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DND 5e Players Handbook BNW OCR ToC PDF
DND 5e Players Handbook BNW OCR ToC PDF
P r e f a c e 4 Pa r t 2 171
C hapter 7: U s in g A b il it y Sc o r e s ...........173
I n t r o d u c t io n 5
Ability S c o r e s and M odifiers........................................173
W orlds o f A dven tu re................................................................... 5 Advantage and D isadvan tage...................................... 173
U sing Th is B o o k ......................................................................... 6 P roficien cy B o n u s............................................................173
H ow to P la y ................................................................................... 6 Ability C h e ck s................................................................... 174
A d v en tu res.................................................................................... 7 U sing E ach A bility...........................................................175
Saving T h r o w s ................... ............................................. 179
P a r t 1 9
C h apter 8: A d v e n t u r in g ...... ................ 181
C hapter 1: S t e p - b y - S tep C h a r a c t e r s ..... 11 T im e ........................................................ .. ................. 181
B eyon d 1st L ev el............................................................... 15 M ovem en t.......................................................................... 181
Th e E nvironm ent.......................... ......................... 183
C h apter 2 : R a c e s ........................................................ 17
S o c ia l In tera ction ........................................................... 185
C h oosin g a R a ce ................................................................ 17
R e s tin g ............................................................................... 186
D w a rf.................................................................................... 18
B etw een A dven tu res......................................................186
E l f...........................................................................................21
H alfling.................................................................................26 C h apter 9: C om bat ................................................ 189
H u m an ..................................................................................29 The O rder o f C om b a t.....................................................189
D ra g o n b o rn ........................................................................ 32 M ovem ent and P o sitio n .................................................190
G n o m e ..................................................................................35 A ctions in C o m b a t.......................................................... 192
H alf-E lf.................................................................................38 M aking an A ttack............................................................ 193
H a lf-O rc.............................................................................. 40 C over................................................................................... 196
T ie flin g .................................................................................42 D am age and H e a lin g .....................................................196
M ounted C om bat............................................................. 198
C h apter 3: C l a s s e s .................................................. 45
Underwater C om ba t....................................................... 198
B arbarian............................................................................ 46
B a r d ...................................................................................... 51 P a r t 3 199
C leric.....................................................................................56
D ru id .....................................................................................64 C h ap ter 10 : S p e l l c a s t i n g .................................201
F igh ter..................................................................................70 W hat Is a S p e ll? ...............................................................201
M o n k ..................................................................................... 76 Casting a S p e ll................................................................ 202
P a la d in .................................................................................82
C h ap ter 11: S p e l l s ..................................................... 207
R a n g e r..................................................................................89
Spell L ists..........................................................................207
R o g u e ....................................................................................94
Spell D e scrip tio n s...........................................................211
S o r c e r e r .............................................................................. 99
W a rlo ck ..............................................................................105
A p p e n d ix A : C o n d it io n s 290
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 A p p e n d ix B:
B a c k g r o u n d .................................................................. 121
G od s o f t h e M u l t iv e r se 293
Character D etails............................................................ 121
In spiration ........................................................................ 125
B a ck g rou n d s.................................................................... 125 A p p e n d ix C:
C hapter 5: E q u ip m e n t .........................................143 T h e P l a n e s o f E x is t e n c e 300
Starting E quipm ent....................................................... 143 The Material P lane....... ................. ...............................3 0 0
W e a lth ................................................................................143 B eyond the M aterial.................................. 301
A rm or and S h ie ld s .........................................................144
W ea p on s............................................................................ 146 A p p e n d ix D:
Adventuring G e a r ...........................................................148 C r e a t u r e St a t is t ic s 304
T o o ls....................................................................................154
M ounts and V e h icle s..................................................... 155
A p p e n d i x E:
Trade G o o d s ..................................................................... 157
E x p en ses........................................................................... 157
In sp ir a t io n a l R e a d in g 312
T rink ets............................................................................. 159
In d e x 313
C hapter 6: C u s t o m iz a t io n O p t io n s .... 163
M ulticlassing.................................................................... 163
F e a t s ...................................................................................165 C h aracter Sheet 317
Preface
N
OCE UPON A TIME, LONG, LONG AGO, IN A are likely to end up friends. It’s a c o o l side effect o f the
realm called the M idw estern United gam e. Your next gam ing group is as clo se as the nearest
States—specifically the states o f M inn e g am e store, online forum , or gam ing convention.
sota and W iscon sin —a group o f friends The se co n d thing you n eed is a lively im agination
gathered together to forever alter the or, m ore importantly, the w illin gn ess to u se whatever
history o f gam ing. im agination you have. You d on ’t need to be a m aster
It w asn ’t their intent to do so. Th ey w ere storyteller or a brilliant artist. You just n eed to aspire to
tired o f m erely readin g tales about w orld s o f m agic, create, to have the cou rage o f som eon e w ho is w illing to
m onsters, and adventure. They w anted to play in th ose build som eth in g and share it w ith others.
w orlds, rather than ob serv e them. That they w ent on Luckily, just as D & D can strengthen your friendships,
to invent D u n g e o n s & D r a g o n s , and thereby ignite a it can help build in you the con fid en ce to create and
revolution in gam ing that continu es to this day, sp eaks share. D & D is a gam e that teach es you to lo o k for the
to tw o things. clever solution, share the sudden idea that can overcom e
First, it sp eak s to their ingenuity and genius in fig a problem , and push y ou rself to im agine w hat cou ld be,
uring out that gam es w ere the perfect w ay to explore rather than sim ply a ccep t what is.
w orld s that could not oth erw ise exist. A lm ost every T he first characters and adventures you create w ill
m od ern gam e, w hether played on a digital device or probably be a collection o f cliches. That’s true o f every
a tabletop, ow es som e debt to D&D. one, from the greatest D u n geon M asters in history on
S econ d , it is a testam ent to the inherent appeal o f the dow n. A ccep t this reality and m ove on to create the
gam e they created. D u n g e o n s & D r a g o n s sparked a secon d character or adventure, w hich w ill b e better,
thriving global phenom enon. It is the first roleplaying and then the third, w h ich w ill be better still. R epeat that
gam e, and it rem ains one o f the best o f its breed. over the cou rse o f time, and s o o n y ou ’ll be able to create
To play D&D, and to play it w ell, you d on ’t n eed to anything, from a ch a ra cter’s backgrou n d story to an epic
read all the rules, m em orize every detail o f the gam e, w orld o f fantasy adventure.
or m aster the fine art o f rolling funny look in g dice. O nce you have that skill, it’s y ou rs forever. C ou n tless
N one o f th ose things have any bea rin g on w hat’s best w riters, artists, and other creators can trace their beg in
about the game. nings to a few p ages o f D & D notes, a handful o f dice,
W hat you need are tw o things, the first being friends and a kitchen table.
with w h om you can share the gam e. Playing gam es with A bove all else, D&D is yours. The friendships you
your friends is a lot o f fun, but D & D d oes som eth in g m ake around the table w ill be unique to you. The adven
m ore than entertain. tures you em bark on, the characters you create, the
Playing D & D is an exercise in collaborative creation. m em ories you m ake—th ese w ill be yours. D & D is your
You and your friends create epic stories filled with ten p erson al corn er o f the universe, a place w here you have
sion and m em orable dram a. You create silly in-jokes free reign to do as you wish.
that m ake you laugh years later. The dice w ill be cruel G o forth now. R ead the rules o f the gam e and the
to you, but you w ill soldier on. Your collective creativ story o f its w orlds, but always rem em ber that you are
ity w ill build stories that you w ill tell again and again, the one w h o brings them to life. Th ey are nothing
ranging from the utterly absurd to the stuff o f legend. w ithout the spark o f life that you give them.
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
M ike M earls
around a D & D table that nothing else can m atch. Play
M ay 2014
the gam e with som eon e enough, and the tw o o f you
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 In the D u n g e o n s & D r a g o n s gam e, each player
gam e is about storytelling in w orld s o f creates an adventurer (also called a character) and
sw ord s and sorcery. It sh ares elem ents team s up with other adventurers (played by friends).
w ith ch ild h ood gam es o f m ake-believe. Like W orkin g together, the group might explore a dark dun
th ose gam es, D & D is driven by im agina geon, a ruined city, a haunted castle, a lost tem ple deep
tion. It’s about picturing the tow ering castle in a ju n gle, or a lava-filled cavern beneath a m ysterious
beneath the storm y night sky and im agining m ountain. The adventurers can solve puzzles, talk with
h ow a fantasy adventurer m ight react to the challen ges other characters, battle fantastic m onsters, and discover
that scen e presents. 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.
Dungeon Master (DM): After passin g through the T h e DM creates adventures for the characters, w h o nav
craggy peaks, the road takes a sudden turn to the east igate its h azards and d ecide w hich paths to explore. The
and Castle Ravenloft towers before you. Crum blin g DM might d escrib e the entrance to Castle Ravenloft,
towers of stone keep a silent watch over the approach. and the players decide what they w ant their adventurers
to do. W ill they w alk a cro ss the dangerously w eathered
They look like abandoned guardhouses. Beyond these,
draw bridge? Tie them selves together with rope to m ini
a wide chasm gapes, disappearing into the deep
m ize the ch a n ce that som eon e w ill fall if the draw bridge
fog below. A lowered drawbridge spans the chasm , gives way? Or cast a spell to carry them over the chasm ?
leading to an arched entrance to the castle courtyard. Then the DM determ ines the results o f the adventur
The chains o f the drawbridge creak in the wind, their ers’ actions and narrates what they e xperien ce. B ecau se
rust-eaten iron straining with the weight. From atop the DM can im provise to react to anything the players
attempt, D & D is infinitely flexible, and each adventure
the high strong walls, stone gargoyles stare at you
can be exciting and unexpected.
from hollow sockets and grin hideously. A rotting The gam e has no real end; w hen on e story or quest
wooden portcullis, green with growth, hangs in the w ra ps up, another one can begin, creating an on goin g
entry tunnel. Beyond this, the main doors o f Castle story called a campaign. M any p eop le w h o play the
Ravenloft stand open, a rich warm light sp illin g into 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
the courtyard.
up the story w here they left off. T h e adventurers g row
Phillip (playing Gareth): I want to look at the
in m ight as the cam paign continues. Each m onster
gargoyles. I have a feeling they’re not just statues. defeated, each adventure com pleted, and each treasure
Amy (playing Riva): The drawbridge looks precarious? recovered not only adds to the continuing story, but also
I want to see how sturdy it is. Do I think we can cross earns the adventurers n ew capabilities. T h is in crease
it, or is it going to collapse under our weight? 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
Unlike a gam e o f m ake-believe, D & D gives structure usually understood. Together, the D M and the players
to the stories, a w ay o f determ ining the con seq u en ces create an exciting story o f bold adventurers w ho confront
o f the adventurers’ action. Players roll dice to resolve deadly perils. S om etim es an adventurer m ight c om e to
w hether their attacks hit or m iss or w hether their adven a grisly end, torn apart by ferociou s m onsters or done in
turers can sca le a cliff, roll away from the strike o f a by a nefarious villain. Even so, the other adventurers can
m agical lightning bolt, or pull o ff som e other dangerous search for pow erful m agic to revive their fallen com rade,
task. Anything is possible, but the d ice m ake som e out or the player might c h o o s e to create a new character to
c o m e s m ore probable than others. 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.
Dungeon Master (DM): O K, one at a tim e. Phillip,
you’re looking at the gargoyles?
W orlds of A d v e n tu r e
Phillip: Yeah. Is there any hint they m ight be
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
creatures and not decorations? are places o f m agic and m onsters, o f brave w arriors and
DM : Make an Intelligence check. sp ectacu lar adventures. They begin with a foundation
Phillip: Does my Investigation skill apply? o f m edieval fantasy and then add the creatures, places,
DM : Sure! 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
Phillip (rolling a d20): Ugh. Seven.
w ithin a vast c o s m o s called the multiverse, con n ected
DM : They look like decorations to you. And Amy,
in strange and m ysterious w ays to on e another and to
Riva is checking out the drawbridge? 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 2. The players describe what they want to do. S o m e
o f them have been published as official settings for the tim es on e player sp eak s for the w h ole party, saying,
D & D game. T h e legends o f the Forgotten R ealm s, Drag- “W e’ll take the east door,” for exam ple. Other tim es,
on lan ce, Greyhawk, D ark Sun, Mystara, and E berron different adventurers do different things: one adventurer
settings are w oven together in the fabric o f the multi- m ight sea rch a treasure chest w hile a se c o n d exam in es
verse. A longside these w orld s are hundreds o f thousands an esoteric sym b ol engraved on a w all and a third keeps
m ore, created by generations o f D & D players for their w atch for m onsters. T h e players d on ’t n eed to take
ow n gam es. A nd am id all the rich n ess o f the multiverse, turns, but the DM listens to every player and d ecides
you m ight create a w orld o f your ow n. h ow to resolve th ose actions.
All th ese w orlds share characteristics, but each w orld S om etim es, resolvin g a task is easy. If an adventurer
is set apart by its ow n history and cultures, distinctive w ants to w alk a cross a room and op en a door, the DM
m on sters and races, fantastic geography, ancient dun might just say that the d oor op en s and d escrib e w hat
geons, and sch em in g villains. S o m e races have unusual lies beyond. But the d oor might b e lock ed, the floor
traits in different w orlds. T h e halflings o f the Dark Sun m ight hide a deadly trap, or som e other circu m stan ce
setting, for exam ple, are ju n gle-d w ellin g cannibals, m ight m ake it challen ging for an adventurer to com plete
and the elves are desert n om ads. S om e w orld s feature a task. In th ose cases, the DM d ecid es w hat happens,
races u nk n ow n in other settings, such as E b erron ’s w ar- often relying on the roll o f a die to determ ine the results
forged, sold iers created and im bu ed with life to fight in o f an action.
the Last War. S o m e w orld s are dom inated by on e great 3. The DM narrates the results o f the adventurers’
story, like the W ar o f the L an ce that plays a central role actions. D escribin g the results often leads to another
in the D ragon lance setting. But they’re all D & D w orlds, d ecision point, w hich brin gs the flow o f the gam e right
and you can u se the rules in this b o o k to create a char ba ck to step 1.
acter and play in any one o f them. T h is pattern holds w hether the adventurers are cau
Your DM m ight set the cam paign on on e o f these tiously exploring a ruin, talking to a deviou s prince, or
w orld s or on on e that he or she created. B eca u se there lock ed in m ortal com bat against a m ighty dragon. In
is s o m uch diversity a m on g the w orlds o f D&D, you certain situations, particularly com bat, the action is
sh ou ld ch eck w ith your DM about any h ou se rules that m ore structured and the players (and D M ) d o take turns
w ill affect your play o f the gam e. Ultimately, the D un ch oosin g and resolvin g actions. But m ost o f the time,
geon M aster is the authority on the cam paign and its play is fluid and flexible, adapting to the circu m stan ces
setting, even if the setting is a published w orld. o f the adventure.
Often the action o f an adventure takes place in the
U s in g T h is B o o k 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
T h e Player’s Handbook is divided into three parts.
use m usic, art, or r ecord ed sou n d effects to help set the
Part 1 is about creating a character, providing the
m ood , and m any players and D M s alike adopt different
rules and g u id an ce you n eed to m ake the character
v oices for the various adventurers, m onsters, and other
y ou ’ll play in the gam e. It includes inform ation on the
characters they play in the gam e. S om etim es, a DM
various races, classes, backgrou n ds, equipm ent, and
m ight lay out a m ap and u se tokens or m iniature figures
oth er custom ization options that you can c h o o s e from.
to represent each creature involved in a scen e to help
M any o f the rules in part 1 rely on m aterial in parts 2
the players k eep track o f w here everyone is.
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.
G a m e D ic e
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 T h e gam e u ses polyhedral dice w ith different num bers
part covers the kinds o f die rolls you m ake to determ ine o f sides. You can find d ice like th ese in gam e stores and
s u c ce s s or failure at the tasks your character attempts, in m any book stores.
and d escrib es the three broad categories o f activity in In these rules, the different d ice are referred to by the
the gam e: exploration, interaction, and com bat. letter d follow ed by the num ber o f sides: d4, d6, d8, d 10,
Part 3 is all about m agic. It covers the nature o f m agic d 12, and d20. F or instance, a d6 is a six-sided die (the
in the w orld s o f D&D, the rules for spellcasting, and the typical cu b e that m any g am es use).
huge variety o f spells available to m agic-using ch a ra c P ercen tile dice, or d 100, w ork a little differently. You
ters (and m onsters) in the game. 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
How to Pl a y (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
T he play o f the D u n g e o n s & D r a g o n s gam e unfolds exam ple, the num ber rolled is 71. Tw o Os represent 100.
a ccord in g to this basic pattern. S o m e ten-sided dice are num bered in tens (00, 10, 20,
1. The DM describes the environment. T h e DM and s o on), m akin g it easier to distinguish the tens digit
tells the players w here their adventurers are and w hat’s from the o n es digit. In this case, a roll o f 70 and 1 is 71,
around them, presenting the basic s c o p e o f options that and 0 0 and 0 is 100.
present th em selves (h ow m any d oors lead out o f a room , W h en you n eed to roll dice, the rules tell you h ow
w hat’s on a table, w h o ’s in the tavern, and so on). 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 3. Compare the total to a target number. If the total
to the total. equals or e x ceed s the target num ber, the ability check,
The sa m e d notation appears in the ex p ression s “ 1d 3 ” attack roll, or saving th row is a su ccess. O therw ise, it’s
and “ 1d2.” To sim ulate the roll o f 1d3, roll a d6 and a failure. T h e D M is usually the on e w h o determ ines
divide the num ber rolled by 2 (round up). To sim ulate target num bers and tells players w hether their ability
the roll o f 1d2, roll any die and assign a 1 or 2 to the roll ch ecks, attack rolls, and saving th row s su cce e d or fail.
depen din g on w hether it w as odd or even. (Alternatively, Th e target num ber for an ability ch eck o r a saving
if the num ber rolled is m ore than h alf the num ber o f th row is called a Difficulty Class (D C). T h e target
sides on the die, it’s a 2.) 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
T h e D 20 in D & D play. Chapter 7 provides m ore detailed rules for
usin g the d 2 0 in the game.
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
A dva n t a ge a n d D isa d v a n t a g e
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, S om etim es an ability check, attack roll, or saving throw
or d o e s he or she take full dam age from the blaze? In is m od ified by sp ecia l situations called advantage and
ca se s w h ere the ou tcom e o f an action is uncertain, disadvantage. Advantage reflects the positive circu m
the D u n g e o n s & D r a g o n s gam e relies on rolls o f a stan ces su rrou nding a d2 0 roll, w hile disadvantage
20 -sid ed die, a d20, to determ ine s u c ce s s or failure. reflects the opposite. W h en you have either advantage or
Every character and m onster in the gam e has capa disadvantage, you roll a se co n d d2 0 w h en you m ake the
bilities defined by six ability scores. T h e abilities are roll. U se the higher o f the tw o rolls if you have advan
Strength, Dexterity, Constitution, Intelligence, W isdom , tage, and u se the low er roll if you have disadvantage.
and Charism a, and they typically range from 3 to 18 F or exam ple, if you have disadvantage and roll a 17 and
for m ost adventurers. (M onsters m ight have s co re s as a 5, you use the 5. If you instead have advantage and roll
low as 1 or as high as 30.) T h ese ability scores, and the th ose num bers, you use the 17.
ability modifiers derived from them , are the basis for M ore detailed rules for advantage and disadvantage
alm ost every d2 0 roll that a player m a k es on a ch arac are presented in chapter 7.
ter’s or m on ster’s behalf.
Ability ch eck s, attack rolls, and saving throw s are the Sp e c if ic B e a ts G e n e r a l
three m ain kinds o f d2 0 rolls, form in g the core o f the T h is b o o k contain s rules, esp ecia lly in parts 2 and 3,
rules o f the gam e. All three follow th ese sim ple steps. that govern h ow the gam e plays. That said, m any racial
1. Roll the die and add a modifier. R oll a d2 0 and traits, class features, spells, m agic item s, m on ster abili
add the relevant modifier. T h is is typically the m od ties, and other gam e elem ents break the general rules in
ifier derived from on e o f the six ability s cores, and it som e way, creating an exception to h ow the rest o f the
som etim es includes a proficiency bon u s to reflect a char gam e w orks. R em em ber this: If a sp ecific rule contra
acter’s particular skill. (S e e chapter 1 for details on each dicts a general rule, the sp ecific rule w ins.
ability and h ow to determ ine an ability’s modifier.) E xception s to the rules are often m inor. For instance,
2. Apply circumstantial bonuses and penalties. A m any adventurers d on ’t have proficiency with lon gbow s,
cla ss feature, a spell, a particular circu m stan ce, or som e but every w o o d elf d oes b e ca u se o f a racial trait. That
other effect m ight give a b on u s or penalty to the check. 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 that a captured scou t reveal the secret entrance to the
su ccessfu lly com plete the adventure. goblin lair, getting inform ation from a rescu ed prisoner,
T h e adventure is the heart o f the gam e, a story with pleading for m ercy from an orc chieftain, or persuading
a beginning, a m iddle, and an end. An adventure might a talkative m agic m irror to sh ow a distant location to
be created by the D u n geon M aster or p u rch ased off the the adventurers.
shelf, tw eaked and m odified to suit the D M ’s n eeds and The rules in chapters 7 and 8 support exploration and
desires. In either ca se, an adventure features a fantastic socia l interaction, as do m any cla ss features in chapter 3
setting, w hether it’s an u nderground dungeon, a cru m and personality traits in chapter 4.
bling castle, a stretch o f w ildern ess, or a bustling city. Combat, the focu s o f chapter 9, involves characters
It features a rich cast o f characters: the adventurers and other creatu res sw in ging w eapon s, casting spells,
created and played by the other players at the table, m aneuvering for position, and s o o n —all in an effort
as w ell as nonplayer characters (N PC s). T h ose char to defeat their oppon en ts, w hether that m eans killing
acters m ight b e patrons, allies, enem ies, hirelings, or every enemy, taking captives, or forcin g a rout. Com bat
just backgrou n d extras in an adventure. Often, on e o f is the m ost structured elem ent o f a D & D session , with
the N P C s is a villain w h ose agenda drives m uch o f an creatu res taking turns to m ake sure that everyone gets
adventure’s action. a ch a n ce to act. Even in the context o f a pitched battle,
Over the cou rse o f their adventures, the characters there’s still plenty o f opportunity for adventurers to
are confronted by a variety o f creatures, objects, and attempt w acky stunts like surfing dow n a flight o f stairs
situations that they must deal w ith in som e way. S o m e on a shield, to exam ine the environm ent (perhaps by
tim es the adventurers and other creatures do their pulling a m ysterious lever), and to interact with other
best to kill or capture each other in com bat. At other creatures, including allies, en em ies, and neutral parties.
tim es, the adventurers talk to another creature (or even
a m agical object) w ith a goal in mind. A nd often, the T h e W o n d e r s o f M a g ic
adventurers spend tim e trying to solve a puzzle, bypass
Few D & D adventures end w ithout som eth in g m agical
an obstacle, find som eth in g hidden, or unravel the cu r
happening. W h eth er helpful or harm ful, m agic appears
rent situation. M eanw hile, the adventurers explore the
frequently in the life o f an adventurer, and it is the focu s
w orld, m akin g decision s about w hich w ay to travel and
o f chapters 10 and 11.
w hat they’ll try to do next.
In the w orld s o f D u n g e o n s & D r a g o n s , practitioners
A dventures vary in length and com plexity. A short
o f m agic are rare, set apart from the m a sses o f people
adventure m ight present only a few challen ges, and
by their extraordinary talent. C om m on folk might see
it m ight take no m ore than a single gam e session to
eviden ce o f m agic on a regular basis, but it’s usually
com plete. A long adventure can involve hundreds o f
m in or—a fantastic m onster, a visibly an sw ered prayer,
com bats, interactions, and other challen ges, and take
a w izard w alking through the streets w ith an anim ated
d ozen s o f session s to play through, stretching over
shield guardian as a bodyguard.
w eek s or m onths o f real tim e. Usually, the end o f an
For adventurers, though, m agic is key to their sur
adventure is m arked by the adventurers h eading back to
vival. W ithout the healing m agic o f clerics and paladins,
civilization to rest and enjoy the sp oils o f their labors.
adventurers w ou ld quickly su ccu m b to their w oun ds.
But that’s not the end o f the story. You can think o f
W ithout the uplifting m agical su pport o f bards and
an adventure as a single ep isod e o f a T V series, m ade
clerics, w arriors m ight be overw helm ed by p ow erfu l
up o f multiple exciting scen es. A cam paign is the w hole
foes. W ithout the sh eer m agical p ow er and versatility
s eries—a string o f adventures jo in e d together, with a
o f w izards and druids, every threat w ou ld be m ag
consistent group o f adventurers follow in g the narrative
nified tenfold.
from start to finish.
M agic is also a favored tool o f villains. M any adven
tures are driven by the m achinations o f spellcasters
T h e T h r ee P il l a r s of A d v e n t u r e
w h o are hellbent on using m agic for som e ill end. A cult
A dventurers ca n try to do anything their players can leader seek s to aw aken a god w h o slum bers beneath
im agine, but it can b e helpful to talk about their activ the sea, a hag kidnaps youths to m agically drain them
ities in three broad categories: exploration, socia l o f their vigor, a m ad w izard labors to invest an arm y o f
interaction, and com bat. autom atons with a facsim ile o f life, a dragon begin s a
Exploration includes both the adventurers’ m ovem ent m ystical ritual to rise up as a god o f destruction —these
through the w orld and their interaction with ob jects and are just a few o f the m agical threats that adventurers
situations that require their attention. E xploration is the m ight face. W ith m agic o f their ow n, in the form o f
give-and-take o f the players describin g what they want sp ells and m agic items, the adventurers m ight prevail!
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
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 lightfoot halflings m ake them exceptional rogues, and
and create a character o f your ow n. Your high elves tend to be pow erfu l w izards. S om etim es
character is a com bination o f gam e statistics, playing against type can b e fun, too. H alf-orc paladins
roleplaying h ook s, and your im agination. You and m ountain dw arf w izards, for exam ple, can b e
c h o o s e a race (such as hum an or halfling) and unusual but m em orable characters.
a class (such as fighter or w izard). You also Your race also in creases on e or m ore o f your ability
invent the personality, appearance, and backstory o f scores, w hich you determ ine in step 3. N ote these
your character. O n ce com pleted, your character serves in creases and rem em ber to apply them later.
as your representative in the gam e, your avatar in the R e co rd the traits granted by your race on your
D u n g e o n s & D r a g o n s w orld. character sheet. B e sure to note your starting
B efore you dive into step 1 below , think about the languages and your ba se sp eed as w ell.
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 B u i l d i n g B r u e n o r , St e p 1
a flam boyant w izard. Or you m ight be m ore interested B ob is sitting dow n to create his character. H e d ecides
in an u nconventional character, such as a braw ny rogue that a gru ff m ountain dw arf fits the character he w ants
w h o likes hand-to-hand com bat, or a sh arpsh ooter w ho to play. He notes all the racial traits o f dw arves on his
picks o ff en em ies from afar. D o you like fantasy fiction character sheet, including his sp eed o f 25 feet and the
featuring dw arves or elves? Try building a character o f languages he kn ow s: C om m on and D w arvish.
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 2. C hoose a C lass
barbarian or paladin. If y ou d on ’t k n ow w here else to Every adventurer is a m em ber o f a class. C lass broadly
begin, take a lo o k at the illustrations in this b o o k to see d escrib es a character’s vocation, w hat sp ecia l talents he
w hat catch es y ou r interest. or sh e p o s se ss e s, and the tactics he or she is m ost likely
O nce you have a character in mind, follow these steps to em ploy w hen exploring a dungeon, fighting m onsters,
in order, m akin g decision s that reflect the character you or engaging in a tense negotiation. T h e character
want. Your con cep tion o f your character m ight evolve cla sses are d escrib ed in chapter 3.
with each c h o ice you m ake. W h a t’s im portant is that you Your character receives a num ber o f benefits from
co m e to the table w ith a character you ’re excited to play. your ch oice o f class. M any o f th ese benefits are class
T h rou gh ou t this chapter, w e u se the term character features—capabilities (including spellcastin g) that set
sheet to m ean w hatever you u se to track your character, your character apart from m em bers o f other classes.
w hether it’s a form al character sheet (like the on e at the You also gain a num ber o f proficiencies: armor,
end o f this book ), so m e form o f digital record, or a piece w eapon s, skills, saving throw s, and som etim es tools.
o f n oteb ook paper. A n official D & D character sheet is a Your p roficien cies define m any o f the things your
fine place to start until you k n ow w hat inform ation you character can do particularly w ell, from u sing certain
need and h ow you u se it during the gam e. w ea p on s to telling a convin cin g lie.
On your character sheet, record all the features that
B u il d in g B r u e n o r
your class gives you at 1st level.
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 L evel
character, Bruenor. Typically, a character starts at 1st level and advances
in level by adventuring and gaining experience points
1. C h o o s e a R a ce (X P). A 1st-level character is in exp erien ced in the
Every character b elon g s to a race, on e o f the m any adventuring w orld, although he or she m ight have been
intelligent h um anoid sp e cie s in the D & D w orld. The a soldier or a pirate and don e dangerou s things before.
m ost co m m o n player character races are dw arves, elves, Starting off at 1st level m arks your character’s entry
halflings, and hum ans. S o m e races also have subraces, into the adventuring life. If you ’re already fam iliar
such as m ountain dw arf or w o o d elf. Chapter 2 provides w ith the gam e, or if you are join in g an existing D & D
m ore inform ation about th ese races, as w ell as the less cam paign, your DM might d ecide to have you begin at a
w idesp rea d races o f dragonborn, gnom es, half-elves, higher level, on the assum ption that your character has
half-orcs, and tieflings. already survived a few harrow in g adventures.
The race you c h o o s e contributes to your character’s
identity in an im portant way, by establishing a general Q u ic k B u il d
appearance and the natural talents gained from culture Each class description in chapter 3 includes a section
and ancestry. Your character’s race grants particular offering suggestions to quickly build a character o f that
racial traits, such as sp ecial sen ses, proficiency with class, including how to assign your highest ability scores,
certain w eapon s or tools, proficiency in on e or m ore a background suitable to the class, and starting spells.
skills, or the ability to use m inor spells. T h ese traits
som etim es dovetail with the capabilities o f certain
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 At 1st level, your character has 1 Hit D ie, and the
starting at a h igher level, record the additional elem ents die type is determ ined by your class. You start w ith hit
your class gives you for your levels past 1st. A lso record points equal to the h ighest roll o f that die, as indicated in
your exp erien ce points. A 1st-level character has 0 your class description. (You also add your Constitution
X P A higher-level character typically beg in s w ith the modifier, w h ich you ’ll determ ine in step 3.) T h is is also
m inim um am ount o f X P required to reach that level your hit point maxim um .
(see “B eyond 1st L evel” later in this chapter). 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
H it P o in t s and H it D ic e
u ses and the num ber o f Hit D ice you have. A fter you
Y our character’s hit points define h ow tough your rest, you can sp end Hit D ice to regain hit points (see
character is in com bat and other dangerou s situations. “R estin g ” in chapter 8).
Your hit points are determ ined by your Hit D ice (short
for Hit Point Dice). 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
A b il it y S c o r e S u m m a r y your proficiency bonus, w h ich is +2 for a 1st-level
Strength character. Your p roficiency bon u s applies to m any o f the
M easures: Natural athleticism, bodily power num bers y ou ’ll be record in g on your character sheet:
Im p ortan t for: Barbarian, fighter, paladin • A ttack rolls using w ea p on s y ou ’re proficient with
R acial Increases: • A ttack rolls w ith spells you cast
Mountain dwarf (+2) Half-orc (+2) • Ability ch eck s using skills y ou ’re proficient in
Dragonborn (+2) Human (+1) • Ability ch eck s using tools y ou ’re proficient with
• Saving th row s y ou ’re proficient in
Dexterity • Saving th row D C s for spells you cast (explained in
each sp ellcastin g class)
M easures: Physical agility, reflexes, balance, poise
Im p ortan t for: Monk, ranger, rogue Y our class determ ines your w ea p on proficiencies,
R acial Increases: your saving th row p roficiencies, and som e o f your skill
Elf (+2) Forest gnome (+1) and tool proficiencies. (Skills are d escrib ed in chapter 7,
Halfling (+2) Human (+1) 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
Constitution
proficiencies, as w ell as your proficiency bonus, on your
M easures: Health, stamina, vital force
character sheet.
Im p ortan t for: Everyone
Your proficiency bon u s can ’t be added to a single die
R acial Increases: roll or other n um ber m ore than on ce. O ccasionally, your
Dwarf (+2) Half-orc (+1) proficiency bon u s m ight be m od ified (doubled or halved,
Stout halfling (+1) Human (+1) for exam ple) before you apply it. If a circu m stan ce
Rock gnome (+1) 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
Intelligence m ore than on ce, you n evertheless add it only on ce,
M easures: Mental acuity, information recall, analytical skill multiply it only on ce, and halve it only on ce.
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 S c o r e Po in t C o st
Score Cost Score Cost
8 0 12 4
9 1 13 5
10 2 14 7
11 3 15 9
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 soft spot for orphans and w ayw ard souls, leading him to
character concept. sh ow m ercy even w hen it m ight not b e w arranted.
A b ackgrou n d gives your character a backgrou n d
feature (a general benefit) and proficiency in tw o skills, 5 . C h o o s e E q u ip m en t
and it m ight also give you additional languages or
Your class and backgrou n d determ ine your character's
proficiency w ith certain kinds o f tools. R e c o rd this
starting equipment, including w eapon s, armor, and
inform ation, along w ith the person ality inform ation
other adventuring gear. R e c o rd this equipm ent on your
you develop, on your character sheet.
character sheet. All such item s are detailed in chapter 5.
Instead o f taking the gear given to you by your class
Y our C h a r a c t e r ’s A b il it ie s
and backgrou n d, you ca n p u rch ase your starting
Take your character’s ability s c o r e s and race into
equipm ent. You have a num ber o f gold pieces (gp)
accou n t as you flesh out his or her appearance
to spend ba sed on your class, as sh ow n in chapter 5.
and personality. A very stron g character w ith low
Extensive lists o f equipm ent, w ith prices, a lso appear in
Intelligence m ight think and behave very differently
that chapter. If you w ish, you can also have on e trinket
from a very sm art character w ith low Strength.
at n o cost (see the trinket table at the end o f chapter 5).
For exam ple, high Strength usually c o rresp on d s
Your Strength sc o r e lim its the am ount o f gear you can
w ith a burly or athletic body, w hile a character with
carry. Try not to pu rch ase equipm ent w ith a total w eight
low Strength m ight be scraw ny or plump.
(in pounds) ex ceed in g your Strength sco re tim es 15.
A character w ith high D exterity is probably lithe and
Chapter 7 has m ore inform ation on carrying capacity.
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 rmor C lass
A character w ith high Constitution usually look s
Your A rm or Class (AC) represents h ow w ell your
healthy, w ith bright eyes and abundant energy. A
character avoids being w ou n d ed in battle. T h in gs that
character w ith low Constitution m ight b e sickly or frail.
contribute to your AC include the arm or you w ear, the
A character with high Intelligence m ight be highly
shield you carry, and your D exterity m odifier. Not all
inquisitive and studious, w hile a character w ith low
characters w ea r arm or or carry shields, however.
Intelligence might sp eak sim ply or easily forget details.
W ithout arm or or a shield, your character’s AC equals
A character w ith high W isd om has g oo d judgm ent,
10 + his or her Dexterity m odifier. If your character
empathy, and a general aw aren ess o f w hat’s going on.
w ea rs arm or, carries a shield, or both, calculate your
A character w ith low W isd om m ight be absent-m inded,
AC using the rules in chapter 5. R e co rd your AC on
foolhardy, or oblivious.
your character sheet.
A character with high C harism a exudes confidence,
Your character n eeds to be proficient w ith arm or and
w h ich is usually m ixed w ith a graceful or intim idating
shields to w ea r and u se them effectively, and your arm or
presen ce. A character w ith a low C harism a m ight co m e
and shield proficien cies are determ ined by your class.
a cross as abrasive, inarticulate, or timid.
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
B u i l d i n g B r u e n o r , St e p 4
in chapter 5.
B o b fills in so m e o f B ru enor’s ba sic details: his nam e,
S o m e spells and class features give you a different
his sex (male), his height and w eight, and his alignm ent
w ay to calculate your AC. If you have multiple features
(law ful good). H is high Strength and Constitution
that give you different w ays to calculate you r AC, you
suggest a healthy, athletic body, and his low Intelligence
c h o o s e w hich one to use.
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, W eapons
but his clan w as expelled from its hom eland w hen
For each w eap on your character w ields, calculate the
B ru enor w as very young. He g rew up w ork in g as a sm ith
m odifier you u se w h en you attack w ith the w ea p on and
in the rem ote villages o f Icew ind Dale. But B ruenor
the dam age you deal w hen you hit.
has a h eroic destiny—to reclaim his h om eland—so
W h en you m ake an attack w ith a w eapon , you roll
B ob c h o o s e s the folk h ero back grou n d for his dwarf.
a d2 0 and add your proficiency bon u s (but only if you
H e notes the proficiencies and sp ecia l feature this
are proficient w ith the w eapon ) and the appropriate
ba ck grou n d gives him.
ability modifier.
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 • F or attacks w ith m elee weapons, use your Strength
the folk h ero backgrou n d, noting instead that B ru enor is m odifier for attack and dam age rolls. A w eap on that
a caring, sensitive d w arf w h o genuinely loves his friends has the fin esse property, such as a rapier, ca n u se your
and allies, but he hides this soft heart behind a gruff, D exterity m odifier instead.
snarling dem eanor. H e c h o o s e s the ideal o f fairn ess • F or attacks w ith ranged weapons, u se your D exterity
from the list in his backgrou n d, noting that Bruenor m odifier for attack and dam age rolls. A w ea p on that
believes that n o on e is above the law. has the throw n property, such as a handaxe, can use
G iven his history, B ru en or’s bon d is obvious: he your Strength m odifier instead.
aspires to som eday reclaim M ithral Hall, his hom eland,
from the sh ad ow dragon that drove the dw arves out.
B u i l d i n g B r u e n o r , St e p 5 T iers o f P l a y
B ob w rites dow n the starting equipm ent from the
The shading in the Character Advancement table show s
fighter cla ss and the folk h ero background. His starting
the four tiers o f play. The tiers don’t have any rules
equipm ent includes chain m ail and a shield, w hich
associated with them; they are a general description o f how
com bin e to give B ru enor an A rm or C lass o f 18.
the play experience changes as characters gain levels.
For B ru en or’s w eapon s, B ob c h o o s e s a battleaxe
In the first tier (levels 1 -4 ), characters are effectively
and tw o handaxes. H is battleaxe is a m elee w eapon,
apprentice adventurers. Th ey are learn in g the features
so B ru enor u ses his Strength m odifier for his attacks
that define them as m em bers o f particular classes,
and dam age. H is attack bon u s is his Strength m odifier
including the m ajor ch o ice s that flavor their class
(+3) plus his proficiency bon u s (+2), for a total o f +5.
features as they advance (such as a w iza rd ’s A rcane
T he battleaxe deals 1d8 slashing dam age, and B ruenor
Tradition or a fighter’s M artial Archetype). The threats
adds his Strength m odifier to the dam age w hen he
they face are relatively minor, usually p o sin g a danger to
hits, for a total o f 1d8 + 3 slashing dam age. W h en
local farm steads or villages.
throw ing a handaxe, B ru enor has the sam e attack bonus
In the secon d tier (levels 5 -1 0 ), characters c om e into
(handaxes, as throw n w eapon s, u se Strength for attacks
their ow n. M any spellcasters gain a c c e s s to 3rd-level
and dam age), and the w eap on deals 1d6 + 3 slashing
spells at the start o f this tier, crossin g a new threshold o f
dam age w hen it hits.
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
6. C om e T ogether
ability to m ake multiple attacks in on e round. T h ese
M ost D & D characters d on ’t w ork alone. E ach character characters have b e c o m e im portant, facing dangers that
plays a role w ithin a party, a group o f adventurers threaten cities and kingdom s.
w orkin g together for a com m on p u rpose. Team w ork In the third tier (levels 11-16), characters have
and coop era tion greatly im prove your party’s ch a n ces reached a level o f p ow er that sets them high above
to survive the m any p erils in the w orld s o f D u n g e o n s the ordinary pop u la ce and m akes them sp ecia l even
& D r a g o n s . Talk to your fellow players and your DM am ong adventurers. At 11th level, m any spellcasters
to decide w hether your characters k n ow on e another, gain a c c e s s to 6th-level spells, so m e o f w h ich create
h ow they met, and w hat sorts o f quests the group effects previously im possible for player characters to
m ight undertake. achieve. Other characters gain features that allow them
to m ake m ore attacks or do m ore im pressive things with
B e y o n d 1s t L e v e l th ose attacks. T h ese m ighty adventurers often confront
A s your character g o e s on adventures and ov ercom es threats to w h ole region s and continents.
challen ges, he or she gains experience, represented by At the fourth tier (levels 17 -20 ), characters achieve
experien ce points. A character w h o reach es a sp ecified the pinnacle o f their cla ss features, b ecom in g h eroic (or
experien ce point total advances in capability. This 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
advancem ent is called gaining a level.
might hang in the balance during their adventures.
W h en your character gains a level, his or her class
often grants additional features, as detailed in the
C h a r a ct er A d v a n c e m e n t
class description. S o m e o f these features allow you
to in crease your ability scores, either increasin g tw o Experience Points Level Proficiency
s c o r e s by 1 each or in creasin g on e sco re by 2. You c a n ’t 0 1 +2
in crease an ability s c o r e above 20. In addition, every 300 2 +2
character’s proficiency bon u s in creases at certain levels. 900 3 +2
Each tim e you gain a level, you gain 1 additional Hit
2,700 4 +2
Die. R oll that Hit Die, add your Constitution m odifier
6,500 5 +3
to the roll, and add the total to your hit point m axim um .
14,000 6 +3
Alternatively, you can use the fixed value sh ow n in your
23,000 7 +3
class entry, w hich is the average result o f the die roll
(rounded up). 34,000 8 +3
W h en your Constitution m odifier in creases by 1, your 48,000 9 +4
hit point m axim u m in creases by 1 for each level you have 64,000 10 +4
attained. F or exam ple, w hen B ruenor reaches 8th level 85,000 11 +4
as a fighter, he in creases his Constitution sco re from 17 100,000 12 +4
to 18, thus increasin g his Constitution m odifier from +3 120,000 13 +5
to +4. H is hit point m axim um then in creases by 8. 140,000 14 +5
T h e Character A dvancem ent table su m m arizes the 165,000 15 +5
X P you n eed to advance in levels from level 1 through
195,000 16 +5
level 20, and the proficien cy b on u s for a character o f that
225,000 17 +6
level. C onsult the inform ation in your character’s class
265,000 18 +6
d escription to see w hat other im provem ents you gain
305,000 19 +6
at each level.
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 R a cia l T r a i t s
w orld s o f D u n g e o n s & D r a g o n s —
The description o f each race in cludes racial traits that
W aterdeep, the F ree City o f G reyhawk, or
are com m on to m em bers o f that race. T h e follow in g
even u ncanny Sigil, the City o f D o o r s —
entries appear am ong the traits o f m ost races.
overw helm s the sen ses. V oices chatter in
cou n tless different languages. T h e sm ells
A b il it y Sco re In crease
o f c o o k in g in d ozen s o f different cuisin es
Every race in crea ses one or m ore o f a character’s
m ingle w ith the od ors o f crow d ed streets and p oor
ability s cores.
sanitation. B uildings in m yriad architectural styles
display the diverse origin s o f their inhabitants. A ge
And the p eop le th em selves—p eop le o f varying size, T h e age entry notes the age w hen a m em ber o f the race
shape, and color, d ressed in a dazzling sp ectru m is con sid ered an adult, as w ell as the race’s expected
o f styles and h ues—represent m any different races, lifespan. T h is inform ation can help you d ecide h ow
from dim inutive halflings and stout dw arves to old your character is at the start o f the gam e. You
m ajestically beautiful elves, m inglin g a m on g a variety can c h o o s e any age for your character, w h ich cou ld
o f hum an ethnicities. provide an explanation for so m e o f your ability scores.
Scattered a m on g the m em bers o f these m ore com m on For exam ple, if you play a youn g or very old character,
races are the true exotics: a hulking dragonborn here, your age cou ld explain a particularly low S trength or
pushing his w ay through the crow d, and a sly tiefling Constitution score, w hile advanced age cou ld accoun t
there, lurking in the sh ad ow s w ith m isch ief in her eyes. for a high Intelligence or W isdom .
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 alf- A l ig n m e n t
elves and h alf-orcs live and w ork alongside hum ans, M ost races have tendencies tow ard certain alignm ents,
w ithout fully belon gin g to the races o f either o f their d escribed in this entry. T h ese are not binding for player
parents. A n d there, w ell out o f the sunlight, is a lone characters, but con siderin g w hy your d w arf is chaotic,
d row —a fugitive from the subterranean expan se o f for exam ple, in defiance o f lawful dw arf society can help
the Underdark, trying to m ake his w ay in a w orld you better define your character.
that fears his kind.
S iz e
Elves are a m agical p eop le o f otherw orldly grace, living fem ales are about the sam e height, and m ales are only
in the w orld but not entirely part o f it. They live in m arginally heavier than fem ales.
p la ces o f ethereal beauty, in the m idst o f ancient forests E lves’ coloration en com p a sses the norm al hum an
or in silvery sp ires glittering w ith faerie light, w here range and also includes skin in sh ades o f copper,
soft m usic drifts through the air and gentle fragrances bron ze, and alm ost bluish-white, hair o f green or blue,
w aft on the breeze. Elves love nature and m agic, art and eyes like p o o ls o f liquid gold or silver. Elves have no
and artistry, m usic and poetry, and the g o o d things facial and little b od y hair. Th ey favor elegant cloth in g in
o f the world. bright colors, and they enjoy sim ple yet lovely jew elry.
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 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
H a l f l in g sim ple, com fortable, and practical clothes, favoring
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 bright colors.
H alfling practicality extends beyon d their clothing.
hundreds of miles in any direction, locked hisfingers be-
T h ey ’re c on cern ed w ith basic n eed s and sim ple
hind his head and leaned back against the mossy blanket p leasu res and have little u se for ostentation. Even the
of the tree trunk. Regis was short, even by the standards w ealthiest o f halflings keep their treasures lock ed in a
of his diminutive race, with thefluff o f his curly brown cellar rather than on display for all to see. Th ey have
a knack for finding the m ost straightforw ard solution
locks barely cresting the three-foot mark, but his belly was
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
between two of his toes, and hung out over the quiet lake, 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
mirrored perfectly in the glassy surface o f Maer Dualdon.
dream s o f gold or glory. Even adventurers am ong
—R.A. S a lvatore, The Crystal Shard them usually venture into the w orld for reason s o f
A ffa b le a n d Po s it iv e
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
com m unity, friendship, w anderlust, or curiosity. They faces— surely more than they ever let on.”
love d iscoverin g n ew things, even sim ple things, such Humans. “ Humans are a lot like us, really. At least some
as an exotic fo o d or an unfam iliar style o f clothing. o f them are. Step out of the castles and keeps, go talk to the
H alflings are easily m oved to pity and hate to see any farmers and herders and you’ ll find good, solid folk. Not that
living thing suffer. Th ey are generous, happily sharing there’s anything wrong with the barons and soldiers— you
have to admire their conviction. And by protecting their own
w hat they have even in lean tim es.
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
Ex plo r in g O ppo r tu n ities
hum ans, dw arves, or elves, m aking them selves valuable H alflings usually set out on the adventurer’s path to
and w elcom e. T h e com bination o f their inherent stealth defend their com m u n ities, support their friends, or
and their u nassum ing nature helps halflings to avoid explore a w id e and w onder-filled w orld. For them,
unw anted attention. adventuring is less a career than an opportunity or
H alflings w ork readily w ith others, and they are loyal som etim es a necessity.
to their friends, w hether halfling or oth erw ise. Th ey can
display rem arkable ferocity w hen their friends, fam ilies, H alflin g N am es
or com m u n ities are threatened.
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
Pa s t o r a l P l e a s a n t r i e s
stuck so tenaciously they have been p a ssed dow n
M ost halflings live in sm all, p ea cefu l com m u n ities with through the generations.
large farm s and w ell-kept groves. They rarely build
Male Names: Alton, Ander, Cade, Corrin, Eldon, Errich,
kin gdom s o f their ow n or even hold m uch land beyond
Finnan, Garret, Lindal, Lyle, M erric, M ilo, O sborn,
their quiet shires. T h ey typically don ’t r ecog n ize any
Perrin, R eed, R o s co e , W ellby
sort o f halfling nobility or royalty, instead look in g to
Female Names: Andry, Bree, Callie, Cora, Euphem ia,
fam ily elders to guide them. Fam ilies preserve their
Jillian, Kithri, Lavinia, Lidda, Merla, N edda, Paela,
traditional w ays despite the rise and fall o f em pires.
Portia, Seraphina, Shaena, Trym , Vani, Verna
M any h alflings live am ong other races, w h ere the
Family Names: Brushgather, G oodbarrel, G reenbottle,
halflings’ hard w ork and loyal ou tlook offer them
High-hill, Hilltopple, Leagallow , Tealeaf, T horngage,
abundant rew ards and creature com forts. S o m e halfling
T osscob ble, U nderbough
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.
H a l f l in g T r aits Languages. You can speak, read, and w rite C om m on
and Halfling. T h e H alfling language isn’t secret, but
Your halfling character has a num ber o f traits in
h alflings are loath to share it w ith others. Th ey write
co m m o n with all other halflings.
very little, so they don ’t have a rich b od y o f literature.
Ability Score Increase. Y our D exterity sco re T h eir oral tradition, however, is very strong. A lm ost all
in creases by 2.
h alflings sp ea k C om m on to con verse w ith the p eople
Age. A halfling reach es adulthood at the age of in w h ose lands they dw ell or through w h ich they
20 and generally lives into the m iddle o f his or her
are traveling.
se co n d century.
Subrace. The tw o m ain kinds o f halfling, lightfoot and
Alignment. M ost halflings are law ful g ood. A s a rule, stout, are m ore like closely related fam ilies than true
they are good-hearted and kind, hate to see others in
su braces. C h oose on e o f these subraces.
pain, and have n o tolerance for op pression . Th ey are
also very orderly and traditional, leaning heavily on L ig h t f o o t
the support o f their com m u n ity and the com fort o f A s a lightfoot halfling, you can easily hide from notice,
their old ways. even using other p eop le as cover. Y ou’re inclined to be
Size. H alflings average about 3 feet tall and w eigh affable and get along w ell with others. In the Forgotten
about 40 pou nds. Your size is Sm all. R ealm s, lightfoot halflings have spread the farthest and
Speed. Your base w alkin g sp eed is 25 feet. thus are the m ost co m m o n variety.
Lucky. W h en you roll a 1 on an attack roll, ability L ightfoots are m ore prone to w anderlust than other
check, or saving throw, you can reroll the die and must halflings, and often dw ell alongside other races or take
u se the n ew roll. up a n om adic life. In the w orld o f G reyhawk, th ese
Brave. You have advantage on saving throw s against halflings are called hairfeet or tallfellows.
bein g frightened. Ability Score Increase. Your C harism a score
Halfling Nimbleness. You can m ove through the in creases by 1.
sp ace o f any creature that is o f a size larger than yours. 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
Dam aran Shou Names: (M ale) An, Chen, Chi, Fai, Jiang, Jun,
Found prim arily in the n orthw est o f Faerun, D am arans Lian, Long, M eng, On, Shan, Shui, W en; (female)
are o f m oderate height and build, w ith skin hues Bai, Chao, Jia, Lei, Mei, Qiao, Shui, Tai; (surnam es)
ranging from tawny to fair. Th eir hair is usually brow n Chien, Huang, Kao, Kung, Lao, Ling, Mei, Pin, Shin,
or black, and their eye c o lo r varies widely, though brow n Sum , Tan, W an
is m ost com m on .
T e t h y r ia n
Damaran Names: (M ale) Bor, Fodel, Glar, Grigor, W id espread along the entire S w ord C oast at the
Igan, Ivor, K osef, Mival, Orel, Pavel, S ergor; (female) w estern edge o f Faerun, Tethyrians are o f m edium build
Alethra, Kara, Katernin, Mara, Natali, Olma, Tana, and height, w ith dusky skin that tends to g row fairer
Zora; (surnam es) Bersk, Chernin, Dotsk, Kulenov, the farther north they dwell. Their hair and eye color
M arsk, N em etsk, Shem ov, Starag 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 Tu ram i
gray eyes. M ost have raven-black hair, but those w ho Native to the southern sh ore o f the Inner S ea , the
inhabit the extrem e northwest have blond, red, or Turami p eop le are generally tall and m uscular, with
light brow n hair. dark m ahogany skin, curly black hair, and dark eyes.
Illuskan Names: (M ale) Ander, Blath, Bran, Frath, Turami Names: (M ale) Anton, D iero, M arcon, Pieron,
Geth, Lander, Luth, M alcer, Stor, Taman, Urth; R im ardo, R om ero, Salazar, U m bero; (fem ale) Balam a,
(fem ale) Am afrey, Betha, Cefrey, Kethra, Mara, Olga, D ona, Faila, Jalana, Luisa, Marta, Quara, Selise,
Silifrey, W estra; (surnam es) B rightw ood, Helder, Vonda; (surnam es) A gosto, A storio, Calabra, D om ine,
H ornraven, Lackm an, Storm w ind, W indrivver Falone, M arivaldi, Pisacar, R a m on d o
M ulan
H um an T r a it s
D om inant in the eastern and southeastern sh ores o f
the Inner Sea, the Mulan are generally tall, slim , and It’s hard to m ake generalizations about hum ans, but
am ber-skinned, with eyes o f hazel or brow n. T heir hair your hum an character has th ese traits.
ranges from black to dark brow n, but in the lands w here Ability Score Increase. Your ability sc o r e s each
in crease by 1.
the M ulan are m ost prom inent, n obles and m any other
Mulan shave o ff all their hair. Age. H um ans reach adulthood in their late teens and
live less than a century.
Mulan Names: (M ale) Aoth, Bareris, Ehput-Ki, Alignment. H um ans tend tow ard no
Kethoth, M um ed, R am as, So-K ehur, T hazar-D e, particular alignm ent. T h e best and the w orst are
Urhur; (female) Arizim a, Chathi, Nephis, Nulara, found am ong them.
Murithi, S efris, Thola, Umara, Z olis; (surnam es) Size. H um ans vary w idely in height and build, from
Ankhalab, Anskuld, Fezim , Hahpet, Nathandem, barely 5 feet to w ell over 6 feet tall. R egardless o f your
Sepret, Uuthrakt position in that range, your size is M edium .
Speed. Your ba se w alk in g sp eed is 30 feet.
R ash em i
Languages. You can speak, read, and write C om m on
M ost often found east o f the Inner S e a and often
and on e extra language o f your ch oice. H um ans typically
interm ingled with the M ulan, R a sh em is tend to b e short,
learn the languages o f other p eop les they deal with,
stout, and m uscular. They usually have dusky skin, dark
including o b scu re dialects. They are fond o f sprinkling
eyes, and thick black hair.
their sp eech w ith w ord s b orrow ed from other tongues:
Rashem i Names: (M ale) Borivik, Faurgar, Jandar, O rc cu rses, Elvish m usical expression s, D w arvish
Kanithar, M adislak, R alm evik, Shaum ar, Vladislak; m ilitary phrases, and so on.
(fem ale) Fyevarra, H ulm arra, Im m ith, Imzel,
Navarra, Shevarra, Tam mith. Yuldra; (surnam es) Va r ia n t H u m a n T r a it s
Chergoba, D yernina, Iltazyara, Murnyethara, If your campaign uses the optional feat rules from chapter 5,
Stayanoga, U lm okina 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
P r o u d D r a g o n K in
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
D ragonborn the colors o f their dragon kin, but generations o f
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 interbreeding have created a m ore uniform appearance.
Their sm all, fine sca les are usually brass or bron ze
that led down from the portal, unmoving. The scales of his
in color, som etim es ranging to scarlet, rust, gold, or
face had grown paler around the edges, but Clanless Mehen copper-green. T h ey are tall and strongly built, often
still looked as if he could wrestle down a dire bear him- standing clo se to 6 1/2 feet tall and w eigh in g 3 0 0 pou nds
self. Hisfamiliar well-worn armor was gone, replaced by or m ore. T heir hands and feet are strong, talonlike
claw s w ith three fingers and a thum b on each hand.
violet-tinted scale armor with bright silvery tracings. There
T h e b lood o f a particular type o f dragon runs
was a blazon on his arm as well, the mark of some foreign very strong through so m e dragonborn clans. T h ese
house. The sword at his back was the same, though, the one dragonborn often boast sca les that m ore closely m atch
th ose o f their dragon a n cestor—bright red, green, blue,
he had carried since even before he hadfound the twins left
or white, lustrous black, or gleam ing m etallic gold,
in swaddling at the gates o f Arush Vayem. silver, brass, copper, or bronze.
U n c o m m o n Ra ces
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.
Self-S u fficien t C lan s In the cosmopolitan cities o f the D&D multiverse, most
people hardly look twice at members of even the most
To any dragonborn , the clan is m ore im portant than
exotic races. But the small towns and villages that dot
life itself. D ragon born ow e their devotion and respect
the countryside are different. The common folk aren’t
to their clan above all else, even the gods. Each
accustomed to seeing members o f these races, and they
dragon b orn ’s con du ct reflects on the h on or o f his or her react accordingly.
clan, and brin ging dishon or to the clan can result in Dragonborn. It’s easy to assume that a dragonborn is a
expulsion and exile. E ach dragonborn k n ow s his or her monster, especially if his or her scales betray a chromatic
station and duties w ithin the clan, and h on or dem ands heritage. Unless the dragonborn starts breathing fire and
m aintaining the b ou n ds o f that position. causing destruction, though, people are likely to respond
A continual drive for self-im provem ent reflects the with caution rather than outright fear.
self-sufficiency o f the race as a w hole. D ragon born value Gnome. Gnomes don’t look like a threat and can quickly
disarm suspicion with good humor. The common folk are
skill and excellen ce in all endeavors. T h ey hate to fail,
often curious about gnomes, likely never having seen one
and they push th em selves to extrem e efforts b efore they
before, but they are rarely hostile or fearful.
give up on som ething. A d ragonborn holds m astery o f
Half-Elf. Although many people have never seen a half-elf,
a particular skill as a lifetim e goal. M em bers o f other virtually everyone knows they exist. A half-elf stranger’s
races w h o share the sam e com m itm en t find it easy to arrival is followed by gossip behind the half-elf's back and
earn the resp ect o f a dragonborn. stolen glances across the common room, rather than any
T h ough all dragonborn strive to b e self-sufficient, confrontation or open curiosity.
they recog n ize that help is som etim es n eeded in difficult Half-Orc. It’s usually safe to assume that a half-orc is
situations. But the best so u rce for such help is the belligerent and quick to anger, so people watch themselves
clan, and w hen a clan n eeds help, it turns to another around an unfamiliar half-orc. Shopkeepers might
surreptitiously hide valuable or fragile goods when a half-orc
dragonborn clan b efore seek in g aid from other ra ce s—
comes in, and people slowly clear out o f a tavern, assuming a
or even from the gods.
fight will break out soon.
Tiefling. Half-orcs are greeted with a practical caution, but
D ragonborn Names tieflings are the subject o f supernatural fear. The evil o f their
D ra gon born have person al n am es given at birth, heritage is plainly visible in their features, and as far as most
but they put their clan n am es first as a m ark o f people are concerned, a tiefling could very well be a devil
straight from the Nine Hells. People might make warding
honor. A ch ild h ood nam e or nickn am e is often used
signs as a tiefling approaches, cross the street to avoid
am ong clutchm ates as a descriptive term or a term
passing near, or bar shop doors before a tiefling can enter.
o f endearm ent. T h e nam e m ight recall an event or
center on a habit.
T h ough g n om es love jo k e s o f all kinds, particularly Male Nam es: Alston, Alvyn, B odd yn ock, B rocc, Burgell,
puns and pranks, th ey’re ju st as dedicated to the m ore D im ble, Eldon, Erky, Fonkin, Frug, G erbo, G im ble,
seriou s tasks they undertake. M any g n om es are skilled Glim, Jebeddo, K ellen, N am foodle, Orryn, R oondar,
engineers, alchem ists, tinkers, and inventors. T h ey ’re S ee b o , Sindri, W arryn, W renn, Z o o k
w illing to m ake m istakes and laugh at them selves in Female Names: B im pnottin, Breena, Caram ip, Carlin,
the p r o ce s s o f perfectin g w hat they do, taking bold D onella, Duvam il, Ella, Ellyjobell, Ellyw ick, Lilli,
(som etim es foolhardy) risks and dream in g large. L oopm ottin, Lorilla, M ardnab, N issa, Nyx, Oda, Orla,
R oyw yn , Sham il, Tana, W ayw ocket, Zanna
B rig h t B urrow s Clan Names: Beren, D aergel, Folkor, G arrick, Nackle,
G n om es m ake their h om es in hilly, w o o d e d lands. They M urnig, Ningel, Raulnor, S ch ep p en , Tim bers, Turen
live underground but get m ore fresh air than dw arves Nicknames: A leslosh, Ashhearth, Badger, Cloak,
do, enjoying the natural, living w orld on the surface D oublelock, Filchbatter, Fnipper, Ku, Nim , O neshoe,
w henever they can. T h eir h om es are w ell hidden by P ock , Sparklegem , Stum bleduck
both clever construction and sim ple illusions. W elcom e
visitors are quickly u sh ered into the bright, w arm
Seein g th e W orld
bu rrow s. T h ose w h o are not w elcom e are unlikely to C urious and im pulsive, g n om es m ight take up
find the bu rrow s in the first place. adventuring as a w ay to see the w orld or for the love
G n om es w h o settle in hum an lands are com m on ly o f exploring. A s lovers o f gem s and other fine items,
gem cutters, engineers, sages, or tinkers. S o m e hum an som e g n om es take to adventuring as a quick, if
fam ilies retain gnom e tutors, en su ring that their pupils dangerous, path to wealth. R egardless o f w hat spurs
enjoy a m ix o f seriou s learning and delighted enjoym ent. them to adventure, g n om es w h o adopt this w ay o f life
A gnom e m ight tutor several generations o f a single eke as m uch enjoym ent out o f it as they d o out o f any
hum an fam ily over the cou rse o f his or her long life. 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.
G n o m e T r aits
A gnom e's mother, father, clan elder, aunts, and uncles Y our gnom e character has certain characteristics in
each give the gnom e a nam e, and various nick n am es co m m o n with all other gnom es.
from ju st about everyone else m ight or m ight not stick Ability Score Increase. Your Intelligence sco re
over time. G n om e n am es are typically variants on the in creases by 2.
n am es o f an cestors or distant relatives, though som e Age. G n om es m ature at the sam e rate hum ans do, and
are purely n ew inventions. W h en dealing w ith hum ans m ost are expected to settle dow n into an adult life by
and others w h o are “stuffy” about nam es, a gnom e around age 40. Th ey ca n live 35 0 to alm ost 5 0 0 years.
learns to use no m ore than three nam es: a personal Alignment. G n om es are m ost often g ood. T h ose w ho
nam e, a clan nam e, and a nicknam e, ch oosin g the on e in tend tow ard law are sages, engineers, researchers,
each category that’s the m ost fun to say. 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 Ability Score Increase. Your Constitution sco re
It’s rare for a gnome to be hostile or malicious unless he in creases by 1.
or she has suffered a grievous injury. Gnomes know that Artificer’s Lore. W h enever you m ake an Intelligence
most races don’t share their sense o f humor, but they enjoy (H istory) ch eck related to m agic item s, alchem ical
anyone's company just as they enjoy everything else they set objects, or tech n ological devices, you can add tw ice your
out to do. proficiency bonus, instead o f any p roficiency bon u s you
n orm ally apply.
even the tricksters am ong them are m ore playful Tinker. You have proficiency with artisan’s tools
than vicious. (tinker’s tools). U sing th ose tools, you can spend 1
Size. G n om es are betw een 3 and 4 feet tall and hour and 10 gp w orth o f m aterials to con stru ct a Tiny
average about 4 0 pou nds. Your size is Sm all. clock w ork device (AC 5, 1 hp). T h e device c e a se s
Speed. Your base w alkin g sp eed is 25 feet. to function after 24 h ours (unless you spend 1 hour
Darkvision. A ccu stom ed to life underground, you have repairing it to keep the device functioning), or w hen
su perior vision in dark and dim condition s. You can you use your action to dism antle it; at that tim e, you can
see in dim light w ithin 60 feet o f you as if it w ere bright reclaim the m aterials u sed to create it. You can have up
light, and in darkn ess as if it w ere dim light. You can't to three such devices active at a time.
discern color in darkness, only sh ad es o f gray. W h en you create a device, c h o o s e on e o f the
Gnome Cunning. You have advantage on all follow in g options:
Intelligence, W isdom , and C harism a saving throw s
Clockwork Toy. T h is toy is a clock w ork anim al, monster,
against m agic.
or person , such as a frog, m ou se, bird, dragon, or
Languages. You can speak, read, and w rite C om m on
soldier. W h en placed on the ground, the toy m oves
and G nom ish. T h e G nom ish language, w hich u ses the
5 feet a cro ss the ground on each o f your turns in a
D w arvish script, is ren ow n ed for its technical treatises
random direction. It m akes n oises as appropriate
and its catalogs o f k n ow led ge about the natural world.
to the creature it represents.
Subrace. Tw o su braces o f g n om es are found am ong
Fire Starter. The device p rod u ces a m iniature
the w orlds o f D & D : forest g n om es and rock gnom es.
flame, w hich you can use to light a candle,
C h oose one o f these subraces.
torch, or cam pfire. U sing the device
Forest G nome requ ires your action.
A s a forest gnom e, you have a natural knack for illusion Music Box. W h en open ed, this m u sic box
and inherent qu ick n ess and stealth. In the w orlds of plays a single son g at a m oderate volum e.
D&D, forest g n om es are rare and secretive. Th ey gather The b ox stops playing w hen it
in hidden com m u n ities in sylvan forests, usin g illusions reach es the s o n g ’s end or
and trickery to co n ce a l them selves from threats or w hen it is closed.
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.
“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
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
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
H alf-orcs’ grayish pigm entation, slopin g foreheads,
sleeping-furs and his women and pulled a short hauberk jutting ja w s, prom inent teeth, and tow ering builds m ake
of heavy steel rings over his thick, well-muscled torso. He their orcish heritage plain for all to see. H alf-orcs stand
usually rose before most of his warriors, since he had a betw een 6 and 7 feet tall and usually w eigh betw een
180 and 2 5 0 pounds.
strong streak of human blood in him, and he found the
Orc s regard battle sca rs as tokens o f pride and
daylight less bothersome than most of his tribe did. Among ornam ental sca rs as things o f beauty. Other scars,
the Bloody Skulls, a warrior wasjudged by his strength, his 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
fierceness, and his wits. Human ancestry was no blemish
or near orc s has scars, w hether they are m arks o f
against a warrior—provided he was every bit as strong, hum iliation or o f pride, recou ntin g their past exploits
enduring, and bloodthirsty as hisfull-blooded kin. Half- and injuries. Such a half-orc living am ong hum ans might
orcs who were weaker than their orc comrades didn't last display these scars proudly or hide them in sham e.
long among the Bloody Skulls or any other orc tribe for
T he M a r k of G ruum sh
that matter. But it was often true that a bit of human blood
T h e on e-eyed god G ruum sh created the orc s, and even
gave a warriorjust the right mix of cunning, ambition, and th ose orc s w h o turn away from his w orsh ip ca n ’t fully
self-discipline to go far indeed, as Mhurren had. He was esca p e his influence. T h e sa m e is true o f half-orcs,
master of a tribe that could muster two thousand spears, 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
and the strongest chief in Thar.
G ruum sh in their dream s, calling them to unleash the
—R ich a r d Baker, Swordmage rage that sim m ers w ithin them . O thers feel G ru u m sh ’s
hate orcs. Some are reserved, trying not to draw attention to
exultation w h en they join in m elee com bat—and either themselves. A few demonstrate piety and good-heartedness
exult along w ith him or shiver w ith fear and loathing. as publicly as they can (whether or not such demonstrations
H alf-orcs are not evil by nature, but evil d o e s lurk w ithin are genuine). And some simply try to be so tough that others
them , w hether they em brace it or rebel against it. just avoid them.
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
Ability Score Increase. Your Strength score
m akes their b od ies burn. A n insult stings like acid,
in creases by 2, and your Constitution sco re
and sa d n ess saps their strength. But they laugh loudly
in creases by 1.
and heartily, and sim ple b od ily p lea su res—feasting,
Age. H alf-orcs m ature a little faster than hum ans,
drinking, w restling, drum m ing, and w ild dancing—fill
reachin g adulthood around age 14. Th ey age
their hearts w ith joy. Th ey tend to be short-tem pered
noticeably faster and rarely live longer than 75 years.
and som etim es sullen, m ore in clined to action than
Alignment. H alf-orcs inherit a tendency toward ch a os
contem plation and to fighting than arguing. T h e m ost
from their orc parents and are not strongly inclined
accom p lish ed h alf-orcs are th ose w ith en ough self-
tow ard g ood. H alf-orcs raised am ong ores and w illing
con trol to get by in a civilized land.
to live out their lives am ong them are usually evil.
Size. H alf-orcs are som ew h at larger and bulkier than
T ribes a n d Slu m s
hum ans, and they range from 5 to w ell over 6 feet tall.
H alf-orcs m ost often live a m on g orc s. O f the other races, Your size is M edium .
hum ans are m ost likely to a ccept half-orcs, and half- Speed. Your base w alk in g sp eed is 30 feet.
orcs alm ost always live in hum an lands w hen not living Darkvision. T h an ks to your o r c blood, you have
am ong orc tribes. W h eth er proving th em selves am ong su perior vision in dark and dim condition s. You can
rough barbarian tribes or scrabblin g to survive in the see in dim light w ithin 60 feet o f you as if it w ere bright
slum s o f larger cities, h alf-orcs get by on their physical light, and in darkn ess as if it w ere dim light. You can't
might, their endurance, and the sh eer determ ination discern color in darkness, only sh ades o f gray.
they inherit from their hum an ancestry. Menacing. You gain proficiency in the
Intim idation skill.
H a l f - O rc N a m e s Relentless Endurance. W h en you are redu ced to
H alf-orcs usually have n am es appropriate to the culture 0 hit points but n ot k illed outright, you can drop to 1 hit
in w h ich they w ere raised. A h alf-orc w h o w ants to fit in point instead. You ca n ’t use this feature again until you
am ong hum ans might trade an o r c nam e for a hum an finish a lon g rest.
nam e. S o m e h alf-orcs w ith hum an n am es decide to Savage Attacks. W h en you sco re a critical hit with
adopt a guttural o r c n am e b eca u se they think it m akes a m elee w eapon attack, you can roll one o f the w eapon ’s
them m ore intim idating. dam age dice on e additional tim e and add it to the extra
dam age o f the critical hit.
Male Orc Names: D ench, Feng, Gell, Henk, H olg, Imsh, Languages. You can speak, read, and
Keth, K rusk, M hurren, Ront, Shum p, T h ok k w rite C om m on and O rc . O rc is a
Female O rc Names: Baggi, Em en, Engong, Kansif, harsh, grating language with
Myev, N eega, Ovak, O w nka, Shautha, Sutha, Vola, hard consonants. It has
Volen, Yevelda no script o f its ow n
but is w ritten in the
H a l f - O rc T r a it s D w arvish script.
Y our h alf-orc character has certain traits deriving from
your ore ancestry.
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
In fer n a l B lo o d lin e
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
“ 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 , o f a variety o f shapes: som e have curling h orn s like a
devil’s child." ram, others have straight and tall h orn s like a g azelle’s,
Those black eyes, cold as a winter storm, were staring 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
right into her heart and the sudden seriousness in his
around their legs w hen they get upset or n ervous. Their
voice jolted her. can in e teeth are sharply pointed, and their eyes are
“What is it they say?" he asked. “One’s a curiosity, two’s 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
a conspiracy—”
range o f hum an coloration, but also include various
“Three's a curse,” she finished. “You think I haven’t heard sh ades o f red. Their hair, ca sca d in g dow n from behind
that rubbish before?” their h orns, is usually dark, from black o r brow n to dark
“I knowy o u have.” When she glared at him, he added, red, blue, or purple.
C lasses
Hit Primary Saving Throw Armor and Weapon
Class Description Die Ability Proficiencies Proficiencies
Barbarian A fierce warrior of primitive background d12 Strength Strength & Light and medium armor, shields,
who can enter a battle rage Constitution simple and martial weapons
Bard An inspiring magician whose power d8 Charisma Dexterity & Light armor, simple weapons, hand
echoes the music of creation Charisma crossbows, longswords, rapiers,
shortswords
Cleric A priestly champion who wields divine d8 Wisdom Wisdom & Light and medium armor, shields,
magic in service of a higher power Charisma simple weapons
Druid A priest o f the Old Faith, wielding the d8 Wisdom Intelligence Light and medium armor (nonmetal),
powers of nature— moonlight and & Wisdom shields (nonmetal), clubs, daggers,
plant growth, fire and lightning— and darts, javelins, maces, quarterstaffs,
adopting animal forms scimitars, sickles, slings, spears
Fighter A master o f martial combat, skilled with d10 Strength or Strength & All armor, shields, simple and martial
a variety o f weapons and armor Dexterity Constitution weapons
Monk An master of martial arts, harnessing d8 Dexterity & Strength & Simple weapons, shortswords
the power of the body in pursuit of Wisdom Dexterity
physical and spiritual perfection
Paladin A holy warrior bound to a sacred oath d10 Strength & Wisdom & All armor, shields, simple and martial
Charisma Charisma weapons
Ranger A warrior who uses martial prowess and d10 Dexterity & Strength & Light and medium armor, shields,
nature magic to combat threats on the Wisdom Dexterity simple and martial weapons
edges of civilization
Rogue A scoundrel who uses stealth and d8 Dexterity Dexterity & Light armor, simple weapons, hand
trickery to overcome obstacles and Intelligence crossbows, longswords, rapiers,
enemies shortswords
Sorcerer A spellcaster who draws on inherent d6 Charisma Constitution Daggers, darts, slings, quarterstaffs,
magic from a gift or bloodline & Charisma light crossbows
Warlock A wielder of magic that is derived from d8 Charisma Wisdom & Light armor, simple weapons
a bargain with an extraplanar entity Charisma
Wizard A scholarly magic-user capable of d6 Intelligence Intelligence Daggers, darts, slings, quarterstaffs,
manipulating the structures of reality & 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
Proficiency Rage
Level Bonus Features Rages Damage
1st +2 Rage, Unarmored 2 +2
Defense
2nd +2 Reckless Attack, 2 +2
Danger Sense
3rd +2 Primal Path 3 +2
4th +2 Ability Score 3 +2
Improvement
5th +3 Extra Attack, 3 +2
Fast Movement
6th +3 Path feature 4 +2
7th +3 Feral Instinct 4 +2
8th +3 Ability Score 4 +2
Improvement
9th +4 Brutal Critical 4 +3
(1 die)
10th +4 Path feature 4 +3
11th +4 Relentless Rage 4 +3
12th +4 Ability Score 5 +3
Improvement
13th +5 Brutal Critical 5 +3
(2 dice)
14th +5 Path feature 5 +3
15th +5 Persistent Rage 5 +3
16th +5 Ability Score 5 +4 W hat led you to take up the adventuring life? W ere you
Improvement lured to settled lands by the prom ise o f rich es? Did you
17th +6 Brutal Critical 6 +4 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
(3 dice)
out o f your hom eland, m akin g you a rootless refugee?
18th +6 Indomitable 6 +4
Perhaps y ou w ere a prison er o f war, brought in chains to
Might
“civilized ” lands and only n ow able to w in your freedom .
19th +6 Ability Score 6 +4
Or you might have been cast out from your p eople
Improvement b eca u se o f a crim e you com m itted, a ta boo you violated,
20th +6 Primal Champion Unlimited +4 or a cou p that rem oved you from a position o f authority.
Q 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.
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 C lass Featu r es
perfectly suited for adventuring. W andering is often a A s a barbarian, you gain the follow in g class features.
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 H it P o in t s
barbarians m iss the close-k n it fam ily stru ctu res o f the Hit Dice: 1d 12 per barbarian level
tribe, but eventually find them replaced by the bon ds Hit Points at 1st Level: 12 + your Constitution m odifier
form ed am ong the m em bers o f their adventuring parties. 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
P r o f ic ie n c ie s
W h en creating a barbarian character, think about w here
Arm or: Light armor, m edium armor, shields
you r character c o m e s from and his or her place in the
Weapons: S im ple w eapon s, martial w eapon s
w orld. Talk with your DM about an appropriate origin
Tools: N one
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? Saving Throws: Strength, Constitution
O r is the cam paign set in a rough-and-tum ble frontier Skills: C h oose tw o from A nim al Handling, Athletics,
w here barbarians are com m on ? Intim idation, Nature, P erception , and Survival
Eq u ipm e n t U n arm o red D efense
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
W h ile you are not w earin g any armor, your A rm or C lass
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 :
equals 10 + your Dexterity m odifier + your Constitution
• (a) a greataxe or (b) any m artial m elee w eapon 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
Starting at 2nd level, you can th row aside all con cern
Rage
for defen se to attack w ith fierce desperation. W h en
In battle, you fight with prim al ferocity. O n your turn, you m ake your first attack on your turn, you can decide
you can enter a rage as a bon u s action. to attack recklessly. D oin g s o gives you advantage on
W h ile raging, you gain the follow in g benefits if you m elee w eapon attack rolls usin g Strength during this
aren’t w earin g heavy arm or: turn, but attack rolls against you have advantage until
• You have advantage on Strength ch eck s and Strength your next turn.
saving throw s.
