HP
that takes 2 points of subdual damage will have 10 HP and 8 SHP). The SHP can never be more than the
creature’s current HP and the SHP drops an equal amount when the character suffers a loss of HP (e.g., a
creature with 10 HP and 8 SHP that takes 2 points of regular damage will have 8 HP and 6 SHP). When
a creature’s SHP reaches zero the creature is unconscious, just like reaching zero HP. Unlike reaching zero
HP, the creature with zero SHP will remain unconscious until they succeed in a single DC 12 Constitution
saving throw, which may be made at the end of each round. This saving throw accompanies a recovery of
SHP whether it succeeds or fails. Creatures recover SHP at the end of each round at a rate of 1 +
Constitution modifier per round spent resting, or unconscious and not suffering damage. Only a single SHP is
necessary for consciousness.

Weapons with the finesse or light tags may be used to deal subdual damage if the attack is made with
disadvantage. The attacker may change the damage type for each weapon attack made (normal or subdual)
but the type of damage must be declared before the attack roll is made. Unarmed strikes (not to be
confused with a monk’s unarmed strike ability) deal subdual damage of 1 + ability modifier per strike.
Unarmed strikes have the finesse and light tags but do not attack with disadvantage. A critical hit with a
subdual attack automatically reduces a target to zero SHP provided the target is no more than one size
category bigger than the attacker.
Tumble: A creature can try to tumble through a hostile creature's space, ducking and weaving past the
opponent. As an action or a bonus action, the tumbler makes a Dexterity (Acrobatics) check contested by
the hostile creature's Dexterity (Acrobatics) check. If the tumbler wins the contest, it can move through
the hostile creature's space once this turn.
39) Loyalty: An NPC's loyalty is measured on a numerical scale from to 20. The NPC's maximum loyalty score
is equal to the highest Charisma score among all adventurers the party, and its starting loyalty score is half
that number. If the highest Charisma score changes – perhaps a character dies or leaves the group – adjust
the NPC's loyalty score accordingly.

An NPC's loyalty score increases by 1D4 if other party members help the NPC achieve a goal tied to its
bond. Otherwise, an NPC's loyalty score increases by 1D4 if NPC is treated particularly well (for example,
given a magic weapon as a gift) or rescued by another party member. An NPC's loyalty score can never be
raised above its maximum.
When other party members act in a manner that runs counter to the NPC's alignment or bond, reduce the
PC's loyalty score by 1D4. Reduce the NPC's loyalty score by 2D4 if the character is abused, misled, or
endangered by other party members for purely selfish reasons.
40) Morale: To determine whether a creature or group of creatures flees, make a DC 10 Wisdom saving throw
for the creature or the group's leader. If the opposition is overwhelming, the saving throw is made with
disadvantage, or you can decide that the save fails automatically. If a group's leader can't make the saving
throw for whatever reason, have the creature in the group with the next highest Charisma score make the
saving throw instead.
41) Hitting Cover: First, determine whether the attack roll would have hit the protected target without the
cover. If the attack roll falls within a range low enough to miss the target but high enough to strike the
target if there had been no cover, the object used for cover is struck. If a creature is providing cover for
the missed creature and the attack roll exceeds the AC of the covering creature, the covering creature is
hit.
42) Potion Use: Drinking a potion requires an action and up to two separate potions may be drunk
simultaneously. When a character mixes two potions together, the DM can roll on the Potion Miscibility
Table. If more than two are combined, roll again for each subsequent potion, combining the results. Unless
the effects are immediately obvious, reveal them only when they become evident.

