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CHAPTE R 2

DUNGEO N MASTER 'S TOOLS


S THE DUNGEON M ASTER, YOU OVERSEE turn, you descend up to 500 feet at the end o f that turn.
the game and weave togethe r the story ex- This process continues untiJ the fall ends, either be-
perienced by your players. You're the one cause you hit t he ground or the fa ll is otherwise halted.
who keeps it a ll going, a nd this ch a pter is
for you. It gives you new rules options, as FLYING CREATURES AND FALLING
well as some re fined tools for creating and A flying creature in fligh t falls if it is knocked prone, if
running adventures and campaigns. It is a its speed is reduced to 0 feet, or if it otherwise loses t he
supple me nt to the tools and advice offered ability to move, unless it can hover or it is being held
in the Dungeon Master's Guide. aloft by magic, s uc h as t he fly spell.
The chapter opens with optiona l rules mean t to help If you'd like a flying c reature to have a better ch ance of
you run cer tai n parts of the game more smoothly. The s urviving a fall tha n a no n-flyi ng creature does, use this
chapte r the n goes into g reater de pth on severa l topi cs- rule : s ubtract the creature's cu rrent flying speed from
e ncounter building, random e ncounte rs, traps, magic the distance it fell before calculating falling damage.
items, and downtime-which la rgely relate to how you T his rule is helpful to a flier that is knocked prone but
c reate a nd s tage your adventures. is still conscious and has a c urre nt flying speed that is
The mate ria l in this chapter is meant to make your greater t han 0 feet. T he rule is designed to s im ulate t he
life easie r. Ignore anything you find here that doesn't c reature flapping its w ings furiously o r taking s imilar
help you, a nd don't hesita te to c us tom ize the things t hat measures to slow the velocity of its fall.
you do use. The game's rules exist to serve you and the If you use the rule for rate of fa lling in the previous
games you run. As a lways, make them your own. section, a flying creature descends 500 feet on the turn
w he n it fa lls, just as other c reatures do. But if th a t c rea-
SIMULTAN EOUS EFFECTS tu re starts any of its la ter turns s till falling and is prone,
Most effects in the game h a ppe n in s uccession, follow- it ca n ha lt the fall on its turn by s pe nding ha lf its flying
ing an order set by the rules or the DM. In ra re cases, speed to counte r the prone condition (as if it were stand-
effects ca n happen at the sa me time, especiaUy at t he ing up in mida ir).
start or e nd of a c reature's turn. If two or more things
happe n a t the same time on a character or monste r 's SLEEP
turn, the pe rson at the game table-whe the r player or Just as in the rea l world, D&D characte rs spend ma ny
DM-who controls that creature decides the order in hours s leeping, most often as pa rt of a long rest. Most
which those things happen. For exa mple, if two effects mons te rs a lso need to sleep. While a c reature s leeps,
occur at the e nd of a player c ha racter's turn, the player it is s ubjected to t he unconscious condition. Here a re a
decides wh ic h of the two e ffects happens firs t. few rules that expand o n that basic fact.

FALLING WAKING SOMEONE


Falling from a great heig ht is a s ignifica nt ris k for ad- A c reature t hat is naturally s leeping, as opposed to be-
venture rs and their foes. The rule given in the Player's ing in a magically or chemically ind uced sleep, wakes
Handbook is s imple: at the end of a fall , you take ld6 up if it takes any damage or if someone else uses an ac-
bludgeoning damage for every 10 feet you fell, to a maxi- tion to shake or slap t he c reature awake. A s udden loud
mum of 20d6. You also la nd prone, un less you somehow noise- s uc h as yelling, thunder, or a ringing bell-also
avoid taking damage from the fall. Here a re two optional awakens som eone that is s leeping naturaUy.
rules that expand on t hat s imple rule. Whispers don't disturb sleep, unless a sleeper's pas-
s ive Wis dom (Perception) score is 20 or higher and t he
RATE OF FALLING whispers a re within 10 feet of the s leeper. Speech a t a
The rule for falling assum es that a creature immediately norma l volume awakens a s leeper if th e environme nt
drops the e ntire distance whe n it fa lls. But what if a is otherwise s ilent (no wind, birdsong, c rickets, street
creature is a t a high altitude when it fa lls, pe rhaps on sou nds, or the like) and the s leeper has a passive Wis-
the back of a griffon or on board an airs hip? Realisti- dom (Perception) score of 15 or higher.
cally, a fall fro m such a height can ta ke more than a few
SLEEPING IN ARMOR
seconds, extending past the e nd o f t he turn when the fall
occurred . If you'd like hi gh-altitude falls to be properly Sleeping in light armor has no adverse effect on the
ti me-consuming, use the following optiona l rule. wea re r, but sleeping in medium or heavy a rmor ma kes it
When you fa ll from a g reat height, you instantly de- difficult to recover fully during a long rest.
scend up to 500 feet. If you're still falling o n your next

CHAPTER 2 DUNCl!01' MASTER'S TOOLS


When you finish a long res t during w hich you slept in TOOLS AND SKILLS TOGETHER
medium or heavy armor, you regain only one quarter of
your spent Hit Dice (minimum of one die). If you have Tools have more s pecific applications tha n skills. The
a ny levels of exhaustion, the rest doesn't reduce your History skill applies to any event in the past. A tool s uch
exhaustion level. as a forge ry kit is used to make fake objects and little
else. Thus, why wou ld a character who has the opportu-
GOING WITHOUT A LONG REST nity to acquire one or the other want to gain a tool profi-
cie ncy instead of proficie ncy in a skill?
A long rest is never ma ndatory, but going without s leep To ma ke tool proficiencies more a ttractive choices for
does have its consequences. If you want to account for the cha racters, you can use the methods outlined below.
the effects of s leep deprivation on characters a nd crea- Advantage. If the use of a tool a nd the use of a skill
tures, use these rules. both apply to a check, and a character is proficient with
Whenever you end a 24-hour period without finishing the tool and the skill, consider allowing the cha racter
a long rest, you mus t s ucceed on a DC 10 Constitution to make the check with adva ntage. This s imple benefit
saving throw or s uffer one level of ex haus tion. can go a lo ng way toward e ncouraging players to pick
It becomes harder to fight off exhaustion if you stay up tool proficiencies. In the tool descriptions that follow,
awake for multiple days. After the first 24 hours, the this bene fit is often expressed as additional insight (or
DC increases by 5 for each consecutive 24-hour period something s imilar), wh ich translates into a n increased
without a long rest. The DC resets to 10 when you finish cha nce that the check will be a s uccess.
a long rest. Added Benefit. In addition , conside r giving characters
who have both a relevant skill and a relevant tool profi-
ADAMANTINE WEAPONS ciency a n added benefit on a s uccessful check. This b en-
Adamantine is an ultrahard m etal found in meteorites efit might be in the form of more detailed information or
and extraordinary mineral veins. In addition to being could s imulate the effect of a different sort of s uccessful
used to craft adamantine armor, the metal is a lso used check. For example, a cha racter proficient with mason's
for wea pons. tools m akes a successful Wisdom (Perception) check to
Melee weapons and ammunition made of or coated find a secret door in a stone wall. Not only does the char-
with adamantine are unus ually effective w hen used acter notice the door's presence, but you decide that the
to break objects. Whenever a n adamantine weapon tool proficiency entitles the character to an automatic
or piece of ammunition hits a n object, the hit is a success on a n Intelligence (Investigation) check to deter-
critical hit. mine how to open the door.
The adamantine version of a melee weapon or of
ten pieces of ammunition costs 500 gp more than the TOOL DESCRIPTIONS
norma l version, whether the weapon or am munition is The following sections go into detail a bout the tools pre-
made of the metal or coated w ith it. sented in the Player's Handbook, offering advice on how
to use the m in a campaign.
TYING KNOTS Components. The first paragra ph in each description
gives details on what a set of s upplies or tools is made
The rules are purposely open-ended concerning mun-
up of. A character who is proficient with a tool knows
dane tasks like tying knots, but sometim es knowing
how to use a ll of its component pa rts.
how well a knot was fas hioned is importa nt in a dra-
Skills. Every tool potentially provides advantage on a
ma tic scene when someone is trying to untie a knot or
check when used in conjunction with certa in skills, pro-
slip out of one. Her e's an optional rule for determining
vided a character is proficient with the tool a nd the skill.
the effective ness of a knot.
As DM, you can allow a cha racter to make a check using
The creature who ties the knot makes a n Intelligence
the indicated skill with advantage. P aragraphs that be-
(Sleight of Hand) check when doing so. The total of the
gin with skill names discuss these possibilities. In each
check becomes the DC for an attempt to untie the knot
of these paragraphs, the benefits apply only to someone
with a n Intelligence (Sleight of Hand) check or to s lip
who has proficiency with the tool, not someone who s im-
out of it with a Dex terity (Acrobatics) check.
ply owns it.
This rule intentionally links Sleight of Ha nd with
With respect to skills, the system is mildly abstract in
Intelligence, rather than Dexterity. This is a n example
te rms of wha t a tool proficiency represents; essentially,
of how to apply the rule in the "Va ria nt: Skills with
it assumes that a characte r who has proficiency with a
Differe nt Abilities" section in chapter 7 of the Play-
tool also has learned about facets of the trade or pro-
er's Handbook.
fession that are not necessarily associated with the use
of the tool.
TOOL PROFICIENCIES In addition, you can consider giving a character extra
Tool proficiencies a re a useful way to highlight a charac- information or an added benefit on a skill check. The
ter's background and tale nts. At the game table, though, text provides some examples a nd ideas whe n this oppor-
the use of tools sometimes overlaps with the use of tunity is relevant.
s kills, a nd it can be unclear bow to use them together in Special Use. Proficiency with a tool usually brings
certain situations. This section offers various ways that with it a particula r benefit in the form of a special use,
tools can be used in the game. as described in this paragraph.
Sample DCs. A table at the end of each section lists
activities that a tool can be used to perform, and s ug-
gested DCs for the necessary a bility c hecks.

ALCHEMIST'S SUPPLIES
Alc he mist's supplies e na ble a c haracte r to produce use-
fu l concoctions , s uch as acid o r alchemist's fire.
Components. Alchemist's s upp lies include two glass
beakers, a metal frame to ho ld a beaker in place over
a n open fla me, a g lass stirring rod, a small mortar and
pestle, a nd a pouch of common alchemical ingredients,
including salt, powdered iron, a nd purified water.
Arcana. Proficiency w ith alchemist's s upplies allows
you to unlock mo re informa tion on Arcan a c heck s in-
volving potions a nd simila r m ateria ls.
Investigation. When you inspect an a rea fo r clues,
proficie ncy with a lc hemist's supplies grants additional
ins ig ht in to any chemicals or othe r s ubs ta nces that
might have been used in the area.
Alchemical Crafting. You can use this tool proficiency
to c reate alchemical items. A c h aracter can s pe nd
money to collect raw m a te ria ls, wh ic h weigh 1 pound
for every 50 gp spent. T he DM can allow a cha racter to
make a c heck us ing the indicated skill with advantage.
As part of a lo ng rest, you can use alch emist's supplies
to make one dose of acid, alch emis t's fir e, antitox in,
oil, perfume, or soap. S ubtract half the value of the c re-
a ted item from th e tota l gp worth of raw materi a ls you
a re carry ing.

ALCHEMIST'S SUPPLIES
Activity DC
BREWER'S SUPPLIES
Create a puff of thick s m oke 10
Identify a poison 10 Activity DC
Identify a s ubstance 15 Detect poison or impurities in a drink 10
Sta rt a fi re 15 Identify alcohol 15
Neutralize acid 20 Ignore effects of alcohol 20

BREWER'S SUPPLIES CALLIGRAPHER'S SUPPLIES


Brewing is the a rt of producing beer. Not only does beer Calligraphy treats writing as a delicate, beautiful art.
serve as a n alcoholic beverage, but the process of brew- Calligraph e rs produce text that is pleasing to the eye,
ing p urifies water. Crafting beer takes weeks of fer men- usi n g a style that is diffic ult to forge. Their supplies a lso
tatio n, but only a few h ours of work. give them some abi lity to examine scripts a nd de termine
Components. Brewer's supplies include a la rge if they a re legitimate, since a calligrapher's training in-
glassjug, a quantity of ho ps, a s iphon, a nd several feet volves long ho urs of study ing writing and attempting to
of tubing. re plicate its style and design.
History. Proficiency with bre we r 's s u pplies g ives Components. Callig rapher 's s upplies include ink, a
you additiona l insig ht on Inte lligence (History) ch ecks dozen sheets of parc hme nt, a nd three quills.
concerning events t ha t involve alcohol as a signifi- Arcana. Alt hough calligraphy is of litt le help in deci-
cant e lement. phering t he content o f magical writi ngs, proficiency with
Medicine. This tool proficiency grants addition a l these s upplies can aid in ide ntifying who wrote a script
ins ight when you treat a nyone suffering from alcohol of a magical n ature.
po isoning or when you can use alcohol to dull pa in. History. This tool proficiency ca n augment the
Persuasion. A s tiff drink ca n help soften the h ardest b e ne fit of s u ccessful checks made to a na lyze or inves-
heart. Your proficie ncy w it h brewer 's s upplies can help tigate a ncient writings, scrolls, o r othe r tex ts, includ-
you ply som eone with drink, giving them just enough ing runes etched in stone or messages in frescoes or
alcoho l to mellow t heir m ood. other displays.
Potable Water. Your knowledge of brewing e nables Decipher Treasure Map. This tool proficiency grants
you to purify water that would otherwise be undrink- you expertise in examining maps. You can make an
able. As part of a long rest, you can purify up to 6 gal- In telligence c h eck to dete rm ine a map's age, whether a
lons of water, or 1 gallon as part of a s hort rest. ma p includes any hidden messages, o r s imilar facts.

CHAPTER 2 I DUNGEON MASTcR·s TOOLS


CALLIGRAPHE R'S SUPPLIES Nature. Your fami liarity with physical geography
DC
makes it easier for you to a nswer questions or solve is-
Activity
sues relating to the terrain around you.
Identify writer of nonmagical script 10
Survival. Your understanding of geography makes it
Determine writer's state of mind 15
easier to find paths to civilization, to predict areas where
Spot forged text 15 villages or towns might be found, and to avoid becom-
Forge a signature 20 ing lost. You have studied so many maps that common
patterns, such as how trade routes evolve and where
CARPENTER'S TOOLS settlements a rise in relation to geographic locations, a re
Ski ll at carpentry enables a character to construct familiar to you.
wooden structures. A carpenter can build a house, a Craft a Map. While traveling, you can draw a map as
shack, a wooden cabinet, or similar items. you go in addition to engaging in other activity.
Components. Carpenter's tools include a saw, a ham-
mer, nails, a hatchet, a square, a ruler, a n adze, a plane, CARTOGRAPH ER'S TOOLS
and a chisel. Activity DC
History. This tool proficiency aids you in identifying Determine a map's age and origin 10
the use and the origin of wooden buildings and other 15
Estimate direction and distance to a landmark
large wooden objects. 15
Discern that a map is fake
Investigation. You gain additional insight when in-
Fill in a missing part of a map 20
specting areas within wooden structures, because you
know tricks of construction that can conceal areas from
discovery. COBBLER'S TOOLS
Perception. You can spot irregula rities in wooden Although the cobbler's trade might seem too humble for
walls or floors, making it easier to find trap doors and an adventurer, a good pair of boots will see a character
secret passages. across rugged wilderness and through deadly dungeons.
Stealth. You can quickly assess the weak spots in a Components . Cobbler 's tools consist of a hammer,
wooden floor, making it easier to avoid the places that an awl, a kni fe, a s hoe stand, a cutter, spare leather,
creak and groan when they're stepped on. and thread.
Fortify. With 1 minute of work and raw materials, Arcana, History. Your knowledge of shoes aids you in
you can make a door or window harder to force open. identifying the magical properties of encha nted boots or
Increase the DC needed to open it by 5. the history of such items.
Temporary Shelter. As part of a long rest, you can Investigation. Footwear holds a s urpris ing number
construct a lean-to or a s imilar s he lter to keep your of secrets. You can learn where someone has recently
group dry and in the shade for the duration of the rest. vis ited by examining the wea r a nd the dirt that has ac-
Because it was fashioned quickly from whatever wood cumulated on their shoes. Your experience in repairing
was available , the shelter collapses ld3 days after being shoes makes it easier for you to identify where damage
assembled. might come from.
Maintain Shoes. As part of a long rest, you can repair
CARPENTER'S TOOLS your companio ns ' shoes. For the next 24 hours , up to s ix
DC
creatures of your choice who wear shoes you worked on
Activity
can travel up to 10 hours a day without making saving
Build a simple wooden structure 10
throws to avoid exhaustion.
Design a complex wooden structure 15 Craft Hidden Compartment. With 8 hours of work,
Find a weak point in a wooden wall 15 you can add a hidden compartment to a pair of shoes.
Pry apart a door 20 The compartment can hold an object up to 3 inches long
a nd 1 inch wide and deep. You make an Intelligence
CARTOGRAPH ER'S TOOLS check using your tool proficiency to determine the In-
Using cartographer's tools , you can create accurate telligence (Investigation) check DC needed to find the
maps to make travel easier for yours elf a nd those who compartment.
come after you. These maps can ra nge from large-scale
depictions of mountain ra nges to diagrams that s how COBBLER'S TOOLS
the layout of a dungeon level. Activity DC
Components. Cartographer's tools consist of a Determine a shoe's age and origin 10
quill, ink, parchment, a pair of compasses, calipers, 15
Find a hidden compartment in a boot heel
and a ruler.
Arcana, History, Religion. You can use your knowl-
COOK'S UTENSILS
edge of maps and locations to unearth more detailed
information when you use these skills. For instance, you Adventuring is a hard life. With a cook along on the jour-
might spot hidden messages in a map, identify w hen the ney, your meals will be much better than the typical mi x
map was made to determine if geographical features of hardtack and dried fruit.
have changed since then, and so forth. Compon ents. Cook's utensils include a metal pot,
knives, forks, a stirring spoon, and a lad le.