• W hen you m ake a m elee w eapon attack using
D a n g e r Sense
Strength, you gain a bon u s to the dam age roll that At 2nd level, you gain an uncanny sen se o f w hen things
in creases as you gain levels as a barbarian, as show n nearby aren’t as they should be, giving you an edge
in the R age D am age colu m n o f the Barbarian table. w hen you d odge away from danger.
• You have resistan ce to bludgeoning, piercing, and You have advantage on D exterity saving throw s
slashing dam age. against effects that you can see, such as traps and spells.
To gain this benefit, you ca n ’t be blinded, deafened, or
If you are able to cast spells, you ca n ’t cast them or
incapacitated.
concentrate on them w hile raging.
Your rage lasts for 1 minute. It ends early if you are
P r i m a l Pa t h
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 At 3rd level, you c h o o s e a path that sh ap es the nature o f
or taken dam age sin ce then. You can also end your rage your rage. C h oose the Path o f the B erserker or the Path
on your turn as a bon u s action. o f the Totem W arrior, both detailed at the end o f the
O nce you have raged the num ber o f tim es show n class description. Your ch oice grants you features at 3rd
for your barbarian level in the R a ges colu m n o f the level and again at 6th, 10th, and 14th levels.
Barbarian table, you m ust finish a lon g rest before you
can rage again.
A b il it y S co r e Im p r o v e m e n t barbarians attribute their rage to different sou rces,
however. F or som e, it is an internal reservoir w here
W h en you reach 4th level, and again at 8th, 12th, 16th, pain, grief, and anger are forged into a fury hard as
and 19th level, you ca n in crease on e ability sco re o f your
steel. O thers se e it as a spiritual blessing, a gift o f
ch oice by 2, or you can in crease tw o ability s c o r e s o f
a totem anim al.
your ch oice by 1. A s norm al, you ca n ’t in crease an ability
sco re above 20 using this feature. 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
Extra A ttack
end being violen ce. The Path o f the B erserker is a path
B egin ning at 5th level, you can attack tw ice, instead of
o f untram m eled fury, slick w ith blood. A s you enter
on ce, w hen ever you take the A ttack action on your turn.
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.
Fa s t M o v e m e n t
Starting at 5th level, your sp eed in creases by 10 feet Frenzy
w hile you aren’t w earin g heavy armor. 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
F e r a l In s t in c t 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
By 7th level, your instincts are so h oned that you have
after this one. W h en your rage ends, you suffer on e level
advantage on initiative rolls.
o f exhaustion (as d escribed in appendix A).
Additionally, if you are su rprised at the begin ning o f
com bat and aren’t incapacitated, you can act n orm ally
M in dless R age
on your first turn, but only if you enter your rage before
B egin ning at 6th level, you ca n ’t be ch a rm ed or
doin g anything else on that turn.
frightened w hile raging. If you are charm ed or
frightened w hen you enter your rage, the effect is
B r u ta l C r it ic a l
su sp ended for the duration o f the rage.
B egin ning at 9th level, you ca n roll one additional
w eap on dam age die w hen determ ining the extra In t im id a t in g P resence
dam age for a critical hit w ith a m elee attack. B egin ning at 10th level, you can use your action to
T h is in crea ses to tw o additional dice at 13th level frighten som eon e w ith your m en acin g p resen ce.
and three additional dice at 17th level. 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
R elentless R age 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
Starting at 11th level, your rage can keep you fighting
m odifier) or b e frightened o f you until the end o f your
despite grievous w ou n ds. If you drop to 0 hit points
next turn. On subsequent turns, you can use your action
w hile y ou ’re raging and don ’t die outright, you can m ake
to extend the duration o f this effect on the frightened
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
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 spect of th e 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.
creature until the end o f your next turn. This effect ends
Bear. You gain the m ight o f a bear. Your carryin g
if the creature ends its turn out o f line o f sight or m ore
capacity (including m axim um load and m axim um lift)
than 60 feet away from you.
is doubled, and you have advantage on Strength ch eck s
If the creature su cce e d s on its saving throw, you can't
m ade to push, pull, lift, or break objects.
use this feature on that creature again for 24 hours.
Eagle. You gain the eyesight o f an eagle. You can
R e t a l ia t io n
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
Starting at 14th level, w hen you take dam age from
m ore than 100 feet away from you. Additionally, dim
a creature that is within 5 feet o f you. you can use
light doesn't im p ose disadvantage on your W isd om
your reaction to m ake a m elee w eap on attack against
(P erception ) ch ecks.
that creature.
Wolf, You gain the hunting sensibilities o f a w olf. You
Pa t h o f t h e T o t e m W a r r i o r 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
The Path o f the Totem W arrior is a spiritual journey, as pace (see chapter 8 for rules on travel pace).
the barbarian accep ts a spirit anim al as guide, protector,
and inspiration. In battle, your totem spirit fills you Sp ir it W a l k e r
with supernatural might, adding m agical fuel to your At 10th level, you can cast the commune with nature
barbarian rage. spell, but only as a ritual. W h en you do so, a spiritual
M ost barbarian tribes con sid er a totem anim al to be version o f one o f the anim als you c h ose for Totem Spirit
kin to a particular clan. In such ca ses, it is unusual for or A sp ect o f the B east appears to you to convey the
an individual to have m ore than one totem anim al spirit, inform ation you seek.
though exception s exist.
T o te m ic A ttunem ent
Sp ir it Se e k e r At 14th level, you gain a m agical benefit ba sed on a
Yours is a path that seeks attunement with the natural totem anim al o f your ch oice. You can c h o o s e the sam e
w orld, giving you a kinship with beasts. At 3rd level w hen anim al you selected previously or a different one.
you adopt this path, you gain the ability to cast the beast Bear, W h ile you ’re raging, any creature within 5 feet
sense and speak with animals spells, but only as rituals, o f you that’s hostile to you has disadvantage on attack
as described in chapter 10. rolls against targets other than you or another character
with this feature. An enem y is im m u ne to this effect if it
T otem Sp ir it ca n ’t see or hear you or if it ca n ’t b e frightened.
At 3rd level, w hen you adopt this path, you c h o o s e a Eagle. W h ile raging, you have a flying sp eed equal to
totem spirit and gain its feature. You must m ake or your current w alk in g speed. T h is benefit w ork s only in
acquire a physical totem object- an am ulet or sim ilar short bursts; you fall if you end your turn in the air and
adornm ent—that in corporates fur or feathers, claw s, nothing else is h oldin g you aloft.
teeth, or b on es o f the totem anim al. At your option, you Wolf. W h ile y ou ’re raging, you can u se a bon u s action
also gain m inor physical attributes that are rem iniscent on your turn to kn ock a Large or sm aller creature prone
o f your totem spirit. For exam ple, if you have a bear w hen you hit it with m elee w eapon attack.
totem spirit, you m ight be unusually hairy and thick-
skinned, or if your totem is the eagle, your eyes turn
bright yellow.
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
E q u ip m e n t
C r e a t in g a B a r d
You start with the follow in g equipm ent, in addition to
Bards thrive on stories, w hether th ose stories are true the equipm ent granted by your background:
or not. Your character’s back grou n d and m otivations
• (a) a rapier, (b) a lon gsw ord, or (c) any sim ple w eapon
are not as im portant as the stories that he or she tells
• (a) a diplom at’s pack or (b) an entertainer's pack
about them. Perhaps you had a secu re and m undane
• (a) a lute or (b) any other m usical instrum ent
ch ildh ood . T h ere’s no g o o d story to be told about that,
• Leather arm or and a dagger
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
Sp e l l c a s t in g
o f a story. S o m e bards acquire their m agical m usic
through extraordinary m eans, including the inspiration You have learned to untangle and reshape the fabric of
o f fey o r other supernatural creatures. reality in harm ony with your w ish es and m usic. Your
Did you serve an apprenticeship, studying under a spells are part o f your vast repertoire, m agic that you
master, follow in g the m ore experien ced bard until you can tune to different situations. S e e chapter 10 for the
w ere ready to strike out on your ow n ? O r did you attend general rules o f spellcasting and chapter 11 for the
a colleg e w here you studied bardic lore and practiced bard spell list.
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 C a n tr ips
your m entor. O r you m ight have been a sp oiled noble You k n ow tw o cantrips o f your ch oice from the bard
child tutored by a master. Perhaps you stum bled into the spell list. You learn additional bard cantrips o f your
clutches o f a hag, m akin g a bargain for a m usical gift in ch oice at higher levels, as sh ow n in the Cantrips K now n
addition to your life and freedom , but at w hat cost? colu m n o f the Bard table.
T h e Ba r d
Font o f Inspiration
6th +3 Countercharm, Bard College feature 3 9 4 3 3 — — — — — —
7th +3 — 3 10 4 3 3 1 — — — — —
Magical Secrets
11th +4 — 4 15 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 4 15 4 3 3 3 2 1 — — —
13th +5 Song of Rest (d10) 4 16 4 3 3 3 2 1 1 — —
14th +5 Magical Secrets, 4 18 4 3 3 3 2 1 1 — —
So n g of R est Su p e r io r In s p ir a t io n
B egin ning at 2nd level, you can u se sooth in g m usic or
At 20th level, w hen you roll initiative and have no u ses
oration to help revitalize your w ou n ded allies during
o f B ardic Inspiration left, you regain on e use.
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
Ba r d C olleges
1d6 hit points. Th e w ay o f a bard is gregarious. B ards seek each
T h e extra hit p oints in crease w hen you reach certain other out to sw ap so n g s and stories, boast o f their
levels in this class: to 1d8 at 9th level, to 1d 10 at 13th a ccom plish m en ts, and share their kn ow ledge. Bards
level, and to 1d 12 at 17th level. form lo o s e association s, w hich they call colleg es, to
facilitate their gatherings and preserve their traditions.
Bard C ollege
C ollege of L ore
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 B ards o f the C ollege o f L ore k n ow som eth in g about
C ollege o f Valor, both detailed at the end o f the class m ost things, collectin g bits o f k n ow led ge from sou rces
description. Your ch oice grants you features at 3rd level as diverse as scholarly tom es and peasant tales.
and again at 6th and 14th level. 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
E x p e r t ise 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
At 3rd level, c h o o s e tw o o f your skill proficiencies. Your
qu estion in g everything they held to be true, from their
proficiency bon u s is dou bled for any ability ch eck you
faith in the p riesth ood o f the loca l tem ple to their
m ake that u ses either o f the ch osen proficiencies.
loyalty to the king.
At 10th level, you can c h o o s e another tw o skill
The loyalty o f th ese bards lies in the pursuit o f beauty
proficien cies to gain this benefit.
and truth, not in fealty to a m on arch or follow in g the
A b il it y S co re Im pr o v e m e n t 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
W h en you reach 4th level, and again at 8th, 12th, 16th, h onest than politic.
and 19th level, you can in crease on e ability sco re o f your The co lle g e ’s m em bers gather in libraries and
ch oice by 2, or you can in crease tw o ability s c o r e s o f som etim es in actual colleg es, com plete w ith cla ssroom s
your ch oice by 1. A s norm al, you ca n ’t in crease an ability and dorm itories, to share their lore w ith one another.
sco re above 20 using this feature. 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 self-
Fo n t o f In sp ir a t io n im portant figures o f authority.
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 B o n u s P r o f ic ie n c ie s
finish a short or lon g rest. 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 ountercharm
C u t t in g W ords
At 6th level, you gain the ability to use m u sical notes or A lso at 3rd level, you learn h ow to use your wit to
w ord s o f p ow er to disrupt m ind-influencing effects. A s distract, con fu se, and oth erw ise sap the con fid en ce and
an action, you can start a perform an ce that lasts until com p eten ce o f others. W h en a creature that you can
the end o f your next turn. D uring that time, you and any see w ithin 6 0 feet o f you m akes an attack roll, an ability
friendly creatu res w ithin 30 feet o f you have advantage check, or a dam age roll, you can use your reaction to
on saving th row s against being frightened or charm ed. expend on e o f your u ses o f B ardic Inspiration, rolling
A creature m ust be able to hear you to gain this benefit. a B ardic Inspiration die and subtracting the num ber
Th e p erform a n ce en ds early if you are incapacitated or rolled from the creatu re’s roll. You can c h o o s e to use
silen ced or if you voluntarily en d it (no action required). 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 son gs, they inspire others to reach the sam e heights o f
dam age. The creature is im m une if it can ’t hear you or if accom plish m en t as the h eroes o f old.
it’s im m une to being charm ed.
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 W hen you jo in the C ollege o f Valor at 3rd level, you
At 6th level, you learn tw o spells o f your ch oice from any gain proficiency w ith m edium arm or, shields, and
class. A spell you c h o o s e m ust be o f a level you can cast, m artial w eapon s.
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 C ombat In sp ir a t io n
against the num ber o f bard spells you know. A lso at 3rd level, you learn to inspire others in battle.
A creature that has a B ardic Inspiration die from you
P eerless Sk il l can roll that die and add the num ber rolled to a w eapon
Starting at 14th level, w hen you m ake an ability check, dam age roll it just m ade. Alternatively, w hen an attack
you can expend on e u se o f B ardic Inspiration. Roll a roll is m ade against the creature, it can u se its reaction
B ardic Inspiration die and add the num ber rolled to to roll the B ardic Inspiration die and add the num ber
you r ability check . You can c h o o s e to do s o after you roil rolled to its AC against that attack, after seein g the roll
the die for the ability check, but before the DM tells you 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 ttack
C ollege of Valor 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.
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 Battle M ag ic
past, and thereby inspire a n ew generation o f h eroes. At 14th level, you have m astered the art o f w eaving
T h ese bards gather in m ead halls or around great sp ellcastin g and w eap on u se into a single h arm on ious
bon fires to sing the d eed s o f the mighty, both past act. W h en you use your action to cast a bard spell, you
and present. Th ey travel the land to w itn ess great can m ake one w eap on attack as a bon u s action.
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
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
C r e a t in g a C leric P r o fic ie n c ie s
A s you create a cleric, the m ost im portant question to Arm or: Light armor, m edium armor, shields
con sid er is w h ich deity to serve and w hat prin ciples you Weapons: All sim ple w eap on s
w ant your character to em body. A pp en dix B includes Tools: N one
lists o f m any o f the g od s o f the multiverse. C h eck with
Saving Throws: W isdom , Charism a
your D M to learn w hich deities are in your cam paign.
Skills: C h oose tw o from History, Insight, M edicine,
O n ce you ’ve ch osen a deity, con sid er your cleric's
Persuasion, and R eligion
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 E q u ipm e n t
serv ice w ith n o regard for your w ish es? H ow do the You start with the follow in g equipm ent, in addition to
tem ple priests o f your faith regard you: as a cham pion
the equipm ent granted by your background:
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 • (a) a m a ce or (b) a w arham m er (if proficient)
you striving to prove y ou rself w orthy o f a great quest? • (a) sca le mail, (b) leather armor, or (c) chain m ail (if
proficient)
Q u ic k Bu il d • (a) a light cro s s b o w and 20 bolts or (b) any sim ple
You can m ake a cleric quickly by follow in g these w eapon
suggestion s. First, W isd om should be your highest • (a) a priest’s pack or (b) an explorer’s pack
ability score, follow ed by S tren gth or Constitution. • A shield and a holy sym bol
S econ d , c h o o s e the acolyte background.
Sp e l l c a st in g 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
A s a conduit for divine pow er, you can cast cleric spells.
requ ires tim e spent in prayer and m editation: at least 1
S e e chapter 10 for the general rules o f sp ellcastin g and
m inute per spell level for each spell on your list.
chapter 11 for the cleric spell list.
Sp e l l c a s t in g A b il it y
C a n t r ip s
W isd om is your sp ellcastin g ability for your cleric spells.
At 1st level, you k n ow three cantrips o f your ch oice from
T h e p ow er o f your sp ells c o m e s from your devotion to
the cleric spell list. You learn additional cleric cantrips
your deity. You u se your W isd om w hen ever a cleric spell
o f your ch oice at higher levels, as sh ow n in the Cantrips
refers to your sp ellcastin g ability. In addition, you use
K n ow n colu m n o f the Cleric table.
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
P r e p a r in g and C a s t in g Spells
attack roll w ith one.
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 Spell save D C = 8 + your proficiency bonus +
th ese spells, you m ust expend a slot o f the sp ell’s level your Wisdom modifier
or higher. You regain all expen ded spell slots w hen you
Spell attack modifier = your proficiency bonus +
finish a lon g rest.
your Wisdom modifier
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
R it u a l C a s t in g
you do so, c h o o s e a num ber o f cleric spells equal to
You can cast a cleric spell as a ritual if that spell has the
your W isd om m odifier + your cleric level (m inim um o f
ritual tag and you have the spell prepared.
on e spell). The spells must be o f a level for w hich you
have spell slots. Sp e l l c a s t in g F o c u s
For exam ple, if you are a 3rd-level cleric, you have four You can use a holy sym b ol (found in chapter 5) as a
1st-level and tw o 2nd-level spell slots. W ith a W isd om sp ellcastin g focu s for your cleric spells.
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 D iv in e D o m a in
the 1st-level sp ell cure wounds, you can cast it using
C h oose on e dom ain related to your deity: K now ledge,
a 1st-level or 2nd-level slot. C asting the spell d oesn ’t
rem ove it from your list o f prepared spells. 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 dom ain s o f K now ledge, Life, and Light. A s a cleric, you
a short or long rest, you regain your expen ded u ses. 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.
C hannel D iv in it y : Turn U ndead Your ch oice might c orresp on d to a particular sect
A s an action, you present your holy sym bol and sp eak a dedicated to your deity. A pollo, for exam ple, cou ld be
prayer cen su rin g the undead. E ach undead that can see w orsh ip ed in on e region as P h oeb u s (“radiant”) A pollo,
or hear you w ithin 30 feet o f you must m ake a W isdom em phasizing his influence over the Light dom ain,
saving throw. If the creature fails its saving throw, it is and in a different place as A p ollo A cesiu s (“h ealing”),
turned for 1 m inute or until it takes any dam age. em phasizing his a ssocia tion w ith the Life dom ain.
A turned creature m ust spend its turns trying to m ove Alternatively, your ch oice o f dom ain cou ld sim ply b e a
as far away from you as it can, and it can ’t w illingly m atter o f p erson al preference, the asp ect o f the deity
m ove to a sp ace w ithin 30 feet o f you. It also ca n ’t take that appeals to you most.
reactions. F or its action, it can use only the D ash action E ach dom ain ’s description gives exam ples o f deities
or try to esca p e from an effect that prevents it from w h o have influence over that dom ain. G od s are included
m oving. If th ere’s now h ere to m ove, the creature can use from the w orld s o f the Forgotten R ealm s, Greyhawk,
the D od g e action. D ragon lance, and E b erron cam paign settings, as w ell as
from the Celtic, G reek, N orse, and Egyptian pantheons
A b il it y Sco re Im pr o vem en t o f antiquity.
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 K n o w le d g e D o m a in
ch oice by 2, or you ca n in crease tw o ability s c o r e s o f T h e gods o f kn ow led ge—including O ghm a, B o cco b ,
your ch oice by 1. A s norm al, you ca n ’t in crease an ability Gilean, A u reon, and T h oth —value learning and
sco re above 20 using this feature. 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,
D estroy U ndead or prom ote the practical kn ow led ge o f craft and
Starting at 5th level, w hen an undead fails its saving invention. S o m e deities hoard kn ow led ge and keep its
throw against your Turn U ndead feature, the creature is secrets to them selves. A n d som e prom ise their follow ers
instantly destroyed if its challenge rating is at or below a that they w ill gain trem en dou s p ow er if they u n lock the
certain threshold, as show n in the D estroy Undead table. 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
D estr o y U n d e a d 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
Cleric Level Destroys Undead o f CR
and invention, including sm ith deities like G ond, R eorx,
5th 1/2 or lower
Onatar, M oradin, H ephaestus, and Goibhniu.
8 th 1 or lower
11th 2 or lower K n o w l e d g e D o m a in S pells
14th 3 or lower
Cleric Level Spells
17th 4 or lower
1st c o m m a nd , identify
3rd augury, suggestion
effect and cast the suggestion spell on the creature 9th m ass cure w ounds, raise dead
w ithout expending a spell slot. T h e target autom atically
fails its saving throw against the spell. B onus P r o f ic ie n c y
W h en you c h o o s e this dom ain at 1st level, you gain
Po t e n t Sp e l l c a s t in g proficiency with heavy armor.
Starting at 8th level, you add your W isd om m odifier to
the dam age you deal with any cleric cantrip. D is c ip l e o f L if e
If the object w as ow n ed by another creature in the B egin ning at 6th level, the healing spells you cast on
recen t past (within a num ber o f days equal to your others heal you as w ell. W h en you cast a spell o f 1st
W isd om score), you can spend 1 additional minute level or higher that restores hit points to a creature
for each ow n er to learn the sa m e inform ation about other than you, you regain hit points equal to 2 + the
that creature. spell’s level.
Area Reading. A s you meditate, you see vision s
D iv in e St r i k e
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), At 8th level, you gain the ability to infuse your w eapon
g oin g back a num ber o f days equal to your W isd om strikes w ith divine energy. O n ce on each o f your turns
score. For each minute you meditate, you learn about w hen you hit a creature with a w eapon attack, you can
on e significant event, begin n in g with the m ost recent. 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
Significant events typically involve pow erfu l em otions,
in creases to 2d8.
su ch as battles and betrayals, m arriages and m urders,
births and funerals. However, they m ight also include
Su p r e m e H e a l in g
m ore m undane events that are n evertheless im portant
Starting at 17th level, w hen you w ould norm ally roll
in your current situation.
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.
L if e D o m a in
F or exam ple, instead o f restoring 2d6 hit points to a
T h e Life dom ain fo c u s e s on the vibrant positive creature, you restore 12.
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 L ig h t D o m a in
and health through healing the sick and w ounded,
G od s o f light—including Helm , Lathander, Pholtus,
caring for th ose in need, and driving away the forces o f
Branchala, the Silver Flam e, Belenus, A pollo, and
death and undeath. A lm ost any non-evil deity can claim
R e-H orakhty—prom ote the ideals o f rebirth and
influence over this dom ain, particularly agricultural
renew al, truth, vigilance, and beauty, often using the
deities (such as Chauntea, Araw ai, and D em eter), sun
sym bol o f the sun. S o m e o f th ese g od s are portrayed
g od s (such as Lathander, Pelor, and Re-Horakhty), gods
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 S pells
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 N atu re D o m ain
radiant dam age to your foes. G od s o f nature are as varied as the natural w orld
A s an action, you presen t your holy sym bol, and any itself, from inscrutable g od s o f the deep forests (such
m agical darkn ess w ithin 30 feet o f you is dispelled. as Silvanus, Obad-Hai, Chislev, Balinor, and Pan) to
Additionally, each hostile creature w ithin 30 feet of friendly deities a ssocia ted with particular sprin gs and
you m ust m ake a Constitution saving throw. A creature groves (such as Eldath). D ruids revere nature as a
takes radiant dam age equal to 2 d 10 + your cleric level w h ole and m ight serve one o f these deities, practicing
on a failed saving throw, and half as m uch dam age on a m ysterious rites and reciting all-but-forgotten prayers in
su ccessfu l one. A creature that h as total cover from you their ow n secret tongue. But m any o f these g od s have
is not affected. 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.
Im p r o v e d F l a r e
T h ese clerics m ight hunt the evil m on strosities that
Starting at 6th level, you ca n also use your W arding
d espoil the w ood lan d s, b less the harvest o f the faithful,
Flare feature w hen a creature that you can see w ithin
or w ither the crop s o f th ose w h o anger their gods.
3 0 feet o f you attacks a creature other than you.
N ature D o m a in S pells
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 Cleric Level Spells
the dam age you deal with any cleric cantrip. 1st a n im a l friendship, speak with anim als
3rd barkskin, spike grow th
C o r o n a o f L ig h t
5th plant growth, w ind wall
Starting at 17th level, you can use your action to activate
7th dom inate beast, gra sp ing vine
an aura o f sunlight that lasts for 1 minute or until you
9th insect plague, tree stride
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.
A colyte of N ature righ teou sn ess or to en cou ra ge them to offer sa crifices o f
At 1st level, you learn on e druid cantrip o f your choice. propitiation to w ard o ff divine wrath.
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. Te m p e st D o m a in S pells
Im proved D u p l ic it y D iv in e St r i k e
At 17th level, you can create up to four duplicates At 8th level, you gain the ability to infuse your w eap on
o f yourself, instead o f one, w hen you u se Invoke strikes w ith divine energy. O n ce on each o f your turns
Duplicity. A s a bon u s action on your turn, you can w hen you hit a creature w ith a w eap on attack, you can
m ove any n um ber o f them up to 30 feet, to a m axim um cau se the attack to deal an extra 1d8 dam age o f the
range o f 120 feet. 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
A vatar of Battle
W ar has m any m anifestations. It can m ake h eroes o f
At 17th level, you gain resistance to bludgeoning, piercing,
ordinary people. It can be desperate and horrific, with
and slashing dam age from n onm agical w eapon s.
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
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
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 — —
15th +5 — 4 4 3 3 3 2 1 1 1 —
17th +6 — 4 4 3 3 3 2 1 1 1 1
18th +6 Timeless Body, Beast 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 as a sign that b e co m in g a druid
w ere to gain p ow er over the others, the w orld cou ld be w as part o f your character’s destiny.
destroyed, draw n into on e o f the elem ental planes and Have you always been an adventurer
broken apart into its com p on en t elem ents. Thus, druids as part o f your druidic calling, or did you
o p p o s e cults o f Elem ental Evil and others w h o prom ote first sp en d tim e as a caretaker o f a sacred
one elem ent to the exclusion o f others. grove or sprin g? Perhaps your h om eland w as
D ruids are also con cern ed with the delicate ecologica l befou led by evil, and you took up an adventuring life in
balance that sustains plant and anim al life, and the need h op es o f finding a new h om e or pu rpose.
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 Q u ic k B u il d
nature, and they hate that w h ich is unnatural, including You can m ake a druid quickly by follow in g these
aberrations (such as b eh olders and m ind flayers) su ggestion s. First, W isd om should be your highest
and undead (such as zom b ies and vam pires). D ruids ability score, follow ed by Constitution. S econ d , c h o o s e
som etim es lead raids against such creatures, especially the herm it background.
w hen the m on sters en croach on the druids’ territory.
D ruids are often found guarding sacred sites or C lass Featu r es
w atching over region s o f u nspoiled nature. But w hen a
A s a druid, you gain the follow in g class features.
significant danger arises, threatening nature’s balance
or the lands they protect, druids take on a m ore active H it P o in t s
role in com ba tin g the threat, as adventurers. Hit Dice: 1d8 per druid level
Hit Points at 1st Level: 8 + your Constitution m odifier
C r e a t in g a D ru id Hit Points at Higher Levels: 1d8 (or 5) + your
W h en m aking a druid, con sid er w hy your character has Constitution m odifier per druid level after 1st
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 P r o f ic ie n c ie s
raised by a druid after being abandoned in the depths A rm or: Light armor, m edium armor, shields (druids w ill
o f a forest. Perhaps your character had a dram atic not w ear arm or or u se shields m ade o f m etal)
en cou nter with the spirits o f nature, com in g face to W eapons: Clubs, daggers, darts, javelins, m aces,
face with a giant eagle or dire w o lf and surviving the quarterstaffs, scim itars, sickles, slings, sp ears
experience. M aybe your character w a s born during an Tools: H erbalism kit
epic storm or a volca n ic eruption, w hich w as interpreted Saving Throws: Intelligence, W isd om
Skills: C h oose tw o from A rcan a, A nim al one spell). The sp ells must be o f a level for w hich you
Handling, Insight, M edicine, Nature, P erception, have spell slots.
Religion, and Survival 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
E q u ip m ent o f 16, your list o f prepared sp ells can include six spells
You start w ith the follow in g equipm ent, in addition to o f 1st or 2nd level, in any com bination. If you prepare
the equipm ent granted by your background: the 1st-level spell cure wounds, you ca n cast it using
• (a) a w o o d e n shield or (b) any sim ple w eapon a 1st-level or 2nd-level slot. Casting the spell d o e s n ’t
• (a) a scim itar or (b) any sim ple m elee w eap on rem ove it from your list o f prepared spells.
• Leather armor, an ex plorer’s pack, and a druidic focu s 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
D r u id ic 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.
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 Sp e l l c a s t in g A b il it y
m essa ges. You and others w h o k n ow this language W isd om is your spellcastin g ability for y ou r druid
autom atically sp ot such a m essage. O thers spot the spells, sin ce your m a gic draw s u pon your devotion and
m essa g e’s p resen ce w ith a su ccessfu l D C 15 W isd om attunem ent to nature. You use your W isd om w henever
(P erception ) ch eck but ca n ’t deciph er it w ithout m agic. a spell refers to your sp ellcastin g ability. In addition,
you use your W isd om m odifier w hen setting the saving
Sp e l l c a s t in g th row D C for a druid spell you cast and w hen m akin g an
D raw ing on the divine e ss e n ce o f nature itself, you attack roll w ith one.
can cast spells to sh ape that e ss e n ce to your w ill. S ee
Spell save DC = 8 + your proficiency bonus +
chapter 10 for the general rules o f sp ellcastin g and
your Wisdom modifier
chapter 11 for the druid sp ell list.
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 R it u a l C a s t in g
o f your ch oice at higher levels, as sh ow n in the Cantrips
You ca n cast a druid spell as a ritual if that spell has the
K n ow n colu m n o f the D ruid table.
ritual tag and you have the spell prepared.
P r e p a r in g and C a s t in g Spells
Sp e l l c a s t in g Fo c u s
T h e D ruid table sh ow s h ow m any spell slots you have
You can u se a druidic focu s (found in chapter 5) as a
to cast your sp ells o f 1st level and higher. To cast on e o f
sp ellcastin g focu s for your druid spells.
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 W il d S h a p e
you finish a lon g rest.
You prepare the list o f druid spells that are available Starting at 2nd level, you can use your action to
for you to cast, ch o o s in g from the druid spell list. W h en m agically assu m e the shape o f a beast that you have
you d o so, c h o o s e a num ber o f druid spells equal to seen before. Y ou can u se this feature tw ice. You regain
your W isd om m odifier + your druid level (m inim um o f 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
Sacred Plants and Wo o d
2nd level, for exam ple, you can transform into any beast
A druid holds certain plants to be sacred, particularly alder,
that has a challen ge rating o f 1/4 or low er that d oesn ’t
ash, birch, elder, hazel, holly, juniper, mistletoe, oak, rowan,
have a flying or sw im m in g speed.
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. Beast S h apes
Similarly, a druid uses such woods to make other objects, Level Max. CR Limitations Example
such as weapons and shields. Yew is associated with death
2nd 1/4 No flying or swimming speed Wolf
and rebirth, so weapon handles for scimitars or sickles might
be fashioned from it. Ash is associated with life and oak 4th 1/2 No flying speed Crocodile
with strength. These woods make excellent hafts or whole 8th 1 — Giant eagle
weapons, such as clubs or quarterstaffs, as well as shields.
Alder is associated with air, and it might be used for thrown You can stay in a beast sh ape for a num ber o f hours
weapons, such as darts or javelins. equal to h alf your druid level (rounded down). You then
Druids from regions that lack the plants described here revert to your n orm al form u n less you expend another
have chosen other plants to take on similar uses. For use o f this feature. You can revert to your norm al
instance, a druid o f a desert region might value the yucca form earlier by using a bon u s action on your turn. You
tree and cactus plants. 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 T im e l e ss B o d y
the beast, but you retain your alignm ent, personality,
Starting at 18th level, the prim al m agic that you w ield
and Intelligence, W isd om , and C harism a sco re s. You
also retain all o f your skill and saving th row proficien- cau ses you to age m ore slowly. F or every 10 y ears that
pass, your b od y ages only 1 year.
cies, in addition to gaining th ose o f the creature. If
the creature has the sam e proficiency as you and the
B ea st Spells
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 B egin ning at 18th level, you can cast m any o f your druid
any legendary or lair actions, you can't u se them. sp ells in any shape you assu m e usin g W ild Shape. You
• W h en you transform , you assu m e the b ea st’s hit can p erform the som atic and verbal com pon en ts o f a
points and Hit D ice. W h en you revert to your n orm al druid spell w hile in a beast shape, but you aren’t able to
form , you return to the num ber o f hit p oin ts you had provide m aterial com pon en ts.
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 A r c h d r u id
carries over to your n orm al form . F or exam ple, if you At 20th level, you can u se your W ild S h a p e an unlim ited
take 10 dam age in anim al form and have only 1 hit num ber o f tim es.
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 darkvi-
sion, 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.
Additionally, you can ignore the verbal and som atic A r c t ic
com p on en ts o f your druid spells, as w ell as any material
Druid Level Circle Spells
com pon en ts that lack a cost and aren’t con su m ed by a
3rd hold person, spike grow th
spell. You gain this benefit in both your norm al shape
5th sleet storm , slow
and your beast shape from W ild Shape.
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
D r u i d C ir c l e s
Though their organization is invisible to m ost outsiders, C o a st
druids are part o f a society that spans the land, ignoring
Druid Level Circle Spells
political borders. All druids are nom inally m em bers
3rd m irror image, m isty step
o f this druidic society, though som e individuals are so
isolated that they have never seen any high-ranking 5th w ater breathing, water walk
m em bers o f the society or participated in druidic 7th control water, fre e d o m o f m ovem ent
gatherings. D ruids recog n ize each other as brothers and 9th conjure elemental, scrying
sisters. Like creatures o f the w ilderness, however, druids
som etim es com pete with or even prey on each other. D esert
At a local scale, druids are organized into circles that Druid Level Circle Spells
share certain perspectives on nature, balance, and the 3rd blur, silence
w ay o f the druid. 5th create fo o d a n d water, protection fro m energy
7th blight, hallucinatory terrain
C ircle of t h e L a n d
9th insect plague, wall o f stone
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 Fo r est
a vast oral tradition. T h ese druids m eet w ithin sacred
Druid Level Circle Spells
circles o f trees or standing ston es to w h isper prim al
3rd barkskin, spider clim b
secrets in D ruidic. T h e circle’s w isest m em bers preside
5th call lightning, plant grow th
as the ch ief priests o f com m u n ities that hold to the Old
7th divination, freedom o f m ovem ent
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 9th c o m m u n e with nature, tree stride
Natural R ecovery
9th dream, insect plague
O nce you gain a c c e s s to a circle spell, you always have 5th gaseous form , stinking cloud
it prepared, and it d o e s n ’t coun t against the num ber o f 7th greater invisibility, stone shape
spells you can prepare each day. If you gain a c c e s s to a 9th cloudkill, insect plague
spell that d oesn ’t appear on the druid spell list, the spell
is n onetheless a druid spell for you.
La n d ’s St r i d e P r im al St r i k e
Starting at 6th level, m ovin g through n onm agical Starting at 6th level, your attacks in beast form count as
difficult terrain co sts you no extra m ovem ent. You can m agical for the p u rp ose o f ov ercom in g resistan ce and
also pa ss through n onm agical plants w ithout being im m unity to n onm agical attacks and dam age.
slow ed by them and w ithout taking dam age from them if
they have thorns, spines, or a sim ilar hazard. Elem ental W il d Sh ape
In addition, you have advantage on saving throws against At 10th level, you can expend tw o u ses o f W ild Sh ape
plants that are magically created or manipulated to im pede at the sam e tim e to transform into an air elem ental, an
m ovem ent, such th ose created by the entangle spell. 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 By 14th level, you have learned to use m agic to alter
frightened by elem entals or fey, and you are im m u ne to your physical form in m ore subtle ways. You can cast the
p oison and disease. alter self spell at will.
N a t u r e ’s Sa n c t u a r y D ruids a n d th e G ods
W h en you reach 14th level, creatures o f the natural Some druids venerate the forces o f nature themselves, but
w orld sen se your con n ection to nature and b e c o m e most druids are devoted to one o f the many nature deities
hesitant to attack you. W h en a beast or plant creature worshiped in the multiverse (the lists o f gods in appendix
attacks you, that creature m ust m ake a W isd om saving B include many such deities). The worship o f these deities
th row against your druid spell save D C. On a failed save, is often considered a more ancient tradition than the faiths
the creature m ust c h o o s e a different target, or the attack o f clerics and urbanized peoples. In fact, in the world of
autom atically m isses. O n a su ccessfu l save, the creature Greyhawk, the druidic faith is called the Old Faith, and it
is im m une to this effect for 24 hours. claims many adherents among farmers, foresters, fishers,
and others who live closely with nature. This tradition
T h e creature is aw are o f this effect before it m akes its
includes the worship o f Nature as a primal force beyond
attack against you.
personification, but also encompasses the worship o f Beory,
the Oerth Mother, as well as devotees o f Obad-Hai, Ehlonna,
C ir c l e o f t h e M o o n and Ulaa.
D ruids o f the Circle o f the M oon are fierce guardians In the worlds of Greyhawk and the Forgotten Realms,
o f the w ilds. Th eir order gathers under the full m oon to druidic circles are not usually connected to the faith o f a
single nature deity. Any given circle in the Forgotten Realms,
share n ew s and trade w arnings. They haunt the deepest
for example, might include druids who revere Silvanus,
parts o f the w ildern ess, w here they might go for w eek s
Mielikki, Eldath, Chauntea, or even the harsh Gods o f Fury:
on end before crossin g paths w ith another hum anoid
Talos, Malar, Auril, and Umberlee. These nature gods are
creature, let alone another druid. often called the First Circle, the first among the druids, and
C hangeable as the m oon , a druid o f this circle might most druids count them all (even the violent ones) as worthy
prow l as a great cat on e night, soa r over the treetops o f veneration.
as an eagle the next day, and crash through the The druids o f Eberron hold animistic beliefs completely
undergrow th in bea r form to drive off a trespassing unconnected to the Sovereign Host, the Dark Six, or any of
m onster. The w ild is in the druid's blood. the other religions of the world. They believe that every living
thing and every natural phenomenon— sun, moon, wind,
C om bat W il d Sh ape fire, and the world itself—has a spirit. Their spells, then, are
W h en you c h o o s e this circle at 2nd level, you gain the a means to communicate with and command these spirits.
Different druidic sects, though, hold different philosophies
ability to u se W ild Sh ape on your turn as a bon u s action,
about the proper relationship of these spirits to each other
rather than as an action.
and to the forces o f civilization. The Ashbound, for example,
Additionally, w hile you are transform ed by W ild
believe that arcane magic is an abomination against nature,
Shape, you ca n u se a bon u s action to expend one the Children o f Winter venerate the forces o f death, and the
spell slot to regain 1d8 hit points per level o f the spell Gatekeepers preserve ancient traditions meant to protect the
slot expended. world from the incursion o f aberrations.
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.
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
Proficiency
Level Bonus Features
1st +2 Fighting Style, Second Wind
2nd +2 Action Surge (one use)
3rd +2 Martial Archetype
4th +2 Ability Score Improvement
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
(three uses)
18th +6 Martial Archetype feature
19th +6 Ability Score Improvement
20th +6 Extra Attack (3)
S o m e fighters feel draw n to use their training as to buy them. Your arm am ents are n ow am on g your
adventurers. The du ngeon delving, m on ster slaying, and m ost im portant p o s se ss io n s—the only things that stand
other dangerou s w ork c o m m o n am ong adventurers is betw een you and death’s em brace.
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, Q u ic k B u il d
perhaps, but also m uch greater rew ards—few fighters in You can m ake a fighter quickly by follow in g these
the city w atch have the opportunity to d iscover a m agic suggestion s. First, m ake Strength or D exterity your
flame tongue sw ord, for exam ple. 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
C r e a t in g a F ig h t e r fin esse w eapons). Your next-highest sc o r e should be
Constitution, or Intelligence if you plan to adopt the
A s you build your fighter, think about tw o related
Eldritch K night m artial archetype. S econ d , c h o o s e
elem ents o f your character's backgrou n d: W h ere did
the sold ier background.
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 C lass Featur es
mentor, perhaps b eca u se o f your exception al dedication? A s a fighter, you gain the follow in g cla ss features.
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 H it P o in t s
to prove y ou rself m ight all have b een factors. Hit Dice: 1d 10 per fighter level
You m ight have enjoyed form al training in a n oble’s Hit Points at 1st Level: 10 + your Constitution m odifier
arm y or in a local militia. Perhaps you trained in a w ar Hit Points at Higher L ev els: 1d 10 (or 6) + your
academ y, learning strategy, tactics, and m ilitary history. Constitution m odifier p er fighter level after 1st
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 P r o f ic ie n c ie s
o f life on a farm , or are you follow in g a p roud fam ily A r m o r : A ll armor, shields
tradition? W h ere did you acquire your w ea p on s and W eapons: Sim ple w eapon s, m artial w ea p on s
arm or? T h ey m ight have been m ilitary issue or fam ily T o o ls : N one
h eirloom s, or perhaps you scrim p ed and saved for years Saving Throws: Strength, Constitution
Skills: C h oose tw o skills from A crobatics, A nim al O nce you use this feature, you must finish a sh ort or
Handling, Athletics, History, Insight, Intim idation, long rest before you can u se it again. Starting at 17th
P erception, and Survival level, you can u se it tw ice b efore a rest, but only on ce on
the sam e turn.
E q u ip m ent
You start with the follow in g equipm ent, in addition to M a r t ia l A r ch e type
the equipm ent granted by your background:
At 3rd level, you c h o o s e an archetype that you strive to
• (a) chain m ail or (b) leather, longbow , and 20 arrow s em ulate in your com bat styles and techniques. C h oose
• (a) a martial w eap on and a shield or (b) tw o martial Cham pion, Battle Master, or Eldritch Knight, all detailed
w eap on s at the end o f the class description. T h e archetype you
• (a) a light c ro s s b o w and 20 bolts or (b) tw o handaxes c h o o s e grants you features at 3rd level and again at 7th,
• (a) a du ng eon eer’s pack o r (b) an explorer’s pack 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. W h en you reach 4th level, and again at 6th, 8th, 12th,
C h oose on e o f the follow in g options. You ca n ’t take a 14th, 16th, and 19th level, you can in crease one ability
Fighting Style option m ore than on ce, even if you later sc o r e o f your ch oice by 2, or you can in crease tw o ability
get to c h o o s e again. 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 Extra A ttack
ranged w eapon s.
B egin ning at 5th level, you can attack tw ice, instead o f
D efense on ce, w henever you take the A ttack action on your turn.
W h ile you are w earin g armor, you gain a +1 bonus to AC. 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
D u e l in g 20th level in this class.
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 In d o m it a b l e
w ith that w eapon. 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
G reat W eapon F ig h t in g
ca n ’t use this feature again until you finish a long rest.
W h en you roll a 1 or 2 on a dam age die for an attack you
You can u se this feature tw ice betw een lon g rests
m ake with a m elee w eap on that you are w ielding with
starting at 13th level and three tim es betw een lon g rests
tw o hands, you can reroll the die and m ust u se the new
starting at 17th level.
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. M a r t ia l A rchetypes
Different fighters c h o o s e different ap proach es to
P r o t e c t io n perfecting their fighting p row ess. T h e m artial archetype
W h en a creature you can see attacks a target other you c h o o s e to em ulate reflects your approach.
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 C h a m p io n
m ust be w ielding a shield.
The archetypal C ham pion fo c u s e s on the developm ent
Tw o -W eapon F ig h t in g
o f raw physical p ow er honed to deadly perfection.
T h ose w ho m odel themselves on this archetype com bine
W h en you engage in tw o-w eapon fighting, you can add
rigorous training w ith physical ex cellen ce to deal
your ability m odifier to the dam age o f the secon d attack.
devastating blow s.
S e c o n d W in d
Im pr o v e d C r it ic a l
You have a lim ited w ell o f stam ina that you can draw on B eg in n in g w hen you c h o o s e this arch etype at 3rd
to protect y ou rself from harm . On your turn, you can use level, y ou r w ea p on attacks s c o r e a critical hit on a
a bon u s action to regain hit points equal to 1d 10 + your roll o f 19 or 20.
fighter level.
O nce you u se this feature, you must finish a short or R em arkable A thlete
long rest before you can u se it again. Starting at 7th level, you can add h alf your proficiency
bon u s (round up) to any Strength, Dexterity, or
A c t io n Su rge Constitution ch eck you m ake that d oesn ’t already use
your proficiency bonus.
Starting at 2nd level, you can push y ou rself beyon d your
In addition, w hen you m ake a running long jum p, the
n orm al lim its for a m om ent. On your turn, you can take
distance you can cover in creases by a num ber o f feet
on e additional action on top o f your regular action and a
equal to your Strength modifier.
p ossib le bon u s action.
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 om bat Su p e r io r it y
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:
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.
higher. You regain all expen ded spell slots w hen you 18th 3 11 4 3 3 —
finish a lon g rest. 19th 3 12 4 3 3 1
F or exam ple, if you kn ow the 1st-level spell shield and
20th 3 13 4 3 3 1
have a 1st-level and a 2nd-level spell slot available, you
ca n cast shield using either slot.
during a short rest. T h e w ea p on must b e w ithin your
Spells Known o f 1st-Level and Higher. You kn ow
reach throughout the ritual, at the con clu sion o f w hich
three 1st-level w izard spells o f your choice, tw o o f w hich
you touch the w eap on and forge the bond.
you m ust c h o o s e from the abjuration and evocation
O nce you have b on d ed a w ea p on to yourself, you
sp ells on the w izard spell list.
ca n ’t be disarm ed o f that w ea p on u nless you are
T h e S p ells K n ow n colum n o f the Eldritch K night
incapacitated. If it is on the sam e plane o f existence,
S p ellcastin g table sh ow s w hen you learn m ore w izard
you can su m m on that w eap on as a bon u s action on your
sp ells o f 1st level or higher. Each o f th ese sp ells m ust be
turn, cau sin g it to teleport instantly to your hand.
an abjuration or evocation spell o f your ch oice, and must
You can have up to tw o b on d ed w eapon s, but can
b e o f a level for w h ich you have spell slots. For instance,
su m m on only one at a tim e w ith your bon u s action.
w hen you reach 7th level in this class, you can learn one
If you attempt to bon d w ith a third w eapon , you must
n ew spell o f 1st or 2nd level.
break the b on d w ith on e o f the other two.
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. War M a g ic
W h enever you gain a level in this class, you can B egin ning at 7th level, w hen you use your action to
replace on e o f the w izard spells you kn ow w ith another cast a cantrip, you can m ake on e w ea p on attack as a
spell o f your ch oice from the w izard spell list. The bon u s action.
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, E l d r i t c h St r i k e
u n less you ’re replacin g the spell you gained at 8th, 14th, At 10th level, you learn h ow to m ake your w eap on
or 20th level. strikes undercut a creatu re’s resistan ce to your spells.
Spellcasting Ability. Intelligence is your spellcastin g W h en you hit a creature w ith a w ea p on attack, that
ability for your w izard spells, sin ce you learn your creature has disadvantage on the next saving th row
sp ells through study and m em orization. You u se your it m ak es against a spell you cast before the end o f
Intelligence w hen ever a spell refers to your spellcastin g your next turn.
ability. In addition, you use your Intelligence m odifier
w hen setting the saving th row D C for a w izard spell you A rcane C harge
cast and w hen m akin g an attack roll w ith one. 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
Spell save DC = 8 + your proficiency bonus +
your A ction Surge. You can teleport before or after the
your Intelligence modifier
additional action.
Spell attack modifier = your proficiency bonus +
your Intelligence modifier 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
W eapon Bond
bonus action.
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
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 cloth-
w 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
em erging only to serve as spies or a ssa ssin s at the A s a result o f the structured life o f a m on astic
com m a n d o f their leader, a noble patron, or som e other com m u n ity and the discipline requ ired to h arn ess ki,
m ortal or divine power. m on k s are alm ost always lawful in alignm ent.
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 Q u ic k B u il d
exch an ging their serv ice for food and other g ood s. A s You can m ake a m on k quickly by follow in g these
versatile w arriors, m on ks often end up protecting their su ggestion s. First, m ake D exterity your highest
n eigh bors from m on sters or tyrants. ability score, follow ed by W isd om . S econ d , c h o o s e the
F or a m onk, b e co m in g an adventurer m eans leaving herm it background.
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 C lass Featur es
undertake it lightly. T h o se w h o leave their cloisters take
A s a m onk, you gain the follow in g class features.
their w ork seriously, approach in g their adventures as
person al tests o f their physical and spiritual grow th. H it P o in t s
A s a rule, m on k s care little for m aterial w ealth and are Hit Dice: 1d8 per m on k level
driven by a desire to accom p lish a greater m ission than Hit Points at 1st Level: 8 + your Constitution m odifier
m erely slaying m on sters and plundering their treasure. Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution m odifier per m on k level after 1st
C REATING A M O N K
A s you m ake your m onk character, think about your P r o f ic ie n c ie s
con n ection to the m onastery w here you learn ed your A rm or: N one
skills and spent your form ative years. W ere you an W eapons: S im ple w eapon s, sh ortsw ords
orphan or a child left on the m on astery’s th resh old? D id Tools: C h oose on e type o f artisan’s tools or one
your parents prom ise you to the m on astery in gratitude m u sical instrum ent
for a serv ice p erform ed by the m on k s? Did you enter Saving Throws: Strength, Dexterity
this seclu d ed life to hide from a crim e you com m itted? Skills: C h oose tw o from A crobatics, Athletics, History,
Or did you c h o o s e the m on astic life for y ou rself? Insight, R eligion, and Stealth
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 E q u ip m ent
the cloister? Perhaps you w ere cast out b eca u se o f You start w ith the follow in g equipm ent, in addition to
so m e violation o f the com m u n ity ’s rules. Did you dread the equipm ent granted by your background:
leaving, or w ere you happy to go? Is there som eth in g
• (a) a sh ortsw ord or (b) any sim ple w eapon
you h op e to accom p lish outside the m onastery? A re you
• (a) a d u n geon eer’s pack or (b) an exp lorer’s pack
eager to return to your h om e?
• 10 darts
U n arm o red D efense Flurry of B low s
Im m ediately after you take the Attack action on your
B egin n in g at 1st level, w hile you are w earin g no arm or
turn, you can spend 1 ki point to m ake tw o unarm ed
and not w ielding a shield, your AC equals 10 + your
strikes as a bon u s action.
D exterity m odifier + your W isd om modifier.
Pa t i e n t D efense
M a r t ia l A rts
You can spend 1 ki point to take the D od g e action as a
At 1st level, your practice o f m artial arts gives you 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 St e p of th e W in d
m elee w ea p on s that d on ’t have the tw o-h an ded or You can spend 1 ki point to take the D isen gage or Dash
heavy property. action as a bon u s action on your turn, and your ju m p
You gain the follow in g benefits w hile you are unarm ed distance is doubled for the turn.
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: U narm ored M ovem ent
• You can u se Dexterity instead o f Strength for the Starting at 2nd level, your sp eed in crea ses by 10 feet
attack and dam age rolls o f your unarm ed strikes and w hile you are not w earin g arm or or w ielding a shield.
m on k w eapon s. T h is bon u s in creases w hen you reach certain m on k
• You can roll a d4 in place o f the norm al dam age levels, as sh ow n in the M onk table.
o f your unarm ed strike or m on k w eapon . T h is die At 9th level, you gain the ability to m ove along vertical
ch a n g es as you gain m on k levels, as sh ow n in the su rfaces and a cross liquids on your turn without falling
M artial A rts colum n o f the M onk table. during the m ove.
• 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 M o n a st ic T r a d it io n
one unarm ed strike as a bon u s action. F or exam ple, if W h en you reach 3rd level, you com m it y ou rself to a
you take the A ttack action and attack with a quarter- m on astic tradition: the W ay o f the O pen H and, the Way
staff, you can also m ake an unarm ed strike as a bonus o f Shadow , or the W ay o f the Four Elem ents, all detailed
action, assu m in g you haven't already taken a bonus at the end o f the cla ss description. Your tradition
action this turn. grants you features at 3rd level and again at 6th, 11th,
Certain m on asteries u se sp ecia lized form s o f the and 17th level.
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 D e f l e c t M is sil e s
(called a nunchaku) or a sickle with a shorter, straighter Starting at 3rd level, you can use your reaction to
blade (called a kama). W hatever nam e you use for a deflect or catch the m issile w hen you are hit by a ranged
m on k w eapon , you can u se the gam e statistics provided w eap on attack. W h en you do so, the dam age you take
for the w eapon in chapter 5. from the attack is redu ced by 1d 10 + your Dexterity
m odifier + your m on k level.
Ki If you reduce the dam age to 0, you can catch the
Starting at 2nd level, your training allow s you to m issile if it is sm all en ough for you to hold in one hand
h arness the m ystic en ergy o f ki. Your a c c e s s to this and you have at least on e hand free. If you catch a
energy is represented by a num ber o f ki points. Your m issile in this way, you can spend 1 ki point to m ake a
m on k level determ ines the num ber o f points you have, ranged attack with the w eapon or p iece o f am m unition
as sh ow n in the Ki P oints colu m n o f the M onk table. you ju st caught, as part o f the sam e reaction. You m ake
You can sp end these points to fuel various ki features. this attack w ith proficiency, regardless o f your w eapon
You start kn ow in g three such features: Flurry o f B low s, proficiencies, and the m issile coun ts as a m on k w eapon
Patient D efense, and Step o f the W ind. You learn m ore for the attack.
ki features as you gain levels in this class.
W h en you spend a ki point, it is unavailable until A b il it y S co r e Im pr o v e m e n t
you finish a short or lon g rest, at the end o f w hich you W h en you reach 4th level, and again at 8th, 12th, 16th,
draw all o f your expen ded ki ba ck into yourself. You and 19th level, you can in crease on e ability s c o r e o f your
must spend at least 30 m inutes o f the rest m editating to ch oice by 2, or you can in crease tw o ability s c o r e s o f
regain your ki points. your ch oice by 1. A s norm al, you ca n ’t in crease an ability
S o m e o f your ki features require your target to m ake sco re above 20 using this feature.
a saving th row to resist the feature’s effects. The saving
th row D C is calculated as follow s: S l o w Fa l l
Ki save D C = 8 + your proficiency bonus + B egin n in g at 4th level, you can u se your reaction w hen
your Wisdom modifier you fall to reduce any falling dam age you take by an
am ount equal to five tim es your m on k level.
D uring that time, you also have resistan ce to all dam age
Extra A ttack
but force dam age.
B egin ning at 5th level, you ca n attack tw ice, instead o f Additionally, you can spend 8 ki points to cast the
on ce, w henever you take the A ttack action on your turn. 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
St u n n in g St r ik e creatu res with you.
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 P erfect Self
w ith a m elee w ea p on attack, you can sp en d 1 ki point to At 20th level, w hen you roll for initiative and have no ki
attempt a stunning strike. T h e target m ust su cce e d on a points rem aining, you regain 4 ki points.
C onstitution saving th row or be stunned until the end o f
your next turn.
M onastic T r ad itio n s
K i -E m po w e r e d St r ik e 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
Starting at 6th level, your unarm ed strikes coun t as
m on asteries practice on e tradition exclusively, but a
m agical for the p u rp ose o f overcom in g resistan ce and
few h on or the three traditions and instruct each m on k
im m unity to n onm agical attacks and dam age.
accord in g to his or her aptitude and interest. All three
traditions rely on the sam e ba sic techniques, diverging
Ev a sio n
as the student g row s m ore adept. Thus, a m on k need
At 7th level, your instinctive agility lets you dodge c h o o s e a tradition only upon reachin g 3rd level.
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 Wa y of th e O pen H a n d
are su bjected to an effect that allow s you to m ake a
M onks o f the W ay o f the O pen H and are the ultimate
D exterity saving th row to take only h alf dam age, you
m asters o f m artial arts com bat, w hether arm ed or
instead take no dam age if you su cceed on the saving
u narm ed. They learn tech niques to push and trip their
throw, and only h alf dam age if you fail.
opponents, m anipulate ki to heal dam age to their
bod ies, and practice advanced m editation that can
St il l n e s s o f M in d
protect them from harm .
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 O pen H and T e c h n iq u e
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.
your m on k level. You m ust finish a lon g rest b efore you O p p o r t u n is t
can u se this feature again. 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
T r a n q u il it y
creature w ithin 5 feet o f you is hit by an attack m ade by
B egin ning at 11th level, you can enter a sp ecia l a creature other than you, you can use your reaction to
m editation that su rrou nd s you w ith an aura o f p ea ce. At m ake a m elee attack against that creature.
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 Way of th e Four Elem ents
spell can end early as norm al). The saving th row D C
Y ou follow a m on astic tradition that teach es you to
for the spell equals 8 + your W isd om m odifier + your
h arn ess the elem ents. W h en you focu s your ki, you can
proficiency bonus.
align y ou rself w ith the fo r ce s o f creation and ben d the
Q u iv e r in g Pa l m four elem ents to your w ill, using them as an extension
At 17th level, you gain the ability to set up lethal o f your body. S om e m em bers o f this tradition dedicate
vibrations in s o m e o n e ’s body. W h en you hit a creature them selves to a single elem ent, but others w eave the
w ith an unarm ed strike, you can spend 3 ki points to elem ents together.
start th ese im perceptible vibrations, w hich last for a M any m on k s o f this tradition tattoo their b o d ie s with
num ber o f days equal to your m on k level. The vibrations representations o f their ki pow ers, com m on ly im agined
are h arm less u n less you use your action to end them. as coilin g dragons, but also as ph oenixes, fish, plants,
To do so, you and the target m ust be on the sam e plane m ountains, and crestin g w aves.
o f existence. W h en you u se this action, the creature
D is c ip l e o f t h e E lem ents
m ust m ake a Constitution saving throw. If it fails, it is
W h en you c h o o s e this tradition at 3rd level, you learn
redu ced to 0 hit points. If it su cceed s, it takes 10d 10
m agical disciplin es that h arness the p ow er o f the four
n ecrotic dam age.
elem ents. A discipline requ ires you to spend ki points
Y ou can have only on e creature under the effect o f this
each tim e you use it.
feature at a tim e. You can c h o o s e to end the vibrations
You k n ow the E lem ental Attunem ent discipline and
h arm lessly without usin g an action.
on e other elem ental discipline o f your choice, w hich are
Wa y of Sh adow detailed in the “Elem ental D iscip lin es” section below.
You learn on e additional elem ental discipline o f your
M onks o f the W ay o f S h a d ow follow a tradition that ch oice at 6th, 11th, and 17th level.
values stealth and subterfuge. T h ese m on k s might W h enever you learn a n ew elem ental discipline,
b e called ninjas or sh ad ow dan cers, and they serve as you can also replace on e elem ental discipline that you
sp ies and assassins. S om etim es the m em bers o f a already k n ow w ith a different discipline.
ninja m onastery are fam ily m em bers, form in g a clan Casting Elemental Spells. S o m e elem ental
sw orn to se cre cy about their arts and m issions. Other disciplin es allow you to cast spells. S e e chapter 10 for
m on asteries are m ore like thieves’ guilds, hiring out the general rules o f spellcasting. To cast on e o f these
their serv ices to n obles, rich m erchants, or anyone else spells, you u se its casting tim e and other rules, but you
w h o can pay their fees. R egardless o f their m ethods, the don ’t need to provide material com pon en ts for it.
h eads o f these m on asteries expect the unquestioning O n ce you reach 5th level in this class, you can spend
o b ed ien ce o f their students. additional ki points to in crease the level o f an elem ental
discipline spell that you cast, provided that the spell has
Sh adow A rts
an en hanced effect at a higher level, as burning hands
Starting w hen you c h o o s e this tradition at 3rd level, you
does. The spell's level in creases by 1 for each additional
can use your ki to duplicate the effects o f certain spells.
ki point you spend. For exam ple, if you are a 5th-level
A s an action, you can spend 2 ki poin ts to cast darkness,
m on k and use S w eep in g Cinder Strike to cast burning
darkvision, pass without trace, or silence, without
hands, you can spend 3 ki points to cast it as a 2nd-level
providing m aterial com pon en ts. Additionally, you gain
spell (the disciplin e’s ba se cost o f 2 ki points plus 1).
the minor illusion cantrip if you don ’t already k n ow it.
T h e m axim u m num ber o f ki points you can spend to
Sh adow St e p 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
At 6th level, you gain the ability to step from on e sh adow
level) is determ ined by your m on k level, as sh ow n in the
into another. W h en you are in dim light or darkness,
S p ells and Ki Points table.
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
S pells a n d K i Po in t s
or darkness. You then have advantage on the first m elee
attack you m ake b efore the end o f the turn. Monk Levels M axim um Ki Points for a Spell
5th—8th 3
C lo ak of Sh a d o w s
9th—12th 4
By 11th level, you have learned to b e c o m e one with
13th—16th 5
the sh adow s. W h en you are in an area o f dim light or
17th—20th 6
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.
Elem ental D is c ip l in e s Shape the Flowing River. A s an action, you can
The elem ental disciplin es are presen ted in alphabetical spend 1 ki point to c h o o s e an area o f ice or w ater no
order. If a discipline requ ires a level, you must be that larger than 30 feet on a side w ithin 120 feet o f you. You
level in this class to learn the discipline. can change w ater to ice w ithin the area and v ice versa,
Breath o f Winter (17th Level Required). You can and you can resh ape ice in the area in any m anner you
spend 6 ki points to cast con e o f cold. ch oose. You can raise or low er the ic e ’s elevation, create
Clench o f the North Wind (6th Level Required). You or fill in a trench, erect or flatten a w all, or form a pillar.
can spend 3 ki poin ts to cast hold person. T h e extent o f any such ch a n g es ca n ’t ex ceed h alf the
Elemental Attunement. You can use your action to area’s largest dim ension. For exam ple, if you affect a
briefly control elem ental forces nearby, causing one o f 30 -foot square, you can create a pillar up to 15 feet high,
the follow in g effects o f your choice: 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
• Create a h arm less, instantaneous sen sory effect
the ice to trap or injure a creature in the area.
related to air, earth, fire, or water, such as a sh ow er o f
Sweeping Cinder Strike. You can sp end 2 ki points to
sparks, a pu ff o f w ind, a spray o f light mist, or a gentle
cast burning hands.
rum bling o f stone.
Water Whip. You can sp end 2 ki points as a bon u s
• Instantaneously light or snuff out a candle, a torch, or
action to create a w hip o f water that shoves and pulls
a sm all cam pfire.
a creature to u nbalance it. A creature that you can see
• Chill or w arm up to 1 pou nd o f nonliving m aterial for
that is w ithin 30 feet o f you must m ake a Dexterity
up to 1 hour.
saving throw. On a failed save, the creature takes 3 d 10
• Cause earth, fire, water, or m ist that can fit w ithin a
bludgeon ing dam age, plus an extra 1d 10 bludgeon ing
1-foot cu b e to sh ape itself into a crude form you d esig
dam age for each additional ki point you spend, and you
nate for 1 minute.
can either k n ock it prone or pull it up to 25 feet closer
Eternal Mountain Defense (11th Level Required). to you. O n a su ccessfu l save, the creature takes h alf as
You can sp end 5 ki points to cast stoneskin, m uch dam age, and you don ’t pull it or k n ock it prone.
targeting yourself. Wave o f Rolling Earth (17th Level Required). You
Fangs o f the Fire Snake. W h en you use the Attack can sp end 6 ki points to cast wall o f stone.
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. Mo nastic O rders
Y our reach w ith your unarm ed strikes in creases by The worlds o f D&D contain a multitude o f monasteries
10 feet for that action, as w ell as the rest o f the turn. and monastic traditions. In lands with an Asian cultural
A hit w ith such an attack deals fire dam age instead of flavor, such as Shou Lung far to the east o f the Forgotten
bludgeon ing dam age, and if you spend 1 ki point w hen Realms, these monasteries are associated with philosophical
the attack hits, it also deals an extra 1d 10 fire dam age. traditions and martial arts practice. The Iron Hand School,
Fist o f Four Thunders. You can spend 2 ki points to the Five Stars School, the Northern Fist School, and
cast thunderwave. the Southern Star School of Shou Lung teach different
Fist o f Unbroken Air. You can create a blast o f approaches to the physical, mental, and spiritual disciplines
o f the monk. Some o f these monasteries have spread to the
com p re ss e d air that strikes like a m ighty fist. A s an
western lands o f Faerun, particularly in places with large
action, you can spend 2 ki points and c h o o s e a creature
Shou immigrant communities, such as Thesk and Westgate.
w ithin 30 feet o f you. That creature must m ake a Other monastic traditions are associated with deities who
Strength saving throw. On a failed save, the creature teach the value o f physical excellence and mental discipline.
takes 3 d 10 bludgeon ing dam age, plus an extra 1d 10 In the Forgotten Realms, the order o f the Dark Moon is
bludgeon ing dam age for each additional ki point you made up o f monks dedicated to Shar (goddess o f loss), who
spend, and you can push the creature up to 20 feet away maintain secret communities in remote hills, back allies,
from you and k n ock it prone. On a su ccessfu l save, the and subterranean hideaways. Monasteries o f Ilmater (god
creature takes h alf as m uch dam age, and you d on ’t push o f endurance) are named after flowers, and their orders
it or k n ock it prone. carry the names o f great heroes o f the faith; the Disciples of
Saint Sollars the Twice-Martyred reside in the Monastery of
Flames o f the Phoenix (11th Level Required). You
the Yellow Rose near Damara. The monasteries of Eberron
can spend 4 ki points to cast fireball.
combine the study o f martial arts with a life of scholarship.
Gong o f the Summit (6th Level Required). Y ou can Most are devoted to the deities o f the Sovereign Host.
spend 3 ki points to cast shatter. In the world o f Dragonlance, most monks are devoted to
Mist Stance (11th Level Required). You can spend 4 Majere, god o f meditation and thought. In Greyhawk, many
ki points to cast gaseous form, targeting yourself. monasteries are dedicated to Xan Yae, the goddess o f twilight
Ride the Wind (11th Level Required). You can spend and the superiority o f mind over matter, or to Zuoken, god of
4 ki points to cast fly, targeting yourself. mental and physical mastery.
River o f Hungry Flame (17th Level Required). You The evil monks o f the Scarlet Brotherhood in the world of
can sp end 5 ki poin ts to cast wall o f fire. Greyhawk derive their fanatic zeal not from devotion to a god
but from dedication to the principles o f their nation and their
Rush o f the Gale Spirits. You can spend 2 ki points
race— the belief that the Suel strand of humanity are meant
to cast gust o f wind.
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.
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
evil. Fighters are rare enough a m on g the ranks o f the as Torm , Tyr, H eironeou s,
m ilitias and arm ies o f the w orld, but even few er p eople Paladine, Kiri-Jolith, D ol
can claim the true calling o f a paladin. W h en they do Arrah, the Silver Flam e,
receive the call, these w arriors turn from their form er Bahamut, Athena, Re-Horakhty,
occu p ation s and take up arm s to fight evil. S om etim es and H eim dall.
their oaths lead them into the serv ice o f the crow n as H ow did you exp erien ce your call to
leaders o f elite grou ps o f knights, but even then their serve as a paladin? D id you hear a w h isper
loyalty is first to the ca u se o f righ teou sn ess, not to from an u n seen g od or angel w hile you w ere at
crow n and country. prayer? D id another paladin sen se the potential w ithin
Adventuring p aladins take their w ork seriously. A you and d ecide to train you as a squire? Or did som e
delve into an ancient ruin or dusty crypt can be a quest terrible event—the destruction o f your h om e, perhaps—
driven by a higher p u rp ose than the acquisition of drive you to your quests? Perhaps you stum bled into
treasure. Evil lurks in du ngeon s and prim eval forests, a sa cred grove or a hidden elven enclave and found
and even the sm allest victory against it can tilt the y ou rself called to protect all such refuges o f g o od n ess
c o s m ic ba la n ce away from oblivion. 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
C r e a t i n g a Pa l a d i n as if you had been sent into the w orld w ith that p u rp ose
stam ped on your soul.
Th e m ost im portant aspect o f a paladin character is
A s guardians against the forces o f w ick ed n ess,
the nature o f his or her holy quest. Although the class
paladins are rarely o f any evil alignm ent. M ost o f them
features related to your oath don't appear until you
reach 3rd level, plan ahead for that ch oice by reading 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
the oath descriptions at the end o f the class. A re you a
and the m ann er in w hich you con du ct y ou rself before
devoted servant o f g ood, loyal to the gods o f ju stice and
g od s and m ortals. Your oath and alignm ent m ight be
honor, a holy knight in shining arm or venturing forth
in harmony, or your oath m ight represent standards of
to sm ite evil? A re you a g loriou s cham pion o f the light,
behavior that you have not yet attained.
cherish in g everything beautiful that stands against the
shadow, a knight w h o s e oath d escen d s from traditions
Q u ic k B u il d
older than m any o f the god s? O r are you an em bittered
You can m ake a paladin quickly by follow in g these
lon er sw orn to take v en g ean ce on th ose w h o have done
suggestion s. First, Strength sh ou ld be your highest
great evil, sent as an angel o f death by the g od s or driven
ability score, follow ed by C harism a. S econ d , c h o o s e the
by your n eed for revenge? A pp en dix B lists m any deities
noble background.
w orsh ip ed by paladins throughout the m ultiverse, such
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
H it P o in t s take a Fighting Style option m ore than on ce, even if you
Hit Dice: 1d10 p er paladin level later get to c h o o s e again.
Hit Points at 1st Level: 10 + your Constitution m odifier
Hit Points at Higher Levels: 1d 10 (or 6) + your D efense
C onstitution m odifier per paladin level after 1st 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 u e l in g
Arm or: A ll armor, shields W h en you are w ielding a m elee w eap on in on e hand and
W eapons: Sim ple w eapon s, m artial w eapon s no other w eapon s, you gain a +2 bon u s to dam age rolls
Tools: N one w ith that w eapon.
con seq u en ces, protect th ose entrusted to your care, Starting at 7th level, you and friendly creatu res w ithin
and obey th ose w h o have ju st authority over you. 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.
O ath Spells
You gain oath sp ells at the paladin levels listed. Pu r it y of S p ir it
B egin ning at 15th level, you are always under the effects
O ath o f D e v o t io n S pells o f a protection from evil and good spell.
A u ra of W a r d in g
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 U n d y in g Se n t in e l
w orld, beating ba ck despair. Starting at 15th level, w hen you are redu ced to 0 hit
S helter the Light. W h ere there is g ood, beauty, love, points and are not killed outright, you can c h o o s e to
and laughter in the w orld, stand against the w ick ed n ess drop to 1 hit point instead. O n ce you u se this ability, you
that w ou ld sw a llow it. W h ere life flourishes, stand ca n ’t u se it again until you finish a lon g rest.
against the fo r ce s that w ou ld render it barren. Additionally, you suffer n one o f the draw backs o f old
P reserve Your Own Light. D elight in son g and age, and you c a n ’t be aged m agically.
laughter, in beauty and art. If you allow the light to die in
Elder C h a m p io n
your ow n heart, you ca n ’t preserve it in the w orld.
At 20th level, you can assu m e the form o f an ancient
B e the Light. B e a g loriou s b ea con for all w h o live in
force o f nature, taking on an appearan ce you ch oose.
despair. Let the light o f your jo y and cou rage shine forth
For exam ple, your skin m ight turn green or take on a
in all your deeds.
bark-like texture, your hair m ight b e c o m e leafy or m o s s -
O ath Spells like, or you m ight sprout antlers or a lion-like mane.
You gain oath sp ells at the paladin levels listed. U sing your action, you u ndergo a transform ation.
For 1 m inute, you gain the follow in g benefits:
O ath of the A n c ie n t s S pells • At the start o f each o f your turns, you regain 10 hit
Paladin Level Spells points.
3rd e n sn aring strike, speak with anim als
• 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
5th m oon b eam , m isty step
instead.
9th p lant growth, protection fro m energy
• E nem y creatures w ithin 10 feet o f you have disadvan
13th ice storm , stoneskin
tage on saving th row s against your paladin spells and
17th c o m m u n e with nature, tree stride
Channel Divinity options.
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:
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.
13th +5 — 8 4 3 3 1 —
Q u ic k B u il d
You can m ake a ranger quickly by follow in g these
m ixture o f am usem ent, frustration, and com pa ssion .
suggestion s. First, m ake D exterity your highest ability
But they quickly learn that other adventurers w h o can
score, follow ed by W isdom . (S o m e rangers w h o focu s
carry their ow n w eight in a fight against civilization’s
on tw o-w eapon fighting m ake Strength higher than
fo e s are w orth any extra burden. C odd led city folk might
Dexterity.) S econ d , c h o o s e the outlander background.
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 lass Featu r es
C r e a t in g a R anger A s a ranger, you gain the follow in g class features.
A s you create your ranger character, con sider the nature
H it P o in t s
o f the training that gave you your particular capabilities.
Hit Dice: 1d 10 per ranger level
D id you train with a single mentor, w an dering the w ilds
Hit Points at 1st Level: 10 + your Constitution m odifier
together until you m astered the ran ger’s w ays? Did you
Hit Points at Higher Levels: 1d 10 (or 6) + your
leave your apprenticeship, or w a s your m entor slain—
C onstitution m odifier per ranger level after 1st
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 P r o f ic ie n c ie s
part o f a band o f rangers affiliated with a druidic circle, Arm or: Light armor, m edium armor, shields
trained in m ystic paths as well as w ilderness lore. You
W eapons: S im ple w eapon s, m artial w eapon s
might b e self-taught, a recluse w ho learned com bat Tools: N one
skills, tracking, and even a m agical conn ection to nature
through the n ecessity o f surviving in the w ilds. Saving Throws: Strength, D exterity
W h at’s the sou rce o f your particular hatred o f a Skills: C h oose three from A nim al Handling,
certain kind o f enem y? D id a m on ster kill som eon e A thletics, Insight, Investigation, Nature, P erception,
you loved or destroy your h om e village? Or did you see Stealth, and Survival
too m uch o f the destruction th ese m on sters cau se and
E q u ip m ent
com m it y ou rself to reining in their depredations? Is
You start w ith the follow in g equipm ent, in addition to
your adventuring career a continuation o f your w ork
the equipm ent granted by your background:
in protectin g the borderlands, or a significant change?
• (a) scale m ail or (b) leather arm or A rchery
• (a) tw o sh ortsw ords or (b) tw o sim ple m elee w eap on s You gain a +2 bon u s to attack rolls you m ake with
• (a) a du ng eon eer’s pack or (b) an explorer’s pack ranged w eapon s.
• A lon g b ow and a quiver o f 20 arrow s
D efense
Fa v o r e d E n e m y W h ile you are w earing armor, you gain a +1 bonus to AC.
proficiency bon u s is dou bled if you are using a skill that Y ou k n ow tw o 1st-level spells o f you r c h oice from the
you ’re proficient in. ranger spell list.
W h ile traveling for an hour or m ore in your favored T he S p ells K n ow n colu m n o f the R anger table sh ow s
terrain, you gain the follow in g benefits: 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
• 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.
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.
spell slots. F or instance, w hen you reach 5th level in this A b il it y Sco r e Im pr o v e m e n t
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, W h en you reach 4th level, and again at 8th, 12th, 16th,
you can c h o o s e on e o f the ranger sp ells you kn ow and 19th level, you can in crease on e ability s c o r e o f your
and rep lace it w ith another spell from the ranger ch oice by 2, or you can in crease tw o ability s c o r e s o f
spell list, w hich also m ust be o f a level for w hich you your ch oice by 1. A s norm al, you ca n ’t in crease an ability
have spell slots. sc o r e above 20 using this feature.
Sp e l l c a s t in g A b il it y Extra A ttack
W isd om is your sp ellcastin g ability for your ranger B egin n in g at 5th level, you ca n attack tw ice, instead o f
spells, sin ce your m a gic draw s on your attunem ent to on ce, w henever you take the A ttack action on your turn.
nature. You use your W isd om w henever a spell refers
to your sp ellcastin g ability. In addition, you u se your L a n d ’s S t r i d e
W isd om m odifier w hen setting the saving th row D C for
Starting at 8th level, m oving through n onm agical
a ranger spell you cast and w hen m akin g an attack roll
difficult terrain co sts you no extra m ovem ent. You can
with one.
also pass through n onm agical plants w ithout being
Spell save D C = 8 + your proficiency bonus + slow ed by them and without taking dam age from them if
your Wisdom modifier they have thorns, spines, or a sim ilar hazard.
In addition, you have advantage on saving throw s
Spell attack modifier = your proficiency bonus +
against plants that are m agically created or m anipulated
your Wisdom modifier
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 H id e in P l a i n S ig h t
to emulate: Hunter or B east Master, both detailed at Starting at 10th level, you can sp en d 1 m inute creating
the end o f the class description. Your ch oice grants cam ou flage for yourself. You m ust have a c c e s s to fresh
you features at 3rd level and again at 7th, 11th, mud, dirt, plants, soot, and other naturally o ccu rrin g
and 15th level. 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
P r im eval A wareness to hide by p ressin g y ou rself up against a solid surface,
B egin n in g at 3rd level, you can use your action and such as a tree or w all, that is at least as tall and w ide
expend on e ranger spell slot to focu s your aw areness on as you are. You gain a +10 bon u s to D exterity (Stealth)
the region around you. F or 1 m inute per level o f the spell ch eck s as long as you rem ain there without m oving or
slot you expend, you can sen se w hether the follow in g taking actions. O nce you m ove or take an action or a
types o f creatu res are present w ithin 1 m ile o f you (or reaction, you m ust cam ou flage y ou rself again to gain
w ithin up to 6 m iles if you are in your favored terrain): this benefit.
aberrations, celestials, dragons, elem entals, fey, fiends,
and undead. T h is feature d oesn ’t reveal the creatu res’ Va n ish
location or number. 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.
if you su cce e d on the saving throw, and only half
R an g er A rchetypes d am age if you fail.