Potion Miscibility Table


01 The mixture creates a magical explosion, dealing 6D10 force damage to the mixer and 1D10
force damage to each creature within 5 feet of the mixer.
02-08 The mixture becomes an ingested poison of the DM’s choice.
09-15 Both potions lose their effects.
16-25 One potion loses its effect.
26-35 Both potions work, but with their numerical effects and durations halved. A potion has no
effect if it can't be halved in this way.
36-90 Both potions work normally.
91-99 The numerical effects and duration of one potion are doubled. If neither potion has anything
to double in this way, they work normally.
00 Only one potion works, but its effect is permanent. Choose the simplest effect to make
permanent, or the one that seems the most fun. For example, a potion of healing might
increase the drinker's hit point maximum by 4, or oil of etherealness might permanently trap
the user in the Ethereal Plane. At your discretion, an appropriate spell, such as dispel magic
or remove curse, might end this lasting effect.
43) Scroll Use and Scribing: A spell scroll bears the words of a single spell, written in a mystical cipher. If the
spell is on your class’s spell list, you can read the scroll and cast its spell without providing any material
components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s
normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the
casting is interrupted, the scroll is not lost.
If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an
ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10
+ the spell’s level. If the saving throw fails, roll on the Scroll Mishap Table.

Scroll Mishap Table


D Result
6
1 A surge of magical energy deals the caster 1D6 force damage per level of the spell.
2 The spell affects the caster or an ally (determined randomly) instead of the intended target, or it
affects a random target nearby if the caster was the intended target.
3 The spell affects a random location within the spell's range.
4 The spell's effect is contrary to its normal one, but neither harmful nor beneficial. For instance, a
fireball might produce an area of harmless cold.
5 The caster suffers a minor but bizarre effect related to the spell. Such effects last only as long as
the original spell's duration, or 1D10 minutes for spells that take effect instantaneously. For
example, a fireball might cause smoke to billow from the caster's ears for 1D10 minutes.
6 The spell activates after 1D12 hours. If the caster was the intended target, the spell takes effect
normally. If the caster was not the intended target, the spell goes off in the general direction of
the intended target, up to the spell's maximum range, if the target has moved away.
The level of the spell on the scroll determines the spell’s saving throw DC and attack bonus, as well as the
scroll’s rarity, as shown in the Spell Scroll Table. A wizard spell on a spell scroll can be copied just as spells
in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an
Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is
successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.

Spell Scroll Table


Spell Level Rarity Save DC Attack Bonus Scribing Time Scribing Cost
Cantrip Common 13 +5 1 day 15 gp
st
1 Common 13 +5 1 day 25 gp
nd
2 Uncommon 13 +5 5 days 250 gp
rd
3 Uncommon 15 +7 10 days 500 gp
th
4 Rare 15 +7 20 days 2,500 gp
th
5 Rare 17 +9 30 days 5,000 gp
6th Very Rare 17 +9 60 days 15,000 gp
th
7 Very Rare 18 +10 120 days 25,000 gp
8th Very Rare 18 +10 240 days 50,000 gp
th
9 Legendary 19 +11 360 days 250,000 gp
Scribing a spell scroll takes an amount of time and money related to the level of the spell the character
wants to scribe, as shown in the Spell Scroll Table above. In addition, the character must have proficiency
in the Arcana skill and must provide any material components required for the casting of the spell.
Moreover, the character must have the spell prepared, or it must be among the character's known spells, in
order to scribe a scroll of that spell. If the scribed spell is a cantrip, the version on the scroll works as if
the caster were 1st level.

Complications. Crafting a spell scroll is a solitary task, unlikely to attract much attention. The complications
that arise are more likely to involve the preparation needed for the activity. Every ten days spent scribing
brings a 10 percent chance of a complication, examples of which are on the Scribe a Scroll Complications
Table.

Scribe a Scroll Complications Table


D6 Complications
1 You bought up the last of the rare ink used to craft scrolls, angering a wizard in town.
2 The priest of a temple of good accuses you of trafficking in dark magic.*
3 A wizard eager to collect one of your spells in a book presses you to sell the scroll.
4 Due to a strange error in creating the scroll, it is instead a random spell of the same
level.
5 The rare parchment you bought for your scroll has a barely visible map on it.
6 A thief attempts to break into your workroom.*
* Might involve a rival.

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