CHAPTER 2 I DUNGEON \1'\STER'S TOOLS


History. Your knowledge of cooking techniques al- FORGERY KIT
lows you to assess the social patterns involved in a cul- A forge ry kit is designed to duplicate documents and to
ture's eating habits. make it easier to copy a p e rs on's seal or s ignatu re .
Medicine. When administering treatment, you can Components. A forgery kit includes several diffe re nt
tra nsform medicine that is bitter or sour into a pleasing types of ink, a va riety of parc hments and papers, several
concoction. quills, seals a nd sealing wax, gold and silver leaf, and
Survival. When foraging for food , you can ma ke do small tools to sculpt melted wax to mimic a seal.
with ingredie nts you scavenge tha t others would be un- Arcana. A forgery kit can be used in conjunction
able to trans form into n ou ris hing meals . with the Arcana s kill to determine if a magic ite m is
Prepare Meals. As pa rt of a short rest, you can pre- real or fake.
pare a tasty meal that he lps your companions regai n Deception. A well-crafted forgery, such as papers pro-
the ir stre ngth. You a nd up to five c reatures of your claiming you to be a noble or a w rit that grants you safe
c hoice regain 1 extra hit poi nt pe r Hit Die spent during passage, can lend c redence to a lie.
a s hort rest, provided you have access to your cook's History. A forgery ki t combined w ith your knowled ge
ute ns ils and s ufficie nt food. of history improves your ability to create fake historical
docume nts or to tell if a n old doc ument is a uthe ntic.
COOK'S UTENSILS Investigation. When you examine objects, proficie ncy
Activity DC with a forgery kit is useful for determining how a n ob-
10 ject was made a nd whether it is genuine.
Create a typica l meal
10 Other Tools. Knowledge of other tools makes your
Duplicate a meal
forgeries that much more believable. For example, you
Spot poison o r impurities in food 15
could combine proficie n cy with a forgery kit and profi-
Create a gourmet meal 15
cie ncy with cartogra phe r's tools to make a fake map.
Quick Fake. As part of a s hort rest, you can produce
DIS GU ISE KIT a forged docume nt no more than one page in le ngth. As
The pe rfect tool for anyone who wants to engage in part o f a long r est, you can produce a doc ument that is
trickery, a disguise kit e na bles its owner to adopt a up to four pages long. Your Intellige nce c heck using a
false ide ntity. forgery kit determines the DC for someone else's Intelli-
Components. A disguise kit includes cosmetics, hair gen ce (Inves tigation) check to s pot the fake.
dye, s ma ll props, a nd a few pieces of clothing.
Deception. In certain cases, a disguise can improve FORGERY KIT
your a bility to weave convincin g lies. DC
Activity
Intimidation. The rig ht disguise can make you look
Mimic handwriting 15
more fearso me, whether you want to scare someone
Duplicate a wax seal 20
away by pos ing as a plag ue victim or intimidate a gang
of thugs by taking the app earance of a bully.
Performance. A c unning disguise can e nha nce an a u- GAMING S ET
dience's enjoyme nt of a pe rformance, provided the dis- Proficie ncy with a gaming set applies to one type of
g uise is properly designed to evoke the des ired reaction. game, s uc h as Three-Dragon Ante or games of c hance
Persuasion. Folk te nd to trust a pe rs on in uniform. If tha t use dice.
you disguise yourself as an a uthority figure, your efforts Components. A gaming set has all the pieces n eed ed
to persuade othe rs are often mor e effective. to play a s pecific game or type of game, s uch as a com-
Create Disguise. As pa rt of a long rest, you ca n p le te d eck of cards or a board and toke ns .
c reate a disguise. It takes you 1 mfoute to don such a History. Your mastery of a game includes knowledge
disguise once you ha ve c reated it. You can carry only of its history, as well as of important events it was con -
one s uch disguise on you a t a time without drawing nected to or promine nt his torical figures involved w ith it.
undue a tte ntion, unless you have a bag of holding or Insight. P laying games with someon e is a good way to
a si milar method to keep them hidden. Each disguise gain unders tanding of their pe rsonality, granting you a
weighs 1 pound. better a bility to discern their lies from their truths and
At other times, it takes 10 minutes to c raft a disguise read their mood.
that involves mode rate c hanges to your appearance, SleightofHand . S leight of Hand is a useful s kill for
and 30 minutes for one that requires more exte n- c heating at a game, as it allows you to sw a p pieces,
s ive changes. palm cards, or a lter a die roll. Alternatively, engrossing
a target in a game by manipulating the compone nts w ith
DISGUISE KIT dexterous moveme nts is a great dis traction for a pick-
DC pocke ting atte mpt.
Activity
Cover injuries or distinguishing marks 10
GAMING SET
Spot a disguise being use d by someone e lse 15
Activity DC
Copy a humanoid's appearance 20
Catch a player cheating 15
Gai n in sight into an opponent's persona lity 15

CHAPTER 2 I DUNGEON MJ\STER "S TOOLS


GLASSBLOWER'S TOOLS This insight proves handy when you make Arcana
Someon e who is proficient with glassblower's tools ch ecks related to gems or gem-encrusted items.
h as n o t only the a bility to s h ape glass, but a lso s pe- Investigation. When you inspect jeweled objects, your
cia lized knowledge of the methods used to produce proficiency with jeweler 's tools aids you in picking out
glass objects. clues they might hold.
Components. The tools include a blowpipe, a sm all Identify Gems. You can identify gems a nd de termine
marver, blocks, and tweezers. You need a source of heat their value at a glance.
to work glass.
Arcana, History. Your knowledge of glassmaking JEWELER'S TOOLS
techniques a ids you whe n you examine glass objects, Activity DC
s uch as potion bottles or glass items fou nd in a treasure Modify a gem's appeara nce 15
hoard. For instance, you can study how a glass potion Determine a gem's histo ry 20
bottle has been changed by its contents to help deter-
mine a potion's effects. (A potion might leave behind a
LAND AND WATER VEHICLES
residue, deform the glass, or s tain it.)
Proficiency with land vehicles covers a wide range of op-
Investigation. When you study a n a rea, your knowl-
tions, from c hariots and howdahs to wagons and carts.
edge can aid you if the clues include broken glass or
Proficiency w ith water vehicles covers anything th at nav-
glass objects.
igates waterways. Proficiency with vehicles g rants the
Identify Weakness. With 1 minute of study, you can
knowledge needed to hand le vehicles of that type, along
ide ntify the weak points in a glass object. Any damage
with knowledge of how to repa ir and maintain them.
dealt to the obj ect by striking a weak spot is doubled.
In addition, a character proficient with water vehicles
is k nowledgeabl e a bout anything a professiona l sailor
GLASSBLOWER'S TOOLS
wou ld be fami lia r w ith, s uch as informa tion about the
Activity DC sea and islands, tying knots, a nd assessi ng weather a nd
identify source of glass 10 sea conditions.
Determine w hat a glass object once held 20 Arcana. When you study a magic vehicle, this tool pro-
ficie ncy aids you in uncove ring lore or dete rmining h ow
HERBALISM KIT the vehicle operates.
Proficie ncy with a n herbalism kit allows you to identify Investigation, Perception. Whe n you ins pect a vehi-
plants a nd safely collect their useful elements. cle fo r clues or hidde n information, your proficiency aids
Components. An herbalism kit includes pouches to you in noticing things that others might miss.
s tore herbs, clippers and leathe r gloves for collecting Vehicle Handling. When piloting a vehicle, you can
plants, a mortar a nd pestle, a nd several glass jars. apply your proficie ncy bonus to the vehicle's AC a nd sav-
Arcana. Your knowledge of the natu re and uses of ing throws.
h e rbs can add insight to your magical studies th at deal
with plants and you r attempts to ide ntify potions. VEHICLES
Investigation. W he n you ins pect an area overgrown Activity DC
w ith plants, your proficiency can help you pick out de- Navigate rough terrain or wate rs 10
tails a nd clues that others might m iss. Assess a vehicle's condition 15
Medicine. Your mastery of herbalis m improves your
Take a tight corner at high speed 20
a bility to treat illnesses a nd wounds by augmenting you r
methods of care with medicin al plants.
LEATHERWORKER'S TOOLS
Nature and Survival. Whe n you travel in t he wild,
your s kill in herba lism makes it easie r to identify pla nts Knowled ge of leatherworking extends to lore concern-
and s pot sources of food that others might overlook. ing an imal hides a nd t heir properties. It a lso con fers
Identify Plants. You can identify most plants with a knowledge o f leathe r arm or and s imilar goods.
quic k inspection of their appearance and smell. Components. Leatherworker's tools include a knife,
a s mall ma llet, an edger, a hole punch, thread, and
HERBALISM KIT
leather scraps.
Arcana. Your expertise in working w ith leather grants
Activity DC you added ins ight when you inspect magic items crafted
Find plants 15 from leather, such as boots and some cloaks.
identify poison 20 Investigation. You gain added insight whe n s tudy ing
leathe r items or clues related to them, as you draw on
JEWELER'S TOOLS your knowledge of leath er to pick out details that others
Training with jeweler's tools includes the basic tech- would overlook.
niques n eeded to beautify gems. It a lso gives you exp e r- Identify Hides. When looking at a hide or a leather
tise in identifying precious stones. item, you can determine the source of the leather and
Components. J ewele r 's tools cons ist of a small saw a ny special techn iques used to treat it. For example,
and hammer, files, pliers, and tweezers. you can spot the difference between leather crafted
Arcana. Proficiency with j eweler's tools grants you using d warven methods and leath er cr afted using half-
know ledge a bo ut the reputed mystical uses of gems. ling methods.

CHAPTER 2 I DUNGEON MASTER'S TOOLS


1
LEATHERWORKER S TOOLS NAVIGATOR'S TOOLS

Activity DC Activity DC
Modify a leather item's appearance 10 Plot a course 10
Determine a leather item's history 20 Discover your pos ition on a nautical chart 15

MASON'S TOOLS PAINTER'S SUPPLIES


Mason 's tools a llow you to craft stone structures, includ- Proficiency with painter's supplies re presents you r
ing walls and buildings crafted from brick. ability to paint and draw. You also acquire a n under-
Components. Mason's tools consist of a trowel, a standing of art history, which can aid you in examining
hammer, a chisel, brushes, and a square. works of art.
History. Your expertise a ids you in ide ntifying a stone Components. Painter's supplies include a n easel, can-
building's date of construction and purpose, a long with vas, paints, brushes, charcoal sticks, and a palette.
insigh t into who might h ave built it. Arcana, History, Religion. Your expertise aids you in
Investigation. You gain additional ins ight when in- uncovering lore of any sort that is attached to a work of
specting areas within stone structures. art, s uch as the magical properties of a painting or the
Perception. You can spot irregularities in s tone walls origins of a strange mural found in a dungeon.
or floors, making it easier to find trap doors and se- Investigation, Perception. When you inspect a
cret passages. painting or a similar work of visua l art, you r knowledge
Demolition. Your knowledge of masonry allows you of the practices behind c reating it can grant you addi-
to spot weak points in brick walls. You deal double dam- tiona l insight.
age to such structures with your weapon attacks. Painting and Drawing. As part of a short or long rest,
you can produce a simple work of art. Although you r
MASON'S TOOLS work might lack precision, you can capture a n image or
Activity DC a scene, or make a quick copy of a p iece of art you saw.
Chisel a small hole in a stone wall 10
PAINTER'S SUPPLIES
Find a weak point in a stone wall 15
Activity DC
MUSICAL INSTRUMENTS Paint an accurate portrait 10
Proficie ncy with a musical instrume nt indicates you are Create a painting with a hidden message 20
familiar with the techniques used to play it. You also
have knowledge of some songs commonly performed POISONER'S KIT
with that instrument. A poisoner's kit is a favored resource for thieves, assas-
History. Your exp e rtise aids you in recall ing lore re- sins, and oth ers who engage in s kulduggery. It allows
lated to your instrume nt. you to apply poisons and create them from various
Performance. Your abi lity to put on a good s how mate rials. Your knowledge of poisons also helps you
is improved when you incorporate an instrument treat them.
into your act. Components. A poisoner's kit includes glass vials, a
Compose a Tune. As part of a long rest, you can mortar and pestle, chemicals, and a glass stirring rod.
compose a new tune and lyrics for your instrument. You History. Your training with poisons can help you
might use th is ability to impress a noble or spread scan- when you try to recall facts about infamous poison ings.
dalous rumors w ith a catc hy tune. Investigation, Perception. Your knowledge of poisons
has taught you to handle those substances ca refully,
MUSICAL INSTRUMENT giving you an edge when you inspect poisoned objects or
Activity DC try to extract clues from events that involve poison.
Medicine. When you treat the victim of a poison, your
Identify a tune 10
knowledge grants you added insight into how to provide
Improvise a tune 20
the best care to your patient.
Nature, Survival. Working with poisons enables
NAVIGATOR'S TOOLS you to acquire lore about which pla nts and animals are
Proficiency with naviga tor's tools helps you determine a poisonous.
true course based on observing the stars. It also grants Handle Poison. Your proficiency allows you to handle
you insight into charts and maps while developing your and apply a poison witho ut r isk of exposi ng yourself to
sense of direction. its effects.
Components. Navigator's tools include a sextant, a
compass, calipers, a ruler, parchment, ink, and a quill. POISONER'S TOOLS
Survival. Knowledge of navigator's tools helps you
Activity DC
avoid becoming lost and also grants you insight into the
most likely location for roads and settlements. Spot a poisoned object 10
Sighting. By taking careful measurements, you can Determine the effects of a poison 20
determi ne your position on a nautical c hart and the
time of day.

CHAPTER 2 I DUNGEON MASTER'S TOOLS


Arcana and History. Your expertise le nds you ad-
ditiona l insight when examining metal objects, s uch
as weapons.
Investigation. You ca n s pot clues and make deduc-
tions that ot he rs might overlook whe n a n investigation
involves a rmor, weapons, or other metalwork.
Repair. With access to your tools and an open flame
bot enough to make meta l pliable, you ca n restore 10 h it
points to a damaged metal object for each hour of work.

S MITH'S T OO LS
Activity DC
Sharpen a dull blade 10
Repair a suit of armor 15
Sunder a nonmagical metal object 15

THIEVES' TOOLS
Perhaps the most common tools used by adventurers,
thieves' tools are designed for picking locks and foiling
traps. Proficiency with t he tools a lso grants you a gen-
e ra l knowledge of traps and locks.
Comp onents. Thieves' tools include a small file, a set
of lo ck picks, a s m all mirror mounted on a metal ha ndle,
a set of narrow-blad ed scissors, a nd a pair of pliers.
History. Your knowledge of traps grants you insight
when a nswering questions a bout locations tha t are re-
nowned for their traps.
In vestigation and Perception. You gain additional in-
s ight when looking for traps, because you have learned
a variety of common s igns that be tray their presence.
Set a Trap. Just as you ca n disable traps, you ca n als o
POTTER'S TOOLS set them. As pa rt of a s hort rest, you can create a trap
Potter 's tools are used to c reate a varie ty of cera mic ob- us ing ite ms you have on hand. The total of your check
jects, most typically pots and s imilar vessels . becomes the D C for someone else's attempt to discover
Comp onents. Potter's tools include potter's needles, or disable the trap. The trap deals damage a ppropriate
ribs, scrapers, a knife, a nd calipers. to th e ma terials used in crafting it (such as poison or a
History. Your expe rtise a ids you in ide ntifying ce- weapon) or d a mage equal to ha lf the tota l of your check,
ramic objects, including whe n they were created and whichever the DM deems appropriate.
their likely place or c ulture of origin.
Investigation, Perception. You gain additional ins ight THI EVES ' T OO LS
when inspecting ceramics, uncove ring clues others Activity DC
wou ld overlook by spotting minor irregularities. Pick a lock Varies
Recons truction. By examining potte ry shards, you
Disab le a trap Varies
can determine an object's original, intact form and its
likely purpose.
TINKER'S TOOLS
P OTT ER'S TOO L S
A set of tinker's tools is designed to e n a ble you to repair
many munda ne objects. Though you can't manufacture
Activity DC much w ith tinke r 's tools, you can m e nd torn clothes,
Determine what a vessel once held 10 s harpe n a worn sword, a nd patch a tattered s u it of
Create a serviceable pot 15 chain m ail.
Find a weak point in a ceramic o bject 20 Components. Tinke r's tools include a variety of ha nd
tools, thread, need les, a whetstone, scra ps of cloth a nd
SMITH'S TOOLS leather, and a s mal l pot of glue.
Smith's tools allow you to work metal, beating it to History. You can de te rmine the age and origin of ob-
alter its s hap e, re pair da mage, or work ra w ingots into jects, eve n if you have only a few pieces re maining from
useful items. the origina l.
Components. Smith's tools include hammers, tongs, Investigation. Whe n you inspect a da maged ob-
charcoal, rags, and a whe tstone. ject, you gain knowledge of how it was damaged and
how long ago.

CHAPTER 2 I DUNGEON MASTER'S TOOLS


Repair. You can restore 10 hit points to a damaged ob-
ject for each hour of work. For any object, you need ac-
SPELLCASTING
cess to the raw materials required to repair it. For me tal This section expands on the spellcasting rules pre-
objects, you need access to an open flame hot enough to sented in the Player's Handbook and the Dungeon Mas-
make the metal pliable. ter's Guide, providing clarifications and new options.

TINKER'S TOOLS PERCEIVING A CASTER AT WORK


Activity DC Many spells create obvious effects: explosions of fire,
Temporarily repair a disabled device 10 wa lls of ice, teleportation, and the like. Other spells,
such as charm person, display no visible, audible, or oth-
Repair an item in half the time 15
erwise perceptible s ign of their effects, and could easily
Improvise a temporary item using scraps 20
go unnoticed by someone una ffected by them. As noted
in the Player's Handbook, you normally don't know that
WEAVER'S TOOLS
a spell has been cast unless the spell produces a notice-
Weaver's tools allow you to create cloth and tailor it into able effect.
articles of clothing. But what about the act of casting a spell? Is it possible
Components. Weaver's tools include thread, needles, for someone to perceive that a spell is being cast in their
and scraps of cloth. You know how to work a loom, but presence? To be perceptible, the casting of a spell must
such equipment is too large to transport. involve a verba l, somatic, or material component. The
Arcana, History. Your expertise lends you additional form of a material component doesn't matte r for the
insight when examining cloth objects, including cloaks purposes of perception, whether it's an object specified
and robes. in the spell's description, a component pouch, or a spell-
Investigation. Using your knowledge of the process of casting focus.
creating cloth objects, you can spot clues and make de- If the need for a spell's components has been removed
ductions that others would overlook when you examine by a special abi lity, such as the sorcerer's Subtle Spell
tapestries, upholstery, cloth ing, and other woven items. feature or the Innate Spellcasting trait possessed by
Repair. As part of a shor t rest, you can repair a s ingle many creatures, the casting of th e s pell is imperceptible.
damaged cloth object. If an impe rceptible casting produces a perceptible ef-
Craft Clothing. Assuming you have access to suf- fect, it's normally impossible to dete rmine who cast the
ficient cloth and thread, you can c reate a n outfit for a spell in the absence of other evidence.
creature as part of a long r est.
IDENTIFYING A SPELL
WEAVER'S TOOLS
Sometimes a character wants to identify a spell that
Activity DC someone else is casting or that was a lready cast. To do
Repurpose cloth 10 so, a c haracter can use their reaction to identify a spell
Mend a hole in a piece of cloth 10 as it's being cast, or they can use an action on their turn
Tailor an outfit 15 to identify a spell by its effect after it is cast.
If the character perceived the casting, the spell's ef-
WOODCARVER'S TOOLS fect, or both, the character can make an Intelligence (Ar-
Woodcarver's tools a llow you to craft intricate objects cana) check with the reaction or action. The DC equals
from wood, such as wooden tokens or arrows. 15 + the spel l's level. If the spell is cast as a class spell
Components. Woodcarver's tools consist of a knife, a and the ch aracter is a member of that class, the check
gouge, a nd a small saw. is made with advantage. For example, if the spellcaster
Arcana, History. Your expertise lends you additional casts a spell as a cleric, another cleric has advantage on
ins ight when you examine wooden objects, such as figu- the ch eck to identify the spell. Some spells aren't asso-
rines or arrows. ciated wit h any class when they're cast, such as when a
Natur e. Your knowledge of wooden objects gives you monster uses its Innate Spellcasting trait.
some added insight when you examine trees. This Intelligence (Arcana) check r epresents the fact
Repair. As part of a short rest, you can repair a s ingle that identifying a spell requires a quick mind and famil-
damaged wooden object. iarity with.the theory and practice o f casting. This is
Craft Arrows. As part of a short rest, you can craft true even for a ch aracter whose spellcasting abil ity is
up to five arrows. As part of a long rest, you can c raft W isdom or Charisma. Being able to cast spells doesn't
up to twenty. You must have enough wood on hand to by itself make you adept at d educi ng exactly what others
produce them. are doing when they cast their spells.

WooocARVER's TooLs INVALID SPELL TARGETS


Activity DC A spell specifies what a caster can target with it: any
Craft a small wooden figurine 10 type of creature, a c reature of a certain type (humanoid
Carve an intricate pattern in wood 15 or beast, for instance), an object, an area, the caster,
or something else. But w hat happens if a spell tar-
gets something that isn't a valid target? For example,

CHAPTER 2 I DUNGEON MASTER'S TOOLS


someone might cast charm person on a creature be-
lieved to be a humanoid, not knowing that the target is
in fact a vampire. If this issue comes up, handle it using
the following rule.
If you cast a spell on someone or something tha t can't
be affected by the spell, nothing happens to that target,
but if you used a spell s lot to cast the spell, the s lot is
still expended. If the spell normally has no effect on a
target that s ucceeds on a saving throw, the invalid target
appears to h ave succeeded on its saving throw, even
though it d idn't attempt one (giving no hint tha t the c rea-
ture is in fact a n inva lid target). Otherwise, you perceive
that the s pell did nothing to t he targe t. O tl\ GRl\M 2. 1:
CONE TEMPLATE
AREAS OF EFFECT ON A GRID
The Dungeon Master's Guide includes t he following
short rule for using areas of e ffect on a grid.
Choose an inte rsection of squa res as the point of
origi n of an area of effect, then follow the rules for t hat
kind of area as normal (see the "Areas of Effect" section
in chapter 10 of the Player's Handbook). If an area of ef-
fect is circular a nd covers a t least h alf a square, it affects
that s quare.
That rule works, but it can require a fair amou nt of
on-the-spot adjudication. This section offers two a lte rna-
tives for determining the exact location o f an area: the
te mplate method and the token method. Both of these
methods assume you're using a g rid and mi niatures of
some sort. Because these methods can y ield different
res ults fo r the number of squares in a given a rea, it's SPHERE T EMPL ATE

not recommended that they be combined at the table-


choose w hicheve r method you a nd your players find eas-
ier or more intuitive.

TEMPLATE METHOD
The template method uses two-dimensional shapes
th a t represent differe nt a reas of effect. The a im of the
method is to accurately portray the le ngth and width
of each area on the grid and to leave little dou bt about
w hic h creatures are affected by it. You'll need to make
these templates or find premad e ones.
Making a Template. Making a template is s imple. Get
a piece of paper or card stock, and c ut it in the shape of
the area of effect you're us ing. Every 5 feet of t he area DIAGRAM 2 .3 : SQ.Ul\RE

equals 1 inch of the templa te's size. For example, the AREA USING TOKE N S

2 0 -foot- rad ius s phe re of the fireball sp ell, which has a


40-foot diame te r, wou ld translate into a circ ula r te m-
plate with an 8-inch diameter.
Using a Template. To use an a rea-of-effect te mplate,
apply it to the grid. If t he te rrain is flat, you ca n lay it on
the s urface; othe rwise, hold the template a bove the s ur-
face and take note of which squares it covers or partially
covers. If any part of a s quare is under the template, th a t
s quare is included in the area of effect. If a creature's
miniature is in a n affected square, that creature is in
the area. Being adjacent to the edge o f the template
isn 't enough for a s quare to be included in the area of
effect; the square must be entirely or partly covered by
the template.
You ca n a lso use this method w ithout a grid. If you do
DtAGRAM 2 . 4 : 5Q.UARE
so, a creature is included in a n area of effect if a ny part
AREA WI T H T OTAL CovER
of the miniature's base is overlapped by the te mpla te.

CHAPTER 2 I DUNC EON M A STER'S TOOLS


DIAGRAM 2.5 : CON E S US ING T OKENS

DI AGRAM 2.G: LI NES USING TOKENS

When you place a te mplate, follow a ll the r ules in the Using Tok ens . Every 5-foot squa re of a n area of e ffect
Play er 's Handbook fo r placing the associated a re a of becomes a die or other token that you place on t he grid.
effect. If an a rea of effect, s uch as a cone o r a line, origi- Each token goes inside a square, not at a n intersection
nates from a spellcaster, t he template s hould extend out of lines. If a n area's token is in a s quare, that s quare is
from the caste r a nd be positioned however the caster incl uded in the area of effect. It's that s imple.
likes within t he bo unds of the rules. D iagra ms 2.3 t h rough 2.6 s how this method in action,
Diagrams 2.1 and 2.2 show the templa te m ethod us ing dice as the tokens.
in action. Circles. This method depicts everything using
squa res, and a circula r a rea of effect becomes s quar e in
TOK EN M ETHO D it, whe ther the area is a sphere, cylinder, or radius. For
The token method is meant to ma ke a reas of effect ins ta nce, t he 10-foot radius of flame strike, which bas a
tactile and fun . To use t his m ethod, grab s ome dice or dia meter of 20 feet, is expressed as a square t hat is 20
other toke ns, w hich you're going to use to re present your feet on a s ide, as s hown in di agram 2.3. Diagram 2.4
a reas of effect. s hows that area w ith tota l cover inside it.
Rather than fa ithfully representing the s hapes of the Cones. A cone is represented by rows of tokens on t he
different areas o f effect, this me thod gives you a way to grid, extending fro m t he cone's poin t o f origin. In the
create square-ed ged vers ions of them on a grid easily, as rows, the s quares a re adjoining s ide by side or corner to
described in the followi ng s ubsections. corne r, as s hown in di agra m 2.5. To determine the num-

CHAPTER 2 I DUNGEON MASTER'S TOOLS


ber of rows a cone contains, divide its length by 5. For STEP 3: DETERMINE NUMBERS AND
example, a 30-foot cone contains six rows.
Here's how to create the rows. Starting with a square
CHALLENGE RATINGS
adjacent to the cone's point of origin, place one token. T he process for building fights that feature only one leg-
The square can be orthogonally or diagonally adjacent endary monster is simple. T he Solo Monster Challenge
to the point of origin. In every row beyond that one, Rating table shows you which cha llenge rating (CR) to
place as many tokens as you placed in the previous row, use for a legendary creature opposing a party of four to
plus one more token. Place this row's toke ns so that six characters, creating a satisfying but difficult battle.
their squares each s hare a s ide with a square in the For example, for a party of five 9th-level characters, a
previous row. If the cone is orthogonally adjacent to the CR 12 legendary creature makes an optimal encounte r.
point of origin, you'll have one more token to place in the For a more perilous battle, match up the characters
row; place it on one end or the other of the row you just with a legendary creature whose cha llenge rating is 1 or
created (yo u don't have to pick the s ide chosen in dia- 2 higher than optimal. For an easy fight, use a legendary
gram 2.5). Keep placing tokens in this way until you've creature whose challenge rating is 3 or more lower than
created a ll of the cone's rows. the challenge rating for an optima l encounter.
Lines. A line can extend from its source orthogonally
or diagonally, as shown in diagram 2.6. SOLO MONSTER CHALLENGE RATING
Party Siz
Character
ENCOUNTER BUILDING level 6 Characters S Characters 4 Characters
This section introduces new guidelines o n building com- 1st 2 2
bat encounters for an adventure. They are an a lternative 2nd 4 3 2
to the rules in "Creating Encounters" in chapter 3 of the
3rd 5 4 3
Dungeon Master's Guide. This approach uses the same
math that underlies the rules presented in that book, but 4th 6 5 4
it makes a few adjustments to the way that math is pre- 5th 9 8 7
sented to produce a more flexible system. 6th 10 9 8
This encounter-building system assumes that, as DM, 7th 11 10 9
you want to have a clear understanding of the threat 8th 12 11 10
posed by a group of monsters. It will be useful to you if 9th 13 12 11
you want to e mphasize combat in your adventure, if you
10th 14 13 12
want to ens ure that a foe is n't too deadly for a group of
11th 15 14 13
characters, and if you want to understand the relation-
ship between a character's level and a monster's cha l- 12th 17 16 15
lenge rating. 13th 18 17 16
Building an encounter using these guidelines follows 14th 19 18 17
a series of steps. 15th 20 19 18
16th 21 20 19
STEP l: ASSESS THE CHARACTERS
17th 22 21 20
To build an encounter using this system, first take stock 18th 22 21 20
of the player characters. This system uses the charac-
19th 23 22 21
ters' levels to determine the numbers and challenge
ratings of creatures you can pit them against without 20th 24 23 22
making a fight too hard or too easy. Even though char-
acter level is important, you s hould also take note of If your encounter features multiple monsters, bala nc-
each character's hit point maximum and saving throw ing it takes a little more work. Refer to the Multiple
modifiers, as well as how much damage the mightiest Monsters tables, which a re broken up by level ranges,
cha racters can dea l with a single attack. Character level providing information for how to balance encounters fo r
and cha llenge rating a re good for defining the difficu lty characters of 1st-5th level, 6th- 10th level, 11th- 15th
of an e ncounter, but they don't tell the whole story. You'll level, and 16th- 20th level.
make use of these additional character statistics when First, you need to note the challenge rating for each
you select monsters for an encounter in step 4. creature the party wi ll face. T hen, to create your encoun-
ter, find the level of each character on the appropriate ta-
STEP 2: CHOOSE ENCOUNTER SIZE ble. Each table shows what a single character of a given
level is equivalent to in terms of challenge rating-a
Determine whether you want to create a battle that pits
value represented by a ratio that compares numbers of
one creature against the characters , or if you want to
characters to a single monster ranked by challenge rat-
use multiple monsters. If the fight is against a single
ing. The first number in each expression is the number
opponent, your best candidate for that foe is one of the
of characters of the given level. The second number tells
game's legendary creatures, which are designed to fill
how many monsters of the listed cha llenge rating those
this need. If the battle involves multiple monsters, de-
characters are equivalent to.
cide roughly how many creatures you want to use before
continuin g with s tep 3.
For example, reading the row for 1st-level ch aracters smalle r than it is. For example, to ma ke an easy e ncoun-
from the 1st- 5th Level table, we see tha t one 1st-level ter for a party of five ch aracters, put them up against
character is the equiva lent of two CR 1/8 monsters or monsters that would be a tough fight for three ch arac-
one CR 1/4 monster. The ratio reverses for higher c ha l- ters. Likewise, you can treat the party as up to ha lf again
lenge r at ings, where a single monster is more powerful la rger to build a battle t hat is potentially deadly, though
than a single 1st-level cha racter. One CR 1/ 2 creature is still no t li kely to be an a utomatic defeat. A party of four
equivalent to three 1st-level ch aracters, while one CR 1 cha racters facing a n encounte r designed for s ix charac-
opponent is equivalent to five. ters wou ld fall into this category.
Let's say you have a party of four 3rd-level characters.
Using the table, you can see that one CR 2 foe is a good WEAK MONSTERS AND HIGH-LEVEL
match for the entire party, but that the characters w ill CHARACTERS
likely h ave a hard tim e handling a CR 3 creature. To save space on the tables a nd keep them simple, some
Using the same guidelines, you can mix and match of the lower cha llenge ratings are missing from the high-
c ha llenge ratings to put togethe r a group of creatures er-level tables. For low challe n ge ratings not a ppearing
to oppose four 3rd-level c haracters. For exam ple, you on the table, assume a 1:12 r atio, indicating that twelve
could select one CR 1 creature. That's worth two 3 rd- c reatures of those ch allenge ratings are equivale nt to
level characters, leaving you with two c ha racters' worth one c haracter o f a specific level.
of mons ters to allocate. You could the n add two CR 1/4
monsters to accou nt for one other ch aracter a nd one CR S TEP 4: SELECT MONSTERS
1/2 mons ter to account for the final character. In total, After using the tables from t he previous step to deter-
you r encou nte r has one CR 1, one CR 1/2, and two CR mine the challe nge ratings of the monsters in your en-
1/4 creatures. counter, you're ready to pick individual monsters. This
For groups in which the characters a re of different lev- process is more of a n art tha n a science.
els, you h ave two options. You can gro up all characters In addi tion to assessing mo nste rs by ch alle nge rating,
of the same level. together, match them w ith monsters, it's important to look a t how certain monsters might
a nd then combine all the c reatures into one encounter.
Alternatively, you can determine the group's average
level and treat each c haracter as being o f that level for
IA,/\c,"'c,~i"'~ c, tol o{ .,,..i..,.io"'s is IAc.rJ..
the purpose of selecting appropria te monsters.
The above guidelines a re designed to c reate a fight l\01.A ,..,.J. I.At ~·Ui"'~ ,,,,.,J. .,..,.J. •c.ti"'~ IAc.t{ o{ llA ........
that will challenge a party while still being winnable. ll' s tc, sitr if '101.A cc,"' Lu1t G"' ''1' o"' <c,clA o"''·
If you want to create an easier e ncounter that w ill
c hallenge ch a racte rs but not threaten to defeat them, So stick witlA l,.._, <l<v<"' lots· 0
you can treat the party as if it were roughly one-third
MULTIPLE MONSTERS: lST-STH LEVEL
- - - - - ----...hallenge Rating·-------
Character
Level 1/8 1 /4 1/2 1 2 3 4 5 6
1st 1:2 1:1 3:1 5:1
2nd 1:3 1:2 1:1 3:1 6:1
3rd 1:5 1:2 1:1 2:1 4:1 6:1
4th 1:8 1:4 1:2 1:1 2:1 4:1 6:1
5th 1:12 1:8 1:4 1:2 1:1 2:1 3:1 5:1 6:1

MULTIPLE MONSTERS: 6TH-10TH LEVEL


- - - - - - - - - - - - C h a l l e n g e Rating· - -- - - - - - - - - -
Character
Level 1/8 1/4 1/2 1 2 3 4 5 6 7 8 9 10
6th 1:12 1:9 1:5 1:2 1:1 2:1 2:1 4:1 5:1 6:1
7th 1:12 1:12 1:6 1:3 l :1 1:1 2:1 3:1 4:1 5:1
8th 1:12 1:12 1:7 1:4 1:2 1:1 2:1 3:1 3:1 4:1 6:1
9th 1:12 1:12 1:8 1:4 1:2 1:1 1:1 2:1 3:1 4:1 5:1 6:1
10th 1:12 1:12 1:10 1:5 1:2 1:1 1:1 2:1 2:1 3:1 4:1 5:1 6:1

MULTIPLE MONSTERS: llTH-lSTH LEVEL


- - - - -- -- - - - - - - \ . h a l lenge R a t i n g • - - - - - - - - - - - - -
Character
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
11th 1:6 1:3 1:2 1:1 2:1 2:1 2:1 3:1 4:1 5:1 6:1
12th 1:8 1:3 1:2 1:1 1:1 2:1 2:1 3:1 3:1 4:1 5:1 6:1
13th 1:9 1:4 1:2 1:2 1:1 1:1 2:1 2:1 3:1 3:1 4:1 5:1 6:1
14th 1:10 1:4 1:3 1:2 1:1 1:1 2:1 2:1 3:1 3:1 4:1 4:1 5:1 6:1
15th 1:12 1:5 1:3 1:2 1:1 1:1 1:1 2:1 2:1 3:1 3:1 4:1 5:1 5:1 6:1

MULTIPLE MONSTERS : 16TH-20TH LEVEL


- - - -- - - - - - - - - - - - -Challenge Rating·- - - - - - - - -- -- - - - --
Character
Level 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
16th 1:5 1:3 1:2 1:1 1:1 1:1 2:1 2:1 2:1 3:1 4:1 4:1 5:1 5:1 6:1
17th 1:7 1:4 1:3 1:2 1:1 1:1 1:1 2:1 2:1 2:1 3:1 3:1 4:1 4:1 5:1 6:1
18th 1:7 1:5 1:3 1:2 1:1 1:1 1:1 2:1 2:1 2:1 3:1 3:1 4:1 4:1 5:1 6:1 6:1
19th 1:8 1:5 1:3 1:2 1:2 1:1 l :1 1:1 2:1 2:1 2:1 3:1 3:1 4:1 4:1 5:1 6:1 6:1
20th 1:9 1:6 1:4 1:2 1:2 1:1 1:1 1:1 1:1 2:1 2:1 2:1 3:1 3:1 4:1 4:1 5:1 5:1 6:1

stack up agai ns t your group. Hit points, attacks, and number of creatures in the encounter, you can come up
saving th rows are all usefuJ indicators. Compare the with different options for building the e ncounter.
damage a monster can deal to the hit point maximum of
each character. Be wary of any monster that is capable STEP 5: Ann FLAVOR
of dropping a character with a single attack, un less you The events that unfold during an encou nter have to do
are designing the fight to be especially deadly. with a lot more than swinging weapons a nd casting
In the same way, compare the monsters' hit points to spells . The most interesting confrontations also take
the damage o utput of the party's strongest characters, into account the personality or behavior of the monsters,
again looking for targets that can be killed with one perhaps determining whether they can be communi-
blow. Having a s ignifica nt number of foes drop in the cated with or whether they're a ll acting in concert. Other
first rounds of combat can make an encounter too easy. possible factors include the nature of the physical envi-
Likewise, look at whether a monster's deadliest ronment, such as whether it includes obstacles or other
abi li ties call for saving throws that most of the party features that might come into play, and the ever-present
members are weak with, and compare the characters' possibility of something unexpected taking place.
offensive abilities to the monsters' saving throws. If you al ready have ideas for how to flesh out your
If the on ly creatures you can choose from at the de- encounter in these ways, go right a head and finish your
s ired challenge rating aren't a good match for the char- cr eation. Otherwise, take a look at the following sec-
acters' statistics, don't be afraid to go back to step 3. By tions for some basic advice on adding flavor elements to
altering your challenge rating targets and adjusting the the simple mechanics of the fight.

CHAPTER 2 DUNGEON MASTER'S TOOLS


MONSTER P ERSONALITY RANDOM EVENTS
To address the question of a monster's personality, you Consider what might ha ppe n in an encounte r a rea if the
ca n use the tables in chapter 4 of the Dungeon Master's characte rs were to ne ver enter it. Do the guards serve in
Guide, use the Monster Personality table below, or s im- s hifts ? What other characters or monsters might visit?
ply jot down a few notes based on a creature's Monster Do c reatures gathe r there to eat or gossip? Are the re
Manual description. During the b a ttle, you can use these any natural phenomena-such as strong winds, earth
ideas to inform how you portray the monsters a nd their tremors, or rain squa lls-that sometimes take place
actions. To keep things s imple, you can assign the same in the a rea? Random events ca n add a fun element of
personality traits to a n entire group of monsters. For ex- th e unexpected to a n e ncounter. Just when you think
ample, one band it gang mi ght be a n unruly mob of brag- a fight's outcome is evide nt, an unforeseen event can
ga rts, while the members of another gang are a lways on make things more compelling.
edge and ready to flee a t the first sign of danger. A number of the tables in the Dungeon Master's Guide
can s uggest random events. The tables used for e ncoun-
MONSTER PERSONALITY ter location, weird locales, and wilderness weather in
d8 Personality chapter 5 of that book are a good s ta rting point for out-
door e ncounte rs. The tables in a ppendix A can be useful
1 Cowardly; looking to surrender
for indoor and outdoor e ncounte rs-esp ecially the tables
2 Greedy; wan ts treas ure for obstacles, traps, and tricks. Finally, consult the ra n -
3 Braggart; makes a show of bravery but runs from dom e ncounte r tables in the n ext section of t his book for
danger inspiration.
4 Fanat ic; read y to die fighting
5 Rabble; poorly trained and easily rattled QUICK MATCHUPS
6 Brave; stand s its grou nd The guidelines above assume that you a re con cerned
7 joker; taunts its enemies about balance in your combat encounters and h ave
8 Bully; refuses to believe it can lose enough time to prepare them. If you don't h ave much
time, or if you want s imple r but less precise guidelines,
MONSTER RELATION SHIPS
the Quick Matchups table below offers an alternative.
Do riva lries, h a treds, or attachments exist among the This table gives you a way to match a characte r of
a certain level with a numbe r of monsters. The table
monsters in an encounte r? I.f so, you can use s uch re-
lationships to inform the monste rs' be havior during lists the challenge ratings to use for including one, two,
combat. The death of a much-revered leader might and four monsters pe r cha racter for each level. For in-
s tance, looking at the 3rd-level e ntry on the table, you
throw its followers into a fren zy. On the other ha nd, a
can see that a CR 1/2 monster is equivalent to one 3rd-
monster might decide to flee if its s pouse is killed, or a
level ch a racter, as are two CR 1/4 mons ter s a nd four
mistreated toady might be eager to s urrende r a nd b etray
its m aster in return for its life. CR 1/8 ones.

QUICK MATCHUPS
MONSTER RELATIONSHIPS
Character
d6 Relationship
Level 1 Monster 2 Monsters 4 Monsters
1 Has a rival; wants one random ally to suffer
1st 1/ 4 1/8
2 Is abused by o thers; hangs back, betrays at first
2nd 1/2 1/ 4
opportunity
3rd 1/2 1/4 1/8
3 Is worshiped; allies will die for it
4th 1/2 1/4
4 Is outcast by group; its a llies ignore it
5th 2 1/2
5 Is outcast by choice; cares only for itself
6th 2 1/2
6 Is seen as a bully; its allies wa nt to see it defeated
7th 3 1/2
8th 3 2
TERRAIN AND TRAPS
A few ele ments that make a battlefield som e thing other 9th 4 2
than a large a rea of flat ground can go a long way to- 10th 4 2 1
ward spicing up a n e ncounte r. Consider setting your e n- 11th 4 3 2
counte r in an area that wou ld provide c halle nges even if 12th 5 3 2
a fight were not taking place the re. What potentia l perils 13th 6 4 2
or other features might draw the characters' attention, 14th 6 4 2
eithe r before or during the fight? Why are monsters lurk-
15th 7 4 3
ing in this a rea to begin with-does it offer good hiding
places, for instance? 16th 7 4 3
To add deta ils to a n encounter area at random, look to 17th 8 5 3
the tables in appendix A of the Dungeon Master's Guide 18th 8 5 3
to de te rmine room and area features, p ote ntial hazards, 19th 9 6 4
obstacles, traps, a nd more. 20th 10 6 4

CHAPTER 2 I DUNGEON MASTER'S TOOLS


RANDOM ENCOUNTERS: dlOO Encounter
18-20 l d3 winged kobolds with ld 6 kobolds
A WORLD OF POSSIBILITIES 21-25 The partially eaten carcass of a m ammoth, from
Chapte r 3 of the Dungeon Master's Guide provides guid- which ld4 weeks of rations can be harvested
ance o n us ing ra ndom encounters in your ga me. This 26-29 2d8 hu nters (tribal warriors)
section builds o n that guida nce, offering a host of ran-
30- 35 l half.ogre
dom encounte r tables for you to use w he n you dete rmine
36- 40 Single-file tracks in the snow t hat stop abruptly
that a ra ndo m encounter is going to ta ke place.
Using the mo ns te r lists in appendi x B of tha t book as 41 - 45 ld3 ice mephits
a basis, we've built a set of tables for each environme nt 46- 50 l brown bear
category: arctic, coas ta l, desert, fo rest, grassla nd, hill, 51 - 53 ld6 + l ores
mo unta in, swa mp, Underdark, underwa ter, a nd urba n. 54- 55 l polar bear
Within each category, sepa rate tables a re provided for 56- 57 ld 6 scouts
each of the fo ur tiers of play: levels 1- 4, 5- 10, 11- 16,
58- 60 l saber-toothed tiger
and 17-20.
61 -65 A frozen pond with a jagged hole in the ice that ap-
Eve n though you can use these tables "out of the box,"
the advice in the Dungeon Master's Guide s till holds pears recently made
true: tailoring s uch tables to your ga me can re inforce 66-68 l berserker
the themes and flavor of your campaign. We e ncourage 69-70 l ogre
you to customize this ma te ria l to ma ke it your own. 71 - 72 l griffon
In the tables, a name in bold refers to a stat block in 73-75 l druid
the Monster Manual. 76- 80 3d4 refugees (commoners) fleeing fro m ores
FLIGHT, OR FIGHT, OR ? 81 l d3 veterans
82 ld4 orogs
Each of the results on these tables represents a certa in
83 2 brown bears
kind of cha llenge or potentiaJ cha llenge.
If yo u let the dice have their way a nd the result is a 84 l ore Eye ofGruumsh with 2d8 ores
large number of mons ters, the generated encounte r 85 ld3 winter wolves
might be too difficult or dangerous for the characters in 86- 87 ld4 yetis
their present circums ta nces. T hey might wa nt to flee to 88 l half-ogre
avoid contact, or no t to approach a ny closer after per- 89 l d3 manticores
ceiving the monsters from a dista nce. 90 l bandit captain with 2d6 bandits
Of course, you also have the freedom to adjus t the
91 l revenant
numbers, but it's importa nt to remember that not every
e ncounter involving a mons ter needs to result in combat. 92-93 l troll
An encounter might indeed be the prelude to a battle, 94- 95 l werebear
a parley, or some other interaction. W hat happens next 96- 97 l young remorhaz
depends on w hat the cha racte rs try, or w hat you decide 98 l mammoth
is bound to occur. 99 l young white dragon
T he tables also include entries fo r w hat the Dungeon 00 l frost giant
Master's Guide calls "encounters of a less monstrous
natu re." Ma ny of these results cr y out to be cus to mized
o r detai led, which offers you a n opportunity to connect ARCTIC ENCOUNTERS (LEVELS 5-10)
them to the s tory of your campaign. And in so doing, dl 00 Encounter
you've taken a s tep towa rd ma king your ow n persona l- 01 - 05 2 saber-toothed tigers
ized encounter table. Now, keep going!
0 6- 07 l d4 half.ogres
08-10 l d3 + l brown bears
11-1 5 l d3 polar bears
16-20 2d4 berserkers
21-25 A half-ore druid tending to an injured polar bear. If
ARCTIC ENCOUNTERS (LEVELS 1-4) the characters assist the druid, she gives them a
dlOO Encounter vial of antitoxin.
01 l giant owl 26- 30 2d8 scouts
31-35 2d4 ice mephits
02- 05 l d6 + 3 kobolds
36-40 2d6 + l zombies aboard a galleon tra pped in the
06- 08 ld4 + 3 tra ppers (com moners)
ice. Searchi ng the shi p yields 2d20 days of rations.
09-10 l owl
41- 45 l manticore
11 - 12 2d4 blood hawks
46-50 2d 6 + 3 ores
13-17 2d6 bandits
51 - 53 ld6 + 2 ogres

CHAPTER 2 1 DUNGEON MASTER'S TOOLS


-
dlOO Encounter ARCTIC ENCOUNTERS {LEVELS l]-20)

54-55 2d4 griffons dlOO Encounter


56- 57 1d4 veterans 01 - 02 2d10 revenants
58- 60 1 bandit captain with 1 druid, ld3 berserkers, and 03- 04 2d8 trolls
2d10 + 5 bandits 05-06 2d10 werebears
61 - 65 1d4 hours of extreme cold (see chapter 5 of the 07-08 1 frost giant
Dungeon Master's Guide) 09-10 2d4 young remorhazes
66-68 1 young remorhaz 11- 20 1d4 frost giants
69- 72 1 ore Eye ofGruumsh with ld6 orogs and 2d8 + 6 21-25 A circular patch of black ice on t he ground. The air
ores temperature around the patch is warmer than in
73- 75 1 revenant the surrounding area, and characters who inspect
76- 80 A howl that echoes over the land fo r l d3 minutes the ice find bits of machinery frozen within.
81-82 ld3 mammoths 26-35 1 ancient white dragon
83-84 1 young white dragon 36-40 An adventurer frozen 6 feet under the ice; 50%
85-86 2d4 winter wolves chance the corpse has a rare magic item of the
87-88 ld6 + 2 yetis DM's choice
89-90 1d2 frost giants 41- 50 1d3 abominable yetis
91-92 ld3 werebears 51-60 ld4 remorhazes
93- 94 1d4 trolls 61-65 A 500-foot-high wall of ice that is 300 feet th ick and
95- 96 1 abominable yeti spread across ld4 miles
97-98 1 remorhaz 66-75 ld4 roes
99 1 roe 76-80 The likeness of a stern woman with long, flowing
00 2d4 young remorhazes hair, carved into the side of a mountain
81-90 1dl0 frost giants with 2d4 polar bears
ARCTIC ENCOUNTERS {LEVELS 11-16)
91- 96 1d3 adult white dragons
97-99 2d4 abominable yetis
dlOO Encounter
00 1 ancient white dragon with ld3 young white
01 1 abominable yeti
dragons
02-04 ld6 revenants
05-10 1d4 + 1 werebears
11-20 ld3 young white dragons
21-25 A blizzard that reduces visibility to 5 feet fo r l d6
hours
26-35 1 roe COASTAL ENCOUNTERS {LEVELS 1-4)
36-40 A herd of 3d20 + 60 caribou (deer) moving through dlOO Encounter
the snow 01 1 pseudodragon
41-50 ld4 mammoths 02- 05 2d8 crabs
51- 60 ld8 + 1 trolls 06-10 2d6 fishers (commoners)
61 - 65 A mile-wide frozen lake in which the preserved 11 ld3 poisonous snakes
corpses of strange creatu res can be seen 12-13 ld6 guards protecting a stranded noble
66- 75 2d4 young remorhazes 14- 15 2d4 scouts
76-80 A crumbling ice castle littered with the frozen bod- 16-18 2d10 merfolk
ies of blue-skinned humanoids 19-20 ld6 + 2 sahuagin
81- 90 1 adult white dragon 21- 25 1cl4 ghouls feeding on corpses aboard the wreck-
91- 96 ld8 + 1 frost giants age of a merchant ship. A search uncovers 2d6
97- 99 ld4 remorhazes bolts of ruined silk, a SO-foot length of rope, and a
00 1 ancient white dragon barrel of salted herring.
26- 27 ld4 winged kobolds with ld6 + 1 kobolds
28- 29 2d6 tribal warriors

0 30-31
32-33
3d4 kobolds
2d4 + 5 blood hawks
Crc,i.'1 tki. . . ~1 k"'W"' c,l( tk• ti ....<. 34-35 ld8 + 1 pteranodons
t{o'-" "'-•v•r k"'ow wkc,l's ~'-"st c,ro"""'J. 36- 40 A few dozen baby turtles s truggling to make their
t k• cor,,...t r or btki"'J. tkc,t ).oor or way to the sea
).ow"' '"' t kc,t tit wk•r• \ tkrtw 41 - 42 ld6 + 2 giant lizards

c,l( t kol< ).wc,rvtl. 'Dw;rv•l ""'i~kl b•


).ow"' l k•r• slit(. ~''1 rt kc,rJ.;- CHAPTER 2 I DUNGEON MASTER ' S TOOLS

~''1 bo'-""'Ct. So""'tli""'tl.


dlOO Encounter dlOO Encounter
43-44 l d6 + 4 giant crabs 36- 40 A stoppered bottle containing an illegible note and
45-46 2d4 stirges half buried in the sand
47- 48 2d6 + 3 bandits 41 - 43 3 sea hags
49- 53 2d4 sahuagin 44-46 l d8 + l harpies
54-55 ld6 + 2 scouts 47- 50 ld4 plesiosauruses
56-60 l sea hag 51-53 l d4 manticores
61-65 A momentary formation in the waves that looks 54-56 2d4 ogres
like an enormous humanoid face 57-60 ldlO griffons
66- 70 l druid 61-65 A battle at sea between two galleons
71-75 ld4 harpies 66- 70 l d4 + 3 merrow
76-80 A lone hermit (acolyte) sitting on the beach, con- 71- 75 A pirate crew consisting of l bandit captain, l
templating the meaning of the multiverse druid , 2 berserkers , and 2dl2 bandits, all searching
81 ld4 berserkers for buried treasure
82 ld6 giant eagles 76-80 A severed humanoid hand tangled in a net
83 2d4 giant toads 81-82 l water elemental
84 ld4 ogres or ld4 merrow 83-84 l cyclops
85 3d6 sahuagin 85-86 ld4 banshees {night only)
86 ld4 veterans 87-88 2d4 veterans
87 ld2 plesiosauruses 89-90 l young bronze dragon
88 l bandit captain with 2d6 bandits 91 - 93 ld3 cyclopes
89 l d3 manticores 94-95 l young blue dragon
90 l banshee 96 l sahuagin baron with ld3 sahuagin priestesses
91-92 ld4 + 3 griffons and 2d8 sahuagin
93-94 l sahuagin priestess with l d3 merrow and 2d6 97 l djinni
sah uagin 98 l roe
95-96 l sahuagin baron 99 l marid
97- 98 l water e lemental 00 l storm giant
99 l cyclops
00 l young bronze dragon COASTAL ENCOUNTERS (LEVELS 11-16)
dlOO Encounter
COASTAL ENCOUNTERS (LEVELS 5-10) 01 ld4 banshees (night only)
dlOO Encounter 02- 04 l cyclops
01 2d8 giant wolf spiders 05- 08 ld6 + 2 manticores
02- 03 3d6 pteranodons 09- 10 l d8 + 2 veterans
04- 05 2d4 scouts 11-20 l young blue dragon
06-07 ld 6 + 2 sahuagin 21-25 A nest of l d6 dragon turtle eggs
08 l sea hag 26-35 ld4 sahuagi n barons
09- 10 ld4 + l giant toads 36- 40 A trident partially buried in the sand
11- 15 3d6 sahuagin 41 - 50 l young bronze dragon
16- 20 2d6 giant eagles 51 - 55 l marid
21- 25 A pseudodragon chasing gulls through the air 56-60 ld6 water elementals
26-29 l d2 druids 61-65 2d6 ghasts crawling over ld6 wrecked ships and
30-32 2d4 + 1 giant toads feeding on the dead
33-35 l commoner singing a dirge {day only) or 66-70 1 djinni
l banshee {night only) 71 - 75 ld3 young bronze dragons
76-80 A beached whale, dead and bloated. If it takes any
dama ge, it explodes, and each creature within
30 feet of it must make a DC 15 Dexterity saving
throw, taking 5d6 bludgeoning damage on a fai led
save, or half as much damage on a successful one.
81- 82 2d4 cyclopes
83-84 l storm giant
85-86 l d3 young blue dragons
dlOO Encounter
87- 88 1 adult bronze dragon
89- 90 1 adult blue dragon
91 - 93 ld3 roes DESERT ENCOUNTERS (LEVELS 1-4)
94-97 1 dragon turtle dlOO Encounter
98- 99 1 ancient bronze dragon 01 3d8 scorpions
00 1 ancient blue dragon 02 2d4 vultures
03 1 abandoned mule
C O ASTAL ENCOUNTERS (LEVELS l]-20) 04 2d6 commoners with 2d4 camels bound for a dis-
dl OO Encounter tant city
01-10 1 roe OS ld 6 flying snakes

(
11 -20 1 storm giant 06 2d6 hyenas or 2d6 jackals
21 - 25 An adult bronze dragon fighti ng an adult blue 07 1d6 guards escorting a noble to the edge of the
dragon to the death desert, all of them astride camels
26-40 2d6 cyclopes 08 1d6 cats
41 -50 1 adult bronze dragon or 1 adult blue dragon 09 1 pseudodragon
51-60 ld3 djinn or l d3 marids 10 1d4 poisonous snakes
61-70 1 dragon turtle 11-13 2d4 stirges
71- 75 ld3 roes 14- 15 1d6 + 2 giant wolf spiders
76-80 ld 6 + 2 waterspouts that dance on the water before 16- 17 1 scout
stopping abrupt ly 18-20 2d4 giant poisonous snakes
81-90 ld6 young blue dragons 21-25 Si ngle-file tracks marching deeper into t he d esert
91-96 1 ancient bronze dragon 26-27 4d4 kobolds
97-99 1 ancient blue dragon 28-29 1 jackalwere
00 ld3 + 1 storm giants 30- 31 3d6 tribal warriors

CHAPTER 2 I DUNGEON MASTER'S TOOLS


dlOO Encounter dlOO Encounter
32-33 ld6 giant lizards 18-20 ld8 + 1 giant vultures
34-35 1 swarm of insects 21 - 25 A stone obelisk partly buried in the sand
36-40 An oasis surrounded by palm trees and containing 26-28 1 ogre with ld3 half-ogres
the remnants of an old camp 29-35 l dlO giant hyenas
41-44 3d6 bandits 36-40 l d6 + 1 empty tents
45- 46 ld4 constrictor snakes 41-43 ld6 + 2 thri-kreen
47- 48 2d4 winged kobolds 44- 46 2d4 yuan-ti purebloods
49-50 1 dust mephit 47-50 ld6 + 3 death dogs
51-52 ld3 + 1 giant toads 51-52 ld4 giant scorpions
53- 54 1d4 giant spiders 53 1 fire elemental
55 1 druid 54-55 1 hobgoblin captain with 3d4 hobgoblins
56-57 2d4 hobgoblins 56 ld6 + 2 ogres
58 1 wight 57-58 ld4 lamias
59-60 1 ogre 59-60 1 air elemental
61-65 A brass lamp lying on the ground 61-65 A meteorite resting at the bottom of a glassy crater
66-67 ld4 giant vultures 66 1d4 + 1 wights
68 1 phase spider 67-68 1 young brass dragon
69 1 giant constrictor snake 69-70 1 bandit captain with ld3 berserkers and 3d6
70-71 1 gnoll pack lord with ld3 giant hyenas bandits
72 ld6 + 2 gnolls 71- 72 1 cyclops
73-74 1 mummy 73 ld4 couatls
75 1d3 half-ogres 74-75 ld4 yuan-ti malisons
76-80 A pile of humanoid bones wrapped in rotting cloth 76-80 Strong winds that kick up dust and reduce visibility
81-82 1 lamia to ld6 feet for ld4 hours
83 1 hobgoblin captain with 2d6 hobgoblins 81-83 1 revenant with 1d3 wights
84 2d4 death dogs 84-85 ld8 + 1 phase spiders
85-86 ld4 giant scorpions 86-87 ld6 + 2 weretigers
87 1 yuan-ti malison with 1d4 + 1 yuan-ti purebloods 88-90 2d4 gnoll fangs ofYeenoghu
88-89 1 bandit captain with 1 druid and 3d6 bandits 91 1 young blue dragon
90 2d4 thri-kreen 92 1d4 cyclopes
91 1 air elemental 93 ld3 yuan-ti abominations
92 ld3 couatls 94 ld4 medusas
93 1 fire elemental 95 1 guardian naga
94 ld4 gnoll fangs ofYeenoghu 96 ld3 young brass dragons
95 1 revenant 97 1 efreeti
96 ld4 weretigers 98 1 roe
97 1 cyclops 99 1 gynosphinx
98 1 young brass dragon 00 1 adult brass dragon
99 1 medusa
00 1 yuan-ti abomination DESERT ENCOUNTERS (LEVELS 11-16)
dlOO Encounter
DESERT ENCOUNTERS (LEVELS 5-10) 01 1 yo_ung brass dragon
dlOO Encounter 02- 05 4d6 gnolls
01 ld6 scouts 06- 10 3d10 giant hyenas
02 2d4 jackalweres 11 - 12 ld8 + 1 lamias
03 2d6 hobgoblins 13- 14 2d4 gnoll fangs ofYeenoghu
04 ld4 + 3 dust mephits 15- 17 ld6 + 2 giant scorpions
05 ld6 swarms of insects 18-20 2d4 phase spiders
06 1 giant constrictor snake 21-25 A desert caravan consisting of 1d6 merchants {no-
07- 08 1 lion bles) with 2d6 guards
09- 10 2d4 gnolls 26-27 ld6 + 1 couatls
11- 12 2d6 giant toads 28-30 ld4 fire elementals
13- 17 1 mummy 31 - 32 1 hobgoblin captain with 3d10 + 10 hobgoblins
33-35 2d4 wights

CHAPTER 2 I DUNGEON MASTER'S TOOLS


dlOO Encounter
36-40 ld6 square miles of desert glass
41 - 42 l young blue dragon
43-45 ld6 + 2 weretigers
46- 48 ld4 air elementals FOREST ENCOUNTERS (LEVELS 1-4)
49-50 ld6 + l yuan-ti malisons dlOO Encounter
51-55 ld 4 medusas 01 1 giant owl
56-60 ld4 revenants with 3dl2 skeletons 02 ld4 cats
61-65 A plundered pyramid 03 2d4 woodcutters (commoners)
66-70 ld4 young brass dragons 04 1 badger or ld4 poisonous snakes
71-75 ld3 yuan-ti abominations 05 2d8 baboons
76-78 ld6 + 2 cyclopes 06 ld6 + 3 hyenas
79-82 l adu lt brass dragon 07 1 owl
83-85 1 purple worm 08 1 pseudodragon
86 ld2 young blue dragons 09 1 panther
87-88 1 mummy lord 10 1 giant poisonous snake
89 ld3 guardian nagas 11 ld6 + 2 boars
90 1 adult blue dragon 12 l d4 + 1 giant lizards
91 ld 2 gynosphinxes 13 l ape or l tiger
92-93 ld 3 efreet 14 2d6 tribal warriors with ld6 mastiffs
94 1 androsphinx 15 ld6 + 2 giant bats or 3d6 flying snakes
95 ld4 roes 16 l scout or 2d4 guards with ld8 mastiffs
96- 97 1 adult blue dracolich 17 ld8 + l winged kobolds
98- 99 l ancient brass dragon 18 ld3 constrictor snakes
00 1 ancient blue dragon 19 ldlO + 5 giant rats or 2d6 + 3 giant weasels
20 ld4 + 1 needle blights with ld6 + 3 twig blights
DESERT ENCOUNTERS (LEVELS 17-20) 21-25 A lost, weeping child. If the characters take the
dlOO Encounter child home , the parents rewa rd them with ld3 po·
tions of healing.
01-05 1 adult brass dragon
26 1d8 + 1 giant frogs
06-10 ld2 yuan-ti abominations with 2d10 + 5 yuan-ti
malisons and 4d6 + 6 yuan-ti purebloods 27 4d4 kobolds
28 ld3 black bears
11-14 ld6 + 2 medusas
29 3d6 stirges
15- 18 ld2 purple worms
2d4 cyclopes 30 1 satyr
19-22
23-25 An abandoned city made from white marble, empty 31 2d4 kenku
during the day. At night, harmless apparitions 32 ld3 vine blights with ld12 awakened shrubs
roam the streets, replaying the final moments of 33 l d4 swarms of ravens
their lives. 34 l faerie dragon (yellow or younger)
26- 30 ld3 young blue dragons 35 ld4 + 2 giant badgers
31-35 1 mummy lord 36- 40 A you ng woodcutter (scout) racing through the for-
36- 40 1d4 hours of extreme heat (see chapter 5 of the est to rescue a lost friend
Dungeon Master's Guide) 41 2d4 blink dogs
41-50 ld3 guardian nagas 42 1d8 + 1 sprites
51-60 ld4 efreet 43 lcf6 + 2 elk
61-63 An old signpost identifying a single destination , 44 ld4 lizardfolk or 3d6 bandits
called Pazar 45 1d4 + 4 wolves
64- 72 ld4 roes 46 2d4 giant wolf spiders
73-80 ld3 gynosphinxes 47 1 swarm of insects or 2d8 blood hawks
81- 85 1 adult blue dracolich 48 ld6 + 2 pixies
86- 90 1 androsphinx 49 l brown bear
91- 96 1 ancient brass dragon so 1d4 + 3 goblins
97-99 1 ancient blue dragon 51 ld3 dryads
00 ld4 adult brass dragons 52 1 awakened tree

CHAPTER 2 I DUNGEON MASTER'S TOOLS


dlOO Encounter dlOO Encounter
S3 1 phase spider 81 l wereboar or ld4 giant boars
S4 ld6 harpies 82 ld6 + 2 giant spiders
SS l ettercap or ld8 + l ores 83 ld4 centaurs or l d4 giant elk
S6 l goblin boss with 2d6 + l goblins 84 l ore Eye ofGruumsh with 2d4 + 2 ores
S7 l ankheg 8S l gnoll fang ofYeenoghu
S8 l giant constrictor snake 86 ld4 gricks
S9 ld4 bugbears or 2d4 hobgoblins 87 l bandit captain with 2d6 + 3 bandits
60 l pegasus 88 l d4 wererats
61-6S A stream of cool, clean water flowing between the 89 l couatl (day) or l banshee (night)
trees 90 l gnoll pack lord with l d4 giant hyenas
66 l d4 half-ogres or l ogre 91 2d4 berserkers or l d4 veterans
67 l faerie dragon (green or older) 92 l lizardfofk shaman with l d3 swarms of poisonous
68 l werewolf or ld8 + l worgs snakes and ldlO + 2 lizardfolk
69 l druid harvesting mistletoe 93 ld4 displacer beasts
70 l will-o'-wisp 94 l d3 green hags
71 ld4 dire wolves or l giant boar 9S l hobgoblin captain with 2d6 hobgoblins and ld4
72 ldlO giant wasps giant boars
73 l owlbear or l giant elk 96 l yuan-ti malison with ld6 + l yuan-ti purebloods
74 2d6 gnolls 97 l d3 weretigers
7S ld6 giant toads 98 l gorgon or l unicorn
76-80 ld6 web cocoons hanging from the branches, hold- 99 l shambling mound
ing withered carcasses 00 l yuan-ti abomination

CHAPTER 2 I DUNC EON M ·\STIR'S TOOLS


FOREST ENCOUNTERS (LEVELS 5-10) dlOO Encounter
dlOO Encou nter 82 2d4 displacer beasts
01 2d4 vine blights 83 l d4 shambling mounds
02 2d6 hobgoblins or 2d6 ores 84 l hobgoblin captain with 3dl0 hobgoblins and 4dl2
03 2d4 apes or 2d4 satyrs goblins
04 ld3 will-o'-wisps 85 l yuan-ti abomination
05 l d4 swarms of poisonous snakes 86 l d8 + l phase spiders
06 l ore Eye ofGruumsh with l d3 orogs and ld8 + 2 87 ld4 trolls
ores 88 2d4 yuan-ti malisons
07 l d3 constrictor snakes or l d4 tigers 89 l oni
08 l goblin boss with 3d6 goblins 90 ld4 unicorns
09 l faerie dragon (a ny age) 91 l d6 + 2 weretigers
10 l brown bear or l d6 + 2 black bears 92 l young green dragon
11 -13 ld4 giant boars 93 ld4 gorgons
14-15 l d8 + l giant spiders 94 l d6 + 2 gnoll fangs ofYeenoghu
16-17 l lizardfolk shaman with 2d4 lizardfolk 95 l treant
18 ldlO giant toads 96 l d4 revenants
19 ld4 ankhegs 97 l grick a lpha with l d6 + l gricks
20 ld 3 awakened trees (day) or l banshee (night) 98 l d4 giant apes
21-25 A small shack almost hidden by the deep forest. 99 l guardian naga
The interio r is empty aside from a large cast-iron 00 l adult gold dragon
oven.
26 l couatl FOREST ENCOUNTERS (LEVELS 11-16)
27-28 ld4 ogres or ld6 + 2 half.ogres dlOO Encounter
29- 30 l gnoll pack lord with l d4 + l giant hyenas 01-03 l werebear
31-32 ld 6 wererats 04-05 ld4 druids performing a ritual for the dead (day
33 ld 4 gricks only) or ld4 banshees (night only)
34 ld8 + l yuan-ti purebloods 06- 07 ld3 couatls
35 ld6 pegasi 08- 10 ld3 gnoll fangs ofYeenoghu with 2d6 + 3 gnolls
36-40 An o ld stone archway of obvious elven design. Any 11 - 15 2d4 displacer beasts
character who passes und er it makes Wisdom (Per- 16-20 ld6 + 2 veterans
ception) checks with advantage for l hour. A pool of clear, still water. Gold coins litter t he bot-
21-25
41 -42 ld6 + 2 dryads tom, but they disappear if removed from the poo l.
43 l d4 giant elk 26-30 l d4 + l green hags with l d3 owlbears
44 l d8 + l harpies 31-35 ld6 + 2 werewolves
45-46 l bandit captain with l druid and l d6 + 5 bandits A small woodla nd shri ne dedicated to a mysterious
36- 40
47-48 2d4 dire wolves cult named the Siswa
49- 50 2d4 bugbears 41 - 45 ld6 + 2 phase spiders
51-52 2d4 centaurs 46-50 2d4 yuan-ti malisons
53-54 3dl0 blink dogs 51-52 ld 3 werebears
55- 56 l d4 owl bears 53-54 l d4 revenants
57-58 l d8 + l berserkers 55-56 l young green dragon
59- 60 ld3 green hags 57-58 ) d4 trolls
61- 65 A clear pool of water with l d6 sleeping animals 59-60 ld 6 + 2 wereboars
lying around its edge 61-65 A group of seven people (commoners) wearing ani-
66-67 l d4 werewolves mal ma sks and ambling through the woods
68-69 l werebear 66-67 ld4 gorgons
70-71 ld8 + l ettercaps 68-69 ld3 shambling mounds
72-73 2dl0 elk 70- 71 l treant
74-75 l d4 veterans 72-73 ld4 unicorns
76- 80 An old tree with a wizened face carved into the 74-75 ld 6 + 2 weretigers
trunk 76-80 Peals of silvery laughter that echo from a distance
81 ld4 wereboars 81-82 l guardian naga
83-84 l young gold dragon

CHAPTER 2 I DUNGEON MASTER'S TOOLS


dlOO Encounter dlOO Encounter
8S- 86 1 grick alpha with 2d4 gricks 10-14 A circle of standing stones within which the ai r is
87- 88 ld3 yuan-ti abominations utterly still, no matter how hard the wind blows
89-90 l adult green dragon outside
91- 93 ld8 + l giant apes lS- 16 l phase spider
94- 96 2d4 oni 17- 18 l gnoll pack lord with l d4 giant hyenas
97- 99 ld3 treants 19-20 l orog or l pegasus
00 l ancient green dragon 21-22 l ankheg
23-24 ld3 rhinoceroses
FOREST ENCOUNTERS (LEVELS 17-20) 2S- 28 l d 3 cockatrices
dlOO Encounter 29- 32 ld6 + 2 giant wasps or ld4 + 3 swarms of insects
01 - 0S l young green dragon 33- 36 ld4 jackalweres or ld4 scouts
06-10 l treant 37- 40 l d8 giant goats or ld8 worgs
11-13 l guardian naga 41-44 2d4 hobgoblins, 2d4 ores, or 2d4 gnolls
14- 16 l dl 0 revenants 4S-46 1d2 giant poisonous snakes
17- 19 ld8 + l unicorns 47- 48 ld6 + 2 elk or ld6 + 2 riding horses
20- 22 ld3 grick alphas 49-SO 2d4 goblins
23-2S For a few hundred feet, wherever the cha racters Sl-S2 ld3 boars
step, Aowers bloom and emit soft light. S3-S4 l panther (leopard) or l lion
26-28 l young gold dragon SS-S8 ld6 + 3 goblins riding wolves
29-31 ld6 + 2 shambling mounds S9-62 2d6 giant wolf spiders o r l giant eagle
32-34 2d4 werebears 63-6S l d8 + 4 pteranodons
3S- 37 ld4 oni 66-69 3d6 wolves
38- 40 4d6 + 10 elves living in a small community in the 70-74 2d4 + 2 axe beaks
treetops 7S- 76 l giant boar or l d2 tigers
41 - 43 ld6 + 2 gorgons 77-78 l ogre or ld3 bugbears
44-46 2d4 trolls 79-80 l giant elk, or l gnoll pack lord with l d3 giant
47-49 l d4 giant apes hyenas
SO- S2 ld3 yuan-ti abominations 81 - 82 ld 3 giant vultures or ld3 hippogriffs
S3- 62 ld3 young green dragons 83- 84 l goblin boss with l d6 + 2 goblins and ld4 + 3
63- 6S A SO-foot-tall stone s tatue of an elf warrior with wolves, or ld3 thri-kreen
hand raised, palm out, as if to forbid travelers from 8S- 89 ld3 druids patrolling the wi lds
coming this way 90- 91 ld6 scarecrows or l wereboar
66- 7S ld4 treants 92- 93 l d3 centaurs or l d3 griffons
76-80 A cairn s et atop a low hill 94 ld3 gnoll fangs ofYeenoghu, or l ore Eye of
81-90 l adult gold dragon Gruumsh with 2d4 + l ores
91-96 l ancient green dragon 9S-96 l triceratops
97-99 2d4 + l treants 97 l cyclops or l bulette
00 l ancient gold dragon 98- 99 l d4 manticores
00 l tyrannosaurus rex

GRASSLAND ENCOUNTERS (LEVELS 6-10)


- // dlOO Encounter
01 ld3 gorgons
GRASSLAND ENCOUNTERS (LEVELS 1-5) 02 ld4 cyclopes
dlOO Encounter 03- 04 l d3 gnoll fangs ofYeenoghu
01 l hobgoblin captain with ld4 + l hobgoblins OS- 06 l chimera
02 l chimera 07-09 ld4 + l veterans on riding horses
03 l gorgon 10-1 1 A tornado that touches down ld6 miles away, tear-
04 ld2 couatls ing up the land for l mile before it dissipates
OS l ankylosaurus 12-13 l d3 manticores
06 l weretiger 14- lS 2d4 ankhegs
07 ld3 allosauruses 16- 17 ld8 + l centaurs
08- 09 ld 3 elephants 18- 19 ld6 + 2 griffons

CHAPTER 2 I DUNGEON MASTER'S TOOLS


dlOO Encounter dlOO Encounter
20-21 ld6 elephants 70-79 l d4 + 3 gorgons
22-24 A stretch of land littered with rotting war ma- 80- 88 ld3 young gold dragons
chines, bones, and banners of forgotten armies 89-90 A circular section of grass nearly a quarter-m ile
25-28 l d8 + l bugbears across that appears to have been pressed down;
29-32 l gnoll pack lord with l d4 + l giant hyenas ld4 more such circles connected by lines can be
33-36 2d4 scarecrows seen from overhead.
37-40 ldl 2 lions 91 - 96 2d4 tyrannosaurus rexes
41-44 l d l 0 thri-kreen 97-99 l adult gold dragon
45 - 46 l allosaurus 00 l ancient gold dragon
47-48 l tiger
49-50 ld2 giant eagles or ld2 giant vultures GRASSLAND ENCOUNTERS (LEVELS 17-20)
51-52 l goblin boss with 2d4 gobli ns dl OO Encounter
53- 54 ld2 pegasi 01- 10 2d6 triceratops
55- 58 l ankylosaurus 11-20 ldlO gorgons
59-62 ld2 couatls 21-25 2d6 hyenas feed ing on the carcass of a dead
63-66 l ore Eye ofGruumsh with ld8 + l ores dinosaur
67- 70 2d4 hippogriffs 26-35 3d6 bulettes
71-74 l d4 + l rhinoceroses 36-40 A fie ry chariot that races across the sky
75-76 l hobgoblin captain with 2d6 hobgoblins 41-50 ld3 young gold dragons
77-78 ld3 phase spiders 51-60 2d4 cyclopes
79-80 ld6 + 2 giant boars 61 - 65 A valley where all the grass has died and the
81- 82 2d4 giant elk ground is littered with stumps and fallen tree
83-84 ld4 ogres and ld4 orogs t run ks, all petrified
85-87 A hot wi nd that carries the stench of rot 66- 75 2dl0 bugbears with 4d6 goblins and 2d10 wolves
88-90 1d3 weretigers 76-80 A friendly adventuring party of l d6 + 1 characters
91- 92 1 bulette of varying races, classes, and levels (average level
93- 94 A tribe of 2d20 + 20 nomads (tribal warriors) on ld 6 + 2). They share information about their recent
riding horses following a herd of antelope (deer). t ravels.
The nomads are willi ng to trade food, leather, and 81-90 ldl2 chimeras
information fo r weapons. 91-96 1d6 + 2 tyrannosaurus rexes
95-96 ld6 + 2 wereboars 97- 99 1 adult gold dragon
97 l young gold dragon 00 l ancient gold dragon
98-99 l d4 triceratops
00 ld3 tyran nosaurus rexes

GRASSLAND ENCOUNTERS (LEVELS 11-16)


dlOO Encounter
HILL ENCOUNTERS (LEVELS 1-4)
01 - 05 3d6 wereboars
06- 10 2dl0 gnoll fangs ofYeenoghu dlOO Encounter
11 - 15 ld4bulettes 01 l eagle
16- 17 An old road of paved stones, partly reclaimed by 02-03 2d4 baboons
wilderness, that t ravels for ld8 miles in either di- 04-06 ld6 bandits
rection before ending 07 ld4 vultures
18-27 l dl 2 couatls 08 ldlO commoners
28- 30 A witch (mage) dwell ing in a crude hut. She offers 09 l raven
potions of healing, antitoxins, and other consum- 10 l poisonous snake
able items for sale in exchange for food and news. 11- 13 2d6 bandits or 2d6 tribal warriors
31- 40 2d l0 elephants 14 2d8 goats
41 - 46 2d4 weretigers 15 ld6 + 4 blood hawks
47- 56 ld8 + l cyclopes 16 l d4 + 3 giant weasels
57-61 l d3 chimeras 17- 18 ld3 guards with ld2 mastiffs and l mule
62-66 5 triceratops 19-20 ld6 + 5 hyenas
67-69 A giant hole 50 feet across that descends nearly 21-22 2d4 stirges
500 feet before opening into an empty cave

CHAPTER 2 I DUNGEON MASTER'S TOOLS


dlOO Encounter HILL ENCOUNTERS (LEVELS 5-10)

23-25 An empty cave litte red with bones dlOO Encounter


26 l pseudodragon or ld 3 giant owls 01 l d4 pegasi or l d3 perytons
27 l lion or l panther (cougar) 02 ld6 + 2 giant goats
28-30 2d 8 kobolds 03 l manticore
31 l hippogriff 04 ld8 +l gnolls or l d8 + l hobgoblins
32-34 2d4 goblins 05 ld4 lions
35 l worg 06 ld6 + 2 worgs
36 ld3 s warms of bats o r l d3 swarms of ravens 07 l d4 brown bears
37 1 giant eagle 08 3d6 axe beaks
38- 40 An ol d dwarf sitti ng on a stu mp, whittli ng a piece 09 1 half-ogre with 2d6 ores
of wood 10 2dl0 winged kobolds
41 ld4 elk 11- 12 l goblin boss with l d4 dire wolves and 2d6 goblins
42 ld4 winged kobolds with l d6 kobolds 13 ld6 giant elk
43 ld 6 + 2 giant wolf spiders 14- 15 l d8 + l giant eagles
44-45 2d4 wolves 16- 17 ld4 phase spiders
46 l swarm ofinsects 18-19 l gnoll pack lord with 2d4 giant hyenas
47 ld8 + l axe beaks 20 2d4 hippogriffs
48- 49 l brown bear or l d3 boars 21-25 A 15-foot-tall stone statue of a dwarf warrior that
so l scout has been tipped over on its side
51 l ogre 26- 27 2d4 orogs
52-53 2d4 gnolls 28-29 l d4 + l griffons
54 l giant elk 30-31 l d6 + 2 harpies
55 l d3 + l harpies 32-33 l ore Eye ofGruumsh with 2d6 + 3 ores
56 l werewolf 34- 35 l d4 + 3 giant boars
57- 58 2d4 ores 36-40 A stone door set in to the side of a steep hi ll, open-
59 l d4 half-ogres ing onto l 5 feet of descending sta irs that end at a
60 l druid or l veteran cave-in
61-63 The corpse of an adventu rer t hat ca rries an int act 41-42 l d3 green hags
explorer's pack and lies atop a longsword 43- 44 l d4 werewolves
64 l green hag 45-46 ld6 + 2 ogres
65- 66 ld3 dire wolves 47- 48 l hobgo blin captain with 2d8 hobgoblins
67-68 A small cemetery containing 2d6 graves 49- 50 l bandit captain with 3d6 band its
69- 70 l hobgoblin captain with 2d4 hobgoblins 51-54 l chimera
71 2d4 giant goats 55-58 ld4 ett ins
72 l manticore 59- 62 ld6 + 2 vete rans with 2d6 berserke rs
73- 74 ld6 + 2 hobgoblins 63- 65 An abandoned woode n hut
75 1 phase spider 66-69 1 galeb duhr
76- 78 A pile of d ro pp ings from a very large bird 70-73 1 bulette
79 1 gnoll fang ofYeenoghu 74-77 1 wyvern
80 ld 3 giant boars 78- 80 2d6 + 10 goats with 1 herder (tribal warrior)
81 1 gnoll pack lord with ld 3 giant hyenas 81- 82 ld3 hill giants
82 1 bandit captain wit h 2d4 band its 83-84 2d4 wereboars
83 1 ore Eye ofGruumsh with l d8 + 2 ores 85-86 l d4 reve nants
84 ld3 orogs or l d4 berserkers 87- 88 l d2 gorgons
85- 86 1 ettin or 1 wereboar 89- 90 ld8 + 1 gnoll fangs ofYeenoghu
87- 88 1 goblin boss with 2d6 goblins 91-93 1d4 cyclopes
89 ld3 griffons 94-96 1 young red dragon
90 l d3 perytons or l d4 pegas i 97- 98 ld4 stone giants
91-96 l d3 trolls 99 ld3 young copper dragons
97- 99 1 cyclops 00 1 roe
00 1 stone giant
HILL ENCOUNTERS (LEVELS 11-16) dlOO Encounter
dlOO Encounter 78-80 ld3 nobles with ld4 scouts prospecting for gold
01 2d8 manticores or 2d8 phase spiders 81 - 85 l adult copper dragon
02-04 ld6 green hags with ld6 wyverns 86- 90 2d4 stone giants
05- 07 l hobgoblin captain with l hill giant and 4dl0 91- 96 ld4 roes
hobgoblins 97-99 l adult red dragon
08- 10 2d6 + 3 werewolves 00 l ancient copper dragon
11 - 14 ld6 + 2 ettins
15- 18 l d 3 bu lettes HILL ENCOUNTERS (LEVELS 17-20)
19- 22 ld4 werebears dlOO Encounter
23- 24 A stream of smoke e merging from a s mall chimney 01 ld2 roes
in the hill side 02- 05 l young red dragon
25-28 ld4 wyverns 06-10 2d6 ettins
29- 32 l d8 + l wereboars 11- 15 l d4 bulettes
33- 36 l d3 revenants 16- 20 l dl 0 revenants
37- 38 A mild earthquake that shakes the regio n for ld 20 21 - 25 The white outline of an enormous horse carved
seconds into the side of a high hill
39-42 ld3 chimeras 26-30 ld6 + l gorgons
43- 46 ld4 gorgons 31-35 2d4 + l trolls
47- 50 ld6 + 2 gnoll fangs ofYeenoghu 36- 40 The scorched remains of 2dl0 humanoids littering
51 - 54 l d4 hill giants a hillside
55-58 l young red dragon 41-45 2d4 hill giants
59- 62 ld 3 + l galeb duhr 46-50 ld6 + 2 werebears
63- 65 2dl0 dwarf miners (commoners), whistling as they 51 - 55 2d4 galeb duhr
march toward their m ine 56- 60 ld4 + 2 wyverns
66-69 ld3 young copper dragons 61 - 65 A massive boulder partly buried in the earth as if it
l
70-73 ld4 trolls fell or was thrown the re
74- 77 ld3 cyclopes
dlOO Encounter dlOO Encounter
66-70 1 adult copper dragon 84- 85 1 saber-toothed tiger
71-75 ld6 + 3 cyclopes 86-90 A sparkling stream of water spilling from a crevice
76-80 The stub of an old stone tower jutting from the top 91 ld2 ettins
ofa hill 92 1 cyclops
81-85 2d4 stone giants 93 1 troll
86-90 1 adult red dragon 94 1 galeb duhr
91-96 1 ancient copper dragon 95 1 air elemental
97-99 1 ancient red dragon 96 1 bulette
00 ld2 adult red dragons with ld3 young red dragons 97 1 chimera
98 1 wyvern
99 1 stone giant
00 1 frost giant

MOUNTAIN ENCOUNTERS (LEVELS 5-10)


MOUNTAIN ENCOUNTERS (LEVELS 1-4)
dlOO Encounter
dl 00 Encounter
01-02 2d8 + 1 aarakocra
01-02 1 eagle 03-04 1 lion or 1 saber-toothed tiger
03-05 ld3 swarms of bats
05-06 ld8 + 1 giant goats
06-08 ld6 goats
07-08 1d4 + 3 dwarf trailblazers (scouts)
09-11 ldlO + 5 tribal warriors
09-10 ld6 + 2 ores
12-14 ld6 + 3 pteranodons
11 - 15 ldlO giant eagles
15-17 ld8 + 1 winged kobolds 16-20 ld8 + 1 hippogriffs
18-20 1 lion 21-25 ld8 fissures venting steam that partially obscures a
21-24 Stairs chiseled into the side of the mountain that 20-foot cube above each fissure
climb 3d20 + 40 feet before ending ab ruptly 26-30 1 basilisk
25-27 2dl0 stirges
31-35 1dl2 half-ogres
28- 30 2d4 aarakocra
36-40 A ravine blocked by a 100-foot-high wall, which has
31-33 2d6 dwarf soldiers (guards) with ld6 mules laden an opening in the center where a gate used to be
with iron ore
41-45 1 manticore
34-36 1 giant eagle
46-50 2d4 harpies
37-38 A small shrine dedicated to a lawful neutral god,
51 - 52 1 galeb duhr
perched on a stone outcropping
53- 54 1 bulette
39-41 2d8 + 1 blood hawks
55-56 1dl0 berserkers
42-44 1 giant goat
57-58 1d3 hell hounds
45-47 3d4 kobolds
59-60 ld8 + 1 veterans
48- 50 1 half-ogre
61 - 65 A distant mountain whose peak resembles a tooth
51 -53 1 berserker
66-69 ld4 ettins
54-55 1 orog
70-73 1 wyvern
56 1 hell hound
74-75 1 ore Eye ofGruumsh with ld6 orogs and 3d6 + 10
57 1 druid ores
58-59 1 peryton
76-80 A row of ldlO + 40 stakes upon wh ich the bodies of
60-61 1d2 hippogriffs kobolds, dwarves, or ores are impaled
62 1 manticore 81 - 83 1 fire giant
63- 64 ld6 + 2 scouts 84-85 1 young silver dragon
65- 67 Enormous footprints left by a giant, which head 86-87 ld4 air elementals
into the mountain peaks
88-90 ld4 trolls
68-73 2d4 ores
91-92 ld 3 + 1 cyclopes
74-75 1 giant elk 93-94 1d4 chimeras
76-77 1 veteran 95-96 1 cloud giant
78-79 1 ore Eye ofGruumsh
97 1 roe
80 ld4 harpies
98 ld4 stone giants
81 1 ogre
99 1 young red dragon
82 1 griffon
00 ld4 frost giants
83 1 basilisk

CHAPTER 2 I DUNGEON MASTER'S TOOLS


MOUNTAIN ENCOUNTERS (LEVELS 11-16) dlOO Encounter
dlOO Encounter 81-85 ld4 roes
01-02 ld8 + l basilisks 86-90 ld4 young red dragons
03-04 2d4 hell hounds 91-96 l ancient silver dragon
05-06 ld3 chimeras 97-00 l ancient red dragon
07-08 l galeb duhr
09-10 2d6 veterans
11- 15 l young silver dragon
16-20 2d4 trolls
21-25 l red dragon glid ing through the sky above the
highest mountaintops SWAMP ENCOUNTERS (LEVELS 1-4)
26- 30 ld8 + l manticores dlOO Encounter
31 - 35 l d4 cyclopes 01 l d4 poisonous snakes
36- 40 Heavy snowfall that lasts for ld6 hours 02-05 3d6 rats
41 - 45 ldlO air elementals 06- 10 2d8 ravens
46- 50 l d6 + 2 bulettes 11-12 3d6 giant rats
51 - 55 l d4 stone giants 13 ld l O + 5 tribal warriors
56- 60 l fire giant 14-15 l d8 + l giant lizards
61 - 65 2 stone giants playing catch with a boulder a few 16-17 l crocodile
hundred feet away 18- 19 l swarm of insects
66- 70 ld8 + l ettins 20 l giant spider
71-75 ld3 frost giants 21-22 l d4 + l mud huts partially sunken in murky water
76-80 A wide crevasse, its depths shrouded in mist 23-25 2d8 + l kobolds
81-85 l d4 cloud giants 26 2d4 mud mephits
86- 90 l adult silver dragon 27-29 ld6 + 2 giant poisonous snakes
91- 96 l adult red dragon 30 2d4 winged kobolds
97-98 ld4 roes 31-32 l scout
99 l ancient silver dragon 33-34 The corpse of an adven turer tangled in the weeds.
00 l ancient red dragon Looting the body turns up an explorer's pack and
perhaps (50% chance) a random common magic
MOUNTAIN ENCOUNTERS (LEVELS 17-20) item.
dlOO Encounter 35- 38 l giant toad
01-05 ldlO bulettes 39-41 ld6 + 2 constrictor snakes
06- 10 ld8 + l chimeras 42-44 2d4 giant frogs
11- 15 l adult silver dragon 45 ld8 + l swarms of rats or ld6 + 2 swarms of ravens
16-20 l d8 + l wyverns 46-48 2dl0 stirges
21-25 A massive boat perched atop a mountain 49-52 2d6 + 3 bullywugs
26-30 2d4 galeb duhr 53-54 ld8 + l ores
31-35 ld4 frost giants 55-56 l d4 yuan-ti purebloods
36- 40 A wooded val ley haunted by secretive and reclusive 57 l druid
elves who tell warily of their master: a mad wiza rd 58- 59 l yuan-ti malison
who lives in the heart of the va lley 60-62 l giant constrictor snake
41 - 45 ldlO air elementals 63- 64 A high-pitched s hriek that lasts for ld4 minutes
46-50 ld 6 + 3 trolls 65-67 2d4 lizardfolk
51-55 l adult red dragon 68-69 ld4 ghouls
56- 60 ld4 cloud giants 70-71 l will-o'-wisp
61 - 65 A waterfall hundreds offeet high that drops into a 72 l wight
clear pool 73 l ghast
66-70 l d3 fire giants 74- 75 l swarm of poisonous snakes
71-75 2d4 stone giants 76-77 A foul stench bubbling up from brackish waters
76-80 A force of l 00 dwarves (veterans) st anding guard 78-80 ld4 + 2 ogres
at a mountain pass, permitting no passage until 81-83 l shambling mound
a traveler pays 100 gp (if on foot) or 200 gp (if 84-86 l fizardfolk shaman with ld6 giant lizards and 2dl0
mounted) lizardfolk

CHAPTER 2 I DUNGEON MASTER'S TOOLS


dlOO Encounter dlOO Encounter
87 1 troll 89-90 ld6 + 1 yuan-ti malisons
88-89 1d4 green hags 91-93 ld4 + 1 trolls
90-91 1 revenant 94-96 ldlO revenants
92-93 1 giant crocodile 97-99 ld8 + 1 water elementals
94-95 1 ore Eye ofGruumsh with ld3 orogs and 2d6 + 3 00 ld3 hydras
ores
96-97 1 young black dragon SWAMP ENCOUNTERS (LEVELS 11-20)
98 1 yuan-ti abomination dlOO Encounter
99 1d4 water elementals 01-10 1d4 giant crocodiles
00 1 hydra 11-15 1d3 yuan-ti abominations
16-20 ld6 + 1 green hags
SWAMP ENCOUNTERS (LEVELS 5-10) 21-25 A large, spreading tree from which 2d6 armored
dlOO Encounter knights hang by the neck
01 1 green hag 26-30 2d4 wights
02-03 2d4 giant lizards or 2d4 giant poisonous snakes 31- 35 ld8 + 1 yuan-ti malisons
04-05 2d8 winged kobolds 36-40 Fog that rolls across the terrain , making the area
06-07 ldlO + 1 bullywugs with ld8 + 1 giant frogs within ld3 m iles heavily obscured for ld4 hours
08-09 1 druid 41 - 45 ld4 revenants
10 ld8 + 1 swarms of insects 46-50 ld6 shambling mounds
11-13 ld12 ghouls 51 - 55 ldlO water elementals
14-16 2d8 scouts 56- 60 ld4 young black dragons
17-19 2d10 ores 61 - 65 An eerie, bat-headed idol almost completely cov-
20-22 2d4 giant spiders ered by vines
23-24 Tainted water that exposes creatures that move 66-70 ld8 + 2 trolls
through it to sight rot (see "Diseases" in chapter 8 71 - 75 ld3 hydras
of the Dungeon Master's Guide) 76-80 The sound of drums beating several miles away
25-27 ld6 + 2 giant toads 81 - 96 1 adult black dragon
28-30 3d6 lizardfolk 97-00 1 ancient black dragon
31-33 ld8 + 1 yuan-ti purebloods
34-36 ld4 + 1 swarms of poisonous snakes
37-38 A bloated humanoid corpse floating facedown in
the water L
39- 41 1 shambling mound
42- 44 ld4 + 1 will-o'-wisps UNDERDARK ENCOUNTERS (LEVELS 1-4)
45- 47 2d6 crocodiles dlOO Encounter
48- 50 1d4 + 1 giant constrictor snakes 01 1 mind flayer arcanist
51 - 54 1 lizardfolk shaman with 1d3 swarms of poisonous 02 ld3 + 1 giant poisonous snakes
snakes and ld8 + 2 lizardfolk 03 ld3 giant lizards
55-58 ld8 + 1 ogres 04 2d4 giant fire beetles
59-62 2d4 ghasts 05 ld8 + 1 flumphs
63- 65 An altar partially sunk into the mud, devoted to a 06 1 shrieker
god that is part human and part frog 07 1dl2 giant rats
66-69 1 giant crocodile 08 2d4 kobolds
70-73 1 shambling mound 09 l d8 + 1 stirges
74-77 1 ore Eye ofGruumsh with ld3 ogres and 2dl0 + 5 10 2d4 humans (tribal warriors) seeking the way to the
ores surface, fleeing their Underdark oppressors
78-80 A torrential rain that lasts ld6 minutes and puts 11 -12 ldlO troglodytes
out all unprotected flames within 1 mile 13- 14 ld2 gray oozes
81 -82 1 young black dragon 15- 16 3d6 stirges
83-84 ld4 green hags with ld6 + 1 ogres 17-18 ld3 magma mephits
85-86 1 yuan-ti abomination 19-20 ldlO goblins
87-88 ld4 + 1 wights 21-22 Ore graffiti on the walls, suggesting something
rude about the mother of someone named Krusk

CH ·\PTER !2 I DUNGEON MASTER'S TOOLS


dlOO Encounter dlOO Encounter
23-24 1 swarm of insects 85 1 druid with 1 polar bear (cave bear)
25 1 deep gnome 86 1 hobgoblin captain with ld4 half-ogres and 2dl0
26-28 ld8 + 1 drow hobgoblins
29-30 1d4 violet fungi 87 1 earth elemental or 1 black pudding
31-32 1dl2 kuo-toa 88 1 kuo-toa monitor with ld8 + 1 kuo-toa whips
33 1 rust monster 89 1 quaggoth thonot with l d3 quaggoths
34-35 A rubble-strewn passage that appears to have been 90 1 beholder zombie or 1 bone naga
recently cleared after a cave-in 91 1 ore Eye ofGruumsh with ld4 orogs and 2d8 ores
36- 37 ld8 + 1 giant bats 92 ld4 ghasts with ldlO ghouls
38-39 3d6 kobolds 93- 95 A reeki ng puddle where sli my water has dripped
40-41 2d4 grimlocks from the cei ling
42-43 1d4 + 3 swarms of bats 96 1 otyugh or 1 roper
44 1 dwarf prospector (scout) looking for gold 97 1 vampire spawn
45 1 carrion crawler or 1 gelatinous cube 98 1 chimera
46 l d8 darkmantles or 2d4 piercers 99 1 mind flayer
47 1 hell hound 00 1 spirit naga
48 1d3 specters
49 1d4 bugbears UNDERDARK ENCOUNTERS (LEVELS 5-10)
50 ld l O + 5 winged kobolds dlOO Encounter
51 1d4 fire s nakes 01 3d6 swarms of bats
52 2d8 + 1 troglodytes 02 l d4 giant spiders or ld4 giant toads
53 ld6 giant spiders 03 1 mimic
54 3d6 kuo-toa 04 2d4 gray oozes
55 1 goblin boss with 2d4 goblins 05 2d10 ores or 3d6 troglodytes
56 4d4 grimlocks 06 3d6 grimlocks
57 1 ochre jelly 07 1d6 + 2 magma mephits
58 2d10 giant centipedes 08 1 goblin boss with 2d4 goblins
59 1 nothic or 1 giant toad 09 2d4 darkmantles
60 ld4 myconid adults with Sd4 myconid sprouts 10 2d8 + 1 drow
61 1 minotaur skeleton or 1 minotaur 11 2d10 piercers
62 3d6 drow 12 ld4 minotaur skeletons
63 1 mimic or 1 doppelganger 13-14 3d6 deep gnomes
64 ld6 + 3 hobgoblins 15 1 druid with 1 polar bear (cave bear)
65 1 intellect devourer or 1 spectator 16-17 3d6 ores
66 ld8 + 1 ores 18 1 bone naga
67-68 A faint tapping comi ng from inside a nearby wall 19-20 2d6 bugbears
69 1 gibbering mouther or 1 water weird 21-25 Luminescent fungi growing on the walls of a moist
70 ld12 gas spores cave, filling it with dim light
71 1 giant constrictor snake 26 2d4 specters
72 l dlO shadows 27 l d1 2 + 4 shadows
73 ld3 grells 28 1d3 gibbering mouthers
74 ld4 wights 29- 30 4d4 hobgoblins
75 ld8 + 1 quaggoth spore servants 31 - 32 1d4 carrion crawlers
76 ld2 gargoyles 33-34 1 black pudding
77 ld4 ogres or ld3 ettins 35 ld4 ochre jellies
78 ld4 dwarf explo rers (veterans) 36- 40 A patch of mold that appears yellow when light is
79-80 An abandoned miners' camp spattered with blood directed toward it
and littered with the contents of 1d3 dungeoneer's 41 ld4 nothics
packs 42-43 2d8 + 1 gas spores
81 1 chuul or 1 salamander 44-45 l d3 gelatinous cubes
82 ld4 phase spiders or l d3 hook horrors 46 1 ghost
83 5d4 duergar 47-48 1 flameskull
84 1 ghost or 1 flameskull o r 1 wraith 49-50 2d8 duergar

CHAPTER 2 I DUNGEON MASTER'S TOOLS

,HJ:YI #
Encounter UNDERDARK ENCOUNTERS (LEVELS 11-16)
dlOO
51 l wraith dlOO Encounter
52 l umber hulk 01-02 3d6 carrion crawlers
53 l xorn 03-04 l d6 + l gelatinous cubes
54 ld6 + 2 dwarf hunters (veterans) searching for 05-06 ld8 + 2 gibbering mouthers
trolls 07- 08 2d8 minotaur skeletons
55 l hobgoblin captain with 3dl0 hobgoblins 09- 10 2d6 ochre jellies
56 1 roper 11- 12 2d4 doppelgangers
57 l kuo-toa monitor with ld4 kuo-toa whips and ld8 13- 14 ld4 quaggoth thonots with ldlO + 2 quaggoths
+ l kuo-toa 15- 16 ld3 ropers
58 ld3 water weirds 17-18 3d6 gargoyles
59 ld4 ghasts with ldlO ghouls 19-20 ldlO mimics
60 l otyugh 21 - 25 A 100-foot-long ravine, 4dl0 feet wide and 5d20 +
61-62 A merchant caravan consisting of l drow mage, 2 200 feet deep
drow elite warriors, and 2dl0 quaggoths 26-27 l hobgoblin captain with 3dl0 hobgoblins
63 ld4 wights 28-29 2d4 spectators
64 l d4 doppelgangers 30-31 3d6 ghasts
65 2d8 fire snakes 32- 33 2d8 intellect devourers
66 ld4 spectators 34- 35 ld3 ore Eyes ofGruumsh with 2d4 orogs and 2dl0
67 l ore Eye ofGruumsh with ld4 orogs and 2dl0 + ores
3 ores 36-40 A large cave containing 2dl0 extraordinarily de-
68 ld3 vampire spawn tai led statues of various creatures
69 ld4 hook horrors or ld4 minotaurs 41 - 42 l d8 + l kuo-toa monitors
70 3d6 quaggoth spore servants 43-44 2d4 water weirds
71- 72 l d3 grells 45-46 2dl0 gricks
73 ld6 + l intellect devourers 47-48 3d6 nothics
74 ldlO gargoyles 49-50 2d8 + l ogres
75 l beholder zombie 51-52 ld6 + 2 chuuls
76-77 l quaggoth thonot with 2d4 quaggoths 53- 54 ld8 + l ettins
78 l d6 ettins or l d4 trolls 55 3d6 grells
79 ld8 + l phase spiders 56 2d4 flameskulls
80 l fomorian or ld3 cyclopes 57 2dl2 dwarf soldiers (veterans) on patrol
81 l d4 earth elementals 58 2d8 hell hounds
82 3d6 ogres 59 ldlO ghosts
83 ld4 + l chuuls 60 3d4 wights
84 ld lO hell hounds 61 3d6 phase spiders
85 ld3 drow elite warriors 62 ld8 + l bone nagas
86 l d4 chimeras 63-65 A shrill scream followed by dark laughter
87 l d4 salamanders 66 ld4 chimeras
88 l cloaker 67 ldlO black puddings
89 2d4 wights 68 3d6 minotaurs
90 ld4 driders 69 2d4 otyughs
91 l fire giant 70 ld6 + l beholder zombies
92 l grick alpha with 2d4 gricks 71 4d4 hook horrors
93 l mind flayer arcanist 72 ld8 + l umber hulks
94 ld4 drow mages 73 2d4 salamanders
95 l spirit naga 74 ld3 grick alphas
96 ld4 mind flayers 75 ld6 + 2 xorn
97 l behir 76-80 A ru ined village that once belonged to deep
98 l aboleth gnomes. A search has a 50% chance of uncovering
99 l dao or l stone giant ld3 potions ofhealing and a 25% chance of finding
00 l beholder a random common magic item.
81 2d4 earth elementals
82 ld3 spirit nagas

CHAPTER 2 I DUNGEON ~ASTER'S TOOLS


dlOO Encounter
83 ld8 + l cyclopes
84 ld6 + 2 trolls
85 2d4 stone giants
86 2d4 wraiths
dlOO Encounter
87 l d4 fomorians
63- 65 1d20 + 20 spiders crawli ng on the walls of a web-
88 l d3 drow mages with 1d4 drow elite warriors
filled cave
89 ldlO vampire spawn
66- 68 1d4 fire giants
90 1d3 cloakers
69-70 ldlO mind flayers
91 1d4 fire giants
71 - 73 2d4 stone giants
92 1 mind flayer arcanist with ld6 + 1 mind flayers
74- 76 ldl2 cyclopes
93 ld4 dao
77-80 A large cave in which stands a SO-foot-tall ido l of
94 ld8 + 1 driders
Blibdoolpoolp
95 ld3 behirs
81 - 85 l d3 dao
96 l d4 aboleths
86-90 l d4 beholders
97 1 beholder
91 - 93 ld4 behirs
98 1 young red shadow dragon
94- 96 1 death tyrant
99 1 death tyrant
97- 99 ld3 purple worms
00 1 purple worm
00 2d4 aboleths

UNOERDARK ENCOUNTERS (LEVELS l]-20)


dl 00 Encounter
01 ld4 grick alphas
02 2d8 spectators
03- 04 3d6 minotaurs or 2d8 kuo-toa monitors UNDERWATER ENCOUNTERS (LEVELS 1-4)
05-06 2d8 grells dlOO Encounter
07-08 2d10 phase spiders 01 - 10 3d6 quippers
09- 10 4d4 hell hounds 11 -14 2d4 s team mephits
11-12 ld6 + 2 ropers 15- 18 ld4 sahuagin
13-14 2d10 wights 19-22 2d6 merfolk
15-16 3d6 doppelgangers 23-25 2d4 corpses of drowned sailors tangled in kelp
17-18 ld8 + 1 chimeras 26- 29 2d4 constrictor snakes
19-20 1d4 cloakers 30-33 l d4 reef sharks
21 ld4 hobgoblin captains with SdlO hobgoblins 34- 37 1 swarm of quippers
22-23 1d8 + 1 earth elementals 38-40 A bed of enormous clams
24-25 2d4 vampire spawn 41-45 ldlO merfolk with ld3 giant sea horses
26-27 3d6 minotaurs 46-50 1 giant octopus
28-30 A 30-foot-tall inverted black pyramid floating 1 inch 51 - 55 1 merrow
above the floor in a large cave 56- 60 1 plesiosaurus
31-32 1dl0 beholder zombies 61 - 65 2d10 pieces of co rroded brass dinnerware littering
33-34 ld4 mind flayer arcanists the bottom
35-36 ld6 + 2 otyughs 66-70 1 giant constrictor snake
37-38 l d12 trolls 71- 75 1 sea hag
39-40 1dl0 wraiths 76- 80 Aschool of silvery fish darting through the water
41 - 43 A beautiful obsidian sculpture of a panther lying on 81 - 85 ld4 hunter sharks
the floor 86- 90 1 sahuagin priestess with 2d4 sahuagin
44-45 l d4 drow mages with ld6 drow elite warriors 91- 96 ld4 killer whales
46-47 1d4 spirit nagas 97-98 1 giant shark
48-49 ld8 + 1 salamanders 99 1 water elemental
50-51 2d4 umber hulks 00 1 sahuagin baron
52-53 ldlO xorn
54- 56 1 young red s hadow dragon
57-59 2d4 fomorians
60-62 1d8 + l driders

CHAPTER 2 I DUNGEON MASTER'S TOOLS


URBAN ENCOUNTERS (LEVELS 1-4)
UNDERWATER ENCOUNTERS (LEVELS 5-10) dlOO Encounter
dlOO Encounter 01 ld6 cats
01-02 3d6 steam mephits 02-03 1 commoner with ld6 goats
03-04 ldlO sahuagin 04-05 2dl0 rats
05-06 1 giant octopus 06 l raven perched on a signpost
07- 08 3d6 constrictor s nakes 07 1 commoner on a draft: horse
09- 10 2dl 0 merfolk with 1d4 giant sea horses 08 2d4 mastiffs
11 - 15 ld4 sea hags 09 ld2 commoners leading l d4 mules or ld4 ponies
16-20 2d4 swarms of quippers 10 1 pseudodragon
21 - 25 A sunken galleon with a 50% chance of a random 11 1 spy
treasure hoard inside (roll on the Treasure Hoard: 12-13 1d8 + 1 acolytes
Challenge 5-10 table in chapter 7 of the Dungeon 14 l d6 + 6 flying snakes
Master's Guide) 15 3d6 kobolds
26-30 ld4 plesiosauruses 16 2d4 giant centipedes
31-35 3d6 reef sharks 17 1d8 + 1 skeletons
36-40 An abandoned bathysphere 18-19 ld6 + 2 swarms of rats
41 - 50 ld4 giant constrictor snakes 20 ld12 zombies
51-55 2d4 hunter sharks 21- 25 A peddler weighed down with a load of pots, pans,
56- 60 ld3 sahuagin priestesses with 2dl0 sahuagin and other basic supplies
61-65 An empty castle made from coral 26 1 giant wasp
66- 70 l d4 killer whales 27-28 l warhorse
71-75 ldlO merrow 29 2d8 cultists
76-80 An ee rie statue of a squatting humanoid, with bat 30- 31 3d4 giant rats
wings on its back and tentacles sprouting from its 32 2d8 stirges
face 33 1d3 + 2 giant poisonous s nakes
81- 85 ld4 water elementals 34 l d4 + 2 swarms of bats
86- 90 l sahuagin baron with 2d8 s ahuagin 35 2d4 winged kobolds
91 - 96 1d4 giant sharks 36-40 A wagon loaded with apples that has a broken
97- 99 l marid wheel and holds up traffic
00 l s torm giant 41 l crocodile
42-43 l swarm of insects
UNDERWATER ENCOUNTERS (LEVELS 11-20) 44-45 3d6 bandits
dlOO Encounter 46- 47 ld3 + 2 nobles on riding horses with an escort of
01- 10 l sahuagin baron with l d4 sahuagin priestesses ldlO guards
and 2d10 sahuagin 48 2d4 kenku
11-35 ldlO killer whales 49 ld6 + 2 smoke mephits
36- 40 A ghost ship passing overhead, containing 2d6 + so ld8 + 1 swarms of ravens
10 ghosts 51- 52 1 wererat
41 - 60 ld6 giant sharks 53- 54 1d3 half.ogres
61-65 A 1-mile-radius sphere of effervescent wate r that 55-56 1 mimic
allows air-breathing creatures to breathe water 57-58 ld4 ghouls
while in the sphere 59- 60 ld4 specters
66-75 ldlO water elementals 61- 62 ldlO shadows
76- 80 A shimmering, blue-green portal to the Elemental 63-65 Someone empties a chamber pot onto the street
Plane of Water from a second-floor window
81- 90 l d4 marids 66-67 l ghast
91 - 96 l d3 storm giants 68-69 l priest
97-99 l dragon turtle 70-71 l will-o'-wisp
00 1 kraken 72- 73 ld3 giant s piders

CHAPTER 2 I DUNGEON MASTER'S TOOLS


dlOO Encounter dlOO Encounter
74-75 l d4 yuan-ti purebloods 05-06 2d8 skeletons
76- 77 2d4 thugs 07- 08 ld6 swarms of bats and ld6 swarms of rats
78-80 A doomsayer who preaches the end of the world 09- 10 3d6 winged kobolds
from a street corner 11- 13 2d4 specters
81 l cambion 14-16 ld4 wights
82 l vampire spawn 17-19 4d4 acolytes on draft horses
83 l couatl 20- 22 3d6 giant centipedes
84 l ghost 23-25 A talkative urchin , badgering passersby to serve as
85 l succubus or l incubus the ir guide through the community for a price of
86 l bandit captain with 3d6 bandits l sp
87 ld4 + l cult fanatics 26-28 ldl Ospies
88 l knight or l veteran 29-31 3d6 crocodiles
89 l water weird 32-34 ld6 + 2 swarms of insects
90 l wight 35- 37 2d4 smoke mephits
91 l mage 38- 40 A noble shouts "Stop! Thief!" at a fleeing scoundrel
92 l shield guardian (bandit)
93 l gladiator 41 - 43 l succubus or l incubus
94 l revenant 44-46 ldlO half-ogres
95 2d4 gargoyles 47-49 2dl0 giant wasps
96 ld4 doppelgangers 50-51 4dl0 zombies
97 l oni 52-53 ld4 knights on warhorses
98 l invisible stalker 54-55 ld4 + l water weirds
99 l d8 + l phase spiders 56-57 ld8 + l mimics
00 l assassin 58-59 2d8 giant spiders
60-61 3d6 s hadows
URBAN ENCOUNTERS (LEVELS 5-10) 62-65 An actor leans out from a second-story window to
call to passersby, announcing a show
dlOO Encounter
66- 67 l bandit captain with 3d8 bandits
01-02 ldlO kenku
68- 69 ldlO will-o'-wisps
03- 04 2d6 giant centipedes
70-71 2d4 priests
dlOO Encounter dlOO Encounter
72- 74 3d6 yuan-ti purebloods 66- 69 A scruffy commone r that ducks into an alley to
75- 76 2dl0 thugs make a purchase from a suspicious-looking figure
77-80 A fortune-teller reads cards for those who pay a 70- 72 ld8 invisible stalke rs
p rice of l sp 73- 75 ld8 + l gladiators
81 l d3 gladiators 76-80 Two fa rme rs trad ing blows over the price of pota-
82 l d4 + l couatls toes (50% chance fo r one farmer to be a retired
83 ld8 ghosts assassin)
84 2d4 doppelgange rs 81-82 l d4 young s ilver dragons
85 l d6 +2 phas e spiders 83- 84 ld4 assassins
86 2d4 veterans 85-86 l d8 oni
87 ld8 ghasts with 2d6 ghouls 87- 88 l d4 mages with l d4 sh ield guardians
88 3d6 gargoyles 89- 90 l dl O vampire s pawn
89 2dl0 cult fan atics 91- 92 l adult silver dragon
90 3d6 wererats 93-94 ld4 gray slaadi
91 l assassin 95- 96 l spellcaster vampire o r 1 warrior vampire
92 l d 3 invisible s talkers 97 l archmage s peed ing down the street on a riding
93 l gray s laad horse, bl asting ld4 guards with spells
94 l young silver dragon 98 l rakshasa
95 ld4 cambions or ld4 revenants 99 l vampire
96 3d6 wights 00 l ancient silver dragon
97 l archmage
98 2d4 vampire spawn or l d4 oni URBAN ENCOUNTERS (LEVELS l]-20)
99 1 mage with l shield guardian dlOO Encounter
00 l rakshasa or l vampi re 01-0 5 ldlO invisible stalkers
0 6- 10 ldl O revena nts
URBAN ENCOUNTERS (LEVELS 11-16) 11 - 14 l d6 + 2 glad iators
dlOO Encounter 15- 18 2d4 cambions
01 l mimic 19-22 2d 6 succubi or 2d 6 incubi
02-05 l bandit captain with 5dl 0 bandits, all on riding 23-25 A witch (archmage) who zooms overhead on a
horses broom offlying
06- 10 ldlO knights o n warhorses (one knight is a doppel- 26- 30 l d4 gray slaadi
gange r) 31-35 2d8 couatls
11- 13 l d8 succubi or l d8 incubi 36- 40 A d istraught parent who rushes up to people, beg-
14- 16 3d6 cult fanatics ging for help for a child who fell into th e sewer
17- 19 l dlO wights 41 - 45 ld 3 young silver dragons
20- 22 3d 6 wererats 46- 50 3d6 ghosts
23-25 A distant boom followed by a plu me of smoke ris- 51-55 l adult silver dragon
ing from the other side of the commu nity 56-60 l d4 mages with l d4 shield guardians
26-28 ld8 + l ghosts 61-65 An aggressive merchant who hawks wares to pass-
29-31 2dl 0 gargoyles ersby, clai mi ng to be the purveyor of the finest silks
32-34 ld6 + 2 water weirds in all the land
35- 37 ld4 + 4 will-o'-wisps 66-70 l ancient silver dragon
38- 40 Street performe rs putting on a puppet s how, in- 71-75 3d6 vampire spawn
vo lving two puppets beating each other with sticks 76-80 A patrol of 2dl0 guards ma rch ing up the street,
to the am usem ent of the gathered crowd searching fo r someone or someth ing
41- 43 2d4 couatls 81- 85 l dl O assassins
44-46 2d8 ghasts 86- 90 ld4 + l gray s laadi
47-51 1d8 + l veterans 91- 93 ldlO oni
52-55 3d4 priests 94- 96 l spellcaster vampire or l warrior vampire
56-58 2d4 cambions 97 ld4 archmages
59-61 l dlO revena nts 98 l d 3 rakshasas
62- 65 2d4 phase spiders 99 ld4 vampires
00 l tarrasque

CHAPTER 2 J DUNGEON MASTER'S TOOLS


the location of the trigger and the activity t hat causes
TRAPS REVISITED the trap to activate.
The ruJes for traps in the Dungeon Master's Guide pro- Effect. A trap's effect occurs after it activates. The
vid e the basic information you need to manage traps trap might fire a dart, unleash a cloud o f poison gas,
at the gam e table. The material here takes a different, cause a bidden enclosure to open, and so on. This en-
more elaborate approach- d escribing traps in terms of try specifies what the trap targets, its attack bonus or
their game mechanics and offering guidance on c reating saving throw DC, and what happe ns on a hit or a failed
traps o f you r own using these new rules. saving throw.
Rather than characterize tr aps as mechanical or magi- Countermeasures. Traps can be detected or defeated
cal, these rules separate traps into two other categories: in a variety of ways by usi ng ability checks o r m agic.
s imple and complex. This entry in a trap's description gives the means for
counteracting the trap. It also specifies w hat happens, if
anything, on a failed attempt to disable it.
A simple trap activates and is thereafter harm less or
RUNNING A SIMPLE TRAP
easily avoided. A hidden pit dug a t the e ntra nce of a
To prepare for us ing a si mple trap in play, start by mak-
goblin lair, a poison needle that pops from a lock, and
ing note of the characters' passive W isdom (Perception)
a crossbow rigged to fire whe n an intruder s teps on a
scores. Most traps allow Wisdom (Perception) checks
pressure plate are all simple traps.
to detect their triggers or other elements that can tip off
ELEMENTS OF A SIMPLE TRAP their presence. If you stop to ask players for this infor-
The description of a s imple trap begins with a line that mation , they might suspect a hidden danger.
gives the t rap's level and the severity of the threat it When a trap is triggered, apply its effects as specified
poses. Following a general note on w hat the trap looks in its description.
like and how it functions are three paragraphs that tell If t he c haracters discover a trap, be open to adjudicat-
how the trap works in the game. ing their ideas for defeating it. The trap's description is
Level and Threat. A trap's level is actua lly a range of a starting point for countermeasures, rather than a com-
levels, equivale nt to one of the tiers of play (levels 1- 4, plete definition.
5- 10, 11-16, and 17- 20), indicating the appropriate time To make it easier for you to describe what happens
to use the trap in your campaign. Additionally, each trap next, the players s hould be specific about how they want
poses either a moderate, da ngerous, or deadly threat, to defeat the trap. Simply s ta ting the desire to make a
based on its particular d e ta ils. check isn't helpful for you. Ask the p layers where their
Trigger. A s imple trap activates when an event occurs characte rs are positioned and what they intend to do to
tha t trigge rs it. This entry in a trap's description gives defeat the trap.
MAKING TRAPS MEANIN G FUL FALLING PORTCULLIS
If you want to improve the cha nce that the characters will Simple trap (Jevel 1- 4, moderate threat)
come up against the tra ps you've set for them in an en- Some folk who build dungeons, s uch as mad wizards
counter or an adventure, it can be tempting to use a large
in search of new victims, have no intention of a llowing
number of traps. Doing so ensures that the characters will
have to deal with at least one or two of them, but it's bette r their vis itors to ma ke an easy escape. A fa lling portcullis
to fight that urge. trap can be especially devious ii it causes a portcullis
If your encounters or adventures are sown with too to drop som e dis tance away from the pressure plate
many traps, and if the characters are victimized over and that activates the trap. Although the trap is deep in the
over again as a result, they a re likely to take steps to pre- dungeon, the portcullis closes off the dungeon entrance,
vent further bad th ings from happening. Because of their which is hundreds of fee t away, meaning that adventur-
recent experience, the characters ca n become overly cau- ers don't know they are trapped until they decide to head
tious, and you run the risk of the action grind ing to a halt for the exit.
as the players search every square inch of the dungeo n for
Trigger. A creature that s teps on the pressure plate
trip wires and pressure pl ates.
Traps are most effective when their presence comes as a
triggers the trap.
s urprise, not when they appear so often that the characters Effect. An iron portcullis drops from the ceiling,
s pend all their effort watching out for the next o ne. blocking an exit or a passageway.
Countermeasures. A successful DC 20 Wis dom (Per-
ception) check r eveals the pressure plate. A successful
EXAMPLE SIMPLE TRAPS DC 20 Dexterity check us ing thieves' tools disables it,
The following simple traps can be used to populate your and a check with a tota l of 5 or lower triggers the trap.
adventures o r as models for your own cr eations .
FIERY BLAST
BEAR TRAP Simple trap (level 5- 10, dangerous threat)
Simple trap (level 1- 4, dangerous threat) The temple of Pyremius, a god of fire, is threatened by
A bear trap resembles a set of iron jaws that springs thieves who seek to steal the fire opa ls dis played there
shut when s tepped on, clamping dow n on a creature's by the priests in tribute to their god. A mosaic o n the
leg. The trap is s piked in the ground, leaving the victim floor of the entryway to the inner sanctum delivers a
immobilized. fiery rebuke to intruders.
Trigger. A cr eature that steps on the bear trap Trigger. Anyone w ho steps o n the mosaic causes fire
triggers it. to erupt from it. Those who openly wear holy symbols of
Effect. T he trap makes a n attack against the trigger- Pyremius don't trigger this trap.
ing creature. The attack has a +8 attack bonus and deals Effect. A 15-foot cube of fire erupts , covering the pres-
5 (ldlO) piercing damage on a hit. This attack can't gai n sure plate and the area around it. Each creature in the
advantage or disadvantage. A creature hit by the trap area must make a DC 15 Dexterity saving throw, taking
has its speed reduced to 0. It can't move until it breaks 24 (7d6) fire damage on a failed save, or ha lf as much
free of the trap, which requires a s uccessful DC 15 da mage on a s uccessful one.
Strength check by the creature or another creature adja- Countermeasures. A s uccessful DC 15 Wis dom
cent to the trap. (Perception) check reveals the presence of ash and faint
Countermeasures. A s uccessful DC 10 Wisdom bu rn marks in the area affected by this trap. A success-
(Perception) check reveals the trap. A s uccessful DC 10 ful DC 15 Intelligence (Religion) check enables a crea-
Dexterity check us ing thieves' tools disables it. ture to destroy the trap by defacing a key rune on the
perimeter of the mosaic that is withi n reach; failing this
CROSSBOW TRAP check causes the trap to activate. A s uccessfu l dispel
Simple trap (Jevel l -4, dangerous threat) magic (DC 15) cast on the runes destroys the trap.
The crossbow trap is a favorite of kobolds a nd other
creatures that rely on traps to defend their lairs. It NET TRAP
cons ists of a trip wire strung across a ha llway and con- Simple trap (level l-4, dangerous threat)
nected to a pair of hidden heavy crossbows. The cross- Goblins, with their propens ity to ens lave their enemies,
bows are aimed to fire down the hallway at anyone who prefer traps that leave intruders intact so the victims can
disturbs the trip wire. be put to work in the mines or elsewher e.
Trigger. A creature that walks through the trip wire
triggers the trap.
Effect. The trap ma kes two a ttacks against the trig-
gering creature. Each a ttack has a +8 attack bonus a nd
deals 5 (ldlO) pie rcing da mage on a hi t. This attack
can't gain advantage or disadvantage.
Countermeasures. A s uccessfu l DC 15 Wisdom
(Perception) check reveals the trip wire. A s uccessful
DC 15 Dexte rity check using thieves' tools disables the
trip wire, a nd a check with a total of 5 or lower trig-
gers the trap.

CHAPTER 2 I DUNGEON MASTER' S TOOLS


Trigger. A trip wire strung across a hallway is rigged S CYT H I NG B LA DE
to a la rge net. If the trip wire is broke n, t he ne t fa lls on S imple trap (level 5 - 10, dangerous threat)
intruders. An iron bell is als o rigged to t he trip wire. It This tra p uses moving blades th a t sweep down through
rings whe n the tra p activates, alerting nearby gua rds. a chamber, threate ning a nyone nea rby. Typically, a
Effect. A net cover ing a 10-foot-by-10-foot a rea cen- scythi ng blade tra p is activa ted by ma n ipula ting a leve r
te red on the trip w ire fal ls to the floor as a bell rings. or some othe r s imple device. Kobolds especially like this
Any c reature fully with in t his a rea must s ucceed on a ki nd of trap, since it ca n take down bigger c reatures.
DC 15 Dex te rity saving throw or be restra ined . A c rea- Trigger. When the le ver is pulled, the tra p activates.
ture ca n use its actio n to make a D C 10 S treng th c heck Effect. E ach Medium or la rger c reature in a 5 -foot-
to try to free itself or a nother c reature in the ne t. Deal- w ide, 20 -foot-lon g a rea mus t ma ke a D C 15 Dexte rity
ing 5 s lashin g damage to t he ne t (AC 10, 20 hp) a lso saving throw, ta king 14 (4d6) s lashing da mage on a
frees a c reature without ha rmi ng the creature. failed s ave, or h alf as muc h da mage on a s ucces s ful one.
Countermeasures. A s uccessful D C 15 Wis dom (P e r- Countermeasures. The lever is n't hidde n. A success-
ception) check reveals the trip wire and the ne t. A s uc- ful DC 15 Wis dom (Pe rception) c heck involving the
cessful DC 15 D exte rity c heck using thieves' tools dis- s urfaces in the trap 's a rea of e ffect reveals scra pe ma rks
a bles the trip w ire w ithout caus ing the ne t to drop or the a nd bloodstains on the wa lls a nd floor. A s uccessful
bell to ring; failin g the c heck causes the t rap to activate . DC 15 D exterity c heck us ing thieves' tools dis ables
th e leve r.
PITTRAP
S imple trap (level 1- 4, moderate threat) SLEE P OF A GES
The si mplest of pi t tra ps consis ts of a 10-foot-deep bo le Simple trap (level 11- 16, deadly threat)
in the floor, concealed by ta tte red canvas tha t's covered When a s leep of ages trap activates, a pressure pla te
with leaves and di rt to look like solid gro und. T his type unleashes a s pell tha t threate ns to send intrude r s into a
of tra p is useful fo r blocking off the e ntra nce to a mon- deep s lum be r. The dungeon's gua rdia ns ca n the n more
ster la ir, a nd usually has na rrow led ges a long its sides to easily dispose of the s leepe rs.
allow for move me nt a round it. Trigger. Ste pping on t he pressure pla te trigge rs
Trigger. Anyone who s te ps o n the canvas mi ght fall this tra p.
into the pit. Effect. Whe n activated, this tra p casts a sleep s pell
Effect. The trigger ing creature mus t ma ke a D C 10 cente red on t he press ure pla te, using a 9 th-level
Dexte rity saving throw. On a s uccessful save, the c rea- s pell s lot.
ture catches itself on the pit's edge o r ins tinctively s te ps Countermeasures. A s uccessful DC 2 0 Wisdom (Per-
back. On a failed s ave, the c reature fa lls into the pi t and ception) check reveals the pressure pla te. A s uccessful
takes 3 (ld6) bludgeoning damage from the fall. DC 20 Intelligen ce (Arca na) c heck made within 5 feet of
Countermeasures. A s uccessful DC 10 Wis do m (Pe r- the pressure pla te disables the trap, a nd a c heck with a
ception) c heck reveals the presence of the ca nvas a nd tota l o f 10 or lower triggers it. A s uccessful dispel magic
the 1-foot-w ide ledge a round the edges of t he pit whe re it (DC 19) cast oo the pressure plate destroys the trap.
is safe to t ravel.
DESIGNING SIMPLE TRA PS
P OISON NEEDLE ~~~~~~~~~

Simple trap (level 1-4, deadly threat) Yo u can c reate your own s imple tra ps by using the fol-
low ing guidelines. You ca n a lso adapt t he exa mple traps
A tiny, poisoned needle hidde n in a lock is a good way
for diffe re nt levels a nd seve rity of threat by modifying
to discourage thieves fro m plunde ring a hoa rd. S uch
th eir D Cs a nd damage values as s hown b elow.
a tra p is us ua lly put in a c hest or in the door to a trea-
s ure cha mbe r. P URPOSE
Trigger. Anyone a tte mpting to pick or open the lock Before diving into the de ta ils of your trap, think about
trigge rs the trap. its reason for being. Why would someone build s uch a
Effect. T he trigge ring c reature must mak e a D C 20 trap? What is its purpose? Cons ide r the trap's c reator (in
Cons titution saving throw. On a failed save, the creature the adventure), the c reator's purpose, a nd the location
ta kes 14 (4d6) pois on da mage and is poisoned for 10 the tra p protects. Tra ps have context in the world- they
minutes. While poisoned in this way, the c reature is pa r- a re n't c reated for no reas on-and tha t context drives the
a lyzed . On a s uccessful save, the c reature ta kes ha lf as trap's nature a nd e ffects .
muc h da mage a nd is n't poisoned. D escribed b elow a re a few of the gene ra l purposes a
Countermeasures. A s uccessful DC 20 Wis do m (Pe r- trap might have . Use the m to ins pire the c reation o f your
ception) c heck reveals the needle, but only if a c ha racter ow n traps.
ins pects the lock. A s uccessful DC 20 Dexte rity c heck Alarm. An al a rm tra p is designed to a le rt an area's
us ing thieves' tools disables the n eedle, a nd a check occupa nts of intrude rs. It might cause a bell or a gong
with a tota l o f 10 or lowe r trigge rs the tra p. to s ound. This type of trap ra rely involves a s aving
throw, beca use the a la rm ca n't be avoided whe n the
trap go es off.
Delay. Some traps are designed to s low down e ne-
mies, giving a dungeon's inha bitants time to mount a

CHAPTER 2 I DUNGEON M AST ER' S TOOLS


L EVEL AN D L ETH A L ITY
Before creating a trap's e ffects, think about its level and
its letha lity.
Traps a re divided into fou r level ra nges: 1-4, 5 - 10,
11- 16, and 17-20. T he level you choose fo r a trap gives
you a s ta rting point for determin ing its potency.
To further deli neate the trap's str e ng th, decide
w hether it is a mode rate, da ngerous, or dead ly threat to
cha racters in its leve l range. A mode rate trap is unlikely
to kill a cha racter. A da ngero us trap typically deals
eno ugh dama ge that a cha racter hit by o ne is eager for
healing. A deadly trap might red uce a creature to 0 hit
points in one s hot, and leaves most cr eatures hit by it in
need of a s hort o r long rest.
Cons ult the following tables w hen determining a
trap's e ffects. The Trap Save DCs a nd Attack Bo nus es
table provides guideli nes for a trap's saving th row DC,
check DC, a nd attack bon us . T he check DC is the defaul t
fo r a ny check used to interact w ith the trap.
The Da mage Sever ity by Level table lists the typical
damage a trap dea ls at cer tai n cha racter levels. The
damage values given assume that the trap da mages one
creature . Use d6s for damage in place of dlOs fo r traps
that can a ffect more than o ne creature at a time.
T he S pell E quivalent by Level table s hows the s pell
s lot level that is a ppropriate fo r a given cha racter level
a nd the severity of da nger posed by the trap. A s pell is a
great foundation to use as th e design of a trap, whethe r
the trap duplicates the s pe ll (a mirror that casts charm
p er son on whoever looks into it) or uses its effects (an
alchem ical device th at explodes like a fir eball).
defense or flee. The hidden pit is a classic example of The Deadly entry fo r characters of 17th level or higher
this kind of trap. A 10-foot-deep pit usua lly deals little
suggests combining a 9th-level a nd a 5th-level spell into
da mage and is easy to escape, but it serves its purpose
one e ffect. In this case, pick two s pe lls, or combine the
by impeding intruders. Other examples of delaying traps effects of a s pe ll cast using a 9 th-level a nd a 5th-level
include collaps ing wa lls, a portcullis that d rops from the
slot. For instance, a fir eball spell of this sort would deal
ceiling, a nd a locking mechanis m that shuts a nd ba rs
24d6 fire damage on a failed saving throw.
a door. If a delaying trap has moving parts that directly
threaten cha racte rs when they operate, the cha racters
TRAP SAVE DCs AND ATTAC K BONUSES
a re us ually requ ired to ma ke Dexterity saving throws to
avo id ha rm. Trap Da nger Save/Check DC Attack Bonus
R estrain. A restra ining trap tries to keep its victims in Mode rate 10 +5
place, leaving them una ble to move. S uch traps are ofte n Da ngero us lS +8
e mployed in conjunction with r egular gua rd patrols, so Deadly 20 +12
that victims a re period ica lly extricated a nd ta ken away
to be dealt with. But in an a ncient du ngeon, the g uards
DAMAGE SEVERITY BY LEVEL
might be long gone.
Restra ining traps us ua lly req uire a s uccessful Character
S tre ng th s aving th row to be avoided, but some don't Level Moderate Da ngerous Deadly
a llow saving throws. Io add ition to dealing dam age, a 1- 4 S (ldlO) 11 (2dl 0) 22 (4dl0)
restra ining trap a ls o renders a creature unable to move. 5-10 11 (2dl 0) 22 (4dl 0) SS (l Od l O)
Ma king a s ubsequent s uccessful S trength check (us ing 11- 16 22 (4dl 0) SS (l OdlO) 99 (18dl0)
the tra p's saving throw DC) or dealing dam age aga inst 17-20 S5 (lOdl O) 99 (18dl 0) 132 (24d l 0)
the tra p can break it a nd free the captive. Examples in-
clude a bear trap, a cage that drops from a ceiling, a nd a
device tha t flings a net. SPELL EQUIVALENT BY LEVEL
S lay. Some traps are designed to eliminate intrud- Character
e rs, pla in and s imple. Their effects include po isoned Level Mode rate Dangerous Deadly
need les that s pring o ut when a lock is ta mpered with, 1-4 Cant rip l st 2nd
blasts of fire that fill a room , pois on gas, a nd o ther S- 10 1st 3rd 6th
letha l measures. Savi ng throws-us ua lly Dexteri ty or 11- 16 3rd 6th 9th
Cons titution- allow cr eatures to avoid or m itigate the
17- 20 6th 9th 9th + 5th
trap's effects .

CHAPTER 2 I DUNC EON MASTER'S TOOLS


TRIGGERS cha racters notice it. After that, they can simply walk
A trigge r is the circ umstance that needs to take place to a round it, o r they can climb down one side, walk across
activate the trap. t he bottom of the pit, a nd climb up the other side.
Decide what causes the trap to activate and d etermine Once you determine how a t rap can be disarmed or
how the ch a racters can find the trigger. He re are some avoided, decide the appropriate ability a nd skill com-
example trigge rs: binations that characters can use . A Dexterity check
us ing thieves' tools, a Stre ngth (Athletics) c heck, and a n
A pressure plate that, when it is stepped o n, acti- Intelligence (Arcana) check are a ll commonly used for
vates the tra p this purpose .
• A trip wire that springs a trap w hen it is broken, us u- A D exterity check using thieves' tools can apply to any
a lly when someone walks through it trap that has a mechanical element. Thieves' tools can
• A doorknob tha t activates a trap when it is turned be used to disable a trip w ire or a pressure plate, disas-
the wrong way semble a poison needle mechanism, or clog a va lve that
• A door or chest that trigger s a trap when it is opened lea ks poisonous gas into a room.
A trigger usually needs to be hidde n to be e ffective. Oth- A Strength check is often the me thod for t hwarting
e rwise, avoiding the trap is usually easy. tra ps that can be destroyed or prevented fro m operating
A trigger requires a Wisdom (P e rceptio n) c heck if thro ugh the use of brute force. A scything blade can b e
s imply s potting it reveals its nature. The c haracte rs can broken, a s liding block can be held in place, or a net can
foi l a pit trap hidden by a leaf-covered net if t hey s pot the be torn apart.
pit through a gap in the leaves. A trip wire is foiled if it is A magic trap can be disabled by someone who can
s potted, as is a pressure plate. unde rmine the magic used to power it. Typically, a s uc-
Oth er traps require careful inspection and deduction cessfu l Intelligence (A rcana) check en ables a cha racter
to notice. A doorknob opens a door when turned to the to figure out how a magic trap functions a nd how to ne-
left, but activates a tra p whe n turned to the right. Such a gate its effect. For instance, the character could discover
subtle trap requires a successful Intelligence (Investiga- t hat a statue that belches a jet of magical flame can be
tion) c heck to notice. The trigger is obvious. Understand- disabled by s hattering one of its glass eyes.
ing its nature is not. Once you k now what kind of c heck is called for, you
The DC of the check, regardless of its type, depends then determine w hat happens on a fa iled a ttempt to dis-
on the s kill and care take n to conceal the trap. Most a ble the trap. Depending on the kind of check involved
traps can be detected with a successfu l DC 20 check, and the nature of t he tra p, you might determine that any
but a crudely made or has tily built trap has a D C of 15. failed c heck has negative consequences- usually involv-
Exceptionally devious traps might have a D C of 25. ing the trigge ring of the t rap. At other times, you could
You must then put some thought into what t he c har- assig n a numbe r t hat the check must exceed to prevent
acters learn with a s uccessful check. In most cases, the the trap from going off. If the total of the c heck is equal
ch eck reveals the t rap. In other cases, it uncovers clues, to or lowe r tha n that number, the trap activates.
but foiling the t rap still requires some d eduction. The
characters might s ucceed on the check but s till trigger PLACING A SIMPLE TRAP
the trap if they don't unde rs tand w hat they h ave learned. Context and e nvironme nt a re critical when it comes
to prope rly locating a t rap. A swinging log tra p that's
EFFECTS mea nt to knock cha racters aside is a mere inconve-
Designing a tra p's effects is a straightforward process. nience on a typical forest path, whe re it can be easily
The tables for saving throw DCs, attack bonuses, dam- circ umvented. But it's a potentially deadly haza rd on a
age, and the like give you a starting point for most s im- narrow trail that hugs t he s ide of a towering cliff face.
ple traps that deal damage. Choke points and narrow passages that lead to im-
For traps with more complex e ffects, your best s tart- portant places in a dungeon a re good spots for traps,
ing point is to use the Spell Equivale nt by Level table to especially those that serve as alarm s or restraints. The
find the best matc h for you r trap's inte nded effect. Spells goal is to foil or delay intruders before they can reach a
a re a good starting point because they are compact c ritical location, giving the dungeon's denizens a chance
pieces of game design that deliver specific effects. to mount a defe nse or a counterattack.
If you are us ing a spell as a starting point, check to see A treasure c hest, a door leading to a vault, or any other
if you need to tweak its effects to fit the trap's nature. For obstacle 'or contai ner that bars the way to a va luable
instance, you can easily change the d a m age type a sp ell treasure is the ideal location for a slaying trap. In s uch
delivers or the saving throw it requires. instances, the trap is the last line of defense against a
thief or intrude r.
DISARMING A SIMPLE TRAP Alarm traps, s ince they pose no direct phys ical
Only one successful ability check is required to dis arm threat, are appropriate for a reas that are a lso used by
a s imple trap. Imagine how your tra p operates, and then a dungeon 's denizens-assuming the residents know
think about how the c haracters could overcome it. More about the trap a nd how to avoid setting it off. Accidents
than one kind of ability c heck might be possible. S ome can happen, but if a goblin stumbles inside its den and
traps are so poorly concealed that they can be discov- activates an a larm trap, there's no real harm done. The
e red or circumvented without active e ffort. For instance, a larm sounds, the guards arrive, they punish the clumsy
a hidde n pit trap is effectively disarmed as soon as the goblin, and they reset the trap.

CHAPTER 2 I DUNC EON MASTER'S TOOLS


COMPLEX TRAPS RUNNING A COMPLEX TRAP
A complex trap functions in play much like a legendary
A complex trap poses multiple dangers to adventurers.
monster. When it is activated, the trap's active elements
After a complex trap activates, it remains dangerous
act according to its initiative. On each of its initiative
round after round until the characters avoid it or disable
counts, after a ll creatures with that same initiative count
it. Some complex traps become more dangerous over
have acted, the trap's features activate. Apply the effects
time, as they accumulate power or gain speed.
detai led in the trap's description.
Complex traps are also more difficult to disable than
After resolving the effects of the trap's active elements,
simple ones. A single check is not enough. Instead, a se-
check its dynamic elements to see if anytrung changes
ries of checks is required to s lowly disengage the trap's
about the trap. Many complex traps have effects that
components. The trap's effect degrades with each suc-
vary during an encounter. A m agical aura might do more
cessful check until the characters finally deactivate it.
damage the longer it is active, or a swinging blade might
Most complex traps are designed so that they can be
change which area of a chamber it attacks.
disarmed only by someone who is exposed to the trap's
The trap's constant elements a llow it to have effects
effect. For example, the mechanism that controls a hall-
when it isn't the trap's turn. At the end of each creature's
way filled with scything blades is on the opposite e nd
turn, look at the trap's constant elements to see if any of
from the entrance, or a statue that bathes an area in ne-
their effects are triggered.
crotic energy can be disabled only by someone standing
in the affected area. EXPERIENCE FOR COMPLEX TRAPS
Overcoming a complex trap merits an experience point
DESCRIBING A COMPLEX TRAP
award, depending on the danger it poses.judging
A complex trap has all the elements of a simple trap,
whether a party has overcome a trap requires some
plus special characteristics that make the trap a more
amount of adjudication. As a rule of thumb, if the char-
dynamic threat.
acters disable a complex trap or are exposed to its ef-
Level and Threat. A complex trap uses the same level
fects and survive, award them experience points for the
and severity designations that a simple trap does.
effort according to the table below.
Trigger. Just like a simple trap, a complex trap has a
trigger. Some complex traps have multiple triggers.
COMPLEX TRAP EXPERIENCE AWARDS
Initiative. A complex trap takes turns as a creature
does, because it functions over a period of time. Thjs Trap Level Experience Points
part of a trap's description tells whether the trap is slow 1-4 650
(acts on initiative count 10), fast (acts on initiative count 5-10 3,850
20), or very fast (acts on initiative count 20 and also ini- 11-16 11 ,100
tiative count 10). A trap always acts after creatures that 17-20 21,500
have the same initiative count.
Active Elements. On a trap's turn, it produces specific
EXAMPLE COMPLEX TRAPS
effects that are detailed in this part of its description.
The trap might have multiple active e lements, a table The following complex traps can be used to challenge
you roll on to determine its effect at random, or options characters or to inspire your own creations.
for you to choose from.
PATH OF BLADES
Dynamic Elements. A dynamic element is a threat
that arises or evolves while the trap functions. Usually, