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C ontents P

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I n t r o d u c t io n

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U sing Th is B o o k ......................................................................... 6 H ow to P la y ................................................................................... 6 A d v en tu res.................................................................................... 7

hapter

9 1: S t e p - b y - S

tep

C

h apter

2 : R a c e s ........................................................ 17

C h oosin g a R a ce ................................................................ 17 D w a rf.................................................................................... 18 E l f...........................................................................................21 H alfling.................................................................................26 H u m an ..................................................................................29 D ra g o n b o rn ........................................................................ 32 G n o m e ..................................................................................35 H alf-E lf.................................................................................38 H a lf-O rc.............................................................................. 40 T ie flin g .................................................................................42 C

h apter

3: C

l a s s e s .................................................. 45

B arbarian............................................................................ 46 B a r d ...................................................................................... 51 C leric.....................................................................................56 D ru id .....................................................................................64 F igh ter..................................................................................70 M o n k ..................................................................................... 76 P a la d in .................................................................................82 R a n g e r..................................................................................89 R o g u e ....................................................................................94 S o r c e r e r .............................................................................. 99 W a rlo ck ..............................................................................105 W iz a r d ................................................................................112 C h a p t e r 4 : P e r s o n a l it y a n d B a c k g r o u n d .................................................................. 121 Character D etails............................................................ 121 In spiration ........................................................................ 125 B a ck g rou n d s.................................................................... 125 C

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ip m e n t

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Starting E quipm ent....................................................... 143 W e a lth ................................................................................143 A rm or and S h ie ld s .........................................................144 W ea p on s............................................................................ 146 Adventuring G e a r ...........................................................148 T o o ls....................................................................................154 M ounts and V e h icle s..................................................... 155 Trade G o o d s ..................................................................... 157 E x p en ses........................................................................... 157 T rink ets............................................................................. 159 C

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u s t o m iz a t io n

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p t io n s

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M ulticlassing.................................................................... 163 F e a t s ...................................................................................165

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s in g

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b il it y

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o r e s

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h apter

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d v e n t u r in g

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T im e ........................................................ .. ................. 181 M ovem en t.......................................................................... 181 Th e E nvironm ent.......................... ......................... 183 S o c ia l In tera ction ........................................................... 185

h a r a c t e r s ..... 11

B eyon d 1st L ev el............................................................... 15 C

hapter

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Ability C h e ck s................................................................... 174 U sing E ach A bility...........................................................175 Saving T h r o w s ................... ............................................. 179 C

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Ability S c o r e s and M odifiers........................................173 Advantage and D isadvan tage...................................... 173 P roficien cy B o n u s............................................................173

W orlds o f A dven tu re................................................................... 5

P a r t 1

r t

R e s tin g ............................................................................... 186 B etw een A dven tu res......................................................186 C

h apter

9: C

om bat

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The O rder o f C om b a t.....................................................189 M ovem ent and P o sitio n .................................................190 A ctions in C o m b a t.......................................................... 192 M aking an A ttack............................................................ 193 C over................................................................................... 196 D am age and H e a lin g .....................................................196 M ounted C om bat............................................................. 198 Underwater C om ba t....................................................... 198

199

P a r t 3 C h ap ter

10 :

S p e l l c a s t i n g .................................201

W hat Is a S p e ll? ...............................................................201 Casting a S p e ll................................................................ 202 C h ap ter

11: S p e l l s ..................................................... 207

Spell L ists..........................................................................207 Spell D e scrip tio n s...........................................................211

A p p e n d ix A : C o n d it io n s A p p e n d ix

290

B:

G od s o f t h e M u l t iv e r se

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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

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The Material P lane....... ................. ...............................3 0 0 B eyond the M aterial.................................. 301

A p p e n d ix

D:

C r e a t u r e St a t is t ic s

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A p p e n d i x E: In sp ir a t io n a l R e a d in g

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In d e x

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C h aracter Sheet

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Preface N OCE UPON A TIME, LONG, LONG AGO, IN A

realm called the M idw estern United States—specifically the states o f M inn e­ sota and W iscon sin —a group o f friends gathered together to forever alter the history o f gam ing. It w asn ’t their intent to do so. Th ey w ere tired o f m erely readin g tales about w orld s o f m agic, m onsters, and adventure. They w anted to play in th ose w orlds, rather than ob serv e them. That they w ent on to invent D u n g e o n s & D r a g o n s , and thereby ignite a revolution in gam ing that continu es to this day, sp eaks to tw o things. First, it sp eak s to their ingenuity and genius in fig­ uring out that gam es w ere the perfect w ay to explore w orld s that could not oth erw ise exist. A lm ost every m od ern gam e, w hether played on a digital device or a tabletop, ow es som e debt to D&D. S econ d , it is a testam ent to the inherent appeal o f the gam e they created. D u n g e o n s & D r a g o n s sparked a thriving global phenom enon. It is the first roleplaying gam e, and it rem ains one o f the best o f its breed. To play D&D, and to play it w ell, you d on ’t n eed to read all the rules, m em orize every detail o f the gam e, or m aster the fine art o f rolling funny look in g dice. N one o f th ose things have any bea rin g on w hat’s best about the game. W hat you need are tw o things, the first being friends with w h om you can share the gam e. Playing gam es with your friends is a lot o f fun, but D & D d oes som eth in g m ore than entertain. Playing D & D is an exercise in collaborative creation. You and your friends create epic stories filled with ten­ sion and m em orable dram a. You create silly in-jokes that m ake you laugh years later. The dice w ill be cruel to you, but you w ill soldier on. Your collective creativ­ ity w ill build stories that you w ill tell again and again, ranging from the utterly absurd to the stuff o f legend. If you d on ’t have friends interested in playing, don ’t w orry. T h ere’s a sp ecia l alchem y that takes place around a D & D table that nothing else can m atch. Play the gam e with som eon e enough, and the tw o o f you

are likely to end up friends. It’s a c o o l side effect o f the gam e. Your next gam ing group is as clo se as the nearest g am e store, online forum , or gam ing convention. The se co n d thing you n eed is a lively im agination or, m ore importantly, the w illin gn ess to u se whatever im agination you have. You d on ’t need to be a m aster storyteller or a brilliant artist. You just n eed to aspire to create, to have the cou rage o f som eon e w ho is w illing to build som eth in g and share it w ith others. Luckily, just as D & D can strengthen your friendships, it can help build in you the con fid en ce to create and share. D & D is a gam e that teach es you to lo o k for the clever solution, share the sudden idea that can overcom e a problem , and push y ou rself to im agine w hat cou ld be, rather than sim ply a ccep t what is. T he first characters and adventures you create w ill probably be a collection o f cliches. That’s true o f every­ one, from the greatest D u n geon M asters in history on dow n. A ccep t this reality and m ove on to create the secon d character or adventure, w hich w ill b e better, and then the third, w h ich w ill be better still. R epeat that over the cou rse o f time, and s o o n y ou ’ll be able to create anything, from a ch a ra cter’s backgrou n d story to an epic w orld o f fantasy adventure. O nce you have that skill, it’s y ou rs forever. C ou n tless w riters, artists, and other creators can trace their beg in ­ nings to a few p ages o f D & D notes, a handful o f dice, and a kitchen table. A bove all else, D&D is yours. The friendships you m ake around the table w ill be unique to you. The adven­ tures you em bark on, the characters you create, the m em ories you m ake—th ese w ill be yours. D & D is your p erson al corn er o f the universe, a place w here you have free reign to do as you wish. G o forth now. R ead the rules o f the gam e and the story o f its w orlds, but always rem em ber that you are the one w h o brings them to life. Th ey are nothing w ithout the spark o f life that you give them.

M ike M earls M ay 2014


In t r o d u c t io n Th e D u n g e o n s & D r a g o n s r o l e p l a y in g

gam e is about storytelling in w orld s o f sw ord s and sorcery. It sh ares elem ents w ith ch ild h ood gam es o f m ake-believe. Like th ose gam es, D & D is driven by im agina­ tion. It’s about picturing the tow ering castle beneath the storm y night sky and im agining h ow a fantasy adventurer m ight react to the challen ges that scen e presents.

Dungeon Master (DM): After passin g through the craggy peaks, the road takes a sudden turn to the east and Castle Ravenloft towers before you. Crum blin g towers of stone keep a silent watch over the approach. They look like abandoned guardhouses. Beyond these, a wide chasm gapes, disappearing into the deep fog below. A lowered drawbridge spans the chasm , leading to an arched entrance to the castle courtyard. The chains o f the drawbridge creak in the wind, their rust-eaten iron straining with the weight. From atop the high strong walls, stone gargoyles stare at you from hollow sockets and grin hideously. A rotting wooden portcullis, green with growth, hangs in the entry tunnel. Beyond this, the main doors o f Castle Ravenloft stand open, a rich warm light sp illin g into the courtyard. Phillip (playing Gareth): I want to look at the gargoyles. I have a feeling they’re not just statues. Amy (playing Riva): The drawbridge looks precarious? I want to see how sturdy it is. Do I think we can cross it, or is it going to collapse under our weight?

Unlike a gam e o f m ake-believe, D & D gives structure to the stories, a w ay o f determ ining the con seq u en ces o f the adventurers’ action. Players roll dice to resolve w hether their attacks hit or m iss or w hether their adven­ turers can sca le a cliff, roll away from the strike o f a m agical lightning bolt, or pull o ff som e other dangerous task. Anything is possible, but the d ice m ake som e out­ c o m e s m ore probable than others.

Dungeon Master (DM): O K, one at a tim e. Phillip, you’re looking at the gargoyles? Phillip: Yeah. Is there any hint they m ight be creatures and not decorations? DM : Make an Intelligence check. Phillip: Does my Investigation skill apply? DM : Sure! Phillip (rolling a d20): Ugh. Seven. DM : They look like decorations to you. And Amy, Riva is checking out the drawbridge?

In the D u n g e o n s & D r a g o n s gam e, each player creates an adventurer (also called a character) and team s up with other adventurers (played by friends). W orkin g together, the group might explore a dark dun­ geon, a ruined city, a haunted castle, a lost tem ple deep in a ju n gle, or a lava-filled cavern beneath a m ysterious m ountain. The adventurers can solve puzzles, talk with other characters, battle fantastic m onsters, and discover fabulous m agic item s and other treasure. O ne player, however, takes on the role o f the D un geon M aster (D M ), the gam e’s lead storyteller and referee. T h e DM creates adventures for the characters, w h o nav­ igate its h azards and d ecide w hich paths to explore. The DM might d escrib e the entrance to Castle Ravenloft, and the players decide what they w ant their adventurers to do. W ill they w alk a cro ss the dangerously w eathered draw bridge? Tie them selves together with rope to m ini­ m ize the ch a n ce that som eon e w ill fall if the draw bridge gives way? Or cast a spell to carry them over the chasm ? Then the DM determ ines the results o f the adventur­ ers’ actions and narrates what they e xperien ce. B ecau se the DM can im provise to react to anything the players attempt, D & D is infinitely flexible, and each adventure can be exciting and unexpected. The gam e has no real end; w hen on e story or quest w ra ps up, another one can begin, creating an on goin g story called a campaign. M any p eop le w h o play the gam e keep their cam p aign s going for m onths or years, m eetin g with their friends every w eek or s o to pick up the story w here they left off. T h e adventurers g row in m ight as the cam paign continues. Each m onster defeated, each adventure com pleted, and each treasure recovered not only adds to the continuing story, but also earns the adventurers n ew capabilities. T h is in crease in pow er is reflected by an adventurer’s level. T h ere’s no w inning and losing in the D u n g e o n s & D r a g o n s gam e—at least, not the way those term s are usually understood. Together, the D M and the players create an exciting story o f bold adventurers w ho confront deadly perils. S om etim es an adventurer m ight c om e to a grisly end, torn apart by ferociou s m onsters or done in by a nefarious villain. Even so, the other adventurers can search for pow erful m agic to revive their fallen com rade, or the player might c h o o s e to create a new character to carry on. The group might fail to com plete an adventure successfully, but if everyone had a g ood time and created a m em orable story, they all win.

W orlds of A d v e n tu r e The m any w orld s o f the D u n g e o n s & D r a g o n s gam e are places o f m agic and m onsters, o f brave w arriors and sp ectacu lar adventures. They begin with a foundation o f m edieval fantasy and then add the creatures, places, and m agic that m ake these w orld s unique. T h e w orld s o f the D u n g e o n s & D r a g o n s gam e exist w ithin a vast c o s m o s called the multiverse, con n ected in strange and m ysterious w ays to on e another and to other planes o f existence, such as the Elem ental Plane o f Fire and the Infinite D epths o f the A byss. W ithin


this m ultiverse are an en dless variety o f w orlds. M any o f them have been published as official settings for the D & D game. T h e legends o f the Forgotten R ealm s, Dragon lan ce, Greyhawk, D ark Sun, Mystara, and E berron settings are w oven together in the fabric o f the multiverse. A longside these w orld s are hundreds o f thousands m ore, created by generations o f D & D players for their ow n gam es. A nd am id all the rich n ess o f the multiverse, you m ight create a w orld o f your ow n.

2. The players describe what they want to do. S o m e ­ tim es on e player sp eak s for the w h ole party, saying, “W e’ll take the east door,” for exam ple. Other tim es, different adventurers do different things: one adventurer m ight sea rch a treasure chest w hile a se c o n d exam in es an esoteric sym b ol engraved on a w all and a third keeps w atch for m onsters. T h e players d on ’t n eed to take turns, but the DM listens to every player and d ecides h ow to resolve th ose actions.

All th ese w orlds share characteristics, but each w orld is set apart by its ow n history and cultures, distinctive m on sters and races, fantastic geography, ancient dun­ geons, and sch em in g villains. S o m e races have unusual traits in different w orlds. T h e halflings o f the Dark Sun setting, for exam ple, are ju n gle-d w ellin g cannibals, and the elves are desert n om ads. S om e w orld s feature races u nk n ow n in other settings, such as E b erron ’s w arforged, sold iers created and im bu ed with life to fight in

S om etim es, resolvin g a task is easy. If an adventurer w ants to w alk a cross a room and op en a door, the DM might just say that the d oor op en s and d escrib e w hat lies beyond. But the d oor might b e lock ed, the floor m ight hide a deadly trap, or som e other circu m stan ce m ight m ake it challen ging for an adventurer to com plete a task. In th ose cases, the DM d ecid es w hat happens, often relying on the roll o f a die to determ ine the results o f an action.

the Last War. S o m e w orld s are dom inated by on e great story, like the W ar o f the L an ce that plays a central role in the D ragon lance setting. But they’re all D & D w orlds, and you can u se the rules in this b o o k to create a char­ acter and play in any one o f them. Your DM m ight set the cam paign on on e o f these w orld s or on on e that he or she created. B eca u se there is s o m uch diversity a m on g the w orlds o f D&D, you sh ou ld ch eck w ith your DM about any h ou se rules that w ill affect your play o f the gam e. Ultimately, the D un­ geon M aster is the authority on the cam paign and its setting, even if the setting is a published w orld.

3. The DM narrates the results o f the adventurers’ actions. D escribin g the results often leads to another d ecision point, w hich brin gs the flow o f the gam e right ba ck to step 1. T h is pattern holds w hether the adventurers are cau ­ tiously exploring a ruin, talking to a deviou s prince, or lock ed in m ortal com bat against a m ighty dragon. In certain situations, particularly com bat, the action is

U s in g T h is B o o k T h e Player’s Handbook is divided into three parts. Part 1 is about creating a character, providing the rules and g u id an ce you n eed to m ake the character y ou ’ll play in the gam e. It includes inform ation on the various races, classes, backgrou n ds, equipm ent, and oth er custom ization options that you can c h o o s e from. M any o f the rules in part 1 rely on m aterial in parts 2 and 3. If you co m e a cro ss a gam e con cep t in part 1 that you d on ’t understand, consult the b o o k ’s index. Part 2 details the rules o f h ow to play the gam e, beyon d the b a sics d escrib ed in this introduction. That part covers the kinds o f die rolls you m ake to determ ine s u c ce s s or failure at the tasks your character attempts, and d escrib es the three broad categories o f activity in the gam e: exploration, interaction, and com bat. Part 3 is all about m agic. It covers the nature o f m agic in the w orld s o f D&D, the rules for spellcasting, and the huge variety o f spells available to m agic-using ch a ra c­ ters (and m onsters) in the game.

How

to

Pl a y

T he play o f the D u n g e o n s & D r a g o n s gam e unfolds a ccord in g to this basic pattern. 1. The DM describes the environment. T h e DM tells the players w here their adventurers are and w hat’s around them, presenting the basic s c o p e o f options that present th em selves (h ow m any d oors lead out o f a room , w hat’s on a table, w h o ’s in the tavern, and so on).

m ore structured and the players (and D M ) d o take turns ch oosin g and resolvin g actions. But m ost o f the time, play is fluid and flexible, adapting to the circu m stan ces o f the adventure. Often the action o f an adventure takes place in the im agination o f the players and DM, relying on the D M ’s verbal descriptions to set the scen e. S o m e D M s like to use m usic, art, or r ecord ed sou n d effects to help set the m ood , and m any players and D M s alike adopt different v oices for the various adventurers, m onsters, and other characters they play in the gam e. S om etim es, a DM m ight lay out a m ap and u se tokens or m iniature figures to represent each creature involved in a scen e to help the players k eep track o f w here everyone is.

G a m e D ic e T h e gam e u ses polyhedral dice w ith different num bers o f sides. You can find d ice like th ese in gam e stores and in m any book stores. In these rules, the different d ice are referred to by the letter d follow ed by the num ber o f sides: d4, d6, d8, d 10, d 12, and d20. F or instance, a d6 is a six-sided die (the typical cu b e that m any g am es use). P ercen tile dice, or d 100, w ork a little differently. You generate a num ber b etw een 1 and 100 by rolling tw o different ten-sided d ice n um bered from 0 to 9. O ne die (designated b efore you roll) gives the tens digit, and the other gives the on es digit. If you roll a 7 and a 1, for exam ple, the num ber rolled is 71. Tw o Os represent 100. S o m e ten-sided dice are num bered in tens (00, 10, 20, and s o on), m akin g it easier to distinguish the tens digit from the o n es digit. In this case, a roll o f 70 and 1 is 71, and 0 0 and 0 is 100. W h en you n eed to roll dice, the rules tell you h ow m any d ice to roll o f a certain type, as w ell as w hat m o d ­ ifiers to add. For exam ple, “ 3d8 + 5 ” m eans you roll


three eight-sided dice, add them together, and add 5 to the total. The sa m e d notation appears in the ex p ression s “ 1d 3 ” and “ 1d2.” To sim ulate the roll o f 1d3, roll a d6 and divide the num ber rolled by 2 (round up). To sim ulate the roll o f 1d2, roll any die and assign a 1 or 2 to the roll depen din g on w hether it w as odd or even. (Alternatively, if the num ber rolled is m ore than h alf the num ber o f sides on the die, it’s a 2.)

T h e D 20 D o e s an adventurer’s sw ord sw in g hurt a dragon or just b ou n ce off its iron-hard sca les? W ill the ogre believe an ou trageous bluff? Can a character sw im a cross a raging river? Can a character avoid the m ain blast o f a fireball, or d o e s he or she take full dam age from the blaze? In ca se s w h ere the ou tcom e o f an action is uncertain, the D u n g e o n s & D r a g o n s gam e relies on rolls o f a 20 -sid ed die, a d20, to determ ine s u c ce s s or failure. Every character and m onster in the gam e has capa­ bilities defined by six ability scores. T h e abilities are Strength, Dexterity, Constitution, Intelligence, W isdom , and Charism a, and they typically range from 3 to 18 for m ost adventurers. (M onsters m ight have s co re s as low as 1 or as high as 30.) T h ese ability scores, and the ability modifiers derived from them , are the basis for alm ost every d2 0 roll that a player m a k es on a ch arac­ ter’s or m on ster’s behalf. Ability ch eck s, attack rolls, and saving throw s are the three m ain kinds o f d2 0 rolls, form in g the core o f the rules o f the gam e. All three follow th ese sim ple steps. 1. Roll the die and add a modifier. R oll a d2 0 and add the relevant modifier. T h is is typically the m od ­ ifier derived from on e o f the six ability s cores, and it som etim es includes a proficiency bon u s to reflect a char­ acter’s particular skill. (S e e chapter 1 for details on each ability and h ow to determ ine an ability’s modifier.) 2. Apply circumstantial bonuses and penalties. A cla ss feature, a spell, a particular circu m stan ce, or som e other effect m ight give a b on u s or penalty to the check.

3. Compare the total to a target number. If the total equals or e x ceed s the target num ber, the ability check, attack roll, or saving th row is a su ccess. O therw ise, it’s a failure. T h e D M is usually the on e w h o determ ines target num bers and tells players w hether their ability ch ecks, attack rolls, and saving th row s su cce e d or fail. Th e target num ber for an ability ch eck o r a saving th row is called a Difficulty Class (D C). T h e target num ber for an attack roll is called an Arm or Class (AC). T h is sim ple rule governs the resolution o f m ost tasks in D & D play. Chapter 7 provides m ore detailed rules for usin g the d 2 0 in the game.

A dva n t a ge a n d D isa d v a n t a g e S om etim es an ability check, attack roll, or saving throw is m od ified by sp ecia l situations called advantage and disadvantage. Advantage reflects the positive circu m ­ stan ces su rrou nding a d2 0 roll, w hile disadvantage reflects the opposite. W h en you have either advantage or disadvantage, you roll a se co n d d2 0 w h en you m ake the roll. U se the higher o f the tw o rolls if you have advan­ tage, and u se the low er roll if you have disadvantage. F or exam ple, if you have disadvantage and roll a 17 and a 5, you use the 5. If you instead have advantage and roll th ose num bers, you use the 17. M ore detailed rules for advantage and disadvantage are presented in chapter 7.

Sp e c if ic B e a ts G e n e r a l T h is b o o k contain s rules, esp ecia lly in parts 2 and 3, that govern h ow the gam e plays. That said, m any racial traits, class features, spells, m agic item s, m on ster abili­ ties, and other gam e elem ents break the general rules in som e way, creating an exception to h ow the rest o f the gam e w orks. R em em ber this: If a sp ecific rule contra­ dicts a general rule, the sp ecific rule w ins. E xception s to the rules are often m inor. For instance, m any adventurers d on ’t have proficiency with lon gbow s, but every w o o d elf d oes b e ca u se o f a racial trait. That trait creates a m in or exception in the gam e. Other exam ples o f rule-breaking are m ore con sp icu ou s. For instance, an adventurer ca n ’t n orm ally p ass through w alls, but som e sp ells m ake that possible. M agic accou n ts for m ost o f the m ajor exception s to the rules.

Round D ow n T h ere’s on e m ore general rule you n eed to k n ow at the outset. W h enever you divide a num ber in the gam e, round dow n if you end up w ith a fraction, even if the fraction is on e-half or greater.

A dventures T h e D u n g e o n s & D r a g o n s gam e con sists o f a group o f characters em barking on an adventure that the D un ­ geon M aster presen ts to them. Each character brings particular capabilities to the adventure in the form o f ability sc o r e s and skills, class features, racial traits, equipm ent, and m agic item s. Every character is dif­ ferent, w ith various strengths and w ea k n esses, s o the best party o f adventurers is on e in w h ich the characters com plem ent each other and cover the w ea k n esses o f


their com pa n ion s. The adventurers must coop era te to su ccessfu lly com plete the adventure. T h e adventure is the heart o f the gam e, a story with a beginning, a m iddle, and an end. An adventure might be created by the D u n geon M aster or p u rch ased off the shelf, tw eaked and m odified to suit the D M ’s n eeds and desires. In either ca se, an adventure features a fantastic setting, w hether it’s an u nderground dungeon, a cru m ­ bling castle, a stretch o f w ildern ess, or a bustling city. It features a rich cast o f characters: the adventurers created and played by the other players at the table, as w ell as nonplayer characters (N PC s). T h ose char­ acters m ight b e patrons, allies, enem ies, hirelings, or just backgrou n d extras in an adventure. Often, on e o f the N P C s is a villain w h ose agenda drives m uch o f an adventure’s action. Over the cou rse o f their adventures, the characters are confronted by a variety o f creatures, objects, and situations that they must deal w ith in som e way. S o m e ­ tim es the adventurers and other creatures do their best to kill or capture each other in com bat. At other tim es, the adventurers talk to another creature (or even a m agical object) w ith a goal in mind. A nd often, the adventurers spend tim e trying to solve a puzzle, bypass an obstacle, find som eth in g hidden, or unravel the cu r­ rent situation. M eanw hile, the adventurers explore the w orld, m akin g decision s about w hich w ay to travel and w hat they’ll try to do next. A dventures vary in length and com plexity. A short adventure m ight present only a few challen ges, and it m ight take no m ore than a single gam e session to com plete. A long adventure can involve hundreds o f com bats, interactions, and other challen ges, and take d ozen s o f session s to play through, stretching over w eek s or m onths o f real tim e. Usually, the end o f an adventure is m arked by the adventurers h eading back to civilization to rest and enjoy the sp oils o f their labors. But that’s not the end o f the story. You can think o f an adventure as a single ep isod e o f a T V series, m ade up o f multiple exciting scen es. A cam paign is the w hole s eries—a string o f adventures jo in e d together, with a consistent group o f adventurers follow in g the narrative from start to finish.

T h e T h r ee P il l a r s of A d v e n t u r e A dventurers ca n try to do anything their players can im agine, but it can b e helpful to talk about their activ­ ities in three broad categories: exploration, socia l interaction, and com bat.

Exploration includes both the adventurers’ m ovem ent through the w orld and their interaction with ob jects and situations that require their attention. E xploration is the give-and-take o f the players describin g what they want their characters to do, and the D u n geon M aster telling the players w hat h appen s as a result. On a large scale, that might involve the characters spen din g a day c r o s s ­ ing a rolling plain or an hour m aking their w ay through caverns underground. On the sm allest scale, it could m ean on e character pulling a lever in a dungeon room to see w hat happens. Social interaction features the adventurers talking to som eon e (or som eth in g) else. It might m ean dem anding

that a captured scou t reveal the secret entrance to the goblin lair, getting inform ation from a rescu ed prisoner, pleading for m ercy from an orc chieftain, or persuading a talkative m agic m irror to sh ow a distant location to the adventurers. The rules in chapters 7 and 8 support exploration and socia l interaction, as do m any cla ss features in chapter 3 and personality traits in chapter 4. Combat, the focu s o f chapter 9, involves characters and other creatu res sw in ging w eapon s, casting spells, m aneuvering for position, and s o o n —all in an effort to defeat their oppon en ts, w hether that m eans killing every enemy, taking captives, or forcin g a rout. Com bat is the m ost structured elem ent o f a D & D session , with creatu res taking turns to m ake sure that everyone gets a ch a n ce to act. Even in the context o f a pitched battle, there’s still plenty o f opportunity for adventurers to attempt w acky stunts like surfing dow n a flight o f stairs on a shield, to exam ine the environm ent (perhaps by pulling a m ysterious lever), and to interact with other creatures, including allies, en em ies, and neutral parties.

T h e W o n d e r s o f M a g ic Few D & D adventures end w ithout som eth in g m agical happening. W h eth er helpful or harm ful, m agic appears frequently in the life o f an adventurer, and it is the focu s o f chapters 10 and 11. In the w orld s o f D u n g e o n s & D r a g o n s , practitioners o f m agic are rare, set apart from the m a sses o f people by their extraordinary talent. C om m on folk might see eviden ce o f m agic on a regular basis, but it’s usually m in or—a fantastic m onster, a visibly an sw ered prayer, a w izard w alking through the streets w ith an anim ated shield guardian as a bodyguard. For adventurers, though, m agic is key to their sur­ vival. W ithout the healing m agic o f clerics and paladins, adventurers w ou ld quickly su ccu m b to their w oun ds. W ithout the uplifting m agical su pport o f bards and clerics, w arriors m ight be overw helm ed by p ow erfu l foes. W ithout the sh eer m agical p ow er and versatility o f w izards and druids, every threat w ou ld be m ag­ nified tenfold. M agic is also a favored tool o f villains. M any adven­ tures are driven by the m achinations o f spellcasters w h o are hellbent on using m agic for som e ill end. A cult leader seek s to aw aken a god w h o slum bers beneath the sea, a hag kidnaps youths to m agically drain them o f their vigor, a m ad w izard labors to invest an arm y o f autom atons with a facsim ile o f life, a dragon begin s a m ystical ritual to rise up as a god o f destruction —these are just a few o f the m agical threats that adventurers m ight face. W ith m agic o f their ow n, in the form o f sp ells and m agic items, the adventurers m ight prevail!


C h a p t e r 1: S t e p - b y - S t e p C h a r a c t e r s OUR FIRST STEP IN PLAYING AN ADVENTURER IN THE cla sses (see step 2). For exam ple, the racial traits o f D u n g e o n s & D r a g o n s gam e is to im agine

and create a character o f your ow n. Your character is a com bination o f gam e statistics, roleplaying h ook s, and your im agination. You c h o o s e a race (such as hum an or halfling) and a class (such as fighter or w izard). You also invent the personality, appearance, and backstory o f your character. O n ce com pleted, your character serves as your representative in the gam e, your avatar in the D u n g e o n s & D r a g o n s w orld. B efore you dive into step 1 below , think about the kind o f adventurer you w ant to play. You m ight be a cou ra g eou s fighter, a skulking rogue, a fervent cleric, or a flam boyant w izard. Or you m ight be m ore interested in an u nconventional character, such as a braw ny rogue w h o likes hand-to-hand com bat, or a sh arpsh ooter w ho picks o ff en em ies from afar. D o you like fantasy fiction featuring dw arves or elves? Try building a character o f on e o f th ose races. D o you w ant your character to be the toughest adventurer at the table? C on sider a class like barbarian or paladin. If y ou d on ’t k n ow w here else to begin, take a lo o k at the illustrations in this b o o k to see w hat catch es y ou r interest. O nce you have a character in mind, follow these steps in order, m akin g decision s that reflect the character you want. Your con cep tion o f your character m ight evolve with each c h o ice you m ake. W h a t’s im portant is that you co m e to the table w ith a character you ’re excited to play. T h rou gh ou t this chapter, w e u se the term character sheet to m ean w hatever you u se to track your character, w hether it’s a form al character sheet (like the on e at the end o f this book ), so m e form o f digital record, or a piece o f n oteb ook paper. A n official D & D character sheet is a fine place to start until you k n ow w hat inform ation you need and h ow you u se it during the gam e. B u il d in g B r u e n o r E ach step o f character creation includes an exam ple o f that step, w ith a player nam ed B ob building his dw arf character, Bruenor.

1. C h o o s e

a

R

a ce

Every character b elon g s to a race, on e o f the m any intelligent h um anoid sp e cie s in the D & D w orld. The m ost co m m o n player character races are dw arves, elves, halflings, and hum ans. S o m e races also have subraces, such as m ountain dw arf or w o o d elf. Chapter 2 provides m ore inform ation about th ese races, as w ell as the less w idesp rea d races o f dragonborn, gnom es, half-elves, half-orcs, and tieflings. The race you c h o o s e contributes to your character’s identity in an im portant way, by establishing a general appearance and the natural talents gained from culture and ancestry. Your character’s race grants particular racial traits, such as sp ecial sen ses, proficiency with certain w eapon s or tools, proficiency in on e or m ore skills, or the ability to use m inor spells. T h ese traits som etim es dovetail with the capabilities o f certain

lightfoot halflings m ake them exceptional rogues, and high elves tend to be pow erfu l w izards. S om etim es playing against type can b e fun, too. H alf-orc paladins and m ountain dw arf w izards, for exam ple, can b e unusual but m em orable characters. Your race also in creases on e or m ore o f your ability scores, w hich you determ ine in step 3. N ote these in creases and rem em ber to apply them later. R e co rd the traits granted by your race on your character sheet. B e sure to note your starting languages and your ba se sp eed as w ell. B u i l d i n g B r u e n o r , St e p 1 B ob is sitting dow n to create his character. H e d ecides that a gru ff m ountain dw arf fits the character he w ants to play. He notes all the racial traits o f dw arves on his character sheet, including his sp eed o f 25 feet and the languages he kn ow s: C om m on and D w arvish.

2. C

hoose a

C lass

Every adventurer is a m em ber o f a class. C lass broadly d escrib es a character’s vocation, w hat sp ecia l talents he or sh e p o s se ss e s, and the tactics he or she is m ost likely to em ploy w hen exploring a dungeon, fighting m onsters, or engaging in a tense negotiation. T h e character cla sses are d escrib ed in chapter 3. Your character receives a num ber o f benefits from your ch oice o f class. M any o f th ese benefits are class features—capabilities (including spellcastin g) that set your character apart from m em bers o f other classes. You also gain a num ber o f proficiencies: armor, w eapon s, skills, saving throw s, and som etim es tools. Your p roficien cies define m any o f the things your character can do particularly w ell, from u sing certain w ea p on s to telling a convin cin g lie. On your character sheet, record all the features that your class gives you at 1st level. L

evel

Typically, a character starts at 1st level and advances in level by adventuring and gaining experience points (X P). A 1st-level character is in exp erien ced in the adventuring w orld, although he or she m ight have been a soldier or a pirate and don e dangerou s things before. Starting off at 1st level m arks your character’s entry into the adventuring life. If you ’re already fam iliar w ith the gam e, or if you are join in g an existing D & D cam paign, your DM might d ecide to have you begin at a higher level, on the assum ption that your character has already survived a few harrow in g adventures.

Q u ic k B u il d Each class description in chapter 3 includes a section offering suggestions to quickly build a character o f that class, including how to assign your highest ability scores, a background suitable to the class, and starting spells.

PART 1 S T E P -B Y -S T E P C H A R A C T E R S


R e co rd your level on your character sheet. If you ’re starting at a h igher level, record the additional elem ents your class gives you for your levels past 1st. A lso record your exp erien ce points. A 1st-level character has 0 X P A higher-level character typically beg in s w ith the m inim um am ount o f X P required to reach that level (see “B eyond 1st L evel” later in this chapter). H

it

P o in t s

and

H

it

D

ic e

Y our character’s hit points define h ow tough your character is in com bat and other dangerou s situations. Your hit points are determ ined by your Hit D ice (short for Hit Point Dice). A

b il it y

S

c o r e

S

u m m a r y

Strength M easures: Natural athleticism, bodily power Im p ortan t for: Barbarian, fighter, paladin R acial Increases:

Mountain dwarf (+2)

Half-orc (+2)

Dragonborn (+2)

Human (+1)

Dexterity M easures: Physical agility, reflexes, balance, poise Im p ortan t for: Monk, ranger, rogue R acial Increases:

Elf (+2)

Forest gnome (+1)

Halfling (+2)

Human (+1)

Constitution M easures: Health, stamina, vital force Im p ortan t for: Everyone R acial Increases:

Dwarf (+2)

Half-orc (+1)

Stout halfling (+1)

Human (+1)

Rock gnome (+1) Intelligence M easures: Mental acuity, information recall, analytical skill Im p ortan t for: Wizard

High elf (+1)

Tiefling (+1)

Gnome (+2)

Human (+1)

W isdom M easures: A w a re n e ss, intuition, insight Im p ortan t for: Cleric, druid R acial Increases:

Human (+1)

Wood elf (+1)

P r o f ic ie n c y B o n u s Th e table that appears in your class description sh ow s your proficiency bonus, w h ich is +2 for a 1st-level character. Your p roficiency bon u s applies to m any o f the num bers y ou ’ll be record in g on your character sheet: • • • • • •

A ttack rolls using w ea p on s y ou ’re proficient with A ttack rolls w ith spells you cast Ability ch eck s using skills y ou ’re proficient in Ability ch eck s using tools y ou ’re proficient with Saving th row s y ou ’re proficient in Saving th row D C s for spells you cast (explained in each sp ellcastin g class)

Y our class determ ines your w ea p on proficiencies, your saving th row p roficiencies, and som e o f your skill and tool proficiencies. (Skills are d escrib ed in chapter 7, tools in chapter 5.) Y our backgrou n d gives you additional skill and tool proficiencies, and so m e races give you m ore proficiencies. B e sure to note all o f these proficiencies, as w ell as your proficiency bonus, on your character sheet. Your proficiency bon u s can ’t be added to a single die roll or other n um ber m ore than on ce. O ccasionally, your proficiency bon u s m ight be m od ified (doubled or halved, for exam ple) before you apply it. If a circu m stan ce su ggests that your p roficiency b on u s applies m ore than on ce to the sa m e roll or that it sh ou ld be m ultiplied m ore than on ce, you n evertheless add it only on ce, multiply it only on ce, and halve it only on ce.

B ob im agines B ruenor chargin g into battle w ith an axe, on e horn on his helm et broken off. H e m akes B ru enor a fighter and notes the fighter’s proficien cies and 1st-level class features on his character sheet. A s a 1st-level fighter, B ru enor has 1 Hit D ie—a d 10— and starts with hit poin ts equal to 10 + his Constitution m odifier. B ob notes this, and w ill record the final num ber after he determ ines B ru en or’s Constitution sc o r e (see step 3). B ob a lso notes the proficiency bon u s for a 1st-level character, w hich is +2.

3 . D eterm in e A b ilit y S co res

Charisma M easures: Confidence, eloquence, leadership Im p ortan t for: Bard, sorcerer, warlock R acial Increases:

Half-elf (+2)

u ses and the num ber o f Hit D ice you have. A fter you rest, you can sp end Hit D ice to regain hit points (see “R estin g ” in chapter 8).

B u il d in g B r u e n o r , St e p 2

Racial Increases:

Hill dwarf (+1)

At 1st level, your character has 1 Hit D ie, and the die type is determ ined by your class. You start w ith hit points equal to the h ighest roll o f that die, as indicated in your class description. (You also add your Constitution modifier, w h ich you ’ll determ ine in step 3.) T h is is also your hit point maxim um . R e c o rd y ou r character’s hit points on your character sheet. A lso record the type o f Hit D ie your character

Dragonborn (+1)

Drow (+1)

Human (+1)

Lightfoot halfling (+1)

Tiefling (+2)

M uch o f w hat your character d o e s in the gam e depends on his or her six abilities: Strength, Dexterity, Constitution, Intelligence, W isdom , and Charisma. Each ability has a score, w h ich is a num ber you record on your character sheet. T h e six abilities and their u se in the gam e are describ ed in chapter 7. T h e Ability S c o r e S u m m ary


table provides a quick referen ce for w hat qualities are m easu red by each ability, w hat races in creases w hich abilities, and what cla sses con sid er each ability particularly im portant. You generate your character's six ability scores randomly. R oll fou r 6-sided dice and record the total o f the highest three dice on a p iece o f scratch paper. D o this five m ore tim es, s o that you have six num bers. If you w ant to save tim e or d on ’t like the idea o f random ly determ ining ability scores, you can u se the follow in g s c o r e s instead: 15, 14, 13, 12, 10, 8. N ow take your six n um bers and w rite each num ber b eside on e o f your character’s six abilities to assign sco re s to Strength, Dexterity, Constitution, Intelligence, W isdom , and Charism a. A fterw ard, m ake any changes to your ability s c o r e s as a result o f your race choice. After assign in g your ability s cores, determ ine your ability modifiers using the Ability S c o r e s and M odifiers table. To determ ine an ability m odifier without consulting the table, subtract 10 from the ability score and then divide the result by 2 (round down). W rite the m odifier next to each o f your scores. B u il d in

g

B r u e n o r , St e p 3

B ob d ecid es to u se the standard set o f s c o r e s (15, 14, 13, 12, 10, 8) for B ru enor’s abilities. S in ce h e’s a fighter, he puts his h ighest score, 15, in Strength. H is nexthighest, 14, g oes in Constitution. B ruenor m ight be a brash fighter, but B ob d ecid es he w ants the dw arf to be older, w iser, and a g o o d leader, so he puts decent sc o r e s in W isd om and Charism a. After applying his racial benefits (in creasin g B ru en or’s Constitution by 2 and his Strength by 2), B ru en or’s ability s c o r e s and m odifiers look like this: Strength 17 (+3), Dexterity 10 (+0), Constitution 16 (+3), Intelligence 8 (-1), W isd om 13 (+1), C harism a 12 (+1). B ob fills in B ru enor's final hit points: 10 + his Constitution m odifier o f +3, for a total o f 13 hit points. Va

r ia n t

: C

u s t o m iz in g

A

b il it y

Scores

At your D u n geon M aster’s option, you can use this variant for determ ining your ability scores. The m ethod describ ed here allow s you to build a character w ith a set o f ability s c o r e s you c h o o s e individually. You have 27 points to spend on your ability scores. T h e co st o f each sc o r e is sh ow n on the Ability S c o r e Point C ost table. F or exam ple, a sc o r e o f 14 costs 7 points. U sing this m ethod, 15 is the highest ability score you can end up with, b efore applying racial in creases. Y ou ca n ’t have a sc o r e low er than 8. T h is m ethod o f determ ining ability s c o r e s enables you to create a set o f three high num bers and three low on es (15, 15, 15, 8, 8, 8), a set o f num bers that are above A

b il it y

Score

S

Po Cost

c o r e

in t

C

o st

Score

Cost

12

4

1

13

5

10

2

14

7

11

3

15

9

8

0

9

A

b il it y

S

c o r es

a n d

M

o d if ie r s

Score

Modifier

Score

1

-5

16-17

Modifier +3

2-3

-4

18-19

+4

4 -5

-3

20-21

+5

6-7

-2

22-23

+6

8-9

-1

24-25

+7

10-11

+0

26-27

+8

12-13

+1

28-29

+9

14-15

+2

30

+10

average and nearly equal (13, 13, 13, 12, 12, 12), or any set o f num bers betw een th ose extrem es.

4 . D e sc rib e Y o u r C h a r a c t e r O nce you kn ow the ba sic gam e asp ects o f your character, it’s tim e to flesh him or her out as a person . Your character n eeds a nam e. S p en d a few m inutes thinking about w hat he or she look s like and h ow he or she beh aves in general terms. U sing the inform ation in chapter 4, you can flesh out your character’s physical appearan ce and personality traits. C h oose your character’s alignment (the m oral c om p a ss that guides his or her decisions) and ideals. Chapter 4 also helps you identify the things your character holds m ost dear, called bonds, and the flaws that cou ld one day u nderm ine him or her. Your character’s background d escrib es w here he or she ca m e from , his or her original occu pation , and the character’s place in the D & D w orld. Your DM might offer additional ba ckgrou n ds beyon d the on es included


in chapter 4, and m ight b e w illing to w ork w ith you to

H is flaw is tied to his caring, sensitive nature—he has a

craft a b a ckgrou n d that’s a m ore p recise fit for your character concept. A b ackgrou n d gives your character a backgrou n d feature (a general benefit) and proficiency in tw o skills, and it m ight also give you additional languages or proficiency w ith certain kinds o f tools. R e c o rd this inform ation, along w ith the person ality inform ation you develop, on your character sheet.

soft spot for orphans and w ayw ard souls, leading him to sh ow m ercy even w hen it m ight not b e w arranted.

Y

our

C

h a r a c t e r ’s

A

b il it ie s

Take your character’s ability s c o r e s and race into accou n t as you flesh out his or her appearance and personality. A very stron g character w ith low Intelligence m ight think and behave very differently from a very sm art character w ith low Strength. For exam ple, high Strength usually c o rresp on d s w ith a burly or athletic body, w hile a character with low Strength m ight be scraw ny or plump. A character w ith high D exterity is probably lithe and slim , w hile a character w ith low D exterity m ight be either gangly and aw kw ard or heavy and thick-fingered. A character w ith high Constitution usually look s healthy, w ith bright eyes and abundant energy. A character w ith low Constitution m ight b e sickly or frail. A character with high Intelligence m ight be highly inquisitive and studious, w hile a character w ith low Intelligence might sp eak sim ply or easily forget details. A character w ith high W isd om has g oo d judgm ent, empathy, and a general aw aren ess o f w hat’s going on. A character w ith low W isd om m ight be absent-m inded, foolhardy, or oblivious. A character with high C harism a exudes confidence, w h ich is usually m ixed w ith a graceful or intim idating presen ce. A character w ith a low C harism a m ight co m e a cross as abrasive, inarticulate, or timid. B u i l d i n g B r u e n o r , St e p 4 B o b fills in so m e o f B ru enor’s ba sic details: his nam e, his sex (male), his height and w eight, and his alignm ent (law ful good). H is high Strength and Constitution suggest a healthy, athletic body, and his low Intelligence su ggests a degree o f forgetfulness. B ob d ecid es that B ru enor c o m e s from a n oble line, but his clan w as expelled from its hom eland w hen B ru enor w as very young. He g rew up w ork in g as a sm ith in the rem ote villages o f Icew ind Dale. But B ruenor has a h eroic destiny—to reclaim his h om eland—so B ob c h o o s e s the folk h ero back grou n d for his dwarf. H e notes the proficiencies and sp ecia l feature this ba ck grou n d gives him. B ob has a pretty clear picture o f B ru en or’s personality in mind, so he skips the person ality traits su ggested in the folk h ero backgrou n d, noting instead that B ru enor is a caring, sensitive d w arf w h o genuinely loves his friends and allies, but he hides this soft heart behind a gruff, snarling dem eanor. H e c h o o s e s the ideal o f fairn ess from the list in his backgrou n d, noting that Bruenor believes that n o on e is above the law. G iven his history, B ru en or’s bon d is obvious: he aspires to som eday reclaim M ithral Hall, his hom eland, from the sh ad ow dragon that drove the dw arves out.

5 . C h o o s e E q u ip m en t Your class and backgrou n d determ ine your character's starting equipment, including w eapon s, armor, and other adventuring gear. R e c o rd this equipm ent on your character sheet. All such item s are detailed in chapter 5. Instead o f taking the gear given to you by your class and backgrou n d, you ca n p u rch ase your starting equipm ent. You have a num ber o f gold pieces (gp) to spend ba sed on your class, as sh ow n in chapter 5. Extensive lists o f equipm ent, w ith prices, a lso appear in that chapter. If you w ish, you can also have on e trinket at n o cost (see the trinket table at the end o f chapter 5). Your Strength sc o r e lim its the am ount o f gear you can carry. Try not to pu rch ase equipm ent w ith a total w eight (in pounds) ex ceed in g your Strength sco re tim es 15. Chapter 7 has m ore inform ation on carrying capacity. A

rmor

C

lass

Your A rm or Class (AC) represents h ow w ell your character avoids being w ou n d ed in battle. T h in gs that contribute to your AC include the arm or you w ear, the shield you carry, and your D exterity m odifier. Not all characters w ea r arm or or carry shields, however. W ithout arm or or a shield, your character’s AC equals 10 + his or her Dexterity m odifier. If your character w ea rs arm or, carries a shield, or both, calculate your AC using the rules in chapter 5. R e co rd your AC on your character sheet. Your character n eeds to be proficient w ith arm or and shields to w ea r and u se them effectively, and your arm or and shield proficien cies are determ ined by your class. T h ere are draw backs to w earin g arm or or carryin g a shield if you lack the requ ired proficiency, as explained in chapter 5. S o m e spells and class features give you a different w ay to calculate your AC. If you have multiple features that give you different w ays to calculate you r AC, you c h o o s e w hich one to use. W

eapons

For each w eap on your character w ields, calculate the m odifier you u se w h en you attack w ith the w ea p on and the dam age you deal w hen you hit. W h en you m ake an attack w ith a w eapon , you roll a d2 0 and add your proficiency bon u s (but only if you are proficient w ith the w eapon ) and the appropriate ability modifier. • F or attacks w ith m elee weapons, use your Strength m odifier for attack and dam age rolls. A w eap on that has the fin esse property, such as a rapier, ca n u se your D exterity m odifier instead. • F or attacks w ith ranged weapons, u se your D exterity m odifier for attack and dam age rolls. A w ea p on that has the throw n property, such as a handaxe, can use your Strength m odifier instead.


B u i l d i n g B r u e n o r , St e p 5 B ob w rites dow n the starting equipm ent from the fighter cla ss and the folk h ero background. His starting equipm ent includes chain m ail and a shield, w hich com bin e to give B ru enor an A rm or C lass o f 18. For B ru en or’s w eapon s, B ob c h o o s e s a battleaxe and tw o handaxes. H is battleaxe is a m elee w eapon, so B ru enor u ses his Strength m odifier for his attacks and dam age. H is attack bon u s is his Strength m odifier (+3) plus his proficiency bon u s (+2), for a total o f +5. T he battleaxe deals 1d8 slashing dam age, and B ruenor adds his Strength m odifier to the dam age w hen he hits, for a total o f 1d8 + 3 slashing dam age. W h en throw ing a handaxe, B ru enor has the sam e attack bonus (handaxes, as throw n w eapon s, u se Strength for attacks and dam age), and the w eap on deals 1d6 + 3 slashing dam age w hen it hits.

6.

C

om e

T ogether

M ost D & D characters d on ’t w ork alone. E ach character plays a role w ithin a party, a group o f adventurers w orkin g together for a com m on p u rpose. Team w ork and coop era tion greatly im prove your party’s ch a n ces to survive the m any p erils in the w orld s o f D u n g e o n s & D r a g o n s . Talk to your fellow players and your DM to decide w hether your characters k n ow on e another, h ow they met, and w hat sorts o f quests the group m ight undertake.

B e y o n d 1s t L e v e l A s your character g o e s on adventures and ov ercom es challen ges, he or she gains experience, represented by experien ce points. A character w h o reach es a sp ecified experien ce point total advances in capability. This advancem ent is called gaining a level. W h en your character gains a level, his or her class often grants additional features, as detailed in the class description. S o m e o f these features allow you to in crease your ability scores, either increasin g tw o s c o r e s by 1 each or in creasin g on e sco re by 2. You c a n ’t in crease an ability s c o r e above 20. In addition, every character’s proficiency bon u s in creases at certain levels. Each tim e you gain a level, you gain 1 additional Hit Die. R oll that Hit Die, add your Constitution m odifier to the roll, and add the total to your hit point m axim um . Alternatively, you can use the fixed value sh ow n in your class entry, w hich is the average result o f the die roll (rounded up). W h en your Constitution m odifier in creases by 1, your hit point m axim u m in creases by 1 for each level you have attained. F or exam ple, w hen B ruenor reaches 8th level as a fighter, he in creases his Constitution sco re from 17 to 18, thus increasin g his Constitution m odifier from +3 to +4. H is hit point m axim um then in creases by 8. T h e Character A dvancem ent table su m m arizes the X P you n eed to advance in levels from level 1 through level 20, and the proficien cy b on u s for a character o f that level. C onsult the inform ation in your character’s class d escription to see w hat other im provem ents you gain at each level.

T iers o f P l a y The shading in the Character Advancement table show s the four tiers o f play. The tiers don’t have any rules associated with them; they are a general description o f how the play experience changes as characters gain levels. In the first tier (levels 1 -4 ), characters are effectively apprentice adventurers. Th ey are learn in g the features that define them as m em bers o f particular classes, including the m ajor ch o ice s that flavor their class features as they advance (such as a w iza rd ’s A rcane Tradition or a fighter’s M artial Archetype). The threats they face are relatively minor, usually p o sin g a danger to local farm steads or villages. In the secon d tier (levels 5 -1 0 ), characters c om e into their ow n. M any spellcasters gain a c c e s s to 3rd-level spells at the start o f this tier, crossin g a new threshold o f m agical p ow er with spells such as fireball and lightning bolt. At this tier, m any w eapon -usin g cla sses gain the ability to m ake multiple attacks in on e round. T h ese characters have b e c o m e im portant, facing dangers that threaten cities and kingdom s. In the third tier (levels 11-16), characters have reached a level o f p ow er that sets them high above the ordinary pop u la ce and m akes them sp ecia l even am ong adventurers. At 11th level, m any spellcasters gain a c c e s s to 6th-level spells, so m e o f w h ich create effects previously im possible for player characters to achieve. Other characters gain features that allow them to m ake m ore attacks or do m ore im pressive things with th ose attacks. T h ese m ighty adventurers often confront threats to w h ole region s and continents. At the fourth tier (levels 17 -20 ), characters achieve the pinnacle o f their cla ss features, b ecom in g h eroic (or villainous) archetypes in their ow n right. The fate o f the w orld or even the fundam ental order o f the m ultiverse might hang in the balance during their adventures. C

h a r a ct er

A

d v a n c e m e n t

Experience Points

Level

Proficiency

0

1

300

2

+2

900

3

+2

2,700

4

+2

6,500

5

+3

14,000

6

+3

23,000

7

+3

+2

34,000

8

+3

48,000

9

+4

64,000

10

+4

85,000

11

+4

100,000

12

+4

120,000

13

+5

140,000

14

+5

165,000

15

+5

195,000

16

+5

225,000

17

+6

265,000

18

+6

305,000

19

+6

355,000

20

+6


C h a p t e r 2: R a c e s VISIT TO ONE OF THE GREAT CITIES IN THE A

w orld s o f D u n g e o n s & D r a g o n s — W aterdeep, the F ree City o f G reyhawk, or even u ncanny Sigil, the City o f D o o r s — overw helm s the sen ses. V oices chatter in cou n tless different languages. T h e sm ells o f c o o k in g in d ozen s o f different cuisin es m ingle w ith the od ors o f crow d ed streets and p oor sanitation. B uildings in m yriad architectural styles display the diverse origin s o f their inhabitants. And the p eop le th em selves—p eop le o f varying size, shape, and color, d ressed in a dazzling sp ectru m o f styles and h ues—represent m any different races, from dim inutive halflings and stout dw arves to m ajestically beautiful elves, m inglin g a m on g a variety o f hum an ethnicities. Scattered a m on g the m em bers o f these m ore com m on races are the true exotics: a hulking dragonborn here, pushing his w ay through the crow d, and a sly tiefling there, lurking in the sh ad ow s w ith m isch ief in her eyes. A group o f g n om es laughs as on e o f them activates a clever w o o d e n toy that m oves o f its ow n accord. H alfelves and h alf-orcs live and w ork alongside hum ans, w ithout fully belon gin g to the races o f either o f their parents. A n d there, w ell out o f the sunlight, is a lone d row —a fugitive from the subterranean expan se o f the Underdark, trying to m ake his w ay in a w orld

R a cia l T r a i t s The description o f each race in cludes racial traits that are com m on to m em bers o f that race. T h e follow in g entries appear am ong the traits o f m ost races. A

b il it y

Sco re In crease

Every race in crea ses one or m ore o f a character’s ability s cores. A

ge

T h e age entry notes the age w hen a m em ber o f the race is con sid ered an adult, as w ell as the race’s expected lifespan. T h is inform ation can help you d ecide h ow old your character is at the start o f the gam e. You can c h o o s e any age for your character, w h ich cou ld provide an explanation for so m e o f your ability scores. For exam ple, if you play a youn g or very old character, your age cou ld explain a particularly low S trength or Constitution score, w hile advanced age cou ld accoun t for a high Intelligence or W isdom . A

l ig n m e n t

M ost races have tendencies tow ard certain alignm ents, d escribed in this entry. T h ese are not binding for player characters, but con siderin g w hy your d w arf is chaotic, for exam ple, in defiance o f lawful dw arf society can help you better define your character.

that fears his kind. S iz e

C h o o s i n g a Race H um ans are the m ost com m on p eople in the w orld s o f D&D, but they live and w ork alongside dw arves, elves, halflings, and cou n tless other fantastic sp ecies. Your character belon g s to on e o f th ese p eoples. Not every intelligent race o f the m ultiverse is appropriate for a player-controlled adventurer. D w arves, elves, halflings, and hum ans are the m ost com m on races to p rod u ce the sort o f adventurers w h o m ake up typical parties. D ragonborn, g n om es, half-elves, halforcs, and tieflings are less com m on as adventurers. D row , a su brace o f elves, are also u ncom m on. Your ch oice o f race affects m any different aspects o f your character. It establishes fundam ental qualities that exist throughout your character’s adventuring career. W h en m akin g this decision, keep in m ind the kind o f character you w ant to play. F or exam ple, a halfling could be a g o o d ch oice for a sneaky rogue, a dw arf m akes a tough warrior, and an elf can b e a master o f arcane m agic. Y our character race not only affects your ability s c o r e s and traits but also provides the cu e s for building your character’s story. E ach race’s description in this chapter includes inform ation to help you roleplay a character of that race, including personality, physical appearance, features o f society, and racial alignm ent tendencies. T h ese details are su ggestion s to help you think about your character; adventurers can deviate w idely from the n orm for their race. It’s w orthw h ile to con sid er w hy your character is different, as a helpful w ay to think about y ou r character’s backgrou n d and personality.

Characters o f m ost races are M edium , a size category including creatures that are roughly 4 to 8 feet tall. M em bers o f a few races are Sm all (betw een 2 and 4 feet tall), w hich m eans that certain rules o f the gam e affect them differently. T h e m ost im portant o f th ese rules is that S m all characters have trouble w ieldin g heavy w eapon s, as explained in chapter 6. Speed Your sp eed determ ines h ow far you can m ove w hen traveling (chapter 8) and fighting (chapter 9). L anguages By virtue o f your race, your character can speak, read, and w rite certain languages. Chapter 4 lists the m ost co m m o n languages o f the D & D multiverse. Su b r a c e s S o m e ra ces have subraces. M em bers o f a subrace have the traits o f the parent race in addition to the traits sp ecified for their subrace. R elationships am ong su braces vary significantly from race to race and w orld to w orld. In the D ragon lance cam p aign setting, for exam ple, m ountain dw arves and hill dw arves live together as different clans o f the sam e people, but in the Forgotten R ealm s, they live far apart in separate kin gdom s and call th em selves shield dw arves and gold dw arves, respectively.


S h o r t a n d St o u t B old and hardy, dw arves are kn ow n as skilled w arriors, m iners, and w orkers o f stone and metal. T h ough they stand w ell under 5 feet tall, dw arves are so broad and com pact that they can weigh as much as a human standing nearly tw o feet taller. Th eir cou rag e and endurance are also easily a match for any o f the larger folk. D w arven skin ranges from deep brow n to a paler hue tinged with red, but the m ost com m on sh ades are light brow n or deep tan, like certain ton es o f earth. Th eir hair, w orn long but in sim ple styles, is usually black, gray, or brow n, though paler dw arves often have red hair. M ale dw arves value their beard s highly and g room them carefully.

L ong M em ory, L ong G rudges

D warf “Y e r

l a t e , e l f !” c a m e t h e r o u g h e d g e o f a f a m i l i a r

voice. Bruenor Battlehammer walked up the back of his dead foe, disregarding the fact that the heavy monster lay on top of his elven friend. In spite of the added discomfort, the dwarf’s long, pointed, often-broken nose and graystreaked though still-fiery red beard came as a welcome sight to Drizzt. “Knew I’d fi ndy e in trouble if I came out an' lookedfor ye!" —R. A . S a lvatore, The Crystal Shard K in gdom s rich in ancient grandeur, halls carved into the roots o f m ountains, the ech oin g o f picks and h am m ers in deep m ines and blazing forges, a com m itm en t to clan and tradition, and a burning hatred o f goblins and orc s —th ese co m m o n threads unite all dw arves.

D w arves can live to be m ore than 4 0 0 years old, so the oldest living dw arves often rem em ber a very different w orld. F or exam ple, som e o f the oldest dw arves living in Citadel Felbarr (in the w orld o f the Forgotten R ealm s) can recall the day, m ore than three centuries ago, w hen or c s con q u ered the fortress and drove them into an exile that lasted over 2 5 0 years. T h is longevity grants them a perspective on the w orld that shorter-lived races such as hum ans and halflings lack. D w arves are solid and enduring like the m ountains they love, w eathering the pa ssa ge o f centuries with stoic endurance and little change. Th ey resp ect the traditions o f their clans, tracing their an cestry ba ck to the fou nding o f their m ost ancient stron gholds in the youth o f the w orld, and don't abandon th ose traditions lightly. Part o f th ose traditions is devotion to the g od s o f the dw arves, w h o uphold the dw arven ideals o f industrious labor, skill in battle, and devotion to the forge. Individual dw arves are determ ined and loyal, true to their w ord and decisive in action, som etim es to the point o f stu bborn n ess. M any dw arves have a strong sen se


o f ju stice, and they are slow to forget w ron g s they have suffered. A w ron g don e to one dw arf is a w ron g done to the d w a rf’s entire clan, so w hat begin s as on e dw arf’s hunt for ven gean ce can b e c o m e a full-blow n clan feud.

C la n s a n d K in g d o m s D w arven kin gdom s stretch deep beneath the m ountains w here the dw arves m ine gem s and preciou s m etals and forge item s o f w onder. They love the beauty and artistry o f preciou s m etals and fine jew elry, and in som e dw arves this love festers into avarice. W hatever w ealth they ca n ’t find in their m ountains, they gain through trade. Th ey dislike boats, so enterprising hum ans and halflings frequently handle trade in dw arven g ood s along w ater routes. Trustw orthy m em bers o f other races are w elcom e in dw arf settlem ents, though so m e areas are off lim its even to them. T h e ch ief unit o f dw arven society is the clan, and dw arves highly value so cia l standing. Even dw arves w h o live far from their ow n k in gdom s cherish their clan identities and affiliations, recog n ize related dw arves, and invoke their an cestors’ n am es in oaths and curses. To be clan less is the w orst fate that can befall a dwarf. D w arves in other lands are typically artisans, esp ecia lly w eapon sm ith s, arm orers, and jew elers. S om e b e c o m e m ercen a ries or bodyguards, highly sought after for their cou rag e and loyalty.

G ods, G old, and C lan D w a rves w h o take up the adventuring life m ight be m otivated by a desire for treasure—for its ow n sake, for a sp ecific p u rpose, or even out o f an altruistic desire to help others. Other dw arves are driven by the com m a n d or inspiration o f a deity, a direct calling or sim ply a desire to brin g glory to on e o f the dw arf gods. Clan and an cestry are also im portant m otivators. A d w a rf might seek to restore a clan ’s lost honor, avenge an ancient w ron g the clan suffered, or earn a new p lace w ithin the clan after having been exiled. Or a dw arf m ight search for the axe w ielded by a m ighty ancestor, lost on the field o f battle centuries ago.

S lo w to T r u st Dwarves get along passably well with most other races. “The difference between an acquaintance and a friend is about a hundred years,” is a dwarf saying that might be hyperbole, but certainly points to how difficult it can be for a member o f a short-lived race like humans to earn a dwarf’s trust. Elves. “ It’s not wise to depend on the elves. No telling what an elf will do next; when the hammer meets the orc’s head, they’re as apt to start singing as to pull out a sword. They’re flighty and frivolous. Two things to be said for them, though: They don’t have many smiths, but the ones they have do very fine work. And when orcs or goblins come streaming down out o f the mountains, an elf’s good to have at your back. Not as good as a dwarf, maybe, but no doubt they hate the orcs as much as we do.” Halflings. “Sure, they’re pleasant folk. But show me a halfling hero. An empire, a triumphant army. Even a treasure for the ages made by halfling hands. Nothing. How can you take them seriously?” Humans. “You take the time to get to know a human, and by then the human’s on her deathbed. If you’re lucky, she’s got kin— a daughter or granddaughter, maybe— who’s got hands and heart as good as hers. That’s when you can make a human friend. And watch them go! They set their hearts on something, they’ ll get it, whether it’s a dragon’s hoard or an empire’s throne. You have to admire that kind o f dedication, even if it gets them in trouble more often than not.”


D warf N am es A d w a rf’s nam e is granted by a clan elder, in a ccord a n ce with tradition. Every p roper dw arven nam e has been u sed and reu sed dow n through the generations. A d w a rf’s n am e b elon g s to the clan, not to the individual. A dw arf w h o m isu ses or brings sham e to a clan nam e is stripped o f the nam e and forbidden by law to use any dw arven nam e in its place. M ale Names: Adrik, A lberich, Baern, Barendd, Brottor, Bruenor, Dain, Darrak, D elg, Eberk, Einkil, Fargrim , Flint, Gardain, Harbek, Kildrak, M orgran, Orsik, Oskar, R angrim , Rurik, Taklinn, Thoradin, Thorin, Tordek, Traubon, Travok, Ulfgar, Veit, Vondal Female Names: Am ber, Artin, Audhild, Bardryn, Dagnal, D iesa, Eldeth, Falkrunn, Finellen, G unnloda, G urdis, Helja, Hlin, Kathra, Kristryd, Ilde, Liftrasa, M ardred, R isw ynn, Sannl, Torbera, Torgga, Vistra Clan Names: Balderk, Battleham m er, Brawnanvil, Dankil, Fireforge, Frostbeard, G orunn, H olderhek, Ironfist, Loderr, Lutgehr, R um naheim , Strakeln, Torunn, Ungart

Tool Proficiency. You gain proficiency with the artisan’s tools o f y ou r choice: sm ith’s tools, b rew er’s supplies, or m a son ’s tools. Stonecunning. W h enever you m ake an Intelligence (H istory) ch eck related to the origin o f stonew ork, you are con sid ered proficient in the H istory skill and add double your p roficiency bon u s to the check, instead o f your n orm al proficiency bonus. Languages. You can speak, read, and w rite C om m on and D w arvish. D w arvish is full o f hard con son a n ts and guttural sou n ds, and th ose characteristics spill over into w hatever other language a dw arf m ight speak. Subrace. T w o m ain su braces o f dw arves populate the w orld s o f D &D: hill dw arves and m ountain dw arves. C h oose on e o f these subraces. H

il l

D

w arf

A s a hill dwarf, you have keen sen ses, deep intuition, and rem arkable resilience. T h e gold dw arves o f Faerun in their m ighty southern k ingdom are hill dw arves, as are the exiled Neidar and the d eb a sed K lar o f K rynn in the D ragon lan ce setting.

Ability Score Increase. Your W isd om score

D w arf T r aits

in creases by 1.

Your dw arf character has an assortm ent o f inborn

Dwarven Toughness. Y our hit point m axim um in creases by 1, and it in creases by 1 every tim e you

abilities, part and parcel o f dw arven nature. Ability Score Increase. Your Constitution sco re in creases by 2. Age. D w a rves m ature at the sa m e rate as hum ans, but they’re con sid ered y ou n g until they reach the age o f 50. On average, they live about 35 0 years. Alignment. M ost dw arves are lawful, believing firmly in the benefits o f a w ell-ordered society. Th ey tend tow ard g o o d as w ell, with a stron g sen se o f fair play and a b elief that everyone deserv es to share in the benefits o f a ju st order. Size. D w a rves stand b etw een 4 and 5 feet tall and average about 150 pou nds. Your size is M edium . Speed. Your b a se w alk in g sp eed is 25 feet. Your sp eed is not redu ced by w earin g heavy armor.

Darkvision. A ccu stom ed to life underground, you have su perior vision in dark and dim condition s. You can see in dim light w ithin 6 0 feet o f you as if it w ere bright light, and in darkness as if it w ere dim light. You ca n ’t d iscern color in darkness, only shades o f gray. Dwarven Resilience. You have advantage on saving th row s against p oison , and you have resistan ce against p oison dam age (explained in chapter 9). Dwarven Combat Training. You have proficiency w ith the battleaxe, handaxe, th row in g hamm er, and w arham m er.

gain a level. M

o u n t a in

D

w arf

A s a m ountain dwarf, you're stron g and hardy, a ccu stom ed to a difficult life in rugged terrain. You’re probably on the tall side (for a dw arf), and tend tow ard lighter coloration. The shield dw arves o f northern Faerun, as w ell as the ruling Hylar clan and the noble D aew ar clan o f D ragon lance, are m ountain dw arves.

Ability Score Increase. Your Strength sco re in creases by 2.

Dwarven Armor Training. You have proficiency w ith light and m edium armor. D

uergar

In cities deep in the Underdark live the duergar, or gray dwarves. These vicious, stealthy slave traders raid the surface world for captives, then sell their prey to the other races of the Underdark. They have innate magical abilities to become invisible and to temporarily grow to giant size.


E lf “ I HAVE N EVER IM A G IN E D SU C H B E A U T Y E X ISTE D ,”

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

Dragons of Autumn Twilight Elves are a m agical p eop le o f otherw orldly grace, living in the w orld but not entirely part o f it. They live in p la ces o f ethereal beauty, in the m idst o f ancient forests or in silvery sp ires glittering w ith faerie light, w here soft m usic drifts through the air and gentle fragrances w aft on the breeze. Elves love nature and m agic, art and artistry, m usic and poetry, and the g o o d things o f the world.

fem ales are about the sam e height, and m ales are only m arginally heavier than fem ales. E lves’ coloration en com p a sses the norm al hum an range and also includes skin in sh ades o f copper, bron ze, and alm ost bluish-white, hair o f green or blue, and eyes like p o o ls o f liquid gold or silver. Elves have no facial and little b od y hair. Th ey favor elegant cloth in g in bright colors, and they enjoy sim ple yet lovely jew elry.

Slender an d G racefu l

A T im eless P e r spe ctiv e

W ith their unearthly grace and fine features, elves appear hauntingly beautiful to hum ans and m em bers o f m any other races. They are slightly shorter than hum ans on average, ranging from w ell under 5 feet tall to just over 6 feet. T h ey are m ore slender than hum ans, w eigh in g only 100 to 145 pou nds. M ales and

Elves can live w ell over 700 years, giving them a broad perspective on events that might trouble the shorterlived races m ore deeply. Th ey are m ore often am used than excited, and m ore likely to be cu riou s than greedy. They tend to rem ain a lo o f and unfazed by petty happenstance. W h en pursuing a goal, however, w hether


adventuring on a m ission or learning a n ew skill or art, elves can be focu sed and relentless. They are slow to m ake friends and en em ies, and even slow er to forget them. T h ey reply to petty insults w ith disdain and to seriou s insults with vengean ce. Like the bran ches o f a youn g tree, elves are flexible in the face o f danger. T h ey trust in diplom acy and com p rom ise to resolve differences b efore they escalate to violence. T h ey have been kn ow n to retreat from intrusions into their w ood la n d h om es, confident that they can sim ply w ait the invaders out. But w hen the n eed arises, elves reveal a stern m artial side, dem onstrating skill w ith sw ord, bow , and strategy.

H id d en W o o d l a n d R e a lm s M ost elves dwell in sm all forest villages hidden am ong the trees. Elves hunt gam e, gather food, and grow vegetables, and their skill and m agic allow them to support th em selves w ithout the n eed for clearin g and p low in g land. They are talented artisans, crafting finely w ork ed cloth es and art objects. Their contact with outsiders is usually lim ited, though a few elves m ake a g o o d living by trading crafted item s for m etals (w hich they have n o interest in m ining). Elves en cou ntered outside their ow n lands are com m on ly traveling m instrels, artists, or sages. H um an n obles com p ete for the serv ices o f elf instructors to teach sw ordplay or m agic to their children.

E x plo r a tio n a n d A d ven tu r e Elves take up adventuring out o f w anderlust. S in ce they are s o long-lived, they can enjoy centuries o f exploration and discovery. They dislike the p a ce o f hum an society, w hich is regim ented from day to day but constantly changin g over d ecades, s o they find careers that let them travel freely and set their ow n pace. Elves also enjoy exercisin g their m artial p row ess or gaining greater m agical pow er, and adventuring allow s them

to do so. S o m e might jo in with rebels fighting against oppression , and others m ight b e c o m e cham pion s o f m oral cau ses.

E lf N am es E lves are con sid ered children until they declare them selves adults, so m e tim e after the hundredth birthday, and before this p eriod they are called by child nam es. On declarin g adulthood, an elf selects an adult nam e, although th ose w h o k n ew him or her as a youngster m ight continue to u se the child nam e. E ach e lf’s adult nam e is a unique creation, though it m ight reflect the n am es o f resp ected individuals or other fam ily m em bers. Little distinction exists betw een m ale n am es and fem ale nam es; the grou pin gs h ere reflect only general tendencies. In addition, every elf bears a fam ily nam e, typically a com bination o f other Elvish w ords. S om e elves traveling am ong hum ans translate their fam ily n am es into C om m on , but others retain the Elvish version.

Child Names: Ara, Bryn, Del, Eryn, Faen, Innil. Lael, Mella, Naill, Naeris, Phann, Rael, Rinn, Sai, Syllin, Thia, Vall

Male Adult Names: Adran, Aelar, A ram il, A rannis, Aust, B eiro, Berrian, C arric , Enialis, Erdan, Erevan, G alinndan, Hadarai, Heian, H im o, Im m eral, Ivellios, Laucian, M indartis, Paelias, Peren, Q uarion, Riardon, R olen, S oveliss, Tham ior, Tharivol, Theren, Varis


H a u g h t y b u t G r a c io u s Although they can be haughty, elves are generally gracious even to those who fall short of their high expectations— which is most non-elves. Still, they can find good in just about anyone. Dwarves. “ Dwarves are dull, clumsy oafs. But what they lack in humor, sophistication, and manners, they make up in valor. And I must admit, their best smiths produce art that approaches elven quality.” Halflings. “ Halflings are people o f simple pleasures, and that is not a quality to scorn. They’re good folk, they care for each other and tend their gardens, and they have proven themselves tougher than they seem when the need arises." Humans. “All that haste, their ambition and drive to accomplish something before their brief lives pass away— human endeavors seem so futile sometimes. But then you look at what they have accomplished, and you have to appreciate their achievements. If only they could slow down and learn some refinement.” Female Adult Names: Adrie, Althaea, Anastrianna, Andraste, Antinua, Bethrynna, Birel, Caelynn, D rusilia, Enna, Felosial, Ielenia, Jelenneth, Keyleth, Leshanna, Lia, M eriele, M ialee, Naivara, Q uelenna, Quillathe, Sariel, Shanairra, Shava, Silaqui, Theirastra, Thia, Vadania, Valanthe, X anaphia Family Nam es (Comm on Translations): A m akiir (G em flow er), A m astacia (Starflow er), G alanodel (M oonw hisper), H olim ion (D iam onddew ), Ilphelkiir (G em blossom ), Liadon (Silverfrond), M eliam ne (O akenheel), Nai'lo (Nightbreeze), S ian nodel (M oon brook ), X iloscien t (G oldpetal)

E lf T r aits Your elf character has a variety o f natural abilities, the result o f th ou san ds o f years o f elven refinem ent. Ability Score Increase. Your Dexterity s co re in creases by 2. Age. A lthough elves reach physical maturity at about the sam e age as hum ans, the elven understanding o f adulthood g o e s beyon d physical grow th to en com p ass w orldly experience. A n elf typically claim s adulthood and an adult nam e around the age o f 100 and can live to be 750 y ears old. Alignment. Elves love freedom , variety, and selfexpression , so they lean strongly tow ard the gentler aspects o f chaos. Th ey value and protect others' freedom as w ell as their ow n, and they are m ore often g o o d than not. T h e d row are an exception; their exile into the U nderdark has m ade them vicious and dangerous. D row are m ore often evil than not. Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is M edium . Speed. Your ba se w alk in g sp eed is 30 feet. Darkvision. A ccu stom ed to twilit forests and the night sky, you have su perior vision in dark and dim conditions. You can see in dim light w ithin 6 0 feet o f you as if it w ere bright light, and in dark n ess as if it w ere dim light. You ca n ’t discern color in darkness, only shades o f gray. Keen Senses. You have proficiency in the P erception skill. Fey Ancestry. You have advantage on saving throw s against bein g charm ed, and m agic ca n ’t put you to sleep.

Trance. Elves d on ’t n eed to sleep. Instead, they meditate deeply, rem aining sem icon sciou s, for 4 hours a day. (The C om m on w ord for such m editation is “trance.”) W h ile meditating, you can dream after a fashion; such dream s are actually m ental ex ercises that have b e c o m e reflexive through years o f practice. After resting in this way, you gain the sa m e benefit that a hum an d oes from 8 hours o f sleep. Languages. You can speak, read, and w rite C om m on and Elvish. Elvish is fluid, w ith subtle intonations and intricate gram m ar. Elven literature is rich and varied, and their son g s and p oem s are fam ous am ong other races. M any bards learn their language s o they can add Elvish ballads to their repertoires. Subrace. Ancient divides am ong the elven people resulted in three m ain subraces: high elves, w o o d elves, and dark elves, w h o are com m on ly called drow. C h oose on e o f th ese subraces. In som e w orlds, th ese su braces are divided still further (such as the sun elves and m oon elves o f the Forgotten R ealm s), s o if you w ish, you can c h o o s e a narrow er subrace. H

ig h

E lf

A s a high elf, you have a keen m ind and a m astery o f at least the ba sics o f m agic. In m any o f the w orlds o f D&D, there are tw o kinds o f high elves. One type (w hich includes the gray elves and valley elves o f Greyhawk, the Silvanesti o f D ragon lance, and the sun elves o f the Forgotten R ealm s) is haughty and reclusive, believing them selves to be su perior to non-elves and even other elves. T h e other type (including the high elves o f G reyhawk. the Q ualinesti o f D ragon lance, and the m oon elves o f the Forgotten R ealm s) are m ore com m on and m ore friendly, and often en cou ntered am ong hum ans and other races. T h e sun elves o f Faerun (also called gold elves or sunrise elves) have b ron ze skin and hair o f copper, black, or golden blond. Their eyes are golden, silver, or black. M oon elves (also called silver elves or gray elves) are m uch paler, w ith alabaster skin som etim es tinged w ith blue. They often have hair o f silver-white, black, or blue, but various sh ades o f blond, brow n, and red are not u n com m on . T h eir eyes are blue or green and flecked w ith gold. Ability Score Increase. Your Intelligence score in creases by 1. E lf Weapon Training. You have proficiency with the lon gsw ord, shortsw ord, shortbow , and longbow .


Cantrip. You k n ow one cantrip o f your ch oice from the w izard spell list. Intelligence is your spellcastin g ability for it. Extra Language. You can speak, read, and w rite one extra language o f your choice. W

ood

E lf

A s a w o o d elf, you have keen se n se s and intuition, and your fleet feet carry you quickly and stealthily through your native forests. T h is category includes the w ild elves (grugach) o f G reyhaw k and the K agonesti o f D ragon lance, as w ell as the races called w o o d elves in G reyhaw k and the Forgotten R ealm s. In Faerun, w o o d elves (also called w ild elves, green elves, or forest elves) are reclusive and distrusting o f non-elves. W o o d elves’ skin tends to be cop p erish in hue, som etim es with traces o f green. Th eir hair tends tow ard b row n s and blacks, but it is occa sion ally blond or cop p er-colored . T heir eyes are green, brow n, or hazel. Ability Score Increase. Your W isd om score in creases by 1. E lf Weapon Training. You have proficiency w ith the longsw ord, sh ortsw ord, shortbow , and longbow . Fleet o f Foot. Your ba se w alking speed in creases to 35 feet. Mask o f the Wild. You can attempt to hide even w hen you are only lightly o b scu red by foliage, heavy rain, falling snow , mist, and other natural phenom ena.

D a r k E lf (D

row

)

D escen d ed from an earlier su brace o f dark-skinned elves, the d row w ere banished from the su rface w orld for follow in g the g o d d e ss Lolth dow n the path to evil and corruption. N ow they have built their ow n civilization in the depths o f the Underdark, patterned after the W ay o f Lolth. A lso called dark elves, the drow have black skin that resem b les polish ed obsidian and stark w hite or pale y ellow hair. Th ey com m on ly have very pale eyes (so pale as to b e m istaken for white) in sh ades o f lilac, silver, pink, red, and blue. Th ey tend to be sm aller and thinner than m ost elves. D row adventurers are rare, and the race d o e s not exist in all w orlds. C h eck with your D u n geon M aster to see if you can play a d row character. Ability Score Increase. Your C harism a score in creases by 1.

Superior Darkvision. Your darkvision has a radius o f 120 feet.

Sunlight Sensitivity. You have disadvantage on attack rolls and on W isd om (P erception ) ch eck s that rely on sight w hen you, the target o f your attack, or w hatever you are trying to perceive is in direct sunlight. Drow Magic. You k n ow the dancing lights cantrip. W h en you reach 3rd level, you can cast the faerie fire spell on ce p er day. W h en you reach 5th level, you can also cast the darkness spell on ce per day. C harism a is your sp ellcastin g ability for these spells. Drow Weapon Training. You have proficiency with rapiers, sh ortsw ords, and hand crossb ow s.

T he Da r k n ess o f t h e D row Were it not for one renowned exception, the race o f drow would be universally reviled. To most, they are a race of demon-worshiping marauders dwelling in the subterranean depths o f the Underdark, emerging only on the blackest nights to pillage and slaughter the surface dwellers they despise. Their society is depraved and preoccupied with the favor of Lolth, their spider-goddess, who sanctions murder and the extermination o f entire families as noble houses vie for position. Yet one drow, at least, broke the mold. In the world o f the Forgotten Realms, Drizzt Do'Urden, ranger o f the North, has proven his quality as a good-hearted defender o f the weak and innocent. Rejecting his heritage and adrift in a world that looks upon him with terror and loathing, Drizzt is a model for those few drow who follow in his footsteps, trying to find a life apart from the evil society o f their Underdark homes. Drow grow up believing that surface-dwelling races are inferior, worthless except as slaves. Drow who develop a conscience or find it necessary to cooperate with members of other races find it hard to overcome that prejudice, especially when they are so often on the receiving end o f hatred.


liv e s : a p lace to s e ttle in p e a ce and quiet, far from m arauding m on sters and clashing arm ies; a blazing fire and a generous m eal; fine drink and fine conversation. T hough som e halflings live out their days in rem ote agricultural com m u n ities, others form n om ad ic bands that travel constantly, lured by the open road and the w ide h orizon to d iscov er the w on d ers o f n ew lands and peop les. But even th ese w an derers love p ea ce, food, hearth, and hom e, though h om e m ight be a w agon jostlin g along an dirt road or a raft floating dow nriver.

Sm all an d P r a c t i c a l T h e dim inutive halflings survive in a w orld full o f larger creatu res by avoiding n otice or, barring that, avoiding offense. Standing about 3 feet tall, they appear relatively h arm less and s o have m anaged to survive for centuries in the sh ad ow o f em pires and on the edg es o f w ars and political strife. They are in clined to be stout, w eighing betw een 40 and 45 pounds.

H a l f l in g R e g is t h e h a l f l i n g , t h e o n l y o n e o f h is k in d f o r

hundreds of miles in any direction, locked hisfingers behind his head and leaned back against the mossy blanket of the tree trunk. Regis was short, even by the standards of his diminutive race, with thefluff o f his curly brown locks barely cresting the three-foot mark, but his belly was

H alflings’ skin ran ges from tan to pale with a ruddy cast, and their hair is usually b row n or sandy brow n and wavy. T h ey have brow n or h azel eyes. H alfling m en often sport lon g sideburns, but bea rd s are rare am ong them and m ustaches even m ore so. They like to w ear sim ple, com fortable, and practical clothes, favoring bright colors. H alfling practicality extends beyon d their clothing. T h ey ’re c on cern ed w ith basic n eed s and sim ple p leasu res and have little u se for ostentation. Even the w ealthiest o f halflings keep their treasures lock ed in a cellar rather than on display for all to see. Th ey have a knack for finding the m ost straightforw ard solution to a problem , and have little patience for dithering.

amply thickened by his love of a good meal, or several, as the opportunities presented themselves. The crooked stick

K in d a n d C u r io u s

that served as his fishing pole rose up above him, clenched

H alflings are an affable and cheerful people. They cherish the bon ds o f fam ily and friendship as well as the com forts o f hearth and hom e, h arboring few dream s o f gold or glory. Even adventurers am ong them usually venture into the w orld for reason s o f

between two of his toes, and hung out over the quiet lake, mirrored perfectly in the glassy surface o f Maer Dualdon. —R.A. S a lvatore, The Crystal Shard


A ffa b le a n d Po s it iv e

com m unity, friendship, w anderlust, or curiosity. They love d iscoverin g n ew things, even sim ple things, such as an exotic fo o d or an unfam iliar style o f clothing. H alflings are easily m oved to pity and hate to see any living thing suffer. Th ey are generous, happily sharing w hat they have even in lean tim es.

Halflings try to get along with everyone else and are loath to make sweeping generalizations— especially negative ones. Dwarves. “ Dwarves make loyal friends, and you can count on them to keep their word. But would it hurt them to smile once in a while?” Elves. "They’re so beautiful! Their faces, their music, their grace and all. It’s like they stepped out o f a wonderful dream. But there’s no telling what’s going on behind their smiling faces— surely more than they ever let on.” Humans. “ Humans are a lot like us, really. At least some o f them are. Step out of the castles and keeps, go talk to the farmers and herders and you’ ll find good, solid folk. Not that there’s anything wrong with the barons and soldiers— you have to admire their conviction. And by protecting their own lands, they protect us as well.”

B lend in to th e C row d H alflings are adept at fitting into a com m u n ity o f hum ans, dw arves, or elves, m aking them selves valuable and w elcom e. T h e com bination o f their inherent stealth and their u nassum ing nature helps halflings to avoid unw anted attention. H alflings w ork readily w ith others, and they are loyal to their friends, w hether halfling or oth erw ise. Th ey can display rem arkable ferocity w hen their friends, fam ilies, or com m u n ities are threatened.

Pa s t o r a l P l e a s a n t r i e s M ost halflings live in sm all, p ea cefu l com m u n ities with large farm s and w ell-kept groves. They rarely build kin gdom s o f their ow n or even hold m uch land beyond their quiet shires. T h ey typically don ’t r ecog n ize any sort o f halfling nobility or royalty, instead look in g to fam ily elders to guide them. Fam ilies preserve their traditional w ays despite the rise and fall o f em pires. M any h alflings live am ong other races, w h ere the halflings’ hard w ork and loyal ou tlook offer them abundant rew ards and creature com forts. S o m e halfling com m u n ities travel as a w ay o f life, driving w ag on s or guiding boats from pla ce to place and m aintaining no perm anent hom e.

Ex plo r in g O ppo r tu n ities H alflings usually set out on the adventurer’s path to defend their com m u n ities, support their friends, or explore a w id e and w onder-filled w orld. For them, adventuring is less a career than an opportunity or som etim es a necessity.

H alflin g N am es A halfling has a given nam e, a fam ily nam e, and possibly a nicknam e. Fam ily n am es are often n ick n am es that stuck so tenaciously they have been p a ssed dow n through the generations. Male Names: Alton, Ander, Cade, Corrin, Eldon, Errich, Finnan, Garret, Lindal, Lyle, M erric, M ilo, O sborn, Perrin, R eed, R o s co e , W ellby Female Names: Andry, Bree, Callie, Cora, Euphem ia, Jillian, Kithri, Lavinia, Lidda, Merla, N edda, Paela, Portia, Seraphina, Shaena, Trym , Vani, Verna Family Names: Brushgather, G oodbarrel, G reenbottle, High-hill, Hilltopple, Leagallow , Tealeaf, T horngage, T osscob ble, U nderbough


H a l f l in g T r aits Your halfling character has a num ber o f traits in co m m o n with all other halflings.

Ability Score Increase. Y our D exterity sco re in creases by 2. Age. A halfling reach es adulthood at the age of 20 and generally lives into the m iddle o f his or her se co n d century. Alignment. M ost halflings are law ful g ood. A s a rule, they are good-hearted and kind, hate to see others in pain, and have n o tolerance for op pression . Th ey are also very orderly and traditional, leaning heavily on the support o f their com m u n ity and the com fort o f their old ways. Size. H alflings average about 3 feet tall and w eigh about 40 pou nds. Your size is Sm all.

Speed. Your base w alkin g sp eed is 25 feet. Lucky. W h en you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must u se the n ew roll.

Brave. You have advantage on saving throw s against bein g frightened. Halfling Nimbleness. You can m ove through the sp ace o f any creature that is o f a size larger than yours.

Languages. You can speak, read, and w rite C om m on and Halfling. T h e H alfling language isn’t secret, but h alflings are loath to share it w ith others. Th ey write very little, so they don ’t have a rich b od y o f literature. T h eir oral tradition, however, is very strong. A lm ost all h alflings sp ea k C om m on to con verse w ith the p eople in w h ose lands they dw ell or through w h ich they are traveling. Subrace. The tw o m ain kinds o f halfling, lightfoot and stout, are m ore like closely related fam ilies than true su braces. C h oose on e o f these subraces. L

ig h t f o o t

A s a lightfoot halfling, you can easily hide from notice, even using other p eop le as cover. Y ou’re inclined to be affable and get along w ell with others. In the Forgotten R ealm s, lightfoot halflings have spread the farthest and thus are the m ost co m m o n variety. L ightfoots are m ore prone to w anderlust than other halflings, and often dw ell alongside other races or take up a n om adic life. In the w orld o f G reyhawk, th ese halflings are called hairfeet or tallfellows. Ability Score Increase. Your C harism a score in creases by 1.

Naturally Stealthy. You can attempt to hide even w hen you are ob scu red only by a creature that is at least o n e size larger than you. St o u

t

A s a stout halfling, you ’re hardier than average and have so m e resistan ce to p oison . S o m e say that stouts have dw arven blood. In the Forgotten R ealm s, th ese halflings are called stronghearts, and they’re m ost com m on in the south.

Ability Score Increase. Your Constitution sco re in creases by 1.

Stout Resilience. You have advantage on saving th row s against p oison , and you have resistan ce against p oison dam age.


Human T h e s e w e r e t h e s t o r ie s o f a r e s t l e s s p e o p l e w h o

long ago took to the seas and rivers in longboats, first to pillage and terrorize, then to settle. Yet there was an energy, a love of adventure, that sangfrom every page. Long into the night Uriel read, lighting candle after precious candle. She'd never given much thought to humans, but these stories fascinated her. In theseyellowed pages were tales of bold heroes, strange andfierce animals, mighty primitive gods, and a magic that was part and fabric of that distant land. —E lain e C u n n in g h a m , Daughter of the Drow In the reck on in gs o f m ost w orlds, hum ans are the youngest o f the co m m o n races, late to arrive on the w orld scen e and short-lived in com p a rison to dw arves, elves, and dragons. Perhaps it is b eca u se o f their shorter lives that they strive to achieve as m uch as they can in the y ears they are given. Or m aybe they feel they have som eth in g to prove to the elder races, and that’s w hy they build their m ighty em pires on the foundation o f con q u est and trade. W hatever drives them, hum ans are the innovators, the achievers, and the pion eers o f the w orlds.

A Broad Spectrum W ith their penchant for m igration and conquest, hum ans are m ore physically diverse than other com m on races. T h ere is n o typical hum an. A n individual can stand from 5 feet to a little over 6 feet tall and w eigh from 125 to 250 pou nd s. H um an skin sh ades range from nearly black to very pale, and hair c o lo rs from black to blond (curly, kinky, or straight); m ales might sp ort facial hair that is sp arse or thick. A lot o f hum ans have a dash o f nonhum an blood, revealing hints o f elf, o r c , or other lineages. H um ans reach adulthood in their late teens and rarely live even a single century.

V a r ie t y in A l l T h i n g s H um ans are the m ost adaptable and am bitious p eople am ong the com m on races. Th ey have w idely varying tastes, m orals, and custom s in the m any different lands w here they have settled. W h en they settle, though, they stay: they build cities to last for the ages, and great kin gdom s that can persist for long centuries. A n individual hum an m ight have a relatively short life span, but a hum an nation or culture p reserves traditions w ith origins far beyon d the reach o f any single hum an’s m em ory. They live fully in the present—m akin g them w ell suited to the adventuring life—but also plan for the future, striving to leave a lasting legacy. Individually and as a group, hum ans are adaptable opportunists, and they stay alert to changin g political and socia l dynam ics.


E v e r y o n e ’s S e c o n d - B e s t F r i e n d s Just as readily as they mix with each other, humans mingle with members o f other races. They get along with almost everyone, though they might not be close to many. Humans serve as ambassadors, diplomats, magistrates, merchants, and functionaries o f all kinds. Dwarves. “They’re stout folk, stalwart friends, and true to their word. Their greed for gold is their downfall, though.” Elves. “ It’s best not to wander into elven woods. They don't like intruders, and you’ll as likely be bewitched as peppered with arrows. Still, if an elf can get past that damned racial pride and actually treat you like an equal, you can learn a lot from them.” Halflings. "It’s hard to beat a meal in a halfling home, as long as you don’t crack your head on the ceiling— good food and good stories in front o f a nice, warm fire. If halflings had a shred o f ambition, they might really amount to something.”

L a s t in g In s t it u t io n s W h ere a single elf or dw arf m ight take on the respon sibility o f guarding a sp ecia l location or a pow erfu l secret, hum ans found sacred orders and institutions for such p u rp oses. W h ile dw arf clans and halfling elders pass on the ancient traditions to each n ew generation, hum an tem ples, governm ents, libraries, and c o d e s o f law fix their traditions in the b e d ro ck o f history. H um ans dream o f im m ortality, but (except for th ose few w h o seek undeath or divine ascen sion to esca p e death’s clutches) they achieve it by en su ring that they w ill be rem em b ered w hen they are gone. Although som e hum ans ca n b e xenoph obic, in general their societies are inclusive. H um an lands w elcom e large num bers o f nonh u m an s com pa red to the p roportion o f hum ans w h o live in nonhum an lands.

parents give their children n am es from other languages, such as D w arvish or Elvish (p ron ou n ced m ore or less correctly), but m ost parents give n am es that are linked to their region ’s culture or to the n am ing traditions o f their ancestors. The material culture and physical characteristics o f hum ans can change w ildly from region to region. In the Forgotten R ealm s, for exam ple, the clothing, architecture, cuisine, m usic, and literature are different in the northw estern lands o f the Silver M arch es than in distant Turm ish or Im piltur to the east—and even m ore distinctive in far-off Kara-Tur. H um an physical characteristics, though, vary accord in g to the ancient m igrations o f the earliest hum ans, s o that the hum ans o f the Silver M arch es have every p ossib le variation o f coloration and features. In the Forgotten R ealm s, nine hum an ethnic groups are w idely r ecog n ized , though over a d ozen others are found in m ore localized areas o f Faerun. T h ese groups, and the typical n am es o f their m em bers, can be u sed as inspiration no m atter w hich w orld your hum an is in. C

a l is h it e

Sh orter and slighter in build than m ost other hum ans, Calishites have dusky brow n skin, hair, and eyes. T h ey’re found prim arily in southw est Faerun.

Calishite Names: (M ale) Aseir, Bardeid, Haseid, Ex em plar s of A m bitio n H um ans w h o seek adventure are the m ost daring and am bitious m em bers o f a daring and am bitious race. Th ey seek to earn glory in the eyes o f their fellow s by am assin g pow er, w ealth, and fam e. M ore than other people, hum ans cham pion cau ses rather than territories or groups.

H u m a n N am es a n d Eth n icitie s Having s o m uch m ore variety than other cultures, hum ans as a w hole have no typical nam es. S o m e hum an

K hem ed, M ehm en, Sudeim an, Z asheir; (female) Atala, Ceidil, Ham a, Jasmal, Meilil, Seipora, Yasheira, Zasheida; (surnam es) Basha, D um ein, Jassan, Khalid, M ostana, Pashar, Rein C

hondathan

Chondathans are slender, tawny-skinned folk with brow n hair that ranges from alm ost blond to alm ost black. M ost are tall and have green or brow n eyes, but these traits are hardly universal. H um ans o f Chondathan d escen t dom inate the central lands o f Faerun. around the Inner Sea.


Chondathan Names: (M ale) Darvin, D orn, Evendur, G orstag, Grim , H elm , Malark, M orn, Randal, Stedd; (fem ale) A rveen e, Esvele, Jhessail, Kerri, Lureene, Miri, R ow an, Shandri, Tessele; (surnam es) A m blecrow n , B uckm an, D undragon, E venw ood, G reycastle, Tallstag Dam

aran

Found prim arily in the n orthw est o f Faerun, D am arans are o f m oderate height and build, w ith skin hues ranging from tawny to fair. Th eir hair is usually brow n or black, and their eye c o lo r varies widely, though brow n is m ost com m on .

Sh o u Th e Sh ou are the m ost num erou s and pow erfu l ethnic group in Kara-Tur, far to the east o f Faerun. T h ey are yellow ish -bron ze in hue, with black hair and dark eyes. S h ou su rnam es are usually presented before the given nam e. Shou Names: (M ale) An, Chen, Chi, Fai, Jiang, Jun, Lian, Long, M eng, On, Shan, Shui, W en; (female) Bai, Chao, Jia, Lei, Mei, Qiao, Shui, Tai; (surnam es) Chien, Huang, Kao, Kung, Lao, Ling, Mei, Pin, Shin, Sum , Tan, W an T

e t h y r ia n

Damaran Names: (M ale) Bor, Fodel, Glar, Grigor, Igan, Ivor, K osef, Mival, Orel, Pavel, S ergor; (female) Alethra, Kara, Katernin, Mara, Natali, Olma, Tana,

W id espread along the entire S w ord C oast at the w estern edge o f Faerun, Tethyrians are o f m edium build and height, w ith dusky skin that tends to g row fairer

Zora; (surnam es) Bersk, Chernin, Dotsk, Kulenov, M arsk, N em etsk, Shem ov, Starag

the farther north they dwell. Their hair and eye color varies widely, but brow n hair and blue eyes are the m ost com m on . Tethyrians prim arily use C hondathan nam es.

Illu sk a n Illuskans are tall, fair-skinned folk with blue or steely gray eyes. M ost have raven-black hair, but those w ho inhabit the extrem e northwest have blond, red, or light brow n hair.

Tu

Illuskan Names: (M ale) Ander, Blath, Bran, Frath, Geth, Lander, Luth, M alcer, Stor, Taman, Urth; (fem ale) Am afrey, Betha, Cefrey, Kethra, Mara, Olga, Silifrey, W estra; (surnam es) B rightw ood, Helder, H ornraven, Lackm an, Storm w ind, W indrivver

Turami Names: (M ale) Anton, D iero, M arcon, Pieron, R im ardo, R om ero, Salazar, U m bero; (fem ale) Balam a, D ona, Faila, Jalana, Luisa, Marta, Quara, Selise, Vonda; (surnam es) A gosto, A storio, Calabra, D om ine, Falone, M arivaldi, Pisacar, R a m on d o

M

H um an T r a it s

ulan

D om inant in the eastern and southeastern sh ores o f the Inner Sea, the Mulan are generally tall, slim , and am ber-skinned, with eyes o f hazel or brow n. T heir hair ranges from black to dark brow n, but in the lands w here the M ulan are m ost prom inent, n obles and m any other Mulan shave o ff all their hair. Mulan Names: (M ale) Aoth, Bareris, Ehput-Ki, Kethoth, M um ed, R am as, So-K ehur, T hazar-D e, Urhur; (female) Arizim a, Chathi, Nephis, Nulara, Murithi, S efris, Thola, Umara, Z olis; (surnam es) Ankhalab, Anskuld, Fezim , Hahpet, Nathandem, Sepret, Uuthrakt R ash em

i

M ost often found east o f the Inner S e a and often interm ingled with the M ulan, R a sh em is tend to b e short, stout, and m uscular. They usually have dusky skin, dark eyes, and thick black hair. Rashem i Names: (M ale) Borivik, Faurgar, Jandar, Kanithar, M adislak, R alm evik, Shaum ar, Vladislak; (fem ale) Fyevarra, H ulm arra, Im m ith, Imzel, Navarra, Shevarra, Tam mith. Yuldra; (surnam es) Chergoba, D yernina, Iltazyara, Murnyethara, Stayanoga, U lm okina

ram i

Native to the southern sh ore o f the Inner S ea , the Turami p eop le are generally tall and m uscular, with dark m ahogany skin, curly black hair, and dark eyes.

It’s hard to m ake generalizations about hum ans, but your hum an character has th ese traits. Ability Score Increase. Your ability sc o r e s each in crease by 1. Age. H um ans reach adulthood in their late teens and live less than a century.

Alignment. H um ans tend tow ard no particular alignm ent. T h e best and the w orst are found am ong them. Size. H um ans vary w idely in height and build, from barely 5 feet to w ell over 6 feet tall. R egardless o f your position in that range, your size is M edium . Speed. Your ba se w alk in g sp eed is 30 feet. Languages. You can speak, read, and write C om m on and on e extra language o f your ch oice. H um ans typically learn the languages o f other p eop les they deal with, including o b scu re dialects. They are fond o f sprinkling their sp eech w ith w ord s b orrow ed from other tongues: O rc cu rses, Elvish m usical expression s, D w arvish m ilitary phrases, and so on.

Va r ia n t H u m a n T r a it s If your campaign uses the optional feat rules from chapter 5, your Dungeon Master might allow these variant traits, all of which replace the human’s Ability Score Increase trait.


father’sface was a skill she'd been fortunate to learn. A human who couldn’t spot the shift of her eyes or Havilar’s would certainly see only the indifference of a dragon in Clanless Mehen’sface. But the shift of scales, the arch of a ridge, the set of his eyes, the gape of his teeth—herfather's face spoke volumes. But every scale of it, this time, seemed completely still— the indifference of a dragon, even to Farideh. —E rin M . Evans, The Adversary B orn o f dragons, as their nam e p roclaim s, the dragonborn w alk proudly through a w orld that greets them with fearful in com prehen sion . S h a ped by d racon ic g od s or the dragons them selves, dragonborn originally hatched from dragon eggs as a unique race, com bin in g the best attributes o f dragons and hum anoids. S o m e dragonborn are faithful servants to true dragons, others form the ranks o f soldiers in great w ars, and still others find them selves adrift, with no clear calling in life.