The ideal o f the ranger has tw o classic expression s: the Stand Against the Tide. W h en a hostile creature
Hunter and the B east Master. 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
H unter another creature (other than itself) o f your choice.
Em ulating the Hunter archetype m eans a cceptin g your Uncanny Dodge. W h en an attacker that you can see
place as a bulw ark b etw een civilization and the terrors hits you w ith an attack, you can use your reaction to
o f the w ildern ess. A s you w alk the H unter’s path, you halve the attack’s dam age against 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 B east M aster
tow ering giants and terrifying dragons. 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.
H u n t e r ’s Prey
United in focu s, beast and ranger w ork as on e to fight
At 3rd level, you gain on e o f the follow in g features
the m on strou s fo e s that threaten civilization and the
o f y ou r choice.
w ildern ess alike. Em ulating the B east M aster archetype
Colossus Slayer. Y our tenacity can w ear dow n
m eans com m itting y ou rself to this ideal, w ork in g in
the m ost potent foes. W h en you hit a creature w ith a
partnership w ith an anim al as its com p a n ion and friend.
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 R a n g e r ’s C o m p a n io n
extra dam age only o n ce per turn. At 3rd level, you gain a beast com p a n ion that
Giant Killer. W h en a Large or larger creature w ithin accom p a n ies you on your adventures and is trained to
5 feet o f you hits or m isses you w ith an attack, you can fight alongside you. C h oose a beast that is no larger than
u se your reaction to attack that creature im m ediately M edium and that has a challen ge rating o f 1/4 or low er
after its attack, provided that you can see the creature. (appendix D presen ts statistics for the hawk, mastiff,
Horde Breaker. O n ce on each o f your turns w hen you and panther as exam ples). A dd your proficiency bon u s
m ake a w eap on attack, you can m ake another attack to the bea st’s AC, attack rolls, and dam age rolls, as w ell
w ith the sam e w eap on against a different creature that as to any saving th row s and skills it is proficient in. Its
is w ithin 5 feet o f the original target and w ithin range hit point m axim u m equals its n orm al m axim u m or four
o f your w eapon . 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
D e f e n s iv e T a c t ic s
takes its turn on your initiative, though it d oesn ’t take an
At 7th level, you gain on e o f the follow in g features
action u n less you com m a n d it to. O n your turn, you can
o f your ch oice.
verbally com m a n d the beast w h ere to m ove (no action
Escape the Horde. O pportunity attacks against you
requ ired by you). You can use your action to verbally
are m ade w ith disadvantage.
com m a n d it to take the Attack, Dash, D isengage, D odge,
Multiattack Defense. W h en a creature hits you
or Help action. O nce you have the Extra A ttack feature,
w ith an attack, you gain a +4 b on u s to AC against
you can m ake on e w eap on attack y ou rself w hen you
all subsequent attacks m ade by that creature for the
com m a n d the beast to take the A ttack action.
rest o f the turn.
W h ile traveling through your favored terrain w ith only
Steel Will. Y ou have advantage on saving throw s
the beast, you can m ove stealthily at a n orm al pace.
against bein g frightened.
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
M u l t ia t t a c k
that isn’t hostile to you, either the sam e type o f beast as
At 11th level, you gain on e o f the follow in g features
b efore or a different one.
o f your ch oice.
Volley. You can u se your action to m ake a ranged E x c e p t io n a l T r a in in g
attack against any n um ber o f creatu res w ithin 10 feet
B egin ning at 7th level, on any o f your turns w hen
o f a point you can see w ithin your w ea p on ’s range. You
your beast com p a n ion d oesn ’t attack, you can use a
m ust have am m unition for each target, as norm al, and
bon u s action to com m a n d the beast to take the Dash,
you m ake a separate attack roll for each target.
D isengage, D odge, or Help action on its turn.
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 B e s t ia l F u r y
feet o f you, w ith a separate attack roll for each target. 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
Su p e r i o r H u n t e r ’s D efense
A ttack action.
At 15th level, you gain on e o f the follow in g features
o f your choice. Sh a r e Spells
Evasion. You can nim bly d odge out o f the w ay o f B egin ning at 15th level, w hen you cast a spell targeting
certain area effects, su ch as a red dragon ’s fiery breath yourself, you can also affect your beast com p a n ion with
or a lightning bolt spell. W h en you are su bjected to an the spell if the beast is w ithin 30 feet o f you.
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
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
Proficiency Sneak
Level Bonus Attack Features
1st +2 1d6 Expertise, Sneak Attack,
Thieves’ Cant
2nd +2 1d6 Cunning Action
3rd +2 2d6 Roguish Archetype
4th +2 2d6 Ability Score Improvement
5th +3 3d6 Uncanny Dodge
6th +3 3d6 Expertise
7th +3 4d6 Evasion
8th +3 4d6 Ability Score Improvement
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
C r ea tin g a R o g u e
C lass Features
A s a rogue, you have the follow in g class features.
A s you create your rogu e character, con sider the
character’s relationship to the law. D o you have a H it P o in ts
crim inal past—or present? A re you on the run from the Hit Dice: 1d8 per rogue level
law o r from an angry th ieves’ guild m aster? O r did you Hit Points at 1st Level: 8 + your Constitution m odifier
leave your guild in sea rch o f bigger risks and bigger Hit Points at Higher Levels: 1d8 (or 5) + your
rew ards? Is it greed that drives you in your adventures, Constitution m odifier p er rogu e level after 1st
or so m e other desire or ideal?
W hat w a s the trigger that led you away from your P r o f ic ie n c ie s
previous life? D id a great co n or heist gone terribly Arm or: Light arm or
w ron g cau se you to reevaluate your career? M aybe W eapons: Sim ple w eapon s, hand crossb ow s,
you w ere lucky and a su ccessfu l robbery gave you the lon gsw ords, rapiers, sh ortsw ords
coin you n eeded to esca p e the squalor o f your life. Tools: T h ieves’ tools
Did w anderlust finally call you away from your h om e?
Saving Throws: Dexterity. Intelligence
Perhaps you suddenly found y ou rself cut off from your
Skills: C h oose four from A crobatics, Athletics,
fam ily o r your mentor, and you had to find a n ew m eans
D eception . Insight, Intim idation, Investigation,
o f support. Or m aybe you m ade a n ew friend—another
P erception, P erform an ce. Persuasion, Sleight o f
m em ber o f your adventuring party—w h o sh ow ed you
Hand, and Stealth
new possibilities for earning a living and em ploying
your particular talents.
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.
not n ecessarily an indication o f your ch osen profession, Starting at 3rd level, you are at your deadliest w hen you
but a description o f your preferred techniques. get the drop on your en em ies. You have advantage on
attack rolls against any creature that hasn’t taken a turn
T h ief 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.
Y ou h one your skills in the la rcen ou s arts. Burglars,
bandits, cutpurses, and other crim in als typically follow I n f il t r a t io n E x p e r t is e
this archetype, but s o do rogu es w h o prefer to think o f
Starting at 9th level, you can unfailingly create false
them selves as p rofession a l treasure seekers, explorers,
identities for yourself. You m ust spend seven days and
delvers, and investigators. In addition to im proving your
25 gp to establish the history, profession, and affiliations
agility and stealth, you learn skills useful for delving into
for an identity. You ca n ’t establish an identity that
ancient ruins, reading unfam iliar languages, and using
belongs to som eon e else. For exam ple, you might acquire
m agic item s you n orm ally cou ld n ’t employ.
appropriate clothing, letters o f introduction, and official-
look in g certification to establish you rself as a m em ber o f
Fa s t H ands
a trading h ou se from a rem ote city so you can insinuate
Starting at 3rd level, you can u se the bon u s action
you rself into the com pany o f other wealthy m erchants.
granted by your Cunning A ction to m ake a Dexterity
Thereafter, if you adopt the n ew identity as a disguise,
(Sleight o f H and) check, u se your thieves’ tools to
other creatures believe you to be that p erson until given
disarm a trap or op en a lock, or take the U se an
an obviou s reason not to.
O bject action.
Im po sto r
Se c o n d -S tory W ork
At 13th level, you gain the ability to unerringly m im ic
W h en you c h o o s e this archetype at 3rd level, you gain
another p erson ’s speech, writing, and behavior.
the ability to clim b faster than norm al; clim bin g no
You must spend at least three hours studying
longer co sts you extra m ovem ent.
these three com pon en ts o f the p e rso n ’s behavior,
In addition, w hen you m ake a running jum p, the
listening to sp eech , exam inin g handwriting, and
distance you cover in creases by a num ber o f feet equal
observ in g m annerism s.
to your D exterity m odifier.
Your ru se is in discern ible to the casual observer. If a
Su p r e m e S n e a k w ary creature su sp ects som eth in g is am iss, you have
Starting at 9th level, you have advantage on a Dexterity advantage on any C harism a (D eception ) ch eck you m ake
(Stealth) ch eck if you m ove no m ore than h alf your to avoid detection.
sp eed on the sam e turn.
D eath St r i k e
U se M a g ic D e v ic e Starting at 17th level, you b e c o m e a m aster o f instant
By 13th level, you have learned en ough about the death. W h en you attack and hit a creature that is
w orkin gs o f m agic that you can im provise the use o f su rprised, it must m ake a Constitution saving throw
item s even w hen they are not intended for you. You (D C 8 + your Dexterity m odifier + your proficiency
ignore all class, race, and level requirem ents on the use bonus). On a failed save, double the dam age o f your
o f m agic items. attack against the creature.
W h en you reach 3rd level, you gain the ability to — Spell Slots per Spell Level—
Rogue Cantrips Spells
cast spells. S e e chapter 10 for the general rules of
Level Known Known 1st 2nd 3rd 4th
sp ellcastin g and chapter 11 for the w izard spell list.
Cantrips. You learn three cantrips: mage hand and 3rd 3 3 2 — — —
tw o other cantrips o f your ch oice from the w izard spell 4th 3 4 3 — — —
your Intelligence modifier At 17th level, you gain the ability to m agically
steal the kn ow ledge o f h ow to cast a spell from
Spell attack modifier = your proficiency bonus + another spellcaster.
your Intelligence modifier 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
M a g e H a n d L e g e rd e m a in reaction to force the creature to m ake a saving th row
Starting at 3rd level, w hen you cast mage hand, you can with its spellcasting ability modifier. The D C equals
m ake the spectral hand invisible, and you can perform your spell save DC. On a failed save, you negate the
the follow in g additional tasks w ith it: 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
• You can stow one object the hand is h olding in a
cast (it d oesn ’t n eed to be a w izard spell). F or the next
container w orn or carried by another creature.
8 hours, you kn ow the spell and can cast it using your
• You can retrieve an object in a contain er w orn or
spell slots. The creature ca n ’t cast that spell until the
carried by another creature.
8 hours have passed.
• You can u se thieves’ tools to pick lock s and disarm
O nce you use this feature, you ca n ’t u se it again until
traps at range.
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.
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
W ild M a g ic S u rg e
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 a rlo c k
O t h e r w o r l d l y Pa t r o n Sp e l l c a s t in g Fo c u s
At 1st level, you have struck a bargain with an You can u se an arcane focu s (found in chapter 5) as a
oth erw orldly being o f your choice: the Archfey, the sp ellcastin g focu s for your w arlock spells.
Fiend, or the Great Old O ne, each o f w h ich is detailed
at the end o f the class description. Your ch oice E l d r it c h In v o c a t i o n s
grants you features at 1st level and again at 6th, 10th, In your study o f occu lt lore, you have u nearthed eldritch
and 14th level. invocations, fragm ents o f forbidden k n ow led ge that
im bue you w ith an abiding m agical ability.
Pa c t M a g i c At 2nd level, you gain tw o eldritch invocations o f your
Your arcan e research and the m agic b estow ed on you ch oice. Your invocation options are detailed at the end
by your patron have given you facility w ith spells. S e e o f the class description. W h en you gain certain w arlock
chapter 10 for the general rules o f spellcastin g and levels, you gain additional invocations o f your choice,
chapter 11 for the w a rlock spell list. as sh ow n in the Invocations K n ow n colu m n o f the
W a rlock table.
C a n t r ip s Additionally, w hen you gain a level in this class,
You k n ow tw o cantrips o f your ch oice from the w arlock you can c h o o s e one o f the invocations you k n ow and
spell list. You learn additional w a rlock cantrips o f your replace it w ith another invocation that you cou ld learn
c h oice at higher levels, as sh ow n in the Cantrips K now n at that level.
colu m n o f the W arlock table.
Pa c t B o o n
Sp e l l Sl o t s
At 3rd level, your otherw orldly patron bestow s a gift
T he W arlock table sh ow s h ow m any spell slots you have.
u pon you for your loyal service. You gain on e o f the
T h e table also sh ow s w hat the level o f those slots is; all
follow in g features o f your choice.
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
Pa c t of th e Ch a in
spell slot. You regain all expended spell slots w hen you
You learn the find familiar spell and can cast it as a
finish a short or long rest.
ritual. T h e spell d oesn ’t count against your num ber o f
F or exam ple, w hen you are 5th level, you have
sp ells know n.
tw o 3rd-level sp ell slots. To cast the 1st-level spell
W h en you cast the spell, you can c h o o s e on e o f the
thunderwave, you must spend on e o f th ose slots, and
n orm al form s for your fam iliar or on e o f the follow in g
you cast it as a 3rd-level spell.
sp ecia l form s: imp, pseu dodragon , quasit, or sprite.
Spe lls K now n of 1s t L evel an d H ig h e r
Additionally, w hen you take the Attack action, you can
forgo one o f your ow n attacks to allow your fam iliar to
At 1st level, you k n ow tw o 1st-level spells o f your ch oice
m ake on e attack o f its own.
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
Pa c t of th e Blade
w hen you learn m ore w a rlock spells o f your ch oice o f 1st
Y ou can u se your action to create a pact w ea p on in your
level and higher. A spell you c h o o s e m ust be o f a level
em pty hand. You can c h o o s e the form that this m elee
n o higher than w hat’s sh ow n in the table's S lot Level
w ea p on takes each tim e you create it (see chapter 5 for
colu m n for your level. W h en you reach 6th level, for
w ea p on options). Y ou are proficient with it w hile you
exam ple, you learn a n ew w a rlock spell, w h ich can be
w ield it. T h is w ea p on coun ts as m agical for the p u rp ose
1st, 2nd, or 3rd level.
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 Y o u r Pa c t B o on
away from you for 1 m inute or m ore. It also disappears Each Pact Boon option produces a special creature or an
if you use this feature again, if you d ism iss the w eap on object that reflects your patron’s nature.
(no action required), or if you die. Pact o f the Chain. Your familiar is more cunning than a
You can transform one m agic w eap on into your pact typical familiar. Its default form can be a reflection o f your
w eap on by perform in g a sp ecial ritual w hile you hold patron, with sprites and pseudodragons tied to the Archfey
the w eapon . You p erform the ritual over the cou rse and imps and quasits tied to the Fiend. Because the Great Old
One’s nature is inscrutable, any familiar form is suitable for it.
o f 1 hour, w hich can b e don e during a short rest.
Pact o f the Blade. If your patron is the Archfey, your
You can then d ism iss the w eapon , shunting it into an
weapon might be a slender blade wrapped in leafy vines.
extradim ensional space, and it appears w henever you If you serve the Fiend, your weapon could be an axe made
create your pact w eap on thereafter. You ca n ’t affect an o f black metal and adorned with decorative flames. If your
artifact or a sentient w ea p on in this way. T h e w eapon patron is the Great Old One, your weapon might be an
ce a se s bein g your pact w eapon if you die, if you perform ancient-looking spear, with a gemstone embedded in its
the 1-hour ritual on a different w eapon , or if you use head, carved to look like a terrible unblinking eye.
a 1-hour ritual to break your bon d to it. The w eapon Pact o f the Tome. Your Book o f Shadows might be a fine,
appears at your feet if it is in the extradim ensional sp ace gilt-edged tome with spells o f enchantment and illusion,
w hen the bon d breaks. gifted to you by the lordly Archfey. It could be a weighty tome
bound in demon hide studded with iron, holding spells of
Pa c t of th e T ome conjuration and a wealth of forbidden lore about the sinister
regions of the cosmos, a gift of the Fiend. Or it could be the
Your patron gives you a grim oire called a B o o k of
tattered diary o f a lunatic driven mad by contact with the
Sh a dow s. W h en you gain this feature, c h o o s e three
Great Old One, holding scraps o f spells that only your own
cantrips from any cla ss’s spell list. W h ile the b o o k is on burgeoning insanity allows you to understand and cast.
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 O t h e r w o r ld ly P a tro n s
a 1-hour cerem on y to receive a replacem ent from your T h e beings that serve as patrons for w arlock s are
patron. T his cerem on y can be perform ed during a short m ighty inhabitants o f other planes o f ex isten ce—not
or long rest, and it destroys the previous book . The b o o k gods, but alm ost godlike in their pow er. V arious patrons
turns to ash w hen you die. 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.
A b ility Score Im pro vem en t
S om e patrons collect w arlocks, doling out m ystic
W h en you reach 4th level, and again at 8th, 12th, 16th, kn ow led ge relatively freely o r boastin g o f their ability
and 19th level, you can in crease on e ability sco re o f your to bind m ortals to their will. Other patrons bestow their
c h oice by 2, or you can in crease tw o ability s c o r e s o f p ow er only grudgingly, and might m ake a pact with
your ch oice by 1. A s norm al, you can't in crease an ability only one w arlock. W arlocks w h o serve the sam e patron
sco re above 20 using this feature. 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 legend w h o holds secrets that w ere forgotten before
from the w a rlock spell list as this arcanum . the m ortal races w ere born. T h is b ein g ’s m otivations
You can cast your arcanum sp ell on ce w ithout are often inscrutable, and som etim es w him sical, and
expending a spell slot. You m ust finish a long rest before m ight involve a striving for greater m agical p ow er or the
you can do s o again. settling o f age-old grudges. B eings o f this sort include
At higher levels, you gain m ore w arlock sp ells o f your the P rin ce o f Frost; the Q ueen o f A ir and D arkness,
ch oice that can b e cast in this way: one 7th-level spell ruler o f the G loam in g Court; Titania o f the S u m m er
at 13th level, one 8th-level spell at 15th level, and one Court; her con sort O beron, the G reen L ord; Hyrsam ,
9th-level spell at 17th level. You regain all u ses o f your the P rin ce o f F ools; and ancient hags.
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 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
At 20th level, you can draw on your inner reserve o f
sp ells are added to the w arlock spell list for you.
m ystical pow er w hile entreating your patron to regain
expended spell slots. You can spend 1 m inute entreating
A rc h fey Ex p a n d e d S pells
your patron for aid to regain all your expended spell slots
from your Pact M agic feature. O nce you regain spell slots Spell Level Spells
w ith this feature, you m ust finish a long rest before you 1st faerie fire, sleep
can do s o again. 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 E x p a n d e d Sp e l l L is t
Starting at 1st level, your patron bestow s u pon you the The Fiend lets you c h o o s e from an expanded list of
ability to project the begu ilin g and fearsom e presen ce spells w hen you learn a w arlock spell. T h e follow in g
o f the fey. A s an action, you can cau se each creature in spells are added to the w arlock sp ell list for you.
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 Fie n d Ex p a n d e d S pells
creatu res that fail their saving th row s are all charm ed
Spell Level Spells
or frightened by you (your ch oice) until the end of
1st b u rn ing hands, c o m m a n d
your next turn.
2nd blindness/deafness, scorch ing ray
O nce you u se this feature, you ca n ’t use it again until
you finish a short or lon g rest. 3rd fireball, stinking cloud
4th fire shield, wall o f fire
M is t y E scape 5th fla m e strike, hallow
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 D a r k O n e ’s B l e s s in g
your reaction to turn invisible and teleport up to 60 feet Starting at 1st level, w hen you reduce a hostile creature
to an u noccu pied sp ace you can see. You rem ain invisible to 0 hit points, you gain tem porary hit points equal to your
until the start o f your next turn or until you attack or Charism a m odifier + your w arlock level (m inim um o f 1).
cast a spell.
O nce you u se this feature, you can't use it again until Dark O n e ’s O w n Luck
you finish a short or lon g rest. 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
B e g u il in g D efenses saving throw, you can u se this feature to add a d 10 to
B egin ning at 10th level, your patron teaches you h ow to your roll. You can do s o after seein g the initial roll but
turn the m ind-affecting m agic o f your en em ies against before any o f the roll’s effects occur.
them. You are im m une to bein g charm ed, and w hen O nce you u se this feature, you c a n ’t use it again until
another creature attem pts to ch a rm you, you can use you finish a short or long rest.
your reaction to attempt to turn the charm b a ck on
that creature. The creature m ust su cceed on a W isdom F ie n d is h R e s il ie n c e
saving throw against your w arlock spell save D C or Starting at 10th level, you can c h o o s e one dam age type
b e charm ed by you for 1 minute or until the creature w hen you finish a sh ort or long rest. You gain resistan ce
takes any dam age. 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
Dark D e l ir iu m silver w ea p on s ig n ores this resistance.
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 H url T hrough H ell
that you can see w ithin 60 feet o f you. It must m ake a Starting at 14th level, w hen you hit a creature w ith an
W isd om saving th row against y ou r w arlock spell save attack, you can use this feature to instantly transport
DC. O n a failed save, it is charm ed or frightened by you the target through the low er planes. The creature
(your ch oice) for 1 m inute or until your concentration disappears and hurtles through a nightm are landscape.
is broken (as if you are concentratin g on a spell). This At the end o f your next turn, the target returns to the
effect ends early if the creature takes any dam age. sp a ce it previously o ccu pied, or the nearest u n occu pied
Until this illusion ends, the creature thinks it is lost space. If the target is not a fiend, it takes 10d 10 psychic
in a m isty realm , the appearan ce o f w hich you ch oose. dam age as it reels from its h orrific experience.
The creature can s e e and hear only itself, you, and O nce you u se this feature, you ca n ’t u se it again until
the illusion. you finish a long rest.
Y ou m ust finish a sh ort or long rest before you can
u se this feature again. T he G r eat O ld O n e
can see w ithin 30 feet o f you. You don ’t need to share Prerequisite: 7th level
a language with the creature for it to understand your You can cast compulsion on ce using a w arlock spell slot.
telepathic utterances, but the creature m ust be able to You c a n ’t d o s o again until you finish a long rest.
understand at least on e language.
Book of A n c ie n t Se c r e t s
E n t r o p ic W a r d Prerequisite: Pact o f the Tome feature
At 6th level, you learn to m agically w ard y ou rself against
You can n ow in scribe m agical rituals in your B o o k o f
attack and to turn an en em y’s failed strike into g ood
Sh a dow s. C h oose tw o 1st-level sp ells that have the
luck for yourself. W h en a creature m akes an attack
ritual tag from any cla ss’s spell list. The sp ells appear
roll against you, you can use your reaction to im p ose
in the b o o k and d on ’t count against the num ber o f spells
disadvantage on that roll. If the attack m isses you, your
you know. W ith your B o o k o f S h a d ow s in hand, you
next attack roll against the creature has advantage if you
can cast the ch osen spells as rituals. You ca n ’t cast the
m ake it b efore the end o f your next turn.
spells except as rituals, u nless y ou ’ve learned them by
O nce you use this feature, you ca n ’t use it again until
som e other m eans. You can also cast a w arlock spell
you finish a short or lon g rest.
you kn ow as a ritual if it has the ritual tag.
T hought Sh iel d 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
Starting at 10th level, your thoughts ca n ’t b e read by
can add it to the b o o k if the sp ell’s level is equal to or
telepathy or other m ea n s unless you allow it. You also
less than h alf your w a rlock level (rounded up) and if you
have resistan ce to psychic dam age, and w henever a
can spare the tim e to tran scribe the spell. For each level
creature deals psychic dam age to you, that creature
o f the spell, the transcription p r o ce s s takes 2 hours and
takes the sam e am ount o f dam age that you do.
c o sts 50 gp for the rare inks n eeded to in scribe it.
C reate T hrall
C h a in s of C arceri
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
Prerequisite: 15th level, Pact o f the Chain feature
your action to touch an incapacitated hum anoid. That You can cast hold monster at w ill—targeting a celestial,
creature is then ch a rm ed by you until a remove curse fiend, or elem ental—w ithout expending a spell slot or
spell is cast on it, the ch arm ed condition is rem oved m aterial com pon ents. You m ust finish a long rest before
from it, or you u se this feature again. you can use this invocation on the sam e creature 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 D e v i l ’s Sig h t
o f existence. 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 readful W ord
If an eldritch invocation has prerequisites, you must Prerequisite: 7th level
m eet them to learn it. You can learn the invocation at the
You can cast confusion on ce using a w a rlock spell slot.
sam e tim e that you m eet its prerequisites.
You ca n ’t do so again until you finish a long rest.
A g o n iz in g Blast
E l d r it c h Sig h t
Prerequisite: eldritch blast cantrip
You can cast detect magic at w ill, w ithout expending
W h en you cast eldritch blast, add your Charism a a spell slot.
m odifier to the dam age it deals on a hit.
E l d r it c h Sp e a r O therw orldly L eap
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 of th e Rune K 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
W h en you hit a creature with eldritch blast, you can push
You ca n cast false life on y ou rself at w ill as a
the creature up to 10 feet away from you in a straight line.
1st-level spell, w ithout expen din g a spell slot or
m aterial com pon ents. Sc u lpto r of F lesh
Prerequisite: 7th level
G aze of T wo M in d s
You can u se your action to touch a w illing hum anoid Y ou can cast polymorph on ce usin g a w arlock spell slot.
and perceive through its sen ses until the end o f your Y ou ca n ’t do s o again until you finish a lon g rest.
next turn. A s long as the creature is on the sam e
Sig n of Ill O men
plane o f existence as you, you can use your action
on subsequent turns to m aintain this conn ection , Prerequisite: 5th level
extending the duration until the end o f your next turn. Y ou can cast bestow curse on ce using a w a rlock spell
W h ile perceivin g through the other creatu re’s sen ses, slot. You ca n ’t do so again until you finish a long rest.
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 T h ie f o f F i v e Fa t e s
surroundings. 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
M a sk of M an y Fa c e s 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 aster of M y r ia d Fo r m s
Prerequisite: 15th level V o ic e o f t h e C h a in M aster
You can cast alter self at will, w ithout expending Prerequisite: Pact o f the Chain feature
a spell slot. 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
M in io n s o f C haos
you are on the sam e plane o f existence. Additionally,
Prerequisite: 9th level w hile perceivin g through your fam iliar’s sen ses, you can
You can cast conjure elemental on ce using a also sp eak through your fam iliar in your ow n voice, even
w a rlock spell slot. You ca n ’t do s o again until you if your fam iliar is n orm ally incapable o f sp eech .
finish a long rest.
W h is p e r s o f t h e G rave
M ir e t h e M in d Prerequisite: 9th level
Prerequisite: 5th level You can cast speak with dead at w ill, w ithout expending
You can cast slow on ce using a w arlock spell slot. You a spell slot.
c a n ’t do so again until you finish a lon g rest.
W it c h Sig h t
M is t y V is io n s Prerequisite: 15th level
You can cast silent image at will, w ithout expending a You can see the true form o f any sh ap ech an ger or
spell slot or material com pon ents. 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
O ne w it h Sh a d o w s
line o f sight.
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.
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.
17th +6 — 5 4 3 3 3 2 1 1 1 1
18th +6 Spell Mastery 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Signature Spell 5 4 3 3 3 3 2 2 1 1
At 18th level, you have achieved such m astery over A rcane Ward
certain sp ells that you can cast them at w ill. C h oose a
Starting at 2nd level, you can w eave m agic around
1st-level w izard spell and a 2nd-level w izard spell that
you rself for protection. W h en you cast an abjuration
are in your sp ellbook . You can cast th ose spells at their
spell o f 1st level or higher, you can sim ultaneously use a
low est level without expending a spell slot w hen you
strand o f the spell’s m agic to create a m agical w ard on
have them prepared. If you w ant to cast either spell at a
you rself that lasts until you finish a long rest. T h e w ard
higher level, you must expend a spell slot as norm al.
has hit points equal to tw ice your w izard level + your
By spen din g 8 hours in study, you can exchange one
Intelligence modifier. W h enever you take dam age, the
or both o f the spells you c h ose for different spells o f
w ard takes the dam age instead. If this dam age reduces
the sa m e levels.
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
Sig n a tu r e Spells
dam age, but its m agic rem ains. W h enever you cast an
W h en you reach 20th level, you gain m astery over tw o abjuration spell o f 1st level or higher, the w ard regains a
pow erful spells and can cast them with little effort. num ber o f hit points equal to tw ice the level o f the spell.
C h oose tw o 3rd-level w izard spells in your sp ellbook O n ce you create the w ard, you can't create it again
as your signature spells. You always have th ese spells until you finish a long rest.
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 P r o jected W a r d
3rd level without expending a spell slot. W h en you do so, Starting at 6th level, w h en a creature that you can see
you can ’t do s o again until you finish a short or long rest. w ithin 30 feet o f you takes dam age, you can u se your
If you w ant to cast either spell at a higher level, you reaction to cau se your A rca n e W ard to absorb that
m ust expend a spell slot as norm al. 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.
A r c a n e T r a d it io n s Im pr o v e d A b j u r a t io n
T h e study o f w izardry is ancient, stretching ba ck to B egin ning at 10th level, w hen you cast an abjuration
the earliest m ortal discov eries o f m agic. It is firmly spell that requ ires you to m ake an ability ch eck as
established in the w orlds o f D&D, with various a part o f casting that spell (as in counterspell and
traditions dedicated to its com p lex study. dispel magic), you add your proficiency bon u s to that
Th e m ost co m m o n arcan e traditions in the m ultiverse ability check.
revolve around the sch o o ls o f m agic. W izard s through
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 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
Spell R e s is t a n c e
gold and tim e you must sp en d to co p y a divination spell
Starting at 14th level, you have advantage on saving
into your sp ellb ook is halved.
th row s against spells.
Furtherm ore, you have resistan ce against the Portent
dam age o f spells. 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
Sc h o o l of C o n ju r a tio n aw areness. W h en you finish a lon g rest, roll tw o d 2 0 s
A s a conjurer, you favor spells that p rod u ce objects and record the num bers rolled. You can replace any
and creatures out o f thin air. You can conjure billow ing attack roll, saving throw, or ability ch eck m ade by you or
clou d s o f killing fog or su m m on creatures from a creature that you can see with one o f th ese foretelling
elsew h ere to fight on your behalf. A s your m astery rolls. You must c h o o s e to do so b efore the roll, and you
grow s, you learn sp ells o f transportation and can can replace a roll in this w ay only on ce per turn.
teleport y ou rself a cross vast distances, even to other Each foretelling roll can be u sed only on ce. W h en you
planes o f existence, in an instant. finish a lon g rest, you lose any u nu sed foretelling rolls.
C o n j u r a t io n Sa v a n t Expert D iv in a t io n
B egin ning w hen you select this sc h o o l at 2nd level, the B egin ning at 6th level, casting divination sp ells co m e s
gold and tim e you m ust spend to cop y a conjuration spell s o easily to you that it expends only a fraction o f your
into your sp ellb ook is halved. 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
M in o r C o n j u r a t io n expen ded spell slot. The slot you regain must be o f a
Starting at 2nd level w hen you select this sch ool, you level low er than the spell you cast and ca n ’t be higher
can use your action to conjure up an inanim ate object than 5th level.
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 T he T h ir d Ey e
no larger than 3 feet on a side and w eigh no m ore than Starting at 10th level, you can use your action to
10 pou nds, and its form m ust be that o f a nonm agical 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 On a su ccessfu l save, you ca n ’t u se this feature on the
you are incapacitated or you take a short or long rest. attacker again until you finish a lon g rest.
You ca n ’t use the feature again until you finish a rest. You m ust c h o o s e to u se this feature before kn ow in g
Darkvision. You gain darkvision out to a range o f 60 w hether the attack hits or m isses. Creatures that can ’t
feet, as d escrib ed in chapter 8. be charm ed are im m u ne to this effect.
Ethereal Sight. You can see into the Ethereal Plane
w ithin 60 feet o f you. Sp l it E n c h antm ent
Greater Comprehension. You can read any language. Starting at 10th level, w hen you cast an enchantm ent
S ee Invisibility. You can see invisible creatu res and spell o f 1st level or higher that targets only on e creature,
ob jects w ithin 10 feet o f you that are within line o f sight. you can have it target a se co n d creature.
Starting at 14th level, the vision s in your dream s At 14th level, you gain the ability to m ake a creature
intensify and paint a m ore accurate picture in your m ind unaw are o f your m agical influence on it. W h en you cast
o f w hat is to com e. You roll three d 2 0 s for your Portent an enchantm ent spell to charm one or m ore creatures,
feature, rather than two. you can alter on e creatu re’s understanding s o that it
rem ains unaw are o f being charm ed.
Sch ool of En ch an tm en t Additionally, on ce before the spell expires, you can
use your action to try to m ake the ch osen creature
A s a m em ber o f the S c h o o l o f Enchantm ent, you have
forget som e o f the tim e it spent charm ed. The creature
h oned your ability to m agically entrance and beguile
must su cceed on an Intelligence saving th row against
other p eop le and m onsters. S o m e enchanters are
your w izard spell save D C or lose a num ber o f hours
p ea cem ak ers w h o bew itch the violent to lay dow n their
o f its m em ories equal to 1 + your C harism a m odifier
arm s and charm the cruel into sh ow in g m ercy. O thers
(m inim um 1). You can m ake the creature forget less
are tyrants w h o m agically bind the unw illing into their
time, and the am ount o f tim e can ’t ex ceed the duration
service. M ost enchanters fall som ew h ere in betw een.
o f your enchantm ent spell.
En chantm ent Sa v a n t
B egin ning w hen you select this sch o o l at 2nd level, the
Sch o o l of Ev o c a tio n
gold and tim e you m ust sp en d to co p y an enchantm ent You focu s your study on m agic that creates pow erfu l
spell into your sp ellb ook is halved. elem ental effects such as bitter cold, searing flame,
rolling thunder, crackling lightning, and burning acid.
H y p n o t ic G aze S om e evokers find em ploym ent in m ilitary forces,
Starting at 2nd level w hen you c h o o s e this sch ool, your serving as artillery to blast enem y arm ies from afar.
soft w ord s and enchanting gaze can m agically enthrall O thers use their spectacular pow er to protect the w eak,
another creature. A s an action, c h o o s e one creature that w hile som e seek their ow n gain as bandits, adventurers,
you can see w ithin 5 feet o f you. If the target can see or or aspiring tyrants.
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 E v o c a t i o n Sa v a n t
until the end o f your next turn. The charm ed creature’s B egin ning w hen you select this sch o o l at 2nd level, the
sp eed drops to 0, and the creature is incapacitated and gold and tim e you m ust sp end to cop y an evocation spell
visibly dazed. into your sp ellb ook is halved.
On subsequent turns, you can u se your action to
m aintain this effect, extending its duration until the S c u l p t Spe lls
end o f your next turn. However, the effect ends if you B egin ning at 2nd level, you can create pock ets o f
m ove m ore than 5 feet away from the creature, if the relative safety w ithin the effects o f your evocation spells.
creature can neither see n or hear you, or if the creature W h en you cast an evocation spell that affects other
takes dam age. creatures that you can see, you can c h o o s e a num ber
O nce the effect ends, or if the creature su cceed s on its o f them equal to 1 + the sp ell’s level. T h e ch osen
initial saving throw against this effect, you can ’t use this creatu res autom atically s u cce e d on their saving throw s
feature on that creature again until you finish a long rest. 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.
In s t in c t iv e C harm
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 ndead T hralls you sp end perform in g the procedu re, you can transform
At 6th level, you add the animate dead spell to your up to 1 cu b ic foot o f material. A fter 1 hour, or until you
sp ellb ook if it is not there already. W h en you cast lose your concentration (as if you w ere concentratin g on
animate dead, you can target one additional c orp se a spell), the material reverts to its original substance.
or pile o f b on es, creating another zom bie or skeleton,
Transm u t e r ’s St o n e
as appropriate.
Starting at 6th level, you can spend 8 hours creating a
W h en ever you create an undead using a n ecrom an cy
transm uter’s stone that stores transm utation m agic. You
spell, it has additional benefits:
can benefit from the stone y ou rself or give it to another
• T h e creatu re’s hit point m axim u m is in creased by an creature. A creature gains a benefit o f your ch oice
am ount equal to your w izard level. as lon g as the stone is in the creatu re’s p ossession .
• T h e creature adds your proficiency bon u s to its W h en you create the stone, c h o o s e the benefit from the
w eap on dam age rolls. follow in g options:
To you, the w orld is not a fixed thing, but em inently Starting at 14th level, you can u se your action to
mutable, and you delight in being an agent o f change. con su m e the reserve o f transm utation m agic stored
You w ield the raw stuff o f creation and learn to alter both w ithin your transm uter’s stone in a single burst. W h en
physical form s and mental qualities. Your m agic gives you do so, c h o o s e one o f the follow in g effects. Your
you the tools to b e co m e a smith on reality’s forge. transm uter’s stone is destroyed and ca n ’t be rem ade
S o m e transm uters are tinkerers and pranksters, until you finish a lon g rest.
turning p eople into toads and transform ing cop p er into Major Transformation. You can transm ute one
silver for fun and o cca sion a l profit. O thers pu rsue their n on m agica l ob ject—no larger than a 5-foot cu b e —into
m agical studies w ith deadly seriou sn ess, seek in g the another nonm agical object o f sim ilar size and m a ss and
p ow er o f the g od s to m ake and destroy w orlds. o f equal or lesser value. You m ust spend 10 minutes
h andling the ob ject to transform it.
T r a n s m u t a t io n Sa v a n t Panacea. You rem ove all curses, diseases, and p oisons
B egin ning w hen you select this sc h o o l at 2nd level, the affecting a creature that you touch with the transm uter’s
gold and tim e you must spend to cop y a transm utation stone. The creature also regains all its hit points.
spell into your sp ellb ook is halved. Restore Life. You cast the raise dead spell on a
creature you touch with the transm uter’s stone, w ithout
M in o r A lch em y expending a spell slot or n eedin g to have the spell in
Starting at 2nd level w hen you select this sch ool, you your spellbook.
can tem porarily alter the physical properties o f one Restore Youth. You touch the transm uter’s stone to
n onm agical object, changin g it from on e su bstance into a w illing creature, and that creatu re’s apparent age is
another. You perform a sp ecia l alch em ical p rocedu re red u ced by 3 d 10 years, to a m inim um o f 13 years. This
on on e object co m p o s e d entirely o f w ood , stone (but not effect d oesn ’t extend the creatu re’s lifespan.
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
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
CHARACTERS ARE DEFINED BY MUCH MORE THAN You d on ’t need to be con fin ed to binary n otion s of
their race and class. T h ey’re individuals with sex and gender. The elf g od C orellon Larethian is often
their ow n stories, interests, con n ection s, and seen as an drogyn ous or herm aphroditic, for exam ple,
capabilities beyond th ose that cla ss and race and som e elves in the m ultiverse are m ade in C orellon ’s
define. T h is chapter ex pou n ds on the details im age. You cou ld also play a fem ale character w ho
that distinguish characters from on e another, presen ts h erself as a man, a m an w h o feels trapped in a
including the b a sics o f nam e and physical description, fem ale body, or a bearded fem ale dw arf w h o hates being
the rules o f b a ck grou n ds and languages, and the finer m istaken for a male. L ikew ise, your character’s sexual
points o f personality and alignm ent. 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 You can d ecide your character’s height and weight,
be the first things that the other players at the table using the inform ation provided in your race description
learn about you. It’s w orth thinking about h ow these or on the R an d om Height and W eight table. T h in k about
characteristics reflect the character you have in mind. 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
Nam e m ight b e thin. A strong and tough character m ight be
tall or ju st heavy.
Your character’s race description in cludes sam ple
If you w ant to, you can roll random ly for your
nam es for m em bers o f that race. Put som e thought into
character’s height and w eight u sin g the R a n d om Height
your nam e even if y ou ’re ju st pickin g on e from a list.
and W eight table. The d ice roll given in the Height
M odifier colum n determ ines the character’s extra
Sex
height (in inches) beyon d the ba se height. That sam e
You can play a m ale or fem ale character w ithout gaining n um ber m ultiplied by the d ice roll or quantity given in
any sp ecial benefits or h indrances. T h in k about how the W eight M odifier colu m n determ ines the character’s
your character d o e s or d o e s not con form to the broader extra w eight (in pounds) beyond the base weight.
culture’s expectations o f sex, gender, and sexual
behavior. For exam ple, a m ale d row cleric defies the Ra n d o m H e ig h t a n d W e ig h t
traditional gender divisions o f d row society, w hich could
Base Height Base Weight
b e a reason for your character to leave that society and
Race Height Modifier Weight Modifier
co m e to the surface.
Human 4'8" + 2 d 10 110 lb. x (2d4) lb.
Dwarf, hill 3'8” +2d4 115 lb. x (2d6) lb.
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
Dwarf, mountain 4' +2d4 130 lb. x (2d6) lb.
The details in this chapter make a big difference in setting
Elf, high 4’6" + 2 d 10 90 lb. x (1d4) lb.
your character apart from every other character. Consider the
following two human fighters. Elf, wood 4'6" + 2 d 10 100 lb. x (1d4) lb.
Hailing from the Dragonlance setting, Tika Waylan was a Elf, drow 4 '5 " +2d6 75 lb. x (1d6) lb.
brash teenager who had a rough childhood. The daughter of Halfling 2 '7 " +2d4 35 lb. x 1 lb.
a thief, she ran away from home and practiced her father’s Dragonborn 5'6" +2d8 175 lb. x (2d6) lb.
trade on the streets o f Solace. When she tried to rob the
Gnome 2' 11" +2d4 35 lb. x 1 lb.
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 Half-elf 4'9" +2d8 110 lb. x (2d4) lb.
when the dragonarmies laid waste to the town o f Solace Half-orc 4'10 " +2d10 140 lb. x (2d6) lb.
and destroyed the inn, necessity forced Tika into adventure Tiefling 4 '9 " +2d8 110 lb. x (2d4) lb.
alongside the friends she’d known from her childhood. Her
skill as a fighter (a frying pan remains one o f her favorite
For exam ple, as a hum an, Tika has a height o f 4 feet 8
weapons) combined with her history on the streets gave her
in ch es plus 2 d 10 inches. H er player rolls 2 d 10 and gets
skills invaluable in her adventuring career.
Artemis Entreri grew up on the streets of Calimport in the a total o f 12, s o Tika stands 5 feet 8 in ch es tall. Then
Forgotten Realms. He used his wits, strength, and agility the player u ses that sam e roll o f 12 and m ultiplies it by
to carve out his own territory in one o f the city's hundreds 2d4 pou nds. H er 2d4 roll is 3, s o Tika w eigh s an extra
o f poor shanty towns. After several years, he attracted the 36 pou nd s ( 1 2 x 3) on top o f her base 110 pou nds, for a
notice o f one o f the most powerful thieves’ guilds in the city, total o f 146 pounds.
and he ascended the ranks o f the guild quickly despite his
youth. Artemis became the favored assassin of one of the O th er P h y sic a l C h ar acter istics
city’s pashas, who sent him to far-off Icewind Dale to recover
some stolen gems. He’s a professional killer, constantly You c h o o s e your character’s age and the color o f
challenging himself to improve his skills. his or her hair, eyes, and skin. To add a touch o f
Tika and Artemis are both human and both fighters (with distinctiveness, you m ight w ant to give your character
some experience as rogues), possessing similarly high an unusual or m em orable physical characteristic, such
Strength and Dexterity scores, but there the similarity ends. 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 druids, and m any h um ans are neutral.
set these characters apart from each other and reflect their Chaotic neutral (CN) creatu res follow their w him s,
personalities. Tika is a young woman determined to prove h olding their p erson al freed om above all else.
that she's not just a kid any more, and her name makes her M any barbarians and rogu es, and som e bards, are
sound young and ordinary. Artemis Entreri comes from an chaotic neutral.
exotic land and carries a more mysterious name.
Lawful evil (LE) creatures m ethodically take what they
Tika is nineteen years old at the start of her adventuring
want, within the limits o f a cod e o f tradition, loyalty, or
career and has auburn hair, green eyes, fair skin with freckles,
and a mole on her right hip. Artemis is a small man, compact order. Devils, blue dragons, and hobgoblins are lawful evil.
and all wiry muscle. He has angular features and high Neutral evil (N E ) is the alignm ent o f th ose w ho do
cheekbones, and he always seems in need o f a shave. His w hatever they can get away with, without com p a ssion or
raven-black hair is thick and full, but his eyes are gray and qualm s. M any drow, som e cloud giants, and yugoloths
lifeless— betraying the emptiness of his life and soul. are neutral evil.
Chaotic evil (CE) creatu res act w ith arbitrary
violen ce, spurred by their greed, hatred, or bloodlust.
A lig n m en t
D em on s, red dragons, and orc s are chaotic evil.
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 A l ig n m e n t in t h e M u ltive r se
its m oral and person al attitudes. A lignm ent is a For m any thinking creatures, alignm ent is a m oral
com bination o f tw o factors: on e identifies m orality choice. H um ans, dw arves, elves, and other hum anoid
(g ood , evil, or neutral), and the other d escrib es races can c h o o s e w hether to follow the paths o f g o o d or
attitudes tow ard society and order (lawful, chaotic, evil, law or chaos. A ccord in g to myth, the good-align ed
or neutral). Thus, nine distinct alignm ents define the g od s w h o created th ese races gave them free w ill to
p ossib le com bination s. c h o o s e their m oral paths, k n ow in g that g o o d without
T h ese brief su m m aries o f the nine alignm ents free w ill is slavery.
d escrib e the typical behavior o f a creature with that The evil deities w h o created other races, though, m ade
alignm ent. Individuals m ight vary significantly from th ose races to serve them . T h ose races have strong
that typical behavior, and few p eop le are perfectly and in born ten den cies that match the nature o f their gods.
consistently faithful to the precepts o f their alignment. M ost o r c s share the violent, savage nature o f the orc
Lawful good (LG ) creatu res can be cou n ted on to do god, G ruum sh, and are thus inclined tow ard evil. Even if
the right thing as ex pected by society. G old dragons, an orc c h o o s e s a g o o d alignm ent, it stru ggles against its
paladins, and m ost dw arves are lawful good. innate ten den cies for its entire life. (Even h alf-orcs feel
Neutral good (NG) folk do the best they can to help the lingering pull o f the orc g o d ’s influence.)
others a ccord in g to their needs. M any celestials, som e A lignm ent is an essential part o f the nature of
clou d giants, and m ost g n om es are neutral good. celestials and fiends. A devil d o e s not c h o o s e to be
Chaotic good (CG) creatures act as their co n s cie n ce lawful evil, and it d oesn ’t tend tow ard lawful evil, but
directs, with little regard for w hat others expect. C opp er rather it is lawful evil in its essen ce. If it som eh ow
dragons, m any elves, and u n icorn s are chaotic good. cea sed to b e law ful evil, it w ou ld ce a se to be a devil.
Lawful neutral (LN ) individuals act in a ccord a n ce M ost creatures that lack the capacity for rational
w ith law, tradition, or p erson al cod es. M any m on k s and thought do not have alignm ents—they are unaligned.
som e w iza rd s are law ful neutral. S u ch a creature is incapable o f m akin g a m oral or
Neutral (N ) is the alignm ent o f th ose w h o prefer to ethical ch oice and acts accord in g to its bestial nature.
steer clear o f m oral questions and d on ’t take sides, Sharks are savage predators, for exam ple, but they are
not evil; they have n o alignm ent.
D w a r v is h S c r ip t : S a m p le A lph a bet
L anguages Tika an d A rtem is: A lig n m en t
Tika Waylan is neutral good, fundamentally good-hearted
Your race indicates the languages your character can and striving to help others where she can. Artemis is lawful
sp eak by default, and your backgrou n d m ight give you evil, unconcerned with the value o f sentient life but at least
a c c e s s to on e or m ore additional languages o f your professional in his approach to murder.
ch oice. Note th ese languages on your character sheet. As an evil character, Artemis is not an ideal adventurer. He
C h o o se your languages from the Standard Languages began his career as a villain, and only cooperates with heroes
table, or c h o o s e on e that is com m on in your cam paign. when he must— and when it’s in his own best interests. In
W ith your D M ’s perm ission , you can instead c h o o s e a most games, evil adventurers cause problems in groups
alongside others who don’t share their interests and objectives.
language from the E xotic L an guages table or a secret
Generally, evil alignments are for villains and monsters.
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 erso n al C h a r acter istics
P rim ordial language in cludes the Auran, Aquan, Ignan,
F lesh in g out your character’s personality—the array o f
and Terran dialects, on e for each o f the four elem ental
traits, m annerism s, habits, beliefs, and flaws that give
planes. Creatures that sp eak different dialects o f the
a p erson a unique identity—w ill help you brin g him
sa m e language can com m u n ica te w ith on e another.
or her to life as you play the gam e. Four categories o f
characteristics are presented here: person ality traits,
St a n d a r d La n g u a g e s
ideals, bon ds, and flaws. B eyond th ose categories,
Language Typical Speakers Script think about your character’s favorite w ord s or phrases,
Common Humans Common tics and habitual gestures, v ices and pet peeves, and
Dwarvish Dwarves Dwarvish w hatever else you can im agine.
Elvish Elves Elvish E ach backgrou n d presen ted later in this chapter
Giant Ogres, giants Dwarvish includes su ggested characteristics that you ca n use
Gnomish Gnomes Dwarvish to spark your im agination. Y ou’re not bou n d to th ose
Goblin Goblinoids Dwarvish options, but they’re a g o o d starting point.
Halfling Halflings Common
P e r s o n a l it y T r a it s
Orc Orcs Dwarvish
G ive your character tw o personality traits. Personality
traits are sm all, sim ple w ays to help you set your
Ex o t ic La n g u a g e s
character apart from every other character. Your
Language Typical Speakers Script personality traits should tell you som eth in g interesting
Abyssal Demons Infernal and fun about your character. They should b e self-
Celestial Celestials Celestial d escriptions that are sp ecific about w hat m akes your
Draconic Dragons, Draconic character stand out. “I’m sm art” is not a g o o d trait,
dragonborn b eca u se it d escrib es a lot o f characters. “I’ve read every
Deep Speech Mind flayers, b o o k in C andlekeep” tells you som eth in g sp ecific about
---
your character’s interests and disposition.
beholders
Person ality traits m ight d escrib e the things your
Infernal Devils Infernal
character likes, his or her past accom plish m en ts, things
Primordial Elementals Dwarvish
your character dislikes or fears, your character’s self-
Sylvan Fey creatures Elvish
attitude or m ann erism s, or the influence o f his or her
Undercommon Underdark traders Elvish ability scores.
E l v is h S c r ip t : S a m p l e A lph a bet
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 D escribe one ideal that drives your character. Your ideals
dislikes boastfulness and has a fear of heights resulting are the things that you believe in m ost strongly, the
from a bad fall during her career as a thief. Artemis Entreri fundam ental m oral and ethical principles that com p el you
is always prepared for the worst and moves with a quick,
to act as you do. Ideals en com p a ss everything from your
precise confidence.
life goals to your c o re b elief system .
Consider their ideals. Tika Waylan is innocent, almost
Ideals might an sw er any o f these questions: W hat are
childlike, believing in the value o f life and the importance of
appreciating everyone. Neutral good in alignment, she cleaves the principles that you w ill never betray? W hat w ould
to ideals o f life and respect. Artemis Entreri never allows prom pt you to m ake sa crifices? W hat drives you to act
his emotions to master him, and he constantly challenges and guides your goals and am bitions? W h at is the single
himself to improve his skills. His lawful evil alignment gives m ost im portant thing you strive for?
him ideals o f impartiality and a lust for power. You can c h o o s e any ideals you like, but your
Tika Waylan’s bond is to the Inn o f the Last Home. The character’s alignm ent is a g o o d place to start defining
inn’s proprietor gave her a new chance at life, and her them. E ach backgrou n d in this chapter includes six
friendship with her adventuring companions was forged
su ggested ideals. Five o f them are linked to asp ects o f
during her time working there. Its destruction by the
alignm ent: law, chaos, g ood, evil, and neutrality. The last
marauding dragonarmies gives Tika a very personal reason to
one has m ore to do with the particular backgrou n d than
hate them with a fiery passion. Her bond might be phrased
as “ I will do whatever it takes to punish the dragonarmies for with m oral or ethical perspectives.
the destruction o f the Inn o f the Last Home.”
Artemis Entreri’s bond is a strange, almost paradoxical B onds
relationship with Drizzt Do’ Urden, his equal in swordplay Create one bon d for your character. B on d s represent a
and grim determination. In his first battle with Drizzt, character’s con n ection s to people, places, and events in
Artemis recognized something o f himself in his opponent, the w orld. They tie you to things from your background.
some indication that if his life had gone differently, he They m ight inspire you to heights o f heroism , or lead
might have led a life more like the heroic drow’s. From that you to act against your ow n best interests if they are
moment, Artemis is more than a criminal assassin— he is an threatened. They can w ork very m uch like ideals,
antihero, driven by his rivalry with Drizzt. His bond might be
driving a character’s m otivations and goals.
phrased as “ I will not rest until I have proved myself better
B on ds m ight answ er any o f these questions: W h om do
than Drizzt Do’ Urden.”
Each o f these characters also has an important flaw. you care m ost about? To w hat place do you feel a special
Tika Waylan is naive and emotionally vulnerable, younger con n ection ? W hat is your m ost treasured p os se ss io n ?
than her companions and annoyed that they still think Your b on d s might b e tied to your class, your
o f her as the kid they knew years ago. She might even be backgrou n d, your race, or som e other aspect o f your
tempted to act against her principles if she's convinced that character’s history or personality. You m ight also gain
a particular achievement would demonstrate her maturity. n ew b on d s over the cou rse o f your adventures.
Artemis Entreri is completely walled off from any personal
relationship and just wants to be left alone. F law s
Finally, c h o o s e a flaw for your character. Your
A u seful place to start thinking about personality character’s flaw represents som e vice, com pu lsion, fear,
traits is to look at your highest and low est ability s co re s or w ea k n ess—in particular, anything that som eon e
and define one trait related to each. Either on e cou ld be else co u ld exploit to bring you to ruin or cau se you to
positive or negative: you might w ork hard to overcom e a act against your best interests. M ore significant than
low score, for exam ple, or be cock y about your high score. 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?
D r a c o n ic S c r ip t : S a m p l e A lph a bet
T h e sam ple ba ck grou n ds in this chapter provide
In s p ir a t io n both con crete benefits (features, proficiencies, and
Inspiration is a rule the D u n geon M aster can use to languages) and roleplaying su ggestions.
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. P r o fic ie n c ie s
By u sing inspiration, you can draw on your personality Each backgrou n d gives a character p roficiency in tw o
trait o f com p a ssion for the dow ntrodden to give you skills. Skills are d escrib ed in chapter 7.
an edge in negotiating w ith the B egga r P rince. Or In addition, m ost ba ck grou n ds give a character
inspiration ca n let you call on your bon d to the defen se proficiency w ith one or m ore tools. T ools and tool
o f your h om e village to push past the effect o f a spell proficien cies are detailed in chapter 5.
that has been laid on you. 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
G a in in g In spir atio n proficiency o f the sam e kind (skill or tool) instead.
Your D M can c h o o s e to give you inspiration for a variety
Languages
o f reason s. Typically, D M s award it w hen you play
S o m e back grou n ds also allow characters to learn
out your personality traits, give in to the draw backs
additional languages beyon d th ose given by race.
presen ted by a flaw or bond, and oth erw ise portray your
S e e “L an gu a ges” earlier in this chapter.
character in a com p ellin g way. Your DM w ill tell you
h ow you can earn inspiration in the game.
E q u ip m e n t
You either have inspiration or you don ’t—you ca n ’t
Each back grou n d provides a pack age o f starting
stockpile m ultiple “inspirations” for later use.
equipm ent. If you u se the optional rule from chapter 5
to spend coin on gear, you do not receive the starting
U sin g In sp ir a tio n
equipm ent from your background.
If you have inspiration, you can expend it w hen you m ake
an attack roll, saving throw, or ability check. Spending Su g g e s t e d C h a r a c t e r ist ic s
your inspiration gives you advantage on that roll. A b ack grou n d contains su ggested person al
Additionally, if you have inspiration, you can rew ard characteristics ba sed on your background. You can
another player for g o o d roleplaying, clever thinking, pick characteristics, roll d ice to determ ine
or sim ply d oin g som eth in g exciting in the game. them randomly, or u se the su ggestion s
W h en another player character d o e s som eth in g that as inspiration for characteristics of
really contributes to the story in a fun and interesting your ow n creation.
way, you ca n give up your inspiration to give that
character inspiration. C u st o m izin g a
Background
You might w ant to tw eak
Ba c k g r o u n d s som e o f the features o f a
Every story has a beginning. Your character’s ba ckgrou n d s o it better
ba ckgrou n d reveals w h ere you ca m e from , h ow you fits your character
be ca m e an adventurer, and your place in the w orld. or the cam paign
Your fighter m ight have been a cou ra g eou s knight or a setting. To cu stom ize
grizzled soldier. Your w izard cou ld have been a sage or a backgrou n d, you can
an artisan. Your rogu e m ight have gotten by as a guild replace on e feature
th ief or com m a n d ed au dien ces as a jester. w ith any other one,
C h oosin g a ba ck grou n d provides you w ith im portant c h o o s e any tw o
story c u e s about your character’s identity. T h e m ost skills, and ch o o s e
im portant question to ask about your back grou n d is a total o f tw o tool
what changed? W h y did you stop doin g w hatever your proficien cies or
backgrou n d d escrib es and start adventuring? W h ere languages from the
did you get the m on ey to pu rch ase your starting gear, or, sam ple backgrou n ds.
if you c om e from a w ealthy background, w hy don't you You can either use
have more m oney? H ow did you learn the skills o f your the equipm ent
class? W hat sets you apart from ordinary p eop le w ho package from your
share your backgrou n d? backgrou n d or spend
co in on gear as
T ik a a n d A r t e m is : Ba c k g r o u n d s describ ed in chapter
Tika Waylan and Artemis Entreri both lived their earliest years 5. (If you spend
as street urchins. Tika’s later career as a barmaid didn’t really coin, you ca n ’t also
change her, so she might choose the urchin background, take the equipm ent
gaining proficiency in the Sleight of Hand and Stealth skills, pack age suggested
and learning the tools of the thieving trade. Artemis is more for your class.)
defined by his criminal background, giving him skills in Finally, c h o o s e
Deception and Stealth, as well as proficiency with the tools of
tw o personality
thievery and poison.
traits, on e ideal, on e bond, and on e flaw. If you ca n ’t find
d8 Personality Trait
a feature that m atches you r desired backgrou n d, w ork
1 I idolize a particular hero o f my faith, and constantly
with your DM to create one.
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
3 I see omens in every event and action. The gods try to
interm ediary b etw een the realm o f the holy and the
mortal w orld, perform in g sa cred rites and offering speak to us, we just need to listen
sa crifices in order to con du ct w orsh ipers into the 4 Nothing can shake my optimistic attitude.
presen ce o f the divine. You are not n ecessarily a 5 I quote (or misquote) sacred texts and proverbs in
c le r ic -p e r fo r m in g sa cred rites is not the sam e thing as almost every situation.
channeling divine pow er. 6 I am tolerant (or intolerant) o f other faiths and respect
C h oose a god, a pantheon o f gods, or som e other (or condemn) the worship o f other gods.
quasi-divine bein g from a m on g th ose listed in appendix 7 I've enjoyed fine food, drink, and high society among
B or th ose sp ecified by your DM, and w ork w ith your
my temple’s elite. Rough living grates on me.
DM to detail the nature o f your religious service.
8 I’ve spent so long in the temple that I have little
W ere you a lesser fu nction ary in a tem ple, raised from
practical experience dealing with people in the outside
ch ild h ood to assist the priests in the sa cred rites? Or
world.
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 d6 Ideal
tem ple structure, or even an occu lt group that served a 1 Tradition. The ancient traditions o f worship and
fiendish m aster that you n ow deny. sacrifice must be preserved and upheld. (Lawful)
Skill Proficiencies: Insight, R eligion 2 Charity. I always try to help those in need, no matter
Languages: Two o f your ch oice what the personal cost. (Good)
Equipment: A holy sym bol (a gift to you w hen you 3 Change. We must help bring about the changes the
entered the priesthood ), a prayer b o o k or prayer gods are constantly working in the world. (Chaotic)
w heel, 5 sticks o f in cen se, vestm ents, a set o f com m on 4 Power. I hope to one day rise to the top of my faith’s
clothes, and a belt pou ch contain in g 15 gp religious hierarchy. (Lawful)
5 Faith. I trust that my deity will guide my actions, I have
F e a t u r e : Sh e l t e r of the Fa i t h ful
faith that if I work hard, things will go well. (Lawful)
A s an acolyte, you com m a n d the respect o f th ose w ho
6 Aspiration. I seek to prove myself worthy of my god’s
share your faith, and you can perform the religious
cerem on ies o f your deity. You and your adventuring favor by matching my actions against his or her
com p a n ion s can expect to receive free healing and teachings. (Any)
care at a temple, shrine, or other established presen ce
o f your faith, though you must provide any material d6 Bond
com pon en ts n eed ed for spells. T h ose w h o share 1 I would die to recover an ancient relic o f my faith that
your religion w ill support you (but only you) at a was lost long ago.
m od est lifestyle. 2 I will someday get revenge on the corrupt temple
You m ight also have ties to a sp ecific tem ple dedicated
hierarchy who branded me a heretic.
to your ch osen deity or pantheon, and you have a
3 I owe my life to the priest who took me in when my
residen ce there. This cou ld be the tem ple w here you
parents died.
u sed to serve, if you rem ain on g ood term s w ith it, or a
4 Everything I do is for the common people.
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, 5 I will do anything to protect the temple where I served.
provided the assistance you ask for is not hazardou s and 6 I seek to preserve a sacred text that my enemies
you rem ain in g o o d standing with your temple. consider heretical and seek to destroy.
Su g g e s t e d C h a r a c t e r ist ic s
d6 Flaw
A colytes are shaped by their experien ce in tem ples
1 I judge others harshly, and myself even more severely.
or other religious com m u n ities. Their study o f the
2 I put too much trust in those who wield power within
history and tenets o f their faith and their relationships
my temple’s hierarchy.
to tem ples, shrines, or hierarch ies affect their
3 My piety sometimes leads me to blindly trust those
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 that profess faith in my god.
taken to an extrem e. 4 I am inflexible in my thinking.
5 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 d8 Personality Trait
You have always had a w ay w ith people. You kn ow 1 I fall in and out o f love easily, and am always pursuing
w hat m akes them tick, you can tease out their hearts' someone.
desires after a few m inutes o f conversation, and w ith a 2 I have a joke for every occasion, especially occasions
few leading questions you ca n read them like they w ere where humor is inappropriate.
children 's book s. It’s a useful talent, and on e that you ’re 3 Flattery is my preferred trick for getting what I want.
perfectly w illing to use for your advantage. 4 I’m a born gambler who can't resist taking a risk for a
You kn ow w hat p eop le w ant and you deliver, or rather,
potential payoff.
you prom ise to deliver. C om m on sen se should steer
5 I lie about almost everything, even when there’s no
p eople away from things that sou n d too g o o d to b e true,
good reason to.
but com m on sen se seem s to be in short supply w hen
6 Sarcasm and insults are my weapons o f choice.
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 7 I keep multiple holy symbols on me and invoke
m ore than a bit o f fat with a sprinkle o f silver dust—can whatever deity might come in useful at any given
restore youth and vigor, and there’s a bridge in the city moment.
that ju st h appen s to be for sale. T h ese m arvels sou n d 8 I pocket anything I see that might have some value.
im plausible, but you m ake them sou n d like the real deal.
Every charlatan has an angle he or she u ses in 5 Friendship. Material goods come and go. Bonds of
preferen ce to other sch em es. C h oose a favorite sca m or friendship last forever. (Good)
roll on the table below. 6 Aspiration. I’m determined to make something
o f myself. (Any)
d6 Scam
1 I cheat at games o f chance. d6 Bond
2 I shave coins or forge documents. 1 I fleeced the wrong person and must work to ensure
3 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. 2 I owe everything to my mentor— a horrible person
5 I run sleight-of-hand cons on street corners. who’s probably rotting in jail somewhere.
6 I convince people that worthless junk is worth their 3 Somewhere out there, I have a child who doesn’t
hard-earned money. know me. I’m making the world better for him or her.
4 I come from a noble family, and one day I’ll reclaim my
F e a t u r e : Fa l s e I d e n t i t y lands and title from those who stole them from me.
You have created a se co n d identity that includes 5 A powerful person killed someone I love. Some day
docum entation, established acquaintances, and
soon, I’ll have my revenge.
d isgu ises that allow you to assu m e that persona.
6 I swindled and ruined a person who didn’t deserve it. I
Additionally, you ca n forge d ocu m en ts including official
seek to atone for my misdeeds but might never be able
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 to forgive myself.
are trying to copy.
d6 Flaw
Su g g e s t e d C h a r a c t e r ist ic s 1 I can’t resist a pretty face.
Charlatans are colorfu l characters w h o con cea l their 2 I'm always in debt. I spend my ill-gotten gains on
true selves behind the m ask s they construct. They decadent luxuries faster than I bring them in..
reflect what p eop le w ant to see, w hat they w ant to
3 I’m convinced that no one could ever fool me the way
believe, and h ow they s ee the w orld. But their true
I fool others.
selves are som etim es plagued by an uneasy con scien ce,
4 I’m too greedy for my own good. I can’t resist taking a
an old enemy, or deep-seated trust issues.
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 Ideal
You are an experien ced crim in al w ith a history o f 1 Honor. I don’t steal from others in the trade. (Lawful)
breaking the law. You have spent a lot o f tim e am ong 2 Freedom. Chains are meant to be broken, as are those
other crim in als and still have contacts w ithin the who would forge them. (Chaotic)
crim inal underw orld. You’re far closer than m ost people 3 Charity. I steal from the wealthy so that I can help
to the w orld o f murder, theft, and violen ce that p ervades people in need. (Good)
the underbelly o f civilization, and you have survived up to 4 Greed. I will do whatever it takes to become
this point by flouting the rules and regulations o f society.
wealthy. (Evil)
Skill Proficiencies: D eception , Stealth 5 People. I’m loyal to my friends, not to any ideals, and
Tool Proficiencies: O ne type o f gam ing set, everyone else can take a trip down the Styx for all I
th ieves’ tools care. (Neutral)
Equipment: A crow bar, a set o f dark co m m o n clothes 6 Redemption. There’s a spark o f good in everyone.
including a h ood , and a belt pou ch containing 15 gp
(Good)
C r im in a l Sp e c ia l t y
There are m any kinds o f crim inals, and w ithin a th ieves’ d6 Bond
guild or sim ilar crim inal organization, individual 1 I’m trying to pay off an old debt I owe to a generous
m em bers have particular specialties. Even crim inals benefactor.
w h o operate outside o f such organizations have strong 2 My ill-gotten gains go to support my family.
preferen ces for certain kinds o f crim es over others. 3 Something important was taken from me, and I aim to
C h oose the role you played in your crim in al life, or roll steal it back.
on the table below.
4 I will become the greatest thief that ever lived.
5 I’m guilty of a terrible crime. I hope I can redeem
d8 Specialty d8 Specialty
myself for it.
1 Blackmailer 5 Highway robber
6 Someone I loved died because o f a mistake I made.
2 Burglar 6 Hired killer
That will never happen again.
3 Enforcer 7 Pickpocket
4 Fence 8 Smuggler
Feature: C r im in a l C ontact
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
Fe a t u r e : By Po p u l a r D emand
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.
Skill Proficiencies: A n im al H andling, Survival
d6 Ideal
Tool Proficiencies: O ne type o f artisan’s tools,
1 Beauty. When I perform, I make the world better than
vehicles (land)
it was. (Good)
Equipment: A set o f artisan’s tools (one o f your choice),
2 Tradition. The stories, legends, and songs o f the past
a shovel, an iron pot, a set o f c o m m o n clothes, and a
must never be forgotten, for they teach us who we belt pou ch containing 10 gp
are. (Lawful)
3 Creativity. The world is in need o f new ideas and bold D e f in in g Ev e n t
action. (Chaotic) You previously pursued a sim ple profession am ong
4 Greed. I’m only in it for the money and fame. (Evil) the peasantry, perhaps as a farmer, miner, servant,
shepherd, w oodcutter, or gravedigger. But som eth in g
5 People. I like seeing the smiles on people’s faces when
happen ed that set you on a different path and m arked
I perform. That’s all that matters. (Neutral)
you for greater things. C h o o se or random ly determ ine a
6 Honesty. Art should reflect the soul; it should come
defining event that m arked you as a h ero o f the people.
from within and reveal who we really are. (Any)
d 10 Defining Event
d6 Bond 1 I stood up to a tyrant’s agents.
1 My instrument is my most treasured possession, and it 2 I saved people during a natural disaster.
reminds me o f someone I love. 3 I stood alone against a terrible monster.
2 Someone stole my precious instrument, and someday 4 I stole from a corrupt merchant to help the poor.
I’ll get it back. 5 I led a militia to fight off an invading army.
3 I want to be famous, whatever it takes. 6 I broke into a tyrant’s castle and stole weapons to arm
4 I idolize a hero o f the old tales and measure my deeds the people.
against that person’s. 7 I trained the peasantry to use farm implements as
5 I will do anything to prove myself superior to my hated weapons against a tyrant’s soldiers.
rival. 8 A lord rescinded an unpopular decree after I led a
6 I would do anything for the other members of my symbolic act o f protect against it.
old troupe. 9 A celestial, fey, or similar creature gave me a blessing
or revealed my secret origin.
d6 Flaw 10 Recruited into a lord’s army, I rose to leadership and
1 I’ll do anything to win fame and renown. 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 o s p it a l it y
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,
4 I once satirized a noble who still wants my head. It was you fit in am ong them with ease. You can find a place
a mistake that I will likely repeat. to hide, rest, or recuperate am ong other com m on ers,
5 I have trouble keeping my true feelings hidden. My 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
sharp tongue lands me in trouble.
else sea rch in g for you, though they w ill not risk
6 Despite my best efforts, I am unreliable to my friends.
their lives for you.
Va r ia n t En t e r t a in e r : G la d ia t o r Su g g e s t e d C h a r a c t e r ist ic s
A gladiator is as m uch an entertainer as any m instrel A folk h ero is on e o f the co m m o n people, for better
or circu s perform er, trained to m ake the arts o f com bat or for w orse. M ost folk h eroes lo o k on their hum ble
into a sp ectacle the crow d can enjoy. T h is kind o f origins as a virtue, not a sh ortcom in g, and their h om e
flashy com bat is your entertainer routine, though you com m u n ities rem ain very im portant to them.
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 d8 Personality Trait
place to perform in any pla ce that features com bat for 1 I judge people by their actions, not their words.
entertainm ent—perhaps a gladiatorial arena or secret 2 If someone is in trouble, I’m always ready to lend help.
pit fighting club. You ca n replace the m usical instrum ent
3 When I set my mind to something, I follow through no
in your equipm ent package w ith an inexpensive but
matter what gets in my way.
unusual w eapon , such as a trident or net.
4 I have a strong sense o f fair play and always try to find
Fo lk H ero the most equitable solution to arguments.
5 I’m confident in my own abilities and do what I can to
You co m e from a hum ble socia l rank, but you are
instill confidence in others.
destined for so m uch m ore. A lready the p eople o f
6 Thinking is for other people. I prefer action.
your h om e village regard you as their cham pion, and
your destiny calls you to stand against the tyrants and 7 I misuse long words in an attempt to sound smarter.
m on sters that threaten the co m m o n folk everyw here. 8 I get bored easily. When am I going to get on with my
destiny?
d6 Ideal d6 Flaw
1 Respect. People deserve to be treated with dignity and 1 The tyrant who rules my land will stop at nothing to
respect. (Good) see me killed.
2 Fairness. No one should get preferential treatment 2 I’m convinced of the significance of my destiny, and
before the law, and no one is above the law. (Lawful) blind to my shortcomings and the risk o f failure.
3 Freedom. Tyrants must not be allowed to oppress the 3 The people who knew me when I was young know my
people. (Chaotic) shameful secret, so I can never go home again.
4 Might. If I become strong, I can take what I want— 4 I have a weakness for the vices of the city, especially
what I deserve. (Evil) hard drink.
5 Sincerity. There’s no good in pretending to be 5 Secretly, I believe that things would be better if I were a
something I’m not. (Neutral) tyrant lording over the land.
6 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 Bond
You are a m em ber o f an artisan’s guild, skilled in
1 I have a family, but I have no idea where they are. One a particular field and closely a ssocia ted with other
day, I hope to see them again. artisans. You are a w ell-established part o f the
2 I worked the land, I love the land, and I will protect the m ercantile w orld, freed by talent and w ealth from the
land. constraints o f a feudal socia l order. You learn ed your
3 A proud noble once gave me a horrible beating, and I skills as an apprentice to a m aster artisan, under the
will take my revenge on any bully I encounter. sp on sorsh ip o f your guild, until you b eca m e a m aster in
4 My tools are symbols of my past life, and I carry them your ow n right.
so that I will never forget my roots. Skill Proficiencies: Insight, Persu asion
5 I protect those who cannot protect themselves. Tool Proficiencies: O ne type o f artisan’s tools
6 I wish my childhood sweetheart had come with me to Languages: O ne o f your ch oice
pursue my destiny. 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.
w eave adventuring and trade together. use them to benefit the world. (Good)
3 Freedom. Everyone should be free to pursue his or her
Feature: G u il d M e m b e r s h ip own livelihood. (Chaotic)
A s an established and resp ected m em ber o f a guild, you 4 Greed. I’m only in it for the money. (Evil)
can rely on certain benefits that m em bersh ip provides. 5 People. I’m committed to the people I care about, not
Your fellow guild m em bers w ill provide you with
to ideals. (Neutral)
lod gin g and fo o d if necessary, and pay for your funeral
6 Aspiration. I work hard to be the best there is at
if needed. In som e cities and tow ns, a guildhall offers a
my craft.
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. d6 Bond
G uilds often w ield trem en dou s political pow er. If 1 The workshop where I learned my trade is the most
you are a ccu sed o f a crim e, your guild w ill su pport you important place in the world to me.
if a g o o d ca se can be m ade for your in n ocen ce or the 2 I created a great work for someone, and then found
crim e is justifiable. You can also gain a c c e s s to pow erfu l them unworthy to receive it. I’m still looking for
political figures through the guild, if you are a m em ber someone worthy.
in g o o d standing. S u ch con n ection s m ight require the
3 I owe my guild a great debt for forging me into the
donation o f m on ey or m a gic item s to the guild’s coffers.
person I am today.
You must pay dues o f 5 gp per m onth to the guild. If
4 I pursue wealth to secure someone’s love.
you m iss paym ents, you m ust m ake up back dues to
5 One day I will return to my guild and prove that I am
rem ain in the guild’s g o o d graces.
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 I will get revenge on the evil forces that destroyed my
G uild artisans are am ong the m ost ordinary p eople in place o f business and ruined my livelihood.
the w orld —until they set dow n their tools and take up
an adventuring career. Th ey understand the value o f d6 Flaw
hard w ork and the im portan ce o f com m unity, but they’re
1 I’ll do anything to get my hands on something rare or
vulnerable to sins o f g reed and covetousness.
priceless.
You lived in seclu sion —either in a sheltered com m unity 5 I needed a quiet place to work on my art, literature,
such as a m onastery, or entirely a lon e—for a form ative music, or manifesto.
part o f your life. In your tim e apart from the clam or o f 6 I needed to commune with nature, far from civilization.
society, you found quiet, solitude, and perhaps so m e o f 7 I was the caretaker o f an ancient ruin or relic.
the an sw ers you w ere look in g for. 8 I was a pilgrim in search o f a person, place, or relic of
Skill Proficiencies: M edicine, R eligion spiritual significance.
Tool Proficiencies: H erbalism kit
Languages: O ne o f your ch oice Feature: D isc o v e r y
Equipment: A scroll ca se stuffed full o f notes from your T h e quiet seclu sion o f your extended herm itage gave you
studies or prayers, a w inter blanket, a set o f com m on a c c e s s to a unique and pow erfu l discovery. The exact
cloth es, an h erbalism kit, and 5 gp 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 ,
L ife o f Se c lu sio n the deities, the pow erfu l beings o f the outer planes, or
W hat w as the reason for your isolation, and what the forces o f nature. It cou ld be a site that no on e else
changed to allow you to end your solitude? You can w ork has ever seen. You m ight have u n covered a fact that has
with your DM to determ ine the exact nature o f your lon g b een forgotten, or u nearthed so m e relic o f the past
seclu sion, or you can c h o o s e or roll on the table below to that cou ld rewrite history. It might b e inform ation that
determ ine the reason beh in d your seclu sion. 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.
d8 Life o f Seclusion
W ork w ith your DM to determ ine the details o f your
1 I was searching for spiritual enlightenment. discov ery and its im pact on the cam paign.
2 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 h a r a c t e r ist ic s
3 I was exiled for a crime I didn’t commit. S o m e herm its are w ell suited to a life o f seclusion,
4 I retreated from society after a life-altering event. 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 Personality Trait
1 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 I feel tremendous empathy for all who suffer.
5 I’m oblivious to etiquette and social expectations.
6 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 Ideal
1 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
mystical or magical power. (Evil)
5 Live and Let Live. Meddling in the affairs o f others only
causes trouble. (Neutral)
6 Self-Knowledge. If you know yourself, there’s nothing
left to know. (Any)
d oes your fam ily have am ong the other aristocrats o f the
d6 Bond
1 Nothing is more important than the other members of
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
my hermitage, order, or association.
to the head o f the fam ily? Have you already inherited
2 I entered seclusion to hide from the ones who might the title? H ow do you feel about that responsibility? Or
still be hunting me. I must someday confront them. are you s o far dow n the line o f inheritance that n o one
3 I’m still seeking the enlightenment I pursued in my cares w hat you do, as lon g as you don ’t em barrass the
seclusion, and it still eludes me. fam ily? H ow d oes the head o f your fam ily feel about
4 I entered seclusion because I loved someone I could your adventuring career? A re you in your fam ily’s g ood
not have. graces, or shunned by the rest o f your fam ily?
5 Should my discovery come to light, it could bring ruin to D o e s your fam ily have a coat o f arm s? A n insignia you
the world. 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
6 My isolation gave me great insight into a great evil that
line or even a spiritual m em ber o f the fam ily?
only I can destroy.
T h ese details help establish your fam ily and your title
as features o f the w orld o f the cam paign.
d6 Flaw
Skill Proficiencies: History, Persu asion
1 Now that I've returned to the world, I enjoy its delights
Tool Proficiencies: O ne type o f gam ing set
a little too much.
Languages: One o f your ch oice
2 I harbor dark, bloodthirsty thoughts that my isolation
Equipment: A set o f fine cloth es, a signet ring, a scroll
and meditation failed to quell. o f pedigree, and a pu rse contain in g 25 gp
3 I am dogmatic in my thoughts and philosophy.
4 I let my need to win arguments overshadow F e a t u r e : Po s it io n of P r iv il e g e
friendships and harmony. T h an ks to your n oble birth, p eop le are inclined to
5 I’d risk too much to uncover a lost bit of knowledge. think the best o f you. You are w elcom e in high society,
6 I like keeping secrets and won’t share them with and p eop le assu m e you have the right to be w herever
anyone. 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
O ther H e r m it s
socia l sphere. You can secu re an audience w ith a local
This herm it b ackgrou n d a ssu m es a contem plative sort
n oble if you n eed to.
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 Su g g e s t e d C h a r a c t e r ist ic s
the land w hile shunning the com pany o f other people,
N obles are born and raised to a very different lifestyle
look at the outlander background. On the other hand, if
than m ost people ever experience, and their personalities
you w ant to go in a m ore religious direction, the acolyte
reflect that upbringing. A n oble title c o m e s w ith a
might b e w hat y ou ’re look in g for. Or you cou ld even be a
plethora o f b o n d s—respon sibilities to family, to other
charlatan, posin g as a w ise and holy p erson and letting
n obles (including the sovereign), to the p eop le entrusted
pious fools support you.
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.
N oble
You understand w ealth, pow er, and privilege. You d8 Personality Trait
carry a n oble title, and your fam ily o w n s land, collects 1 My eloquent flattery makes everyone I talk to feel
taxes, and w ields significant political influence. You like the most wonderful and important person in the
m ight b e a pa m pered aristocrat unfam iliar with world.
w ork or d iscom fort, a form er m erchant ju st elevated 2 The common folk love me for my kindness and
to the nobility, or a disinherited scou n d rel w ith a
generosity.
disproportionate sen se o f entitlement. Or you cou ld be
3 No one could doubt by looking at my regal bearing that
an honest, hard-w orking landow n er w h o cares deeply
I am a cut above the unwashed masses.
about the p eop le w h o live and w ork on your land, keenly
4 I take great pains to always look my best and follow the
aw are o f your respon sibility to them.
W ork w ith your DM to co m e up w ith an appropriate latest fashions.
title and determ ine h ow m uch authority that title 5 I don’t like to get my hands dirty, and I won’t be caught
carries. A n oble title d oesn ’t stand on its o w n —it’s dead in unsuitable accommodations.
con n ected to an entire family, and w hatever title you 6 Despite my noble birth, I do not place myself above
hold, you w ill pa ss it dow n to your ow n children. Not other folk. We all have the same blood.
only do you n eed to determ ine your n oble title, but you 7 My favor, once lost, is lost forever.
should also w ork w ith the DM to d escrib e your fam ily 8 If you do me an injury, I will crush you, ruin your name,
and their influence on you.
and salt your fields.
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
d6 Ideal training on his or her ow n path to knighthood. Your tw o
You have the service o f three retainers loyal to your family. O ften con sid ered rude and uncouth am ong civilized
These retainers can be attendants or messengers, and one folk, outlanders have little resp ect for the niceties o f
might be a majordomo. Your retainers are commoners who life in the cities. T h e ties o f tribe, clan, family, and the
can perform mundane tasks for you, but they do not fight natural w orld o f w hich they are a part are the m ost
for you, will not follow you into obviously dangerous areas im portant bon d s to m ost outlanders.
(such as dungeons), and will leave if they are frequently
endangered or abused.
d8 Personality Trait Sa g e
1 I’m driven by a wanderlust that led me away You spent y ears learning the lore o f the m ultiverse. You
from home. scou red m anuscripts, studied scrolls, and listened to the
2 I watch over my friends as if they were a litter of greatest experts on the su bjects that interest you. Your
newborn pups. efforts have m ade you a m aster in your fields o f study.
3 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
if I had to. Equipment: A bottle o f black ink, a quill, a sm all knife,
4 I have a lesson for every situation, drawn from a letter from a dead colleag u e p osin g a question you
observing nature. have not yet been able to answer, a set o f com m on
5 I place no stock in wealthy or well-mannered folk. cloth es, and a belt pou ch containing 10 gp
Money and manners won’t save you from a hungry
Sp e c ia l t y
owlbear.
To determ ine the nature o f your scholarly training, roll a
6 I’m always picking things up, absently fiddling with
d8 or c h o o s e from the options in the table below.
them, and sometimes accidentally breaking them.
7 I feel far more comfortable around animals than d8 Specialty d8 Specialty
people. 1 Alchemist 5 Professor
8 I was, in fact, raised by wolves. 2 Astronomer 6 Researcher
3 Discredited 7 Wizard’s apprentice
d6 Ideal academic 8 Scribe
1 Change. Life is like the seasons, in constant change, 4 Librarian
and we must change with it. (Chaotic)
2 Greater Good. It is each person’s responsibility to
make the most happiness for the whole tribe. (Good)
3 Honor. If I dishonor myself, I dishonor my whole
clan. (Lawful)
4 Might. The strongest are meant to rule. (Evil)
5 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
my life, even when they are far from me.
2 An injury to the unspoiled wilderness of my home is an
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 It is my duty to provide children to sustain my tribe.
d6 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 Violence is my answer to almost any challenge.
6 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.
Feature: R esearcher
d8 Personality Trait
W h en you attempt to learn or recall a piece o f lore, if you
1 I use polysyllabic words that convey the impression of
do not k n ow that inform ation, you often k n ow w here and
great erudition.
from w h om you can obtain it. Usually, this inform ation
2 I've read every book in the world’s greatest libraries—
c o m e s from a library, scriptorium , university, or a sage
or I like to boast that I have.
or other learned p erson or creature. Your DM might
rule that the kn ow led ge you seek is secreted away in an 3 I'm used to helping out those who aren’t as smart as I
alm ost in accessible place, or that it sim ply can n ot be am, and I patiently explain anything and everything to
found. U nearthing the d eepest secrets o f the m ultiverse others.
can require an adventure or even a w hole cam paign. 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
Su g g e s t e d C h a r a c t e r ist ic s
I make my own judgment.
S a g es are defined by their extensive studies, and their
6 I . . . speak . . . slowly . . . when talking . . . to idiots, . . .
characteristics reflect this life o f study. D evoted to
which . . . almost . . . everyone . . . is . . . compared . . .
scholarly pursuits, a sage values kn ow led ge highly—
to me.
som etim es in its ow n right, som etim es as a m eans
tow ard other ideals. 7 I am horribly, horribly awkward in social situations.
8 I’m convinced that people are always trying to steal my
secrets.
d6 Ideal
1 Knowledge. The path to power and self-improvement
is through knowledge. (Neutral)
2 Beauty. What is beautiful points us beyond itself
toward what is true. (Good)
3 Logic. Emotions must not cloud our logical thinking.
(Lawful)
4 No Limits. Nothing should fetter the infinite possibility
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 Bond
1 It is my duty to protect my students.
2 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 Flaw
1 I am easily distracted by the promise o f information.
2 Most people scream and run when they see a demon. I
stop and take notes on its anatomy.
3 Unlocking an ancient mystery is 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 Ideal
You sailed on a sea goin g v essel for years. In that 1 Respect. The thing that keeps a ship together is mutual
tim e, you faced dow n m ighty storm s, m on sters o f the respect between captain and crew. (Good)
deep, and th ose w h o w anted to sink your craft to the 2 Fairness. We all do the work, so we all share in the
bottom less depths. Your first love is the distant line o f rewards. (Lawful)
the h orizon, but the tim e has c om e to try your hand 3 Freedom. The sea is freedom— the freedom to go
at som eth in g new. anywhere and do anything. (Chaotic)
D iscu ss the nature o f the ship you previously sailed 4 Mastery. I’m a predator, and the other ships on the sea
with your D u n geon Master. W as it a m erchant ship,
are my prey. (Evil)
a naval vessel, a ship o f discovery, or a pirate ship?
5 People. I’m committed to my crewmates, not to ideals.
H ow fam ous (or infam ous) is it? Is it w idely traveled?
(Neutral)
Is it still sailing, or is it m issin g and presu m ed lost
6 Aspiration. Someday I’ll own my own ship and chart
with all hands?
W hat w ere your duties on b oa rd —boatsw ain, captain, my own destiny. (Any)
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 d6 Bond
term s w ith your fellow s, or on the run? 1 I’m loyal to my captain first, everything else second.
Skill Proficiencies: A thletics, P erception 2 The ship is most important— crewmates and captains
Tool Proficiencies: Navigator’s tools, vehicles (water) come and go.
Equipment: A belaying pin (club), 50 feet o f silk rope, 3 I’ll always remember my first ship.
a lucky ch a rm such as a rabbit foot or a sm all stone 4 In a harbor town, I have a paramour whose eyes nearly
w ith a hole in the center (or you m ay roll for a random stole me from the sea.
trinket on the Trinkets table in chapter 5), a set o f 5 I was cheated out of my fair share o f the profits, and I
co m m o n cloth es, and a belt p ou ch contain in g 10 gp want to get my due.
6 Ruthless pirates murdered my captain and crewmates,
F e a t u r e : Sh i p ’s Pa s s a g e
plundered our ship, and left me to die. Vengeance will
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 be mine.
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 d6 Flaw
on e captained by a form er crew m ate). B eca u se y ou ’re 1 I follow orders, even if I think they’re wrong.
calling in a favor, you ca n ’t be certain o f a sch edule or 2 I’ll say anything to avoid having to do extra work.
route that w ill m eet your every need. Your D u n geon 3 Once someone questions my courage, I never back
M aster w ill determ ine h ow long it takes to get w here down no matter how dangerous the situation.
you n eed to go. In return for your free passage, you
4 Once I start drinking, it’s hard for me to stop.
and your com p a n ion s are ex pected to assist the crew
5 I can’t help but pocket loose coins and other trinkets I
during the voyage.
come across.
Su g g e s t e d C h a r a c te r istic s 6 My pride will probably lead to my destruction.
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 Va r ia n t Sa i l o r : P ir a t e
aboard a ship sh ap es their ou tlook and form s their m ost You spent your youth under the sw ay o f a dread pirate,
im portant attachments. 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
d8 Personality Trait on the high sea s and sent m ore than on e deservin g soul
1 My friends know they can rely on me, no matter what. to a briny grave. Fear and b lood sh ed are no strangers
2 I work hard so that I can play hard when the work to you, and you ’ve garnered a som ew h at unsavory
is done. reputation in m any a port town.
3 I enjoy sailing into new ports and making new friends If you decide that your sailing career involved piracy,
you can c h o o s e the Bad Reputation feature (see sidebar)
over a flagon o f ale.
instead o f the S h ip ’s P assa ge feature.
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
Va r ia n t Fe a t u r e : Ba d R e p u t a t io n
new city.
If your character has a sailor background, you may select this
6 I never pass up a friendly wager.
background feature instead of Ship’s Passage.
7 My language is as foul as an otyugh nest. No matter where you go, people are afraid of you due to
8 I like a job well done, especially if I can convince your reputation. When you are in a civilized settlement, you
someone else to do it. can get away with minor criminal offenses, such as refusing
to pay for food at a tavern or breaking down doors at a local
shop, since most people will not report your activity to the
authorities.
S o l d ie r Spe c ia l t y
D uring your tim e as a soldier, you had a sp ecific role to
W ar has been your life for as long as you care to
play in your unit or army. R oll a d8 or c h o o s e from the
rem em ber. You trained as a youth, studied the use o f
options in the table below to determ ine your role:
w ea p on s and armor, learned ba sic survival techniques,
including h ow to stay alive on the battlefield. You
d8 Specialty d8 Specialty
m ight have been part o f a standing national arm y o r a
1 Officer 6 Quartermaster
m ercenary com pany, or perhaps a m em ber o f a local
2 Scout 7 Standard bearer
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 3 Infantry 8 Support staff (cook,
DM to determ ine w h ich m ilitary organization you w ere 4 Cavalry blacksmith, or the
a part of, h ow far through its ranks you p rogressed, and 5 Healer like)
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 Feature: M ilita r y R ank
m ilitia? O r it m ight have b een a n oble’s or m erchant’s You have a m ilitary rank from your career as a soldier.
private army, or a m ercen a ry com pany. S old iers loyal to your form er m ilitary organization
still recog n ize your authority and influence, and they
Skill Proficiencies: Athletics, Intim idation
defer to you if they are o f a low er rank. You can invoke
Tool Proficiencies: O ne type o f gam ing set,
your rank to exert influence over other soldiers and
vehicles (land)
requisition sim ple equipm ent or h orses for tem porary
Equipment: A n insignia o f rank, a trophy taken from
use. You can also usually gain a c c e s s to friendly
a fallen enem y (a dagger, broken blade, or p iece o f a
m ilitary en cam pm ents and fortresses w h ere your
banner), a set o f b on e dice or d eck o f cards, a set o f
rank is recog n ized .
co m m o n clothes, and a belt p ou ch contain in g 10 gp
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 Personality Trait
1 I'm always polite and respectful.
2 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 Ideal
1 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 Might. In life as in war, the stronger force wins. (Evil)
5 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 Bond d8 Personality Trait
1 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.
2 Someone saved my life on the battlefield. To this day, I 3 I like to squeeze into small places where no one else
will never leave a friend behind. can get to me.
3 My honor is my life. 4 I sleep with my back to a wall or tree, with everything I
4 I’ll never forget the crushing defeat my company own wrapped in a bundle in my arms.
suffered or the enemies who dealt it. 5 I eat like a pig and have bad manners.
5 Those who fight beside me are those worth dying for. 6 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 Flaw
1 The monstrous enemy we faced in battle still leaves d6 Ideal
me quivering with fear. 1 Respect. All people, rich or poor, deserve respect.
2 I have little respect for anyone who is not a (Good)
proven warrior. 2 Community. We have to take care of each other,
3 I made a terrible mistake in battle cost many lives— because no one else is going to do it. (Lawful)
and I would do anything to keep that mistake secret. 3 Change. The low are lifted up, and the high and mighty
4 My hatred o f my enemies is blind and unreasoning. are brought down. Change is the nature o f things.
5 I obey the law, even if the law causes misery. (Chaotic)
6 I’d rather eat my armor than admit when I’m wrong. 4 Retribution. The rich need to be shown what life and
death are like in the gutters. (Evil)
U r ch in 5 People. I help the people who help me— that’s what
keeps us alive. (Neutral)
You g rew up on the streets alone, orphaned, and poor.
6 Aspiration. I'm going to prove that I'm worthy of a
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 better life.
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 d6 Bond
rooftop s and in alleyw ays, e x p osed to the elem ents, and 1 My town or city is my home, and I’ll fight to defend it.
endured sick n ess w ithout the advantage o f m edicine or 2 I sponsor an orphanage to keep others from enduring
a place to recuperate. Y ou’ve survived despite all odds, what I was forced to endure.
and did s o through cunning, strength, speed, or som e
3 I owe my survival to another urchin who taught me to
com bination o f each.
live on the streets.
You begin your adventuring career with enough
4 I owe a debt I can never repay to the person who took
m oney to live m odestly but secu rely for at least ten days.
pity on me.
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 5 I escaped my life o f poverty by robbing an important
on a better life? person, and I’m wanted for it.
6 No one else should have to endure the hardships I’ve
Skill Proficiencies: Sleight o f Hand, Stealth
been through.
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 d6 Flaw
parents by, a set o f co m m o n clothes, and a belt pouch 1 If I'm outnumbered, I will run away from a fight.
containing 10 gp 2 Gold seems like a lot of money to me, and I’ll do just
about anything for more o f it.
Feature: C it y Se c r e t s
3 I will never fully trust anyone other than myself.
You kn ow the secret patterns and flow to cities and can
4 I’d rather kill someone in their sleep then fight fair.
find p assages through the urban sprawl that others w ould
5 It’s not stealing if I need it more than someone else.
m iss. W h en you are not in com bat, you (and com panion s
6 People who can't take care o f themselves get what they
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. deserve.
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.
C h a p t e r 5: E q u i p m e n t
THE MARKETPLACE OF A LARGE CITY TEEMS M em bers o f the nobility trade either in legal rights, such
w ith buyers and sellers o f m any sorts: as the rights to a m ine, a port, or farmland, or in gold
dw arf sm iths and elf w oodcarvers, halfling bars, m easuring gold by the pou n d rather than by the
farm ers and gnom e jew elers, not to mention coin. Only m erchants, adventurers, and th ose offering
hum ans o f every shape, size, and color professional serv ices for hire com m on ly deal in coins.
draw n from a sp ectru m o f nations and
cultures. In the largest cities, alm ost C o in ag e
anything im aginable is offered for sale, from exotic
C om m on coin s co m e in several different denom inations
sp ices and luxurious cloth in g to w ick er baskets and
ba sed on the relative w orth o f the m etal from w h ich they
practical sw ords.
are m ade. The three m ost com m on co in s are the gold
For an adventurer, the availability o f armor, w eapon s,
p iece (gp), the silver p iece (sp), and the co p p e r p iece (cp).
backpacks, rope, and sim ilar g o o d s is o f param ount
W ith on e gold piece, a character can buy a belt
im portan ce, sin ce p roper equipm ent can m ean the
pouch, 50 feet o f g o o d rope, or a goat. A skilled (but
difference betw een life and death in a du ngeon or the
not exception al) artisan can earn on e gold p iece a day.
untam ed w ilds. T his chapter details the m undane and
T h e gold p iece is the standard unit o f m easu re for
exotic m erchandise that adventurers com m only find useful
w ealth, even if the coin itself is not com m on ly used.
in the face o f the threats that the w orlds o f D & D present.
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,
St a r t i n g E q u i p m e n t the transactions d on ’t usually involve the exch an ge o f
W h en you create y ou r character, you receive equipm ent individual coin s. Rather, the gold p iece is a standard
ba sed on a com bination o f your class and background. m easu re o f value, and the actual exch an ge is in gold
Alternatively, you can start w ith a num ber o f gold p ieces bars, letters o f credit, or valuable g ood s.
ba sed on your cla ss and spend them on items from the O ne gold p iece is w orth ten silver p ieces, the m ost
lists in this chapter. S e e the Starting W ealth by Class prevalent coin am ong com m on ers. A silver p iece buys a
table to determ ine h ow m uch gold you have to spend. la borer’s w ork for a day, a flask o f lam p oil, or a night’s
You d ecide h ow your character ca m e by this starting rest in a p o o r inn.
equipm ent. It m ight have been an inheritance, or g o o d s O ne silver p iece is w orth ten cop p er p ieces, w h ich are
that the character purchased during his or her upbringing. com m on am ong laborers and beggars. A single cop p er
You might have been equipped with a w eapon, armor, and p iece buys a candle, a torch, or a p iece o f chalk.
a backpack as part o f military service. You might even have In addition, unusual co in s m ade o f other preciou s
stolen your gear. A w ea p on cou ld b e a fam ily heirloom , m etals som etim es appear in treasure hoards. The
pa ssed dow n from generation to generation until your electrum p iece (ep) and the platinum p iece (pp) originate
character finally took up the m antle and follow ed in an from fallen em pires and lost kin gdom s, and they
an cestor’s adventurous footsteps. 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
S t a r t in g W ealth by C lass 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,
Class Funds
so fifty coin s w eigh a pound.
Barbarian 2d4 x 10 gp
Bard 5d4 x 10 gp
S t a n d a r d Ex c h a n g e Rates
Cleric 5d4 x 10 gp
Coin cp sp ep gp pp
Druid 2d4 x 10 gp
Copper (cp) 1 1/10 1/50 1/100 1/1,000
Fighter 5d4 x 10 gp
Silver (sp) 10 1 1/5 1/10 1/100
Monk 5d4 gp
Electrum (ep) 50 5 1 1/2 1/20
Paladin 5d4 x 10 gp
Gold (gp) 100 10 2 1 1/10
Ranger 5d4 x 10 gp
Platinum (pp) 1,000 100 20 10 1
Rogue 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.
Se llin g T reasu re 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
O pportunities aboun d to find treasure, equipm ent,
w orld s o f D&D.
w eapon s, armor, and m ore in the du ngeon s you explore.
Armor Proficiency. A n yone can put on a suit o f arm or
Normally, you can sell your treasures and trinkets w hen
or strap a shield to an arm . Only th ose proficient in the
you return to a town or other settlement, provided that you
a rm or’s use k n ow h ow to w ea r it effectively, however.
can find buyers and m erchants interested in your loot.
Your class gives you proficiency w ith certain types o f
Arms, Armor, and Other Equipment. A s a general armor. If you w ea r arm or that you lack proficiency with,
rule, u ndam aged w eapon s, armor, and other equipm ent
you have disadvantage on any ability check, saving
fetch h alf their cost w hen sold in a market. W eapon s
throw, or attack roll that involves Stren gth or Dexterity,
and arm or u sed by m on sters are rarely in g o o d enough
and you ca n ’t cast spells.
condition to sell.
Armor Class (AC). A rm or protects its w earer from
Magic Items. S ellin g m a gic item s is problem atic.
attacks. The arm or (and shield) you w ea r determ ines
F inding som eon e to buy a potion or a scroll isn’t too
your b a se A rm or Class.
hard, but other items are out o f the realm o f m ost but the
Heavy Armor. Heavier arm or interferes w ith the
w ealthiest n obles. L ikew ise, aside from a few com m on
w ea rer’s ability to m ove quickly, stealthily, and freely.
m agic item s, you w o n ’t n orm ally co m e a cross m agic
If the A rm or table sh ow s “Str 13” or “Str 15” in the
item s or spells to purchase. T h e value o f m agic is far
Strength colum n for an arm or type, the arm or redu ces
beyond sim ple gold and should always be treated as such.
the w ea rer’s sp eed by 10 feet u nless the w earer has a
Gems,Jewelry, and Art Objects. T h ese items retain Strength score equal to or h igher than the listed score.
their full value in the m arketplace, and you can either
Stealth. If the A rm or table sh ow s “D isadvantage” in
trade them in for coin or u se them as cu rren cy for other
the Stealth colum n, the w earer has disadvantage on
transactions. For exception ally valuable treasures, the
D exterity (Stealth) checks.
D M m ight require you to find a buyer in a large tow n or
Shields. A shield is m ade from w o o d or m etal and
larger com m u n ity first.
is carried in one hand. W ieldin g a shield in creases
Trade Goods. O n the borderlands, m any p eople
your A rm or C lass by 2. You can benefit from only one
con du ct transactions through barter. Like gem s and art
shield at a time.
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
L ig h t A rm or
be u sed as currency.
M ade from supple and thin m aterials, light arm or favors
agile adventurers sin ce it offers som e protection w ithout
A r m o r a n d Sh i e l d s sacrificin g m obility. If you w ear light armor, you add
D & D w orld s are a vast tapestry m ade up o f m any your D exterity m odifier to the ba se num ber from your
different cultures, each w ith its ow n tech n ology level. arm or type to determ ine your A rm or Class.
F or this reason , adventurers have a c c e s s to a variety Padded. P added arm or con sists o f quilted layers of
o f arm or types, ranging from leather arm or to chain cloth and batting.
m ail to costly plate armor, w ith several other kinds o f Leather. The breastplate and sh ou lder protectors o f
arm or in betw een . T h e A rm or table collects the m ost this arm or are m ade o f leather that has been stiffened
com m on ly available types o f arm or found in the gam e by b ein g boiled in oil. The rest o f the arm or is m ade o f
and separates them into three categories: light armor, softer and m ore flexible materials.
m edium arm or, and heavy armor. M any w arriors Studded Leather. M ade from tough but flexible
supplem ent their arm or with a shield. leather, studded leather is rein forced w ith close-set
rivets or spikes.
Va r ia n t : Eq u ip m e n t S iz e s
M ed iu m A r m o r
In most campaigns, you can use or wear any equipment that
you find on your adventures, within the bounds o f common M edium arm or offers m ore protection than light armor,
sense. For example, a burly half-orc won't fit in a halfling’s but it also im pairs m ovem ent m ore. If you w ear m edium
leather armor, and a gnome would be swallowed up in a armor, you add your Dexterity modifier, to a m axim um
cloud giant’s elegant robe. o f +2, to the ba se num ber from your arm or type to
The DM can impose more realism. For example, a suit of determ ine your A rm or Class.
plate armor made for one human might not fit another one
Hide. T his cru de arm or con sists o f thick furs and
without significant alterations, and a guard’s uniform might
pelts. It is com m on ly w orn by barbarian tribes, evil
be visibly ill-fitting when an adventurer tries to wear it as a
hum anoids, and other folk w h o lack a c c e s s to the tools
disguise.
Using this variant, when adventurers find armor, clothing, and m aterials n eeded to create better armor.
and similar items that are made to be worn, they might need Chain Shirt. M ade o f in terlocking m etal rings, a chain
to visit an armorsmith, tailor, leatherworker, or similar expert shirt is w orn betw een layers o f cloth in g or leather. This
to make the item wearable. The cost for such work varies arm or offers m od est protection to the w ea rer’s upper
from 10 to 40 percent o f the market price o f the item. The b od y and allow s the sou n d o f the rings rubbing against
DM can either roll 1d4 x 10 or determine the increase in cost one another to be muffled by outer layers.
based on the extent o f the alterations required. 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
Padded 5 gp 11 + Dex modifier — Disadvantage 8 lb.
Leather 10 gp 11 + Dex modifier — 10 lb.
—
Studded leather 45 gp 12 + Dex modifier — — 13 lb.
Medium Armor
Hide 10 gp 12 + Dex modifier (max 2) — — 12 lb.
Chain shirt 50 gp 13 + Dex modifier (max 2) — — 20 lb.
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.
Heavy Armor
Ring mail 30 gp 14 — Disadvantage 40 lb.
Chain mail 75 gp 16 Str 13 Disadvantage 55 lb.
Splint 200 gp 17 Str 15 Disadvantage 60 lb.
Plate 1,500 gp 18 Str 15 Disadvantage 65 lb.
Shield
Shield 10 gp +2 — — 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.
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 creatu res that are form less, or creatu res that are H uge
deals 1d4 dam age (the DM assigns a dam age type or larger. A creature can u se its action to m ake a D C 10
appropriate to the object). If a character u ses a ranged Strength check, freeing itself or another creature within
w eap on to m ake a m elee attack, or throw s a m elee its reach on a su ccess. D ealing 5 slashing dam age to the
w eap on that d o e s not have the throw n property, it also net (AC 10) also frees the creature without h arm in g it,
deals 1d4 dam age. A n im provised throw n w eap on has a ending the effect and destroying the net.
norm al range o f 20 feet and a lon g range o f 60 feet. 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
Silv e r e d W eapons regardless o f the num ber o f attacks you can
S om e m on sters that have im m unity or resistan ce norm ally make.
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
A d v e n t u r in g G ear
w eap on or ten p ieces o f am m unition for 100 gp. This T h is section d escrib es item s that have sp ecia l rules or
co st represents not only the price o f the silver, but the require further explanation.
tim e and expertise n eed ed to add silver to the w eapon Acid. A s an action, you can splash the contents o f
w ithout m akin g it less effective. 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
Sp e c ia l W eapons case, m ake a ranged attack against a creature or object,
W ea p on s w ith sp ecia l rules are d escrib ed here. treating the acid as an im provised w eapon . O n a hit, the
Lance. You have disadvantage w hen you u se a lance target takes 2d 6 acid dam age.
to attack a target w ithin 5 feet o f you. A lso, a lance Alchem ist’s Fire. T h is sticky, adhesive fluid ignites
requ ires tw o hands to w ield w hen you aren’t m ounted. w h en e x p osed to air. A s an action, you can th row this
Net. A Large or sm aller creature hit by a net is flask up to 20 feet, shattering it on im pact. M ake a
restrained until it is freed. A net has no effect on ranged attack against a creature or object, treating
W e a p o n s
Ta c k , H a r n e s s , a n d D ra w n V e h ic l e s
Services
A dventurers can pay nonplayer characters to assist them
or act on their beh alf in a variety o f circu m stan ces. M ost
such hirelings have fairly ordinary skills, w hile others
are m asters o f a craft or art, and a few are experts with
sp ecia lized adventuring skills. Skilled hirelings include anyone h ired to perform a
serv ice that involves a proficiency (including w eapon,
S o m e o f the m ost basic types o f hirelings appear on
tool, or skill): a m ercenary, artisan, scribe, and s o on.
the S e rv ice s table. Other com m on hirelings include
any o f the w id e variety o f p eople w h o inhabit a typical T h e pay sh ow n is a m inim um ; som e expert hirelings
require m ore pay. U ntrained hirelings are hired for
tow n or city, w hen the adventurers pay them to
p erform a sp ecific task. For exam ple, a w izard might m enial w ork that requires no particular skill and can
include laborers, porters, m aids, and sim ilar w orkers.
pay a carpenter to con stru ct an elaborate chest (and
its m iniature replica) for u se in the Leomund’s secret
chest spell. A fighter m ight com m ission a blacksm ith to
Sp e l l c a s t in g Services
forge a sp ecia l sw ord. A bard might pay a tailor to m ake P eop le w h o are able to cast spells d on ’t fall into the
exquisite cloth in g for an u p com in g p erform a n ce in category o f ordinary hirelings. It m ight be p ossib le to
front o f the duke. find som eon e w illin g to cast a spell in exch an ge for coin
O ther hirelings provide m ore expert or dangerou s or favors, but it is rarely easy and no established pay
serv ices. M ercenary soldiers paid to help the rates exist. A s a rule, the higher the level o f the desired
adventurers take on a h obgoblin arm y are hirelings, as spell, the h arder it is to find som eon e w h o can cast it
are sa ges hired to research ancient or esoteric lore. If a and the m ore it costs.
high-level adventurer establishes a stron ghold o f som e H iring som eon e to cast a relatively co m m o n spell
kind, he or sh e m ight hire a w hole staff o f servants and o f 1st or 2nd level, such as cure wounds or identify, is
agents to run the place, from a castellan or steward easy enough in a city o r town, and m ight cost 10 to 50
to m enial laborers to k eep the stables clean. T h ese gold p ieces (plus the co st o f any expensive material
h irelings often enjoy a long-term contract that includes com pon ents). Finding som eon e able and w illin g to
a place to live w ithin the stron ghold as part o f the cast a higher-level spell m ight involve traveling to a
offered com pen sation . large city, perhaps one w ith a university or prom inent
tem ple. O nce found, the spellcaster m ight ask for a
S e r v ic e s serv ice instead o f paym ent—the kind o f serv ice that
Service Pay
only adventurers can provide, such as retrieving a rare
item from a dangerou s loca le or traversing a m onster-
Coach cab
infested w ild ern ess to deliver som eth in g im portant to
Between towns 3 cp per mile
a distant settlem ent.
Within a city 1 cp
Hireling
Skilled 2 gp per day
T r in k e t s
Untrained W h en you m ake your character, you can roll o n ce on
2 sp per day
the Trinkets table to gain a trinket, a sim ple item lightly
Messenger 2 cp per mile
touched by mystery. T h e DM m ight also u se this table.
Road or gate toll 1 cp
It can help stock a room in a du ngeon or fill a creatu re’s
Ship’s passage 1 sp per mile
pockets.
Tr in k et s
d 100 Trinket
d100 Trinket 27 A shard o f obsidian that always feels warm to the
01 A mummified goblin hand touch
02 A piece o f crystal that faintly glows in the moonlight 28 A dragon's bony talon hanging from a plain leather
03 A gold coin minted in an unknown land necklace
04 A diary written in a language you don’t know 29 A pair o f old socks
05 A brass ring that never tarnishes 30 A blank book whose pages refuse to hold ink, chalk,
06 An old chess piece made from glass graphite, or any other substance or marking
07 A pair of knucklebone dice, each with a skull symbol 31 A silver badge in the shape o f a five-pointed star
on the side that would normally show six pips 32 A knife that belonged to a relative
08 A small idol depicting a nightmarish creature that 33 A glass vial filled with nail clippings
gives you unsettling dreams when you sleep near it 34 A rectangular metal device with two tiny metal cups
09 A rope necklace from which dangles four mummified on one end that throws sparks when wet
elf fingers 35 A white, sequined glove sized for a human
10 The deed for a parcel o f land in a realm unknown 36 A vest with one hundred tiny pockets
to you 37 A small, weightless stone block
11 A 1-ounce block made from an unknown material 38 A tiny sketch portrait of a goblin
12 A small cloth doll skewered with needles 39 An empty glass vial that smells o f perfume when
13 A tooth from an unknown beast opened
14 An enormous scale, perhaps from a dragon 40 A gemstone that looks like a lump o f coal when
15 A bright green feather examined by anyone but you
16 An old divination card bearing your likeness 41 A scrap of cloth from an old banner
17 A glass orb filled with moving smoke 42 A rank insignia from a lost legionnaire
18 A 1-pound egg with a bright red shell 43 A tiny silver bell without a clapper
19 A pipe that blows bubbles 44 A mechanical canary inside a gnomish lamp
20 A glass jar containing a weird bit o f flesh floating in 45 A tiny chest carved to look like it has numerous feet
pickling fluid on the bottom
21 A tiny gnome-crafted music box that plays a song 46 A dead sprite inside a clear glass bottle
you dimly remember from your childhood 47 A metal can that has no opening but sounds as if it
22 A small wooden statuette o f a smug halfling is filled with liquid, sand, spiders, or broken glass
23 A brass orb etched with strange runes (your choice)
24 A multicolored stone disk 48 A glass orb filled with water, in which swims a
25 A tiny silver icon of a raven clockwork goldfish
26 A bag containing forty-seven humanoid teeth, one 49 A silver spoon with an M engraved on the handle
of which is rotten 50 A whistle made from gold-colored wood
d 100 Trinket d100 Trinket
51 A dead scarab beetle the size o f your hand 79 An invitation to a party where a murder happened
52 Two toy soldiers, one with a missing head 80 A bronze pentacle with an etching o f a rat's head
53 A small box filled with different-sized buttons in its center
54 A candle that can’t be lit 81 A purple handkerchief embroidered with the name o f
55 A tiny cage with no door a powerful archmage
56 An old key 82 Half o f a floorplan for a temple, castle, or some other
57 An indecipherable treasure map structure
58 A hilt from a broken sword 83 A bit o f folded cloth that, when unfolded, turns into
59 A rabbit’s foot a stylish cap
60 A glass eye 84 A receipt o f deposit at a bank in a far-flung city
61 A cameo carved in the likeness of a hideous person 85 A diary with seven missing pages
62 A silver skull the size o f a coin 86 An empty silver snuffbox bearing an inscription on
63 An alabaster mask the surface that says “dreams’’
64 A pyramid o f sticky black incense that smells very bad 87 An iron holy symbol devoted to an unknown god
65 A nightcap that, when worn, gives you pleasant 88 A book that tells the story of a legendary hero's rise
dreams and fall, with the last chapter missing
66 A single caltrop made from bone 89 A vial of dragon blood
67 A gold monocle frame without the lens 90 An ancient arrow of elven design
68 A 1-inch cube, each side painted a different color 91 A needle that never bends
69 A crystal knob from a door 92 An ornate brooch of dwarven design
70 A small packet filled with pink dust 93 An empty wine bottle bearing a pretty label that says,
71 A fragment o f a beautiful song, written as musical “The Wizard o f Wines Winery, Red Dragon Crush,
notes on two pieces of parchment 331422-W"
72 A silver teardrop earring made from a real teardrop 94 A mosaic tile with a multicolored, glazed surface
73 The shell of an egg painted with scenes of human 95 A petrified mouse
misery in disturbing detail 96 A black pirate flag adorned with a dragon's skull
74 A fan that, when unfolded, shows a sleeping cat and crossbones
75 A set of bone pipes 97 A tiny mechanical crab or spider that moves about
76 A four-leaf clover pressed inside a book discussing when it’s not being observed
manners and etiquette 98 A glass jar containing lard with a label that reads,
77 A sheet of parchment upon which is drawn a complex “Griffon Grease”
mechanical contraption 99 A wooden box with a ceramic bottom that holds a
78 An ornate scabbard that fits no blade you have living worm with a head on each end of its body
found so far 100 A metal urn containing the ashes o f a hero
C h a p t e r 6: C u s t o m i z a t i o n O p t i o n s
T
HE COMBINATION OF ABILITY SCORES, RACE, P rereq u isites
class, and back grou n d defines your
To qualify for a new class, you must m eet the ability score
character’s capabilities in the gam e, and
prerequisites for both your current class and your new
the person al details you create set your
character apart from every other character. one, as sh ow n in the M ulticlassing P rerequisites table.
Even w ithin your class and race, you have For exam ple, a barbarian w h o d ecid es to m ulticlass into
the druid class must have both Strength and W isd om
options to fine-tune w hat your character
can do. But this chapter is for players w h o —with the s c o r e s o f 13 or higher. W ithout the full training that
a begin n in g character receives, you m ust b e a quick
D M ’s p erm ission —w ant to go a step further.
study in your n ew class, having a natural aptitude that
T h is chapter defines tw o optional sets o f rules for
custom izin g your character: m ulticlassing and feats. is reflected by higher-than-average ability s cores.
M ulticlassing lets you com bin e cla sses together,
and feats are sp ecia l options you can c h o o s e instead
M ulticlassing Prerequisites
o f in creasin g your ability s c o r e s as you gain levels. Class Ability Score M i n i m u m
Your D M d ecides w hether th ese options are available Barbarian Strength 13
in a cam paign. Bard Charisma 13
Cleric Wisdom 13
M u l t ic l a s sin g Druid Wisdom 13
M ulticlassing allow s you to gain levels in multiple Fighter Strength 13 or Dexterity 13
classes. D oin g s o lets you m ix the abilities o f th ose Monk Dexterity 13 and Wisdom 13
cla sses to realize a character con cep t that m ight not be Paladin Strength 13 and Charisma 13
reflected in on e o f the standard class options. Ranger Dexterity 13 and Wisdom 13
W ith this rule, you have the option o f gaining a level Rogue Dexterity 13
in a n ew class w henever you advance in level, instead Sorcerer Charisma 13
o f gaining a level in your current class. Your levels in
Warlock Charisma 13
all your cla sses are added together to determ ine your
Wizard Intelligence 13
character level. F or exam ple, if you have three levels in
w izard and tw o in fighter, you ’re a 5th-level character.
A s you advance in levels, you m ight prim arily rem ain E x per ien ce P o in ts
a m em ber o f your original class w ith ju st a few levels
The experien ce point co st to gain a level is always
in another class, or you m ight change cou rse entirely,
ba sed on your total character level, as sh ow n in the
never look in g ba ck at the class you left behind. You
Character A dvancem ent table in chapter 1, not your level
m ight even start progressin g in a third or fourth class.
in a particular class. S o, if you are a cleric 6/fighter 1,
C om pared to a sin gle-class character o f the sa m e level,
you must gain en ough X P to reach 8th level b efore you
you ’ll sa crifice so m e focu s in exchange for versatility.
can take your secon d level as a fighter or your seventh
level as a cleric.
M u lticl a s s i n g Ex a m p l e
Gary is playing a 4th-level fighter. When his character earns H it P o in t s a n d H it D ice
enough experience points to reach 5th level, Gary decides
Y ou gain the hit points from your new class as d escribed
that his character will multiclass instead of continuing to
for levels after 1st. You gain the 1st-level hit points for a
progress as a fighter. Gary’s fighter has been spending a lot
of time with Dave’s rogue, and has even been doing some class only w hen you are a 1st-level character.
jobs on the side for the local thieves’ guild as a bruiser. Gary You add together the Hit D ice granted by all your
decides that his character will multiclass into the rogue class, cla sses to form your p o o l o f Hit D ice. If the Hit D ice are
and thus his character becomes a 4th-level fighter and 1st- the sam e die type, you can sim ply p ool them together.
level rogue (written as fighter 4/rogue 1). For exam ple, both the fighter and the paladin have a
When Gary’s character earns enough experience to d 10, s o if you are a paladin 5/fighter 5, you have ten d 10
reach 6th level, he can decide whether to add another Hit D ice. If your cla sses give you Hit D ice o f different
fighter level (becoming a fighter 5/rogue 1), another rogue types, keep track o f them separately. If you are a paladin
level (becoming a fighter 4/rogue 2), or a level in a third
5/cleric 5, for exam ple, you have five d 10 Hit D ice and
class, perhaps dabbling in wizardry thanks to the tome of
five d8 Hit D ice.
mysterious lore he acquired (becoming a fighter 4/rogue 1/
wizard 1).
P r o ficien cy B o n u s
Your p roficiency bon u s is always based on your total
character level, as sh ow n in the Character Advancem ent
table in chapter 1, not your level in a particular class.
F or exam ple, if you are a fighter 3/rogu e 2, you have the
p roficiency b on u s o f a 5th-level character, w hich is +3.
P r o ficien cies U narmored D efense
A b ility S c o r e s a n d M o d if ie r s Pr o f ic ie n c y B o n u s
Score Modifier Score Modifier Characters have a proficiency bon u s determ ined by
1 -5 16-17 level, as detailed in chapter 1. M onsters also have this
+3
bonus, w hich is in corporated in their stat blocks. The
2-3 -4 18-19 +4
bon u s is u sed in the rules on ability checks, saving
4-5 -3 20-21 +5
throw s, and attack rolls.
6-7 -2 22-23 +6
Your proficiency bonus c a n ’t be added to a single die
8-9 -1 24-25 +7 roll or other num ber m ore than on ce. For exam ple, if
10-11 +0 26-27 +8 tw o different rules say you can add your proficiency
12-13 +1 28-29 +9 bon u s to a W isd om saving throw, you n evertheless add
14-15 +2 30 +10 the bon u s only on ce w hen you m ake the save.
O ccasionally, your proficiency bon u s m ight be
multiplied or divided (doubled or halved, for exam ple)
before you apply it. For exam ple, the rogu e's E xpertise is h oldin g closed . In situations like these, the ou tcom e
feature dou bles the proficiency bon u s for certain ability is determ ined by a sp ecia l form o f ability check,
ch ecks. If a circu m stan ce suggests that your proficiency called a contest.
bon u s applies m ore than on ce to the sa m e roll, you still B oth participants in a contest m ake ability ch eck s
add it only on ce and multiply or divide it only on ce. appropriate to their efforts. Th ey apply all appropriate
By the sam e token, if a feature or effect allow s you b on u ses and penalties, but instead o f com p a rin g the
to multiply your proficiency bon u s w hen m akin g an total to a DC, they com pa re the totals o f their tw o
ability ch eck that w ou ldn ’t norm ally benefit from your checks. The participant with the higher ch eck total w in s
proficiency bonus, you still don ’t add the bon u s to the the contest. That character or m onster either su cce e d s
check. For that ch eck your proficiency bon u s is 0, given at the action or prevents the other on e from su cceedin g.
the fact that m ultiplying 0 by any n um ber is still 0. For If the contest results in a tie, the situation rem ains the
instance, if you lack proficiency in the H istory skill, sam e as it w as before the contest. Thus, on e contestant
you gain no benefit from a feature that lets you double m ight w in the contest by default. If tw o characters tie in
your proficiency bon u s w hen you m ake Intelligence a contest to snatch a ring off the floor, neither character
(H istory) checks. grabs it. In a contest b etw een a m onster trying to open
In general, you d on ’t multiply your proficiency bon u s a d oor and an adventurer trying to keep the d oor closed,
for attack rolls or saving throw s. If a feature or effect a tie m eans that the d oor rem ains shut.
allow s you to do so, these sam e rules apply.
Sk il l s
A b ility C hecks E ach ability covers a broad range o f capabilities,
An ability ch eck tests a character’s or m on ster’s innate including skills that a character or a m onster can be
talent and training in an effort to ov ercom e a challenge. proficient in. A skill represents a sp ecific aspect o f an
The DM calls for an ability ch eck w hen a character or ability score, and an individual’s proficiency in a skill
m onster attem pts an action (other than an attack) that dem onstrates a focu s on that aspect. (A character’s
has a ch a n ce o f failure. W h en the ou tcom e is uncertain, starting skill proficien cies are determ ined at character
the d ice determ ine the results. creation, and a m on ster’s skill proficiencies appear in
For every ability check, the DM decides w hich o f the six the m on ster’s stat block.)
abilities is relevant to the task at hand and the difficulty F or exam ple, a Dexterity ch eck m ight reflect a
o f the task, represented by a Difficulty Class. The m ore character’s attempt to pull off an acrobatic stunt, to palm
difficult a task, the higher its DC. The Typical Difficulty an object, or to stay hidden. Each o f th ese a sp ects o f
C lasses table sh ow s the m ost com m on D Cs. Dexterity has an a ssocia ted skill: A crobatics, Sleight o f
Hand, and Stealth, respectively. S o a character w h o has
Ty p ic a l D if f ic u l t y C la sse s proficiency in the Stealth skill is particularly g o o d at
D exterity ch eck s related to sn eaking and hiding.
Task Difficulty DC
The skills related to each ability sc o r e are sh ow n in
Very easy 5
the follow in g list. (N o skills are related to Constitution.)
Easy 10
S e e an ability’s description in the later section s o f this
Medium 15
chapter for exam ples o f h ow to u se a skill associated
Hard 20 w ith an ability.
Very hard 25
Nearly impossible 30 Strength W isdom
A thletics A n im al H andling
To m ake an ability check, roll a d2 0 and add the Insight
Dexterity
relevant ability modifier. A s w ith other d 2 0 rolls, apply M edicine
A crobatics
bon u ses and penalties, and com pa re the total to the DC. Perception
Sleight o f Hand
If the total equals or e x ceed s the DC, the ability ch eck Survival
Stealth
is a su c c e s s —the creature ov ercom es the challenge Charisma
Intelligence
at hand. O therw ise, it’s a failure, w h ich m eans the D eception
A rcan a
character or m on ster m akes no p rogress tow ard the Intim idation
History
objective or m ak es p rogress com bin ed w ith a setback P erform an ce
Investigation
determ ined by the DM. P ersu asion
Nature
R eligion
C o n t e s t s _______________________________
S om etim es on e character’s or m on ster’s efforts are S om etim es, the DM m ight ask for an ability ch eck
directly op p o s e d to another’s. T h is can o c cu r w hen both using a sp ecific skill—for exam ple, “M ake a W isd om
o f them are trying to do the sam e thing and only one (P erception ) ch eck .” At other tim es, a player m ight ask
can su cceed , such as attem pting to snatch up a m agic the DM if proficiency in a particular skill applies to a
ring that has fallen on the floor. This situation also check. In either case, proficiency in a skill m eans an
applies w hen on e o f them is trying to prevent the other individual can add his or her proficiency bon u s to ability
one from accom p lish in g a goal—for exam ple, w hen a ch eck s that involve that skill. W ithout proficiency in the
m onster tries to force open a d oor that an adventurer skill, the individual m akes a n orm al ability check.
For exam ple, if a character attem pts to clim b up a character w h o lacks that proficiency ca n ’t help another
dangerou s cliff, the D u n geon M aster m ight ask for a character in that task. M oreover, a character can help
Strength (Athletics) check . If the character is proficient only when tw o or m ore individuals w orking together
in Athletics, the character’s proficiency bon u s is added w ould actually be productive. S om e tasks, such as
to the Strength check. If the character lacks that threading a needle, are no easier with help.
proficiency, he or she ju st m ak es a Strength check.
G roup C hecks
Va r ia n t : S k il l s w it h D if f e r e n t A b il it ie s W h en a num ber o f individuals are trying to a ccom plish
Normally, your proficiency in a skill applies only to a som eth in g as a group, the DM might ask for a group
sp ecific kind o f ability check. P roficiency in Athletics, ability check. In such a situation, the characters w h o are
for exam ple, usually applies to Strength ch eck s. In som e skilled at a particular task help cover th ose w h o aren't.
situations, though, your proficiency m ight reasonably To m ake a group ability check, everyone in the group
apply to a different kind o f check. In such ca ses, the DM m akes the ability check. If at least h alf the group
might ask for a ch eck u sin g an unusual com bination o f su cceed s, the w hole group su cceed s. O therw ise,
ability and skill, or you m ight ask your DM if you can the group fails.
apply a proficiency to a different check . For exam ple, G roup ch eck s d on ’t co m e up very often, and they’re
if you have to sw im from an offsh ore island to the m ost useful w hen all the characters su cceed or
m ainland, your D M m ight call for a Constitution ch eck fail as a group. For exam ple, w hen adventurers are
to see if you have the stam ina to m ake it that far. In this navigating a sw am p, the DM might call for a group
case, your DM m ight allow you to apply your proficiency W isd om (Survival) ch eck to see if the characters can
in Athletics and ask for a Constitution (Athletics) check. avoid the quicksand, sink h oles, and other natural
S o if y ou ’re proficient in A thletics, you apply your hazards o f the environm ent. If at least h alf the group
proficiency bon u s to the Constitution ch eck ju st as you su cceed s, the su ccessfu l characters are able to guide
w ou ld norm ally do for a Strength (Athletics) check. their com p a n ion s out o f danger. O therw ise, the group
Similarly, w hen your h alf-orc barbarian u ses a display stum bles into on e o f these hazards.
o f raw strength to intim idate an enemy, your DM might
ask for a Strength (Intim idation) check, even though U s in g Ea c h A b il it y
Intim idation is n orm ally associa ted w ith Charism a.
Every task that a character or m onster m ight attempt
in the gam e is covered by one o f the six abilities. This
Pa s s i v e C h e c k s
section explains in m ore detail what those abilities
A passive ch eck is a sp ecia l kind o f ability ch eck that m ean and the w ays they are u sed in the gam e.
d o e s n ’t involve any die rolls. S u ch a ch eck can represent
the average result for a task d on e repeatedly, such as St r e n g t h
search in g for secret d o o rs over and over again, or can
Strength m easu res bod ily pow er, athletic training, and
be used w hen the DM w ants to secretly determ ine
the extent to w hich you can exert raw physical force.
w hether the characters su cceed at som eth in g without
rollin g dice, such as n oticin g a hidden monster. St r e n g t h C hecks
H ere’s h ow to determ ine a character’s total for a
A Strength ch eck can m od el any attempt to lift, push,
passive check:
pull, or break som ething, to force your b od y through a
10 + all modifiers that normally apply to the check space, or to oth erw ise apply brute force to a situation.
The A thletics skill reflects aptitude in certain kinds o f
If the character has advantage on the check, add 5. For
Strength checks.
disadvantage, subtract 5. The gam e refers to a passive
Athletics. Your Strength (Athletics) ch eck covers
ch eck total as a score.
difficult situations you en cou nter w hile clim bing,
F or exam ple, if a 1st-level character has a W isd om o f
jum ping, or sw im m in g. E xam ples include the
15 and proficiency in P erception, he or she has a passive
follow in g activities:
W isd om (P erception ) sc o r e o f 14.
T h e rules on hiding in the “D exterity” section below • You attempt to clim b a sheer or slippery cliff, avoid
rely on passive ch ecks, as do the exploration rules hazards w hile scalin g a wall, or clin g to a surface
in chapter 8. w hile som eth in g is trying to k n ock you off.
• You try to ju m p an unusually lon g distance or pull
W o r k in g To g e t h e r o ff a stunt midjump.
• You struggle to sw im or stay afloat in treach erou s cu r
S om etim es tw o or m ore characters team up to attempt a
rents, storm -tossed w aves, or areas o f thick seaw eed.
task. T h e character w h o ’s leading the effort—or the one
Or another creature tries to push or pull you u nderw a
with the highest ability m odifier—can m ake an ability
ter or oth erw ise interfere w ith your sw im m ing.
ch eck with advantage, reflecting the help provided by
the other characters. In com bat, this requires the Help Other Strength Checks. The DM m ight also call for
action (see chapter 9). a Strength ch eck w hen you try to accom plish tasks like
A character can only provide help if the task is on e that the follow ing:
he or she could attempt alone. For exam ple, trying to
open a lock requires proficiency with thieves’ tools, so a
• F orce op en a stuck, locked, or barred d oor Va r ia n t : En cu m brance
• B reak free o f bon ds The rules for lifting and carryin g are intentionally
• P ush through a tunnel that is too sm all sim ple. H ere is a variant if you are look in g for m ore
• H ang on to a w agon w hile bein g d ragged behind it detailed rules for determ ining h ow a character is
• Tip over a statue h indered by the w eight o f equipm ent. W h en you use this
• K eep a bou lder from rolling variant, ignore the Strength colum n o f the A rm or table
in chapter 5.
A ttack R olls a n d Damage
If you carry w eight in ex cess o f 5 tim es your Strength
You add your Strength m odifier to your attack roll and score, you are encumbered, w hich m eans your sp eed
your dam age roll w hen attacking w ith a m elee w eapon d rops by 10 feet.
such as a m ace, a battleaxe, or a javelin. You use If you carry w eight in ex ce s s o f 10 tim es your
m elee w ea p on s to m ake m elee attacks in hand-to-hand Strength score, up to your m axim u m carryin g capacity,
com bat, and som e o f them can b e throw n to m ake a you are instead heavily encumbered, w hich m eans your
ranged attack. sp eed d rops by 20 feet and you have disadvantage on
ability ch eck s, attack rolls, and saving th row s that use
L if t in g a n d C a r r y in g
Strength, Dexterity, or Constitution.
Your Strength sc o r e determ ines the am ount o f w eight
you can bear. The follow in g term s define w hat you can
D ex te r ity
lift or carry.
Carrying Capacity. Your carryin g capacity is your Dexterity m ea su res agility, reflexes, and balance.
Strength sco re multiplied by 15. This is the w eight (in
D e x t e r it y C hecks
pounds) that you can carry, w hich is high enough that
A Dexterity ch eck can m odel any attempt to m ove
m ost characters d on ’t usually have to w orry about it.
nimbly, quickly, or quietly, or to keep from falling
Push, Drag, or Lift. You ca n push, drag, or lift a
on tricky footing. T h e A crobatics, Sleight o f Hand,
w eight in pou n d s up to tw ice your carrying capacity
and Stealth skills reflect aptitude in certain kinds o f
(or 30 tim es your Stren gth score). W h ile pushing or
D exterity checks.
dragging w eight in ex ce s s o f your carryin g capacity,
Acrobatics. Your D exterity (A crobatics) ch eck covers
your sp eed d rops to 5 feet.
your attempt to stay on your feet in a tricky situation,
Size and Strength. Larger creatures can bear m ore
such as w hen y ou ’re trying to run a cross a sheet o f ice,
w eight, w h ereas Tiny creatu res can carry less. For
balance on a tightrope, or stay upright on a rock in g
each size category above M edium , double the creatu re’s
ship’s deck. The DM m ight also call for a Dexterity
carryin g capacity and the am ount it can push, drag, or
(A crobatics) ch eck to see if you can p erform acrobatic
lift. F or a Tiny creature, halve th ese w eights.
stunts, including dives, rolls, som ersaults, and flips.
Sleight o f Hand. W h enever you attempt an act o f A rmor G lass
legerdem ain or m anual trickery, such as planting D epen d in g on the arm or you wear, you might add som e
som eth in g on so m e o n e else or con cea lin g an object on or all o f your Dexterity m odifier to your A rm or Class,
your p erson , m ake a D exterity (Sleight o f H and) check. as d escrib ed in chapter 5.
The D M m ight also call for a D exterity (Sleight o f H and)
ch eck to determ ine w hether you can lift a coin pu rse off In it ia t iv e
another p erson or slip som eth in g out o f another At the begin n in g o f every com bat, you roll initiative
p erson ’s pocket. by m aking a D exterity check. Initiative determ ines
Stealth. M ake a D exterity (Stealth) ch eck w hen you the order o f creatu res’ turns in com bat, as d escrib ed
attempt to con cea l y ou rself from en em ies, slink past in chapter 9.
guards, slip away w ithout bein g n oticed, or sn eak up on
som eon e without being seen or heard. C o n stitu tio n
Other Dexterity Checks. T he DM might call for a Constitution m easu res health, stam ina, and vital force.
Dexterity ch eck w hen you try to accom p lish tasks like
the follow ing: C o n s t it u t io n C hecks
• C ontrol a heavily laden cart on a steep descen t Constitution ch eck s are u n com m on , and no skills apply
• S teer a chariot around a tight turn to Constitution checks, b eca u se the endurance this
• P ick a lock ability represents is largely passive rather than involving
• D isable a trap a sp ecific effort on the part o f a character or monster.
• S ecu rely tie up a prison er A C onstitution ch eck can m od el your attempt to push
• W riggle free o f bon d s beyon d norm al limits, however.
• Play a stringed instrum ent T h e DM m ight call for a Constitution ch eck w hen you
• Craft a sm all or detailed object try to a ccom plish tasks like the follow ing:
around you and represents perceptiveness and intuition. C lerics, druids, and rangers use W isd om as their
spellcastin g ability, w h ich helps determ ine the saving
W is d o m C hecks th row D C s o f sp ells they cast.
A W isd om ch eck m ight reflect an effort to read b od y
language, understand s o m e o n e ’s feelings, n otice things C h a r is m a
about the environm ent, or care for an injured person.
C harism a m easu res your ability to interact effectively
T h e A nim al Handling, Insight, M edicine, P erception,
w ith others. It includes such factors as con fid en ce
and Survival skills reflect aptitude in certain kinds o f and eloqu en ce, and it can represent a charm ing or
W isd om checks. com m a n d in g personality.
Animal Handling. W h en there is any question
w hether you can calm dow n a dom esticated animal, C h a r is m a C hecks
keep a m ount from getting sp ooked , or intuit an anim al’s A C harism a ch eck m ight arise w hen you try to influence
intentions, the DM m ight call for a W isd om (Anim al or entertain others, w hen you try to m ake an im pression
Handling) check. You also m ake a W isd om (Anim al or tell a con vin cin g lie, or w hen you are navigating a
Handling) ch eck to control your m ount w hen you attempt tricky socia l situation. T h e D eception , Intim idation,
a risky maneuver. P erform an ce, and P ersu asion skills reflect aptitude in
Insight. Your W isd om (Insight) ch eck d ecid es w hether certain kinds o f C harism a checks.
you can determ ine the true intentions o f a creature, such Deception. Your C harism a (D eception ) ch eck
as w h en search in g out a lie or predicting s o m e o n e ’s determ ines w hether you can convin cin gly hide the
next m ove. D oin g s o involves glean in g clues from b od y truth, either verbally o r through your actions. This
language, sp eech habits, and ch a n g es in m annerism s. deception can en com p a ss everything from m isleading
Medicine. A W isd om (M edicine) ch eck lets you try to others through am biguity to telling outright lies. Typical
stabilize a dying com pa n ion or d ia gn ose an illness. situations include trying to fast-talk a guard, con a
Perception. Your W isd om (Perception) ch eck lets m erchant, earn m on ey through gam bling, pa ss you rself
you spot, hear, or oth erw ise detect the presen ce of o ff in a disguise, dull s o m e o n e ’s su sp icion s w ith false
som ething. It m easu res your general aw areness o f assu ran ces, or m aintain a straight face w hile telling
your surroundings and the keen ness o f your sen ses. a blatant lie.
Intimidation. W h en you attempt to influence som eon e
through overt threats, hostile actions, and physical
violen ce, the D M m ight ask you to m ake a C harism a
(Intim idation) check. E xam ples include trying to pry
inform ation out o f a prisoner, con vin cin g street thugs
to ba ck d ow n from a confrontation, or using the edge o f
a broken bottle to con v in ce a sn eerin g vizier to
recon sid er a decision.
Perform ance. Your C harism a (P erform a n ce) ch eck
determ ines h ow w ell you can delight an audience with
m usic, dance, acting, storytelling, or som e other form o f
entertainm ent.
Persuasion. W h en you attempt to influence som eon e
or a group o f p eop le w ith tact, so cia l graces, or g ood
nature, the D M might ask you to m ake a C harism a
(P ersu asion) check. Typically, you use persu asion w hen
acting in g o o d faith, to foster friendships, m ake cordial
requests, or exhibit p roper etiquette. E xam ples o f
persu ading others include con vin cin g a cham berlain to
let your party see the king, negotiating p e a ce betw een
w arrin g tribes, or inspiring a crow d o f tow nsfolk.
Other Charisma Checks. T h e D M m ight call for a
C harism a ch eck w hen you try to a ccom plish tasks like
the follow ing:
Sp e l l c a s t in g A b il it y
Bards, paladins, sorcerers, and w arlock s use Charism a
as their sp ellcastin g ability, w hich helps determ ine the
saving th row D C s o f sp ells they cast.
Sa v i n g T h r o w s
A saving th row —also called a save—represents an
attempt to resist a spell, a trap, a p oison , a disease, or
a sim ilar threat. You d on ’t norm ally d ecide to m ake a
saving throw ; you are forced to m ake on e b eca u se your
character or m on ster is at risk o f harm.
To m ake a saving throw, roll a d2 0 and add the
appropriate ability m odifier. F or exam ple, you u se your
D exterity m odifier for a D exterity saving throw.
A saving th row can be m od ified by a situational
bon u s or penalty and ca n be affected by advantage
and disadvantage, as determ ined by the DM.
E ach class gives proficiency in at least tw o saving
throw s. T h e w izard, for exam ple, is proficient
in Intelligence saves. A s w ith skill proficiencies,
proficiency in a saving throw lets a character add his
or her proficiency bonus to saving throw s m ade using
a particular ability score. S om e m onsters have saving
throw proficiencies as well.
T h e Difficulty C lass for a saving th row is determ ined
by the effect that ca u ses it. F or exam ple, the D C for a
saving th row allow ed by a spell is determ ined by the
caster’s sp ellcastin g ability and proficiency bonus.
T h e result o f a su ccessfu l or failed saving th row is
a lso detailed in the effect that allow s the save. Usually,
a su ccessfu l save m ea n s that a creature suffers no
harm , or redu ced harm , from an effect.
C h a p t e r 8: A d v e n t u r i n g
D
ELVING INTO THE ANCIENT TOMB OF HORRORS.
slipping through the b a ck alleys o f
M ovement
W aterdeep, h acking a fresh trail through S w im m in g a cross a rushing river, sn eaking dow n a
the thick ju n g les on the Isle o f D rea d—these dungeon corridor, scaling a treacherous m ountain s l o p e -
are the things that D u n g e o n s & D r a g o n s all sorts o f m ovem ent play a key role in D&D adventures.
adventures are m ade of. Your character in The DM can su m m arize the adventurers’ m ovem ent
the gam e m ight explore forgotten ruins and w ithout calculating exact dista n ces or travel tim es: “You
u ncharted lands, u ncover dark secrets and sinister travel through the forest and find the du ngeon entrance
plots, and slay foul m onsters. A nd if all g oes w ell, your late in the evening o f the third day.” Even in a dungeon,
character w ill survive to claim rich rew ards before particularly a large du ngeon or a cave netw ork, the
em barking on a n ew adventure. DM can su m m arize m ovem ent b etw een encounters:
T h is chapter covers the ba sics o f the adventuring life, “A fter killing the guardian at the entrance to the ancient
from the m ech an ics o f m ovem ent to the com plexities o f dw arven stronghold, you consult your map, w hich leads
so cia l interaction. T h e rules for resting are also in this you through m iles o f ech oin g corrid ors to a chasm
chapter, along w ith a discu ssion o f the activities your bridged by a n arrow stone arch.”
character might pursue b etw een adventures. S om etim es it’s im portant, though, to kn ow h ow long
W h eth er adventurers are exploring a dusty dungeon it takes to get from on e sp ot to another, w hether the
or the com p lex relationships o f a royal court, the gam e answ er is in days, hours, or minutes. T h e rules for
follow s a natural rhythm, as outlined in the b o o k ’s determ ining travel tim e depen d on tw o factors: the
introduction: sp eed and travel pa ce o f the creatures m ovin g and the
terrain they're m oving over.
1. T h e DM d escrib es the environm ent.
2. T h e players d escrib e w hat they w ant to do.
Spee d
3. The DM narrates the results o f their actions.
Every character and m onster has a sp eed, w h ich is
Typically, the D M u ses a m ap as an outline o f the
the distance in feet that the character or m onster
adventure, tracking the characters’ p rogress as they
can w alk in 1 round. This num ber a ssu m es short
explore du ngeon corrid ors or w ild ern ess regions. bursts o f energetic m ovem ent in the m idst o f a life-
T h e D M ’s notes, including a key to the map, describe threatening situation.
w hat the adventurers find as they enter each n ew area. T h e follow in g rules determ ine h ow far a character
S om etim es, the pa ssa ge o f tim e and the adventurers’ or m on ster can m ove in a minute, an hour, or a day.
actions determ ine what happens, s o the DM might
u se a tim eline or a flow chart to track their progress T ravel Pa c e
instead o f a map. W h ile traveling, a group o f adventurers can m ove at a
norm al, fast, or slow pace, as sh ow n on the Travel P ace
T im e table. The table states h ow far the party can m ove in a
p eriod o f tim e and w hether the p a ce has any effect. A
In situations w h ere keepin g track o f the pa ssa ge of
fast p a ce m a kes characters less perceptive, w hile a slow
tim e is im portant, the DM determ ines the tim e a task
pace m akes it p ossib le to sn eak around and to sea rch an
requires. T h e D M m ight use a different tim e scale
area m ore carefully (see the “Activity W h ile Traveling”
depen din g on the context o f the situation at hand. In
section later in this chapter for m ore inform ation).
a du ngeon environm ent, the adventurers’ m ovem ent
happens on a scale o f minutes. It takes them about a
Forced March. T h e Travel P ace table assu m es that
characters travel for 8 h ours in day. They can push on
m inute to creep dow n a long hallway, another m inute
beyon d that limit, at the risk o f exhaustion.
to ch e ck for traps on the d oor at the end o f the hall, and
For each additional hour o f travel beyon d 8 hours,
a g o o d ten m inutes to sea rch the ch a m ber beyon d for
the characters cover the distance sh ow n in the H our
anything interesting or valuable.
colu m n for their pace, and each character m ust m ake
In a city o r w ildern ess, a scale o f hours is often m ore
a Constitution saving th row at the end o f the hour. The
appropriate. Adventurers eager to reach the lonely tow er
D C is 10 + 1 for each hour past 8 hours. On a failed
at the heart o f the forest hurry a cross th ose fifteen m iles
saving throw, a character suffers one level o f exhaustion
in ju st under four h ou rs’ time.
(see appendix A).
F or lon g jou rneys, a sca le o f days w ork s best.
Mounts and Vehicles. For short spans o f tim e (up
F ollow in g the road from B aldur’s Gate to W aterdeep, the
to an hour), m any anim als m ove m uch faster than
adventurers sp en d four uneventful days before a goblin
hum anoids. A m ounted character can ride at a gallop
am bush interrupts their journey.
for about an hour, coverin g tw ice the usual distance for
In com bat and other fast-paced situations, the gam e
a fast pace. If fresh m ounts are available every 8 to 10
relies on rounds, a 6 -secon d span o f tim e d escrib ed
m iles, characters can cover larger distances at this pace,
in chapter 9.
but this is very rare except in densely populated areas.
Characters in w agons, carriages, or other land D C 10 Strength (Athletics) ch eck to clear a low obstacle
veh icles c h o o s e a pa ce as norm al. C haracters in a (no taller than a quarter o f the ju m p ’s distance), su ch as
w aterborn e v essel are lim ited to the sp eed o f the vessel a h edge or low w all. O therw ise, you hit it.
(see chapter 5), and they d on ’t suffer penalties for a fast W h en you land in difficult terrain, you m ust su cceed
p a ce or gain benefits from a slow pace. D epen d in g on on a D C 10 D exterity (A crobatics) ch eck to land on your
the v essel and the size o f the crew , ships m ight be able feet. O therw ise, you land prone.
to travel for up to 24 hours p er day. High Jump. W h en you m ake a high jum p, you leap
Certain sp ecia l m ounts, such as a pegasus or griffon, into the air a num ber o f feet equal to 3 + your Strength
or sp ecia l vehicles, such as a carpet o f flying, allow you m odifier if you m ove at least 10 feet on foot im m ediately
to travel m ore swiftly. T h e Dungeon Master’s Guide before the jum p. W h en you m ake a standing high jum p,
contain s m ore inform ation on sp ecia l m ethods o f travel. you can ju m p only h alf that distance. Either way, each
foot you clear on the ju m p c o sts a foot o f m ovem ent. In
Tra vel Pa c e som e circu m stan ces, your DM m ight allow you to m ake
Distance Traveled p e r... a Strength (Athletics) ch eck to ju m p higher than you
norm ally can.
Pace Minute Hour Day Effect
You can extend your arm s h alf your height above
Fast 400 feet 4 miles 30 miles -5 penalty to y ou rself during the jum p. Thus, you can reach above
passive Wisdom you a distance equal to the height o f the ju m p plus 11/2
(Perception) scores tim es your height.
Normal 300 feet 3 miles 24 miles —
Slow 200 feet 2 miles 18 miles Able to use stealth A c t iv it y W h ile T r a v e lin g
A s adventurers travel through a du ngeon or the
D if f ic u l t T e r r a in w ildern ess, they n eed to rem ain alert for danger, and
T h e travel sp eed s given in the Travel P a ce table so m e characters m ight p erform other tasks to help
assu m e relatively sim ple terrain: roads, open plains, the grou p’s journey.
or clear du ngeon corridors. But adventurers often face
M a r c h in g O rder
den se forests, deep sw am ps, rubble-filled ruins, steep
T he adventurers sh ou ld establish a m arch ing order.
m ountains, and ice-cov ered grou n d—all con sidered
A m arch ing order m akes it easier to determ ine w hich
difficult terrain.
characters are affected by traps, w h ich on es ca n spot
You m ove at h alf sp eed in difficult terrain—m oving
hidden en em ies, and w hich on es are the closest to those
1 foot in difficult terrain c o sts 2 feet o f sp e e d —s o you
en em ies w hen a fight breaks out.
can cover only h alf the n orm al distance in a minute,
A character m ight occu p y the front rank, one or m ore
an hour, or a day.
m iddle ranks, or the back rank. C haracters in the front
and ba ck ranks n eed en ough r oom to travel side by
Specia l Types of M o v e m en t
side w ith others in their rank. W h en sp ace is too tight,
M ovem ent through dangerou s du ngeon s or w ildern ess the m arch ing order must change, usually by m oving
areas often involves m ore than sim ply w alking. characters to a m iddle rank.
Adventurers might have to clim b, crawl, sw im , or ju m p Fewer Than Three Ranks. If an adventuring party
to get w here they n eed to go. arranges its m arching order with only tw o ranks, they
are a front rank and a back rank. If th ere’s only on e rank,
C l im b in g , Sw im m in g , and C r a w l in g
it’s con sid ered a front rank.
W h ile clim bin g or sw im m in g, each foot o f m ovem ent
co sts 1 extra foot (2 extra feet in difficult terrain), unless St e a l t h
a creature has a clim bin g or sw im m in g speed. At the W h ile traveling at a slow pace, the characters can m ove
D M ’s option, clim bin g a slippery vertical su rface or stealthily. A s lon g as they’re not in the open, they can try
one w ith few h andholds requ ires a su ccessfu l Strength to su rprise or sn eak by other creatures they encounter.
(Athletics) check. Similarly, gaining any distance in S e e the rules for hiding in chapter 7.
rough water might require a su ccessfu l Strength
(Athletics) check. N o t ic in g T hreats
Use the passive W isd om (P erception ) s c o r e s o f the
Ju m pin g characters to determ ine w hether anyone in the group
Y our Strength determ ines h ow far you can jum p. n otices a hidden threat. The D M might d ecide that a
Long Jump. W h en you m ake a long ju m p, you cover a threat ca n be n oticed only by characters in a particular
n um ber o f feet up to your Strength sc o r e if you m ove at rank. For exam ple, as the characters are exploring a
least 10 feet on foot im m ediately before the jum p. W h en m aze o f tunnels, the DM m ight decide that only those
you m ake a standing long jum p, you can leap only h alf characters in the ba ck rank have a ch a n ce to hear or
that distance. Either way, each foot you clear on the spot a stealthy creature follow in g the group, w hile
ju m p c o sts a foot o f m ovem ent. characters in the front and m iddle ranks cannot.
T his rule a ssu m es that the height o f your ju m p W h ile traveling at a fast pace, characters take a - 5
d oesn ’t matter, such as a ju m p a cro ss a stream or penalty to their passive W isd om (P erception ) s co re s
chasm . At your D M ’s option, you must su cce e d on a to n otice hidden threats.
Encountering Creatures. If the D M determ ines S p l i t t i n g U p t h e Pa r t y
that the adventurers en cou nter other creatures w hile Sometimes, it makes sense to split an adventuring party,
they’re traveling, it’s up to both grou ps to d ecide w hat especially if you want one or more characters to scout ahead.
happens next. Either group m ight d ecide to attack, You can form multiple parties, each moving at a different speed.
initiate a conversation, run away, or wait to see w hat the Each group has its own front, middle, and back ranks.
The drawback to this approach is that the party will be split
other group does.
into several smaller groups in the event o f an attack. The
Surprising Foes. If the adventurers en cou nter a
advantage is that a small group o f stealthy characters moving
hostile creature or group, the DM determ ines w hether
slowly might be able to sneak past enemies that clumsier
the adventurers or their fo e s might b e su rprised w hen characters would alert. A rogue and a monk moving at a slow
com bat erupts. S e e chapter 9 for m ore about surprise. pace are much harder to detect when they leave their dwarf
paladin friend behind.
O ther A c t iv it ie s
C haracters w h o turn their attention to other tasks as the
group travels are not focu sed on w atching for danger. For exam ple, a creature w ith a Constitution o f 14 can
T h ese characters don ’t contribute their passive W isd om hold its breath for 3 m inutes. If it starts suffocating, it
(P erception ) s c o r e s to the grou p’s ch a n ce o f n oticing h as 2 roun ds to reach air before it d rops to 0 hit points.
h idden threats. However, a character not w atching for
danger can d o on e o f the follow in g activities instead, or V isio n a n d L ig h t
so m e other activity with the D M ’s perm ission . The m ost fundam ental tasks o f adventuring—n oticing
Navigate. T h e character can try to prevent the group danger, finding hidden objects, hitting an enem y in
from b e co m in g lost, m akin g a W isd om (Survival) ch eck com bat, and targeting a spell, to nam e ju st a few —
w hen the D M calls for it. (T h e Dungeon Master’s Guide rely heavily on a character’s ability to see. D arkness
h as rules to determ ine w hether the group gets lost.) and other effects that ob scu re vision can prove a
Draw a Map. T h e character can draw a m ap significant hindrance.
that record s the grou p’s p rog ress and helps the A given area m ight be lightly or heavily ob scu red. In
characters get ba ck on co u rse if they get lost. N o ability a lightly obscured area, such as dim light, patchy fog,
ch eck is required. or m oderate foliage, creatu res have disadvantage on
Track. A character can follow the tracks o f another W isd om (P erception ) ch eck s that rely on sight.
creature, m ak in g a W isd om (Survival) ch eck w hen the A heavily obscured area—such as darkness, opaque
D M calls for it. (The Dungeon Master’s Guide has rules fog, or den se foliage—b lock s vision entirely. A creature
for tracking.) in a heavily ob scu red area effectively suffers from the
Forage. T h e character can keep an eye out for ready blinded condition (see appendix A).
s o u rce s o f fo o d and water, m aking a W isd om (Survival) T h e p resen ce or ab sen ce o f light in an environm ent
ch eck w h en the DM calls for it. (T h e Dungeon Master’s creates three categories o f illum ination: bright light, dim
Guide has rules for foraging.) light, and darkness.
Bright light lets m ost creatu res see norm ally. Even
T he E n v ir o n m e n t gloom y days provide bright light, as do torches, lanterns,
fires, and other sou rces o f illum ination w ithin a
By its nature, adventuring involves delving into places
sp ecific radius.
that are dark, dangerou s, and full o f m ysteries to be
Dim light, also called sh adow s, creates a lightly
explored. T h e rules in this section cover so m e o f the
ob scu red area. A n area o f dim light is usually a
m ost im portant w ays in w h ich adventurers interact with
bou n dary b etw een a so u rce o f bright light, such as
the environm ent in such places. T h e Dungeon Master’s
a torch, and su rrou nding darkness. T h e soft light
Guide has rules coverin g m ore unusual situations.
o f twilight and dawn also coun ts as dim light. A
Fa l l i n g particularly brilliant full m oon m ight bathe the land
in dim light.
A fall from a great height is one o f the m ost com m on Darkness creates a heavily o b scu red area. C haracters
h azards facing an adventurer. face darkn ess ou tdoors at night (even m ost m oonlit
At the end o f a fall, a creature takes 1d6 bludgeon ing nights), w ithin the con fin es o f an unlit du ngeon or a
dam age for every 10 feet it fell, to a m axim u m o f 20d6. subterranean vault, or in an area o f m agical darkness.
T h e creature lands prone, u nless it avoids taking
dam age from the fall. B l in d s ig h t
A creature w ith blindsight can perceive its surrou ndings
Su f f o c a t in g w ithout relying on sight, w ithin a sp ecific radius.
A creature can hold its breath for a num ber o f m inutes Creatures w ithout eyes, such as oo ze s , and creatures
equal to 1 + its Constitution m odifier (m inim um w ith ech olocation or heightened sen ses, such as bats
o f 30 secon ds). and true dragons, have this sen se.
W h en a creature runs out o f breath, it can survive for
D a r k v is io n
a num ber o f roun ds equal to its Constitution m odifier
M any creatu res in the w orld s o f D&D, esp ecia lly th ose
(m inim um 1 round). At the start o f its next turn, it drops
that dw ell underground, have darkvision. W ithin a
to 0 hit points and is dying.
sp ecified range, a creature w ith darkvision can see in
darkn ess as if the darkn ess w ere dim light, s o areas can. The D M determ ines an o b je ct’s A rm or C lass and
o f darkn ess are only lightly ob scu red as far as that hit points, and might d ecide that certain objects have
creature is con cern ed . However, the creature ca n ’t resistan ce or im m unity to certain kinds o f attacks. (It’s
discern color in darkness, only sh ad es o f gray. hard to cut a rop e w ith a club, for exam ple.) O bjects
always fail Strength and D exterity saving throw s, and
T r u e s ig h t they are im m une to effects that require other saves.
A creature w ith truesight can, out to a sp ecific range, W h en an object d rops to 0 hit points, it breaks.
see in norm al and m agical darkness, see invisible A character can also attempt a Strength ch eck to
creatu res and objects, autom atically detect visual break an object. T h e D M sets the D C for any such check.
illusions and su cce e d on saving th row s against them,
and perceives the original form o f a sh ap ech an ger or
So c ia l In t e r a c t io n
a creature that is tran sform ed by m agic. Furtherm ore,
E xplorin g dungeons, overcom in g obstacles, and slaying
the creature can see into the E thereal Plane.
m on sters are key parts o f D & D adventures. N o less
Food and Water im portant, though, are the socia l interactions that
adventurers have w ith other inhabitants o f the w orld.
C haracters w h o d on ’t eat or drink suffer the effects o f
Interaction takes on m any form s. You might need
exhaustion (see appendix A). Exhaustion cau sed by lack
to con v in ce an u n scrupulou s th ief to co n fe s s to som e
o f fo o d or water ca n ’t b e rem oved until the character m alfeasan ce, or you m ight try to flatter a dragon s o that
eats and drinks the full requ ired am ount. it w ill spare your life. The DM a ssu m es the roles o f any
characters w h o are participating in the interaction that
Fo o d
don ’t belon g to another player at the table. A n y such
A character n eeds on e pou n d o f food p er day and can
character is called a nonplayer character (N PC ).
m ake fo o d last longer by subsisting on h alf rations.
In general term s, an N P C ’s attitude tow ard you is
Eating h alf a pou n d o f fo o d in a day coun ts as h alf a day
d escrib ed as friendly, indifferent, or hostile. Friendly
w ithout food.
N P C s are p red isp osed to help you, and hostile on es are
A character can go w ithout fo o d for a num ber o f days
inclined to get in your way. It’s easier to get what you
equal to 3 + his or her Constitution m odifier (m inim um
w ant from a friendly N PC , o f cou rse.
1). At the end o f each day beyon d that limit, a character
S o c ia l interactions have tw o prim ary aspects:
autom atically suffers on e level o f exhaustion.
roleplaying and ability checks.
A n orm al day o f eating resets the coun t o f days
w ithout food to zero.
R o leplayin g
Water R oleplaying is, literally, the act o f playing out a role.
A character n eed s one gallon o f water per day, or tw o In this case, it’s you as a player determ ining h ow your
gallons per day if the w eath er is hot. A character w ho character thinks, acts, and talks.
drinks only h alf that m uch water m ust su cce e d on a R oleplaying is a part o f every aspect o f the gam e,
D C 15 Constitution saving th row o r suffer one level o f and it c o m e s to the fore during socia l interactions.
exhaustion at the end o f the day. A character w ith a cce ss Your character’s quirks, m ann erism s, and personality
to even less w ater autom atically suffers one level o f influence h ow interactions resolve.
exhaustion at the end o f the day. T h ere are tw o styles you can u se w hen roleplaying
If the character already has one or m ore levels o f your character: the descriptive approach and the active
exhaustion, the character takes tw o levels in either case. approach. M ost players u se a com bination o f the tw o
styles. U se w hichever m ix o f the tw o w ork s best for you.
In t e r a c t in g w it h O bjects
D e s c r ip t iv e A pproach to R o l e p l a y in g
A character’s interaction w ith ob jects in an environm ent
W ith this approach, you d escrib e your character’s w ord s
is often sim ple to resolve in the gam e. T h e player tells
and actions to the DM and the other players. D raw ing on
the D M that his or her character is doin g som ething,
your mental im age o f your character, you tell everyone
su ch a m oving a lever, and the DM d escrib es what, if
w hat your character d o e s and h ow he or she d o e s it.
anything happens.
F or instance, Chris plays T ordek the dwarf. Tordek
F or exam ple, a character m ight d ecide to pull a lever,
has a quick tem per and blam es the elves o f the
w h ich might, in turn, raise a portcullis, cau se a ro o m to
C loa k w ood for his fam ily’s m isfortune. At a tavern, an
flood w ith water, or op en a secret d oor in a nearby wall.
obn ox iou s elf m instrel sits at T ordek ’s table and tries to
If the lever is rusted in position, though, a character
strike up a conversation w ith the dwarf.
m ight n eed to force it. In such a situation, the D M might
C hris says, “T ordek spits on the floor, grow ls an
call for a Strength ch eck to see w hether the character
insult at the bard, and stom ps over to the bar. H e sits
can w ren ch the lever into place. T h e D M sets the D C for
on a stool and glares at the m instrel b efore ordering
any such ch eck ba sed on the difficulty o f the task.
another drink.”
C haracters can also dam age objects with their
In this exam ple, Chris has conveyed T ordek’s m ood
w ea p on s and spells. O bjects are im m une to p oison and
and given the DM a clear idea o f his character’s
psychic dam age, but oth erw ise they can be affected
attitude and actions.
by physical and m agical attacks m uch like creatures
W h en using descriptive roleplaying, keep the on your best bon u ses and skills. If the group n eed s to
follow in g things in mind: trick a guard into letting them into a castle, the rogue
w h o is proficient in D eception is the best bet to lead the
• D escrib e your character’s em otion s and attitude.
discu ssion . W h en negotiating for a h osta ge’s release,
• F ocu s on your character’s intent and h ow others
the cleric w ith P ersu asion should do m ost o f the talking.
m ight perceive it.
• Provide as m uch em bellishm ent as you feel
com fortab le with. R e st in g
D on ’t w orry about getting things exactly right. Just H eroic though they m ight be, adventurers ca n ’t spend
focu s on thinking about w hat your character w ould do every h our o f the day in the thick o f exploration, socia l
and d escribin g w hat you see in your m ind. interaction, and com bat. They n eed rest—tim e to
sleep and eat, tend their w ounds, refresh their m inds
A c t iv e A pproach to R o l e p l a y in g and spirits for spellcasting, and brace them selves for
If descriptive roleplaying tells your DM and your fellow further adventure.
players w hat your character thinks and does, active Adventurers can take short rests in the m idst o f an
roleplaying shows them. adventuring day and a long rest to end the day.
W h en you use active roleplaying, you speak with your
character’s voice, like an actor taking on a role. You might Sh o rt R est
even echo your character’s m ovem ents and body language. A short rest is a p eriod o f dow ntim e, at least 1 hour long,
T h is approach is m ore im m ersive than descriptive during w h ich a character d oes nothing m ore strenuous
roleplaying, though you still n eed to d escrib e things than eating, drinking, reading, and tending to w ounds.
that ca n ’t be reason ably acted out. A character can spend on e or m ore Hit D ice at the end
G oin g back to the exam ple o f Chris roleplaying Tordek o f a short rest, up to the character’s m axim u m num ber
above, h ere’s h ow the scen e m ight play out if Chris used o f Hit D ice, w hich is equal to the character's level. For
active roleplaying: each Hit D ie spent in this way, the player rolls the die
S p eak in g as Tordek, Chris says in a gruff, deep voice, and adds the character’s Constitution m odifier to it. The
“I w as w on derin g w hy it suddenly sm elled aw ful in here. character regains hit points equal to the total. The player
If I w anted to hear anything out o f you, I'd snap your can decide to spend an additional Hit D ie after each roll.
arm and enjoy your screa m s.” In his n orm al voice, Chris A character regains so m e spent Hit D ice u pon finishing
then adds, “I get up, glare at the elf, and head to the bar.” a lon g rest, as explained below.
R esu lts o f R o l e p l a y in g
L o n g R est
T h e DM u ses your character’s actions and attitudes to
determ ine h ow an N P C reacts. A cow a rdly N P C bu ckles A lon g rest is a p eriod o f extended dow ntim e, at least 8
under threats o f violence. A stubborn dw arf refu ses to h ours long, during w h ich a character sleep s or perform s
let anyone badger her. A vain dragon laps up flattery. light activity: reading, talking, eating, or standing watch
W h en interacting with an N PC , pay clo se attention to for n o m ore than 2 hours. If the rest is interrupted by a
the D M ’s portrayal o f the N P C ’s m ood , dialogue, and p eriod o f strenuous activity—at least 1 hour o f w alking,
personality. You m ight b e able to determ ine an N P C ’s fighting, castin g spells, or sim ilar adventuring activity—
personality traits, ideals, flaws, and bon ds, then play on the characters must begin the rest again to gain any
them to influence the N P C ’s attitude. benefit from it.
Interactions in D & D are m uch like interactions in At the end o f a long rest, a character regains all lost
real life. If you can offer N P C s som eth in g they want, hit points. T h e character also regains spent Hit D ice, up
threaten them w ith som eth in g they fear, or play on their to a num ber o f dice equal to h alf o f the character’s total
sym pathies and goals, you can u se w ord s to get alm ost num ber o f them. For exam ple, if a character has eight
anything you want. O n the other hand, if you insult a Hit D ice, he or she can regain four spent Hit D ice upon
proud w arrior or sp eak ill o f a n oble’s allies, your efforts finishing a lon g rest.
to con v in ce or deceive w ill fall short. A character ca n ’t benefit from m ore than on e long rest
in a 24-hou r period, and a character m ust have at least
A b ility C h ec k s 1 hit point at the start o f the rest to gain its benefits.
M o v in g A r o u n d O t h e r
C reatures
Y ou can m ove through a n on h ostile creatu re’s space.
In contrast, you can m ove th rough a hostile creature's
sp ace only if the creature is at least tw o sizes larger or
sm aller than you. R em em ber that another creatu re’s
sp ace is difficult terrain for you.
W h eth er a creature is a friend or an enemy, you ca n ’t
w illingly end your m ove in its space.
If you leave a hostile creatu re’s reach during your
m ove, you provoke an opportunity attack, as explained
later in the chapter.
F l y in g M o v e m e n t
Flying creatures enjoy m any benefits o f mobility, but
they m ust a lso deal w ith the danger o f falling. If a flying
creature is k n ock ed prone, has its sp eed red u ced to 0, or
is oth erw ise deprived o f the ability to m ove, the creature
falls, unless it has the ability to hover or it is b ein g held
aloft by m agic, such as by the fly spell.
C r e a t u r e S iz e
E ach creature takes up a different am ount o f space.
T h e S ize C ategories table sh ow s h ow m uch sp ace
a creature o f a particular size con trols in com bat.
O bjects som etim es use the sam e size categories.
S iz e C a t e g o r ie s
Size Space
Tiny 21/2 by 2 1/2 ft
Small 5 by 5 ft.
Medium 5 by 5 ft.
Large 10 by 10 ft.
Huge 15 by 15 ft.
Gargantuan 20 by 20 ft. or larger
Spa ce
A creature's sp ace is the area in feet that it effectively
con trols in com bat, not an expression o f its physical
dim ension s. A typical M edium creature isn't 5 feet
w ide, for exam ple, but it d o e s con trol a sp ace that
w ide. If a M edium h obgoblin stands in a 5-foot-wide
doorw ay, other creatu res ca n ’t get through unless the
h obgoblin lets them.
A creatu re’s sp ace also reflects the area it n eeds to
fight effectively. For that reason, there’s a limit to the
n um ber o f creatu res that can su rrou nd another creature
in com bat. A ssu m in g M edium com batants, eight
creatures can fit in a 5-foot radius around another one.
B eca u se larger creatures take up m ore space, few er
o f them can su rrou nd a creature. If five Large creatures
Va r ia n t : P l a y in g on a G r id
C ast a Spell
If you play out a combat using a square grid and miniatures
or other tokens, follow these rules. S p ellcasters such as w izard s and clerics, as w ell as
Squares. Each square on the grid represents 5 feet. m any m onsters, have a c c e ss to sp ells and can use
Speed. Rather than moving foot by foot, move square by them to great effect in com bat. Each spell has a casting
square on the grid. This means you use your speed in 5-foot tim e, w hich sp ecifies w hether the caster m ust use an
segments. This is particularly easy if you translate your speed action, a reaction, m inutes, or even h ours to cast the
into squares by dividing the speed by 5. For example, a speed spell. Casting a spell is, therefore, not n ecessarily an
o f 30 feet translates into a speed o f 6 squares. action. M ost spells do have a castin g tim e o f 1 action,
If you use a grid often, consider writing your speed in s o a spellcaster often u ses his or her action in com bat
squares on your character sheet.
to cast such a spell. S e e chapter 10 for the rules
Entering a Square. To enter a square, you must have
on spellcasting.
at least 1 square o f movement left, even if the square is
diagonally adjacent to the square you’re in. (The rule for
diagonal movement sacrifices realism for the sake of smooth Dash
play. The D un ge o n M a ste r’s Guide provides guidance on using W h en you take the D ash action, you gain extra
a more realistic approach.) m ovem ent for the current turn. The in crease equals
If a square costs extra movement, as a square o f difficult
your speed, after applying any m odifiers. W ith a sp eed
terrain does, you must have enough movement left to pay for
o f 30 feet, for example, you can m ove up to 60 feet on your
entering it. For example, you must have at least 2 squares of
turn if you dash.
movement left to enter a square o f difficult terrain.
Corners. Diagonal movement can’t cross the corner o f a Any in crease or d ecrea se to your sp eed changes this
wall, large tree, or other terrain feature that fills its space. additional m ovem ent by the sam e am ount. If your sp eed
Ranges. To determine the range on a grid between two o f 30 feet is redu ced to 15 feet, for instance, you can
things— whether creatures or objects— start counting squares m ove up to 30 feet this turn if you dash.
from a square adjacent to one o f them and stop counting in
the space of the other one. Count by the shortest route. D i s e n g a g e
If you take the D isen gage action, your m ovem ent d oesn ’t
crow d around a M edium or sm aller one, there’s little provoke opportu nity attacks for the rest o f the turn.
room for anyone else. In contrast, as m any as twenty
M edium creatu res ca n su rrou nd a Gargantuan one. D odge
Sq u e e z in g in t o a Sm aller Space W h en you take the D od ge action, you focu s entirely on
A creature can sq u eeze through a sp ace that is large avoiding attacks. Until the start o f your next turn, any
en ough for a creature one size sm aller than it. Thus, a attack roll m ade against you has disadvantage if you
L arge creature can sq u eeze through a pa ssa ge that's can see the attacker, and you m ake D exterity saving
only 5 feet w ide. W h ile squeezing through a space, th row s w ith advantage. You lose this benefit if you are
a creature m ust sp en d 1 extra foot for every foot it incapacitated (as explained in appendix A) or if your
m oves there, and it has disadvantage on attack rolls sp eed d rop s to 0.
and D exterity saving throw s. A ttack rolls against the
creature have advantage w hile it’s in the sm aller space.
H elp
You can lend your aid to another creature in the
A c t io n s in C o m b a t com pletion o f a task. W h en you take the H elp action,
the creature you aid gains advantage on the next ability
W h en you take your action on your turn, you can take
ch eck it m akes to perform the task you are helping with,
on e o f the actions presen ted here, an action you gained
provided that it m akes the ch eck before the start o f
from your class or a sp ecia l feature, or an action that
your next turn.
you im provise. M any m on sters have action options o f
Alternatively, you can aid a friendly creature in
their ow n in their stat block s.
attacking a creature w ithin 5 feet o f you. You feint,
W h en you d escrib e an action not detailed elsew h ere
distract the target, or in som e other w ay team up to
in the rules, the DM tells you w hether that action is
m ake your ally’s attack m ore effective. If your ally
possib le and what kind o f roll you n eed to m ake, if any,
attacks the target b efore your next turn, the first attack
to determ ine s u c ce s s or failure.
roll is m ade with advantage.
A ttack
H id e
Th e m ost co m m o n action to take in com bat is the A ttack
W h en you take the H ide action, you m ake a Dexterity
action, w hether you are sw in gin g a sw ord, firing an
(Stealth) ch eck in an attempt to hide, follow in g the rules
arrow from a bow , or braw ling w ith your fists.
in chapter 7 for hiding. If you su cceed , you gain certain
W ith this action, you m ake on e m elee or ranged
benefits, as d escrib ed in the “ U nseen Attackers and
attack. S e e the “M aking an Attack” section for the rules
Targets” section later in this chapter.
that govern attacks.
Certain features, such as the Extra A ttack feature
o f the fighter, allow you to m ake m ore than on e attack
with this action.
Im p r o v i s i n g a n A c t i o n
Your character can do things not covered by the actions in
this chapter, such as breaking down doors, intimidating
enemies, sensing weaknesses in magical defenses, or calling
for a parley with a foe. The only limits to the actions you can
attempt are your imagination and your character’s ability
scores. See the descriptions o f the ability scores in chapter 7
for inspiration as you improvise.
When you describe an action not detailed elsewhere in
the rules, the DM tells you whether that action is possible
and what kind o f roll you need to make, if any, to determine
success or failure.
Ready
S om etim es you w ant to get the ju m p on a foe or wait for
a particular circu m stan ce before you act. To do so, you
can take the R eady action on your turn so that you can
act later in the round using your reaction.
First, you decide w hat perceivable circu m stan ce
w ill trigger your reaction. Then, you c h o o s e the action
you w ill take in resp on se to that trigger, or you c h o o s e
to m ove up to your sp eed in resp on se to it. E xam ples
include “If the cultist steps on the trapdoor, I’ll pull the
lever that op en s it,” and “If the goblin steps next to me,
I m ove away.”
W h en the trigger occu rs, you can either take your
reaction right after the trigger finishes or ignore
the trigger. R em em ber that you can take only one
reaction p er round.
W h en you ready a spell, you cast it as norm al but
hold its energy, w h ich you release w ith your reaction
w hen the trigger occu rs. To be readied, a spell must
have a castin g tim e o f 1 action, and h olding onto the
sp ell’s m agic requ ires concentration (explained in
chapter 10). If your concentration is broken, the spell
dissipates w ithout taking effect. For exam ple, if you are
concentratin g on the web spell and ready magic missile,
your web spell ends, and if you take dam age before
you release magic missile w ith your reaction, your
concentration m ight be broken.
Search
W h en you take the S ea rch action, you devote your
attention to finding som ething. D epen d in g on the
nature o f your search, the DM m ight have you m ake
a W isd om (P erception ) ch eck o r an Intelligence
(Investigation) check.
U se a n O b j e c t
You n orm ally interact w ith an object w hile doin g
som eth in g else, such as w hen you draw a sw ord as part
o f an attack. W h en an ob ject requ ires your action for
its use, you take the U se an O bject action. T h is action
is also useful w hen you w ant to interact w ith m ore than
on e object on your turn.
M a k in g a n A ttack
W h eth er you ’re striking w ith a m elee w eapon , firing a
w ea p on at range, or m akin g an attack roll as part o f a
spell, an attack has a sim ple structure.
1. Choose a target. P ick a target w ithin y ou r attack’s
range: a creature, an object, or a location.
2. Determine modifiers. T h e DM determ ines w hether
the target has cover and w hether you have advantage
or disadvantage against the target. In addition, spells,
sp ecia l abilities, and other effects can apply penalties
or b on u ses to your attack roll.
3. Resolve the attack. You m ake the attack roll. On a
hit, you roll dam age, unless the particular attack has
rules that sp ecify otherw ise. S o m e attacks cau se
sp ecia l effects in addition to or instead o f dam age.
A tta c k Rolls
W h en you m ake an attack, your attack roll determ ines
w hether the attack hits or m isses. To m ake an attack
roll, roll a d2 0 and add the appropriate m odifiers. If the
total o f the roll plus m odifiers equals or e x ceed s the
target’s A rm or C lass (AC), the attack hits. The AC o f a
character is determ ined at character creation, w h ereas
the AC o f a m onster is in its stat block.
M o d if ie r s t o t h e Roll
W h en a character m akes an attack roll, the tw o m ost
com m on m odifiers to the roll are an ability m odifier
and the character’s proficiency bonus. W h en a m onster
m akes an attack roll, it u ses w hatever m odifier is
provided in its stat block.
A bility M odifier. T h e ability m odifier u sed for a m elee
w eapon attack is Strength, and the ability m odifier used
for a ranged w eap on attack is Dexterity. W ea pon s that
have the fin esse or throw n property break this rule.
S o m e sp ells also require an attack roll. The ability
m odifier u sed for a spell attack depen ds on the
sp ellcastin g ability o f the spellcaster, as explained
in chapter 10.
P roficiency Bonus. You add your proficiency bon u s
to your attack roll w hen you attack using a w eap on with
w hich you have proficiency, as w ell as w hen you attack
with a spell.
R o l l in g 1 or 20
S om etim es fate b le ss e s or cu rses a com batant, causing
the n ovice to hit and the veteran to m iss.
If the d 2 0 roll for an attack is a 20, the attack hits
regardless o f any m odifiers or the target’s AC. In
addition, the attack is a critical hit, as explained later
in this chapter.
If the d2 0 roll for an attack is a 1, the attack m isses
regardless o f any m odifiers or the target’s AC.
is next to you. W h en you m ake a ranged attack with W h en you w ant to grab a creature or w restle w ith it,
a w eapon , a spell, or som e other m eans, you have you can u se the Attack action to m ake a sp ecia l m elee
disadvantage on the attack roll if you are w ithin 5 feet attack, a grapple. If you ’re able to m ake multiple attacks
o f a h ostile creature w h o can see you and w h o isn’t w ith the A ttack action, this attack rep laces on e o f them.
incapacitated. T h e target o f your grapple must be no m ore than one
size larger than you, and it must be w ithin your reach.
M elee A ttack s U sing at least one free hand, you try to seize the target
by m ak in g a grapple check, a Strength (Athletics)
U sed in hand-to-hand com bat, a m elee attack allow s
ch eck contested by the target’s Strength (Athletics) or
you to attack a foe w ithin your reach. A m elee attack
D exterity (A crobatics) ch eck (the target c h o o s e s the
typically u ses a handheld w eap on such as a sw ord,
ability to use). If you s u cceed , you su bject the target to
a w arham m er, or an axe. A typical m onster m akes a
the grappled condition (see appendix A). The condition
m elee attack w h en it strikes w ith its claw s, horns, teeth,
sp ecifies the things that end it, and you can release the
tentacles, or other b od y part. A few sp ells also involve
target w henever you like (no action required).
m akin g a m elee attack.
Escaping a Grapple. A grappled creature can u se its
M ost creatu res have a 5-foot reach and can thus
action to escap e. To do so, it must su cce e d on a Strength
attack targets w ithin 5 feet o f them w hen m akin g a
(Athletics) or Dexterity (A crobatics) ch eck contested by
m elee attack. Certain creatu res (typically th ose larger
your Strength (Athletics) check.
than M edium ) have m elee attacks w ith a greater reach
Moving a Grappled Creature. W h en you m ove, you
than 5 feet, as noted in their descriptions.
can drag or carry the grappled creature w ith you, but
W h en you are unarmed, you can fight in m elee by
your sp eed is halved, u nless the creature is tw o or m ore
m akin g an u narm ed strike, as sh ow n in the w eap on
sizes sm aller than you.
table in chapter 5.
Sh o v in g a C reature
O p p o r t u n it y A ttacks
U sing the A ttack action, you can m ake a sp ecia l m elee
In a fight, everyone is constantly w atching for en em ies
attack to shove a creature, either to k n ock it prone or
to drop their guard. You can rarely m ove h eedlessly past
push it away from you. If you ’re able to m ake multiple
your fo e s w ithout putting y ou rself in danger; doin g so
attacks w ith the A ttack action, this attack replaces
provokes an opportunity attack.
one o f them.
You can m ake an opportunity attack w hen a hostile
The target o f your shove m ust be no m ore than one
creature that you can see m oves out o f your reach. To
size larger than you, and it m ust be w ithin your reach.
m ake the opportunity attack, you use your reaction
You m ake a Stren gth (Athletics) ch eck contested by the
to m ake on e m elee attack against the provoking
target’s Strength (Athletics) or D exterity (A crobatics)
ch eck (the target c h o o s e s the ability to use). If you w in W h en attacking w ith a weapon, you add your ability
the contest, you either kn ock the target prone or push m odifier—the sam e m odifier u sed for the attack roll—
it 5 feet away from you. to the dam age. A spell tells you w hich d ice to roll for
dam age and w hether to add any m odifiers.
C over If a spell or other effect deals dam age to more than
one target at the sa m e time, roll the dam age on ce for
W alls, trees, creatures, and other obsta cles can provide
all o f them. For exam ple, w hen a w izard casts fireball or
cover during com bat, m aking a target m ore difficult
a cleric casts flame strike, the sp ell’s dam age is rolled
to harm . A target can benefit from cover only w hen an
o n ce for all creatu res caught in the blast.
attack or other effect originates on the opposite side
o f the cover. C r it ic a l H it s
There are three deg rees o f cover. If a target is behind W h en you sco re a critical hit, you get to roll extra dice
multiple s o u rce s o f cover, only the m ost protective for the attack’s dam age against the target. R oll all o f the
degree o f cover applies; the deg rees aren't added attack’s dam age d ice tw ice and add them together. Then
together. For exam ple, if a target is behind a creature add any relevant m odifiers as norm al. To sp eed up play,
that gives h alf cover and a tree trunk that gives three- you can roll all the dam age d ice at once.
quarters cover, the target has three-quarters cover. For exam ple, if you sco re a critical hit w ith a dagger,
A target w ith half cover has a +2 bon u s to AC and roll 2d4 for the dam age, rather than 1d4, and then add
D exterity saving throw s. A target has h alf cover if an your relevant ability modifier. If the attack involves other
obstacle block s at least h alf o f its body. The obstacle dam age dice, such as from the rogu e’s S n ea k Attack
might b e a low w all, a large p iece o f furniture, a narrow feature, you roll th ose dice tw ice as w ell.
tree trunk, or a creature, w hether that creature is an
enem y or a friend. Dam age Types
A target with three-quarters cover has a +5 bonus Different attacks, dam aging spells, and other harm ful
to AC and D exterity saving throw s. A target has three- effects deal different types o f dam age. D am age types
quarters cover if about three-quarters o f it is covered have no rules o f their ow n, but other rules, such as
by an obstacle. The obstacle m ight b e a portcullis, an dam age resistance, rely on the types.
arrow slit, or a thick tree trunk. The dam age types follow, w ith exam ples to help a
A target with total cover ca n ’t b e targeted directly DM assign a dam age type to a new effect.
by an attack or a spell, although som e spells can reach Acid. T h e corrosiv e spray o f a black dragon ’s breath
such a target by including it in an area o f effect. A and the dissolvin g en zym es secreted by a black pudding
target has total cover if it is com pletely con cea led by deal acid dam age.
an obstacle. Bludgeoning. Blunt force attacks—ham m ers, falling,
constriction, and the like—deal bludgeon ing dam age.
Da m a g e a n d H e a l in g Cold. The infernal chill radiating from an ice devil’s
spear and the frigid blast o f a w hite dragon ’s breath
Injury and the risk o f death are constant com p a n ion s
deal cold dam age.
o f th ose w h o explore the w orld s o f D&D. T h e thrust o f
Fire. R ed dragons breathe fire, and m any spells
a sw ord, a w ell-placed arrow, or a blast o f flam e from a
conjure flam es to deal fire dam age.
fireball spell all have the potential to dam age, or even
Force. F orce is pure m agical en ergy focu sed into a
kill, the hardiest o f creatures.
dam agin g form . M ost effects that deal force dam age are
H it P o in ts spells, including magic missile and spiritual weapon.
Lightning. A lightning bolt spell and a blue dragon ’s
Hit points represent a com bination o f physical and breath deal lightning dam age.
mental durability, the w ill to live, and luck. Creatures Necrotic. N ecrotic dam age, dealt by certain undead
w ith m ore hit points are m ore difficult to kill. T h ose and a spell such as chill touch, w ithers matter and
w ith few er hit points are m ore fragile. even the soul.
A creatu re’s current hit points (usually ju st called hit Piercing. P unctu ring and im paling attacks, including
points) can be any n um ber from the creatu re’s hit point sp ears and m on sters’ bites, deal piercing dam age.
m axim u m dow n to 0. This n um ber changes frequently Poison. V en om ou s stings and the toxic gas o f a green
as a creature takes dam age or receives healing. dragon ’s breath deal p oison dam age.
W h enever a creature takes dam age, that dam age is Psychic. M ental abilities such as a m ind flayer’s
subtracted from its hit points. The loss o f hit points has psionic blast deal psychic dam age.
n o effect on a creatu re’s capabilities until the creature Radiant. Radiant dam age, dealt by a cleric’s flame
d rops to 0 hit points. strike spell or an angel’s sm iting w eapon , sea rs the flesh
like fire and overloads the spirit w ith pow er.
Dam age R olls Slashing. S w ord s, axes, and m on sters’ claw s deal
E ach w eapon , spell, and harm ful m onster ability slashing dam age.
sp ecifies the dam age it deals. You roll the dam age die Thunder. A con cu ssive burst o f sound, such as the
or dice, add any m odifiers, and apply the dam age to effect o f the thunderwave spell, deals thunder dam age.
your target. M agic w eapon s, sp ecial abilities, and other
factors can grant a bon u s to dam age.
D a m a g e R esistan ce a n d D e s c r ib in g t h e Ef f e c t s o f D a m a g e
Dungeon Masters describe hit point loss in different ways.
V u ln e r a b ility When your current hit point total is half or more o f your hit
S o m e creatures and ob jects are exceedin gly difficult or point maximum, you typically show no signs of injury. When
unusually easy to hurt w ith certain types o f dam age. you drop below half your hit point maximum, you show signs
o f wear, such as cuts and bruises. An attack that reduces you
If a creature or an object has resistance to a dam age
to 0 hit points strikes you directly, leaving a bleeding injury or
type, dam age o f that type is halved against it. If a
other trauma, or it simply knocks you unconscious.
creature or an object has vulnerability to a dam age
type, dam age o f that type is dou bled against it.
R esistan ce and then vulnerability are applied after D eath Sa v i n g T h r o w s
all other m od ifiers to dam age. For exam ple, a creature W h enever you start your turn with 0 hit points, you
has resistan ce to bludgeon ing dam age and is hit by an must m ake a sp ecia l saving throw, called a death saving
attack that deals 25 bludgeon ing dam age. The creature throw, to determ ine w hether you creep closer to death
is a lso w ithin a m agical aura that red u ces all dam age by or hang onto life. Unlike other saving throw s, this one
5. T h e 25 dam age is first redu ced by 5 and then halved, isn’t tied to any ability score. You are in the hands o f fate
so the creature takes 10 dam age. now, aided only by spells and features that im prove your
Multiple in stan ces o f resistan ce or vulnerability that ch a n ces o f su cceed in g on a saving throw.
affect the sa m e dam age type count as only on e instance. R oll a d20. If the roll is 10 or higher, you su cceed .
F or exam ple, if a creature has resistan ce to fire dam age O therw ise, you fail. A s u c ce s s or failure has no effect
as w ell as resistan ce to all n onm agical dam age, the by itself. On your third su ccess, you b e co m e stable (see
dam age o f a n onm agical fire is redu ced by h alf against below). On your third failure, you die. The su c ce s se s
the creature, not redu ced by three-quarters. and failures don't need to be consecu tive; keep track
o f both until you collect three o f a kind. The num ber o f
H ea lin g both is reset to zero w hen you regain any hit points or
b e co m e stable.
U n less it results in death, dam age isn’t perm anent. Even
Rolling 1 or 20. W h en you m ake a death saving throw
death is reversible through p ow erfu l m agic. R est can
and roll a 1 on the d20, it coun ts as tw o failures. If you
restore a creature's hit points (as explained in chapter
roll a 20 on the d20, you regain 1 hit point.
8), and m agical m ethods such as a cure wounds spell or
Damage at 0 Hit Points. If you take any dam age w hile
a potion o f healing can rem ove dam age in an instant.
you have 0 hit points, you suffer a death saving throw
W h en a creature receives healing o f any kind, hit
failure. If the dam age is from a critical hit, you suffer
points regained are added to its current hit points. A
tw o failures instead. If the dam age equals or ex ceed s
creatu re’s hit points ca n ’t ex ceed its hit point m axim um ,
your hit point m axim um , you suffer instant death.
so any hit points regained in ex ce s s o f this num ber are
lost. For exam ple, a druid grants a ranger 8 hit points of St a b i l i z i n g a C reature
healing. If the ranger h as 14 current hit points and has a
T h e best w ay to save a creature w ith 0 hit poin ts is to
hit point m axim u m o f 20, the ranger regains 6 hit points
heal it. If healing is unavailable, the creature can at
from the druid, not 8.
least be stabilized so that it isn’t killed by a failed death
A creature that has died ca n ’t regain hit points until
saving throw.
m agic such as the revivify spell has restored it to life.
You can u se your action to adm inister first aid to an
u n con sciou s creature and attempt to stabilize it, w hich
D ro p p in g t o 0 H it P o in ts
requ ires a su ccessfu l D C 10 W isd om (M edicine) check.
W h en you drop to 0 hit points, you either die outright or A stable creature d oesn ’t m ake death saving throw s,
fall u n con sciou s, as explained in the follow in g sections. even though it has 0 hit points, but it d o e s rem ain
u n con sciou s. The creature stops being stable, and must
In st a n t D eath
M assive dam age ca n kill you instantly. W h en dam age
redu ces you to 0 hit points and there is dam age
rem aining, you die if the rem aining dam age equals
or ex ce e d s your hit point m axim um .
F or exam ple, a cleric w ith a m a xim u m o f
12 hit points currently has 6 hit points. If she
takes 18 dam age from an attack, she is reduced
to 0 hit points, but 12 dam age rem ains. B ecau se
the rem aining dam age equals her hit point
m axim um , the cleric dies.
Fa l l i n g U n c o n s c io u s
If dam age red u ces you to 0 hit points and fails to kill
you, you fall u n con sciou s (see appendix A). This
u n con sciou sn ess ends if you regain any hit points.
start m aking death saving throw s again, if it takes any M o u n tin g a n d D ism o u n tin g
dam age. A stable creature that isn’t h ealed regains
1 hit point after 1d4 hours. O nce during your m ove, you ca n m ount a creature that
is w ithin 5 feet o f you or dism ount. D oin g s o co sts an
M onsters a n d D eath am ount o f m ovem ent equal to h alf your sp eed. For
M ost D M s have a m onster die the instant it d rops to exam ple, if your sp eed is 30 feet, you must spend 15
0 hit points, rather than having it fall u n con sciou s and feet o f m ovem ent to m ount a horse. Th erefore, you ca n ’t
m ake death saving throw s. m ount it if you d on ’t have 15 feet o f m ovem ent left or
M ighty villains and sp ecia l nonplayer characters if your sp eed is 0.
are com m on exception s; the DM m ight have them If an effect m oves your m ount against its w ill w hile
fall u n con sciou s and follow the sam e rules as you ’re on it, you m ust su cce e d on a D C 10 Dexterity
player characters. saving th row or fall o ff the m ount, landing prone in a
sp ace w ithin 5 feet o f it. If you ’re k n ock ed prone w hile
K n o ck in g a C reature O u t m ounted, you must m ake the sam e saving throw.
If your m ount is k n ock ed prone, you can u se your
S om etim es an attacker w ants to incapacitate a foe,
reaction to dism ount it as it falls and land on your feet.
rather than deal a killing blow. W h en an attacker
O therw ise, you are dism ounted and fall prone in a
redu ces a creature to 0 hit points with a m elee attack,
sp ace w ithin 5 feet it.
the attacker can k n ock the creature out. T h e attacker
can m ake this ch oice the instant the dam age is dealt.
C o n tr o llin g a M o u n t
T h e creature falls u n con sciou s and is stable.
W h ile you're m ounted, you have tw o options. You
T e m p o r a r y H it P o in ts can either control the m ount or allow it to act
independently. Intelligent creatures, such as dragons,
S o m e sp ells and sp ecial abilities con fer tem porary hit
act independently.
points to a creature. T em porary hit p oints aren’t actual
You can control a m ount only if it has been trained
hit points; they are a buffer against dam age, a p o o l o f hit
to a ccept a rider. D om esticated h orses, donkeys, and
points that protect you from injury.
sim ilar creatures are a ssu m ed to have such training.
W h en you have tem porary hit points and take dam age,
T h e initiative o f a controlled m ount changes to match
the tem porary hit points are lost first, and any leftover
y ou rs w hen you m ount it. It m oves as you direct it, and
d am age carries over to your norm al hit points. For
it has only three action options: Dash, D isengage, and
exam ple, if you have 5 tem porary hit poin ts and take
D odge. A con trolled m ount can m ove and act even on
7 dam age, you lose the tem porary hit points and then
the turn that you m ount it.
take 2 dam age.
An independent m ount retains its place in the
B eca u se tem porary hit points are separate from
initiative order. B earin g a rider puts no restriction s on
your actual hit points, they can ex ceed your hit point
the actions the m ount can take, and it m oves and acts
m axim um . A character can, therefore, be at full hit
as it w ish es. It might flee from com bat, rush to attack
poin ts and receive tem porary hit points.
and devour a badly injured foe, or oth erw ise act against
H ealing ca n ’t restore tem porary hit points, and they
your w ish es.
ca n ’t b e added together. If you have tem porary hit points
In either case, if the m ount provokes an opportunity
and receive m ore o f them , you d ecide w hether to keep
attack w hile y ou ’re on it, the attacker can target you
the on es you have or to gain the n ew ones. For exam ple,
or the m ount.
if a spell grants you 12 tem porary hit points w hen you
already have 10, you can have 12 or 10, not 22.
If you have 0 hit points, receivin g tem porary hit points U nderwater C o m bat
d oesn ’t restore you to con s cio u s n e s s or stabilize you. W h en adventurers pursue sahuagin ba ck to their
T h ey can still absorb dam age directed at you w hile undersea hom es, fight o ff sharks in an ancient
you ’re in that state, but only true h ealing can save you. sh ipw reck, or find th em selves in a flood ed dungeon
U nless a feature that grants you tem porary hit points room , they must fight in a challen ging environm ent.
has a duration, they last until they’re depleted or you U nderw ater the follow in g rules apply.
finish a lon g rest. W h en m akin g a melee weapon attack, a creature
that d oesn ’t have a sw im m in g sp eed (either natural or
M ounted C ombat granted by m agic) has disadvantage on the attack roll
u nless the w eap on is a dagger, javelin, sh ortsw ord,
A knight chargin g into battle on a w arhorse, a w izard
spear, or trident.
casting sp ells from the back o f a griffon, or a cleric
A ranged weapon attack autom atically m isses
soa rin g through the sky on a pegasus all enjoy the
a target beyon d the w ea p on ’s n orm al range. Even
benefits o f sp eed and m obility that a m ount can provide.
against a target w ithin norm al range, the attack roll has
A w illing creature that is at least on e size larger than
disadvantage unless the w eap on is a crossbow , a net, or
you and that has an appropriate anatom y can serve as a
a w eap on that is throw n like a javelin (including a spear,
m ount, u sing the follow in g rules.
trident, or dart).
Creatures and objects that are fully im m ersed in
w ater have resistan ce to fire dam age.
C h a p t e r 10: S p e l l c a s t i n g
AGIC PERMEATES THE WORLDS OF D&D AND
M In every case, the num ber o f sp ells a caster can
m ost often appears in the form o f a spell. have fixed in m ind at any given tim e depen ds on the
Th is chapter provides the rules for character’s level.
casting spells. D ifferent character
cla sses have distinctive w ays o f learning Spell Slo ts
and preparin g their spells, and m onsters
R egardless o f h ow m any sp ells a caster k n ow s or
use sp ells in unique w ays. R eg ardless o f its sou rce,
prepares, he or she can cast only a lim ited num ber o f
a spell follow s the rules here.
spells before resting. M anipulating the fabric o f m agic
and chann elin g its energy into even a sim ple spell is
W h a t I s a Sp e l l ? physically and mentally taxing, and higher-level spells
A spell is a discrete m agical effect, a single shaping are even m ore so. Thus, each sp ellcastin g cla ss’s
o f the m agical energies that suffuse the m ultiverse description (except that o f the w arlock) includes a table
into a specific, lim ited expression . In casting a spell, sh ow in g h ow m any spell slots o f each spell level a
a character carefully plucks at the invisible strands of character can u se at each character level. For exam ple,
raw m agic suffusing the w orld, pins them in place in a the 3rd-level w izard Um ara has four 1st-level spell slots
particular pattern, sets them vibrating in a sp ecific way, and tw o 2nd-level slots.
and then releases them to unleash the desired effect—in W h en a character casts a spell, he or she expends
m ost cases, all in the span o f secon d s. a slot o f that sp ell’s level or higher, effectively “filling”
S p ells can b e versatile tools, w eapon s, or protective a slot w ith the spell. You can think o f a spell slot as a
w ards. Th ey can deal dam age or undo it, im p ose or g roove o f a certain size—sm all for a 1st-level slot, larger
rem ove condition s (see appendix A), drain life energy for a spell o f higher level. A 1st-level spell fits into a slot
away, and restore life to the dead. o f any size, but a 9th-level spell fits only in a 9th-level
U ncounted th ou san ds o f spells have been created slot. S o w hen Um ara casts magic missile, a 1st-level
over the cou rse o f the m ultiverse’s history, and m any o f spell, she sp en ds on e o f her four 1st-level slots and has
them are long forgotten. S o m e m ight yet lie record ed in three rem aining.
cru m blin g sp ellb ook s hidden in ancient ruins or trapped Finishing a lon g rest restores any expended spell slots
in the m inds o f dead gods. O r they m ight som eday be (see chapter 8 for the rules on resting).
reinvented by a character w h o has am assed enough S o m e characters and m on sters have sp ecia l abilities
pow er and w isd om to d o so. that let them cast spells w ithout using spell slots. For
exam ple, a m on k w ho follow s the W ay o f the Four
Spell L evel Elem ents, a w arlock w ho c h o o s e s certain eldritch
invocations, and a pit fiend from the Nine H ells can all
Every spell has a level from 0 to 9. A sp ell’s level is a
cast spells in such a way.
general indicator o f h ow p ow erfu l it is, w ith the low ly
(but still im pressive) magic missile at 1st level and C a s t in g a Sp e l l at a H ig h e r L evel
the earth-shaking wish at 9th. Cantrips—sim ple but
W h en a sp ellcaster casts a spell using a slot that is o f a
pow erfu l sp ells that characters can cast alm ost by rote—
higher level than the spell, the spell a ssu m es the higher
are level 0. T h e h igher a sp ell’s level, the higher level a
level for that casting. For instance, if Um ara casts magic
sp ellcaster m ust be to u se that spell.
missile u sing on e o f her 2nd-level slots, that magic
S p ell level and character level d on ’t corresp on d missile is 2nd level. Effectively, the spell expands to fill
directly. Typically, a character has to be at least 17th
the slot it is put into.
level, not 9th level, to cast a 9th-level spell.
S o m e spells, such as magic missile and cure wounds,
have m ore pow erfu l effects w hen cast at a higher level,
K now n an d Prepared Spells
as detailed in a sp ell’s description.
B efore a spellcaster can u se a spell, he or she must
have the spell firm ly fixed in m ind, or m ust have a cce ss C an tr ips
to the spell in a m agic item. M em bers o f a few classes,
A cantrip is a spell that can be cast at will, w ithout
including bards and sorcerers, have a lim ited list o f
using a spell slot and w ithout being prepared in
sp ells they k n ow that are always fixed in m ind. The
advance. R epeated practice h as fixed the spell in the
sam e thing is true o f m any m agic-using m onsters. Other
caster’s m ind and in fused the caster w ith the m agic
spellcasters, such as clerics and w izards, u ndergo a
n eeded to produ ce the effect over and over. A cantrip’s
p r o ce s s o f preparin g spells. T h is p r o ce s s varies for
spell level is 0.
different classes, as detailed in their descriptions.
R itu a ls
C a s t i n g in A r m o r
Certain spells have a sp ecia l tag: ritual. S u ch a spell
Because o f the mental focus and precise gestures required
can be cast follow in g the n orm al rules for spellcasting,
for spellcasting, you must be proficient with the armor you
or the spell can b e cast as a ritual. T h e ritual version o f
are wearing to cast a spell. You are otherwise too distracted
and physically hampered by your armor for spellcasting. a spell takes 10 m inutes longer to cast than norm al.
It also d oesn ’t expend a spell slot, w hich m ea n s the
ritual version o f a spell ca n ’t be cast at a higher level.
To cast a spell as a ritual, a spellcaster m ust have a
feature that grants the ability to do so. T h e cleric and the
druid, for exam ple, have such a feature. T h e caster must
also have the spell prepared or on his or her list o f spells
know n, u nless the character’s ritual feature sp ecifies
oth erw ise, as the w iza rd ’s does.
C a s t i n g a Sp e ll
W h en a character casts any spell, the sam e basic rules
are follow ed, regardless o f the character’s class or the
sp ell’s effects.
Each spell description in chapter 11 begin s with a block
o f inform ation, including the spell’s name, level, sch ool
o f m agic, casting time, range, com ponents, and duration.
T he rest o f a spell entry d escribes the spell’s effect.
C a s t in g T im e
M ost spells require a single action to cast, but som e
sp ells require a bon u s action, a reaction, or m uch m ore
tim e to cast.
B onus A c t io n
A spell cast with a bon u s action is esp ecia lly swift. You
m ust use a bonus action on your turn to cast the spell,
provided that you haven’t already taken a bon u s action
this turn. You ca n ’t cast another spell during the sam e
turn, except for a cantrip with a casting tim e o f 1 action.
R e a c t io n s
S o m e sp ells can be cast as reactions. T h ese spells
take a fraction o f a se co n d to bring about and are cast
in resp on se to som e event. If a spell can be cast as a
reaction, the spell description tells you exactly w hen
you can do so.
L onger C a s t in g T im e s
R ange
The target o f a spell m ust be w ithin the sp ell’s range.
For a spell like magic missile, the target is a creature.
F or a spell like fireball, the target is the point in sp ace
w here the ball o f fire erupts.
M ost sp ells have ran ges ex p ressed in feet. S om e
sp ells can target only a creature (including you) that you
touch. Other spells, such as the shield spell, affect only
you. T h ese spells have a range o f self.
S p ells that create co n e s or lin es o f effect that originate
from you also have a range o f self, indicating that the
origin point o f the sp ell’s effect must be you (see “A reas
o f E ffect” later in the this chapter).
O nce a spell is cast, its effects aren’t limited by its T h e S c h o o l s o f Ma g ic
range, unless the spell’s description says otherwise. Academies o f magic group spells into eight categories called
schools o f magic. Scholars, particularly wizards, apply these
C omponents categories to all spells, believing that all magic functions in
essentially the same way, whether it derives from rigorous
A sp ell’s com pon en ts are the physical requirem ents you
study or is bestowed by a deity.
m ust m eet in order to cast it. E ach spell’s description The schools of magic help describe spells; they have no
indicates w hether it requ ires verbal (V), som atic (S), rules of their own, although some rules refer to the schools.
or m aterial (M ) com pon en ts. If you ca n ’t provide one Abjuration spells are protective in nature, though some
or m ore o f a sp ell’s com pon en ts, you are unable to o f them have aggressive uses. They create magical barriers,
cast the spell. negate harmful effects, harm trespassers, or banish creatures
to other planes o f existence.
V erbal (V ) Conjuration spells involve the transportation of objects
M ost spells require the chanting o f m ystic w ords. The and creatures from one location to another. Some spells
w ord s them selves aren’t the so u rce o f the sp ell’s pow er; summon creatures or objects to the caster’s side, whereas
others allow the caster to teleport to another location. Some
rather, the particular com bination o f sou n ds, with
conjurations create objects or effects out o f nothing.
sp ecific pitch and reson an ce, sets the threads o f m agic
Divination spells reveal information, whether in the form of
in m otion. Thus, a character w h o is gagged or in an area
secrets long forgotten, glimpses o f the future, the locations
o f silence, such as on e created by the silence spell, ca n ’t o f hidden things, the truth behind illusions, or visions of
cast a spell w ith a verbal com ponent. distant people or places.
Enchantment spells affect the minds o f others, influencing
So m a t ic (S ) or controlling their behavior. Such spells can make enemies
Spellcasting gestures m ight include a forceful see the caster as a friend, force creatures to take a course of
gesticulation or an intricate set o f gestures. If a spell action, or even control another creature like a puppet.
requ ires a som atic com pon ent, the caster must have free Evocation spells manipulate magical energy to produce a
use o f at least one hand to perform these gestures. desired effect. Some call up blasts o f fire or lightning. Others
channel positive energy to heal wounds.
M a t e r ia l (M ) Illusion spells deceive the senses or minds o f others. They
Casting so m e spells requ ires particular objects, cause people to see things that are not there, to miss things
that are there, to hear phantom noises, or to remember
sp ecified in paren th eses in the com p on en t entry.
things that never happened. Some illusions create phantom
A character can use a component pouch or a
images that any creature can see, but the most insidious
spellcasting focus (found in chapter 5) in place o f illusions plant an image directly in the mind o f a creature.
the com p on en ts sp ecified for a spell. But if a cost is Necromancy spells manipulate the energies o f life and
indicated for a com pon ent, a character m ust have that death. Such spells can grant an extra reserve o f life force,
sp ecific com pon en t before he or sh e can cast the spell. drain the life energy from another creature, create the
If a spell states that a material com p on en t is undead, or even bring the dead back to life.
con su m ed by the spell, the caster m ust provide this Creating the undead through the use of necromancy spells
com p on en t for each castin g o f the spell. such as animate dead is not a good act, and only evil casters
use such spells frequently.
A spellcaster must have a hand free to a c c e s s these
Transmutation spells change the properties o f a creature,
com pon en ts, but it can be the sam e hand that he or she
object, or environment. They might turn an enemy into a
u ses to p erform som atic com pon ents.
harmless creature, bolster the strength o f an ally, make an
object move at the caster’s command, or enhance a creature’s
D u r a tio n innate healing abilities to rapidly recover from injury.
A spell's duration is the length o f tim e the spell persists.
A duration can be ex p ressed in rounds, m inutes, hours, N orm al activity, such as m ovin g and attacking, d oesn ’t
or even years. S o m e spells sp ecify that their effects last interfere w ith concentration. The follow in g factors can
until the sp ells are dispelled or destroyed. break concentration:
A line extends from its point o f origin in a straight path The worlds within the D&D multiverse are magical places.
up to its length and covers an area defined by its width. All existence is suffused with magical power, and potential
A lin e’s point o f origin is not included in the line’s area energy lies untapped in every rock, stream, and living
o f effect, u n less you d ecide otherw ise. creature, and even in the air itself. Raw magic is the stuff of
creation, the mute and mindless will o f existence, permeating
Sp h e r e every bit o f matter and present in every manifestation of
energy throughout the multiverse.
You select a sp here’s point o f origin, and the sphere
Mortals can’t directly shape this raw magic. Instead, they
extends outw ard from that point. T h e sp here’s
make use o f a fabric o f magic, a kind o f interface between
size is ex pressed as a radius in feet that extends
the will of a spellcaster and the stuff o f raw magic. The
from the point. spellcasters o f the Forgotten Realms call it the Weave and
A sp h ere’s point o f origin is included in the sp h ere’s recognize its essence as the goddess Mystra, but casters
area o f effect. have varied ways o f naming and visualizing this interface. By
any name, without the Weave, raw magic is locked away and
Sa v in g T h r o w s inaccessible;the most powerful archmage can't light a candle
with magic in an area where the Weave has been torn. But
Many spells sp ecify that a target can m ake a saving
surrounded by the Weave, a spellcaster can shape lightning
th row to avoid som e or all o f a sp ell’s effects. The spell to blast foes, transport hundreds o f miles in the blink o f an
sp ecifies the ability that the target u ses for the save and eye, or even reverse death itself.
w hat happens on a s u c ce s s or failure. All magic depends on the Weave, though different kinds
T h e D C to resist on e o f your sp ells equals 8 + your o f magic access it in a variety of ways. The spells o f wizards,
spellcastin g ability m odifier + your proficiency bon u s + warlocks, sorcerers, and bards are commonly called arcane
any sp ecia l m odifiers. magic. These spells rely on an understanding— learned or
intuitive— o f the workings o f the Weave. The caster plucks
A tta c k R olls directly at the strands o f the Weave to create the desired
effect. Eldritch knights and arcane tricksters also use arcane
S o m e spells require the caster to m ake an attack roll magic. The spells o f clerics, druids, paladins, and rangers are
to determ ine w hether the spell effect hits the intended called divine magic. These spellcasters’ access to the Weave
target. Your attack bon u s w ith a spell attack equals your is mediated by divine power— gods, the divine forces of
spellcastin g ability m odifier + your proficiency bonus. nature, or the sacred weight o f a paladin’s oath.
M ost spells that require attack rolls involve ranged Whenever a magic effect is created, the threads o f the
attacks. R em em ber that you have disadvantage on a Weave intertwine, twist, and fold to make the effect possible.
When characters use divination spells such as detect magic or
ranged attack roll if you are w ithin 5 feet o f a hostile
identify, they glimpse the Weave. A spell such as dispel magic
creature that can see you and that isn’t incapacitated
smooths the Weave. Spells such as antimagic field rearrange
(see chapter 9). the Weave so that magic flows around, rather than through,
the area affected by the spell. And in places where the Weave
C o m bin in g M a g ic a l E ffects is damaged or torn, magic works in unpredictable ways— or
The effects o f different spells add together w hile not at all.
the durations o f th ose sp ells overlap. The effects o f
the sam e spell cast multiple tim es don't com bine,
however. Instead, the m ost potent effect—such as the
highest bon u s—from th ose castin gs applies w hile their
durations overlap.
For exam ple, if tw o clerics cast bless on the sam e
target, that character gains the sp ell’s benefit only
on ce; he or she d oesn ’t get to roll tw o bon u s dice.
C h a p t e r 11: S p e l l s
HIS CHAPTER DESCRIBES THE MOST COMMON
T Hold Monster 1s t L e v e l
sp ells in the w orld s o f DUNGEONS & Legend Lore Bane
D r a g o n s . T he chapter beg in s w ith the Mass Cure Wounds Bless
spell lists o f the sp ellcastin g classes. The Mislead Command
rem ainder contain s spell descriptions,
Modify Memory Create or Destroy Water
presented in alphabetical order by the
Planar Binding Cure Wounds
n am e o f the spell.
Raise Dead Detect Evil and Good
B ard Spells Hold Person Scrying Detect Magic
Invisibility Seeming Detect Poison and Disease
C a n t r i p s (0 L e v e l ) Knock Teleportation Circle Guiding Bolt
Lesser Restoration
Blade Ward Healing Word
Locate Animals or Plants 6th L evel
Dancing Lights Inflict Wounds
Locate Object Eyebite
Friends Protection from
Magic Mouth Find the Path
Light Evil and Good
Phantasmal Force Guards and Wards
Mage Hand Purify Food and Drink
See Invisibility Mass Suggestion
Mending Sanctuary
Shatter Otto’s Irresistible Dance
Message Shield o f Faith
Silence Programmed Illusion
Minor Illusion
Suggestion True Seeing 2ND L e v e l
Prestidigitation
True Strike Zone o f Truth Aid
7t h L e v e l
Vicious Mockery Augury
3rd L evel Etherealness
Blindness/Deafness
1s t L e v e l Bestow Curse Forcecage
Calm Emotions
Clairvoyance Mirage Arcane
Animal Friendship Continual Flame
Dispel Magic Mordenkainen’s
Bane Enhance Ability
Fear Magnificent Mansion
Charm Person Find Traps
Feign Death Mordenkainen’s Sword
Comprehend Languages Gentle Repose
Glyph o f Warding Project Image
Cure Wounds Hold Person
Hypnotic Pattern Regenerate
Detect Magic Lesser Restoration
Leomund’s Tiny Hut Resurrection
Disguise Self Locate Object
Major Image Symbol
Dissonant Whispers Prayer of Healing
Nondetection Teleport
Faerie Fire Protection from Poison
Feather Fall Plant Growth
8t h L e v e l Silence
Healing Word Sending
Dominate Monster Spiritual Weapon
Heroism Speak with Dead
Feeblemind Warding Bond
Identify Speak with Plants
Glibness Zone o f Truth
Illusory Script Stinking Cloud
Mind Blank
Longstrider Tongues 3rd L evel
Power Word Stun
Silent Image Animate Dead
4th L evel
Sleep 9th Level Beacon of Hope
Compulsion
Speak with Animals Foresight Bestow Curse
Confusion
Tasha’s Hideous Laughter Power Word Heal Clairvoyance
Dimension Door
Thunderwave Power Word Kill Create Food and Water
Freedom of Movement
Unseen Servant True Polymorph Daylight
Greater Invisibility
Dispel Magic
2ND L e v e l Hallucinatory Terrain
C l e r ic S p e l l s Feign Death
Animal Messenger Locate Creature
Glyph o f Warding
Blindness/Deafness Polymorph
C a n t r i p s (0 L e v e l ) Magic Circle
Calm Emotions 5t h L e v e l Mass Healing Word
Guidance
Cloud o f Daggers Meld into Stone
Animate Objects Light
Crown of Madness Protection from Energy
Awaken Mending
Detect Thoughts Remove Curse
Dominate Person Resistance
Enhance Ability Revivify
Dream Sacred Flame
Enthrall Sending
Geas Spare the Dying
Heat Metal Speak with Dead
Greater Restoration Thaumaturgy
Spirit Guardians Gate Dispel Magic Mirage Arcane
Tongues Mass Heal Feign Death Plane Shift
Water Walk True Resurrection Meld into Stone Regenerate
Plant Growth Reverse Gravity
4th L evel
D r u id Sp e l l s Protection from Energy
Banishment 8t h L evel
Sleet Storm
Control Water Animal Shapes
C a n t r i p s (0 L e v e l ) Speak with Plants
Death Ward Antipathy/Sympathy
Druidcraft Water Breathing
Divination Control Weather
Guidance Water Walk
Freedom of Movement Earthquake
Mending Wind Wall
Guardian of Faith Feeblemind
Poison Spray
Locate Creature 4th L evel Sunburst
Produce Flame
Stone Shape Blight Tsunami
Resistance
Confusion
5t h L e v e l Shillelagh 9th L evel
Conjure Minor Elementals
Commune Thorn Whip Foresight
Conjure Woodland Beings
Contagion Shapechange
1s t L e v e l Control Water
Dispel Evil and Good Storm o f Vengeance
Animal Friendship Dominate Beast
Flame Strike True Resurrection
Charm Person Freedom of Movement
Geas
Create or Destroy Water Giant Insect
Greater Restoration Pa l a d in Sp e l l s
Cure Wounds Grasping Vine
Hallow
Detect Magic Hallucinatory Terrain
Insect Plague 1s t L e v e l
Detect Poison and Disease Ice Storm
Legend Lore Bless
Entangle Locate Creature
Mass Cure Wounds Command
Faerie Fire Polymorph
Planar Binding Compelled Duel
Fog Cloud Stone Shape
Raise Dead Cure Wounds
Goodberry Stoneskin
Scrying Detect Evil and Good
Healing Word Wall of Fire
Detect Magic
6th L evel Jump
5t h L e v e l Detect Poison and Disease
Blade Barrier Longstrider
Antilife Shell Divine Favor
Create Undead Purify Food and Drink
Awaken Heroism
Find the Path Speak with Animals
Commune with Nature Protection from
Forbiddance Thunderwave
Conjure Elemental Evil and Good
Harm
2nd Level Contagion Purify Food and Drink
Heal
Animal Messenger Geas Searing Smite
Heroes’ Feast
Barkskin Greater Restoration Shield o f Faith
Planar Ally
Beast Sense Insect Plague Thunderous Smite
True Seeing
Darkvision Mass Cure Wounds Wrathful Smite
Word of Recall
Enhance Ability Planar Binding
Reincarnate 2nd Level
7t h L e v e l Find Traps
Scrying Aid
Conjure Celestial Flame Blade
Tree Stride Branding Smite
Divine Word Flaming Sphere
Wall of Stone Find Steed
Etherealness Gust of Wind
Lesser Restoration
Fire Storm Heat Metal
6th L evel Locate Object
Plane Shift Hold Person
Conjure Fey Magic Weapon
Regenerate Lesser Restoration
Find the Path Protection from Poison
Resurrection Locate Animals or Plants
Heal Zone o f Truth
Symbol Locate Object
Heroes’ Feast
Moonbeam 3rd L evel
8th L evel Move Earth
Pass without Trace
Sunbeam Aura o f Vitality
Antimagic Field Protection from Poison
Transport via Plants Blinding Smite
Control Weather Spike Growth
Wall o f Thorns Create Food and Water
Earthquake
3rd L evel Wind Walk Crusader's Mantle
Holy Aura
Daylight
Call Lightning
9th Level 7t h L e v e l Dispel Magic
Conjure Animals
Astral Projection Fire Storm Elemental Weapon
Daylight
Magic Circle Plant Growth Sleep Greater Invisibility
Remove Curse Protection from Energy Thunderwave Ice Storm
Revivify Speak with Plants Witch Bolt Polymorph
Water Breathing Stoneskin
4th L evel 2nd L evel
Water Walk Wall of Fire
Aura o f Life Alter Self
Wind Wall
Aura o f Purity Blindness/Deafness 5t h L e v e l
Banishment 4th L evel Blur Animate Objects
Death Ward Conjure Woodland Beings Cloud of Daggers Cloudkill
Locate Creature Freedom o f Movement Crown of Madness Cone o f Cold
Staggering Smite Grasping Vine Darkness Creation
Locate Creature Darkvision Dominate Person
5t h L e v e l
Stoneskin Detect Thoughts Hold Monster
Banishing Smite
Enhance Ability Insect Plague
Circle o f Power 5t h L e v e l
Enlarge/Reduce Seeming
Destructive Smite Commune with Nature
Gust of Wind Telekinesis
Dispel Evil and Good Conjure Volley
Hold Person Teleportation Circle
Geas Swift Quiver
Invisibility Wall of Stone
Raise Dead Tree Stride
Knock
6th L evel
Levitate
R an g er Spells So r c e r e r Spe lls Arcane Gate
Mirror Image
Chain Lightning
Misty Step
1s t L e v e l C a n t r i p s (0 L e v e l ) Phantasmal Force
Circle o f Death
Alarm Acid Splash Disintegrate
Scorching Ray
Animal Friendship Blade Ward Eyebite
See Invisibility
Cure Wounds Chill Touch Globe o f Invulnerability
Shatter
Detect Magic Dancing Lights Mass Suggestion
Spider Climb
Detect Poison and Disease Fire Bolt Move Earth
Suggestion
Ensnaring Strike Friends Sunbeam
Web
Fog Cloud Light True Seeing
Goodberry Mage Hand 3r d L e v e l
7t h L e v e l
Hail o f Thorns Mending Blink
Delayed Blast Fireball
Hunter’s Mark Message Clairvoyance
Etherealness
Jump Minor Illusion Counterspell
Finger of Death
Longstrider Poison Spray Daylight
Fire Storm
Speak with Animals Prestidigitation Dispel Magic
Plane Shift
Ray o f Frost Fear
2nd Level Prismatic Spray
Shocking Grasp Fireball
Animal Messenger Reverse Gravity
True Strike Fly
Barkskin Teleport
Gaseous Form
Beast Sense 1s t L e v e l Haste 8t h L e v e l
Cordon o f Arrows Burning Hands Hypnotic Pattern
Dominate Monster
Darkvision Charm Person Lightning Bolt
Earthquake
Find Traps Chromatic Orb Major Image Incendiary Cloud
Lesser Restoration Color Spray Protection from Energy Power Word Stun
Locate Animals or Plants Comprehend Languages Sleet Storm
Sunburst
Locate Object Detect Magic Slow
Pass without Trace Disguise Self Stinking Cloud 9th Level
Protection from Poison Expeditious Retreat Tongues Gate
Silence False Life Water Breathing Meteor Swarm
Spike Growth Feather Fall Water Walk Power Word Kill
Fog Cloud Time Stop
3rd L evel 4th L evel
Jump Wish
Conjure Animals Banishment
Mage Armor
Conjure Barrage Blight
Magic Missile
Daylight Confusion
Ray of Sickness
Lightning Arrow Dimension Door
Shield
Nondetection Dominate Beast
Silent Image
W a r l o c k Spells Dimension Door 1s t L e v e l Misty Step
Hallucinatory Terrain Alarm Nystul’s Magic Aura
C a n t r i p s (0 L e v e l ) Burning Hands Phantasmal Force
5t h L e v e l
Charm Person Ray of Enfeeblement
Blade Ward
Contact Other Plane
Chromatic Orb Rope Trick
Chill Touch
Dream
Color Spray Scorching Ray
Eldritch Blast
Hold Monster
Comprehend Languages See Invisibility
Friends
Scrying
Detect Magic Shatter
Mage Hand
6th L evel Disguise Self Spider Climb
Minor Illusion
Expeditious Retreat Suggestion
Poison Spray Arcane Gate
False Life Web
Prestidigitation Circle o f Death
True Strike Conjure Fey Feather Fall
3r d L e v e l
Create Undead Find Familiar
1s t L e v e l Animate Dead
Eyebite Fog Cloud
Bestow Curse
Armor of Agathys Grease
Flesh to Stone
Blink
Arms o f Hadar Identify
Mass Suggestion
Clairvoyance
Charm Person Illusory Script
True Seeing
Counterspell
Comprehend Languages Jump
7t h L e v e l Dispel Magic
Expeditious Retreat Longstrider
Fear
Hellish Rebuke Etherealness Mage Armor
Feign Death
Hex Finger o f Death Magic Missile
Fireball
Illusory Script Forcecage Protection from
Fly
Protection from Plane Shift Evil and Good
Gaseous Form
Evil and Good Ray of Sickness
8t h L e v e l Glyph o f Warding
Unseen Servant Shield
Demiplane Haste
Witch Bolt Silent Image
Dominate Monster Hypnotic Pattern
2nd Level Sleep
Feeblemind Leomund’s Tiny Hut
Tasha’s Hideous Laughter
Cloud of Daggers Glibness Lightning Bolt
Tenser’s Floating Disk
Crown of Madness Power Word Stun Magic Circle
Thunderwave
Darkness Major Image
9th L evel Unseen Servant
Enthrall Nondetection
Astral Projection Witch Bolt
Hold Person Phantom Steed
Foresight
Invisibility 2nd Level Protection from Energy
Imprisonment
Mirror Image Alter Self Remove Curse
Power Word Kill
Misty Step Arcane Lock Sending
True Polymorph
Ray of Enfeeblement Blindness/Deafness Sleet Storm
Shatter Blur Slow
Spider Climb W iz a r d Sp e l l s Stinking Cloud
Cloud of Daggers
Suggestion Continual Flame Tongues
C a n t r i p s (0 L e v e l ) Vampiric Touch
Crown of Madness
3r d L e v e l Acid Splash
Darkness Water Breathing
Counterspell Blade Ward
Darkvision
Dispel Magic Chill Touch 4th Level
Detect Thoughts
Fear Dancing Lights Arcane Eye
Enlarge/Reduce
Fly Fire Bolt Banishment
Flaming Sphere
Gaseous Form Friends Blight
Gentle Repose
Hunger o f Hadar Light Confusion
Gust of Wind
Hypnotic Pattern Mage Hand Conjure Minor Elementals
Hold Person
Magic Circle Mending Control Water
Invisibility
Major Image Message Dimension Door
Knock
Remove Curse Minor Illusion Evard's Black Tentacles
Levitate
Tongues Poison Spray Fabricate
Locate Object
Vampiric Touch Prestidigitation Fire Shield
Magic Mouth
Ray of Frost Greater Invisibility
4t h L evel Magic Weapon
Shocking Grasp Hallucinatory Terrain
Banishment Melf’s Acid Arrow
True Strike Ice Storm
Blight Mirror Image
Leomund’s Secret Chest
Locate Creature Sunbeam
Mordenkainen’s True Seeing
Sp e l l D e s c r i p t i o n s
Faithful Hound T h e sp ells are presen ted in alphabetical order.
Wall o f Ice
Mordenkainen’s
7t h L e v e l A c id Sp l a s h
Private Sanctum
Delayed Blast Fireball Conjuration cantrip
Otiluke’s Resilient Sphere
Etherealness Casting Time: 1 action
Phantasmal Killer
Finger of Death Range: 6 0 feet
Polymorph
Forcecage Components: V, S
Stone Shape
Mirage Arcane Duration: Instantaneous
Stoneskin
Mordenkainen's You hurl a bubble o f acid. C h oose on e creature w ithin
Wall of Fire
Magnificent Mansion range, or c h o o s e tw o creatu res w ithin range that are
5t h L e v e l Mordenkainen’s Sword w ithin 5 feet o f each other. A target m ust su c ce e d on a
Animate Objects Plane Shift D exterity saving th row or take 1d6 acid dam age.
Bigby’s Hand Prismatic Spray T h is sp ell’s dam age in creases by 1d6 w hen you reach
5th level (2d6), 11th level (3d6), and 17th level (4d6).
CloudkilI Project Image
Cone o f Cold Reverse Gravity A id
Conjure Elemental Sequester 2 nd-level abjuration
Contact Other Plane Simulacrum
Casting Tim e: 1 action
Creation Symbol
Range: 30 feet
Dominate Person Teleport Components: V, S, M (a tiny strip o f w hite cloth)
Dream Duration: 8 hours
8th L evel
Geas
Antimagic Field Your spell bolsters your allies w ith tou ghn ess and
Hold Monster
Antipathy/Sympathy resolve. C h oose up to three creatu res w ithin range.
Legend Lore
Each target’s hit point m axim u m and current hit points
Clone
Mislead in crease by 5 for the duration.
Control Weather
Modify Memory A t H igher L evels. W h en you cast this spell using
Demiplane
Passwall a spell slot o f 3rd level or higher, a target’s hit points
Dominate Monster
Planar Binding in crease by an additional 5 for each slot level above 2nd.
Feeblemind
Rary’s Telepathic Bond
Incendiary Cloud A larm
Scrying
Maze 1st-level abjuration (ritual)
Seeming
Mind Blank Casting Tim e: 1 minute
Telekinesis
Power Word Stun Range: 30 feet
Teleportation Circle
Sunburst Components: V, S, M (a tiny bell and a p iece o f
Wall of Force
Telepathy fine silver w ire)
Wall of Stone
Trap the Soul Duration: 8 hours
6th L evel You set an alarm against unw anted intrusion. C h oose
9th L evel
Arcane Gate a door, a w indow , or an area w ithin range that is no
Astral Projection
Chain Lightning larger than a 20 -foot cube. Until the sp ell ends, an alarm
Foresight alerts you w henever a T iny or larger creature touches
Circle o f Death
Gate or enters the w arded area. W h en you cast the spell, you
Contingency
Imprisonment can designate creatu res that w o n ’t set off the alarm. You
Create Undead
Meteor Swarm also c h o o s e w hether the alarm is m ental or audible.
Disintegrate
Power Word Kill A m ental alarm alerts you with a ping in your m ind
Drawmij’s Instant
Prismatic Wall if you are w ithin 1 m ile o f the w arded area. T h is ping
Summons
Shapechange aw akens you if you are sleeping.
Eyebite A n audible alarm p rod u ces the sou n d o f a hand bell
Time Stop
Flesh to Stone for 10 se co n d s w ithin 60 feet.
True Polymorph
Globe o f Invulnerability
Weird A lter Self
Guards and Wards
Wish 2 nd-level transmutation
Magic Jar
Mass Suggestion Casting Tim e: 1 action
Move Earth Range: S e lf
Otiluke’s Freezing Sphere Components: V, S
Otto’s Irresistible Dance Duration: Concentration, up to 1 hour
Programmed Illusion You assu m e a different form . W h en you cast the spell,
c h o o s e on e o f the follow in g options, the effects o f w hich
last for the duration o f the spell. W h ile the spell lasts,
you can end on e option as an action to gain the benefits location, coverin g about 50 m iles per 24 h ours for a
o f a different one. flying m essenger, or 25 m iles for other anim als.
Aquatic Adaptation. You adapt your b od y to an W h en the m essen ger arrives, it delivers your m essa ge
aquatic environm ent, sprouting gills and grow in g to the creature that you d escribed , replicating the sou n d
w ebb in g b etw een your fingers. You can breathe o f your voice. The m essen ger sp eak s only to a creature
underw ater and gain a sw im m in g sp eed equal to your m atching the description you gave. If the m essen ger
w alkin g speed. d oesn ’t reach its destination before the spell ends, the
Change Appearance. You transform your appearance. m essa ge is lost, and the beast m akes its w ay ba ck to
You decide w hat you lo o k like, including your height, w h ere you cast this spell.
weight, facial features, sou n d o f your voice, hair length, At Higher Levels. If you cast this spell using a spell
coloration, and distinguishing characteristics, if any. slot o f 3nd level or higher, the duration o f the spell
You can m ake y ou rself appear as a m em ber o f another in creases by 4 8 hours for each slot level above 2nd.
race, though n one o f your statistics change. You also
ca n ’t appear as a creature o f a different size than you, A n im a l Shapes
and your basic sh ape stays the sam e; if you're bipedal, 8 th-level transmutation
you ca n ’t use this spell to b e c o m e quadrupedal, for Casting Tim e: 1 action
instance. At any tim e for the duration o f the spell, you Range: 30 feet
can u se your action to change your ap pearan ce in Components: V, S
this w ay again. Duration: Concentration, up to 24 hours
Natural Weapons. You g row claw s, fangs, spines,
Your m a gic turns others into beasts. C h oose any
horns, or a different natural w eap on o f your ch oice. Your
num ber o f w illing creatu res that you ca n see within
unarm ed strikes deal 1d6 bludgeoning, piercing, or
range. You transform each target into the form o f a
slashing dam age, as appropriate to the natural w eap on
Large or sm aller beast w ith a challen ge rating o f 4 or
you ch ose, and you are proficient w ith y ou r unarm ed
lower. On subsequent turns, you can u se your action to
strikes. Finally, the natural w eap on is m a gic and you
transform affected creatu res into n ew form s.
have a +1 b on u s to the attack and dam age rolls you
The transform ation lasts for the duration for each
m ake usin g it.
target, or until the target d rop s to 0 hit points or dies.
A n im a l F r ie n d sh ip You can c h o o s e a different form for each target. A
1st-level enchantment target’s gam e statistics are replaced by the statistics o f
the ch osen beast, though the target retains its alignm ent
Casting Tim e: 1 action
and Intelligence, W isd om , and C harism a scores. T h e
Range: 30 feet
target a ssu m es the hit points o f its n ew form , and w hen
Components: V, S, M (a m orsel o f food )
it reverts to its n orm al form , it returns to the num ber
Duration: 24 hours
o f hit points it had before it transform ed. If it reverts as
Th is spell lets you con v in ce a beast that you m ean it no a result o f droppin g to 0 hit points, any e x ce s s dam age
harm. C h oose a beast that you can see w ithin range. carries over to its norm al form . A s long as the ex cess
It must see and hear you. If the b ea st’s Intelligence is dam age d oesn ’t redu ce the creatu re’s n orm al form to 0
4 or higher, the spell fails. O therw ise, the beast m ust hit points, it isn’t k n ock ed u n con sciou s. T h e creature is
su cce e d on a W isd om saving th row or be charm ed lim ited in the actions it can perform by the nature o f its
by you for the spell’s duration. If you or on e o f your n ew form , and it ca n ’t sp eak or cast spells.
com p a n ion s harm s the target, the spells ends. The target’s gear m elds into the n ew form . T h e target
At Higher Levels. W h en you cast this spell using ca n ’t activate, w ield, or oth erw ise benefit from any o f
a spell slot o f 2nd level or higher, you can affect one its equipm ent.
additional beast for each slot level above 1st.
A n im a t e D ead
A n im a l M essenger 3rd-level necromancy
2 nd-level enchantment (ritual) Casting Time: 1 m inute
Casting Time: 1 action Range: 10 feet
Range: 30 feet Components: V, S, M (a drop o f blood , a piece o f flesh,
Components: V, S , M (a m orsel o f food) and a pinch o f bon e dust)
Duration: 24 hours Duration: Instantaneous
By m eans o f this spell, you u se an anim al to deliver a Th is spell creates an undead servant. C h oose a pile
m essage. C h o o se a Tiny beast you can see w ithin range, o f b on es or a c o rp s e o f a M edium or S m all hum anoid
such as a squirrel, a blue jay, or a bat. You s p ecify a w ithin range. Your spell im bu es the target w ith a foul
location, w h ich you m ust have visited, and a recipient m im icry o f life, raising it as an undead creature. The
w h o m atches a general description, such as “a m an or target b e c o m e s a skeleton if you c h ose b on es or a
w om a n d ressed in the uniform o f the tow n guard” or “a zom bie if you c h o s e a c o rp s e (the DM has the creatu re’s
red-haired dw arf w earin g a pointed hat.” You also sp eak gam e statistics).
a m essa ge o f up to twenty-five w ords. T h e target beast On each o f your turns, you ca n use a bon u s action
travels for the duration o f the spell tow ard the sp ecified to m entally c om m a n d any creature you m ade with
this spell if the creature is w ithin 6 0 feet o f you (if you
con trol m ultiple creatures, you can com m a n d any or all are 3, and its C harism a is 1. Its sp eed is 30 feet; if the
o f them at the sa m e tim e, issuing the sam e com m a n d to object lack s legs or other appendages it can u se for
each one). You d ecide w hat action the creature w ill take locom otion , it instead has a flying sp eed o f 3 0 feet and
and w here it w ill m ove during its next turn, or you can can hover. If the object is secu rely attached to a surface
issu e a general com m a n d , such as to guard a particular or a larger object, such as a chain bolted to a w all, its
ch a m ber or corridor. If you issue no com m a n d s, the sp eed is 0. It has blindsight w ith a radius o f 30 feet and
creature only d efends itself against hostile creatures. is blind beyon d that distance. W h en the anim ated object
O n ce given an order, the creature continu es to follow it d rops to 0 hit points, it reverts to its original object
until its task is com plete. form , and any rem aining dam age carries over to its
T h e creature is under your con trol for 24 hours, original ob ject form .
after w hich it stop s obeyin g any c om m a n d y ou ’ve given If you com m a n d an object to attack, it can m ake a
it. To m aintain control o f the creature for another single m elee attack against a creature w ithin 5 feet
24 hours, you m ust cast this spell on the creature o f it. It m ak es a slam attack w ith an attack bon u s and
again b efore the current 24-hou r p eriod ends. This bludgeon ing dam age determ ined by its size. T h e DM
u se o f the spell reasserts your con trol over up to four might rule that a sp ecific object inflicts slashing or
creatures you have anim ated w ith this spell, rather than piercing dam age ba sed on its form .
anim ating a n ew one. A t H igher Levels. If you cast this spell using a
A t H igher L evels. W h en you cast this spell using a spell slot o f 6th level or higher, you can anim ate tw o
spell slot o f 4th level or higher, you anim ate or reassert additional ob jects for each slot level above 5th.
con trol over tw o additional undead creatu res for each
slot level above 3rd. E ach o f the creatures m ust com e A n tilife Sh ell
from a different c o rp s e or pile o f b on es. 5th-level abjuration
Casting Time: 1 action
A n im a te O bjects
Range: S e lf (10-foot radius)
5th-level transmutation Components: V, S
Casting Tim e: 1 action Duration: Concentration, up to 1 hour
Range: 120 feet
A sh im m ering barrier extends out from you in a 10-foot
Components: V, S
radius and m oves w ith you, rem ainin g centered on
Duration: Concentration, up to 1 m inute
you and h edging out creatures other than undead and
O bjects c om e to life at your com m a n d . C h oose up to constructs. T h e barrier lasts for the duration.
ten n onm agical ob jects w ithin range that are not being The barrier prevents an affected creature from
w orn or carried. M edium targets coun t as tw o objects, passing or reachin g through. A n affected creature
Large targets coun t as four objects, H uge targets can cast sp ells or m ake attacks w ith ranged or reach
coun t as eight objects. You can ’t anim ate any object w ea p on s through the barrier.
larger than H uge. E ach target anim ates and b e c o m e s a If you m ove s o that an affected creature is forced to
creature under your con trol until the spell ends or until pass through the barrier, the sp ell ends.
redu ced to 0 hit points.
A s a bon u s action, you ca n mentally com m a n d any A n tim a g ic F ie l d
creature you m ade w ith this spell if the creature is 8 th-level abjuration
w ithin 5 0 0 feet o f you (if you control multiple creatures, Casting Tim e: 1 action
you can com m a n d any or all o f them at the sam e time, Range: S e lf (10-foot-radius sphere)
issu in g the sam e com m a n d to each one). You decide Components: V, S, M (a pinch o f p ow d ered iron or
w hat action the creature w ill take and w here it w ill iron filings)
m ove during its next turn, or you can issue a general Duration: C oncentration, up to 1 hour
com m a n d , such as to guard a particular ch a m ber or
A 10-foot-radius invisible sphere o f antim agic surrounds
corridor. If you issue n o com m a n d s, the creature only
you. T his area is divorced from the m agical en ergy that
defen ds itself against hostile creatures. O nce given
su ffu ses the multiverse. W ithin the sphere, sp ells ca n ’t
an order, the creature continu es to follow it until its
b e cast, su m m on ed creatu res disappear, and even m agic
task is com plete.
item s b e c o m e m undane. Until the spell ends, the sphere
m oves w ith you, centered on you.
A n im a t e d O bject S t a t istic s
S p ells and other m agical effects, except th ose created
Size HP AC Attack Str Dex
by an artifact or a deity, are su p p ressed in the sphere
Tiny 20 18 +8 to hit, 1d4 + 4 damage 4 18 and ca n ’t protrude into it. A slot expen ded to cast
Small 25 16 +6 to hit, 1d8 + 2 damage 6 14 a su ppressed spell is con su m ed. W h ile an effect is
Medium 40 13 +5 to hit, 2d6 + 1 damage 10 12 su ppressed, it d oesn ’t function, but the tim e it spends
Large 50 10 +6 to hit, 2d10 + 2 damage 14 10 su ppressed coun ts against its duration.
Huge 80 10 +8 to hit, 2d12 + 4 damage 18 6 Targeted E ffects. S p ells and other m agical effects,
such as magic m issile and charm person , that target
A n anim ated object is a construct w ith AC, hit points, a creature or an object in the sphere have no effect
attacks, Strength, and D exterity determ ined by its size. on that target.
Its Constitution is 10 and its Intelligence and W isd om
Areas o f Magic. T h e area o f another spell or m agical m ove to the nearest safe spot from w hich it ca n ’t see
effect, su ch as fireball, ca n ’t extend into the sphere. the target. If the creature m oves m ore than 60 feet from
If the sphere overlaps an area o f m agic, the part o f the target and c a n ’t see it, the creature is no longer
the area that is covered by the sphere is suppressed. frightened, but the creature b e c o m e s frightened again if
For exam ple, the flam es created by a wall o f fire are it regains sight o f the target or m oves w ithin 60 feet o f it.
su ppressed w ithin the sphere, creating a gap in the w all Sympathy. T h e enchantm ent ca u ses the sp ecified
if the overlap is large enough. creatu res to feel an intense urge to approach the target
Spells. Any active spell or other m agical effect on a w hile w ithin 60 feet o f it or able to see it. W h en such a
creature or an object in the sphere is su ppressed w hile creature can see the target or c o m e s w ithin 6 0 feet o f it,
the creature or object is in it. the creature m ust s u cce e d on a W isd om saving th row or
Magic Items. T h e properties and p ow ers o f use its m ovem ent on each o f its turns to enter the area
m a gic item s are su p p ressed in the sphere. For or m ove w ithin reach o f the target. W h en the creature
exam ple, a + 1 longsword in the sphere functions as a has don e so, it ca n ’t w illingly m ove away from the target.
n onm agical longsw ord. If the target dam ages or oth erw ise harm s an affected
A m a gic w ea p on ’s properties and p ow ers are creature, the affected creature can m ake a W isd om
su ppressed if it is u sed against a target in the sphere or saving th row to end the effect, as d escrib ed below.
w ielded by an attacker in the sphere. If a m agic w eapon Ending the Effect. If an affected creature ends its
or a p iece o f m agic am m unition fully leaves the sphere turn w hile not w ithin 60 feet o f the target or able to see
(for exam ple, if you fire a m a gic arrow or th row a m agic it, the creature m akes a W isd om saving throw. On a
sp ear at a target outside the sphere), the m a gic o f the su ccessfu l save, the creature is no lon ger affected by
item ce a s e s to b e su ppressed as s o o n as it exits. the target and reco g n ize s the feeling o f repu gn an ce or
Magical Travel. Teleportation and planar travel attraction as m agical. In addition, a creature affected by
fail to w ork in the sphere, w hether the sphere is the the spell is allow ed another W isd om saving th row every
destination or the departure point for such m agical 24 h ours w hile the spell persists.
travel. A portal to another location, w orld, or plane o f A creature that su ccessfu lly saves against this effect
existence, as w ell as an open in g to an extradim ensional is im m u ne to it for 1 minute, after w hich tim e it can be
sp ace such as that created by the rope trick spell, affected again.
tem porarily c lo se s w hile in the sphere.
Creatures and Objects. A creature or object A rcane Eye
su m m on ed or created by m agic tem porarily w in ks out 4th-level divination
o f existence in the sphere. S u ch a creature instantly Casting Tim e: 1 action
reappears on ce the sp ace the creature occu p ied is no Range: 3 0 feet
lon ger w ithin the sphere. Components: V, S, M (a bit o f bat fur)
Dispel Magic. S p ells and m agical effects such as Duration: Concentration, up to 1 hour
dispel magic have no effect on the sphere. Likew ise, the
You create an invisible, m agical eye w ithin range that
spheres created by different antimagic field spells d on ’t
hovers in the air for the duration.
nullify each other.
You m entally receive visual inform ation from the eye,
A n t ip a t h y /S y m p a t h y w hich has n orm al vision and darkvision out to 30 feet.
8 th-level enchantment T h e eye can lo o k in every direction.
A s an action, you can m ove the eye up to 30 feet in
Casting Tim e: 1 hour
any direction. T h ere is no lim it to h ow far away from
Range: 6 0 feet
you the eye can m ove, but it ca n ’t enter another plane
Components: V, S, M (either a lump o f alum soa k ed in
o f existence. A solid barrier b lock s the eye’s m ovem ent,
vinegar for the antipathy effect or a d rop o f honey for
but the eye can pa ss through an open in g as sm all as 1
the sympathy effect)
inch in diameter.
Duration: 10 days
This spell attracts or repels creatu res o f you r choice. A rcane G ate
You target som eth in g within range, either a H uge or 6 th-level conjuration
sm aller ob ject or creature or an area that is no larger Casting Tim e: 1 action
than a 2 0 0 -foot cube. Then sp ecify a kind o f intelligent Range: 5 0 0 feet
creature, such as red dragons, goblins, or vam pires. Components: V, S
You invest the target w ith an aura that either attracts or Duration: Concentration, up to 10 m inutes
repels the sp ecified creatu res for the duration. C h oose
You create linked teleportation portals that rem ain open
antipathy or sym pathy as the aura’s effect.
for the duration. C h o o se tw o points on the grou nd that
Antipathy. T h e enchantm ent cau ses creatu res o f the
you can see, one point w ithin 10 feet o f you and one
kind you designated to feel an intense urge to leave the
point within 5 0 0 feet o f you. A circu lar portal, 10 feet
area and avoid the target. W h en such a creature can
in diameter, op en s over each point. If the portal w ou ld
s e e the target or c o m e s w ithin 60 feet o f it, the creature
open in the sp ace occu p ied by a creature, the spell fails,
m ust s u cce e d on a W isd om saving th row or b e c o m e
and the casting is lost.
frightened. T h e creature rem ains frightened w hile it can
T he portals are tw o-dim ensional glowing rings
see the target or is w ithin 60 feet o f it. W h ile frightened
filled with mist, hovering inches from the grou nd and
by the target, the creature m ust use its m ovem ent to
perpend icu lar to it at the poin ts you c h oose. A ring is A t H igher Levels. W h en you cast this spell using a
visible only from on e side (your choice), w hich is the side spell slot o f 2nd level or higher, the dam age in creases by
that fu nction s as a portal. 1d6 for each slot level above 1st.
A ny creature or object entering the portal exits from
the other portal as if the tw o w ere adjacent to each A stral P r o je c t io n
other; passin g through a portal from the nonportal side 9th-level necromancy
has n o effect. T h e m ist that fills each portal is opaque Casting Tim e: 1 hour
and b lo ck s vision through it. On your turn, you can Range: 10 feet
rotate the rings as a b on u s action s o that the active side Components: V, S , M (for each creature you affect with
faces in a different direction. this spell, you must provide one jacinth w orth at least
1,000 gp and on e ornately carved bar o f silver w orth
A rcane L ock
at least 100 gp, all o f w h ich the spell con su m es)
2 nd-level abjuration
Duration: S p ecia l
Casting Tim e: 1 action
You and up to eight w illing creatu res w ithin range
Range: Touch
project your astral b o d ie s into the A stral Plane (the
Com ponents: V, S, M (gold dust w orth at least 25 gp,
spell fails and the casting is w asted if you are already
w h ich the sp ell con su m es)
on that plane). The m aterial b od y you leave beh in d is
Duration: Until dispelled
u n con sciou s and in a state o f su sp ended anim ation; it
You touch a c lo se d door, w indow , gate, chest, or other d oesn ’t n eed fo o d or air and d oesn ’t age.
entryway, and it b e c o m e s lock ed for the duration. You Y our astral b od y resem b les your m ortal form in
and the creatu res you designate w hen you cast this alm ost every way, replicating your gam e statistics and
spell can open the object norm ally. You can also set a p os se ss io n s. T h e principal difference is the addition o f
p a ssw ord that, w hen sp oken w ithin 5 feet o f the object, a silvery cord that extends from b etw een your shoulder
su p p resses this spell for 1 minute. O therw ise, it is blades and trails behind you, fading to invisibility after
im passable until it is broken or the spell is dispelled or 1 foot. T h is co rd is your tether to your m aterial body. As
su ppressed. C asting knock on the ob ject su p presses lon g as the tether rem ains intact, you can find your w ay
arcane lock for 10 minutes. h om e. If the co rd is cut—som eth in g that can happen
W h ile affected by this spell, the object is m ore difficult only w hen an effect sp ecifically states that it d o e s —your
to break or force open; the D C to break it or pick any sou l and b od y are separated, killing you instantly.
lock s on it in crea ses by 10. Your astral form can freely travel through the Astral
P lane and can pass through portals there leading to any
A rm or of A gathys other plane. If you enter a n ew plane or return to the
1st-level abjuration plane you w ere on w hen casting this spell, your b od y and
Casting Tim e: 1 action possession s are transported along the silver cord, allowing
Range: S e lf you to re-enter your b od y as you enter the n ew plane.
Components: V, S, M (a cup o f water) Your astral form is a separate incarnation. Any dam age
Duration: 1 hour or other effects that apply to it have no effect on your
physical body, nor do they persist w hen you return to it.
A protective m agical force su rrou nds you, m anifesting
The spell ends for you and your com p a n ion s w hen
as a spectral frost that covers you and your gear.
you use your action to dism iss it. W h en the spell ends,
You gain 5 tem porary hit points for the duration. If a
the affected creature returns to its physical body,
creature hits you w ith a m elee attack w hile you have
and it awakens.
th ese hit points, the creature takes 5 cold dam age.
The spell m ight also end early for you or on e o f your
A t H igher L evels. W h en you cast this spell u sing a
com pan ion s. A su ccessfu l dispel magic spell u sed
spell slot o f 2nd level or higher, both the tem porary hit
against an astral or physical b od y ends the spell for that
points and the cold dam age in crease by 5 for each slot
creature. If a creatu re’s original b od y or its astral form
level above 1st.
d rops to 0 hit points, the spell en ds for that creature. If
the spell ends and the silver cord is intact, the co rd pulls
A rms of H adar
the creatu re’s astral form ba ck to its body, ending its
1st-level conjuration
state o f su sp en ded anim ation.
Casting Tim e: 1 action If you are returned to your b od y prematurely, your
Range: S e lf (10-foot radius) com p a n ion s rem ain in their astral form s and m ust find
Components: V, S their ow n w ay ba ck to their b od ies, usually by droppin g
Duration: Instantaneous to 0 hit points.
You invoke the p ow er o f Hadar, the D ark Hunger.
A ugury
Tendrils o f dark en ergy erupt from you and batter all
creatu res w ithin 10 feet o f you. E ach creature in that 2 nd-level divination (ritual)
area m ust m ake a Strength saving throw. O n a failed Casting Tim e: 1 m inute
save, a target takes 2d6 n ecrotic dam age and can ’t take Range: S elf
reaction s until its next turn. O n a su ccessfu l save, the Components: V, S, M (specially m arked sticks, bon es,
creature takes h alf dam age, but suffers no other effect. or sim ilar tokens w orth at least 25 gp)
Duration: Instantaneous
By casting gem -inlaid sticks, rolling dragon bones, A w aken
laying out ornate cards, or em ploying so m e other 5th-level transmutation
divining tool, you receive an om en from an otherw orldly
Casting Tim e: 8 hours
entity about the results o f a sp ecific co u rse o f action that
Range: Touch
you plan to take w ithin the next 30 m inutes. The DM
Components: V, S, M (an agate w orth at least 1,000 gp,
c h o o s e s from the follow in g p ossib le om ens:
w h ich the spell con su m es)
• Weal, for g o o d results Duration: Instantaneous
• Woe, for bad results
After spending the castin g tim e tracing m agical
• Weal and w oe, for both g o o d and bad results
pathways w ithin a preciou s gem stone, you touch a Huge
• Nothing, for results that aren’t esp ecially g o o d or bad
or sm aller beast or plant. T h e target m ust have either
T he spell d oesn ’t take into accou n t any p ossib le no Intelligence sc o r e or an Intelligence o f 3 or less. The
circu m stan ces that m ight change the ou tcom e, such target gains an Intelligence o f 10. The target also gains
as the casting o f additional sp ells or the loss or gain the ability to sp eak on e language you know. If the target
o f a com panion . is a plant, it gains the ability to m ove its lim bs, roots,
If you cast the spell tw o or m ore tim es before vines, creep ers, and s o forth, and it gains se n se s sim ilar
com pletin g your next lon g rest, there is a cum ulative 25 to a hum an’s. Y our D M c h o o s e s statistics appropriate
percent ch a n ce for each castin g after the first that you for the aw akened plant, such as the statistics for the
get a random reading. The DM m a kes this roll in secret. aw akened shrub or the aw akened tree.
The aw akened beast or plant is ch arm ed by you for
A u ra of L ife
30 days or until you or your com p a n ion s do anything
4th-level abjuration harm ful to it. W h en the ch arm ed condition ends,
Casting Time: 1 action the aw akened creature c h o o s e s w hether to rem ain
Range: S e lf (30-foot radius) friendly to you, based on h ow you treated it w hile
Components: V it w as charm ed.
Duration: Concentration, up to 10 m inutes
Ban e
Life-preserving en ergy radiates from you in an aura with
1st-level enchantment
a 30 -foot radius. Until the spell ends, the aura m oves
w ith you, centered on you. E ach n onh ostile creature Casting Tim e: 1 action
in the aura (including you) has resistan ce to n ecrotic Range: 30 feet
dam age, and its hit point m axim u m can't be reduced. In Components: V, S, M (a drop o f blood )
addition, a nonhostile, living creature regains 1 hit point Duration: C oncentration, up to 1 minute
w hen it starts its turn in the aura with 0 hit points. Up to three creatu res o f your ch oice that you ca n see
w ithin range m ust m ake C harism a saving throw s.
A u r a of Pu r it y
W h enever a target that fails this saving th row m akes
4th-level abjuration an attack roll or a saving th row before the spell ends,
Casting Tim e: 1 action the target m ust roll a d4 and subtract the num ber rolled
Range: S e lf (30-foot radius) from the attack roll or saving throw.
Components: V A t H igher Levels. W h en you cast this spell using
Duration: C oncentration, up to 10 minutes a spell slot o f 2nd level or higher, you can target one
additional creature for each slot level above 1st.
P urifying en ergy radiates from you in an aura w ith a
30 -foot radius. Until the spell ends, the aura m oves Ba n is h in g Sm ite
w ith you, centered on you. E ach n onh ostile creature
5th-level abjuration
in the aura (including you) ca n ’t b e c o m e diseased,
has resistan ce to p oison dam age, and has advantage Casting Time: 1 bon u s action
on saving th row s against effects that cau se any o f the Range: S e lf
follow in g condition s: blinded, charm ed, deafened, Components: V
frightened, paralyzed, poison ed , and stunned. Duration: C oncentration, up to 1 minute
Ba r k s k in
2 nd-level transmutation
Casting Tim e: 1 action
Range: Touch
Components: V, S, M (a handful o f oak bark)
Duration: Concentration, up to 1 hour
Beacon of H ope
3rd-level abjuration
Casting Tim e: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 m inute
B e a st Sense
2 nd-level divination (ritual)
Casting Tim e: 1 action
Range: Touch
Com ponents: S
Duration: Concentration, up to 1 hour
B l in d in g Sm it e Blur
3rd-level evocation 2 nd-level illusion
Casting Tim e: 1 bon u s action Casting Time: 1 action
Range: S e lf Range: S e lf
Com ponents: V Components: V
Duration: Concentration, up to 1 minute Duration: C oncentration, up to 1 m inute
T h e next tim e you hit a creature w ith a m elee w eapon Y our b od y b e c o m e s blurred, shifting and w avering to
attack during this sp ell’s duration, your w eap on flares all w h o can see you. F or the duration, any creature has
w ith bright light, and the attack deals an extra 3d8 disadvantage on attack rolls against you. A n attacker
radiant dam age to the target. Additionally, the target is im m une to this effect if it d oesn ’t rely on sight,
m ust su cce e d on a Constitution saving th row o r be as w ith blindsight, or can see through illusions, as
blin ded until the spell ends. with truesight.
A creature blin ded by this spell m a kes another
C onstitution saving th row at the end o f each o f its turns. B r a n d i n g Sm it e
O n a su ccessfu l save, it is n o lon ger blinded. 2 nd-level evocation
Bu r n in g H ands
1st-level evocation
Casting Time: 1 action
Range: S e lf (15-foot cone)
Components: V, S
Duration: Instantaneous
Call L ig h t n in g
3rd-level conjuration
Casting Tim e: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 10 m inutes
C om mand
1st-level enchantment
Casting Tim e: 1 action
Range: 60 feet
Components: V
Duration: 1 round
C ommune
flam m able ob jects that aren’t bein g w orn or carried. 1st-level divination (ritual)
A t H igher Levels. W h en you cast this spell using Casting Time: 1 action
a spell slot o f 8th level or higher, the base dam age Range: S elf
in creases by 1d6 for each slot level above 7th. Components: V, S
Duration: Concentration, up to 10 m inutes
D e m ip l a n e
8 th-level conjuration F or the duration, you sen se the p resen ce o f m agic
w ithin 30 feet o f you. If you sen se m agic in this way, you
Casting Time: 1 action
can u se y ou r action to see a faint aura around any visible
Range: 6 0 feet
creature or object in the area that b ea rs m agic, and you
Components: S
learn its sch o o l o f m agic, if any.
Duration: 1 hour
The spell can penetrate m ost barriers, but it is block ed
Y ou create a sh ad ow y d oor on a flat solid su rface that by 1 foot o f stone, 1 inch o f co m m o n metal, a thin sheet
you can see w ithin range. T h e d oor is large en ough to o f lead, or 3 feet o f w o o d or dirt.
allow M edium creatures to pass through unhindered.
W h en open ed, the d oo r leads to a dem iplane that D etect P o iso n and D ise a se
appears to be an em pty r oom 30 feet in each dim ension, 1st-level divination (ritual)
m ade o f w o o d or stone. W h en the spell ends, the d oor Casting Time: 1 action
disappears, and any creatu res or ob jects inside the Range: S elf
dem iplane rem ain trapped there, as the d oor also Components: V, S, M (a y ew leaf)
disappears from the other side. Duration: C oncentration, up to 10 m inutes
E ach tim e you cast this spell, you ca n create a new
dem iplane, or have the sh ad ow y d oor con n ect to a For the duration, you can sen se the p resen ce and
dem iplane you created w ith a previous casting o f this location o f poison s, p oison ou s creatures, and diseases
spell. Additionally, if you k n ow the nature and contents w ithin 30 feet o f you. You also identify the kind o f
o f a dem iplane created by a casting o f this spell by p oison , p oison ou s creature, or d isease in each case.
another creature, you can have the sh ad ow y door T h e spell can penetrate m ost barriers, but it is blocked
con n ect to its dem iplane instead. by 1 foot o f stone, 1 inch o f com m on metal, a thin sheet
o f lead, or 3 feet o f w o o d or dirt.
D e str u c tiv e W ave
D etect T houghts
5th-level evocation
2 nd-level divination
Casting Time: 1 action
Range: S e lf (30-foot radius) Casting Time: 1 action
Components: V Range: S elf
Duration: Instantaneous Components: V, S, M (a co p p e r p iece)
Duration: C oncentration, up to 1 minute
F or the duration, you can read the thoughts o f certain D isg u is e Self
creatures. W h en you cast the spell and as your action on 1st-level illusion
each turn until the spell ends, you ca n focu s your m ind
Casting Tim e: 1 action
on any on e creature that you can see w ithin 30 feet o f
Range: S elf
you. If the creature you c h o o s e has an Intelligence o f
Components: V, S
3 or low er or d oesn ’t sp eak any language, the creature
Duration: 1 hour
is unaffected.
You initially learn the su rface thoughts o f the You m ake yourself—including your clothing, armor,
creatu re—w hat is m ost on its m ind in that m om ent. As w eapon s, and other belon gin gs on your p erson —look
an action, you can either shift your attention to another different until the spell ends or until you u se your action
creatu re’s thoughts or attempt to probe deep er into the to d ism iss it. You can seem 1 foot shorter or taller and
sa m e creatu re’s mind. If you probe deeper, the target can appear thin, fat, or in betw een . You ca n ’t change
m ust m ake a W isd om saving throw. If it fails, you gain your b od y type, so you must adopt a form that has the
insight into its reason in g (if any), its em otional state, sa m e ba sic arrangem ent o f lim bs. O therw ise, the extent
and som eth in g that loom s large in its m ind (such as o f the illusion is up to you.
som eth in g it w orries over, loves, or hates). If it su cceed s, T h e ch a n g es w rou gh t by this spell fail to hold up to
the spell ends. Either way, the target k n ow s that you are physical in spection. For exam ple, if you use this spell
probin g into its mind, and unless you shift your attention to add a hat to your outfit, objects pass through the hat,
to another creatu re’s thoughts, the creature can use and anyone w h o tou ches it w ou ld feel nothing or w ould
its action on its turn to m ake an Intelligence ch eck feel your head and hair. If you use this spell to appear
contested by your Intelligence check; if it su cceed s, thinner than you are, the hand o f so m e o n e w ho reaches
the spell ends. out to touch you w ould bum p into you w hile it w as
Q uestion s verbally directed at the target creature seem in gly still in midair.
naturally shape the co u rse o f its thoughts, s o this spell To discern that you are disguised, a creature can u se
is particularly effective as part o f an interrogation. its action to in spect your ap pearan ce and m ust su cceed
You can also use this spell to detect the p resen ce o f on an Intelligence (Investigation) ch eck against your
thinking creatu res you ca n ’t see. W h en you cast the spell save DC.
spell or as your action during the duration, you can
D isin t e g r a t e
sea rch for thoughts w ithin 30 feet o f you. The spell can
6 th-level transmutation
penetrate barriers, but 2 feet o f rock, 2 in ch es o f any
m etal other than lead, or a thin sheet o f lead b lock s you. Casting Time: 1 action
Y ou ca n ’t detect a creature with an Intelligence o f 3 or Range: 60 feet
low er or one that d oesn ’t sp eak any language. Components: V, S, M (a lodeston e and a pinch o f dust)
O n ce you detect the p resen ce o f a creature in this way, Duration: Instantaneous
you can read its thoughts for the rest o f the duration as
A thin green ray springs from your pointing finger to a
d escrib ed above, even if you ca n ’t se e it, but it m ust still
target that you can see w ithin range. T h e target can be a
b e w ithin range.
creature, an object, or a creation o f m agical force, such
D im e n sio n D oor
as the w all created by wall o f force.
A creature targeted by this spell m ust m ake a
4th-level conjuration
Dexterity saving throw. On a failed save, the target takes
Casting Tim e: 1 action 10d6 + 4 0 force dam age. If this dam age redu ces the
Range: 5 0 0 feet target to 0 hit points, it is disintegrated.
Com ponents: V A disintegrated creature and everything it is w earin g
Duration: Instantaneous and carrying, except m agic items, are reduced to a pile
You teleport y ou rself from your current location to any o f fine gray dust. The creature can b e restored to life
other spot w ithin range. You arrive at exactly the spot only by m eans o f a true resurrection or a wish spell.
desired. It can be a place you can see, one you can This spell autom atically disintegrates a Large or
visualize, or on e you can d escrib e by stating distance sm aller n onm agical object or a creation o f m agical
and direction, such as “ 20 0 feet straight dow n w ard” or force. If the target is a H uge or larger object or creation
“upward to the northw est at a 45-degree angle, 3 0 0 feet.” o f force, this spell disintegrates a 10-foot-cube portion o f
You can bring along ob jects as long as their w eight it. A m agic item is unaffected by this spell.
d oesn ’t ex ceed w hat you can carry. You can a lso bring A t H igher Levels. W h en you cast this spell using a
on e w illing creature o f your size or sm aller w h o is spell slot o f 7th level or higher, the dam age in creases by
carryin g gear up to its carryin g capacity. T h e creature 3d 6 for each slot level above 6th.
m ust be w ithin 5 feet o f you w hen you cast this spell.
D ispe l Ev il and G ood
If you w ou ld arrive in a place already occu p ied by an
object or a creature, you and any creature traveling with 5th-level abjuration
you each take 4d 6 force dam age, and the spell fails to Casting Time: 1 action
teleport you. Range: S elf
Components: V, S, M (holy water or pow dered D iv in a t io n
silver and iron) 4th-level divination (ritual)
Duration: Concentration, up to 1 m inute
Casting Tim e: 1 action
S h im m erin g en ergy su rrou nd s and protects you from Range: S e lf
fey, undead, and creatures originating from beyon d the Components: V, S, M (in cen se and a sacrificial offering
M aterial Plane. For the duration, celestials, elem entals, appropriate to your religion, together w orth at least 25
fey, fiends, and undead have disadvantage on attack gp, w h ich the spell con su m es)
rolls against you. Duration: Instantaneous
You can end the spell early by using either o f the
Your m agic and an offering put you in contact with
follow in g sp ecia l functions.
a god or a g o d ’s servants. You ask a single question
B reak Enchantm ent. A s your action, you touch a
con cern in g a sp ecific goal, event, or activity to o c cu r
creature you can reach that is charm ed, frightened, or
w ithin 7 days. The DM offers a truthful reply. T h e reply
p o s s e s s e d by a celestial, an elem ental, a fey, a fiend,
m ight be a short phrase, a cryptic rhyme, or an om en.
or an undead. The creature you touch is no longer
T h e spell d oesn ’t take into accou n t any possible
charm ed, frightened, or p o s s e s s e d by such creatures.
circu m stan ces that m ight change the ou tcom e, such
Dismissal. A s your action, m ake a m elee spell attack
as the casting o f additional sp ells or the loss or gain
against a celestial, an elem ental, a fey, a fiend, or an
o f a com panion .
undead you can reach. On a hit, you attempt to drive
If you cast the spell tw o or m ore tim es before finishing
the creature ba ck to its h om e plane. The creature must
your next long rest, there is a cum ulative 25 percent
su cceed on a C harism a saving throw or be sent back to
cha n ce for each casting after the first that you get a
its h om e plane (if it isn't there already). If they aren’t on
random reading. T h e DM m akes this roll in secret.
their h om e plane, undead are sent to the Shadow fell,
and fey are sent to the Feywild. D iv in e Fa v o r
1st-level evocation
D ispe l M a g ic
3rd-level abjuration Casting Tim e: 1 bon u s action
Range: S elf
Casting Time: 1 action
Components: V, S
Range: 120 feet
Duration: C oncentration, up to 1 m inute
Components: V, S
Duration: Instantaneous Your prayer em p ow ers you w ith divine radiance. Until
the spell ends, y ou r w eap on attacks deal an extra 1d4
C h oose on e creature, object, or m agical effect within
radiant dam age on a hit.
range. Any spell o f 3rd level or low er on the target ends.
For each spell o f 4th level or higher on the target, m ake D iv in e W ord
an ability ch eck using your spellcastin g ability. The
7th-level evocation
D C equ als 10 + the spell’s level. On a su ccessfu l check,
the spell ends. Casting Time: 1 bon u s action
A t H igher L evels. W h en you cast this spell using a Range: 3 0 feet
spell slot o f 4th level or higher, you autom atically end Components: V
the effects o f a spell on the target if the sp ell’s level is Duration: Instantaneous
equal to or less than the level o f the spell slot you used. You utter a divine w ord, im bu ed with the pow er that
shaped the w orld at the daw n o f creation. C h oose any
D iss o n a n t W h ispe r s
num ber o f creatu res you can s e e w ithin range. Each
1st-level enchantment creature that can hear you m ust m ake a C harism a
Casting Tim e: 1 action saving throw. On a failed save, a creature suffers an
Range: 60 feet effect ba sed on its current hit points:
Components: V
• 50 hit points or fewer: deafened for 1 m inute
Duration: Instantaneous
• 40 hit points or few er: deafened and blinded for 10
You w hisper a discordant m elody that only on e creature m inutes
o f your ch oice w ithin range can hear, w rackin g it with • 30 hit points or few er: blinded, deafened, and stunned
terrible pain. T h e target m ust m ake a W isd om saving for 1 hour
throw. On a failed save, it takes 3d6 psychic dam age and • 20 hit points or few er: killed instantly
must im m ediately u se its reaction, if available, to m ove R eg ardless o f its current hit points, a celestial, an
as far as its sp eed allow s away from you. T h e creature
elem ental, a fey, or a fiend that fails its save is forced
d oesn ’t m ove into obviously dangerou s ground, such back to its plane o f origin (if it isn’t there already) and
as a fire or a pit. O n a su ccessfu l save, the target takes ca n ’t return to your current plane for 24 h ours by any
half as m uch dam age and d oesn ’t have to m ove away. A m eans short o f a wish spell.
deafened creature autom atically su cce e d s on the save.
A t H igher Levels. W h en y ou cast this spell usin g a D o m in a t e Beast
spell slot o f 2nd level or higher, the dam age in creases by 4th-level enchantment
1d6 for each slot level above 1st.
Casting Tim e: 1 action
Range: 6 0 feet E ach tim e the target takes dam age, it m akes a new
Components: V, S W isd om saving throw against the spell. If the saving
Duration: Concentration, up to 1 m inute th row su cceed s, the spell ends.
A t H igher Levels. W h en you cast this spell with
You attempt to begu ile a beast that you can see w ithin
a 9th-level spell slot, the duration is concentration,
range. It m ust su cce e d on a W isd om saving th row or be
up to 8 hours.
ch a rm ed by you for the duration. If you or creatures that
are friendly to you are fighting it, it has advantage on the D o m in a t e Person
saving throw.
5th-level enchantment
W h ile the beast is charm ed, you have a telepathic link
w ith it as long as the tw o o f you are on the sam e plane Casting Tim e: 1 action
o f existence. You can u se this telepathic link to issue Range: 60 feet
com m a n d s to the creature w hile you are co n s cio u s (no Components: V, S
action required), w hich it d o e s its best to obey. You can Duration: C oncentration, up to 1 minute
sp ecify a sim ple and general co u rse o f action, such as You attempt to begu ile a hum anoid that you can see
“Attack that creature,” “Run over there,” or “Fetch that w ithin range. It must su c ce e d on a W isd om saving
object.” If the creature com pletes the order and d oesn ’t th row o r b e ch arm ed by you for the duration. If you or
receive further direction from you, it defends and creatures that are friendly to you are fighting it, it has
p reserves itself to the best o f its ability. advantage on the saving throw.
You ca n u se your action to take total and precise W h ile the target is charm ed, you have a telepathic link
con trol o f the target. Until the end o f your next turn, the w ith it as lon g as the tw o o f you are on the sam e plane
creature takes only the actions you c h oose, and d oesn ’t o f existence. You can u se this telepathic link to issue
do anything that you don ’t allow it to do. D uring this com m a n d s to the creature w hile you are co n s cio u s (no
time, you can also cau se the creature to use a reaction, action required), w hich it d oes its best to obey. You can
but this requires you to u se your ow n reaction as well. sp ecify a sim ple and general co u rse o f action, such as
E ach tim e the target takes dam age, it m akes a new “A ttack that creature,” “R un over there,” or “Fetch that
W isd om saving th row against the spell. If the saving object.” If the creature com pletes the order and d oesn ’t
th row su cceed s, the spell ends. receive further direction from you, it defends and
A t H igher L evels. W h en you cast this spell w ith a p reserves itself to the best o f its ability.
5th-level spell slot, the duration is concentration, up You can u se your action to take total and precise
to 10 minutes. W h en you u se a 6th-level spell slot, control o f the target. Until the end o f your next turn, the
the duration is concentration, up to 1 hour. W h en you creature takes only the actions you ch o o s e , and d oesn ’t
u se a spell slot o f 7th level or higher, the duration is do anything that you don ’t allow it to do. D urin g this
concentration, up to 8 hours. tim e you can also cau se the creature to use a reaction,
but this requ ires you to u se your ow n reaction as well.
D o m in a t e M onster
Each tim e the target takes dam age, it m akes a new
8 th-level enchantment W isd om saving th row against the spell. If the saving
Casting Tim e: 1 action th row su cceed s, the spell ends.
Range: 60 feet A t H igher L evels. W h en you cast this spell using
Components: V, S a 6th-level spell slot, the duration is concentration,
Duration: C oncentration, up to 1 hour up to 10 m inutes. W h en you u se a 7th-level spell slot,
the duration is concentration, up to 1 hour. W h en you
You attempt to begu ile a creature that you can see
u se a spell slot o f 8th level or higher, the duration is
w ithin range. It m ust su cce e d on a W isd om saving
concentration, up to 8 hours.
th row o r be charm ed by you for the duration. If you or
creatu res that are friendly to you are fighting it, it has
D r a w m i j ’s I n s t a n t Su m m o n s
advantage on the saving throw.
6 th-level conjuration (ritual)
W h ile the creature is charm ed, you have a telepathic
link w ith it as lon g as the tw o o f you are on the sam e Casting Tim e: 1 minute
plane o f existence. You can u se this telepathic link to Range: Touch
issu e com m a n d s to the creature w hile you are con sciou s Components: V, S, M (a sapphire w orth 1,0 00 gp)
(no action required), w h ich it d oes its best to obey. You Duration: Until dispelled
can sp ecify a sim ple and general co u rse o f action, such You touch an object w eigh in g 10 pou n d s or less w h ose
as “A ttack that creature,” “Run over there,” or “Fetch lon gest dim ension is 6 feet or less. T h e spell leaves an
that object.” If the creature com pletes the order and invisible m ark on its su rface and invisibly in scribes the
d oesn ’t receive further direction from you, it defends n am e o f the item on the sapphire you use as the material
and p reserves itself to the best o f its ability. com pon ent. E ach tim e you cast this spell, you must u se
You can u se your action to take total and p recise a different sapphire.
con trol o f the target. Until the end o f your next turn, the At any tim e thereafter, you can u se your action to
creature takes only the actions you ch o o s e , and d oesn ’t sp ea k the item’s nam e and crush the sapphire. The item
do anything that you d on ’t allow it to do. D uring this instantly appears in your hand rega rdless o f physical or
time, you can also cau se the creature to u se a reaction, planar distances, and the spell ends.
but this requ ires you to u se your ow n reaction as well.
If another creature is h olding or carryin g the item, for clear skies, a cloud for rain, falling sn ow flakes for
cru sh in g the sapphire d oesn ’t transport the item to you, snow, and s o on. T h is effect persists for 1 round.
but instead you learn w ho the creature p o s se ss in g the • You instantly m ake a flow er blossom , a seed p od open,
object is and roughly w here that creature is located or a lea f bud bloom .
at that m om ent. • You create an instantaneous, h arm less sen sory effect,
Dispel magic or a sim ilar effect su ccessfu lly applied to such as falling leaves, a pu ff o f w ind, the sou n d o f a
the sapphire ends this sp ell’s effect. sm all anim al, or the faint o d or o f skunk. The effect
m ust fit in a 5-foot cube.
D ream
• You instantly light or snuff out a candle, a torch, or a
5th-level illusion sm all cam pfire.
Casting Time: 1 minute
Ea r t h q u a k e
Range: S p ecia l
Components: V, S, M (a handful o f sand, a dab o f ink, 8 th-level evocation
and a w riting quill plucked from a sleepin g bird) Casting Time: 1 action
Duration: 8 hours Range: 5 0 0 feet
Components: V, S, M (a pinch o f dirt, a piece o f rock,
T h is spell sh apes a creatu re’s dream s. C h oose a
and a lump o f clay)
creature kn ow n to you as the target o f this spell. The
Duration: Concentration, up to 1 m inute
target m ust be on the sam e plane o f existence as you.
Creatures that d on ’t sleep, such as elves, ca n ’t be You create a seism ic disturbance at a point on the
contacted by this spell. You, or a w illing creature you ground that you can see w ithin range. For the duration,
touch, enters a trance state, acting as a m essenger. an intense trem or rips through the grou nd in a
W h ile in the trance, the m essen ger is aw are o f his or 100-foot-radius circle centered on that point and shakes
her surroundings, but c a n ’t take actions or m ove. creatures and structures in contact w ith the ground
If the target is asleep, the m essen ger appears in the in that area.
target’s dream s and can con verse with the target as T he grou nd in the area b e c o m e s difficult terrain.
lon g as it rem ains asleep, through the duration o f the Each creature on the ground that is concentratin g must
spell. The m essen ger can also shape the environm ent m ake a Constitution saving throw. On a failed save, the
o f the dream , creating landscapes, objects, and other creatu re’s concentration is broken.
im ages. T h e m essen ger can em erge from the trance at W h en you cast this spell and at the end o f each turn
any tim e, ending the effect o f the spell early. T h e target you spend concentrating on it, each creature on the
reca lls the dream perfectly upon w aking. If the target is ground in the area m ust m ake a Dexterity saving throw.
aw ake w hen you cast the spell, the m essen ger k n ow s it, On a failed save, the creature is kn ock ed prone.
and can either end the trance (and the spell) or wait for This spell can have additional effects depen din g on
the target to fall asleep, at w hich point the m essen ger the terrain in the area, as determ ined by the DM.
appears in the target’s dream s. Fissures. F issu res open throughout the sp ell’s area at
You can m ake the m essen ger appear m on strou s the start o f your next turn after you cast the spell. A total
and terrifying to the target. If you do, the m essen ger o f 1d6 such fissures open in location s ch osen by the DM.
can deliver a m essa ge o f no m ore than ten w ord s and Each is 1d10 x 10 feet deep, 10 feet w ide, and extends
then the target must m ake a W isd om saving throw. On from one edge o f the spell’s area to the opposite side.
a failed save, e c h o e s o f the phantasm al m onstrosity A creature standing on a spot w h ere a fissure open s
spaw n a nightm are that lasts the duration o f the target’s m ust s u cce e d on a Dexterity saving th row or fall in. A
sleep and prevents the target from gaining any benefit creature that su ccessfu lly saves m oves w ith the fissu re’s
from that rest. In addition, w hen the target w ak es up, it edge as it opens.
takes 3d 6 psychic dam age. A fissure that op en s beneath a structure ca u ses it to
If you have a b od y part, lo ck o f hair, clipping from a autom atically colla p se (see below ).
nail, or sim ilar portion o f the target’s body, the target Structures. The trem or deals 50 bludgeon ing dam age
m akes its saving th row with disadvantage. to any structure in contact with the ground in the area
w hen you cast the spell and at the start o f each o f your
D r u id c r a f t turns until the spell ends. If a structure d rops to 0 hit
Transmutation cantrip points, it colla p ses and potentially d am ages nearby
Casting Tim e: 1 action creatures. A creature w ithin h alf the distance o f a
Range: 30 feet stru ctu re’s height m ust m ake a Dexterity saving throw.
Components: V, S On a failed save, the creature takes 5d 6 bludgeon ing
Duration: Instantaneous dam age, is k n ock ed prone, and is buried in the rubble,
requiring a D C 20 Strength (Athletics) ch eck as an
W h isp erin g to the spirits o f nature, you create one o f the
action to escap e. The DM can adjust the D C higher
follow in g effects w ithin range:
or lower, depen din g on the nature o f the rubble. On
• You create a tiny, h arm less sen sory effect that predicts a su ccessfu l save, the creature takes half as m uch
what the w eather w ill be at your location for the next dam age and d oesn ’t fall prone or b e c o m e buried.
24 hours. T h e effect m ight m anifest as a golden orb
El d r it c h B la st Enlarge/R educe
Evocation cantrip 2 nd-level transmutation
Casting Tim e: 1 action Casting Tim e: 1 action
Range: 120 feet Range: 3 0 feet
Components: V, S Components: V, S, M (a pinch o f p ow d ered iron)
Duration: Instantaneous Duration: C oncentration, up to 1 m inute
A b ea m o f crackling en ergy streaks tow ard a creature You cau se a creature or an object you can see w ithin
w ithin range. M ake a ran ged spell attack against the range to g row larger or sm aller for the duration. C h oose
target. On a hit, the target takes 1dlO force dam age. either a creature or an object that is neither w orn
T h e spell creates m ore than one b ea m w hen you reach n or carried. If the target is unw illing, it can m ake a
higher levels: tw o b ea m s at 5th level, three b ea m s at Constitution saving throw. On a su cce s s, the spell
11th level, and four b ea m s at 17th level. You can direct has no effect.
the b ea m s at the sam e target or at different ones. M ake If the target is a creature, everything it is w earin g and
a separate attack roll for each beam . carryin g changes size w ith it. A ny item d ropped by an
affected creature returns to n orm al size at on ce.
Elemental W eapon Enlarge. The target’s size doubles in all dim ensions,
3rd-level transmutation and its w eight is m ultiplied by eight. T his grow th
Casting Tim e: 1 action in crea ses its size by one category—from M edium to
Range: Touch Large, for exam ple. If there isn’t en ough room for the
Components: V, S target to double its size, the creature or object attains
Duration: Concentration, up to 1 hour the m axim u m p ossib le size in the sp ace available.
Until the spell ends, the target also has advantage on
A n onm agical w ea p on you touch b e c o m e s a m agic
Strength ch eck s and Strength saving throw s. The
w eapon . C h oose one o f the follow in g dam age types:
target’s w ea p on s also g row to match its n ew size. W h ile
acid, cold, fire, lightning, or thunder. For the duration,
these w eap on s are enlarged, the target’s attacks with
the w eap on has a +1 bon u s to attack rolls and deals an
them deal 1d4 extra dam age.
extra 1d4 dam age o f the ch osen type w hen it hits.
Reduce. T h e target’s size is halved in all dim ension s,
At Higher Levels. W h en you cast this spell using a
and its w eight is redu ced to one-eighth o f norm al. This
spell slot o f 5th or 6th level, the bon u s to attack rolls
reduction d ecrea ses its size by on e category—from
in creases to +2 and the extra dam age in creases to
M edium to Sm all, for exam ple. Until the spell ends,
2d4. W h en you use a spell slot o f 7th level or higher,
the target also has disadvantage on Strength ch eck s
the bon u s in creases to +3 and the extra dam age
and Strength saving throw s. The target’s w eap on s also
in creases to 3d4.
shrink to m atch its n ew size. W h ile th ese w ea p on s are
Enhance A b il it y
reduced, the target’s attacks w ith them deal 1d4 less
dam age (this ca n ’t reduce the dam age below 1).
2 nd-level transmutation
Casting Tim e: 1 action E n s n a r i n g St r i k e
Range: Touch 1st-level conjuration
Components: V, S, M (fur or a feather from a beast)
Casting Tim e: 1 bon u s action
Duration: Concentration, up to 1 hour.
Range: S elf
You touch a creature and bestow u pon it a m agical Components: V
enhancem ent. C h oose on e o f the follow in g effects; the Duration: C oncentration, up to 1 m inute
target gains that effect until the spell ends.
The next tim e you hit a creature w ith a w ea p on attack
Bear’s Endurance. T h e target has advantage on
before this spell ends, a w rithing m a ss o f thorny vines
Constitution ch eck s. It also gains 2d 6 tem porary hit
appears at the point o f im pact, and the target must
points, w hich are lost w hen the spell ends.
s u cce e d on a Strength saving th row or be restrained by
Bull’s Strength. T he target has advantage
the m agical vines until the spell ends. A L arge or larger
on Strength checks, and his or her carryin g
creature has advantage on this saving throw. If the
capacity doubles.
target s u c ce e d s on the save, the vines shrivel away.
Cat’s Grace. T h e target has advantage on Dexterity
W h ile restrained by this spell, the target takes 1d6
checks. It also d oesn ’t take dam age from falling 20 feet
piercing damage at the start o f each o f its turns. A creature
or less if it isn’t incapacitated.
restrained by the vines or one that can touch the creature
Eagle’s Splendor. T h e target has advantage on
can use its action to m ake a Strength ch eck against your
C harism a checks.
spell save DC. On a su ccess, the target is freed.
Fox’s Cunning. The target has advantage on
At Higher Levels. If you cast this spell using a spell
Intelligence checks.
slot o f 2nd level or higher, the dam age in crea ses by 1d6
Owl’s Wisdom. T h e target has advantage on
for each slot level above 1st.
W isd om ch ecks.
At Higher Levels. W h en you cast this spell using
a spell slot o f 3rd level or higher, you can target one
additional creature for each slot level above 2nd.
Entangle W h en the spell ends, you im m ediately return to the
1st-level conjuration plane you originated from in the spot you currently
occupy. If you occu p y the sam e spot as a solid object
Casting Tim e: 1 action
or creature w hen this happens, you are im m ediately
Range: 90 feet
shunted to the nearest u n occu p ied sp ace that you
Components: V, S
can occu p y and take force dam age equal to tw ice the
Duration: Concentration, up to 1 minute
num ber o f feet you are m oved.
G rasping w eed s and vines sprout from the grou nd in a T h is spell has no effect if you cast it w hile you are on
20-foot square starting from a point w ithin range. For the E thereal P lane or a plane that d oesn ’t border it, such
the duration, th ese plants turn the ground in the area as on e o f the Outer Planes.
into difficult terrain. A t H igher L evels. W h en you cast this spell using
A creature in the area w hen you cast the spell must a spell slot o f 8th level or higher, you can target up to
su cce e d on a Strength saving throw or b e restrained three w illing creatu res (including you) for each slot level
by the entangling plants until the spell ends. A creature above 7th. The creatu res m ust be w ithin 10 feet o f you
restrained by the plants can u se its action to m ake w hen you cast the spell.
a Strength ch eck against you r spell save DC. On a
su ccess, it frees itself. Ev a r d ’s B l a c k T entacles
W h en the spell ends, the conjured plants w ilt away. 4th-level conjuration
Casting Time: 1 action
Enthrall
Range: 90 feet
2 nd-level enchantment
Components: V, S, M (a p iece o f tentacle from a giant
Casting Time: 1 action octop u s or a giant squid)
Range: 60 feet Duration: Concentration, up to 1 minute
Components: V, S
Squirm ing, ebon y tentacles fill a 20 -foot square on
Duration: 1 minute
ground that you can see w ithin range. F or the duration,
You w eave a distracting string o f w ords, causing these tentacles turn the ground in the area into
creatures o f your ch oice that you can see w ithin range difficult terrain.
and that can hear you to m ake a W isd om saving W h en a creature enters the affected area for the first
throw. A ny creature that ca n ’t b e ch arm ed su cce e d s tim e on a turn or starts its turn there, the creature
on this saving th row automatically, and if you or your must su cce e d on a D exterity saving th row or take 3d6
com p a n ion s are fighting a creature, it has advantage on bludgeon ing dam age and be restrained by the tentacles
the save. On a failed save, the target has disadvantage until the spell ends. A creature that starts its turn in the
on W isd om (P erception ) ch eck s m ade to perceive any area and is already restrained by the tentacles takes 3d6
creature other than you until the spell ends or until the bludgeon ing dam age.
target can no longer h ear you. The spell en ds if you are A creature restrained by the tentacles can use its
incapacitated or can n o longer speak. action to m ake a Strength or Dexterity ch eck (its choice)
against your spell save DC. O n a su ccess, it frees itself.
Eth e re a ln e ss
7th-level transmutation Ex p e d it io u s R etreat
F in d T raps
2 nd-level divination
F in g e r of D eath
7th-level necromancy
Casting Tim e: 1 action
Range: 6 0 feet
Components: V, S
Duration: Instantaneous
F ir e b a l l
3rd-level evocation
Casting Tim e: 1 action
Range: 150 feet
Components: V, S , M (a tiny ball o f bat
guano and sulfur)
Duration: Instantaneous
You touch a w illing creature. For the duration, the You conjure a portal linking an u n occu p ied sp ace you
target’s m ovem ent is unaffected by difficult terrain, and can see w ithin range to a p recise location on a different
sp ells and other m agical effects can neither reduce plane o f existence. The portal is a circu lar opening,
the target’s sp eed nor cau se the target to b e paralyzed w h ich you can m ake 5 to 20 feet in diameter. You can
or restrained. orient the portal in any d irection you ch o o s e . T h e portal
The target can also sp en d 5 feet o f m ovem ent to lasts for the duration.
autom atically esca p e from n onm agical restraints, such The portal has a front and a ba ck on each plane w here
as m anacles or a creature that has it grappled. Finally, it appears. Travel through the portal is p ossib le only
bein g underw ater im p oses no penalties on the target's by m ovin g through its front. A nything that d o e s so is
m ovem ent or attacks. instantly transported to the other plane, appearing in
the u n occu p ied sp ace nearest to the portal.
F r ie n d s D eities and other planar rulers can prevent portals
Enchantment cantrip created by this spell from open in g in their p resen ce or
Casting Tim e: 1 action anyw here w ithin their dom ains.
Range: S e lf W h en you cast this spell, you can sp eak the nam e
Components: S, M (a sm all am ount o f m akeup applied o f a sp ecific creature (a pseudonym , title, or nicknam e
to the face as this spell is cast) d oesn ’t w ork). If that creature is on a plane other than
Duration: Concentration, up to 1 minute the on e you are on, the portal op en s in the nam ed
creatu re’s im m ediate vicinity and draw s the creature
F or the duration, you have advantage on all Charism a through it to the nearest u n occu p ied sp ace on your side
ch eck s directed at on e creature o f your ch oice that isn’t o f the portal. You gain no special p ow er over the creature,
hostile tow ard you. W h en the spell ends, the creature and it is free to act as the DM deem s appropriate. It
realizes that you u sed m agic to influence its m o o d m ight leave, attack you, or help you.
and b e c o m e s hostile tow ard you. A creature prone
to violen ce m ight attack you. A n oth er creature might G eas
seek retribution in other w ays (at the D M ’s discretion), 5th-level enchantment
depen din g on the nature o f your interaction w ith it.
Casting Tim e: 1 minute
G aseous Form Range: 6 0 feet
Components: V
3rd-level transmutation
Duration: 30 days
Casting Time: 1 action
Range: Touch You place a m agical com m a n d on a creature that you
ca n see w ithin range, forcin g it to ca rry out som e
serv ice or refrain from som e action or co u rse o f activity G lib n e ss
as you decide. If the creature can understand you, it 8 th-level transmutation
m ust su cce e d on a W isd om saving th row o r b e c o m e
Casting Tim e: 1 action
ch arm ed by you for the duration. W h ile the creature
Range: S elf
is charm ed by you, it takes 5 d10 psychic dam age
Components: V
each tim e it acts in a m ann er d irectly coun ter to your
Duration: 1 hour
instructions, but no m ore than on ce each day. A creature
that can't understand you is unaffected by the spell. Until the spell ends, w hen you m ake a C harism a
You can issue any c om m a n d you ch oose, sh ort o f an check, you can replace the num ber you roll w ith a 15.
activity that w ou ld result in certain death. S h ou ld you Additionally, no m atter w hat you say, m agic that w ould
issu e a suicidal com m a n d , the spell ends. determ ine if you are telling the truth indicates that you
You can end the spell early by usin g an action to are being truthful.
d ism iss it. A rem ove curse, greater restoration, or wish
sp ell also ends it. G lobe of In v u l n e r a b il it y
A t H igher L evels. W h en you cast this spell using 6 th-level abjuration
a spell slot o f 7th or 8th level, the duration is 1 year. Casting Tim e: 1 action
W h en you cast this spell using a spell slot o f 9th level, Range: S e lf (10-foot radius)
the spell lasts until it is ended by on e o f the spells Components: V, S, M (a glass or crystal bead that
m entioned above. shatters w hen the spell ends)
Duration: Concentration, up to 1 m inute
G entle R epose
A n im m obile, faintly sh im m erin g barrier springs into
2 nd-level necrom ancy (ritual)
existence in a 10-foot radius around you and rem ains for
Casting Tim e: 1 action the duration.
Range: Touch A ny spell o f 5th level or low er cast from outside the
Components: V, S, M (a pinch o f salt and on e cop p er barrier can't affect creatu res or ob jects w ithin it, even
p iece p la ced on each o f the c o r p s e ’s eyes, w h ich must if the spell is cast using a h igher level spell slot. S u ch a
rem ain there for the duration) spell can target creatu res and objects w ithin the barrier,
Duration: 10 days
but the spell has no effect on them. Similarly, the area
You touch a c o rp s e or other rem ains. For the w ithin the barrier is exclu ded from the areas affected
duration, the target is protected from decay and ca n ’t by such spells.
b e c o m e undead. A t H igher Levels. W h en you cast this spell using a
The spell also effectively extends the tim e lim it on sp ell slot o f 7th level or higher, the barrier block s spells
raising the target from the dead, sin ce days spent under o f on e level higher for each slot level above 6th.
the influence o f this spell d on ’t coun t against the time
limit o f spells such as raise dead. G lyph of W a r d in g
3rd-level abjuration
G ia n t In sect Casting Tim e: 1 hour
4th-level transmutation Range: Touch
Casting Time: 1 action Components: V, S, M (in cen se and p ow d ered diam ond
Range: 30 feet w orth at least 2 0 0 gp, w h ich the spell con su m es)
Components: V, S Duration: Until dispelled or triggered
Duration: Concentration, up to 10 m inutes W h en you cast this spell, you in scribe a glyph that
You transform up to ten centipedes, three spiders, five harm s other creatures, either upon a su rface (such as
w asps, or on e scorp ion w ithin range into giant versions a table or a section o f floor or w all) or w ithin an object
o f their natural form s for the duration. A centipede that can b e c lo s e d (such as a book, a scroll, or a treasure
b e c o m e s a giant centipede, a spider b e c o m e s a giant chest) to con cea l the glyph. If you c h o o s e a surface, the
spider, a w asp b e c o m e s a giant w asp, and a scorp ion glyph can cover an area o f the su rface no larger than
b e c o m e s a giant scorpion . 10 feet in diameter. If you c h o o s e an object, that object
E ach creature obey s your verbal com m a n d s, and m ust rem ain in its place; if the ob ject is m oved m ore
in com bat, they act on your turn each round. The DM than 10 feet from w here you cast this spell, the glyph is
has the statistics for th ese creatu res and resolves their broken, and the spell en ds w ithout being triggered.
actions and m ovem ent. T he glyph is nearly invisible and requ ires a su ccessfu l
A creature rem ains in its giant size for the duration, Intelligence (Investigation) ch e ck against your spell save
until it d rops to 0 hit points, or until you u se an action to D C to be found.
dism iss the effect on it. You decide w hat triggers the glyph w h en you cast
The DM m ight allow you to c h o o s e different targets. the spell. For glyphs in scribed on a surface, the m ost
F or exam ple, if you tran sform a bee, its giant version typical triggers include touching or standing on the
m ight have the sam e statistics as a giant w asp. glyph, rem oving another object coverin g the glyph,
approach in g w ithin a certain distance o f the glyph, or
m anipulating the object on w h ich the glyph is in scribed.
For glyphs in scribed w ithin an object, the m ost com m on
triggers include open in g that object, approaching w ithin You conjure a vine that sprouts from the grou nd in an
a certain distance o f the object, or seein g or readin g the u n occu p ied sp ace o f your ch oice that you can see w ithin
glyph. O n ce a glyph is triggered, this spell ends. range. W h en you cast this spell, you can direct the vine
You can further refine the trigger s o the spell activates to lash out at a creature w ithin 30 feet o f it that you can
only under certain circu m stan ces or a ccord in g to see. That creature m ust s u cce e d on a Dexterity saving
physical characteristics (such as height or weight), th row o r b e pulled 20 feet directly tow ard the vine.
creature kind (for exam ple, the w ard cou ld be set to Until the spell ends, you can direct the vine to lash out
affect aberrations or drow), or alignm ent. You can also at the sam e creature or another on e as a bon u s action
set condition s for creatu res that don ’t trigger the glyph, on each o f your turns.
such as th ose w h o say a certain passw ord.
W h en you in scribe the glyph, c h o o s e explosive runes G rease
G u a r d ia n of Fa i t h
G r a sp in g V in e
4th-level conjuration
4th-level conjuration
Casting Tim e: 1 action
Casting Tim e: 1 bon u s action
Range: 30 feet
Range: 30 feet
Components: V
Components: V, S
Duration: 8 hours
Duration: C oncentration, up to 1 minute
A Large spectral guardian appears and h overs for the
duration in an u n occu p ied sp ace o f your ch oice that you
can see w ithin range. The guardian occu p ies that sp ace • P la ce a suggestion in on e location. You select an area
and is indistinct except for a gleam ing sw ord and shield o f up to 5 feet square, and any creature that enters
em b lazon ed with the sym bol o f your deity. or p a sses through the area receives the su ggestion
Any creature hostile to you that m oves to a sp ace mentally.
within 10 feet o f the guardian for the first tim e on a
T h e w hole w arded area radiates m agic. A dispel
turn m ust su cce e d on a D exterity saving throw. The
magic cast on a sp ecific effect, if su ccessfu l, rem oves
creature takes 20 radiant dam age on a failed save, or
only that effect.
h alf as m uch dam age on a su ccessfu l one. The guardian
You can create a perm anently guarded and w arded
vanishes w hen it has dealt a total o f 60 dam age.
structure by casting this spell there every day
for one year.
G uards and W ards
6 th-level abjuration
G u id a n c e
Casting Tim e: 10 m inutes Divination cantrip
Range: Touch
Casting Tim e: 1 action
Components: V, S, M (burning in cen se, a sm all
Range: Touch
m easu re o f brim ston e and oil, a knotted string, a
Components: V, S
sm all am ount o f um ber hulk blood, and a sm all silver
Duration: C oncentration, up to 1 m inute
rod w orth at least 10 gp)
Duration: 24 hours You touch one w illin g creature. O n ce b efore the spell
ends, the target can roll a d4 and add the num ber rolled
You create a w ard that protects up to 2 ,5 0 0 square feet
to one ability ch eck o f its ch oice. It can roll the die before
o f floor sp a ce (an area 50 feet square, or on e hundred
or after m aking the ability check. T h e spell then ends.
5-foot squares or twenty-five 10-foot squares). The
w arded area can be up to 20 feet tall, and shaped as you G u id in g B olt
desire. You can w ard several stories o f a stron ghold by 1st-level evocation
dividing the area am ong them, as long as you can w alk
Casting Time: 1 action
into each contigu ou s area w hile you are casting the spell.
Range: 120 feet
W h en you cast this spell, you can sp ecify individuals
Components: V, S
that are unaffected by any or all o f the effects that
Duration: 1 round
you ch o o s e . You can also sp ecify a pa ssw ord that,
w hen sp oken aloud, m akes the speaker im m une to A flash o f light streaks tow ard a creature o f your ch oice
these effects. w ithin range. M ake a ranged spell attack against the
Guards and wards creates the follow in g effects w ithin target. On a hit, the target takes 4d 6 radiant dam age,
the w arded area. and the next attack roll m ade against this target before
Corridors. F og fills all the w arded corridors, m aking the end o f your next turn has advantage, thanks to the
them heavily ob scu red. In addition, at each intersection m ystical dim light glittering on the target until then.
or bran chin g p a ssa ge offering a ch oice o f direction, A t H igher Levels. W h en you cast this spell using a
there is a 50 percen t ch a n ce that a creature other than spell slot o f 2nd level or higher, the dam age in creases by
you w ill believe it is going in the opposite direction from 1d6 for each slot level above 1st.
the on e it ch ooses.
D oors. A ll d oors in the w arded area are m agically G ust of W in d
for each slot level above 1st (to a m axim um o f 6 d10). 4th-level illusion
Casting Tim e: 10 m inutes
H allow
Range: 3 0 0 feet
5th-level evocation
Components: V, S, M (a stone, a tw ig, and a bit
Casting Tim e: 24 hours o f green plant)
Range: Touch Duration: 24 hours
Com ponents: V, S, M (herbs, oils, and in cen se w orth at
You m ake natural terrain in a 150-foot cube in range
least 1,0 00 gp, w hich the spell con su m es)
look, sound, and sm ell like som e other sort o f natural
Duration: Until dispelled
terrain. Thus, open fields or a road can be m ade to
You touch a point and infuse an area around it w ith holy resem b le a sw am p, hill, crevasse, or som e other difficult
(or unholy) pow er. The area can have a radius up to 60 or im passable terrain. A p on d can be m ade to seem
feet, and the spell fails if the radius includes an area like a grassy m eadow , a p recipice like a gentle slope,
already under the effect a hallow spell. T h e affected area or a rock-strew n gully like a w ide and sm ooth road.
is su bject to the follow in g effects. M anufactured structures, equipm ent, and creatures
First, celestials, elem entals, fey, fiends, and undead w ithin the area aren’t changed in appearance.
ca n ’t enter the area, nor can such creatures charm , Th e tactile characteristics o f the terrain are
frighten, or p o s s e s s creatu res w ithin it. Any creature u nchanged, s o creatures entering the area are likely to
charm ed, frightened, or p o s s e s s e d by such a creature s ee through the illusion. If the difference isn’t obviou s
is no longer charm ed, frightened, or p o s se ss e d upon by touch, a creature carefully exam inin g the illusion can
entering the area. You can exclude on e or m ore o f those attempt an Intelligence (Investigation) ch eck against
types o f creatu res from this effect. your spell save D C to disbelieve it. A creature w ho
S econ d , you can bind an extra effect to the area. discern s the illusion for w hat it is, s e e s it as a vague
C h o o se the effect from the follow in g list, or c h o o s e an im age su p erim p osed on the terrain.
effect offered by the DM. S o m e o f these effects apply to
creatu res in the area; you can designate w hether the H arm
H eal You point your finger, and the creature that dam aged
6 th-level evocation you is m om entarily su rrou nded by hellish flam es. The
creature must m ake a D exterity saving throw. It takes
Casting Tim e: 1 action
2 d10 fire dam age on a failed save, or h alf as m uch
Range: 6 0 feet
dam age on a su ccessfu l one.
Components: V, S
A t H igher Levels. W h en you cast this spell using a
Duration: Instantaneous
spell slot o f 2nd level or higher, the dam age in creases by
C h o o se a creature that you can see within range. A 1dlO for each slot level above 1st.
surge o f positive en ergy w ash es through the creature,
causing it to regain 70 hit points. This spell also ends H eroes’ F east
blin dness, deafness, and any d iseases affecting the 6 th-level conjuration
target. T h is spell has no effect on con stru cts or undead. Casting Tim e: 10 m inutes
A t H igher Levels. W h en you cast this spell using a Range: 30 feet
spell slot o f 7th level or higher, the am ount o f healing Components: V, S , M (a gem -en crusted bow l w orth at
in creases by 10 for each slot level above 6th. least 1,0 00 gp, w h ich the spell con su m es)
Duration: Instantaneous
H e a l in g W ord
1st-level evocation You bring forth a great feast, including m agnificent
fo o d and drink. T h e feast takes 1 hour to con su m e and
Casting Tim e: 1 bon u s action
disappears at the end o f that time, and the beneficial
Range: 6 0 feet
effects d on ’t set in until this hour is over. Up to twelve
Components: V
other creatu res can partake o f the feast.
Duration: Instantaneous
A creature that partakes o f the feast gains several
A creature o f your ch oice that you can see w ithin range benefits. The creature is cu red o f all d isea ses and
regains hit points equal to 1d4 + your spellcasting p oison , b e c o m e s im m une to p oison and being
ability m odifier. T h is spell h as no effect on undead frightened, and m akes all W isd om saving throw s with
or constructs. advantage. Its hit point m axim u m also in creases by
A t H igher Levels. W h en you cast this spell using a 2d 1 0 , and it gains the sam e num ber o f hit points. T h ese
spell slot o f 2nd level or higher, the healing in crea ses by benefits last for 24 hours.
1d4 for each slot level above 1st.
H er o ism
H eat M etal 1st-level enchantment
2 nd-level transmutation
Casting Tim e: 1 action
Casting Tim e: 1 action Range: Touch
Range: 6 0 feet Components: V, S
Components: V, S, M (a p iece o f iron and a flame) Duration: Concentration, up to 1 minute
Duration: C oncentration, up to 1 minute
A w illing creature you touch is im bued with bravery.
C h oose a m anufactured m etal object, such as a metal Until the spell ends, the creature is im m une to being
w eap on or a suit o f heavy or m edium m etal armor, that frightened and gains tem porary hit points equal to
you can see w ithin range. You cau se the object to glow your sp ellcastin g ability m odifier at the start o f each
red-hot. A ny creature in physical contact w ith the object o f its turns. W h en the spell ends, the target loses any
takes 2d 8 fire dam age w hen you cast the spell. Until the rem ainin g tem porary hit points from this spell.
spell ends, you can use a bon u s action on each o f your
subsequent turns to cau se this dam age again.
At Higher Levels. W h en you cast this spell using H oly A ura
a spell slot o f 2nd level or higher, you can target one 8 th-level abjuration
additional creature for each slot level above 1st.
Casting Tim e: 1 action
H ex
Range: S e lf
Components: V, S, M (a tiny reliquary w orth at least
1st-level enchantment
1,0 00 gp contain in g a sa cred relic, such as a scrap o f
Casting Tim e: 1 bon u s action cloth from a saint’s robe or a p iece o f parchm ent from
Range: 9 0 feet a religious text)
Components: V, S, M (the petrified eye o f a newt) Duration: C oncentration, up to 1 m inute
Duration: Concentration, up to 1 hour
D ivine light w ash es out from you and c o a le s ce s
You place a cu rse on a creature that you can see w ithin in a soft radiance in a 30 -foot radius around you.
range. Until the spell ends, you deal an extra 1d6 Creatures o f your ch oice in that radius w hen you cast
n ecrotic dam age to the target w hen ever you hit it with this spell shed dim light in a 5-foot radius and have
an attack. A lso, c h o o s e on e ability w h en you cast the advantage on all saving throw s, and other creatures
spell. The target has disadvantage on ability ch eck s have disadvantage on attack rolls against them until
m ade w ith the ch osen ability. the spell ends. In addition, w hen a fiend or an undead
If the target d rop s to 0 hit points b efore this spell hits an affected creature w ith a m elee attack, the aura
ends, y ou ca n u se a bon u s action on a subsequent turn flashes w ith brilliant light. The attacker m ust s u cce e d
o f yours to cu rse a n ew creature. on a Constitution saving th row or be blinded until
A rem ove curse cast on the target ends this spell early. the spell ends.
A t Higher Levels. W h en you cast this spell using
a spell slot o f 3rd or 4th level, you can m aintain your H u n ger of H adar
concentration on the spell for up to 8 hours. W h en you 3rd-level conjuration
u se a spell slot o f 5th level or higher, you can maintain
Casting Time: 1 action
your concentration on the spell for up to 24 hours.
Range: 150 feet
H old M onster
Components: V, S, M (a pickled octop u s tentacle)
Duration: C oncentration, up to 1 m inute
5th-level enchantment
Casting Tim e: 1 action You open a gateway to the dark b etw een the stars, a
Range: 90 feet region infested w ith u nkn ow n h orrors. A 20-foot-radius
Com ponents: V, S, M (a sm all, straight piece o f iron) sphere o f black n ess and bitter cold appears, centered
Duration: Concentration, up to 1 minute on a point w ith range and lasting for the duration. This
void is filled with a ca cop h on y o f soft w h ispers and
C h o o se a creature that you can see w ithin range. The slurping n oises that can b e heard up to 30 feet away. No
target m ust s u cce e d on a W isd om saving th row or be light, m agical or oth erw ise, can illum inate the area, and
paralyzed for the duration. T h is spell has no effect on creatures fully w ithin the area are blinded.
undead. At the end o f each o f its turns, the target can The void creates a w arp in the fabric o f space, and the
m ake another W isd om saving throw. O n a su ccess, the area is difficult terrain. A ny creature that starts its turn
spell ends on the target. in the area takes 2d6 cold dam age. A ny creature that
At Higher Levels. W h en you cast this spell using en ds its turn in the area m ust s u c ce e d on a Dexterity
a spell slot o f 6th level or higher, you can target one saving th row or take 2d 6 acid dam age as milky,
additional creature for each slot level above 5th. T h e oth erw orldly tentacles rub against it.
creatu res m ust be w ithin 30 feet o f each other w hen
you target them. H u n t e r ’s M ark
1st-level divination
H old P erson
Casting Time: 1 bon u s action
2 nd-level enchantment
Range: 90 feet
Casting Tim e: 1 action Components: V
Range: 60 feet Duration: C oncentration, up to 1 hour
Components: V, S, M (a sm all, straight p iece o f iron)
Duration: Concentration, up to 1 m inute You c h o o s e a creature you can see w ithin range and
m ystically m ark it as your quarry. Until the spell ends,
C h o o se a hum anoid that you can see w ithin range. you deal an extra 1d6 dam age to the target w henever
T h e target m ust s u cce e d on a W isd om saving throw you hit it w ith a w eap on attack, and you have advantage
or b e paralyzed for the duration. At the end o f each o f on any W isd om (P erception ) or W isd om (Survival)
its turns, the target can m ake another W isd om saving ch eck you m ake to find it. If the target d rops to 0 hit
throw. On a su ccess, the spell ends on the target. poin ts before this spell ends, you can use a bon u s action
At Higher Levels. W h en you cast this spell using on a subsequent turn o f yours to m ark a n ew creature.
a spell slot o f 3rd level or higher, you can target one At Higher Levels. W h en you cast this spell using
additional h um anoid for each slot level above 2nd. The a spell slot o f 3rd or 4th level, you can m aintain your
hum an oids m ust be w ithin 30 feet o f each other w hen concentration on the spell for up to 8 hours. W h en you
you target them. use a spell slot o f 5th level or higher, you can maintain
your concentration on the spell for up to 24 hours.
H y p n o t i c Pa t t e r n Components: S , M (a lead-based ink w orth at least 10
3rd-level illusion gp, w hich the spell con su m es)
Duration: 10 days
Casting Time: 1 action
Range: 120 feet You w rite on parchm ent, paper, or som e other suitable
Components: S, M (a glow ing stick o f in cen se or a w riting material and im bue it with a potent illusion that
crystal vial filled w ith p h osph orescen t material) lasts for the duration.
Duration: Concentration, up to 1 minute To you and any creatu res you designate w hen you
cast the spell, the w riting appears norm al, written in
You create a tw isting pattern o f colors that w eaves
your hand, and conveys w hatever m eaning you intended
through the air inside a 30 -foot cu b e w ithin range.
w hen you w rote the text. To all others, the w riting
Th e pattern appears for a m om ent and vanishes. E ach
appears as if it w ere w ritten in an u nkn ow n or m agical
creature in the area w h o se e s the pattern m ust m ake
script that is unintelligible. Alternatively, you can cau se
a W isd om saving throw. O n a failed save, the creature
the w riting to appear to be an entirely different m essage,
b e c o m e s charm ed for the duration. W h ile charm ed
written in a different hand and language, though the
by this spell, the creature is incapacitated and has
language must b e on e you know.
a sp eed o f 0.
Sh ou ld the spell b e dispelled, the original script and
Th e spell ends for an affected creature if it takes any
the illusion both disappear.
dam age or if som eon e else u ses an action to shake the
A creature with truesight can read the
creature out o f its stupor.
hidden m essage.
I c e St o r m
Im pr iso n m e n t
4th-level evocation
9th-level abjuration
Casting Tim e: 1 action
Casting Tim e: 1 m inute
Range: 3 0 0 feet
Range: 30 feet
Components: V, S, M (a pinch o f dust and a few
Components: V, S, M (a vellum depiction or a carved
drops o f water)
statuette in the lik en ess o f the target, and a sp ecia l
Duration: Instantaneous
com p on en t that varies accord in g to the version o f the
A hail o f rock-hard ice pou n d s to the ground in a spell you ch oose, w orth at least 5 0 0 gp per Hit D ie
20-foot-radius, 40-foot-high cylinder centered on a o f the target)
point w ithin range. E ach creature in the cylinder must Duration: Until dispelled
m ake a D exterity saving throw. A creature takes 2d8
You create a m agical restraint to hold a creature that
bludgeon ing dam age and 4 d 6 cold dam age on a failed
you can see w ithin range. T h e target m ust su cce e d on
save, or h alf as m uch dam age on a su ccessfu l one.
a W isd om saving th row or be bou n d by the spell; if it
H ailstones turn the storm 's area o f effect into difficult
su cceed s, it is im m u ne to this spell if you cast it again.
terrain until the end o f your next turn.
W h ile affected by this spell, the creature doesn't need
A t H igher Levels. W h en you cast this spell using a
to breathe, eat, or drink, and it d oesn ’t age. Divination
spell slot o f 5th level or higher, the bludgeon ing dam age
spells ca n ’t locate or p erceive the target.
in creases by 1d8 for each slot level above 4th.
W h en you cast the spell, you c h o o s e on e o f the
Id e n t if y follow in g form s o f im prisonm ent.
1st-level divination (ritual) Burial. The target is en tom bed far beneath the earth
in a sphere o f m agical force that is ju st large en ough to
Casting Time: 1 m inute
contain the target. N othing can pass through the sphere,
Range: Touch
nor can any creature teleport or u se planar travel to get
Components: V, S, M (a pearl w orth at least 100 gp and
into or out o f it.
an ow l feather)
The sp ecia l com pon en t for this version o f the spell is a
Duration: Instantaneous
sm all mithral orb.
You c h o o s e one ob ject that you must touch throughout Chaining. H eavy chains, firm ly rooted in the ground,
the castin g o f the spell. If it is a m agic item or som e hold the target in place. T h e target is restrained until
other m agic-im bu ed object, you learn its properties the spell ends, and it ca n ’t m ove or be m oved by any
and h ow to use them , w hether it requ ires attunem ent m eans until then.
to use, and h ow m any ch arges it has, if any. You learn Th e sp ecia l com p on en t for this version o f the spell is a
w hether any sp ells are affecting the item and what they fine chain o f preciou s metal.
are. If the item w as created by a spell, you learn w hich H edged Prison. The spell transports the target into
spell created it. a tiny d em iplane that is w arded against teleportation
If you instead touch a creature throughout the casting, and planar travel. The dem iplane can be a labyrinth, a
you learn what spells, if any, are currently affecting it. cage, a tower, or any sim ilar con fin ed structure or area
o f your ch oice.
Illu so r y Sc r ip t The sp ecia l com pon en t for this version o f the spell is a
1st-level illusion (ritual) miniature representation o f the prison m ade from jade.
Casting Tim e: 1 m inute M inimus Containm ent. The target sh rin ks to a height
Range: Touch o f 1 inch and is im prison ed inside a gem stone or sim ilar
object. Light can pass through the gem stone norm ally
(allow ing the target to se e out and other creatu res to see
in), but nothing else can pass through, even by m eans o f
teleportation or planar travel. The gem stone ca n ’t be cut
or broken w hile the spell rem ains in effect.
The sp ecial com p on en t for this version o f the spell
is a large, transparent gem stone, such as a corundum ,
diam ond, or ruby.
Slumber. T h e target falls asleep and can ’t be awoken.
T h e sp ecia l com p on en t for this version o f the spell
con sists o f rare sop orific herbs.
Ending the Spell. D uring the casting o f the spell,
in any o f its versions, you can sp ecify a condition that
w ill cau se the spell to end and release the target. The
condition can b e as sp ecific or as elaborate as you
ch oose, but the D M m ust agree that the condition is
reason able and has a likelih ood o f com in g to pass. The
condition s can be ba sed on a creatu re’s nam e, identity,
or deity but oth erw ise m ust be ba sed on observable
actions or qualities and not ba sed on intangibles such as
level, class, or hit points.
A dispel magic spell can end the spell only if it is cast
as a 9th-level spell, targeting either the prison or the
sp ecial com pon en t u sed to create it.
You can use a particular sp ecia l com pon en t to create
only on e prison at a time. If you cast the spell again
using the sam e com pon ent, the target o f the first casting
is im m ediately freed from its binding.
In c e n d ia r y C loud
8 th-level conjuration
Casting Time: 1 action
Range: 150 feet
Components: V, S
Duration: Concentration, up to 1 minute
In f l ic t W ounds
1st-level necromancy
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Sw arm ing, biting locu sts fill a 20-foot-radius sphere L egend L ore
A 10-foot-radius im m obile dom e o f force sprin gs into You touch on e object that is no larger than 10 feet in any
existen ce arou nd and above you and rem ains stationary dim ension. Until the spell ends, the object sh eds bright
for the duration. The spell ends if you leave its area. light in a 20 -foot radius and dim light for an additional
Nine creatures o f M edium size or sm aller can fit inside 20 feet. T h e light can be c olored as you like. Com pletely
the dom e w ith you. T h e spell fails if its area includes a coverin g the object w ith som eth in g opaque b lock s the
larger creature or m ore than nine creatures. Creatures light. T h e spell ends if you cast it again or dism iss it
and objects within the dom e w hen you cast this spell as an action.
can m ove through it freely. A ll other creatures and If you target an ob ject held or w orn by a hostile
objects are barred from passing through it. Sp ells and creature, that creature m ust su cce e d on a Dexterity
other m agical effects ca n ’t extend through the dom e or saving th row to avoid the spell.
be cast through it. The atm osphere inside the sp ace is
com fortable and dry, regardless o f the w eather outside. L ig h t n in g A rrow
Until the sp ell ends, you can com m a n d the interior to 3rd-level transmutation
b e c o m e dim ly lit or dark. T h e d om e is opaque from the Casting Tim e: 1 bon u s action
outside, o f any c o lo r you c h oose, but it is transparent Range: S e lf
from the inside. Components: V, S
Duration: C oncentration, up to 1 m inute
L esser R e sto r a tio n
2 nd-level abjuration T he next tim e you m ake a ranged w ea p on attack during
the sp ell’s duration, the w ea p on ’s am m unition, or the
Casting Tim e: 1 action
w ea p on itself if it’s a throw n w eapon , transform s into
Range: Touch
a bolt o f lightning. M ake the attack roll as norm al. The
Components: V, S
target takes 4d 8 lightning dam age on a hit, or h alf
Duration: Instantaneous
as m uch dam age on a m iss, instead o f the w ea p on ’s
You touch a creature and can end either one d isease or n orm al dam age.
one condition afflicting it. The condition can be blinded, W h eth er you hit or m iss, each creature w ithin 10 feet
deafened, paralyzed, or poisoned. o f the target m ust m ake a D exterity saving throw. Each
o f these creatu res takes 2d8 lightning dam age on a
L e v ita te
failed save, or half as m uch dam age on a su ccessfu l one.
2 nd-level transmutation T h e p iece o f am m unition or w ea p on then returns to
Casting Tim e: 1 action its norm al form .
Range: 6 0 feet A t H igher L evels. W h en you cast this spell using a
Components: V, S, M (either a sm all leather loop or a sp ell slot o f 4th level or higher, the dam age for both
p iece o f golden w ire bent into a cup shape w ith a long effects o f the spell in crea ses by 1d8 for each slot
shank on on e end) level above 3rd.
Duration: Concentration, up to 10 minutes
L ig h t n in g B olt
O ne creature or ob ject o f your ch oice that you ca n see 3rd-level evocation
w ithin range rises vertically, up to 20 feet, and rem ains
Casting Tim e: 1 action
su sp ended there for the duration. The spell can levitate
Range: S e lf (100-foot line)
a target that w eigh s up to 5 0 0 pou nds. A n unw illing
Components: V, S, M (a bit o f fur and a rod o f amber,
creature that su c ce e d s on a Constitution saving throw
crystal, or glass)
is unaffected.
Duration: Instantaneous
T he target can m ove only by pu sh in g or pulling
against a fixed object or su rface w ithin reach (such as A stroke o f lightning form in g a line 100 feet lon g and 5
a w all or a ceiling), w h ich allow s it to m ove as if it w ere feet w id e blasts out from you in a direction you c h oose.
clim bing. You can change the target’s altitude by up to E ach creature in the line must m ake a D exterity saving
2 0 feet in either direction on your turn. If you are the throw. A creature takes 8 d 6 lightning dam age on a
target, you can m ove up or dow n as part o f your move. failed save, or h alf as m uch dam age on a su ccessfu l one.
O therw ise, you can u se your action to m ove the target, T h e lightning ignites flam m able ob jects in the area
w h ich m ust rem ain w ithin the sp ell’s range. that aren’t being w orn or carried.
W h en the sp ell ends, the target floats gently to the A t H igher Levels. W h en you cast this spell using a
grou nd if it is still aloft. spell slot o f 4th level or higher, the dam age in crea ses by
1d6 for each slot level above 3rd.
L ocate A n im a l s or Plants A t H igher Levels. W h en you cast this sp ell using
2 nd-level divination (ritual) a spell slot o f 2nd level or higher, you can target one
additional creature for each slot level above 1st.
Casting Tim e: 1 action
Range: S elf
M age A rmor
Components: V, S, M (a bit o f fur from a b loodh ou n d)
1st-level abjuration
Duration: Instantaneous
Casting Tim e: 1 action
D e scrib e or nam e a sp ecific kind o f beast or plant. Range: Touch
Concentrating on the v oice o f nature in your
Components: V, S, M (a piece o f cured leather)
su rrou ndings, you learn the direction and distance to Duration: 8 hours
the closest creature or plant o f that kind w ithin 5 m iles,
if any are present. You touch a w illing creature w h o isn’t w earin g armor,
and a protective m agical force su rrou nd s it until the
L ocate C reature spell ends. T h e target’s b a se AC b e c o m e s 13 + its
4th-level divination Dexterity modifier. T h e spell en ds if the target don s
arm or or if you d ism iss the spell as an action.
Casting Tim e: 1 action
Range: S elf
M age H and
Components: V, S, M (a bit o f fur from a bloodh ou n d)
Conjuration cantrip
Duration: Concentration, up to 1 hour
Casting Tim e: 1 action
D escrib e or nam e a creature that is fam iliar to you. You Range: 30 feet
sen se the direction to the creatu re’s location, as lon g as Components: V, S
that creature is w ithin 1,000 feet o f you. If the creature Duration: 1 m inute
is m oving, you k n ow the direction o f its m ovem ent.
The spell can locate a sp ecific creature kn ow n to A spectral, floating hand appears at a point you c h o o s e
you, or the nearest creature o f a sp ecific kind (such as w ithin range. T h e hand lasts for the duration or until
a hum an or a unicorn), s o long as you have seen such a you d ism iss it as an action. The hand van ish es if it is
creature up c lo s e —within 30 feet—at least on ce. If the ever m ore than 30 feet away from you or if you cast
creature you d escrib ed or nam ed is in a different form , this spell again.
such as being under the effects o f a polymorph spell, You can u se your action to con trol the hand. You can
this spell d oesn ’t locate the creature. u se the hand to m anipulate an object, open an u nlock ed
This spell ca n ’t locate a creature if running w ater at d oor or container, stow or retrieve an item from an open
least 10 feet w ide block s a direct path betw een you and container, or pou r the contents out o f a vial. You can
the creature. m ove the hand up to 30 feet each tim e you use it.
The hand ca n ’t attack, activate m agic item s, or carry
L ocate O bject m ore than 10 pounds.
2 nd-level divination
M a g ic C ir cle
Casting Tim e: 1 action
3rd-level abjuration
Range: S elf
Components: V, S, M (a forked tw ig) Casting Time: 1 minute
Duration: Concentration, up to 10 m inutes Range: 10 feet
Components: V, S, M (holy water or p ow dered
D escrib e or nam e an object that is fam iliar to you. You silver and iron w orth at least 100 gp, w hich the
sen se the direction to the o b je ct’s location, as lon g as spell con su m es)
that object is w ithin 1,000 feet o f you. If the object is in Duration: 1 hour
m otion, you k n ow the direction o f its m ovem ent.
The spell can locate a sp ecific object kn ow n to you, You create a 10-foot-radius, 20-foot-tall cylinder o f
as lon g as you have seen it up clo s e —within 30 feet—at m agical energy centered on a point on the ground
least on ce. Alternatively, the spell can locate the nearest that you can see w ithin range. G low ing runes appear
object o f a particular kind, such as a certain kind of w herever the cylinder intersects with the floor or
apparel, jew elry, furniture, tool, or w eapon . other surface.
T h is spell c a n ’t locate an object if any th ickness o f C h oose one or m ore o f the follow in g types o f
lead, even a thin sheet, b lock s a direct path b etw een you creatures: celestials, elem entals, fey, fiends, or undead.
and the object. T h e circle affects a creature o f the ch osen type in the
follow in g ways:
L o n g s t r id e r
• The creature c a n ’t w illingly enter the cylinder by
1st-level transmutation n onm agical m eans. If the creature tries to u se tele
Casting Tim e: 1 action portation or interplanar travel to do so, it m ust first
Range: Touch s u cce e d on a C harism a saving throw.
Components: V, S, M (a pinch o f dirt) • The creature has disadvantage on attack rolls against
Duration: 1 hour targets w ithin the cylinder.
• Targets w ithin the cylinder c a n ’t be charm ed, fright
You touch a creature. T h e target’s sp eed in creases by 10
ened, or p o s se ss e d by the creature.
feet until the spell ends.
W h en you cast this spell, you can elect to cau se its M a g ic M issile
m agic to operate in the reverse direction, preventing a 1st-level evocation
creature o f the sp ecified type from leaving the cylinder
Casting Tim e: 1 action
and protecting targets outside it.
Range: 120 feet
A t H igher Levels. W h en you cast this spell using a
Components: V, S
spell slot o f 4th level or higher, the duration in creases by
Duration: Instantaneous
1 hour for each slot level above 3rd.
You create three glow ing darts o f m agical force. Each
M a g ic Ja r dart hits a creature o f your ch oice that you can see
6 th-level necromancy within range. A dart deals 1d4 + 1 force dam age to its
Casting Tim e: 1 m inute target. The darts all strike sim ultaneously, and you can
Range: S elf direct them to hit one creature or several.
Components: V, S, M (a gem , crystal, reliquary, or som e A t H igher L evels. W h en you cast this spell using a
other ornam ental contain er w orth at least 5 0 0 gp) spell slot o f 2nd level or higher, the spell creates one
Duration: Until dispelled m ore dart for each slot level above 1st.
Your body falls into a catatonic state as your sou l leaves M a g ic M outh
it and enters the contain er you u sed for the sp ell’s 2 nd-level illusion (ritual)
material com pon ent. W h ile your sou l inhabits the
Casting Tim e: 1 minute
container, you are aw are o f your su rrou ndings as if you
Range: 30 feet
w ere in the con tain er’s space. You ca n ’t m ove or u se
Components: V, S, M (a sm all bit o f honeycom b
reactions. T h e only action you can take is to project your
and ja de dust w orth at least 10 gp, w hich the
soul up to 100 feet out o f the container, either returning
spell con su m es)
to your living b od y (and ending the spell) or attempting
Duration: Until dispelled
to p o s s e s s a hum anoids body.
You can attempt to p o s s e s s any hum anoid w ithin You implant a m essa ge w ithin an object in range, a
100 feet o f you that you can see (creatures w arded by a m essa ge that is uttered w hen a trigger condition is met.
protection from evil and good or magic circle spell ca n ’t C h oose an object that you can see and that isn’t being
be p ossessed ). T h e target must m ake a C harism a saving w orn or carried by another creature. Then sp ea k the
throw. On a failure, your sou l m oves into the target’s m essage, w hich m ust be 25 w ord s or less, though it
body, and the target’s sou l b e c o m e s trapped in the can be delivered over as lon g as 10 minutes. Finally,
container. On a su ccess, the target resists your efforts determ ine the circu m stan ce that w ill trigger the spell to
to p o s s e s s it, and you ca n ’t attempt to p o s s e s s it again deliver your m essage.
for 24 hours. W h en that circu m stan ce occu rs, a m agical m outh
O nce you p o s s e s s a creatu re’s body, you con trol it. appears on the object and recites the m essa ge in your
Your gam e statistics are replaced by the statistics o f the v oice and at the sam e volum e you spoke. If the object
creature, though you retain your alignm ent and your you c h ose has a m outh or som eth in g that look s like a
Intelligence, W isdom , and C harism a scores. You retain m outh (for exam ple, the m outh o f a statue), the m agical
the benefit o f your ow n class features. If the target has m outh appears there so that the w ord s appear to com e
any class levels, you ca n ’t u se any o f its class features. from the o b ject’s m outh. W h en you cast this spell, you
M eanw hile, the p o s s e s s e d creatu re’s soul can can have the spell end after it delivers its m essage, or
perceive from the contain er using its ow n sen ses, but it it can rem ain and repeat its m essa ge w henever the
ca n ’t m ove or take actions at all. trigger occu rs.
W h ile p o s se ss in g a body, you can u se your action to The triggering circu m stan ce can be as general or as
return from the host b od y to the container if it is w ithin detailed as you like, though it m ust be based on visual
100 feet o f you, returning the h ost creatu re’s sou l to or audible condition s that o c cu r w ithin 30 feet o f the
its body. If the h ost b od y dies w hile y ou ’re in it, the object. For exam ple, you cou ld instruct the m outh to
creature dies, and you m ust m ake a C harism a saving sp eak w hen any creature m oves w ithin 30 feet o f the
th row against your ow n sp ellcastin g DC. On a su ccess, object or w h en a silver bell rings w ithin 30 feet o f it.
you return to the container if it is within 100 feet o f you.
M a g ic W eapon
O therw ise, you die.
If the contain er is destroyed or the spell ends, your 2 nd-level transmutation
sou l im m ediately returns to your body. If your b od y is Casting Tim e: 1 bon u s action
m ore than 100 feet away from you or if your b od y is Range: Touch
dead w hen you attempt to return to it, you die. If another Components: V, S
creatu re’s sou l is in the contain er w hen it is destroyed, Duration: Concentration, up to 1 hour
the creatu re’s sou l returns to its b od y if the b od y is alive
You touch a nonm agical w eapon . Until the spell ends,
and w ithin 100 feet. O therw ise, that creature dies.
that w eap on b e c o m e s a m agic w eapon with a +1 bonus
W h en the spell ends, the container is destroyed.
to attack rolls and dam age rolls.
A t H igher L evels. W h en you cast this spell using a
spell slot o f 4th level or higher, the bon u s in creases to
+2. W h en you use a spell slot o f 6th level or higher, the
bon u s in creases to +3.
M ajor Image A flood o f healing en ergy flow s from you into injured
3rd-level illusion creatu res around you. You restore up to 70 0 hit points,
divided as you c h o o s e am ong any n um ber o f creatures
Casting Tim e: 1 action
that you can see w ithin range. Creatures h ealed by
Range: 120 feet
this spell are also cured o f all d isea ses and any effect
Components: V, S, M (a bit o f fleece)
m aking them blin ded or deafened. T h is spell has no
Duration: C oncentration, up to 10 m inutes
effect on undead or constructs.
You create the im age o f an object, a creature, or som e
other visible p h en om en on that is no larger than a M ass H e a l in g W ord
20-foot cube. The im age appears at a spot that you 3rd-level evocation
can see w ithin range and lasts for the duration. It Casting Tim e: 1 bon u s action
seem s com pletely real, including sou n ds, sm ells, and Range: 6 0 feet
tem perature appropriate to the thing depicted. You Components: V
ca n ’t create sufficient heat or cold to cau se dam age, a Duration: Instantaneous
sou n d loud en ough to deal thunder dam age or deafen a
creature, or a sm ell that m ight sicken a creature (like a A s you call out w ord s o f restoration, up to six creatures
troglodyte’s stench). o f your ch oice that you can see w ithin range regain hit
A s lon g as you are w ithin range o f the illusion, you points equal to 1d4 + your spellcastin g ability modifier.
can u se your action to cau se the im age to m ove to T his spell has no effect on undead or constructs.
any other spot w ithin range. A s the im age changes A t H igher L evels. W h en you cast this spell usin g a
location, you can alter its appearan ce so that its spell slot o f 4th level or higher, the healing in crea ses by
m ovem ents appear natural for the im age. F or exam ple, 1d4 for each slot level above 3rd.
if you create an im age o f a creature and m ove it, you
M ass Su g g e s t io n
can alter the im age so that it appears to b e w alking.
6 th-level enchantment
Similarly, you can cau se the illusion to m ake different
sou n d s at different tim es, even m aking it carry on a Casting Time: 1 action
conversation, for exam ple. Range: 60 feet
P hysical interaction w ith the im age reveals it to be an Components: V, M (a sn ake’s tongue and either a bit o f
illusion, b eca u se things can pass through it. A creature h on eycom b or a drop o f sw eet oil)
that u ses its action to exam ine the im age can determ ine Duration: 24 hours
that it is an illusion with a su ccessfu l Intelligence You su ggest a co u rse o f activity (lim ited to a sen ten ce
(Investigation) ch eck against your spell save DC. If a or tw o) and m agically influence up to tw elve creatures
creature discern s the illusion for what it is, the creature o f your ch oice that you can see w ithin range and that
can see through the im age, and its other sen sory can hear and understand you. Creatures that ca n ’t be
qualities b e c o m e faint to the creature. ch arm ed are im m une to this effect. T h e su ggestion must
A t H igher Levels. W h en you cast this spell using b e w ord ed in such a m anner as to m ake the co u rse o f
a spell slot o f 6th level or higher, the spell lasts until action sou n d reasonable. A skin g the creature to stab
dispelled, without requiring your concentration. itself, th row itself onto a spear, im m olate itself, or do
som e other obviously h arm ful act autom atically negates
M ass C ure W ounds
the effect o f the spell.
5th-level conjuration
Each target m ust m ake a W isd om saving throw. O n a
Casting Tim e: 1 action failed save, it pu rsu es the co u rse o f action you d escrib ed
Range: 60 feet to the best o f its ability. T h e su ggested cou rse o f action
Components: V, S can continue for the entire duration. If the su ggested
Duration: Instantaneous activity can be com pleted in a shorter tim e, the spell
A w ave o f healing energy w ash es out from a point o f ends w h en the su bject finishes w hat it w as asked to do.
your ch oice w ithin range. C h o o se up to six creatures You can also sp ecify con dition s that w ill trigger a
in a 30-foot-radius sphere centered on that point. Each sp ecia l activity during the duration. For exam ple, you
target regains hit points equal to 3d8 + your spellcasting might suggest that a group o f soldiers give all their
ability m odifier. This spell has no effect on undead m on ey to the first beggar they m eet. If the con dition isn’t
or constructs. met b efore the spell ends, the activity isn’t perform ed.
A t H igher L evels. W h en you cast this spell using a If you or any o f your com p a n ion s dam age a creature
spell slot o f 6th level or higher, the healing in creases by affected by this spell, the spell en ds for that creature.
1d8 for each slot level above 5th. A t H igher Levels. W h en you cast this spell using
a 7th-level spell slot, the duration is 10 days. W h en
M ass H eal you u se an 8th-level spell slot, the duration is 30 days.
9th-level conjuration W h en you use a 9th-level spell slot, the duration is a
year and a day.
Casting Tim e: 1 action
Range: 60 feet M aze
Com ponents: V, S
8 th-level conjuration
Duration: Instantaneous
Casting Time: 1 action
Range: 6 0 feet
Com ponents: V, S M e n d in g
Duration: Concentration, up to 10 m inutes Transmutation cantrip
You banish a creature that you can see w ithin range into Casting Tim e: 1 minute
a labyrinthine dem iplane. The target rem ains there for Range: Touch
the duration or until it e sca p e s the m aze. Components: V, S, M (two lodeston es)
T h e target can use its action to attempt to escap e. Duration: Instantaneous
W h en it d oes so, it m akes a D C 20 Intelligence check. If
This spell repairs a single break or tear in an object
it su cceed s, it escap es, and the spell ends (a m inotaur or
you touch, such as a broken chain link, tw o halves o f
goristro dem on autom atically su cceeds).
a broken key, a torn cloak, or a leaking w ineskin. As
W h en the spell ends, the target reappears in the
lon g as the break or tear is no larger than 1 foot in
sp ace it left or, if that sp a ce is occu p ied , in the nearest
any dim ension, you m end it. leaving no trace o f the
u n occu p ied space.
form er dam age.
M eld in t o St o n e T h is spell can physically repair a m agic item
3rd-level transmutation (ritual) or construct, but the spell ca n ’t restore m agic to
such an object.
Casting Time: 1 action
Range: Touch M essage
Components: V, S Transmutation cantrip
Duration: 8 hours
Casting Tim e: 1 action
You step into a stone object or su rface large en ough to Range: 120 feet
fully contain your body, m elding y ou rself and all the Components: V, S, M (a short piece o f cop p er w ire)
equipm ent you carry w ith the stone for the duration. Duration: 1 round
U sing your m ovem ent, you step into the stone at a point
You point your finger tow ard a creature w ithin range
you can touch. N othing o f your p resen ce rem ains visible
and w h isp er a m essage. The target (and only the target)
or oth erw ise detectable by n onm agical sen ses.
h ears the m essa ge and can reply in a w h isper that only
W h ile m erged w ith the stone, you ca n ’t see what
you can hear.
oc cu rs outside it, and any W isd om (P erception ) ch eck s
You can cast this spell through solid objects if you
you m ake to hear sou n d s outside it are m ade with
are fam iliar w ith the target and k n ow it is beyond
disadvantage. You rem ain aw are o f the pa ssage of
the barrier. M agical silence. 1 foot o f stone, 1 inch o f
tim e and can cast sp ells on y ou rself w hile m erged in
co m m o n metal, a thin sheet o f lead, or 3 feet o f w o o d
the stone. You can u se your m ovem ent to leave the
block s the spell. The spell d oesn ’t have to follow a
stone w here you entered it, w h ich ends the spell. You
straight line and can travel freely around corn ers or
oth erw ise ca n ’t m ove.
through open in gs.
M inor physical dam age to the stone d oesn ’t harm
you, but its partial destruction or a change in its shape M eteor Sw a r m
(to the extent that you no longer fit w ithin it) expels you
9th-level evocation
and deals 6 d 6 bludgeon ing dam age to you. The ston e’s
com plete destruction (or transm utation into a different Casting Time: 1 action
substance) expels you and deals 50 bludgeon ing dam age Range: 1 m ile
to you. If expelled, you fall prone in an u n occu pied space Components: V, S
closest to w here you first entered. Duration: Instantaneous
surroundings, though it can still hear you. If it takes any 4th-level conjuration
dam age or is targeted by another spell, this spell ends, Casting Tim e: 1 action
and n one o f the target’s m em ories are m odified. Range: 30 feet
W h ile this charm lasts, you can affect the target’s Components: V, S, M (a tiny silver w histle, a p iece o f
m em ory o f an event that it experien ced w ithin the last b on e, and a thread)
24 h ours and that lasted n o m ore than 10 m inutes. You Duration: 8 hours
can perm anently elim inate all m em ory o f the event,
allow the target to recall the event w ith perfect clarity You conjure a phantom w atch dog in an u n occu pied
sp a ce that you can see w ithin range, w h ere it rem ains
and exactin g detail, change its m em ory o f the details of
for the duration, until you d ism iss it as an action, or until
the event, or create a m em ory o f som e other event.
you m ove m ore than 100 feet away from it.
You m ust sp eak to the target to d escrib e h ow
The h ound is invisible to all creatures except you
its m em ories are affected, and it must b e able to
understand your language for the m odified m em ories to and can't be harm ed. W h en a S m all or larger creature
take root. Its m ind fills in any gaps in the details o f your c o m e s w ithin 30 feet o f it w ithout first sp eak in g the
p a ssw ord that you sp ecify w hen you cast this spell, the
description. If the spell ends before you have finished
d escribin g the m od ified m em ories, the creatu re’s h ound starts barking loudly. The h ound s e e s invisible
m em ory isn’t altered. O th erw ise, the m odified m em ories creatures and can see into the Ethereal Plane. It
take hold w hen the spell ends. ignores illusions.
At the start o f each o f your turns, the hound attempts
A m od ified m em ory d oesn ’t n ecessarily affect h ow a
to bite on e creature w ithin 5 feet o f it that is hostile
creature behaves, particularly if the m em ory contradicts
to you. The h oun d’s attack bon u s is equal to your
the creatu re’s natural inclinations, alignm ent, or beliefs.
A n illogical m od ified m em ory, such as im planting a spellcastin g ability m odifier + your proficiency bonus.
m em ory o f h ow m uch the creature enjoyed dou sin g On a hit, it deals 4d8 piercin g dam age.
itself in acid, is dism issed, perhaps as a bad dream . The
M o r d e n k a i n e n ’s M a g n if ic e n t M a n s io n
DM m ight deem a m odified m em ory too n onsensical to
7th-level conjuration
affect a creature in a significant manner.
A rem ove curse or greater restoration spell cast on the Casting Time: 1 minute
target restores the creatu re’s true m em ory. Range: 3 0 0 feet
A t H igher Levels. If you cast this spell using a spell Components: V, S, M (a m iniature portal carved from
slot o f 6th level or higher, you can alter the target’s ivory, a sm all p iece o f polish ed m arble, and a tiny
m em ories o f an event that took place up to 7 days ago silver sp oon , each item w orth at least 5 gp)
(6th level), 30 days ago (7th level), 1 year ago (8th level), Duration: 24 hours
or any tim e in the creatu re’s past (9th level). You conjure an extradim ensional dw elling in range
that lasts for the duration. You c h o o s e w h ere its one
M oonbeam
entrance is located. The entrance sh im m ers faintly
2nd-level evocation
and is 5 feet w id e and 10 feet tall. You and any creature
Casting Tim e: 1 action you designate w hen you cast the spell can enter the
Range: 120 feet extradim ensional dw elling as long as the portal rem ains
Components: V, S, M (several seed s o f any m oo n se e d open. You can open or clo se the portal if you are w ithin
plant and a p iece o f opalescen t feldspar) 30 feet o f it. W h ile closed , the portal is invisible.
Duration: Concentration, up to 1 m inute B eyond the portal is a m agnificent foyer with
A silvery b ea m o f pale light sh in es dow n in a 5-foot- num erou s ch a m bers beyond. T h e atm osphere is clean,
radius, 40-foot-high cylinder centered on a point w ithin fresh, and w arm .
You can create any floor plan you like, but the space
range. Until the spell ends, dim light fills the cylinder.
W h en a creature enters the spell’s area for the first c a n ’t ex ceed 50 cubes, each cu b e being 10 feet on
each side. The place is furnished and decorated as
tim e on a turn or starts its turn there, it is engulfed
you c h oose. It contain s sufficient food to serve a nine-
in ghostly flam es that cau se sea rin g pain, and it must
co u rse banquet for up to 100 people. A staff o f 100
m ake a Constitution saving throw. It takes 2 d10 radiant
near-transparent servants attends all w h o enter. You
decide the visual appearan ce o f th ese servants and their
attire. They are com pletely obedient to your orders.
Each servant can perform any task a n orm al hum an
servant cou ld perform , but they ca n ’t attack or take
any action that w ou ld directly harm another creature.
Thus the servants can fetch things, clean, m end, fold
clothes, light fires, serve food, pou r w in e, and s o on.
The servants can go anyw here in the m ansion but
c a n ’t leave it. Furnishings and other ob jects created
by this spell dissipate into sm oke if rem oved from the
m ansion. W h en the spell ends, any creatu res inside
the extradim ensional sp ace are expelled into the open
sp a ces nearest to the entrance.
M o r d e n k a i n e n ’s P r iv a t e Sa n c t u m
4th-level abjuration
Casting Time: 10 m inutes
Range: 120 feet
Components: V, S, M (a thin sheet o f lead, a piece
o f opaque glass, a w ad o f cotton or cloth, and
p ow dered chrysolite)
Duration: 24 hours
M o r d e n k a i n e n ’s Sw o r d
7th-level evocation
Casting Tim e: 1 action
Range: 60 feet
Components: V, S, M (a m iniature platinum sw ord with
a grip and p om m el o f cop p er and zinc, w orth 250 gp)
Duration: Concentration, up to 1 minute
R e s u r r e c t io n R ope T r ic k
7th-level necromancy 2nd-level transmutation
Casting Tim e: 1 hour Casting Tim e: 1 action
Range: Touch Range: Touch
Components: V, S, M (a diam on d w orth at least 1,000 Components: V, S, M (pow dered corn extract and a
gp, w h ich the spell con su m es) tw isted loop o f parchm ent)
Duration: Instantaneous Duration: 1 hour
You touch a dead creature that has been dead for no You touch a length o f rope that is up to 6 0 feet long.
m ore than a century, that didn’t die o f old age, and that O ne end o f the rop e then rises into the air until the
isn’t undead. If its sou l is free and w illing, the target w hole rop e hangs perpen d icu la r to the ground. At the
returns to life w ith all its hit points. upper end o f the rope, an invisible entrance op en s to an
T h is spell neutralizes any p oison s and cu res norm al extradim ensional sp ace that lasts until the spell ends.
d isea ses afflicting the creature w hen it died. It d oesn ’t, The extradim ension al sp ace can be reached by
however, rem ove m agical diseases, cu rses, and the like; clim bing to the top o f the rope. The sp ace can hold as
if such effects aren't rem oved prior to castin g the spell, m any as eight M edium or sm aller creatures. T h e rope
they afflict the target on its return to life. can be pulled into the space, m aking the rope disappear
This spell c lo se s all m ortal w ou n d s and restores any from view outside the space.
m issin g b od y parts. Attacks and sp ells ca n ’t c ro s s through the entrance
C om in g ba ck from the dead is an ordeal. The target into or out o f the extradim ensional space, but th ose
takes a - 4 penalty to all attack rolls, saving throw s, and inside can see out o f it as if through a 3-foot-by-5-foot
ability ch ecks. Every tim e the target finishes a long rest, w in d ow centered on the rope.
the penalty is reduced by 1 until it disappears. Anything inside the extradim ensional sp ace d rop s out
Casting this spell to restore life to a creature that has w hen the spell ends.
been dead for on e year or longer taxes you greatly. Until
you finish a long rest, you can ’t cast sp ells again, and Sa c r e d F l a m e
you have disadvantage on all attack rolls, ability checks, Evocation cantrip
and saving throws. Casting Tim e: 1 action
Range: 60 feet
R everse G r a v it y
Components: V, S
7th-level transmutation Duration: Instantaneous
Casting Tim e: 1 action
F lam e-like radiance d escen d s on a creature that you
Range: 100 feet
can see w ithin range. The target must su cce e d on a
Components: V, S, M (a lodeston e and iron filings)
Dexterity saving th row or take 1d8 radiant dam age. The
Duration: Concentration, up to 1 m inute
target gains no benefit from cover for this saving throw.
This spell reverses gravity in a 50-foot-radius, 100- The sp ell’s dam age in creases by 1d8 w hen you reach
foot high cylinder centered on a point within range. All 5th level (2d8), 11th level (3d8), and 17th level (4d8).
creatures and objects that aren’t som ehow anchored to
the ground in the area fall upward and reach the top of Sa n c t u a r y
the area when you cast this spell. A creature can make a 1st-level abjuration
Dexterity saving throw to grab onto a fixed object it can Casting Tim e: 1 bon u s action
reach, thus avoiding the fall. Range: 30 feet
If som e solid object (such as a ceilin g) is encountered Components: V, S, M (a sm all silver m irror)
in this fall, falling ob jects and creatures strike it ju st as Duration: 1 minute
they w ou ld during a n orm al dow nw ard fall. If an object
You w ard a creature within range against attack. Until
or creature reach es the top o f the area w ithout striking
the spell ends, any creature w h o targets the w arded
anything, it rem ains there, oscillating slightly, for
creature w ith an attack or a harm ful spell m ust first
the duration.
m ake a W isd om saving throw. O n a failed save, the
At the end o f the duration, affected objects and
creature m ust c h o o s e a new target or lose the attack
creatu res fall back dow n.
or spell. T h is spell d oesn ’t protect the w arded creature
from area effects, such as the ex plosion o f a fireball.
If the w arded creature m akes an attack or casts a spell
that affects an enem y creature, this spell ends.
Sc o r c h in g R ay
2 nd-level evocation
Casting Time: 1 action
Range: 120 feet
Com ponents: V, S
Duration: Instantaneous
Sc r y in g
5th-level divination
Casting Tim e: 10 m inutes
Range: S e lf
Components: V, S, M (a focu s w orth at least 1,000 gp,
such as a crystal ball, a silver mirror, or a font filled
w ith holy water)
Duration: Concentration, up to 10 m inutes
You shape an illusory duplicate o f on e beast or Until the spell ends, freezin g rain and sleet fall in a
hum anoid that is w ithin range for the entire casting 20-foot-tall cylinder w ith a 40 -foot radius centered on
tim e o f the spell. T h e duplicate is a creature, partially a point you c h o o s e w ithin range. The area is heavily
real and form ed from ice or snow, and it can take obscu red, and e x p osed flam es in the area are dou sed.
actions and oth erw ise be affected as a n orm al creature. T h e grou nd in the area is covered w ith slick ice,
It appears to b e the sam e as the original, but it has half m aking it difficult terrain. W h en a creature enters the
the creatu re’s hit point m axim u m and is form ed without sp ell’s area for the first tim e on a turn or starts its turn
any equipm ent. O therw ise, the illusion u ses all the there, it m ust m ake a D exterity saving throw. On a failed
statistics o f the creature it duplicates. save, it falls prone.
The sim u lacru m is friendly to you and creatures you If a creature is concentratin g in the sp ell’s area, the
designate. It obeys your sp oken com m a n d s, m oving creature must m ake a su ccessfu l Constitution saving
and acting in a ccord a n ce with your w ish es and acting th row against your spell save D C or lose concentration.
on your turn in com bat. The sim ulacrum lacks the
ability to learn or b e c o m e m ore pow erful, s o it never
in creases its level or other abilities, nor can it regain
expen ded spell slots.
Slo w m outh and can ’t be undead. The spell fails if the corp se
3rd-level transmutation w as the target o f this spell w ithin the last 10 days.
Until the spell ends, you can ask the c orp se up to five
Casting Tim e: 1 action
questions. The co rp s e k n ow s only what it kn ew in life,
Range: 120 feet
including the languages it knew. A n sw ers are usually
Components: V, S, M (a drop o f m olasses)
brief, cryptic, or repetitive, and the c orp se is under no
Duration: Concentration, up to 1 minute
com pu lsion to offer a truthful answ er if you are hostile
You alter time around up to six creatures o f your to it or it recog n izes you as an enemy. This spell d oesn ’t
ch oice in a 40 -foot cu b e w ithin range. E ach target must return the creature’s sou l to its body, only its anim ating
su cceed on a W isd om saving th row or be affected by spirit. Thus, the c orp se can ’t learn new inform ation,
this spell for the duration. d oesn ’t com prehen d anything that has h appened since it
A n affected target’s sp eed is halved, it takes a - 2 died, and ca n ’t speculate about future events.
penalty to AC and D exterity saving throw s, and it ca n ’t
use reactions. On its turn, it can u se either an action or Sp e a k w it h Plants
a bon u s action, not both. R eg ardless o f the creatu re’s 3rd-level transmutation
abilities or m agic items, it can ’t m ake m ore than one Casting Time: 1 action
m elee or ranged attack during its turn. Range: S e lf (30-foot radius)
If the creature attem pts to cast a spell w ith a casting Components: V, S
tim e o f 1 action, roll a d20. On an 11 or higher, the spell Duration: 10 m inutes
d oesn ’t take effect until the creatu re’s next turn, and the
creature m ust use its action on that turn to com plete the You im bue plants w ithin 30 feet o f you with lim ited
spell. If it ca n ’t, the spell is w asted. sen tience and anim ation, giving them the ability
A creature affected by this spell m akes another to com m u n icate w ith you and follow your sim ple
W isd om saving throw at the end o f its turn. On a com m a n d s. You can question plants about events in the
su ccessfu l save, the effect ends for it. sp ell’s area w ithin the past day, gaining inform ation
about creatu res that have passed, weather, and other
Spare the D y in g circu m stan ces.
Necrom ancy cantrip You can also turn difficult terrain cau sed by plant
grow th (such as thickets and undergrow th) into ordinary
Casting Tim e: 1 action
terrain that lasts for the duration. Or you can turn
Range: Touch
ordinary terrain w here plants are present into difficult
Components: V, S
terrain that lasts for the duration, causing v ines and
Duration: Instantaneous
bran ch es to hinder pursuers, for exam ple.
Y ou touch a living creature that has 0 hit points. The Plants m ight be able to perform other tasks on your
creature b e c o m e s stable. This spell has no effect on behalf, at the D M ’s discretion. The spell d oesn ’t enable
undead or constructs. plants to uproot them selves and m ove about, but they
can freely m ove branches, tendrils, and stalks.
Sp e a k w it h A n im a l s
If a plant creature is in the area, you can com m u n icate
1st-level divination (ritual) with it as if you shared a co m m o n language, but you
Casting Tim e: 1 action gain no m agical ability to influence it.
Range: S e lf T h is spell can cau se the plants created by the entangle
Components: V, S spell to release a restrained creature.
Duration: 10 m inutes
Sp id e r C l im b
You gain the ability to com preh en d and verbally
2nd-level transmutation
com m u n icate with beasts for the duration. T h e
kn ow led ge and aw aren ess o f m any beasts is limited Casting Time: 1 action
by their intelligence, but at m inim um , beasts can Range: Touch
give you inform ation about nearby locations and Components: V, S, M (a drop o f bitum en and a spider)
m onsters, including w hatever they can perceive or have Duration: C oncentration, up to 1 hour
p erceived w ithin the past day. You might be able to Until the spell ends, one w illing creature you touch
persu ade a beast to perform a sm all favor for you, at the gains the ability to m ove up, dow n, and a cross vertical
D M ’s discretion. su rfaces and upside dow n along ceilin gs, w hile leaving
its hands free. The target also gains a clim bin g sp eed
Sp e a k w it h D ead
equal to its w alking speed.
3rd-level necromancy
Casting Tim e: 1 action Sp ik e G row th
s ee w ithin range that can hear and understand you. 5th-level transmutation
C reatures that ca n ’t be charm ed are im m une to this Casting Time: 1 bon u s action
effect. The su ggestion must be w ord ed in such a m anner Range: Touch
as to m ake the co u rse o f action sou n d reasonable. Components: V, S, M (a quiver contain in g at least one
A skin g the creature to stab itself, th row itself onto p iece o f am m unition)
a spear, im m olate itself, or d o so m e other obviously Duration: C oncentration, up to 1 minute
harm ful act en ds the spell.
You transm ute your quiver so it p rod u ces an en dless it is incapable o f m eaningful com m u n ica tion and has
supply o f n onm agical am m unition, w hich seem s to leap disadvantage on attack rolls and ability checks.
into your hand w hen you reach for it. Fear. E ach target m ust m ake a W isd om saving th row
On each o f your turns until the spell ends, you can use and b e c o m e s frightened for 1 minute on a failed save.
a bon u s action to m ake tw o attacks w ith a w eap on that W h ile frightened, the target d rops w hatever it is holding
u ses am m unition from the quiver. E ach tim e you m ake and must m ove at least 30 feet away from the glyph on
such a ranged attack, your quiver m agically replaces each o f its turns, if able.
the p iece o f am m unition you u sed with a sim ilar piece H opelessn ess. E ach target m ust m ake a C harism a
o f n onm agical am m unition. Any p ieces o f am m unition saving throw. On a failed save, the target is
created by this spell disintegrate w hen the spell ends. If overw helm ed with despair for 1 minute. D uring this
the quiver leaves your p ossession , the spell ends. time, it c a n ’t attack o r target any creature w ith harm ful
abilities, spells, or other m agical effects.
Sy m bol Insanity. Each target must m ake an Intelligence saving
7th-level abjuration throw. On a failed save, the target is driven insane for
Casting Tim e: 1 m inute 1 minute. A n insane creature ca n ’t take actions, can't
Range: Touch understand what other creatures say, can ’t read, and
Components: V, S, M (mercury, ph osph orus, and speaks only in gibberish. The DM con trols its m ovem ent,
p ow d ered diam on d and opal with a total value o f at w hich is erratic.
least 1,000 gp, w hich the spell con su m es) Pain. Each target m ust m ake a Constitution saving
Duration: Until dispelled or triggered th row and b e c o m e s incapacitated with excruciating pain
for 1 minute on a failed save.
W h en you cast this spell, you in scribe a harm ful glyph
Sleep. Each target m ust m ake a W isd om saving throw
either on a su rface (such as a section o f floor, a w all, or
and falls u n con sciou s for 10 m inutes on a failed save. A
a table) or w ithin an ob ject that can be closed to con cea l
creature aw akens if it takes dam age or if som eon e u ses
the glyph (such as a book, a scroll, or a treasure chest).
an action to shake or slap it awake.
If you c h o o s e a surface, the glyph can cover an area o f
Stunning. Each target must m ake a W isd om saving
the su rface no larger than 10 feet in diameter. If you
throw and b e com es stunned for 1 minute on a failed save.
c h o o s e an object, that object must rem ain in its place; if
the object is m oved m ore than 10 feet from w here you T a s h a ’s H id e o u s L aughter
cast this spell, the glyph is broken, and the spell ends 1st-level enchantment
without bein g triggered.
Casting Tim e: 1 action
The glyph is nearly invisible, requiring an Intelligence
Range: 30 feet
(Investigation) ch eck against your spell save
Components: V, S, M (tiny tarts and a feather that is
D C to find it.
w aved in the air)
You d ecide w hat triggers the glyph w hen you cast the
Duration: C oncentration, up to 1 m inute
spell. For glyphs in scribed on a surface, the m ost typical
triggers include touching or stepping on the glyph, A creature o f your ch oice that you can see w ithin range
rem oving another object coverin g it, approach in g w ithin perceives everything as hilariously funny and falls
a certain distance o f it, or m anipulating the object into fits o f laughter if this spell affects it. The target
that holds it. For glyphs in scribed w ithin an object, must su cceed on a W isd om saving th row o r fall prone,
the m ost com m on triggers are open in g the object, b ecom in g incapacitated and unable to stand up for the
approaching w ithin a certain distance o f it, or seein g or duration. A creature w ith an Intelligence sco re o f 4 or
reading the glyph. less isn’t affected.
You can further refine the trigger so the spell is At the end o f each o f its turns, and each tim e it takes
activated only under certain circu m sta n ces or a ccord in g dam age, the target can m ake another W isd om saving
to a creatu re’s physical characteristics (such as height throw. The target has advantage on the saving th row if
or weight), or physical kind (for exam ple, the w ard could it’s triggered by dam age. On a su ccess, the spell ends.
b e set to affect hags or shapechangers). You can also
sp ecify creatures that don ’t trigger the glyph, such as T e l e k in e s is
A s you cast the spell, you draw a 10-foot-diam eter • Your v oice b o o m s up to three tim es as loud as n orm al
circle on the ground in scribed w ith sigils that link for 1 minute.
your location to a perm anent teleportation circle of • You cau se flam es to flicker, brighten, dim , or change
your ch oice w h o s e sigil seq u en ce you k n ow and that is color for 1 minute.
on the sa m e plane o f existence as you. A sh im m ering • You cau se h arm less trem ors in the grou nd for 1
portal op en s w ithin the circle you drew and rem ains minute.
op en until the end o f your next turn. Any creature that • You create an instantaneous sou n d that originates
enters the portal instantly appears w ithin 5 feet o f the from a point o f your ch oice w ithin range, such as a
destination circle or in the nearest u n occu pied sp ace if rum ble o f thunder, the cry o f a raven, or om in ou s
that sp ace is occu pied. w hispers.
M any m ajor tem ples, guilds, and other im portant • You instantaneously cau se an u n lock ed d oor or w in
p la ces have perm anent teleportation circles in scribed dow to fly open or slam shut.
som ew h ere w ithin their con fin es. E ach such circle • You alter the appearan ce o f your eyes for 1 minute.
includes a unique sigil seq u en ce—a string o f m agical If you cast this spell multiple tim es, you can have up to
run es arranged in a particular pattern. W h en you first three o f its 1-minute effects active at a tim e, and you can
gain the ability to cast this spell, you learn the sigil dism iss such an effect as an action.
seq u en ces for tw o destinations on the M aterial Plane,
determ ined by the DM. You can learn additional sigil T horn W h ip
seq u en ces during your adventures. You can com m it Transmutation cantrip
a n ew sigil seq u en ce to m em ory after studying it Casting Tim e: 1 action
for 1 minute.
Range: 30 feet
You can create a perm anent teleportation circle by
Components: V, S, M (the stem o f a plant w ith thorns)
casting this spell in the sam e location every day for one
Duration: Instantaneous
year. You n eed not use the circle to teleport w hen you
cast the spell in this way. You create a long, vine-like w hip covered in thorns that
lashes out at your com m a n d tow ard a creature in range.
T e n s e r ’s F l o a t in g D is k M ake a m elee spell attack against the target. If the
1st-level conjuration (ritual) attack hits, the creature takes 1d6 piercing dam age, and
if the creature is Large or sm aller, you pull the creature
Casting Time: 1 action
up to 10 feet closer to you.
Range: 3 0 feet
T h is sp ell’s dam age in creases by 1d6 w h en you reach
Components: V, S, M (a drop o f m ercury)
5th level (2d6), 11th level (3d6), and 17th level (4d6).
Duration: 1 hour
You d ecide what action it takes and h ow it m oves. The 8 th-level conjuration
DM has the creatu re’s statistics and resolves all o f its Casting Tim e: 1 m inute
actions and m ovem ent. Range: Sight
If the spell b e c o m e s perm anent, you no longer control Components: V, S
the creature. It m ight rem ain friendly to you, depen din g Duration: Concentration, up to 6 rounds
on h ow you have treated it.
A w all o f w ater springs into existence at a point you
C reature into O bject. If you turn a creature into an
c h o o s e w ithin range. You can m ake the w all up to 3 0 0
object, it transform s along with w hatever it is w earin g
feet long, 3 0 0 feet high, and 50 feet thick. The w all lasts
and carryin g into that form . The creatu re’s statistics
for the duration.
b e c o m e th ose o f the object, and the creature has no
W h en the w all appears, each creature w ithin its area
m em ory o f tim e spent in this form , after the spell ends
must m ake a Strength saving throw. O n a failed save,
and it returns to its n orm al form .
a creature takes 6 d10 bludgeon ing dam age, or h alf as
T rue R e s u r r e c t io n m uch dam age on a su ccessfu l save.
9th-level necrom ancy At the start o f each o f your turns after the w all
appears, the w all, along w ith any creatu res in it, m oves
Casting Tim e: 1 hour
50 feet away from you. A ny H uge or sm aller creature
Range: Touch
inside the w all or w h ose sp ace the w all enters w hen
Components: V, S, M (a sprin kle o f holy water and
it m oves m ust su cceed on a Strength saving th row or
dia m on ds w orth at least 2 5 ,0 0 0 gp, w hich the
take 5 d10 bludgeon ing dam age. A creature can take
spell con su m es)
this dam age only on ce per round. At the end o f the turn,
Duration: Instantaneous
the w all’s height is reduced by 50 feet, and the dam age
You touch a creature that has been dead for no longer creatures take from the spell on subsequent roun ds is
than 2 0 0 y ears and that died for any reason except reduced by 1d10. W h en the w all reach es 0 feet in height,
old age. If the creatu re’s sou l is free and w illing, the the spell ends.
creature is restored to life w ith all its hit points. A creature caught in the w all can m ove by sw im m ing.
This spell c lo se s all w oun ds, neutralizes any poison, B ecau se o f the force o f the wave, though, the creature
cu res all d iseases, and lifts any cu rses affecting the m ust m ake a su ccessfu l Strength (Athletics) ch eck
creatu re w hen it died. T h e spell replaces dam aged or against your spell save D C in order to m ove at all. If it
m issin g organs and lim bs. fails the check, it ca n ’t m ove. A creature that m oves out
T h e spell can even provide a n ew b od y if the original o f the area falls to the ground.
no longer exists, in w h ich ca se you m ust sp eak the
creatu re’s nam e. The creature then appears in an U n seen Se r v a n t
u n occu p ied sp ace you c h o o s e w ithin 10 feet o f you. 1st-level conjuration (ritual)
Casting Time: 1 action
T rue Se e in g
Range: 60 feet
6 th-level divination
Components: V, S, M (a p iece o f string and
Casting Tim e: 1 action a bit o f w o o d )
Range: Touch Duration: 1 hour
Components: V, S, M (an ointm ent for the eyes that
T his sp ell creates an invisible, m indless, shap eless
co sts 25 gp; is m ade from m u sh room pow der, saffron,
force that perform s sim ple tasks at your com m a n d until
and fat; and is con su m ed by the spell)
the spell ends. The servant springs into existen ce in an
Duration: 1 hour
u n occu p ied sp ace on the ground w ithin range. It has AC
T h is spell gives the w illing creature you touch the ability 10, 1 hit point, and a Strength o f 2, and it c a n ’t attack. If
to see things as they actually are. For the duration, the it d rop s to 0 hit points, the spell ends.
creature has truesight, n otices secret d oors hidden by O nce on each o f your turns as a bon u s action, you can
m agic, and can see into the E thereal Plane, all out to a m entally c om m a n d the servant to m ove up to 15 feet and
range o f 120 feet. interact w ith an object. T h e servant can perform sim ple
tasks that a hum an servant cou ld do, such as fetching
T rue St r i k e things, cleaning, m ending, folding clothes, lighting
Divination cantrip fires, serving food , and pou rin g w ine. O nce you give the
Casting Time: 1 action com m a n d , the servant perform s the task to the best o f
Range: 3 0 feet its ability until it com pletes the task, then w aits for your
Components: S next com m and .
Duration: Concentration, up to 1 round If you com m a n d the servant to perform a task that
w ou ld m ove it m ore than 60 feet away from you,
You extend your hand and point a finger at a target in
the spell ends.
range. Your m agic grants you a brief insight into the
Vam p ir ic Touch Wall of Force
3rd-level necromancy 5th-level evocation
Casting Tim e: 1 action Casting Time: 1 action
Range: S elf Range: 120 feet
Components: V, S Components: V, S, M (a pinch o f p ow d er m ade by
Duration: Concentration, up to 1 m inute cru sh in g a clear gem stone)
Duration: Concentration, up to 10 m inutes
T he touch o f your shadow -w reathed hand can siphon life
force from others to heal your w oun ds. M ake a m elee A n invisible w all o f force springs into existence at a
spell attack against a creature w ithin y ou r reach. On point you c h o o s e w ithin range. The w all appears in
a hit, the target takes 3d 6 n ecrotic dam age, and you any orientation you ch o o s e , as a h orizontal or vertical
regain hit points equal to h alf the am ount o f n ecrotic barrier or at an angle. It can be free floating or resting
d am age dealt. Until the spell ends, you can m ake the on a solid surface. You can form it into a h em ispherical
attack again on each o f your turns as an action. dom e or a sphere with a radius o f up to 10 feet, or you
A t H igher L evels. W h en you cast this spell usin g a can shape a flat su rface m ade up o f ten 10-foot-by-
spell slot o f 4th level or higher, the dam age in creases by 10-foot panels. E ach panel must b e contigu ou s w ith
1d6 for each slot level above 3rd. another panel. In any form , the w all is 1/4 inch thick.
It lasts for the duration. If the w all cuts through a
V ic io u s M ockery creatu re’s sp ace w hen it appears, the creature is pushed
Enchantment cantrip to on e side o f the w all (your ch oice w h ich side).
Casting Tim e: 1 action N othing can physically p a ss through the w all. It is
Range: 60 feet im m une to all dam age and ca n ’t b e dispelled by dispel
Components: V magic. A disintegrate spell destroys the w all instantly,
Duration: Instantaneous however. T h e w all also extends into the Ethereal Plane,
block in g ethereal travel through the wall.
You unleash a string o f insults laced w ith subtle
enchantm ents at a creature you can see w ithin range. If Wall of Ice
the target can hear you (though it n eed not understand 6 th-level evocation
you), it m ust su cceed on a W isd om saving th row or take
Casting Time: 1 action
1d4 psychic dam age and have disadvantage on the next
Range: 120 feet
attack roll it m akes before the end o f its next turn.
Components: V, S, M (a sm all p iece o f quartz)
T h is sp ell’s dam age in creases by 1d4 w hen you reach
Duration: Concentration, up to 10 m inutes
5th level (2d4), 11th level (3d4), and 17th level (4d4).
You create a w all o f ice on a solid su rface w ithin range.
Wall of F ir e You can form it into a h em ispherical d om e or a sphere
4th-level evocation with a radius o f up to 10 feet, or you can shape a flat
Casting Tim e: 1 action su rface m ade up o f ten 10-foot-square panels. Each
Range: 120 feet panel must b e contigu ou s w ith another panel. In any
Components: V, S, M (a sm all p iece o f phosph orus) form , the w all is 1 foot thick and lasts for the duration.
Duration: C oncentration, up to 1 m inute If the w all cuts through a creatu re’s sp ace w hen it
appears, the creature w ithin its area is pushed to one
You create a w all o f fire on a solid su rface w ithin
side o f the w all and m ust m ake a D exterity saving throw.
range. You can m ake the w all up to 60 feet long, 20
On a failed save, the creature takes 10d6 cold dam age,
feet high, and 1 foot thick, or a ringed w all up to 20 feet
or h alf as m uch dam age on a su ccessfu l save.
in diameter, 20 feet high, and 1 foot thick. T h e w all is
T h e w all is an object that can be dam aged and thus
opaque and lasts for the duration.
breached. It has AC 12 and 30 hit points per 10-foot
W h en the w all appears, each creature w ithin its area
section, and it is vulnerable to fire dam age. R edu cin g
must m ake a D exterity saving throw. O n a failed save, a
a 10-foot section o f w all to 0 hit points destroys it and
creature takes 5d8 fire dam age, or h alf as m uch dam age
leaves behind a sheet o f frigid air in the sp ace the w all
on a su ccessfu l save.
occu pied. A creature m oving through the sheet o f frigid
O ne side o f the w all, selected by you w hen you cast
air for the first tim e on a turn m ust m ake a Constitution
this spell, deals 5d8 fire dam age to each creature that
saving throw. That creature takes 5d6 cold dam age on a
ends its turn w ithin 10 feet o f that side or inside the
failed save, or h alf as m uch dam age on a su ccessfu l one.
wall. A creature takes the sam e dam age w hen it enters
A t H igher L evels. W h en you cast this spell using a
the w all for the first time on a turn or ends its turn there.
spell slot o f 7th level or higher, the dam age the w all
T he other side o f the w all deals no dam age.
deals w hen it appears in creases by 2d6, and the dam age
A t H igher Levels. W h en you cast this spell using a
from passing through the sheet o f frigid air in creases by
spell slot o f 5th level or higher, the dam age in creases by
1d6, for each slot level above 6th.
1d8 for each slot level above 4th.
Wall of St o n e m ake a Dexterity saving throw. It takes 7d8 slashing
5th-level evocation dam age on a failed save, or h alf as m uch dam age on a
su ccessfu l one.
Casting Time: 1 action
A t H igher Levels. W h en you cast this spell using a
Range: 120 feet
spell slot o f 7th level or higher, both types o f dam age
Components: V, S, M (a sm all b lo ck o f granite)
in crease by 1d8 for each slot level above 6th.
Duration: Concentration, up to 10 m inutes
• You grant up to ten creatures you can see im m unity to 6 th-level conjuration
a single spell or other m agical effect for 8 hours. For Casting Tim e: 1 action
instance, you cou ld m ake y ou rself and all your co m Range: 5 feet
panion s im m une to a lich ’s life drain attack. Components: V
• You undo a single recen t event by forcin g a reroll o f Duration: Instantaneous
any roll m ade w ithin the last roun d (including your
You and up to five w illing creatu res w ithin 5 feet o f you
last turn). Reality resh apes itself to a ccom m od a te the
instantly teleport to a previously designated sanctuary.
n ew result. F or exam ple, a wish spell cou ld undo an
You and any creatures that teleport w ith you appear in
op p on en t’s su ccessfu l save, a fo e ’s critical hit, or a
the nearest u n occu pied sp a ce to the spot you designated
friend’s failed save. You can force the reroll to be m ade
w hen you prepared your sanctuary (see below ). If you
w ith advantage or disadvantage, and you can c h o o s e
cast this spell w ithout first preparin g a sanctuary, the
w hether to use the reroll or the original roll.
spell has no effect.
You m ight be able to achieve som eth in g beyon d the You must designate a sanctuary by casting this spell
s c o p e o f the above exam ples. State your w ish to the DM w ithin a location, such as a tem ple, dedicated to or
as precisely as p ossib le. T h e DM has great latitude in strongly linked to your deity. If you attempt to cast the
ruling w hat o c cu rs in su ch an instance; the greater the spell in this m anner in an area that isn’t dedicated to
w ish, the greater the lik elih ood that som eth in g goes your deity, the spell has n o effect.
w ron g. This spell m ight sim ply fail, the effect you desire
m ight only b e partly achieved, or you m ight suffer som e W rathful Sm it e
u n foreseen c on seq u en ce as a result o f h ow you w orded 1st-level evocation
the w ish. For exam ple, w ish in g that a villain w ere dead
Casting Time: 1 bon u s action
m ight propel you forw ard in time to a p eriod w hen that
Range: S e lf
villain is no longer alive, effectively rem oving you from
Components: V
the gam e. Similarly, w ish in g for a legendary m agic item
Duration: Concentration, up to 1 minute
or artifact m ight instantly transport you to the presen ce
o f the item ’s current owner. T h e next tim e you hit w ith a m elee w ea p on attack
T h e stress o f casting this spell to produ ce any effect during this sp ell’s duration, your attack deals an extra
other than duplicating another spell w eak en s you. After 1d6 psychic dam age. Additionally, if the target is a
enduring that stress, each tim e you cast a spell until creature, it must m ake a W isd om saving th row o r be
you finish a lon g rest, you take 1d10 n ecrotic dam age frightened o f you until the spell ends. A s an action, the
p er level o f that spell. T his dam age ca n ’t b e redu ced or creature can m ake a W isd om ch eck against your spell
prevented in any way. In addition, your Strength drops save D C to steel its resolve and end this spell.
to 3, if it isn’t 3 or low er already, for 2d4 days. F or each
Z one of T ruth
o f th ose days that you sp en d resting and doin g nothing
2 nd-level enchantment
m ore than light activity, your rem aining recov ery time
decrea ses by 2 days. Finally, there is a 33 percent Casting Time: 1 action
ch a n ce that you are unable to cast wish ever again if you Range: 60 feet
suffer this stress. Components: V, S
Duration: 10 m inutes
W it c h B olt
You create a m agical zon e that guards against deception
1st-level evocation
in a 15-foot-radius sphere centered on a point o f your
Casting Tim e: 1 action ch oice w ithin range. Until the spell ends, a creature
Range: 30 feet that enters the spell’s area for the first tim e on a turn
Components: V, S, M (a tw ig from a tree that has been or starts its turn there m ust m ake a C harism a saving
stru ck by lightning) throw. On a failed save, a creature c a n ’t sp eak a
Duration: Concentration, up to 1 m inute deliberate lie w hile in the radius. You k n ow w hether
A b ea m o f crackling, blue en ergy la n ces out tow ard each creature su cce e d s or fails on its saving throw.
a creature w ithin range, form in g a sustained arc o f A n affected creature is aw are o f the spell and can thus
lightning b etw een you and the target. M ake a ranged avoid an sw erin g questions to w h ich it w ou ld norm ally
spell attack against that creature. O n a hit, the target resp on d w ith a lie. S u ch a creature can be evasive in
takes 1d12 lightning dam age, and on each o f your turns its an sw ers as long as it rem ains w ithin the bou n daries
for the duration, you can u se your action to deal 1d12 o f the truth.
lightning dam age to the target automatically. T h e spell
en ds if you u se your action to do anything else. The spell
A pp e n d ix A : C o n d it io n s
ONDITIONS ALTER A CREATURE’S CAPABILITIES IN
C • The charm er has advantage on any ability ch eck to
a variety o f w ays and can arise as a result o f interact socia lly w ith the creature.
a spell, a class feature, a m on ster’s attack,
or other effect. M ost conditions, such as D eafened
blinded, are im pairm ents, but a few, such as • A d eafened creature can ’t hear and autom atically fails
invisible, can be advantageous. any ability ch eck that requ ires hearing.
A condition lasts either until it is countered
F r ig h t e n e d
(the prone condition is coun tered by standing
up, for exam ple) or for a duration sp ecified by the effect • A frightened creature has disadvantage on ability
that im p osed the condition. ch eck s and attack rolls w hile the sou rce o f its fear is
If multiple effects im p ose the sam e condition on a w ithin line o f sight.
creature, each instance o f the condition has its ow n • The creature ca n ’t w illingly m ove clo se r to the sou rce
duration, but the con dition ’s effects don't get w orse. o f its fear.
A creature either has a condition or d oesn ’t.
G rappled
T h e follow in g definitions sp e cify w hat h a ppen s to
• A grappled creatu re’s sp eed b e c o m e s 0, and it can't
a crea tu re w h ile it is su bjected to a con dition .
benefit from any bonus to its speed.
B l in d e d • The condition en ds if the grappler is incapacitated
(see the condition).
• A blinded creature ca n ’t see and autom atically fails
any ability ch eck that requires sight. • The condition also en ds if an effect rem oves the
• A ttack rolls against the creature have advantage, and grappled creature from the reach o f the grappler or
the creatu re’s attack rolls have disadvantage. grappling effect, such as w hen a creature is hurled
away by the thunderwave spell.
C harm ed
In c a p a c it a t e d
• A charm ed creature can't attack the charm er or target
the charm er w ith harm ful abilities or m agical effects. • A n incapacitated creature ca n ’t take actions or
reactions.
In v is ib l e E x h a u s t io n
• A n invisible creatu re is im p ossib le to see w ithout the Some special abilities and environmental hazards, such as
aid o f m a gic or a sp ecia l sen se. F or the p u rp ose o f starvation and the long-term effects o f freezing or scorching
hiding, the creatu re is heavily obscu red . T h e crea temperatures, can lead to a special condition called
ture’s location can be detected by any n oise it m akes exhaustion. Exhaustion is measured in six levels. An effect
can give a creature one or more levels o f exhaustion, as
or any tracks it leaves.
specified in the effect’s description.
• Attack rolls against the creature have disadvantage,
and the creatu re’s attack rolls have advantage. Level Effect
1 Disadvantage on ability checks
Pa r a l y z e d 2 Speed halved
• A paralyzed creature is incapacitated (see the con d i 3 Disadvantage on attack rolls and saving throws
tion) and ca n ’t m ove or speak. 4 Hit point maximum halved
• T h e creature autom atically fails Strength and 5 Speed reduced to 0
D exterity saving throw s. 6 Death
• Attack rolls against the creature have advantage.
If an already exhausted creature suffers another effect that
• Any attack that hits the creature is a critical hit if the
causes exhaustion, its current level o f exhaustion increases
attacker is w ithin 5 feet o f the creature.
by the amount specified in the effect’s description.
A creature suffers the effect o f its current level of
P e t r if ie d
exhaustion as well as all lower levels. For example, a creature
• A petrified creature is transform ed, along w ith any suffering level 2 exhaustion has its speed halved and has
n onm agical object it is w earin g or carrying, into a disadvantage on ability checks.
solid inanim ate su bstance (usually stone). Its w eight An effect that removes exhaustion reduces its level as
in creases by a factor o f ten, and it c e a se s aging. specified in the effect’s description, with all exhaustion
• The creature is incapacitated (see the condition), ca n ’t effects ending if a creature’s exhaustion level is reduced
m ove or speak, and is unaw are o f its surroundings. below 1.
• A ttack rolls against the creature have advantage. Finishing a long rest reduces a creature's exhaustion level
by 1, provided that the creature has also ingested some
• The creature autom atically fails Strength and
food and drink.
D exterity saving throw s.
• T h e creature has resistan ce to all dam age.
• The creature is im m u ne to p oison and disease,
although a p oison or d isease already in its system
is suspended, not neutralized.
■f
P o is o n e d
• A p oison ed creature has disadvantage on attack rolls
and ability checks.
Prone
• A prone creatu re’s only m ovem ent option is to crawl,
u n less it stands up and thereby en ds the condition.
• T h e creature has disadvantage on attack rolls.
• A n attack roll against the creature has advantage
if the attacker is w ithin 5 feet o f the creature.
O therw ise, the attack roll has disadvantage.
R e s t r a in e d
• A restrained creatu re’s sp eed b e c o m e s 0, and it can ’t
benefit from any bon u s to its speed.
• A ttack rolls against the creature have advantage,
and the creatu re’s attack rolls have disadvantage.
• The creature has disadvantage on Dexterity
saving throw s.
St u n n e d
• A stunned creature is incapacitated (see the
condition), ca n ’t m ove, and can sp ea k only
falteringly.
• The creature autom atically fails Strength
and D exterity saving throws.
• A ttack rolls against the creature have
advantage.
U n c o n s c io u s
• A n u n con sciou s creature is incapacitated (see
the condition), ca n ’t m ove or speak, and is unaw are
o f its surrou ndings
• T h e creature d rops w hatever it’s h olding and falls
prone.
• T h e creature autom atically fails Strength and
D exterity saving throw s.
• Attack rolls against the creature have advantage.
• A n y attack that hits the creature is a criti
cal hit if the attacker is w ithin 5 feet
o f the creature.
A p p e n d i x B: G o d s o f t h e M u l t iv e r s e
ELIGION IS AN IMPORTANT PART OF LIFE IN
R G reyhaw k
the w orld s o f the D & D multiverse. W h en The gods o f G reyhaw k c o m e from at least four different
g od s w alk the w orld, clerics channel divine pantheons, representing the faiths o f the various ethnic
pow er, evil cults perform dark sa crifices in grou ps that populated the continent o f O erik over the
subterranean lairs, and shining paladins ages. A s a result, there’s a great deal o f overlap in their
stand like b e a co n s against the darkness, it’s portfolios: P elor is the Flan god o f the sun and Pholtus
hard to b e am bivalent about the deities and is the O eridian sun god, for exam ple.
deny their existence.
M any p eople in the w orlds o f D & D w orsh ip different D ragonlance
g od s at different tim es and circu m stan ces. P eop le in T h e g od s o f the w orld o f K rynn are three fam ilies: seven
the Forgotten R ealm s, for exam ple, might pray to Sune g od s o f g ood headed by Paladine and M ishakal, seven of
for luck in love, m ake an offering to W aukeen before neutrality headed by Gilean, and seven o f evil headed by
headin g to the market, and pray to ap pease T alos w hen Takhisis and Sargon nas. T h ese deities have been called
a severe storm blow s in—all in the sa m e day. M any by m any different n am es and held in varying levels o f
p eople have a favorite am ong the gods, one w h o s e ideals esteem by different p eop les and cultures through the
and teach in gs they m ake their ow n. A nd a few people w orld ’s history, but they are the only g od s o f this w orld—
dedicate them selves entirely to a single god, usually their place fixed in the stars as constellations.
servin g as a priest or cham pion o f that g o d ’s ideals.
Your DM determ ines w hich gods, if any, are w orshiped Eberron
in his or her cam paign. F rom am ong the gods available, Th e w orld o f E berron has m any different religions, but
you can c h o o s e a single deity for your character to the m ost im portant revolves around a pantheon called
serve, w orship, or pay lip service to. Or you can pick the Sovereign H ost and their m align shadow, the Dark
a few that your character prays to m ost often. O r just Six. T h e g od s o f the S overeign H ost are thought to have
m ake a mental note o f the gods w h o are revered in your dom inion over every aspect o f existence, and to sp eak
D M ’s cam paign s o you can invoke their n am es w hen w ith a unified voice. But the D ark S ix are the primitive,
appropriate. If you ’re playing a cleric or a character with bloody, and cru el g od s w h o offer a dissen tin g voice.
the A colyte background, decide w hich god your deity E b erron ’s other religions are very different from the
serves or served, and consider the deity’s suggested traditional D & D pantheons. T h e m on oth eistic Church
dom ain s w hen selecting your character’s dom ain. o f the Silver F lam e is devoted to fighting against evil in
the w orld, but plagued by corruption in its ow n ranks.
D&D Pa n t h e o n s T h e ph ilosoph y o f the B lood o f Vol teach es that divinity
lies w ithin all m ortal bein gs and reveres the undead
E ach w orld in the D & D m ultiverse has its ow n
w h o have secu red that im mortality. V arious m ad cults
pantheons o f deities, ranging in size from the teem ing
are devoted to the d em on s and h orrors im prison ed
pantheons o f the Forgotten R ealm s and G reyhaw k to
in E berron 's U nderdark (called Khyber, the D ragon
the m ore focu sed religions o f E berron and D ragonlance.
Below). The follow ers o f the Path o f Light believe that
M any o f the nonhum an races w orsh ip the sam e g od s on
the w orld is heading tow ard a glorious future w here
different w orld s—M oradin, for exam ple, is revered by
the sh ad ow s that cloud this w orld w ill be transform ed
d w arves o f the Forgotten R ealm s, G reyhawk, and many
into light. A n d tw o related nations o f elves revere their
other w orlds.
ancestral spirits: the U ndying Court, preserved as
T he Fo rg o tten R ealm s spirits or even undead form s, and the glorified Spirits
D ozen s o f deities are revered, w orshiped, and feared o f the Past, the great h eroes o f ancient w ars.
throughout the w orld o f the Forgotten R ealm s. At least
N onhum an D e it ie s
thirty deities are w idely kn ow n a cross the R ealm s, and
Certain g od s closely associated w ith nonhum an races
m any m ore are w orsh ip ed locally, by individual tribes,
are revered on m any different w orlds, though not always
sm all cults, or certain sects o f larger religious tem ples.
in the sam e way. The nonhum an races o f the Forgotten
R ealm s and G reyhaw k share these deities.
T h e L ife a n d D e a t h D o m a i n s
N onhum an races often have w hole pantheons o f
Many deities in this section suggest the Life domain, their ow n. B esid es M oradin, for exam ple, the dw arf
particularly if they are closely associated with healing,
g od s include M oradin’s w ife, B erron ar Truesilver, and
protection, childbirth, nurturing, or fertility. As described in
a num ber o f other g od s thought to be their children
the chapter 3, though, the Life domain is incredibly broad,
and grandchildren: Abbathor, C langeddin Silverbeard,
and a cleric o f any non-evil deity can choose it.
A number o f other deities, mostly evil ones, suggest the D ugm aren Brightm antle, D um athoin, G orm Gulthyn,
Death domain, which is detailed in the Dungeon Master’s Haela Brightaxe, M artham m or Duin, Sharindlar, Thard
Guide. Most clerics who choose this domain are evil NPCs, Harr, and Vergadain. Individual clans and kin gdom s o f
but if you want to worship a god o f death, consult your d w arves m ight revere som e, all, or n one o f th ese deities,
Dungeon Master. and som e have other g od s unkn ow n (or know n by other
n am es) to outsiders.
D e it ie s o f t h e Fo r g o t t e n R e a lm s
D e it ie s o f D r a g o n l a n c e
N o n h u m a n D eities
T he C e l t ic Pa n t h eon
It’s said that som eth in g w ild lurks in the heart o f every
soul, a sp ace that thrills to the sou n d o f g eese calling
at night, to the w h isperin g w in d through the pines, to
the unexpected red o f m istletoe on an oak—and it is in
this sp ace that the Celtic g od s dw ell. They sprang from
the b ro o k and stream , their might heightened by the
strength o f the oak and the beauty o f the w ood la n d s and
op en m oor. W h en the first forester dared put a nam e to
the face seen in the bole o f a tree or the v oice babbling
in a brook, these g od s forced them selves into being.
T h e Celtic g od s are as often served by druids as by
clerics, for they are closely aligned with the forces o f
nature that druids revere.
T he E g y p t i a n Pa n t h eon
T h ese gods are a youn g dynasty o f an ancient divine
family, heirs to the rulership o f the c o s m o s and the
m aintenance o f the divine principle o f M a’at—the
fundam ental order o f truth, justice, law, and order that
puts gods, m ortal pharaohs, and ordinary m en and
w om en in their logical and rightful place in the universe.
T h e Egyptian pantheon is unusual in having three
g od s w ith the D eath dom ain o f different alignm ents.
A nubis is the lawful neutral g od o f the afterlife, w ho
ju d g es the sou ls o f the dead. S et is a chaotic evil god the n eed s o f their environm ent. Given the n ecessity o f
o f murder, perhaps best kn ow n for killing his brother raiding for food and w ealth, it’s su rprisin g the m ortals
O siris. A nd Nephthys is a chaotic g o o d g od d ess o f turned out as w ell as they did. T heir p ow ers reflect
m ourning. Thus, although m ost clerics o f the Death the n eed th ese w arriors had for stron g leadership and
dom ain (found in the Dungeon Master's Guide) are decisive action. Thus, they see their deities in every
villainous characters, clerics w h o serve A nubis or ben d o f a river, hear them in the crash o f the thunder
Nephthys need not be. and the b oom in g o f the glaciers, and sm ell them in the
sm ok e o f a burning lon gh ou se.
T he N orse Pa n t h eon
T h e N orse pantheon includes tw o main fam ilies, the
W h ere the land plum m ets from the sn ow y hills into the A esir (deities o f w ar and destiny) and the Vanir (gods
icy fjords below , w here the lon gboats draw up on to the o f fertility and prosperity). O nce en em ies, these tw o
beach , w here the glaciers flow forw ard and retreat with fam ilies are n ow closely allied against their com m on
every fall and spring—this is the land o f the Vikings, en em ies, the giants (including the g od s S urtur and
the h om e o f the N orse pantheon. It’s a brutal clim e, Thrym ). Like the g od s o f G reyhawk, g od s in different
and one that calls for brutal living. The w arriors o f fam ilies som etim es have overlap in their spheres o f
the land have had to adapt to the harsh condition s in influence: Frey (of the Vanir) and O dur (of the Aesir)
order to survive, but they haven’t been too tw isted by are both associated w ith the sun, for exam ple.
G reek D e it ie s
N o r se D e it ie s
Po s it iv e a n d N e g a t iv e P l a n e s
Like a dome above the other planes, the Positive Plane is the
source o f radiant energy and the raw life force that suffuses
all living beings, from the puny to the sublime. Its dark
reflection is the Negative Plane, the source of necrotic energy
that destroys the living and animates the undead.
o f force. The depths o f the plane, the D eep Ethereal, are
Be yo n d t h e M a t e r ia l a region o f sw irling m ists and colorfu l fogs.
B eyond the M aterial P lane, the various planes of The Astral Plane is the realm o f thought and dream ,
existence are realm s o f myth and mystery. T h ey ’re w here visitors travel as disem b od ied sou ls to reach
not sim ply other w orlds, but different qualities o f the planes o f the divine and dem onic. It is a great,
being, form ed and governed by spiritual and elem ental silvery sea, the sam e above and below , w ith sw irling
principles abstracted from the ordinary w orld. w isp s o f white and gray streaking am ong m otes o f light
resem blin g distant stars. Erratic w h irlpools o f color
Plana r T ravel flicker in m idair like spinning coin s. O ccasion al bits o f
W h en adventurers travel into other planes o f existence, solid m atter can be found here, but m ost o f the Astral
they are undertaking a legendary jou rn ey a cross the Plane is an endless, op en dom ain.
thresholds o f existence to a m ythic destination w here
they strive to com plete their quest. S u ch a jou rn ey is the In n e r P l a n e s
stuff o f legend. Braving the realm s o f the dead, seeking The Inner P la n es su rrou nd and enfold the Material
out the celestial servants o f a deity, or bargaining with Plane and its ech oes, providing the raw elem ental
an efreeti in its h om e city w ill be the su bject o f son g and su bstance from w hich all the w orld s w ere m ade. The
story for years to com e. four Elemental P lanes—Air, Earth, Fire, and W ater—
Travel to the planes beyon d the M aterial Plane can be form a ring around the M aterial P lane, su spended
accom p lish ed in tw o w ays: by castin g a spell or by using w ithin the churning Elemental Chaos.
a planar portal. At their in nerm ost edges, w here they are closest
Spells. A n um ber o f spells allow direct or indirect to the M aterial Plane (in a con ceptu al if not a literal
a c c e s s to other planes o f existence. Plane shift and geograph ical sense), the four Elem ental P lanes
gate can transport adventurers directly to any other resem ble a w orld in the M aterial Plane. T h e four
plane o f existence, w ith different deg rees o f precision. elem ents m ingle together as they do in the Material
Etherealness allow s adventurers to enter the Ethereal Plane, form in g land, sea, and sky. Farther from the
Plane and travel from there to any o f the planes it M aterial Plane, though, the E lem ental P la n es are both
tou ch es—the Shadow fell, the Feywild, or the Elem ental alien and hostile. Here, the elem ents exist in their
Planes. A nd the astral projection spell lets adventurers purest form —great expan ses o f solid earth, blazing fire,
project them selves into the Astral Plane and travel to crystal-clear water, and unsullied air. T h ese region s
the Outer Planes. are little-known, so w hen d iscu ssin g the P la n e o f Fire,
Portals. A portal is a general term for a stationary for exam ple, a speak er usually m eans just the border
interplanar con n ection that links a sp ecific location region. At the farthest extents o f the Inner Planes,
on on e plane to a sp ecific location on another. S om e the pure elem ents dissolve and bleed together into an
portals are like doorw ays, a clear w indow , or a fog- unending tumult o f clashing en ergies and colliding
sh rouded passage, and sim ply stepping through it substance, the E lem ental Chaos.
effects the interplanar travel. O thers are loca tion s—
circles o f standing stones, soa rin g tow ers, sailing ships, O uter Planes
or even w hole tow n s—that exist in multiple planes at
If the Inner P la n es are the raw m atter and en ergy that
o n ce or flicker from on e plane to another in turn. S om e
m akes up the m ultiverse, the Outer P la n es are the
are vortices, typically join in g an Elem ental Plane w ith a
direction, thought and p u rp ose for such construction.
very sim ilar location on the M aterial Plane, such as the
A ccordingly, m any sa ges refer to the Outer P la n es as
heart o f a v olca n o (leading to the Plane o f Fire) or the
divine planes, spiritual planes, or godly planes, for the
depths o f the o ce a n (to the Plane o f Water).
Outer P la n es are best kn ow n as the h om es o f deities.
T r a n sitive P lan es W h en d iscu ssin g anything to do with deities, the
language u sed m ust be highly m etaphorical. Their
The Ethereal Plane and the Astral Plane are called the actual h om es are not literally “p la ces” at all, but
Transitive Planes. Th ey are m ostly featureless realm s exem plify the idea that the Outer P la n es are realm s o f
that serve prim arily as w ays to travel from on e plane thought and spirit. A s w ith the E lem ental P lanes, one
to another. S p ells such as etherealness and astral can im agine the perceptible part o f the Outer P la n es as
projection allow characters to enter these planes and a sort o f border region, w hile extensive spiritual region s
traverse them to reach the planes beyond. lie beyond ordinary s en sory experience.
The Ethereal Plane is a misty, fog-bou nd dim ension Even in th ose perceptible regions, ap pearan ces
that is som etim es d escrib ed as a great ocean . Its shores, can be deceptive. Initially, m any o f the Outer P la n es
called the B order Ethereal, overlap the M aterial Plane appear hospitable and fam iliar to natives o f the
and the Inner Planes, s o that every location on those M aterial Plane. But the lan dscape can change at the
planes has a corresp on d in g location on the Ethereal w h im s o f the pow erfu l forces that live on the Outer
P lane. Certain creatu res can see into the B order P lanes. T h e desires o f the m ighty forces that dw ell on
Ethereal, and the see invisibility and true seeing spell these planes can rem ake them com pletely, effectively
grant that ability. S o m e m agical effects a lso extend from erasing and rebuilding existence itself to better fulfill
the M aterial Plane into the B order Ethereal, particularly their ow n needs.
effects that use force energy such as forcecage and wall
D istan ce is a virtually m ean in gless con cep t on the planes. That argum ent might be circular, however,
Outer Planes. T h e perceptible region s o f the planes for it is p ossib le that the arrangem ent o f the O utlands
often seem quite sm all, but they ca n also stretch on to inspired the idea o f the Great W h eel in the first place.
w hat seem s like infinity. It m ight be p ossib le to take A rou n d the outside edge o f the circle, evenly spaced,
a guided tour o f the Nine Hells, from the first layer to are the gate-towns: sixteen settlem ents, each built
the ninth, in a single day—if the p ow ers o f the Hells around a portal leading to one o f the Outer Planes. Each
desire it. Or it cou ld take w eek s for travelers to m ake a tow n sh ares m any o f the characteristics o f the plane
grueling trek a cross a single layer. w here its gate leads.
T h e m ost w ell-know n Outer P la n es are a group of At the center o f the Outlands, like the axle o f the
sixteen planes that c orresp on d to the eight alignm ents planar w heel, the S p ire sh oots im possibly high into the
(excluding neutrality) and the sh ades o f distinction sky. A bove this thin peak floats the ring-shaped city o f
b etw een them. Sigil, the City o f D oors. This bustling planar m etropolis
h olds cou n tless portals to other p lanes and w orlds.
O uter Planes Sigil is a trader’s city. G ood s, m erchandise, and
Outer Plane Alignment inform ation co m e to it from a cross the planes. T here
is a brisk trade in inform ation about the planes, in
Mount Celestia, the Seven Heavens o f LG
particular in the com m a n d w ord s or item s requ ired for
Bytopia, the Twin Paradises of NG, LG
the operation o f particular portals. T h ese portal keys
Elysium, the Blessed Fields of NG
are highly sought after, and m any travelers w ithin the
The Beastlands, the Wilderness of NG, CG city are look in g for a particular p ortal or a portal key
Arborea, the Olympian Glades of CG to allow them to continue on their way.
Ysgard, the Heroic Domains of CN, CG
Limbo, the Ever-Changing Chaos of CN D e m ip l a n e s
Pandemonium, the Windswept Depths of CN, CE D em iplan es are sm all extradim ensional sp a ces with
The Abyss, the Infinite Layers of CE their ow n unique rules. They are p ieces o f reality that
don ’t seem to fit anyw here else. D em iplan es com e
Carceri, the Tarterian Depths of NE, CE
into being by a variety o f m eans. S o m e are created by
Hades, the Gray Waste of NE
spells, such as demiplane, or generated at the desire o f a
Gehenna, the Bleak Eternity o f NE, LE
p ow erfu l deity or other force. Th ey m ay exist naturally,
The Nine Hells ( o f Baator) LE
as a fold o f existing reality that has been pin ched off
Acheron, the Infinite Battlefield of LN, LE from the rest o f the multiverse, or as a baby universe
Mechanus, the Clockwork Nirvana of LN grow in g in pow er. A given dem iplane can be entered
Arcadia, the Peaceable Kingdoms of LN, LG through a single point w here it tou ch es another plane.
Theoretically, a plane shift spell can also carry travelers
T h e planes w ith som e elem ent o f g o o d in their nature to a dem iplane, but the proper frequ ency required
are called the Upper Planes. C elestial creatures such for the tuning fork is extrem ely hard to acquire. The
as angels and pegasi dw ell in the U pper Planes. P lanes gate sp ell is m ore reliable, assu m in g the caster k n ow s
w ith som e elem ent o f evil are the Lower Planes. Fiends o f the dem iplane.
such as dem ons, devils, and y ugoloth s dw ell in the
L ow er P lanes. A plane’s alignm ent is its essen ce, and T he Fa r R ealm
a character w h o s e alignm ent d oesn ’t match the plane’s T h e Far R ea lm is beyon d the kn ow n m ultiverse. In fact,
e x p erien ces a profound sen se o f d isson a n ce there. it might b e an entirely separate m ultiverse w ith its ow n
W h en a g o o d creature visits Elysium , for exam ple, it physical and m agical laws. W h ere stray en ergies from
feels in tune w ith the plane, but an evil creature feels the Far R ealm leak onto another plane, life and matter
out o f tune and m ore than a little uncom fortable. are w arp ed and tw isted into alien sh apes that defy
ordinary geom etry and biology.
O ther Planes T h e entities that abide in the Far R ealm are too alien
for a norm al m ind to accept w ithout dam age. Titanic
Existing som eh ow b etw een or beyon d the kn ow n planes
creatu res sw im through n oth ingn ess, p reoccu p ied
o f existen ce are a variety o f other realm s.
w ith m a dn ess. U nspeakable things w h isper awful
Sig il and the O utlands
truths to th ose w h o dare listen. For m ortals, kn ow led ge
o f the Far R ealm is a triumph o f m ind over the rude
T h e Outlands is the plane betw een the Outer Planes, a
plane o f neutrality, but not the neutrality o f nothingness. b ou n daries o f matter, sp ace, and eventually sanity.
Instead it in corporates a little o f everything, keeping it T h ere are n o know n portals to the Far R ealm , or
at least n one that are still viable. A n cient elves on ce
all in a paradoxical ba la n ce—sim ultaneously concordan t
p ierced the bou n dary o f eon s w ith a vast portal to the
and in opposition. It is a broad region o f varied terrain,
Far R ealm w ithin a m ountain called F irestorm Peak,
w ith open prairies, tow ering m ountains, and twisting,
but their civilization im ploded in b lood y terror and
shallow rivers, strongly resem blin g an ordinary w orld
the porta l’s location —even its h om e w orld—is long-
o f the Material Plane.
forgotten. O ther p ortals might still exist, m arked by the
The O utlands is circular, like a great w h eel—in fact,
alien forces leaking through to corrupt the M aterial
th ose w h o envision the Outer P la n es as a w h eel point
Plane around them.
to the O utlands as proof, calling it a m icr o co s m o f the
A p p e n d i x D : C r e a t u r e St a t i s t i c s
PELLS AND CLASS FEATURES ALLOW CHARACTERS
S
B oar
to transform into anim als, su m m on creatures M edium beast, unaligned
to serve as fam iliars, and create undead.
Statistics for such creatu res are grou ped Armor Class 11 (natural armor)
in this appendix for your convenience. For Hit Points 11 (2d8 + 2)
inform ation on h ow to read a stat block, see Speed 40 ft.
the Monster Manual.
STR DEX CON IN T W IS CHA
13 (+1) 11 (+0) 12 (+1) 2 (-4) 9 (-1) 5 (-3)
Ba t
Tiny beast, unaligned Senses passive Perception 9
Languages —
Arm or C lass 12 Challenge 1/4 (50 XP)
Hit Points 1 (1d4 - 1)
Speed 5 ft., fly 30 ft.
Charge. If the boar moves at least 20 feet straight toward a
STR DEX CON IN T W IS CHA creature right before hitting it with a tusk attack, the target
2 (-4) 15 (+2) 8 (-1) 2 (-4) 12 (+1) 4 (-3) takes an extra 3 (1d6) slashing damage and must succeed on a
DC 11 Strength saving throw or be knocked prone.
Senses blindsight 60 ft., passive Perception 11
Relentless (Recharges after the Boar Finishes a Short or Long
Languages —
Rest). If the boar takes damage that reduces it to 0 hit points,
Challenge 0 (10 XP)
unless the damage is 7 or more or from a critical hit, it drops to
1 hit point instead.
Echolocation. While it can’t hear, the bat has no blindsight.
A c t i o n s ________________________________________________
Keen Hearing. The bat has advantage on Wisdom (Perception)
checks that rely on hearing. Tusk. M elee W eapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) slashing damage.
A c t i o n s ________________________________________________
Bite. Melee W eapon Attack: +0 to hit, reach 5 ft., one creature. Brow n Bear
Hit: 1 piercing damage. Large beast, unaligned
Skills Perception +3
STR DEX CON IN T W IS CHA
Senses passive Perception 13
15 (+2) 10 (+0) 14 (+2) 2 (-4) 12 (+1) 7 (-2)
Languages —
Challenge 1 (200 XP)
Skills Perception +3
Senses passive Perception 13
Languages — Keen Smell. The bear has advantage on Wisdom (Perception)
Challenge 1/2 (100 XP) checks that rely on smell.
A c t i o n s ________________________________________________
Keen Smell. The bear has advantage on Wisdom (Perception)
checks that rely on smell. Multiattack. The bear makes two attacks, one with its bite and
one with its claws.
A c t i o n s ________________________________________________
Bite. Melee W eapon Attack: +5 to hit, reach 5 ft., one target.
Multiattack. The bear makes two attacks, one with its bite and Hit: 8 (1d8 + 4) piercing damage.
one with its claws.
Claws. M elee W eapon Attack: +5 to hit, reach 5 ft., one target.
Bite. Melee W eapon Attack: +3 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Hit: 5 (1d6 + 2) piercing damage.
Skills Stealth +2
Senses passive Perception 10
Languages —
Challenge 1/2 (100 XP)
H old Breath. The crocodile can hold its breath for 15 minutes.
G ia n t Eagle Web (Recharge 5-6). R an ge d W eapon Attack: +5 to hit, range
Large beast, neutral good
30 ft./60 ft., one creature. Hit: The target is restrained by
webbing. As an action, the restrained target can make a DC
Armor C lass 13 12 Strength check, bursting the webbing on a success. The
Hit Points 26 (4d10 + 4) webbing can also be attacked and destroyed (AC 10; hp 5;
Speed 10 ft., fly 80 ft. vulnerability to fire damage; immunity to bludgeoning, poison,
and psychic damage).
STR DEX CON IN T W IS CHA
16 (+3) 17 (+3) 13 (+1) 8 (-1) 14 (+2) 10 (+0)
H a w k (Fa l c o n )
Tiny beast, unaligned
Skills Perception +4
Senses passive Perception 14
Armor C lass 13
Languages Giant Eagle, understands Common but doesn't
speak it Hit Points 1 (1d4 - 1)
Challenge 1 (200 XP) Speed 10 ft., fly 60 ft.
Im p
Armor Class 14 (natural armor) Tiny fiend (devil, shapechanger), lawful evil
Hit Points 26 (4d10 + 4)
Speed 30 ft., climb 30 ft.
Armor C lass 13
Hit Points 10 (3d4 + 3)
STR DEX CON IN T W IS CHA
Speed 20 ft., fly 40 ft. (20 ft. in rat form; 20 ft., fly 60 ft. in raven
14 (+2) 16 (+3) 12 (+1) 2 (-4) 11 (+0) 4 (-3) form; 20 ft., climb 20 ft. in spider form)
Skills Stealth +7
STR DEX CON IN T W IS CHA
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10
6 (-2) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 14 (+2)
Languages —
Challenge 1 (200 XP)
Skills Deception +4, Insight+3, Persuasion +4, Stealth +5
Dam age Resistances cold; bludgeoning, piercing, and slashing
Spider Climb. The spider can climb difficult surfaces, including from nonmagical weapons that aren’t silvered
upside down on ceilings, without needing to make an Dam age Immunities fire, poison
ability check. Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 11
Web Sense. While in contact with a web, the spider knows the Languages Infernal, Common
exact location of any other creature in contact with the same web. Challenge 1 (200 XP)
Armor C lass 12
Hit Points 26 (4d10 + 4) M a s t if f
Speed 50 ft. M edium beast, unaligned
A c t i o n s _______________________________________
Bite. Melee W eapon Attack: +3 to hit, reach 5 ft., one target. Hit:
4 (1d6 + 1) piercing damage. If the target is a creature, it must
succeed on a DC 11 Strength saving throw or be knocked prone.
M ule
M edium beast, unaligned
Armor C lass 10
Hit Points 11 (2d8 + 2)
Speed 40 ft.
A c t i o n s _______________________________________
Hooves. M elee W eapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 2) bludgeoning damage.
Owl Po is o n o u s Sn a k e
Tiny beast, unaligned Tiny beast, unaligned
A c t i o n s ____________________________________________
Flyby. The owl provokes no opportunity attacks when it flies
out of an enemy’s reach. Bite. M elee W eapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1 piercing damage, and the target must make a DC 10
Keen Sight. The owl has advantage on Wisdom (Perception) Constitution saving throw, taking 5 (2d4) poison damage on a
checks that rely on sight. failed save, or half as much damage on a successful one.
A c t io n s ____________________________________________
Talons. Melee W eapon Attack: +3 to hit, reach 5 ft., one target. Pseu do dr ag o n
H it : 1 slashing damage. Tiny dragon, neutral good
Bite. M elee W eapon Attack: +4 to hit, reach 5 ft., one target. Sting. Melee W eapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 5 (1d6 + 2) piercing damage. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed
on a DC 11 Constitution saving throw or become poisoned for
Claw. Melee W eapon Attack: + 4 to hit, reach 5 ft., one target.
1 hour. If its saving throw result is 6 or lower, the target falls
Hit: 4 (1d4 + 2) slashing damage.
unconscious for the same duration, or until it takes damage or
another creature uses an action to wake it.
Q u a s it A c t i o n s _______________________________________
Tiny f e n d (demon, shapechanger), chaotic evil Bite. Melee W eapon Attack: +0 to hit, reach 5 ft., one target.
Hit: 1 piercing damage.
Armor Class 13
Hit Points 7 (3d4)
Speed 40 ft. (10 ft., fly 40 ft. in bat form; 40 ft., climb 40 ft. in Raven
centipede form; 40 ft., swim 40 ft. in toad form) Tiny beast, unaligned
Shapechanger. The quasit can use its action to polymorph into Mimicry. The raven can mimic simple sounds it has heard,
the beast form of a bat, centipede, or toad, or into its demon such as a person whispering, a baby crying, or an animal
form. Its statistics are the same in each form, although its chittering. A creature that hears the sounds can tell they are
attack is different in some of them. Any equipment it carries is imitations with a successful DC 10 Wisdom (Insight) check.
not transformed. If slain, the quasit reverts to its demon form.
A c t i o n s _______________________________________
Magic Resistance. The quasit has advantage on saving throws
against spells and other magical effects. Beak. M elee W eapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 1 piercing damage.
A c t i o n s ______________________________________
Claws (Bite in Beast Form). Melee W e apo n Attack: +4 to hit,
R e ef Sh a r k
reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. If the M edium beast, unaligned
target is a creature, it must succeed on a DC 10 Constitution
saving throw or take 5 (2d4) poison damage and become Armor C lass 12 (natural armor)
poisoned for 1 minute. The creature can repeat the saving Hit Points 22 (4d8 + 4)
throw at the end o f each o f its turns, ending the effect early Speed 0 ft., swim 40 ft.
on a success.
STR DEX CON IN T W IS CHA
Scare (1/Day). One creature o f the quasit’s choice within 20
14 (+2) 13 (+1) 13 (+1) 1 (-5) 10 (+0) 4 (-3)
feet of it must succeed on a DC 10 Wisdom saving throw or be
frightened for 1 minute. The target can repeat the saving throw
Skills Perception +2
at the end o f each of its turns, with disadvantage if the quasit is
Senses blindsight 30 ft., passive Perception 12
within line o f sight, ending the effect early on a success.
Languages —
Invisibility. The quasit turns invisible until it attacks or uses Challenge 1/2 (100 XP)
Scare, or until its concentration ends. Anything the invisible
quasit is carrying or wearing is invisible as long as it remains in
Pack Tactics. The shark has advantage on attack rolls against a
contact with the quasit.
creature if at least one o f the shark’s allies is within 5 feet o f the
creature and isn't incapacitated.
Rat Water Breathing. The shark can breathe only while underwater.
Tiny beast, unaligned
A c t i o n s _______________________________________
Armor C lass 10
Bite. M elee W eapon Attack: +4 to hit, reach 5 ft., one target.
Hit Points 1 (1d4 - 1)
Hit: 6 (1d8 + 2) piercing damage.
Speed 20 ft.
Armor C lass 10
Hit Points 13 (2d10 + 2)
Speed 60 ft.
A c t i o n s _______________________________________
Hooves. M elee W eapon Attack: +2 to hit, reach 5 ft., one target.
H it: 8 (2d4 + 3) bludgeoning damage.
Sk e l e t o n
M edium undead, lawful evil
Keen Smell. The tiger has advantage on Wisdom (Perception) Keen Hearing and Smell. The wolf has advantage on Wisdom
checks that rely on smell. (Perception) checks that rely on hearing or smell.
Pounce. If the tiger moves at least 20 feet straight toward a Pack Tactics. The wolf has advantage on attack rolls against a
creature right before hitting it with a claw attack, the target creature if at least one o f the wolf’s allies is within 5 feet o f the
must succeed on a DC 13 Strength saving throw or be knocked creature and isn't incapacitated.
prone. If the target is prone, the tiger can take a bonus action
to make one bite attack against it. A c t i o n s _______________________________________
Bite. M elee W e apo n Attack: +4 to hit, reach 5 ft., one target.
A c t i o n s _______________________________________ Hit: 7 (2d4 + 2) piercing damage. If the target is a creature,
Bite. M elee W e apo n Attack: +5 to hit, reach 5 ft., one target. it must succeed on a DC 11 Strength saving throw or be
Hit: 8 (1d10 + 3) piercing damage. knocked prone.
A c t i o n s ________ A c t i o n s _______________________________________
Hooves. M elee W eapon Attack: +4 to hit, reach 5 ft., one target. Slam. Melee W eapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) bludgeoning damage. Hit: 4 (1d6 + 1) bludgeoning damage.
A p p e n d i x E: I n s p i r a t i o n a l R e a d i n g
INSPIRATION FOR ALL OF THE FANTASYWORK I HAVE Farmer, Philip Jose. Maker o f Universes and the rest of the
done stems directly from the love m y father World of Tiers series.
showed when I was a lad, for he spent many Fox, Gardner. Kothar and the Conjurer’s Curse and the rest of
hours telling me stories he made up as he went the Kothar series, and Kyrik and the Lost Queen and the rest
along, tales o f cloaked old men who could grant of the Kyrik series.
Froud, Brian & Alan Lee. Faeries.
wishes, o f magic rings and enchanted swords,
Hickman, Tracy & Margaret Weis. Dragons o f Autumn Twilight
or wicked sorcerers and dauntless swordsmen. .
and the rest of the Chronicles Trilogy.
.. All o f us tend to get ample helpings o f fantasy Hodgson, William Hope. The Night Land.
when we are very young, from fairy tales such as those Howard, Robert E. The Coming o f Conan the Cimmerian and
written by the Brothers Grimm and Andrew Lang. the rest of the Conan series.
This often leads to reading books o f mythology, paging Jemisin, N.K. The Hundred Thousand Kingdoms and the
through bestiaries, and consultation o f compilations rest of the Inheritance series, The Killing Moon, and The
o f the myths o f various lands and peoples. Upon such Shadowed Sun.
a base I built my interest in fantasy, being an avid Jordan. Robert. The Eye o f the World and the rest of the Wheel
reader o f all science fiction and fantasy literature of Time series.
Kay, Guy Gavriel. Tigana.
since 1950. The following authors were o f particular
King, Stephen. The Eyes o f the Dragon.
inspiration to me.
Lanier, Sterling. Hiero’s Journey and The Unforsaken Hiero.
—E. Gary Gygax, D un geon M aster’s G uide (1979) LeGuin, Ursula. A Wizard o f Earthsea and the rest of the
Earthsea series.
A great deal o f fantasy literature has been published Leiber, Fritz. Swords and Deviltry and the rest of the Fafhrd &
sin ce the co-crea tor o f D u n g e o n s & D r a g o n s w rote Gray Mouser series.
th ose w ords, including breakthrough w ork s set in the Lovecraft, H.P. The Complete Works.
sh ared w orld s o f D & D . T h e follow in g list includes Lynch, Scott. The Lies o f Locke Lamora and the rest of the
G ary’s original list and som e additional w ork s that have Gentlemen Bastard series.
inspired the gam e’s design ers in the years since. Martin, George R.R. A Game o f Thrones and the rest of the
Song of Ice and Fire series.
McKillip, Patricia. The Forgotten Beasts o f Eld.
Ahmed, Saladin. Throne o f the Crescent Moon.
Merritt, A. Creep, Shadow, Creep; Dwellers in the Mirage; and
Alexander, Lloyd. The Book o f Three and the rest of the
The Moon Pool.
Chronicles of Prydain series.
Mieville, China. Perdido Street Station and the other
Anderson, Poul. The Broken Sword, The High Crusade, and
Bas-Lag novels.
Three Hearts and Three Lions.
Moorcock, Michael. Elric o f Melnibone and the rest of the
Anthony, Piers. Split Infinity and the rest of the Apprentice
Elric series, and The Jewel in the Skull and the rest of the
Adept series.
Hawkmoon series.
Augusta, Lady Gregory. Gods and Fighting Men.
Norton, Andre. Quag Keep and Witch World.
Bear, Elizabeth. Range o f Ghosts and the rest of the
Offutt, Andrew J., ed. Swords against Darkness III.
Eternal Sky trilogy.
Peake, Mervyn. Titus Groan and the rest of the
Bellairs, John. The Face in the Frost.
Gormenghast series.
Brackett, Leigh. The B est o f Leigh Brackett, The Long
Pratchett, Terry. The Colour o f Magic and the rest of the
Tomorrow, and The Sword o f Rhiannon.
Discworld series.
Brooks, Terry. The Sword o f Shannara and the rest of the
Pratt, Fletcher. Blue Star.
Shannara novels.
Rothfuss, Patrick. The Name o f the Wind and the rest of the
Brown, Fredric. Hall o f Mirrors and What Mad Universe.
Kingkiller series.
Bulfinch, Thomas. Bulfinch’s Mythology.
Saberhagen, Fred. The Broken Lands and Changeling Earth.
Burroughs, Edgar Rice. At the Earth’s Core and the rest
Salvatore, R.A. The Crystal Shard and the rest of The
of the Pellucidar series, Pirates o f Venus and the rest of
Legend of Drizzt.
the Venus series, and A Princess o f Mars and the rest of
Sanderson, Brandon. Mistborn and the rest of the
the Mars series.
Mistborn trilogy.
Carter, Lin. Warrior o f World’s End and the rest of the
Smith, Clark Ashton. The Return o f the Sorcerer.
World’s End series.
St. Clair, Margaret. Change the Sky and Other Stories, The
Cook, Glen. The Black Company and the rest of the Black
Shadow People, and Sign o f the Labrys.
Company series,
Tolkien, J.R.R. The Hobbit, The Lord o f the Rings, and The
de Camp, L. Sprague. The Fallible Fiend and Lest
Silmarillion.
Darkness Fall.
Tolstoy, Nikolai. The Coming o f the King.
de Camp, L. Sprague & Fletcher Pratt. The Compleat
Vance, Jack. The Dying Earth and The Eyes o f the Overworld.
Enchanter and the rest of the Harold Shea series, and
Weinbaum, Stanley. Valley o f Dreams and The Worlds o f If.
Carnelian Cube.
Wellman, Manly Wade. The Golgotha Dancers.
Derleth, August and H.P. Lovecraft. Watchers out o f Time.
Williamson, Jack. The Cosmic Express and The Pygmy Planet.
Dunsany, Lord. The Book o f Wonder, The Essential Lord
Wolfe, Gene. The Shadow o f the Torturer and the rest of The
Dunsany Collection, The Gods o f Pegana, The King o f
Book of the New Sun.
Elfland’s Daughter, Lord Dunsany Compendium, and The
Zelazny, Roger. Jack o f Shadows and Nine Princes in Amber
Sword o f Welleran and Other Tales.
and the rest of the Amber series.
Archery. See under fighting styles bear, black. See creature statistics Knowledge of the Ages
In d e x Archfey, the (warlock). See under bear, brown. See creature statistics (Knowledge domain), 59
c o m m o n r a ce s
C om m and Undead(wizard), 119
0 hit points. See hit points: otherworldly patrons Beastlands, the. See planes of Preserve Life (Life domain), 60 component, spell. See casting a
dropping to 0 area of effect, 204-205 existence Radiance of the Dawn (Light spell: components
ability check, 7, 12, 173-179, 186 armor and shields, 144-146 Beast Master (ranger). See under domain), 61 See also material spell
contest, 174 barding, 155, 310 ranger archetypes Read Thoughts (Knowledge component; somatic spell
group, 175 casting a spell in. See casting a Beast Speech (warlock). See domain), 59-60 component; verbal spell
passive, 175 spell: in armor eldritch invocations Turn Undead, 59 component
skill, 174-175 getting into and out of, 146 Beast Spells (druid), 67 War God’s Blessing (War concentration, 203-204
skills with different abilities Stealth, 144 Beguiling Defenses (warlock), 109 domain), 63 conditions, 290-292
(variant), 175 table, 145 Beguiling Influence (warlock). See Channel Divinity paladin options, cone. See area of effect
working together, 175 Armor Class (AC), 7, 14, 144, 177 eldritch invocations 86-88 conjuration, 116, 203
ability modifier, 7, 13, 173 Armor of Shadows (warlock). See Bend Luck (sorcerer), 103 Abjure Enemy (Oath of school (wizard). See under
determining, 13, 173 eldritch invocations Benign Transposition (wizard), 116 Vengeance), 88 arcane traditions
table, 13,173 armor proficiency, 144 Bestial Fury (ranger), 93 Nature’s Wrath (Oath of the Conjuration Savant (wizard), 116
ability score, 7, 12-13, 173 See also specific class entries Bewitching Whispers (warlock). Ancients), 87 conjurer, 116
customizing (variant), 13 Artificer’s Lore (rock gnome), 37 See eldritch invocations Sacred Weapon (Oath of Constitution, 12, 177
determining, 12-13 Ascendant Step (warlock). See Blessed Healer (cleric), 60 Devotion), 86 checks, 177
increase. See under racial traits eldritch invocations Blessings of Knowledge (cleric), 59 Turn the Faithless (Oath of the hit points and. See hit points
point cost table, 13 Aspect of the Beast (barbarian), Blessing of the Trickster (cleric), 63 Ancients), 87 container capacity, 153
rolling, 13 50 blinded. See conditions Turn the Unholy (Oath of contest. See under ability check
standard set, 13 Assassin (rogue). See under Blindsense (rogue), 96 Devotion), 86 Controlled Chaos (sorcerer), 103
summary, 12, 173 roguish archetypes blindsight, 183 Vow of Enmity (Oath of Converting a spell slot to sorcery
using, 173-179 Assassinate (rogue), 97 bludgeoning damage. See damage Vengeance), 88 points (sorcerer). See Font
Ability Score Improvement. See Astral Plane. See planes of types chaotic evil. See alignment of Magic
specific class entries existence boar. See creature statistics chaotic good. See alignment copper piece (cp). See coinage
abjuration, 115, 203 Athletics (skill). See under bonds. See personality chaotic neutral. See alignment Corona of Light (cleric) , 61
school (wizard). See under Strength bonus, 7 character, 5 , 11-15 Countercharm (bard), 54
arcane traditions attack of opportunity. See bonus action, 189 advancement, 15 cover, 196
Abjuration Savant (wizard), 115 opportunity attack See also casting a spell: casting age. See specific race entries crafting. See downtime activity
Abjure Enemy (paladin). See attack, 14, 193-196 time alignment. See alignment crawling. See under movement
under Channel Divinity paladin Attack action. See under action Book of Ancient Secrets (warlock). creating a, 11-15 Create Thrall (warlock), 110
options attack modifier, 14, 194 See eldritch invocations describing your, 13-14 creating a character. See under
abjurer, 115 spell. See specific Spellcasting Book of Shadows (warlock), 108 equipping your, 14 , 125 , character
Abyss, the. See planes of existence entries Border Ethereal. See planes of 143-157 creating spell slots (sorcerer). See
Abyssal. See language attack roll, 7, 14, 176, 177, 194 existence height and weight, 121 Font of Magic
AC. See Armor Class ability modifier, 194 Brave (halfling), 28 name, 121 . See also specific race creature statistics, 304-311
Acheron. See planes of existence Dexterity-based, 177, 194 breaking concentration. See entries criminal. See under background
acid damage. See damage types modifiers to, 194 concentration personality. See personality Criminal Contact (criminal), 129
acolyte. See under background proficiency bonus, 194 Breath of Winter (monk). See sex and gender, 121 critical hit, 196
Acolyte of Nature (cleric), 62 rolling a 1, 194 Elemental Disciplines character sheet, 11 , 317-319 crocodile. See creature statistics
Acrobatics (skill). See under rolling a 20, 194 Breath Weapon (dragonborn), 34 Charisma, 12 , 178-179 cube. See area of effect
Dexterity spell. See spell attack roll bright light. See light checks, 178-179 Cunning Action (rogue), 96
action, 189, 192-193 Strength-based, 176, 194 bringing back the dead. See under Deception, 178 current hit points. See hit points:
Attack action, 192 Auran. See language dead Intimidation, 179 current
cast a spell. See casting a spell: Aura of Courage (paladin), 85 Brutal Critical (barbarian), 49 Performance, 179 Cutting Words (bard), 54-55
casting time Aura of Devotion (paladin), 86 bull rush. See shoving Persuasion, 179 cylinder. See area of effect
Dash action, 192 Aura of Protection (paladin), 85 By Popular Demand (entertainer), charlatan. See under background damage, 14, 196-197
Disengage action, 192 Aura o f Warding (paladin), 87 130 Charm Animals and Plants at 0 hit points. See under death
Dodge action, 192 automatic hit. See attack roll: Bytopia. See planes of existence (cleric). See under Channel saving throws
Help action, 192 rolling a 20 Calishite. See human ethnicities Divinity cleric options damage resistance, 197
Hide action, 192 automatic miss. See attack roll: campaign, 5, 6 charmed. See conditions Damage Resistance (dragonborn),
improvising, 193 rolling a 1 cantrips, 201 check. See ability check 34
Ready action, 193 Avatar of Battle (cleric), 63 See also Spellcasting: bard; Chondathan. See human damage roll, 14, 176, 177, 196
Search action, 193 Avenging Angel (paladin), 88 cleric; druid; fighter, Eldritch ethnicities Dexterity-based, 177
Use an Object action, 193 Awakened Mind (warlock), 110 Knight; rogue, Arcane Trickster; Circle Forms (druid), 69 spell, 196
Action Surge (fighter), 72 background, 11, 12, 13-14, sorcerer; warlock; wizard Circle of the Land (druid). See Strength-based, 176
advancement. See under character 125-141 Carceri. See planes of existence under druid circles more than one target, 196
advantage, 7, 173 acolyte, 127 Careful Spell (sorcerer). See Circle of the Moon (druid). See weapon, 14, 196
adventure, 5, 7-8 charlatan, 128 Metamagic under druid circles damage types, 196
See also adventuring criminal, 129-130 carrying capacity. See under lifting Circle Spells (druid), 68 damage vulnerability, 197
adventurer. See character customizing, 125-126 and carrying City Secrets (urchin), 141 Damaran. See human ethnicities
adventuring, 181-187 entertainer, 130-131 casting a spell, 201-205 Cleansing Touch (paladin), 85 Dampen Elements (cleric), 62
adventuring gear, 148,150-153 equipment, 125 area of effect, 204-205 Cloak of Shadows (cleric). See Danger Sense (barbarian), 48
table, 150 folk hero, 131-132 at a higher level, 201 under Channel Divinity cleric Dark Delirium (warlock), 109
age (character). See specific race gladiator (variant), 131 attack roll, 205 options dark elf. See elf
entries guild artisan, 132-133 casting time, 202 (monk), 80 darkness. See light
Agonizing Blast (warlock). See guild merchant (variant), 133 combining effects, 205 class, 11 , 45 Dark One’s Blessing (warlock), 109
eldritch invocations hermit, 134-135 components, 203 choosing a, 11 Dark One’s Own Luck (warlock),
alignment, 122 languages, 125 duration, 203-204 features, 11,15 109
of planes. See planes of noble, 135-136 in armor, 201 proficiencies, 12 darkvision, 183, 185
existence: alignment of noble knight (variant), 136 range, 202-203 quick build, 11 See also specific race entries
Alter Memories (wizard), 117 outlander, 136-137 saving throw, 205 See also specific class entries Dash action. See under action
ammunition (weapon property). pirate (variant), 139 targeting, 204 clear path to the target. See DC. See Difficulty Class
See weapon properties proficiencies, 125 See also specific Spellcasting casting a spell: targeting dead, 197
Animal Handling (skill). See under sage, 137-138 entries Clench of the North Wind (monk). bringing back the. See the spell
Wisdom sailor, 139 casting time. See under casting See Elemental Disciplines descriptions fo r raise dead,
Aquan. See language soldier, 140-141 a spell cleric, 45 , 56-63 reincarnate, resurrection,
Arborea. See planes of existence spy (variant), 130 cat. See creature statistics divine domains. See divine revivify, true resurrection
Arcadia. See planes of existence suggested characteristics, 125 Celestial. See language domains deafened. See conditions
Arcana (skill). See under urchin, 141 centipede, giant. See creature quick build, 57 death, 197
Intelligence Bad Reputation (pirate variant), statistics spell list, 207-208 instant, 197
Arcane Charge (fighter), 75 139 Chains of Carceri (warlock). See climbing. See under movement monsters and, 198
arcane magic, 205 barbarian, 45, 46-50 eldritch invocations coinage, 143 Death domain, 293
See also bard; martial primal paths. See primal paths Champion (fighter). See under cold damage. See damage types death saving throws, 197
archetypes: Eldritch Knight; quick build, 47 martial archetypes College of Lore (bard). See under damage at 0 hit points, 197
roguish archetypes: Arcane bard, 45, 51-55 Channel Divinity (cleric), 58-59 bard colleges rolling a 1 or 20 on, 197
Trickster; sorcerer; warlock; colleges. See bard colleges multiclassing and. See under College of Valor (bard). See under Death Strike (rogue), 97
wizard quick build, 52 multiclassing bard colleges Deception (skill). See under
Arcane Recovery (wizard), 115 spell list, 207 (paladin), 85 Colossus Slayer (ranger). See Charisma
Arcane Tradition (wizard), 115 Bard College (bard), 54 See also Channel Divinity cleric Hunter’s Prey deep gnome. See gnome
arcane traditions, 115-119 bard colleges, 54—55 options; Channel Divinity combat, 8 , 189-198 Deep Speech. See language
School of Abjuration, 115-116 College of Lore, 54-55 paladin options mounted, 198 Defense. See under fighting styles
School of Conjuration, 116 College o f Valor, 55 Channel Divinity cleric options, step by step, 189 Defensive Tactics (ranger), 93
School of Divination, 116-117 Bardic Inspiration (bard), 53-54 59-63 underwater, 198 Deflect Missiles (monk), 78
School of Enchantment, 117 barding. See under armor and Charm Animals and Plants Combat Inspiration (bard), 55 dehydration. See food and drink:
School of Evocation, 117-118 shields (Nature Domain), 62 combat round. See time: round water requirements
School of Illusion, 118 base attack bonus. See proficiency Cloak of Shadows (Trickery Combat Superiority (fighter), 73 deities, 293-299
School of Necromancy, 118- bonus domain), 63 Combat Wild Shape (druid), 69 Celtic, 297, 298
119 base save bonus. See proficiency Destroy Undead, 59 combining spell effects. See Dragonlance, 293, 295
School of Transmutation, 119 bonus Destructive Wrath (Tempest casting a spell: combining Eberron, 293, 296
Arcane Trickster (rogue). See under bat. See creature statistics domain), 62 effects Egyptian, 297-298, 299
roguish archetypes Battle Magic (bard), 55 Guided Strike (War domain), 63 Commander’s Strike maneuver Forgotten Realms, 293, 294
Arcane Ward (wizard), 115 Battle Master (fighter). See under Invoke Duplicity (Trickery (fighter). See maneuvers Greek, 297, 298
Archdruid (druid), 67-68 martial archetypes domain), 63 Common. See language Greyhawk, 293, 295
nonhuman, 293, 296 druidic focus, 150, 151 exotic language. See language Giant Killer (ranger). See Hunter’s holy symbol. See Spellcasting:
Norse, 298, 299 See also spellcasting focus: expenses, 157-158, 187 Prey cleric; paladin
See also cleric; druid; paladin druid experience points (XP), 15 gladiator. See under background Horde Breaker (ranger). See
demiplanes. See planes of druids and the gods, 69 multiclassing and. See under gnome, 35-37 Hunter’s Prey
existence Dueling. See under fighting styles multiclassing Gnome Cunning (gnome), 37 horse, riding. See creature
Destroy Undead. See under duergar. See dwarf Expert Divination (wizard), 116 gnome names, 36 statistics
Channel Divinity cleric options Dungeon Master (DM ), 5 Expertise (bard), 54 gnome traits, 36-37 See also mounts and vehicles
Destructive Wrath (cleric). See Durable Summons (wizard), 116 (rogue), 96 Gnomish, 37 how to play. See under rules
under Channel Divinity cleric duration. See under casting a spell exploration, 8 See language Huge. See size category
options dwarf, 18-20 Extended Spell (sorcerer). See Goading Attack maneuver human, 29-31
Devil’s Sight (warlock). See dwarf names, 20 Metamagic (fighter). See maneuvers human ethnicities, 30-31
eldritch invocations dwarf traits, 20 Extra Attack (barbarian), 49 gold dwarf. See dwarf human names, 30, 31
Dexterity, 12, 176-177 Dwarven Armor Training (bard), 55 gold piece (gp), 14 human traits, 31
Acrobatics, 176 (mountain dwarf), 20 (fighter), 72 See also coinage variant, 31
checks, 176-177 Dwarven Combat Training, 20 (monk), 79 Gong o f the Summit (monk). See Hunter (ranger). See under ranger
Sleight of Hand, 177 Dwarven Resilience, 20 (paladin), 85 Elemental Disciplines archetypes
Stealth, 177 Dwarven Toughness (hill dwarf), (ranger), 92 grappled. See conditions Hunter’s Prey (ranger), 93
Diamond Soul (monk), 79 20 Eyes of the Rune Keeper (warlock). grappling, 195 Hurl Through Hell (warlock), 109
d (abbreviation). See dice Dwarvish, 20 See eldritch invocations gray dwarf. See dwarf hustle. See action: Dash action
dice, 6-7 alphabet, 122 Faerie. See planes of existence: Greater Portent (wizard), 117 Hypnotic Gaze (wizard), 117
d2 or d3, 7 See also language Feywild, the Great Old One, the (warlock). See ideals. See personality
percentile, 6 effect, 201 falling, 183 under otherworldly patrons Ignan. See language
difficult terrain. See under Elder Champion (paladin), 87 False Identity (charlatan), 128 Great Weapon Fighting. See under illusion, 118, 203
movement Eldritch Invocations (warlock), 107 familiar (warlock), 107 fighting styles school (wizard). See under
Difficulty Class (DC), 7, 174 eldritch invocations, 110-111 Fangs of the Fire Snake (monk). Great Wheel, the. See planes of arcane traditions
typical DCs table, 174 Eldritch Knight (fighter). See under See Elemental Disciplines existence illusionist, 118
dim light. See light martial archetypes Far Realm. See planes of existence grid (variant), 192 Illusion Savant (wizard), 118
disadvantage, 7, 173 Eldritch Master (warlock), 108 Fast Hands (rogue), 97 Grim Harvest (wizard), 118 llluskan. See human ethnicities
Disarming Attack maneuver Eldritch Sight (warlock). See Fast Movement (barbarian), 49 group checks. See under ability Illusory Reality (wizard), 118
(fighter). See maneuvers eldritch invocations Favored Enemy (ranger), 91 check Illusory Self (wizard), 118
Disciple of Life (cleric), 60 Eldritch Spear (warlock). See feats, 165-170 Guided Strike (cleric). See under imp. See creature statistics
Disciple of the Elements (monk), eldritch invocations gaining, 165 Channel Divinity cleric options Impostor (rogue), 97
80 Eldritch Strike (fighter), 75 prerequisites, 165 guild artisan. See under Improved Abjuration (wizard), 115
Discovery (hermit), 134 electrum piece (ep). See coinage Feinting Attack maneuver background Improved Combat Superiority
Disengage action. See under action Elemental Affinity (sorcerer), 103 (fighter). See maneuvers Guild Membership (guild artisan), (fighter), 74
Distant Spell (sorcerer). See Elemental Attunement (monk). Feral Instinct (barbarian), 49 133 Improved Critical (fighter), 72
Metamagic See Elemental Disciplines Feral Senses (ranger), 92 guild merchant. See under Improved Divine Smite (paladin),
Distracting Strike maneuver Elemental Chaos. See planes of Fey Ancestry (elf), 23 background 85
(fighter). See maneuvers existence (half-elf), 39 Hades. See planes of existence Improved Duplicity (cleric), 63
divination, 116-117, 203 Elemental Disciplines (monk), 81 Fey Presence (warlock), 108 half cover. See cover Improved Flare (cleric), 61
school (wizard). See under Elemental Planes. See planes of Feywild, the. See planes of half-elf, 38-39 Improved Minor Illusion (wizard),
arcane traditions existence existence half-elf names, 39 118
Divination Savant (wizard), 116 Elemental Wild Shape (druid), 69 Fiendish Resilience (warlock), 109 half-elf traits, 39 Improved War Magic (fighter), 75
Divine Domain (cleric), 58 elf, 21-24 Fiendish Vigor (warlock). See halfling, 26-28 improvised weapons. See under
domain spells, 58 elf names, 22-23 eldritch invocations Halfling (language), 28 weapon
divine domains, 59 elf traits, 23-24 Fiend, the (warlock). See under See also language incapacitated. See conditions
Knowledge, 59-60 Elf Weapon Training, 23, 24 otherworldly patrons halfling names, 27 Indomitable (fighter), 72
Life, 60 Elusive (rogue), 96 fighter, 45, 70-75 Halfling Nimbleness, 28 Indomitable Might (barbarian), 49
Light, 60-61 Elvish, 23 martial archetypes. See martial halfling traits, 28 Infernal. See language
Nature, 61-62 alphabet, 123 archetypes half-orc, 40-41 Infernal Legacy (tiefling), 43
Tempest, 62 See also language quick build, 71 half-orc names, 41 Infiltration Expertise (rogue), 97
Trickery, 62-63 Elysium. See planes of existence Fighting Style (fighter), 72 half-orc traits, 41 initiative, 177, 189
War, 63 Empowered Evocation (wizard), (paladin), 84 hawk. See creature statistics Inner Planes. See planes of
Divine Health (paladin), 85 117 (ranger), 91 healing, 197 existence
Divine Intervention (cleric), 59 Empowered Spell (sorcerer). See fighting styles, 72, 84, 91 hearing. See Wisdom: Perception Insight (skill). See under Wisdom
divine magic, 205 Metamagic Archery, 72, 91 See also conditions inspiration, 125
See also cleric; druid; paladin; Empty Body (monk), 79 Defense, 72, 84, 91 heavily obscured, 183 instantaneous (spell duration), 203
ranger enchantment, 117, 203 Dueling, 72, 84, 91 heavy (weapon property). See Instinctive Charm (wizard), 117
diviner, 116 school (wizard). See under Great Weapon Fighting, 72, 84 weapon properties Intelligence, 12, 177-178
Divine Sense (paladin), 84 arcane traditions Protection, 72, 84 heavy armor. See armor and Arcana, 177
Divine Smite (paladin), 85 Enchantment Savant (wizard), 117 Two-Weapon Fighting, 72, 91 shields checks, 177-178
Divine Strike (cleric, Life domain), enchanter, 117 finding a hidden creature, 177 See also movement: in heavy History, 177-178
60 encounters. See under travel finding a hidden object, 178 armor Investigation, 178
(cleric, Tempest domain), 62 encumbrance. See under lifting finesse (weapon property). See heavy weapons and Small Nature, 178
(cleric, Trickery domain), 63 and carrying weapon properties creatures, 147 Religion, 178
(cleric, War domain), 63 entertainer. See under background fire damage. See damage types height and weight. See under Intimidating Presence (barbarian),
DM. See Dungeon Master Entropic Ward (warlock), 110 Fist of Four Thunders (monk). See character 49-50
Dodge action. See un der action environment, 183-185 Elemental Disciplines Heightened Spell (sorcerer). See Intimidation (skill). See under
domain spells. See under Divine equipment, 14, 125, 143-161 Fist of Unbroken Air (monk). See Metamagic Charisma
Domain background, 125 Elemental Disciplines Hellish Resistance (tiefling), 43 Inured to Undeath (wizard), 119
donning and doffing armor. See packs, 151 Flames o f the Phoenix (monk). Help action. See under action Investigation (skill). See under
armor and shields: getting into size (variant), 144 See Elemental Disciplines hermit. See under background Intelligence
and out of starting, 143 flaws. See personality hidden, 177, 178 invisible. See conditions
downtime activities, 187 See also adventuring gear; Fleet of Foot (wood elf), 24 See also Dexterity: Stealth; See also unseen attackers and
draconians, 34 armor and shields; tools; Flexible Casting (sorcerer). See finding a hidden creature; targets
Draconic, 34 mounts and vehicles; weapon; Font of Magic finding a hidden object; hiding; Invoke Duplicity (cleric). See under
alphabet, 124 and specific background entries Flurry of Blows (monk). See Ki unseen attackers and targets Channel Divinity cleric options
See also language under backgrounds flying. See under movement Hide action. See under action Jack of All Trades (bard), 54
Draconic Ancestry (dragonborn), equipment packs. See under Focused Conjuration (wizard), 116 Hide in Plain Sight (ranger), 92 jumping. See under movement
34 equipment Foe Slayer (ranger), 92 hiding, 177 Keen Senses (elf), 23
Draconic Presence (sorcerer), 102 See also specific class entries: folk hero. See under background high elf. See elf Ki (monk), 78
Draconic Resilience (sorcerer), 102 quick build Font of Inspiration (bard), 54 hill dwarf. See dwarf saving throws, 78
Dragon Ancestor (sorcerer), 102 Escape the Horde (ranger). See Font of Magic (sorcerer), 101 hirelings, 159 Ki-Empowered Strikes (monk), 79
dragonborn, 32-34 Defensive Tactics food and drink, 158, 185 History (skill). See under ki points, 78
dragonborn names, 33-34 escaping a grapple, 195 expenses, 158 Intelligence spells and, 80
dragonborn traits, 34 Eternal Mountain Defense food requirements, 185 Hit Dice, 12 knight. See background: noble
Dragon Wings (sorcerer), 103 (monk). See Elemental water requirements, 185 multiclassing and. See under knight
draw or sheathe a weapon. See Disciplines foraging. See under travel multiclassing knocking a creature out, 198
objects: using during combat Ethereal Plane. See planes of force damage. See damage types See also specific class entries Know Your Enemy (fighter), 73-74
Dreadful Word (warlock). See existence forced march. See under hit point maximum, 12, 15, 177 Knowledge domain (cleric). See
eldritch invocations Evasion (monk), 79 movement hit points, 12, 13, 15, 177, under divine domains
drink (expenses), 158 (ranger). See Superior Hunter’s forest gnome. See gnome 196-198 Knowledge o f the Ages (cleric).
drop an object. See objects: using Defense Frenzy (barbarian), 49 Constitution and, 177 See under Channel Divinity
during combat (rogue), 96 frightened. See conditions current, 196 cleric options
drow. See elf Evasive Footwork maneuver frog. See creature statistics damage at 0. See under death Land’s Stride (druid), 69
Drow Magic, 24 (fighter). See maneuvers gaining a level, 15 saving throws (ranger), 92
druid, 45, 64-69 evocation, 117-118, 203 Gargantuan. See size category dropping to 0, 197-198 language, 17, 123, 125
druid circles. See druid circles school (wizard). See under Gaze o f Two Minds (warlock). See increasing with level, 15 Druidic. See Druidic
quick build, 65 arcane traditions eldritch invocations multiclassing and. See under thieves’ cant. See thieves’ cant
spell list, 208 Evocation Savant (wizard), 117 Gehenna. See planes of existence multiclassing Large. See size category
Druid Circle, 67 evoker, 117 gender. See character: sex and starting, 12, 13 lawful evil. See alignment
druid circles, 68-69 Exceptional Training (ranger), 93 gender subtracting damage from, 196 lawful good. See alignment
Circle of the Land, 68-69 exception-based rules. See under getting into and out of armor. See temporary, 198 lawful neutral. See alignment
Circle of the Moon, 69 rules under armor and shields holding breath. See suffocating Lay on Hands (paladin), 84
Druidic, 66 exhaustion, 181, 185, 291 Giant. See language Holy Nimbus (paladin), 86 learning spells. See specific
Spellcasting entries Elemental Disciplines 159, 185, 189, 198 existence rat. See creature statistics
lethal damage. See damage Misty Escape (warlock), 109 nonlethal damage. See damage Portent (wizard), 116 raven. See creature statistics
level, 11, 15 Misty Visions (warlock). See NPC. See nonplayer character Potent Cantrip (wizard), 117 reach (creature), 195
Life domain (cleric). See under eldritch invocations Oath of Devotion (paladin). See Potent Spellcasting (cleric, reach (weapon property). See
divine domains modifier, 7 under sacred oaths Knowledge domain), 60 weapon properties
Lifedrinker (warlock). See eldritch ability, 7 Oath of the Ancients (paladin). (cleric, Light domain), 61 reaction, 190
invocations bonus, 7 See under sacred oaths Precision Attack maneuver See also casting a spell: casting
lifestyle. See expenses penalty, 7 Oath o f Vengeance (paladin). See (fighter). See maneuvers time
lifting and carrying, 176 monastic orders, 81 under sacred oaths preparing spells. See Spellcasting: Read Thoughts (cleric). See under
carrying capacity, 176 Monastic Tradition (monk), 78 oath spells. See under Sacred Oath cleric; druid; paladin; wizard Channel Divinity cleric options
encumbrance (variant), 176 monastic traditions, 79-81 objects, 185 Preserve Life (cleric). See under Ready action. See under action
size and, 176 Way of the Open Hand, 79-80 attacking, 185 Channel Divinity cleric options Reckless Attack (barbarian), 48
light, 183 Way of Shadow, 80 interacting with, 185 Primal Champion (barbarian), 49 recovering ammunition.
light (weapon property). See Way of the Four Elements, using during combat, 190 Primal Path (barbarian), 48 See weapon properties:
weapon properties 80-81 One with Shadows (warlock). See primal paths, 49-50 ammunition
light armor. See armor and shields monk, 45, 76-81 eldritch invocations Path o f the Berserker, 49-50 recuperating. See downtime
Light domain (cleric). See under monastic traditions. See Open Hand Technique (monk), 79 Path o f the Totem Warrior, 50 activity
divine domains monastic traditions open locks. See thieves’ tools Primal Strike (druid), 69 refitting plate armor. See under
lightly obscured, 183 quick build, 77 Opportunist (monk), 80 Primeval Awareness (ranger), 92 plate armor
lightning damage. See damage monk weapons, 78 opportunity attack, 195 Primordial. See language Relentless (fighter). 74
types moon elf. See elf Orc, 41 profession. See downtime activity Relentless A venger (paladin), 88
Limbo. See planes of existence mount. See mounts and vehicles See also language proficiencies, 11, 12, 14, 155 Relentless Endurance (half-orc), 41
line. See area of effect mountain dwarf. See dwarf orison. See cantrip multiclassing and. See under Relentless Rage (barbarian), 49
line of sight. See casting a spell: Mount Celestia. See planes of Otherworldly Leap (warlock). See multiclassing Reliable Talent (rogue), 96
targeting existence eldritch invocations saving throw, 14 religion, 293
lion. See creature statistics mounted combat. See under Otherwordly Patron (warlock), 107 skill, 14 See also cleric; druid; paladin
listening. See Wisdom: Perception combat otherworldly patrons, 108-110 spell, 14 Religion (skill). See under
See also conditions mounts and vehicles, 155, 157 Archfey, the, 108-109 tool, 14 Intelligence
loading (weapon property). See See also under movement Fiend, the, 109 vehicle, 155 reloading. See weapon properties:
weapon properties move action. See movement Great Old One, the, 109-110 weapon, 14 ammunition
lock, opening or picking. See movement, 181-183, 190-192 Outer Planes. See planes of proficiency bonus, 14, 173-174, See also objects: using during
thieves’ tools around creatures, 191 existence 194 combat; weapon properties:
lodging (expenses), 158 breaking up, 190 outlander. See under background adding, 14, 173 loading
Lolth, 24, 296 climbing, 182, 190 Outlands, the. See planes of dividing, 14, 173-174 Remarkable Athlete (fighter), 72
long rest. See resting crawling, 182, 191 existence increasing with level, 15 Repelling Blast (warlock). See
Lower Planes. See planes of combat, 190-192 Overchannel (wizard), 118 multiclassing and. See under eldritch invocations
existence difficult terrain, 182, 190 owl. See creature statistics multiclassing research. See downtime activity
low-light vision. See darkvision flying, 191 Pact Boon (warlock), 107-108 multiplying, 14, 173-174 Researcher (sage), 138
Lucky (halfling), 28 prone, 190-191 Pact o f the Blade, 107-108 Projected Ward (wizard), 115 resistance. See damage resistance
Lunging Attack maneuver forced march, 181 Pact o f the Chain, 107 projectile weapon. See weapon resting, 186
(fighter). See maneuvers in heavy armor, 144 Pact of the Tome, 108 properties: ammunition restrained. See conditions
Mage Hand Legerdemain jumping, 182, 190 Your Pact Boon, 108 prone, 190-191 result. See total
(rogue), 98 mounts and vehicles, 181-182 Pact Magic (warlock), 107 See also conditions Retainers (noble variant), 136
Magical Ambush (rogue), 98 size, 191-192 multiclassing and. See under Protection. See under fighting styles Retaliation (barbarian), 50
Magical Secrets (bard), 54 speed, 14, 17,181 multiclassing pseudodragon. See creature Ride the Wind (monk). See
magic, 8, 201-289 squeezing, 192 pact weapon (warlock), 107-108 statistics Elemental Disciplines
See also specific class entries stand up, 190-191 paladin, 45, 82-88 psychic damage. See damage types Riposte maneuver (fighter). See
magic item. See under wealth swimming, 182, 190 quick build, 83 punching. See under melee attack maneuvers
magic-user. See wizard travel pace, 181 sacred oaths. See sacred oaths Purity of Body (monk), 79 Ritual Casting. See Spellcasting:
See also arcane magic using different speeds, 190 spell list, 208-209 Purity of Spirit (paladin), 86 bard; cleric; druid; wizard
Malleable Illusions (wizard), 118 moving a grappled creature, 195 Pandemonium. See planes of Pushing Attack maneuver See also feats
maneuver (fighter), 73 Mulan. See human ethnicities existence (fighter). See maneuvers rituals, 201-202
Maneuvering Attack maneuver mule. See creature statistics panther. See creature statistics quasit. See creature statistics See also casting a spell: casting
(fighter). See maneuvers Multiattack (ranger), 93 paralyzed. See conditions quick build, 11 time
maneuvers, 73, 74 Multiattack Defense (ranger). See Parry maneuver (fighter). See See also under specific class River of Hungry Flame (monk).
list, 74 Defensive Tactics maneuvers entries See Elemental Disciplines
saving throws, 73 multiclassing, 163-164 party (adventuring), 15 Quickened Spell (sorcerer). See rock gnome. See gnome
mapping. See under travel Channel Divinity, 164 passive check. See under ability Metamagic rogue, 45, 94-98
marching order. See under travel experience points, 163 check Quivering Palm (monk), 80 quick build, 95
Martial Archetype (fighter), 72 hit points and Hit Dice, 163 Path o f the Berserker. See under race,11 roguish archetype. See roguish
martial archetypes, 72-75 Pact Magic, 164 primal paths choosing a, 11, 17 archetypes
Battle Master, 73-74 prerequisites, 163 Path o f the Totem Warrior. See traits. See racial traits Roguish Archetype (rogue), 96
Champion, 72-73 proficiencies, 163-164 under primal paths See also specific race entries roguish archetypes, 97-98
Eldritch Knight, 74-75 proficiency bonus, 163 Patient Defense (monk). See Ki racial ability score increase. See Arcane Trickster, 97-98
Martial Arts (monk), 78 spell slots, 164 Peerless Skill (bard), 55 racial traits: ability score Assassin, 97
martial weapon. See weapon Spellcasting, 164 penalty, 6 increase Thief, 97
categories spells known and prepared, 164 percentile (dice). See under dice racial traits, 11,17 roleplaying, 8, 185-186
Mask of Many Faces (warlock). Unarmored Defense, 164 Perception (skill). See under ability score increase, 11, 12, roll, 6-7
See eldritch invocations multiverse, 5-6, 293, 300 Wisdom 13, 17 round. See under time
Mask o f the Wild (wood elf), 24 Mystic Arcanum (warlock), 108 See also travel: noticing threats age, 17 rounding numbers, 7
Master of Myriad Forms name. See under character Perfect Self (monk), 79 alignment, 17 rowed vessel, 155-157
(warlock). See eldritch Natural Explorer (ranger), 91 Performance (skill). See under languages, 17 rules, 6-7
invocations Natural Illusionist (forest gnome), Charisma size, 17 exceptions, 7
Master of Nature (cleric), 62 37 Persistent Rage (barbarian), 49 speed, 17 how to play, 6
M aster Transmuter (wizard), 119 Naturally Stealthy (lightfoot personality (character), 122-124 subrace, 17 specific beats general, 7
mastiff. See creature statistics halfling), 28 Persuasion (skill). See under See also specific race run. See action: Dash action
See also mounts and vehicles Natural Recovery (druid), 68 Charisma entries Rush of the Gale Spirits (monk).
material spell component, 203 Nature (skill). See under petrified. See conditions Radiance o f the Dawn (cleric). See See Elemental Disciplines
Material Plane. See planes of Intelligence pick locks. See thieves’ tools under Channel Divinity cleric Rustic Hospitality (folk hero), 131
existence Nature domain (cleric). See under pick pockets. See Dexterity: Sleight options Sacred Oath (paladin), 85
Mechanus. See planes of existence divine domains of Hand radiant damage. See damage types oath spells, 85
Medicine (skill). See under Nature’s Sanctuary (druid), 69 piercing damage. See damage Rage (barbarian), 48 sacred oaths, 85-88
Wisdom Nature’s Ward (druid), 69 types Rally maneuver (fighter). See breaking, 86
Medium. See size category Nature’s Wrath (paladin). See pirate. See under background maneuvers Oath of Devotion, 85-86
medium armor. See armor and under Channel Divinity paladin planar travel, 301 range, 195 Oath of the Ancients, 86-87
shields options Plane of Air. See planes of maximum, 147 Oath o f Vengeance, 87-88
melee attack, 195 navigating. See under travel existence normal, 147 sacred plants and wood (druid), 66
unarmed, 195 necromancer, 118-119 Plane of Earth. See planes of of spells. See casting a spell: Sacred Weapon (paladin). See
with a weapon that requires necromancy, 118, 203 existence range under Channel Divinity paladin
ammunition, 147 school (wizard). See under Plane of Faerie. See planes of range (weapon property). See options
reach, 195 arcane traditions existence weapon properties sage. See under background
melee weapon, 14, 146, 149, 195 Necromancy Savant (wizard), 118 Plane of Fire. See planes of ranged attack, 195 sailor. See under background
Menacing (half-orc), 41 necrotic damage. See damage existence in melee, 195 Savage Attacks (half-orc), 41
Menacing Attack maneuver types Plane of Shadow. See planes of ranged weapon, 14, 146, 149, 195 save. See saving throw
(fighter). See maneuvers Negative Plane. See planes of existence ranger, 45, 89-93 saving throw, 7, 12, 179,205
Metamagic (sorcerer), 101-102 existence Plane o f Water. See planes of quick build, 90 death. See death saving throws
Military Rank (soldier), 140 neutral. See alignment existence ranger archetype. See ranger ki. See ki: saving throws
Mindless Rage (barbarian), 49 neutral evil. See alignment planes of existence, 5, 300-303 archetypes maneuver. See maneuvers:
Minions of Chaos (warlock). See neutral good. See alignment platinum piece (pp). See coinage spell list, 209 saving throws
eldritch invocations Nine Hells, the. See planes of player character. See character Ranger Archetype (ranger), 92 proficiency. See proficiencies:
Minor Alchemy (wizard), 119 existence point of origin. See area of effect ranger archetypes, 93 saving throw
Minor Conjuration (wizard), 116 noble. See under background poison damage. See damage types Beast Master, 93 spell. See spell saving throws
Mire the Mind (warlock). See noble knight. See under poisoned. See conditions Hunter, 93 saving throw modifier, 12, 179,
eldritch invocations background Position of Privilege (noble), 135 Ranger’s Companion (ranger), 93 205
Mist Stance (monk). See nonplayer character (NPC), 8, Positive Plane. See planes of Rashemi. See human ethnicities
School of Abjuration (wizard). See Slow Fall (monk), 78 spider, giant. See creature tiefling, 42-43 Upper Planes. See planes of
under arcane traditions Small. See size category statistics tiefling names, 43 existence
School of Conjuration (wizard). snake, constrictor. See creature Spirit Seeker (barbarian), 50 tiefling traits, 43 urchin. See under background
See under arcane traditions statistics Spirit Walker (barbarian), 50 tiers of play, 15 Use an Object action. See under
School of Divination (wizard). See snake, poisonous. See creature Split Enchantment (wizard), 117 tiger. See creature statistics action
under arcane traditions statistics sprite. See creature statistics time, 181 Use Magic Device (rogue), 97
School of Enchantment (wizard). Sneak Attack (rogue), 96 spy. See under background day, 181 using this book, 6
See under arcane traditions social interaction, 8, 185-186 squeezing. See under movement minute, 181 Vanish (ranger), 92
School of Evocation (wizard). See soldier. See under background stabilizing a creature, 197 round, 181, 189 vehicle. See mounts and vehicles
under arcane traditions somatic spell component, 203 stable, 197-198 turn, 189 verbal spell component, 203
School of Illusion (wizard). See Song of Rest (bard), 54 stacking. See casting a spell: Timeless Body (druid), 67 versatile (weapon property). See
under arcane traditions sorcerer, 45, 99-104 combining effects (monk), 79 weapon properties
School of Necromancy (wizard). quick build, 100 See also advantage; Tinker (rock gnome), 37 Versatile Trickster (rogue), 98
See under arcane traditions sorcerous origin. See sorcerous disadvantage Tiny. See size category vision, 183
School of Transmutation (wizard). origins standard action. See action Tongue o f the Sun and Moon See also blindsight; darkvision;
See under arcane traditions spell list, 209 standard language. See language (monk), 79 truesight; Wisdom: Perception
schools of magic. See arcane Sorcerous Origin, 101 Stand Against the Tide (ranger). tools, 154 Visions of Distant Realms
traditions sorcerous origins, 102-104 See Superior Hunter’s Defense total, 7 (warlock). See eldritch
Sculptor of Flesh (warlock). See Draconic Bloodline, 102-103 starting wealth. See under wealth total cover. See cover invocations
eldritch invocations Wild Magic, 103-104 starvation. See food and drink: Totemic Attunement (barbarian), Visions o f the Past (cleric), 60
Sculpt Spells (wizard), 117 Sorcerous Restoration, 102 food requirements 50 Voice o f the Chain Master
Second-Story Work (rogue), 97 Sorcery Points (sorcerer). See Font Stealth (skill). See under Dexterity Totem Spirit (barbarian), 50 (warlock). See eldritch
Second Wind (fighter), 72 of Magic See also armor and shields: tracking. See under travel invocations
Search action. See under action Soul o f Vengeance (paladin), 88 Stealth; hiding; travel trade goods, 144, 157 Volley (ranger). See Multiattack
searching. See under travel space. See under size Steel Will (ranger). See Defensive training. See downtime activity Vow of Enmity (paladin). See
See also Intelligence: Speak with Small Beasts (forest Tactics traits. See under personality under Channel Divinity paladin
Investigation; Wisdom: gnome), 37 Step o f the Wind (monk). See Ki See also specific race trait entries options
Perception special (weapon property). See Stillness of Mind (monk), 79 Trance (elf), 23 vulnerability. See damage
self. See casting a spell: range; weapon properties Stonecunning (dwarf), 20 Transitive Planes. See planes of vulnerability
targeting speed. See under movement Stormborn (cleric), 62 existence Wanderer (outlander), 136
selling treasure. See under wealth See also mounts and vehicles; Stout Resilience (stout halfling), Tranquility (monk), 80 Warding Flare (cleric), 61
services, 159 racial traits; travel 28 transmutation, 119, 203 War domain (cleric). See under
sex. See character: sex and gender spell, 201 Strength, 12, 175-176 school (wizard). See under divine domains
Shadow Arts (monk), 80 spell attack modifier. See specific Athletics, 175 arcane traditions War God’s Blessing (cleric). See
Shadowfell, the. See planes of Spellcasting entries checks, 175 Transmutation Savant (wizard), under Channel Divinity cleric
existence spell attack roll, 205 Stroke of Luck (rogue), 96 119 options
Shadow Step (monk), 80 See also specific Spellcasting strongheart halfling. See halfling: transmuter, 119 warhorse. See creature statistics
Shapechanger (wizard), 119 entries stout Transmuter’s Stone (wizard), 119 See also mounts and vehicles
Shape the Flowing River (monk). Spell Bombardment (sorcerer), 103 Student of War (fighter), 73 traps, finding. See Wisdom: War Magic (fighter), 75
See Elemental Disciplines Spellbook (wizard), 114 stunned. See conditions Perception War Priest (cleric), 63
Share Spells (ranger), 93 spellcaster, 201 Stunning Strike (monk), 79 See also Intelligence: Water Whip (monk). See
shark, reef. See creature statistics spellcasting, 201-205 subrace, 17 Investigation Elemental Disciplines
Shelter o f the Faithful (acolyte), Spellcasting (bard), 52-53 Subtle Spell (sorcerer). See traps, removing or disabling. See warlock, 45, 105-111
127 (cleric), 58 Metamagic thieves’ tools quick build, 106
shield. See armor and shields (druid), 66 suffocating, 183 travel, 181-183 otherworldly patron. See
shield dwarf. See dwarf: mountain (fighter, Eldritch Knight), 75 sun elf. See elf drawing a map, 183 otherworldly patrons
Ship’s Passage (sailor), 139 (paladin), 84-85 Sunlight Sensitivity (drow), 24 encounters, 183 spell list, 210
short rest. See resting (ranger), 91-92 Superior Critical (fighter), 73 foraging, 183 Wave of Rolling Earth (monk). See
Shou. See human ethnicities (rogue, Arcane Trickster), Superior Darkvision (drow), 24 marching order, 182 Elemental Disciplines
shoving, 195 97-98 Superior Hunter’s Defense navigating, 183 wealth, 143-144
Sigil. See planes of existence (sorcerer), 101 (ranger), 93 noticing threats, 182-183 magic item, 144
Signature Spells (wizard), 115 (warlock). See Pact Magic Superior Inspiration (bard), 54 pace, 181 selling treasure, 144
silvered weapon. See under (wizard), 114 superiority dice (fighter), 73 searching, 183 starting, 143
weapon See also under multiclassing Supreme Healing (cleric), 60 stealth, 182 See also expenses
silver piece (sp). See coinage spellcasting ability, 178, 179, 205 Supreme Sneak (rogue), 97 surprise, 183 weapon, 14, 146-148, 149
simple weapon. See weapon See also specific Spellcasting surprise, 189 tracking, 183 improvised, 147-148
categories entries See also travel: surprise Trickery domain (cleric). See under silvered, 148
size, 176, 191-192 spellcasting focus. See Survival (skill). See under W isdom divine domains table, 149
and weapons. See weapon Spellcasting: bard; cleric; See also travel: foraging, trinkets, 160-161 Weapon Bond (fighter), 75
properties: heavy druid; paladin; sorcerer; navigating, or tracking Trip Attack maneuver (fighter). See weapon categories, 146
lifting and carrying. See lifting warlock; wizard Survivor (fighter), 73 maneuvers weapon proficiency, 14, 146
and carrying: size and spell components. See casting a svirfneblin. See gnome truesight, 185 See also specific classes:
of equipment. See equipment: spell: components Sweeping Attack maneuver Turami. See human ethnicities proficiencies; and specific race
size See also material spell (fighter). See maneuvers turn. See under time trait entries
space, 191-192 component; somatic spell Sweeping Cinder Strike (monk). turn, taking yours, 189-190 weapon properties, 146-147
See also racial traits; and component; verbal spell See Elemental Disciplines See also action; bonus action; Weave, the, 205
specific race trait entries component Sylvan. See language movement Whirlwind Attack (ranger). See
size category, 191 spell descriptions, 211-289 targeting a spell. See casting a Turn the Faithless (paladin). See Multiattack
skeleton. See creature statistics spell level, 201 spell: targeting under Channel Divinity paladin Whispers o f the Grave (warlock).
skill check. See ability check: skill spell list, 207-211 target number, 7 options See eldritch invocations
Skill Versatility (half-elf), 39 Spell Mastery (wizard), 115 Armor Class (AC), 7 Turn the Unholy (paladin). See Wholeness of Body (monk), 79-80
skills with different abilities spell preparation. See Difficulty Class (DC), 7 under Channel Divinity paladin wild elf. See elf
(variant). See under ability check Spellcasting: cleric; druid; Tempest domain (cleric). See options Wild Magic (sorcerer). See under
slashing damage. See damage paladin; wizard under divine domains Turn Undead. See under Channel sorcerous origins
types See also under multiclassing temporary hit points. See under Divinity cleric options Wild Magic Surge (sorcerer), 103
Sleight of Hand (skill). See under Spell Resistance (wizard), 116 hit points Twinned Spell (sorcerer). See table, 104
Dexterity spell save DC, 205 Tenets of Devotion (paladin), 86 Metamagic Wild Shape (druid), 66-67
Slippery Mind (rogue), 96 See also specific Spellcasting Tenets o f the Ancients (paladin), two-handed (weapon property). Wisdom, 12, 178
entries 86-87 See weapon properties Animal Handling, 178
spell saving throws, 205 Tenets o f Vengeance (paladin), 88 two-weapon fighting, 195 checks, 178
spells known, 201 Terran. See language Two-Weapon Fighting (class Insight, 178
See also Spellcasting: bard; Tethyrian. See human ethnicities feature). See under fighting Medicine, 178
fighter, Eldritch Knight; ranger; THAC0. See attack roll styles Perception, 178
rogue, Arcane Trickster; Thief (rogue). See under roguish unarmed. See under melee attack Survival, 178
sorcerer; warlock; and archetypes Unarmored Defense (barbarian), Witch Sight (warlock). See eldritch
multiclassing Thief of Five Fates (warlock). See 48 invocations
spell slots, 201 eldritch invocations (monk), 78 wizard, 45, 112-119
See also specific Spellcasting Thief’s Reflexes (rogue), 97 Unarmored Movement (monk), 78 arcane tradition. See arcane
entries; and multiclassing thieves’ cant (rogue), 96 Uncanny Dodge (ranger). See traditions
Spell Thief (rogue), 98 thieves’ tools, 154 Superior Hunter’s Defense quick build, 113
sphere. See area of effect Third Eye, The (wizard), 116-117 (rogue), 96 spell list, 210-211
Thirsting Blade (warlock). See Undead Thralls (wizard), 119 wolf, dire. See creature statistics
eldritch invocations Underdark, 17 wolf. See creature statistics
Thought Shield (warlock), 110 Undying Sentinel (paladin), 87 wood elf. See elf
Thousand Forms (druid), 69 uncommon races, 33 world, 5-6, 8
three-quarters cover. See cover unconscious, 197, 198 See also planes of existence:
thrown (weapon property). See See also conditions Material Plane
weapon properties Undercommon. See language Wrath o f the Storm (cleric), 62
Thunderbolt Strike (cleric), 62 underwater combat. See under XP. See experience points
thunder damage. See damage combat Ysgard. See planes of existence
types unseen attackers and targets, zombie. See creature statistics
Tides of Chaos (sorcerer), 103 194-195