P r o u d D r a g o n K in

D ragonborn H e r f a t h e r s t o o d o n t h e f i r s t o f t h e t h r e e s t a ir s

that led down from the portal, unmoving. The scales of his face had grown paler around the edges, but Clanless Mehen still looked as if he could wrestle down a dire bear himself. Hisfamiliar well-worn armor was gone, replaced by violet-tinted scale armor with bright silvery tracings. There was a blazon on his arm as well, the mark of some foreign house. The sword at his back was the same, though, the one he had carried since even before he hadfound the twins left in swaddling at the gates o f Arush Vayem.

D ragon born look very m uch like dragons standing erect in hum anoid form , though they lack w in gs or a tail. The first dragonborn had sca les o f vibrant hues m atching the colors o f their dragon kin, but generations o f interbreeding have created a m ore uniform appearance. Their sm all, fine sca les are usually brass or bron ze in color, som etim es ranging to scarlet, rust, gold, or copper-green. T h ey are tall and strongly built, often standing clo se to 6 1/2 feet tall and w eigh in g 3 0 0 pou nds or m ore. T heir hands and feet are strong, talonlike claw s w ith three fingers and a thum b on each hand. T h e b lood o f a particular type o f dragon runs very strong through so m e dragonborn clans. T h ese dragonborn often boast sca les that m ore closely m atch th ose o f their dragon a n cestor—bright red, green, blue, or white, lustrous black, or gleam ing m etallic gold, silver, brass, copper, or bronze.


U n c o m m o n Ra ces

Self-S u fficien t C lan s To any dragonborn , the clan is m ore im portant than life itself. D ragon born ow e their devotion and respect to their clan above all else, even the gods. Each dragon b orn ’s con du ct reflects on the h on or o f his or her clan, and brin ging dishon or to the clan can result in expulsion and exile. E ach dragonborn k n ow s his or her station and duties w ithin the clan, and h on or dem ands m aintaining the b ou n ds o f that position. A continual drive for self-im provem ent reflects the self-sufficiency o f the race as a w hole. D ragon born value skill and excellen ce in all endeavors. T h ey hate to fail, and they push th em selves to extrem e efforts b efore they give up on som ething. A d ragonborn holds m astery o f a particular skill as a lifetim e goal. M em bers o f other races w h o share the sam e com m itm en t find it easy to earn the resp ect o f a dragonborn. T h ough all dragonborn strive to b e self-sufficient, they recog n ize that help is som etim es n eeded in difficult situations. But the best so u rce for such help is the clan, and w hen a clan n eeds help, it turns to another dragonborn clan b efore seek in g aid from other ra ce s— or even from the gods.

D ragonborn Names D ra gon born have person al n am es given at birth, but they put their clan n am es first as a m ark o f honor. A ch ild h ood nam e or nickn am e is often used am ong clutchm ates as a descriptive term or a term o f endearm ent. T h e nam e m ight recall an event or center on a habit. Male Names: Arjhan, Balasar, Bharash, D onaar, Ghesh. H eskan, Kriv, M edrash, M ehen, Nadarr, Pandjed, Patrin, Rhogar, Sham ash, Sh edinn, Tarhun, Torinn Female Names: Akra, Biri, Daar, Farideh, Harann, Flavilar, Jheri, Kava, K orinn, M ishann, Nala, Perra, Raiann, Sora, Surina, Thava, Uadjit

The dragonborn and the rest o f the races in this chapter are uncommon. They don’t exist in every world of D&D, and even where they are found, they are less widespread than dwarves, elves, halflings, and humans. In the cosmopolitan cities o f the D&D multiverse, most people hardly look twice at members of even the most exotic races. But the small towns and villages that dot the countryside are different. The common folk aren’t accustomed to seeing members o f these races, and they react accordingly. Dragonborn. It’s easy to assume that a dragonborn is a monster, especially if his or her scales betray a chromatic heritage. Unless the dragonborn starts breathing fire and causing destruction, though, people are likely to respond with caution rather than outright fear. Gnome. Gnomes don’t look like a threat and can quickly disarm suspicion with good humor. The common folk are often curious about gnomes, likely never having seen one before, but they are rarely hostile or fearful. Half-Elf. Although many people have never seen a half-elf, virtually everyone knows they exist. A half-elf stranger’s arrival is followed by gossip behind the half-elf's back and stolen glances across the common room, rather than any confrontation or open curiosity. Half-Orc. It’s usually safe to assume that a half-orc is belligerent and quick to anger, so people watch themselves around an unfamiliar half-orc. Shopkeepers might surreptitiously hide valuable or fragile goods when a half-orc comes in, and people slowly clear out o f a tavern, assuming a fight will break out soon. Tiefling. Half-orcs are greeted with a practical caution, but tieflings are the subject o f supernatural fear. The evil o f their heritage is plainly visible in their features, and as far as most people are concerned, a tiefling could very well be a devil straight from the Nine Hells. People might make warding signs as a tiefling approaches, cross the street to avoid passing near, or bar shop doors before a tiefling can enter.


Childhood Nam es: Clim ber, Earbender, Leaper, Pious, Shieldbiter, Z ea lou s Clan Nam es: Clethtinthiallor, D aardendrian, D elm irev, D rachedandion, Fenkenkabradon, K epesh km olik, Kerrhylon, K im batuul, Linxakasendalor, Myastan, N em m onis, N orixius, Ophinshtalajiir, Prexijandilin, Shestendeliath, Turnuroth, Verthisathurgiesh, Yarjerit

D r a g o n b o r n T r a it s Your d racon ic heritage m anifests in a variety o f traits you share with other dragonborn. Ability Score Increase. Your Strength sco re in creases by 2, and your C harism a sco re in creases by 1. Age. Y oung dragonborn grow quickly. T h ey w alk hours after hatching, attain the size and developm ent o f a 10-year-old hum an child by the age o f 3, and reach adulthood by 15. T h ey live to be around 80. Alignment. D ragon born tend to extrem es, m akin g a co n s cio u s ch oice for on e side or the other in the co sm ic w ar betw een g o o d and evil (represented by Bahamut and Tiamat, respectively). M ost dragonborn are good, but th ose w h o side with Tiam at can be terrible villains. Size. D ragon born are taller and heavier than hum ans, standing w ell over 6 feet tall and averaging alm ost 250 pou nds. Your size is M edium . Speed. Your b a se w alk in g sp eed is 30 feet. D

r a c o n ic

A

n c est r y

Dragon

Damage Type

Breath Weapon

Black

Acid

5 by 30 ft. line (Dex. save)

Blue

Lightning

5 by 30 ft. line (Dex. save)

Brass

Fire

5 by 30 ft. line (Dex. save)

Bronze

Lightning

5 by 30 ft. line (Dex. save)

Copper

Acid

5 by 30 ft. line (Dex. save)

Cold

Fire

15 ft. cone (Dex. save)

Green

Poison

15 ft. cone (Con. save)

Red

Fire

15 ft. cone (Dex. save)

Silver

Cold

15 ft. cone (Con. save)

White

Cold

15 ft. cone (Con. save)

D r a c o n ia n s in the Dragonlance setting, the followers o f the evil goddess Takhisis learned a dark ritual that let them corrupt the eggs o f metallic dragons, producing evil dragonborn called draconians. Five types o f draconians, corresponding to the five types o f metallic dragons, fought for Takhisis in the War o f the Lance: auraks (gold), baaz (brass), bozak (bronze), kapak (copper), and sivak (silver). In place o f their draconic breath weapons, they have unique magical abilities.

Draconic Ancestry. You have d racon ic ancestry. C h oose on e type o f dragon from the D ra con ic A n cestry table. Your breath w eapon and dam age resistan ce are determ ined by the dragon type, as sh ow n in the table. Breath Weapon. Y ou can u se your action to exhale destructive energy. Your d racon ic an cestry determ ines the size, shape, and dam age type o f the exhalation. W h en you u se your breath w eapon , each creature in the area o f the exhalation m ust m ake a saving throw, the type o f w hich is determ ined by your dracon ic ancestry. T h e D C for this saving th row equals 8 + your Constitution m odifier + your proficiency bonus. A creature takes 2d6 dam age on a failed save, and half as m uch dam age on a su ccessfu l one. T h e dam age in creases to 3d6 at 6th level, 4 d 6 at 11th level, and 5d6 at 16th level. A fter you u se your breath w eapon , you c a n ’t u se it again until you com plete a short or lon g rest. Damage Resistance. You have resistan ce to the d am age type a ssocia ted w ith your dracon ic ancestry. Languages. You can speak, read, and w rite C om m on and D ra con ic. D ra con ic is thought to be on e o f the oldest languages and is often u sed in the study o f m agic. T h e language sou n d s harsh to m ost other creatu res and includes num erou s hard con son a n ts and sibilants.


G nome Sk i n n y a n d f l a x e n - h a ir e d , h is s k in

walnut brown and his eyes a startling turquoise, Burgell stood half as tall asAeron climb up on a stool to look out the peephole. Like most habitations in Oeble, that particular tenement had been built for humans, and smaller residents coped with the resulting awkwardness as best they could. But at least the relative largeness of the apartment gave Burgell room to pack in all his gnome-sized gear. The front room was his workshop, and it contained a bewildering miscellany of tools: hammers, chisels, saws, lockpicks,

fair hair has a tendency to stick out in every direction,

tinted lenses, jeweler's loupes, and jars of powdered and

as if expressing the gnom e’s insatiable interest in everything around. A g n om e’s person ality is writ large in his or her

shredded ingredients for casting spells. A fat gray cat, the mage’s familiar, lay curled atop a grimoire. It opened its eyes, gave Aeron a disdainfulyellow stare, then appeared to go back to sleep. —R ich a r d L ee Byers, The Black Bouquet A constant hum o f busy activity p ervades the w arren s and n eigh b orh ood s w h ere g n om es form their closeknit com m u n ities. L ou der sou n d s punctuate the hum: a cru n ch o f grinding gears here, a m inor explosion there, a yelp o f su rprise or triumph, and esp ecially bursts o f laughter. G n om es take delight in life, enjoying every m om ent o f invention, exploration, investigation, creation, and play.

V ib r a n t E xpr essio n A g n om e’s en ergy and enthusiasm for living shines th rough every inch o f his or her tiny body. G n om es average slightly over 3 feet tall and w eigh 40 to 45 pou nd s. T heir tan or brow n faces are usually adorn ed w ith broad sm iles (beneath their p rod ig iou s n oses), and their bright eyes shine with excitement. Their

appearance. A m ale g n om e’s beard, in contrast to his w ild hair, is kept carefully trim m ed but often styled into cu riou s forks or neat points. A g n om e’s clothing, though usually m ade in m od est earth tones, is elaborately d ecorated w ith em broidery, em bossin g, or gleam ing jew els.

D elig h ted D ed icatio n A s far as g n om es are con cern ed , bein g alive is a w onderfu l thing, and they sq u eeze every o u n ce o f enjoym ent out o f their three to five centuries o f life. H um ans m ight w on d er about getting bored over the co u rse o f such a long life, and elves take plenty o f time to savor the beauties o f the w orld in their long years, but g n om es seem to w orry that even w ith all that tim e, they ca n ’t get in en ough o f the things they w ant to do and see. G n om es sp eak as if they ca n ’t get the thoughts out o f their heads fast enough. Even as they offer ideas and opin ion s on a range o f subjects, they still m anage to listen carefully to others, adding the appropriate exclam ations o f su rprise and appreciation along the way.


D eep G no m es A third subrace o f gnomes, the deep gnomes (or svirfneblin), live in small communities scattered in the Underdark. Unlike the duergar and the drow, svirfneblin are as good as their surface cousins. However, their humor and enthusiasm are dampened by their oppressive environment, and their inventive expertise is directed mostly toward stonework. T h ough g n om es love jo k e s o f all kinds, particularly puns and pranks, th ey’re ju st as dedicated to the m ore seriou s tasks they undertake. M any g n om es are skilled engineers, alchem ists, tinkers, and inventors. T h ey ’re w illing to m ake m istakes and laugh at them selves in the p r o ce s s o f perfectin g w hat they do, taking bold (som etim es foolhardy) risks and dream in g large.

Male Nam es: Alston, Alvyn, B odd yn ock, B rocc, Burgell, D im ble, Eldon, Erky, Fonkin, Frug, G erbo, G im ble, Glim, Jebeddo, K ellen, N am foodle, Orryn, R oondar, S ee b o , Sindri, W arryn, W renn, Z o o k Female Names: B im pnottin, Breena, Caram ip, Carlin,

B rig h t B urrow s

Clan Names: Beren, D aergel, Folkor, G arrick, Nackle, M urnig, Ningel, Raulnor, S ch ep p en , Tim bers, Turen Nicknames: A leslosh, Ashhearth, Badger, Cloak, D oublelock, Filchbatter, Fnipper, Ku, Nim , O neshoe, P ock , Sparklegem , Stum bleduck

G n om es m ake their h om es in hilly, w o o d e d lands. They live underground but get m ore fresh air than dw arves do, enjoying the natural, living w orld on the surface w henever they can. T h eir h om es are w ell hidden by both clever construction and sim ple illusions. W elcom e visitors are quickly u sh ered into the bright, w arm bu rrow s. T h ose w h o are not w elcom e are unlikely to find the bu rrow s in the first place. G n om es w h o settle in hum an lands are com m on ly gem cutters, engineers, sages, or tinkers. S o m e hum an fam ilies retain gnom e tutors, en su ring that their pupils enjoy a m ix o f seriou s learning and delighted enjoym ent. A gnom e m ight tutor several generations o f a single hum an fam ily over the cou rse o f his or her long life.

D onella, Duvam il, Ella, Ellyjobell, Ellyw ick, Lilli, L oopm ottin, Lorilla, M ardnab, N issa, Nyx, Oda, Orla, R oyw yn , Sham il, Tana, W ayw ocket, Zanna

Seein g th e W orld C urious and im pulsive, g n om es m ight take up adventuring as a w ay to see the w orld or for the love o f exploring. A s lovers o f gem s and other fine items, som e g n om es take to adventuring as a quick, if dangerous, path to wealth. R egardless o f w hat spurs them to adventure, g n om es w h o adopt this w ay o f life eke as m uch enjoym ent out o f it as they d o out o f any other activity they undertake, som etim es to the great annoyance o f their adventuring com pan ion s.

G nome Names G n om es love nam es, and m ost have h alf a d ozen or so. A gnom e's mother, father, clan elder, aunts, and uncles each give the gnom e a nam e, and various nick n am es from ju st about everyone else m ight or m ight not stick over time. G n om e n am es are typically variants on the n am es o f an cestors or distant relatives, though som e are purely n ew inventions. W h en dealing w ith hum ans and others w h o are “stuffy” about nam es, a gnom e learns to use no m ore than three nam es: a personal nam e, a clan nam e, and a nicknam e, ch oosin g the on e in each category that’s the m ost fun to say.

G n o m e T r aits Y our gnom e character has certain characteristics in co m m o n with all other gnom es. Ability Score Increase. Your Intelligence sco re in creases by 2. Age. G n om es m ature at the sam e rate hum ans do, and m ost are expected to settle dow n into an adult life by around age 40. Th ey ca n live 35 0 to alm ost 5 0 0 years.

Alignment. G n om es are m ost often g ood. T h ose w ho tend tow ard law are sages, engineers, researchers, sch olars, investigators, or inventors. T h o se w h o tend tow ard ch a os are m instrels, tricksters, w anderers, or fanciful jew elers. G n om es are good-hearted, and


A lw ays A p p r e c ia t iv e It’s rare for a gnome to be hostile or malicious unless he or she has suffered a grievous injury. Gnomes know that most races don’t share their sense o f humor, but they enjoy anyone's company just as they enjoy everything else they set out to do. even the tricksters am ong them are m ore playful than vicious. Size. G n om es are betw een 3 and 4 feet tall and average about 4 0 pou nds. Your size is Sm all. Speed. Your base w alkin g sp eed is 25 feet. Darkvision. A ccu stom ed to life underground, you have su perior vision in dark and dim condition s. You can see in dim light w ithin 60 feet o f you as if it w ere bright light, and in darkn ess as if it w ere dim light. You can't discern color in darkness, only sh ad es o f gray. Gnome Cunning. You have advantage on all Intelligence, W isdom , and C harism a saving throw s against m agic. Languages. You can speak, read, and w rite C om m on and G nom ish. T h e G nom ish language, w hich u ses the D w arvish script, is ren ow n ed for its technical treatises and its catalogs o f k n ow led ge about the natural world. Subrace. Tw o su braces o f g n om es are found am ong the w orlds o f D & D : forest g n om es and rock gnom es. C h oose one o f these subraces. Forest G

nome

A s a forest gnom e, you have a natural knack for illusion and inherent qu ick n ess and stealth. In the w orlds of D&D, forest g n om es are rare and secretive. Th ey gather in hidden com m u n ities in sylvan forests, usin g illusions and trickery to co n ce a l them selves from threats or to m ask their esca p e should they be detected. Forest g n om es tend to be friendly with other good-spirited w ood la n d folk, and they regard elves and g o o d fey as their m ost im portant allies. T h ese g n om es also befriend sm all forest anim als and rely on them for inform ation about threats that might prow l their lands. Ability Score Increase. Your D exterity s co re in creases by 1.

Natural Illusionist. You k n ow the minor illusion cantrip. Intelligence is your spellcastin g ability for it. Speak with Small Beasts. T h rou gh sou n d s and gestures, you can com m u n icate sim ple ideas w ith Sm all or sm aller beasts. Forest g n om es love anim als and often keep squirrels, badgers, rabbits, m oles, w ood p eck ers, and other creatures as beloved pets. Rock G

nome

A s a rock gnom e, you have a natural inventiveness and h ardin ess beyon d that o f other g n om es. M ost gn om es in the w orld s o f D & D are rock gnom es, including the tinker g n om es o f the D ragon lance setting.

Ability Score Increase. Your Constitution sco re in creases by 1.

Artificer’s Lore. W h enever you m ake an Intelligence (H istory) ch eck related to m agic item s, alchem ical objects, or tech n ological devices, you can add tw ice your proficiency bonus, instead o f any p roficiency bon u s you n orm ally apply. Tinker. You have proficiency with artisan’s tools (tinker’s tools). U sing th ose tools, you can spend 1 hour and 10 gp w orth o f m aterials to con stru ct a Tiny clock w ork device (AC 5, 1 hp). T h e device c e a se s to function after 24 h ours (unless you spend 1 hour repairing it to keep the device functioning), or w hen you use your action to dism antle it; at that tim e, you can reclaim the m aterials u sed to create it. You can have up to three such devices active at a time. W h en you create a device, c h o o s e on e o f the follow in g options:

Clockwork Toy. T h is toy is a clock w ork anim al, monster, or person , such as a frog, m ou se, bird, dragon, or soldier. W h en placed on the ground, the toy m oves 5 feet a cro ss the ground on each o f your turns in a random direction. It m akes n oises as appropriate to the creature it represents. Fire Starter. The device p rod u ces a m iniature flame, w hich you can use to light a candle, torch, or cam pfire. U sing the device requ ires your action. Music Box. W h en open ed, this m u sic box plays a single son g at a m oderate volum e. The b ox stops playing w hen it reach es the s o n g ’s end or w hen it is closed.


“Tanis?” said Flint hesitantly as the man neared. “The same.” The newcomer’s beardedface split in a wide grin. He held open his arms and, before the dwarf could stop him, engulfed Flint in a hug that lifted him off the ground. The dwarf clasped his old friend close for a brief instant, then, remembering his dignity, squirmed and freed himselffrom the half-elf’s embrace. —M a rg a ret W eis a n d T ra cy H ick m a n ,

Dragons of Autumn Twilight W alking in tw o w orld s but truly b elon gin g to neither, half-elves com bin e w hat som e say are the best qualities o f their elf and hum an parents: hum an curiosity, inventiveness, and am bition tem pered by the refined sen ses, love o f nature, and artistic tastes o f the elves.

H a l f - E lf F l in t s q u in t e d in t o t h e s e t t in g s u n . H e t h o u g h t

he saw the figure of a man striding up the path. Standing,

S o m e half-elves live am ong hum ans, set apart by their em otion al and physical differences, w atching friends and loved on es age w hile tim e barely tou ches them. O thers live with the elves, g row in g restless as they reach adulthood in the tim eless elven realm s, w hile their peers continue to live as children. M any half-elves, unable to fit into either society, c h o o s e lives o f solitary w an dering or join w ith other misfits and ou tcasts in the adventuring life.

Flint drew back into the shadow of a tall pine to see better. The man's walk was marked by an easy grace—an elvish

O f Two W orlds

grace, Flint would have said;yet the man’s body had the

To hum ans, half-elves look like elves, and to elves, they lo o k hum an. In height, they’re on par w ith both parents, though they’re neither as slender as elves nor as broad as hum ans. They range from under 5 feet to about 6 feet tall, and from 100 to 180 pounds, w ith m en only slightly taller and heavier than w om en . H alf-elf m en do have facial hair, and som etim es g row b ea rd s to m ask their

thickness and tight muscles of a human, while thefacial hair was definitely humankind’s. All the dwarf could see of the man’sface beneath a green hood was tan skin and a brownish-red beard. A longbow was slung over one shoulder and a sword hung at his leftside. He was dressed in soft leather, carefully tooled in the intricate designs the elves loved. But no elf in the world o f Krynn could grow a beard . . . no elf, but. . .

elven ancestry. H alf-elven coloration and features lie som ew h ere betw een their hum an and elf parents, and thus sh ow a variety even m ore p ron ou n ced than that found am ong either race. They tend to have the eyes o f their elven parents.


Exc ellen t A m bassad ors Many half-elves learn at an early age to get along with everyone, defusing hostility and finding common ground. As a race, they have elven grace without elven aloofness and human energy without human boorishness. They often make excellent ambassadors and go-betweens (except between elves and humans, since each side suspects the half-elf o f favoring the other).

D iplo m ats or W an d er er s H alf-elves have no lands o f their ow n, though they are w elcom e in hum an cities and som ew h at less w elco m e in elven forests. In large cities in region s w h ere elves and hum ans interact often, half-elves are som etim es n um erous en ough to form sm all com m u n ities o f their ow n. T h ey enjoy the com pany o f other half-elves, the only p eople w h o truly understand w hat it is to live b etw een th ese tw o w orlds. In m ost parts o f the w orld, though, half-elves are u n com m on en ough that on e m ight live for years w ithout m eetin g another. S o m e half-elves prefer to avoid com pany altogether, w an dering the w ild s as trappers, foresters, hunters, or adventurers and visiting civilization only rarely. Like elves, they are driven by the w anderlust that c o m e s o f their longevity. Others, in contrast, th row th em selves into the thick o f society, putting their charism a and socia l skills to great use in diplom atic roles or as sw indlers.

H a l f -E lf N am es H alf-elves use either hum an or elven nam ing conventions. A s if to em phasize that they d on ’t really fit in to either society, half-elves raised am ong hum ans are often given elven nam es, and th ose raised am ong elves often take hum an nam es.

H a l f -E lf T r a it s Your half-elf character has som e qualities in com m on w ith elves and som e that are unique to half-elves. Ability Score Increase. Your C harism a score in creases by 2, and tw o other ability s co re s o f your ch oice in crease by 1. Age. Half-elves m ature at the sam e rate hum ans d o and reach adulthood around the age o f 20. They live m uch longer than hum ans, however, often ex ceed in g 180 years. Alignment. H alf-elves share the chaotic bent o f their elven heritage. Th ey value both person al freed om and

creative expression , dem onstrating neither love o f leaders nor desire for follow ers. They chafe at rules, resent oth ers’ dem ands, and som etim es prove unreliable, or at least unpredictable. Size. H alf-elves are about the sam e size as hum ans, ranging from 5 to 6 feet tall. Your size is M edium . Speed. Your base w alkin g sp eed is 30 feet. Darkvision. T h an ks to your elf blood, you have su perior vision in dark and dim condition s. You can see in dim light within 60 feet o f you as if it w ere bright light, and in darkn ess as if it w ere dim light. You ca n ’t discern color in darkness, only sh ades o f gray. Fey Ancestry. You have advantage on saving throw s against bein g charm ed, and m agic ca n ’t put you to sleep. Skill Versatility. You gain proficiency in tw o skills o f your choice. Languages. You can speak, read, and w rite C om m on , Elvish, and on e extra language o f your ch oice.


W h eth er united under the leadership o f a m ighty w arlock or having fought to a standstill after years o f conflict, o r c and hum an tribes som etim es form alliances, join in g forces into a larger horde to the terror o f civilized lands nearby. W h en th ese alliances are sea led by m arriages, h alf-orcs are born. S o m e h alf-orcs rise to b e c o m e proud chiefs o f o rc tribes, their hum an b lood giving them an edge over their fu ll-blooded o rc rivals. S o m e venture into the w orld to prove their w orth am ong hum ans and other m ore civilized races. M any o f these b e c o m e adventurers, achieving greatness for their m ighty d eed s and notoriety for their barbaric custom s and savage fury.

S c a r r e d a n d St r o n g T h e w a r c h ie f M h u r r e n r o u s e d h im s e l f f r o m h is

sleeping-furs and his women and pulled a short hauberk of heavy steel rings over his thick, well-muscled torso. He usually rose before most of his warriors, since he had a strong streak of human blood in him, and he found the daylight less bothersome than most of his tribe did. Among the Bloody Skulls, a warrior wasjudged by his strength, his fierceness, and his wits. Human ancestry was no blemish against a warrior—provided he was every bit as strong, enduring, and bloodthirsty as hisfull-blooded kin. Halforcs who were weaker than their orc comrades didn't last long among the Bloody Skulls or any other orc tribe for that matter. But it was often true that a bit of human blood gave a warriorjust the right mix of cunning, ambition, and self-discipline to go far indeed, as Mhurren had. He was master of a tribe that could muster two thousand spears, and the strongest chief in Thar. —R ich a r d Baker, Swordmage

H alf-orcs’ grayish pigm entation, slopin g foreheads, jutting ja w s, prom inent teeth, and tow ering builds m ake their orcish heritage plain for all to see. H alf-orcs stand betw een 6 and 7 feet tall and usually w eigh betw een 180 and 2 5 0 pounds. Orc s regard battle sca rs as tokens o f pride and ornam ental sca rs as things o f beauty. Other scars, though, m ark an orc or h alf-orc as a form er slave or a disgraced exile. Any half-orc w h o has lived am ong or near orc s has scars, w hether they are m arks o f hum iliation or o f pride, recou ntin g their past exploits and injuries. Such a half-orc living am ong hum ans might display these scars proudly or hide them in sham e.

T he M a r k of G ruum sh T h e on e-eyed god G ruum sh created the orc s, and even th ose orc s w h o turn away from his w orsh ip ca n ’t fully esca p e his influence. T h e sa m e is true o f half-orcs, though their hum an b lood m od erates the im pact o f their orcish heritage. S om e h alf-orcs hear the w h isp ers o f G ruum sh in their dream s, calling them to unleash the rage that sim m ers w ithin them . O thers feel G ru u m sh ’s


exultation w h en they join in m elee com bat—and either exult along w ith him or shiver w ith fear and loathing. H alf-orcs are not evil by nature, but evil d o e s lurk w ithin them , w hether they em brace it or rebel against it. B eyond the rage o f G ruum sh, h alf-orcs feel em otion pow erfully. R a ge d oesn ’t ju st quicken their pulse, it m akes their b od ies burn. A n insult stings like acid, and sa d n ess saps their strength. But they laugh loudly and heartily, and sim ple b od ily p lea su res—feasting, drinking, w restling, drum m ing, and w ild dancing—fill their hearts w ith joy. Th ey tend to be short-tem pered and som etim es sullen, m ore in clined to action than contem plation and to fighting than arguing. T h e m ost accom p lish ed h alf-orcs are th ose w ith en ough selfcon trol to get by in a civilized land.

T ribes a n d Slu m s H alf-orcs m ost often live a m on g orc s. O f the other races, hum ans are m ost likely to a ccept half-orcs, and halforcs alm ost always live in hum an lands w hen not living am ong orc tribes. W h eth er proving th em selves am ong rough barbarian tribes or scrabblin g to survive in the slum s o f larger cities, h alf-orcs get by on their physical might, their endurance, and the sh eer determ ination they inherit from their hum an ancestry.

H a l f - O rc N a m e s H alf-orcs usually have n am es appropriate to the culture in w h ich they w ere raised. A h alf-orc w h o w ants to fit in am ong hum ans might trade an o r c nam e for a hum an nam e. S o m e h alf-orcs w ith hum an n am es decide to adopt a guttural o r c n am e b eca u se they think it m akes them m ore intim idating. Male Orc Names: D ench, Feng, Gell, Henk, H olg, Imsh, Keth, K rusk, M hurren, Ront, Shum p, T h ok k Female O rc Names: Baggi, Em en, Engong, Kansif, Myev, N eega, Ovak, O w nka, Shautha, Sutha, Vola, Volen, Yevelda

H a l f - O rc T r a it s Y our h alf-orc character has certain traits deriving from your ore ancestry.

hate orcs. Some are reserved, trying not to draw attention to themselves. A few demonstrate piety and good-heartedness as publicly as they can (whether or not such demonstrations are genuine). And some simply try to be so tough that others just avoid them.

Ability Score Increase. Your Strength score in creases by 2, and your Constitution sco re in creases by 1. Age. H alf-orcs m ature a little faster than hum ans, reachin g adulthood around age 14. Th ey age noticeably faster and rarely live longer than 75 years. Alignment. H alf-orcs inherit a tendency toward ch a os from their orc parents and are not strongly inclined tow ard g ood. H alf-orcs raised am ong ores and w illing to live out their lives am ong them are usually evil. Size. H alf-orcs are som ew h at larger and bulkier than hum ans, and they range from 5 to w ell over 6 feet tall. Your size is M edium . Speed. Your base w alk in g sp eed is 30 feet. Darkvision. T h an ks to your o r c blood, you have su perior vision in dark and dim condition s. You can see in dim light w ithin 60 feet o f you as if it w ere bright light, and in darkn ess as if it w ere dim light. You can't discern color in darkness, only sh ades o f gray. Menacing. You gain proficiency in the Intim idation skill. Relentless Endurance. W h en you are redu ced to 0 hit points but n ot k illed outright, you can drop to 1 hit point instead. You ca n ’t use this feature again until you finish a lon g rest.

Savage Attacks. W h en you sco re a critical hit with a m elee w eapon attack, you can roll one o f the w eapon ’s dam age dice on e additional tim e and add it to the extra dam age o f the critical hit. Languages. You can speak, read, and w rite C om m on and O rc . O rc is a harsh, grating language with hard consonants. It has no script o f its ow n but is w ritten in the D w arvish script.


that wicked glint in his eyes. “Youfight it, don’tyou ? Like a little wildcat, I wager. Every littlejab and comment just sharpensyour claws.” —E rin M . Evans, Brimstone Angels To be greeted with stares and w h ispers, to suffer violen ce and insult on the street, to see m istrust and fear in every eye: this is the lot o f the tiefling. And to tw ist the knife, tieflings kn ow that this is b eca u se a pact stru ck generations ago in fused the e ss e n ce o f A s m od eu s—overlord o f the Nine H ells—into their bloodlin e. Th eir appearan ce and their nature are not their fault but the result o f an ancient sin, for w hich they and their children and their children ’s children w ill always b e held accountable.

In fer n a l B lo o d lin e

“ B u t y o u d o see t h e w a y p e o p l e l o o k a t y o u ,

devil’s child." Those black eyes, cold as a winter storm, were staring right into her heart and the sudden seriousness in his voice jolted her. “What is it they say?" he asked. “One’s a curiosity, two’s a conspiracy—” “Three's a curse,” she finished. “You think I haven’t heard that rubbish before?” “I knowy o u have.” When she glared at him, he added, “It’s not as if I ’m plumbing the depths of your mind, dear girl. That is the burden of every tiefling. Some break under it, some make it the millstone around their neck, some revel in it.” He tilted his head again, scrutinizing her, with

Tieflings are derived from hum an blood lin es, and in the broadest p ossib le sen se, they still look hum an. However, their infernal heritage has left a clear im print on their appearan ce. T ieflings have large h orns that take any o f a variety o f shapes: som e have curling h orn s like a ram, others have straight and tall h orn s like a g azelle’s, and som e spiral upw ard like an an telopes’ horns. They have thick tails, four to five feet long, w hich lash or coil around their legs w hen they get upset or n ervous. Their can in e teeth are sharply pointed, and their eyes are solid c o lo r s —black, red, white, silver, or gold—w ith no visible sclera or pupil. Th eir skin tones cover the full range o f hum an coloration, but also include various sh ades o f red. Their hair, ca sca d in g dow n from behind their h orns, is usually dark, from black o r brow n to dark red, blue, or purple.

Se l f -R e l ia n t a n d Su spicio u s Tieflings subsist in sm all m inorities found m ostly in hum an cities or tow ns, often in the roughest quarters o f th ose places, w here they g row up to be sw indlers,


M u tu a l M is t r u s t

thieves, or crim e lords. S om etim es they live am ong other m inority populations in en claves w h ere they are treated w ith m ore respect. L ackin g a hom eland, tieflings k n ow that they have to m ake their ow n w ay in the w orld and that they have to b e strong to survive. They are not quick to trust anyone w h o claim s to b e a friend, but w hen a tiefling’s com p a n ion s dem onstrate that they trust him or her, the tiefling learns to extend the sam e trust to them. A n d on ce a tiefling gives som eon e loyalty, the tiefling is a firm friend or ally for life.

T ieflin g N am es Tiefling n am es fall into three broad categories. Tieflings b orn into another culture typically have n am es reflective o f that culture. S o m e have n am es derived from the Infernal language, p a ssed dow n through generations, that reflect their fiendish heritage. A n d som e younger tieflings, striving to find a place in the w orld, adopt a nam e that signifies a virtue or other con cep t and then try to em b od y that con cept. For som e, the ch osen nam e is a noble quest. For others, it’s a grim destiny. Male Infernal Names: A k m en os, A m non , Barakas, D am akos, E kem on, Iados, K airon, Leu cis, M elech, M ordai, M orthos, P elaios, S k a m os, Therai Female Infernal Names: Akta, A nakis, B ryseis, Criella, D am aia, Ea, Kallista, Lerissa, M akaria, Nem eia, O rianna, Phelaia, Rieta “Virtue” Nam es: Art, Carrion, Chant, Creed, D espair, E xcellen ce, Fear, Glory, H ope, Ideal, M usic, N ow here, O pen, Poetry, Quest, R andom , R everen ce, Sorrow , Temerity, Torment, W eary

People tend to be suspicious of tieflings, assuming that their infernal heritage has left its mark on their personality and morality, not just their appearance. Shopkeepers keep a close eye on their goods when tieflings enter their stores, the town watch might follow a tiefling around for a while, and demagogues blame tieflings for strange happenings. The reality, though, is that a tiefling’s bloodline doesn’t affect his or her personality to any great degree. Years o f dealing with mistrust does leave its mark on most tieflings, and they respond to it in different ways. Some choose to live up to the wicked stereotype, but others are virtuous. Most are simply very aware of how people respond to them. After dealing with this mistrust throughout youth, a tiefling often develops the ability to overcome prejudice through charm or intimidation.

T ieflin g T r aits T ieflings share certain racial traits as a result o f their infernal descent. Ability Score Increase. Your Intelligence score in creases by 1, and your C harism a sc o r e in crea ses by 2. Age. Tieflings m ature at the sam e rate as hum ans but live a few years longer. Alignment. Tieflings m ight not have an innate ten den cy tow ard evil, but m any o f them end up there. Evil or not, an independent nature inclines m any tieflings tow ard a chaotic alignment. Size. Tieflings are about the sam e size and build as hum ans. Your size is M edium . Speed. Your base w alkin g sp eed is 30 feet. Darkvision. T h an ks to your infernal heritage, you have su perior vision in dark and dim condition s. You can see in dim light w ithin 60 feet o f you as if it w ere bright light, and in darkn ess as if it w ere dim light. You c a n ’t discern color in darkness, only sh ades o f gray. Hellish Resistance. You have resistan ce to fire dam age. Infernal Legacy. You k n ow the thaumaturgy cantrip. O nce you reach 3rd level, you can cast the hellish

rebuke spell on ce per day as a 2nd-level spell. O n ce you reach 5th level, you can also cast the darkness spell o n ce per day. C harism a is your sp ellcastin g ability for these spells. Languages. You can speak, read, and w rite C om m on and Infernal.


C h a p t e r 3: C l a s s e s DVENTURERS ARE EXTRAORDINARY PEOPLE, A

driven by a thirst for excitem ent into a life that others w ou ld never dare lead. T h ey are h eroes, com p elled to explore the dark p la ces o f the w orld and take on the challen ges that lesser w om en and m en ca n ’t stand against. C lass is the prim ary definition o f w hat your character can do. It’s m ore than a profession; it’s your character’s calling. C lass sh ap es the w ay you think about the w orld and interact with it and your relationship with other p eop le and p ow ers in the m ultiverse. A fighter, for exam ple, m ight view the w orld in pragm atic term s o f strategy and m aneuvering, and see h erself as ju st a paw n in a m uch larger gam e. A cleric, by contrast, might see h im self as a w illing servant in a g o d ’s u nfolding plan or a con flict brew in g a m on g various deities. W h ile the fighter has contacts in a m ercen a ry com pa n y or army, the cleric m ight kn ow a num ber o f priests, paladins, and devotees w h o share his faith.

Your class gives you a variety o f sp ecia l features, such as a fighter’s m astery o f w ea p on s and armor, and a w iza rd ’s spells. At low levels, your class gives you only tw o or three features, but as you advance in level you gain m ore and your existing features often im prove. Each class entry in this chapter includes a table su m m arizin g the benefits you gain at every level, and a detailed explanation o f each one. Adventurers som etim es advance in m ore than one class. A rogu e m ight sw itch direction in life and sw ear the oath o f a paladin. A barbarian m ight d iscover latent m agical ability and dabble in the sorcerer class w hile continuing to advance as a barbarian. Elves are kn ow n to com bin e m artial m astery w ith m agical training and advance as fighters and w izards sim ultaneously. O ptional rules for com bin in g cla sses in this way, called m ulticlassing, appear in chapter 6. Twelve c la s se s—listed in the C la sses table—are found in alm ost every D & D w orld and define the sp ectru m o f typical adventurers.

C lasses Class

Barbarian

Description

Hit Die

Primary Ability

A fierce warrior of primitive background

d12

Strength

who can enter a battle rage Bard

An inspiring magician whose power

d8

Charisma

echoes the music of creation

Saving Throw Proficiencies

Armor and Weapon Proficiencies

Strength &

Light and medium armor, shields,

Constitution

simple and martial weapons

Dexterity &

Light armor, simple weapons, hand

Charisma

crossbows, longswords, rapiers, shortswords

Cleric

A priestly champion who wields divine

d8

Wisdom

magic in service of a higher power Druid

A priest o f the Old Faith, wielding the

d8

Wisdom

powers of nature— moonlight and

Fighter

Light and medium armor, shields,

Charisma

simple weapons

Intelligence

Light and medium armor (nonmetal),

& Wisdom

shields (nonmetal), clubs, daggers,

plant growth, fire and lightning— and

darts, javelins, maces, quarterstaffs,

adopting animal forms

scimitars, sickles, slings, spears

A master o f martial combat, skilled with

d10

a variety o f weapons and armor Monk

Wisdom &

An master of martial arts, harnessing

d8

the power of the body in pursuit of

Strength or

Strength &

All armor, shields, simple and martial

Dexterity

Constitution

weapons

Dexterity &

Strength &

Simple weapons, shortswords

Wisdom

Dexterity

Strength &

Wisdom &

All armor, shields, simple and martial

Charisma

Charisma

weapons

Dexterity &

Strength &

Light and medium armor, shields,

Wisdom

Dexterity

simple and martial weapons

Dexterity

Dexterity &

Light armor, simple weapons, hand

Intelligence

crossbows, longswords, rapiers,

physical and spiritual perfection Paladin Ranger

A holy warrior bound to a sacred oath A warrior who uses martial prowess and

d10 d10

nature magic to combat threats on the edges of civilization Rogue

A scoundrel who uses stealth and

d8

trickery to overcome obstacles and enemies Sorcerer

A spellcaster who draws on inherent

shortswords d6

Charisma

magic from a gift or bloodline Warlock

A wielder of magic that is derived from

d8

Charisma

a bargain with an extraplanar entity Wizard

A scholarly magic-user capable of manipulating the structures of reality

Constitution

Daggers, darts, slings, quarterstaffs,

& Charisma

light crossbows

Wisdom &

Light armor, simple weapons

Charisma d6

Intelligence

Intelligence

Daggers, darts, slings, quarterstaffs,

& Wisdom

light crossbows


A tall hum an tribesm an strides through a blizzard, draped in fur and hefting his axe. H e laughs as he ch arges tow ard the frost giant w h o dared p oa ch his p eop le’s elk herd. A half-orc snarls at the latest challen ger to her authority over their savage tribe, ready to break his neck w ith her bare hands as she did to the last six rivals. Frothing at the mouth, a d w arf slam s his helm et into the face o f his d row foe, then turns to drive his arm ored elb ow into the gut o f another. T h ese barbarians, different as they m ight be, are defined by their rage: unbridled, unquenchable, and unthinking fury. M ore than a m ere em otion, their anger is the ferocity o f a corn ered predator, the unrelenting assault o f a storm , the churning turm oil o f the sea. F or som e, their rage springs from a com m u n ion with fierce anim al spirits. O thers draw from a roiling reservoir o f anger at a w orld full o f pain. For every barbarian, rage is a p ow er that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats o f strength.

P r im a l In s t in c t P eop le o f tow n s and cities take pride in h ow their civilized w ays set them apart from anim als, as if denying on e’s o w n nature w as a m ark o f superiority. To a barbarian, though, civilization is no virtue, but a sign o f w eak n ess. T h e stron g em b ra ce their anim al n a tu r e keen instincts, prim al physicality, and ferociou s rage. B arbarians are u ncom fortable w hen h edged in by w alls and crow ds. They thrive in the w ild s o f their hom elands: the tundra, jungle, or grasslan ds w here their tribes live and hunt. Barbarians co m e alive in the ch a os o f com bat. They can enter a b erserk state w here rage takes over, giving them superhum an strength and resilience. A barbarian can draw on this reservoir o f fury only a few tim es w ithout resting, but th ose few rages are usually sufficient to defeat w hatever threats arise.

A L if e o f D a n g e r Not every m em ber o f the tribes deem ed “barbarians” by scion s o f civilized society has the barbarian class. A true barbarian am ong these p eople is as u n com m on as a skilled fighter in a town, and he or she plays a sim ilar role as a p rotector o f the p eople and a leader in tim es o f war. Life in the w ild places o f the w orld is fraught with peril: rival tribes, deadly weather, and terrifying


Th

e

Ba

r b a r ia n

Level

Proficiency Bonus

1st

+2

Features

Rage, Unarmored

Rages

Rage Damage

2

+2

2

+2

Defense 2nd

+2

Reckless Attack, Danger Sense

3rd

+2

Primal Path

3

+2

4th

+2

Ability Score

3

+2

3

+2

Improvement 5th

+3

Extra Attack, Fast Movement

6th

+3

Path feature

4

+2

7th

+3

Feral Instinct

4

+2

8th

+3

Ability Score

4

+2

4

+3

Improvement 9th

+4

Brutal Critical (1 die)

10th

+4

Path feature

4

+3

11th

+4

Relentless Rage

4

+3

12th

+4

Ability Score

5

+3

5

+3

Improvement 13th

+5

Brutal Critical (2 dice)

14th

+5

Path feature

5

+3

15th

+5

Persistent Rage

5

+3

16th

+5

Ability Score

5

+4

6

+4

6

+4

6

+4

Unlimited

+4

Improvement 17th

+6

Brutal Critical (3 dice)

18th

+6

Indomitable Might

19th

+6

Ability Score Improvement

20th

+6

Primal Champion

W hat led you to take up the adventuring life? W ere you lured to settled lands by the prom ise o f rich es? Did you jo in forces w ith soldiers o f those lands to face a shared threat? D id m on sters or an invading horde drive you out o f your hom eland, m akin g you a rootless refugee? Perhaps y ou w ere a prison er o f war, brought in chains to “civilized � lands and only n ow able to w in your freedom . Or you might have been cast out from your p eople b eca u se o f a crim e you com m itted, a ta boo you violated, or a cou p that rem oved you from a position o f authority. Q

m onsters. Barbarians charge h eadlong into that danger s o that their p eople d on ’t have to. T h eir cou rage in the face o f danger m akes barbarians perfectly suited for adventuring. W andering is often a w ay o f life for their native tribes, and the rootless life o f the adventurer is little hardship for a barbarian. S om e barbarians m iss the close-k n it fam ily stru ctu res o f the tribe, but eventually find them replaced by the bon ds form ed am ong the m em bers o f their adventuring parties.

u ic k

B u il d

You can m ake a barbarian quickly by follow in g these su ggestion s. First, put your highest ability s c o r e in Strength, follow ed by Constitution. S econ d , c h o o s e the outlander background.

C lass Featu r es A s a barbarian, you gain the follow in g class features. H

it

P o in t s

Hit Dice: 1d 12 per barbarian level Hit Points at 1st Level: 12 + your Constitution m odifier Hit Points at Higher Levels: 1d 12 (or 7) + your Constitution m odifier per barbarian level after 1st

C r ea tin g a Ba r b a r ia n W h en creating a barbarian character, think about w here you r character c o m e s from and his or her place in the w orld. Talk with your DM about an appropriate origin for your barbarian. D id you co m e from a distant land, m akin g you a stranger in the area o f the cam paign? O r is the cam paign set in a rough-and-tum ble frontier w here barbarians are com m on ?

P r o f ic ie n c ie s Arm or: Light armor, m edium armor, shields Weapons: S im ple w eapon s, martial w eapon s Tools: N one Saving Throws: Strength, Constitution Skills: C h oose tw o from A nim al Handling, Athletics, Intim idation, Nature, P erception , and Survival


Eq u ipm e n t Y o u s t a r t w i t h t h e f o l l o w i n g e q u ip m e n t , in a d d it io n to

U n arm o red D efense

• (a) a greataxe or (b) any m artial m elee w eapon

W h ile you are not w earin g any armor, your A rm or C lass equals 10 + your Dexterity m odifier + your Constitution m odifier. You can use a shield and still gain this benefit.

• (a) tw o handaxes or (b) any sim ple w eapon • A n exp lorer’s pack and four javelins

R eckless A tta ck

th e e q u ip m e n t g r a n te d b y y o u r b a c k g r o u n d :

Rage In battle, you fight with prim al ferocity. O n your turn, you can enter a rage as a bon u s action. W h ile raging, you gain the follow in g benefits if you aren’t w earin g heavy arm or: • You have advantage on Strength ch eck s and Strength saving throw s. • W hen you m ake a m elee w eapon attack using Strength, you gain a bon u s to the dam age roll that in creases as you gain levels as a barbarian, as show n in the R age D am age colu m n o f the Barbarian table. • You have resistan ce to bludgeoning, piercing, and slashing dam age. If you are able to cast spells, you ca n ’t cast them or concentrate on them w hile raging. Your rage lasts for 1 minute. It ends early if you are k n ocked u n con sciou s or if your turn ends and you haven’t attacked a hostile creature sin ce your last turn or taken dam age sin ce then. You can also end your rage on your turn as a bon u s action. O nce you have raged the num ber o f tim es show n for your barbarian level in the R a ges colu m n o f the Barbarian table, you m ust finish a lon g rest before you can rage again.

Starting at 2nd level, you can th row aside all con cern for defen se to attack w ith fierce desperation. W h en you m ake your first attack on your turn, you can decide to attack recklessly. D oin g s o gives you advantage on m elee w eapon attack rolls usin g Strength during this turn, but attack rolls against you have advantage until your next turn.

D a n g e r Sense At 2nd level, you gain an uncanny sen se o f w hen things nearby aren’t as they should be, giving you an edge w hen you d odge away from danger. You have advantage on D exterity saving throw s against effects that you can see, such as traps and spells. To gain this benefit, you ca n ’t be blinded, deafened, or incapacitated.

P r i m a l Pa t h At 3rd level, you c h o o s e a path that sh ap es the nature o f your rage. C h oose the Path o f the B erserker or the Path o f the Totem W arrior, both detailed at the end o f the class description. Your ch oice grants you features at 3rd level and again at 6th, 10th, and 14th levels.


A b il it y S co r e Im p r o v e m e n t W h en you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you ca n in crease on e ability sco re o f your ch oice by 2, or you can in crease tw o ability s c o r e s o f your ch oice by 1. A s norm al, you ca n ’t in crease an ability sco re above 20 using this feature.

Extra A ttack B egin ning at 5th level, you can attack tw ice, instead of on ce, w hen ever you take the A ttack action on your turn.

Fa s t M o v e m e n t Starting at 5th level, your sp eed in creases by 10 feet w hile you aren’t w earin g heavy armor.

F e r a l In s t in c t By 7th level, your instincts are so h oned that you have advantage on initiative rolls. Additionally, if you are su rprised at the begin ning o f com bat and aren’t incapacitated, you can act n orm ally on your first turn, but only if you enter your rage before doin g anything else on that turn.

B r u ta l C r it ic a l B egin ning at 9th level, you ca n roll one additional w eap on dam age die w hen determ ining the extra dam age for a critical hit w ith a m elee attack. T h is in crea ses to tw o additional dice at 13th level and three additional dice at 17th level.

R elentless R age Starting at 11th level, your rage can keep you fighting despite grievous w ou n ds. If you drop to 0 hit points w hile y ou ’re raging and don ’t die outright, you can m ake a D C 10 Constitution saving throw. If you su cceed , you drop to 1 hit point instead. E ach tim e you use this feature after the first, the D C in creases by 5. W h en you finish a short or long rest, the D C resets to 10.

P e r sist e n t R a g e B egin ning at 15th level, your rage is s o fierce that it en ds early only if you fall u n con sciou s or if you c h o o s e to end it.

In d o m it a b l e M ig h t B egin ning at 18th level, if your total for a Strength ch eck is less than your Stren gth score, you can use that sco re in place o f the total.

P r im a l C h a m p io n At 20th level, you em b od y the p ow er o f the w ilds. Your Strength and Constitution s c o r e s in crease by 4. Your m a xim u m for th ose s c o r e s is n ow 24.

P r i m a l Pa t h s R a ge bu rn s in every barbarian’s heart, a furnace that drives him or her tow ard greatness. Different

barbarians attribute their rage to different sou rces, however. F or som e, it is an internal reservoir w here pain, grief, and anger are forged into a fury hard as steel. O thers se e it as a spiritual blessing, a gift o f a totem anim al.

Pa t h o f t h e B e r s e r k e r For som e barbarians, rage is a m eans to an end-—that end being violen ce. The Path o f the B erserker is a path o f untram m eled fury, slick w ith blood. A s you enter the berserk er’s rage, you thrill in the ch a os o f battle, h eed less o f your ow n health or w ell-being. Frenzy Starting w hen you c h o o s e this path at 3rd level, you can go into a frenzy w hen you rage. If you do so, for the duration o f your rage you can m ake a single m elee w eapon attack as a bon u s action on each o f your turns after this one. W h en your rage ends, you suffer on e level o f exhaustion (as d escribed in appendix A). M

in dless

R age

B egin ning at 6th level, you ca n ’t be ch a rm ed or frightened w hile raging. If you are charm ed or frightened w hen you enter your rage, the effect is su sp ended for the duration o f the rage. In t im

id a t in g

P resence

B egin ning at 10th level, you can use your action to frighten som eon e w ith your m en acin g p resen ce. W h en you do so, c h o o s e on e creature that you can see w ithin 30 feet o f you. If the creature can see or hear you, it m ust su cce e d on a W isd om saving th row (D C equal to 8 + your p roficiency bon u s + your Charism a m odifier) or b e frightened o f you until the end o f your next turn. On subsequent turns, you can use your action to extend the duration o f this effect on the frightened


Your totem anim al m ight be an anim al related to th ose listed here but m ore appropriate to your hom eland. F or exam ple, you cou ld c h o o s e a hawk or vulture in place o f an eagle. Bear. W h ile raging, you have resistan ce to all dam age except p sych ic dam age. The spirit o f the bea r m akes you tough enough to stand up to any punishm ent. Eagle. W h ile you're raging and aren’t w earin g heavy armor, other creatu res have disadvantage on opportunity attack rolls against you, and you can u se the D ash action as a bonus action on your turn. T h e spirit o f the eagle m a k es you into a predator w h o can w eave through the fray with ease. Wolf, W h ile you're raging, your friends have advantage on m elee attack rolls against any creature w ithin 5 feet o f you that is hostile to you. The spirit o f the w o lf m akes you a leader o f hunters. A

creature until the end o f your next turn. This effect ends if the creature ends its turn out o f line o f sight or m ore than 60 feet away from you. If the creature su cce e d s on its saving throw, you can't use this feature on that creature again for 24 hours. R

e t a l ia t io n

Starting at 14th level, w hen you take dam age from a creature that is within 5 feet o f you. you can use your reaction to m ake a m elee w eap on attack against that creature.

Pa t h o f t h e T o t e m W a r r i o r The Path o f the Totem W arrior is a spiritual journey, as the barbarian accep ts a spirit anim al as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding m agical fuel to your barbarian rage. M ost barbarian tribes con sid er a totem anim al to be kin to a particular clan. In such ca ses, it is unusual for an individual to have m ore than one totem anim al spirit, though exception s exist.

spect of th e

m ade to push, pull, lift, or break objects. Eagle. You gain the eyesight o f an eagle. You can s e e up to 1 m ile away with no difficulty, able to discern even fine details as though look in g at som eth in g no m ore than 100 feet away from you. Additionally, dim light doesn't im p ose disadvantage on your W isd om (P erception ) ch ecks.

Wolf, You gain the hunting sensibilities o f a w olf. You can track other creatu res w hile traveling at a fast pace, and you can m ove stealthily w hile traveling at a norm al pace (see chapter 8 for rules on travel pace). Sp ir it W a l k e r At 10th level, you can cast the commune with nature spell, but only as a ritual. W h en you do so, a spiritual version o f one o f the anim als you c h ose for Totem Spirit or A sp ect o f the B east appears to you to convey the inform ation you seek. T o te m ic A

Sp ir it Se e k e r Yours is a path that seeks attunement with the natural w orld, giving you a kinship with beasts. At 3rd level w hen you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals, as described in chapter 10. T

otem

Sp ir it

At 3rd level, w hen you adopt this path, you c h o o s e a totem spirit and gain its feature. You must m ake or acquire a physical totem object- an am ulet or sim ilar adornm ent—that in corporates fur or feathers, claw s, teeth, or b on es o f the totem anim al. At your option, you also gain m inor physical attributes that are rem iniscent o f your totem spirit. For exam ple, if you have a bear totem spirit, you m ight be unusually hairy and thickskinned, or if your totem is the eagle, your eyes turn bright yellow.

Beast

At 6th level, you gain a m agical benefit based on the totem anim al o f your ch oice. You can c h o o s e the sam e anim al you selected at 3rd level or a different one. Bear. You gain the m ight o f a bear. Your carryin g capacity (including m axim um load and m axim um lift) is doubled, and you have advantage on Strength ch eck s

ttunem ent

At 14th level, you gain a m agical benefit ba sed on a totem anim al o f your ch oice. You can c h o o s e the sam e anim al you selected previously or a different one. Bear, W h ile you ’re raging, any creature within 5 feet o f you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enem y is im m u ne to this effect if it ca n ’t see or hear you or if it ca n ’t b e frightened. Eagle. W h ile raging, you have a flying sp eed equal to your current w alk in g speed. T h is benefit w ork s only in short bursts; you fall if you end your turn in the air and nothing else is h oldin g you aloft. Wolf. W h ile y ou ’re raging, you can u se a bon u s action on your turn to kn ock a Large or sm aller creature prone w hen you hit it with m elee w eapon attack.


Ba r d H u m m ing as she traces her fingers over an ancient m onum ent in a long-forgotten ruin, a h alf-elf in rugged leathers finds k n ow led ge sprin ging into her mind, con ju red forth by the m agic o f her son g —kn ow ledge o f the p eople w h o con stru cted the m onum ent and the m ythic saga it depicts. A stern hum an w arrior bangs his sw ord rhythm ically against his scale mail, setting the tem po for his w ar chant and exhortin g his com p a n ion s to bravery and heroism . T he m agic o f his so n g fortifies and em b olden s them . Laughing as she tunes her cittern, a gnom e w eaves her subtle m agic over the a ssem bled n obles, ensuring that her com p a n ion s’ w ord s w ill be w ell received. W h eth er scholar, skald, or scou ndrel, a bard w eaves m agic through w ord s and m u sic to inspire allies, dem oralize foes, m anipulate m inds, create illusions, and even heal w oun ds.

M u s ic a n d M a g ic In the w orlds o f D&D, w ord s and m usic are not just vibrations o f air, but v ocalization s with p ow er all their ow n. The bard is a m aster o f song, sp eech , and the m a gic they contain. B ards say that the m ultiverse w a s spoken into existence, that the w ord s o f the g od s gave it shape, and that e c h o e s o f these prim ordial W ords o f Creation still resou n d throughout the c o sm o s . The m u sic o f bards is an attempt to snatch and h arness th ose ech oes, subtly w oven into their sp ells and pow ers. The greatest strength o f bards is their sheer versatility. M any bards prefer to stick to the sidelines in com bat, using their m agic to inspire their allies and hinder their foes from a distance. But bards are capable o f defending them selves in m elee if necessary, using their m agic to bolster their sw ord s and armor. Their spells lean tow ard ch a rm s and illusions rather than blatantly destructive spells. They have a w ide-ranging k n ow led ge o f m any su bjects and a natural aptitude that lets them do alm ost anything w ell. B ards b e co m e m asters o f the talents they set their m inds to perfecting, from m u sical p erform a n ce to esoteric know ledge.

L e a r n in g fr o m E x p e r ie n c e True bards are not com m on in the w orld. Not every m instrel singing in a tavern or jester cavorting in a royal cou rt is a bard. D iscoverin g the m agic hidden in m usic requires hard study and som e m easure o f natural talent that m ost troubadours and jon g leu rs lack. It can be hard to spot the difference betw een these perform ers and true bards, though. A bard’s life is spent w andering across the land gathering lore, telling stories, and living on the gratitude o f audiences, m uch like any other entertainer. But a depth o f know ledge, a level o f m usical skill, and a touch o f m agic set bards apart from their fellow s. Only rarely do bards settle in on e place for long, and their natural desire to travel—to find n ew tales to tell, n ew skills to learn, and new discov eries beyon d the h orizon —m akes an adventuring career a natural calling. Every adventure is an opportu nity to learn, practice a variety o f skills, enter long-forgotten tom bs, d iscov er lost


Q

u ic k

B u il d

You can m ake a bard quickly by follow in g these suggestion s. First, C harism a should be your highest ability score, follow ed by Dexterity. S econ d , c h o o s e the entertainer backgrou n d. Third, c h o o s e the dancing lights and vicious mockery cantrips, along with the follow in g 1st-level spells: charm person, detect magic, healing word, and thunderwave.

C lass Featu r es A s a bard, you gain the follow in g class features. H

it

Po in ts

Hit Dice: 1d8 per bard level Hit Points at 1st Level: 8 + your Constitution m odifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution m odifier per bard level after 1st w ork s o f m agic, deciph er old tom es, travel to strange places, or encounter exotic creatures. Bards love to accom p a n y h eroes to w itn ess their d eeds firsthand. A bard w h o can tell an aw e-inspiring story from person al experien ce earn s renow n am ong other bards. Indeed, after telling s o m any stories about h eroes accom plish in g m ighty d eeds, m any bards take these th em es to heart and assu m e h eroic roles them selves.

C r e a t in g a B a r d Bards thrive on stories, w hether th ose stories are true or not. Your character’s back grou n d and m otivations are not as im portant as the stories that he or she tells about them. Perhaps you had a secu re and m undane ch ildh ood . T h ere’s no g o o d story to be told about that, so you m ight paint y ou rself as an orphan raised by a hag in a dism al sw am p. Or your ch ild h ood m ight be w orthy o f a story. S o m e bards acquire their m agical m usic through extraordinary m eans, including the inspiration o f fey o r other supernatural creatures. Did you serve an apprenticeship, studying under a master, follow in g the m ore experien ced bard until you w ere ready to strike out on your ow n ? O r did you attend a colleg e w here you studied bardic lore and practiced your m usical m agic? Perhaps you w ere a youn g runaw ay or orphan, befrien ded by a w an dering bard w h o b eca m e your m entor. O r you m ight have been a sp oiled noble child tutored by a master. Perhaps you stum bled into the clutches o f a hag, m akin g a bargain for a m usical gift in addition to your life and freedom , but at w hat cost?

P r o fic ie n c ie s A rm or: Light arm or W eapons: Sim ple w eapon s, hand c rossb ow s, lon gsw ords, rapiers, sh ortsw ords Tools: T h ree m usical instrum ents o f your ch oice Saving Throws: Dexterity, C harism a Skills: C h oose any three E q u ip m e n t You start with the follow in g equipm ent, in addition to the equipm ent granted by your background: • • • •

(a) a rapier, (b) a lon gsw ord, or (c) any sim ple w eapon (a) a diplom at’s pack or (b) an entertainer's pack (a) a lute or (b) any other m usical instrum ent Leather arm or and a dagger

Sp e l l c a s t in g You have learned to untangle and reshape the fabric of reality in harm ony with your w ish es and m usic. Your spells are part o f your vast repertoire, m agic that you can tune to different situations. S e e chapter 10 for the general rules o f spellcasting and chapter 11 for the bard spell list. C

a n tr ips

You k n ow tw o cantrips o f your ch oice from the bard spell list. You learn additional bard cantrips o f your ch oice at higher levels, as sh ow n in the Cantrips K now n colu m n o f the Bard table.


T

h e

Ba

r d

Cantrips Known

Spells Known

Level

Proficiency Bonus

1st

+2

Spellcasting, Bardic Inspiration (d6)

2

4

2nd

+2

jack o f All Trades, Song o f Rest (d 6)

2

5

3rd 4th

5th

+2 +2 +3

Features

2

Bard College, Expertise Bardic Inspiration (d8),

1st

2nd

2 — 3 —

6

4

7

3

Ability Score Improvement

— Spell Slots per Spell Level—

4

4th

3rd

5th

6th

7th

8th

9th

— —

— —

2 — 3 —

— —

— —

— —

— —

3

8

4

3

2

3

9

4

3

3

— —

1

— —

2

— —

Font o f Inspiration 6th 7th

+3 +3

Countercharm, Bard College feature

3

4

10

3

3

8th

+3

Ability Score Improvement

3

11

4

3

3

9th

+4

Song of Rest (d8)

3

12

4

3

3

3

1

10th

+4

Bardic Inspiration (d10), Expertise,

4

14

4

3

3

3

2 —

11th

+4

4

15

4

3

3

3

2

1

12th

+4

Ability Score Improvement

4

15

4

3

3

3

2

1

13th

+5

Song of Rest (d10)

4

16

4

3

3

3

2

1

1

14th

+5

Magical Secrets,

4

18

4

3

3

3

2

1

— — — 1 —

— —

Magical Secrets

Bard College feature 15th

+5

Bardic Inspiration (d12)

4

19

4

3

3

3

2

1

1

1

16th

+5

Ability Score Improvement

4

19

4

3

3

3

2

1

1

1

17th

+6

Song of Rest (d12)

4

20

4

3

3

3

2

1

1

1

1

18th

+6

Magical Secrets

4

22

4

3

3

3

3

1

1

1

1

19th

+6

Ability Score Improvement

4

22

4

3

3

3

3

2

1

1

20th

+6

Superior Inspiration

4

22

4

3

3

3

3

2

2

1

Sp e l l Sl o t s T h e Bard table sh ow s h ow m any spell slots you have to cast your sp ells o f 1st level and higher. To cast on e o f th ese spells, you m ust expend a slot o f the sp ell’s level or higher. You regain all expen ded spell slots w hen you finish a lon g rest. For exam ple, if you k n ow the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

1

1

m odifier w hen setting the saving th row D C for a bard spell you cast and w hen m akin g an attack roll w ith one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier R

it u a l

C

a st in g

You can cast any bard spell you k n ow as a ritual if that Spells K

now n of

1s t L e v e l

and

H

ig h e r

spell has the ritual tag.

You k n ow four 1st-level spells o f your ch oice from the bard spell list. T h e S p ells K n ow n colum n o f the Bard table sh ow s w hen you learn m ore bard spells o f your ch oice. Each o f these sp ells m ust b e o f a level for w hich you have spell slots, as sh ow n on the table. For instance, w hen you reach 3rd level in this class, you can learn on e n ew spell o f 1st or 2nd level. Additionally, w hen you gain a level in this class, you can c h o o s e on e o f the bard sp ells you kn ow and replace it w ith another spell from the bard spell list, w hich also m ust be o f a level for w hich you have spell slots. Sp e l l c a s t in g A

b il it y

C harism a is your sp ellcastin g ability for your bard spells. Your m agic c o m e s from the heart and sou l you pou r into the perform an ce o f your m usic or oration. You use your C harism a w henever a spell refers to your spellcastin g ability. In addition, you use your Charism a

Sp e l l c a s t in g Fo c u s You can use a m u sical instrum ent (found in chapter 5) as a spellcastin g focu s for your bard spells.

B a r d ic In s p ir a t io n You can inspire others through stirring w ord s or m usic. To do so, you u se a bon u s action on your turn to c h o o s e on e creature other than y ou rself w ithin 60 feet o f you w h o can hear you. That creature gains on e Bardic Inspiration die, a d6. O nce w ithin the next 10 m inutes, the creature can roll the die and add the num ber rolled to one ability check, attack roll, or saving th row it m akes. T h e creature can wait until after it rolls the d2 0 before decidin g to use the B ardic Inspiration die, but must decide before the DM says w hether the roll su cce e d s or fails. O nce the B ardic Inspiration die is rolled, it is lost. A creature can have only on e B ardic Inspiration die at a time.


You can use this feature a num ber o f tim es equal to your C harism a m odifier (a m inim um o f once). You regain any expen ded u ses w hen you finish a lon g rest. Your B ardic Inspiration die changes w hen you reach certain levels in this class. T h e die b e c o m e s a d8 at 5th level, a d 10 at 10th level, and a d l 2 at 15th level.

Ja c k of A ll T rad es Starting at 2nd level, you can add h alf your proficiency bonus, rounded dow n, to any ability ch eck you m ake that d oesn ’t already include your proficiency bonus.

So n g of R est B egin ning at 2nd level, you can u se sooth in g m usic or oration to help revitalize your w ou n ded allies during a short rest. If you or any friendly creatu res w h o can hear your perform an ce regain hit points at the end o f the short rest, each o f th ose creatures regains an extra 1d6 hit points. T h e extra hit p oints in crease w hen you reach certain levels in this class: to 1d8 at 9th level, to 1d 10 at 13th level, and to 1d 12 at 17th level.

M a g ic a l Secr ets By 10th level, you have plundered m agical kn ow ledge from a w id e sp ectru m o f disciplines. C h o o se tw o spells from any class, including this one. A spell you c h o o s e m ust be o f a level you can cast, as sh ow n on the Bard table, or a cantrip. Th e ch osen sp ells count as bard spells for you and are included in the num ber in the S p ells K n ow n colu m n o f the Bard table. You learn tw o additional sp ells from any class at 14th level and again at 18th level.

Su p e r io r In s p ir a t io n At 20th level, w hen you roll initiative and have no u ses o f B ardic Inspiration left, you regain on e use.

Ba r d C olleges Th e w ay o f a bard is gregarious. B ards seek each other out to sw ap so n g s and stories, boast o f their a ccom plish m en ts, and share their kn ow ledge. Bards form lo o s e association s, w hich they call colleg es, to facilitate their gatherings and preserve their traditions.

Bard C ollege At 3rd level, you delve into the advanced techniques o f a bard colleg e o f your choice: the C ollege o f L ore or the C ollege o f Valor, both detailed at the end o f the class description. Your ch oice grants you features at 3rd level and again at 6th and 14th level.

E x p e r t ise At 3rd level, c h o o s e tw o o f your skill proficiencies. Your proficiency bon u s is dou bled for any ability ch eck you m ake that u ses either o f the ch osen proficiencies. At 10th level, you can c h o o s e another tw o skill proficien cies to gain this benefit.

A b il it y S co re Im pr o v e m e n t W h en you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can in crease on e ability sco re o f your ch oice by 2, or you can in crease tw o ability s c o r e s o f your ch oice by 1. A s norm al, you ca n ’t in crease an ability sco re above 20 using this feature.

Fo n t o f In sp ir a t io n B egin ning w hen you reach 5th level, you regain all o f your expen ded u ses o f B ardic Inspiration w hen you finish a short or lon g rest.

C ountercharm At 6th level, you gain the ability to use m u sical notes or w ord s o f p ow er to disrupt m ind-influencing effects. A s an action, you can start a perform an ce that lasts until the end o f your next turn. D uring that time, you and any friendly creatu res w ithin 30 feet o f you have advantage on saving th row s against being frightened or charm ed. A creature m ust be able to hear you to gain this benefit. Th e p erform a n ce en ds early if you are incapacitated or silen ced or if you voluntarily en d it (no action required).

C ollege of L ore B ards o f the C ollege o f L ore k n ow som eth in g about m ost things, collectin g bits o f k n ow led ge from sou rces as diverse as scholarly tom es and peasant tales. W h eth er singin g folk ballads in taverns or elaborate com p osition s in royal courts, th ese bards u se their gifts to hold au dien ces spellbou n d. W h en the applause dies dow n, the audience m em bers m ight find them selves qu estion in g everything they held to be true, from their faith in the p riesth ood o f the loca l tem ple to their loyalty to the king. The loyalty o f th ese bards lies in the pursuit o f beauty and truth, not in fealty to a m on arch or follow in g the tenets o f a deity. A n oble w h o keeps such a bard as a herald or advisor k n ow s that the bard w ou ld rather be h onest than politic. The co lle g e ’s m em bers gather in libraries and som etim es in actual colleg es, com plete w ith cla ssroom s and dorm itories, to share their lore w ith one another. T h ey also m eet at festivals or affairs o f state, w here they can ex p o se corruption, unravel lies, and poke fun at selfim portant figures o f authority. B o n u s P r o f ic ie n c ie s W h en you jo in the C ollege o f L ore at 3rd level, you gain proficiency w ith three skills o f your choice. C

u t t in g

W

ords

A lso at 3rd level, you learn h ow to use your wit to distract, con fu se, and oth erw ise sap the con fid en ce and com p eten ce o f others. W h en a creature that you can see w ithin 6 0 feet o f you m akes an attack roll, an ability check, or a dam age roll, you can use your reaction to expend on e o f your u ses o f B ardic Inspiration, rolling a B ardic Inspiration die and subtracting the num ber rolled from the creatu re’s roll. You can c h o o s e to use this feature after the creature m akes its roll, but before the DM determ ines w hether the attack roll or ability


ch eck su cceed s or fails, or before the creature deals its dam age. The creature is im m une if it can ’t hear you or if it’s im m une to being charm ed.

son gs, they inspire others to reach the sam e heights o f accom plish m en t as the h eroes o f old. B o n u s P r o f ic ie n c ie s

A

d d it io n a l

M

a g ic a l

Se c r e t s

At 6th level, you learn tw o spells o f your ch oice from any class. A spell you c h o o s e m ust be o f a level you can cast, as sh ow n on the Bard table, or a cantrip. The ch osen spells coun t as bard sp ells for you but d on ’t count against the num ber o f bard spells you know. P eerless Sk il l Starting at 14th level, w hen you m ake an ability check, you can expend on e u se o f B ardic Inspiration. Roll a B ardic Inspiration die and add the num ber rolled to you r ability check . You can c h o o s e to do s o after you roil the die for the ability check, but before the DM tells you

W hen you jo in the C ollege o f Valor at 3rd level, you gain proficiency w ith m edium arm or, shields, and m artial w eapon s. C

ombat

In sp ir a t io n

A lso at 3rd level, you learn to inspire others in battle. A creature that has a B ardic Inspiration die from you can roll that die and add the num ber rolled to a w eapon dam age roll it just m ade. Alternatively, w hen an attack roll is m ade against the creature, it can u se its reaction to roll the B ardic Inspiration die and add the num ber rolled to its AC against that attack, after seein g the roll but before kn ow in g w hether it hits or m isses.

w hether you su cce e d or fail. Ex t r a A

C ollege of Valor B ards o f the C ollege o f Valor are daring skalds w h ose tales keep alive the m em ory o f the great h eroes o f the past, and thereby inspire a n ew generation o f h eroes. T h ese bards gather in m ead halls or around great bon fires to sing the d eed s o f the mighty, both past and present. Th ey travel the land to w itn ess great events firsthand and to ensure that the m em ory of th ose events d oesn ’t pa ss from the w orld. W ith their

ttack

Starting at 6th level, you can attack tw ice, instead o f on ce, w hen ever you take the Attack action on your turn. Battle M

ag ic

At 14th level, you have m astered the art o f w eaving sp ellcastin g and w eap on u se into a single h arm on ious act. W h en you use your action to cast a bard spell, you can m ake one w eap on attack as a bon u s action.


A rm s and eyes upraised tow ard the sun and a prayer on his lips, an elf begin s to g low w ith an inner light that spills out to heal his battle-worn com pan ion s. Chanting a son g o f glory, a d w arf sw in g s his axe in w ide sw aths to cut through the ranks o f orc s arrayed against him , sh ou tin g praise to the g od s w ith every fo e ’s fall. Calling dow n a cu rse upon the forces o f undeath, a hum an lifts her holy sym bol as light p ou rs from it to drive ba ck the zom b ies crow d in g in on her com pan ion s. C lerics are interm ediaries b etw een the m ortal w orld and the distant planes o f the gods. A s varied as the gods they serve, clerics strive to em b ody the h andiw ork o f their deities. No ordinary priest, a cleric is im bued with divine m agic.

H e a le r s a n d W a r r io r s Divine m agic, as the nam e suggests, is the p ow er o f the gods, flow ing from them into the w orld. C lerics are conduits for that pow er, m anifesting it as m iracu lou s effects. The gods d on ’t grant this p ow er to everyone w h o seek s it, but only to th ose c h osen to fulfill a high calling. H arn essin g divine m agic d oesn ’t rely on study or training. A cleric m ight learn form ulaic prayers and ancient rites, but the ability to cast cleric spells relies on devotion and an intuitive sen se o f a deity’s w ishes. C lerics com bin e the helpful m agic o f healing and inspiring their allies with sp ells that harm and hinder foes. Th ey can provoke awe and dread, lay c u rses o f plague or poison, and even call dow n flam es from heaven to con su m e their en em ies. For th ose evildoers w h o w ill benefit m ost from a m a ce to the head, clerics depen d on their com bat training to let them w ade into m elee with the p ow er o f the g od s on their side.

D iv in e A g e n ts Not every acolyte or officiant at a tem ple or shrine is a cleric. S o m e priests are called to a sim ple life o f tem ple service, carryin g out their g o d s’ w ill through prayer and sacrifice, not by m a gic and strength o f arm s. In som e cities, p riesth ood am ounts to a political office, view ed as a stepping stone to higher position s o f authority and involving n o com m u n ion with a god at all. True clerics are rare in m ost hierarchies. W h en a cleric takes up an adventuring life, it is usually b eca u se his or her g od dem an ds it. P u rsuing the goals o f the g od s often involves braving dangers beyon d the w alls o f civilization, sm iting evil or seek in g holy relics in ancient tom bs. M any clerics are a lso ex pected to protect


T

h e

C

l e r ic

Level

Proficiency Bonus

Features

Cantrips Known

— Spell Slots per Spell Level— 1st

1st

+2

Spellcasting, Divine Domain

3

2

5th

— —

2nd

+2

Channel Divinity (1/rest),

3

3

— —

3rd

+2

3

4

2

— —

3

— —

— —

3rd

6th

7th

9th

4th

2nd

8th

Divine Domain feature 4th

+2

Ability Score Improvement

4

4

5th

+3

Destroy Undead (CR 1/2)

4

4

3

2

6th

+3

Channel Divinity (2/rest),

4

4

3

3

— —

7th

+3

4

4

3

3

1

— —

2

— —

Divine Domain feature 4

4

4

4

3

3

3

1

+4

Divine Intervention

5

4

3

3

3

2

11th

+4

Destroy Undead (CR 2)

5

4

3

3

3

2

1

12th

+4

Ability Score Improvement

5

4

3

3

3

2

1

1

1

1

1

8th

+3

Ability Score Improvement, Destroy Undead

9th

+4

10th

3

3

(CR 1), Divine Domain feature —

13th

+5

5

4

3

3

3

2

14th

+5

Destroy Undead (CR 3)

5

4

3

3

3

2

15th

+5

5

4

3

3

3

2

1

1

— 1

1

1

1

1

1

1

— 1 1

16th

+5

Ability Score Improvement

5

4

3

3

3

2

17th

+6

Destroy Undead (CR 4),

5

4

3

3

3

2

18th

+6

Channel Divinity (3/rest)

5

4

3

3

3

3

1

1

1

5

4

3

3

3

3

2

1

1

5

4

3

3

3

3

2

2

1

Divine Domain feature 19th 20th

+6 +6

Ability Score improvement Divine Intervention improvement

their deities’ w orsh ipers, w h ich can m ean fighting ram paging orc s, negotiating p ea ce b etw een w arrin g nations, or sea lin g a portal that w ou ld allow a dem on prin ce to enter the w orld. M ost adventuring clerics m aintain som e con n ection to established tem ples and orders o f their faiths. A tem ple m ight ask for a cleric’s aid, or a high priest m ight be in a position to dem an d it.

C r e a t in g a C leric A s you create a cleric, the m ost im portant question to con sid er is w h ich deity to serve and w hat prin ciples you w ant your character to em body. A pp en dix B includes lists o f m any o f the g od s o f the multiverse. C h eck with your D M to learn w hich deities are in your cam paign. O n ce you ’ve ch osen a deity, con sid er your cleric's relationship to that god. D id you enter this serv ice w illingly? O r did the g od c h o o s e you, im pelling you into serv ice w ith n o regard for your w ish es? H ow do the tem ple priests o f your faith regard you: as a cham pion or a troublem aker? W h at are your ultimate goals? D oes your deity have a sp ecia l task in m ind for you? O r are you striving to prove y ou rself w orthy o f a great quest? Q

u ic k

Bu il d

You can m ake a cleric quickly by follow in g these suggestion s. First, W isd om should be your highest ability score, follow ed by S tren gth or Constitution. S econ d , c h o o s e the acolyte background.

1 1

C lass Features A s a cleric, you gain the follow in g cla ss features. H

it

P o in t s

Hit Dice: 1d8 p er cleric level Hit Points at 1st Level: 8 + your Constitution m odifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution m odifier per cleric level after 1st P r o fic ie n c ie s Arm or: Light armor, m edium armor, shields Weapons: All sim ple w eap on s Tools: N one Saving Throws: W isdom , Charism a Skills: C h oose tw o from History, Insight, M edicine, Persuasion, and R eligion E q u ipm e n t You start with the follow in g equipm ent, in addition to the equipm ent granted by your background: • (a) a m a ce or (b) a w arham m er (if proficient) • (a) sca le mail, (b) leather armor, or (c) chain m ail (if proficient) • (a) a light cro s s b o w and 20 bolts or (b) any sim ple w eapon • (a) a priest’s pack or (b) an explorer’s pack • A shield and a holy sym bol


Sp e l l c a st in g A s a conduit for divine pow er, you can cast cleric spells. S e e chapter 10 for the general rules o f sp ellcastin g and chapter 11 for the cleric spell list. C

You can change your list o f prepared sp ells w hen you finish a lon g rest. P reparin g a n ew list o f cleric spells requ ires tim e spent in prayer and m editation: at least 1 m inute per spell level for each spell on your list. Sp e l l c a s t in g A

a n t r ip s

At 1st level, you k n ow three cantrips o f your ch oice from the cleric spell list. You learn additional cleric cantrips o f your ch oice at higher levels, as sh ow n in the Cantrips K n ow n colu m n o f the Cleric table. P r e p a r in g

and

C

a s t in g

Spells

T h e Cleric table sh ow s h ow m any spell slots you have to cast your spells o f 1st level and higher. To cast on e o f th ese spells, you m ust expend a slot o f the sp ell’s level or higher. You regain all expen ded spell slots w hen you finish a lon g rest. You prepare the list o f cleric spells that are available for you to cast, ch oosin g from the cleric spell list. W h en you do so, c h o o s e a num ber o f cleric spells equal to your W isd om m odifier + your cleric level (m inim um o f on e spell). The spells must be o f a level for w hich you have spell slots. For exam ple, if you are a 3rd-level cleric, you have four 1st-level and tw o 2nd-level spell slots. W ith a W isd om o f 16, your list o f prepared spells can include six spells o f 1st or 2nd level, in any com bination. If you prepare the 1st-level sp ell cure wounds, you can cast it using a 1st-level or 2nd-level slot. C asting the spell d oesn ’t rem ove it from your list o f prepared spells.

b il it y

W isd om is your sp ellcastin g ability for your cleric spells. T h e p ow er o f your sp ells c o m e s from your devotion to your deity. You u se your W isd om w hen ever a cleric spell refers to your sp ellcastin g ability. In addition, you use your W isd om m odifier w hen setting the saving th row D C for a cleric spell you cast and w hen m aking an attack roll w ith one. Spell save D C = 8 + your proficiency bonus +

your Wisdom modifier Spell attack modifier = your proficiency bonus +

your Wisdom modifier R

it u a l

C

a s t in g

You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared. Sp e l l c a s t in g F o c u s You can use a holy sym b ol (found in chapter 5) as a sp ellcastin g focu s for your cleric spells.

D iv in e D o m a in C h oose on e dom ain related to your deity: K now ledge, Life, Light, Nature, Tem pest, Trickery, or War. Each dom ain is detailed at the end o f the class description, and each on e provides exam ples o f g od s associated w ith it. Y our ch oice grants you dom ain sp ells and other features w hen you c h o o s e it at 1st level. It also grants you additional w ays to use Channel Divinity w hen you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels. D

o m a in

Spells

E ach dom ain has a list o f sp ells—its dom ain sp ells— that you gain at the cleric levels noted in the dom ain description. O nce you gain a dom ain spell, you always have it prepared, and it d oesn ’t coun t against the num ber o f spells you ca n prepare each day. If you have a dom ain spell that d oesn ’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

C h a n n e l D iv in it y At 2nd level, you gain the ability to channel divine en ergy directly from your deity, using that en ergy to fuel m agical effects. You start with tw o such effects: Turn U ndead and an effect determ ined by your dom ain. S om e dom ain s grant you additional effects as you advance in levels, as noted in the dom ain description. W h en you u se your Channel Divinity, you c h o o s e w hich effect to create. You m ust then finish a short or lon g rest to u se your Channel Divinity again. S o m e Channel Divinity effects require saving throw s. W h en you use such an effect from this class, the DC equals your cleric spell save DC. B egin n in g at 6th level, you can u se your Channel Divinity tw ice betw een rests, and beginning at 18th level.


you can use it three tim es betw een rests. W h en you finish a short or long rest, you regain your expen ded u ses. C

D

hannel

iv in it y

: Turn U

ndead

A s an action, you present your holy sym bol and sp eak a prayer cen su rin g the undead. E ach undead that can see or hear you w ithin 30 feet o f you must m ake a W isdom saving throw. If the creature fails its saving throw, it is turned for 1 m inute or until it takes any dam age. A turned creature m ust spend its turns trying to m ove as far away from you as it can, and it can ’t w illingly m ove to a sp ace w ithin 30 feet o f you. It also ca n ’t take reactions. F or its action, it can use only the D ash action or try to esca p e from an effect that prevents it from m oving. If th ere’s now h ere to m ove, the creature can use the D od g e action.

A b il it y Sco re Im pr o vem en t W h en you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can in crease on e ability sc o r e o f your ch oice by 2, or you ca n in crease tw o ability s c o r e s o f your ch oice by 1. A s norm al, you ca n ’t in crease an ability sco re above 20 using this feature.

D estroy U ndead Starting at 5th level, w hen an undead fails its saving throw against your Turn U ndead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as show n in the D estroy Undead table. D

estr o y

U

Cleric Level

5th

n d e a d

Destroys Undead o f CR 1/2 or lower

8 th

1 or lower

11th

2 or lower

14th

3 or lower

17th

4 or lower

dom ain s o f K now ledge, Life, and Light. A s a cleric, you c h o o s e on e aspect o f your deity’s portfolio to em phasize, and you are granted p ow ers related to that dom ain. Your ch oice might c orresp on d to a particular sect dedicated to your deity. A pollo, for exam ple, cou ld be w orsh ip ed in on e region as P h oeb u s (“radiant”) A pollo, em phasizing his influence over the Light dom ain, and in a different place as A p ollo A cesiu s (“h ealing”), em phasizing his a ssocia tion w ith the Life dom ain. Alternatively, your ch oice o f dom ain cou ld sim ply b e a m atter o f p erson al preference, the asp ect o f the deity that appeals to you most. E ach dom ain ’s description gives exam ples o f deities w h o have influence over that dom ain. G od s are included from the w orld s o f the Forgotten R ealm s, Greyhawk, D ragon lance, and E b erron cam paign settings, as w ell as from the Celtic, G reek, N orse, and Egyptian pantheons o f antiquity.

K n o w le d g e D o m a in T h e gods o f kn ow led ge—including O ghm a, B o cco b , Gilean, A u reon, and T h oth —value learning and understanding above all. S o m e teach that kn ow led ge is to b e gathered and sh ared in libraries and universities, or prom ote the practical kn ow led ge o f craft and invention. S o m e deities hoard kn ow led ge and keep its secrets to them selves. A n d som e prom ise their follow ers that they w ill gain trem en dou s p ow er if they u n lock the secrets o f the multiverse. F ollow ers o f th ese g od s study esoteric lore, collect old tom es, delve into the secret p la ces o f the earth, and learn all they can. S o m e gods o f kn ow led ge prom ote the practical k n ow led ge o f craft and invention, including sm ith deities like G ond, R eorx, Onatar, M oradin, H ephaestus, and Goibhniu. K

Cleric Level

D iv in e In t e r v e n t io n B egin ning at 10th level, you can call on your deity to intervene on your beh alf w hen your need is great. Im ploring your deity’s aid requ ires you to u se your action. D escrib e the assistance you seek, and roll percentile dice. If you roll a num ber equal to or low er than your cleric level, your deity intervenes. T h e DM c h o o s e s the nature o f the intervention; the effect o f any cleric spell or cleric dom ain spell w ou ld be appropriate. If your deity intervenes, you ca n ’t u se this feature again for 7 days. O therw ise, you can use it again after you finish a lon g rest. At 20th level, your call for intervention su cce e d s automatically, n o roll required.

D iv in e D o m a in s In a pantheon, every deity has influence over different asp ects o f m ortal life and civilization, called a deity’s dom ain. A ll the dom ain s over w h ich a deity has influence are called the deity’s portfolio. For exam ple, the portfolio o f the G reek god A p ollo includes the

n o w l e d g e

D

S

o m a in

pells

Spells

1st

c o m m a nd , identify

3rd

augury, suggestion

5th

nondetection, speak with dead

7th

arcane eye, confusion

9th

legend lore, scrying

B l e s s in g s

of

K

now ledge

At 1st level, you learn tw o languages o f y ou r choice. Y ou also b e c o m e proficient in y ou r ch oice o f tw o o f the follow in g skills: A rcana, History, Nature, or Religion. Y our proficiency bon u s is doubled for any ability ch eck you m ake that uses either o f th ose skills. C K

hannel

D

iv in it y

now ledge of the

: A

ges

Starting at 2nd level, you can u se your Channel Divinity to tap into a divine w ell o f kn ow ledge. A s an action, you c h o o s e on e skill or tool. For 10 m inutes, you have proficiency w ith the ch osen skill or tool. C

hannel

D

iv in it y

: R ead T

h oughts

At 6th level, you can use your Channel Divinity to read a creatu re’s thoughts. You can then u se your a cce ss to the creatu re’s m ind to com m a n d it.


A s an action, c h o o s e one creature that you can see w ithin 6 0 feet o f you. That creature must m ake a W isd om saving throw. If the creature su cce e d s on the saving throw, you ca n ’t use this feature on it again until you finish a long rest. If the creature fails its save, you can read its su rface thoughts (those forem ost in its mind, reflecting its current em otion s and w hat it is actively thinking about) w hen it is w ithin 60 feet o f you. T h is effect lasts for 1 minute. D uring that tim e, you can use your action to end this effect and cast the suggestion spell on the creature w ithout expending a spell slot. T h e target autom atically fails its saving throw against the spell.

B

Po t e n

W h en you c h o o s e this dom ain at 1st level, you gain proficiency with heavy armor.

t

Sp e l l c a s t in g

Starting at 8th level, you add your W isd om m odifier to the dam age you deal with any cleric cantrip. V

is io n s o f t h e

Pa s t

Starting at 17th level, you can call up vision s o f the past that relate to an object you hold or your im m ediate surroundings. You sp end at least 1 m inute in meditation and prayer, then receive dream like, sh ad ow y glim p ses o f recent events. You can m editate in this w ay for a num ber o f m inutes equal to your W isd om sc o r e and must m aintain concentration during that time, as if you w ere castin g a spell. O n ce you use this feature, you ca n ’t use it again until you finish a short or lon g rest.

Object Reading. H olding an object as you meditate, you can see vision s o f the o b je ct’s previous owner. After m editating for 1 minute, you learn h ow the ow n er acqu ired and lost the object, as w ell as the m ost recent significant event involving the object and that owner. If the object w as ow n ed by another creature in the recen t past (within a num ber o f days equal to your W isd om score), you can spend 1 additional minute for each ow n er to learn the sa m e inform ation about that creature. Area Reading. A s you meditate, you see vision s o f recen t events in your im m ediate vicinity (a room , street, tunnel, clearing, or the like, up to a 50 -foot cube), g oin g back a num ber o f days equal to your W isd om score. For each minute you meditate, you learn about on e significant event, begin n in g with the m ost recent. Significant events typically involve pow erfu l em otions, su ch as battles and betrayals, m arriages and m urders, births and funerals. However, they m ight also include m ore m undane events that are n evertheless im portant in your current situation.

L if e D o m a in T h e Life dom ain fo c u s e s on the vibrant positive en ergy—on e o f the fundam ental forces o f the universe— that sustains all life. The gods o f life prom ote vitality and health through healing the sick and w ounded, caring for th ose in need, and driving away the forces o f death and undeath. A lm ost any non-evil deity can claim influence over this dom ain, particularly agricultural deities (such as Chauntea, Araw ai, and D em eter), sun g od s (such as Lathander, Pelor, and Re-Horakhty), gods

o f h ealing or endurance (such as Ilmater, M ishakal, A pollo, and D iancecht), and g od s o f h om e and com m u n ity (such as Hestia, Hathor, and Boldrei). Life D

D

S

o m a in

Cleric Level

pells

Spells

1st

bless, cure w ounds

3rd

lesser restoration, spiritual w eapon

5th

beacon o f hope, revivify

7th

death ward, gu ard ia n o f faith

9th

m ass cure w ounds, raise dead

onus

P r o f ic ie n c y

is c ip l e o f

L

if e

A lso starting at 1st level, your h ealing spells are m ore effective. W h enever you u se a spell o f 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the sp ell’s level. C

hannel

D

iv in it y

: Preserve L

if e

Starting at 2nd level, you can u se your Channel Divinity to heal the badly injured. A s an action, you presen t your holy sym bol and evoke h ealing en ergy that can restore a num ber o f hit points equal to five tim es your cleric level. C h oose any creatu res w ithin 30 feet o f you, and divide th ose hit points am ong them . T his feature can restore a creature to no m ore than h alf o f its hit point m axim um . You ca n ’t u se this feature on an undead or a construct. B lessed H

ealer

B egin ning at 6th level, the healing spells you cast on others heal you as w ell. W h en you cast a spell o f 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell’s level. D

iv in e

St r i k e

At 8th level, you gain the ability to infuse your w eapon strikes w ith divine energy. O n ce on each o f your turns w hen you hit a creature with a w eapon attack, you can cau se the attack to deal an extra 1d8 radiant dam age to the target. W h en you reach 14th level, the extra dam age in creases to 2d8. Su p r e m e H

e a l in g

Starting at 17th level, w hen you w ould norm ally roll on e or m ore dice to restore hit points with a spell, you instead u se the h ighest num ber p ossib le for each die. F or exam ple, instead o f restoring 2d6 hit points to a creature, you restore 12.

L ig h t D o m a in G od s o f light—including Helm , Lathander, Pholtus, Branchala, the Silver Flam e, Belenus, A pollo, and R e-H orakhty—prom ote the ideals o f rebirth and renew al, truth, vigilance, and beauty, often using the sym bol o f the sun. S o m e o f th ese g od s are portrayed as the sun itself or as a charioteer w h o guides the sun


a cro ss the sky. O thers are tireless sentinels w h o s e eyes pierce every sh adow and see through every deception. S om e are deities o f beauty and artistry, w h o teach that art is a vehicle for the sou l's im provem ent. C lerics o f a god o f light are enlightened sou ls in fused w ith radiance and the p ow er o f their g o d s’ discern in g vision, charged with chasin g away lies and burning away darkness. Lig

h t

D

o m a in

Cleric Level

S

pells

Spells

1st

b u rn in g h a nds, faerie fire

3rd

f la m in g sphere, sco rch in g ray

5th

daylight, f ireball

7th

gu ardia n o f faith, wall of f ire

9th

f la m e strike, scrying

Bonus C

a n t r ip

W h en you c h o o s e this dom ain at 1st level, you gain the light cantrip if you don ’t already k n ow it. W a r d in g F l a r e A lso at 1st level, you can in terpose divine light betw een y ou rself and an attacking enemy. W h en you are attacked by a creature w ithin 30 feet o f you that you can see, you can u se your reaction to im pose disadvantage on the attack roll, cau sin g light to flare before the attacker before it hits or m isses. A n attacker that ca n ’t be blinded is im m une to this feature. You can u se this feature a num ber o f tim es equal to your W isd om m odifier (a m inim um o f once). You regain all expen ded u ses w hen you finish a long rest. C

hannel

D

iv in it y

: R

a d ia n c e o f t h e

Daw n

Starting at 2nd level, you can use your Channel Divinity to h arn ess sunlight, banish in g dark n ess and dealing radiant dam age to your foes. A s an action, you presen t your holy sym bol, and any m agical darkn ess w ithin 30 feet o f you is dispelled. Additionally, each hostile creature w ithin 30 feet of you m ust m ake a Constitution saving throw. A creature takes radiant dam age equal to 2 d 10 + your cleric level on a failed saving throw, and half as m uch dam age on a su ccessfu l one. A creature that h as total cover from you is not affected. Im p r o v e d F l a r e Starting at 6th level, you ca n also use your W arding Flare feature w hen a creature that you can see w ithin 3 0 feet o f you attacks a creature other than you. P o t e n t S p e l l c a s t in g Starting at 8th level, you add your W isd om m odifier to the dam age you deal with any cleric cantrip. C o r o n a o f L ig h t Starting at 17th level, you can use your action to activate an aura o f sunlight that lasts for 1 minute or until you d ism iss it usin g another action. You emit bright light in a 60 -foot radius and dim light 30 feet beyond that. Your en em ies in the bright light have disadvantage on saving throw s against any spell that deals fire or radiant damage.

N atu re D o m ain G od s o f nature are as varied as the natural w orld itself, from inscrutable g od s o f the deep forests (such as Silvanus, Obad-Hai, Chislev, Balinor, and Pan) to friendly deities a ssocia ted with particular sprin gs and groves (such as Eldath). D ruids revere nature as a w h ole and m ight serve one o f these deities, practicing m ysterious rites and reciting all-but-forgotten prayers in their ow n secret tongue. But m any o f these g od s have clerics as w ell, cham pion s w ho take a m ore active role in advancing the interests o f a particular nature god. T h ese clerics m ight hunt the evil m on strosities that d espoil the w ood lan d s, b less the harvest o f the faithful, or w ither the crop s o f th ose w h o anger their gods. N

ature

D

Cleric Level

1st

o m a in

S

pells

Spells a n im a l friendship, speak with anim als

3rd

barkskin, spike grow th

5th

plant growth, w ind wall

7th

dom inate beast, gra sp ing vine

9th

insect plague, tree stride


A

colyte of

N ature

At 1st level, you learn on e druid cantrip o f your choice. You also gain proficiency in one o f the follow in g skills o f your ch oice: A nim al H andling, Nature, or Survival.

righ teou sn ess or to en cou ra ge them to offer sa crifices o f propitiation to w ard o ff divine wrath. Te

Cleric Level

B o n u s P r o f ic ie n c y A lso at 1st level, you gain proficiency w ith heavy armor. C

hannel

and

D

iv in it y

: C

harm

A

n im a l s

Plants

Starting at 2nd level, you can use your Channel Divinity to charm anim als and plants. A s an action, you present you r holy sym bol and invoke the nam e o f your deity. Each beast or plant creature that can see you w ithin 30 feet o f you must m ake a W isd om saving throw. If the creature fails its saving throw, it is ch a rm ed by you for 1 m inute or until it takes dam age. W h ile it is ch arm ed by you, it is friendly to you and other creatu res you designate. Dam

pen

Elem ents

Starting at 6th level, w hen you or a creature w ithin 30 feet o f you takes acid, cold, fire, lightning, or thunder dam age, you can u se your reaction to grant resistan ce to the creature against that in stan ce o f the dam age. D

iv in e

St r i k e

At 8th level, you gain the ability to infuse your w eapon strikes w ith divine energy. O nce on each o f your turns w hen you hit a creature w ith a w eap on attack, you can cau se the attack to deal an extra 1d8 cold, fire, or lightning dam age (your choice) to the target. W h en you reach 14th level, the extra dam age in creases to 2d8. M

aster of

D

m p e st

Nature

At 17th level, you gain the ability to com m a n d anim als and plant creatures. W h ile creatu res are charm ed by your Charm A n im als and Plants feature, you can take a bon u s action on your turn to verbally c om m a n d what each o f th ose creatu res w ill do on its next turn.

G o d s w h o s e portfolios include the Tem pest d o m a in including Talos, U m berlee, K ord, Z eb oim , the Devourer, Z eus, and T h or—govern storm s, sea, and sky. Th ey include g od s o f lightning and thunder, gods o f earthquakes, so m e fire gods, and certain g od s o f violen ce, physical strength, and courage. In som e pantheons, a god o f this dom ain rules over other deities and is k n ow n for sw ift ju stice delivered by thunderbolts. In the pantheons o f seafaring people, gods o f this dom ain are o ce a n deities and the patrons o f sailors. Tem pest g od s send their clerics to inspire fear in the co m m o n folk, either to keep th ose folk on the path o f

S

pells

Spells

1st

f o g cloud, thunderw ave

3rd

gu st o f wind, shatter

5th

call lightning, sleet storm

7th

control water, ice storm

9th

destructive wave, insect plague

B o n u s P r o f ic ie n c ie s At 1st level, you gain proficiency w ith m artial w eap on s and heavy armor. W

rath

of th e

St o r m

A lso at 1st level, you can thunderously rebuke attackers. W h en a creature w ithin 5 feet o f you that you can see hits you w ith an attack, you can use your reaction to cau se the creature to m ake a D exterity saving throw. T h e creature takes 2d8 lightning or thunder dam age (your ch oice) on a failed saving throw, and half as m uch dam age on a su ccessfu l one. You can u se this feature a num ber o f tim es equal to your W isd om m odifier (a m inim um o f once). You regain all expen ded u ses w hen you finish a long rest. C

hannel

D

iv in it y

: D

e s t r u c t iv e

W

rath

Starting at 2nd level, you can u se your Channel Divinity to w ield the pow er o f the storm w ith u nch eck ed ferocity. W h en you roll lightning or thunder dam age, you can use your Channel Divinity to deal m axim u m dam age, instead o f rolling. T

hunderbolt

St r i k e

At 6th level, w hen you deal lightning dam age to a Large or sm aller creature, you can also push it up to 10 feet away from you. D

T em pe st D o m a in

o m a in

iv in e

St r i k e

At 8th level, you gain the ability to infuse your w eapon strikes w ith divine energy. O n ce on each o f your turns w hen you hit a creature with a w eap on attack, you can cau se the attack to deal an extra 1d8 thunder dam age to the target. W h en you reach 14th level, the extra dam age in creases to 2d8. St o r m

born

At 17th level, you have a flying sp eed equal to your current w alking sp eed w hen ever you are not undergrou nd or in doors.

T r ic k e r y D o m a in G od s o f trickery—such as Tymora, Beshaba, O lidam m ara, the Traveler, Garl Glittergold, and L ok i—are m ischief-m akers and instigators w h o stand as a constant challenge to the accep ted order am ong both g od s and m ortals. T h ey’re patrons o f thieves, scou n d rels, gam blers, rebels, and liberators. Their clerics are a disruptive force in the w orld, puncturing pride, m ock in g tyrants, stealing from the rich, freeing captives, and flouting h ollow traditions. Th ey prefer


subterfuge, pranks, deception , and theft rather than direct confrontation. Tr

ickery

Cleric Level

D

o m a in

S

Spells

1st

ch a rm person, disguise self m irror im age, pa ss without trace

5th

blink, dispel m agic

7th

dim ension door, polym orph

9th

do m in ate person, m odify m e m ory

B le ssin g

others to fight the g o o d fight or offering acts o f violen ce as prayers. G od s o f w ar include ch a m pion s o f h onor and chivalry (such as Torm , H eironeou s, and KiriJolith) as w ell as g od s o f destruction and pillage (such as Erythnul, the Fury, G ruum sh, and A res) and g od s o f conquest and dom ination (such as Bane, Hextor, and Maglubiyet). Other w ar g od s (such as Tem pus, Nike,

pells

3rd

of th e

T

and Nuada) take a m ore neutral stance, prom oting w ar in all its m anifestations and supporting w arriors in any circu m stan ce.

r ic k st e r

Starting w hen you c h o o s e this dom ain at 1st level, you can use your action to touch a w illing creature other than y ou rself to give it advantage on D exterity (Stealth) ch ecks. T h is blessin g lasts for 1 hour or until you use this feature again. C

hannel

D

w atch over w arriors and rew ard them for their great deeds. T h e clerics o f such g od s excel in battle, inspiring

iv in it y

: In v o k e D

W

y ou rself that lasts for 1 m inute, or until you lose your concentration (as if you w ere concentratin g on a spell). The illusion appears in an u n occu p ied sp ace that you can see w ithin 30 feet o f you. A s a bon u s action on your turn, you can m ove the illusion up to 30 feet to a sp ace you can see, but it must rem ain w ithin 120 feet o f you. For the duration, you ca n cast spells as though you w ere in the illusion’s space, but you m ust use your ow n sen ses. Additionally, w hen both you and your illusion are w ithin 5 feet o f a creature that can see the illusion, you have advantage on attack rolls against that creature, given h ow distracting the illusion is to the target. hannel

D

iv in it y

: C

lo a k of

Sh a d o w

s

Starting at 6th level, you can u se your Channel D ivinity to vanish. A s an action, you b e co m e invisible until the end o f your next turn. You b e co m e visible if you attack or cast a spell. D

iv in e

o m a in

S

pells

Spells

1st

divine favor, shield o f faith

3rd

m a g ic weapon, spiritual w eapon

5th

crusad er’s mantle, spirit gu ardians

7th

fre e do m o f m ovem ent, stoneskin

9th

f la m e strike, hold m onster

B o n u s P r o fic ie n c ie s At 1st level, you gain proficiency w ith m artial w eap on s and heavy armor. W a r P r ie st F rom 1st level, your god delivers bolts o f inspiration to you w hile you are engaged in battle. W h en you use the Attack action, you can m ake on e w ea p on attack as a bon u s action. You ca n u se this feature a num ber o f tim es equal to your W isd om m odifier (a m inim um o f once). You regain all expended u ses w hen you finish a long rest. C

C

D

Cleric Level

u p l ic it y

Starting at 2nd level, you can use y ou r Channel Divinity to create an illusory duplicate o f yourself. A s an action, you create a perfect illusion o f

ar

hannel

D

iv in it y

: G

u id e d

St r i k e

Starting at 2nd level, you can use your Channel Divinity to strike w ith supernatural accuracy. W h en you m ake an attack roll, you can u se your Channel Divinity to gain a +10 bon u s to the roll. You m ake this ch oice after you see the roll, but before the DM says w hether the attack hits or m isses.

St r i k e

At 8th level, you gain the ability to infuse your w eapon strikes w ith p o iso n —a gift from your deity. O nce on each o f your turns w hen you hit a creature w ith a w eapon attack, you can cau se the attack to deal an extra 1d8 p oison d am age to the target. W h en you reach 14th level, the extra dam age in creases to 2d8. Im proved D

u p l ic it y

At 17th level, you can create up to four duplicates o f yourself, instead o f one, w hen you u se Invoke Duplicity. A s a bon u s action on your turn, you can m ove any n um ber o f them up to 30 feet, to a m axim um range o f 120 feet.

C

hannel

D

iv in it y

: War G

o d ’s

B le ssin g

At 6th level, w hen a creature w ithin 30 feet o f you m akes an attack roll, you can u se y ou r reaction to grant that creature a +10 bon u s to the roll, usin g your Channel Divinity. You m ake this ch oice after you see the roll, but before the DM says w hether the attack hits or m isses. D

iv in e

St r i k e

At 8th level, you gain the ability to infuse your w eap on strikes w ith divine energy. O n ce on each o f your turns w hen you hit a creature w ith a w eap on attack, you can cau se the attack to deal an extra 1d8 dam age o f the sam e type dealt by the w ea p on to the target. W h en you reach 14th level, the extra dam age in creases to 2d8.

W a r D o m a in W ar has m any m anifestations. It can m ake h eroes o f ordinary people. It can be desperate and horrific, with acts o f cruelty and cow a rd ice eclipsing in stan ces o f excellen ce and courage. In either case, the gods o f w ar

A vatar

of

Battle

At 17th level, you gain resistance to bludgeoning, piercing, and slashing dam age from n onm agical w eapon s.


D ruid H olding high a gnarled staff w reathed with holly, an elf su m m on s the fury o f the storm and calls d ow n explosive bolts o f lightning to sm ite the torch-carryin g orc s w ho threaten her forest. C rou ch in g out o f sight on a high tree branch in the form o f a leopard, a hum an p eers out o f the ju n gle at the strange construction o f a tem ple o f Evil Elem ental Air, keepin g a clo se eye on the cultists’ activities. Sw in g in g a blade form ed o f pure fire, a h alf-elf ch arges into a m a ss o f skeletal soldiers, sundering the unnatural m agic that gives the foul creatu res the m ock in g sem bla n ce o f life. W h eth er calling on the elem ental forces o f nature or em ulating the creatu res o f the anim al w orld, druids are an em bodim ent o f nature’s resilience, cunning, and fury. They claim n o m astery over nature. Instead, they see them selves as exten sion s o f nature’s indom itable will.

Pow er of N ature D ruids revere nature above all, gaining their spells and other m agical p ow ers either from the force o f nature itself or from a nature deity. M any druids pursue a m ystic spirituality o f transcendent union with nature rather than devotion to a divine entity, w hile others serve g od s o f w ild nature, anim als, or elem ental forces. Th e ancient druidic traditions are som etim es called the Old Faith, in contrast to the w orship o f g od s in tem ples and shrines. D ruid sp ells are oriented tow ard nature and an im als— the p ow er o f tooth and claw, o f sun and m oon , o f fire and storm . D ruids also gain the ability to take on anim al form s, and som e druids m ake a particular study o f this practice, even to the point w h ere they prefer anim al form to their natural form .

P reserve th e Ba la n c e F or druids, nature exists in a preca riou s balance. The four elem ents that m ake up a w orld —air, earth, fire,


T

he

D

r u id

— Spell Slots per Spell Level—

Level

Proficiency Bonus

1st

+2

Druidic, Spellcasting

2

2

— —

2nd

+2

Wild Shape, Druid Circle

2

3

— —

2

— —

— —

3rd

+2

Features

4th

+2

Wild Shape improvement,

5th

+3

Cantrips Known

1st

2

2nd

4

3

4

3

3

4

3

3rd

4th

5th

6th

7th

8th

9th

Ability Score Improvement 2

— —

— —

6th

+3

Druid Circle feature

3

4

3

3

7th

+3

3

4

3

3

1

— —

2

— —

8th

+3

Wild Shape improvement,

3

4

3

3

Ability Score Improvement 9th

+4

3

4

3

3

3

1

10th

+4

Druid Circle feature

4

4

3

3

3

2

11th

+4

4

4

3

3

3

2

1

12th

+4

Ability Score Improvement

4

4

3

3

3

2

1

13th

+5

4

4

3

3

3

2

1

1

14th

+5

Druid Circle feature

4

4

3

3

3

2

1

1

15th

+5

4

4

3

3

3

2

1

1

1

— —

— —

16th

+5

Ability Score Improvement

4

4

3

3

3

2

1

1

1

17th

+6

4

4

3

3

3

2

1

1

1

18th

+6

Timeless Body, Beast Spells

4

4

3

3

3

3

1

1

1

1

19th

+6

Ability Score Improvement

4

4

3

3

3

3

2

1

1

1

20th

+6

Archdruid

4

4

3

3

3

3

2

2

1

1

and w ater—must rem ain in equilibrium . If on e elem ent w ere to gain p ow er over the others, the w orld cou ld be destroyed, draw n into on e o f the elem ental planes and broken apart into its com p on en t elem ents. Thus, druids o p p o s e cults o f Elem ental Evil and others w h o prom ote one elem ent to the exclusion o f others. D ruids are also con cern ed with the delicate ecologica l balance that sustains plant and anim al life, and the need for civilized folk to live in harm ony with nature, not in opposition to it. D ruids a ccept that w h ich is cru el in nature, and they hate that w h ich is unnatural, including aberrations (such as b eh olders and m ind flayers) and undead (such as zom b ies and vam pires). D ruids som etim es lead raids against such creatures, especially w hen the m on sters en croach on the druids’ territory. D ruids are often found guarding sacred sites or w atching over region s o f u nspoiled nature. But w hen a significant danger arises, threatening nature’s balance or the lands they protect, druids take on a m ore active role in com ba tin g the threat, as adventurers.

C r e a t in g a D ru id W h en m aking a druid, con sid er w hy your character has such a clo se bon d with nature. Perhaps your character lives in a society w h ere the Old Faith still thrives, or w as raised by a druid after being abandoned in the depths o f a forest. Perhaps your character had a dram atic en cou nter with the spirits o f nature, com in g face to face with a giant eagle or dire w o lf and surviving the experience. M aybe your character w a s born during an epic storm or a volca n ic eruption, w hich w as interpreted

1

as a sign that b e co m in g a druid w as part o f your character’s destiny. Have you always been an adventurer as part o f your druidic calling, or did you first sp en d tim e as a caretaker o f a sacred grove or sprin g? Perhaps your h om eland w as befou led by evil, and you took up an adventuring life in h op es o f finding a new h om e or pu rpose. Q

u ic k

B u il d

You can m ake a druid quickly by follow in g these su ggestion s. First, W isd om should be your highest ability score, follow ed by Constitution. S econ d , c h o o s e the herm it background.

C lass Featu r es A s a druid, you gain the follow in g class features. H

it

P o in t s

Hit Dice: 1d8 per druid level Hit Points at 1st Level: 8 + your Constitution m odifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution m odifier per druid level after 1st P r o f ic ie n c ie s A rm or: Light armor, m edium armor, shields (druids w ill not w ear arm or or u se shields m ade o f m etal) W eapons: Clubs, daggers, darts, javelins, m aces, quarterstaffs, scim itars, sickles, slings, sp ears Tools: H erbalism kit Saving Throws: Intelligence, W isd om


Skills: C h oose tw o from A rcan a, A nim al Handling, Insight, M edicine, Nature, P erception, Religion, and Survival E q u ip m

ent

You start w ith the follow in g equipm ent, in addition to the equipm ent granted by your background: • (a) a w o o d e n shield or (b) any sim ple w eapon • (a) a scim itar or (b) any sim ple m elee w eap on • Leather armor, an ex plorer’s pack, and a druidic focu s

D r u id ic You k n ow D ruidic, the secret language o f druids. You can sp ea k the language and u se it to leave hidden m essa ges. You and others w h o k n ow this language autom atically sp ot such a m essage. O thers spot the m essa g e’s p resen ce w ith a su ccessfu l D C 15 W isd om (P erception ) ch eck but ca n ’t deciph er it w ithout m agic.

Sp e l l c a s t in g D raw ing on the divine e ss e n ce o f nature itself, you can cast spells to sh ape that e ss e n ce to your w ill. S ee chapter 10 for the general rules o f sp ellcastin g and chapter 11 for the druid sp ell list.

one spell). The sp ells must be o f a level for w hich you have spell slots. F or exam ple, if you are a 3rd-level druid, you have four 1st-level and tw o 2nd-level spell slots. W ith a W isd om o f 16, your list o f prepared sp ells can include six spells o f 1st or 2nd level, in any com bination. If you prepare the 1st-level spell cure wounds, you ca n cast it using a 1st-level or 2nd-level slot. Casting the spell d o e s n ’t rem ove it from your list o f prepared spells. You can also change your list o f prepared sp ells w hen you finish a long rest. P reparin g a n ew list o f druid sp ells requ ires tim e spent in prayer and m editation: at least 1 m inute p er spell level for each spell on your list. Sp e l l c a s t in g A

b il it y

W isd om is your spellcastin g ability for y ou r druid spells, sin ce your m a gic draw s u pon your devotion and attunem ent to nature. You use your W isd om w henever a spell refers to your sp ellcastin g ability. In addition, you use your W isd om m odifier w hen setting the saving th row D C for a druid spell you cast and w hen m akin g an attack roll w ith one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus +

C a n t r ip s

your Wisdom modifier

At 1st level, you k n ow tw o cantrips o f you r ch oice from the druid spell list. You learn additional druid cantrips o f your ch oice at higher levels, as sh ow n in the Cantrips K n ow n colu m n o f the D ruid table. P r e p a r in g

and

C

a s t in g

Spells

T h e D ruid table sh ow s h ow m any spell slots you have to cast your sp ells o f 1st level and higher. To cast on e o f th ese druid spells, you m ust expend a slot o f the sp ell’s level or higher. You regain all expen ded spell slots w hen you finish a lon g rest. You prepare the list o f druid spells that are available for you to cast, ch o o s in g from the druid spell list. W h en you d o so, c h o o s e a num ber o f druid spells equal to your W isd om m odifier + your druid level (m inim um o f

Sacred Plants and Wo o d A druid holds certain plants to be sacred, particularly alder, ash, birch, elder, hazel, holly, juniper, mistletoe, oak, rowan, willow, and yew. Druids often use such plants as part of a spellcasting focus, incorporating lengths o f oak or yew or sprigs o f mistletoe. Similarly, a druid uses such woods to make other objects, such as weapons and shields. Yew is associated with death and rebirth, so weapon handles for scimitars or sickles might be fashioned from it. Ash is associated with life and oak with strength. These woods make excellent hafts or whole weapons, such as clubs or quarterstaffs, as well as shields. Alder is associated with air, and it might be used for thrown weapons, such as darts or javelins. Druids from regions that lack the plants described here have chosen other plants to take on similar uses. For instance, a druid o f a desert region might value the yucca tree and cactus plants.

R

it u a l

C a s t in g

You ca n cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared. Sp e l l c a s t in g Fo c u s You can u se a druidic focu s (found in chapter 5) as a sp ellcastin g focu s for your druid spells.

W il d S h a p e Starting at 2nd level, you can use your action to m agically assu m e the shape o f a beast that you have seen before. Y ou can u se this feature tw ice. You regain expen ded u ses w hen you finish a short or long rest. Your druid level determ ines the bea sts you can transform into, as sh ow n in the B east Sh apes table. At 2nd level, for exam ple, you can transform into any beast that has a challen ge rating o f 1/4 or low er that d oesn ’t have a flying or sw im m in g speed. Beast S h apes Level

Max. CR

2nd

1/4

4th

1/2

8th

1

Limitations

Example

No flying or swimming speed

Wolf

No flying speed

Crocodile

Giant eagle

You can stay in a beast sh ape for a num ber o f hours equal to h alf your druid level (rounded down). You then revert to your n orm al form u n less you expend another use o f this feature. You can revert to your norm al form earlier by using a bon u s action on your turn. You autom atically revert if you fall u n con sciou s, drop to 0 hit points, or die. W h ile you are transform ed, the follow in g rules apply:


• Your gam e statistics are replaced by the statistics o f the beast, but you retain your alignm ent, personality, and Intelligence, W isd om , and C harism a sco re s. You also retain all o f your skill and saving th row proficiencies, in addition to gaining th ose o f the creature. If the creature has the sam e proficiency as you and the bon u s in its stat b lo ck is higher than yours, u se the creatu re’s bon u s instead o f yours. If the creature has any legendary or lair actions, you can't u se them. • W h en you transform , you assu m e the b ea st’s hit points and Hit D ice. W h en you revert to your n orm al form , you return to the num ber o f hit p oin ts you had before you transform ed. H owever, if you revert as a result o f droppin g to 0 hit points, any e x ce s s dam age carries over to your n orm al form . F or exam ple, if you take 10 dam age in anim al form and have only 1 hit point left, you revert and take 9 dam age. A s lon g as the ex cess dam age d oesn ’t reduce your n orm al form to 0 hit points, you aren’t k n ock ed u n con sciou s. • You can ’t cast spells, and your ability to sp eak or take any action that requ ires hands is lim ited to the capabilities o f your beast form . Tran sform in g d oesn ’t break your concentration on a spell you ’ve already cast, however, or prevent you from taking actions that are part o f a spell, such as call lightning, that you ’ve already cast. • You retain the benefit o f any features from your class, race, or other sou rce and can use them if the n ew form is physically capable o f doin g so. H ow ever, you c a n ’t use any o f your sp ecia l sen ses, such as darkvision, u n less your n ew form also has that sense. • You c h o o s e w hether your equipm ent falls to the ground in your space, m erges into your n ew form , or is w orn by it. W orn equipm ent fu nction s as norm al, but the DM d ecid es w hether it is practical for the new form to w ear a piece o f equipm ent, ba sed on the crea ture’s sh ape and size. Your equipm ent d oesn ’t change size or shape to m atch the new form , and any equipm ent that the n ew form ca n ’t w ear m ust either fall to the grou nd or m erge w ith it. Equipm ent that m erges w ith the form has no effect until you leave the form .

D r u id C ir c l e At 2nd level, you c h o o s e to identify w ith a circle o f druids: the Circle o f the Land or the Circle o f the M oon, both detailed at the end o f the class description. Your ch oice grants you features at 2nd level and again at 6th, 10th, and 14th level.

A b il it y S co r e Im pr o v e m e n t W h en you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can in crease on e ability s c o r e o f your ch oice by 2, or you can in crease tw o ability scores o f your ch oice by 1. A s norm al, you ca n ’t in crease an ability s c o r e above 20 using this feature.

T im e l e ss B o d y Starting at 18th level, the prim al m agic that you w ield cau ses you to age m ore slowly. F or every 10 y ears that pass, your b od y ages only 1 year.

B ea st Spells B egin ning at 18th level, you can cast m any o f your druid sp ells in any shape you assu m e usin g W ild Shape. You can p erform the som atic and verbal com pon en ts o f a druid spell w hile in a beast shape, but you aren’t able to provide m aterial com pon en ts.

A r c h d r u id At 20th level, you can u se your W ild S h a p e an unlim ited num ber o f tim es.


Additionally, you can ignore the verbal and som atic com p on en ts o f your druid spells, as w ell as any material com pon en ts that lack a cost and aren’t con su m ed by a spell. You gain this benefit in both your norm al shape and your beast shape from W ild Shape.

A

r c t ic

Druid Level

3rd

D r u i d C ir c l e s Though their organization is invisible to m ost outsiders, druids are part o f a society that spans the land, ignoring political borders. All druids are nom inally m em bers o f this druidic society, though som e individuals are so isolated that they have never seen any high-ranking m em bers o f the society or participated in druidic gatherings. D ruids recog n ize each other as brothers and sisters. Like creatures o f the w ilderness, however, druids som etim es com pete with or even prey on each other. At a local scale, druids are organized into circles that

C

5th

sleet storm , slow

7th

fre e do m o f m ovem ent, ice storm

9th

co m m u n e with nature, cone o f cold

o a st

Druid Level

3rd

D

5th

w ater breathing, water walk

7th

control water, fre e d o m o f m ovem ent

9th

conjure elemental, scrying

Druid Level

Circle Spells

3rd

blur, silence

5th

create fo o d a n d water, protection fro m energy

7th

blight, hallucinatory terrain

9th

insect plague, wall o f stone

C ircle of t h e L a n d Fo

r est

Druid Level

G

Circle Spells

3rd

barkskin, spider clim b

5th

call lightning, plant grow th

7th

divination, freedom o f m ovem ent

9th

c o m m u n e with nature, tree stride

r a ssl a n d

Druid Level

Bonus C

Circle Spells m irror image, m isty step

esert

share certain perspectives on nature, balance, and the w ay o f the druid.

The Circle o f the Land is m ade up o f m ystics and sages w h o safeguard ancient kn ow led ge and rites through a vast oral tradition. T h ese druids m eet w ithin sacred circles o f trees or standing ston es to w h isper prim al secrets in D ruidic. T h e circle’s w isest m em bers preside as the ch ief priests o f com m u n ities that hold to the Old Faith and serve as advisors to the rulers o f th ose folk. A s a m em ber o f this circle, your m agic is influenced by the land w here you w ere initiated into the circle’s m ysterious rites.

Circle Spells hold person, spike grow th

a n t r ip

Circle Spells

3rd

invisibility, pass without trace

W h en you c h o o s e this circle at 2nd level, you learn one additional druid cantrip o f your choice.

5th

daylight, haste

7th

divination, fre e do m o f m ovem ent

Natural R

9th

dream, insect plague

ecovery

Starting at 2nd level, you can regain som e o f your m agical en ergy by sitting in m editation and com m u n in g w ith nature. D uring a short rest, you c h o o s e expended spell slots to recover. The spell slots can have a com b in ed level that is equal to or less than h alf your druid level (rounded up), and n one o f the slots can be 6 th level or higher. You can ’t use this feature again until you finish a long rest For exam ple, w hen you are a 4th-level druid, you can

M

Druid Level

3rd

S

recover up to tw o levels w orth o f spell slots. You can recover either a 2nd-level slot or tw o 1st-level slots. C

ir c l e

sw am p, or U nderdark—and consult the associated list o f spells. O nce you gain a c c e s s to a circle spell, you always have it prepared, and it d o e s n ’t coun t against the num ber o f spells you can prepare each day. If you gain a c c e s s to a spell that d oesn ’t appear on the druid spell list, the spell is n onetheless a druid spell for you.

lightning bolt, m eld into stone

7th

stone shape, stoneskin

9th

passwall, wall o f stone

w a m p

3rd

U

Circle Spells spider climb, spike grow th

5th

Druid Level

Spe lls

Your m ystical con n ection to the land in fu ses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain a c c e s s to circle spells con n ected to the land w here you b e ca m e a druid. C h oose that land—arctic, coast, desert, forest, grassland, mountain,

o u n t a in

Circle Spells darkness, M e lf ’s acid arrow

5th

w ater walk, stinking cloud

7th

freedom o f m ovem ent, locate creature

9th

insect plague, scrying

n d er d a r k

Druid Level

3rd

Circle Spells spider climb, web

5th

gaseous form , stinking cloud

7th

greater invisibility, stone shape

9th

cloudkill, insect plague


La

n d ’s

P r im

St r i d e

al

St r i k e

Starting at 6th level, your attacks in beast form count as m agical for the p u rp ose o f ov ercom in g resistan ce and im m unity to n onm agical attacks and dam age.

Starting at 6th level, m ovin g through n onm agical difficult terrain co sts you no extra m ovem ent. You can also pa ss through n onm agical plants w ithout being slow ed by them and w ithout taking dam age from them if they have thorns, spines, or a sim ilar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to im pede m ovem ent, such th ose created by the entangle spell.

At 10th level, you can expend tw o u ses o f W ild Sh ape at the sam e tim e to transform into an air elem ental, an earth elem ental, a fire elem ental, or a water elem ental.

N a t u r e ’s W a r d

T h o u sa n d Form s

W h en you reach 10th level, you c a n ’t be ch arm ed or frightened by elem entals or fey, and you are im m u ne to p oison and disease.

By 14th level, you have learned to use m agic to alter your physical form in m ore subtle ways. You can cast the alter self spell at will.

N

a t u r e ’s

Sa n c t u a r y

W h en you reach 14th level, creatures o f the natural w orld sen se your con n ection to nature and b e c o m e hesitant to attack you. W h en a beast or plant creature attacks you, that creature m ust m ake a W isd om saving th row against your druid spell save D C. On a failed save, the creature m ust c h o o s e a different target, or the attack autom atically m isses. O n a su ccessfu l save, the creature is im m une to this effect for 24 hours. T h e creature is aw are o f this effect before it m akes its attack against you.

C ir c l e o f t h e M o o n D ruids o f the Circle o f the M oon are fierce guardians o f the w ilds. Th eir order gathers under the full m oon to share n ew s and trade w arnings. They haunt the deepest parts o f the w ildern ess, w here they might go for w eek s on end before crossin g paths w ith another hum anoid creature, let alone another druid. C hangeable as the m oon , a druid o f this circle might prow l as a great cat on e night, soa r over the treetops as an eagle the next day, and crash through the undergrow th in bea r form to drive off a trespassing m onster. The w ild is in the druid's blood. C

om bat

W

il d

Sh ape

W h en you c h o o s e this circle at 2nd level, you gain the ability to u se W ild Sh ape on your turn as a bon u s action, rather than as an action. Additionally, w hile you are transform ed by W ild Shape, you ca n u se a bon u s action to expend one spell slot to regain 1d8 hit points per level o f the spell slot expended. C

ir c l e

Form s

T h e rites o f y ou r circle grant you the ability to transform into m ore dangerou s anim al form s. Starting at 2nd level, you can u se your W ild Sh ape to transform into a beast with a challen ge rating as high as 1 (you ignore the M ax. C R colum n o f the B east S h apes table, but must abide by the other lim itations there). Starting at 6th level, you can transform into a beast w ith a challen ge rating as high as your druid level divided by 3, rounded dow n.

Elem

ental

W

il d

Sh ape

D ruids a n d th e G ods Some druids venerate the forces o f nature themselves, but most druids are devoted to one o f the many nature deities worshiped in the multiverse (the lists o f gods in appendix B include many such deities). The worship o f these deities is often considered a more ancient tradition than the faiths o f clerics and urbanized peoples. In fact, in the world of Greyhawk, the druidic faith is called the Old Faith, and it claims many adherents among farmers, foresters, fishers, and others who live closely with nature. This tradition includes the worship o f Nature as a primal force beyond personification, but also encompasses the worship o f Beory, the Oerth Mother, as well as devotees o f Obad-Hai, Ehlonna, and Ulaa. In the worlds of Greyhawk and the Forgotten Realms, druidic circles are not usually connected to the faith o f a single nature deity. Any given circle in the Forgotten Realms, for example, might include druids who revere Silvanus, Mielikki, Eldath, Chauntea, or even the harsh Gods o f Fury: Talos, Malar, Auril, and Umberlee. These nature gods are often called the First Circle, the first among the druids, and most druids count them all (even the violent ones) as worthy o f veneration. The druids o f Eberron hold animistic beliefs completely unconnected to the Sovereign Host, the Dark Six, or any of the other religions of the world. They believe that every living thing and every natural phenomenon— sun, moon, wind, fire, and the world itself—has a spirit. Their spells, then, are a means to communicate with and command these spirits. Different druidic sects, though, hold different philosophies about the proper relationship of these spirits to each other and to the forces o f civilization. The Ashbound, for example, believe that arcane magic is an abomination against nature, the Children o f Winter venerate the forces o f death, and the Gatekeepers preserve ancient traditions meant to protect the world from the incursion o f aberrations.


Fig h ter A hum an in clan ging plate arm or holds her shield b efore her as she run s tow ard the m a ssed goblins. A n elf behind her, clad in studded leather armor, peppers the goblin s w ith arrow s lo o s e d from his exquisite bow . The h alf-orc nearby shouts orders, helping the tw o com batants coordin a te their assault to the best advantage. A d w arf in chain m ail in terp oses his shield b etw een the o g re ’s club and his com panion , k n ock in g the deadly blow aside. H is com panion , a half-elf in sca le armor, sw in gs tw o scim itars in a blinding w hirl as she circles the ogre, look in g for a blind spot in its defen ses. A gladiator fights for sport in an arena, a m aster with his trident and net, skilled at toppling fo e s and m oving them around for the crow d ’s delight—and his ow n tactical advantage. H is op p on en t’s sw ord flares with blue light an instant b efore sh e sen ds lightning flashing forth to sm ite him. All o f these h eroes are fighters, perhaps the m ost diverse cla ss o f characters in the w orld s o f D u n g e o n s & D r a g o n s . Q uesting knights, con q u erin g overlords, royal cham pion s, elite foot soldiers, hardened m ercenaries, and bandit kin gs—as fighters, they all share an unparalleled m astery with w ea p on s and armor, and a th orough k n ow led ge o f the skills o f com bat. A nd they are w ell acquainted w ith death, both m eting it out and staring it defiantly in the face.

W e l l -R o u n d e d Sp e c ia l ist s Fighters learn the b a sics o f all com bat styles. Every fighter can sw in g an axe, fen ce with a rapier, w ield a lon gsw ord or a greatsw ord, use a bow, and even trap foes in a net with som e degree o f skill. Likew ise, a fighter is adept with shields and every form o f armor. Beyond that basic degree o f familiarity, each fighter sp ecia lizes in a certain style o f com bat. S o m e concentrate on archery, som e on fighting w ith tw o w ea p on s at on ce, and som e on augm enting their m artial skills w ith m agic. This com bination o f broad general ability and extensive specialization m akes fighters su perior com batants on battlefields and in du ngeon s alike.

T r a in e d fo r D a n g e r Not every m em ber o f the city watch, the village militia, or the qu een ’s arm y is a fighter. M ost o f these troop s are relatively untrained soldiers w ith only the m ost basic com bat kn ow ledge. Veteran soldiers, m ilitary officers, trained bodyguards, dedicated knights, and sim ilar figures are fighters.


T

h e

F ig

h t e r

Level

Proficiency Bonus

1st

+2

Fighting Style, Second Wind

2nd

+2

Action Surge (one use)

3rd

+2

Martial Archetype

4th

+2

Ability Score Improvement

Features

5th

+3

Extra Attack

6th

+3

Ability Score Improvement

7th

+3

Martial Archetype feature

8th

+3

Ability Score Improvement

9th

+4

Indomitable (one use)

10th

+4

Martial Archetype feature

11th

+4

Extra Attack (2)

12th

+4

Ability Score Improvement

13th

+5

Indomitable (two uses)

14th

+5

Ability Score Improvement

15th

+5

Martial Archetype feature

16th

+5

Ability Score Improvement

17th

+6

Action Surge (two uses), Indomitable

18th

+6

Martial Archetype feature

19th

+6

Ability Score Improvement

20th

+6

Extra Attack (3)

(three uses)

S o m e fighters feel draw n to use their training as adventurers. The du ngeon delving, m on ster slaying, and other dangerou s w ork c o m m o n am ong adventurers is se co n d nature for a fighter, not all that different from the life he or she left behind. T h ere are greater risks, perhaps, but also m uch greater rew ards—few fighters in the city w atch have the opportunity to d iscover a m agic

flame tongue sw ord, for exam ple. C

r e a t in g

a

F

ig h t e r

A s you build your fighter, think about tw o related elem ents o f your character's backgrou n d: W h ere did you get your com bat training, and w hat set you apart from the m undane w arriors around you? W ere you particularly ruthless? D id you get extra help from a mentor, perhaps b eca u se o f your exception al dedication? W hat drove you to this training in the first place? A threat to y ou r hom eland, a thirst for revenge, or a need to prove y ou rself m ight all have b een factors. You m ight have enjoyed form al training in a n oble’s arm y or in a local militia. Perhaps you trained in a w ar academ y, learning strategy, tactics, and m ilitary history. O r you m ight be self-taught—unpolish ed but w ell tested. Did you take up the sw ord as a w ay to esca p e the lim its o f life on a farm , or are you follow in g a p roud fam ily tradition? W h ere did you acquire your w ea p on s and arm or? T h ey m ight have been m ilitary issue or fam ily h eirloom s, or perhaps you scrim p ed and saved for years

to buy them. Your arm am ents are n ow am on g your m ost im portant p o s se ss io n s—the only things that stand betw een you and death’s em brace. Q

u ic k

B u il d

You can m ake a fighter quickly by follow in g these suggestion s. First, m ake Strength or D exterity your highest ability score, depen din g on w hether you w ant to focu s on m elee w ea p on s or on archery (or fin esse w eapons). Your next-highest sc o r e should be Constitution, or Intelligence if you plan to adopt the Eldritch K night m artial archetype. S econ d , c h o o s e the sold ier background.

C lass Featur es A s a fighter, you gain the follow in g cla ss features. H

it

P o in t s

Hit Dice: 1d 10 per fighter level Hit Points at 1st Level: 10 + your Constitution m odifier Hit Points at Higher L ev els: 1d 10 (or 6) + your Constitution m odifier p er fighter level after 1st P r o f ic ie n c ie s A r m o r : A ll armor, shields W eapons: Sim ple w eapon s, m artial w ea p on s T o o ls : N one Saving Throws: Strength, Constitution


Skills: C h oose tw o skills from A crobatics, A nim al Handling, Athletics, History, Insight, Intim idation, P erception, and Survival E q u ip m

O nce you use this feature, you must finish a sh ort or long rest before you can u se it again. Starting at 17th level, you can u se it tw ice b efore a rest, but only on ce on the sam e turn.

ent

You start with the follow in g equipm ent, in addition to the equipm ent granted by your background:

M a r t ia l A r ch e type

• (a) chain m ail or (b) leather, longbow , and 20 arrow s • (a) a martial w eap on and a shield or (b) tw o martial w eap on s • (a) a light c ro s s b o w and 20 bolts or (b) tw o handaxes • (a) a du ng eon eer’s pack o r (b) an explorer’s pack

At 3rd level, you c h o o s e an archetype that you strive to em ulate in your com bat styles and techniques. C h oose Cham pion, Battle Master, or Eldritch Knight, all detailed at the end o f the class description. T h e archetype you c h o o s e grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

F ig h t in g St y l e

A b il it y Sco r e Im pr o v e m e n t

You adopt a particular style o f fighting as your specialty. C h oose on e o f the follow in g options. You ca n ’t take a Fighting Style option m ore than on ce, even if you later get to c h o o s e again.

W h en you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can in crease one ability sc o r e o f your ch oice by 2, or you can in crease tw o ability s c o r e s o f your ch oice by 1. A s norm al, you ca n ’t in crease an ability sc o r e above 20 using this feature.

A

rchery

You gain a +2 bonus to attack rolls you m ake with ranged w eapon s. D

efense

W h ile you are w earin g armor, you gain a +1 bonus to AC. D

u e l in g

W h en you are w ielding a m elee w eap on in on e hand and no other w eapon s, you gain a +2 bon u s to dam age rolls w ith that w eapon. G

reat

W

eapon

F ig h t in g

W h en you roll a 1 or 2 on a dam age die for an attack you m ake with a m elee w eap on that you are w ielding with tw o hands, you can reroll the die and m ust u se the new roll, even if the new roll is a 1 or a 2. The w eap on must have the tw o-handed or versatile property for you to gain this benefit. P r o t e c t io n

o

-W

eapon

B egin ning at 5th level, you can attack tw ice, instead o f on ce, w henever you take the A ttack action on your turn. The num ber o f attacks in creases to three w hen you reach 11th level in this class and to four w hen you reach 20th level in this class.

In d o m it a b l e B egin ning at 9th level, you can reroll a saving th row that you fail. If you do so, you must use the n ew roll, and you ca n ’t use this feature again until you finish a long rest. You can u se this feature tw ice betw een lon g rests starting at 13th level and three tim es betw een lon g rests starting at 17th level.

M a r t ia l A rchetypes Different fighters c h o o s e different ap proach es to perfecting their fighting p row ess. T h e m artial archetype

W h en a creature you can see attacks a target other than you that is w ithin 5 feet o f you, you can u se your reaction to im p ose disadvantage on the attack roll. You m ust be w ielding a shield. Tw

Extra A ttack

F ig h

t in g

W h en you engage in tw o-w eapon fighting, you can add your ability m odifier to the dam age o f the secon d attack.

S e c o n d W in d You have a lim ited w ell o f stam ina that you can draw on to protect y ou rself from harm . On your turn, you can use a bon u s action to regain hit points equal to 1d 10 + your fighter level. O nce you u se this feature, you must finish a short or long rest before you can u se it again.

A c t io n Su rge Starting at 2nd level, you can push y ou rself beyon d your n orm al lim its for a m om ent. On your turn, you can take on e additional action on top o f your regular action and a p ossib le bon u s action.

you c h o o s e to em ulate reflects your approach.

C h a m p io n The archetypal C ham pion fo c u s e s on the developm ent o f raw physical p ow er honed to deadly perfection. T h ose w ho m odel themselves on this archetype com bine rigorous training w ith physical ex cellen ce to deal devastating blow s. Im pr o v e d C

r it ic a l

B eg in n in g w hen you c h o o s e this arch etype at 3rd level, y ou r w ea p on attacks s c o r e a critical hit on a roll o f 19 or 20. R

em arkable

A

thlete

Starting at 7th level, you can add h alf your proficiency bon u s (round up) to any Strength, Dexterity, or Constitution ch eck you m ake that d oesn ’t already use your proficiency bonus. In addition, w hen you m ake a running long jum p, the distance you can cover in creases by a num ber o f feet equal to your Strength modifier.


A

d d it io n a l

F ig h

t in g

St y l e

At 10th level, you can c h o o s e a se co n d option from the Fighting Style class feature. Su p e r io r C

r it ic a l

Starting at 15th level, your w eap on attacks sc o r e a critical hit on a roll o f 1 8 -2 0 . Su r v iv o r At 18th level, you attain the pinnacle o f resilien ce in battle. At the start o f each o f your turns, you regain hit points equal to 5 + your Constitution m odifier if you have n o m ore than h alf o f your hit points left. You don ’t gain this benefit if you have 0 hit points.

Battle M aster T h ose w h o emulate the archetypal Battle M aster em ploy m artial tech niques p a ssed dow n through generations. To a Battle Master, com bat is an acad em ic field, som etim es including su bjects beyon d battle such as w eapon sm ith in g and calligraphy. Not every fighter ab sorbs the lesson s o f history, theory, and artistry that are reflected in the Battle M aster archetype, but th ose w h o do are w ell-rounded fighters o f great skill and know ledge. C

Su p e r io r it y

om bat

W h e n you c h o o s e this archetype at 3rd level, you learn m aneuvers that are fueled by sp ecial dice called superiority dice. Maneuvers. You learn three m aneuvers o f your ch oice, w hich are detailed under “M aneuvers” below. M any m aneuvers en h a n ce an attack in so m e way. You can u se only on e m aneuver per attack. You learn tw o additional m aneuvers o f your ch oice at 7th, 10th, and 15th level. E ach tim e you learn new m aneuvers, you can also replace on e m aneuver you kn ow with a different one. Superiority Dice. You have four superiority dice, w hich are d8s. A superiority die is expen ded w hen you u se it. You regain all o f your expen ded superiority dice w hen you finish a short or long rest. You gain another superiority die at 7th level and one m ore at 15th level. Saving Throws. S o m e o f your m aneuvers require your target to m ake a saving throw to resist the m aneuver’s effects. T h e saving th row D C is calculated as follow s: Maneuver save D C = 8 + your proficiency bonus +

your Strength or Dexterity modifier (your choice) St u d e n t

of

War

At 3rd level, you gain proficiency w ith on e type of artisan’s tools o f your choice. K

now

Y

our

Enem

y

Starting at 7th level, if you spend at least 1 m inute observ in g or interacting w ith another creature outside com bat, you can learn certain inform ation about its capabilities com p a red to your ow n. The DM tells you if the creature is your equal, superior, or inferior in regard to tw o o f the follow in g characteristics o f your choice:


• • • • • • •

Strength sco re D exterity score Constitution score A rm or C lass Current hit points Total class levels (if any) Fighter class levels (if any)

Im pr o v e d C

om bat

Su

p e r io r it y

At 10th level, your superiority dice turn into d 10s. At 18th level, they turn into d l2 s . R

elen tless

Starting at 15th level, w hen you roll initiative and have no superiority d ice rem aining, you regain 1 superiority die. M

aneuvers

T h e m aneuvers are presen ted in alphabetical order. Commander’s Strike. W h en you take the Attack action on you r turn, you can forgo on e o f your attacks and u se a bon u s action to direct on e o f your com pa n ion s to strike. W h en you do so, c h o o s e a friendly creature w h o can s e e or hear you and expend one superiority die. That creature can im m ediately u se its reaction to m ake on e w ea p on attack, adding the superiority die to the attack’s dam age roll. Disarming Attack. W h en you hit a creature w ith a w eap on attack, you can expend on e superiority die to attempt to disarm the target, forcin g it to drop one item o f your ch oice that it’s holding. You add the superiority die to the attack’s dam age roll, and the target m ust m ake a Strength saving throw. O n a failed save, it drops the object you c h oose. The object lands at its feet. Distracting Strike. W h en you hit a creature w ith a w eap on attack, you can expend on e superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s dam age roll. The next attack roll against the target by an attacker other than you has advantage if the attack is m ade before the start o f y ou r next turn.

Maneuvering Attack. W h en you hit a creature with a w ea p on attack, you can expend one superiority die to m aneuver on e o f your com ra d es into a m ore advantageous position. You add the superiority die to the attack’s dam age roll, and you c h o o s e a friendly creature w ho can see or hear you. That creature can use its reaction to m ove up to h alf its sp eed w ithout provoking opportunity attacks from the target o f your attack. Menacing Attack. W h en you hit a creature w ith a w eapon attack, you can expend on e superiority die to attempt to frighten the target. You add the superiority die to the attack’s dam age roll, and the target must m ake a W isd om saving throw. On a failed save, it is frightened o f you until the en d o f your next turn. Parry. W h en another creature dam ages you w ith a m elee attack, you can u se your reaction and expend one superiority die to reduce the dam age by the num ber you roll on your superiority die + your D exterity m odifier. Precision Attack. W h en you m ake a w eapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can u se this m aneuver before or after m akin g the attack roll, but before any effects o f the attack are applied. Pushing Attack. W h en you hit a creatu re with a w ea p on attack, you ca n expend on e su periority die to attem pt to drive the target back. You add the su periority die to the attack's dam age roll, and if the target is Large or sm aller, it m ust m ake a Strength saving throw. On a failed save, you push the target up to 15 feet away from you. Rally. On your turn, you ca n use a bon u s action and expend on e superiority die to bolster the resolve o f on e o f your com pa n ion s. W h en you do so, c h o o s e a friendly creature w h o ca n see or hear you. That creature gains tem porary hit points equal to the superiority die roll + your C harism a modifier.

Evasive Footwork. W h en you m ove, you ca n expend on e superiority die, rolling the die and adding the num ber rolled to your AC until you stop moving. Feinting Attack. You can expend one superiority die and use a bon u s action on your turn to feint, ch oosin g

Riposte. W h en a creature m isses you with a m elee attack, you can use your reaction and expend one superiority die to m ake a m elee w eap on attack against the creature. If you hit, you add the superiority die to the attack's dam age roll. Sweeping Attack. W h en you hit a creature with a m elee w eap on attack, you can expend one superiority die to attempt to dam age another creature w ith the sam e attack. C h oose another creature w ithin 5 feet o f the original target and w ithin your reach. If the

one creature w ithin 5 feet o f you as your target. You have advantage on your next attack roll against that

original attack roll w ou ld hit the se co n d creature, it takes dam age equal to the num ber you roll on your

creature. If that attack hits, add the superiority die to the attack’s dam age roll. Goading Attack. W h en you hit a creature w ith a w eap on attack, you can expend on e superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s dam age roll, and the target must m ake a W isd om saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end o f your next turn. Lunging Attack. W h en you m ake a m elee w eapon attack on your turn, you can expend one superiority die to in crease your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s dam age roll.

superiority die. The dam age is o f the sam e type dealt by the original attack. Trip Attack. W h en you hit a creature w ith a w eapon attack, you can expend on e superiority die to attempt to k n ock the target dow n. You add the superiority die to the attack’s dam age roll, and if the target is Large or sm aller, it m ust m ake a Strength saving throw. On a failed save, you k n ock the target prone.

E l d r it c h K n ig h t The archetypal Eldritch K night com b in es the martial m astery co m m o n to all fighters w ith a carefu l study o f m agic. Eldritch K nights u se m agical tech niques sim ilar to th ose practiced by w izards. They focu s their study


on tw o o f the eight sch o o ls o f m agic: abjuration and evocation. Abjuration sp ells grant an Eldritch Knight additional protection in battle, and evocation sp ells deal dam age to m any foes at on ce, extending the fighter’s reach in com bat. T h ese knights learn a com paratively sm all num ber o f spells, com m ittin g them to m em ory instead o f keepin g them in a sp ellbook .

El

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

p e l l c a s t in g

— Spell Slots per Spell Level—

Cantrips Known

Spells Known

1st

2nd

3rd

4th

3rd

2

3

2

4th

2

4

3

5th

2

4

3

6th

2

4

3

7th

2

5

4

2

8th

2

6

4

2

9th

2

6

4

2

10th

3

7

4

3

W h en you reach 3rd level, you augm ent your martial

ability for your w izard spells, sin ce you learn your sp ells through study and m em orization. You u se your Intelligence w hen ever a spell refers to your spellcastin g ability. In addition, you use your Intelligence m odifier w hen setting the saving th row D C for a w izard spell you cast and w hen m akin g an attack roll w ith one.

S

n ig h t

Fighter Level

Sp e l l c a s t in g p row ess w ith the ability to cast spells. S e e chapter 10 for the general rules o f sp ellcastin g and chapter 11 for the w izard spell list. Cantrips. You learn tw o cantrips o f your ch oice from the w izard spell list. You learn an additional w izard cantrip o f your ch oice at 10th level. Spell Slots. The Eldritch K night S p ellcastin g table sh ow s h ow m any spell slots you have to cast your sp ells o f 1st level and higher. To cast on e o f these spells, you m ust expend a slot o f the spell’s level or higher. You regain all expen ded spell slots w hen you finish a lon g rest. F or exam ple, if you kn ow the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you ca n cast shield using either slot. Spells Known o f 1st-Level and Higher. You kn ow three 1st-level w izard spells o f your choice, tw o o f w hich you m ust c h o o s e from the abjuration and evocation sp ells on the w izard spell list. T h e S p ells K n ow n colum n o f the Eldritch K night S p ellcastin g table sh ow s w hen you learn m ore w izard sp ells o f 1st level or higher. Each o f th ese sp ells m ust be an abjuration or evocation spell o f your ch oice, and must b e o f a level for w h ich you have spell slots. For instance, w hen you reach 7th level in this class, you can learn one n ew spell o f 1st or 2nd level. T h e sp ells you learn at 8th, 14th, and 20th level can c om e from any sch o o l o f m agic. W h enever you gain a level in this class, you can replace on e o f the w izard spells you kn ow w ith another spell o f your ch oice from the w izard spell list. The n ew spell m ust be o f a level for w h ich you have spell slots, and it m ust be an abjuration or evocation spell, u n less you ’re replacin g the spell you gained at 8th, 14th, or 20th level. Spellcasting Ability. Intelligence is your spellcastin g

K

d r it c h

11th

3

8

4

3

12th

3

8

4

3

13th

3

9

4

3

2

14th

3

10

4

3

2

15th

3

10

4

3

2

16th

3

11

4

3

3

17th

3

11

4

3

3

18th

3

11

4

3

3

19th

3

12

4

3

3

1

20th

3

13

4

3

3

1

— —

during a short rest. T h e w ea p on must b e w ithin your reach throughout the ritual, at the con clu sion o f w hich you touch the w eap on and forge the bond. O nce you have b on d ed a w ea p on to yourself, you ca n ’t be disarm ed o f that w ea p on u nless you are incapacitated. If it is on the sam e plane o f existence, you can su m m on that w eap on as a bon u s action on your turn, cau sin g it to teleport instantly to your hand. You can have up to tw o b on d ed w eapon s, but can su m m on only one at a tim e w ith your bon u s action. If you attempt to bon d w ith a third w eapon , you must break the b on d w ith on e o f the other two. War M

a g ic

B egin ning at 7th level, w hen you use your action to cast a cantrip, you can m ake on e w ea p on attack as a bon u s action. E l d r i t c h St r i k e At 10th level, you learn h ow to m ake your w eap on strikes undercut a creatu re’s resistan ce to your spells. W h en you hit a creature w ith a w ea p on attack, that creature has disadvantage on the next saving th row it m ak es against a spell you cast before the end o f your next turn. A

rcane

C

harge

At 15th level, you gain the ability to teleport up to 30 feet to an u n occu p ied sp ace you can see w hen you use your A ction Surge. You can teleport before or after the additional action.

Spell attack modifier = your proficiency bonus + your Intelligence modifier W

eapon

Bond

At 3rd level, you learn a ritual that creates a m agical bon d b etw een you rself and on e w eapon . You perform the ritual over the co u rse o f 1 hour, w hich can be done

Im pr o v e d W a r M

a g ic

Starting at 18th level, w h en you u se your action to cast a spell, you can m ake on e w eap on attack as a bonus action.


M onk H er fists a blur as they deflect an in com in g hail o f arrow s, a half-elf sprin gs over a barricade and th row s h erself into the m a ssed ranks o f h obg oblin s on the other side. S h e w hirls a m on g them, k n ock in g their b low s aside and sen din g them reeling, until at last she stands alone. Taking a deep breath, a hum an covered in tattoos settles into a battle stance. A s the first chargin g orc s reach him , he exhales and a blast o f fire roars from his m outh, engulfing his foes. M oving with the silen ce o f the night, a black-clad halfling steps into a sh ad ow beneath an arch and em erges from another inky sh ad ow on a ba lcon y a ston e’s throw away. S h e slides her blade free o f its clothw ra pped scabbard and p eers through the op en w in d ow at the tyrant prince, so vulnerable in the grip o f sleep. W hatever their discipline, m on k s are united in their ability to m agically h arn ess the en ergy that flow s in their bod ies. W hether chann eled as a striking display o f com bat p row ess or a subtler focu s o f defensive ability and speed, this en ergy in fu ses all that a m on k does.

T h e M a g ic o f K i M onks m ake careful study o f a m agical en ergy that m ost m on astic traditions call k i. Th is en ergy is an elem ent o f the m agic that su ffu ses the m ultiverse—specifically, the elem ent that flow s through living bod ies. M onk s h arn ess this pow er w ithin th em selves to create m agical effects and ex ceed their b od ies' physical capabilities, and som e o f their sp ecia l attacks can hinder the flow o f ki in their oppon en ts. U sing this energy, m on k s channel uncanny sp eed and strength into their unarm ed strikes. A s they gain experience, their m artial training and their m astery o f ki gives them m ore p ow er over their b od ies and the b od ies o f their foes.

T r a in in g a n d A sc e t ic ism S m all w alled cloisters dot the la n d sca p es o f the w orlds o f D & D , tiny refuges from the flow o f ordinary life, w h ere tim e seem s to stand still. The m on k s w h o live there seek p erson al perfection through contem plation and rigorou s training. M any entered the m onastery as children, sent to live there w hen their parents died, w hen food cou ld n ’t be found to support them, or in return for som e kin dn ess that the m on ks had perform ed for their fam ilies. S o m e m on k s live entirely apart from the su rrou nding population, seclu ded from anything that m ight im pede their spiritual progress. O thers are sw orn to isolation,


T

h e

M

o n k

Level

Proficiency Bonus

Martial Arts

Ki Points

Unarmored Movement

1st

+2

1d4

2nd

+2

1d4

2

+10 ft.

Ki, Unarmored Movement

3rd

+2

1d4

3

+10 ft.

Monastic Tradition, Deflect Missiles

4th

+2

1d4

4

+10 ft.

Ability Score Improvement, Slow Fall

5th

+3

1d6

5

+10 ft.

Extra Attack, Stunning Strike

6th

+3

1d6

6

+15 ft.

Ki-Empowered Strikes, Monastic Tradition feature

7th

+3

1d6

7

+15 ft.

Evasion, Stillness o f Mind

8th

+3

1d6

8

+15 ft.

Ability Score Improvement Unarmored Movement improvement

Features

Unarmored Defense, Martial Arts

9th

+4

1d6

9

+15 ft.

10th

+4

1d6

10

+20 ft.

Purity o f Body

11th

+4

1d8

11

+20 ft.

Monastic Tradition feature

12th

+4

1d8

12

+20 ft.

Ability Score Improvement

13th

+5

1d8

13

+20 ft.

Tongue o f the Sun and Moon

14th

+5

1d8

14

+25 ft.

Diamond Soul

15th

+5

1d8

15

+25 ft.

Timeless Body

16th

+5

1d8

16

+25 ft.

Ability Score Improvement

17th

+6

1d10

17

+25 ft.

Monastic Tradition feature

18th

+6

1d10

18

+30 ft.

Empty Body

19th

+6

1d10

19

+30 ft.

Ability Score Improvement

20th

+6

1d10

20

+30 ft.

Perfect Self

em erging only to serve as spies or a ssa ssin s at the com m a n d o f their leader, a noble patron, or som e other m ortal or divine power. T h e m ajority o f m on k s don ’t shun their n eighbors, m akin g frequent visits to nearby tow n s or villages and exch an ging their serv ice for food and other g ood s. A s versatile w arriors, m on ks often end up protecting their n eigh bors from m on sters or tyrants. F or a m onk, b e co m in g an adventurer m eans leaving a structured, com m u n al lifestyle to b e c o m e a w anderer. T h is can be a harsh transition, and m on k s don ’t undertake it lightly. T h o se w h o leave their cloisters take their w ork seriously, approach in g their adventures as person al tests o f their physical and spiritual grow th. A s a rule, m on k s care little for m aterial w ealth and are driven by a desire to accom p lish a greater m ission than m erely slaying m on sters and plundering their treasure.

C REATING A M O N K A s you m ake your m onk character, think about your con n ection to the m onastery w here you learn ed your skills and spent your form ative years. W ere you an orphan or a child left on the m on astery’s th resh old? D id your parents prom ise you to the m on astery in gratitude for a serv ice p erform ed by the m on k s? Did you enter this seclu d ed life to hide from a crim e you com m itted? Or did you c h o o s e the m on astic life for y ou rself? C on sider w hy you left. Did the head o f your m onastery c h o o s e you for a particularly im portant m ission beyond the cloister? Perhaps you w ere cast out b eca u se o f so m e violation o f the com m u n ity ’s rules. Did you dread leaving, or w ere you happy to go? Is there som eth in g you h op e to accom p lish outside the m onastery? A re you eager to return to your h om e?

A s a result o f the structured life o f a m on astic com m u n ity and the discipline requ ired to h arn ess ki, m on k s are alm ost always lawful in alignm ent. Q

u ic k

B u il d

You can m ake a m on k quickly by follow in g these su ggestion s. First, m ake D exterity your highest ability score, follow ed by W isd om . S econ d , c h o o s e the herm it background.

C lass Featur es A s a m onk, you gain the follow in g class features. H

it

P o in t s

Hit Dice: 1d8 per m on k level Hit Points at 1st Level: 8 + your Constitution m odifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution m odifier per m on k level after 1st P r o f ic ie n c ie s A rm or: N one W eapons: S im ple w eapon s, sh ortsw ords Tools: C h oose on e type o f artisan’s tools or one m u sical instrum ent Saving Throws: Strength, Dexterity Skills: C h oose tw o from A crobatics, Athletics, History, Insight, R eligion, and Stealth E q u ip m

ent

You start w ith the follow in g equipm ent, in addition to the equipm ent granted by your background: • (a) a sh ortsw ord or (b) any sim ple w eapon • (a) a d u n geon eer’s pack or (b) an exp lorer’s pack • 10 darts


U n arm o red D efense B egin n in g at 1st level, w hile you are w earin g no arm or and not w ielding a shield, your AC equals 10 + your D exterity m odifier + your W isd om modifier.

M a r t ia l A rts

Flurry

of

B low s

Im m ediately after you take the Attack action on your turn, you can spend 1 ki point to m ake tw o unarm ed strikes as a bon u s action. Pa t i e n

t

D

efense

At 1st level, your practice o f m artial arts gives you

You can spend 1 ki point to take the D od g e action as a bon u s action on your turn.

m astery o f com bat styles that u se unarm ed strikes and m on k w eapon s, w hich are sh ortsw ords and any sim ple m elee w ea p on s that d on ’t have the tw o-h an ded or heavy property. You gain the follow in g benefits w hile you are unarm ed or w ielding only m on k w ea p on s and you aren’t w earin g arm or or w ielding a shield:

You can spend 1 ki point to take the D isen gage or Dash action as a bon u s action on your turn, and your ju m p distance is doubled for the turn.

• You can u se Dexterity instead o f Strength for the attack and dam age rolls o f your unarm ed strikes and m on k w eapon s. • You can roll a d4 in place o f the norm al dam age o f your unarm ed strike or m on k w eapon . T h is die ch a n g es as you gain m on k levels, as sh ow n in the M artial A rts colum n o f the M onk table. • W h en you use the A ttack action with an unarm ed strike or a m on k w ea p on on your turn, you can m ake one unarm ed strike as a bon u s action. F or exam ple, if you take the A ttack action and attack with a quarterstaff, you can also m ake an unarm ed strike as a bonus action, assu m in g you haven't already taken a bonus action this turn. Certain m on asteries u se sp ecia lized form s o f the m on k w eapon s. For exam ple, you might u se a club that is tw o lengths o f w o o d con n ected by a sh ort chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). W hatever nam e you use for a m on k w eapon , you can u se the gam e statistics provided for the w eapon in chapter 5.

Ki Starting at 2nd level, your training allow s you to h arness the m ystic en ergy o f ki. Your a c c e s s to this energy is represented by a num ber o f ki points. Your m on k level determ ines the num ber o f points you have, as sh ow n in the Ki P oints colu m n o f the M onk table. You can sp end these points to fuel various ki features. You start kn ow in g three such features: Flurry o f B low s, Patient D efense, and Step o f the W ind. You learn m ore ki features as you gain levels in this class. W h en you spend a ki point, it is unavailable until you finish a short or lon g rest, at the end o f w hich you draw all o f your expen ded ki ba ck into yourself. You must spend at least 30 m inutes o f the rest m editating to regain your ki points. S o m e o f your ki features require your target to m ake a saving th row to resist the feature’s effects. The saving th row D C is calculated as follow s: Ki save D C = 8 + your proficiency bonus +

your Wisdom modifier

St e p

of th e

W

in d

U narm ored M ovem ent Starting at 2nd level, your sp eed in crea ses by 10 feet w hile you are not w earin g arm or or w ielding a shield. T h is bon u s in creases w hen you reach certain m on k levels, as sh ow n in the M onk table. At 9th level, you gain the ability to m ove along vertical su rfaces and a cross liquids on your turn without falling during the m ove.

M o n a st ic T r a d it io n W h en you reach 3rd level, you com m it y ou rself to a m on astic tradition: the W ay o f the O pen H and, the Way o f Shadow , or the W ay o f the Four Elem ents, all detailed at the end o f the cla ss description. Your tradition grants you features at 3rd level and again at 6th, 11th, and 17th level.

D e f l e c t M is sil e s Starting at 3rd level, you can use your reaction to deflect or catch the m issile w hen you are hit by a ranged w eap on attack. W h en you do so, the dam age you take from the attack is redu ced by 1d 10 + your Dexterity m odifier + your m on k level. If you reduce the dam age to 0, you can catch the m issile if it is sm all en ough for you to hold in one hand and you have at least on e hand free. If you catch a m issile in this way, you can spend 1 ki point to m ake a ranged attack with the w eapon or p iece o f am m unition you ju st caught, as part o f the sam e reaction. You m ake this attack w ith proficiency, regardless o f your w eapon proficiencies, and the m issile coun ts as a m on k w eapon for the attack.

A b il it y S co r e Im pr o v e m e n t W h en you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can in crease on e ability s c o r e o f your ch oice by 2, or you can in crease tw o ability s c o r e s o f your ch oice by 1. A s norm al, you ca n ’t in crease an ability sco re above 20 using this feature.

S l o w Fa l l B egin n in g at 4th level, you can u se your reaction w hen you fall to reduce any falling dam age you take by an am ount equal to five tim es your m on k level.


Extra A ttack B egin ning at 5th level, you ca n attack tw ice, instead o f on ce, w henever you take the A ttack action on your turn.

St u n n in g St r ik e Starting at 5th level, you can interfere w ith the flow o f ki in an op p on en t’s body. W h en you hit another creature w ith a m elee w ea p on attack, you can sp en d 1 ki point to attempt a stunning strike. T h e target m ust su cce e d on a C onstitution saving th row or be stunned until the end o f your next turn.

K i -E m po w e r e d St r ik e s Starting at 6th level, your unarm ed strikes coun t as m agical for the p u rp ose o f overcom in g resistan ce and im m unity to n onm agical attacks and dam age.

Ev a sio n At 7th level, your instinctive agility lets you dodge out o f the w ay o f certain area effects, such as a blue dragon ’s lightning breath or a fireball spell. W h en you are su bjected to an effect that allow s you to m ake a D exterity saving th row to take only h alf dam age, you instead take no dam age if you su cceed on the saving throw, and only h alf dam age if you fail.

St il l n e s s o f M in d Starting at 7th level, you can u se your action to end on e effect on y ou rself that is cau sin g you to be charm ed or frightened.

P u rity o f B ody At 10th level, your m astery o f the ki flow in g through you m akes you im m une to d isease and poison.

D uring that time, you also have resistan ce to all dam age but force dam age. Additionally, you can spend 8 ki points to cast the astral projection spell, without n eedin g material com pon en ts. W h en you do so, you ca n ’t take any other creatu res with you.

P erfect Self At 20th level, w hen you roll for initiative and have no ki points rem aining, you regain 4 ki points.

M onastic T r ad itio n s T h ree traditions o f m on astic pursuit are co m m o n in the m on asteries scattered a cross the multiverse. M ost m on asteries practice on e tradition exclusively, but a few h on or the three traditions and instruct each m on k accord in g to his or her aptitude and interest. All three traditions rely on the sam e ba sic techniques, diverging as the student g row s m ore adept. Thus, a m on k need c h o o s e a tradition only upon reachin g 3rd level.

Wa y of th e O pen H a n d M onks o f the W ay o f the O pen H and are the ultimate m asters o f m artial arts com bat, w hether arm ed or u narm ed. They learn tech niques to push and trip their opponents, m anipulate ki to heal dam age to their bod ies, and practice advanced m editation that can protect them from harm . O

pen

H

and

T

e c h n iq u e

Starting w hen you c h o o s e this tradition at 3rd level, you can m anipulate your en em y’s ki w hen you h arness your ow n. W h enever you hit a creature w ith on e o f the attacks granted by y ou r F lurry o f B low s, you can im p ose on e o f the follow in g effects on that target: • It m ust su cce e d on a D exterity saving th row o r be

T o n g u e of th e Su n a n d M o o n Starting at 13th level, you learn to touch the ki o f other m inds s o that you understand all spoken languages. M oreover, any creature that can understand a language can understand w hat you say.

D ia m o n d S o u l B egin ning at 14th level, your m astery o f ki grants you proficiency in all saving throw s. Additionally, w hen ever you m ake a saving th row and fail, you can spend 1 ki point to reroll it and take the s e c o n d result.

T im e l e ss B o d y At 15th level, your ki sustains you s o that you suffer none o f the frailty o f old age, and you can't be aged magically. You can still die o f old age, however. In addition, you no lon ger need food or water.

Em pty B ody B egin ning at 18th level, you can use your action to spend 4 ki points to b e c o m e invisible for 1 minute.

kn ock ed prone. • It m ust m ake a Strength saving throw. If it fails, you can push it up to 15 feet away from you. • It ca n ’t take reaction s until the end o f your next turn. W

h oleness of

Body

At 6th level, you gain the ability to heal yourself. A s an action, you can regain hit points equal to three tim es


your m on k level. You m ust finish a lon g rest b efore you can u se this feature again. T

r a n q u il it y

B egin ning at 11th level, you can enter a sp ecia l m editation that su rrou nd s you w ith an aura o f p ea ce. At the end o f a long rest, you gain the effect o f a sanctuary spell that lasts until the start o f your next long rest (the spell can end early as norm al). The saving th row D C for the spell equals 8 + your W isd om m odifier + your proficiency bonus. Q

u iv e r in g

Pa l m

At 17th level, you gain the ability to set up lethal vibrations in s o m e o n e ’s body. W h en you hit a creature w ith an unarm ed strike, you can spend 3 ki points to start th ese im perceptible vibrations, w hich last for a num ber o f days equal to your m on k level. The vibrations are h arm less u n less you use your action to end them. To do so, you and the target m ust be on the sam e plane o f existence. W h en you u se this action, the creature m ust m ake a Constitution saving throw. If it fails, it is redu ced to 0 hit points. If it su cceed s, it takes 10d 10 n ecrotic dam age. Y ou can have only on e creature under the effect o f this feature at a tim e. You can c h o o s e to end the vibrations h arm lessly without usin g an action.

Wa y of Sh adow M onks o f the W ay o f S h a d ow follow a tradition that values stealth and subterfuge. T h ese m on k s might b e called ninjas or sh ad ow dan cers, and they serve as sp ies and assassins. S om etim es the m em bers o f a ninja m onastery are fam ily m em bers, form in g a clan sw orn to se cre cy about their arts and m issions. Other m on asteries are m ore like thieves’ guilds, hiring out their serv ices to n obles, rich m erchants, or anyone else w h o can pay their fees. R egardless o f their m ethods, the h eads o f these m on asteries expect the unquestioning o b ed ien ce o f their students. Sh

adow

A

rts

Starting w hen you c h o o s e this tradition at 3rd level, you can use your ki to duplicate the effects o f certain spells. A s an action, you can spend 2 ki poin ts to cast darkness, darkvision, pass without trace, or silence, without providing m aterial com pon en ts. Additionally, you gain the minor illusion cantrip if you don ’t already k n ow it. Sh

adow

St e p

At 6th level, you gain the ability to step from on e sh adow into another. W h en you are in dim light or darkness, as a bon u s action you can teleport up to 60 feet to an u n occu pied sp ace you can see that is also in dim light or darkness. You then have advantage on the first m elee attack you m ake b efore the end o f the turn. C

lo ak of

Sh a d o w

s

By 11th level, you have learned to b e c o m e one with the sh adow s. W h en you are in an area o f dim light or darkness, you can u se your action to b e c o m e invisible. Y ou rem ain invisible until you m ake an attack, cast a spell, or are in an area o f bright light.

O

p p o r t u n is t

At 17th level, you can exploit a creatu re's m om entary distraction w hen it is hit by an attack. W h enever a creature w ithin 5 feet o f you is hit by an attack m ade by a creature other than you, you can use your reaction to m ake a m elee attack against that creature.

Way of th e Four Elem ents Y ou follow a m on astic tradition that teach es you to h arn ess the elem ents. W h en you focu s your ki, you can align y ou rself w ith the fo r ce s o f creation and ben d the four elem ents to your w ill, using them as an extension o f your body. S om e m em bers o f this tradition dedicate them selves to a single elem ent, but others w eave the elem ents together. M any m on k s o f this tradition tattoo their b o d ie s with representations o f their ki pow ers, com m on ly im agined as coilin g dragons, but also as ph oenixes, fish, plants, m ountains, and crestin g w aves. D

is c ip l e o f t h e

E lem ents

W h en you c h o o s e this tradition at 3rd level, you learn m agical disciplin es that h arness the p ow er o f the four elem ents. A discipline requ ires you to spend ki points each tim e you use it. You k n ow the E lem ental Attunem ent discipline and on e other elem ental discipline o f your choice, w hich are detailed in the “Elem ental D iscip lin es” section below. You learn on e additional elem ental discipline o f your ch oice at 6th, 11th, and 17th level. W h enever you learn a n ew elem ental discipline, you can also replace on e elem ental discipline that you already k n ow w ith a different discipline. Casting Elemental Spells. S o m e elem ental disciplin es allow you to cast spells. S e e chapter 10 for the general rules o f spellcasting. To cast on e o f these spells, you u se its casting tim e and other rules, but you don ’t need to provide material com pon en ts for it. O n ce you reach 5th level in this class, you can spend additional ki points to in crease the level o f an elem ental discipline spell that you cast, provided that the spell has an en hanced effect at a higher level, as burning hands does. The spell's level in creases by 1 for each additional ki point you spend. For exam ple, if you are a 5th-level m on k and use S w eep in g Cinder Strike to cast burning hands, you can spend 3 ki points to cast it as a 2nd-level spell (the disciplin e’s ba se cost o f 2 ki points plus 1). T h e m axim u m num ber o f ki points you can spend to cast a spell in this w ay (including its ba se ki point cost and any additional ki poin ts you sp en d to in crease its level) is determ ined by your m on k level, as sh ow n in the S p ells and Ki Points table. S

pells a n d

K

Monk Levels

i

Po

in t s

M axim um Ki Points for a Spell

5th—8th

3

9th—12th

4

13th—16th

5

17th—20th

6


Elem

ental

D

is c ip l in e s

The elem ental disciplin es are presen ted in alphabetical order. If a discipline requ ires a level, you must be that level in this class to learn the discipline. Breath o f Winter (17th Level Required). You can spend 6 ki points to cast con e o f cold. Clench o f the North Wind (6th Level Required). You can spend 3 ki poin ts to cast hold person. Elemental Attunement. You can use your action to briefly control elem ental forces nearby, causing one o f the follow in g effects o f your choice: • Create a h arm less, instantaneous sen sory effect related to air, earth, fire, or water, such as a sh ow er o f sparks, a pu ff o f w ind, a spray o f light mist, or a gentle rum bling o f stone. • Instantaneously light or snuff out a candle, a torch, or a sm all cam pfire. • Chill or w arm up to 1 pou nd o f nonliving m aterial for up to 1 hour. • Cause earth, fire, water, or m ist that can fit w ithin a 1-foot cu b e to sh ape itself into a crude form you d esig­ nate for 1 minute.

Eternal Mountain Defense (11th Level Required). You can sp end 5 ki points to cast stoneskin, targeting yourself.

Fangs o f the Fire Snake. W h en you use the Attack action on your turn, you can spend 1 ki point to cause tendrils o f flam e to stretch out from your fists and feet. Y our reach w ith your unarm ed strikes in creases by 10 feet for that action, as w ell as the rest o f the turn. A hit w ith such an attack deals fire dam age instead of bludgeon ing dam age, and if you spend 1 ki point w hen the attack hits, it also deals an extra 1d 10 fire dam age. Fist o f Four Thunders. You can spend 2 ki points to cast thunderwave. Fist o f Unbroken Air. You can create a blast o f com p re ss e d air that strikes like a m ighty fist. A s an action, you can spend 2 ki points and c h o o s e a creature w ithin 30 feet o f you. That creature must m ake a Strength saving throw. On a failed save, the creature takes 3 d 10 bludgeon ing dam age, plus an extra 1d 10 bludgeon ing dam age for each additional ki point you spend, and you can push the creature up to 20 feet away from you and k n ock it prone. On a su ccessfu l save, the creature takes h alf as m uch dam age, and you d on ’t push it or k n ock it prone.

Flames o f the Phoenix (11th Level Required). You can spend 4 ki points to cast fireball.

Gong o f the Summit (6th Level Required). Y ou can spend 3 ki points to cast shatter.

Mist Stance (11th Level Required). You can spend 4 ki points to cast gaseous form, targeting yourself. Ride the Wind (11th Level Required). You can spend 4 ki points to cast fly, targeting yourself. River o f Hungry Flame (17th Level Required). You can sp end 5 ki poin ts to cast wall o f fire. Rush o f the Gale Spirits. You can spend 2 ki points to cast gust o f wind.

Shape the Flowing River. A s an action, you can spend 1 ki point to c h o o s e an area o f ice or w ater no larger than 30 feet on a side w ithin 120 feet o f you. You can change w ater to ice w ithin the area and v ice versa, and you can resh ape ice in the area in any m anner you ch oose. You can raise or low er the ic e ’s elevation, create or fill in a trench, erect or flatten a w all, or form a pillar. T h e extent o f any such ch a n g es ca n ’t ex ceed h alf the area’s largest dim ension. For exam ple, if you affect a 30 -foot square, you can create a pillar up to 15 feet high, raise or low er the sq u a re’s elevation by up to 15 feet, dig a trench up to 15 feet deep, and s o on. You ca n ’t shape the ice to trap or injure a creature in the area. Sweeping Cinder Strike. You can sp end 2 ki points to cast burning hands. Water Whip. You can sp end 2 ki points as a bon u s action to create a w hip o f water that shoves and pulls a creature to u nbalance it. A creature that you can see that is w ithin 30 feet o f you must m ake a Dexterity saving throw. On a failed save, the creature takes 3 d 10 bludgeon ing dam age, plus an extra 1d 10 bludgeon ing dam age for each additional ki point you spend, and you can either k n ock it prone or pull it up to 25 feet closer to you. O n a su ccessfu l save, the creature takes h alf as m uch dam age, and you don ’t pull it or k n ock it prone. Wave o f Rolling Earth (17th Level Required). You can sp end 6 ki points to cast wall o f stone.

Mo nastic O rders The worlds o f D&D contain a multitude o f monasteries and monastic traditions. In lands with an Asian cultural flavor, such as Shou Lung far to the east o f the Forgotten Realms, these monasteries are associated with philosophical traditions and martial arts practice. The Iron Hand School, the Five Stars School, the Northern Fist School, and the Southern Star School of Shou Lung teach different approaches to the physical, mental, and spiritual disciplines o f the monk. Some o f these monasteries have spread to the western lands o f Faerun, particularly in places with large Shou immigrant communities, such as Thesk and Westgate. Other monastic traditions are associated with deities who teach the value o f physical excellence and mental discipline. In the Forgotten Realms, the order o f the Dark Moon is made up o f monks dedicated to Shar (goddess o f loss), who maintain secret communities in remote hills, back allies, and subterranean hideaways. Monasteries o f Ilmater (god o f endurance) are named after flowers, and their orders carry the names o f great heroes o f the faith; the Disciples of Saint Sollars the Twice-Martyred reside in the Monastery of the Yellow Rose near Damara. The monasteries of Eberron combine the study o f martial arts with a life of scholarship. Most are devoted to the deities o f the Sovereign Host. In the world o f Dragonlance, most monks are devoted to Majere, god o f meditation and thought. In Greyhawk, many monasteries are dedicated to Xan Yae, the goddess o f twilight and the superiority o f mind over matter, or to Zuoken, god of mental and physical mastery. The evil monks o f the Scarlet Brotherhood in the world of Greyhawk derive their fanatic zeal not from devotion to a god but from dedication to the principles o f their nation and their race— the belief that the Suel strand of humanity are meant to rule the world.


Pa l a d i n Clad in plate arm or that gleam s in the sunlight despite the dust and grim e o f long travel, a hum an lays dow n her sw ord and shield and p la ces her hands on a m ortally w ou n ded man. D ivine radiance sh in es from her hands, the m an’s w ou n ds knit closed, and his eyes op en w ide with am azem ent. A dw arf crou ch es behind an outcrop, his black cloak m akin g him nearly invisible in the night, and w atches an orc w ar band celebrating its recent victory. Silently, he stalks into their m idst and w h ispers an oath, and tw o ores are dead b efore they even realize he is there. Silver hair shining in a shaft o f light that seem s to illum inate only him , an elf laughs w ith exultation. His sp ear flashes like his eyes as he ja b s again and again at a tw isted giant, until at last his light ov ercom es its h ideou s darkness. W hatever their origin and their m ission, paladins are united by their oaths to stand against the forces o f evil. W h eth er sw orn before a g od ’s altar and the w itn ess o f a priest, in a sa cred glade b efore nature spirits and fey beings, or in a m om ent o f desperation and g rief w ith the dead as the only w itn ess, a paladin’s oath is a pow erfu l bond. It is a so u rce o f p ow er that turns a devout w arrior into a blessed cham pion.

T he C ause of R ig h teo u sn ess A paladin sw ea rs to uphold ju stice and righteousness, to stand w ith the g o o d things o f the w orld against the en croach in g darkness, and to hunt the forces o f evil w herever they lurk. Different paladins focu s on various aspects o f the cau se o f righ teou sn ess, but all are b ou n d by the oaths that grant them p ow er to d o their sa cred w ork. A lthough m any paladins are devoted to g od s o f g ood , a paladin’s p ow er c o m e s as m uch from a com m itm en t to ju stice itself as it d o e s from a god. Paladins train for years to learn the skills o f com bat, m astering a variety o f w ea p on s and armor. Even so, their martial skills are secon d a ry to the m agical p ow er they w ield: p ow er to heal the sick and injured, to sm ite the w ick ed and the undead, and to protect the innocent and th ose w h o join them in the fight for ju stice.

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


T h e Pa

la din

— Spell Slots per Spell Level—

Level

Proficiency Bonus

Features

1st

2nd

3rd

4th

1st

+2

Divine Sense, Lay on Hands

2nd

+2

Fighting Style, Spellcasting, Divine Smite

2

5th

3rd

+2

Divine Health, Sacred Oath

3

+2

Ability Score Improvement

3

— —

4th 5th

+3

Extra Attack

4

2

6th

+3

Aura o f Protection

4

2

7th

+3

Sacred Oath feature

4

3

8th

+3

Ability Score Improvement

4

3

9th

+4

4

3

2

10th

+4

Aura o f Courage

4

3

2

11th

+4

Improved Divine Smite

4

3

3

12th

+4

Ability Score Improvement

4

3

3

13th

+5

4

3

3

1

14th

+5

Cleansing Touch

4

3

3

1

15th

+5

Sacred Oath feature

4

3

3

2

16th

+5

Ability Score Improvement

4

3

3

2

17th

+6

4

3

3

3

1

18th

+6

Aura improvements

4

3

3

3

1

19th

+6

Ability Score Improvement

4

3

3

3

2

20th

+6

Sacred Oath feature

4

3

3

3

2

evil. Fighters are rare enough a m on g the ranks o f the m ilitias and arm ies o f the w orld, but even few er p eople can claim the true calling o f a paladin. W h en they do

as Torm , Tyr, H eironeou s, Paladine, Kiri-Jolith, D ol Arrah, the Silver Flam e,

receive the call, these w arriors turn from their form er occu p ation s and take up arm s to fight evil. S om etim es their oaths lead them into the serv ice o f the crow n as leaders o f elite grou ps o f knights, but even then their loyalty is first to the ca u se o f righ teou sn ess, not to crow n and country. Adventuring p aladins take their w ork seriously. A delve into an ancient ruin or dusty crypt can be a quest driven by a higher p u rp ose than the acquisition of treasure. Evil lurks in du ngeon s and prim eval forests, and even the sm allest victory against it can tilt the c o s m ic ba la n ce away from oblivion.

Bahamut, Athena, Re-Horakhty, and H eim dall. H ow did you exp erien ce your call to serve as a paladin? D id you hear a w h isper from an u n seen g od or angel w hile you w ere at prayer? D id another paladin sen se the potential w ithin you and d ecide to train you as a squire? Or did som e terrible event—the destruction o f your h om e, perhaps— drive you to your quests? Perhaps you stum bled into a sa cred grove or a hidden elven enclave and found y ou rself called to protect all such refuges o f g o od n ess and beauty. O r you m ight have k n ow n from your earliest m em ories that the paladin’s life w as your calling, alm ost as if you had been sent into the w orld w ith that p u rp ose stam ped on your soul. A s guardians against the forces o f w ick ed n ess, paladins are rarely o f any evil alignm ent. M ost o f them w alk the paths o f charity and ju stice. C on sider h ow your alignm ent c o lo rs the w ay you pursue your holy quest and the m ann er in w hich you con du ct y ou rself before g od s and m ortals. Your oath and alignm ent m ight be in harmony, or your oath m ight represent standards of behavior that you have not yet attained.

C r e a t i n g a Pa l a d i n Th e m ost im portant aspect o f a paladin character is the nature o f his or her holy quest. Although the class features related to your oath don't appear until you reach 3rd level, plan ahead for that ch oice by reading the oath descriptions at the end o f the class. A re you a devoted servant o f g ood, loyal to the gods o f ju stice and honor, a holy knight in shining arm or venturing forth to sm ite evil? A re you a g loriou s cham pion o f the light, cherish in g everything beautiful that stands against the shadow, a knight w h o s e oath d escen d s from traditions older than m any o f the god s? O r are you an em bittered lon er sw orn to take v en g ean ce on th ose w h o have done great evil, sent as an angel o f death by the g od s or driven by your n eed for revenge? A pp en dix B lists m any deities w orsh ip ed by paladins throughout the m ultiverse, such

Q

u ic k

B u il d

You can m ake a paladin quickly by follow in g these suggestion s. First, Strength sh ou ld be your highest ability score, follow ed by C harism a. S econ d , c h o o s e the noble background.


C lass Featu r es

F ig h t in g St y l e

A s a paladin, you gain the follow in g cla ss features.

At 2nd level, you adopt a style o f fighting as your specialty. C h oose on e o f the follow in g options. You ca n ’t take a Fighting Style option m ore than on ce, even if you later get to c h o o s e again.

H

it

P o in t s

Hit Dice: 1d10 p er paladin level Hit Points at 1st Level: 10 + your Constitution m odifier Hit Points at Higher Levels: 1d 10 (or 6) + your C onstitution m odifier per paladin level after 1st

D

efense

W h ile you are w earing armor, you gain a +1 bon u s to AC.

P r o f ic ie n c ie s

D

Arm or: A ll armor, shields

W h en you are w ielding a m elee w eap on in on e hand and no other w eapon s, you gain a +2 bon u s to dam age rolls w ith that w eapon.

W eapons: Sim ple w eapon s, m artial w eapon s Tools: N one Saving Throws: W isdom , Charism a Skills: C h o o se tw o from A thletics, Insight, Intimidation, M edicine, Persuasion, and R eligion E q u ip m

ent

You start w ith the follow in g equipm ent, in addition to the equipm ent granted by your background:

G

u e l in g

reat

W

eapon

F ig h

t in g

W h en you roll a 1 or 2 on a dam age die for an attack you m ake w ith a m elee w eap on that you are w ielding with tw o hands, you can reroll the die and must u se the new roll. T h e w eap on m ust have the tw o-handed or versatile property for you to gain this benefit. P r o t e c t io n

• (a) a m artial w eap on and a shield or (b) tw o martial w eap on s • (a) five javelins or (b) any sim ple m elee w eapon • (a) a priest’s pack or (b) an explorer’s pack • C hain m ail and a holy sym bol

W h en a creature you can see attacks a target other than you that is w ithin 5 feet o f you, you can u se your reaction to im p ose disadvantage on the attack roll. You must be w ielding a shield.

D iv in e Sense

Spellca stin g

T h e p resen ce o f stron g evil registers on your se n se s like a n oxiou s odor, and pow erfu l g o o d rings like heavenly m u sic in your ears. A s an action, you can op en your

B y 2nd level, you have learned to draw on divine m agic through m editation and prayer to cast sp ells as a cleric does. S e e chapter 10 for the general rules o f spellcastin g and chapter 11 for the paladin spell list.

aw aren ess to detect such forces. Until the end o f your next turn, you k n ow the location o f any celestial, fiend, or undead w ithin 60 feet o f you that is not behind total cover. You k n ow the type (celestial, fiend, or undead) o f any bein g w h ose p resen ce you sen se, but not its identity (the vam pire Count Strahd von Z arovich, for instance). W ithin the sa m e radius, you also detect the presen ce o f any place or object that has been con secrated or desecrated, as w ith the hallow spell. You can u se this feature a num ber o f tim es equal to 1 + your C harism a m odifier. W h en you finish a lon g rest, you regain all expen ded uses.

L ay on H ands Your blessed touch can heal w oun ds. You have a p ool o f healing p ow er that replen ish es w hen you take a long rest. W ith that pool, you can restore a total num ber o f hit points equal to your paladin level x 5. A s an action, you can touch a creature and draw p ow er from the p o o l to restore a num ber o f hit points to that creature, up to the m axim u m am ount rem aining in your p ool. Alternatively, you ca n expend 5 hit points from your p o o l o f healing to cure the target o f one d isease or neutralize on e p oison affecting it. You can cure multiple d isea ses and neutralize multiple p oison s w ith a single use o f Lay on H ands, expending hit points separately for each one. T h is feature has no effect on undead and constructs.

P r e p a r in g

and

C a s t in g Spe lls

T h e Paladin table sh ow s h ow m any spell slots you have to cast your spells. To cast on e o f your paladin sp ells o f 1st level or higher, you must expend a slot o f the sp ell’s level or higher. You regain all expen ded spell slots w hen you finish a lon g rest. Y ou prepare the list o f paladin spells that are available for you to cast, ch oosin g from the paladin spell list. W h en you do so, c h o o s e a n um ber o f paladin spells equal to your C harism a m odifier + h alf your paladin level, roun ded dow n (m inim um o f one spell). The sp ells must b e o f a level for w hich you have spell slots. For exam ple, if you are a 5th-level paladin, you have four 1st-level and tw o 2nd-level spell slots. W ith a C harism a o f 14, your list o f prepared spells can include four spells o f 1st or 2nd level, in any com bination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell d oesn ’t rem ove it from your list o f prepared spells. You can change your list o f prepared spells w hen you finish a long rest. P reparin g a n ew list o f paladin spells requ ires tim e spent in prayer and m editation: at least 1 m inute per spell level for each spell on your list. Sp e l l c a s t in g A

b il it y

C harism a is your sp ellcastin g ability for your paladin spells, sin ce their p ow er derives from the strength o f


your conviction s. You u se your C harism a w hen ever a spell refers to your spellcastin g ability. In addition, you use your C harism a m odifier w hen setting the saving th row D C for a paladin spell you cast and w hen m aking an attack roll w ith one. Spell save D C = 8 + your proficiency bonus +

A b il it y S c o r e Im p r o v e m e n t W h en you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can in crease on e ability s c o r e o f your ch oice by 2, or you can in crease tw o ability sc o r e s o f your ch oice by 1. A s norm al, you ca n ’t in crease an ability sco re above 20 using this feature.

your Charisma modifier Spell attack modifier = your proficiency bonus +

your Charisma modifier Sp e l l c a s t in g Fo c u s You can u se a holy sym b ol (found in chapter 5) as a sp ellcastin g focu s for your paladin spells.

D iv in e Sm ite Starting at 2nd level, w hen you hit a creature w ith a m elee w eap on attack, you can expend one paladin spell slot to deal radiant dam age to the target, in addition to the w ea p on ’s dam age. T h e extra dam age is 2d 8 for a 1st-level sp ell slot, plus 1d8 for each spell level higher than 1st, to a m axim u m o f 5d8. T h e dam age in creases by 1d8 if the target is an undead or a fiend.

D ivin e H ea lth By 3rd level, the divine m agic flow in g through you m a kes you im m une to disease.

Sa c r e d O a t h W h en you reach 3rd level, you sw ear the oath that binds you as a paladin forever. Up to this tim e you have been in a preparatory stage, com m itted to the path but not yet sw orn to it. N ow you c h o o s e the Oath o f D evotion, the Oath o f the Ancients, or the Oath o f V engeance, all detailed at the end o f the class description. Your ch oice grants you features at 3rd level and again at 7th, 15th, and 20th level. T h o se features include oath sp ells and the Channel Divinity feature. O

ath

Spe lls

E ach oath has a list o f a ssocia ted spells. You gain a c c e s s to th ese spells at the levels sp ecified in the oath description. O n ce you gain a c c e ss to an oath spell, you always have it prepared. Oath spells d on ’t count against the num ber o f spells you can prepare each day. If you gain an oath spell that d oesn ’t appear on the paladin sp ell list, the spell is n onetheless a paladin spell for you. C

hannel

D

iv in it y

Your oath allow s you to channel divine en ergy to fuel m agical effects. E ach Channel Divinity option provided by your oath explains h ow to u se it. W h en you u se your Channel Divinity, you ch o o s e w hich option to use. You must then finish a short or long rest to u se your Channel Divinity again. S o m e Channel Divinity effects require saving throw s. W h en you u se such an effect from this class, the DC equals your paladin spell save DC.

Extra A ttack B egin ning at 5th level, you can attack tw ice, instead o f on ce, w henever you take the A ttack action on your turn.

A u r a of P ro tectio n Starting at 6th level, w hen ever you or a friendly creature w ithin 10 feet o f you m ust m ake a saving throw, the creature gains a bon u s to the saving th row equal to your C harism a m odifier (with a m inim um bon u s o f +1). You m ust be co n s cio u s to grant this bonus. At 18th level, the range o f this aura in creases to 30 feet.

A ura of C ourage Starting at 10th level, you and friendly creatu res w ithin 10 feet o f you ca n ’t be frightened w hile you are con sciou s. At 18th level, the range o f this aura in creases to 30 feet.

Im pr o ved D iv in e Sm ite By 11th level, you are s o su ffu sed w ith righteous might that all your m elee w ea p on strikes carry divine pow er w ith them. W h en ever you hit a creature with a m elee w eapon , the creature takes an extra 1d8 radiant dam age. If you also u se your D ivine Sm ite with an attack, you add this dam age to the extra dam age o f your D ivine Sm ite.

C lea n sin g T ou ch B egin ning at 14th level, you can use your action to end on e spell on y ou rself or on on e w illing creature that you touch. You can use this feature a num ber o f tim es equal to your C harism a m odifier (a m inim um o f once). You regain expended u ses w hen you finish a lon g rest.

Sa c r e d O a t h s B ecom in g a paladin involves taking v ow s that com m it the paladin to the cau se o f righ teou sn ess, an active path o f fighting w ick ed n ess. The final oath, taken w hen he or sh e reach es 3rd level, is the culm ination o f all the paladin’s training. S o m e characters with this class d on ’t con sider them selves true paladins until they have reach ed 3rd level and m ade this oath. For others, the actual sw earin g o f the oath is a formality, an official stam p on w hat has always been true in the paladin’s heart.

O a th of D evo tio n T h e Oath o f D evotion binds a paladin to the loftiest ideals o f ju stice, virtue, and order. S om etim es called cavaliers, w hite knights, or holy w arriors, these paladins m eet the ideal o f the knight in sh in in g armor,


acting w ith h on or in pursuit o f ju stice and the greater good. Th ey h old th em selves to the highest standards of conduct, and som e, for better or w orse, hold the rest o f the w orld to the sam e standards. M any w ho sw ear this oath are devoted to gods o f law and g o o d and use their g od s’ tenets as the m easu re o f their devotion. Th ey hold an gels—the perfect servants o f g o o d —as their ideals, and in corporate im ages o f angelic w in gs into their helm ets or coats o f arm s. T

enets of

D

e v o t io n

T h ou gh the exact w ord s and strictures o f the Oath o f D evotion vary, paladins o f this oath share these tenets. Honesty. D on ’t lie or cheat. Let your w ord b e your prom ise. Courage. Never fear to act, though caution is w ise. Compassion. A id others, protect the w eak, and punish th ose w h o threaten them. S h o w m ercy to your foes, but tem per it w ith w isdom . Honor. Treat others with fairness, and let your honorable d eed s be an exam ple to them . D o as m uch g o o d as p ossib le w hile causing the least am ount o f harm.

Duty. B e respon sib le for your actions and their con seq u en ces, protect th ose entrusted to your care, and obey th ose w h o have ju st authority over you. O

ath

B r e a k in g Yo u r O ath A paladin tries to hold to the highest standards o f conduct, but even the most virtuous paladin is fallible. Sometimes the right path proves too demanding, sometimes a situation calls for the lesser o f two evils, and sometimes the heat of emotion causes a paladin to transgress his or her oath. A paladin who has broken a vow typically seeks absolution from a cleric who shares his or her faith or from another paladin of the same order. The paladin might spend an allnight vigil in prayer as a sign o f penitence, or undertake a fast or similar act o f self-denial. After a rite o f confession and forgiveness, the paladin starts fresh. If a paladin willfully violates his or her oath and shows no sign o f repentance, the consequences can be more serious. At the DM's discretion, an impenitent paladin might be forced to abandon this class and adopt another, or perhaps to take the Oathbreaker paladin option that appears in the D u n ge o n M aste r's Guide.

reactions. F or its action, it can use only the D ash action or try to esca p e from an effect that prevents it from m oving. If there’s n ow h ere to m ove, the creature can u se the D od g e action. A

u ra of

D

e v o t io n

Starting at 7th level, you and friendly creatu res w ithin 10 feet o f you ca n ’t be ch a rm ed w hile you are con sciou s. At 18th level, the range o f this aura in creases to 30 feet.

Spells

You gain oath sp ells at the paladin levels listed.

Pu

O

B egin ning at 15th level, you are always under the effects o f a protection from evil and good spell.

ath

o f

D

e v o t io n

Paladin Level

C

S

pells

Spells

3rd

protection fro m evil a n d good, san ctu ary

5th

lesser restoration, zone o f truth

9th

beacon o f hope, dispel m agic

13th

fre e do m o f m ovem ent, gu ardia n o f faith

17th

com m u n e, fla m e strike

hannel

D

iv in it y

W h en you take this oath at 3rd level, you gain the follow in g tw o Channel Divinity options. Sacred Weapon. A s an action, you ca n im bue one w eap on that you are holdin g w ith positive energy, using your Channel Divinity. For 1 minute, you add your C harism a m odifier to attack rolls m ade w ith that w eap on (with a m inim um bon u s o f +1). T h e w ea p on also em its bright light in a 20 -foot radius and dim light 20 feet beyon d that. If the w eap on is not already m agical, it b e c o m e s m agical for the duration. You ca n end this effect on your turn as part o f any other action. If you are no lon ger h olding or carrying this w eapon , or if you fall u n con sciou s, this effect ends. Turn the Unholy. A s an action, you present your holy sym bol and sp eak a prayer cen su rin g fiends and undead, using your Channel Divinity. E ach fiend or undead that can s e e or hear you w ithin 30 feet o f you must m ake a W isd om saving throw. If the creature fails its saving throw, it is turned for 1 m inute or until it takes dam age. A turned creature m ust sp en d its turns trying to m ove as far away from you as it can, and it ca n ’t w illingly m ove to a sp ace w ithin 30 feet o f you. It also ca n ’t take

H

r it y of

oly

N

S p ir it

im b u s

At 20th level, as an action, you can em anate an aura o f sunlight. F or 1 minute, bright light sh in es from you in a 30 -foot radius, and dim light sh in es 30 feet beyon d that. W h enever an enem y creature starts its turn in the bright light, the creature takes 10 radiant dam age. In addition, for the duration, you have advantage on saving throw s against sp ells cast by fiends or undead. O n ce you use this feature, you ca n ’t use it again until you finish a long rest.

O a t h of th e A n cien ts The Oath o f the A ncients is as old as the race o f elves and the rituals o f the druids. S om etim es called fey knights, green knights, or h orn ed knights, paladins w ho sw ear this oath cast their lot with the side o f the light in the co sm ic struggle against darkn ess b eca u se they love the beautiful and life-giving things o f the w orld, not n ecessarily b eca u se they believe in prin ciples o f honor, courage, and ju stice. Th ey adorn their arm or and cloth in g with im ages o f grow in g things—leaves, antlers, or flow ers—to reflect their com m itm en t to preserving life and light in the world. T

enets of th e

A

n c ie n t s

The tenets o f the Oath o f the A ncients have been preserved for u ncounted centuries. T h is oath em p hasizes the prin ciples o f g o o d above any con cern s o f law o r chaos. Its four central prin ciples are sim ple.


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

W a r d in g

u ra of

B egin ning at 7th level, ancient m agic lies so heavily u pon you that it form s an eldritch w ard. You and friendly creatu res w ithin 10 feet o f you have resistan ce to dam age from spells. At 18th level, the range o f this aura in creases to 30 feet.

K indle the Light. T h rou gh your acts o f mercy, kin dn ess, and forgiveness, kindle the light o f h op e in the w orld, beating ba ck despair. S helter the Light. W h ere there is g ood, beauty, love, and laughter in the w orld, stand against the w ick ed n ess that w ou ld sw a llow it. W h ere life flourishes, stand against the fo r ce s that w ou ld render it barren. P reserve Your Own Light. D elight in son g and laughter, in beauty and art. If you allow the light to die in your ow n heart, you ca n ’t preserve it in the w orld. B e the Light. B e a g loriou s b ea con for all w h o live in despair. Let the light o f your jo y and cou rage shine forth in all your deeds. O

ath

Spells

You gain oath sp ells at the paladin levels listed. O

ath

of the

Paladin Level 3rd

A

n c ie n t s

S

pells

Spells e n sn aring strike, speak with anim als

5th

m oon b eam , m isty step

9th

p lant growth, protection fro m energy

13th

ice storm , stoneskin

17th

c o m m u n e with nature, tree stride

C h a n n e l D iv in it y W h en you take this oath at 3rd level, you gain the follow in g tw o Channel Divinity options. N ature’s Wrath. You can use your Channel Divinity to invoke prim eval forces to ensnare a foe. A s an action, you can cau se spectral vines to spring up and reach for a creature w ithin 10 feet o f you that you can see. T h e creature m ust su cceed on a Strength or Dexterity saving th row (its ch oice) or be restrained. W h ile restrained by the vines, the creature repeats the saving th row at the end o f each o f its turns. O n a su ccess, it frees itself and the v ines vanish. Turn the Faithless. You can use your Channel Divinity to utter ancient w ord s that are painful for fey and fiends to hear. A s an action, you present your holy

U

n d y in g

Se n t in e l

Starting at 15th level, w hen you are redu ced to 0 hit points and are not killed outright, you can c h o o s e to drop to 1 hit point instead. O n ce you u se this ability, you ca n ’t u se it again until you finish a lon g rest. Additionally, you suffer n one o f the draw backs o f old age, and you c a n ’t be aged m agically. Elder C

h a m p io n

At 20th level, you can assu m e the form o f an ancient force o f nature, taking on an appearan ce you ch oose. For exam ple, your skin m ight turn green or take on a bark-like texture, your hair m ight b e c o m e leafy or m o s s like, or you m ight sprout antlers or a lion-like mane. U sing your action, you u ndergo a transform ation. For 1 m inute, you gain the follow in g benefits: • At the start o f each o f your turns, you regain 10 hit points. • W h en ever you cast a paladin spell that has a casting tim e o f 1 action, you can cast it using a bon u s action instead. • E nem y creatures w ithin 10 feet o f you have disadvan­ tage on saving th row s against your paladin spells and Channel Divinity options. O nce you u se this feature, you ca n ’t use it again until you finish a lon g rest.

O ath of V engeance The Oath o f V en gean ce is a solem n com m itm en t to punish th ose w ho have com m itted a grievous sin. W h en evil forces slaughter helpless villagers, w hen an entire p eople turns against the w ill o f the gods, w hen a thieves’ guild grow s too violent and pow erfu l, w hen a dragon ram pages through the cou n tryside—at tim es like these, paladins arise and sw ear an Oath o f V en gean ce to set right that w hich has gone w ron g. To th ese paladins— som etim es called avengers or dark knights—their ow n purity is not as im portant as delivering justice.


T

enets of

V

C

engeance

T h e tenets o f the Oath o f V en gean ce vary by paladin, but all the tenets revolve around punishing w ron g d oers by any m eans necessary. Paladins w h o uphold these tenets are w illing to sa crifice even their ow n righ teou sn ess to m ete out ju stice upon th ose w h o do evil, so the paladins are often neutral or lawful neutral in alignm ent. The c o re prin ciples o f the tenets are brutally sim ple. Fight the Greater Evil. F aced w ith a ch oice o f fighting m y sw orn foes or com batin g a lesser evil. I c h o o s e the greater evil.

hannel

D

iv in it y

W h en you take this oath at 3rd level, you gain the follow in g tw o Channel Divinity options. A bjure Enemy. A s an action, you present your holy sym bol and sp ea k a prayer o f denunciation, using your Channel Divinity. C h oose one creature w ithin 60 feet o f you that you can see. That creature m ust m ake a W isd om saving throw, u nless it is im m une to being frightened. Fiends and undead have disadvantage on this saving throw.

You gain oath spells at the paladin levels listed.

On a failed save, the creature is frightened for 1 minute or until it takes any dam age. W h ile frightened, the creatu re’s sp eed is 0, and it ca n ’t benefit from any bon u s to its speed. On a su ccessfu l save, the creatu re’s sp eed is halved for 1 m inute or until the creature takes any dam age. Vow o f Enmity. A s a bon u s action, you can utter a vow o f enm ity against a creature you can see w ithin 10 feet o f you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it d rops to 0 hit points or falls u n con sciou s.

O

R

No Mercy for the Wicked. O rdinary foes m ight w in my m ercy, but m y sw orn en em ies do not. By Any Means Necessary. My qualm s ca n ’t get in the w ay o f exterm inating m y foes. Restitution. If m y fo e s w rea k ruin on the w orld, it is b eca u se I failed to stop them. I m ust help th ose harm ed by their m isdeeds. O

ath

ath

Spe lls

o f

V

Paladin Level

3rd

e n g e a n c e

S

pells

Spells bane, hu n te r’s m ark

5th

hold person, m isty step

9th

haste, protection fro m energy

13th

banishm ent, dim ension door

17th

hold monster, scrying

elen tless

Avenger

By 7th level, your supernatural focu s helps you close o ff a fo e ’s retreat. W h en you hit a creature w ith an opportu nity attack, you can m ove up to h alf your sp eed im m ediately after the attack and as part o f the sam e reaction. T h is m ovem ent d oesn ’t provoke opportunity attacks. Sou l

of

V

engeance

Starting at 15th level, the authority w ith w h ich you sp ea k your V ow o f Enm ity gives you greater pow er over your foe. W h en a creature under the effect o f your V ow o f Enm ity m akes an attack, you can use your reaction to m ake a m elee w eap on attack against that creature if it is w ithin range. A v e n g in g A

ngel

At 20th level, you can assu m e the form o f an angelic avenger. U sing your action, you undergo a transform ation. F or 1 hour, you gain the follow in g benefits: • W in gs sprout from your back and grant you a flying sp eed o f 60 feet. • You em anate an aura o f m en ace in a 30 -foot radius. T he first tim e any en em y creatu re enters the aura or starts its turn there during a battle, the creature m ust su cceed on a W isd om saving th row o r b e c o m e fright­ ened o f you for 1 m inute or until it takes any dam age. Attack rolls against the frightened creature have advantage. O nce you u se this feature, you ca n ’t use it again until you finish a lon g rest.


Ranger R ou gh and w ild looking, a hum an stalks alone through the sh ad ow s o f trees, hunting the ores he k n ow s are planning a raid on a nearby farm. Clutching a sh ortsw ord in each hand, he b e c o m e s a w hirlw ind of steel, cutting dow n on e enem y after another. After tum bling away from a c o n e o f freezin g air, an elf finds her feet and draw s ba ck her b o w to lo o s e an arrow at the white dragon. S h ru g gin g o ff the w ave o f fear that em anates from the dragon like the cold o f its breath, she sen ds on e arrow after another to find the gaps betw een the dragon ’s thick scales. H olding his hand high, a half-elf w histles to the hawk that circles high above him, calling the bird b a ck to his side. W h isp erin g instructions in Elvish, he points to the ow lbea r h e’s b een tracking and sen ds the haw k to distract the creature w hile he readies his bow. Far from the bustle o f cities and tow ns, past the h ed ges that shelter the m ost distant farm s from the terrors o f the w ild, am id the den se-pa ck ed trees o f trackless forests and a cro ss w id e and em pty plains, ran gers k eep their unending w atch.

D eadly H unters W arriors o f the w ildern ess, rangers sp ecia lize in hunting the m on sters that threaten the ed g es o f civilization—hum anoid raiders, ram paging beasts and m onstrosities, terrible giants, and deadly dragons. T h ey learn to track their quarry as a predator d oes, m oving stealthily through the w ild s and hiding them selves in brush and rubble. R a n gers focu s their com bat training on tech niques that are particularly useful against their sp ecific favored foes. Th an ks to their fam iliarity w ith the w ilds, rangers acqu ire the ability to cast spells that h arness nature’s pow er, m uch as a druid d oes. Th eir spells, like their com bat abilities, em phasize speed, stealth, and the hunt. A ranger’s talents and abilities are h oned w ith deadly focu s on the grim task o f protecting the borderlands.

In d epen d en t A dven turers T h ou gh a ranger m ight m ake a living as a hunter, a guide, or a tracker, a ran ger’s true calling is to defend the outskirts o f civilization from the ravages o f m onsters and h um anoid h ordes that p ress in from the w ild. In so m e places, rangers gather in secretive orders or join forces w ith druidic circles. M any rangers, though, are independent alm ost to a fault, k n ow in g that, w hen a dragon or a band o f orc s attacks, a ranger m ight be the first—and p ossib ly the last—line o f defense. This fierce in depen den ce m akes rangers w ell suited to adventuring, sin ce they are accu stom ed to life far from the c om forts o f a dry bed and a hot bath. Faced with city-bred adventurers w h o g rou se and w hine about the hardships o f the w ild, rangers respon d w ith som e


T

he

Ra

n g e r

— Spell Slots per Spell Level—

Level

Proficiency Bonus

1st

+2

Favored Enemy, Natural Explorer

2nd

+2

Fighting Style, Spellcasting

2

2

3rd

+2

Ranger Archetype, Primeval Awareness

3

3

4th

+2

Ability Score Improvement

3

3

5th

+3

Extra Attack

4

4

2

6th

+3

Favored Enemy and Natural Explorer improvements

4

4

2

7th

+3

Ranger Archetype feature

5

4

3

Spells Known

Features

1st

2nd

3rd

4th

— —

5th

8th

+3

Ability Score Improvement, Land’s Stride

5

4

3

9th

+4

6

4

3

2

10th

+4

Natural Explorer improvement, Hide in Plain Sight

6

4

3

2

11th

+4

Ranger Archetype feature

7

4

3

3

12th

+4

Ability Score Improvement

7

4

3

3

13th

+5

8

4

3

3

1

14th

+5

Favored Enemy improvement, Vanish

8

4

3

3

1

15th

+5

Ranger Archetype feature

9

4

3

3

2

16th

+5

4

3

3

2

+6

Ability Score Improvement —

9

17th

10

4

3

3

3

1

18th

+6

Feral Senses

10

4

3

3

3

1

19th

+6

Ability Score Improvement

11

4

3

3

3

2

20th

+6

Foe Slayer

11

4

3

3

3

2

W hat m ade you join up with a band o f adventurers? D o you find it challen ging to teach n ew allies the w ays o f the w ild, or do you w elcom e the relief from solitude that they offer? Q m ixture o f am usem ent, frustration, and com pa ssion . But they quickly learn that other adventurers w h o can carry their ow n w eight in a fight against civilization’s fo e s are w orth any extra burden. C odd led city folk might not k n ow h ow to feed them selves or find fresh w ater in the w ild, but they m ake up for it in other ways.

C r e a t in g

a

R

anger

A s you create your ranger character, con sider the nature o f the training that gave you your particular capabilities. D id you train with a single mentor, w an dering the w ilds together until you m astered the ran ger’s w ays? Did you leave your apprenticeship, or w a s your m entor slain— perhaps by the sam e kind o f m on ster that b e ca m e your favored enem y? Or perhaps you learned your skills as part o f a band o f rangers affiliated with a druidic circle, trained in m ystic paths as well as w ilderness lore. You might b e self-taught, a recluse w ho learned com bat skills, tracking, and even a m agical conn ection to nature through the n ecessity o f surviving in the w ilds. W h at’s the sou rce o f your particular hatred o f a certain kind o f enem y? D id a m on ster kill som eon e you loved or destroy your h om e village? Or did you see too m uch o f the destruction th ese m on sters cau se and com m it y ou rself to reining in their depredations? Is your adventuring career a continuation o f your w ork in protectin g the borderlands, or a significant change?

u ic k

B u il d

You can m ake a ranger quickly by follow in g these suggestion s. First, m ake D exterity your highest ability score, follow ed by W isdom . (S o m e rangers w h o focu s on tw o-w eapon fighting m ake Strength higher than Dexterity.) S econ d , c h o o s e the outlander background.

C lass Featu r es A s a ranger, you gain the follow in g class features. H

it

P o in t s

Hit Dice: 1d 10 per ranger level Hit Points at 1st Level: 10 + your Constitution m odifier Hit Points at Higher Levels: 1d 10 (or 6) + your C onstitution m odifier per ranger level after 1st P r o f ic ie n c ie s Arm or: Light armor, m edium armor, shields W eapons: S im ple w eapon s, m artial w eapon s Tools: N one Saving Throws: Strength, D exterity Skills: C h oose three from A nim al Handling, A thletics, Insight, Investigation, Nature, P erception, Stealth, and Survival E q u ip m

ent

You start w ith the follow in g equipm ent, in addition to the equipm ent granted by your background:


• • • •

(a) scale m ail or (b) leather arm or (a) tw o sh ortsw ords or (b) tw o sim ple m elee w eap on s (a) a du ng eon eer’s pack or (b) an explorer’s pack

A

rchery

You gain a +2 bon u s to attack rolls you m ake with ranged w eapon s.

A lon g b ow and a quiver o f 20 arrow s D

Fa v o r e d E n e m y B egin ning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type o f enemy. C h oose a type o f favored enem y: aberrations, beasts, celestials, constructs, dragons, elem entals, fey, fiends, giants, m on strosities, ooze s , plants, or undead. Alternatively, you can select tw o races o f hum anoid (such as gnolls and orc s) as favored enem ies. Y ou have advantage on W isd om (Survival) ch eck s to track your favored en em ies, as w ell as on Intelligence ch eck s to recall inform ation about them. W h en you gain this feature, you also learn one language o f your ch oice that is sp oken by your favored en em ies, if they sp eak on e at all. You c h o o s e on e additional favored enemy, as w ell as an a ssocia ted language, at 6th and 14th level. A s you gain levels, your c h o ice s should reflect the types o f m on sters you have en cou ntered on your adventures.

N atural Explorer You are particularly fam iliar w ith one type o f natural environm ent and are adept at traveling and surviving in such regions. C h oo se on e type o f favored terrain: arctic, coast, desert, forest, grassland, m ountain, sw am p, or the U nderdark. W h en you m ake an Intelligence or W isd om ch eck related to your favored terrain, your proficiency bon u s is dou bled if you are using a skill that you ’re proficient in. W h ile traveling for an hour or m ore in your favored terrain, you gain the follow in g benefits: • Difficult terrain d oesn ’t slow your grou p’s travel. • Your group can ’t b e c o m e lost except by m agical m eans. • Even w h en you are engaged in another activity w hile traveling (such as foraging, navigating, or tracking), you rem ain alert to danger. • If you are traveling alone, you can m ove stealthily at a n orm al pace. • W h en you forage, you find tw ice as m uch food as you norm ally w ould. • W h ile tracking other creatures, you also learn their exact num ber, their sizes, and h ow lon g ago they pa ssed through the area. You c h o o s e additional favored terrain types at 6th and 10th level.

F i g h t i n g St y l e At 2nd level, you adopt a particular style o f fighting as your specialty. C h o ose on e o f the follow in g options. Y ou ca n ’t take a Fighting Style option m ore than on ce, even if you later get to c h o o s e again.

efense

W h ile you are w earing armor, you gain a +1 bonus to AC. D

u e l in g

W h en you are w ielding a m elee w eap on in on e hand and no other w eapon s, you gain a +2 bon u s to dam age rolls w ith that w eapon. Tw

o

-W

eapon

F ig h

t in g

W h en you engage in tw o-w eapon fighting, you can add your ability m odifier to the dam age o f the se co n d attack.

Spellca stin g By the tim e you reach 2nd level, you have learned to u se the m agical e ss e n ce o f nature to cast spells, m uch as a druid d oes. S e e chapter 10 for the general rules o f sp ellcastin g and chapter 11 for the ranger spell list. Spell Slo ts T h e R anger table sh ow s h ow m any spell slots you have to cast your spells o f 1st level and higher. To cast one o f th ese spells, you m ust expend a slot o f the sp ell’s level or higher. You regain all expen ded spell slots w hen you finish a long rest. F or exam ple, if you kn ow the 1st-level spell animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot. Spe lls K

now n of

1s t L

evel and

H

ig h e r

Y ou k n ow tw o 1st-level spells o f you r c h oice from the ranger spell list. T he S p ells K n ow n colu m n o f the R anger table sh ow s w h en you learn m ore ranger sp ells o f your ch oice. Each o f th ese sp ells m ust be o f a level for w hich you have


spell slots. F or instance, w hen you reach 5th level in this class, you can learn on e n ew sp ell o f 1st or 2nd level. Additionally, w hen you gain a level in this class, you can c h o o s e on e o f the ranger sp ells you kn ow and rep lace it w ith another spell from the ranger spell list, w hich also m ust be o f a level for w hich you have spell slots. Sp e l l c a s t in g A

b il it y

W isd om is your sp ellcastin g ability for your ranger spells, sin ce your m a gic draw s on your attunem ent to nature. You use your W isd om w henever a spell refers to your sp ellcastin g ability. In addition, you u se your W isd om m odifier w hen setting the saving th row D C for a ranger spell you cast and w hen m akin g an attack roll with one. Spell save D C = 8 + your proficiency bonus +

your Wisdom modifier Spell attack modifier = your proficiency bonus +

your Wisdom modifier

A b il it y Sco r e Im pr o v e m e n t W h en you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can in crease on e ability s c o r e o f your ch oice by 2, or you can in crease tw o ability s c o r e s o f your ch oice by 1. A s norm al, you ca n ’t in crease an ability sc o r e above 20 using this feature.

Extra A ttack B egin n in g at 5th level, you ca n attack tw ice, instead o f on ce, w henever you take the A ttack action on your turn.

L a n d ’s S t r i d e Starting at 8th level, m oving through n onm agical difficult terrain co sts you no extra m ovem ent. You can also pass through n onm agical plants w ithout being slow ed by them and without taking dam age from them if they have thorns, spines, or a sim ilar hazard. In addition, you have advantage on saving throw s against plants that are m agically created or m anipulated to im pede m ovem ent, such th ose created by the entangle spell.

R anger A rchetype At 3rd level, you c h o o s e an archetype that you strive to emulate: Hunter or B east Master, both detailed at the end o f the class description. Your ch oice grants you features at 3rd level and again at 7th, 11th, and 15th level.

P r im eval A wareness B egin n in g at 3rd level, you can use your action and expend on e ranger spell slot to focu s your aw areness on the region around you. F or 1 m inute per level o f the spell slot you expend, you can sen se w hether the follow in g types o f creatu res are present w ithin 1 m ile o f you (or w ithin up to 6 m iles if you are in your favored terrain): aberrations, celestials, dragons, elem entals, fey, fiends, and undead. T h is feature d oesn ’t reveal the creatu res’ location or number.

H id e in P l a i n S ig h t Starting at 10th level, you can sp en d 1 m inute creating cam ou flage for yourself. You m ust have a c c e s s to fresh mud, dirt, plants, soot, and other naturally o ccu rrin g m aterials w ith w hich to create your cam ou flage. O n ce you are cam ou fla ged in this way, you can try to hide by p ressin g y ou rself up against a solid surface, such as a tree or w all, that is at least as tall and w ide as you are. You gain a +10 bon u s to D exterity (Stealth) ch eck s as long as you rem ain there without m oving or taking actions. O nce you m ove or take an action or a reaction, you m ust cam ou flage y ou rself again to gain this benefit.

Va n ish Starting at 14th level, you can u se the H ide action as a bon u s action on your turn. A lso, you ca n ’t b e tracked by n onm agical m eans, u n less you c h o o s e to leave a trail.

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

Foe Sla ye r At 20th level, you b e c o m e an unparalleled hunter o f your enem ies. O n ce on each o f your turns, you can add your W isd om m odifier to the attack roll or the dam age roll o f an attack you m ake against one o f your favored en em ies. You can c h o o s e to use this feature before or after the roll, but b efore any effects o f the roll are applied.


R an g er A rchetypes The ideal o f the ranger has tw o classic expression s: the Hunter and the B east Master.

H unter Em ulating the Hunter archetype m eans a cceptin g your place as a bulw ark b etw een civilization and the terrors o f the w ildern ess. A s you w alk the H unter’s path, you learn sp ecia lized tech niques for fighting the threats you face, from ram paging og res and h ord es o f orc s to tow ering giants and terrifying dragons. H

u n t e r ’s

Prey

At 3rd level, you gain on e o f the follow in g features o f y ou r choice. Colossus Slayer. Y our tenacity can w ear dow n the m ost potent foes. W h en you hit a creature w ith a w eap on attack, the creature takes an extra 1d8 dam age if it’s b elow its hit point m axim um . You can deal this extra dam age only o n ce per turn. Giant Killer. W h en a Large or larger creature w ithin 5 feet o f you hits or m isses you w ith an attack, you can u se your reaction to attack that creature im m ediately after its attack, provided that you can see the creature. Horde Breaker. O n ce on each o f your turns w hen you m ake a w eap on attack, you can m ake another attack w ith the sam e w eap on against a different creature that is w ithin 5 feet o f the original target and w ithin range o f your w eapon . D

e f e n s iv e

T a c t ic s

At 7th level, you gain on e o f the follow in g features o f your ch oice. Escape the Horde. O pportunity attacks against you are m ade w ith disadvantage. Multiattack Defense. W h en a creature hits you w ith an attack, you gain a +4 b on u s to AC against all subsequent attacks m ade by that creature for the rest o f the turn. Steel Will. Y ou have advantage on saving throw s against bein g frightened. M

u l t ia t t a c k

At 11th level, you gain on e o f the follow in g features o f your ch oice. Volley. You can u se your action to m ake a ranged attack against any n um ber o f creatu res w ithin 10 feet o f a point you can see w ithin your w ea p on ’s range. You m ust have am m unition for each target, as norm al, and you m ake a separate attack roll for each target. Whirlwind Attack. Y ou can u se your action to m ake a m elee attack against any num ber o f creatu res w ithin 5 feet o f you, w ith a separate attack roll for each target. Su p e r i o r H

u n t e r ’s

D

efense

At 15th level, you gain on e o f the follow in g features o f your choice. Evasion. You can nim bly d odge out o f the w ay o f certain area effects, su ch as a red dragon ’s fiery breath or a lightning bolt spell. W h en you are su bjected to an effect that allow s you to m ake a D exterity saving th row to take only h alf dam age, you instead take no dam age

if you su cce e d on the saving throw, and only half d am age if you fail. Stand Against the Tide. W h en a hostile creature m isses you with a m elee attack, you can u se your reaction to force that creature to repeat the sam e attack against another creature (other than itself) o f your choice. Uncanny Dodge. W h en an attacker that you can see hits you w ith an attack, you can use your reaction to halve the attack’s dam age against you.

B east M aster T h e B east M aster archetype em b od ies a friendship betw een the civilized races and the beasts o f the w orld. United in focu s, beast and ranger w ork as on e to fight the m on strou s fo e s that threaten civilization and the w ildern ess alike. Em ulating the B east M aster archetype m eans com m itting y ou rself to this ideal, w ork in g in partnership w ith an anim al as its com p a n ion and friend. R

a n g e r ’s

C

o m p a n io n

At 3rd level, you gain a beast com p a n ion that accom p a n ies you on your adventures and is trained to fight alongside you. C h oose a beast that is no larger than M edium and that has a challen ge rating o f 1/4 or low er (appendix D presen ts statistics for the hawk, mastiff, and panther as exam ples). A dd your proficiency bon u s to the bea st’s AC, attack rolls, and dam age rolls, as w ell as to any saving th row s and skills it is proficient in. Its hit point m axim u m equals its n orm al m axim u m or four tim es your ranger level, w hich ever is higher. The beast obeys your com m a n d s as best as it can. It takes its turn on your initiative, though it d oesn ’t take an action u n less you com m a n d it to. O n your turn, you can verbally com m a n d the beast w h ere to m ove (no action requ ired by you). You can use your action to verbally com m a n d it to take the Attack, Dash, D isengage, D odge, or Help action. O nce you have the Extra A ttack feature, you can m ake on e w eap on attack y ou rself w hen you com m a n d the beast to take the A ttack action. W h ile traveling through your favored terrain w ith only the beast, you can m ove stealthily at a n orm al pace. If the beast dies, you can obtain another on e by sp ending 8 hours m agically b on d in g w ith another beast that isn’t hostile to you, either the sam e type o f beast as b efore or a different one. E x c e p t io n a l T

r a in in g

B egin ning at 7th level, on any o f your turns w hen your beast com p a n ion d oesn ’t attack, you can use a bon u s action to com m a n d the beast to take the Dash, D isengage, D odge, or Help action on its turn. B e s t ia l F u r y Starting at 11th level, your beast com p a n ion can m ake tw o attacks w hen you com m a n d it to u se the A ttack action. Sh a r e Spells B egin ning at 15th level, w hen you cast a spell targeting yourself, you can also affect your beast com p a n ion with the spell if the beast is w ithin 30 feet o f you.


Rogue Sign aling for her com p a n ion s to wait, a halfling creep s forw ard through the du ngeon hall. S h e p resses an ear to the door, then pulls out a set o f tools and picks the lock in the blink o f an eye. Then sh e disappears into the sh ad ow s as her fighter friend m oves forw ard to kick the d oor open. A hum an lurks in the sh ad ow s o f an alley w hile his a ccom p lice prepares for her part in the am bush. W hen their target—a notorious slaver—p a sses the alleyway, the a ccom p lice cries out, the slaver co m e s to investigate, and the assa ssin ’s blade cuts his throat before he can m ake a sound. S u ppressin g a giggle, a g n om e w ag gles her fingers and m agically lifts the key ring from the guard’s belt. In a m om ent, the keys are in her hand, the cell d oor is open, and she and her com p a n ion s are free to m ake their escap e. R og u es rely on skill, stealth, and their fo e s ’ vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to ju st about any problem , dem onstrating a resou rcefu ln ess and versatility that is the corn erston e o f any su ccessfu l adventuring party.

Sk il l a n d P r ecisio n R og u es devote as m uch effort to m astering the use o f a variety o f skills as they d o to perfectin g their com bat abilities, giving them a broad expertise that few other characters ca n m atch. M any rog u es focu s on stealth and deception , w hile others refine the skills that help them in a du ngeon environm ent, such as clim bing, finding and disarm in g traps, and open in g locks. W h en it co m e s to com bat, rogu es prioritize cun ning over brute strength. A rogu e w ou ld rather m ake on e p recise strike, placing it exactly w here the attack w ill hurt the target m ost, than w ear an oppon en t dow n w ith a barrage o f attacks. R og u es have an alm ost supernatural knack for avoiding danger, and a few learn m agical tricks to supplem ent their other abilities.

A Sh a d y L ivin g Every tow n and city has its sh are o f rogu es. M ost o f them live up to the w orst stereotypes o f the class, m akin g a living as burglars, assassins, cutpurses, and c o n artists. Often, th ese scou n d rels are organized into thieves’ guilds or crim e fam ilies. Plenty o f rogu es operate independently, but even they som etim es recruit apprentices to help them in their sca m s and heists. A few rogu es m ake an honest living as


Th

e

Ro

g u e

Level

Proficiency Bonus

Sneak Attack

1st

+2

1d6

2nd

+2

1d6

3rd

+2

2d6

Roguish Archetype

4th

+2

2d6

Ability Score Improvement Uncanny Dodge

Features

Expertise, Sneak Attack, Thieves’ Cant Cunning Action

5th

+3

3d6

6th

+3

3d6

Expertise

7th

+3

4d6

Evasion Ability Score Improvement

8th

+3

4d6

9th

+4

5d6

Roguish Archetype feature

10th

+4

5d6

Ability Score Improvement

11th

+4

6d6

Reliable Talent

12th

+4

6d6

Ability Score Improvement

13th

+5

7d6

Roguish Archetype feature

14th

+5

7d6

Blindsense

15th

+5

8d6

Slippery Mind

16th

+5

8d6

Ability Score Improvement

17th

+6

9d6

Roguish Archetype feature

18th

+6

9d6

Elusive

19th

+6

10 d6

Ability Score Improvement

20th

+6

10 d6

Stroke o f Luck

locksm iths, investigators, or exterm inators, w hich can be a dangerou s jo b in a w orld w here dire rats—and w ererats—haunt the sew ers. A s adventurers, rogu es fall on both sides o f the law. S o m e are hardened crim in als w h o d ecide to seek their fortune in treasure hoards, w hile others take up a life o f adventure to e sca p e from the law. S o m e have learned and perfected their skills w ith the explicit p u rp ose o f infiltrating ancient ruins and hidden crypts in search o f treasure.

C r ea tin g a R o g u e A s you create your rogu e character, con sider the character’s relationship to the law. D o you have a crim inal past—or present? A re you on the run from the law o r from an angry th ieves’ guild m aster? O r did you leave your guild in sea rch o f bigger risks and bigger rew ards? Is it greed that drives you in your adventures, or so m e other desire or ideal? W hat w a s the trigger that led you away from your previous life? D id a great co n or heist gone terribly w ron g cau se you to reevaluate your career? M aybe you w ere lucky and a su ccessfu l robbery gave you the coin you n eeded to esca p e the squalor o f your life. Did w anderlust finally call you away from your h om e? Perhaps you suddenly found y ou rself cut off from your fam ily o r your mentor, and you had to find a n ew m eans o f support. Or m aybe you m ade a n ew friend—another m em ber o f your adventuring party—w h o sh ow ed you new possibilities for earning a living and em ploying your particular talents.

Q

u ic k

Bu il d

You can m ake a rogu e quickly by follow in g these suggestion s. First. D exterity should b e your highest ability score. M ake Intelligence your next-highest if you w ant to excel at Investigation or plan to take up the A rca n e Trickster archetype. C h oose C harism a instead if you plan to em phasize d eception and socia l interaction. S econ d , c h o o s e the charlatan background.

C lass Features A s a rogue, you have the follow in g class features. H

it

P o in ts

Hit Dice: 1d8 per rogue level Hit Points at 1st Level: 8 + your Constitution m odifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution m odifier p er rogu e level after 1st P r o f ic ie n c ie s Arm or: Light arm or W eapons: Sim ple w eapon s, hand crossb ow s, lon gsw ords, rapiers, sh ortsw ords Tools: T h ieves’ tools Saving Throws: Dexterity. Intelligence Skills: C h oose four from A crobatics, Athletics, D eception . Insight, Intim idation, Investigation, P erception, P erform an ce. Persuasion, Sleight o f Hand, and Stealth


p eop le in an area are easy m arks or w ill provide a safe h ou se for thieves on the run.

C u n n in g A ctio n Starting at 2nd level, your quick thinking and agility allow you to m ove and act quickly. You can take a bon u s action on each o f your turns in com bat. This action can b e u sed only to take the D ash, D isengage, or H ide action.

R og uish A rch etype

E q u ip m

ent

You start w ith the follow in g equipm ent, in addition to the equipm ent granted by your background:

At 3rd level, you c h o o s e an archetype that you emulate in the exercise o f your rogu e abilities: Thief, A ssassin, or A rca n e Trickster, all detailed at the end o f the class description. Your archetype ch oice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

• (a) a rapier or (b) a sh ortsw ord • (a) a sh ortbow and quiver o f 20 arrow s or (b) a sh ortsw ord • (a) a bu rglar’s pack, (b) a du n g eon eer’s pack, or (c) an explorer’s pack • Leather armor, tw o daggers, and thieves’ tools

A bility Score Im pro vem en t

E xpertise

U n can n y D odge

At 1st level, c h o o s e tw o o f your skill proficiencies, or on e o f your skill proficien cies and your proficiency with thieves’ tools. Your proficiency bonus is dou bled for any ability ch e ck you m ake that u ses either o f the ch osen proficiencies. At 6th level, you can c h o o s e tw o m ore o f your p roficien cies (in skills or w ith thieves’ tools) to gain this benefit.

Starting at 5th level, w hen an attacker that you can see hits you w ith an attack, you can u se your reaction to halve the attack’s dam age against you.

Sn e a k A t t a c k B egin n in g at 1st level, you k n ow h ow to strike subtly and exploit a fo e ’s distraction. O nce per turn, you can deal an extra 1d6 dam age to on e creature you hit w ith an attack if you have advantage on the attack roll. The attack m ust use a fin esse or a ranged w eapon . You d on ’t n eed advantage on the attack roll if another enem y o f the target is w ithin 5 feet o f it, that enem y isn’t incapacitated, and you d on ’t have disadvantage on the attack roll. T h e am ount o f the extra dam age in creases as you gain levels in this class, as sh ow n in the S n ea k Attack colum n o f the R og u e table.

W h en you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can in crease on e ability sco re o f your ch oice by 2, or you can in crease tw o ability s c o r e s o f your ch oice by 1. A s norm al, you ca n ’t in crease an ability s c o r e above 20 using this feature.

Eva sio n B egin ning at 7th level, you can nim bly d od g e out o f the w ay o f certain area effects, such as a red dragon ’s fiery breath or an ice storm spell. W h en you are su bjected to an effect that allow s you to m ake a D exterity saving th row to take only h alf dam age, you instead take no dam age if you su c ce e d on the saving throw, and only h alf dam age if you fail.

R eliable T a l e n t By 11th level, you have refined you r ch osen skills until they approach perfection. W h enever you m ake an ability ch eck that lets you add your p roficien cy bonus, you can treat a d 2 0 roll o f 9 or low er as a 10.

B lin d sen se

T h ie v e s’ C a n t

Starting at 14th level, if you are able to hear, you are aw are o f the location o f any h idden or invisible creature w ithin 10 feet o f you.

D uring your rogu e training you learned thieves’ cant, a secret m ix o f dialect, jargon, and c o d e that allow s you to hide m essa g es in seem in gly n orm al conversation. Only

By 15th level, you have acqu ired greater m ental

another creature that k n ow s thieves’ cant understands such m essa ges. It takes four tim es longer to convey such a m essa ge than it d oes to sp eak the sam e idea plainly. In addition, you understand a set o f secret signs and sym b ols u sed to convey short, sim ple m essa ges, such as w hether an area is dangerou s or the territory o f a thieves’ guild, w hether loot is nearby, or w hether the

Slippe r y M in d strength. You gain proficien cy in W isd om saving throw s.

E lu sive B egin ning at 18th level, you are s o evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you w hile you aren’t incapacitated.


St r o k e of L u c k At 20th level, you have an uncanny k nack for su cceed in g w hen you need to. If your attack m isses a target w ithin range, you can turn the m iss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20. O n ce you u se this feature, you ca n ’t u se it again until you finish a short or lon g rest.

Ro g u is h A rch etypes R og u es have m any features in com m on , including their em phasis on perfectin g their skills, their p recise and deadly approach to com bat, and their increasingly quick reflexes. But different rogu es steer th ose talents in varying direction s, em b od ied by the rogu e archetypes. Your ch oice o f archetype is a reflection o f your fo cu s— not n ecessarily an indication o f your ch osen profession, but a description o f your preferred techniques.

T h ief Y ou h one your skills in the la rcen ou s arts. Burglars, bandits, cutpurses, and other crim in als typically follow this archetype, but s o do rogu es w h o prefer to think o f them selves as p rofession a l treasure seekers, explorers, delvers, and investigators. In addition to im proving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfam iliar languages, and using m agic item s you n orm ally cou ld n ’t employ. Fa s t H

ands

Starting at 3rd level, you can u se the bon u s action granted by your Cunning A ction to m ake a Dexterity (Sleight o f H and) check, u se your thieves’ tools to disarm a trap or op en a lock, or take the U se an O bject action. Se c o n

d

-S

tory

W

ork

W h en you c h o o s e this archetype at 3rd level, you gain the ability to clim b faster than norm al; clim bin g no longer co sts you extra m ovem ent. In addition, w hen you m ake a running jum p, the distance you cover in creases by a num ber o f feet equal to your D exterity m odifier. Su p r e m e S n e a k Starting at 9th level, you have advantage on a Dexterity (Stealth) ch eck if you m ove no m ore than h alf your sp eed on the sam e turn. U

se

M

a g ic

D

e v ic e

By 13th level, you have learned en ough about the w orkin gs o f m agic that you can im provise the use o f item s even w hen they are not intended for you. You ignore all class, race, and level requirem ents on the use o f m agic items. Th

i e f ’s

R

eflexes

W h en you reach 17th level, you have b e c o m e adept at laying am bu sh es and quickly escap in g danger. You can take tw o turns during the first round o f any com bat. You take your first turn at your n orm al initiative and your

s e co n d turn at your initiative m inus 10. You c a n ’t use this feature w hen you are surprised.

A ssassin You focu s your training on the grim art o f death. T h ose w h o adhere to this archetype are diverse: h ired killers, spies, bounty hunters, and even sp ecially anointed priests trained to exterm inate the en em ies o f their deity. Stealth, p oison , and disgu ise help you elim inate your fo e s w ith deadly efficiency. B o n u s P r o f ic ie n c ie s W h en you c h o o s e this archetype at 3rd level, you gain proficiency w ith the disgu ise kit and the p o is o n e r’s kit. A

s s a s s in a t e

Starting at 3rd level, you are at your deadliest w hen you get the drop on your en em ies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the com bat yet. In addition, any hit you sc o r e against a creature that is su rprised is a critical hit. I n f il t r a t io n E x p e r t is e Starting at 9th level, you can unfailingly create false identities for yourself. You m ust spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You ca n ’t establish an identity that belongs to som eon e else. For exam ple, you might acquire appropriate clothing, letters o f introduction, and officiallook in g certification to establish you rself as a m em ber o f a trading h ou se from a rem ote city so you can insinuate you rself into the com pany o f other wealthy m erchants. Thereafter, if you adopt the n ew identity as a disguise, other creatures believe you to be that p erson until given an obviou s reason not to. Im

po sto r

At 13th level, you gain the ability to unerringly m im ic another p erson ’s speech, writing, and behavior. You must spend at least three hours studying these three com pon en ts o f the p e rso n ’s behavior, listening to sp eech , exam inin g handwriting, and observ in g m annerism s. Your ru se is in discern ible to the casual observer. If a w ary creature su sp ects som eth in g is am iss, you have advantage on any C harism a (D eception ) ch eck you m ake to avoid detection. D

eath

St r i k e

Starting at 17th level, you b e c o m e a m aster o f instant death. W h en you attack and hit a creature that is su rprised, it must m ake a Constitution saving throw (D C 8 + your Dexterity m odifier + your proficiency bonus). On a failed save, double the dam age o f your attack against the creature.

A r can e T rickster S o m e rogu es en hance their fine-honed skills o f stealth and agility w ith m agic, learning tricks o f enchantm ent and illusion. T h ese rogu es include pick pockets and burglars, but also pranksters, m ischief-m akers, and a significant num ber o f adventurers.


Sp e l l c a s t in g W h en you reach 3rd level, you gain the ability to cast spells. S e e chapter 10 for the general rules of sp ellcastin g and chapter 11 for the w izard spell list. Cantrips. You learn three cantrips: mage hand and tw o other cantrips o f your ch oice from the w izard spell list. You learn another w izard cantrip o f your ch oice at 10th level. Spell Slots. The A rcan e Trickster Spellcastin g table sh ow s h ow m any spell slots you have to cast your spells o f 1st level and higher. To cast on e o f these spells, you m ust expend a slot o f the spell's level or higher. You regain all expended spell slots w hen you finish a lon g rest. For exam ple, if you k n ow the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot. Spells Known o f 1st-Level and Higher. You kn ow three 1st-level w izard spells o f your ch oice, tw o o f w hich you must c h o o s e from the enchantm ent and illusion spells on the w izard spell list. The S p ells K n ow n colu m n o f the A rcan e Trickster S p ellcastin g table sh ow s w hen you learn m ore w izard spells o f 1st level or higher. E ach o f these sp ells must be an enchantm ent or illusion spell o f your ch oice, and m ust b e o f a level for w hich you have spell slots. For instance, w hen you reach 7th level in this class, you can learn on e n ew spell o f 1st or 2nd level. The sp ells you learn at 8th, 14th, and 20th level can c om e from any sch o o l o f m agic. W h en ever you gain a level in this class, you can replace one o f the w izard spells you k n ow with another spell o f your ch oice from the w izard spell list. The n ew spell m ust b e o f a level for w hich you have spell slots, and it must be an enchantm ent or illusion spell, unless y ou ’re replacin g the spell you gained at 8th, 14th, or 20th level. Spellcasting Ability. Intelligence is your spellcastin g ability for your w izard spells, since you learn your spells through dedicated study and m em orization. You u se your Intelligence w henever a spell refers to your spellcastin g ability. In addition, you use your Intelligence m odifier w hen setting the saving throw D C for a w izard spell you cast and w hen m akin g an attack roll w ith one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

M a g e H a n d L e g e rd e m a in Starting at 3rd level, w hen you cast mage hand, you can m ake the spectral hand invisible, and you can perform the follow in g additional tasks w ith it: • You can stow one object the hand is h olding in a container w orn or carried by another creature. • You can retrieve an object in a contain er w orn or carried by another creature. • You can u se thieves’ tools to pick lock s and disarm traps at range.

A

rc a n e

Tr

S

ic k s t e r

p e l l c a s t in g

— Spell Slots per Spell Level—

Rogue Level

Cantrips Known

Spells Known

1st

2nd

3rd

3rd

3

3

2

4th

3

4

3

4th

5th

3

4

3

6th

3

4

3

7th

3

5

4

2

8th

3

6

4

2

9th

3

6

4

2

10th

4

7

4

3

11th

4

8

4

3

12th

4

8

4

3

13th

4

9

4

3

2

14th

4

10

4

3

2

15th

4

10

4

3

2

16th

4

11

4

3

3

17th

4

11

4

3

3

18th

4

11

4

3

3

19th

4

12

4

3

3

1

20th

4

13

4

3

3

1

You can p erform on e o f th ese tasks w ithout being n oticed by a creature if you su cce e d on a Dexterity (Sleight o f H and) ch eck contested by the creatu re’s W isd om (P erception ) check. In addition, you can u se the bon u s action granted by your Cunning A ction to control the hand. M

a g ic a l

A

mbush

Starting at 9th level, if you are hidden from a creature w hen you cast a spell on it, the creature has disadvantage on any saving th row it m akes against the spell this turn. V

e r s a t il e

T r ic k st e r

At 13th level, you gain the ability to distract targets with your mage hand. A s a bon u s action on your turn, you can designate a creature w ithin 5 feet o f the spectral hand created by the spell. D oin g s o gives you advantage on attack rolls against that creature until the end o f the turn. Sp e l l T

h ie f

At 17th level, you gain the ability to m agically steal the kn ow ledge o f h ow to cast a spell from another spellcaster. Im m ediately after a creature casts a spell that targets you or includes you in its area o f effect, you can u se your reaction to force the creature to m ake a saving th row with its spellcasting ability modifier. The D C equals your spell save DC. On a failed save, you negate the spell’s effect against you, and you steal the know ledge o f the spell if it is at least 1st level and o f a level you can cast (it d oesn ’t n eed to be a w izard spell). F or the next 8 hours, you kn ow the spell and can cast it using your spell slots. The creature ca n ’t cast that spell until the 8 hours have passed. O nce you use this feature, you ca n ’t u se it again until you finish a long rest.


Sorcerer G olden eyes flashing, a hum an stretches out her hand and unleashes the dragonfire that bu rns in her veins. A s an in fern o rages around her foes, leathery w in gs spread from her ba ck and she takes to the air. L on g hair w h ipped by a conjured wind, a half-elf spreads his arm s w ide and throw s his head back. Lifting him m om entarily off the ground, a w ave o f m agic su rges up in him, through him , and out from him in a m ighty blast o f lightning. C rou ch in g behind a stalagm ite, a halfling points a finger at a chargin g troglodyte. A blast o f fire springs from her finger to strike the creature. S h e ducks back behind the ro ck form ation w ith a grin, unaw are that her w ild m agic has turned her skin bright blue. S o r c e re r s ca rry a m a gica l birthright con ferred u pon them by an ex otic b lood lin e, so m e oth erw orldly influence, or e x p osu re to u n k n ow n c o s m ic forces. O ne c a n ’t study s o r c e ry as on e learn s a language, any m ore than on e can learn to live a legendary life. N o one c h o o s e s sorcery ; the p ow er c h o o s e s the sorcerer.

R aw M a g ic M agic is a part o f every sorcerer, suffusing body, mind, and spirit w ith a latent p ow er that w aits to be tapped. S o m e sorcerers w ield m agic that springs from an ancient b loodlin e in fused with the m agic o f dragons. O thers carry a raw, uncontrolled m agic w ithin them, a chaotic storm that m anifests in unexpected ways. The ap pearan ce o f sorcerou s pow ers is w ildly unpredictable. S o m e d racon ic b lood lin es produce exactly on e sorcerer in every generation, but in other lines o f d escen t every individual is a sorcerer. M ost o f the tim e, the talents o f sorcery appear as apparent flukes. S o m e sorcerers ca n ’t nam e the origin o f their pow er, w hile others trace it to strange events in their ow n lives. The touch o f a dem on, the blessing o f a dryad at a baby’s birth, or a taste o f the w ater from a m ysterious spring m ight spark the gift o f sorcery. S o too m ight the gift o f a deity o f m agic, exposu re to the elem ental fo r ce s o f the Inner P la n es or the m addening ch a os o f Lim bo, or a glim p se into the inner w orkin gs o f reality. S o rce re rs have no u se for the sp ellb ook s and ancient tom es o f m a gic lore that w izards rely on, nor do they rely on a patron to grant their sp ells as w arlock s do. B y learning to h arness and channel their ow n inborn m agic, they can d iscov er new and staggering w ays to unleash that power.

U n ex plain ed Pow ers S o rce re rs are rare in the w orld, and it’s unusual to find a sorcerer w h o is not involved in the adventuring life in som e way. P eople with m agical p ow er seething in their veins s o o n d iscover that the pow er d oesn ’t like to stay quiet. A s o rce re r’s m agic w ants to b e w ielded, and it has a tendency to spill out in unpredictable w ays if it isn’t called on.


T

h e

S

o r c er er

Sorcery Points

— Spell Slots per Spell Level—

Level

Proficiency Bonus

1st

+2

2nd

+2

2

3rd

+2

3

Metamagic

4

4

4

4th

+2

4

Ability Score Improvement

5

5

4

5th

+3

5

6th

+3

6

7th

+3

7

8th

+3

8

Ability Score Improvement

9th

+4

9

10th

+4

10

11th

+4

11

Features

Cantrips Known

Spells Known

4

2

2 —

4

3

3 —

Spellcasting, Sorcerous

1st

2nd

3rd

4th

5th

6th

7th

8th

9th

Origin Font o f Magic

— Sorcerous Origin feature

5 5

4

7

5

4

8

5

9

5

Metamagic

6 6

4

6

2 — 3 —

3

2

3

1

3 3

3

4

3

3

2

10

4

3

3

3

1

11

4

3

3

3

2

12

4

3

3

3

2

1

12th

+4

12

Ability Score Improvement

6

12

4

3

3

3

2

1

13th

+5

13

6

13

4

3

3

3

2

1

1

14th

+5

14

Sorcerous Origin feature

6

13

4

3

3

3

2

1

1

15th

+5

15

6

14

4

3

3

3

2

1

1

1

16th

+5

16

Ability Score Improvement

6

14

4

3

3

3

2

1

1

1

— —

17th

+6

17

Metamagic

6

15

4

3

3

3

2

1

1

1

1

18th

+6

18

Sorcerous Origin feature

6

15

4

3

3

3

3

1

1

1

1

19th

+6

19

Ability Score Improvement

6

15

4

3

3

3

3

2

1

1

1

20th

+6

20

Sorcerous Restoration

6

15

4

3

3

3

3

2

2

1

1

S o rce re rs often have ob scu re or quixotic m otivations driving them to adventure. S om e seek a greater understanding o f the m agical force that infuses them, or the answ er to the m ystery o f its origin. O thers hope to find a w ay to get rid o f it, or to unleash its full potential. W hatever their goals, sorcerers are every bit as useful to an adventuring party as w izards, m aking up for a com parative lack o f breadth in their m agical kn ow led ge with en orm ou s flexibility in using the sp ells they know.

C r ea tin g a Sorcerer Th e m ost im portant question to con sider w hen creating your sorcerer is the origin o f your power. A s a starting character, you'll c h o o s e an origin that ties to a dracon ic bloodlin e or the influence o f w ild m agic, but the exact so u rce o f your pow er is up to you to decide. Is it a fam ily curse, p a ssed dow n to you from distant an cestors? Or did som e extraordinary event leave you blessed with inherent m agic but perhaps sca rred as w ell? H ow do you feel about the m agical p ow er cou rsin g through you? D o you em brace it, try to m aster it, or revel in its unpredictable nature? Is it a b lessin g or a cu rse? D id you seek it out, or did it find you? Did you have the option to refuse it, and do you w ish you had? W hat do you intend to do w ith it? Perhaps you feel like you ’ve been given this p ow er for so m e lofty p u rpose. O r you m ight d ecide that the p ow er gives you the right to do what you want, to take w hat you w ant from th ose w h o lack such pow er. Perhaps your p ow er

links you to a p ow erfu l individual in the w orld—the fey creature that blessed you at birth, the dragon w h o put a drop o f its b lood into your veins, the lich w ho created you as an experim ent, or the deity w h o c h o s e you to carry this pow er. Q

u ic k

B u il d

You can m ake a sorce re r quickly by follow in g these suggestion s. First, C harism a should be your highest ability score, follow ed by Constitution. S econ d , c h o o s e the herm it background. Third, c h o o s e the

light, prestidigitation, ray o f frost, and shocking grasp cantrips, along with the 1st-level spells shield and magic missile.

C lass Featur es A s a sorcerer, you gain the follow in g class features. H

it

P o in t s

Hit Dice: 1d6 per sorcerer level Hit Points at 1st Level: 6 + your Constitution m odifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution m odifier per sorcerer level after 1st P r o f ic ie n c ie s Arm or: N one W eapons: D aggers, darts, slings, quarterstaffs, light c ro s sb o w s Tools: N one Saving Throws: Constitution, C harism a Skills: C h oose tw o from A rcana, D eception , Insight, Intim idation, Persuasion, and R eligion


E q u ip m e n t

Sp e l l c a s t in g F o c u s

You start w ith the follow in g equipm ent, in addition to the equipm ent granted by your background:

You can u se an arcane focu s (found in chapter 5) as a sp ellcastin g focu s for your sorcerer spells.

• (a) a light c ro s s b o w and 20 bolts or (b) any sim ple w eapon • (a) a com pon en t p ou ch or (b) an arcane focu s • (a) a du ng eon eer’s pack or (b) an explorer’s pack • Tw o daggers

Sp e l l c a s t in g A n event in your past, or in the life o f a parent or ancestor, left an indelible m ark on you, infusing you with arcan e m agic. This font o f m agic, w hatever its origin, fuels your spells. S e e chapter 10 for the general rules o f sp ellcastin g and chapter 11 for the sorcerer spell list.

S o r c e r o u s O r ig in C h oose a sorcerou s origin, w hich d escrib es the so u rce o f your innate m agical pow er: D ra con ic B lood lin e or W ild M agic, both detailed at the end o f the class description. Your ch oice grants you features w hen you c h o o s e it at 1st level and again at 6th, 14th, and 18th level.

F o n t o f M a g ic At 2nd level, you tap into a d eep w ellspring o f m agic w ithin yourself. This w ellspring is represented by sorcery points, w hich allow you to create a variety o f

C

a n t r ip s

m agical effects.

At 1st level, you k n ow four cantrips o f your ch oice from the sorcerer spell list. You learn additional sorcerer cantrips o f your ch oice at higher levels, as sh ow n in the Cantrips K n ow n colu m n o f the S o rce re r table. Sp e l l Sl o t s T he S orcerer table sh ow s h ow m any spell slots you have to cast your sp ells o f 1st level and higher. To cast on e o f these sorcerer spells, you m ust expend a slot of the sp ell’s level or higher. You regain all expended spell slots w hen you finish a long rest. F or exam ple, if you k n ow the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot. Spells K

n o w n of

1s t L

evel and

H

ig h e r

You kn ow tw o 1st-level spells o f your ch oice from the sorcerer spell list. T he S p ells K n ow n colu m n o f the S o rce re r table sh o w s w hen you learn m ore sorcerer spells o f your choice. Each o f these spells must be o f a level for w hich you have spell slots. For instance, w hen you reach 3rd level in this class, you can learn one n ew spell o f 1st or 2nd level. Additionally, w hen you gain a level in this class, you can c h o o s e on e o f the sorcerer spells you kn ow and replace it with another spell from the sorcerer spell list, w hich also m ust be o f a level for w h ich you have spell slots. Sp e l l c a s t in g A

b il it y

C harism a is your sp ellcastin g ability for your sorcerer spells, sin ce the p ow er o f your m a gic relies on your ability to project your w ill into the w orld. You use your C harism a w hen ever a spell refers to your spellcastin g ability. In addition, you u se your C harism a m odifier w hen setting the saving th row D C for a sorcerer spell you cast and w hen m akin g an attack roll w ith one.

Spell save D C = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

So r c er y Po in ts You have 2 sorcery points, and you gain m ore as you reach higher levels, as sh ow n in the S o r c e ry Points colu m n o f the S o rce re r table. You can never have m ore sorcery p oints than sh ow n on the table for your level. You regain all spent sorcery points w hen you finish a lon g rest. F l e x ib le C a s t in g You can u se your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other w ays to u se your sorcery points as you reach higher levels. Creating Spell Slots. You can transform u nexpen ded so rce ry points into on e spell slot as a bon u s action on your turn. T h e Creating S pell Slots table sh ow s the cost o f creating a spell slot o f a given level. You can create spell slots no higher in level than 5th. C

r e a t in g

S

S

pell

lo ts

Spell Slot Level

Sorcery Point Cost

1st

2

2nd

3

3rd

5

4th

6

5th

7

Converting a Spell Slot to S orcery Points. A s a bon u s action on your turn, you can expend on e spell slot and gain a num ber o f sorcery points equal to the slot’s level.

M e t a m a g ic At 3rd level, you gain the ability to tw ist your spells to suit your n eeds. You gain tw o o f the follow in g M etam agic options o f your choice. You gain another one at 10th and 17th level. You can u se only one M etam agic option on a spell w hen you cast it, u nless oth erw ise noted.


C

areful

Sp e l l

W h en you cast a spell that forces other creatures to m ake a saving throw, you can protect som e o f th ose creatures from the spell’s full force. To do so, you spend 1 sorcery point and ch o o s e a num ber o f th ose creatures up to your Charism a m odifier (m inim um o f one creature). A ch osen creature autom atically s u c ce e d s on its saving throw against the spell. D

ista n t

Spell

W h en you cast a spell that has a range o f 5 feet or greater, you can spend 1 sorcery point to double the range o f the spell. W h en you cast a spell that has a range o f touch, you can spend 1 sorcery point to m ake the range o f the spell 30 feet. E m p o w e r e d Sp e l l W h en you roll dam age for a spell, you can spend 1 sorcery point to reroll a num ber o f the dam age dice up to your C harism a m odifier (m inim um o f one). You must use the n ew rolls. You can u se E m pow ered S pell even if you have already u sed a different M etam agic option during the casting o f the spell. Ex t e n d e d Spell W h en you cast a spell that has a duration o f 1 minute or longer, you can sp end 1 sorcery point to double its duration, to a m axim u m duration o f 24 hours. H

Spell

e ig h t e n e d

W h en you cast a spell that forces a creature to m ake a saving throw to resist its effects, you can spend 3 sorcery points to give one target o f the spell disadvantage on its first saving throw m ade against the spell. Q

u ic k e n e d

Spell

W h en you cast a spell that has a casting tim e o f 1 action, you can spend 2 sorcery points to change the casting tim e to 1 bon u s action for this casting.

Sorcerous R esto r a tio n At 20th level, you regain 4 ex p en ded so rce ry points w hen ever you finish a short rest.

So r c er o u s O r ig in s D ifferent sorcerers claim different origins for their innate m agic. A lthough m any variations exist, m ost o f th ese origins fall into tw o categories: a dracon ic blood lin e and w ild m agic.

D r a co n ic B lo o d lin e Your innate m agic c o m e s from d racon ic m a gic that w as m ingled with your b lood or that o f your an cestors. M ost often, sorcerers with this origin trace their descen t ba ck to a m ighty sorcerer o f ancient tim es w h o m ade a bargain with a dragon or w ho m ight even have claim ed a dragon parent. S o m e o f th ese b lood lin es are w ell established in the w orld, but m ost are obscu re. Any given sorcerer cou ld be the first o f a n ew bloodlin e, as a result o f a pact or som e other exception al circu m stan ce. D

ragon

A

ncestor

At 1st level, you c h o o s e one type o f dragon as your ancestor. T h e dam age type a ssocia ted w ith each dragon is used by features you gain later. D

r a c o n ic

A

n cest ry

Dragon

Damage Type

Black

Acid

Blue

Lightning

Brass

Fire

Bronze

Lightning

Copper

Acid

Cold

Fire

Green

Poison

Red

Fire

Silver

Cold

White

Cold

Su b t l e Spe ll W h en you cast a spell, you can spend 1 sorcery point to cast it w ithout any som atic or verbal com pon ents. Tw

in n e d

Spell

W h en you cast a spell that targets only one creature and d oesn ’t have a range o f self, you can spend a num ber o f sorcery points equal to the spell’s level to target a secon d creature in range with the sam e spell (1 sorcery point if the spell is a cantrip).

A b ility Score Im pro vem en t W h en you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can in crease on e ability sco re o f your ch oice by 2, or you can in crease tw o ability s c o r e s o f your ch oice by 1. A s norm al, you ca n ’t in crease an ability s c o r e above 20 using this feature.

You can speak, read, and w rite D racon ic. Additionally, w henever you m ake a C harism a ch eck w hen interacting w ith dragons, your proficiency bon u s is doubled if it applies to the check. D

r a c o n ic

R

e sil ie n c e

A s m agic flow s through your body, it cau ses physical traits o f your dragon a n cestors to em erge. At 1st level, your hit point m axim u m in creases by 1 and in creases by 1 again w hen ever you gain a level in this class. Additionally, parts o f your skin are covered by a thin sh een o f dragon-like scales. W h en you aren’t w earin g arm or, your AC equals 13 + your D exterity m odifier. Elemental A

f f in it y

Starting at 6th level, w hen you cast a spell that deals dam age o f the type a ssocia ted w ith your dracon ic ancestry, add your C harism a m odifier to that dam age. At the sam e time, you can spend 1 sorcery point to gain resistan ce to that dam age type for 1 hour.


D

ragon

W

in g s

At 14th level, you gain the ability to sprout a pair of dragon w in gs from your back, gaining a flying sp eed equal to your current sp eed. You ca n create th ese w in gs as a bon u s action on your turn. T h ey last until you d ism iss them as a bon u s action on your turn. Y ou ca n ’t m anifest your w in gs w hile w earin g arm or u n less the arm or is m ade to a ccom m od a te them , and cloth in g not m ade to a ccom m od a te your w in gs might b e destroyed w hen you m anifest them. D r a c o n ic P r ese n c e B egin ning at 18th level, you can channel the dread p resen ce o f your dragon ancestor, cau sin g th ose around you to b e c o m e aw estru ck or frightened. A s an action, you can spend 5 sorcery points to draw on this pow er and exude an aura o f aw e or fear (your choice) to a distance o f 6 0 feet. F or 1 m inute or until you lose your concentration (as if you w ere casting a concentration spell), each hostile creature that starts its turn in this aura m ust su cce e d on a W isd om saving th row or be ch arm ed (if you c h ose awe) or frightened (if you ch ose fear) until the aura ends. A creature that su c ce e d s on this saving th row is im m u ne to your aura for 24 hours.

W ild M a g ic Your innate m agic c o m e s from the w ild forces o f ch a os that underlie the order o f creation. You m ight have endured ex p osu re to so m e form o f raw m agic, perhaps through a planar portal leading to Lim bo, the Elemental P lan es, or the m ysterious Far R ealm . Perhaps you w ere blessed by a pow erfu l fey creature or m arked by a dem on. Or your m agic cou ld be a fluke o f your birth, with no apparent cau se or reason. H ow ever it cam e to be, this chaotic m agic churns w ithin you, w aiting for any outlet. W

il d

M

a g ic

Su r g e

Starting w hen you c h o o s e this origin at 1st level, your sp ellcastin g can unleash surges o f untam ed m agic. Im m ediately after you cast a sorce re r spell o f 1st level or higher, the D M can have you roll a d20. If you roll a 1, roll on the W ild M agic S u rge table to create a random m agical effect. T id e s

of

C

haos

Starting at 1st level, you can m anipulate the forces o f cha n ce and ch a os to gain advantage on one attack roll, ability check, or saving throw. O n ce you do so, you must finish a long rest before you can use this feature again. Any time before you regain the use o f this feature, the DM can have you roll on the W ild M agic Surge table im mediately after you cast a sorcerer spell o f 1st level or higher. You then regain the use o f this feature. Bend Lu ck Starting at 6th level, you have the ability to twist fate u sing your w ild m agic. W h en another creature you can s ee m akes an attack roll, an ability check, or a saving throw, you can u se your reaction and spend 2 sorcery points to roll 1d4 and apply the num ber rolled as a bon u s or penalty (your choice) to the creatu re’s roll. You

can do so after the creature rolls but before any effects o f the roll occur. C

ontrolled

C

haos

At 14th level, you gain a m od icu m o f con trol over the su rges o f your w ild m agic. W h enever you roll on the W ild M agic Surge table, you can roll tw ice and use either number. Sp e l l B o m

bardm ent

B egin ning at 18th level, the harm ful energy o f your spells intensifies. W h en you roll dam age for a spell and roll the highest num ber p ossib le on any o f the dice, c h o o s e one o f th ose dice, roll it again and add that roll to the dam age. You can use the feature only on ce per turn.


W

ild

d 100

01-02

M

a g ic

S

u rg e

Effect

d 100

45-46

You cast levitate on yourself.

the next minute, ignoring this result on subsequent

47-48

A unicorn controlled by the DM appears in a space

49-50

You can’t speak for the next minute. Whenever you

rolls. 03-04

For the next minute, you can see any invisible creature

05-06

A modron chosen and controlled by the DM appears

within 5 feet o f you, then disappears 1 minute later.

if you have line o f sight to it.

07-08

try, pink bubbles float out o f your mouth. 51-52

granting you a +2 bonus to AC and immunity to m agic

disappears 1 minute later.

missile.

You c a st fireball as a 3rd-level spell centered on

53-54

You cast m a g ic missile as a 5th-level spell.

55-56

11-12

Roll a d10. Your height changes by a number o f inches

57-58

equal to the roll. If the roll is odd, you shrink. If the

17-18

Your hair falls out but grows back within 24 hours. For the next minute, any flammable object you touch that isn’t being worn or carried by another creature

roll is even, you grow. You cast confusion centered on yourself.

You are immune to being intoxicated by alcohol for the next 5d6 days.

09-10

15-16

A spectral shield hovers near you for the next minute,

in an unoccupied space within 5 feet o f you, then

yourself.

13-14

Effect

Roll on this table at the start o f each o f your turns for

bursts into flame. 59-60

You regain your lowest-level expended spell slot.

For the next minute, you regain 5 hit points at the

61-62

For the next minute, you must shout when you speak.

start o f each o f your turns.

63-64

You cast fog cloud centered on yourself.

You grow a long beard made o f feathers that remains

65-66

until you sneeze, at which point the feathers explode out from your face. 19-20

You cast grease centered on yourself.

21-22

Creatures have disadvantage on saving throws against

Up to three creatures you choose within 30 feet o f you take 4d10 lightning damage.

67-68

You are frightened by the nearest creature until the end o f your next turn.

69-70

the next spell you cast in the next minute that involves

Each creature within 30 feet o f you becomes invisible for the next minute. The invisibility ends on a creature

a saving throw.

when it attacks or casts a spell.

23-24

Your skin turns a vibrant shade of blue. A rem ove curse

71-72

You gain resistance to all damage for the next minute.

spell can end this effect.

73-74

A random creature within 60 feet o f you becomes

25-26

An eye appears on your forehead for the next minute. 75-76

You glow with bright light in a 30-foot radius for the

During that time, you have advantage on Wisdom

poisoned for 1d4 hours.

(Perception) checks that rely on sight.

next minute. Any creature that ends its turn within 5

27-28

For the next minute, all your spells with a casting time

feet o f you is blinded until the end o f its next turn.

29-30

You teleport up to 60 feet to an unoccupied space of

o f 1 action have a casting time o f 1 bonus action. your choice that you can see. 31-32

77-78

throw, you turn into a sheep for the spell’s duration. 79-80

You are transported to the Astral Plane until the end o f your next turn, after which time you return

81-82

to the space you previously occupied or the nearest

83-84

35-36

You cast m irror image.

Roll a d10. Your age changes by a number o f years

87-88

You ca st fly on a random creature within 60 feet o f you.

equal to the roll. If the roll is odd, you get younger

89-90

You become invisible for the next minute. During that time, other creatures can’t hear you. The invisibility

1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet o f you and are

ends if you attack or cast a spell. 91-92

frightened o f you. They vanish after 1 minute. 39-40

You regain 2d10 hit points.

41-42

You turn into a potted plant until the start o f your next turn. While a plant, you are incapacitated and points, your pot breaks, and your form reverts.

93-94

Your size increases by one size category for the next

95-96.

You and all creatures within 30 feet o f you gain

minute. vulnerability to piercing damage for the next minute. 97-98

You are surrounded by faint, ethereal music for the

99-00

You regain all expended sorcery points.

next minute.

For the next minute, you can teleport up to 20 feet as a bonus action on each o f your turns.

If you die within the next minute, you immediately come back to life as if by the reincarnate spell.

have vulnerability to all damage. If you drop to 0 hit 43-44

Each creature within 30 feet o f you takes 1d10 necrotic necrotic damage dealt.

85-86

(minimum 1 year old). If the roll is even, you get older. 37-38

You can take one additional action immediately. damage. You regain hit points equal to the sum o f the

Maximize the damage o f the next damaging spell you cast within the next minute.

Illusory butterflies and flower petals flutter in the air within 10 feet o f you for the next minute.

unoccupied space if that space is occupied. 33-34

You cast p olym orph on yourself. If you fail the saving


Warlock W ith a pseu d od rag on curled on his shoulder, a young elf in golden ro b e s sm iles warm ly, w eavin g a m agical charm into his h oneyed w ord s and ben din g the palace sentinel to his will. A s flam es sprin g to life in her hands, a w izen ed hum an w h isp ers the secret nam e o f her d em on ic patron, infusing her spell with fiendish m agic. Sh iftin g his gaze betw een a battered tom e and the od d alignm ent o f the stars overhead, a w ild-eyed tiefling chants the m ystic ritual that w ill op en a d oorw a y to a distant w orld. W arlock s are seek ers o f the kn ow led ge that lies h idden in the fabric o f the multiverse. T h rou gh pacts m ade with m ysterious beings o f supernatural pow er, w arlock s u n lock m agical effects both subtle and spectacular. D raw ing on the ancient k n ow led ge o f beings such as fey n obles, dem ons, devils, hags, and alien entities o f the Far R ealm , w a rlock s piece together arcan e secrets to bolster their ow n power.

Sw o r n a n d B e h o l d e n A w a rlock is defined by a pact w ith an otherw orldly being. S om etim es the relationship b etw een w arlock and patron is like that o f a cleric and a deity, though the beings that serve as patrons for w arlock s are not gods. A w arlock m ight lead a cult dedicated to a dem on prince, an archdevil, or an utterly alien entity—beings not typically served by clerics. M ore often, though, the arrangem ent is sim ilar to that b etw een a m aster and an apprentice. T h e w arlock learns and grow s in pow er, at the co st o f occa sion a l serv ices perform ed on the patron’s behalf. T h e m agic b estow ed on a w arlock ranges from m inor but lasting alterations to the w arlock's bein g (such as the ability to see in dark n ess or to read any language) to a c c e s s to p ow erfu l spells. Unlike book ish w izards, w a rlock s supplem ent their m agic w ith som e facility at hand-to-hand com bat. T h ey are com fortab le in light arm or and k n ow h ow to use sim ple w eapon s.

D elvers in t o Secrets W a rlock s are driven by an insatiable n eed for kn ow led ge and pow er, w h ich com p els them into their pacts and sh apes their lives. T h is thirst drives w arlock s into their pacts and sh ap es their later careers as w ell. S tories o f w arlock s binding them selves to fiends are w idely know n. But m any w arlock s serve patrons that are not fiendish. S om etim es a traveler in the w ilds co m e s to a strangely beautiful tower, m eets its fey lord or lady, and stum bles into a pact w ithout being fully aw are o f it. A n d som etim es, w hile p orin g over tom es o f


T

h e

W

Level

a rlo c k

Proficiency Bonus

Features

Cantrips Known

Spells Known

Spell Slots

Slot Level

Invocations Known

1st

+2

Otherworldly Patron, Pact Magic

2

2

1

1st

2nd

+2

Eldritch Invocations

2

3

2

1st

2

3rd

+2

Pact Boon

2

4

2

2nd

2

4th

+2

Ability Score Improvement

3

5

2

2nd

2

5th

+3

3

6

2

3rd

3

6th

+3

Otherworldly Patron feature

3

7

2

3rd

3

7th

+3

3

8

2

4th

4 4

8th

+3

Ability Score Improvement

3

9

2

4th

9th

+4

3

10

2

5th

5

10th

+4

Otherworldly Patron feature

4

10

2

5th

5

11th

+4

Mystic Arcanum (6th level)

4

11

3

5th

5

12th

+4

Ability Score Improvement

4

11

3

5th

6

13th

+5

Mystic Arcanum (7th level)

4

12

3

5th

6

14th

+5

Otherworldly Patron feature

4

12

3

5th

6 7

15th

+5

Mystic Arcanum (8th level)

4

13

3

5th

16th

+5

Ability Score Improvement

4

13

3

5th

7

17th

+6

Mystic Arcanum (9th level)

4

14

4

5th

7

18th

+6

14

4

5th

8

+6

— Ability Score Improvement

4

19th

4

15

4

5th

8

20th

+6

Eldritch Master

4

15

4

5th

8

Your patron’s dem an ds might drive you into adventures, or they might con sist entirely o f sm all favors you ca n do b etw een adventures.

forbidden lore, a brilliant but cra zed student’s m ind is op en ed to realities beyond the m aterial w orld and to the alien beings that dw ell in the outer void. O nce a pact is made, a w arlock ’s thirst for know ledge and pow er can ’t be slaked with m ere study and research. N o one m akes a pact with such a m ighty patron if he or she d oesn ’t intend to u se the pow er thus gained. Rather, the vast majority o f w arlocks spend their days in active pursuit o f their goals, w hich typically m eans som e kind o f adventuring. Furtherm ore, the dem ands o f their patrons drive w arlock s tow ard adventure.

C rea tin g a W a r l o c k A s you m ake your w a rlock character, spend som e tim e thinking about your patron and the obligations that your pact im p oses upon you. W hat led you to m ake the pact, and h ow did you m ake contact w ith your patron? W ere you sed u ced into su m m on in g a devil, or did you se e k out the ritual that w ould allow you to m ake contact w ith an alien elder god ? Did you sea rch for your patron, or did your patron find and c h o o s e you? D o you chafe under the obligations o f your pact or serve joyfu lly in anticipation o f the rew ards p rom ised to you? W ork w ith your DM to determ ine h ow big a part your pact w ill play in your character’s adventuring career.

W hat kind o f relationship d o you have w ith your patron? Is it friendly, antagonistic, uneasy, or rom antic? H ow im portant d oes your patron con sid er you to be? W hat part do you play in your patron’s plans? D o you k n ow oth er servants o f your patron? H ow d o e s your patron com m u n icate w ith you? If you have a familiar, it might occa sion a lly sp eak with your patron’s voice. S o m e w arlock s find m essa ges from their patrons etched on trees, m ingled am ong tea leaves, or adrift in the clou d s—m essa g es that only the w arlock can see. Other w arlock s con verse with their patrons in dream s or w akin g visions, or deal only with interm ediaries. Q

u ic k

B u il d

You can m ake a w arlock quickly by follow in g these suggestion s. First, C harism a should be your highest ability score, follow ed by Constitution. S econ d , ch o o s e the charlatan background. Third, c h o o s e the eldritch blast and chill touch cantrips, along with the 1st-level sp ells ray o f sickness and witch bolt.

C lass Fe atu r es A s a w arlock, you gain the follow in g class features. H

it

P o in t s

Hit Dice: 1d8 per w a rlock level Hit Points at 1st Level: 8 + your Constitution m odifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution m odifier per w arlock level after 1st


Additionally, w hen you gain a level in this class,

P r o f ic ie n c ie s

you can c h o o s e on e o f the w arlock spells you kn ow and replace it with another spell from the w arlock spell list, w h ich also m ust be o f a level for w h ich you have spell slots.

A rm or: Light arm or W eapons: Sim ple w eap on s Tools: N one Saving Throws: W isd om , C harism a Skills: C h oose tw o skills from Arcana, D eception , History, Intim idation, Investigation, Nature, and R eligion E q u ip m

ent

You start w ith the follow in g equipm ent, in addition to the equipm ent granted by your background:

Sp e l l c a s t in g A

• (a) a light c ro s s b o w and 20 bolts or (b) any sim ple w eap on

Spell save D C = 8 + your proficiency bonus +

your Charisma modifier

• (a) a com p on en t pou ch or (b) an arcane focu s • (a) a sch ola r’s pack o r (b) a du ng eon eer’s pack • Leather arm or, any sim ple w eapon , and tw o daggers

O t h e r w o r l d l y Pa t r o n

b il it y

C harism a is your spellcastin g ability for your w arlock spells, so you u se your C harism a w henever a spell refers to your spellcastin g ability. In addition, you u se your C harism a m odifier w h en setting the saving th row D C for a w a rlock spell you cast and w h en m akin g an attack roll w ith one.

Spell attack modifier = your proficiency bonus +

your Charisma modifier Sp e l l c a s t in g Fo c u s

At 1st level, you have struck a bargain with an oth erw orldly being o f your choice: the Archfey, the Fiend, or the Great Old O ne, each o f w h ich is detailed

You can u se an arcane focu s (found in chapter 5) as a sp ellcastin g focu s for your w arlock spells.

at the end o f the class description. Your ch oice grants you features at 1st level and again at 6th, 10th,

E l d r it c h In v o c a t i o n s

and 14th level.

Pa c t M a g i c Your arcan e research and the m agic b estow ed on you by your patron have given you facility w ith spells. S e e chapter 10 for the general rules o f spellcastin g and chapter 11 for the w a rlock spell list. C

a n t r ip s

You k n ow tw o cantrips o f your ch oice from the w arlock spell list. You learn additional w a rlock cantrips o f your c h oice at higher levels, as sh ow n in the Cantrips K now n colu m n o f the W arlock table.

In your study o f occu lt lore, you have u nearthed eldritch invocations, fragm ents o f forbidden k n ow led ge that im bue you w ith an abiding m agical ability. At 2nd level, you gain tw o eldritch invocations o f your ch oice. Your invocation options are detailed at the end o f the class description. W h en you gain certain w arlock levels, you gain additional invocations o f your choice, as sh ow n in the Invocations K n ow n colu m n o f the W a rlock table. Additionally, w hen you gain a level in this class, you can c h o o s e one o f the invocations you k n ow and replace it w ith another invocation that you cou ld learn at that level.

Pa c t B o o n Sp e l l Sl o t s T he W arlock table sh ow s h ow m any spell slots you have. T h e table also sh ow s w hat the level o f those slots is; all o f your spell slots are the sam e level. To cast one o f your w arlock spells o f 1st level or higher, you must expend a spell slot. You regain all expended spell slots w hen you finish a short or long rest. F or exam ple, w hen you are 5th level, you have tw o 3rd-level sp ell slots. To cast the 1st-level spell thunderwave, you must spend on e o f th ose slots, and you cast it as a 3rd-level spell. Spe lls K

now n of

1s t L

evel an d

H

ig h e r

At 1st level, you k n ow tw o 1st-level spells o f your ch oice from the w a rlock spell list. The S p ells K n ow n colu m n o f the W a rlock table sh ow s w hen you learn m ore w a rlock spells o f your ch oice o f 1st level and higher. A spell you c h o o s e m ust be o f a level n o higher than w hat’s sh ow n in the table's S lot Level colu m n for your level. W h en you reach 6th level, for exam ple, you learn a n ew w a rlock spell, w h ich can be 1st, 2nd, or 3rd level.

At 3rd level, your otherw orldly patron bestow s a gift u pon you for your loyal service. You gain on e o f the follow in g features o f your choice. Pa c t

of th e

Ch

a in

You learn the find familiar spell and can cast it as a ritual. T h e spell d oesn ’t count against your num ber o f sp ells know n. W h en you cast the spell, you can c h o o s e on e o f the n orm al form s for your fam iliar or on e o f the follow in g sp ecia l form s: imp, pseu dodragon , quasit, or sprite. Additionally, w hen you take the Attack action, you can forgo one o f your ow n attacks to allow your fam iliar to m ake on e attack o f its own. Pa c t

of th e

Blade

Y ou can u se your action to create a pact w ea p on in your em pty hand. You can c h o o s e the form that this m elee w ea p on takes each tim e you create it (see chapter 5 for w ea p on options). Y ou are proficient with it w hile you w ield it. T h is w ea p on coun ts as m agical for the p u rp ose o f overcom in g resistan ce and im m unity to n onm agical attacks and dam age.


Y our pact w ea p on disappears if it is m ore than 5 feet away from you for 1 m inute or m ore. It also disappears if you use this feature again, if you d ism iss the w eap on (no action required), or if you die. You can transform one m agic w eap on into your pact w eap on by perform in g a sp ecial ritual w hile you hold the w eapon . You p erform the ritual over the cou rse o f 1 hour, w hich can b e don e during a short rest. You can then d ism iss the w eapon , shunting it into an extradim ensional space, and it appears w henever you

Y o u r Pa c t B o

create your pact w eap on thereafter. You ca n ’t affect an artifact or a sentient w ea p on in this way. T h e w eapon ce a se s bein g your pact w eapon if you die, if you perform the 1-hour ritual on a different w eapon , or if you use a 1-hour ritual to break your bon d to it. The w eapon appears at your feet if it is in the extradim ensional sp ace w hen the bon d breaks. Pa c t

of th e

T ome

Your patron gives you a grim oire called a B o o k of Sh a dow s. W h en you gain this feature, c h o o s e three cantrips from any cla ss’s spell list. W h ile the b o o k is on your person , you can cast th ose cantrips at w ill. They d on ’t count against your num ber o f cantrips known. If you lose your B o o k o f S h a dow s, you can perform a 1-hour cerem on y to receive a replacem ent from your patron. T his cerem on y can be perform ed during a short or long rest, and it destroys the previous book . The b o o k turns to ash w hen you die.

A b ility Score Im pro vem en t W h en you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can in crease on e ability sco re o f your c h oice by 2, or you can in crease tw o ability s c o r e s o f your ch oice by 1. A s norm al, you can't in crease an ability sco re above 20 using this feature.

on

Each Pact Boon option produces a special creature or an object that reflects your patron’s nature. Pact o f the Chain. Your familiar is more cunning than a typical familiar. Its default form can be a reflection o f your patron, with sprites and pseudodragons tied to the Archfey and imps and quasits tied to the Fiend. Because the Great Old One’s nature is inscrutable, any familiar form is suitable for it. Pact o f the Blade. If your patron is the Archfey, your weapon might be a slender blade wrapped in leafy vines. If you serve the Fiend, your weapon could be an axe made o f black metal and adorned with decorative flames. If your patron is the Great Old One, your weapon might be an ancient-looking spear, with a gemstone embedded in its head, carved to look like a terrible unblinking eye. Pact o f the Tome. Your Book o f Shadows might be a fine, gilt-edged tome with spells o f enchantment and illusion, gifted to you by the lordly Archfey. It could be a weighty tome bound in demon hide studded with iron, holding spells of conjuration and a wealth of forbidden lore about the sinister regions of the cosmos, a gift of the Fiend. Or it could be the tattered diary o f a lunatic driven mad by contact with the Great Old One, holding scraps o f spells that only your own burgeoning insanity allows you to understand and cast.

O t h e r w o r ld ly P a tro n s T h e beings that serve as patrons for w arlock s are m ighty inhabitants o f other planes o f ex isten ce—not gods, but alm ost godlike in their pow er. V arious patrons give their w arlock s a c c e s s to different p ow ers and invocations, and ex p ect significant favors in return. S om e patrons collect w arlocks, doling out m ystic kn ow led ge relatively freely o r boastin g o f their ability to bind m ortals to their will. Other patrons bestow their p ow er only grudgingly, and might m ake a pact with only one w arlock. W arlocks w h o serve the sam e patron m ight view each other as allies, siblings, or rivals.

M y s tic A r c a n u m

T he A r ch fey

At 11th level, your patron bestow s upon you a m agical

Your patron is a lord or lady o f the fey, a creature o f

secret called an arcanum . C h oose on e 6th-level spell from the w a rlock spell list as this arcanum . You can cast your arcanum sp ell on ce w ithout expending a spell slot. You m ust finish a long rest before you can do s o again. At higher levels, you gain m ore w arlock sp ells o f your

legend w h o holds secrets that w ere forgotten before the m ortal races w ere born. T h is b ein g ’s m otivations are often inscrutable, and som etim es w him sical, and m ight involve a striving for greater m agical p ow er or the settling o f age-old grudges. B eings o f this sort include the P rin ce o f Frost; the Q ueen o f A ir and D arkness, ruler o f the G loam in g Court; Titania o f the S u m m er Court; her con sort O beron, the G reen L ord; Hyrsam , the P rin ce o f F ools; and ancient hags.

ch oice that can b e cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all u ses o f your M ystic A rca n u m w hen you finish a long rest.

E x p a n d e d Sp e l l L is t

E ld r itch M a ster At 20th level, you can draw on your inner reserve o f m ystical pow er w hile entreating your patron to regain expended spell slots. You can spend 1 m inute entreating your patron for aid to regain all your expended spell slots from your Pact M agic feature. O nce you regain spell slots w ith this feature, you m ust finish a long rest before you can do s o again.

T h e A rch fey lets you c h o o s e from an expan ded list o f sp ells w hen you learn a w arlock spell. The follow in g sp ells are added to the w arlock spell list for you. A

rc h fey

Spell Level

Ex

p a n d e d

S

pells

Spells

1st

faerie fire, sleep

2nd

calm em otions, p h a n ta sm a l force

3rd

blink, plant grow th

4th

dom inate beast, greater invisibility

5th

dom inate person, seem ing


Fey P resence Starting at 1st level, your patron bestow s u pon you the ability to project the begu ilin g and fearsom e presen ce o f the fey. A s an action, you can cau se each creature in a 10-foot cu b e originating from you to m ake a W isd om saving th row against your w a rlock spell save DC. The creatu res that fail their saving th row s are all charm ed or frightened by you (your ch oice) until the end of your next turn. O nce you u se this feature, you ca n ’t use it again until you finish a short or lon g rest. M

is t y

E x p a n d e d Sp e l l L

Fie

your reaction to turn invisible and teleport up to 60 feet to an u noccu pied sp ace you can see. You rem ain invisible until the start o f your next turn or until you attack or cast a spell. O nce you u se this feature, you can't use it again until you finish a short or lon g rest. B e g u il in g D

efenses

B egin ning at 10th level, your patron teaches you h ow to turn the m ind-affecting m agic o f your en em ies against them. You are im m une to bein g charm ed, and w hen another creature attem pts to ch a rm you, you can use your reaction to attempt to turn the charm b a ck on that creature. The creature m ust su cceed on a W isdom saving throw against your w arlock spell save D C or b e charm ed by you for 1 minute or until the creature takes any dam age. Dark D

e l ir iu m

Starting at 14th level, you can plunge a creature into an illusory realm . A s an action, c h o o s e a creature that you can see w ithin 60 feet o f you. It must m ake a W isd om saving th row against y ou r w arlock spell save DC. O n a failed save, it is charm ed or frightened by you (your ch oice) for 1 m inute or until your concentration is broken (as if you are concentratin g on a spell). This effect ends early if the creature takes any dam age. Until this illusion ends, the creature thinks it is lost in a m isty realm , the appearan ce o f w hich you ch oose. The creature can s e e and hear only itself, you, and the illusion. Y ou m ust finish a sh ort or long rest before you can u se this feature again.

T h e F ie n d You have m ade a pact w ith a fiend from the low er planes o f existence, a being w h o s e aim s are evil, even if you strive against th ose aim s. S u ch beings desire the corruption or destruction o f all things, ultim ately including you. Fiends pow erfu l en ough to forge a pact include dem on lords su ch as D em ogorgon , O rcus, F raz’Urb-luu, and Baphom et; archdevils such as A sm od eu s, Dispater, M ephistopheles, and Belial; pit fiends and balors that are esp ecia lly m ighty; and ultroloths and other lords o f the yugoloths.

Ex

n d

p a n d e d

Spell Level

S

pells

Spells

1st

E scape

Starting at 6th level, you can vanish in a puff o f mist in respon se to harm. W h en you take dam age, you can use

is t

The Fiend lets you c h o o s e from an expanded list of spells w hen you learn a w arlock spell. T h e follow in g spells are added to the w arlock sp ell list for you.

b u rn ing hands, c o m m a n d

2nd

blindness/deafness, scorch ing ray

3rd

fireball, stinking cloud

4th

fire shield, wall o f fire

5th

fla m e strike, hallow

D a r k O n e ’s B l e s s in g Starting at 1st level, w hen you reduce a hostile creature to 0 hit points, you gain tem porary hit points equal to your Charism a m odifier + your w arlock level (m inim um o f 1). Dark O

n e ’s

O

w n

Luck

Starting at 6th level, you can call on your patron to alter fate in your favor. W h en you m ake an ability ch eck or a saving throw, you can u se this feature to add a d 10 to your roll. You can do s o after seein g the initial roll but before any o f the roll’s effects occur. O nce you u se this feature, you c a n ’t use it again until you finish a short or long rest. F ie n d is h R

e s il ie n c e

Starting at 10th level, you can c h o o s e one dam age type w hen you finish a sh ort or long rest. You gain resistan ce to that dam age type until you c h o o s e a different one w ith this feature. D am age from m agical w ea p on s or silver w ea p on s ig n ores this resistance. H

url

T

hrough

H

ell

Starting at 14th level, w hen you hit a creature w ith an attack, you can use this feature to instantly transport the target through the low er planes. The creature disappears and hurtles through a nightm are landscape. At the end o f your next turn, the target returns to the sp a ce it previously o ccu pied, or the nearest u n occu pied space. If the target is not a fiend, it takes 10d 10 psychic dam age as it reels from its h orrific experience. O nce you u se this feature, you ca n ’t u se it again until you finish a long rest.

T he G r eat O ld O n

e

Your patron is a m ysterious entity w h ose nature is utterly foreign to the fabric o f reality. It might co m e from the Far Realm , the sp a ce beyon d reality, or it cou ld be one o f the elder g od s know n only in legends. Its m otives are in com prehen sible to m ortals, and its kn ow led ge so im m en se and ancient that even the greatest libraries pale in com p a rison to the vast secrets it holds. The Great Old O ne might b e unaw are o f your existence or entirely indifferent to you, but the secrets you have learn ed allow you to draw your m agic from it. Entities o f this type include Ghaunadar, called That W h ich Lurks; Tharizdun, the C hained G od; D endar, the Night Serpent; Zargon, the Returner; Great Cthulhu; and other unfathom able beings.


E x p a n d e d Sp e l l L

A

ist

The Great Old One lets you ch o o s e from an expanded list o f spells w hen you learn a w arlock spell. The follow in g spells are added to the w arlock spell list for you.

A G

reat

O

ld

Spell Level

O

ne

Ex

p a n d e d

S

pells

Spells

1st

dissonant whispers, T ash a's hideous laughter

2nd

detect thoughts, p h a n ta sm a l force

3rd

clairvoyance, sending

4th

dom inate beast, E va rd ’s black tentacles

5th

do m in ate person, telekinesis

rm or of

Sh a d o w

s

You can cast mage armor on y ou rself at will, w ithout expen din g a spell slot or m aterial com pon ents. scendant

St e p

Prerequisite: 9th level You can cast levitate on y ou rself at will, w ithout expending a spell slot or material com pon ents. B e ast Speech You can cast speak with animals at will, without expending a spell slot. B e g u il in g In flu en ce

A w a k e n e d M in d Starting at 1st level, your alien kn ow led ge gives you the ability to touch the m inds o f other creatures. You can com m u n icate telepathically with any creature you can see w ithin 30 feet o f you. You don ’t need to share a language with the creature for it to understand your telepathic utterances, but the creature m ust be able to understand at least on e language.

Prerequisite: 7th level

E n t r o p ic W a r d

Prerequisite: Pact o f the Tome feature

You gain proficiency in the D eception and P ersu asion skills. Bew

it c h in g

T

hought

Sh iel d

Starting at 10th level, your thoughts ca n ’t b e read by telepathy or other m ea n s unless you allow it. You also have resistan ce to psychic dam age, and w henever a creature deals psychic dam age to you, that creature takes the sam e am ount o f dam age that you do. C

reate

T

h ispe r s

You can cast compulsion on ce using a w arlock spell slot. You c a n ’t d o s o again until you finish a long rest. Book

At 6th level, you learn to m agically w ard y ou rself against attack and to turn an en em y’s failed strike into g ood luck for yourself. W h en a creature m akes an attack roll against you, you can use your reaction to im p ose disadvantage on that roll. If the attack m isses you, your next attack roll against the creature has advantage if you m ake it b efore the end o f your next turn. O nce you use this feature, you ca n ’t use it again until you finish a short or lon g rest.

W

of

A

n c ie n t

Se c r e t s

You can n ow in scribe m agical rituals in your B o o k o f Sh a dow s. C h oose tw o 1st-level sp ells that have the ritual tag from any cla ss’s spell list. The sp ells appear in the b o o k and d on ’t count against the num ber o f spells you know. W ith your B o o k o f S h a d ow s in hand, you can cast the ch osen spells as rituals. You ca n ’t cast the spells except as rituals, u nless y ou ’ve learned them by som e other m eans. You can also cast a w arlock spell you kn ow as a ritual if it has the ritual tag. On your adventures, you can add other ritual sp ells to your B o o k o f S h adow s. W h en you find such a spell, you can add it to the b o o k if the sp ell’s level is equal to or less than h alf your w a rlock level (rounded up) and if you can spare the tim e to tran scribe the spell. For each level o f the spell, the transcription p r o ce s s takes 2 hours and c o sts 50 gp for the rare inks n eeded to in scribe it.

hrall

At 14th level, you gain the ability to infect a h um an oid’s m ind w ith the alien m a gic o f your patron. You can use your action to touch an incapacitated hum anoid. That creature is then ch a rm ed by you until a remove curse spell is cast on it, the ch arm ed condition is rem oved from it, or you u se this feature again. You can com m u n ica te telepathically w ith the charm ed creature as long as the tw o o f you are on the sam e plane o f existence.

C

h a in s of

C arceri

Prerequisite: 15th level, Pact o f the Chain feature You can cast hold monster at w ill—targeting a celestial, fiend, or elem ental—w ithout expending a spell slot or m aterial com pon ents. You m ust finish a long rest before you can use this invocation on the sam e creature again. D

e v i l ’s

Sig h t

Y ou can see n orm ally in darkness, both m agical and n onm agical, to a distance o f 120 feet.

E l d r it c h In v o c a t io n s

D

If an eldritch invocation has prerequisites, you must

Prerequisite: 7th level

m eet them to learn it. You can learn the invocation at the sam e tim e that you m eet its prerequisites.

You can cast confusion on ce using a w a rlock spell slot.

A

g o n iz in g

Blast

Prerequisite: eldritch blast cantrip W h en you cast eldritch blast, add your Charism a m odifier to the dam age it deals on a hit.

readful

W

ord

You ca n ’t do so again until you finish a long rest. E l d r it c h Sig h t You can cast detect magic at w ill, w ithout expending a spell slot.


E l d r it c h Sp e a r

O

Prerequisite: eldritch blast cantrip

Prerequisite: 9th level

W h en you cast eldritch blast, its range is 3 0 0 feet.

You can cast jump on y ou rself at w ill, w ithout expending a spell slot or m aterial com pon ents.

Eyes

Rune K

of th e

therw orldly

L

eap

eeper

You can read all w riting.

R

e p e l l in g

Blast

Prerequisite: eldritch blast cantrip F ie n d is h V

ig o r

You ca n cast false life on y ou rself at w ill as a 1st-level spell, w ithout expen din g a spell slot or m aterial com pon ents. G

T

aze of

wo

M

in d s

You can u se your action to touch a w illing hum anoid and perceive through its sen ses until the end o f your next turn. A s long as the creature is on the sam e plane o f existence as you, you can use your action on subsequent turns to m aintain this conn ection , extending the duration until the end o f your next turn. W h ile perceivin g through the other creatu re’s sen ses, you benefit from any sp ecia l se n se s p o s s e s s e d by that creature, and you are blinded and deafened to your ow n surroundings.

W h en you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line. Sc u lpto r

F lesh

of

Prerequisite: 7th level Y ou can cast polymorph on ce usin g a w arlock spell slot. Y ou ca n ’t do s o again until you finish a lon g rest. Sig n

of

Ill O

men

Prerequisite: 5th level Y ou can cast bestow curse on ce using a w a rlock spell slot. You ca n ’t do so again until you finish a long rest. T

h ie f o f

F i v e Fa t e s

You can cast bane o n ce usin g a w a rlock spell slot. You c a n ’t do so again until you finish a lon g rest.

L

if e d r in k e r

Prerequisite: 12th level, Pact o f the Blade feature W h en you hit a creature with your pact w eapon , the creature takes extra n ecrotic dam age equal to your C harism a m odifier (m inim um 1). M

a sk of

M

an y

Fa c e s

T

h ir s t in g

Blade

Prerequisite: 5th level, Pact o f the Blade feature You can attack with your pact w ea p on tw ice, instead o f on ce, w henever you take the A ttack action on your turn. V

is io n s o f

D

is t a n t

R

ealm s

You can cast disguise self at will, without expending

Prerequisite: 15th level

a spell slot.

You can cast arcane eye at will, without expending a spell slot.

M

M y r ia d Fo r m s

aster of

Prerequisite: 15th level

V

You can cast alter self at will, w ithout expending a spell slot.

Prerequisite: Pact o f the Chain feature

M

in io n s o f

C

haos

Prerequisite: 9th level You can cast conjure elemental on ce using a w a rlock spell slot. You ca n ’t do s o again until you finish a long rest. ir e t h e

M

You can cast slow on ce using a w arlock spell slot. You c a n ’t do so again until you finish a lon g rest. V

ne w it h

Sh a d o w

aster

h is p e r s o f t h e

G

rave

it c h

Sig h t

Prerequisite: 15th level

is io n s

You can cast silent image at will, w ithout expending a spell slot or material com pon ents. O

M

You can cast speak with dead at w ill, w ithout expending a spell slot. W

is t y

h a in

Prerequisite: 9th level

in d

Prerequisite: 5th level

M

C

You can com m u n icate telepathically w ith your fam iliar and perceive through your fam iliar’s sen ses as lon g as you are on the sam e plane o f existence. Additionally, w hile perceivin g through your fam iliar’s sen ses, you can also sp eak through your fam iliar in your ow n voice, even if your fam iliar is n orm ally incapable o f sp eech . W

M

o ic e o f t h e

s

Prerequisite: 5th level W h en you are in an area o f dim light or darkness, you can u se your action to b e c o m e invisible until you m ove or take an action or a reaction.

You can see the true form o f any sh ap ech an ger or creature con cea led by illusion or transm utation m agic w hile the creature is w ithin 30 feet o f you and w ithin line o f sight.


W iz a r d Clad in the silver rob es that denote her station, an elf c lo se s her eyes to shut out the distractions o f the battlefield and beg in s her quiet chant. Fin gers w eaving in front o f her, she com pletes her spell and launches a tiny bead o f fire tow ard the en em y ranks, w here it erupts into a conflagration that engulfs the soldiers. C h ecking and rech eck in g his w ork, a hum an scrib e s an intricate m agic circle in chalk on the bare stone floor, then sprin kles p ow dered iron along every line and graceful curve. W h en the circle is com plete, he dron es a long incantation. A hole op en s in sp ace inside the circle, bringing a w h iff o f brim ston e from the otherw orldly plane beyond. Crou ch in g on the floor in a du ngeon intersection, a gnom e tosses a handful o f sm all b on es in scribed with m ystic sym bols, muttering a few w ord s o f p ow er over them. C losin g his eyes to see the vision s m ore clearly, he n ods slowly, then op en s his eyes and points dow n the pa ssa ge to his left. W izards are suprem e m agic-users, defined and united as a class by the spells they cast. D raw ing on the subtle w eave o f m agic that perm eates the cosm os, w izards cast spells o f explosive fire, arcing lightning, subtle deception, and brute-force m ind control. T heir m agic conjures m onsters from other p lanes o f existence, glim p ses the future, or turns slain foes into zom bies. Their mightiest spells change one substance into another, call m eteors dow n from the sky, or open portals to other w orlds.

Scholars of the A rcane W ild and enigm atic, varied in form and function, the pow er o f m a gic draw s students w h o seek to m aster its m ysteries. S om e aspire to b e c o m e like the gods, shaping reality itself. T h ou gh the casting o f a typical spell requ ires m erely the utterance o f a few strange w ords, fleeting gestures, and som etim es a pinch or clum p o f exotic m aterials, th ese su rface com pon en ts barely hint at the expertise attained after years o f apprenticeship and cou n tless h ours o f study. W izards live and die by their spells. Everything else is secon dary. Th ey learn n ew sp ells as they experim ent and g row in experience. They can also learn them from other w izards, from ancient tom es or inscriptions, and from ancient creatu res (such as the fey) that are steeped in m agic.


Th

e

W

iz a r d

— Spells Slots per Spell Level —

Level

Proficiency Bonus

1st

2nd

3rd

4th

5th

6th

7th

1st

+2

Spellcasting, Arcane Recovery

3

2

2nd

+2

Arcane Tradition

3

3

Features

Cantrips Known

8th

9th —

3rd

+2

3

4

2

4th

+2

Ability Score Improvement

4

4

3

4

4

3

2

4

4

3

3

5th

+3

6th

+3

— Arcane Tradition feature

7th

+3

4

4

3

3

1

8th

+3

Ability Score Improvement

4

4

3

3

2

9th

+4

4

4

3

3

3

10th

+4

Arcane Tradition feature

5

4

3

3

3

2

11th

+4

5

4

3

3

3

2

12th

+4

Ability Score Improvement

5

4

3

3

3

2

1

1

1 —

13th

+5

5

4

3

3

3

2

1 1

14th

+5

Arcane Tradition feature

5

4

3

3

3

2

1 1

15th

+5

5

4

3

3

3

2

1 1

— —

— —

1

— —

16th

+5

Ability Score Improvement

5

4

3

3

3

2

1 1

1

17th

+6

5

4

3

3

3

2

1 1

1

1

18th

+6

Spell Mastery

5

4

3

3

3

3

1 1

1

1

19th

+6

Ability Score Improvement

5

4

3

3

3

3

2

1

1

20th

+6

Signature Spell

5

4

3

3

3

3

2

1

1

T he L ure of K now ledge W iz a rd s’ lives are seld om m undane. T h e closest a w izard is likely to c om e to an ordinary life is w orkin g as a sage or lectu rer in a library or university, teaching others the secrets o f the multiverse. Other w izard s sell their serv ices as diviners, serve in m ilitary forces, or pursue lives o f crim e or dom ination. But the lure o f kn ow led ge and p ow er calls even the m ost unadventurous w iza rd s out o f the safety o f their libraries and laboratories and into cru m blin g ruins and lost cities. M ost w izards believe that their counterparts in ancient civilizations k n ew secrets o f m agic that have been lost to the ages, and d iscov erin g th ose secrets cou ld u n lock the path to a pow er greater than any m agic available in the present age.

C r e a t in g a W iz a r d

__________

Creating a w izard character dem ands a backstory dom inated by at least on e extraordinary event. H ow did your character first co m e into contact with m agic? H ow did you d iscover you had an aptitude for it? D o you have a natural talent, or did you sim ply study hard and practice incessantly? Did you encounter a m agical creature or an ancient tom e that taught you the ba sics o f m agic? W hat drew you forth from your life o f study? D id your first taste o f m agical k n ow led ge leave you hungry for m ore? Have you received w ord o f a secret repository o f kn ow led ge not yet plundered by any other w izard? Perhaps y ou ’re sim ply eager to put your new found m agical skills to the test in the face o f danger.

Q

u ic k

1 2

Bu il d

You can m ake a w izard quickly by follow in g these suggestion s. First, Intelligence should be your highest ability score, follow ed by Constitution or Dexterity. If you plan to join the S c h o o l o f Enchantm ent, m ake C harism a your next-best score. S econ d , c h o o s e the sage background. Third, c h o o s e the mage hand, light, and ray o f frost cantrips, along with the follow in g 1st-level sp ells for your sp ellbook : burning hands, charm person, feather fall, mage armor, magic missile, and sleep.

C lass Features A s a w izard, you gain the follow in g class features. H

it

Po in t s

Hit Dice: 1d6 per w izard level Hit Points at 1st Level: 6 + your Constitution m odifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution m odifier per w izard level after 1st P r o fic ie n c ie s Arm or: N one Weapons: D aggers, darts, slings, quarterstaffs, light c ro s sb o w s Tools: N one Saving Throws: Intelligence, W isd om Skills: C h oose tw o from A rcana, History, Insight, Investigation, M edicine, and R eligion


E q u ip m

ent

You start with the follow in g equipm ent, in addition to the equipm ent granted by your background: • • • •

(a) a quarterstaff or (b) a dagger (a) a com pon en t pou ch or (b) an arcane focu s (a) a sch ola r’s pack o r (b) an explorer’s pack A sp ellb ook

Spellcastin g A s a student o f arcan e m agic, you have a sp ellb ook contain in g spells that sh ow the first glim m erings of your true pow er. S e e chapter 10 for the general rules of sp ellcastin g and chapter 11 for the w izard spell list. C a n t r ip s At 1st level, you k n ow three cantrips o f your ch oice from the w izard spell list. You learn additional w izard cantrips o f your ch oice at higher levels, as sh ow n in the Cantrips K n ow n colum n o f the W izard table.

Yo u r S pellb o o k The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature o f the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library. Copying a Spell into the Book. When you find a wizard spell o f 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it. Copying a spell into your spellbook involves reproducing the basic form o f the spell, then deciphering the unique system o f notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation. For each level o f the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells. Replacing the Book. You can copy a spell from your own spellbook into another book— for example, if you want to make a backup copy o f your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level o f the copied spell. If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder o f your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place. The Book’s Appearance. Your spellbook is a unique compilation o f spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection o f notes scrounged together after you lost your previous spellbook in a mishap.

Sp e l l b o o k At 1st level, you have a sp ellb ook contain in g six 1st-level w izard spells o f your choice. P r e p a r in g

and

C

a s t in g

Spells

T h e W izard table sh ow s h ow m any spell slots you have to cast your spells o f 1st level and higher. To cast on e o f these spells, you m ust expend a slot o f the sp ell’s level or higher. You regain all expen ded spell slots w hen you finish a lon g rest. You prepare the list o f w izard spells that are available for you to cast. To do so. c h o o s e a num ber o f w izard spells from your sp ellb ook equal to your Intelligence m odifier + your w izard level (m inim um o f on e spell). The spells must be o f a level for w hich you have spell slots. For exam ple, if you're a 3rd-level w izard, you have four 1st-level and tw o 2nd-level spell slots. W ith an Intelligence o f 16, your list o f prepared sp ells can include six spells o f 1st or 2nd level, in any com bination, ch osen from your sp ellbook . If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell d oesn ’t rem ove it from your list o f prepared spells. You can change your list o f prepared spells w hen you finish a long rest. P reparin g a n ew list o f w izard spells requires tim e spent studying your sp ellb ook and m em orizin g the incantations and gestures you m ust m ake to cast the spell: at least 1 m inute per spell level for each spell on your list. Sp e l l c a s t in g A

b il it y

Intelligence is your sp ellcastin g ability for your w izard spells, sin ce you learn your sp ells through dedicated study and m em orization. You use your Intelligence w hen ever a spell refers to your sp ellcastin g ability. In addition, you u se your Intelligence m odifier w hen setting the saving th row D C for a w izard spell you cast and w hen m akin g an attack roll w ith one. Spell save D C = 8 + your proficiency bonus +

your Intelligence modifier Spell attack modifier = your proficiency bonus +

your intelligence modifier R

it u a l

C

a s t in g

You ca n cast a w izard spell as a ritual if that spell has the ritual tag and you have the spell in your sp ellbook . You don't n eed to have the sp ell prepared. Sp e l l c a s t in g Fo c u s You can use an arcane focu s (found in chapter 5) as a spellcastin g focu s for your w izard spells. L

e a r n in g

Spe lls

of

1s t L

evel an d

H

ig h e r

E ach tim e you gain a w izard level, you can add tw o w izard spells o f your ch oice to your sp ellbook . Each o f these spells must b e o f a level for w hich you have spell slots, as sh ow n on the W izard table. O n your adventures, you m ight find other spells that you can add to your sp ellb ook (see the “Your S p e llb o o k ” sidebar).


A rcane R ecovery You have learn ed to regain som e o f your m agical energy by studying your sp ellbook . O n ce p er day w hen you finish a short rest, you ca n c h o o s e expen ded spell slots to recover. The spell slots can have a com b in ed level that is equal to or less than h alf your w izard level (rounded up), and n one o f the slots can be 6th level or higher. For example, if you’re a 4th-level wizard, you can recover up to tw o levels w orth o f spell slots. You can recover either a 2nd-level spell slot or tw o 1st-level spell slots.

A rcan e T ra d itio n W h en you reach 2nd level, you c h o o s e an arcane tradition, shaping your practice o f m agic through one o f eight sch ools: Abjuration, Conjuration, Divination, Enchantm ent, Evocation, Illusion, N ecrom ancy, or Transmutation, all detailed at the end o f the class description. Your ch oice grants you features at 2nd level and again at 6th, 10th, and 14th level.

A b il it y S co r e Im pr o v e m e n t W h e n you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can in crease on e ability sc o r e o f your ch oice by 2, or you ca n in crease tw o ability s c o r e s o f your ch oice by 1. A s norm al, you ca n ’t in crease an ability sco re above 20 using this feature.

the ages have cataloged thousands o f spells, grouping them into eight categories called sch ools, as d escrib ed in chapter 10. In som e places, these traditions are literally sch ools; a w izard m ight study at the S c h o o l o f Illusion w hile another studies a cross tow n at the S ch o o l o f Enchantm ent. In other institutions, the sch ools are m ore like acad em ic departm ents, w ith rival faculties com petin g for students and funding. Even w iza rd s w ho train apprentices in the solitude o f their ow n tow ers use the division o f m agic into sch o o ls as a learning device, sin ce the spells o f each sch o o l require m astery o f different techniques.

S c h o o l of A bju r atio n T h e S c h o o l o f Abjuration em p h a sizes m agic that block s, banishes, or protects. D etractors o f this sc h o o l say that its tradition is about denial, negation rather than positive assertion. You understand, however, that ending harm ful effects, protecting the w eak, and banishing evil influences is anything but a p h ilosoph ica l void. It is a proud and resp ected vocation. C alled abjurers, m em bers o f this sch o o l are sought w hen baleful spirits require exorcism , w hen im portant location s m ust be guarded against m agical spying, and w hen portals to other planes o f existence must be closed. A

b j u r a t io n

Sa v a n t

Spell M a st e ry

B egin ning w hen you select this sch ool at 2nd level, the gold and tim e you m ust spend to cop y an abjuration spell into your sp ellb ook is halved.

At 18th level, you have achieved such m astery over

A

certain sp ells that you can cast them at w ill. C h oose a 1st-level w izard spell and a 2nd-level w izard spell that are in your sp ellbook . You can cast th ose spells at their low est level without expending a spell slot w hen you have them prepared. If you w ant to cast either spell at a higher level, you must expend a spell slot as norm al. By spen din g 8 hours in study, you can exchange one or both o f the spells you c h ose for different spells o f the sa m e levels.

Sig n a tu r e Spells W h en you reach 20th level, you gain m astery over tw o pow erful spells and can cast them with little effort. C h oose tw o 3rd-level w izard spells in your sp ellbook as your signature spells. You always have th ese spells prepared, they don ’t count against the num ber o f spells you have prepared, and you can cast each o f them on ce at 3rd level without expending a spell slot. W h en you do so, you can ’t do s o again until you finish a short or long rest. If you w ant to cast either spell at a higher level, you m ust expend a spell slot as norm al.

A r c a n e T r a d it io n s T h e study o f w izardry is ancient, stretching ba ck to the earliest m ortal discov eries o f m agic. It is firmly established in the w orlds o f D&D, with various traditions dedicated to its com p lex study. Th e m ost co m m o n arcan e traditions in the m ultiverse revolve around the sch o o ls o f m agic. W izard s through

rcane

Ward

Starting at 2nd level, you can w eave m agic around you rself for protection. W h en you cast an abjuration spell o f 1st level or higher, you can sim ultaneously use a strand o f the spell’s m agic to create a m agical w ard on you rself that lasts until you finish a long rest. T h e w ard has hit points equal to tw ice your w izard level + your Intelligence modifier. W h enever you take dam age, the w ard takes the dam age instead. If this dam age reduces the w ard to 0 hit points, you take any rem aining dam age. W h ile the w ard has 0 hit points, it ca n ’t absorb dam age, but its m agic rem ains. W h enever you cast an abjuration spell o f 1st level or higher, the w ard regains a num ber o f hit points equal to tw ice the level o f the spell. O n ce you create the w ard, you can't create it again until you finish a long rest. P r o jected W a r d Starting at 6th level, w h en a creature that you can see w ithin 30 feet o f you takes dam age, you can u se your reaction to cau se your A rca n e W ard to absorb that dam age. If this dam age red u ces the w ard to 0 hit points, the w arded creature takes any rem aining dam age. Im pr o v e d A

b j u r a t io n

B egin ning at 10th level, w hen you cast an abjuration spell that requ ires you to m ake an ability ch eck as a part o f casting that spell (as in counterspell and dispel magic), you add your proficiency bon u s to that ability check.


object that you have seen. The object is visibly m agical, radiating dim light out to 5 feet. The ob ject disappears after 1 hour, w hen you use this feature again, or if it takes any dam age. B e n ig n T

r a n s p o s it io n

Starting at 6th level, you can u se your action to teleport up to 30 feet to an u n occu p ied sp ace that you can see. Alternatively, you can c h o o s e a sp ace w ithin range that is occu p ied by a Sm all or M edium creature. If that creature is w illing, you both teleport, sw appin g p laces. O nce you u se this feature, you c a n ’t u se it again until you finish a long rest or you cast a conjuration spell o f 1st level or higher. Focu sed C

o n j u r a t io n

B egin ning at 10th level, w hile you are concentrating on a conjuration spell, your concentration ca n ’t be broken as a result o f taking dam age. D

urable

Su m m o n s

Starting at 14th level, any creature that you su m m on or create w ith a conjuration spell has 30 tem porary hit points.

Sch o o l of D iv in a tio n Th e cou n sel o f a diviner is sought by royalty and com m on ers alike, for all seek a clearer understanding o f the past, present, and future. A s a diviner, you strive to part the veils o f space, time, and co n scio u sn e ss so that you can see clearly. You w ork to m aster spells o f discernm ent, rem ote view ing, supernatural know ledge, and foresight. D Spell R

e s is t a n c e

Starting at 14th level, you have advantage on saving th row s against spells. Furtherm ore, you have resistan ce against the dam age o f spells.

iv in a t io n

Sa v a n t

B egin ning w hen you select this sch o o l at 2nd level, the gold and tim e you must sp en d to co p y a divination spell into your sp ellb ook is halved. Portent

grow s, you learn sp ells o f transportation and can teleport y ou rself a cross vast distances, even to other planes o f existence, in an instant.

Starting at 2nd level w hen you c h o o s e this sch ool, g lim p ses o f the future begin to p ress in on your aw areness. W h en you finish a lon g rest, roll tw o d 2 0 s and record the num bers rolled. You can replace any attack roll, saving throw, or ability ch eck m ade by you or a creature that you can see with one o f th ese foretelling rolls. You must c h o o s e to do so b efore the roll, and you can replace a roll in this w ay only on ce per turn. Each foretelling roll can be u sed only on ce. W h en you finish a lon g rest, you lose any u nu sed foretelling rolls.

C

Expert D

Sc h o o l of C o n ju r a tio n A s a conjurer, you favor spells that p rod u ce objects and creatures out o f thin air. You can conjure billow ing clou d s o f killing fog or su m m on creatures from elsew h ere to fight on your behalf. A s your m astery

o n j u r a t io n

Sa v a n t

B egin ning w hen you select this sc h o o l at 2nd level, the gold and tim e you m ust spend to cop y a conjuration spell into your sp ellb ook is halved. M

in o r

C

o n j u r a t io n

Starting at 2nd level w hen you select this sch ool, you can use your action to conjure up an inanim ate object in your hand or on the ground in an u n occu p ied sp ace that you can see w ithin 10 feet o f you. This object can be no larger than 3 feet on a side and w eigh no m ore than 10 pou nds, and its form m ust be that o f a nonm agical

iv in a t io n

B egin ning at 6th level, casting divination sp ells co m e s s o easily to you that it expends only a fraction o f your sp ellcastin g efforts. W h en you cast a divination spell o f 2nd level or higher using a spell slot, you regain one expen ded spell slot. The slot you regain must be o f a level low er than the spell you cast and ca n ’t be higher than 5th level. T

he

T

h ir d

Ey e

Starting at 10th level, you can use your action to in crease your p ow ers o f perception . W h en you do so,


c h o o s e on e o f the follow in g benefits, w h ich lasts until you are incapacitated or you take a short or long rest. You ca n ’t use the feature again until you finish a rest. Darkvision. You gain darkvision out to a range o f 60 feet, as d escrib ed in chapter 8. Ethereal Sight. You can see into the Ethereal Plane w ithin 60 feet o f you. Greater Comprehension. You can read any language. S ee Invisibility. You can see invisible creatu res and ob jects w ithin 10 feet o f you that are within line o f sight.

On a su ccessfu l save, you ca n ’t u se this feature on the attacker again until you finish a lon g rest. You m ust c h o o s e to u se this feature before kn ow in g w hether the attack hits or m isses. Creatures that can ’t be charm ed are im m u ne to this effect.

G

A

reater

Portent

Starting at 14th level, the vision s in your dream s intensify and paint a m ore accurate picture in your m ind o f w hat is to com e. You roll three d 2 0 s for your Portent feature, rather than two.

Sch ool of En ch an tm en t A s a m em ber o f the S c h o o l o f Enchantm ent, you have h oned your ability to m agically entrance and beguile other p eop le and m onsters. S o m e enchanters are p ea cem ak ers w h o bew itch the violent to lay dow n their arm s and charm the cruel into sh ow in g m ercy. O thers are tyrants w h o m agically bind the unw illing into their service. M ost enchanters fall som ew h ere in betw een. En

chantm ent

Sa v a n t

B egin ning w hen you select this sch o o l at 2nd level, the gold and tim e you m ust sp en d to co p y an enchantm ent spell into your sp ellb ook is halved. H y p n o t ic G

aze

Starting at 2nd level w hen you c h o o s e this sch ool, your soft w ord s and enchanting gaze can m agically enthrall another creature. A s an action, c h o o s e one creature that you can see w ithin 5 feet o f you. If the target can see or hear you, it must su cce e d on a W isd om saving throw against your w izard spell save D C or b e charm ed by you until the end o f your next turn. The charm ed creature’s sp eed drops to 0, and the creature is incapacitated and visibly dazed. On subsequent turns, you can u se your action to m aintain this effect, extending its duration until the end o f your next turn. However, the effect ends if you m ove m ore than 5 feet away from the creature, if the creature can neither see n or hear you, or if the creature takes dam age. O nce the effect ends, or if the creature su cceed s on its initial saving throw against this effect, you can ’t use this feature on that creature again until you finish a long rest. In s t in c t iv e C

Sp l it E n c h

antm ent

Starting at 10th level, w hen you cast an enchantm ent spell o f 1st level or higher that targets only on e creature, you can have it target a se co n d creature. lter

M

e m o r ie s

At 14th level, you gain the ability to m ake a creature unaw are o f your m agical influence on it. W h en you cast an enchantm ent spell to charm one or m ore creatures, you can alter on e creatu re’s understanding s o that it rem ains unaw are o f being charm ed. Additionally, on ce before the spell expires, you can use your action to try to m ake the ch osen creature forget som e o f the tim e it spent charm ed. The creature must su cceed on an Intelligence saving th row against your w izard spell save D C or lose a num ber o f hours o f its m em ories equal to 1 + your C harism a m odifier (m inim um 1). You can m ake the creature forget less time, and the am ount o f tim e can ’t ex ceed the duration o f your enchantm ent spell.

Sch o o l of Ev o c a tio n You focu s your study on m agic that creates pow erfu l elem ental effects such as bitter cold, searing flame, rolling thunder, crackling lightning, and burning acid. S om e evokers find em ploym ent in m ilitary forces, serving as artillery to blast enem y arm ies from afar. O thers use their spectacular pow er to protect the w eak, w hile som e seek their ow n gain as bandits, adventurers, or aspiring tyrants. E v o c a t i o n Sa v a n t B egin ning w hen you select this sch o o l at 2nd level, the gold and tim e you m ust sp end to cop y an evocation spell into your sp ellb ook is halved. S c u l p t Spe lls B egin ning at 2nd level, you can create pock ets o f relative safety w ithin the effects o f your evocation spells. W h en you cast an evocation spell that affects other creatures that you can see, you can c h o o s e a num ber o f them equal to 1 + the sp ell’s level. T h e ch osen creatu res autom atically s u cce e d on their saving throw s against the spell, and they take no dam age if they w ould n orm ally take h alf dam age on a su ccessfu l save.

harm

B egin ning at 6th level, w hen a creature you can see w ithin 30 feet o f you m akes an attack roll against you, you can u se your reaction to divert the attack, provided that another creature is w ithin the attack’s range. T h e attacker m ust m ake a W isd om saving throw against your w izard spell save DC. O n a failed save, the attacker must target the creature that is closest to it, not including you or itself. If multiple creatures are closest, the attacker c h o o s e s w h ich one to target.

Po te n

t

C a n t r ip

Starting at 6th level, your dam aging cantrips affect even creatures that avoid the brunt o f the effect. W h en a creature su cce e d s on a saving th row against your cantrip, the creature takes h alf the cantrip’s dam age (if any) but suffers no additional effect from the cantrip. E m p o w e r e d Ev o c a t io n B egin ning at 10th level, you can add your Intelligence m odifier to the dam age roll o f any w izard evocation spell you cast.


O

verchannel

Starting at 14th level, you can in crease the pow er o f your sim pler spells. W h en you cast a w izard spell o f 5th level or low er that deals dam age, you can deal m axim u m dam age w ith that spell. The first tim e you do so, you suffer n o adverse effect. If you u se this feature again b efore you finish a long rest, you take 2 d 12 n ecrotic dam age for each level o f the spell, im m ediately after you cast it. E ach tim e you use this feature again before finishing a long rest, the n ecrotic dam age per spell level in creases by 1d 12. This dam age ig n ores resistan ce and immunity.

S c h o o l of Illu sio n You focu s your studies on m agic that dazzles the sen ses, befu ddles the mind, and tricks even the w isest folk. Your m agic is subtle, but the illusions crafted by your keen m ind m ake the im possible seem real. S om e illusionists—including m any gnom e w iza rd s—are benign tricksters w h o use their spells to entertain. O thers are m ore sinister m asters o f deception , using their illusions to frighten and fool others for their person al gain.

ch oice. T h e cantrip d oesn ’t coun t against your n um ber o f cantrips know n. W h en you cast minor illusion, you can create both a sou n d and an im age with a single casting o f the spell. M

alleable

I l l u s io n s

Starting at 6th level, w hen you cast an illusion spell that has a duration o f 1 m inute or longer, you can u se your action to change the nature o f that illusion (using the sp ell’s n orm al param eters for the illusion), provided that you can see the illusion. Il l u so r y Self B egin ning at 10th level, you can create an illusory duplicate o f y ou rself as an instant, alm ost instinctual reaction to danger. W h en a creature m akes an attack roll against you, you can use your reaction to in terpose the illusory duplicate b etw een the attacker and yourself. T h e attack autom atically m isses you, then the illusion dissipates. O nce you u se this feature, you ca n ’t u se it again until you finish a sh ort or lon g rest. Il l u s o r y R

e a l it y

By 14th level, you have learned the secret o f w eaving I l l u s io n Sa v a n t B egin ning w hen you select this sch o o l at 2nd level, the gold and tim e you m ust spend to cop y an illusion spell into your sp ellb ook is halved. Im proved M

in o r

I l l u s io n

W h en you c h o o s e this sch ool at 2nd level, you learn the minor illusion cantrip. If you already k n ow this cantrip, you learn a different w izard cantrip o f your

sh ad ow m agic into your illusions to give them a sem ireality. W h en you cast an illusion spell o f 1st level or higher, you can c h o o s e one inanim ate, n onm agical object that is part o f the illusion and m ake that object real. You ca n do this on your turn as a bon u s action w hile the spell is on goin g. T h e object rem ains real for 1 minute. For exam ple, you can create an illusion o f a bridge over a chasm and then m ake it real long en ough for your allies to cross. The object ca n ’t deal dam age or oth erw ise directly harm anyone.

Sch ool of N ecrom ancy The S ch o o l o f N ecrom an cy explores the co sm ic forces o f life, death, and undeath. A s you focu s your studies in this tradition, you learn to m anipulate the energy that anim ates all living things. A s you p rogress, you learn to sap the life force from a creature as your m agic destroys its body, transform ing that vital en ergy into m agical p ow er you can m anipulate. M ost p eop le see n ecrom a n cers as m enacing, or even villainous, due to the clo s e a ssocia tion w ith death. Not all n ecrom a n cers are evil, but the forces they m anipulate are con sid ered ta boo by m any societies. N

ecrom ancy

Sa v a n t

B egin ning w hen you select this sch o o l at 2nd level, the gold and tim e you must sp en d to cop y a n ecrom a n cy spell into your sp ellb ook is halved. G

r im

H

arvest

At 2nd level, you gain the ability to reap life en ergy from creatu res you kill w ith your spells. O nce p er turn w hen you kill on e or m ore creatu res w ith a spell o f 1st level or higher, you regain hit poin ts equal to tw ice the sp ell’s level, or three tim es its level if the spell b elon gs to the S ch o o l o f N ecrom ancy. You d on ’t gain this benefit for killing con stru cts or undead.


U

T

ndead

you sp end perform in g the procedu re, you can transform

hralls

At 6th level, you add the animate dead spell to your sp ellb ook if it is not there already. W h en you cast animate dead, you can target one additional c orp se or pile o f b on es, creating another zom bie or skeleton, as appropriate. W h en ever you create an undead using a n ecrom an cy spell, it has additional benefits: • T h e creatu re’s hit point m axim u m is in creased by an am ount equal to your w izard level. • T h e creature adds your proficiency bon u s to its w eap on dam age rolls. Inured

to

U

ndeath

B egin n in g at 10th level, you have resistan ce to n ecrotic dam age, and your hit point m axim u m can't be reduced. You have spent s o m uch tim e dealing w ith undead and the forces that anim ate them that you have b e c o m e inured to so m e o f their w orst effects. C

om m and

U

ndead

Starting at 14th level, you can use m a gic to bring undead under your control, even th ose created by other w izards. A s an action, you can c h o o s e one undead that you ca n see w ithin 60 feet o f you. That creature must m ake a C harism a saving th row against your w izard spell save DC. If it su cceed s, you ca n ’t u se this feature on it again. If it fails, it b e c o m e s friendly to you and ob ey s your com m a n d s until you use this feature again. Intelligent undead are harder to con trol in this way. If the target has an Intelligence o f 8 or higher, it has advantage on the saving throw. If it fails the saving th row and h as an Intelligence o f 12 or higher, it can repeat the saving th row at the end o f every h our until it s u c ce e d s and break s free.

Sch o o l of T r a n sm u ta tio n You are a student o f spells that m odify energy and matter. To you, the w orld is not a fixed thing, but em inently mutable, and you delight in being an agent o f change. You w ield the raw stuff o f creation and learn to alter both physical form s and mental qualities. Your m agic gives you the tools to b e co m e a smith on reality’s forge. S o m e transm uters are tinkerers and pranksters, turning p eople into toads and transform ing cop p er into silver for fun and o cca sion a l profit. O thers pu rsue their m agical studies w ith deadly seriou sn ess, seek in g the p ow er o f the g od s to m ake and destroy w orlds. T

r a n s m u t a t io n

Sa v a n t

B egin ning w hen you select this sc h o o l at 2nd level, the gold and tim e you must spend to cop y a transm utation spell into your sp ellb ook is halved. M

in o r

A

lch em y

Starting at 2nd level w hen you select this sch ool, you can tem porarily alter the physical properties o f one n onm agical object, changin g it from on e su bstance into another. You perform a sp ecia l alch em ical p rocedu re on on e object co m p o s e d entirely o f w ood , stone (but not a gem stone), iron, copper, or silver, transform ing it into a different on e o f th ose m aterials. F or each 10 m inutes

up to 1 cu b ic foot o f material. A fter 1 hour, or until you lose your concentration (as if you w ere concentratin g on a spell), the material reverts to its original substance. Transm

u t e r ’s

St o n e

Starting at 6th level, you can spend 8 hours creating a transm uter’s stone that stores transm utation m agic. You can benefit from the stone y ou rself or give it to another creature. A creature gains a benefit o f your ch oice as lon g as the stone is in the creatu re’s p ossession . W h en you create the stone, c h o o s e the benefit from the follow in g options: • D arkvision out to a range o f 60 feet, as d escrib ed in chapter 8 • A n in crease to sp eed o f 10 feet w hile the creature is u n en cu m bered • P roficien cy in Constitution saving throw s • R esistan ce to acid, cold, fire, lightning, or thunder dam age (your ch oice w henever you c h o o s e this benefit) E ach tim e you cast a transm utation spell o f 1st level or higher, you can change the effect o f your stone if the stone is on your person. If you create a n ew transm uter’s stone, the previous on e c e a se s to function. Sh a p e c h a n g e r At 10th level, you add the polymorph spell to your sp ellbook , if it is not there already. You can cast polymorph w ithout expending a spell slot. W h en you do so, you can target only y ou rself and transform into a beast w h o s e challenge rating is 1 or lower. O nce you cast polymorph in this way, you ca n ’t do so again until you finish a short or lon g rest, though you can still cast it n orm ally using an available spell slot. M

aster

T

ransm uter

Starting at 14th level, you can u se your action to con su m e the reserve o f transm utation m agic stored w ithin your transm uter’s stone in a single burst. W h en you do so, c h o o s e one o f the follow in g effects. Your transm uter’s stone is destroyed and ca n ’t be rem ade until you finish a lon g rest. Major Transformation. You can transm ute one n on m agica l ob ject—no larger than a 5-foot cu b e —into another nonm agical object o f sim ilar size and m a ss and o f equal or lesser value. You m ust spend 10 minutes h andling the ob ject to transform it. Panacea. You rem ove all curses, diseases, and p oisons affecting a creature that you touch with the transm uter’s stone. The creature also regains all its hit points. Restore Life. You cast the raise dead spell on a creature you touch with the transm uter’s stone, w ithout expending a spell slot or n eedin g to have the spell in your spellbook. Restore Youth. You touch the transm uter’s stone to a w illing creature, and that creatu re’s apparent age is red u ced by 3 d 10 years, to a m inim um o f 13 years. This effect d oesn ’t extend the creatu re’s lifespan.


C h a p t e r 4 : Pe r s o n a l i t y a n d Ba c k g r o u n d CH ARACTERS ARE DEFINED BY MUCH MORE THAN their race and class. T h ey’re individuals with their ow n stories, interests, con n ection s, and capabilities beyond th ose that cla ss and race define. T h is chapter ex pou n ds on the details that distinguish characters from on e another, including the b a sics o f nam e and physical description, the rules o f b a ck grou n ds and languages, and the finer points o f personality and alignm ent.

You d on ’t need to be con fin ed to binary n otion s of sex and gender. The elf g od C orellon Larethian is often seen as an drogyn ous or herm aphroditic, for exam ple, and som e elves in the m ultiverse are m ade in C orellon ’s im age. You cou ld also play a fem ale character w ho presen ts h erself as a man, a m an w h o feels trapped in a fem ale body, or a bearded fem ale dw arf w h o hates being m istaken for a male. L ikew ise, your character’s sexual orientation is for you to decide.

C h a r a c t e r D e t a il s

H eig h t a n d W e ig h t

Your character’s nam e and physical description might be the first things that the other players at the table learn about you. It’s w orth thinking about h ow these characteristics reflect the character you have in mind.

You can d ecide your character’s height and weight, using the inform ation provided in your race description

Nam e Your character’s race description in cludes sam ple nam es for m em bers o f that race. Put som e thought into your nam e even if y ou ’re ju st pickin g on e from a list.

Sex You can play a m ale or fem ale character w ithout gaining any sp ecial benefits or h indrances. T h in k about how your character d o e s or d o e s not con form to the broader culture’s expectations o f sex, gender, and sexual behavior. For exam ple, a m ale d row cleric defies the traditional gender divisions o f d row society, w hich could b e a reason for your character to leave that society and co m e to the surface.

T ik a a n d A r t e m is : C o n t r a s t in g C h a r a c t e r s The details in this chapter make a big difference in setting your character apart from every other character. Consider the following two human fighters. Hailing from the Dragonlance setting, Tika Waylan was a brash teenager who had a rough childhood. The daughter of a thief, she ran away from home and practiced her father’s trade on the streets o f Solace. When she tried to rob the proprietor o f the Inn o f the Last Home, he caught her and took her under his wing, giving her a job as a barmaid. But when the dragonarmies laid waste to the town o f Solace and destroyed the inn, necessity forced Tika into adventure alongside the friends she’d known from her childhood. Her skill as a fighter (a frying pan remains one o f her favorite weapons) combined with her history on the streets gave her skills invaluable in her adventuring career. Artemis Entreri grew up on the streets of Calimport in the Forgotten Realms. He used his wits, strength, and agility to carve out his own territory in one o f the city's hundreds o f poor shanty towns. After several years, he attracted the notice o f one o f the most powerful thieves’ guilds in the city, and he ascended the ranks o f the guild quickly despite his youth. Artemis became the favored assassin of one of the city’s pashas, who sent him to far-off Icewind Dale to recover some stolen gems. He’s a professional killer, constantly challenging himself to improve his skills. Tika and Artemis are both human and both fighters (with some experience as rogues), possessing similarly high Strength and Dexterity scores, but there the similarity ends.

or on the R an d om Height and W eight table. T h in k about w hat your character’s ability s c o r e s m ight say about his or her height and weight. A w ea k but agile character m ight b e thin. A strong and tough character m ight be tall or ju st heavy. If you w ant to, you can roll random ly for your character’s height and w eight u sin g the R a n d om Height and W eight table. The d ice roll given in the Height M odifier colum n determ ines the character’s extra height (in inches) beyon d the ba se height. That sam e n um ber m ultiplied by the d ice roll or quantity given in the W eight M odifier colu m n determ ines the character’s extra w eight (in pounds) beyond the base weight. Ra

n d o m

H

e ig h t

a n d

Race

Base Height

W

e ig h t

Height Modifier

Base Weight

Weight Modifier

x (2d4) lb.

Human

4'8"

+ 2 d 10

110 lb.

Dwarf, hill

3'8”

+2d4

115 lb.

x (2d6) lb.

Dwarf, mountain

4'

+2d4

130 lb.

x (2d6) lb. x (1d4) lb.

Elf, high

4’6"

+ 2 d 10

90 lb.

Elf, wood

4'6"

+ 2 d 10

100 lb.

x (1d4) lb.

Elf, drow

4 '5 "

+2d6

75 lb.

x (1d6) lb. x 1 lb.

Halfling

2 '7 "

+2d4

35 lb.

Dragonborn

5'6"

+2d8

175 lb.

x (2d6) lb.

Gnome

2' 11"

+2d4

35 lb.

x 1 lb. x (2d4) lb.

Half-elf

4'9"

+2d8

110 lb.

Half-orc

4'10 "

+2d10

140 lb.

x (2d6) lb.

Tiefling

4 '9 "

+2d8

110 lb.

x (2d4) lb.

For exam ple, as a hum an, Tika has a height o f 4 feet 8 in ch es plus 2 d 10 inches. H er player rolls 2 d 10 and gets a total o f 12, s o Tika stands 5 feet 8 in ch es tall. Then the player u ses that sam e roll o f 12 and m ultiplies it by 2d4 pou nds. H er 2d4 roll is 3, s o Tika w eigh s an extra 36 pou nd s ( 1 2 x 3) on top o f her base 110 pou nds, for a total o f 146 pounds.

O th er P h y sic a l C h ar acter istics You c h o o s e your character’s age and the color o f his or her hair, eyes, and skin. To add a touch o f distinctiveness, you m ight w ant to give your character an unusual or m em orable physical characteristic, such as a scar, a limp, or a tattoo.


T ik a a n d A r t e m is : C h a r a c t e r D e t a il s

doin g w hat seem s best at the tim e. Lizardfolk, m ost

Consider how the names Tika Waylan and Artemis Entreri set these characters apart from each other and reflect their personalities. Tika is a young woman determined to prove that she's not just a kid any more, and her name makes her sound young and ordinary. Artemis Entreri comes from an exotic land and carries a more mysterious name. Tika is nineteen years old at the start of her adventuring career and has auburn hair, green eyes, fair skin with freckles, and a mole on her right hip. Artemis is a small man, compact and all wiry muscle. He has angular features and high cheekbones, and he always seems in need o f a shave. His raven-black hair is thick and full, but his eyes are gray and lifeless— betraying the emptiness of his life and soul.

druids, and m any h um ans are neutral. Chaotic neutral (CN) creatu res follow their w him s, h olding their p erson al freed om above all else. M any barbarians and rogu es, and som e bards, are chaotic neutral. Lawful evil (LE) creatures m ethodically take what they want, within the limits o f a cod e o f tradition, loyalty, or order. Devils, blue dragons, and hobgoblins are lawful evil. Neutral evil (N E ) is the alignm ent o f th ose w ho do w hatever they can get away with, without com p a ssion or qualm s. M any drow, som e cloud giants, and yugoloths are neutral evil. Chaotic evil (CE) creatu res act w ith arbitrary violen ce, spurred by their greed, hatred, or bloodlust. D em on s, red dragons, and orc s are chaotic evil.

A lig n m en t A typical creature in the w orld s o f D u n g e o n s & D r a g o n s has an alignm ent, w hich broadly d escrib es its m oral and person al attitudes. A lignm ent is a com bination o f tw o factors: on e identifies m orality (g ood , evil, or neutral), and the other d escrib es attitudes tow ard society and order (lawful, chaotic, or neutral). Thus, nine distinct alignm ents define the p ossib le com bination s. T h ese brief su m m aries o f the nine alignm ents d escrib e the typical behavior o f a creature with that alignm ent. Individuals m ight vary significantly from that typical behavior, and few p eop le are perfectly and consistently faithful to the precepts o f their alignment. Lawful good (LG ) creatu res can be cou n ted on to do the right thing as ex pected by society. G old dragons, paladins, and m ost dw arves are lawful good. Neutral good (NG) folk do the best they can to help others a ccord in g to their needs. M any celestials, som e clou d giants, and m ost g n om es are neutral good. Chaotic good (CG) creatures act as their co n s cie n ce directs, with little regard for w hat others expect. C opp er dragons, m any elves, and u n icorn s are chaotic good. Lawful neutral (LN ) individuals act in a ccord a n ce w ith law, tradition, or p erson al cod es. M any m on k s and som e w iza rd s are law ful neutral. Neutral (N ) is the alignm ent o f th ose w h o prefer to steer clear o f m oral questions and d on ’t take sides,

D

w a r v is h

S

c r ip t

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a m p le

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lph a bet

A

l ig n m e n t in t h e

M

u ltive r se

For m any thinking creatures, alignm ent is a m oral choice. H um ans, dw arves, elves, and other hum anoid races can c h o o s e w hether to follow the paths o f g o o d or evil, law or chaos. A ccord in g to myth, the good-align ed g od s w h o created th ese races gave them free w ill to c h o o s e their m oral paths, k n ow in g that g o o d without free w ill is slavery. The evil deities w h o created other races, though, m ade th ose races to serve them . T h ose races have strong in born ten den cies that match the nature o f their gods. M ost o r c s share the violent, savage nature o f the orc god, G ruum sh, and are thus inclined tow ard evil. Even if an orc c h o o s e s a g o o d alignm ent, it stru ggles against its innate ten den cies for its entire life. (Even h alf-orcs feel the lingering pull o f the orc g o d ’s influence.) A lignm ent is an essential part o f the nature of celestials and fiends. A devil d o e s not c h o o s e to be lawful evil, and it d oesn ’t tend tow ard lawful evil, but rather it is lawful evil in its essen ce. If it som eh ow cea sed to b e law ful evil, it w ou ld ce a se to be a devil. M ost creatures that lack the capacity for rational thought do not have alignm ents—they are unaligned. S u ch a creature is incapable o f m akin g a m oral or ethical ch oice and acts accord in g to its bestial nature. Sharks are savage predators, for exam ple, but they are not evil; they have n o alignm ent.


Tika an d A rtem is: A lig n m en t

L anguages Your race indicates the languages your character can sp eak by default, and your backgrou n d m ight give you a c c e s s to on e or m ore additional languages o f your ch oice. Note th ese languages on your character sheet. C h o o se your languages from the Standard Languages table, or c h o o s e on e that is com m on in your cam paign. W ith your D M ’s perm ission , you can instead c h o o s e a language from the E xotic L an guages table or a secret language, such as thieves’ cant or the tongue o f druids. S o m e o f these languages are actually fam ilies o f languages w ith m any dialects. For exam ple, the P rim ordial language in cludes the Auran, Aquan, Ignan, and Terran dialects, on e for each o f the four elem ental planes. Creatures that sp eak different dialects o f the sa m e language can com m u n ica te w ith on e another. St

La

a n d a r d

n g u a g e s

Language

Typical Speakers

Script

Common

Humans

Common

Dwarvish

Dwarves

Dwarvish

Elvish

Elves

Elvish

Giant

Ogres, giants

Dwarvish

Gnomish

Gnomes

Dwarvish

Goblin

Goblinoids

Dwarvish

Halfling

Halflings

Common

Orc

Orcs

Dwarvish

Ex

La

o t ic

n g u a g e s

Language

Typical Speakers

Abyssal

Demons

Infernal

Celestial

Celestials

Celestial

Dragons,

Draconic

Draconic

Script

dragonborn Deep Speech

Mind flayers,

---

beholders Infernal

Devils

Infernal

Primordial

Elementals

Dwarvish

Sylvan

Fey creatures

Elvish

Undercommon

Underdark traders

Elvish

E

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Tika Waylan is neutral good, fundamentally good-hearted and striving to help others where she can. Artemis is lawful evil, unconcerned with the value o f sentient life but at least professional in his approach to murder. As an evil character, Artemis is not an ideal adventurer. He began his career as a villain, and only cooperates with heroes when he must— and when it’s in his own best interests. In most games, evil adventurers cause problems in groups alongside others who don’t share their interests and objectives. Generally, evil alignments are for villains and monsters.

P erso n al C h a r acter istics F lesh in g out your character’s personality—the array o f traits, m annerism s, habits, beliefs, and flaws that give a p erson a unique identity—w ill help you brin g him or her to life as you play the gam e. Four categories o f characteristics are presented here: person ality traits, ideals, bon ds, and flaws. B eyond th ose categories, think about your character’s favorite w ord s or phrases, tics and habitual gestures, v ices and pet peeves, and w hatever else you can im agine. E ach backgrou n d presen ted later in this chapter includes su ggested characteristics that you ca n use to spark your im agination. Y ou’re not bou n d to th ose options, but they’re a g o o d starting point. P e r s o n a l it y T

r a it s

G ive your character tw o personality traits. Personality traits are sm all, sim ple w ays to help you set your character apart from every other character. Your personality traits should tell you som eth in g interesting and fun about your character. They should b e selfd escriptions that are sp ecific about w hat m akes your character stand out. “I’m sm art” is not a g o o d trait, b eca u se it d escrib es a lot o f characters. “I’ve read every b o o k in C andlekeep” tells you som eth in g sp ecific about your character’s interests and disposition. Person ality traits m ight d escrib e the things your character likes, his or her past accom plish m en ts, things your character dislikes or fears, your character’s selfattitude or m ann erism s, or the influence o f his or her ability scores.


T ika a n d A r t e m is : Pe r s o n a l C h a r a c t e r is t ic s

Ideals

Tika and Artemis have distinct personality traits. Tika Waylan dislikes boastfulness and has a fear of heights resulting from a bad fall during her career as a thief. Artemis Entreri is always prepared for the worst and moves with a quick, precise confidence. Consider their ideals. Tika Waylan is innocent, almost childlike, believing in the value o f life and the importance of appreciating everyone. Neutral good in alignment, she cleaves to ideals o f life and respect. Artemis Entreri never allows his emotions to master him, and he constantly challenges himself to improve his skills. His lawful evil alignment gives him ideals o f impartiality and a lust for power. Tika Waylan’s bond is to the Inn o f the Last Home. The inn’s proprietor gave her a new chance at life, and her friendship with her adventuring companions was forged during her time working there. Its destruction by the marauding dragonarmies gives Tika a very personal reason to hate them with a fiery passion. Her bond might be phrased as “ I will do whatever it takes to punish the dragonarmies for the destruction o f the Inn o f the Last Home.” Artemis Entreri’s bond is a strange, almost paradoxical relationship with Drizzt Do’ Urden, his equal in swordplay and grim determination. In his first battle with Drizzt, Artemis recognized something o f himself in his opponent, some indication that if his life had gone differently, he might have led a life more like the heroic drow’s. From that moment, Artemis is more than a criminal assassin— he is an antihero, driven by his rivalry with Drizzt. His bond might be phrased as “ I will not rest until I have proved myself better than Drizzt Do’ Urden.” Each o f these characters also has an important flaw. Tika Waylan is naive and emotionally vulnerable, younger than her companions and annoyed that they still think o f her as the kid they knew years ago. She might even be tempted to act against her principles if she's convinced that a particular achievement would demonstrate her maturity. Artemis Entreri is completely walled off from any personal relationship and just wants to be left alone.

D escribe one ideal that drives your character. Your ideals are the things that you believe in m ost strongly, the fundam ental m oral and ethical principles that com p el you to act as you do. Ideals en com p a ss everything from your life goals to your c o re b elief system . Ideals might an sw er any o f these questions: W hat are the principles that you w ill never betray? W hat w ould

A u seful place to start thinking about personality traits is to look at your highest and low est ability s co re s and define one trait related to each. Either on e cou ld be positive or negative: you might w ork hard to overcom e a low score, for exam ple, or be cock y about your high score.

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prom pt you to m ake sa crifices? W hat drives you to act and guides your goals and am bitions? W h at is the single m ost im portant thing you strive for? You can c h o o s e any ideals you like, but your character’s alignm ent is a g o o d place to start defining them. E ach backgrou n d in this chapter includes six su ggested ideals. Five o f them are linked to asp ects o f alignm ent: law, chaos, g ood, evil, and neutrality. The last one has m ore to do with the particular backgrou n d than with m oral or ethical perspectives. B onds Create one bon d for your character. B on d s represent a character’s con n ection s to people, places, and events in the w orld. They tie you to things from your background. They m ight inspire you to heights o f heroism , or lead you to act against your ow n best interests if they are threatened. They can w ork very m uch like ideals, driving a character’s m otivations and goals. B on ds m ight answ er any o f these questions: W h om do you care m ost about? To w hat place do you feel a special con n ection ? W hat is your m ost treasured p os se ss io n ? Your b on d s might b e tied to your class, your backgrou n d, your race, or som e other aspect o f your character’s history or personality. You m ight also gain n ew b on d s over the cou rse o f your adventures. F law s Finally, c h o o s e a flaw for your character. Your character’s flaw represents som e vice, com pu lsion, fear, or w ea k n ess—in particular, anything that som eon e else co u ld exploit to bring you to ruin or cau se you to act against your best interests. M ore significant than negative personality traits, a flaw m ight answ er any o f these questions: W hat en rages you? W h a t’s the one person , con cept, or event that you are terrified o f? W hat are your vices?


In s p ir a t io n Inspiration is a rule the D u n geon M aster can use to rew ard you for playing your character in a w ay that’s true to his or her person ality traits, ideal, bond, and flaw. By u sing inspiration, you can draw on your personality trait o f com p a ssion for the dow ntrodden to give you an edge in negotiating w ith the B egga r P rince. Or inspiration ca n let you call on your bon d to the defen se o f your h om e village to push past the effect o f a spell that has been laid on you.

G a in in g In spir atio n Your D M can c h o o s e to give you inspiration for a variety o f reason s. Typically, D M s award it w hen you play out your personality traits, give in to the draw backs presen ted by a flaw or bond, and oth erw ise portray your character in a com p ellin g way. Your DM w ill tell you h ow you can earn inspiration in the game. You either have inspiration or you don ’t—you ca n ’t stockpile m ultiple “inspirations” for later use.

U sin g In sp ir a tio n If you have inspiration, you can expend it w hen you m ake an attack roll, saving throw, or ability check. Spending your inspiration gives you advantage on that roll. Additionally, if you have inspiration, you can rew ard another player for g o o d roleplaying, clever thinking, or sim ply d oin g som eth in g exciting in the game. W h en another player character d o e s som eth in g that really contributes to the story in a fun and interesting way, you ca n give up your inspiration to give that

T h e sam ple ba ck grou n ds in this chapter provide both con crete benefits (features, proficiencies, and languages) and roleplaying su ggestions. P r o fic ie n c ie s Each backgrou n d gives a character p roficiency in tw o skills. Skills are d escrib ed in chapter 7. In addition, m ost ba ck grou n ds give a character proficiency w ith one or m ore tools. T ools and tool proficien cies are detailed in chapter 5. If a character w ould gain the sam e proficiency from tw o different sou rces, he or she can c h o o s e a different proficiency o f the sam e kind (skill or tool) instead. Languages S o m e back grou n ds also allow characters to learn additional languages beyon d th ose given by race. S e e “L an gu a ges” earlier in this chapter. E q u ip m e n t Each back grou n d provides a pack age o f starting equipm ent. If you u se the optional rule from chapter 5 to spend coin on gear, you do not receive the starting equipm ent from your background. Su g g e s t e d C

h a r a c t e r ist ic s

A b ack grou n d contains su ggested person al characteristics ba sed on your background. You can pick characteristics, roll d ice to determ ine them randomly, or u se the su ggestion s as inspiration for characteristics of your ow n creation.

character inspiration.

C u st o m izin g Background

Ba c k g r o u n d s

You might w ant to tw eak som e o f the features o f a ba ckgrou n d s o it better fits your character or the cam paign

Every story has a beginning. Your character’s ba ckgrou n d reveals w h ere you ca m e from , h ow you be ca m e an adventurer, and your place in the w orld. Your fighter m ight have been a cou ra g eou s knight or a grizzled soldier. Your w izard cou ld have been a sage or an artisan. Your rogu e m ight have gotten by as a guild th ief or com m a n d ed au dien ces as a jester. C h oosin g a ba ck grou n d provides you w ith im portant story c u e s about your character’s identity. T h e m ost im portant question to ask about your back grou n d is what changed? W h y did you stop doin g w hatever your backgrou n d d escrib es and start adventuring? W h ere did you get the m on ey to pu rch ase your starting gear, or, if you c om e from a w ealthy background, w hy don't you have more m oney? H ow did you learn the skills o f your class? W hat sets you apart from ordinary p eop le w ho share your backgrou n d?

T ik a a n d A r t e m is : Ba c k g r o u n d s Tika Waylan and Artemis Entreri both lived their earliest years as street urchins. Tika’s later career as a barmaid didn’t really change her, so she might choose the urchin background, gaining proficiency in the Sleight of Hand and Stealth skills, and learning the tools of the thieving trade. Artemis is more defined by his criminal background, giving him skills in Deception and Stealth, as well as proficiency with the tools of thievery and poison.

a

setting. To cu stom ize a backgrou n d, you can replace on e feature w ith any other one, c h o o s e any tw o skills, and ch o o s e a total o f tw o tool proficien cies or languages from the sam ple backgrou n ds. You can either use the equipm ent package from your backgrou n d or spend co in on gear as describ ed in chapter 5. (If you spend coin, you ca n ’t also take the equipm ent pack age suggested for your class.) Finally, c h o o s e tw o personality


traits, on e ideal, on e bond, and on e flaw. If you ca n ’t find a feature that m atches you r desired backgrou n d, w ork with your DM to create one.

d8

1

Personality Trait

I idolize a particular hero o f my faith, and constantly refer to that person’s deeds and example.

A colyte You have spent your life in the serv ice o f a tem ple to a sp ecific god or pantheon o f gods. You act as an interm ediary b etw een the realm o f the holy and the mortal w orld, perform in g sa cred rites and offering sa crifices in order to con du ct w orsh ipers into the presen ce o f the divine. You are not n ecessarily a c le r ic -p e r fo r m in g sa cred rites is not the sam e thing as channeling divine pow er. C h oose a god, a pantheon o f gods, or som e other quasi-divine bein g from a m on g th ose listed in appendix B or th ose sp ecified by your DM, and w ork w ith your DM to detail the nature o f your religious service. W ere you a lesser fu nction ary in a tem ple, raised from ch ild h ood to assist the priests in the sa cred rites? Or w ere you a high priest w h o suddenly experien ced a call to serve your god in a different way? Perhaps you w ere the leader o f a sm all cult outside o f any established tem ple structure, or even an occu lt group that served a

3 4 5

Fa i t h

ful

A s an acolyte, you com m a n d the respect o f th ose w ho share your faith, and you can perform the religious cerem on ies o f your deity. You and your adventuring com p a n ion s can expect to receive free healing and care at a temple, shrine, or other established presen ce o f your faith, though you must provide any material com pon en ts n eed ed for spells. T h ose w h o share your religion w ill support you (but only you) at a m od est lifestyle. You m ight also have ties to a sp ecific tem ple dedicated to your ch osen deity or pantheon, and you have a residen ce there. This cou ld be the tem ple w here you u sed to serve, if you rem ain on g ood term s w ith it, or a tem ple w here you have found a n ew h om e. W h ile near your tem ple, you can call u pon the priests for assistance, provided the assistance you ask for is not hazardou s and you rem ain in g o o d standing with your temple. Su g g e s t e d C

I quote (or misquote) sacred texts and proverbs in

6

I am tolerant (or intolerant) o f other faiths and respect

7

I've enjoyed fine food, drink, and high society among

(or condemn) the worship o f other gods. my temple’s elite. Rough living grates on me. 8

I’ve spent so long in the temple that I have little practical experience dealing with people in the outside world.

d6

Ideal

1

Tradition. The ancient traditions o f worship and

2

Charity. I always try to help those in need, no matter

sacrifice must be preserved and upheld. (Lawful)

Skill Proficiencies: Insight, R eligion Languages: Two o f your ch oice Equipment: A holy sym bol (a gift to you w hen you entered the priesthood ), a prayer b o o k or prayer w heel, 5 sticks o f in cen se, vestm ents, a set o f com m on clothes, and a belt pou ch contain in g 15 gp of the

Nothing can shake my optimistic attitude. almost every situation.

fiendish m aster that you n ow deny.

F e a t u r e : Sh e l t e r

I see omens in every event and action. The gods try to speak to us, we just need to listen

h a r a c t e r ist ic s

A colytes are shaped by their experien ce in tem ples or other religious com m u n ities. Their study o f the history and tenets o f their faith and their relationships to tem ples, shrines, or hierarch ies affect their m ann erism s and ideals. Th eir flaws might b e som e hidden h ypocrisy o r heretical idea, or an ideal or bon d taken to an extrem e.

what the personal cost. (Good) 3

Change. We must help bring about the changes the

gods are constantly working in the world. (Chaotic) 4

Power. I hope to one day rise to the top of my faith’s

religious hierarchy. (Lawful) 5

Faith. I trust that my deity will guide my actions, I have

faith that if I work hard, things will go well. (Lawful) 6

Aspiration. I seek to prove myself worthy of my god’s

favor by matching my actions against his or her teachings. (Any) d6

1

Bond

I would die to recover an ancient relic o f my faith that was lost long ago.

2

I will someday get revenge on the corrupt temple hierarchy who branded me a heretic.

3

I owe my life to the priest who took me in when my parents died.

4

Everything I do is for the common people.

5

I will do anything to protect the temple where I served.

6

I seek to preserve a sacred text that my enemies consider heretical and seek to destroy.

d6

1 2

Flaw

I judge others harshly, and myself even more severely. I put too much trust in those who wield power within my temple’s hierarchy.

3

My piety sometimes leads me to blindly trust those that profess faith in my god.

4 5

I am inflexible in my thinking. I am suspicious o f strangers and expect the worst of them.

6

Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.


C harlatan You have always had a w ay w ith people. You kn ow w hat m akes them tick, you can tease out their hearts' desires after a few m inutes o f conversation, and w ith a few leading questions you ca n read them like they w ere children 's book s. It’s a useful talent, and on e that you ’re perfectly w illing to use for your advantage. You kn ow w hat p eop le w ant and you deliver, or rather, you prom ise to deliver. C om m on sen se should steer p eople away from things that sou n d too g o o d to b e true, but com m on sen se seem s to be in short supply w hen you ’re around. T h e bottle o f pin k-colored liquid w ill surely cure that u nseem ly rash, this ointm ent—nothing m ore than a bit o f fat with a sprinkle o f silver dust—can restore youth and vigor, and there’s a bridge in the city that ju st h appen s to be for sale. T h ese m arvels sou n d im plausible, but you m ake them sou n d like the real deal. Skill Proficiencies: D eception , Sleight o f H and Tool Proficiencies: D isgu ise kit, forgery kit Equipment: A set o f fine clothes, a disgu ise kit, tools o f the co n o f your ch oice (ten stoppered bottles filled with c olored liquid, a set o f w eighted dice, a d eck o f m arked cards, or a signet ring o f an im aginary duke), and a belt pou ch containing 15 gp

d8 1

Personality Trait

I fall in and out o f love easily, and am always pursuing someone.

2

I have a joke for every occasion, especially occasions where humor is inappropriate.

3 4

Flattery is my preferred trick for getting what I want. I’m a born gambler who can't resist taking a risk for a potential payoff.

5

I lie about almost everything, even when there’s no good reason to.

6

7

Sarcasm and insults are my weapons o f choice. I keep multiple holy symbols on me and invoke whatever deity might come in useful at any given moment.

8

d6

1

I pocket anything I see that might have some value. Ideal

Independence. I am a free spirit— no one tells me what to do. (Chaotic)

2

Fairness. I never target people who can’t afford to lose a few coins. (Lawful)

3

Charity. I distribute the money I acquire to the people who really need it. (Good)

Fa v o r i t e S c h e m e s

4

Every charlatan has an angle he or she u ses in preferen ce to other sch em es. C h oose a favorite sca m or roll on the table below.

5

Creativity. I never run the same con twice. (Chaotic) Friendship. Material goods come and go. Bonds of friendship last forever. (Good)

6

Aspiration. I’m determined to make something o f myself. (Any)

d6

Scam

1

I cheat at games o f chance.

2

I shave coins or forge documents.

3

1

Bond I fleeced the wrong person and must work to ensure

I insinuate myself into people’s lives to prey on their

that this individual never crosses paths with me or

weakness and secure their fortunes.

those I care about.

4

I put on new identities like clothes.

5

I run sleight-of-hand cons on street corners.

6

d6

I convince people that worthless junk is worth their

2

3

hard-earned money. F e a t u r e : Fa l s e I d e n t i t y 5

Charlatans are colorfu l characters w h o con cea l their true selves behind the m ask s they construct. They reflect what p eop le w ant to see, w hat they w ant to believe, and h ow they s ee the w orld. But their true selves are som etim es plagued by an uneasy con scien ce, an old enemy, or deep-seated trust issues.

A powerful person killed someone I love. Some day soon, I’ll have my revenge.

6

I swindled and ruined a person who didn’t deserve it. I seek to atone for my misdeeds but might never be able to forgive myself.

d6 h a r a c t e r ist ic s

I come from a noble family, and one day I’ll reclaim my lands and title from those who stole them from me.

papers and person al letters, as lon g as you have seen an exam ple o f the kind o f docum ent or the handw riting you are trying to copy. Su g g e s t e d C

Somewhere out there, I have a child who doesn’t know me. I’m making the world better for him or her.

4 You have created a se co n d identity that includes docum entation, established acquaintances, and d isgu ises that allow you to assu m e that persona. Additionally, you ca n forge d ocu m en ts including official

I owe everything to my mentor— a horrible person who’s probably rotting in jail somewhere.

1 2

Flaw

I can’t resist a pretty face. I'm always in debt. I spend my ill-gotten gains on decadent luxuries faster than I bring them in..

3

I’m convinced that no one could ever fool me the way I fool others.

4

I’m too greedy for my own good. I can’t resist taking a risk if there’s money involved.

5

I can’t resist swindling people who are more powerful than me.

6

I hate to admit it and will hate myself for it, but I'll run and preserve my own hide if the going gets tough.


C r im in a l

d6

You are an experien ced crim in al w ith a history o f breaking the law. You have spent a lot o f tim e am ong other crim in als and still have contacts w ithin the crim inal underw orld. You’re far closer than m ost people to the w orld o f murder, theft, and violen ce that p ervades the underbelly o f civilization, and you have survived up to

1 2

C

r im in a l

3

Charity. I steal from the wealthy so that I can help

4

Greed. I will do whatever it takes to become

people in need. (Good) wealthy. (Evil) 5

People. I’m loyal to my friends, not to any ideals, and

everyone else can take a trip down the Styx for all I care. (Neutral) 6

Redemption. There’s a spark o f good in everyone.

(Good)

Sp e c ia l t y

There are m any kinds o f crim inals, and w ithin a th ieves’ guild or sim ilar crim inal organization, individual m em bers have particular specialties. Even crim inals w h o operate outside o f such organizations have strong preferen ces for certain kinds o f crim es over others. C h oose the role you played in your crim in al life, or roll on the table below. d8

Freedom. Chains are meant to be broken, as are those

who would forge them. (Chaotic)

this point by flouting the rules and regulations o f society. Skill Proficiencies: D eception , Stealth Tool Proficiencies: O ne type o f gam ing set, th ieves’ tools Equipment: A crow bar, a set o f dark co m m o n clothes including a h ood , and a belt pou ch containing 15 gp

Ideal Honor. I don’t steal from others in the trade. (Lawful)

Specialty

d8

Specialty

1

Blackmailer

5

Highway robber

2

Burglar

6

Hired killer

3

Enforcer

7

Pickpocket

4

Fence

8

Smuggler

Feature: C

r im in a l

C

ontact

You have a reliable and trustw orthy contact w h o acts as your liaison to a n etw ork o f other crim inals. You kn ow h ow to get m essa g es to and from your contact, even over great distances; specifically, you k n ow the local m essen gers, corrupt caravan m asters, and seed y sailors w h o can deliver m essa g es for you. Su g g e s t e d C

h a r a c t e r ist ic s

C rim inals might seem like villains on the surface, and m any o f them are v illainous to the core. But som e have an abun dance o f endearing, if not redeem ing, characteristics. T here m ight b e h onor am ong thieves, but crim in als rarely sh ow any resp ect for law or authority. d8

Personality Trait

4

I would rather make a new friend than a new enemy.

8

I blow up at the slightest insult.

d6

1

Bond

I’m trying to pay off an old debt I owe to a generous benefactor.

2

My ill-gotten gains go to support my family.

3

Something important was taken from me, and I aim to steal it back.

4 5

I will become the greatest thief that ever lived. I’m guilty of a terrible crime. I hope I can redeem myself for it.

6

Someone I loved died because o f a mistake I made. That will never happen again.


d6 1

Flaw

E n ter tain er

When I see something valuable, I can’t think about

You thrive in front o f an audience. You k n ow h ow to entrance them, entertain them, and even inspire them. Your p oetics can stir the hearts o f th ose w h o hear you, aw akening grief or joy, laughter or anger. Your m usic raises their spirits or captures their sorrow . Your dance steps captivate, your hum or cuts to the quick. W hatever tech niques you use, your art is your life.

anything but how to steal it. 2

When faced with a choice between money and my friends, I usually choose the money.

3

If there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it.

4

I have a “tell” that reveals when I'm lying.

5

I turn tail and run when things look bad.

6

An innocent person is in prison for a crime that I committed. I’m okay with that.

Va r ia n

t

C

r im in a l

: Spy

A lthough your capabilities are not m uch different from th ose o f a burglar or sm uggler, you learned and practiced them in a very different context: as an esp ion a ge agent. You m ight have been an officially sanctioned agent o f the crow n , or perhaps you sold the secrets you u ncovered to the highest bidder.

Skill Proficiencies: A crobatics, P erform an ce Tool Proficiencies: D isgu ise kit, on e type o f m u sical instrum ent Equipment: A m usical instrum ent (one o f your choice), the favor o f an adm irer (love letter, lo ck o f hair, or trinket), a costu m e, and a belt pou ch contain in g 15 gp En t e r t a in e r R o u t in e s A g o o d entertainer is versatile, sp icin g up every perform an ce w ith a variety o f different routines. C h oose one to three routines or roll on the table below to define your expertise as an entertainer. d10

Entertainer Routine

d10

Entertainer Routine

1

Actor

2

Dancer

7

Poet

3

Fire-eater

8

Singer

4

jester

9

Storyteller

5

juggler

10

Tumbler

Instrumentalist

6

Fe a t u r e : By Po p u l a r D

emand

You can always find a place to perform , usually in an inn or tavern but p ossib ly with a circu s, at a theater, or even in a n oble’s court. At such a place, you receive free lod gin g and food o f a m od est or com fortab le standard (depen din g on the quality o f the establishm ent), as long as you perform each night. In addition, your perform an ce m a kes you som eth in g o f a loca l figure. W h en strangers r ecog n ize you in a tow n w here you have perform ed, they typically take a liking to you. Su g g e s t e d C

h a r a c t e r ist ic s

S u c ce s sfu l entertainers have to b e able to capture and hold an au dien ce’s attention, so they tend to have flam boyant or forcefu l personalities. T h ey’re in clined tow ard the rom antic and often clin g to high-m inded ideals about the practice o f art and the appreciation o f beauty.

d8

Personality Trait

1

I know a story relevant to almost every situation.

2

Whenever I come to a new place, I collect local rumors and spread gossip.

3

I’m a hopeless romantic, always searching for that “ special someone.”

4

Nobody stays angry at me or around me for long, since I can defuse any amount of tension.

5

I love a good insult, even one directed at me.

6

I get bitter if I’m not the center of attention.

7

I’ll settle for nothing less than perfection.

8

I change my mood or my mind as quickly as I change key in a song.


d6

1

Skill Proficiencies: A n im al H andling, Survival

Ideal Beauty. When I perform, I make the world better than

it was. (Good) 2

Tradition. The stories, legends, and songs o f the past

must never be forgotten, for they teach us who we

Tool Proficiencies: O ne type o f artisan’s tools, vehicles (land) Equipment: A set o f artisan’s tools (one o f your choice), a shovel, an iron pot, a set o f c o m m o n clothes, and a belt pou ch containing 10 gp

are. (Lawful) 3

Creativity. The world is in need o f new ideas and bold

D

action. (Chaotic)

You previously pursued a sim ple profession am ong the peasantry, perhaps as a farmer, miner, servant, shepherd, w oodcutter, or gravedigger. But som eth in g happen ed that set you on a different path and m arked you for greater things. C h o o se or random ly determ ine a defining event that m arked you as a h ero o f the people.

4

Greed. I’m only in it for the money and fame. (Evil)

5

People. I like seeing the smiles on people’s faces when

6

Honesty. Art should reflect the soul; it should come

I perform. That’s all that matters. (Neutral) from within and reveal who we really are. (Any)

e f in in g

d 10

d6 1 2

1

I stood up to a tyrant’s agents. I saved people during a natural disaster.

My instrument is my most treasured possession, and it

2

reminds me o f someone I love.

3

I stood alone against a terrible monster.

Someone stole my precious instrument, and someday

4

I stole from a corrupt merchant to help the poor. I led a militia to fight off an invading army.

I’ll get it back.

5

I want to be famous, whatever it takes.

6

4

I idolize a hero o f the old tales and measure my deeds against that person’s.

I broke into a tyrant’s castle and stole weapons to arm the people.

7

I will do anything to prove myself superior to my hated rival.

6

Defining Event

Bond

3

5

Ev e n t

I trained the peasantry to use farm implements as weapons against a tyrant’s soldiers.

8

A lord rescinded an unpopular decree after I led a

old troupe.

9

A celestial, fey, or similar creature gave me a blessing

Flaw

10

I would do anything for the other members of my

symbolic act o f protect against it. or revealed my secret origin.

d6

1

I’ll do anything to win fame and renown.

Recruited into a lord’s army, I rose to leadership and was commended for my heroism.

2

I’m a sucker for a pretty face.

3

A scandal prevents me from ever going home again.

F e a t u r e : R u stic H

That kind of trouble seems to follow me around.

S in ce you c o m e from the ranks o f the co m m o n folk, you fit in am ong them with ease. You can find a place to hide, rest, or recuperate am ong other com m on ers, u n less you have sh ow n y ou rself to be a danger to them . T h ey w ill shield you from the law or anyone else sea rch in g for you, though they w ill not risk their lives for you.

4

I once satirized a noble who still wants my head. It was a mistake that I will likely repeat.

5

I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble.

6

Despite my best efforts, I am unreliable to my friends.

Va r ia n

t

En t e r t a in e r : G

la d ia t o r

A gladiator is as m uch an entertainer as any m instrel or circu s perform er, trained to m ake the arts o f com bat into a sp ectacle the crow d can enjoy. T h is kind o f flashy com bat is your entertainer routine, though you m ight also have som e skills as a tum bler or actor. U sing your By P opu lar D em an d feature, you can find a place to perform in any pla ce that features com bat for entertainm ent—perhaps a gladiatorial arena or secret pit fighting club. You ca n replace the m usical instrum ent in your equipm ent package w ith an inexpensive but unusual w eapon , such as a trident or net.

Su g g e s t e d C

h a r a c t e r ist ic s

A folk h ero is on e o f the co m m o n people, for better or for w orse. M ost folk h eroes lo o k on their hum ble origins as a virtue, not a sh ortcom in g, and their h om e com m u n ities rem ain very im portant to them. d8

1

Personality Trait

I judge people by their actions, not their words.

2

If someone is in trouble, I’m always ready to lend help.

3

When I set my mind to something, I follow through no matter what gets in my way.

4

I have a strong sense o f fair play and always try to find the most equitable solution to arguments.

Fo lk H ero You co m e from a hum ble socia l rank, but you are destined for so m uch m ore. A lready the p eople o f your h om e village regard you as their cham pion, and your destiny calls you to stand against the tyrants and m on sters that threaten the co m m o n folk everyw here.

o s p it a l it y

5

I’m confident in my own abilities and do what I can to instill confidence in others.

6

Thinking is for other people. I prefer action.

7

I misuse long words in an attempt to sound smarter.

8

I get bored easily. When am I going to get on with my destiny?


d6

1

Ideal

d6

Respect. People deserve to be treated with dignity and

1

respect. (Good) 2

see me killed.

Fairness. No one should get preferential treatment

2

before the law, and no one is above the law. (Lawful) 3

Freedom. Tyrants must not be allowed to oppress the

3 4

I have a weakness for the vices of the city, especially hard drink.

Sincerity. There’s no good in pretending to be

5

something I’m not. (Neutral) 6

The people who knew me when I was young know my shameful secret, so I can never go home again.

Might. If I become strong, I can take what I want—

what I deserve. (Evil) 5

I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk o f failure.

people. (Chaotic) 4

Flaw

The tyrant who rules my land will stop at nothing to

Secretly, I believe that things would be better if I were a tyrant lording over the land.

Destiny. Nothing and no one can steer me away from

6

I have trouble trusting in my allies.

my higher calling. (Any)

G u ild A r tisa n d6

1

Bond

I have a family, but I have no idea where they are. One day, I hope to see them again.

2

I worked the land, I love the land, and I will protect the

3

A proud noble once gave me a horrible beating, and I

land. will take my revenge on any bully I encounter. 4

My tools are symbols of my past life, and I carry them so that I will never forget my roots.

5 6

I protect those who cannot protect themselves. I wish my childhood sweetheart had come with me to pursue my destiny.

You are a m em ber o f an artisan’s guild, skilled in a particular field and closely a ssocia ted with other artisans. You are a w ell-established part o f the m ercantile w orld, freed by talent and w ealth from the constraints o f a feudal socia l order. You learn ed your skills as an apprentice to a m aster artisan, under the sp on sorsh ip o f your guild, until you b eca m e a m aster in your ow n right. Skill Proficiencies: Insight, Persu asion Tool Proficiencies: O ne type o f artisan’s tools Languages: O ne o f your ch oice Equipment: A set o f artisan’s tools (one o f your choice), a letter o f introduction from your guild, a set o f traveler’s clothes, and a belt p ou ch contain in g 15 gp G

u il d

B u sin e ss

G uilds are generally found in cities large en ough to support several artisans practicing the sa m e trade. H ow ever, you r guild might instead be a lo o s e netw ork o f artisans w h o each w ork in a different village w ithin a larger realm . W ork w ith your DM to determ ine the nature o f your guild. You can select your guild bu sin ess from the G uild B u sin ess table or roll randomly. d20

Guild Business

1

Alchemists and apothecaries

2

Armorers, locksmiths, and finesmiths

3

Brewers, distillers, and vintners

4

Calligraphers, scribes, and scriveners

5

Carpenters, roofers, and plasterers

6

Cartographers, surveyors, and chart-makers

7

Cobblers and shoemakers

8

Cooks and bakers

9

Glassblowers and glaziers

10

Jewelers and gemcutters

11

Leatherworkers, skinners, and tanners

12

Masons and stonecutters

13

Painters, limners, and sign-makers

14

Potters and tile-makers

15

Shipwrights and sailmakers

16

Smiths and metal-forgers

17

Tinkers, pewterers, and casters

18

Wagon-makers and wheelwrights

19

Weavers and dyers

20

Woodcarvers, coopers, and bowyers


A s a m em ber o f your guild, you k n ow the skills n eeded to create finished item s from raw m aterials (reflected in your proficiency w ith a certain kind o f artisan’s tools), as w ell as the prin ciples o f trade and g o o d bu siness practices. T h e question n ow is w hether you abandon your trade for adventure, or take on the extra effort to

d6

1

strengthen the bonds of community and the security of civilization. (Lawful) 2

3 u il d

M

e m b e r s h ip

A s an established and resp ected m em ber o f a guild, you can rely on certain benefits that m em bersh ip provides. Your fellow guild m em bers w ill provide you with lod gin g and fo o d if necessary, and pay for your funeral if needed. In som e cities and tow ns, a guildhall offers a central place to m eet other m em bers o f your profession, w h ich can be a g o o d place to m eet potential patrons, allies, or hirelings. G uilds often w ield trem en dou s political pow er. If you are a ccu sed o f a crim e, your guild w ill su pport you if a g o o d ca se can be m ade for your in n ocen ce or the crim e is justifiable. You can also gain a c c e s s to pow erfu l political figures through the guild, if you are a m em ber in g o o d standing. S u ch con n ection s m ight require the donation o f m on ey or m a gic item s to the guild’s coffers. You must pay dues o f 5 gp per m onth to the guild. If you m iss paym ents, you m ust m ake up back dues to rem ain in the guild’s g o o d graces.

Generosity. My talents were given to me so that I could

use them to benefit the world. (Good)

w eave adventuring and trade together. Feature: G

Ideal Community. It is the duty of all civilized people to

Freedom. Everyone should be free to pursue his or her

own livelihood. (Chaotic) 4 5

Greed. I’m only in it for the money. (Evil) People. I’m committed to the people I care about, not

to ideals. (Neutral) 6

Aspiration. I work hard to be the best there is at

my craft. d6

1

Bond

The workshop where I learned my trade is the most important place in the world to me.

2

I created a great work for someone, and then found them unworthy to receive it. I’m still looking for someone worthy.

3

I owe my guild a great debt for forging me into the

4

I pursue wealth to secure someone’s love.

person I am today. 5

One day I will return to my guild and prove that I am the greatest artisan o f them all.

Su g g e s t e d C

h a r a c t e r is t ic s

6

G uild artisans are am ong the m ost ordinary p eople in the w orld —until they set dow n their tools and take up an adventuring career. Th ey understand the value o f hard w ork and the im portan ce o f com m unity, but they’re vulnerable to sins o f g reed and covetousness. d8 1

Personality Trait

2

I’m full o f witty aphorisms and have a proverb for every occasion.

5

Flaw

I’ll do anything to get my hands on something rare or priceless.

2

I’m quick to assume that someone is trying to cheat me.

3

No one must ever learn that I once stole money from guild coffers.

4

I’m never satisfied with what I have— I always want more.

5

6

I would kill to acquire a noble title. I’m horribly jealous o f anyone who can outshine my handiwork. Everywhere I go, I’m surrounded by rivals.

I’m rude to people who lack my commitment to hard work and fair play.

6

I like to talk at length about my profession.

7

I don’t part with my money easily and will haggle tirelessly to get the best deal possible.

8

1

I always want to know how things work and what makes people tick.

4

d6

I’m a snob who looks down on those who can’t appreciate fine art.

3

place o f business and ruined my livelihood.

I believe that anything worth doing is worth doing

right. I can’t help it— I’m a perfectionist.

I will get revenge on the evil forces that destroyed my

I’m well known for my work, and I want to make sure everyone appreciates it. I'm always taken aback when people haven’t heard o f me.

Va r ia

n t

G

u il d

A

r t is a n

: G

u il d

M

erchant

Instead o f an artisans’ guild, you m ight belon g to a guild o f traders, caravan m asters, or sh opkeepers. You don ’t craft items you rself but earn a living by buying and sellin g the w ork s o f others (or the raw m aterials artisans n eed to practice their craft). Your guild might b e a large m erchant con sortiu m (or family) with interests a cross the region. Perhaps you transported g o o d s from one place to another, by ship, w agon, or caravan, or bought them from traveling traders and sold them in your ow n little shop. In so m e w ays, the traveling m erchant’s life lends itself to adventure far m ore than the life o f an artisan. Rather than proficiency w ith artisan’s tools, you m ight b e proficient with navigator’s tools or an additional language. A n d instead o f artisan’s tools, you can start w ith a m ule and a cart.


H er m it You lived in seclu sion —either in a sheltered com m unity such as a m onastery, or entirely a lon e—for a form ative part o f your life. In your tim e apart from the clam or o f society, you found quiet, solitude, and perhaps so m e o f the an sw ers you w ere look in g for. Skill Proficiencies: M edicine, R eligion Tool Proficiencies: H erbalism kit Languages: O ne o f your ch oice Equipment: A scroll ca se stuffed full o f notes from your studies or prayers, a w inter blanket, a set o f com m on cloth es, an h erbalism kit, and 5 gp L

ife o f

Se c lu sio n

W hat w as the reason for your isolation, and what changed to allow you to end your solitude? You can w ork with your DM to determ ine the exact nature o f your seclu sion, or you can c h o o s e or roll on the table below to determ ine the reason beh in d your seclu sion. d8 1

2

Life o f Seclusion

I was searching for spiritual enlightenment.

d8

5

Life of Seclusion

I needed a quiet place to work on my art, literature, music, or manifesto.

6

I needed to commune with nature, far from civilization.

7

I was the caretaker o f an ancient ruin or relic.

8

I was a pilgrim in search o f a person, place, or relic of spiritual significance.

Feature: D

isc o v e r y

T h e quiet seclu sion o f your extended herm itage gave you a c c e s s to a unique and pow erfu l discovery. The exact nature o f this revelation depen ds on the nature o f your seclu sion. It m ight be a great truth about the co sm o s , the deities, the pow erfu l beings o f the outer planes, or the forces o f nature. It cou ld be a site that no on e else has ever seen. You m ight have u n covered a fact that has lon g b een forgotten, or u nearthed so m e relic o f the past that cou ld rewrite history. It might b e inform ation that w ou ld be dam agin g to the p eop le w h o or con sign ed you to exile, and h en ce the reason for your return to society. W ork w ith your DM to determ ine the details o f your discov ery and its im pact on the cam paign.

I was partaking o f communal living in accordance with the dictates of a religious order.

Su g g e s t e d C

3

I was exiled for a crime I didn’t commit.

4

I retreated from society after a life-altering event.

S o m e herm its are w ell suited to a life o f seclusion, w h ereas others chafe against it and long for com pany. W h eth er they em brace solitude or lon g to esca p e it, the solitary life sh apes their attitudes and ideals. A few are driven slightly m ad by their years apart from society. d8

1

h a r a c t e r ist ic s

Personality Trait

I’ve been isolated for so long that I rarely speak, preferring gestures and the occasional grunt.

2

I am utterly serene, even in the face o f disaster.

3

The leader of my community had something wise to say on every topic, and I am eager to share that wisdom.

4 5

6

I feel tremendous empathy for all who suffer. I’m oblivious to etiquette and social expectations. I connect everything that happens to me to a grand, cosmic plan.

7

I often get lost in my own thoughts and contemplation, becoming oblivious to my surroundings.

8

I am working on a grand philosophical theory and love sharing my ideas.

d6

1

Ideal

Greater Good. My gifts are meant to be shared with all, not used for my own benefit. (Good)

2

Logic. Emotions must not cloud our sense of what is right and true, or our logical thinking. (Lawful)

3

Free Thinking. Inquiry and curiosity are the pillars of progress. (Chaotic)

4

Power. Solitude and contemplation are paths toward

5

Live and Let Live. Meddling in the affairs o f others only

mystical or magical power. (Evil) causes trouble. (Neutral) 6

Self-Knowledge. If you know yourself, there’s nothing left to know. (Any)


d6

1

Bond

Nothing is more important than the other members of my hermitage, order, or association.

2

I entered seclusion to hide from the ones who might still be hunting me. I must someday confront them.

3

I’m still seeking the enlightenment I pursued in my seclusion, and it still eludes me.

4

I entered seclusion because I loved someone I could not have.

5

Should my discovery come to light, it could bring ruin to the world.

6

My isolation gave me great insight into a great evil that only I can destroy.

d6

1

Now that I've returned to the world, I enjoy its delights I harbor dark, bloodthirsty thoughts that my isolation and meditation failed to quell.

3 4 5 6

graces, or shunned by the rest o f your fam ily? D o e s your fam ily have a coat o f arm s? A n insignia you m ight w ear on a signet ring? Particular c o lo rs you w ear all the tim e? A n anim al you regard as a sym bol o f your line or even a spiritual m em ber o f the fam ily? T h ese details help establish your fam ily and your title as features o f the w orld o f the cam paign. Skill Proficiencies: History, Persu asion Tool Proficiencies: O ne type o f gam ing set Languages: One o f your ch oice Equipment: A set o f fine cloth es, a signet ring, a scroll o f pedigree, and a pu rse contain in g 25 gp

I am dogmatic in my thoughts and philosophy. I let my need to win arguments overshadow

F e a t u r e : Po s it io n

friendships and harmony.

T h an ks to your n oble birth, p eop le are inclined to think the best o f you. You are w elcom e in high society, and p eop le assu m e you have the right to be w herever you are. T h e co m m o n folk m ake every effort to a ccom m od a te you and avoid your displeasure, and other p eop le o f high birth treat you as a m em ber o f the sam e

I’d risk too much to uncover a lost bit of knowledge. I like keeping secrets and won’t share them with anyone.

O

cares w hat you do, as lon g as you don ’t em barrass the fam ily? H ow d oes the head o f your fam ily feel about your adventuring career? A re you in your fam ily’s g ood

Flaw

a little too much. 2

d oes your fam ily have am ong the other aristocrats o f the region ? H ow d o the co m m o n p eople regard them ? W h at’s your position in the fam ily? A re you the heir to the head o f the fam ily? Have you already inherited the title? H ow do you feel about that responsibility? Or are you s o far dow n the line o f inheritance that n o one

ther

H

e r m it s

This herm it b ackgrou n d a ssu m es a contem plative sort o f seclu sion that allow s r oom for study and prayer. If you w ant to play a rugged w ildern ess reclu se w ho lives off the land w hile shunning the com pany o f other people, look at the outlander background. On the other hand, if you w ant to go in a m ore religious direction, the acolyte might b e w hat y ou ’re look in g for. Or you cou ld even be a charlatan, posin g as a w ise and holy p erson and letting pious fools support you.

N oble You understand w ealth, pow er, and privilege. You carry a n oble title, and your fam ily o w n s land, collects taxes, and w ields significant political influence. You m ight b e a pa m pered aristocrat unfam iliar with w ork or d iscom fort, a form er m erchant ju st elevated to the nobility, or a disinherited scou n d rel w ith a disproportionate sen se o f entitlement. Or you cou ld be an honest, hard-w orking landow n er w h o cares deeply about the p eop le w h o live and w ork on your land, keenly aw are o f your respon sibility to them. W ork w ith your DM to co m e up w ith an appropriate title and determ ine h ow m uch authority that title carries. A n oble title d oesn ’t stand on its o w n —it’s con n ected to an entire family, and w hatever title you hold, you w ill pa ss it dow n to your ow n children. Not only do you n eed to determ ine your n oble title, but you should also w ork w ith the DM to d escrib e your fam ily and their influence on you. Is your fam ily old and established, or w a s your title only recently b estow ed ? H ow m uch influence do they w ield, and over w hat area? W hat kind o f reputation

of

P r iv il e g e

socia l sphere. You can secu re an audience w ith a local n oble if you n eed to. Su g g e s t e d C

h a r a c t e r ist ic s

N obles are born and raised to a very different lifestyle than m ost people ever experience, and their personalities reflect that upbringing. A n oble title c o m e s w ith a plethora o f b o n d s—respon sibilities to family, to other n obles (including the sovereign), to the p eop le entrusted to the fam ily’s care, or even to the title itself. But this responsibility is often a g ood w ay to underm ine a noble. d8

1

Personality Trait

My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world.

2

The common folk love me for my kindness and generosity.

3

No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses.

4

I take great pains to always look my best and follow the latest fashions.

5

I don’t like to get my hands dirty, and I won’t be caught dead in unsuitable accommodations.

6

Despite my noble birth, I do not place myself above other folk. We all have the same blood.

7 8

My favor, once lost, is lost forever. If you do me an injury, I will crush you, ruin your name, and salt your fields.


d6

1

Ideal Respect. Respect is due to me because o f my position,

but all people regardless o f station deserve to be treated with dignity. (Good) 2

Responsibility. It is my duty to respect the authority o f

those above me, just as those below me must respect mine. (Lawful) 3

Independence. I must prove that I can handle myself

without the coddling o f my family. (Chaotic) 4

Power. If I can attain more power, no one will tell me

what to do. (Evil) 5 6

Family. Blood runs thicker than water. (Any) Noble Obligation. It is my duty to protect and care for

the people beneath me. (Good) d6

1

Bond

I will face any challenge to win the approval of my family.

2

My house’s alliance with another noble family must be sustained at all costs.

3

Nothing is more important than the other members o f my family.

4

I am in love with the heir o f a family that my family

training on his or her ow n path to knighthood. Your tw o rem aining retainers m ight include a g room to care for your h orse and a servant w h o polish es your arm or (and even helps you put it on). A s an em blem o f chivalry and the ideals o f courtly love, you m ight include a m on g your equipm ent a banner or other token from a noble lord or lady to w h om you have given your heart—in a chaste sort o f devotion. (This p erson cou ld be your bond.)

OUTLANDER You g rew up in the w ilds, far from civilization and the c om forts o f town and technology. Y ou’ve w itn essed the m igration o f herds larger than forests, survived w eather m ore extrem e than any city-dw eller cou ld com prehen d, and enjoyed the solitude o f bein g the only thinking creature for m iles in any direction. T h e w ild s are in your b lood , w hether you w ere a nom ad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in p la ces w here you d on ’t k n ow the sp ecific features o f the terrain, you kn ow the w ays o f the wild. Skill Proficiencies: A thletics, Survival Tool Proficiencies: O ne type o f m usical instrum ent Languages: One o f your ch oice Equipment: A staff, a hunting trap, a trophy from an

despises. 5

My loyalty to my sovereign is unwavering.

6

The common folk must see me as a hero o f the people.

anim al you killed, a set o f traveler’s clothes, and a belt pou ch containing 10 gp O

d6

1 2

Flaw

I secretly believe that everyone is beneath me. I hide a truly scandalous secret that could ruin my family forever.

3

I too often hear veiled insults and threats in every word

r ig in

You've been to strange p la ces and seen things that others can n ot begin to fathom . C on sider so m e o f the distant lands you have visited, and h ow they im pacted you. You can roll on the follow in g table to determ ine your occu pation during your tim e in the w ild, or c h o o s e on e that best fits your character.

addressed to me, and I’m quick to anger.

d 10

d 10

4

I have an insatiable desire for carnal pleasures.

5

In fact, the world does revolve around me.

1

Forester

6

6

By my words and actions, I often bring shame to

2

Trapper

7

Pilgrim

my family.

3

Homesteader

8

Tribal nomad

4

Guide

9

Hunter-gatherer

5

Exile or outcast

10

Tribal marauder

Va

r ia n t

N

oble

: K

n ig h t

A k n igh th ood is am ong the low est n oble titles in m ost societies, but it can be a path to higher status. If you w ish to be a knight, c h o o s e the R etainers feature (see the sidebar) instead o f the Position o f Privilege feature. O ne o f your c om m on er retainers is replaced by a noble w h o serves as your squire, aiding you in exch an ge for

Va r ia n t F e a t u r e : R e t a in e r s If your character has a noble background, you may select this background feature instead o f Position o f Privilege. You have the service o f three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. Your retainers are commoners who can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused.

Origin

Origin

Bounty hunter

Feature: Wanderer You have an excellent m em ory for m aps and geography, and you can always recall the general layout o f terrain, settlem ents, and other features arou nd you. In addition, you can find fo o d and fresh w ater for y ou rself and up to five other p eop le each day, provided that the land offers berries, sm all gam e, water, and s o forth. Su g g e s t e d C

h a r a c t e r is t ic s

O ften con sid ered rude and uncouth am ong civilized folk, outlanders have little resp ect for the niceties o f life in the cities. T h e ties o f tribe, clan, family, and the natural w orld o f w hich they are a part are the m ost im portant bon d s to m ost outlanders.


d8

1

Personality Trait

Sa g e

I’m driven by a wanderlust that led me away

newborn pups.

You spent y ears learning the lore o f the m ultiverse. You scou red m anuscripts, studied scrolls, and listened to the greatest experts on the su bjects that interest you. Your efforts have m ade you a m aster in your fields o f study.

I once ran twenty-five miles without stopping to warn

Skill Proficiencies: A rcan a, H istory

to my clan of an approaching orc horde. I’d do it again

Languages: Tw o o f your ch oice Equipment: A bottle o f black ink, a quill, a sm all knife, a letter from a dead colleag u e p osin g a question you have not yet been able to answer, a set o f com m on cloth es, and a belt pou ch containing 10 gp

from home. 2 3

I watch over my friends as if they were a litter of

if I had to. 4

I have a lesson for every situation, drawn from observing nature.

5

I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear.

6

I’m always picking things up, absently fiddling with

Sp e c ia l t y To determ ine the nature o f your scholarly training, roll a d8 or c h o o s e from the options in the table below.

them, and sometimes accidentally breaking them. 7 8

I feel far more comfortable around animals than

Specialty

d8

1

Alchemist

5

Professor

I was, in fact, raised by wolves.

2

Astronomer

6

Researcher

Discredited

7

Wizard’s apprentice

academic

8

Scribe

3 d6

Ideal

1

Change. Life is like the seasons, in constant change,

2

Greater Good. It is each person’s responsibility to

and we must change with it. (Chaotic) make the most happiness for the whole tribe. (Good) 3

Honor. If I dishonor myself, I dishonor my whole

clan. (Lawful) 4 5

Might. The strongest are meant to rule. (Evil) Nature. The natural world is more important than all

the constructs o f civilization. (Neutral) 6

Glory. I must earn glory in battle, for myself and

my clan. (Any) d6

Bond

1

My family, clan, or tribe is the most important thing in

2

An injury to the unspoiled wilderness of my home is an

my life, even when they are far from me. injury to me. 3

I will bring terrible wrath down on the evildoers who

destroyed my homeland. 4

I am the last o f my tribe, and it is up to me to ensure their names enter legend.

5

I suffer awful visions o f a coming disaster and will do anything to prevent it.

6 d6

It is my duty to provide children to sustain my tribe. Flaw

1

I am too enamored o f ale, wine, and other intoxicants.

2

There’s no room for caution in a life lived to the fullest.

3

I remember every insult I’ve received and nurse a silent

resentment toward anyone who’s ever wronged me. 4

I am slow to trust members of other races, tribes, and societies.

5 6

Specialty

d8

people.

Violence is my answer to almost any challenge. Don’t expect me to save those who can’t save themselves. It is nature’s way that the strong thrive and the weak perish.

4

Librarian


Feature: R

esearcher

W h en you attempt to learn or recall a piece o f lore, if you do not k n ow that inform ation, you often k n ow w here and from w h om you can obtain it. Usually, this inform ation c o m e s from a library, scriptorium , university, or a sage or other learned p erson or creature. Your DM might rule that the kn ow led ge you seek is secreted away in an alm ost in accessible place, or that it sim ply can n ot be found. U nearthing the d eepest secrets o f the m ultiverse can require an adventure or even a w hole cam paign. Su g g e s t e d C

d8 1

great erudition. 2

I've read every book in the world’s greatest libraries— or I like to boast that I have.

3

I'm used to helping out those who aren’t as smart as I am, and I patiently explain anything and everything to others.

4

There’s nothing I like more than a good mystery.

5

I’m willing to listen to every side o f an argument before

h a r a c t e r ist ic s

S a g es are defined by their extensive studies, and their characteristics reflect this life o f study. D evoted to scholarly pursuits, a sage values kn ow led ge highly— som etim es in its ow n right, som etim es as a m eans tow ard other ideals.

Personality Trait

I use polysyllabic words that convey the impression of

I make my own judgment. 6

I . . . speak . . . slowly . . . when talking . . . to idiots, . . . which . . . almost . . . everyone . . . is . . . compared . . . to me.

7 8

I am horribly, horribly awkward in social situations. I’m convinced that people are always trying to steal my secrets.

d6

1

Ideal Knowledge. The path to power and self-improvement is through knowledge. (Neutral)

2

Beauty. What is beautiful points us beyond itself toward what is true. (Good)

3

Logic. Emotions must not cloud our logical thinking.

4

No Limits. Nothing should fetter the infinite possibility

(Lawful) inherent in all existence. (Chaotic) 5

Power. Knowledge is the path to power and domination. (Evil)

6

Self-Improvement. The goal of a life o f study is the betterment of oneself. (Any)

d6 1 2

Bond It is my duty to protect my students. I have an ancient text that holds terrible secrets that must not fall into the wrong hands.

3

I work to preserve a library, university, scriptorium, or monastery.

4

My life’s work is a series o f tomes related to a specific field o f lore.

5

I've been searching my whole life for the answer to a certain question.

6

I sold my soul for knowledge. I hope to do great deeds and win it back.

d6

1

2

Flaw I am easily distracted by the promise o f information. Most people scream and run when they see a demon. I stop and take notes on its anatomy.

3

Unlocking an ancient mystery is worth the price o f a civilization.

4

I overlook obvious solutions in favor of complicated ones.

5

I speak without really thinking through my words, invariably insulting others.

6

I can’t keep a secret to save my life, or anyone else’s.


Sa i l o r

d6

You sailed on a sea goin g v essel for years. In that tim e, you faced dow n m ighty storm s, m on sters o f the deep, and th ose w h o w anted to sink your craft to the bottom less depths. Your first love is the distant line o f the h orizon, but the tim e has c om e to try your hand at som eth in g new. D iscu ss the nature o f the ship you previously sailed with your D u n geon Master. W as it a m erchant ship, a naval vessel, a ship o f discovery, or a pirate ship? H ow fam ous (or infam ous) is it? Is it w idely traveled? Is it still sailing, or is it m issin g and presu m ed lost with all hands? W hat w ere your duties on b oa rd —boatsw ain, captain, navigator, cook , or som e other position ? W h o w ere the captain and first m ate? D id you leave your ship on g ood term s w ith your fellow s, or on the run? Skill Proficiencies: A thletics, P erception Tool Proficiencies: Navigator’s tools, vehicles (water) Equipment: A belaying pin (club), 50 feet o f silk rope, a lucky ch a rm such as a rabbit foot or a sm all stone w ith a hole in the center (or you m ay roll for a random trinket on the Trinkets table in chapter 5), a set o f co m m o n cloth es, and a belt p ou ch contain in g 10 gp F e a t u r e : Sh

i p ’s

Pa s s a g e

W h en you n eed to, you ca n secu re free pa ssa ge on a sailing ship for y ou rself and your adventuring com pa n ion s. You m ight sail on the ship you served on, or another ship you have g o o d relations with (perhaps on e captained by a form er crew m ate). B eca u se y ou ’re calling in a favor, you ca n ’t be certain o f a sch edule or route that w ill m eet your every need. Your D u n geon M aster w ill determ ine h ow long it takes to get w here you n eed to go. In return for your free passage, you and your com p a n ion s are ex pected to assist the crew during the voyage. Su g g e s t e d C

h a r a c te r istic s

S a ilors can be a rough lot, but the respon sibilities o f life on a ship m ake them generally reliable as w ell. Life aboard a ship sh ap es their ou tlook and form s their m ost im portant attachments. d8

Personality Trait

1

My friends know they can rely on me, no matter what.

2

I work hard so that I can play hard when the work is done.

3

I enjoy sailing into new ports and making new friends over a flagon o f ale.

4

I stretch the truth for the sake o f a good story.

5

To me, a tavern brawl is a nice way to get to know a new city.

6

I never pass up a friendly wager.

7

My language is as foul as an otyugh nest.

8

I like a job well done, especially if I can convince someone else to do it.

1

Ideal Respect. The thing that keeps a ship together is mutual

respect between captain and crew. (Good) 2

Fairness. We all do the work, so we all share in the

rewards. (Lawful) 3

Freedom. The sea is freedom— the freedom to go

anywhere and do anything. (Chaotic) 4

Mastery. I’m a predator, and the other ships on the sea

are my prey. (Evil) 5

People. I’m committed to my crewmates, not to ideals.

6

Aspiration. Someday I’ll own my own ship and chart

(Neutral) my own destiny. (Any) d6

Bond

1

I’m loyal to my captain first, everything else second.

2

The ship is most important— crewmates and captains come and go.

3 4

I’ll always remember my first ship. In a harbor town, I have a paramour whose eyes nearly stole me from the sea.

5

I was cheated out of my fair share o f the profits, and I want to get my due.

6

Ruthless pirates murdered my captain and crewmates, plundered our ship, and left me to die. Vengeance will be mine.

d6

1

Flaw

I follow orders, even if I think they’re wrong.

2

I’ll say anything to avoid having to do extra work.

3

Once someone questions my courage, I never back down no matter how dangerous the situation.

4 5

Once I start drinking, it’s hard for me to stop. I can’t help but pocket loose coins and other trinkets I come across.

6

My pride will probably lead to my destruction.

Va r ia n

t

Sa i l o

r

: P ir a t e

You spent your youth under the sw ay o f a dread pirate, a ruthless cutthroat w h o taught you h ow to survive in a w orld o f sharks and savages. Y ou’ve indulged in larceny on the high sea s and sent m ore than on e deservin g soul to a briny grave. Fear and b lood sh ed are no strangers to you, and you ’ve garnered a som ew h at unsavory reputation in m any a port town. If you decide that your sailing career involved piracy, you can c h o o s e the Bad Reputation feature (see sidebar) instead o f the S h ip ’s P assa ge feature.

Va r ia n t Fe a t u r e : Ba d R e p u t a t io n If your character has a sailor background, you may select this background feature instead of Ship’s Passage. No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.


S o l d ie r W ar has been your life for as long as you care to rem em ber. You trained as a youth, studied the use o f w ea p on s and armor, learned ba sic survival techniques, including h ow to stay alive on the battlefield. You m ight have been part o f a standing national arm y o r a m ercenary com pany, or perhaps a m em ber o f a local militia w h o rose to p rom in en ce during a recent war. W h en you c h o o s e this background, w ork w ith your DM to determ ine w h ich m ilitary organization you w ere a part of, h ow far through its ranks you p rogressed, and w hat kind o f experien ces you had during your military career. W as it a standing army, a tow n guard, or a village m ilitia? O r it m ight have b een a n oble’s or m erchant’s private army, or a m ercen a ry com pany. Skill Proficiencies: Athletics, Intim idation Tool Proficiencies: O ne type o f gam ing set, vehicles (land) Equipment: A n insignia o f rank, a trophy taken from a fallen enem y (a dagger, broken blade, or p iece o f a banner), a set o f b on e dice or d eck o f cards, a set o f co m m o n clothes, and a belt p ou ch contain in g 10 gp

Spe c ia l t y D uring your tim e as a soldier, you had a sp ecific role to play in your unit or army. R oll a d8 or c h o o s e from the options in the table below to determ ine your role: d8

Specialty

d8

Specialty

1

Officer

2 3 4

Cavalry

blacksmith, or the

5

Healer

like)

6

Quartermaster

Scout

7

Standard bearer

Infantry

8

Support staff (cook,

Feature: M

ilita r y

R

ank

You have a m ilitary rank from your career as a soldier. S old iers loyal to your form er m ilitary organization still recog n ize your authority and influence, and they defer to you if they are o f a low er rank. You can invoke your rank to exert influence over other soldiers and requisition sim ple equipm ent or h orses for tem porary use. You can also usually gain a c c e s s to friendly m ilitary en cam pm ents and fortresses w h ere your rank is recog n ized . Su g g e s t e d C

h a r a c t e r ist ic s

T he h orrors o f w ar com bin ed w ith the rigid discipline of m ilitary serv ice leave their m ark on all soldiers, shaping their ideals, creating strong bon ds, and often leaving them sca rred and vulnerable to fear, sham e, and hatred. d8 1

2

Personality Trait

I'm always polite and respectful. I’m haunted by memories o f war. I can’t get the images of violence out o f my mind.

3

I’ve lost too many friends, and I’m slow to make new ones.

4

I’m full of inspiring and cautionary tales from my military experience relevant to almost every combat situation.

5

I can stare down a hell hound without flinching.

6

I enjoy being strong and like breaking things.

7

I have a crude sense of humor.

8

I face problems head-on. A simple, direct solution is the best path to success.

d6

1

Ideal Greater Good. Our lot is to lay down our lives in

defense of others. (Good) 2

Responsibility. I do what I must and obey just

authority. (Lawful) 3

Independence. When people follow orders blindly, they

embrace a kind of tyranny. (Chaotic) 4 5

Might. In life as in war, the stronger force wins. (Evil) Live and Let Live. Ideals aren’t worth killing over or

going to war for. (Neutral) 6

Nation. My city, nation, or people are all that matter.

(Any)


d6

1 2

d8

Bond

Personality Trait

I would still lay down my life for the people I

1

I hide scraps o f food and trinkets away in my pockets.

served with.

2

I ask a lot o f questions.

Someone saved my life on the battlefield. To this day, I

3

I like to squeeze into small places where no one else can get to me.

will never leave a friend behind. 4

I sleep with my back to a wall or tree, with everything I

3

My honor is my life.

4

I’ll never forget the crushing defeat my company suffered or the enemies who dealt it.

5

I eat like a pig and have bad manners.

5

Those who fight beside me are those worth dying for.

6

I think anyone who’s nice to me is hiding evil intent.

6

I fight for those who cannot fight for themselves.

7

I don’t like to bathe.

8

I bluntly say what other people are hinting at or hiding.

d6

1

Flaw

The monstrous enemy we faced in battle still leaves me quivering with fear.

2

d6

Respect. All people, rich or poor, deserve respect.

2

Community. We have to take care of each other,

3

Change. The low are lifted up, and the high and mighty

(Good) because no one else is going to do it. (Lawful)

I made a terrible mistake in battle cost many lives— and I would do anything to keep that mistake secret.

4

My hatred o f my enemies is blind and unreasoning.

5

I obey the law, even if the law causes misery.

6

I’d rather eat my armor than admit when I’m wrong.

Ideal

1

I have little respect for anyone who is not a proven warrior.

3

own wrapped in a bundle in my arms.

are brought down. Change is the nature o f things. (Chaotic) 4

Retribution. The rich need to be shown what life and

death are like in the gutters. (Evil)

U r ch in

5

You g rew up on the streets alone, orphaned, and poor. You had no on e to w atch over you or to provide for you, s o you learn ed to provide for yourself. You fought fiercely over fo o d and kept a constant w atch out for other desperate sou ls w h o m ight steal from you. You slept on rooftop s and in alleyw ays, e x p osed to the elem ents, and endured sick n ess w ithout the advantage o f m edicine or a place to recuperate. Y ou’ve survived despite all odds, and did s o through cunning, strength, speed, or som e com bination o f each. You begin your adventuring career with enough m oney to live m odestly but secu rely for at least ten days. H ow did you com e by that m oney? W hat allow ed you to break free o f your desperate circu m stan ces and em bark on a better life? Skill Proficiencies: Sleight o f Hand, Stealth Tool Proficiencies: D isgu ise kit, th ieves’ tools Equipment: A sm all knife, a m ap o f the city you g rew up in, a pet m ou se, a token to rem em ber your parents by, a set o f co m m o n clothes, and a belt pouch containing 10 gp

People. I help the people who help me— that’s what

keeps us alive. (Neutral) 6

Aspiration. I'm going to prove that I'm worthy of a

better life. d6

1 2

Bond

My town or city is my home, and I’ll fight to defend it. I sponsor an orphanage to keep others from enduring what I was forced to endure.

3

I owe my survival to another urchin who taught me to live on the streets.

4

I owe a debt I can never repay to the person who took pity on me.

5

I escaped my life o f poverty by robbing an important person, and I’m wanted for it.

6

No one else should have to endure the hardships I’ve been through.

d6

Flaw

1

If I'm outnumbered, I will run away from a fight.

2

Gold seems like a lot of money to me, and I’ll do just about anything for more o f it.

Feature: C

it y

Se c r e t s

You kn ow the secret patterns and flow to cities and can find p assages through the urban sprawl that others w ould m iss. W h en you are not in com bat, you (and com panion s you lead) can travel betw een any tw o locations in the city tw ice as fast as your sp eed w ould n orm ally allow. Su g g e s t e d C

h a r a c t e r ist ic s

U rchins are sh ap ed by lives o f desperate poverty, for g o o d and for ill. Th ey tend to be driven either by a com m itm en t to the p eop le w ith w h om they sh ared life on the street or by a burning desire to find a better life— and m aybe get som e payback on all the rich p eop le w ho treated them badly.

3

I will never fully trust anyone other than myself.

4

I’d rather kill someone in their sleep then fight fair.

5

It’s not stealing if I need it more than someone else.

6

People who can't take care o f themselves get what they deserve.


C h a p t e r 5: E q u i p m e n t TH E MARKETPLACE OF A LARGE CITY TEEMS w ith buyers and sellers o f m any sorts: dw arf sm iths and elf w oodcarvers, halfling farm ers and gnom e jew elers, not to mention hum ans o f every shape, size, and color draw n from a sp ectru m o f nations and cultures. In the largest cities, alm ost anything im aginable is offered for sale, from exotic sp ices and luxurious cloth in g to w ick er baskets and practical sw ords. For an adventurer, the availability o f armor, w eapon s, backpacks, rope, and sim ilar g o o d s is o f param ount im portan ce, sin ce p roper equipm ent can m ean the difference betw een life and death in a du ngeon or the untam ed w ilds. T his chapter details the m undane and exotic m erchandise that adventurers com m only find useful in the face o f the threats that the w orlds o f D & D present.

St a r t i n g E q u i p m e n t W h en you create y ou r character, you receive equipm ent ba sed on a com bination o f your class and background. Alternatively, you can start w ith a num ber o f gold p ieces ba sed on your cla ss and spend them on items from the lists in this chapter. S e e the Starting W ealth by Class table to determ ine h ow m uch gold you have to spend. You d ecide h ow your character ca m e by this starting equipm ent. It m ight have been an inheritance, or g o o d s that the character purchased during his or her upbringing. You might have been equipped with a w eapon, armor, and a backpack as part o f military service. You might even have stolen your gear. A w ea p on cou ld b e a fam ily heirloom , pa ssed dow n from generation to generation until your character finally took up the m antle and follow ed in an an cestor’s adventurous footsteps. S

t a r t in g

W

ealth

Class Barbarian

by

C

lass

Funds 2d4 x 10 gp

Bard

5d4 x 10 gp

Cleric

5d4 x 10 gp

Druid

2d4 x 10 gp

Fighter Monk Paladin Ranger Rogue

5d4 x 10 gp 5d4 gp 5d4 x 10 gp 5d4 x 10 gp 4d4 x 10 gp

Sorcerer

3d4 x 10 gp

Warlock

4d4 x 10 gp

Wizard

4d4 x 10 gp

W ealth W ealth appears in m any form s in a D & D w orld. Coins, gem stones, trade g ood s, art objects, anim als, and property can reflect your character’s financial w ell-being. M em bers o f the peasantry trade in g ood s, bartering for what they n eed and paying taxes in grain and cheese.

M em bers o f the nobility trade either in legal rights, such as the rights to a m ine, a port, or farmland, or in gold bars, m easuring gold by the pou n d rather than by the coin. Only m erchants, adventurers, and th ose offering professional serv ices for hire com m on ly deal in coins.

C o in ag e C om m on coin s co m e in several different denom inations ba sed on the relative w orth o f the m etal from w h ich they are m ade. The three m ost com m on co in s are the gold p iece (gp), the silver p iece (sp), and the co p p e r p iece (cp). W ith on e gold piece, a character can buy a belt pouch, 50 feet o f g o o d rope, or a goat. A skilled (but not exception al) artisan can earn on e gold p iece a day. T h e gold p iece is the standard unit o f m easu re for w ealth, even if the coin itself is not com m on ly used. W h en m erchants d iscu ss deals that involve g o o d s or serv ices w orth hundreds or thousands o f gold p ieces, the transactions d on ’t usually involve the exch an ge o f individual coin s. Rather, the gold p iece is a standard m easu re o f value, and the actual exch an ge is in gold bars, letters o f credit, or valuable g ood s. O ne gold p iece is w orth ten silver p ieces, the m ost prevalent coin am ong com m on ers. A silver p iece buys a la borer’s w ork for a day, a flask o f lam p oil, or a night’s rest in a p o o r inn. O ne silver p iece is w orth ten cop p er p ieces, w h ich are com m on am ong laborers and beggars. A single cop p er p iece buys a candle, a torch, or a p iece o f chalk. In addition, unusual co in s m ade o f other preciou s m etals som etim es appear in treasure hoards. The electrum p iece (ep) and the platinum p iece (pp) originate from fallen em pires and lost kin gdom s, and they som etim es a rou se su spicion and skepticism w hen u sed in transactions. A n electrum p iece is w orth five silver pieces, and a platinum p iece is w orth ten gold p ieces. A standard coin w eigh s about a third o f an ou nce, so fifty coin s w eigh a pound. S

t a n d a r d

Coin

Ex

c h a n g e

Rates

cp

sp

ep

gp

pp

1

1/10

1/50

1/100

1/1,000

Silver (sp)

10

1

1/100

50

5

1/5 1

1/10

Electrum (ep)

1/2

1/20

100

10

2

1

1/10

1,000

100

20

10

1

Copper (cp)

Gold (gp) Platinum (pp)


Se llin g T reasu re O pportunities aboun d to find treasure, equipm ent, w eapon s, armor, and m ore in the du ngeon s you explore. Normally, you can sell your treasures and trinkets w hen you return to a town or other settlement, provided that you can find buyers and m erchants interested in your loot. Arms, Armor, and Other Equipment. A s a general rule, u ndam aged w eapon s, armor, and other equipm ent fetch h alf their cost w hen sold in a market. W eapon s and arm or u sed by m on sters are rarely in g o o d enough condition to sell. Magic Items. S ellin g m a gic item s is problem atic. F inding som eon e to buy a potion or a scroll isn’t too hard, but other items are out o f the realm o f m ost but the w ealthiest n obles. L ikew ise, aside from a few com m on m agic item s, you w o n ’t n orm ally co m e a cross m agic item s or spells to purchase. T h e value o f m agic is far beyond sim ple gold and should always be treated as such. Gems,Jewelry, and Art Objects. T h ese items retain their full value in the m arketplace, and you can either trade them in for coin or u se them as cu rren cy for other transactions. For exception ally valuable treasures, the D M m ight require you to find a buyer in a large tow n or larger com m u n ity first. Trade Goods. O n the borderlands, m any p eople con du ct transactions through barter. Like gem s and art objects, trade g o o d s —bars o f iron, bags o f salt, livestock, and s o on —retain their full value in the m arket and can be u sed as currency.

A r m o r a n d Sh i e l d s D & D w orld s are a vast tapestry m ade up o f m any different cultures, each w ith its ow n tech n ology level. F or this reason , adventurers have a c c e s s to a variety o f arm or types, ranging from leather arm or to chain m ail to costly plate armor, w ith several other kinds o f arm or in betw een . T h e A rm or table collects the m ost com m on ly available types o f arm or found in the gam e and separates them into three categories: light armor, m edium arm or, and heavy armor. M any w arriors supplem ent their arm or with a shield.

Va r ia n t : Eq u ip m e n t S iz e s In most campaigns, you can use or wear any equipment that you find on your adventures, within the bounds o f common sense. For example, a burly half-orc won't fit in a halfling’s leather armor, and a gnome would be swallowed up in a cloud giant’s elegant robe. The DM can impose more realism. For example, a suit of plate armor made for one human might not fit another one without significant alterations, and a guard’s uniform might be visibly ill-fitting when an adventurer tries to wear it as a disguise. Using this variant, 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 o f the market price o f the item. The DM can either roll 1d4 x 10 or determine the increase in cost based on the extent o f the alterations required.

T h e A rm or table sh ow s the cost, w eight, and other p roperties o f the com m on types o f arm or w orn in the w orld s o f D&D. Armor Proficiency. A n yone can put on a suit o f arm or or strap a shield to an arm . Only th ose proficient in the a rm or’s use k n ow h ow to w ea r it effectively, however. Your class gives you proficiency w ith certain types o f armor. If you w ea r arm or that you lack proficiency with, you have disadvantage on any ability check, saving throw, or attack roll that involves Stren gth or Dexterity, and you ca n ’t cast spells.

Armor Class (AC). A rm or protects its w earer from attacks. The arm or (and shield) you w ea r determ ines your b a se A rm or Class. Heavy Armor. Heavier arm or interferes w ith the w ea rer’s ability to m ove quickly, stealthily, and freely. If the A rm or table sh ow s “Str 13” or “Str 15” in the Strength colum n for an arm or type, the arm or redu ces the w ea rer’s sp eed by 10 feet u nless the w earer has a Strength score equal to or h igher than the listed score. Stealth. If the A rm or table sh ow s “D isadvantage” in the Stealth colum n, the w earer has disadvantage on D exterity (Stealth) checks.

Shields. A shield is m ade from w o o d or m etal and is carried in one hand. W ieldin g a shield in creases your A rm or C lass by 2. You can benefit from only one shield at a time.

L ig h t A rm or M ade from supple and thin m aterials, light arm or favors agile adventurers sin ce it offers som e protection w ithout sacrificin g m obility. If you w ear light armor, you add your D exterity m odifier to the ba se num ber from your arm or type to determ ine your A rm or Class. Padded. P added arm or con sists o f quilted layers of cloth and batting. Leather. The breastplate and sh ou lder protectors o f this arm or are m ade o f leather that has been stiffened by b ein g boiled in oil. The rest o f the arm or is m ade o f softer and m ore flexible materials. Studded Leather. M ade from tough but flexible leather, studded leather is rein forced w ith close-set rivets or spikes.

M ed iu m A r m o r M edium arm or offers m ore protection than light armor, but it also im pairs m ovem ent m ore. If you w ear m edium armor, you add your Dexterity modifier, to a m axim um o f +2, to the ba se num ber from your arm or type to determ ine your A rm or Class. Hide. T his cru de arm or con sists o f thick furs and pelts. It is com m on ly w orn by barbarian tribes, evil hum anoids, and other folk w h o lack a c c e s s to the tools and m aterials n eeded to create better armor. Chain Shirt. M ade o f in terlocking m etal rings, a chain shirt is w orn betw een layers o f cloth in g or leather. This arm or offers m od est protection to the w ea rer’s upper b od y and allow s the sou n d o f the rings rubbing against one another to be muffled by outer layers. Scale Mail. T h is arm or con sists o f a coat and leggings (and perhaps a separate skirt) o f leather covered with


overlapping p ieces o f metal, m uch like the sca les o f a fish. T h e suit includes gauntlets. B reastplate. T h is arm or con sists o f a fitted metal chest p iece w orn w ith supple leather. A lthough it leaves the legs and arm s relatively u nprotected, this arm or p rovides g o o d protection for the w ea rer’s vital organs w hile leaving the w earer relatively u nencum bered.

H a lf Plate. H alf plate con sists o f shaped m etal plates that cover m ost o f the w ea rer’s body. It d o e s not include leg protection beyon d sim ple greaves that are attached with leather straps.

H eavy A rmor O f all the arm or categories, heavy arm or offers the best protection. T h ese suits o f arm or cover the entire body and are design ed to stop a w ide range o f attacks. Only proficient w arriors can m anage their w eight and bulk. H eavy arm or d oesn ’t let you add your Dexterity m odifier to your A rm or Class, but it also d oesn ’t pen alize you if your D exterity m odifier is negative. Ring Mail. T h is arm or is leather arm or w ith heavy rings sew n into it. T h e rings help rein force the arm or against blow s from sw ord s and axes. R in g m ail is inferior to chain m ail, and it's usually w orn only by th ose w h o ca n ’t afford better armor.

Chain Mail. M ade o f interlocking m etal rings, chain m ail includes a layer o f quilted fabric w orn underneath the m ail to prevent chafing and to cushion the im pact o f blow s. The suit includes gauntlets. Splint. T h is arm or is m ade o f n arrow vertical strips o f m etal riveted to a back ing o f leather that is w orn over cloth padding. F lexible chain m ail protects the joints. Plate. Plate con sists o f shaped, interlocking metal plates to cover the entire body. A suit o f plate includes gauntlets, heavy leather b oots, a v isored helmet, and thick layers o f padding underneath the armor. B uckles and straps distribute the w eight over the body.

Light Armor 5 gp 10 gp

11 + Dex modifier

Leather

Padded

11 + Dex modifier

Studded leather

45 gp

12 + Dex modifier

Hide

10 gp

12 + Dex modifier (max 2)

12 lb.

Chain shirt

50 gp

13 + Dex modifier (max 2)

20 lb.

Disadvantage

8 lb. 10 lb.

— —

13 lb.

Medium Armor

Scale mail

50 gp

14 + Dex modifier (max 2)

Disadvantage

45 lb.

Breastplate

400 gp

14 + Dex modifier (max 2)

20 lb.

Half plate

750 gp

15 + Dex modifier (max 2)

Disadvantage

40 lb.

30 gp

14

Disadvantage

40 lb.

75 gp 200 gp

16

Str 13

Disadvantage

55 lb.

17

Str 15

Disadvantage

60 lb.

1,500 gp

18

Str 15

Disadvantage

65 lb.

10 gp

+2

Heavy Armor Ring mail Chain mail Splint Plate

Shield Shield

6 lb.


G e t t in g In t o a n d O u t of A rm o r T h e tim e it takes to don or d off arm or depen ds on the a rm or’s category. Don. T h is is the tim e it takes to put on arm or. You benefit from the arm or's AC only if you take the full tim e to don the suit o f armor. Doff. This is the tim e it takes to take o ff armor. If you have help, reduce this tim e by half.

Category

Don

Doff

Light Armor

1 minute

1 minute

Medium Armor

5 minutes

1 minute

Heavy Armor

10 minutes

5 minutes

Shield

1 action

1 action

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

W eapo n P r o ficien cy Your race, class, and feats can grant you proficiency w ith certain w eap on s or categories o f w eapon s. T h e tw o categories are simple and martial. M ost p eop le can u se sim ple w ea p on s with proficiency. T h ese w eap on s include clubs, m a ces, and other w ea p on s often found in the hands o f com m on ers. M artial w eapon s, including sw ords, axes, and polearm s, require m ore sp ecia lized training to u se effectively. M ost w arriors use m artial w ea p on s b eca u se th ese w ea p on s put their fighting style and training to best use. P roficien cy w ith a w ea p on allow s you to add your proficiency bon u s to the attack roll for any attack you m ake w ith that w eapon . If you m ake an attack roll using a w ea p on w ith w h ich you lack proficiency, you do not add your proficiency bon u s to the attack roll.

W e a p o n P r o perties M any w eapons have special properties related to their use, as show n in the W eapons table. Am m unition. You can u se a w eap on that has the am m unition property to m ake a ranged attack only if you have am m unition to fire from the w eapon . E ach tim e you attack w ith the w eapon , you expend on e piece o f am m unition. D raw ing the am m unition from a quiver, case, or other container is part o f the attack. At the end o f the battle, you can recov er h alf your expen ded am m unition by taking a m inute to sea rch the battlefield.


If you use a w eapon that has the ammunition property to m ake a m elee attack, you treat the w eapon as an im provised w eapon (see "Im provised W eapons" later in the section). A sling must be loaded to deal any dam age w hen u sed in this way. Finesse. W h en m akin g an attack with a finesse w eapon , you use your ch oice o f your Strength or Dexterity m odifier for the attack and dam age rolls. You must use the sam e m odifier for both rolls. Heavy. S m all creatu res have disadvantage on attack rolls w ith heavy w eapon s. A heavy w ea p on ’s size and bulk m ake it too large for a S m all creature to use effectively. Light. A light w eap on is sm all and easy to handle, m aking it ideal for u se w hen fighting w ith tw o w eapon s. S e e the rules for tw o-w eapon fighting in chapter 9. Loading. B ecau se o f the time required to load this w eapon, you can fire only one piece o f am m unition from it w hen you use an action, bonus action, or reaction to fire it, regardless o f the num ber o f attacks you can n orm ally make. Range. A w eap on that can b e u sed to m ake a ranged attack has a range sh ow n in paren th eses after the am m unition or throw n property. The range lists tw o n um bers. T h e first is the w ea p on ’s n orm al range in feet, and the se co n d indicates the w ea p on ’s m axim um range. W h en attacking a target beyon d n orm al range, you have disadvantage on the attack roll. You c a n ’t attack a target beyon d the w ea p on ’s long range. Reach. T his w ea p on adds 5 feet to your reach w hen you attack with it. Special. A w ea p on w ith the sp ecia l property has unusual rules governing its use, explained in the w ea p on ’s description (see "S p ecia l W ea pon s" later in this section). Thrown. If a w eap on h as the th row n property, you can th row the w ea p on to m ake a ranged attack. If the w eap on is a m elee w eapon , you u se the sam e ability m odifier for that attack roll and dam age roll that you w ou ld u se for a m elee attack w ith the w eapon . For exam ple, if you th row a handaxe, you u se your Strength, but if you th row a dagger, you can use either your Strength or your Dexterity, sin ce the dagger has the fin esse property. Two-Handed. T h is w ea p on requ ires tw o hands to use. Versatile. T his w eap on can b e u sed w ith one or tw o hands. A d am age value in paren th eses appears w ith the property—the dam age w hen the w eap on is u sed with tw o hands to m ake a m elee attack. Im pr o v ise d W

eapons

S om etim es characters d on ’t have their w ea p on s and have to attack w ith w hatever is clo se at hand. An im provised w eap on includes any o b ject you can w ield in one or tw o hands, such as broken glass, a table leg, a frying pan, a w agon w heel, or a dead goblin. In m any cases, an im provised w eap on is sim ilar to an actual w eap on and ca n be treated as such. For exam ple, a table leg is akin to a club. At the D M ’s option, a character proficient w ith a w eap on can use a sim ilar object as if it w ere that w eap on and u se his or her proficiency bonus.


A n object that bea rs no resem b lan ce to a w eap on deals 1d4 dam age (the DM assigns a dam age type appropriate to the object). If a character u ses a ranged w eap on to m ake a m elee attack, or throw s a m elee w eap on that d o e s not have the throw n property, it also deals 1d4 dam age. A n im provised throw n w eap on has a norm al range o f 20 feet and a lon g range o f 60 feet. Silv e r e d W

eapons

S om e m on sters that have im m unity or resistan ce to n onm agical w ea p on s are su sceptible to silver w eapon s, s o cautious adventurers invest extra coin to plate their w ea p on s w ith silver. You can silver a single w eap on or ten p ieces o f am m unition for 100 gp. This co st represents not only the price o f the silver, but the tim e and expertise n eed ed to add silver to the w eapon w ithout m akin g it less effective. Sp e c ia l W

eapons

W ea p on s w ith sp ecia l rules are d escrib ed here. Lance. You have disadvantage w hen you u se a lance to attack a target w ithin 5 feet o f you. A lso, a lance requ ires tw o hands to w ield w hen you aren’t m ounted. Net. A Large or sm aller creature hit by a net is restrained until it is freed. A net has no effect on

creatu res that are form less, or creatu res that are H uge or larger. A creature can u se its action to m ake a D C 10 Strength check, freeing itself or another creature within its reach on a su ccess. D ealing 5 slashing dam age to the net (AC 10) also frees the creature without h arm in g it, ending the effect and destroying the net. W h en you u se an action, bon u s action, or reaction to attack w ith a net, you can m ake only on e attack regardless o f the num ber o f attacks you can norm ally make.

A d v e n t u r in g G ear T h is section d escrib es item s that have sp ecia l rules or require further explanation. Acid. A s an action, you can splash the contents o f this vial onto a creature w ithin 5 feet o f you or th row the vial up to 20 feet, shattering it on im pact. In either case, m ake a ranged attack against a creature or object, treating the acid as an im provised w eapon . O n a hit, the target takes 2d 6 acid dam age. Alchem ist’s Fire. T h is sticky, adhesive fluid ignites w h en e x p osed to air. A s an action, you can th row this flask up to 20 feet, shattering it on im pact. M ake a ranged attack against a creature or object, treating


W

e a p o n s

Name

Cost

Damage

Weight

Properties

Sim p le Melee W eapons

Club

1 sp

1d4 bludgeoning

2 lb.

Light

Dagger

2 gp

1d4 piercing

1 lb.

Finesse, light, thrown (range 20/60)

Greatclub

2 sp

1d8 bludgeoning

Handaxe

5 gp

1d6 slashing

2 lb.

Light, thrown (range 20/60)

javelin

5 sp

1d6 piercing

2 lb.

Thrown (range 30/120)

Light hammer

2 gp

1d4 bludgeoning

2 lb.

Light, thrown (range 20/60)

Mace

5 gp

1d6 bludgeoning

4 lb.

Quarterstaff

2 sp

1d6 bludgeoning

4 lb.

Versatile (1d8)

1 gp

1d4 slashing

2 lb.

Light

1 gp —

1d6 piercing

3 lb.

Thrown (range 20/60), versatile (1d8)

Sickle Spear Unarmed strike

1 bludgeoning

10 lb.

Two-handed

Sim ple R an ge d W eapons

Ammunition (range 80/320), loading, two-handed

25 gp 5 cp

1d8 piercing

5 lb.

1d4 piercing

1/4 lb.

25 gp 1 sp

1d6 piercing

2 lb.

Battleaxe

10 gp

1d8 slashing

4 lb.

Versatile (1d10)

Flail

10 gp

1d8 bludgeoning

2 lb.

Glaive

20 gp

1d10 slashing

6 lb.

Heavy, reach, two-handed

Greataxe

30 gp

1d12 slashing

7 lb.

Heavy, two-handed

Greatsword

50 gp

2d6 slashing

6 lb.

Heavy, two-handed

Halberd

20 gp

1d10 slashing

6 lb.

Heavy, reach, two-handed

Lance

10 gp

1d12 piercing

6 lb.

Reach, special

Longsword

1d8 slashing

3 lb.

Versatile (1d10)

Maul

15 gp 10 gp

2d6 bludgeoning

Morningstar

15 gp

1d8 piercing

4 lb.

5 gp

Crossbow, light Dart Shortbow Sling

1d4 bludgeoning

Finesse, thrown (range 20/60) Ammunition (range 80/320), two-handed Ammunition (range 30/120)

M a rtia l M elee W eapons

10 lb.

Heavy, two-handed — Heavy, reach, two-handed

1d10 piercing

18 lb.

Rapier

25 gp

1d8 piercing

2 lb.

Finesse

Scimitar

25 gp 10 gp

1d6 slashing

3 lb.

Finesse, light

1d6 piercing

2 lb.

Finesse, light

5 gp

1d6 piercing

4 lb.

Thrown (range 20/60), versatile (1d8)

5 gp

1d8 piercing

2 lb.

1d8 bludgeoning

2 lb.

Versatile (1d10)

1d4 slashing

3 lb.

Finesse, reach

Pike

Shortsword Trident War pick Warhammer Whip

15 gp 2 gp

M a rtia l R an ge d W eapons

Blowgun

10 gp

1 piercing

1 lb.

Ammunition (range 25/100), loading

Crossbow, hand

1d6 piercing

3 lb.

Ammunition (range 30/120), light, loading

Crossbow, heavy

75 gp 50 gp

1d10 piercing

18 lb.

Longbow

50 gp

1d8 piercing

2 lb.

Ammunition (range 150/600), heavy, two-handed

3 lb.

Special, thrown (range 5/15)

Net

1 gp

Ammunition (range 100/400), heavy, loading, two-handed


A

d v e n t u r in g

G

ear

Item

Cost

Weight

Abacus

2 gp

2 lb.

Holy symbol

25 gp 50 gp

1 lb. 1 lb.

Acid (vial) Alchemist’s fire (flask)

Ammunition Arrows (20) Blowgun needles (50)

Item

Cost

Weight

Amulet

5 gp

1 lb.

Emblem

5 gp

Reliquary

5 gp

2 lb.

1 gp

1 lb.

Holy water (flask)

25 gp

1 lb.

1 gp

1 lb.

Hourglass

25 gp

1 lb.

5 gp 10 gp

25 lb.

Crossbow bolts (20)

1 gp

11/2 lb.

Hunting trap

Sling bullets (20)

4 cp

11/2 lb.

Ink (1 ounce bottle)

Antitoxin (vial)

50 gp

Arcane focus

Ink pen Jug or pitcher

2 cp

— 4 lb.

Crystal

10 gp

1 lb.

Ladder (10-foot)

2 cp 1 sp

Orb

20 gp

3 lb.

Lamp

5 sp

1 lb.

Rod

10 gp

2 lb.

Lantern, bullseye

10 gp

2 lb.

Staff

5 gp 10 gp

4 lb.

Lantern, hooded Lock

5 gp 10 gp

2 lb.

1 lb.

Magnifying glass

Wand Backpack

2 gp

5 lb.

Ball bearings (bag o f 1,000)

1 gp

2 lb.

Barrel

70 lb.

Basket

2 gp 4 sp

2 lb.

Mirror, steel

Bedroll

1 gp

7 lb.

Oil (flask)

Bell

25 lb.

1 lb.

100 gp

Manacles

2 gp

6 lb.

Mess kit

2 sp

1 lb.

5 gp 1 sp

1/2 lb. —

Paper (one sheet)

1 lb.

3 lb.

Parchment (one sheet)

2 sp 1 sp

1 gp 25 gp

5 lb.

Perfume (vial)

5 gp

5 lb.

Pick, miner’s

2 gp

10 lb.

Bottle, glass

2 gp

2 lb.

Piton

5 cp

2 lb.

Poison, basic (vial)

5 cp 100 gp

1/4 lb.

Bucket

1 gp 1 cp

2 lb.

Pole (10-foot)

5 cp

7 lb.

Case, crossbow bolt

1 gp

1 lb.

2 gp 50 gp

1/2 lb.

Case, map or scroll

1 gp

1 lb.

Pouch

5 sp

1 lb.

Chain (10 feet)

10 lb.

Quiver

1 gp

1 lb.

Chalk (1 piece)

5 gp 1 cp

Ram, portable

35 lb.

Chest

5 gp

25 lb.

Rations (1 day)

4 gp 5 sp

25 gp

12 lb.

Robes

Clothes, common

5 sp

3 lb.

Rope, hempen (50 feet)

Clothes, costume

5 gp

4 lb.

Rope, silk (50 feet)

15 gp

6 lb.

Clothes, traveler’s

2 gp

Component pouch

25 gp 2 gp

5 lb.

Blanket Block and tackle Book

Caltrops (bag of 20) Candle

Climber's kit

Clothes, fine

Crowbar

1 gp 5 sp

Pot, iron

Potion o f healing

— 10 lb.

2 lb.

1 gp

4 lb.

1 gp 10 gp

10 lb.

Sack

1 cp

1/2 lb.

4 lb.

Scale, merchant’s

5 gp

3 lb.

2 lb.

Sealing wax

5 sp

Druidic focus

5 lb.

Shovel

2 gp

5 lb.

Signal whistle

5 cp

5 gp 2 cp

50 gp

3 lb.

1 gp 1,000 gp

5 lb.

Sprig o f mistletoe

1 gp

Signet ring

Totem

1 gp

Soap

Wooden staff

5 gp 10 gp

4 lb.

Spellbook

1 lb.

Spikes, iron (10)

4 lb.

Spyglass

Flask or tankard

1 gp 2 cp

1 lb.

Tent, two-person

2 gp

2 0 lb.

Grappling hook

2 gp

4 lb.

Tinderbox

Hammer

1 gp

3 lb.

Torch

5 sp 1 cp

1 lb.

Hammer, sledge

2 gp

10 lb.

Healer’s kit

5 gp

3 lb.

Waterskin

1 gp 2 sp

5 lb. (full)

Whetstone

1 cp

1 lb.

Yew wand Fishing tackle

Vial

1 lb. 1 lb. —


the alchem ist's fire as an im provised w eapon . O n a hit, the target takes 1d4 fire dam age at the start o f each o f its turns. A creature can end this dam age by using its action to m ake a D C 10 D exterity ch eck to extinguish the flam es. Antitoxin. A creature that drinks this vial o f liquid gains advantage on saving throw s against p oison for 1 hour. It con fers no benefit to undead or constructs. Arcane Focus. A n arcan e focu s is a sp ecia l item— an orb, a crystal, a rod, a sp ecially con stru cted staff, a w and-like length o f w ood , or so m e sim ilar item — design ed to channel the p ow er o f arcan e spells. A sorcerer, w arlock, or w izard can u se such an item as a sp ellcastin g focus, as d escrib ed in chapter 10. Ball Bearings. A s an action, you can spill th ese tiny m etal balls from their p ou ch to cover a level area 10 feet square. A creature m oving a cross the covered area m ust s u cce e d on a D C 10 D exterity saving th row or fall prone. A creature m ovin g through the area at h alf sp eed d oesn ’t n eed to m ake the saving throw. Block and Tackle. A set o f pulleys w ith a cable threaded through them and a h ook to attach to objects, a b lock and tackle allow s you to hoist up to four tim es the w eight you can n orm ally lift. Book. A b o o k might contain poetry, historical accoun ts, inform ation pertaining to a particular field o f lore, diagram s and notes on gnom ish contraptions, or ju st about anything else that can b e represented usin g text or pictures. A b o o k o f sp ells is a sp ellb ook (d escribed later in this section).

Caltrops. A s an action, you can spread a single bag o f caltrops to cover a 5-foot-square area. Any creature that enters the area m ust su cce e d on a D C 15 Dexterity saving th row or stop m ovin g and take 1 piercing dam age. Until the creature regains at least 1 hit point, its w alk in g sp eed is red u ced by 10 feet. A creature m ovin g through the area at h alf sp eed d oesn ’t n eed to m ake the saving throw. Candle. F or 1 hour, a can dle sh eds bright light in a 5-foot radius and dim light for an additional 5 feet. Case, Crossbow Bolt. Th is w o o d e n ca se ca n hold up to tw enty c ro s s b o w bolts. Case, Map or Scroll. Th is cylindrical leather ca se can hold up to ten rolled-up sheets o f paper or five rolled-up sh eets o f parchm ent. Chain. A chain has 10 hit points. It can be burst with a su ccessfu l D C 20 Strength check. Climber’s Kit. A clim b er’s kit includes sp ecia l pitons, b oot tips, gloves, and a harness. You can u se the clim b er’s kit as an action to an chor yourself; w hen you do, you ca n ’t fall m ore than 25 feet from the point w here you an chored yourself, and you can't clim b m ore than 25 feet away from that point w ithout undoing the anchor. Component Pouch. A com p on en t pou ch is a sm all, watertight leather belt p ou ch that h as com partm ents to h old all the m aterial com pon en ts and other special item s you n eed to cast your spells, except for those com pon en ts that have a sp ecific co st (as indicated in a spell's description). Crowbar. Using a crow bar grants advantage to Strength ch ecks w here the crow ba r’s leverage can b e applied.

Druidic Focus. A druidic focu s m ight b e a sprig o f m istletoe or holly, a w an d or scepter m ade o f y ew or another special w ood , a staff drawn w hole out o f a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can u se such an object as a spellcasting focus, as described in chapter 10. Fishing Tackle. T his kit includes a w o o d e n rod, silken line, c o rk w o o d b ob b ers, steel h ooks, lead sinkers, velvet lures, and n arrow netting. Healer’s Kit. T h is kit is a leather pou ch containing bandages, salves, and splints. T h e kit has ten u ses. A s an action, you can expend on e u se o f the kit to stabilize a creature that h as 0 hit points, w ithout n eedin g to m ake a W isd om (M edicine) check. Holy Symbol. A holy sym bol is a representation o f a god or pantheon. It m ight b e an am ulet depicting a sym b ol representing a deity, the sa m e sym bol carefully engraved or inlaid as an em blem on a shield, or a tiny b ox h olding a fragm ent o f a sa cred relic. A pp en dix B lists the sy m b ols com m on ly a ssocia ted w ith m any g ods in the multiverse. A cleric or paladin can use a holy sym bol as a sp ellcastin g focus, as d escrib ed in chapter 10. To u se the sym bol in this way, the caster m ust hold it in hand, w ear it visibly, or bea r it on a shield. Holy Water. A s an action, you can splash the contents o f this flask onto a creature w ithin 5 feet o f you or throw it up to 20 feet, shattering it on im pact. In either case, m ake a ranged attack against a target creature, treating the holy w ater as an im provised w eapon . If the target is a fiend or undead, it takes 2d6 radiant dam age. Eq

u ip m e n t

Pa c k s

The starting equipment you get from your class includes a collection of useful adventuring gear, put together in a pack. The contents o f these packs are listed here. If you are buying your starting equipment, you can purchase a pack for the price shown, which might be cheaper than buying the items individually. Burglar’s Pack (16 gp). Includes a backpack, a bag of 1,000 ball bearings, 10 feet o f string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin. The pack also has 50 feet o f hempen rope strapped to the side o f it. Diplomat's Pack (39 gp). Includes a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle o f ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap. Dungeoneer’s Pack (12 gp). Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days o f rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side o f it. Entertainer’s Pack (40 gp). Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days o f rations, a waterskin, and a disguise kit. Explorer’s Pack (10 gp). Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet o f hempen rope strapped to the side of it. Priest’s Pack (19 gp). Includes a backpack, a blanket, 10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 days of rations, and a waterskin. Scholar’s Pack (40 gp). Includes a backpack, a book o f lore, a bottle o f ink, an ink pen, 10 sheets o f parchment, a little bag of sand, and a small knife.


A cleric or paladin m ay create holy water by perform in g a sp ecia l ritual. T h e ritual takes 1 hour to perform , u ses 25 gp w orth o f p ow dered silver, and

Magnifying Glass. T his lens allow s a closer look at sm all objects. It is also useful as a substitute for flint and steel w hen starting fires. Lighting a fire w ith a

requ ires the caster to expend a 1st-level spell slot. Hunting Trap. W h en you u se your action to set it, this trap form s a saw -toothed steel ring that snaps shut w hen a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an im m obile object, su ch as a tree or a spike driven into the ground. A creature that steps on the plate m ust su cce e d on a DC 13 D exterity saving th row o r take 1d4 piercin g dam age

m agnifying glass requ ires light as bright as sunlight to focus, tinder to ignite, and about 5 m inutes for the fire to ignite. A m agnifying glass grants advantage on any ability ch eck m ade to appraise or in spect an item that is sm all or highly detailed.

and stop m oving. Thereafter, until the creature breaks free o f the trap, its m ovem ent is lim ited by the length o f the chain (typically 3 feet long). A creature can use its action to m ake a D C 13 Strength check, freeing itself or another creature w ithin its reach on a su ccess. E ach failed ch eck deals 1 piercin g dam age to the trapped creature. Lamp. A lam p casts bright light in a 15-foot radius and dim light for an additional 30 feet. O nce lit, it burns for 6 h ours on a flask (1 pint) o f oil. Lantern, Bullseye. A bullseye lantern casts bright light in a 60 -foot con e and dim light for an additional 60 feet. O nce lit, it burns for 6 hours on a flask (1 pint) o f oil. Lantern, Hooded. A h ood ed lantern casts bright light in a 30 -foot radius and dim light for an additional 30 feet. O nce lit, it burns for 6 hours on a flask (1 pint) o f oil. A s an action, you can low er the h ood , reducing the light to dim light in a 5-foot radius. Lock. A key is provided w ith the lock. W ithout the key, a creature proficient w ith thieves’ tools can pick this lock w ith a su ccessfu l D C 15 Dexterity check. Your D M m ay d ecide that better lock s are available for higher p rices.

Manacles. T h ese m etal restraints can bind a Sm all or M edium creature. E sca pin g the m anacles requ ires a su ccessfu l D C 20 D exterity check. B reakin g them requ ires a su ccessfu l D C 20 Strength check. Each set o f m anacles c o m e s with on e key. W ithout the key, a creature proficient w ith th ieves’ tools can pick the m a n a cles’ lo ck w ith a su ccessfu l D C 15 Dexterity check. M an acles have 15 hit points. Mess Kit. This tin b ox contain s a cup and sim ple cutlery. T h e b ox clam ps together, and on e side can b e u sed as a c o o k in g pan and the other as a plate or sh allow bow l.

Oil. Oil usually c om es in a clay flask that holds 1 pint. A s an action, you can splash the oil in this flask onto a creature w ithin 5 feet o f you or th row it up to 20 feet, shattering it on im pact. M ake a ranged attack against a target creature or object, treating the oil as an im provised w eapon . On a hit, the target is covered in oil. If the target takes any fire dam age before the oil dries (after 1 minute), the target takes an additional 5 fire dam age from the burning oil. You can also pou r a flask o f oil on the ground to cover a 5-foot-square area, provided that the su rface is level. If lit, the oil burns for 2 roun ds and deals 5 fire dam age to any creature that enters the area or en ds its turn in the area. A creature can take this dam age only o n ce per turn.


Poison, Basic. You can use the p oison in this vial to coat one slashing or piercing w ea p on or up to three p ieces o f am m unition. Applying the p oison takes an action. A creature hit by the p oison ed w eap on or am m unition m ust m ake a D C 10 Constitution saving th row o r take 1d4 p oison dam age. O n ce applied, the p o iso n retains potency for 1 m inute b efore drying. Potion o f Healing. A character w h o drinks the m agical red fluid in this vial regains 2d4 + 2 hit points. D rinking or adm inistering a potion takes an action. Pouch. A cloth or leather pou ch can hold up to 20 slin g bullets or 50 blow gu n n eedles, am ong other things. A com partm entalized p ou ch for h olding spell com pon en ts is called a com p on en t p ou ch (described earlier in this section). Quiver. A quiver can hold up to 20 arrow s. Ram, Portable. Y ou can u se a portable ram to break dow n doors. W h en doin g so, you gain a + 4 bon u s on the Stren gth check. One other character can help you use the ram , giving you advantage on this check. Rations. R ation s con sist o f dry fo o d s suitable for extended travel, including jerky, dried fruit, hardtack, and nuts. Rope. R op e, w hether m ade o f hem p or silk, has 2 hit points and can be burst w ith a D C 17 Strength check. Scale, Merchant’s. A sca le includes a sm all balance, pans, and a suitable assortm ent o f w eights up to 2 pou nds. W ith it, you can m easu re the exact w eigh t of sm all objects, such as raw p reciou s m etals or trade g ood s, to help determ ine their w orth. Spellbook. E ssential for w izards, a sp ellb ook is a leather-bound tom e w ith 100 blank vellum pages suitable for record in g spells.

Spyglass. O bjects view ed through a spyglass are m agnified to tw ice their size. Tent. A sim ple and portable canvas shelter, a tent sleep s two. Tinderbox. This sm all container holds flint, fire steel, and tinder (usually dry cloth soa k ed in light oil) u sed to kindle a fire. U sing it to light a torch —or anything else w ith abundant, e x p osed fuel—takes an action. Lighting any other fire takes 1 minute. Torch. A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you m ake a m elee attack w ith a burning torch and hit, it deals 1 fire dam age. C

o n t a in e r

C

Container

a p a c it y

Capacity

Backpack*

1 cubic foot/30 pounds of gear

Barrel

40 gallons liquid, 4 cubic feet solid

Basket

2 cubic feet/40 pounds of gear

Bottle

11/2 pints liquid

Bucket

3 gallons liquid, 1/2 cubic foot solid

Chest

12 cubic feet/300 pounds o f gear

Flask or tankard

1 pint liquid

Jug or pitcher

1 gallon liquid

Pot, iron

1 gallon liquid

Pouch

1/5 cubic foot/6 pounds of gear

Sack

1 cubic foot/30 pounds of gear

Vial

4 ounces liquid

Waterskin

4 pints liquid

* You can also strap items, such as a bedroll or a coil of rope, to the outside o f a backpack.


T ools A tool helps you to do som eth in g you couldn't oth erw ise do, such as craft or repair an item, forge a docum ent, or pick a lock. Your race, class, background, or feats give you proficien cy w ith certain tools. P roficiency w ith a tool allow s you to add your proficiency bon u s to any ability ch eck you m ake using that tool. T ool use is not tied to a single ability, sin ce proficiency w ith a tool represents broader kn ow led ge o f its use. For exam ple, the DM m ight ask you to m ake a D exterity ch eck to carve a fine detail w ith your w o o d ca rv e r ’s tools, or a Strength ch eck to m ake som eth in g out o f particularly hard w ood . To

o ls

Item

Cost

Weight

Artisan’s tools Alchemist’s supplies

50 gp

8 lb.

Brewer’s supplies

20 gp

9 lb.

Calligrapher's supplies

10 gp

5 lb.

8 gp

6 lb.

15 g p

6 lb.

Carpenter’s tools Cartographer’s tools Cobbler’s tools

5 gp

5 lb.

Cook’s utensils

8 lb.

Glassblower’s tools

1 gp 30 gp

Jeweler’s tools

25 gp

2 lb.

Leatherworker’s tools

5 gp 10 gp

8 lb.

Mason’s tools

5 lb. 5 lb.

Painter’s supplies

10 gp

5 lb.

Potter’s tools

10 gp

3 lb.

Smith’s tools

20 gp

8 lb.

Tinker’s tools

50 gp

10 lb.

1 gp

5 lb.

1 gp 25 gp

5 lb.

Disguise kit Forgery kit

15 gp

5 lb.

Weaver’s tools Woodcarver's tools

3 lb.

Gaming set Dice set

1 sp

Dragonchess set

1/2 lb.

Playing card set

1 gp 5 sp

Three-Dragon Ante set

1 gp

5 gp

3 lb.

Bagpipes

30 gp

6 lb.

Drum

6 gp 25 gp

10 lb.

Herbalism kit

Musical instrument

Dulcimer

3 lb.

Flute

2 gp

1 lb.

Lute

35 gp 30 gp

2 lb.

Lyre Horn

2 lb.

3 gp

2 lb.

Pan flute

12 gp

2 lb.

Shawm

2 gp 30 gp

1 lb.

25 gp 50 gp

2 lb.

25 gp *

1 lb. *

Viol Navigator’s tools Poisoner’s kit Thieves’ tools Vehicles (land or water)

* See the “ Mounts and Vehicles” section.

1 lb. 2 lb.

Artisan’s Tools. T h ese sp ecia l tools include the item s n eeded to pursue a craft or trade. The table sh ow s exam ples o f the m ost co m m o n types o f tools, each providing item s related to a single craft. P roficien cy w ith a set o f artisan’s tools lets you add your proficiency b on u s to any ability ch eck s you m ake using the tools in your craft. E ach type o f artisan’s tools requ ires a separate proficiency. Disguise Kit. T h is pou ch o f cosm etics, hair dye, and sm all p rops lets you create d isgu ises that change your physical appearance. P roficien cy w ith this kit lets you add your proficiency bon u s to any ability ch eck s you m ake to create a visual disguise. Forgery Kit. T h is sm all b o x contain s a variety o f papers and parchm ents, pen s and inks, sea ls and sea lin g w ax, gold and silver leaf, and other supplies n ecessa ry to create con vin cin g forgeries o f physical docum ents. P roficien cy w ith this kit lets you add your proficiency bon u s to any ability ch eck s you m ake to create a physical forgery o f a docum ent. Gaming Set. T his item e n com p a sses a w ide range o f gam e p ieces, including d ice and deck s o f cards (for gam es such as T h ree-D ragon Ante). A few com m on exam ples appear on the T ools table, but other kinds o f gam ing sets exist. If you are proficient w ith a gam ing set, you can add your p roficiency bon u s to ability ch eck s you m ake to play a gam e w ith that set. E ach type o f gam ing set requ ires a separate proficiency. Herbalism Kit. T h is kit contain s a variety o f instrum ents such as clippers, m ortar and pestle, and 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 proficiency bon u s to any ability ch eck s you m ake to identify or apply herbs. A lso, proficiency w ith this kit is required to create antitoxin and potions o f healing. Musical Instrument. Several o f the m ost com m on types o f m usical instrum ents are sh ow n on the table as exam ples. If you have proficiency w ith a given m usical instrum ent, you can add your p roficiency bon u s to any ability ch eck s you m ake to play m usic w ith the instrument. A bard can use a m usical instrum ent as a spellcastin g focus, as d escrib ed in chapter 10. E ach type o f m u sical instrum ent requ ires a separate proficiency. Navigator’s Tools. Th is set o f instrum ents is u sed for navigation at sea. P roficien cy w ith navigator's tools lets you chart a ship's cou rse and follow navigation charts. In addition, th ese tools allow you to add your proficiency bon u s to any ability ch eck you m ake to avoid getting lost at sea. Poisoner’s Kit. A p o is o n e r’s kit includes the vials, chem icals, and other equipm ent n ecessa ry for the creation o f poison s. P roficien cy w ith this kit lets you add your proficiency bon u s to any ability ch eck s you m ake to craft or u se p oison s.

Thieves’ Tools. T h is set o f tools in cludes a sm all file, a set o f lo ck picks, a sm all m irror m ounted on a m etal handle, a set o f n arrow -bladed scissors, and a pair o f pliers. P roficien cy w ith these tools lets you add your proficiency bon u s to any ability ch eck s you m ake to disarm traps or op en locks.


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 significant current, but they can be pulled upstream by draft anim als on the sh ores. A row boat w eigh s 100 pou nds, in ca se adventurers carry it over land. M

o u n t s

O

a n d

t h e r

Item

A

n im a l s

Cost

Elephant

1 lb. of cinnamon or pepper, or one sheep

1,320 lb.

1 lb. o f cloves or one pig

5 gp 10 gp

1 lb. o f silver or 1 sq. yd. of linen

15 gp 50 gp

1 lb. o f saffron or one ox

Mastiff

40 ft.

25 gp 30 gp

Pony

400 gp a n d

D

40 ft.

195 lb.

40 ft.

225 lb.

60 ft.

ra w n

Item

V

Barding Bit and bridle Carriage Cart

540 lb.

Weight

x4

x2

2 gp 100 gp

1 lb. 600 lb.

15 gp 250 gp

200 lb.

5 cp

10 lb.

Exotic

60 gp

40 lb.

Military

20 gp

30 lb.

Pack

5 gp 10 gp

15 lb. 25 lb.

4 gp 20 gp

300 lb.

Chariot Feed (per day)

100 lb.

Saddle

Riding Saddlebags Sled Stabling (per day) Wagon

8 lb.

5 sp

35 gp

400 lb.

e h ic l e s

Item

Galley

Cost

Speed

30,000 gp

4 mph

Keelboat

3,000 gp

1 mph

Longship

10,000 gp

3 mph

50 gp

11/2 mph

Rowboat

500 gp

1 sq. yd. of silk or one cow 1 lb. of gold 1 lb. of platinum

e h ic l e s

Cost

V

1 lb. of copper or 1 sq. yd. o f cotton cloth 1 lb. of ginger or one goat

3 gp

480 lb.

a t e r b o r n e

1 lb. of iron or 1 sq. yd. o f canvas

5 sp 2 gp

60 ft.

W

1 lb. of salt

420 lb.

75 gp

,

1 lb. o f flour or one chicken

5 cp 1 sp

480 lb.

Horse, riding

a r n e s s

1 lb. of wheat

2 cp

50 ft.

540 lb.

, H

Goods

1 cp

40 ft. 40 ft.

c k

Cost

8 gp 200 gp 50 gp

Ta

o o d s

50 gp

Horse, draft

Warhorse

G

a d e

1 gp

Camel Donkey or mule

Speed

Carrying Capacity

Tr

Sailing ship

10,000 gp

2 mph

Warship

25,000 gp

21/2 mph

T rade G oods M ost w ealth is not in coin s. It is m easu red in livestock, grain, land, rights to collect taxes, or rights to resou rces (such as a m ine or a forest). G uilds, n obles, and royalty regulate trade. Chartered com p a n ies are granted rights to con du ct trade along certain routes, to sen d m erchant sh ips to various ports, 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 w h o m ay or m ay not offer th ose g o o d s and services. M erchants com m on ly exchange trade g o o d s w ithout using currency. T h e Trade G o o d s table sh ow s the value o f com m on ly exch an ged g oods.

Expenses W h en not descen d in g into the depths o f the earth, exploring ruins for lost treasures, or w agin g w ar against the en croach in g darkness, adventurers face m ore m undane realities. Even in a fantastical w orld, people require ba sic n ecessities such as shelter, sustenance, and clothing. T h ese things co st money, although som e lifestyles co st m ore than others.

L if e st y l e E xpen ses Lifestyle ex p en ses provide you with a sim ple w ay to accou n t for the cost o f living in a fantasy w orld. T h ey cover your accom m od a tion s, fo o d and drink, and all your other n ecessities. Furtherm ore, expen ses cover the co st o f m aintaining your equipm ent s o you can be ready w hen adventure next calls. 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 p rice to sustain that lifestyle. T h e p rices listed are per day, so if you w ish to calculate the co st o f your ch osen lifestyle over a thirty-day period, multiply the listed price by 30. Your lifestyle m ight change from one p eriod to the next, based on the funds you have at your disposal, or you m ight m aintain the sam e lifestyle throughout your character’s career. Your lifestyle ch oice can have con seq u en ces. 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 help you avoid crim inals, but you are unlikely to m ake pow erfu l con n ection s. L if e s t

yle

Lifestyle

Wretched Squalid

Ex

p e n s e s

Price/Day

—1 sp

Poor

2 sp

Modest

1 gp

Comfortable Wealthy Aristocratic

2 gp 4 gp 10 gp minimum


W retched. You live in inhum ane condition s. W ith no p la ce to call h om e, you shelter w herever you can, sn eak ing into barns, huddling in old crates, and relying on the g o o d g ra ces o f p eop le better o ff than you. A w retch ed lifestyle presents abundant dangers. V iolence, d isease, and hunger follow you w herever you go. Other w retch ed p eop le covet your armor, w eapon s, and adventuring gear, w hich represent a fortune by their standards. You are beneath the n otice o f m ost people. Squalid. You live in a leaky stable, a m ud-floored hut ju st outside tow n, or a verm in-infested boa rd in g h ouse in the w orst part o f town. You have shelter from the elem ents, but you live in a desperate and often violent environm ent, in p la ces rife with disease, hunger, and m isfortune. You are beneath the n otice o f m ost people, and you have few legal protection s. M ost p eop le at this lifestyle level have suffered som e terrible setback. Th ey m ight be disturbed, m arked as exiles, or suffer from disease. Poor. A p oor lifestyle m eans going without the com forts available in a stable com m unity. Sim ple food and lodgin gs, threadbare clothing, and unpredictable con dition s result in a sufficient, though probably unpleasant, experience. Your a ccom m od a tion s m ight be a r oom in a floph ou se or in the com m on room above a tavern. You benefit from som e legal protections, but you still have to contend w ith violen ce, crim e, and disease. P eop le at this lifestyle level tend to be u nskilled laborers, costerm on gers, peddlers, thieves, m ercenaries, and other disreputable types. M odest. A m od est lifestyle keeps you out o f the slum s and en su res that you can m aintain you r equipm ent. You live in an older part o f tow n, renting a r oom in a 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. O rdinary p eople living m od est lifestyles include soldiers w ith fam ilies, laborers, students, priests, h edge w izards, and the like.

C om fortable. C h oosin g a com fortab le lifestyle m eans that you can afford n icer cloth in g and can easily m aintain your equipm ent. You live in a sm all cottage in a m iddle-class n eigh borh ood or in a private room at a fine inn. You associate with m erchants, skilled tradespeople, and m ilitary officers. Wealthy. C h oosin g a w ealthy lifestyle m eans living a life o f luxury, though you m ight not have achieved the socia l status a ssocia ted w ith the old m on ey o f nobility or royalty. You live a lifestyle com parable to that o f a highly su ccessfu l m erchant, a favored servant o f the royalty, or the ow n er o f a few sm all b u sin esses. You have respectable lodgin gs, usually a sp aciou s h om e in a g o o d part o f tow n or a com fortab le suite at a fine inn. You likely have a sm all staff o f servants. A ristocratic. You live a life o f plenty and com fort. You m ove in circles populated by the m ost pow erfu l people in the com m unity. You have excellent lodgin gs, perhaps a tow n h ou se in the n icest part o f tow n or ro o m s in the finest inn. You dine at the best restaurants, retain the m ost skilled and fashionable tailor, and have servants attending to your every need. You receive invitations to the socia l gatherings o f the rich and pow erfu l, and sp en d evenings in the com pany o f politicians, guild leaders, high priests, and nobility. You m ust also contend w ith the highest levels o f deceit and treachery. The w ealthier you are, the greater the ch a n ce you w ill be draw n into political intrigue as a paw n or participant.

Fo o d , D r in k , a n d L o d g in g The F ood, D rink, and L odgin g table gives p rices for individual fo o d item s and a single night’s lodging. T h ese p rices are included in your total lifestyle expen ses. Fo

o d

, D

r in k

,

a n d

Item

Lo

d g in g

Cost

Ale Gallon Mug Banquet (per person) Bread, loaf Cheese, hunk

2 sp 4 cp 10 gp 2 cp 1 sp

Inn stay (per day) Squalid Poor

7 cp 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 3 sp

Meat, chunk

Wine Common (pitcher) Fine (bottle)

2 sp 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. S o m e o f the m ost basic types o f hirelings appear 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 tow n or city, w hen the adventurers pay them to p erform a sp ecific task. For exam ple, a w izard might 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 forge a sp ecia l sw ord. A bard might pay a tailor to m ake exquisite cloth in g for an u p com in g p erform a n ce in front o f the duke. O ther hirelings provide m ore expert or dangerou s serv ices. M ercenary soldiers paid to help the adventurers take on a h obgoblin arm y are hirelings, as are sa ges hired to research ancient or esoteric lore. If a high-level adventurer establishes a stron ghold o f som e kind, he or sh e m ight hire a w hole staff o f servants and agents to run the place, from a castellan or steward to m enial laborers to k eep the stables clean. T h ese h irelings often enjoy a long-term contract that includes a place to live w ithin the stron ghold as part o f the offered com pen sation . S

e r v ic e s

Service

Pay

Coach cab Between towns

3 cp per mile

Within a city

1 cp

Hireling Skilled Untrained

2 gp per day 2 sp per day

Messenger

2 cp per mile

Road or gate toll

1 cp

Ship’s passage

1 sp per mile

Skilled hirelings include anyone h ired to perform a serv ice that involves a proficiency (including w eapon, tool, or skill): a m ercenary, artisan, scribe, and s o on. 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 m enial w ork that requires no particular skill and can include laborers, porters, m aids, and sim ilar w orkers.

Sp e l l c a s t in g Services P eop le w h o are able to cast spells d on ’t fall into the category o f ordinary hirelings. It m ight be p ossib le to find som eon e w illin g to cast a spell in exch an ge for coin or favors, but it is rarely easy and no established pay rates exist. A s a rule, the higher the level o f the desired spell, the h arder it is to find som eon e w h o can cast it and the m ore it costs. H iring som eon e to cast a relatively co m m o n spell o f 1st or 2nd level, such as cure wounds or identify, is easy enough in a city o r town, and m ight cost 10 to 50 gold p ieces (plus the co st o f any expensive material com pon ents). Finding som eon e able and w illin g to cast a higher-level spell m ight involve traveling to a large city, perhaps one w ith a university or prom inent tem ple. O nce found, the spellcaster m ight ask for a serv ice instead o f paym ent—the kind o f serv ice that only adventurers can provide, such as retrieving a rare item from a dangerou s loca le or traversing a m onsterinfested w ild ern ess to deliver som eth in g im portant to a distant settlem ent.

T r in k e t s W h en you m ake your character, you can roll o n ce on the Trinkets table to gain a trinket, a sim ple item lightly touched by mystery. T h e DM m ight also u se this table. It can help stock a room in a du ngeon or fill a creatu re’s pockets.


Tr

in k et s

d100

Trinket

d 100

Trinket

27

A shard o f obsidian that always feels warm to the

28

A dragon's bony talon hanging from a plain leather

A diary written in a language you don’t know

29

A pair o f old socks

30

A blank book whose pages refuse to hold ink, chalk,

01

A mummified goblin hand

02

A piece o f crystal that faintly glows in the moonlight

03

A gold coin minted in an unknown land

04

touch necklace

05

A brass ring that never tarnishes

06

An old chess piece made from glass

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

elf fingers

35

A white, sequined glove sized for a human

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

13

A tooth from an unknown beast

09 10

graphite, or any other substance or marking

A rope necklace from which dangles four mummified

14

An enormous scale, perhaps from a dragon

15

A bright green feather

16

on one end that throws sparks when wet

An empty glass vial that smells o f perfume when opened

40

A gemstone that looks like a lump o f coal when

An old divination card bearing your likeness

41

A scrap of cloth from an old banner

examined by anyone but you

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

23

A brass orb etched with strange runes

24

A multicolored stone disk

25

A tiny silver icon of a raven

26

is filled with liquid, sand, spiders, or broken glass (your choice) 48

A glass orb filled with water, in which swims a

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

clockwork goldfish


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

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

56

An old key

57

An indecipherable treasure map

58

A hilt from a broken sword

59

A rabbit’s foot

60

in its center a powerful archmage 82

Half o f a floorplan for a temple, castle, or some other structure

83

A bit o f folded cloth that, when unfolded, turns into

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

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

a stylish cap

the surface that says “dreams’’

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

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

97

A tiny mechanical crab or spider that moves about

74

A fan that, when unfolded, shows a sleeping cat

75

A set of bone pipes

76

A four-leaf clover pressed inside a book discussing manners and etiquette

77

when it’s not being observed 98

A glass jar containing lard with a label that reads,

99

A wooden box with a ceramic bottom that holds a

100

A metal urn containing the ashes o f a hero

“Griffon Grease”

An ornate scabbard that fits no blade you have found so far

A mosaic tile with a multicolored, glazed surface

and crossbones

A sheet of parchment upon which is drawn a complex mechanical contraption

78

94

living worm with a head on each end of its body


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 character’s capabilities in the gam e, and the person al details you create set your character apart from every other character.

To qualify for a new class, you must m eet the ability score prerequisites for both your current class and your new one, as sh ow n in the M ulticlassing P rerequisites table.

Even w ithin your class and race, you have options to fine-tune w hat your character can do. But this chapter is for players w h o —with the D M ’s p erm ission —w ant to go a step further. T h is chapter defines tw o optional sets o f rules for custom izin g your character: m ulticlassing and feats. 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 o f in creasin g your ability s c o r e s as you gain levels. Your D M d ecides w hether th ese options are available in a cam paign.

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 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 study in your n ew class, having a natural aptitude that is reflected by higher-than-average ability s cores.

M ulticlassing Prerequisites Class

Ability Score M i n i m u m

Barbarian

Strength 13

Bard

Charisma 13

Cleric

Wisdom 13

Druid

Wisdom 13

M ulticlassing allow s you to gain levels in multiple classes. D oin g s o lets you m ix the abilities o f th ose cla sses to realize a character con cep t that m ight not be

Fighter

Strength 13 or Dexterity 13

reflected in on e o f the standard class options. W ith this rule, you have the option o f gaining a level in a n ew class w henever you advance in level, instead o f gaining a level in your current class. Your levels in all your cla sses are added together to determ ine your 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 a m em ber o f your original class w ith ju st a few levels in another class, or you m ight change cou rse entirely, never look in g ba ck at the class you left behind. You m ight even start progressin g in a third or fourth class. C om pared to a sin gle-class character o f the sa m e level, you ’ll sa crifice so m e focu s in exchange for versatility.

M u l t ic l a s sin g

Monk

Dexterity 13 and Wisdom 13

Paladin

Strength 13 and Charisma 13

Ranger

Dexterity 13 and Wisdom 13

Rogue

Dexterity 13

Sorcerer

Charisma 13

Warlock

Charisma 13

Wizard

Intelligence 13

E x per ien ce P o in ts The experien ce point co st to gain a level is always ba sed on your total character level, as sh ow n in the Character A dvancem ent table in chapter 1, not your level in a particular class. S o, if you are a cleric 6/fighter 1, you must gain en ough X P to reach 8th level b efore you 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 enough experience points to reach 5th level, Gary decides that his character will multiclass instead of continuing to progress as a fighter. Gary’s fighter has been spending a lot of time with Dave’s rogue, and has even been doing some jobs on the side for the local thieves’ guild as a bruiser. Gary decides that his character will multiclass into the rogue class, and thus his character becomes a 4th-level fighter and 1stlevel rogue (written as fighter 4/rogue 1). When Gary’s character earns enough experience to reach 6th level, he can decide whether to add another fighter level (becoming a fighter 5/rogue 1), another rogue level (becoming a fighter 4/rogue 2), or a level in a third class, perhaps dabbling in wizardry thanks to the tome of mysterious lore he acquired (becoming a fighter 4/rogue 1/ wizard 1).

H it P o in t s a n d H it D ice Y ou gain the hit points from your new class as d escribed for levels after 1st. You gain the 1st-level hit points for a class only w hen you are a 1st-level character. You add together the Hit D ice granted by all your cla sses to form your p o o l o f Hit D ice. If the Hit D ice are the sam e die type, you can sim ply p ool them together. For exam ple, both the fighter and the paladin have a d 10, s o if you are a paladin 5/fighter 5, you have ten d 10 Hit D ice. If your cla sses give you Hit D ice o f different types, keep track o f them separately. If you are a paladin 5/cleric 5, for exam ple, you have five d 10 Hit D ice and five d8 Hit D ice.

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 W h en you gain a level in a class other than your first, 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. M

u l t ic l a s sin g

P

r o f ic ie n c ie s

Class

Proficiencies Gained

Barbarian

Shields, simple weapons, martial weapons

Bard

Light armor, one skill of your choice, one musical instrument o f your choice

Cleric

Light armor, medium armor, shields

Druid

Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)

Fighter

Light armor, medium armor, shields, simple weapons, martial weapons

Monk

Simple weapons, shortswords

Paladin

Light armor, medium armor, shields, simple weapons, martial weapons

Ranger

Light armor, medium armor, shields, simple weapons, martial weapons, one skill from the class’s skill list

Rogue

Light armor, one skill from the class’s skill list, thieves’ tools

Sorcerer

Warlock

Light armor, simple weapons

Wizard

C lass F eatures W h en you gain a n ew level in a class, you get its features for that level. A few features, however, have additional rules w hen you ’re m ulticlassing: Channel Divinity, Extra Attack, U n arm ored D efense, and Spellcasting. C

hannel

D

iv in it y

If you already have the Channel Divinity feature and gain a level in a class that also grants the feature, you gain the Channel Divinity effects granted by that class, but getting the feature again d oesn ’t give you an additional use o f it. You gain additional u ses only w hen you reach a class level that explicitly grants them to you. For exam ple, if you are a cleric 6/paladin 4, you can use Channel Divinity tw ice betw een rests becau se you are high enough level in the cleric class to have m ore uses. W henever you use the feature, you can c h o o s e any o f the Channel Divinity effects available to you from your tw o classes. Ex t r a A

ttack

If you gain the Extra Attack class feature from m ore than one class, the features don ’t add together. You ca n ’t m ake m ore than tw o attacks with this feature unless it says you do (as the fighter’s version o f Extra Attack does). Similarly, the w a rlock ’s eldritch invocation T hirsting Blade d oesn ’t give you additional attacks if you also have Extra Attack.

U

narmored

D

efense

If you already have the U narm ored D efen se feature, you c a n ’t gain it again from another class. Sp e l l c a st in g Your capacity for sp ellcastin g depen ds partly on your com bin ed levels in all your sp ellcastin g cla sses and partly on your individual levels in th ose classes. O nce you have the S p ellcastin g feature from m ore than one class, u se the rules below . If you m ulticlass but have the S p ellcastin g feature from only on e class, you follow the rules as d escribed in that class. Spells Known and Prepared. You determ ine w hat sp ells you k n ow and can prepare for each class individually, as if you w ere a sin gle-classed m em ber of that class. If you are a ranger 4 /w iza rd 3, for exam ple, you kn ow three 1st-level ranger sp ells ba sed on your levels in the ranger class. A s 3rd-level w izard, you k n ow three w izard cantrips, and your sp ellb ook contain s ten w izard spells, tw o o f w h ich (the tw o you gained w hen you reached 3rd level as a w izard) can b e 2nd-level spells. If your Intelligence is 16, you can prepare six w izard spells from your sp ellbook. Each spell you kn ow and prepare is associated with one o f your classes, and you use the spellcasting ability o f that class w hen you cast the spell. Similarly, a spellcasting focus, such as a holy sym bol, can be used only for the spells from the class associated with that focus. Spell Slots. You determ ine your available spell slots 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 a third o f your fighter or rogue levels (rounded dow n) if you have the Eldritch Knight or the A rca n e Trickster feature. U se this total to determ ine your spell slots by consultin g the M ulticlass S p ellcaster table. 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 the spells you k n ow o r can prepare. You can use th ose slots, but only to cast your low er-level spells. If a low erlevel spell that you cast, like burning hands, has an en h a n ced effect w hen cast using a higher-level slot, you can use the en hanced effect, even though you d on ’t have any spells o f that higher level. For exam ple, if you are the aforem entioned ranger 4 / w izard 3, you count as a 5th-level character w hen determ ining your spell slots: you have four 1st-level slots, three 2nd-level slots, and tw o 3rd-level slots. However, you don ’t k n ow any 3rd-level spells, nor do you 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 potentially en hance their effects. Pact Magic. If you have both the S p ellcastin g class feature and the Pact M agic class feature from the w arlock class, you can use the spell slots you gain from the Pact M agic feature to cast spells you kn ow or have prepared from classes with the Spellcasting class feature, and you can use the spell slots you gain from the S p ellcastin g class feature to cast w arlock sp ells you know.


M S

S

u lticla ss pell

S

lo ts

Lvl.

1st

1st

2

p el l c a st e r

S

pell

3rd

4th

per

2nd

2nd

3

3rd

4

— — — — 2—

4th

4

3

5th

4

3

6th

4

3

:

Level 5th

6th

7th

8th

9th

— — — — — — — — — 2 — — 3 — — 3 1 — 2 — 3

— — — — — — — — — — — —

— — — — — — — — — — — — — — — —

7th

4

3

8th

4

3

9th

4

3

3

3

1

10th

4

3

3

3

2

— — — — — — — — — —

12th

4

3

3

3

2

1

13th

4

3

3

3

2

1

14th

4

3

3

3

2

1

1

— — — — — — — — — — — — — —

11th

4

3

3

3

2

1

15th

4

3

3

3

2

1

1

1

16th

4

3

3

3

2

1

1

17th

4

3

3

3

2

1

1

1

1 1

1

18th

4

3

3

3

3

1

1

1

1

19th

4

3

3

3

3

2

1

1

1

20th

4

3

3

3

3

2

2

1

1

Feats A feat represents a talent or an area o f expertise that gives a character special capabilities. It em bodies training, experience, and abilities beyond w hat a class provides. At certain levels, your class gives you the Ability S c o r e Im provem ent feature. U sing the optional feats rule, you can forgo taking that feature to take a feat o f your ch oice instead. You can take each feat only on ce, u nless the feat’s description says otherw ise. You m ust m eet any prerequisite sp ecified in a feat to take that feat. If you ever lose a feat’s prerequisite, you ca n ’t use that feat until you regain the prerequisite. For exam ple, the G rappler feat requ ires you to have a Strength o f 13 or higher. If your Strength is reduced b elow 13 som eh ow —perhaps by a w ith ering cu rse — you ca n ’t benefit from the G rappler feat until your Stren gth is restored.

A lert A lw ays on the lookout for danger, you gain the follow in g benefits: • You gain a +5 bon u s to initiative. • You ca n ’t be su rprised w hile you are con sciou s. • Other creatu res don ’t gain advantage on attack rolls against you as a result o f being hidden from you.

A th lete You have undergone extensive physical training to gain the follow in g benefits: • In crease your Strength or D exterity sco re by 1, to a m axim u m o f 20. • W h en you are prone, standing up u ses only 5 feet o f your m ovem ent.

• C lim bing d oesn ’t halve your speed. • 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 10 feet.

A ctor Skilled at m im icry and dram atics, you gain the follow in g benefits: • Increase your Charisma score by 1, to a m axim um o f 20. • You have advantage on C harism a (D eception ) and C harism a (P erform an ce) ch eck s w hen trying to pass y ou rself o ff as a different person. • You can m im ic the sp e e ch o f another p erson or the sou n ds m ade by other creatures. You m ust have heard the p erson speaking, or heard the creature m ake the sound, for at least 1 minute. A su ccessfu l W isd om (Insight) ch eck contested by your C harism a (D eception ) ch eck allow s a listener to determ ine that the effect is faked.

C harger W h en you u se your action to Dash, you can u se a bon u s action to m ake one m elee w eap on attack or to 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 to m ake a m elee attack and hit) or push the target up to 10 feet away from you (if you c h ose to shove and you su cceed).

C rossbow Expert T h an ks to extensive practice w ith the crossb ow , you gain the follow in g benefits: • You ignore the loadin g quality o f c ro s sb o w s with w h ich you are proficient. • B eing w ithin 5 feet o f a hostile creature d oesn ’t im p ose disadvantage on your ranged attack rolls. • W h en you use the A ttack action and attack with a oneh anded w eapon , you can u se a bon u s action to attack w ith a loaded hand cro s s b o w you are holding.

D e fen sive D u e list Prerequisite: Dexterity 13 or higher W h en you are w ielding a fin esse w eap on w ith w hich you are proficient and another creature hits you with a m elee attack, you can use your reaction to add your proficiency bon u s to your AC for that attack, potentially causing the attack to m iss you.

D u a lW i e l d e r You m aster fighting w ith tw o w eapon s, gaining the follow in g benefits: • You gain a +1 bon u s to AC w hile you are w ielding a separate m elee w eap on in each hand. • You can u se tw o-w eapon fighting even w hen the onehanded m elee w ea p on s you are w ielding aren’t light. • You can draw or stow tw o one-handed w ea p on s w hen you w ou ld norm ally b e able to draw or stow only one.


D

ungeon

D

elver

A lert to the hidden traps and secret d o o rs found in m any dungeons, you gain the follow in g benefits: • You have advantage on W isd om (P erception ) and Intelligence (Investigation) ch eck s m ade to detect the p resen ce o f secret doors. • You have advantage on saving th row s m ade to avoid or resist traps. • You have resistan ce to the dam age dealt by traps. • You can sea rch for traps w hile traveling at a norm al pace, instead o f only at a slow pace.

D

urable

Hardy and resilient, you gain the follow in g benefits: • 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.

• 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 the roll equals tw ice your Constitution m odifier (m inim um o f 2).

Elemental A

dept

Prerequisite: The ability to cast at least one spell W h en you gain this feat, c h o o s e on e o f the follow in g dam age types: acid, cold, fire, lightning, or thunder. Sp ells you cast ignore resistan ce to dam age o f the ch osen type. In addition, w hen you roll dam age for a spell you cast that deals dam age o f that type, you can treat any 1 on a dam age die as a 2. You can select this feat m ultiple tim es. E ach time you do so, you must c h o o s e a different dam age type.


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 ow n in close-q u a rters grappling. You gain the

You can sp end 10 m inutes inspiring your com panion s, sh orin g up their resolve to fight. W h en you d o so, c h o o s e up to six friendly creatu res (w hich can include you rself) w ithin 30 feet o f you w h o can see or hear you and w h o can understand you. E ach creature ca n gain tem porary hit points equal to your level + your C harism a modifier. A creature ca n ’t gain tem porary hit poin ts from this feat again until it has finished a short or long rest.

follow in g benefits: • You have advantage on attack rolls against a creature you are grappling. • You can u se your action to try to pin a creature grappled by you. To do so, m ake another grapple check. If you su cceed , you and the creature are both restrained until the grapple ends. • Creatures that are one size larger than you d on ’t autom atically su cceed on ch eck s to esca p e your grapple.

G reat W eapon M aster Y ou’ve learned to put the w eight o f a w eap on to your advantage, letting its m om entum em p ow er your strikes. You gain the follow in g benefits: • O n your turn, w hen you sco re a critical hit w ith a m elee w eap on or redu ce a creature to 0 hit points w ith one, you can m ake one m elee w eapon attack as a bon u s action. • 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 - 5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s dam age.

H ealer You are an able physician, allow ing you to m end w oun ds quickly and get your allies back in the fight. You gain the

K een M in d You have a m ind that ca n track tim e, direction, and detail w ith uncanny precision. You gain the follow in g benefits. • In crease your Intelligence sc o r e by 1, to a m axim um o f 20. • You always k n ow w h ich w ay is north. • You always k n ow the num ber o f h ours left before the next su n rise or sunset. • You can accurately recall anything you have seen or heard w ithin the past m onth.

L ig h tly A r m o r e d You have trained to m aster the u se o f light armor, gaining the follow in g benefits: • In crease your Strength or D exterity s co re by 1, to a m axim u m o f 20. • You gain proficiency w ith light armor.

follow in g benefits:

L in g u ist

• W h en you u se a h ealer’s kit to stabilize a dying creature, that creature also regains 1 hit point. • 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, plus additional hit points equal to the creatu re’s m axim um num ber o f Hit D ice. The creature ca n ’t regain hit points from this feat again until it finishes a short or long rest.

You have studied languages and c o d e s, gaining the follow in g benefits:

H eavily A rm o red

• Increase your Intelligence score by 1, to a m aximum o f 20. • You learn three languages o f your choice. • You can ably create written ciphers. O thers ca n ’t d ecipher a c o d e you create u n less you teach them, they su cce e d on an Intelligence ch eck (D C equal to your Intelligence sc o r e + your proficiency bonus), or they 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, gaining the follow in g benefits: • Increase your Strength score by 1, to a m axim um o f 20. • You gain proficiency w ith heavy armor.

H eavy A rmor M aster Prerequisite: Proficiency with heavy armor Y ou ca n use your arm or to deflect strikes that w ould kill others. You gain the follow in g benefits: • In crease your Strength score by 1, to a m axim um o f 20. • W h ile you are w earin g heavy arm or, bludgeoning, piercing, and slashing dam age that you take from non m agical w eap on s is reduced by 3.

You have inexplicable luck that seem s to kick in at just the right m om ent. You have 3 luck points. W h enever you m ake an attack 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 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 o f the d 2 0 s is u sed for the attack roll, ability check, or saving throw. You can also spend on e luck point w hen an attack roll is m ade against you. R oll a d20, and then c h o o s e w hether the attack u ses the attacker’s roll or yours. If m ore than one creature sp en ds a luck point to 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 You have practiced techniques useful in m elee com bat against spellcasters, gaining the follow in g benefits: • W h en a creature w ithin 5 feet o f you casts a spell, you can use your reaction to m ake a m elee w eapon attack against that creature. • W h en you dam age a creature that is concentratin g on a spell, that creature has disadvantage on the saving th row it m akes to maintain its concentration. • You have advantage on saving throw s against spells cast by creatu res w ithin 5 feet o f you.

M ag ic In it ia t e 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 cla ss’s spell list. In addition, c h o o s e on e 1st-level spell from that sam e list. You learn that spell and can cast it at its low est level. O n ce you cast it, you must finish a lon g rest before you can cast it again. Your sp ellcastin g ability for these spells depen ds on the class you ch ose: C harism a for bard, sorcerer, or w arlock; W isd om for cleric or druid: or Intelligence for w izard.

M a r tia l A dept You have m artial training that allow s you to perform sp ecia l com bat m aneuvers. You gain the follow in g benefits: • You learn tw o m aneuvers o f your ch oice from am ong th ose available to the Battle M aster archetype in the fighter class. If a m aneuver you u se requires your target to m ake a saving th row to resist the m aneuver’s effects, the saving throw D C equals 8 + your proficiency bon u s + your Strength or Dexterity m odifier (your choice). • If you already have superiority d ice, you gain one m ore; oth erw ise, you have one superiority die, w hich is a d6. This die is u sed to fuel your m aneuvers. A superiority die is expended w hen you use it. You regain your expen ded superiority d ice w hen you finish a short or long rest.

M ed iu m A r m o r M a ster Prerequisite: Proficiency with medium armor You have practiced m oving in m edium arm or to gain the follow in g benefits: • W earin g m edium arm or d oesn ’t im p ose disadvantage on your Dexterity (Stealth) checks. • W h en you w ear m edium arm or, you can add 3, rather than 2, to your AC if you have a Dexterity o f 16 or higher.

M o bile You are exception ally speedy and agile. You gain the follow in g benefits: • Your sp eed in creases by 10 feet.

• W h en you u se the Dash action, difficult terrain d oesn ’t c ost you extra m ovem ent on that turn. • W h en you m ake a m elee attack against a creature, you d on ’t provoke opportunity attacks from that creature for the rest o f the turn, w hether you hit or not.

M oderately A rmored Prerequisite: Proficiency with light armor You have trained to m aster the u se o f m edium arm or and shields, gaining the follow in g benefits: • In crease your Strength or Dexterity sc o r e by 1, to a m axim u m o f 20. • You gain proficiency with m edium arm or and shields.

M ounted C om batant You are a dangerou s foe to face w hile m ounted. W h ile you are m ounted and aren’t incapacitated, you gain the follow in g benefits: • You have advantage on m elee attack rolls against any unm ounted creature that is sm aller than your mount. • You can force an attack targeted at your m ount to target you instead. • If your m ount is su bjected to an effect that allow s it to 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 saving throw, and only h alf dam age if it fails.

O bservant Q uick to n otice details o f your environm ent, you gain the follow in g benefits: • In crease your Intelligence or W isd om sco re by 1, to a m axim u m o f 20. • If you can see a creatu re’s m outh w hile it is sp eak in g a language you understand, you can interpret what it’s saying by reading its lips. • You have a +5 bon u s to your passive W isdom (P erception) and passive Intelligence (Investigation) scores.

Polearm M aster You can keep your en em ies at bay with reach w eapon s. You gain the follow in g benefits: • W h en you take the Attack action and attack with only a glaive, halberd, or quarterstaff, you can use a bonus action to m ake a m elee attack with the opposite end o f the w eapon. The w ea p on ’s dam age die for this attack is a d4, and the attack deals bludgeon ing dam age. • W h ile you are w ielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you w hen they enter your reach.

R esilien t C h oose one ability score. You gain the follow in g benefits: • In crease the ch osen ability sco re by 1, to a m axim um o f 20. • You gain proficiency in saving th row s using the ch osen ability.


R it u a l C a s t e r Prerequisite: Intelligence or Wisdom 13 or higher You have learned a n um ber o f sp ells that you can cast as rituals. T h ese sp ells are written in a ritual book , w hich you must have in hand w hile castin g one o f them. 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 o f the follow in g classes: bard, cleric, druid, sorcerer, w arlock, or w izard. You must c h o o s e your spells from that cla s s’s spell list, and the spells you ch o o s e 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: C harism a for bard, sorcerer, or w arlock; W isd om for cleric or druid; or Intelligence for w izard. If you co m e a cro ss a spell in w ritten form , such as a 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 on the spell list for the class you ch ose, the spell’s level can be no higher than h alf your level (rounded up), and

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 spell, and co sts 50 gp per level. T h e cost represents m aterial com pon en ts you expend as you experim ent w ith the spell to m aster it, as w ell as the fine inks you n eed to record it.

Sa v a g e A

ttacker

O n ce per turn w hen you roll dam age for a m elee w eap on attack, you can reroll the w ea p on ’s dam age dice and use either total.

Se n t in e l You have m astered tech niques to take advantage o f every drop in any en em y’s guard, gaining the follow in g benefits: • W h en you hit a creature with an opportu nity attack, the creatu re’s sp eed b e c o m e s 0 for the rest o f the turn.


• Creatures w ithin 5 feet o f you provoke opportunity attacks from you even if they take the D isengage action before leaving your reach. • W h en a creature w ithin 5 feet o f you m akes an attack against a target other than you (and that target d oesn ’t have this feat), you can use your reaction to m ake a m elee w eap on attack against the attacking creature.

Sh arpsh o o ter You have m astered ranged w eap on s and can m ake sh ots that others find im possible. You gain the follow in g benefits: • Attacking at long range doesn't im p ose disadvantage on your ranged w eap on attack rolls. • Your ranged w eap on attacks ignore half cover and three-quarters cover. • B efore you m ake an attack w ith a ranged w eap on that you are proficient with, you can c h o o s e to take a - 5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s dam age.

Sh ield M a s t e r You use shields not just for protection but also for offense. You gain the follow in g benefits w hile you are w ielding a shield: • If you take the Attack action on your turn, you can use a bon u s action to try to shove a creature w ithin 5 feet o f you with your shield. • 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 a spell or other harm ful effect that targets only you. • If you are su bjected to an effect that allow s you to m ake a D exterity saving throw to take only h alf dam age, you can use your reaction to take no dam age if you su cce e d on the saving throw, interposing your shield betw een y ou rself and the so u rce o f the effect.

Sk illed You gain proficiency in any com bination o f three skills or tools o f your choice.

Sk u lk er Prerequisite: Dexterity 13 or higher You are expert at slinking through sh adow s. You gain the follow in g benefits:

• W h en you cast a spell that requ ires you to m ake an attack roll, the sp ell’s range is doubled. • Your ranged spell attacks ignore h alf cover and three-quarters cover. • You learn on e cantrip that requ ires an attack roll. C h oose the cantrip from the bard, cleric, druid, s o r cerer, w arlock, or w izard spell list. Your spellcastin g ability for this cantrip depen ds on the spell list you c h ose from : C harism a for bard, sorcerer, or w arlock; W isd om for cleric or druid; or Intelligence for w izard.

T avern B rawler A ccu stom ed to rough-and-tum ble fighting using w hatever w eap on s happen to be at hand, you gain the follow in g benefits: • In crease your Strength or Constitution sc o r e by 1, to a m axim u m o f 20. • You are proficient with im provised w ea p on s and u narm ed strikes. • 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 im provised w eap on on your turn, you can use a bonus action to attempt to grapple the target.

T ough Your hit point m axim u m in creases by an am ount equal to tw ice your level w hen you gain this feat. W h enever you gain a level thereafter, your hit point m axim um in creases by an additional 2 hit points.

War C aster Prerequisite: The ability to cast at least one spell You have practiced castin g sp ells in the m idst o f com bat, learning tech niques that grant you the follow in g benefits: • You have advantage on Constitution saving throw s that you m ake to m aintain your concentration on a spell w hen you take dam age. • You can perform the som atic com pon en ts o f spells even w hen you have w eap on s or a shield in one or both hands. • W h en a hostile creatu re’s m ovem ent provok es an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than m aking 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 h en you are hidden from a creature and m iss it with a ranged w eap on attack, m aking the attack doesn't reveal your position. • D im light d oesn ’t im p ose disadvantage on your W isd om (P erception ) ch eck s relying on sight.

W eapon M aster You have practiced extensively with a variety o f w eapon s, gaining the follow in g benefits: • In crease your Strength or Dexterity sc o r e by 1, to a 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

o f every creatu re’s physical and mental characteristics: • Strength, m easu ring physical pow er • Dexterity, m easu ring agility

co m e up in play m ore often than their associa ted scores.

• Constitution, m easu ring endurance • Intelligence, m easu ring reason in g and m em ory • W isdom , m easu ring perception and insight • Charisma, m easu ring force o f personality

A dvantage a n d D isa d v a n t a g e

Is a character m u scle-b ou n d and insightful? Brilliant and charm ing? N im ble and hardy? Ability s co re s define th ese qualities—a creatu re’s assets as w ell as w ea k n esses. T h e three m ain rolls o f the gam e—the ability check, the saving throw, and the attack roll—rely on the six ability sco re s. T h e b o o k ’s introduction d escrib es the ba sic rule beh in d these rolls: roll a d20, add an ability m odifier derived from on e o f the six ability sco re s, and com p a re the total to a target num ber. T h is chapter fo c u s e s on h ow to u se ability ch eck s and saving throw s, coverin g the fundamental activities that creatures attempt in the game. R u les for attack rolls appear in chapter 9.

A b i l i t y Sc o r e s a n d M o d if ie r s E ach o f a creatu re’s abilities has a score, a num ber that defines the m agnitude o f that ability. A n ability score is not just a m easu re o f innate capabilities, but also e n com p a sses a creatu re’s training and com p eten ce in activities related to that ability. A s c o r e o f 10 or 11 is the norm al hum an average, but adventurers and m any m on sters are a cut above average in m ost abilities. A s c o r e o f 18 is the highest that a p erson usually reaches. Adventurers can have scores as high as 20, and m on sters and divine beings can have s c o r e s as high as 30. E ach ability also has a modifier, derived from the sc o r e and ranging from 5 (for an ability sc o r e o f 1) to +10 (for a sc o r e o f 30). T h e Ability S c o r e s and M odifiers table notes the ability m odifiers for the range o f p ossib le ability scores, from 1 to 30. A

b ility

S

c o r e s

a n d

M

To determ ine an ability m odifier w ithout consultin g the table, subtract 10 from the ability sco re and then divide the total by 2 (round down). B eca u se ability m od ifiers affect alm ost every attack roll, ability check, and saving throw, ability m odifiers

S om etim es a sp ecia l ability o r spell tells you that you have advantage or disadvantage on an ability check, a saving throw, or an attack roll. W h en that happens, you roll a se co n d d2 0 w hen you m ake the roll. U se the higher o f the tw o rolls if you have advantage, and use the low er roll if you have disadvantage. For exam ple, if you have disadvantage and roll a 17 and a 5, you u se the 5. If you instead have advantage and roll th ose num bers, you u se the 17. If m ultiple situations affect a roll and each on e grants advantage or im p oses disadvantage on it, you d on ’t roll m ore than on e additional d20. If tw o favorable situations grant advantage, for exam ple, you still roll only one additional d20. 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 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 advantage or vice versa. In such a situation, you have neither advantage nor disadvantage. W h en you have advantage or disadvantage and som eth in g in the gam e, su ch as the halfling’s Lucky trait, lets you reroll the d20, you can reroll only one o f the dice. You c h o o s e w hich one. F or exam ple, if a halfling has advantage on an ability ch eck and rolls a 1 and a 13, the halfling cou ld u se the Lucky trait to reroll the 1. You usually gain advantage or disadvantage through the u se o f sp ecia l abilities, actions, or spells. Inspiration (see chapter 4) can also give a character advantage on ch eck s related to the character’s personality, ideals, or bon ds. T h e DM can also d ecide that circu m stan ces influence a roll in one direction or the other and grant advantage or im p ose disadvantage as a result.

Pr o f ic ie n c y B o n u s

o d if ie r s

Score

Modifier

Score

1

-5

16-17

+3

2-3

-4

18-19

+4

4-5

-3

20-21

+5

6-7

-2

22-23

+6

8-9

-1

24-25

+7

10-11

+0

26-27

+8

12-13

+1

28-29

14-15

+2

30

Modifier

+9 +10

Characters have a proficiency bon u s determ ined by level, as detailed in chapter 1. M onsters also have this bonus, w hich is in corporated in their stat blocks. The bon u s is u sed in the rules on ability checks, saving throw s, and attack rolls. Your proficiency bonus c a n ’t be added to a single die roll or other num ber m ore than on ce. For exam ple, if tw o different rules say you can add your proficiency bon u s to a W isd om saving throw, you n evertheless add 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 feature dou bles the proficiency bon u s for certain ability ch ecks. If a circu m stan ce suggests that your proficiency bon u s applies m ore than on ce to the sa m e roll, you still add it only on ce and multiply or divide it only on ce. By the sam e token, if a feature or effect allow s you to multiply your proficiency bon u s w hen m akin g an ability ch eck that w ou ldn ’t norm ally benefit from your proficiency bonus, you still don ’t add the bon u s to the check. For that ch eck your proficiency bon u s is 0, given the fact that m ultiplying 0 by any n um ber is still 0. For instance, if you lack proficiency in the H istory skill, you gain no benefit from a feature that lets you double your proficiency bon u s w hen you m ake Intelligence (H istory) checks. In general, you d on ’t multiply your proficiency bon u s for attack rolls or saving throw s. If a feature or effect allow s you to do so, these sam e rules apply.

is h oldin g closed . In situations like these, the ou tcom e is determ ined by a sp ecia l form o f ability check, called a contest. B oth participants in a contest m ake ability ch eck s appropriate to their efforts. Th ey apply all appropriate b on u ses and penalties, but instead o f com p a rin g the total to a DC, they com pa re the totals o f their tw o checks. The participant with the higher ch eck total w in s the contest. That character or m onster either su cce e d s at the action or prevents the other on e from su cceedin g. If the contest results in a tie, the situation rem ains the sam e as it w as before the contest. Thus, on e contestant m ight w in the contest by default. If tw o characters tie in a contest to snatch a ring off the floor, neither character grabs it. In a contest b etw een a m onster trying to open a d oor and an adventurer trying to keep the d oor closed, a tie m eans that the d oor rem ains shut.

Sk il l s

A b ility C hecks An ability ch eck tests a character’s or m on ster’s innate talent and training in an effort to ov ercom e a challenge. The DM calls for an ability ch eck w hen a character or m onster attem pts an action (other than an attack) that has a ch a n ce o f failure. W h en the ou tcom e is uncertain, the d ice determ ine the results. For every ability check, the DM decides w hich o f the six abilities is relevant to the task at hand and the difficulty o f the task, represented by a Difficulty Class. The m ore difficult a task, the higher its DC. The Typical Difficulty C lasses table sh ow s the m ost com m on D Cs. Ty

p ic a l

D

if f ic u l t y

Task Difficulty

C

la sse s

DC

Very easy

5

Easy

10

Medium

15

Hard

20

Very hard

25

Nearly impossible

30

E ach ability covers a broad range o f capabilities, including skills that a character or a m onster can be proficient in. A skill represents a sp ecific aspect o f an ability score, and an individual’s proficiency in a skill dem onstrates a focu s on that aspect. (A character’s starting skill proficien cies are determ ined at character creation, and a m on ster’s skill proficiencies appear in the m on ster’s stat block.) F or exam ple, a Dexterity ch eck m ight reflect a character’s attempt to pull off an acrobatic stunt, to palm an object, or to stay hidden. Each o f th ese a sp ects o f Dexterity has an a ssocia ted skill: A crobatics, Sleight o f Hand, and Stealth, respectively. S o a character w h o has proficiency in the Stealth skill is particularly g o o d at D exterity ch eck s related to sn eaking and hiding. The skills related to each ability sc o r e are sh ow n in the follow in g list. (N o skills are related to Constitution.) S e e an ability’s description in the later section s o f this chapter for exam ples o f h ow to u se a skill associated w ith an ability. Strength A thletics

To m ake an ability check, roll a d2 0 and add the relevant ability modifier. A s w ith other d 2 0 rolls, apply bon u ses and penalties, and com pa re the total to the DC. If the total equals or e x ceed s the DC, the ability ch eck is a su c c e s s —the creature ov ercom es the challenge at hand. O therw ise, it’s a failure, w h ich m eans the character or m on ster m akes no p rogress tow ard the objective or m ak es p rogress com bin ed w ith a setback determ ined by the DM.

C

o n t e s t s _______________________________

S om etim es on e character’s or m on ster’s efforts are directly op p o s e d to another’s. T h is can o c cu r w hen both o f them are trying to do the sam e thing and only one can su cceed , such as attem pting to snatch up a m agic ring that has fallen on the floor. This situation also applies w hen on e o f them is trying to prevent the other one from accom p lish in g a goal—for exam ple, w hen a m onster tries to force open a d oor that an adventurer

Dexterity A crobatics Sleight o f Hand Stealth Intelligence A rcan a History Investigation Nature R eligion

W isdom A n im al H andling Insight M edicine Perception Survival Charisma D eception Intim idation P erform an ce P ersu asion

S om etim es, the DM m ight ask for an ability ch eck using a sp ecific skill—for exam ple, “M ake a W isd om (P erception ) ch eck .” At other tim es, a player m ight ask the DM if proficiency in a particular skill applies to a check. In either case, proficiency in a skill m eans an individual can add his or her proficiency bon u s to ability ch eck s that involve that skill. W ithout proficiency in the skill, the individual m akes a n orm al ability check.


For exam ple, if a character attem pts to clim b up a dangerou s cliff, the D u n geon M aster m ight ask for a Strength (Athletics) check . If the character is proficient in Athletics, the character’s proficiency bon u s is added to the Strength check. If the character lacks that proficiency, he or she ju st m ak es a Strength check.

character w h o lacks that proficiency ca n ’t help another character in that task. M oreover, a character can help only when tw o or m ore individuals w orking together w ould actually be productive. S om e tasks, such as threading a needle, are no easier with help.

Va

W h en a num ber o f individuals are trying to a ccom plish

G 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

Normally, your proficiency in a skill applies only to a sp ecific kind o f ability check. P roficiency in Athletics, for exam ple, usually applies to Strength ch eck s. In som e situations, though, your proficiency m ight reasonably apply to a different kind o f check. In such ca ses, the DM might ask for a ch eck u sin g an unusual com bination o f ability and skill, or you m ight ask your DM if you can apply a proficiency to a different check . For exam ple, if you have to sw im from an offsh ore island to the m ainland, your D M m ight call for a Constitution ch eck to see if you have the stam ina to m ake it that far. In this case, your DM m ight allow you to apply your proficiency in Athletics and ask for a Constitution (Athletics) check. S o if y ou ’re proficient in A thletics, you apply your proficiency bon u s to the Constitution ch eck ju st as you w ou ld norm ally do for a Strength (Athletics) check. Similarly, w hen your h alf-orc barbarian u ses a display o f raw strength to intim idate an enemy, your DM might ask for a Strength (Intim idation) check, even though Intim idation is n orm ally associa ted w ith Charism a.

Pa s s i v e C h e c k s A passive ch eck is a sp ecia l kind o f ability ch eck that 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 search in g for secret d o o rs over and over again, or can be used w hen the DM w ants to secretly determ ine w hether the characters su cceed at som eth in g without rollin g dice, such as n oticin g a hidden monster. H ere’s h ow to determ ine a character’s total for a passive check: 10 + all modifiers that normally apply to the check If the character has advantage on the check, add 5. For disadvantage, subtract 5. The gam e refers to a passive ch eck total as a score. F or exam ple, if a 1st-level character has a W isd om o f 15 and proficiency in P erception, he or she has a passive W isd om (P erception ) sc o r e o f 14. T h e rules on hiding in the “D exterity” section below rely on passive ch ecks, as do the exploration rules in chapter 8.

W

o r k in g

To g e t h e r

S om etim es tw o or m ore characters team up to attempt a task. T h e character w h o ’s leading the effort—or the one with the highest ability m odifier—can m ake an ability ch eck with advantage, reflecting the help provided by the other characters. In com bat, this requires the Help action (see chapter 9). A character can only provide help if the task is on e that he or she could attempt alone. For exam ple, trying to open a lock requires proficiency with thieves’ tools, so a

roup

C hecks

som eth in g as a group, the DM might ask for a group ability check. In such a situation, the characters w h o are skilled at a particular task help cover th ose w h o aren't. To m ake a group ability check, everyone in the group m akes the ability check. If at least h alf the group su cceed s, the w hole group su cceed s. O therw ise, the group fails. G roup ch eck s d on ’t co m e up very often, and they’re m ost useful w hen all the characters su cceed or fail as a group. For exam ple, w hen adventurers are navigating a sw am p, the DM might call for a group W isd om (Survival) ch eck to see if the characters can avoid the quicksand, sink h oles, and other natural hazards o f the environm ent. If at least h alf the group su cceed s, the su ccessfu l characters are able to guide their com p a n ion s out o f danger. O therw ise, the group stum bles into on e o f these hazards.

U s in g Ea c h A b il it y 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 section explains in m ore detail what those abilities m ean and the w ays they are u sed in the gam e.

St r e n g t h Strength m easu res bod ily pow er, athletic training, and the extent to w hich you can exert raw physical force. St r e n g t h C

hecks

A Strength ch eck can m od el any attempt to lift, push, pull, or break som ething, to force your b od y through a space, or to oth erw ise apply brute force to a situation. The A thletics skill reflects aptitude in certain kinds o f Strength checks. Athletics. Your Strength (Athletics) ch eck covers difficult situations you en cou nter w hile clim bing, jum ping, or sw im m in g. E xam ples include the follow in g activities: • You attempt to clim b a sheer or slippery cliff, avoid hazards w hile scalin g a wall, or clin g to a surface 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 o ff a stunt midjump. • You struggle to sw im or stay afloat in treach erou s cu r­ rents, storm -tossed w aves, or areas o f thick seaw eed. Or another creature tries to push or pull you u nderw a­ ter or oth erw ise interfere w ith your sw im m ing.

Other Strength Checks. The DM m ight also call for a Strength ch eck w hen you try to accom plish tasks like the follow ing:


• • • • • •

F orce op en a stuck, locked, or barred d oor B reak free o f bon ds P ush through a tunnel that is too sm all H ang on to a w agon w hile bein g d ragged behind it Tip over a statue K eep a bou lder from rolling

A

ttack

R

olls a n d

Damage

You add your Strength m odifier to your attack roll and your dam age roll w hen attacking w ith a m elee w eapon such as a m ace, a battleaxe, or a javelin. You use m elee w ea p on s to m ake m elee attacks in hand-to-hand com bat, and som e o f them can b e throw n to m ake a ranged attack. L

if t in g a n d

C a r r y in g

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 lift or carry. Carrying Capacity. Your carryin g capacity is your Strength sco re multiplied by 15. This is the w eight (in pounds) that you can carry, w hich is high enough that m ost characters d on ’t usually have to w orry about it. Push, Drag, or Lift. You ca n push, drag, or lift a w eight in pou n d s up to tw ice your carrying capacity (or 30 tim es your Stren gth score). W h ile pushing or dragging w eight in ex ce s s o f your carryin g capacity, your sp eed d rops to 5 feet. Size and Strength. Larger creatures can bear m ore w eight, w h ereas Tiny creatu res can carry less. For each size category above M edium , double the creatu re’s carryin g capacity and the am ount it can push, drag, or lift. F or a Tiny creature, halve th ese w eights.

Va

r ia n t

: En cu m

brance

The rules for lifting and carryin g are intentionally sim ple. H ere is a variant if you are look in g for m ore detailed rules for determ ining h ow a character is h indered by the w eight o f equipm ent. W h en you use this variant, ignore the Strength colum n o f the A rm or table in chapter 5. If you carry w eight in ex cess o f 5 tim es your Strength score, you are encumbered, w hich m eans your sp eed d rops by 10 feet. If you carry w eight in ex ce s s o f 10 tim es your Strength score, up to your m axim u m carryin g capacity, you are instead heavily encumbered, w hich m eans your 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 Strength, Dexterity, or Constitution.

D ex te r ity Dexterity m ea su res agility, reflexes, and balance. D

e x t e r it y

C hecks

A Dexterity ch eck can m odel any attempt to m ove nimbly, quickly, or quietly, or to keep from falling on tricky footing. T h e A crobatics, Sleight o f Hand, and Stealth skills reflect aptitude in certain kinds o f D exterity checks. Acrobatics. Your D exterity (A crobatics) ch eck covers your attempt to stay on your feet in a tricky situation, such as w hen y ou ’re trying to run a cross a sheet o f ice, balance on a tightrope, or stay upright on a rock in g ship’s deck. The DM m ight also call for a Dexterity (A crobatics) ch eck to see if you can p erform acrobatic stunts, including dives, rolls, som ersaults, and flips.


Sleight o f Hand. W h enever you attempt an act o f legerdem ain or m anual trickery, such as planting som eth in g on so m e o n e else or con cea lin g an object on your p erson , m ake a D exterity (Sleight o f H and) check. 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 another p erson or slip som eth in g out o f another p erson ’s pocket. Stealth. M ake a D exterity (Stealth) ch eck w hen you attempt to con cea l y ou rself from en em ies, slink past guards, slip away w ithout bein g n oticed, or sn eak up on som eon e without being seen or heard. Other Dexterity Checks. T he DM might call for a Dexterity ch eck w hen you try to accom p lish tasks like the follow ing: • C ontrol a heavily laden cart on a steep descen t • • • • •

S teer a chariot around a tight turn P ick a lock D isable a trap S ecu rely tie up a prison er W riggle free o f bon d s

• Play a stringed instrum ent • Craft a sm all or detailed object A

ttack

R olls

and

Dam

age

Y ou add your D exterity m odifier to your attack roll and your dam age roll w hen attacking w ith a ranged w eapon, such as a sling or a longbow . You can also add your 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 fin esse property, such as a dagger or a rapier.

H idin g When you try to hide, make a Dexterity (Stealth) check. Until you are discovered or you stop hiding, that check’s total is contested by the Wisdom (Perception) check o f any creature that actively searches for signs o f your presence. You can’t hide from a creature that can see you, and if you make noise (such as shouting a warning or knocking over a vase), you give away your position. An invisible creature can’t be seen, so it can always try to hide. Signs of its passage might still be noticed, however, and it still has to stay quiet. In combat, most creatures stay alert for signs o f danger all around, so if you come out o f hiding and approach a creature, it usually sees you. However, under certain circumstances, the Dungeon Master might allow you to stay hidden as you approach a creature that is distracted, allowing you to gain advantage on an attack before you are seen. Passive Perception. When you hide, there’s a chance someone will notice you even if they aren't searching. To determine whether such a creature notices you, the DM compares your Dexterity (Stealth) check with that creature’s passive Wisdom (Perception) score, which equals 10 + the creature’s Wisdom modifier, as well as any other bonuses or penalties. If the creature has advantage, add 5. For disadvantage, subtract 5. For example, if a 1st-level character (with a proficiency bonus o f +2) has a Wisdom o f 15 (a +2 modifier) and proficiency in Perception, he or she has a passive Wisdom (Perception) o f 14. What Can You See? One o f the main factors in determining whether you can find a hidden creature or object is how well you can see in an area, which might be lightly or heavily obscured, as explained in chapter 8.

A

rmor

G lass

D epen d in g on the arm or you wear, you might add som e or all o f your Dexterity m odifier to your A rm or Class, as d escrib ed in chapter 5. In

it ia t iv e

At the begin n in g o f every com bat, you roll initiative by m aking a D exterity check. Initiative determ ines the order o f creatu res’ turns in com bat, as d escrib ed in chapter 9.

C o n stitu tio n Constitution m easu res health, stam ina, and vital force. C

o n s t it u t io n

C

hecks

Constitution ch eck s are u n com m on , and no skills apply to Constitution checks, b eca u se the endurance this ability represents is largely passive rather than involving a sp ecific effort on the part o f a character or monster. A C onstitution ch eck can m od el your attempt to push beyon d norm al limits, however. T h e DM m ight call for a Constitution ch eck w hen you try to a ccom plish tasks like the follow ing: • • • • •

H old your breath M arch or labor for hours w ithout rest G o w ithout sleep Survive w ithout fo o d or water Q uaff an entire stein o f ale in on e go

H

it

P o in t s

Your Constitution m odifier contributes to your hit points. Typically, you add your Constitution m odifier to each Hit D ie you roll for your hit points. If your Constitution m odifier changes, your hit point m axim u m changes as w ell, as though you had the new m odifier from 1st level. For exam ple, if you raise your Constitution sc o r e w hen you reach 4th level and your Constitution m odifier in crea ses from +1 to +2, you adjust your hit point m axim u m as though the m odifier had always b een +2. S o you add 3 hit points for your first three levels, and then roll your hit points for 4th level using your n ew modifier. Or if you ’re 7th level and som e effect low ers your Constitution sco re s o as to reduce your Constitution m odifier by 1, your hit point m axim u m is reduced by 7.

In t e l l ig e n c e Intelligence m easu res m ental acuity, accu racy o f recall, and the ability to reason. In t e l l ig e n c e C

hecks

A n Intelligence ch eck c o m e s into play w hen you need to draw on logic, education, m em ory, or deductive reasoning. T h e A rcana, History, Investigation, Nature, and R eligion skills reflect aptitude in certain kinds o f Intelligence checks. Arcana. Your Intelligence (Arcana) ch eck m easu res your ability to recall lore about spells, m agic items, eldritch sym bols, m agical traditions, the planes o f existence, and the inhabitants o f th ose planes. History. Your Intelligence (H istory) ch eck m easu res 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. Investigation. W h en you look around for clues and m ake deductions based on th ose clues, you m ake an Intelligence (Investigation) check. You m ight dedu ce the location o f a hidden object, discern from the appearan ce o f a w oun d w hat kind o f w eap on dealt it, or determ ine the w eakest point in a tunnel that cou ld cau se it to collap se. P orin g through ancient scrolls in sea rch o f a hidden fragm ent o f kn ow led ge m ight also call for an Intelligence (Investigation) check. Nature. Your Intelligence (Nature) ch eck m easu res your ability to recall lore about terrain, plants and anim als, the weather, and natural cycles. Religion. Your Intelligence (R eligion) ch eck m easu res your ability to recall lore about deities, rites and prayers, religious hierarchies, holy sym bols, and the practices o f secret cults. Other Intelligence Checks. The DM m ight call for an Intelligence ch eck w hen you try to accom plish tasks like the follow ing:

When your character searches for a hidden object such as a secret door or a trap, the DM typically asks you to make a Wisdom (Perception) check. Such a check can be used to find hidden details or other information and clues that you might otherwise overlook. In most cases, you need to describe where you are looking in order for the DM to determine your chance o f success. For example, a key is hidden beneath a set o f folded clothes in the top drawer o f a bureau. If you tell the DM that you pace around the room, looking at the walls and furniture for clues, you have no chance o f finding the key, regardless o f your Wisdom (Perception) check result. You would have to specify that you were opening the drawers or searching the bureau in order to have any chance o f success.

• • • • • •

C om m u nicate with a creature w ithout using w ord s Estim ate the value o f a p reciou s item Pull together a disgu ise to pass as a city guard F orge a docum ent R eca ll lore about a craft or trade W in a gam e o f skill

Sp e l l c a s t in g A

b il it y

W izards use Intelligence as their sp ellcastin g ability, w hich helps determ ine the saving throw D C s o f sp ells they cast.

W

is d o m

W isd om reflects h ow attuned you are to the w orld around you and represents perceptiveness and intuition. W

is d o m

C

hecks

For exam ple, you m ight try to hear a conversation through a closed door, eavesdrop under an op en window, or hear m on sters m oving stealthily in the forest. O r you m ight try to spot things that are ob scu red or easy to m iss, w hether they are orc s lying in am bush on a road, thugs hiding in the sh ad ow s o f an alley, or candlelight under a closed secret door. Survival. T h e DM m ight ask you to m ake a W isd om (Survival) ch eck to follow tracks, hunt w ild gam e, guide your group through frozen w astelands, identify signs that ow lbea rs live nearby, predict the weather, or avoid quicksand and other natural hazards. Other Wisdom Checks. The D M m ight call for a W isd om ch eck w hen you try to accom p lish tasks like the follow ing: • G et a gut feeling about w hat co u rse o f action to follow • D iscern w hether a seem in gly dead or living creature is undead Sp e l l c a s t in g A

b il it y

C lerics, druids, and rangers use W isd om as their spellcastin g ability, w h ich helps determ ine the saving 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 about the environm ent, or care for an injured person. T h e A nim al Handling, Insight, M edicine, P erception, and Survival skills reflect aptitude in certain kinds o f W isd om checks. Animal Handling. W h en there is any question w hether you can calm dow n a dom esticated animal, keep a m ount from getting sp ooked , or intuit an anim al’s intentions, the DM m ight call for a W isd om (Anim al Handling) check. You also m ake a W isd om (Anim al Handling) ch eck to control your m ount w hen you attempt a risky maneuver. Insight. Your W isd om (Insight) ch eck d ecid es w hether you can determ ine the true intentions o f a creature, such as w h en search in g out a lie or predicting s o m e o n e ’s next m ove. D oin g s o involves glean in g clues from b od y language, sp eech habits, and ch a n g es in m annerism s. Medicine. A W isd om (M edicine) ch eck lets you try to stabilize a dying com pa n ion or d ia gn ose an illness. Perception. Your W isd om (Perception) ch eck lets you spot, hear, or oth erw ise detect the presen ce of som ething. It m easu res your general aw areness o f your surroundings and the keen ness o f your sen ses.

C h a r is m a C harism a m easu res your ability to interact effectively w ith others. It includes such factors as con fid en ce and eloqu en ce, and it can represent a charm ing or com m a n d in g personality. C

h a r is m a

C

hecks

A C harism a ch eck m ight arise w hen you try to influence or entertain others, w hen you try to m ake an im pression or tell a con vin cin g lie, or w hen you are navigating a tricky socia l situation. T h e D eception , Intim idation, P erform an ce, and P ersu asion skills reflect aptitude in certain kinds o f C harism a checks. Deception. Your C harism a (D eception ) ch eck determ ines w hether you can convin cin gly hide the truth, either verbally o r through your actions. This deception can en com p a ss everything from m isleading others through am biguity to telling outright lies. Typical situations include trying to fast-talk a guard, con a m erchant, earn m on ey through gam bling, pa ss you rself o ff in a disguise, dull s o m e o n e ’s su sp icion s w ith false assu ran ces, or m aintain a straight face w hile telling 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 W aterdeep, h acking a fresh trail through the thick ju n g les on the Isle o f D rea d—these are the things that D u n g e o n s & D r a g o n s adventures are m ade of. Your character in the gam e m ight explore forgotten ruins and u ncharted lands, u ncover dark secrets and sinister plots, and slay foul m onsters. A nd if all g oes w ell, your character w ill survive to claim rich rew ards before em barking on a n ew adventure. T h is chapter covers the ba sics o f the adventuring life, from the m ech an ics o f m ovem ent to the com plexities o f so cia l interaction. T h e rules for resting are also in this chapter, along w ith a discu ssion o f the activities your character might pursue b etw een adventures. W h eth er adventurers are exploring a dusty dungeon or the com p lex relationships o f a royal court, the gam e follow s a natural rhythm, as outlined in the b o o k ’s introduction: 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. 3. The DM narrates the results o f their actions. Typically, the D M u ses a m ap as an outline o f the adventure, tracking the characters’ p rogress as they explore du ngeon corrid ors or w ild ern ess regions. T h e D M ’s notes, including a key to the map, describe w hat the adventurers find as they enter each n ew area. S om etim es, the pa ssa ge o f tim e and the adventurers’ actions determ ine what happens, s o the DM might u se a tim eline or a flow chart to track their progress instead o f a map.

T im e In situations w h ere keepin g track o f the pa ssa ge of tim e is im portant, the DM determ ines the tim e a task requires. T h e D M m ight use a different tim e scale depen din g on the context o f the situation at hand. In a du ngeon environm ent, the adventurers’ m ovem ent happens on a scale o f minutes. It takes them about a m inute to creep dow n a long hallway, another m inute to ch e ck for traps on the d oor at the end o f the hall, and a g o o d ten m inutes to sea rch the ch a m ber beyon d for anything interesting or valuable. In a city o r w ildern ess, a scale o f hours is often m ore appropriate. Adventurers eager to reach the lonely tow er at the heart o f the forest hurry a cross th ose fifteen m iles in ju st under four h ou rs’ time. F or lon g jou rneys, a sca le o f days w ork s best. F ollow in g the road from B aldur’s Gate to W aterdeep, the adventurers sp en d four uneventful days before a goblin am bush interrupts their journey. In com bat and other fast-paced situations, the gam e relies on rounds, a 6 -secon d span o f tim e d escrib ed in chapter 9.

M ovement S w im m in g a cross a rushing river, sn eaking dow n a dungeon corridor, scaling a treacherous m ountain s l o p e all sorts o f m ovem ent play a key role in D&D adventures. The DM can su m m arize the adventurers’ m ovem ent w ithout calculating exact dista n ces or travel tim es: “You travel through the forest and find the du ngeon entrance late in the evening o f the third day.” Even in a dungeon, particularly a large du ngeon or a cave netw ork, the DM can su m m arize m ovem ent b etw een encounters: “A fter killing the guardian at the entrance to the ancient dw arven stronghold, you consult your map, w hich leads you through m iles o f ech oin g corrid ors to a chasm bridged by a n arrow stone arch.” S om etim es it’s im portant, though, to kn ow h ow long it takes to get from on e sp ot to another, w hether the answ er is in days, hours, or minutes. T h e rules for determ ining travel tim e depen d on tw o factors: the sp eed and travel pa ce o f the creatures m ovin g and the terrain they're m oving over.

Spee d Every character and m onster has a sp eed, w h ich is the distance in feet that the character or m onster can w alk in 1 round. This num ber a ssu m es short bursts o f energetic m ovem ent in the m idst o f a lifethreatening situation. T h e follow in g rules determ ine h ow far a character or m on ster can m ove in a minute, an hour, or a day. T

ravel

Pa c e

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 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 fast p a ce m a kes characters less perceptive, w hile a slow pace m akes it p ossib le to sn eak around and to sea rch an area m ore carefully (see the “Activity W h ile Traveling” section later in this chapter for m ore inform ation). 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 beyon d that limit, at the risk o f exhaustion. For each additional hour o f travel beyon d 8 hours, the characters cover the distance sh ow n in the H our colu m n for their pace, and each character m ust m ake a Constitution saving th row at the end o f the hour. The D C is 10 + 1 for each hour past 8 hours. On a failed saving throw, a character suffers one level o f exhaustion (see appendix A). Mounts and Vehicles. For short spans o f tim e (up to an hour), m any anim als m ove m uch faster than hum anoids. A m ounted character can ride at a gallop for about an hour, coverin g tw ice the usual distance for a fast pace. If fresh m ounts are available every 8 to 10 m iles, characters can cover larger distances at this pace, but this is very rare except in densely populated areas.


Characters in w agons, carriages, or other land veh icles c h o o s e a pa ce as norm al. C haracters in a w aterborn e v essel are lim ited to the sp eed o f the vessel (see chapter 5), and they d on ’t suffer penalties for a fast p a ce or gain benefits from a slow pace. D epen d in g on the v essel and the size o f the crew , ships m ight be able to travel for up to 24 hours p er day. Certain sp ecia l m ounts, such as a pegasus or griffon, or sp ecia l vehicles, such as a carpet o f flying, allow you to travel m ore swiftly. T h e Dungeon Master’s Guide contain s m ore inform ation on sp ecia l m ethods o f travel. Tra

vel

Pa c e Distance Traveled p e r...

Pace

Minute

Hour

Day

Fast

400 feet

4 miles

30 miles

Effect

-5 penalty to passive Wisdom (Perception) scores

Normal

300 feet

3 miles

24 miles

Slow

200 feet

2 miles

18 miles

Able to use stealth

D

if f ic u l t

T

e r r a in

T h e travel sp eed s given in the Travel P a ce table assu m e relatively sim ple terrain: roads, open plains, or clear du ngeon corridors. But adventurers often face den se forests, deep sw am ps, rubble-filled ruins, steep m ountains, and ice-cov ered grou n d—all con sidered difficult terrain. You m ove at h alf sp eed in difficult terrain—m oving 1 foot in difficult terrain c o sts 2 feet o f sp e e d —s o you can cover only h alf the n orm al distance in a minute, an hour, or a day.

Specia l Types of M o v e m en t M ovem ent through dangerou s du ngeon s or w ildern ess areas often involves m ore than sim ply w alking. Adventurers might have to clim b, crawl, sw im , or ju m p to get w here they n eed to go. C

l im b in g

, Sw

im m in g

,

and

C

r a w l in g

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 a creature has a clim bin g or sw im m in g speed. At the D M ’s option, clim bin g a slippery vertical su rface or one w ith few h andholds requ ires a su ccessfu l Strength (Athletics) check. Similarly, gaining any distance in rough water might require a su ccessfu l Strength (Athletics) check. Ju m pin g Y our Strength determ ines h ow far you can jum p. Long Jump. W h en you m ake a long ju m p, you cover a n um ber o f feet up to your Strength sc o r e if you m ove at least 10 feet on foot im m ediately before the jum p. W h en you m ake a standing long jum p, you can leap 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. T his rule a ssu m es that the height o f your ju m p d oesn ’t matter, such as a ju m p a cro ss a stream or chasm . At your D M ’s option, you must su cce e d on a

D C 10 Strength (Athletics) ch eck to clear a low obstacle (no taller than a quarter o f the ju m p ’s distance), su ch as a h edge or low w all. O therw ise, you hit it. W h en you land in difficult terrain, you m ust su cceed on a D C 10 D exterity (A crobatics) ch eck to land on your feet. O therw ise, you land prone. High Jump. W h en you m ake a high jum p, you leap into the air a num ber o f feet equal to 3 + your Strength m odifier if you m ove at least 10 feet on foot im m ediately before the jum p. W h en you m ake a standing high jum p, 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 som e circu m stan ces, your DM m ight allow you to m ake a Strength (Athletics) ch eck to ju m p higher than you norm ally can. You can extend your arm s h alf your height above y ou rself during the jum p. Thus, you can reach above you a distance equal to the height o f the ju m p plus 11/2 tim es your height.

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 w ildern ess, they n eed to rem ain alert for danger, and so m e characters m ight p erform other tasks to help the grou p’s journey. M

O

a r c h in g

rder

T he adventurers sh ou ld establish a m arch ing order. A m arch ing order m akes it easier to determ ine w hich characters are affected by traps, w h ich on es ca n spot hidden en em ies, and w hich on es are the closest to those en em ies w hen a fight breaks out. A character m ight occu p y the front rank, one or m ore 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 side w ith others in their rank. W h en sp ace is too tight, the m arch ing order must change, usually by m oving characters to a m iddle rank. Fewer Than Three Ranks. If an adventuring party 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, it’s con sid ered a front rank. St e a l t h W h ile traveling at a slow pace, the characters can m ove stealthily. A s lon g as they’re not in the open, they can try to su rprise or sn eak by other creatures they encounter. S e e the rules for hiding in chapter 7. 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 characters to determ ine w hether anyone in the group n otices a hidden threat. The D M might d ecide that a threat ca n be n oticed only by characters in a particular rank. For exam ple, as the characters are exploring a m aze o f tunnels, the DM m ight decide that only those characters in the ba ck rank have a ch a n ce to hear or spot a stealthy creature follow in g the group, w hile characters in the front and m iddle ranks cannot. W h ile traveling at a fast pace, characters take a - 5 penalty to their passive W isd om (P erception ) s co re s to n otice hidden threats.


Encountering Creatures. If the D M determ ines that the adventurers en cou nter other creatures w hile they’re traveling, it’s up to both grou ps to d ecide w hat happens next. Either group m ight d ecide to attack, initiate a conversation, run away, or wait to see w hat the other group does.

Surprising Foes. If the adventurers en cou nter a hostile creature or group, the DM determ ines w hether the adventurers or their fo e s might b e su rprised w hen com bat erupts. S e e chapter 9 for m ore about surprise. O

ther

A

S p l i t t i n g U p t h e Pa r t y Sometimes, it makes sense to split an adventuring party, especially if you want one or more characters to scout ahead. You can form multiple parties, each moving at a different speed. Each group has its own front, middle, and back ranks. The drawback to this approach is that the party will be split into several smaller groups in the event o f an attack. The advantage is that a small group o f stealthy characters moving slowly might be able to sneak past enemies that clumsier characters would alert. A rogue and a monk moving at a slow pace are much harder to detect when they leave their dwarf paladin friend behind.

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. T h ese characters don ’t contribute their passive W isd om (P erception ) s c o r e s to the grou p’s ch a n ce o f n oticing 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 so m e other activity with the D M ’s perm ission . Navigate. T h e character can try to prevent the group from b e co m in g lost, m akin g a W isd om (Survival) ch eck w hen the D M calls for it. (T h e Dungeon Master’s Guide h as rules to determ ine w hether the group gets lost.) Draw a Map. T h e character can draw a m ap that record s the grou p’s p rog ress and helps the characters get ba ck on co u rse if they get lost. N o ability ch eck is required. Track. A character can follow the tracks o f another creature, m ak in g a W isd om (Survival) ch eck w hen the D M calls for it. (The Dungeon Master’s Guide has rules for tracking.) Forage. T h e character can keep an eye out for ready s o u rce s o f fo o d and water, m aking a W isd om (Survival) ch eck w h en the DM calls for it. (T h e Dungeon Master’s Guide has rules for foraging.)

T he E n v ir o n m e n t By its nature, adventuring involves delving into places that are dark, dangerou s, and full o f m ysteries to be explored. T h e rules in this section cover so m e o f the m ost im portant w ays in w h ich adventurers interact with the environm ent in such places. T h e Dungeon Master’s Guide has rules coverin g m ore unusual situations.

Fa l l i n g A fall from a great height is one o f the m ost com m on h azards facing an adventurer. At the end o f a fall, a creature takes 1d6 bludgeon ing dam age for every 10 feet it fell, to a m axim u m o f 20d6. T h e creature lands prone, u nless it avoids taking dam age from the fall.

Su f f o c a t in g A creature can hold its breath for a num ber o f m inutes equal to 1 + its Constitution m odifier (m inim um o f 30 secon ds). W h en a creature runs out o f breath, it can survive for a num ber o f roun ds equal to its Constitution m odifier (m inim um 1 round). At the start o f its next turn, it drops to 0 hit points and is dying.

For exam ple, a creature w ith a Constitution o f 14 can hold its breath for 3 m inutes. If it starts suffocating, it h as 2 roun ds to reach air before it d rops to 0 hit points.

V isio n a n d L ig h t The m ost fundam ental tasks o f adventuring—n oticing danger, finding hidden objects, hitting an enem y in com bat, and targeting a spell, to nam e ju st a few — rely heavily on a character’s ability to see. D arkness and other effects that ob scu re vision can prove a significant hindrance. A given area m ight be lightly or heavily ob scu red. In a lightly obscured area, such as dim light, patchy fog, or m oderate foliage, creatu res have disadvantage on W isd om (P erception ) ch eck s that rely on sight. A heavily obscured area—such as darkness, opaque fog, or den se foliage—b lock s vision entirely. A creature in a heavily ob scu red area effectively suffers from the blinded condition (see appendix A). T h e p resen ce or ab sen ce o f light in an environm ent creates three categories o f illum ination: bright light, dim light, and darkness. Bright light lets m ost creatu res see norm ally. Even gloom y days provide bright light, as do torches, lanterns, fires, and other sou rces o f illum ination w ithin a sp ecific radius. Dim light, also called sh adow s, creates a lightly ob scu red area. A n area o f dim light is usually a bou n dary b etw een a so u rce o f bright light, such as a torch, and su rrou nding darkness. T h e soft light o f twilight and dawn also coun ts as dim light. A particularly brilliant full m oon m ight bathe the land in dim light. Darkness creates a heavily o b scu red area. C haracters face darkn ess ou tdoors at night (even m ost m oonlit nights), w ithin the con fin es o f an unlit du ngeon or a subterranean vault, or in an area o f m agical darkness. B l in d s ig h t A creature w ith blindsight can perceive its surrou ndings w ithout relying on sight, w ithin a sp ecific radius. Creatures w ithout eyes, such as oo ze s , and creatures w ith ech olocation or heightened sen ses, such as bats and true dragons, have this sen se. D a r k v is io n M any creatu res in the w orld s o f D&D, esp ecia lly th ose that dw ell underground, have darkvision. W ithin a 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 o f darkn ess are only lightly ob scu red as far as that creature is con cern ed . However, the creature ca n ’t discern color in darkness, only sh ad es o f gray. T

r u e s ig h t

A creature w ith truesight can, out to a sp ecific range, see in norm al and m agical darkness, see invisible creatu res and objects, autom atically detect visual 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 a creature that is tran sform ed by m agic. Furtherm ore, the creature can see into the E thereal Plane.

Food and Water C haracters w h o d on ’t eat or drink suffer the effects o f exhaustion (see appendix A). Exhaustion cau sed by lack o f fo o d or water ca n ’t b e rem oved until the character eats and drinks the full requ ired am ount. Fo o d A character n eeds on e pou n d o f food p er day and can m ake fo o d last longer by subsisting on h alf rations. Eating h alf a pou n d o f fo o d in a day coun ts as h alf a day w ithout food. A character can go w ithout fo o d for a num ber o f days equal to 3 + his or her Constitution m odifier (m inim um 1). At the end o f each day beyon d that limit, a character autom atically suffers on e level o f exhaustion. A n orm al day o f eating resets the coun t o f days w ithout food to zero. Water A character n eed s one gallon o f water per day, or tw o gallons per day if the w eath er is hot. A character w ho drinks only h alf that m uch water m ust su cce e d on a D C 15 Constitution saving th row o r suffer one level o f exhaustion at the end o f the day. A character w ith a cce ss to even less w ater autom atically suffers one level o f exhaustion at the end o f the day. If the character already has one or m ore levels o f exhaustion, the character takes tw o levels in either case.

can. The D M determ ines an o b je ct’s A rm or C lass and hit points, and might d ecide that certain objects have resistan ce or im m unity to certain kinds o f attacks. (It’s 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 they are im m une to effects that require other saves. W h en an object d rops to 0 hit points, it breaks. A character can also attempt a Strength ch eck to break an object. T h e D M sets the D C for any such check.

So c ia l In t e r a c t io n E xplorin g dungeons, overcom in g obstacles, and slaying m on sters are key parts o f D & D adventures. N o less im portant, though, are the socia l interactions that adventurers have w ith other inhabitants o f the w orld. Interaction takes on m any form s. You might need to con v in ce an u n scrupulou s th ief to co n fe s s to som e m alfeasan ce, or you m ight try to flatter a dragon s o that 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 don ’t belon g to another player at the table. A n y such character is called a nonplayer character (N PC ). In general term s, an N P C ’s attitude tow ard you is d escrib ed as friendly, indifferent, or hostile. Friendly N P C s are p red isp osed to help you, and hostile on es are inclined to get in your way. It’s easier to get what you w ant from a friendly N PC , o f cou rse. S o c ia l interactions have tw o prim ary aspects: roleplaying and ability checks.

R o leplayin g R oleplaying is, literally, the act o f playing out a role. In this case, it’s you as a player determ ining h ow your character thinks, acts, and talks. R oleplaying is a part o f every aspect o f the gam e, and it c o m e s to the fore during socia l interactions. Your character’s quirks, m ann erism s, and personality influence h ow interactions resolve. T h ere are tw o styles you can u se w hen roleplaying your character: the descriptive approach and the active 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 A character’s interaction w ith ob jects in an environm ent is often sim ple to resolve in the gam e. T h e player tells the D M that his or her character is doin g som ething, su ch a m oving a lever, and the DM d escrib es what, if anything happens. F or exam ple, a character m ight d ecide to pull a lever, w h ich might, in turn, raise a portcullis, cau se a ro o m to flood w ith water, or op en a secret d oor in a nearby wall. If the lever is rusted in position, though, a character m ight n eed to force it. In such a situation, the D M might call for a Strength ch eck to see w hether the character can w ren ch the lever into place. T h e D M sets the D C for any such ch eck ba sed on the difficulty o f the task. C haracters can also dam age objects with their w ea p on s and spells. O bjects are im m une to p oison and psychic dam age, but oth erw ise they can be affected by physical and m agical attacks m uch like creatures

D

e s c r ip t iv e

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W ith this approach, you d escrib e your character’s w ord s and actions to the DM and the other players. D raw ing on your mental im age o f your character, you tell everyone w hat your character d o e s and h ow he or she d o e s it. F or instance, Chris plays T ordek the dwarf. Tordek has a quick tem per and blam es the elves o f the C loa k w ood for his fam ily’s m isfortune. At a tavern, an obn ox iou s elf m instrel sits at T ordek ’s table and tries to strike up a conversation w ith the dwarf. C hris says, “T ordek spits on the floor, grow ls an insult at the bard, and stom ps over to the bar. H e sits on a stool and glares at the m instrel b efore ordering another drink.” In this exam ple, Chris has conveyed T ordek’s m ood and given the DM a clear idea o f his character’s attitude and actions.


W h en using descriptive roleplaying, keep the follow in g things in mind: • D escrib e your character’s em otion s and attitude. • F ocu s on your character’s intent and h ow others m ight perceive it. • Provide as m uch em bellishm ent as you feel com fortab le with. D on ’t w orry about getting things exactly right. Just focu s on thinking about w hat your character w ould do and d escribin g w hat you see in your m ind. A

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If descriptive roleplaying tells your DM and your fellow players w hat your character thinks and does, active roleplaying shows them. W h en you use active roleplaying, you speak with your character’s voice, like an actor taking on a role. You might even echo your character’s m ovem ents and body language. T h is approach is m ore im m ersive than descriptive roleplaying, though you still n eed to d escrib e things that ca n ’t be reason ably acted out. G oin g back to the exam ple o f Chris roleplaying Tordek above, h ere’s h ow the scen e m ight play out if Chris used active roleplaying: S p eak in g as Tordek, Chris says in a gruff, deep voice, “I w as w on derin g w hy it suddenly sm elled aw ful in here. If I w anted to hear anything out o f you, I'd snap your arm and enjoy your screa m s.” In his n orm al voice, Chris then adds, “I get up, glare at the elf, and head to the bar.” R

esu lts o f

R o l e p l a y in g

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 under threats o f violence. A stubborn dw arf refu ses to let anyone badger her. A vain dragon laps up flattery. W h en interacting with an N PC , pay clo se attention to the D M ’s portrayal o f the N P C ’s m ood , dialogue, and

on your best bon u ses and skills. If the group n eed s to 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 discu ssion . W h en negotiating for a h osta ge’s release, the cleric w ith P ersu asion should do m ost o f the talking.

R e st in g H eroic though they m ight be, adventurers ca n ’t spend every h our o f the day in the thick o f exploration, socia l interaction, and com bat. They n eed rest—tim e to sleep and eat, tend their w ounds, refresh their m inds and spirits for spellcasting, and brace them selves for further adventure. Adventurers can take short rests in the m idst o f an adventuring day and a long rest to end the day.

Sh o rt R est A short rest is a p eriod o f dow ntim e, at least 1 hour long, during w h ich a character d oes nothing m ore strenuous than eating, drinking, reading, and tending to w ounds. A character can spend on e or m ore Hit D ice at the end o f a short rest, up to the character’s m axim u m num ber o f Hit D ice, w hich is equal to the character's level. For each Hit D ie spent in this way, the player rolls the die and adds the character’s Constitution m odifier to it. The character regains hit points equal to the total. The player can decide to spend an additional Hit D ie after each roll. A character regains so m e spent Hit D ice u pon finishing a lon g rest, as explained below.

L o n g R est A lon g rest is a p eriod o f extended dow ntim e, at least 8 h ours long, during w h ich a character sleep s or perform s light activity: reading, talking, eating, or standing watch for n o m ore than 2 hours. If the rest is interrupted by a p eriod o f strenuous activity—at least 1 hour o f w alking, fighting, castin g spells, or sim ilar adventuring activity—

personality. You m ight b e able to determ ine an N P C ’s personality traits, ideals, flaws, and bon ds, then play on them to influence the N P C ’s attitude. Interactions in D & D are m uch like interactions in real life. If you can offer N P C s som eth in g they want, threaten them w ith som eth in g they fear, or play on their sym pathies and goals, you can u se w ord s to get alm ost anything you want. O n the other hand, if you insult a proud w arrior or sp eak ill o f a n oble’s allies, your efforts to con v in ce or deceive w ill fall short.

the characters must begin the rest again to gain any benefit from it. At the end o f a long rest, a character regains all lost hit points. T h e character also regains spent Hit D ice, up to a num ber o f dice equal to h alf o f the character’s total num ber o f them. For exam ple, if a character has eight Hit D ice, he or she can regain four spent Hit D ice upon finishing a lon g rest. A character ca n ’t benefit from m ore than on e long rest

A b ility C h ec k s

in a 24-hou r period, and a character m ust have at least 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. Your roleplaying efforts can alter an N P C ’s attitude, but there might still be an elem ent o f ch a n ce in the situation. For exam ple, your DM can call for a Charism a ch eck at any point during an interaction if he or she w ants the d ice to play a role in determ ining an N P C ’s reactions. Other ch eck s m ight be appropriate in certain situations, at your D M ’s discretion. Pay attention to your skill proficiencies w hen thinking o f h ow you w ant to interact with an N PC , and stack the d eck in your favor by using an approach that relies

Between A dventures B etw een trips to du ngeon s and battles against ancient evils, adventurers n eed tim e to rest, recuperate, and prepare for their next adventure. M any adventurers also use this tim e to perform other tasks, such as crafting arm s and armor, perform in g research, or spending their hard-earned gold. In som e ca ses, the pa ssage o f tim e is som eth in g that o c cu rs w ith little fanfare or description. W h en starting a n ew adventure, the DM might sim ply declare that a 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

b een doing. At other tim es, the D M m ight w ant to keep track o f ju st h ow m uch tim e is passin g as events beyond your p erception stay in m otion.

You can w ork betw een adventures, allow ing you to maintain a m odest lifestyle w ithout having to pay 1 gp per day (see chapter 5 for m ore inform ation on lifestyle expenses). This benefit lasts as long you continue to practice your profession. If you are a m em ber o f an organization that can provide gainful em ploym ent, such as a tem ple or a thieves’ guild, you earn en ough to support a com fortab le

L ifestyle E x penses B etw een adventures, you c h o o s e a particular quality o f life and pay the co st o f m aintaining that lifestyle, as d escrib ed in chapter 5. Living a particular lifestyle d oesn ’t have a huge effect on your character, but your lifestyle can affect the w ay other individuals and groups react to you. For exam ple, w h en you lead an aristocratic lifestyle, it m ight be easier for you to influence the n obles o f the city than if you live in poverty.

D o w n tim e A c tiv itie s B etw een adventures, the DM might ask you w hat your character is doin g during his or her dow ntim e. P eriods o f dow ntim e can vary in duration, but each dow ntim e 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 day m ust be spent on the dow ntim e activity for the day to count. T h e days d o not need to be consecu tive. If you have m ore than the m inim um am ount o f days to spend, you ca n k eep doin g the sam e thing for a longer period o f tim e, or sw itch to a n ew dow ntim e activity. D ow n tim e activities other than the on es presented b elow are possible. If you w ant y ou r character to spend his or her dow ntim e perform in g an activity not covered here, d iscu ss it w ith your DM. C

r a f t in g

Y ou can craft n onm agical objects, including adventuring equipm ent and w ork s o f art. You m ust be proficient w ith tools related to the object you are trying to create (typically artisan’s tools). You m ight also n eed a c c e s s to sp ecia l m aterials or locations n ecessa ry to create it. F or exam ple, som eon e proficient w ith sm ith’s tools n eeds a forge in order to craft a sw ord or suit o f armor. F or every day o f dow ntim e you spend crafting, you can craft on e or m ore item s w ith a total m arket value not ex ceed in g 5 gp, and you m ust expend raw m aterials w orth h alf the total m arket value. If som eth in g you w ant to craft has a m arket value greater than 5 gp, you m ake p rog ress every day in 5-gp increm ents until you reach the m arket value o f the item. F or exam ple, a suit o f plate arm or (market value 1,500 gp) takes 3 0 0 days to craft by yourself. Multiple characters can com bin e their efforts tow ard the crafting o f a single item, provided that the characters all have proficiency w ith the requisite tools and are w ork in g together in the sam e place. E ach character contributes 5 gp w orth o f effort for every day spent helping to craft the item. F or exam ple, three characters w ith the requisite tool proficiency and the proper facilities ca n craft a suit o f plate arm or in 100 days, at a total co st o f 750 gp. W h ile crafting, you can m aintain a m od est lifestyle 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).

g a

P r o f e s s io n

lifestyle instead. If you have proficiency in the P erform an ce skill and put your perform an ce skill to u se during your dow ntim e, you earn en ough to support a w ealthy lifestyle instead. R

e c u p e r a t in g

You can u se dow ntim e b etw een adventures to recover from a debilitating injury, disease, or poison. A fter three days o f d ow ntim e spent recuperating, you can m ake a D C 15 Constitution saving throw. O n a su ccessfu l save, you can c h o o s e on e o f the follow in g results: • End one effect on you that prevents you from regain­ ing hit points. • F or the next 24 hours, gain advantage on saving th row s against one d isease or p oison currently affecting you. R

e s e a r c h in g

T h e tim e betw een adventures is a great ch a n ce to p erform research, gaining insight into m ysteries that have unfurled over the co u rse o f the cam paign. R esea rch can include p orin g over dusty tom es and cru m blin g scrolls in a library o r buying drinks for the loca ls to pry ru m ors and gossip from their lips. W h en you begin your research, the DM determ ines w hether the inform ation is available, h ow m any days o f dow ntim e it w ill take to find it, and w hether there are any restriction s on your research (such as n eed in g to seek out a sp ecific individual, tom e, or location). The D M m ight also require you to m ake one or m ore ability ch ecks, such as an Intelligence (Investigation) ch eck to find clues pointing tow ard the inform ation you seek, or a Charism a (P ersu asion) ch eck to secu re so m e o n e ’s aid. O n ce th ose condition s are met, you learn the inform ation if it is available. F or each day o f research, you m ust spend 1 gp to cover your expen ses. T h is co st is in addition to your n orm al lifestyle ex p en ses (as d iscu ssed in chapter 5). T

r a in in g

You can spend time b etw een adventures learning a n ew language or training w ith a set o f tools. Your DM m ight allow additional training options. First, you m ust find an instructor w illing to teach you. T h e DM determ ines h ow lon g it takes, and w hether one or m ore ability ch eck s are required. The training lasts for 2 5 0 days and co sts 1 gp per day. After you sp en d the requisite am ount o f tim e and money, you learn the new language or gain proficiency with the n ew tool.


C h a p t e r 9: C o m b a t HE CLATTER OF A SWORD STRIKING AGAINST T

a shield. T h e terrible rending sou n d as m on strou s claw s tear through armor. A brilliant flash o f light as a ball o f flam e b lo ss o m s from a w iza rd ’s spell. T h e sharp tang o f b lo o d in the air, cutting through 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 chaotic, deadly, and thrilling. T h is chapter p rovides the rules you need for your characters and m on sters to engage in com bat, w hether it is a brief skirm ish or an extended conflict in a du ngeon or on a field o f battle. T h rou gh ou t this chapter, the rules address you, the player or D u n geon Master. T he D u n geon M aster con trols all the m on sters and nonplayer characters involved in com bat, and each other player con trols an adventurer. “Y ou” can also m ean the character or m onster that you control.

T h e O rder of C o m b a t A typical com bat en cou nter is a clash b etw een tw o sides, a flurry o f w ea p on sw ings, feints, parries, footw ork, and spellcasting. The gam e organizes the ch a os o f com bat into a cycle o f roun ds and turns. A round represents about 6 se co n d s in the gam e w orld. D uring a round, each participant in a battle takes a 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. O n ce everyone has taken a turn, the fight continu es to the next round if neither side has defeated the other.

Su rprise A band o f adventurers sn eaks up on a bandit cam p, springing from the trees to attack them. A gelatinous cu b e glides dow n a du ngeon passage, u nn oticed by the adventurers until the cu b e en gu lfs one o f them. In th ese situations, one side o f the battle gains surprise over the other. Th e DM determ ines w h o m ight be su rprised. If neither side tries to b e stealthy, they autom atically n otice each other. O therw ise, the DM com p a res the Dexterity (Stealth) ch eck s o f anyone hiding w ith the passive W isd om (P erception ) sco re o f each creature on the

op p osin g side. Any character o r m onster that d oesn ’t n otice a threat is su rprised at the start o f the encounter. If you ’re su rprised, you can ’t m ove or take an action on your first turn o f the com bat, and you ca n ’t take a reaction until that turn ends. A m em ber o f a group can b e surprised even if the other m em bers aren’t.

In it ia t iv e Initiative determ ines the order o f turns during com bat. W h en com bat starts, every participant m akes a D exterity ch eck to determ ine their place in the initiative order. The DM m akes one roll for an entire group o f identical creatures, so each m em ber o f the group acts at the sam e time. The DM ranks the com batants in order from the one with the highest Dexterity ch eck total to the on e w ith the low est. This is the order (called the initiative order) in w hich they act during each round. T h e initiative order rem ains the sam e from round to round. If a tie occu rs, the DM d ecides the order am ong tied D M -controlled creatures, and the players decide the order am ong their tied characters. T h e D M can d ecide the order if the tie is b etw een a m onster and a player character. Optionally, the DM can have the tied characters and m on sters each roll a d2 0 to determ ine the order, highest roll going first.

Y our Turn On your turn, you can move a distance up to your sp eed 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 your w alkin g sp eed —is noted on your character sheet. T h e m ost co m m o n actions you can take are d escrib ed in the “A ction s in C om bat” section later in this chapter. M any class features and other abilities provide additional options for your action. The “ M ovem ent and P osition ” section later in this chapter gives the rules for your m ove. You can forgo m oving, taking an action, or doing anything at all on your turn. If you c a n ’t d ecide what to do on your turn, con sider taking the D od g e or R eady action, as d escrib ed in “A ction s in C om bat.” B

C o m b a t S t e p by S tep 1. Determine surprise. The DM determines whether anyone

involved in the combat encounter is surprised. 2. Establish positions. The DM decides where all the

characters and monsters are located. Given the adventurers’ marching order or their stated positions in the room or other location, the DM figures out where the adversaries are— how far away and in what direction. 3. Roll initiative. Everyone involved in the combat encounter rolls initiative, determining the order o f combatants’ turns. 4.Take turns. Each participant in the battle takes a turn in initiative order. 5. Begin the next round. When everyone involved in the combat has had a turn, the round ends. Repeat step 4 until the fighting stops.

onus

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Various class features, spells, and other abilities let you take an additional action on your turn called a bon u s action. The Cunning A ction feature, for exam ple, allow s a rogu e to take a bon u s action. You can take a bon u s action only w hen a sp ecia l ability, spell, or other feature o f the gam e states that you can do som eth in g as a bon u s action. You oth erw ise d on ’t have a bon u s action to take. You can take only on e bon u s action on your turn, so you must c h o o s e w hich bon u s action to u se w h en you have m ore than one available. You c h o o s e w hen to take a bon u s action during your turn, u nless the bon u s action ’s tim ing is specified, and anything that deprives you o f your ability to take actions also prevents you from taking a bon u s action.


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our

Turn

Y our turn can include a variety o f flou rish es that require neither your action n or your m ove. You ca n com m u n ica te how ever you are able, through brief utterances and gestures, as you take your turn. You can also interact with on e object or feature o f the environm ent for free, during either your m ove or your action. For exam ple, you cou ld op en a d oor during your m ove as you stride tow ard a foe, or you cou ld draw your w eap on as part o f the sam e action you use to attack. If you w ant to interact with a se co n d object, you n eed to use your action. S o m e m agic item s and other sp ecial ob jects always require an action to use, as stated in their descriptions. T h e DM m ight require you to use an action for any o f these activities w h en it n eed s sp ecia l care or w hen it presents an unusual obstacle. F or instance, the DM cou ld reason ably e xpect you to use an action to op en a stuck d oor or turn a cra n k to low er a draw bridge.

On your turn, you can m ove a distance up to your sp eed. You can use as m uch or as little o f your sp eed as you like on your turn, follow in g the rules here. Your m ovem ent can include jum ping, clim bing, and sw im m in g. T h ese different m od es o f m ovem ent can b e com b in ed with w alking, or they can constitute your entire m ove. H ow ever you ’re m oving, you deduct the distance o f each part o f your m ove from your sp eed until it is u sed up or until you are done m oving. The “S p ecia l Types o f M ovem ent’’ section in chapter 8 gives the particulars for jum ping, clim bing, and sw im m in g.

B r e a k ing U p Y our M ove You can break up your m ovem ent on your turn, using som e o f your sp eed before and after your action. For exam ple, if you have a sp eed o f 30 feet, you can m ove 10 feet, take your action, and then m ove 20 feet. M

R ea ctio n s Certain sp ecial abilities, spells, and situations allow you to take a sp ecia l action called a reaction. A reaction is an instant resp on se to a trigger o f som e kind, w hich ca n o c cu r on your turn or on som eon e e lse’s. The opportunity attack, d escribed later in this chapter, is the m ost co m m o n type o f reaction. W h en you take a reaction, you can ’t take another one until the start o f your next turn. If the reaction interrupts another creatu re’s turn, that creature can continue its turn right after the reaction.

M o v e m e n t a n d Po s i t i o n In com bat, characters and m on sters are in constant m otion, often using m ovem ent and position to gain the upper hand.

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 Here are a few examples o f the sorts o f thing you can do in tandem with your movement and action: • draw or sheathe a sword • open or close a door • withdraw a potion from your backpack • pick up a dropped axe • take a bauble from a table • remove a ring from your finger • stuff some food into your mouth • plant a banner in the ground • fish a few coins from your belt pouch • drink all the ale in a flagon • throw a lever or a switch • pull a torch from a sconce • take a book from a shelf you can reach • extinguish a small flame • don a mask • pull the hood of your cloak up and over your head • put your ear to a door • kick a small stone • turn a key in a lock • tap the floor with a 10-foot pole • hand an item to another character

o v in g b e t w e e n

A

ttacks

If you take an action that in cludes m ore than one w eapon attack, you can break up your m ovem ent even further by m oving b etw een th ose attacks. For exam ple, a fighter w h o can m ake tw o attacks w ith the Extra Attack feature and w h o has a sp eed o f 25 feet cou ld m ove 10 feet, m ake an attack, m ove 15 feet, and then attack again. U

s in g

D

if f e r e n t

Speed s

If you have m ore than one sp eed, such as your w alkin g sp eed and a flying sp eed, you can sw itch ba ck and forth 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 the n ew speed. T h e result determ ines h ow m uch farther you can m ove. If the result is 0 or less, you ca n ’t use the n ew sp eed during the current m ove. 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, you cou ld fly 20 feet, then w alk 10 feet, and then leap into the air to fly 30 feet m ore.

D ifficu lt T e r r a in Com bat rarely takes place in bare room s or on featureless plains. B ou lder-strew n caverns, briarch oked forests, treach erou s sta irca ses—the setting o f a typical fight contain s difficult terrain. Every foot o f m ovem ent in difficult terrain co sts 1 extra foot. T h is rule is true even if multiple things in a sp ace coun t as difficult terrain. L ow furniture, rubble, undergrow th, steep stairs, snow, and sh allow b o g s are exam ples o f difficult terrain. T h e sp ace o f another creature, w hether h ostile or not, also cou n ts as difficult terrain.

B ein g P rone Com batants often find them selves lying on the ground, either b eca u se they are k n ock ed dow n or b eca u se they th row th em selves dow n. In the gam e, they are prone, a condition d escrib ed in appendix A. 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. Squares. Each square on the grid represents 5 feet. Speed. Rather than moving foot by foot, move square by square on the grid. This means you use your speed in 5-foot segments. This is particularly easy if you translate your speed into squares by dividing the speed by 5. For example, a speed o f 30 feet translates into a speed o f 6 squares. If you use a grid often, consider writing your speed in squares on your character sheet. Entering a Square. To enter a square, you must have 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 play. The D un ge o n M a ste r’s Guide provides guidance on using a more realistic approach.) If a square costs extra movement, as a square o f difficult terrain does, you must have enough movement left to pay for entering it. For example, you must have at least 2 squares of movement left to enter a square o f difficult terrain. Corners. Diagonal movement can’t cross the corner o f a wall, large tree, or other terrain feature that fills its space. Ranges. To determine the range on a grid between two things— whether creatures or objects— start counting squares from a square adjacent to one o f them and stop counting in the space of the other one. Count by the shortest route. crow d around a M edium or sm aller one, there’s little room for anyone else. In contrast, as m any as twenty M edium creatu res ca n su rrou nd a Gargantuan one. Sq u e e z in g

in t o a

Sm

aller

Space

A creature can sq u eeze through a sp ace that is large en ough for a creature one size sm aller than it. Thus, a L arge creature can sq u eeze through a pa ssa ge that's only 5 feet w ide. W h ile squeezing through a space, a creature m ust sp en d 1 extra foot for every foot it m oves there, and it has disadvantage on attack rolls and D exterity saving throw s. A ttack rolls against the creature have advantage w hile it’s in the sm aller space.

A c t io n s in C o m b a t W h en you take your action on your turn, you can take on e o f the actions presen ted here, an action you gained from your class or a sp ecia l feature, or an action that you im provise. M any m on sters have action options o f their ow n in their stat block s. W h en you d escrib e an action not detailed elsew h ere in the rules, the DM tells you w hether that action is possib le and what kind o f roll you n eed to m ake, if any, to determ ine s u c ce s s or failure.

A ttack Th e m ost co m m o n action to take in com bat is the A ttack action, w hether you are sw in gin g a sw ord, firing an arrow from a bow , or braw ling w ith your fists. W ith this action, you m ake on e m elee or ranged attack. S e e the “M aking an Attack” section for the rules 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.

S p ellcasters such as w izard s and clerics, as w ell as m any m onsters, have a c c e ss to sp ells and can use them to great effect in com bat. Each spell has a casting tim e, w hich sp ecifies w hether the caster m ust use an action, a reaction, m inutes, or even h ours to cast the spell. Casting a spell is, therefore, not n ecessarily an action. M ost spells do have a castin g tim e o f 1 action, s o a spellcaster often u ses his or her action in com bat to cast such a spell. S e e chapter 10 for the rules on spellcasting.

Dash W h en you take the D ash action, you gain extra m ovem ent for the current turn. The in crease equals your speed, after applying any m odifiers. W ith a sp eed o f 30 feet, for example, you can m ove up to 60 feet on your turn if you dash. Any in crease or d ecrea se to your sp eed changes this additional m ovem ent by the sam e am ount. If your sp eed o f 30 feet is redu ced to 15 feet, for instance, you can m ove up to 30 feet this turn if you dash.

D i s e n g a g e If you take the D isen gage action, your m ovem ent d oesn ’t provoke opportu nity attacks for the rest o f the turn.

D odge W h en you take the D od ge action, you focu s entirely on avoiding attacks. Until the start o f your next turn, any attack roll m ade against you has disadvantage if you can see the attacker, and you m ake D exterity saving th row s w ith advantage. You lose this benefit if you are incapacitated (as explained in appendix A) or if your sp eed d rop s to 0.

H elp You can lend your aid to another creature in the 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 ch eck it m akes to perform the task you are helping with, provided that it m akes the ch eck before the start o f your next turn. Alternatively, you can aid a friendly creature in attacking a creature w ithin 5 feet o f you. You feint, distract the target, or in som e other w ay team up to m ake your ally’s attack m ore effective. If your ally attacks the target b efore your next turn, the first attack roll is m ade with advantage.

H id e W h en you take the H ide action, you m ake a Dexterity (Stealth) ch eck in an attempt to hide, follow in g the rules in chapter 7 for hiding. If you su cceed , you gain certain benefits, as d escrib ed in the “ U nseen Attackers and Targets” section later in this chapter.


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 the D M typically ju st says that the attack m issed, not w hether you g u essed the target’s location correctly. W h en a creature ca n ’t see you, you have advantage on attack rolls against it. If you are h idden—both u n seen and u nheard—w hen you m ake an attack, you give away your location w hen the attack hits or m isses.

Co

n t e s t s in

Co

mbat

Battle often involves pitting your prowess against that of your foe. Such a challenge is represented by a contest. This section includes the most common contests that require an action in combat: grappling and shoving a creature. The DM can use these contests as models for improvising others.

W h en you m ake a ranged attack, you fire a b o w or a crossb ow , hurl a handaxe, or oth erw ise sen d projectiles to strike a foe at a distance. A m onster might shoot spines from its tail. M any sp ells also involve m akin g a ranged attack.

creature. T h e attack interrupts the provokin g creatu re’s m ovem ent, o ccu rrin g right before the creature leaves your reach. You can avoid provoking an opportunity attack by taking the D isen gage action. You also d on ’t provoke an opportu nity attack w hen you teleport or w hen som eon e or som eth in g m oves you w ithout using your m ovem ent, action, or reaction. For exam ple, you don ’t provoke an

R

opportu nity attack if an explosion hurls you out o f a fo e ’s reach or if gravity cau ses you to fall past an enemy.

Ranged A t t a c k s

ange

You can m ake ranged attacks only against targets w ithin a sp ecified range. If a ranged attack, such as one m ade w ith a spell, has a single range, you ca n ’t attack a target beyond this range. S o m e ranged attacks, such as th ose m ade w ith a lon g b ow o r a shortbow , have tw o ranges. The sm aller num ber is the n orm al range, and the larger n um ber is the long range. Your attack roll has disadvantage w hen your target is beyon d n orm al range, and you ca n ’t attack a target beyon d the long range. Ranged A

t t a c k s in

C

lose

C

a w eapon , a spell, or som e other m eans, you have disadvantage on the attack roll if you are w ithin 5 feet o f a h ostile creature w h o can see you and w h o isn’t incapacitated.

M elee A ttack s U sed in hand-to-hand com bat, a m elee attack allow s you to attack a foe w ithin your reach. A m elee attack typically u ses a handheld w eap on such as a sw ord, a w arham m er, or an axe. A typical m onster m akes a m elee attack w h en it strikes w ith its claw s, horns, teeth, tentacles, or other b od y part. A few sp ells also involve m akin g a m elee attack. M ost creatu res have a 5-foot reach and can thus attack targets w ithin 5 feet o f them w hen m akin g a m elee attack. Certain creatu res (typically th ose larger than M edium ) have m elee attacks w ith a greater reach than 5 feet, as noted in their descriptions. W h en you are unarmed, you can fight in m elee by m akin g an u narm ed strike, as sh ow n in the w eap on table in chapter 5. p p o r t u n it y

A

F ig h t in g

add your ability m odifier to the dam age o f the bon u s attack, u nless that m odifier is negative. If either w eap on has the throw n property, you can th row the w eapon , instead o f m akin g a m elee attack w ith it.

om bat

A im in g a ranged attack is m ore difficult w h en a foe is next to you. W h en you m ake a ranged attack with

O

Two - W e a p o n

W h en you take the A ttack action and attack w ith a light m elee w eap on that you ’re h olding in on e hand, you can u se a bon u s action to attack w ith a different light m elee w eap on that you ’re h olding in the other hand. You d on ’t

G

r a p p l in g

W h en you w ant to grab a creature or w restle w ith it, you can u se the Attack action to m ake a sp ecia l m elee attack, a grapple. If you ’re able to m ake multiple attacks w ith the A ttack action, this attack rep laces on e o f them. 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. U sing at least one free hand, you try to seize the target by m ak in g a grapple check, a Strength (Athletics) ch eck contested by the 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 s u cceed , you su bject the target to the grappled condition (see appendix A). The condition sp ecifies the things that end it, and you can release the target w henever you like (no action required). Escaping a Grapple. A grappled creature can u se its action to escap e. To do so, it must su cce e d on a Strength (Athletics) or Dexterity (A crobatics) ch eck contested by your Strength (Athletics) check.

Moving a Grappled Creature. W h en you m ove, you can drag or carry the grappled creature w ith you, but your sp eed is halved, u nless the creature is tw o or m ore sizes sm aller than you. Sh o v in g

ttacks

In a fight, everyone is constantly w atching for en em ies to drop their guard. You can rarely m ove h eedlessly past your fo e s w ithout putting y ou rself in danger; doin g so provokes an opportunity attack. You can m ake an opportunity attack w hen a hostile creature that you can see m oves out o f your reach. To m ake the opportunity attack, you use your reaction to m ake on e m elee attack against the provoking

a

C

reature

U sing the A ttack action, you can m ake a sp ecia l m elee attack to shove a creature, either to k n ock it prone or push it away from you. If you ’re able to m ake multiple attacks w ith the A ttack action, this attack replaces one o f them. The target o f your shove m ust be no m ore than one size larger than you, and it m ust be w ithin your reach. You m ake a Stren gth (Athletics) ch eck contested by the 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 the contest, you either kn ock the target prone or push it 5 feet away from you.

C over W alls, trees, creatures, and other obsta cles can provide cover during com bat, m aking a target m ore difficult to harm . A target can benefit from cover only w hen an attack or other effect originates on the opposite side o f the cover. There are three deg rees o f cover. If a target is behind multiple s o u rce s o f cover, only the m ost protective degree o f cover applies; the deg rees aren't added together. For exam ple, if a target is behind a creature that gives h alf cover and a tree trunk that gives threequarters cover, the target has three-quarters cover. A target w ith half cover has a +2 bon u s to AC and D exterity saving throw s. A target has h alf cover if an obstacle block s at least h alf o f its body. The obstacle might b e a low w all, a large p iece o f furniture, a narrow tree trunk, or a creature, w hether that creature is an enem y or a friend. A target with three-quarters cover has a +5 bonus to AC and D exterity saving throw s. A target has threequarters cover if about three-quarters o f it is covered by an obstacle. The obstacle m ight b e a portcullis, an arrow slit, or a thick tree trunk. A target with total cover ca n ’t b e targeted directly by an attack or a spell, although som e spells can reach such a target by including it in an area o f effect. A target has total cover if it is com pletely con cea led by an obstacle.

Da m a g e a n d H e a l in g Injury and the risk o f death are constant com p a n ion s o f th ose w h o explore the w orld s o f D&D. T h e thrust o f a sw ord, a w ell-placed arrow, or a blast o f flam e from a

fireball spell all have the potential to dam age, or even kill, the hardiest o f creatures.

H it P o in ts Hit points represent a com bination o f physical and mental durability, the w ill to live, and luck. Creatures w ith m ore hit points are m ore difficult to kill. T h ose w ith few er hit points are m ore fragile. A creatu re’s current hit points (usually ju st called hit points) can be any n um ber from the creatu re’s hit point m axim u m dow n to 0. This n um ber changes frequently as a creature takes dam age or receives healing. W h enever a creature takes dam age, that dam age is subtracted from its hit points. The loss o f hit points has n o effect on a creatu re’s capabilities until the creature d rops to 0 hit points.

Dam age R olls E ach w eapon , spell, and harm ful m onster ability sp ecifies the dam age it deals. You roll the dam age die or dice, add any m odifiers, and apply the dam age to your target. M agic w eapon s, sp ecial abilities, and other factors can grant a bon u s to dam age.

W h en attacking w ith a weapon, you add your ability m odifier—the sam e m odifier u sed for the attack roll— 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. 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 all o f them. For exam ple, w hen a w izard casts fireball or a cleric casts flame strike, the sp ell’s dam age is rolled o n ce for all creatu res caught in the blast. C

r it ic a l

H

it s

W h en you sco re a critical hit, you get to roll extra dice for the attack’s dam age against the target. R oll all o f the attack’s dam age d ice tw ice and add them together. Then add any relevant m odifiers as norm al. To sp eed up play, you can roll all the dam age d ice at once. For exam ple, if you sco re a critical hit w ith a dagger, roll 2d4 for the dam age, rather than 1d4, and then add your relevant ability modifier. If the attack involves other dam age dice, such as from the rogu e’s S n ea k Attack feature, you roll th ose dice tw ice as w ell. Dam

age

Types

Different attacks, dam aging spells, and other harm ful effects deal different types o f dam age. D am age types have no rules o f their ow n, but other rules, such as dam age resistance, rely on the types. The dam age types follow, w ith exam ples to help a DM assign a dam age type to a new effect. Acid. T h e corrosiv e spray o f a black dragon ’s breath and the dissolvin g en zym es secreted by a black pudding deal acid dam age.

Bludgeoning. Blunt force attacks—ham m ers, falling, constriction, and the like—deal bludgeon ing dam age. Cold. The infernal chill radiating from an ice devil’s spear and the frigid blast o f a w hite dragon ’s breath deal cold dam age. Fire. R ed dragons breathe fire, and m any spells conjure flam es to deal fire dam age. Force. F orce is pure m agical en ergy focu sed into a dam agin g form . M ost effects that deal force dam age are spells, including magic missile and spiritual weapon. Lightning. A lightning bolt spell and a blue dragon ’s breath deal lightning dam age. Necrotic. N ecrotic dam age, dealt by certain undead and a spell such as chill touch, w ithers matter and even the soul. Piercing. P unctu ring and im paling attacks, including sp ears and m on sters’ bites, deal piercing dam age. Poison. V en om ou s stings and the toxic gas o f a green dragon ’s breath deal p oison dam age. Psychic. M ental abilities such as a m ind flayer’s psionic blast deal psychic dam age. Radiant. Radiant dam age, dealt by a cleric’s flame strike spell or an angel’s sm iting w eapon , sea rs the flesh like fire and overloads the spirit w ith pow er. Slashing. S w ord s, axes, and m on sters’ claw s deal slashing dam age. Thunder. A con cu ssive burst o f sound, such as the effect o f the thunderwave spell, deals thunder dam age.


D a m a g e R esistan ce a n d V u ln e r a b ility S o m e creatures and ob jects are exceedin gly difficult or unusually easy to hurt w ith certain types o f dam age. If a creature or an object has resistance to a dam age type, dam age o f that type is halved against it. If a 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 all other m od ifiers to dam age. For exam ple, a creature has resistan ce to bludgeon ing dam age and is hit by an attack that deals 25 bludgeon ing dam age. The creature is a lso w ithin a m agical aura that red u ces all dam age by 5. T h e 25 dam age is first redu ced by 5 and then halved, so the creature takes 10 dam age. Multiple in stan ces o f resistan ce or vulnerability that affect the sa m e dam age type count as only on e instance. F or exam ple, if a creature has resistan ce to fire dam age as w ell as resistan ce to all n onm agical dam age, the dam age o f a n onm agical fire is redu ced by h alf against the creature, not redu ced by three-quarters.

H ea lin g U n less it results in death, dam age isn’t perm anent. Even death is reversible through p ow erfu l m agic. R est can restore a creature's hit points (as explained in chapter 8), and m agical m ethods such as a cure wounds spell or a potion o f healing can rem ove dam age in an instant. W h en a creature receives healing o f any kind, hit points regained are added to its current hit points. A creatu re’s hit points ca n ’t ex ceed its hit point m axim um , 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 healing. If the ranger h as 14 current hit points and has a hit point m axim u m o f 20, the ranger regains 6 hit points from the druid, not 8. A creature that has died ca n ’t regain hit points until m agic such as the revivify spell has restored it to life.

D ro p p in g t o

0 H it P o in ts

W h en you drop to 0 hit points, you either die outright or fall u n con sciou s, as explained in the follow in g sections. 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.

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. When your current hit point total is half or more o f your hit point maximum, you typically show no signs of injury. When you drop below half your hit point maximum, you show signs o f wear, such as cuts and bruises. An attack that reduces you to 0 hit points strikes you directly, leaving a bleeding injury or other trauma, or it simply knocks you unconscious.

D

eath

Sa v i n g T h r o w s

W h enever you start your turn with 0 hit points, you must m ake a sp ecia l saving throw, called a death saving throw, to determ ine w hether you creep closer to death or hang onto life. Unlike other saving throw s, this one isn’t tied to any ability score. You are in the hands o f fate now, aided only by spells and features that im prove your ch a n ces o f su cceed in g on a saving throw. R oll a d20. If the roll is 10 or higher, you su cceed . O therw ise, you fail. A s u c ce s s or failure has no effect by itself. On your third su ccess, you b e co m e stable (see below). On your third failure, you die. The su c ce s se s 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 both is reset to zero w hen you regain any hit points or b e co m e stable.

Rolling 1 or 20. W h en you m ake a death saving throw and roll a 1 on the d20, it coun ts as tw o failures. If you roll a 20 on the d20, you regain 1 hit point. Damage at 0 Hit Points. If you take any dam age w hile you have 0 hit points, you suffer a death saving throw failure. If the dam age is from a critical hit, you suffer tw o failures instead. If the dam age equals or ex ceed s your hit point m axim um , you suffer instant death. St a b i l i z i n

g a

C

reature

T h e best w ay to save a creature w ith 0 hit poin ts is to heal it. If healing is unavailable, the creature can at least be stabilized so that it isn’t killed by a failed death saving throw. 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 requ ires a su ccessfu l D C 10 W isd om (M edicine) check. A stable creature d oesn ’t m ake death saving throw s, 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


start m aking death saving throw s again, if it takes any dam age. A stable creature that isn’t h ealed regains 1 hit point after 1d4 hours. M

onsters a n d

D

eath

M ost D M s have a m onster die the instant it d rops to 0 hit points, rather than having it fall u n con sciou s and m ake death saving throw s. M ighty villains and sp ecia l nonplayer characters are com m on exception s; the DM m ight have them fall u n con sciou s and follow the sam e rules as player characters.

K n o ck in g a C reature O u t S om etim es an attacker w ants to incapacitate a foe, rather than deal a killing blow. W h en an attacker redu ces a creature to 0 hit points with a m elee attack, 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. T h e creature falls u n con sciou s and is stable.

T e m p o r a r y H it P o in ts S o m e sp ells and sp ecial abilities con fer tem porary hit points to a creature. T em porary hit p oints aren’t actual hit points; they are a buffer against dam age, a p o o l o f hit points that protect you from injury. W h en you have tem porary hit points and take dam age, the tem porary hit points are lost first, and any leftover d am age carries over to your norm al hit points. For exam ple, if you have 5 tem porary hit poin ts and take 7 dam age, you lose the tem porary hit points and then take 2 dam age. B eca u se tem porary hit points are separate from your actual hit points, they can ex ceed your hit point m axim um . A character can, therefore, be at full hit poin ts and receive tem porary hit points. H ealing ca n ’t restore tem porary hit points, and they ca n ’t b e added together. If you have tem porary hit points and receive m ore o f them , you d ecide w hether to keep the on es you have or to gain the n ew ones. For exam ple, 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 d oesn ’t restore you to con s cio u s n e s s or stabilize you. T h ey can still absorb dam age directed at you w hile you ’re in that state, but only true h ealing can save you. U nless a feature that grants you tem porary hit points has a duration, they last until they’re depleted or you finish a lon g rest.

M ounted C ombat A knight chargin g into battle on a w arhorse, a w izard casting sp ells from the back o f a griffon, or a cleric soa rin g through the sky on a pegasus all enjoy the benefits o f sp eed and m obility that a m ount can provide. A w illing creature that is at least on e size larger than you and that has an appropriate anatom y can serve as a m ount, u sing the follow in g rules.

M o u n tin g a n d D ism o u n tin g 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 am ount o f m ovem ent equal to h alf your sp eed. For exam ple, if your sp eed is 30 feet, you must spend 15 feet o f m ovem ent to m ount a horse. Th erefore, you ca n ’t m ount it if you d on ’t have 15 feet o f m ovem ent left or if your sp eed is 0. If an effect m oves your m ount against its w ill w hile you ’re on it, you m ust su cce e d on a D C 10 Dexterity 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 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 reaction to dism ount it as it falls and land on your feet. O therw ise, you are dism ounted and fall prone in a sp ace w ithin 5 feet it.

C o n tr o llin g a M o u n t W h ile you're m ounted, you have tw o options. You can either control the m ount or allow it to act independently. Intelligent creatures, such as dragons, act independently. You can control a m ount only if it has been trained to a ccept a rider. D om esticated h orses, donkeys, and sim ilar creatures are a ssu m ed to have such training. T h e initiative o f a controlled m ount changes to match y ou rs w hen you m ount it. It m oves as you direct it, and it has only three action options: Dash, D isengage, and D odge. A con trolled m ount can m ove and act even on the turn that you m ount it. An independent m ount retains its place in the initiative order. B earin g a rider puts no restriction s on the actions the m ount can take, and it m oves and acts as it w ish es. It might flee from com bat, rush to attack and devour a badly injured foe, or oth erw ise act against your w ish es. In either case, if the m ount provokes an opportunity attack w hile y ou ’re on it, the attacker can target you or the m ount.

U nderwater C o m bat W h en adventurers pursue sahuagin ba ck to their undersea hom es, fight o ff sharks in an ancient sh ipw reck, or find th em selves in a flood ed dungeon room , they must fight in a challen ging environm ent. U nderw ater the follow in g rules apply. 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 granted by m agic) has disadvantage on the attack roll u nless the w eap on is a dagger, javelin, sh ortsw ord, spear, or trident. A ranged weapon attack autom atically m isses a target beyon d the w ea p on ’s n orm al range. Even against a target w ithin norm al range, the attack roll has disadvantage unless the w eap on is a crossbow , a net, or a w eap on that is throw n like a javelin (including a spear, 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 M AGIC PERMEATES THE WORLDS OF D&D AND

m ost often appears in the form o f a spell. Th is chapter provides the rules for casting spells. D ifferent character cla sses have distinctive w ays o f learning and preparin g their spells, and m onsters use sp ells in unique w ays. R eg ardless o f its sou rce, a spell follow s the rules here.

W h a t I s a Sp e l l ? A spell is a discrete m agical effect, a single shaping o f the m agical energies that suffuse the m ultiverse into a specific, lim ited expression . In casting a spell, a character carefully plucks at the invisible strands of raw m agic suffusing the w orld, pins them in place in a particular pattern, sets them vibrating in a sp ecific way, and then releases them to unleash the desired effect—in m ost cases, all in the span o f secon d s. S p ells can b e versatile tools, w eapon s, or protective w ards. Th ey can deal dam age or undo it, im p ose or rem ove condition s (see appendix A), drain life energy away, and restore life to the dead. U ncounted th ou san ds o f spells have been created over the cou rse o f the m ultiverse’s history, and m any o f them are long forgotten. S o m e m ight yet lie record ed in cru m blin g sp ellb ook s hidden in ancient ruins or trapped in the m inds o f dead gods. O r they m ight som eday be reinvented by a character w h o has am assed enough pow er and w isd om to d o so.

Spell L evel Every spell has a level from 0 to 9. A sp ell’s level is a 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 the earth-shaking wish at 9th. Cantrips—sim ple but pow erfu l sp ells that characters can cast alm ost by rote— are level 0. T h e h igher a sp ell’s level, the higher level a sp ellcaster m ust be to u se that spell. S p ell level and character level d on ’t corresp on d directly. Typically, a character has to be at least 17th level, not 9th level, to cast a 9th-level spell.

K now n an d Prepared Spells 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 to the spell in a m agic item. M em bers o f a few classes, including bards and sorcerers, have a lim ited list o f sp ells they k n ow that are always fixed in m ind. The sam e thing is true o f m any m agic-using m onsters. Other spellcasters, such as clerics and w izards, u ndergo a p r o ce s s o f preparin g spells. T h is p r o ce s s varies for

In every case, the num ber o f sp ells a caster can have fixed in m ind at any given tim e depen ds on the character’s level.

Spell Slo ts R egardless o f h ow m any sp ells a caster k n ow s or prepares, he or she can cast only a lim ited num ber o f spells before resting. M anipulating the fabric o f m agic and chann elin g its energy into even a sim ple spell is physically and mentally taxing, and higher-level spells are even m ore so. Thus, each sp ellcastin g cla ss’s description (except that o f the w arlock) includes a table sh ow in g h ow m any spell slots o f each spell level a character can u se at each character level. For exam ple, the 3rd-level w izard Um ara has four 1st-level spell slots and tw o 2nd-level slots. W h en a character casts a spell, he or she expends a slot o f that sp ell’s level or higher, effectively “filling” a slot w ith the spell. You can think o f a spell slot as a g roove o f a certain size—sm all for a 1st-level slot, larger for a spell o f higher level. A 1st-level spell fits into a slot o f any size, but a 9th-level spell fits only in a 9th-level slot. S o w hen Um ara casts magic missile, a 1st-level spell, she sp en ds on e o f her four 1st-level slots and has three rem aining. Finishing a lon g rest restores any expended spell slots (see chapter 8 for the rules on resting). S o m e characters and m on sters have sp ecia l abilities 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 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 cast spells in such a way. C

a s t in g a

Sp e l l

at a

H

ig h e r

L evel

W h en a sp ellcaster casts a spell using a slot that is o f a higher level than the spell, the spell a ssu m es the higher level for that casting. For instance, if Um ara casts magic missile u sing on e o f her 2nd-level slots, that magic missile is 2nd level. Effectively, the spell expands to fill the slot it is put into. 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, as detailed in a sp ell’s description.

C an tr ips A cantrip is a spell that can be cast at will, w ithout using a spell slot and w ithout being prepared in advance. R epeated practice h as fixed the spell in the caster’s m ind and in fused the caster w ith the m agic n eeded to produ ce the effect over and over. A cantrip’s 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 Because o f the mental focus and precise gestures required for spellcasting, you must be proficient with the armor you are wearing to cast a spell. You are otherwise too distracted and physically hampered by your armor for spellcasting.

Certain spells have a sp ecia l tag: ritual. S u ch a spell can be cast follow in g the n orm al rules for spellcasting, or the spell can b e cast as a ritual. T h e ritual version o f 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 range, unless the spell’s description says otherwise.

C omponents A sp ell’s com pon en ts are the physical requirem ents you m ust m eet in order to cast it. E ach spell’s description indicates w hether it requ ires verbal (V), som atic (S), or m aterial (M ) com pon en ts. If you ca n ’t provide one or m ore o f a sp ell’s com pon en ts, you are unable to cast the spell. V

erbal

(V )

M ost spells require the chanting o f m ystic w ords. The w ord s them selves aren’t the so u rce o f the sp ell’s pow er; rather, the particular com bination o f sou n ds, with sp ecific pitch and reson an ce, sets the threads o f m agic in m otion. Thus, a character w h o is gagged or in an area o f silence, such as on e created by the silence spell, ca n ’t cast a spell w ith a verbal com ponent. So m

a t ic

(S )

Spellcasting gestures m ight include a forceful gesticulation or an intricate set o f gestures. If a spell requ ires a som atic com pon ent, the caster must have free use o f at least one hand to perform these gestures. M

a t e r ia l

(M )

Casting so m e spells requ ires particular objects, sp ecified in paren th eses in the com p on en t entry. A character can use a component pouch or a spellcasting focus (found in chapter 5) in place o f the com p on en ts sp ecified for a spell. But if a cost is indicated for a com pon ent, a character m ust have that sp ecific com pon en t before he or sh e can cast the spell. If a spell states that a material com p on en t is con su m ed by the spell, the caster m ust provide this com p on en t for each castin g o f the spell. A spellcaster must have a hand free to a c c e s s these com pon en ts, but it can be the sam e hand that he or she u ses to p erform som atic com pon ents.

D u r a tio n 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, or even years. S o m e spells sp ecify that their effects last until the sp ells are dispelled or destroyed. In stan tan eou s M any spells are instantaneous. T h e spell harm s, heals, creates, or alters a creature or an ob ject in a w ay that ca n ’t b e dispelled, b eca u se its m agic exists only for an instant. C

o n c e n t r a t io n

S o m e spells require you to m aintain concentration in order to keep their m a gic active. If you lose concentration, such a spell ends. If a spell m ust be m aintained w ith concentration, that fact appears in its D uration entry, and the spell sp ecifies h ow lon g you can concentrate on it. You can end concentration at any tim e (no action required).

T h e S c h o o l s o f Ma g ic Academies o f magic group spells into eight categories called schools o f magic. Scholars, particularly wizards, apply these categories to all spells, believing that all magic functions in essentially the same way, whether it derives from rigorous study or is bestowed by a deity. The schools of magic help describe spells; they have no rules of their own, although some rules refer to the schools. Abjuration spells are protective in nature, though some o f them have aggressive uses. They create magical barriers, negate harmful effects, harm trespassers, or banish creatures to other planes o f existence. Conjuration spells involve the transportation of objects and creatures from one location to another. Some spells summon creatures or objects to the caster’s side, whereas others allow the caster to teleport to another location. Some conjurations create objects or effects out o f nothing. Divination spells reveal information, whether in the form of secrets long forgotten, glimpses o f the future, the locations o f hidden things, the truth behind illusions, or visions of distant people or places. Enchantment spells affect the minds o f others, influencing or controlling their behavior. Such spells can make enemies see the caster as a friend, force creatures to take a course of action, or even control another creature like a puppet. Evocation spells manipulate magical energy to produce a desired effect. Some call up blasts o f fire or lightning. Others channel positive energy to heal wounds. Illusion spells deceive the senses or minds o f others. They cause people to see things that are not there, to miss things that are there, to hear phantom noises, or to remember things that never happened. Some illusions create phantom images that any creature can see, but the most insidious illusions plant an image directly in the mind o f a creature. Necromancy spells manipulate the energies o f life and death. Such spells can grant an extra reserve o f life force, drain the life energy from another creature, create the undead, or even bring the dead back to life. Creating the undead through the use of necromancy spells such as animate dead is not a good act, and only evil casters use such spells frequently. Transmutation spells change the properties o f a creature, object, or environment. They might turn an enemy into a harmless creature, bolster the strength o f an ally, make an object move at the caster’s command, or enhance a creature’s innate healing abilities to rapidly recover from injury.

N orm al activity, such as m ovin g and attacking, d oesn ’t interfere w ith concentration. The follow in g factors can break concentration: • Casting another spell that requires concentration. You lose concentration on a spell if you cast another spell that requ ires concentration. You ca n ’t c o n c e n ­ trate on tw o sp ells at once. • Taking damage. W h enever you take dam age w hile you are concentratin g on a spell, you must m ake a Constitution saving th row to m aintain your con cen tra­ tion. T h e D C equals 10 or h alf the dam age you take, w hichever num ber is higher. If you take dam age from multiple sou rces, such as an arrow and a dragon ’s breath, you m ake a separate saving th row for each sou rce o f dam age. • Being incapacitated or killed. You lose concentration on a sp ell if you are incapacitated or if you die.


Th e DM m ight also decide that certain environm ental phenom ena, such as a wave crash in g over you w hile y ou ’re on a storm -tossed ship, require you to su cceed on a D C 10 Constitution saving th row to maintain concentration on a spell.

Targets A typical spell requires you to pick one or m ore targets to be affected by the sp ell’s m agic. A spell's description tells you w hether the spell targets creatures, objects, or a point o f origin for an area o f effect (described below). U n less a spell has a perceptible effect, a creature might not k n ow it w as targeted by a spell at all. A n effect like cracklin g lightning is obvious, but a m ore subtle effect, such as an attempt to read a creatu re’s thoughts, typically g oes u nnoticed, u nless a spell says otherw ise. A C

lear

Pa t h

to the

T arget

To target som ething, you m ust have a clear path to it, so it ca n ’t be beh in d total cover. If you place an area o f effect at a point that you ca n ’t see and an obstruction, such as a wall, is betw een you and that point, the point o f origin co m e s into being on the near side o f that obstruction. T a r g e t in g Y o u r se l f If a sp ell targets a creature o f your ch oice, you can c h o o s e yourself, unless the creature must be h ostile or sp ecifically a creature other than you. If you are in the area o f effect o f a spell you cast, you can target yourself.

A reas of E ffect S p ells such as burning hands and cone o f cold cover an area, allow ing them to affect m ultiple creatu res at on ce. A sp ell’s description sp ecifies its area o f effect, w hich typically has on e o f five different shapes: cone, 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

position its point o f origin. Typically, a point o f origin is a point in sp ace, but som e sp ells have an area w h ose origin is a creature or an object. 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 point o f origin to a location w ithin the area o f effect, that location isn’t included in the sp ell’s area. To block one o f these im aginary lines, an obstruction m ust provide total cover, as explained in chapter 9. C

one

A c on e extends in a direction you c h o o s e from its point o f origin. A c o n e ’s w idth at a given point along its length is equal to that poin t’s distance from the point o f origin. A c o n e ’s area o f effect sp ecifies its m axim u m length. A c o n e ’s point o f origin is not included in the c o n e ’s area o f effect, unless you d ecide otherw ise. C ube You select a cu b e’s point o f origin, w hich lies anyw here on a face o f the cubic effect. T h e cu b e ’s size is ex p ressed as the length o f each side. A c u b e ’s point o f origin is not included in the cu b e ’s area o f effect, unless you d ecide otherw ise. C

y l in d e r

A cylinder’s point o f origin is the center o f a circle o f a particular radius, as given in the spell description. The circle m ust either b e on the grou nd or at the height o f 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 the circle, form in g the ba se o f the cylinder. The sp ell’s effect then sh oots up from the ba se or dow n from the top, to a distance equal to the height o f the cylinder. A cylinder’s point o f origin is included in the cylinder’s area o f effect.


L in e

The W

A line extends from its point o f origin in a straight path up to its length and covers an area defined by its width. A lin e’s point o f origin is not included in the line’s area o f effect, u n less you d ecide otherw ise.

The worlds within the D&D multiverse are magical places. All existence is suffused with magical power, and potential energy lies untapped in every rock, stream, and living creature, and even in the air itself. Raw magic is the stuff of creation, the mute and mindless will o f existence, permeating every bit o f matter and present in every manifestation of energy throughout the multiverse. Mortals can’t directly shape this raw magic. Instead, they make use o f a fabric o f magic, a kind o f interface between the will of a spellcaster and the stuff o f raw magic. The spellcasters o f the Forgotten Realms call it the Weave and recognize its essence as the goddess Mystra, but casters have varied ways o f naming and visualizing this interface. By any name, without the Weave, raw magic is locked away and inaccessible;the most powerful archmage can't light a candle with magic in an area where the Weave has been torn. But surrounded by the Weave, a spellcaster can shape lightning to blast foes, transport hundreds o f miles in the blink o f an eye, or even reverse death itself. All magic depends on the Weave, though different kinds o f magic access it in a variety of ways. The spells o f wizards, warlocks, sorcerers, and bards are commonly called arcane magic. These spells rely on an understanding— learned or intuitive— o f the workings o f the Weave. The caster plucks directly at the strands o f the Weave to create the desired effect. Eldritch knights and arcane tricksters also use arcane magic. The spells o f clerics, druids, paladins, and rangers are called divine magic. These spellcasters’ access to the Weave is mediated by divine power— gods, the divine forces of nature, or the sacred weight o f a paladin’s oath. Whenever a magic effect is created, the threads o f the Weave intertwine, twist, and fold to make the effect possible. When characters use divination spells such as detect magic or identify, they glimpse the Weave. A spell such as dispel magic smooths the Weave. Spells such as antimagic field rearrange the Weave so that magic flows around, rather than through, the area affected by the spell. And in places where the Weave is damaged or torn, magic works in unpredictable ways— or not at all.

Sp h e r e You select a sp here’s point o f origin, and the sphere extends outw ard from that point. T h e sp here’s size is ex pressed as a radius in feet that extends from the point. A sp h ere’s point o f origin is included in the sp h ere’s area o f effect.

Sa v in g T h r o w s Many spells sp ecify that a target can m ake a saving th row to avoid som e or all o f a sp ell’s effects. The spell sp ecifies the ability that the target u ses for the save and w hat happens on a s u c ce s s or failure. T h e D C to resist on e o f your sp ells equals 8 + your spellcastin g ability m odifier + your proficiency bon u s + any sp ecia l m odifiers.

A tta c k R olls S o m e spells require the caster to m ake an attack roll to determ ine w hether the spell effect hits the intended target. Your attack bon u s w ith a spell attack equals your spellcastin g ability m odifier + your proficiency bonus. M ost spells that require attack rolls involve ranged attacks. R em em ber that you have disadvantage on a ranged attack roll if you are w ithin 5 feet o f a hostile creature that can see you and that isn’t incapacitated (see chapter 9).

C o m bin in g M a g ic a l E ffects The effects o f different spells add together w hile 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.

eave o f

M

a g ic


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 & D r a g o n s . T he chapter beg in s w ith the spell lists o f the sp ellcastin g classes. The

Legend Lore

Bane

rem ainder contain s spell descriptions, presented in alphabetical order by the n am e o f the spell.

B ard Spells C a n t r i p s (0 L e v e l ) Blade Ward

Mass Cure Wounds

Bless

Mislead

Command

Modify Memory

Create or Destroy Water

Planar Binding

Cure Wounds

Raise Dead

Detect Evil and Good

Hold Person

Scrying

Invisibility

Detect Magic

Seeming

Knock

Detect Poison and Disease

Teleportation Circle

Guiding Bolt Healing Word

Lesser Restoration

Dancing Lights

Locate Animals or Plants

6th L evel

Friends

Locate Object

Eyebite

Light

Magic Mouth

Find the Path

Mage Hand

Phantasmal Force

Guards and Wards

Mending

See Invisibility

Mass Suggestion

Message

Shatter

Otto’s Irresistible Dance

Minor Illusion

Silence

Programmed Illusion

Prestidigitation

Suggestion

True Seeing

2ND L e v e l

True Strike

Zone o f Truth

7t h L e v e l

Aid

Vicious Mockery

3rd L evel

Etherealness

1s t L e v e l

Bestow Curse

Forcecage

Animal Friendship

Clairvoyance

Mirage Arcane

Bane

Dispel Magic

Mordenkainen’s

Charm Person

Fear

Comprehend Languages

Feign Death

Mordenkainen’s Sword

Cure Wounds

Glyph o f Warding

Project Image

Detect Magic

Hypnotic Pattern

Regenerate

Disguise Self

Leomund’s Tiny Hut

Resurrection

Dissonant Whispers

Major Image

Symbol

Nondetection

Teleport

Faerie Fire Feather Fall

Plant Growth

Healing Word

Sending

Heroism

Speak with Dead

Identify

Speak with Plants

Illusory Script

Stinking Cloud

Longstrider

Tongues

Silent Image

4th L evel

Sleep Speak with Animals Tasha’s Hideous Laughter Thunderwave Unseen Servant

Compulsion Confusion Dimension Door Freedom of Movement Greater Invisibility

2ND L e v e l

Hallucinatory Terrain

Animal Messenger

Locate Creature

Blindness/Deafness

Polymorph

Calm Emotions

5t h L e v e l

Cloud o f Daggers Crown of Madness Detect Thoughts Enhance Ability Enthrall Heat Metal

Magnificent Mansion

8t h L e v e l

Inflict Wounds Protection from Evil and Good Purify Food and Drink Sanctuary Shield o f Faith

Augury Blindness/Deafness Calm Emotions Continual Flame Enhance Ability Find Traps Gentle Repose Hold Person Lesser Restoration Locate Object Prayer of Healing Protection from Poison Silence

Dominate Monster

Spiritual Weapon

Feeblemind

Warding Bond

Glibness

Zone o f Truth

Mind Blank Power Word Stun

9th Level

3rd L evel Animate Dead Beacon of Hope

Foresight

Bestow Curse

Power Word Heal

Clairvoyance

Power Word Kill

Create Food and Water

True Polymorph

Daylight Dispel Magic

C l e r ic S p e l l s

Feign Death Glyph o f Warding

C a n t r i p s (0 L e v e l )

Magic Circle

Guidance

Mass Healing Word

Animate Objects

Light

Meld into Stone

Awaken

Mending

Protection from Energy

Dominate Person

Resistance

Remove Curse

Dream

Sacred Flame

Revivify

Geas

Spare the Dying

Sending

Greater Restoration

Thaumaturgy

Speak with Dead


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 Banishment Control Water Death Ward Divination Freedom of Movement Guardian of Faith Locate Creature Stone Shape

D r u id Sp e l l s

Sleet Storm

C a n t r i p s (0 L e v e l )

Speak with Plants

Druidcraft

Water Breathing

Guidance

Water Walk

Mending

Wind Wall

Poison Spray Produce Flame Resistance

5t h L e v e l

Shillelagh

Commune

Thorn Whip

Contagion Dispel Evil and Good Flame Strike Geas Greater Restoration Hallow Insect Plague Legend Lore Mass Cure Wounds Planar Binding Raise Dead Scrying

8t h L evel Animal Shapes Antipathy/Sympathy Control Weather Earthquake Feeblemind

4th L evel

Sunburst

Blight

Tsunami

Confusion Conjure Minor Elementals Conjure Woodland Beings

1s t L e v e l

Control Water

Animal Friendship

Dominate Beast

9th L evel Foresight Shapechange Storm o f Vengeance True Resurrection

Charm Person

Freedom of Movement

Create or Destroy Water

Giant Insect

Cure Wounds

Grasping Vine

Detect Magic

Hallucinatory Terrain

Detect Poison and Disease

Ice Storm

Entangle

Locate Creature

Bless

Faerie Fire

Polymorph

Command

Fog Cloud

Stone Shape

Compelled Duel

Goodberry

Stoneskin

Cure Wounds

Healing Word

Wall of Fire

Detect Evil and Good

6th L evel

Jump

Blade Barrier

Longstrider

Create Undead

Purify Food and Drink

Find the Path

Speak with Animals

Forbiddance

Thunderwave

Harm

Protection from Energy

Pa l a d in Sp e l l s 1s t L e v e l

Detect Magic

5t h L e v e l

Detect Poison and Disease

Antilife Shell

Divine Favor

Awaken

Heroism

Commune with Nature

Protection from

Conjure Elemental

Evil and Good

2nd Level

Contagion

Purify Food and Drink

Animal Messenger

Geas

Searing Smite

Barkskin

Greater Restoration

Shield o f Faith

Beast Sense

Insect Plague

Thunderous Smite

Darkvision

Mass Cure Wounds

Wrathful Smite

Enhance Ability

Planar Binding

7t h L e v e l

Find Traps

Reincarnate

2nd Level

Conjure Celestial

Flame Blade

Scrying

Aid

Flaming Sphere

Tree Stride

Branding Smite

Etherealness

Gust of Wind

Wall of Stone

Find Steed

Fire Storm

Heat Metal

6th L evel

Plane Shift

Hold Person

Locate Object

Lesser Restoration

Conjure Fey

Regenerate

Magic Weapon

Resurrection

Locate Animals or Plants

Symbol

Locate Object

Heal Heroes’ Feast Planar Ally True Seeing Word of Recall

Divine Word

Moonbeam

8th L evel

Pass without Trace

Antimagic Field

Protection from Poison

Control Weather

Spike Growth

Earthquake Holy Aura

3rd L evel Call Lightning

9th Level Astral Projection

Conjure Animals Daylight

Lesser Restoration

Find the Path

Protection from Poison

Heal

Zone o f Truth

Heroes’ Feast Move Earth

3rd L evel

Sunbeam

Aura o f Vitality

Transport via Plants

Blinding Smite

Wall o f Thorns

Create Food and Water

Wind Walk

Crusader's Mantle Daylight

7t h L e v e l

Dispel Magic

Fire Storm

Elemental Weapon


Magic Circle

Plant Growth

Sleep

Greater Invisibility

Remove Curse

Protection from Energy

Thunderwave

Ice Storm

Revivify

Speak with Plants

Witch Bolt

4th L evel Aura o f Life

Water Breathing Water Walk Wind Wall

2nd L evel

Polymorph Stoneskin Wall of Fire

Alter Self 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

Stoneskin

Detect Thoughts

Hold Monster

Aura o f Purity

5t h L e v e l Banishing Smite Circle o f Power

5t h L e v e l

Destructive Smite

Commune with Nature

Dispel Evil and Good

Conjure Volley

Geas

Swift Quiver

Raise Dead

Tree Stride

Enhance Ability

Insect Plague

Enlarge/Reduce

Seeming

Gust of Wind

Telekinesis

Hold Person

Teleportation Circle

Invisibility

Wall of Stone

Knock Levitate

R an g er Spells

So r c e r e r Spe lls

1s t L e v e l

C a n t r i p s (0 L e v e l )

Phantasmal Force

Alarm

Acid Splash

Scorching Ray

Animal Friendship

Blade Ward

See Invisibility

Cure Wounds

Chill Touch

Shatter

Detect Magic

Dancing Lights

Spider Climb

Detect Poison and Disease

Fire Bolt

Suggestion

Ensnaring Strike

Friends

Fog Cloud

Light

Goodberry

Mage Hand

3r d L e v e l

Hail o f Thorns

Mending

Blink

Hunter’s Mark

Message

Clairvoyance

Jump

Minor Illusion

Counterspell

Longstrider

Poison Spray

Daylight

Speak with Animals

Prestidigitation

Dispel Magic

Ray o f Frost

Fear

Shocking Grasp

Fireball

True Strike

Fly

Mirror Image Misty Step

2nd Level Animal Messenger Barkskin

Web

6th L evel Arcane Gate Chain Lightning Circle o f Death Disintegrate Eyebite Globe o f Invulnerability Mass Suggestion Move Earth Sunbeam True Seeing

Gaseous Form

7t h L e v e l Delayed Blast Fireball Etherealness Finger of Death Fire Storm Plane Shift Prismatic Spray Reverse Gravity Teleport

Beast Sense

1s t L e v e l

Haste

Cordon o f Arrows

Burning Hands

Hypnotic Pattern

Darkvision

Charm Person

Lightning Bolt

Find Traps

Chromatic Orb

Major Image

Lesser Restoration

Color Spray

Protection from Energy

Locate Animals or Plants

Comprehend Languages

Sleet Storm

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

3rd L evel Conjure Animals Conjure Barrage Daylight Lightning Arrow Nondetection

Fog Cloud Jump

4th L evel

Mage Armor

Banishment

Magic Missile

Blight

Ray of Sickness

Confusion

Shield

Dimension Door

Silent Image

Dominate Beast

8t h L e v e l Dominate Monster Earthquake Incendiary Cloud Power Word Stun Sunburst

Power Word Kill Time Stop Wish


W a r l o c k Spells C a n t r i p s (0 L e v e l ) Blade Ward Chill Touch Eldritch Blast Friends

Dimension Door

1s t L e v e l

Misty Step

Hallucinatory Terrain

Alarm

Nystul’s Magic Aura

5t h L e v e l

Burning Hands

Phantasmal Force

Charm Person

Ray of Enfeeblement

Contact Other Plane Dream Hold Monster Scrying

Mage Hand

Chromatic Orb

Rope Trick

Color Spray

Scorching Ray

Comprehend Languages

See Invisibility

Detect Magic

Shatter Spider Climb

Minor Illusion

6th L evel

Disguise Self

Poison Spray

Arcane Gate

Expeditious Retreat

Suggestion Web

Prestidigitation

Circle o f Death

False Life

True Strike

Conjure Fey

Feather Fall

Create Undead

Find Familiar

1s t L e v e l Armor of Agathys Arms o f Hadar Charm Person

Eyebite

Fog Cloud

Flesh to Stone

Grease

Mass Suggestion

Identify

True Seeing

Comprehend Languages

Illusory Script Jump

Expeditious Retreat

7t h L e v e l

Longstrider

Hellish Rebuke

Etherealness

Mage Armor

Hex

Finger o f Death

Magic Missile

Illusory Script

Forcecage

Protection from

Protection from

Plane Shift

Evil and Good Unseen Servant Witch Bolt

8t h L e v e l Demiplane Dominate Monster

2nd Level

Feeblemind

Cloud of Daggers

Glibness

Crown of Madness

Power Word Stun

Darkness Enthrall Hold Person Invisibility Mirror Image Misty Step Ray of Enfeeblement

Foresight Imprisonment Power Word Kill True Polymorph

W iz a r d Sp e l l s

Acid Splash Blade Ward

Dispel Magic

Chill Touch

Fear

Dancing Lights

Fly

Fire Bolt

Gaseous Form

Friends

Hunger o f Hadar

Light

Hypnotic Pattern

Mage Hand

Magic Circle

Mending

Major Image

Message

Remove Curse

Minor Illusion

Tongues

Poison Spray

Vampiric Touch

Prestidigitation

Blight

Tenser’s Floating Disk Thunderwave Witch Bolt

Counterspell

Banishment

Sleep Tasha’s Hideous Laughter

Astral Projection

C a n t r i p s (0 L e v e l )

4t h L evel

Silent Image

Unseen Servant

Suggestion

3r d L e v e l

Ray of Sickness Shield

9th L evel

Shatter Spider Climb

Evil and Good

Ray of Frost Shocking Grasp True Strike

2nd Level

3r d L e v e l Animate Dead Bestow Curse Blink Clairvoyance Counterspell Dispel Magic Fear Feign Death Fireball Fly Gaseous Form Glyph o f Warding Haste Hypnotic Pattern Leomund’s Tiny Hut Lightning Bolt Magic Circle Major Image Nondetection Phantom Steed Protection from Energy

Alter Self

Remove Curse

Arcane Lock

Sending

Blindness/Deafness

Sleet Storm

Blur

Slow

Cloud of Daggers

Stinking Cloud

Continual Flame

Tongues

Crown of Madness

Vampiric Touch

Darkness

Water Breathing

Darkvision

4th Level

Detect Thoughts Enlarge/Reduce Flaming Sphere Gentle Repose Gust of Wind Hold Person Invisibility Knock Levitate Locate Object Magic Mouth Magic Weapon Melf’s Acid Arrow Mirror Image

Arcane Eye Banishment Blight Confusion Conjure Minor Elementals Control Water Dimension Door Evard's Black Tentacles Fabricate Fire Shield Greater Invisibility Hallucinatory Terrain Ice Storm Leomund’s Secret Chest


Locate Creature

Sunbeam

Mordenkainen’s

True Seeing

Faithful Hound Mordenkainen’s Private Sanctum Otiluke’s Resilient Sphere Phantasmal Killer Polymorph Stone Shape Stoneskin Wall of Fire

Wall o f Ice

Sp e l l D e s c r i p t i o n s T h e sp ells are presen ted in alphabetical order.

7t h L e v e l

A

Delayed Blast Fireball

Conjuration cantrip

Etherealness

Casting Time: 1 action Range: 6 0 feet

Finger of Death

c id

Sp l a s h

Forcecage

Components: V, S

Mirage Arcane

Duration: Instantaneous

Mordenkainen's

You hurl a bubble o f acid. C h oose on e creature w ithin range, or c h o o s e tw o creatu res w ithin range that are w ithin 5 feet o f each other. A target m ust su c ce e d on a D exterity saving th row or take 1d6 acid dam age. 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).

Magnificent Mansion

5t h L e v e l

Mordenkainen’s Sword

Animate Objects

Plane Shift

Bigby’s Hand

Prismatic Spray

CloudkilI

Project Image

Cone o f Cold

Reverse Gravity

A

Conjure Elemental

Sequester

2 nd-level abjuration

Contact Other Plane

Simulacrum

Creation

Symbol

Dominate Person

Teleport

Dream Geas Hold Monster Legend Lore Mislead Modify Memory Passwall Planar Binding Rary’s Telepathic Bond Scrying Seeming Telekinesis Teleportation Circle Wall of Force Wall of Stone

8th L evel Antimagic Field Antipathy/Sympathy Clone Control Weather Demiplane Dominate Monster

Circle o f Death Contingency Create Undead Disintegrate Drawmij’s Instant Summons Eyebite Flesh to Stone Globe o f Invulnerability Guards and Wards Magic Jar Mass Suggestion

Your spell bolsters your allies w ith tou ghn ess and resolve. C h oose up to three creatu res w ithin range. Each target’s hit point m axim u m and current hit points in crease by 5 for the duration. A t H igher L evels. W h en you cast this spell using a spell slot o f 3rd level or higher, a target’s hit points in crease by an additional 5 for each slot level above 2nd.

Incendiary Cloud

A

Maze

1st-level abjuration (ritual)

Mind Blank

Casting Tim e: 1 minute Range: 30 feet Components: V, S, M (a tiny bell and a p iece o f fine silver w ire) Duration: 8 hours

Power Word Stun Sunburst Telepathy Trap the Soul

Chain Lightning

Casting Tim e: 1 action Range: 30 feet Components: V, S, M (a tiny strip o f w hite cloth) Duration: 8 hours

Feeblemind

6th L evel Arcane Gate

id

9th L evel Astral Projection Foresight Gate Imprisonment Meteor Swarm Power Word Kill Prismatic Wall Shapechange Time Stop True Polymorph

larm

You set an alarm against unw anted intrusion. C h oose a door, a w indow , or an area w ithin range that is no larger than a 20 -foot cube. Until the sp ell ends, an alarm alerts you w henever a T iny or larger creature touches or enters the w arded area. W h en you cast the spell, you can designate creatu res that w o n ’t set off the alarm. You also c h o o s e w hether the alarm is m ental or audible. A m ental alarm alerts you with a ping in your m ind if you are w ithin 1 m ile o f the w arded area. T h is ping aw akens you if you are sleeping. A n audible alarm p rod u ces the sou n d o f a hand bell for 10 se co n d s w ithin 60 feet.

Weird

A

Wish

2 nd-level

lter

Self

transmutation

Otto’s Irresistible Dance

Casting Tim e: 1 action Range: S e lf Components: V, S Duration: Concentration, up to 1 hour

Programmed Illusion

You assu m e a different form . W h en you cast the spell,

Move Earth Otiluke’s Freezing Sphere

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 o f a different one. Aquatic Adaptation. You adapt your b od y to an aquatic environm ent, sprouting gills and grow in g w ebb in g b etw een your fingers. You can breathe underw ater and gain a sw im m in g sp eed equal to your w alkin g speed.

Change Appearance. You transform your appearance. You decide w hat you lo o k like, including your height, weight, facial features, sou n d o f your voice, hair length, coloration, and distinguishing characteristics, if any. You can m ake y ou rself appear as a m em ber o f another 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, and your basic sh ape stays the sam e; if you're bipedal, you ca n ’t use this spell to b e c o m e quadrupedal, for instance. At any tim e for the duration o f the spell, you can u se your action to change your ap pearan ce in this w ay again. Natural Weapons. You g row claw s, fangs, spines, horns, or a different natural w eap on o f your ch oice. Your unarm ed strikes deal 1d6 bludgeoning, piercing, or slashing dam age, as appropriate to the natural w eap on you ch ose, and you are proficient w ith y ou r unarm ed strikes. Finally, the natural w eap on is m a gic and you have a +1 b on u s to the attack and dam age rolls you m ake usin g it. A

n im a l

F r ie n d sh ip

1st-level enchantment Casting Tim e: 1 action Range: 30 feet Components: V, S, M (a m orsel o f food ) Duration: 24 hours Th is spell lets you con v in ce a beast that you m ean it no harm. C h oose a beast that you can see w ithin range. It must see and hear you. If the b ea st’s Intelligence is 4 or higher, the spell fails. O therw ise, the beast m ust su cce e d on a W isd om saving th row or be charm ed by you for the spell’s duration. If you or on e o f your com p a n ion s harm s the target, the spells ends. At Higher Levels. W h en you cast this spell using a spell slot o f 2nd level or higher, you can affect one additional beast for each slot level above 1st.

location, coverin g about 50 m iles per 24 h ours for a flying m essenger, or 25 m iles for other anim als. W h en the m essen ger arrives, it delivers your m essa ge to the creature that you d escribed , replicating the sou n d o f your voice. The m essen ger sp eak s only to a creature m atching the description you gave. If the m essen ger d oesn ’t reach its destination before the spell ends, the m essa ge is lost, and the beast m akes its w ay ba ck to w h ere you cast this spell.

At Higher Levels. If you cast this spell using a spell slot o f 3nd level or higher, the duration o f the spell in creases by 4 8 hours for each slot level above 2nd. A

n im a l

2 nd-level

M

essenger

enchantment (ritual)

Casting Time: 1 action Range: 30 feet Components: V, S , M (a m orsel o f food) Duration: 24 hours By m eans o f this spell, you u se an anim al to deliver a m essage. C h o o se a Tiny beast you can see w ithin range, such as a squirrel, a blue jay, or a bat. You s p ecify a location, w h ich you m ust have visited, and a recipient w h o m atches a general description, such as “a m an or w om a n d ressed in the uniform o f the tow n guard” or “a red-haired dw arf w earin g a pointed hat.” You also sp eak a m essa ge o f up to twenty-five w ords. T h e target beast travels for the duration o f the spell tow ard the sp ecified

Shapes

transmutation

Casting Tim e: 1 action Range: 30 feet Components: V, S Duration: Concentration, up to 24 hours Your m a gic turns others into beasts. C h oose any num ber o f w illing creatu res that you ca n see within range. You transform each target into the form o f a Large or sm aller beast w ith a challen ge rating o f 4 or lower. On subsequent turns, you can u se your action to transform affected creatu res into n ew form s. The transform ation lasts for the duration for each target, or until the target d rop s to 0 hit points or dies. You can c h o o s e a different form for each target. A target’s gam e statistics are replaced by the statistics o f the ch osen beast, though the target retains its alignm ent and Intelligence, W isd om , and C harism a scores. T h e target a ssu m es the hit points o f its n ew form , and w hen it reverts to its n orm al form , it returns to the num ber o f hit points it had before it transform ed. If it reverts as a result o f droppin g to 0 hit points, any e x ce s s dam age carries over to its norm al form . A s long as the ex cess dam age d oesn ’t redu ce the creatu re’s n orm al form to 0 hit points, it isn’t k n ock ed u n con sciou s. T h e creature is lim ited in the actions it can perform by the nature o f its n ew form , and it ca n ’t sp eak or cast spells. The target’s gear m elds into the n ew form . T h e target ca n ’t activate, w ield, or oth erw ise benefit from any o f its equipm ent. A

A

n im a l

8 th-level

n im a t e

D

ead

3rd-level necromancy Casting Time: 1 m inute Range: 10 feet Components: V, S, M (a drop o f blood , a piece o f flesh, and a pinch o f bon e dust) Duration: Instantaneous Th is spell creates an undead servant. C h oose a pile o f b on es or a c o rp s e o f a M edium or S m all hum anoid w ithin range. Your spell im bu es the target w ith a foul m im icry o f life, raising it as an undead creature. The target b e c o m e s a skeleton if you c h ose b on es or a zom bie if you c h o s e a c o rp s e (the DM has the creatu re’s gam e statistics). On each o f your turns, you ca n use a bon u s action 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 o f them at the sa m e tim e, issuing the sam e com m a n d to each one). You d ecide w hat action the creature w ill take and w here it w ill m ove during its next turn, or you can issu e a general com m a n d , such as to guard a particular ch a m ber or corridor. If you issue no com m a n d s, the creature only d efends itself against hostile creatures. O n ce given an order, the creature continu es to follow it until its task is com plete. T h e creature is under your con trol for 24 hours, after w hich it stop s obeyin g any c om m a n d y ou ’ve given it. To m aintain control o f the creature for another 24 hours, you m ust cast this spell on the creature again b efore the current 24-hou r p eriod ends. This u se o f the spell reasserts your con trol over up to four creatures you have anim ated w ith this spell, rather than anim ating a n ew one. A t H igher L evels. W h en you cast this spell using a spell slot o f 4th level or higher, you anim ate or reassert 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 from a different c o rp s e or pile o f b on es. A

O

n im a te

Casting Tim e: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 1 m inute O bjects c om e to life at your com m a n d . C h oose up to ten n onm agical ob jects w ithin range that are not being w orn or carried. M edium targets coun t as tw o objects, Large targets coun t as four objects, H uge targets coun t as eight objects. You can ’t anim ate any object larger than H uge. E ach target anim ates and b e c o m e s a creature under your con trol until the spell ends or until redu ced to 0 hit points. A s a bon u s action, you ca n mentally com m a n d any creature you m ade w ith this spell if the creature is

O

bject

piercing dam age ba sed on its form . A t H igher Levels. If you cast this spell using a spell slot o f 6th level or higher, you can anim ate tw o additional ob jects for each slot level above 5th. A

n tilife

Sh ell

5th-level abjuration

A sh im m ering barrier extends out from you in a 10-foot radius and m oves w ith you, rem ainin g centered on you and h edging out creatures other than undead and constructs. T h e barrier lasts for the duration. The barrier prevents an affected creature from passing or reachin g through. A n affected creature can cast sp ells or m ake attacks w ith ranged or reach w ea p on s through the barrier. If you m ove s o that an affected creature is forced to pass through the barrier, the sp ell ends. A

n tim a g ic

F ie l d

8 th-level abjuration

w ithin 5 0 0 feet o f you (if you control multiple creatures, you can com m a n d any or all o f them at the sam e time, issu in g the sam e com m a n d to each one). You decide w hat action the creature w ill take and w here it w ill m ove during its next turn, or you can issue a general com m a n d , such as to guard a particular ch a m ber or corridor. If you issue n o com m a n d s, the creature only defen ds itself against hostile creatures. O nce given an order, the creature continu es to follow it until its task is com plete. n im a t e d

original ob ject form . If you com m a n d an object to attack, it can m ake a single m elee attack against a creature w ithin 5 feet o f it. It m ak es a slam attack w ith an attack bon u s and bludgeon ing dam age determ ined by its size. T h e DM might rule that a sp ecific object inflicts slashing or

Casting Time: 1 action Range: S e lf (10-foot radius) Components: V, S Duration: Concentration, up to 1 hour

bjects

5th-level transmutation

A

are 3, and its C harism a is 1. Its sp eed is 30 feet; if the object lack s legs or other appendages it can u se for locom otion , it instead has a flying sp eed o f 3 0 feet and can hover. If the object is secu rely attached to a surface or a larger object, such as a chain bolted to a w all, its sp eed is 0. It has blindsight w ith a radius o f 30 feet and is blind beyon d that distance. W h en the anim ated object d rops to 0 hit points, it reverts to its original object form , and any rem aining dam age carries over to its

S t a t istic s

Size

HP

AC

Attack

Str

Dex

Tiny

20

18

+8 to hit, 1d4 + 4 damage

4

18

Small

25

16

+6 to hit, 1d8 + 2 damage

6

14

Medium

40

13

+5 to hit, 2d6 + 1 damage

10

12

Large

50

10

+6 to hit, 2d10 + 2 damage

14

10

Huge

80

10

+8 to hit, 2d12 + 4 damage

18

6

A n anim ated object is a construct w ith AC, hit points, attacks, Strength, and D exterity determ ined by its size. Its Constitution is 10 and its Intelligence and W isd om

Casting Tim e: 1 action Range: S e lf (10-foot-radius sphere) Components: V, S, M (a pinch o f p ow d ered iron or iron filings) Duration: C oncentration, up to 1 hour A 10-foot-radius invisible sphere o f antim agic surrounds you. T his area is divorced from the m agical en ergy that su ffu ses the multiverse. W ithin the sphere, sp ells ca n ’t b e cast, su m m on ed creatu res disappear, and even m agic item s b e c o m e m undane. Until the spell ends, the sphere m oves w ith you, centered on you. S p ells and other m agical effects, except th ose created by an artifact or a deity, are su p p ressed in the sphere and ca n ’t protrude into it. A slot expen ded to cast a su ppressed spell is con su m ed. W h ile an effect is su ppressed, it d oesn ’t function, but the tim e it spends su ppressed coun ts against its duration. Targeted E ffects. S p ells and other m agical effects, such as magic m issile and charm person , that target a creature or an object in the sphere have no effect on that target.


Areas o f Magic. T h e area o f another spell or m agical effect, su ch as fireball, ca n ’t extend into the sphere. If the sphere overlaps an area o f m agic, the part o f the area that is covered by the sphere is suppressed. For exam ple, the flam es created by a wall o f fire are su ppressed w ithin the sphere, creating a gap in the w all if the overlap is large enough. Spells. Any active spell or other m agical effect on a creature or an object in the sphere is su ppressed w hile the creature or object is in it. Magic Items. T h e properties and p ow ers o f m a gic item s are su p p ressed in the sphere. For exam ple, a + 1 longsword in the sphere functions as a n onm agical longsw ord. A m a gic w ea p on ’s properties and p ow ers are su ppressed if it is u sed against a target in the sphere or w ielded by an attacker in the sphere. If a m agic w eapon or a p iece o f m agic am m unition fully leaves the sphere (for exam ple, if you fire a m a gic arrow or th row a m agic sp ear at a target outside the sphere), the m a gic o f the item ce a s e s to b e su ppressed as s o o n as it exits. Magical Travel. Teleportation and planar travel fail to w ork in the sphere, w hether the sphere is the destination or the departure point for such m agical travel. A portal to another location, w orld, or plane o f existence, as w ell as an open in g to an extradim ensional sp ace such as that created by the rope trick spell, tem porarily c lo se s w hile in the sphere. Creatures and Objects. A creature or object su m m on ed or created by m agic tem porarily w in ks out o f existence in the sphere. S u ch a creature instantly reappears on ce the sp ace the creature occu p ied is no lon ger w ithin the sphere. Dispel Magic. S p ells and m agical effects such as dispel magic have no effect on the sphere. Likew ise, the spheres created by different antimagic field spells d on ’t nullify each other. A

n t ip a t h y /S y m p a t h y

8 th-level

enchantment

Casting Tim e: 1 hour Range: 6 0 feet Components: V, S, M (either a lump o f alum soa k ed in vinegar for the antipathy effect or a d rop o f honey for the sympathy effect) Duration: 10 days This spell attracts or repels creatu res o f you r choice. You target som eth in g within range, either a H uge or sm aller ob ject or creature or an area that is no larger than a 2 0 0 -foot cube. Then sp ecify a kind o f intelligent creature, such as red dragons, goblins, or vam pires. You invest the target w ith an aura that either attracts or repels the sp ecified creatu res for the duration. C h oose antipathy or sym pathy as the aura’s effect. Antipathy. T h e enchantm ent cau ses creatu res o f the kind you designated to feel an intense urge to leave the area and avoid the target. W h en such a creature can s e e the target or c o m e s w ithin 60 feet o f it, the creature m ust s u cce e d on a W isd om saving th row or b e c o m e frightened. T h e creature rem ains frightened w hile it can see the target or is w ithin 60 feet o f it. W h ile frightened by the target, the creature m ust use its m ovem ent to

m ove to the nearest safe spot from w hich it ca n ’t see the target. If the creature m oves m ore than 60 feet from the target and c a n ’t see it, the creature is no longer frightened, but the creature b e c o m e s frightened again if it regains sight o f the target or m oves w ithin 60 feet o f it. Sympathy. T h e enchantm ent ca u ses the sp ecified creatu res to feel an intense urge to approach the target w hile w ithin 60 feet o f it or able to see it. W h en such a creature can see the target or c o m e s w ithin 6 0 feet o f it, the creature m ust s u cce e d on a W isd om saving th row or use its m ovem ent on each o f its turns to enter the area or m ove w ithin reach o f the target. W h en the creature has don e so, it ca n ’t w illingly m ove away from the target. If the target dam ages or oth erw ise harm s an affected creature, the affected creature can m ake a W isd om saving th row to end the effect, as d escrib ed below.

Ending the Effect. If an affected creature ends its turn w hile not w ithin 60 feet o f the target or able to see it, the creature m akes a W isd om saving throw. On a su ccessfu l save, the creature is no lon ger affected by the target and reco g n ize s the feeling o f repu gn an ce or attraction as m agical. In addition, a creature affected by the spell is allow ed another W isd om saving th row every 24 h ours w hile the spell persists. A creature that su ccessfu lly saves against this effect is im m u ne to it for 1 minute, after w hich tim e it can be affected again. A

rcane

Eye

4th-level divination Casting Tim e: 1 action Range: 3 0 feet Components: V, S, M (a bit o f bat fur) Duration: Concentration, up to 1 hour You create an invisible, m agical eye w ithin range that hovers in the air for the duration. You m entally receive visual inform ation from the eye, w hich has n orm al vision and darkvision out to 30 feet. 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 any direction. T h ere is no lim it to h ow far away from you the eye can m ove, but it ca n ’t enter another plane o f existence. A solid barrier b lock s the eye’s m ovem ent, but the eye can pa ss through an open in g as sm all as 1 inch in diameter. A

rcane

6 th-level

G

ate

conjuration

Casting Tim e: 1 action Range: 5 0 0 feet Components: V, S Duration: Concentration, up to 10 m inutes You create linked teleportation portals that rem ain open for the duration. C h o o se tw o points on the grou nd that you can see, one point w ithin 10 feet o f you and one point within 5 0 0 feet o f you. A circu lar portal, 10 feet in diameter, op en s over each point. If the portal w ou ld open in the sp ace occu p ied by a creature, the spell fails, and the casting is lost. T he portals are tw o-dim ensional glowing rings filled with mist, hovering inches from the grou nd and


perpend icu lar to it at the poin ts you c h oose. A ring is visible only from on e side (your choice), w hich is the side that fu nction s as a portal. A ny creature or object entering the portal exits from the other portal as if the tw o w ere adjacent to each other; passin g through a portal from the nonportal side has n o effect. T h e m ist that fills each portal is opaque and b lo ck s vision through it. On your turn, you can rotate the rings as a b on u s action s o that the active side faces in a different direction. A

rcane

L

ock

2 nd-level abjuration

Casting Tim e: 1 action Range: Touch Com ponents: V, S, M (gold dust w orth at least 25 gp, w h ich the sp ell con su m es) Duration: Until dispelled You touch a c lo se d door, w indow , gate, chest, or other entryway, and it b e c o m e s lock ed for the duration. You and the creatu res you designate w hen you cast this spell can open the object norm ally. You can also set a p a ssw ord that, w hen sp oken w ithin 5 feet o f the object, su p p resses this spell for 1 minute. O therw ise, it is im passable until it is broken or the spell is dispelled or su ppressed. C asting knock on the ob ject su p presses arcane lock for 10 minutes. W h ile affected by this spell, the object is m ore difficult to break or force open; the D C to break it or pick any lock s on it in crea ses by 10. A

rm or of

A

gathys

1st-level abjuration Casting Tim e: 1 action Range: S e lf Components: V, S, M (a cup o f water) Duration: 1 hour A protective m agical force su rrou nds you, m anifesting as a spectral frost that covers you and your gear. You gain 5 tem porary hit points for the duration. If a creature hits you w ith a m elee attack w hile you have th ese hit points, the creature takes 5 cold dam age. A t H igher L evels. W h en you cast this spell u sing a spell slot o f 2nd level or higher, both the tem porary hit points and the cold dam age in crease by 5 for each slot level above 1st. A

rms of

H

adar

1st-level conjuration Casting Tim e: 1 action Range: S e lf (10-foot radius) Components: V, S Duration: Instantaneous You invoke the p ow er o f Hadar, the D ark Hunger. 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 area m ust m ake a Strength saving throw. O n a failed save, a target takes 2d6 n ecrotic dam age and can ’t take reaction s until its next turn. O n a su ccessfu l save, the creature takes h alf dam age, but suffers no other effect.

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 creases by 1d6 for each slot level above 1st. A

stral

P r o je c t io n

9th-level necromancy Casting Tim e: 1 hour Range: 10 feet Components: V, S , M (for each creature you affect with 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 at least 100 gp, all o f w h ich the spell con su m es) Duration: S p ecia l You and up to eight w illing creatu res w ithin range project your astral b o d ie s into the A stral Plane (the spell fails and the casting is w asted if you are already on that plane). The m aterial b od y you leave beh in d is u n con sciou s and in a state o f su sp ended anim ation; it d oesn ’t n eed fo o d or air and d oesn ’t age. Y our astral b od y resem b les your m ortal form in alm ost every way, replicating your gam e statistics and p os se ss io n s. T h e principal difference is the addition o f a silvery cord that extends from b etw een your shoulder blades and trails behind you, fading to invisibility after 1 foot. T h is co rd is your tether to your m aterial body. As lon g as the tether rem ains intact, you can find your w ay h om e. If the co rd is cut—som eth in g that can happen only w hen an effect sp ecifically states that it d o e s —your sou l and b od y are separated, killing you instantly. Your astral form can freely travel through the Astral P lane and can pass through portals there leading to any other plane. If you enter a n ew plane or return to the plane you w ere on w hen casting this spell, your b od y and possession s are transported along the silver cord, allowing you to re-enter your b od y as you enter the n ew plane. Your astral form is a separate incarnation. Any dam age or other effects that apply to it have no effect on your physical body, nor do they persist w hen you return to it. The spell ends for you and your com p a n ion s w hen you use your action to dism iss it. W h en the spell ends, the affected creature returns to its physical body, and it awakens. The spell m ight also end early for you or on e o f your com pan ion s. A su ccessfu l dispel magic spell u sed against an astral or physical b od y ends the spell for that creature. If a creatu re’s original b od y or its astral form 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 the creatu re’s astral form ba ck to its body, ending its state o f su sp en ded anim ation. If you are returned to your b od y prematurely, your com p a n ion s rem ain in their astral form s and m ust find their ow n w ay ba ck to their b od ies, usually by droppin g to 0 hit points. A

ugury

2 nd-level

divination (ritual)

Casting Tim e: 1 m inute Range: S elf Components: V, S, M (specially m arked sticks, bon es, or sim ilar tokens w orth at least 25 gp) Duration: Instantaneous


By casting gem -inlaid sticks, rolling dragon bones,

A

laying out ornate cards, or em ploying so m e other divining tool, you receive an om en from an otherw orldly entity about the results o f a sp ecific co u rse o f action that you plan to take w ithin the next 30 m inutes. The DM c h o o s e s from the follow in g p ossib le om ens:

5th-level transmutation

• • • •

Weal, for g o o d results Woe, for bad results Weal and w oe, for both g o o d and bad results Nothing, for results that aren’t esp ecially g o o d or bad

T he spell d oesn ’t take into accou n t any p ossib le circu m stan ces that m ight change the ou tcom e, such as the casting o f additional sp ells or the loss or gain o f a com panion . If you cast the spell tw o or m ore tim es before com pletin g your next lon g rest, there is a cum ulative 25 percent ch a n ce for each castin g after the first that you get a random reading. The DM m a kes this roll in secret. A

u ra of

L

ife

4th-level abjuration Casting Time: 1 action Range: S e lf (30-foot radius) Components: V Duration: Concentration, up to 10 m inutes

w aken

Casting Tim e: 8 hours Range: Touch Components: V, S, M (an agate w orth at least 1,000 gp, w h ich the spell con su m es) Duration: Instantaneous After spending the castin g tim e tracing m agical pathways w ithin a preciou s gem stone, you touch a Huge or sm aller beast or plant. T h e target m ust have either no Intelligence sc o r e or an Intelligence o f 3 or less. The target gains an Intelligence o f 10. The target also gains the ability to sp eak on e language you know. If the target is a plant, it gains the ability to m ove its lim bs, roots, vines, creep ers, and s o forth, and it gains se n se s sim ilar to a hum an’s. Y our D M c h o o s e s statistics appropriate for the aw akened plant, such as the statistics for the aw akened shrub or the aw akened tree. The aw akened beast or plant is ch arm ed by you for 30 days or until you or your com p a n ion s do anything harm ful to it. W h en the ch arm ed condition ends, the aw akened creature c h o o s e s w hether to rem ain friendly to you, based on h ow you treated it w hile it w as charm ed. Ban e

Life-preserving en ergy radiates from you in an aura with a 30 -foot radius. Until the spell ends, the aura m oves w ith you, centered on you. E ach n onh ostile creature in the aura (including you) has resistan ce to n ecrotic dam age, and its hit point m axim u m can't be reduced. In addition, a nonhostile, living creature regains 1 hit point w hen it starts its turn in the aura with 0 hit points. A

u r a of

Pu r it y

4th-level abjuration Casting Tim e: 1 action Range: S e lf (30-foot radius) Components: V Duration: C oncentration, up to 10 minutes

1st-level enchantment Casting Tim e: 1 action Range: 30 feet Components: V, S, M (a drop o f blood ) Duration: C oncentration, up to 1 minute 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. W h enever a target that fails this saving th row m akes an attack roll or a saving th row before the spell ends, the target m ust roll a d4 and subtract the num ber rolled from the attack roll or saving throw. A t H igher Levels. W h en you cast this spell using 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 w ith you, centered on you. E ach n onh ostile creature 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 on saving th row s against effects that cau se any o f the

Casting Time: 1 bon u s action Range: S e lf

follow in g condition s: blinded, charm ed, deafened, frightened, paralyzed, poison ed , and stunned.

Components: V Duration: C oncentration, up to 1 minute

A

u ra of

V

it a l it y

3rd-level evocation Casting Tim e: 1 action Range: S e lf (30-foot radius) Components: V Duration: Concentration, up to 1 m inute H ealing en ergy radiates from you in an aura w ith a 30 -foot radius. Until the spell ends, the aura m oves with you, centered on you. You can use a b on u s action to cau se on e creature in the aura (including you) to regain 2d 6 hit points.

Ba n is h in g Sm ite

5th-level abjuration

T h e next time you hit a creature with a w ea p on attack before this spell ends, your w ea p on cra ck les with force, and the attack deals an extra 5 d10 force dam age to the target. Additionally, if this attack redu ces the target to 50 hit points or fewer, you banish it. If the target is native to a different plane o f existence than the one 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 creature vanishes into a h arm less dem iplane. W h ile there, the target is incapacitated. It rem ains there until the spell ends, at w h ich 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.


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 benefits o f any sp ecia l sen ses p o s se ss e d by that creature, though you are blinded and deafened to your ow n surroundings. Bestow C

urse

3rd-level necromancy Casting Tim e: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 minute You touch a creature, and that creature must su cceed on a W isd om saving th row or b e c o m e cu rsed for the duration o f the spell. W h en you cast this spell, c h o o s e the nature o f the cu rse from the follow in g options: • C h oose on e ability score. W h ile cursed, the target has disadvantage on ability ch eck s and saving throw s m ade with that ability score. • W h ile cursed, the target has disadvantage on attack rolls against you. • W h ile cursed, the target must m ake a W isd om sav­ ing th row at the start o f each o f its turns. If it fails, it w astes its action that turn doing nothing. • W h ile the target is cursed, your attacks and spells deal an extra 1d8 n ecrotic dam age to the target. A rem ove curse spell ends this effect. At the D M ’s option, you m ay c h o o s e an alternative cu rse effect, but 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. If you cast this spell usin g a spell slot o f 4th level or higher, the duration is concentration, up to 10 minutes. If you u se a spell slot o f 5th level or 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 a 9th level spell slot, the spell lasts until it is dispelled. U sing a spell slot o f 5th level or higher grants a duration that d oesn ’t require concentration. B i g b y ’s H

and

5th-level evocation Casting Tim e: 1 action Range: 120 feet Components: V, S, M (an eggshell and a snakeskin glove) Duration: Concentration, up to 1 minute You create a Large hand o f sh im m ering, translucent 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 m oves at you r com m and , m im ick in g the m ovem ents o f your ow n hand. Th e hand is an ob ject that has AC 20 and hit points 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 D exterity o f 10 (+0). T h e hand d oesn ’t fill its space. 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 and then cau se on e o f the follow in g effects w ith it. Clenched Fist. Th e hand strikes one creature or object w ithin 5 feet o f it. M ake a m elee spell attack for

the hand using your gam e statistics. O n a hit, the target takes 4d 8 force dam age.

Forceful Hand. T h e hand attem pts to push a creature 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 Strength (Athletics) ch eck o f the target. If the target is M edium or sm aller, you have advantage on the check. If you su cceed , the hand pu sh es the target up to 5 feet plus a num ber o f feet equal to five tim es your spellcastin g ability m odifier. T h e hand m oves w ith the target to rem ain w ithin 5 feet o f it. Grasping Hand. T h e hand attempts to grapple a H uge or sm aller creature w ithin 5 feet o f it. You use the h and’s S trength sco re to resolve the grapple. If the target is M edium or sm aller, you have advantage on the check. W h ile the hand is grappling the target, you can use a bon u s action to have the hand cru sh it. W h en you do so, the target takes bludgeon ing dam age equal to 2d6 + your spellcastin g ability m odifier. Interposing Hand. T he hand in terposes itself b etw een you and a creature you c h o o s e until you give the hand a different com m a n d . T h e hand m oves to stay b etw een you and the target, providing you with half cover against the target. The target can't m ove through the h and’s sp ace if its Strength sc o r e is less than or equal to the h and’s Strength score. If its Strength sco re 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 sp ace is difficult terrain for the target. 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 clench ed fist option in creases by 2d8 and the dam age from the grasping hand in creases by 2d6 for each slot level above 5th. B lade Ba r r ie r 6 th-level

evocation

Casting Tim e: 1 action Range: 9 0 feet Components: V, S Duration: Concentration, up to 10 m inutes You create a vertical w all o f w hirling, razor-sh arp blades m ade o f m agical energy. T h e w all appears w ithin range and lasts for the duration. You can m ake a straight w all up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed w all up to 60 feet in diameter, 20 feet high, and 5 feet thick. The w all provides three-quarters cover to creatu res beh in d it, and its sp ace is difficult terrain. 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 ake a D exterity saving throw. On a failed save, the creature takes 6 d10 slashing dam age. On a su ccessfu l save, the creature takes h alf as m uch dam age. Blade Ward

Abjuration cantrip Casting Tim e: 1 action Range: S e lf Components: V, S 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

air. Until the end o f your next turn, you have resistance against bludgeoning, piercing, and slashing dam age dealt by w eap on attacks.

2 nd-level necrom ancy

B less

1st-level enchantment Casting Tim e: 1 action Range: 30 feet Components: V, S, M (a sp rinkling o f holy water) Duration: Concentration, up to 1 m inute You b less up to three creatures o f your ch oice w ithin range. W h enever a target m akes an attack roll or a saving th row before the spell ends, the target can roll a d4 and add the num ber rolled to the attack roll or

eafness

Casting Tim e: 1 action Range: 30 feet Components: V Duration: 1 m inute You can blind or deafen a foe. C h oose one creature that you can see w ithin range to m ake a Constitution saving throw. If it fails, the target is either blinded or deafened (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. On a su ccess, 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, you can target one additional creature for each slot level above 2nd.

saving throw.

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 target one additional creature for each slot level above 1st. B l ig h t

4th-level necromancy Casting Tim e: 1 action Range: 30 feet Components: V, S Duration: Instantaneous N ecrom an tic energy w a sh es over a creature o f your ch oice that you can see w ithin range, draining m oisture and vitality from it. T h e target m ust m ake a Constitution saving throw. T h e target takes 8 d 8 n ecrotic dam age on a failed save, or h alf as m uch dam age on a su ccessfu l one. T h is spell has no effect on undead or constructs. If you target a plant creature or a m agical plant, it m a kes the saving th row w ith disadvantage, and the spell deals m axim u m dam age to it. If you target a n on m agica l plant that isn’t a creature, such as a tree or shrub, it d oesn ’t m ake a saving throw; it sim ply w ithers and dies. A t H igher L evels. W h en you cast this spell usin g a sp ell slot o f 5th level or higher, the dam age in creases by 1d8 for each slot level above 4th.

B l in k

3rd-level transmutation Casting Tim e: 1 action Range: S e lf Components: V, S Duration: 1 m inute R oll a d20 at the end o f each o f your turns for the duration o f the spell. O n a roll o f 11 or higher, you vanish from your current plane o f existence and appear in the E thereal P lane (the spell fails and the casting is w asted if you w ere already on that plane). At the start o f your next turn, and w hen the spell en ds if you are on the Ethereal Plane, you return to an u n occu pied sp ace o f your ch oice that you can see w ithin 10 feet o f the sp ace you vanished from . If no u n occu pied sp ace is available w ithin that range, you appear in the nearest u n occu pied sp ace (ch osen at random if m ore than one sp ace is equally near). You can dism iss this spell as an action. W h ile on the Ethereal Plane, you can s e e and hear the plane you originated from , w h ich is cast in shades o f gray, and you ca n ’t see anything there m ore than 60 feet away. You can only affect and be affected by other creatures on the Ethereal P lane. Creatures that aren’t there ca n ’t perceive you or interact w ith you, u n less they have the ability to do so.

B l in d in g Sm it e

Blur

3rd-level evocation

2 nd-level

Casting Tim e: 1 bon u s action Range: S e lf Com ponents: V Duration: Concentration, up to 1 minute

Casting Time: 1 action

T h e next tim e you hit a creature w ith a m elee w eapon attack during this sp ell’s duration, your w eap on flares w ith bright light, and the attack deals an extra 3d8 radiant dam age to the target. Additionally, the target m ust su cce e d on a Constitution saving th row o r be

Y our b od y b e c o m e s blurred, shifting and w avering to all w h o can see you. F or the duration, any creature has disadvantage on attack rolls against you. A n attacker is im m une to this effect if it d oesn ’t rely on sight, as w ith blindsight, or can see through illusions, as with truesight.

blin ded until the spell ends. 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. O n a su ccessfu l save, it is n o lon ger blinded.

illusion

Range: S e lf Components: V Duration: C oncentration, up to 1 m inute

B r a n d i n g Sm it e 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

2 nd-level

enchantment

Casting Tim e: 1 action Range: 6 0 feet Components: V, S Duration: Concentration, up to 1 m inute You attempt to su ppress stron g em otion s in a group o f p eople. E ach h um anoid in a 20-foot-radius sphere centered on a point you c h o o s e within range m ust m ake 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 saving throw, c h o o s e on e o f the follow in g tw o effects. Y ou can su ppress any effect cau sin g a target to be ch arm ed or frightened. W h en this spell ends, any su ppressed effect resu m es, provided that its duration has not expired in the m eantim e. Alternatively, you can m ake a target indifferent about creatu res o f your ch oice that it is h ostile tow ard. This indifference ends if the target is attacked or h arm ed by a spell or if it w itn esses any o f its friends being harm ed. W h en the spell ends, the creature b e c o m e s hostile again, unless the D M rules oth erw ise. C

h a in

6 th-level

L

ig h t n in g

evocation

Casting Tim e: 1 action Range: 150 feet Components: V, S, M (a bit o f fur; a p ie ce o f amber, glass, or a crystal rod; and three silver pins) Duration: Instantaneous You create a bolt o f lightning that arcs tow ard a target o f your ch oice that you can see w ithin range. T h ree bolts then leap from that target to as m any as three other targets, each o f w h ich m ust b e w ithin 30 feet o f the first target. A target can be a creature or an object and can b e targeted by only one o f the bolts. A target m ust m ake a D exterity saving throw. T h e target takes 10d8 lightning dam age on a failed save, or 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 a spell slot o f 7th level or higher, on e additional bolt leaps from the first target to another target for each slot level above 6th. C

harm

P erson

1st-level enchantment Casting Tim e: 1 action Range: 30 feet Components: V, S Duration: 1 hour You attempt to ch a rm a h um anoid you can see w ithin range. It m ust m ake a W isd om saving throw, and d oes so w ith advantage if you or your com p a n ion s are fighting it. If it fails the saving throw, it is ch a rm ed by you until 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 you as a friendly acquaintance. W h en the spell ends, the creature k n ow s it w as charm ed by you. A t H igher L evels. W h en you cast this spell using a sp ell slot o f 2nd level or higher, you can target 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

h il l

Touch

Necromancy cantrip Casting Tim e: 1 action Range: 120 feet Components: V, S Duration: 1 round You create a ghostly, skeletal hand in the sp ace o f a creature w ithin range. M ake a ranged spell attack against the creature to assail it w ith the chill o f the grave. O n a hit, the target takes 1d8 n ecrotic dam age, and it ca n ’t regain hit points until the start o f your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end o f your next turn. This sp ell’s dam age in creases by 1d8 w hen you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). C

h r o m a tic

O

rb

1st-level evocation Casting Time: 1 action Range: 9 0 feet Components: V, S, M (a diam on d w orth at least 50 gp) Duration: Instantaneous You hurl a 4-inch-diam eter sphere o f energy at a creature that you can s e e w ithin range. You c h o o s e acid, cold, fire, lightning, p oison , or thunder for the type o f orb you create, and then m ake a ranged spell attack against the target. If the attack hits, the creature takes 3d8 dam age o f the type you chose. 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 1d8 for each slot level above 1st. C

ir c le of

D

eath

6 th-level necromancy

Casting Tim e: 1 action Range: 150 feet Components: V, S , M (the p ow der o f a cru sh ed black pearl w orth at least 50 0 gp) Duration: Instantaneous A sphere o f negative en ergy ripples out in a 60-footradius sphere from a point w ithin range. E ach creature in that area m ust m ake a Constitution saving throw. A target takes 8d 6 n ecrotic dam age on a failed save, or half 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 a spell slot o f 7th level or higher, the dam age in creases by 2d6 for each slot level above 6th. C

ir c l e o f

Power

5th-level abjuration Casting Tim e: 1 action Range: S e lf (30-foot radius) Components: V Duration: C oncentration, up to 10 minutes


D ivine energy radiates from you, distorting and

C

diffusing m agical en ergy w ithin 30 feet o f you. Until the spell ends, the sphere m oves w ith you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on saving throw s against sp ells and other m agical effects. Additionally, w hen 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 saving th row to take only h alf dam age, it instead takes

2 nd-level conjuration

n o dam age if it s u c ce e d s on the saving throw. C

l a ir v o y a n c e

3rd-level divination Casting Time: 10 m inutes Range: 1 mile Components: V, S, M (a focu s w orth at least 100 gp, either a jew eled horn for h earing or a glass eye for seeing) Duration: Concentration, up to 10 m inutes You create an invisible sen sor w ithin range in a location fam iliar to you (a place you have visited or seen before) 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). T h e sen sor rem ains in place for the duration, and it ca n ’t be attacked or oth erw ise interacted with. W h en you cast the spell, you c h o o s e seein g or hearing. You can u se the ch osen sen se through the sen sor as if you w ere in its sp ace. A s your action, you can sw itch b etw een seein g and hearing. A creature that can see the sen sor (such as a creature benefiting from s e e invisibility or truesight) s e e s a lum inous, intangible orb about the size o f your fist. C

lone

8 th-level necromancy

Casting Tim e: 1 hour Range: Touch Components: V, S, M (a diam on d w orth at least 1,000 gp and at least 1 cu bic inch o f flesh o f the creature that is to be cloned, w h ich the spell con su m es, and a v essel w orth at least 2 ,0 0 0 gp that has a sealable lid and is large en ough to hold a M edium creature, such as a huge urn, coffin, mud-filled cyst in the ground, or crystal container filled w ith salt water) Duration: Instantaneous T h is spell grow s an inert duplicate o f a living creature as a safeguard against death. This clon e form s inside 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 b e a youn ger version o f the sa m e creature. It rem ains inert and en dures indefinitely, as long as its v essel rem ains undisturbed. At any tim e after the clon e m atures, if the original creature dies, its sou l transfers to the clone, provided that the sou l is free and w illing to return. T h e clon e is physically identical to the original and has the sam e personality, m em ories, and abilities, but n one o f the original’s equipm ent. The original creatu re’s physical rem ains, if they still exist, b e c o m e inert and ca n ’t thereafter be restored to life, sin ce the creatu re’s sou l is elsew here.

lou d of

Daggers

Casting Tim e: 1 action Range: 6 0 feet Components: V, S, M (a sliver o f glass) Duration: Concentration, up to 1 minute You fill the air with spinning daggers in a cu b e 5 feet on each side, centered on a point you c h o o s e w ithin range. 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 its turn there. A t H igher Levels. W h en you cast this spell using a spell slot o f 3rd level or higher, the dam age in creases by 2d4 for each slot level above 2nd. C

l o u d k il l

5th-level conjuration Casting Tim e: 1 action Range: 120 feet Components: V, S Duration: C oncentration, up to 10 m inutes You create a 20-foot-radius sphere o f poison ou s, yellow green fog centered on a point you c h o o s e w ithin range. T h e fog spreads around corn ers. It lasts for the duration or until stron g w in d disp erses the fog, ending the spell. Its area is heavily o b scu red. W h en a creature enters the sp ell’s area for the first tim e on a turn or starts its turn there, that creature must m ake a Constitution saving throw. T h e creature takes 5d8 p o iso n dam age on a failed save, or h alf as m uch 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. T h e fog m oves 10 feet away from you at the start o f each o f your turns, rollin g along the su rface o f the ground. T h e vapors, being heavier than air, sink to the low est level o f the land, even pou rin g dow n open in gs. A t H igher Levels. W h en you cast this sp ell using a spell slot o f 6th level or higher, the dam age in creases by 1d8 for each slot level above 5th. C

olor

Sp r a y

1st-level illusion Casting Time: 1 action Range: S e lf (15-foot cone) Components: V, S, M (a pinch o f pow der or sand that is c olored red, yellow, and blue) Duration: 1 round A dazzling array o f flashing, c olored light springs from your hand. R oll 6 d 1 0 ; the total is h ow m any hit points o f creatu res this spell can effect. Creatures in a 15-foot co n e originating from you are affected in ascen din g order o f their current hit points (ignoring u n con sciou s creatu res and creatu res that c a n ’t see). Starting with the creature that has the low est current hit points, each creature affected by this spell is blinded until the spell ends. Subtract each creatu re’s hit points from the total before m ovin g on to the creature with the next low est hit points. A creatu re’s hit points must be equal to or less than the rem ainin g total for that 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

Casting Tim e: 1 minute Range: S e lf Components: V, S Duration: Instantaneous You briefly b e c o m e on e with nature and gain kn ow ledge o f the su rrou nding territory. In the outdoors, the spell gives you kn ow led ge o f the land w ithin 3 m iles o f you. 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 w here nature has been replaced by construction , such as in du ngeon s and tow ns. You instantly gain kn ow led ge o f up to three facts of your ch oice about any o f the follow in g subjects as they relate to the area: • • • • •

T h is spell d oesn ’t d e co d e secret m essa g es in a text

Nature

5th-level divination (ritual)

terrain and b o d ie s o f water prevalent plants, m inerals, anim als, or p eop les pow erfu l celestials, fey, fiends, elem entals, or undead influence from other planes o f existence buildings

For exam ple, you cou ld determ ine the location o f pow erfu l undead in the area, the location o f m ajor sou rces o f safe drinking water, and the location o f any nearby tow ns.

or a glyph, such as an arcane sigil, that isn’t part o f a written language. C

o m pu lsio n

4th-level enchantment Casting Time: 1 action Range: 30 feet Components: V, S Duration: C oncentration, up to 1 m inute Creatures o f your ch oice that you can see w ithin range and that ca n hear you m ust m ake a W isd om saving throw. A target autom atically s u c ce e d s on this saving th row if it ca n ’t b e charm ed. On a failed save, a target is affected by this spell. Until the spell ends, you can 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 m ust u se as m uch o f its m ovem ent as p ossib le to m ove in that direction on its next turn. It can take its action b efore it m oves. A fter m oving in this way, it can m ake another W isd om saving to try to end the effect. A target isn’t com p elled to m ove into an obviously deadly hazard, such as a fire or pit, but it w ill provoke opportunity attacks to m ove in the designated direction. C

one of

C

old

5th-level evocation C

ompelled

D

uel

1st-level enchantment Casting Tim e: 1 bon u s action Range: 30 feet Components: V Duration: C oncentration, up to 1 m inute You attempt to com p el a creature into a duel. One creature that you can see w ithin range m ust m ake a W isd om saving throw. On a failed save, the creature is draw n to you, com p elled by your divine dem and. For the duration, it has disadvantage on attack rolls against creatu res other than you, and m ust m ake a W isd om saving th row each tim e it attem pts to m ove to a sp ace 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 target’s m ovem ent for that turn. The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you dam ages the target or casts a harm ful spell on it, or if you end your turn m ore than 30 feet away from the target. C

omprehend

L anguages

1st-level divination (ritual) Casting Time: 1 action Range: S elf Components: V, S, M (a pinch o f so o t and salt) Duration: 1 hour For the duration, you understand the literal m ean in g o f 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.

Casting Time: 1 action Range: S e lf (60-foot cone) Components: V, S, M (a sm all crystal or glass cone) Duration: Instantaneous A blast o f cold air erupts from your hands. Each creature in a 60 -foot con e m ust m ake a Constitution saving throw. A creature takes 8 d 8 cold dam age on a failed save, or h alf as m uch dam age on a su ccessfu l one. A creature killed by this spell b e c o m e s a frozen statue until it thaws.

A t H igher L evels. W h en you cast this spell u sin g a spell slot o f 6th level or higher, the dam age in crea ses by 1d8 for each slot level above 5th. C

o n f u s io n

4th-level enchantment Casting Time: 1 action Range: 90 feet Components: V, S, M (three nut shells) Duration: C oncentration, up to 1 m inute This spell assaults and tw ists creatu res' m inds, spaw ning delusions and provok in g u n controlled action. Each creature in a 10-foot-radius sphere centered on a point you c h o o s e w ithin range m ust su cce e d on a W isd om saving th row w hen you cast this spell or be affected by it. An affected target ca n ’t take reaction s and m ust roll a d 10 at the start o f each o f its turns to determ ine its behavior for that turn.


d10 1

Behavior The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn.

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

against a randomly determined creature within its

7th-level conjuration

reach. If there is no creature within its reach, the

Casting Time: 1 minute Range: 90 feet Components: V, S Duration: C oncentration, up to 1 hour

creature does nothing this turn. 9-10

The creature can act and move normally.

At the end o f each o f its turns, an affected target can m ake a W isd om saving throw. If it su cceed s, this effect en ds for that target.

A t H igher L evels. W h en you cast this spell using a spell slot o f 5th level or higher, the radius o f the sphere in creases by 5 feet for each slot level above 4th. C

onjure

A

n im a ls

3rd-level conjuration Casting Tim e: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 hour You su m m on fey spirits that take the form o f beasts and 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 appears: • • • •

O ne beast o f challen ge rating 2 or low er Tw o beasts o f challen ge rating 1 or low er Four beasts o f challen ge rating 1/2 or low er Eight beasts o f challen ge rating 1/4 or low er

E ach beast is also con sid ered fey, and it disappears w hen it d rops to 0 hit points or w hen the spell ends. T h e su m m on ed creatu res are friendly to you and your 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. They ob ey any verbal com m a n d s that you issue to them (no action required by you). If you d on ’t issue any com m a n d s to them , they defend them selves from hostile creatures, but oth erw ise take no actions. The D M has the creatu res’ statistics. A t H igher L evels. W h en you cast this spell using certain higher-level spell slots, you c h o o s e on e o f the su m m on in g options above, and m ore creatu res appear: tw ice as m any with a 5th-level slot, three tim es as m any with a 7th-level slot, and four tim es as m any w ith a 9th-level slot. C

o f identical w eap on s that sh oot forw ard and then disappear. Each creature in a 60 -foot c o n e m ust su cceed on a D exterity saving throw. A creature takes 3d8 dam age on a failed save, or h alf as m uch dam age on a su ccessfu l one. The dam age type is the sam e as that o f the w eap on or am m unition u sed as a com pon ent.

onjure

Ba r r a g e

3rd-level conjuration Casting Tim e: 1 action Range: S e lf (60 -foot cone) Components: V, S, M (one p iece o f am m unition or a throw n w eapon ) Duration: Instantaneous You th row a n onm agical w eap on or fire a p iece of n onm agical am m unition into the air to create a con e

onjure

C

e l e st ia l

You su m m on a celestial o f challenge rating 4 or lower, w h ich appears in an u n occu p ied sp ace that you can see w ithin range. The celestial disappears w hen it d rops to 0 hit points or w hen the spell ends. The celestial is friendly to you and your com pa n ion s 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 you issue to it (no action required by you), as lon g as they d on ’t violate its alignm ent. If you d on ’t issu e any com m a n d s to the celestial, it defends itself from hostile creatures but oth erw ise takes no actions. T h e DM has the celestial’s statistics.

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 rating 5 or lower. C

onjure

Elem ental

5th-level conjuration Casting Tim e: 1 minute Range: 90 feet Components: V, S, M (burning in cen se for air, soft clay for earth, sulfur and p h osph oru s for fire, or w ater and sand for water) Duration: C oncentration, up to 1 hour You call forth an elem ental servant. C h oose an area o f air, earth, fire, or water that fills a 10-foot cu b e w ithin range. A n elem ental o f challenge rating 5 or low er appropriate to the area you ch ose appears in an u n occu pied space within 10 feet o f it. F or exam ple, a fire elem ental em erges from a bonfire, and an earth elem ental rises up from the ground. The elem ental disappears w hen it d rop s to 0 hit points or w hen the spell ends. T h e elem ental is friendly to you and your com pa n ion s for the duration. R oll initiative for the elem ental, w hich has its ow n turns. It ob ey s any verbal com m a n d s that you issue to it (no action required by you). If you don ’t issue any com m a n d s to the elem ental, it defends itself from h ostile creatu res but oth erw ise takes n o actions. If your concentration is broken, the elem ental d oesn ’t disappear. Instead, you lose control o f the elem ental, it b e c o m e s h ostile tow ard you and your com panion s, and it might attack. An u n controlled elem ental ca n ’t be dism issed by you, and it disappears 1 hour after you su m m on ed it. T h e DM has the elem ental’s statistics. A t H igher Levels. W h en you cast this spell using a spell slot o f 6th level or higher, the challenge rating 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 Range: 90 feet Components: V, S Duration: Concentration, up to 1 hour

Casting Time: 1 action Range: 150 feet Components: V, S , M (one p iece o f am m unition or one 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 challen ge rating 6 or lower. It appears in an u n occu pied sp ace that you can see w ithin range. T h e fey creature disappears w hen it d rops to 0 hit points or w hen the spell ends. The fey creature is friendly to you and your com p a n ion s for the duration. R oll initiative for the creature, w hich h as its ow n turns. It obeys any verbal com m a n d s that you issue to it (no action required by you), as long as they don't violate its alignm ent. If 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 takes n o actions. If your concentration is broken, the fey creature d oesn ’t disappear. Instead, you lose con trol o f the fey creature, it b e c o m e s hostile tow ard you and your com pa n ion s, and it m ight attack. A n uncontrolled fey creature can't be dism issed by you, and it disappears 1 hour after you su m m on ed it. The DM has the fey creatu re’s statistics. A t H igher Levels. W h en you cast this spell using a spell slot o f 7th level or higher, the challenge rating in creases by 1 for each slot level above 6th. C

onjure

M

in o r

Elementals

Y ou fire a p iece o f n onm agical am m unition from a ranged w eap on or th row a n onm agical w eap on into the air and c h o o s e a point w ithin range. H undreds o f duplicates o f the am m unition or w ea p on fall in a volley from above and then disappear. Each creature in a 40-foot-radius. 20-foot-high cylinder centered on that point m ust m ake a Dexterity saving throw. A creature takes 8d 8 dam age on a failed save, or h alf as m uch dam age on a su ccessfu l one. The dam age type is the sam e as that o f the am m unition or w eapon. C

onjure

W

oodland

B e in g s

4th-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (one holly b erry per creature su m m on ed ) Duration: Concentration, up to 1 hour You su m m on fey creatures that appear in u n occu pied sp aces that you can see w ithin range. C h oose one o f the follow in g options for w hat appears: • One fey creature o f challenge rating 2 or low er • Two fey creatu res o f challenge rating 1 or low er • 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 Range: 90 feet Components: V, S Duration: Concentration, up to 1 hour

A su m m on ed creature disappears w hen it d rops to 0 hit points or w hen the spell ends. The su m m on ed creatu res are friendly to you and your com pan ion s. Roll initiative for the su m m oned creatures as a group, w hich have their ow n turns. Th ey obey any verbal com m a n d s that you issue to them (no action required by you). If you don't issue any com m a n d s to them, they defend them selves from hostile creatures, but oth erw ise take no actions. The D M has the crea tu res’ statistics. A t H igher Levels. W h en you cast this spell using certain higher-level spell slots, you c h o o s e on e o f the su m m on in g options above, and m ore creatures appear:

You su m m on elem entals that appear in u n occu pied sp a ces that you can see w ithin range. You c h o o s e one the follow in g options for w hat appears: • • • •

One elem ental o f challen ge rating 2 or low er Two elem entals o f challen ge rating 1 or low er Four elem entals o f challen ge rating 1/2 or low er Eight elem entals o f challenge rating 1/4 or lower.

An elem ental su m m oned by this spell disappears w hen it d rops to 0 hit points or w hen the spell ends. T h e su m m on ed creatures are friendly to you and your 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 verbal com m a n d s that you issue to them (no action required by you). If you don ’t issue any com m a n d s to them , they defend them selves from hostile creatures, but oth erw ise take no actions. T h e DM has the creatures' statistics.

A t H igher Levels. W h en you cast this spell using certain higher-level spell slots, you c h o o s e on e o f the su m m on in g options above, and m ore creatures appear: tw ice as m any with a 6th-level slot and three tim es as m any w ith an 8th-level slot.

tw ice as m any with a 6th-level slot and three tim es as m any w ith an 8th-level slot. C

ontact

O

ther

Plane

5th-level divination (ritual) Casting Time: 1 m inute Range: S e lf Components: V Duration: 1 minute You m entally contact a dem igod, the spirit o f a long-dead sage, or som e other m ysterious entity from another plane. C ontacting this extraplanar intelligence can strain or even break your mind. W h en you cast this spell, m ake a D C 15 Intelligence saving throw. On a


failure, you take 6d 6 psychic dam age and are insane until you finish a long rest. W h ile insane, you c a n ’t take actions, ca n ’t understand what other creatu res say, c a n ’t read, and speak only in gibberish. A greater restoration spell cast on you ends this effect. O n a su ccessfu l save, you can ask the entity up to five questions. You must ask your questions before the spell ends. T h e DM an sw ers each question with on e w ord, such as “yes,” “no,” “m aybe,” “never,” “irrelevant,” or “u n clear” (if the entity d oesn ’t kn ow the an sw er to the question). If a on e-w ord answ er w ou ld b e m isleading, the DM might instead offer a short phrase as an answer. C

o n ta g io n

5th-level necromancy Casting Tim e: 1 action Range: Touch Component: V, S Duration: 7 days Your touch inflicts disease. M ake a m elee spell attack against a creature w ithin your reach. On a hit, you afflict the creature with a d isease o f your ch oice from any o f the on es d escrib ed below. At the end o f each o f the target’s turns, it m ust m ake a Constitution saving throw. After failing three o f th ese saving throw s, the d isea se’s effects last for the duration, and the creature stops m akin g these saves. After su cceed in g on three o f these saving throw s, the creature recov ers from the disease, and the spell ends. S in ce this spell in du ces a natural d isease in its target, any effect that rem oves a d isease or oth erw ise am eliorates a d isea se’s effects apply to it. Blinding S ickness. Pain grips the creatu re’s mind, and its eyes turn m ilky white. The creature has disadvantage on W isd om ch eck s and W isd om saving th row s and is blinded. Filth Fever. A raging fever sw eep s through the creatu re’s body. The creature has disadvantage on Strength checks, Strength saving throw s, and attack rolls that use Strength. Flesh R ot. T h e creatu re’s flesh decays. T h e creature has disadvantage on C harism a ch eck s and vulnerability to all dam age. Mindfire. T h e creatu re’s m ind b e c o m e s feverish. The creature has disadvantage on Intelligence ch eck s and Intelligence saving throw s, and the creature behaves as if under the effects o f the confusion spell during com bat. Seizure. The creature is ov ercom e with shaking. The creature has disadvantage on Dexterity c h e c k s , Dexterity saving throw s, and attack rolls that u se Dexterity. Slim y D oom . T h e creature beg in s to bleed uncontrollably. The creature has disadvantage on Constitution ch eck s and Constitution saving throw s. In addition, w hen ever the creature takes dam age, it is stunned until the end o f its next turn. C

o n t in g e n c y

6 th-level

evocation

Casting Time: 10 m inutes Range: S elf

Components: V, S, M (a statuette o f y ou rself carved from ivory and decorated w ith gem s w orth at least 1,500 gp) Duration: 10 days C h oose a spell o f 5th level or low er that you can cast, that has a casting tim e o f 1 action, and that can target you. You cast that spell—called the contingent spell—as part o f casting contingency, expending spell slots for both, but the contingent spell doesn't c om e into effect. Instead, it takes effect w hen a certain circu m stan ce occu rs. You describe that circu m stan ce w hen you cast the tw o spells. For exam ple, a contingency cast with water breathing m ight stipulate that water breathing co m e s into effect w hen you are engulfed in water or a sim ilar liquid. The contingent spell takes effect im m ediately after the circu m stan ce is met for the first time, w hether or not you want it to. and then contingency ends. T h e contingent spell takes effect only on you, even if it can norm ally target others. You can use only one contingency spell at a time. If you cast this spell again, the effect o f another contingency spell on you ends. A lso, contingency en ds on you if its m aterial com p on en t is ever not on your person. C

o n t in u a l

2 nd-level

Flame

evocation

Casting Time: 1 action Range: Touch Components: V, S, M (ruby dust w orth 50 gp, w hich the spell con su m es) Duration: Until dispelled A flame, equivalent in brightness to a torch, springs forth from an object that you touch. T h e effect look s like a regular flame, but it creates no heat and d oesn ’t use oxygen. A continual flame can be covered or hidden but not sm othered or quenched. C

ontrol

Water

4th-level transmutation Casting Time: 1 action Range: 3 0 0 feet Components: V, S , M (a drop o f water and a pinch o f dust) Duration: C oncentration, up to 10 minutes Until the spell ends, you control any freestanding water inside an area you c h o o s e that is a cu b e up to 100 feet on a side. You can c h o o s e from any o f the follow in g effects w hen you cast this spell. As an action on your turn, you can repeat the sam e effect or c h o o s e a different one.

Flood. You cause the water level o f all standing water in the area to rise by as m uch as 20 feet. If the area includes a shore, the flood in g w ater spills over onto dry land. If you c h o o s e an area in a large b od y o f water, you 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 H uge or sm aller vehicles in the w ave’s path are carried with it to the other side. A ny Huge or sm aller vehicles struck by the w ave have a 25 percent cha n ce o f capsizing. 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 w hile the flood effect lasts. Part Water. You cau se w ater in the area to m ove apart and create a trench. The trench extends across the sp ell’s area, and the separated water form s a w all to either side. T h e trench rem ains until the spell ends or you c h o o s e a different effect. The water then slow ly fills in the trench over the co u rse o f the next round until the norm al w ater level is restored. R ed irect Flow. You cau se flow in g water in the area 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 direction s. The water in the area m oves as you direct it, but on ce it m oves beyon d the sp ell’s area, it resu m es its flow ba sed on the terrain condition s. The water continu es to m ove in the direction you c h ose until the spell en ds or you c h o o s e a different effect. W hirlpool. This effect requ ires a b od y o f water at least 50 feet square and 25 feet deep. You cause a w hirlpool to form in the center o f the area. The w h irlpool form s a vortex that is 5 feet w id e at the 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 vortex is pulled 10 feet tow ard it. A creature can sw im away from the vortex by m akin g a Strength (Athletics) ch eck against your spell save DC. W h en a creature enters the vortex for the first tim e on a turn or starts its turn there, it must m ake a Strength saving throw. On a failed save, the creature takes 2d8 bludgeon ing dam age and is caught in the vortex until the spell ends. On a su ccessfu l save, the creature takes h alf dam age, and isn’t caught in the vortex. A creature caught in the vortex can u se its action to try to sw im away from the vortex as d escrib ed above, but has disadvantage on the Strength (Athletics) ch eck to do so. The first tim e each turn that an object enters the vortex, the object takes 2d8 bludgeon ing dam age; this dam age o c cu rs each round it rem ains in the vortex. C

ontrol

W

eather

8 th-Ievel transmutation

Casting Time: 10 m inutes Range: S e lf (5-m ile radius) Components: V, S, M (burning in cen se and bits o f earth and w o o d m ixed in water) Duration: Concentration, up to 8 hours You take control o f the w eather w ithin 5 m iles o f you for the duration. You must be ou tdoors to cast this spell. M oving to a place w here you d on ’t have a clear path to the sky en ds the spell early. W h en you cast the spell, you change the current w eather condition s, w hich are determ ined by the DM ba sed on the clim ate and sea son . You can change precipitation, tem perature, and wind. It takes 1d4 x 10 m inutes for the new con dition s to take effect. O nce they d o so, you can change the condition s again. W h en the spell ends, the w eather gradually returns to norm al. W h en you change the w eather condition s, find a current condition on the follow in g tables and change its stage by one, up or dow n. W h en changin g the w ind, you can change its direction.

Pr

e c ip it a t io n

Stage

1

Te

2

Light clouds

3

Overcast or ground fog

4

Rain, hail, or snow

5

Torrential rain, driving hail, or blizzard

W

m p er a t u r e

Stage

Condition

in d

Stage

Condition

Unbearable heat

1

2

Hot

2

Moderate wind

3

Warm

3

Strong wind

4

Cool

4

Gale

5

Cold

5

Storm

6

Arctic cold

1

C

Condition

Clear

o r d o n of

A

Calm

rrows

2nd-level transmutation Casting Time: 1 action Range: 5 feet Components: V, S, M (four or m ore arrow s or bolts) Duration: 8 hours You plant four p ieces o f n onm agical am m unition— arrow s or cro s s b o w bolts—in the ground w ithin range and lay m agic upon them to protect an area. Until the spell ends, w hen ever a creature other than you co m e s w ithin 30 feet o f the am m unition for the first tim e on a turn or en ds its turn there, one p iece o f am m unition flies up to strike it. The creature m ust su cce e d on a Dexterity saving th row or take 1d6 piercing dam age. The piece o f am m unition is then destroyed. The spell ends w hen no am m unition rem ains. W h en you cast this spell, you can designate any 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 a spell slot o f 3rd level or higher, the am ount o f am m unition that can be affected in creases by tw o for each slot level above 2nd. C

ounterspell

3rd-level abjuration Casting Tim e: 1 reaction, w h ich you take w hen you see a creature w ithin 60 feet o f you casting a spell Range: 60 feet Components: S Duration: Instantaneous You attempt to interrupt a creature in the p r o ce s s o f casting a spell. If the creature is casting a spell o f 3rd level or lower, its spell fails and has no effect. If it is casting a spell o f 4th level or higher, m ake an ability ch eck using your sp ellcastin g ability. T h e D C equals 10 + the sp ell’s level. On a su ccess, the creatu re’s spell fails and has no effect. A t H igher L evels. W h en you cast this spell using a spell slot o f 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level o f the spell slot you used.


C

reate

Fo o d

and

Water

3rd-level conjuration Casting Tim e: 1 action Range: 30 feet Components: V, S Duration: Instantaneous You create 45 pou n d s o f food and 30 gallons o f water on the ground or in contain ers w ithin range, en ough to sustain up to fifteen hum anoids or five steeds for 24 hours. The food is bland but nourishing, and sp oils if uneaten after 24 hours. The water is clean and d oesn ’t go bad. C

reate or

D

estroy

Water

24 hours, you m ust cast this spell on the creature before the current 24-hou r p eriod ends. This use o f the spell reasserts your con trol over up to three creatures you have anim ated with this spell, rather than anim ating n ew ones. A t H igher Levels. W h en you cast this spell using a 7th-level spell slot, you can anim ate or reassert control over four ghouls. W h en you cast this spell u sing an 8th-level spell slot, you can anim ate or reassert control over five ghouls or tw o ghasts or w ights. W h en you cast this spell using a 9th-level spell slot, you can anim ate or reassert control over six ghouls, three ghasts or w ights, or tw o m u m m ies. C

r e a tio n

1st-level transmutation

5th-level illusion

Casting Tim e: 1 action Range: 3 0 feet Components: V, S, M (a drop o f w ater if creating water or a few grains o f sand if destroying it) Duration: Instantaneous

Casting Time: 1 m inute Range: 30 feet Components: V, S, M (a tiny p iece o f m atter o f the sam e

You either create or destroy water. C reate Water. You create up to 10 gallons o f clean w ater w ithin range in an op en container. Alternatively, the w ater falls as rain in a 30 -foot cu b e w ithin range, extinguishing e x p osed flam es in the area. D estroy Water. You destroy up to 10 gallons o f water in an op en container w ithin range. Alternatively, you destroy fog in a 30 -foot cu b e w ithin range. A t H igher L evels. W h en you cast this spell using a spell slot o f 2nd level or higher, you create or destroy 10 additional gallons o f water, or the size o f the cube in creases by 5 feet, for each slot level above 1st.

You pull w isp s o f sh adow m aterial from the Sh adow fell to create a nonliving object o f vegetable m atter w ithin

C

reate

U

ndead

6 th-level necromancy Casting Tim e: 1 m inute Range: 10 feet 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 black onyx stone for each corpse) Duration: Instantaneous You can cast this spell only at night. C h oose up to three 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 DM has gam e statistics for these creatures.) A s a bon u s action on each o f your turns, you can m entally com m a n d any creature you anim ated with this spell if the creature is w ithin 120 feet o f you (if you con trol multiple creatures, you can com m a n d any or all 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 and w h ere it w ill m ove during its next turn, or you can issue a general com m a n d , such as to guard a particular ch a m ber or corridor. If you issue n o com m a n d s, the creature only d efen ds itself against hostile creatures. O n ce given an order, the creature continu es to follow it until its task is com plete. T h e creature is under your control for 24 hours, after w h ich it stops ob eyin g any c om m a n d you have given it. To m aintain con trol o f the creature for another

type o f the item you plan to create)

Duration: S p ecia l

range: soft g ood s, rope, w ood , or som eth in g similar. You can also use this spell to create m ineral objects such as stone, crystal, or metal. T h e object created must b e no larger than a 5-foot cube, and the object m ust be o f a form and material that you have seen before. T h e duration depen ds on the o b je ct’s material. If the object is co m p o s e d o f multiple m aterials, use the shortest duration. Material

Duration

Vegetable matter

1 day

Stone or crystal

12 hours

Precious metals

1 hour

Gems

10 minutes

Adamantine or mithral

1 minute

U sing any material created by this spell as another spell’s m aterial com pon en t ca u ses that spell to fail. 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 feet for each slot level above 5th. C

row n of

M

adness

2 nd-level enchantment Casting Tim e: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 1 m inute O ne hum anoid o f your ch oice that you can see w ithin range m ust su cce e d on a W isd om saving throw or b e c o m e ch arm ed by you for the duration. W hile the target is charm ed in this way, a tw isted crow n o f ja gg ed iron appears on its head, and a m adn ess g low s in its eyes. T h e ch arm ed target m ust use its action b efore m oving on each o f its turns to m ake a m elee attack against a creature other than itself that you mentally c h oose.


The target can act n orm ally on its turn if you c h o o s e no creature or if n one are w ithin its reach. On your subsequent turns, you must u se your action to m aintain control over the target, or the spell ends. A lso, the target can m ake a W isd om saving th row at the end o f each o f its turns. On a su ccess, the spell ends. C

r u s a d e r ’s

M

antle

3rd-level evocation Casting Tim e: 1 action Range: S e lf Components: V Duration: Concentration, up to 1 m inute Holy p ow er radiates from you in an aura with a 30-foot radius, aw akening bold n ess in friendly creatures. Until the spell ends, the aura m oves w ith you, centered on you. W h ile in the aura, each n onh ostile creature in the aura (including you) deals an extra 1d4 radiant dam age w hen it hits w ith a w eap on attack. C

ure

W

ounds

1st-level evocation Casting Tim e: 1 action Range: Touch Components: V, S Duration: Instantaneous A creature you touch regains a num ber o f hit points equal to 1d8 + your sp ellcastin g ability m odifier. This sp ell has no effect on undead or constructs. A t H igher Levels. W h en you cast this spell using a spell slot o f 2nd level or higher, the healing in creases by 1d8 for each slot level above 1st. D a n c in g L ig h t s

Evocation cantrip Casting Tim e: 1 action Range: 120 feet Components: V, S, M (a bit o f ph osph oru s or w ych w ood , or a glow w orm ) Duration: C oncentration, up to 1 minute You create up to fou r torch-sized lights w ithin range, m aking them appear as torches, lanterns, or glow ing orbs that hover in the air for the duration. You can also com bin e the four lights into one g low in g vaguely h um anoid form o f M edium size. W h ichever form you c h oose, each light sh eds dim light in a 10-foot radius. 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 m ust be w ithin 20 feet o f another light created by this spell, and a light w in k s out if it ex ceed s the sp ell’s range. Darkness 2 nd-level

evocation

Casting Time: 1 action Range: 60 feet Components: V, M (bat fur and a drop o f pitch or p iece o f coal) Duration: Concentration, up to 10 m inutes M agical darkness spreads from a point you c h o o s e w ithin range to fill a 15-foot-radius sphere for the

duration. T h e darkn ess spreads around corn ers. A creature with darkvision ca n ’t see through this darkness, and n onm agical light ca n ’t illum inate it. If the point you c h o o s e is on an object you are holding or on e that isn’t bein g w orn or carried, the darkness 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 object, such as a b ow l or a helm , b lock s the darkness. If any o f this sp ell’s area overlaps with an area o f light created by a spell o f 2nd level or lower, the spell that created the light is dispelled. D a r k v is io n 2 nd-level

transmutation

Casting Tim e: 1 action Range: Touch Components: V, S, M (either a pinch o f dried carrot or an agate) Duration: 8 hours You touch a w illing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range o f 6 0 feet. D a y l ig h t

3rd-level evocation Casting Tim e: 1 action Range: 6 0 feet Components: V, S Duration: 1 hour A 60-foot-radius sphere o f light spreads out from a point you c h o o s e w ithin range. The sphere is bright light and 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 on e that isn’t being w orn or carried, the light shines from the ob ject and m oves with it. Com pletely coverin g the affected object w ith an opaque object, such as a bow l or a helm, block s the light. If any o f this sp ell’s area overlaps w ith an area o f darkn ess created by a spell o f 3rd level or lower, the spell that created the darkn ess is dispelled. D

eath

Ward

4th-level abjuration Casting Time: 1 action Range: Touch Components: V, S Duration: 8 hours You touch a creature and grant it a m easu re o f protection from death. 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 point, and the spell ends. If the spell is still in effect w hen the target is subjected to an effect that w ou ld kill it instantaneously without dealing dam age, that effect is instead negated against the target, and the spell ends. D

elayed

B la st F ir eb a ll

7th-level evocation Casting Tim e: 1 action


Range: 150 feet Components: V, S, M (a tiny ball o f bat guano and sulfur) Duration: Concentration, up to 1 m inute A b ea m o f yellow light flashes from your pointing finger, then con d en ses to linger at a ch osen point w ithin range as a glow ing bead for the duration. W h en the spell 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 low roar into an explosion o f flam e that spreads around corn ers. E ach creature in a 20-foot-radius sphere centered on that point m ust m ake a D exterity saving throw. A creature takes fire dam age equal to the total accum ulated dam age on a failed save, or h alf as m uch dam age on a su ccessfu l one. The spell’s ba se dam age is 12d6. If at the end o f your turn the bead has not yet detonated, the dam age in crea ses by 1d6. If the g low in g b ea d is tou ched before the interval has expired, the creature touching it m ust m ake a D exterity saving throw. O n a failed save, the spell ends im mediately, cau sin g the bead to erupt in flame. On a su ccessfu l save, the creature can th row the bea d up to 4 0 feet. W h en it strikes a creature or a solid object, the spell ends, and the bead explodes. T h e fire d a m ages ob jects in the area and ignites flam m able ob jects that aren’t bein g w orn or carried. A t H igher Levels. W h en you cast this spell using a spell slot o f 8th level or higher, the base dam age in creases by 1d6 for each slot level above 7th. D

e m ip l a n e

8 th-level

conjuration

Casting Time: 1 action Range: 6 0 feet Components: S Duration: 1 hour Y ou create a sh ad ow y d oor on a flat solid su rface that you can see w ithin range. T h e d oor is large en ough to allow M edium creatures to pass through unhindered. W h en open ed, the d oo r leads to a dem iplane that appears to be an em pty r oom 30 feet in each dim ension, m ade o f w o o d or stone. W h en the spell ends, the d oor disappears, and any creatu res or ob jects inside the dem iplane rem ain trapped there, as the d oor also disappears from the other side. 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 dem iplane you created w ith a previous casting o f this spell. Additionally, if you k n ow the nature and contents o f a dem iplane created by a casting o f this spell by another creature, you can have the sh ad ow y door con n ect to its dem iplane instead.

You strike the ground, creating a burst o f divine energy that ripples outw ard from you. E ach creature you c h o o s e w ithin 30 feet o f you must su cce e d on a 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), and be k n ock ed prone. A creature that su cce e d s on its saving th row takes h alf as m uch dam age and isn’t kn ock ed prone. D

etect

Ev il

and

G

ood

1st-level divination Casting Time: 1 action Range: S e lf Components: V, S Duration: C oncentration, up to 10 minutes F or the duration, you k n ow if there is an aberration, celestial, elem ental, fey, fiend, or undead w ithin 30 feet o f you, as w ell as w here the creature is located. Similarly, you kn ow if there is a place or object w ithin 30 feet o f you that has been m agically con secrated or desecrated. The spell can penetrate m ost barriers, but it is block ed by 1 foot o f stone, 1 inch o f co m m o n metal, a thin sheet o f lead, or 3 feet o f w o o d or dirt. D

etect

M

a g ic

1st-level divination (ritual) Casting Time: 1 action Range: S elf Components: V, S Duration: Concentration, up to 10 m inutes 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 can u se y ou r action to see a faint aura around any visible creature or object in the area that b ea rs m agic, and you learn its sch o o l o f m agic, if any. The spell can penetrate m ost barriers, but it is block ed by 1 foot o f stone, 1 inch o f co m m o n metal, a thin sheet o f lead, or 3 feet o f w o o d or dirt. D

etect

P o iso n

and

D

ise a se

1st-level divination (ritual) Casting Time: 1 action Range: S elf Components: V, S, M (a y ew leaf) Duration: C oncentration, up to 10 m inutes For the duration, you can sen se the p resen ce and location o f poison s, p oison ou s creatures, and diseases w ithin 30 feet o f you. You also identify the kind o f p oison , p oison ou s creature, or d isease in each case. T h e spell can penetrate m ost barriers, but it is blocked 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

5th-level evocation Casting Time: 1 action Range: S e lf (30-foot radius) Components: V Duration: Instantaneous

D

etect

2 nd-level

T

houghts

divination

Casting Time: 1 action Range: S elf 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

creatures. W h en you cast the spell and as your action on each turn until the spell ends, you ca n focu s your m ind on any on e creature that you can see w ithin 30 feet o f you. If the creature you c h o o s e has an Intelligence o f 3 or low er or d oesn ’t sp eak any language, the creature

1st-level illusion

is unaffected. You initially learn the su rface thoughts o f the creatu re—w hat is m ost on its m ind in that m om ent. As an action, you can either shift your attention to another creatu re’s thoughts or attempt to probe deep er into the sa m e creatu re’s mind. If you probe deeper, the target m ust m ake a W isd om saving throw. If it fails, you gain insight into its reason in g (if any), its em otional state, and som eth in g that loom s large in its m ind (such as som eth in g it w orries over, loves, or hates). If it su cceed s, the spell ends. Either way, the target k n ow s that you are probin g into its mind, and unless you shift your attention to another creatu re’s thoughts, the creature can use its action on its turn to m ake an Intelligence ch eck contested by your Intelligence check; if it su cceed s, the spell ends. Q uestion s verbally directed at the target creature naturally shape the co u rse o f its thoughts, s o this spell is particularly effective as part o f an interrogation. You can also use this spell to detect the p resen ce o f thinking creatu res you ca n ’t see. W h en you cast the spell or as your action during the duration, you can sea rch for thoughts w ithin 30 feet o f you. The spell can 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. Y ou ca n ’t detect a creature with an Intelligence o f 3 or low er or one that d oesn ’t sp eak any language. O n ce you detect the p resen ce o f a creature in this way, you can read its thoughts for the rest o f the duration as d escrib ed above, even if you ca n ’t se e it, but it m ust still b e w ithin range. D

im e n sio n

D

oor

4th-level conjuration Casting Tim e: 1 action Range: 5 0 0 feet Com ponents: V Duration: Instantaneous You teleport y ou rself from your current location to any other spot w ithin range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or on e you can d escrib e by stating distance and direction, such as “ 20 0 feet straight dow n w ard” or “upward to the northw est at a 45-degree angle, 3 0 0 feet.” You can bring along ob jects as long as their w eight d oesn ’t ex ceed w hat you can carry. You can a lso bring on e w illing creature o f your size or sm aller w h o is carryin g gear up to its carryin g capacity. T h e creature m ust be w ithin 5 feet o f you w hen you cast this spell. 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 you each take 4d 6 force dam age, and the spell fails to teleport you.

isg u is e

Self

Casting Tim e: 1 action Range: S elf Components: V, S Duration: 1 hour You m ake yourself—including your clothing, armor, w eapon s, and other belon gin gs on your p erson —look different until the spell ends or until you u se your action to d ism iss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in betw een . You ca n ’t change your b od y type, so you must adopt a form that has the sa m e ba sic arrangem ent o f lim bs. O therw ise, the extent o f the illusion is up to you. T h e ch a n g es w rou gh t by this spell fail to hold up to physical in spection. For exam ple, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone w h o tou ches it w ou ld feel nothing or w ould feel your head and hair. If you use this spell to appear thinner than you are, the hand o f so m e o n e w ho reaches out to touch you w ould bum p into you w hile it w as seem in gly still in midair. To discern that you are disguised, a creature can u se its action to in spect your ap pearan ce and m ust su cceed on an Intelligence (Investigation) ch eck against your spell save DC. D

isin t e g r a t e

6 th-level

transmutation

Casting Time: 1 action Range: 60 feet Components: V, S, M (a lodeston e and a pinch o f dust) Duration: Instantaneous A thin green ray springs from your pointing finger to a target that you can see w ithin range. T h e target can be a creature, an object, or a creation o f m agical force, such as the w all created by wall o f force. A creature targeted by this spell m ust m ake a Dexterity saving throw. On a failed save, the target takes 10d6 + 4 0 force dam age. If this dam age redu ces the target to 0 hit points, it is disintegrated. A disintegrated creature and everything it is w earin g and carrying, except m agic items, are reduced to a pile o f fine gray dust. The creature can b e restored to life only by m eans o f a true resurrection or a wish spell. This spell autom atically disintegrates a Large or sm aller n onm agical object or a creation o f m agical force. If the target is a H uge or larger object or creation o f force, this spell disintegrates a 10-foot-cube portion o f it. A m agic item is unaffected by this spell. A t H igher Levels. W h en you cast this spell using a spell slot o f 7th level or higher, the dam age in creases by 3d 6 for each slot level above 6th. D

ispe l

Ev il

and

G

5th-level abjuration Casting Time: 1 action Range: S elf

ood


Components: V, S, M (holy water or pow dered silver and iron) Duration: Concentration, up to 1 m inute S h im m erin g en ergy su rrou nd s and protects you from fey, undead, and creatures originating from beyon d the M aterial Plane. For the duration, celestials, elem entals, fey, fiends, and undead have disadvantage on attack rolls against you. You can end the spell early by using either o f the follow in g sp ecia l functions. B reak Enchantm ent. A s your action, you touch a creature you can reach that is charm ed, frightened, or p o s s e s s e d by a celestial, an elem ental, a fey, a fiend, or an undead. The creature you touch is no longer charm ed, frightened, or p o s s e s s e d by such creatures. Dismissal. A s your action, m ake a m elee spell attack against a celestial, an elem ental, a fey, a fiend, or an undead you can reach. On a hit, you attempt to drive the creature ba ck to its h om e plane. The creature must su cceed on a C harism a saving throw or be sent back to its h om e plane (if it isn't there already). If they aren’t on their h om e plane, undead are sent to the Shadow fell, and fey are sent to the Feywild. D

ispe l

M

a g ic

Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous C h oose on e creature, object, or m agical effect within 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 an ability ch eck using your spellcastin g ability. The D C equ als 10 + the spell’s level. On a su ccessfu l check, the spell ends. A t H igher L evels. W h en you cast this spell using a spell slot o f 4th level or higher, you autom atically end the effects o f a spell on the target if the sp ell’s level is equal to or less than the level o f the spell slot you used. iss o n a n t

W

iv in a t io n

Casting Tim e: 1 action Range: S e lf Components: V, S, M (in cen se and a sacrificial offering appropriate to your religion, together w orth at least 25 gp, w h ich the spell con su m es) Duration: Instantaneous Your m agic and an offering put you in contact with a god or a g o d ’s servants. You ask a single question con cern in g a sp ecific goal, event, or activity to o c cu r w ithin 7 days. The DM offers a truthful reply. T h e reply m ight be a short phrase, a cryptic rhyme, or an om en. T h e spell d oesn ’t take into accou n t any possible circu m stan ces that m ight change the ou tcom e, such as the casting o f additional sp ells or the loss or gain o f a com panion . If you cast the spell tw o or m ore tim es before finishing your next long rest, there is a cum ulative 25 percent cha n ce for each casting after the first that you get a random reading. T h e DM m akes this roll in secret. D

iv in e

Fa v o r

1st-level evocation

3rd-level abjuration

D

D

4th-level divination (ritual)

h ispe r s

1st-level enchantment Casting Tim e: 1 action Range: 60 feet Components: V Duration: Instantaneous You w hisper a discordant m elody that only on e creature o f your ch oice w ithin range can hear, w rackin g it with terrible pain. T h e target m ust m ake a W isd om saving throw. On a failed save, it takes 3d6 psychic dam age and must im m ediately u se its reaction, if available, to m ove as far as its sp eed allow s away from you. T h e creature d oesn ’t m ove into obviously dangerou s ground, such as a fire or a pit. O n a su ccessfu l save, the target takes half as m uch dam age and d oesn ’t have to m ove away. A 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 spell slot o f 2nd level or higher, the dam age in creases by 1d6 for each slot level above 1st.

Casting Tim e: 1 bon u s action Range: S elf Components: V, S Duration: C oncentration, up to 1 m inute 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 radiant dam age on a hit. D

iv in e

W

ord

7th-level evocation Casting Time: 1 bon u s action Range: 3 0 feet Components: V Duration: Instantaneous 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 num ber o f creatu res you can s e e w ithin range. Each creature that can hear you m ust m ake a C harism a saving throw. On a failed save, a creature suffers an effect ba sed on its current hit points: • 50 hit points or fewer: deafened for 1 m inute • 40 hit points or few er: deafened and blinded for 10 m inutes • 30 hit points or few er: blinded, deafened, and stunned for 1 hour • 20 hit points or few er: killed instantly R eg ardless o f its current hit points, a celestial, an elem ental, a fey, or a fiend that fails its save is forced back to its plane o f origin (if it isn’t there already) and ca n ’t return to your current plane for 24 h ours by any m eans short o f a wish spell. D

o m in a t e

Beast

4th-level enchantment Casting Tim e: 1 action


Range: 6 0 feet Components: V, S Duration: Concentration, up to 1 m inute You attempt to begu ile a beast that you can see w ithin range. It m ust su cce e d on a W isd om saving th row or be 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 saving throw. 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 o f existence. You can u se this telepathic link to issue com m a n d s to the creature w hile you are co n s cio u s (no action required), w hich it d o e s its best to obey. You can sp ecify a sim ple and general co u rse o f action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature com pletes the order and d oesn ’t receive further direction from you, it defends and p reserves itself to the best o f its ability. You ca n u se your action to take total and precise con trol o f the target. Until the end o f your next turn, the creature takes only the actions you c h oose, and d oesn ’t do anything that you don ’t allow it to do. D uring this time, you can also cau se the creature to use a reaction, but this requires you to u se your ow n reaction as well. E ach tim e the target takes dam age, it m akes a new W isd om saving th row against the spell. If the saving th row su cceed s, the spell ends. A t H igher L evels. W h en you cast this spell w ith a 5th-level spell slot, the duration is concentration, up to 10 minutes. W h en you u se a 6th-level spell slot, the duration is concentration, up to 1 hour. W h en you u se a spell slot o f 7th level or higher, the duration is concentration, up to 8 hours. D

o m in a t e

8 th-level

M

onster

enchantment

Casting Tim e: 1 action Range: 60 feet Components: V, S Duration: C oncentration, up to 1 hour You attempt to begu ile a creature that you can see w ithin range. It m ust su cce e d on a W isd om saving 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 advantage on the saving throw. 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 plane o f existence. You can u se this telepathic link to issu e com m a n d s to the creature w hile you are con sciou s (no action required), w h ich it d oes its best to obey. You can sp ecify a sim ple and general co u rse o f action, such as “A ttack that creature,” “Run over there,” or “Fetch that object.” If the creature com pletes the order and d oesn ’t receive further direction from you, it defends and p reserves itself to the best o f its ability. You can u se your action to take total and p recise con trol o f the target. Until the end o f your next turn, the creature takes only the actions you ch o o s e , and d oesn ’t do anything that you d on ’t allow it to do. D uring this time, you can also cau se the creature to u se a reaction, but this requ ires you to u se your ow n reaction as well.

E ach tim e the target takes dam age, it m akes a new W isd om saving throw against the spell. If the saving th row su cceed s, the spell ends. A t H igher Levels. W h en you cast this spell with a 9th-level spell slot, the duration is concentration, up to 8 hours. D

o m in a t e

Person

5th-level enchantment Casting Tim e: 1 action Range: 60 feet Components: V, S Duration: C oncentration, up to 1 minute You attempt to begu ile a hum anoid that you can see w ithin range. It must su c ce e d on a W isd om saving th row o r b e ch arm ed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. W h ile the target 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 plane o f existence. You can u se this telepathic link to issue com m a n d s to the creature w hile you are co n s cio u s (no action required), w hich it d oes its best to obey. You can sp ecify a sim ple and general co u rse o f action, such as “A ttack that creature,” “R un over there,” or “Fetch that object.” If the creature com pletes the order and d oesn ’t receive further direction from you, it defends and p reserves itself to the best o f its ability. You can u se your action to take total and precise control o f the target. Until the end o f your next turn, the creature takes only the actions you ch o o s e , and d oesn ’t do anything that you don ’t allow it to do. D urin g this 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. Each tim e the target takes dam age, it m akes a new W isd om saving th row against the spell. If the saving th row su cceed s, the spell ends. A t H igher L evels. W h en you cast this spell using a 6th-level spell slot, the duration is concentration, 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 u se a spell slot o f 8th level or higher, the duration is concentration, up to 8 hours. D

r a w m i j ’s

I n s t a n t Su m m o n s

6 th-level conjuration

(ritual)

Casting Tim e: 1 minute Range: Touch Components: V, S, M (a sapphire w orth 1,0 00 gp) Duration: Until dispelled You touch an object w eigh in g 10 pou n d s or less w h ose lon gest dim ension is 6 feet or less. T h e spell leaves an invisible m ark on its su rface and invisibly in scribes the n am e o f the item on the sapphire you use as the material com pon ent. E ach tim e you cast this spell, you must u se a different sapphire. At any tim e thereafter, you can u se your action to sp ea k the item’s nam e and crush the sapphire. The item instantly appears in your hand rega rdless o f physical or planar distances, and the spell ends.


If another creature is h olding or carryin g the item, cru sh in g the sapphire d oesn ’t transport the item to you, but instead you learn w ho the creature p o s se ss in g the object is and roughly w here that creature is located at that m om ent. Dispel magic or a sim ilar effect su ccessfu lly applied to the sapphire ends this sp ell’s effect.

for clear skies, a cloud for rain, falling sn ow flakes for snow, and s o on. T h is effect persists for 1 round. • You instantly m ake a flow er blossom , a seed p od open, or a lea f bud bloom . • You create an instantaneous, h arm less sen sory effect, such as falling leaves, a pu ff o f w ind, the sou n d o f a sm all anim al, or the faint o d or o f skunk. The effect m ust fit in a 5-foot cube.

D

• You instantly light or snuff out a candle, a torch, or a sm all cam pfire.

ream

5th-level illusion Casting Time: 1 minute Range: S p ecia l Components: V, S, M (a handful o f sand, a dab o f ink, and a w riting quill plucked from a sleepin g bird) Duration: 8 hours T h is spell sh apes a creatu re’s dream s. C h oose a creature kn ow n to you as the target o f this spell. The 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 contacted by this spell. You, or a w illing creature you touch, enters a trance state, acting as a m essenger. W h ile in the trance, the m essen ger is aw are o f his or her surroundings, but c a n ’t take actions or m ove. If the target is asleep, the m essen ger appears in the target’s dream s and can con verse with the target as lon g as it rem ains asleep, through the duration o f the spell. The m essen ger can also shape the environm ent o f the dream , creating landscapes, objects, and other im ages. T h e m essen ger can em erge from the trance at any tim e, ending the effect o f the spell early. T h e target reca lls the dream perfectly upon w aking. If the target is aw ake w hen you cast the spell, the m essen ger k n ow s it, and can either end the trance (and the spell) or wait for the target to fall asleep, at w hich point the m essen ger appears in the target’s dream s. You can m ake the m essen ger appear m on strou s and terrifying to the target. If you do, the m essen ger can deliver a m essa ge o f no m ore than ten w ord s and then the target must m ake a W isd om saving throw. On a failed save, e c h o e s o f the phantasm al m onstrosity spaw n a nightm are that lasts the duration o f the target’s sleep and prevents the target from gaining any benefit from that rest. In addition, w hen the target w ak es up, it takes 3d 6 psychic dam age. If you have a b od y part, lo ck o f hair, clipping from a nail, or sim ilar portion o f the target’s body, the target m akes its saving th row with disadvantage. D

r u id c r a f t

Transmutation cantrip Casting Tim e: 1 action Range: 30 feet Components: V, S Duration: Instantaneous W h isp erin g to the spirits o f nature, you create one o f the follow in g effects w ithin range: • You create a tiny, h arm less sen sory effect that predicts what the w eather w ill be at your location for the next 24 hours. T h e effect m ight m anifest as a golden orb

Ea r t h q u a k e 8 th-level

evocation

Casting Time: 1 action Range: 5 0 0 feet Components: V, S, M (a pinch o f dirt, a piece o f rock, and a lump o f clay) Duration: Concentration, up to 1 m inute You create a seism ic disturbance at a point on the ground that you can see w ithin range. For the duration, an intense trem or rips through the grou nd in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact w ith the ground in that area. T he grou nd in the area b e c o m e s difficult terrain. Each creature on the ground that is concentratin g must m ake a Constitution saving throw. On a failed save, the creatu re’s concentration is broken. W h en you cast this spell and at the end o f each turn you spend concentrating on it, each creature on the ground in the area m ust m ake a Dexterity saving throw. On a failed save, the creature is kn ock ed prone. This spell can have additional effects depen din g on the terrain in the area, as determ ined by the DM. Fissures. F issu res open throughout the sp ell’s area at the start o f your next turn after you cast the spell. A total o f 1d6 such fissures open in location s ch osen by the DM. Each is 1d10 x 10 feet deep, 10 feet w ide, and extends from one edge o f the spell’s area to the opposite side. A creature standing on a spot w h ere a fissure open s m ust s u cce e d on a Dexterity saving th row or fall in. A creature that su ccessfu lly saves m oves w ith the fissu re’s edge as it opens. A fissure that op en s beneath a structure ca u ses it to autom atically colla p se (see below ).

Structures. The trem or deals 50 bludgeon ing dam age 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 turns until the spell ends. If a structure d rops to 0 hit points, it colla p ses and potentially d am ages nearby creatures. A creature w ithin h alf the distance o f a stru ctu re’s height m ust m ake a Dexterity saving throw. On a failed save, the creature takes 5d 6 bludgeon ing 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 action to escap e. The DM can adjust the D C higher or lower, depen din g on the nature o f the rubble. On a su ccessfu l save, the creature takes half as m uch dam age and d oesn ’t fall prone or b e c o m e buried.


El d r it c h B la st

Enlarge/R

Evocation cantrip

2 nd-level

Casting Tim e: 1 action Range: 120 feet Components: V, S Duration: Instantaneous

Casting Tim e: 1 action Range: 3 0 feet Components: V, S, M (a pinch o f p ow d ered iron) Duration: C oncentration, up to 1 m inute

A b ea m o f crackling en ergy streaks tow ard a creature w ithin range. M ake a ran ged spell attack against the

You cau se a creature or an object you can see w ithin

target. On a hit, the target takes 1dlO force dam age. T h e spell creates m ore than one b ea m w hen you reach higher levels: tw o b ea m s at 5th level, three b ea m s at 11th level, and four b ea m s at 17th level. You can direct the b ea m s at the sam e target or at different ones. M ake a separate attack roll for each beam . Elemental W

eapon

3rd-level transmutation Casting Tim e: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 hour A n onm agical w ea p on you touch b e c o m e s a m agic w eapon . C h oose one o f the follow in g dam age types: acid, cold, fire, lightning, or thunder. For the duration, the w eap on has a +1 bon u s to attack rolls and deals an extra 1d4 dam age o f the ch osen type w hen it hits. At Higher Levels. W h en you cast this spell using a spell slot o f 5th or 6th level, the bon u s to attack rolls in creases to +2 and the extra dam age in creases to 2d4. W h en you use a spell slot o f 7th level or higher, the bon u s in creases to +3 and the extra dam age in creases to 3d4. Enhance A 2 nd-level

b il it y

transmutation

Casting Tim e: 1 action Range: Touch Components: V, S, M (fur or a feather from a beast) Duration: Concentration, up to 1 hour. You touch a creature and bestow u pon it a m agical enhancem ent. C h oose on e o f the follow in g effects; the target gains that effect until the spell ends. Bear’s Endurance. T h e target has advantage on Constitution ch eck s. It also gains 2d 6 tem porary hit points, w hich are lost w hen the spell ends.

Bull’s Strength. T he target has advantage on Strength checks, and his or her carryin g capacity doubles. Cat’s Grace. T h e target has advantage on Dexterity checks. It also d oesn ’t take dam age from falling 20 feet or less if it isn’t incapacitated. Eagle’s Splendor. T h e target has advantage on C harism a checks.

Fox’s Cunning. The target has advantage on Intelligence checks.

Owl’s Wisdom. T h e target has advantage on 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.

educe

transmutation

range to g row larger or sm aller for the duration. C h oose either a creature or an object that is neither w orn n or carried. If the target is unw illing, it can m ake a Constitution saving throw. On a su cce s s, the spell has no effect. If the target is a creature, everything it is w earin g and 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. Enlarge. The target’s size doubles in all dim ensions, and its w eight is m ultiplied by eight. T his grow th in crea ses its size by one category—from M edium to Large, for exam ple. If there isn’t en ough room for the target to double its size, the creature or object attains the m axim u m p ossib le size in the sp ace available. Until the spell ends, the target also has advantage on Strength ch eck s and Strength saving throw s. The target’s w ea p on s also g row to match its n ew size. W h ile these w eap on s are enlarged, the target’s attacks with them deal 1d4 extra dam age. Reduce. T h e target’s size is halved in all dim ension s, and its w eight is redu ced to one-eighth o f norm al. This reduction d ecrea ses its size by on e category—from M edium to Sm all, for exam ple. Until the spell ends, the target also has disadvantage on Strength ch eck s and Strength saving throw s. The target’s w eap on s also shrink to m atch its n ew size. W h ile th ese w ea p on s are reduced, the target’s attacks w ith them deal 1d4 less dam age (this ca n ’t reduce the dam age below 1). E n s n a r i n g St r i k e

1st-level conjuration Casting Tim e: 1 bon u s action Range: S elf Components: V Duration: C oncentration, up to 1 m inute The next tim e you hit a creature w ith a w ea p on attack before this spell ends, a w rithing m a ss o f thorny vines appears at the point o f im pact, and the target must s u cce e d on a Strength saving th row or be restrained by the m agical vines until the spell ends. A L arge or larger creature has advantage on this saving throw. If the target s u c ce e d s on the save, the vines shrivel away. W h ile restrained by this spell, the target takes 1d6 piercing damage at the start o f each o f its turns. A creature restrained by the vines or one that can touch the creature can use its action to m ake a Strength ch eck against your spell save DC. On a su ccess, the target is freed. At Higher Levels. If 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.


Entangle

1st-level conjuration Casting Tim e: 1 action Range: 90 feet Components: V, S Duration: Concentration, up to 1 minute G rasping w eed s and vines sprout from the grou nd in a 20-foot square starting from a point w ithin range. For the duration, th ese plants turn the ground in the area into difficult terrain. A creature in the area w hen you cast the spell must su cce e d on a Strength saving throw or b e restrained by the entangling plants until the spell ends. A creature restrained by the plants can u se its action to m ake a Strength ch eck against you r spell save DC. On a su ccess, it frees itself. W h en the spell ends, the conjured plants w ilt away. Enthrall 2 nd-level

enchantment

Casting Time: 1 action Range: 60 feet Components: V, S Duration: 1 minute You w eave a distracting string o f w ords, causing creatures o f your ch oice that you can see w ithin range and that can hear you to m ake a W isd om saving throw. A ny creature that ca n ’t b e ch arm ed su cce e d s on this saving th row automatically, and if you or your com p a n ion s are fighting a creature, it has advantage on the save. On a failed save, the target has disadvantage on W isd om (P erception ) ch eck s m ade to perceive any creature other than you until the spell ends or until the target can no longer h ear you. The spell en ds if you are incapacitated or can n o longer speak.

W h en the spell ends, you im m ediately return to the plane you originated from in the spot you currently occupy. If you occu p y the sam e spot as a solid object or creature w hen this happens, you are im m ediately shunted to the nearest u n occu p ied sp ace that you can occu p y and take force dam age equal to tw ice the num ber o f feet you are m oved. T h is spell has no effect if you cast it w hile you are on the E thereal P lane or a plane that d oesn ’t border it, such as on e o f the Outer Planes. A t H igher L evels. W h en you cast this spell using a spell slot o f 8th level or higher, you can target up to three w illing creatu res (including you) for each slot level above 7th. The creatu res m ust be w ithin 10 feet o f you w hen you cast the spell. Ev a r d ’s B l a c k T

entacles

4th-level conjuration Casting Time: 1 action Range: 90 feet Components: V, S, M (a p iece o f tentacle from a giant octop u s or a giant squid) Duration: Concentration, up to 1 minute Squirm ing, ebon y tentacles fill a 20 -foot square on ground that you can see w ithin range. F or the duration, these tentacles turn the ground in the area into difficult terrain. W h en a creature enters the affected area for the first tim e on a turn or starts its turn there, the creature must su cce e d on a D exterity saving th row or take 3d6 bludgeon ing dam age and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 3d6 bludgeon ing dam age. A creature restrained by the tentacles can use its 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

Casting Tim e: 1 action Range: S e lf Components: V, S Duration: Up to 8 hours

1st-level transmutation

You step into the bord er region s o f the Ethereal Plane, in the area w here it overlaps with your current plane. You rem ain in the B order E thereal for the duration or until you use your action to d ism iss the spell. D uring this tim e, you can m ove in any direction. If you m ove 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 everything there look s gray, and you ca n ’t see anything m ore than 60 feet away. W h ile on the E thereal P lane, you can only affect and be affected by other creatu res on that plane. C reatures that aren't on the Ethereal Plane ca n ’t perceive you and 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. You ignore all ob jects and effects that aren’t on the Ethereal Plane, allow ing you to m ove through objects you perceive on the plane you originated from .

etreat

Casting Tim e: 1 bon u s action Range: S elf Components: V, S Duration: Concentration, up to 10 m inutes Th is spell allow s you to m ove at an incredible pace. W h en you cast this spell, and then as a bon u s action on each o f your turns until the spell ends, you can take the D ash action. Ey e b it e 6 th-level necromancy

Casting Tim e: 1 action Range: S e lf Components: V, S Duration: Concentration, up to 1 m inute For the sp ell’s duration, your eyes b e c o m e an inky void im bu ed w ith dread pow er. O ne creature o f your ch oice w ithin 6 0 feet o f you that you can see m ust su cceed 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

your action to target another creature but can ’t target a creature again if it has su cceed ed on a saving throw against this casting o f eyebite. A sleep. The target falls u n con sciou s. It w a k es up if it takes any dam age or if another creature u ses its action to shake the sleep er awake.

1st-level necromancy

Panicked. The target is frightened o f you. On each

ife

Casting Time: 1 action Range: S elf Components: V, S, M (a sm all am ount o f alcoh ol or distilled spirits) Duration: 1 hour

o f its turns, the frightened creature must take the D ash action and m ove away from you by the safest and shortest available route, unless there is n ow h ere to m ove. If the target m oves to a place at least 60 feet away from you w here it can no longer see you, this effect ends. 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

B olsterin g y ou rself w ith a n ecrom antic facsim ile o f life, you gain 1d4 + 4 tem porary hit points for the duration. A t H igher Levels. W h en you cast this spell using a spell slot o f 2nd level or higher, you gain 5 additional tem porary hit points for each slot level above 1st.

m ake another W isd om saving throw. If it su cceed s, the effect ends.

3rd-level illusion

Fa b r i c a t e

4th-level transmutation Casting Tim e: 10 m inutes Range: 120 feet Components: V, S Duration: Instantaneous You convert raw m aterials into products o f the sam e material. For exam ple, you can fabricate a w ood en bridge from a clum p o f trees, a rope from a patch of hem p, and cloth es from flax or w ool. C h o o se raw m aterials that you can see w ithin range. You can fabricate a Large or sm aller object (contained w ithin a 10-foot cube, or eight con n ected 5 -foot cubes), given a sufficient quantity o f raw m aterial. If you are w orkin g with metal, stone, or another m ineral substance, however, the fabricated object can be no larger than M edium (contained w ithin a single 5-foot cube). The quality o f ob jects m ade by the spell is com m en su rate with the quality o f the raw materials. Creatures or m agic item s ca n ’t b e created or transm uted by this spell. You also ca n ’t u se it to create item s that ordinarily require a high degree of craftsm anship, such as jew elry, w eapon s, glass, or armor, u nless you have proficiency with the type o f artisan’s tools u sed to craft such objects. Fa e r i e F i r e

1st-level evocation Casting Tim e: 1 action Range: 60 feet Components: V Duration: Concentration, up to 1 minute E ach object in a 20 -foot cu b e within range is outlined in blue, green, or violet light (your choice). Any creature in the area w hen the spell is cast is also outlined in light if it fails a Dexterity saving throw. F or the duration, objects and affected creatures shed dim light in a 10-foot radius. A ny attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object ca n ’t benefit from being invisible.

Fear

Casting Tim e: 1 action Range: S e lf (30-foot cone) Components: V, S, M (a white feather or the heart o f a hen) Duration: Concentration, up to 1 minute You project a phantasm al im age o f a creatu re’s w orst fears. E ach creature in a 30 -foot con e m ust su cceed on a W isd om saving th row or drop w hatever it is holding and b e c o m e frightened for the duration. W h ile frightened by this spell, a creature m ust take the D ash action and m ove away from you by the safest available route on each o f its turns, unless there is now h ere to m ove. If the creature en ds its turn in a location w here it d oesn ’t have line o f sight to you, the creature can m ake a W isd om saving throw. On a su ccessfu l save, the spell ends for that creature. F e a t h e r Fa l l

1st-level transmutation Casting Time: 1 reaction, w hich you take w hen you or a creature w ithin 60 feet o f you falls Range: 6 0 feet Components: V, M (a sm all feather or p iece o f dow n) Duration: 1 minute C h oose up to five falling creatures w ithin range. A falling creature's rate o f descen t slow s to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling dam age and can land on its feet, and the spell ends for that creature. F e e b le m in d 8 th-level

enchantment

Casting Time: 1 action Range: 150 feet Components: V, S, M (a handful o f clay, crystal, glass, or m ineral spheres) Duration: Instantaneous You blast the m ind o f a creature that you can see within range, attem pting to shatter its intellect and personality. The target takes 4d 6 psych ic dam age and must m ake an Intelligence saving throw. 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, however, identify its friends, follow them, and even protect them. At the end o f every 30 days, the creature can repeat its saving throw against this spell. If it su cce e d s on its saving throw, the sp ell ends. T h e spell can also b e ended by greater restoration, heal, or wish. Fe ig n D

eath

3rd-level necrom ancy (ritual) Casting Tim e: 1 action Range: Touch Components: V, S, M (a pinch o f graveyard dirt) Duration: 1 hour

you can cau se it to reappear in any u n occu pied sp ace w ithin 30 feet o f you. You c a n ’t have m ore than on e fam iliar at a time. If you cast this spell w hile you already have a familiar, you instead cau se it to adopt a n ew form . C h oose on e o f the form s from the above list. Your fam iliar transform s into the ch osen creature. 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 spell. Your fam iliar must be w ithin 100 feet o f you, and it must u se its reaction to deliver the spell w hen you cast it. If the spell requ ires an attack roll, you u se your attack m odifier for the roll. F i n d St e e d 2 nd-level

You touch a w illing creature and put it into a cataleptic state that is indistinguishable from death. For the sp ell’s duration, or until you use an action to touch the target and d ism iss the spell, the target 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 blinded and incapacitated, and its sp eed d rops to 0. T h e target has resistan ce to all dam age except psychic dam age. If the target is diseased or p oison ed w hen you cast the spell, or b e c o m e s diseased or p oison ed w hile u nder the sp ell’s effect, the d isease and p oison have no effect until the spell ends. F i n d Fa m

il ia r

1st-level conjuration (ritual) Casting Tim e: 1 hour Range: 10 feet Components: V, S, M (10 gp w orth o f charcoal, in cen se, and herbs that m ust be con su m ed by fire in a brass brazier) Duration: Instantaneous You gain the serv ice o f a familiar, a spirit that takes an anim al form you ch oose: bat, cat, crab, frog (toad), hawk, lizard, octopu s, ow l, p oison ou s snake, fish (quipper), rat, raven, sea horse, spider, or w easel. A pp earin g in an u n occu pied sp ace w ithin range, the fam iliar has the statistics o f the ch osen form , though it is a celestial, fey, or fiend (your choice) instead o f a beast. Your fam iliar acts independently o f you, but it always obeys your com m a n d s. In com bat, it rolls its ow n initiative and acts on its ow n turn. A fam iliar ca n ’t attack, but it can take other actions as norm al. W h en the fam iliar d rop s to 0 hit points, it disappears, leaving behind no physical form . It reappears after you cast this spell again W h ile your fam iliar is w ithin 100 feet o f you, you can com m u n icate with it telepathically. Additionally, as an action, you can see through your fam iliar’s eyes and hear w hat it hears until the start o f your next turn, gaining the benefits o f any sp ecia l sen ses that the fam iliar has. D urin g this time, you are d ea f and blind with regard to your ow n sen ses. A s an action, you can tem porarily dism iss your familiar. It disappears into a pock et dim ension w here it awaits your su m m on s. Alternatively, you can dism iss it forever. A s an action w hile it is tem porarily dism issed,

conjuration

Casting Tim e: 10 m inutes Range: 30 feet Components: V, S Duration: Instantaneous You su m m on a spirit that a ssu m es the form o f an unusually intelligent, strong, and loyal steed, creating a long-lasting bon d w ith it. A ppearing in an u n occu pied sp ace w ithin range, the steed takes on a form that you ch oose, such as a w arhorse, a pony, a cam el, an elk, or a mastiff. (Your DM m ight allow other anim als to be 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 choice) instead o f its norm al type. Additionally, if your steed has an Intelligence o f 5 or less, its Intelligence b e c o m e s 6, and it gains the ability to understand one language o f your ch oice that you speak. Your steed serves you as a m ount, both in com bat and out, and you have an instinctive bon d with it that allow s you to fight as a sea m less unit. W h ile m ounted on your steed, you can m ake any spell you cast that targets only you also target your steed. W h en the steed d rops to 0 hit points, it disappears, leaving beh in d no physical form . You can also dism iss your steed at any time as an action, causing it to disappear. In either case, castin g this spell again su m m on s the sam e steed, restored to its hit point m axim um . W h ile your steed is w ithin 1 m ile o f you, you can com m u n icate w ith it telepathically. You c a n ’t have m ore than on e steed b on d ed by this spell at a tim e. A s an action, you can release the steed from its bon d at any tim e, cau sin g it to disappear. Fin d

the

6 th-level

Pa t h

divination

Casting Tim e: 1 m inute Range: S e lf Components: V, S, M (a set o f divinatory tools—such as b on es, ivory sticks, cards, teeth, or carved run es— w orth 100 gp and an object from the location you w ish to find) Duration: Concentration, up to 1 day T h is spell allow s you to find the shortest, m ost direct physical route to a sp ecific fixed location that you are 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 s u c ce s sfu l one. T he fire spreads around corn ers. It ignites flam m able ob jects in the area that aren't bein g w orn or carried. A t H igher Levels. W h en you cast this spell u sing a spell slot o f 4th level or higher, the dam age in creases by 1d6 for each slot level above 3rd. F ir e B o l t

Evocation cantrip Casting Tim e: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You hurl a m ote o f fire at a creature or object w ithin range. M ake a ranged spell attack against the target. On a hit, the target takes 1d10 fire dam age. A flam m able object hit by this spell ignites if it isn't being w orn or carried. This sp ell’s dam age in crea ses by 1d10 w hen you reach 5th level (2 d10), 11th level (3 d10), and 17th level (4 d10). F ire Sh ie l d

4th-level evocation Casting Tim e: 1 action Range: S e lf Components: V, S, M (a bit o f ph osph oru s or a firefly) Duration: 10 m inutes Thin and w ispy flam es w reathe your b od y for the duration, sh edding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dism iss it.

Flam e B lade 2 nd-level evocation

Casting Tim e: 1 bon u s action Range: S elf Components: V, S , M (leaf o f sum ac) Duration: Concentration, up to 10 m inutes You evoke a fiery blade in your free hand. The blade is sim ilar in size and shape to a scim itar, and it lasts for the duration. If you let go o f the blade, it disappears, but you can evoke the blade again as a bon u s action. You can use your action to m ake a m elee spell attack w ith the fiery blade. On a hit, the target takes 3d6 fire dam age. The flam ing blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. A t H igher Levels. W h en you cast this spell using a spell slot o f 4th level or higher, the dam age in creases by 1d6 for every tw o slot levels above 2nd. F l a m e St r i k e

5th-level evocation Casting Time: 1 action Range: 6 0 feet Components: V, S, M (pinch o f sulfur) Duration: Instantaneous A vertical colu m n o f divine fire roars dow n from the heavens in a location you specify. E ach creature in a 10-foot-radius, 40-foot-h igh cylinder centered on a point w ithin range m ust m ake a Dexterity saving throw. A creature takes 4 d 6 fire dam age and 4 d 6 radiant dam age on a failed save, or h alf as m uch dam age on a su ccessfu l one.

T he flam es p rovide you with a w arm shield or a chill shield, as you c h oose. The w arm shield grants you resistan ce to cold dam age, and the chill shield grants you resistan ce to fire dam age. In addition, w henever a creature w ithin 5 feet o f you

A t H igher Levels. W h en you cast this spell using a spell slot o f 6th level or higher, the fire dam age or the radiant dam age (your ch oice) in creases by 1d6 for each slot level above 5th.

hits you with a m elee attack, the shield erupts with flame. T h e attacker takes 2d8 fire dam age from a w arm shield, or 2d8 cold dam age from a cold shield.

2 nd-level

F i r e St o r m

7th-level evocation Casting Tim e: 1 action Range: 150 feet Components: V, S Duration: Instantaneous A storm m ade up o f sheets o f roaring flam e appears in a location you c h o o s e w ithin range. The area o f the storm con sists o f up to ten 10-foot cubes, w hich you can arrange as you w ish. Each cube must have at least one face adjacent to the face o f another cube. E ach creature in the area must m ake a D exterity saving throw. It

Flam

in g

Sph e r e

conjuration

Casting Time: 1 action Range: 6 0 feet Components: V, S, M (a bit o f tallow, a pinch o f brim stone, and a dusting o f p ow dered iron) Duration: Concentration, up to 1 m inute A 5-foot-diam eter sphere o f fire appears in an 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 feet o f the sphere m ust m ake a D exterity saving throw. T h e creature takes 2d6 fire dam age on a failed save, or h alf as m uch dam age on a su ccessfu l one. A s a bon u s action, you can m ove the sphere up to 30 feet. If you ram the sphere into a creature, that creature

takes 7d10 fire dam age on a failed save, or h alf as much dam age on a su ccessfu l one.

m ust m ake the saving th row against the sp hereâ€&a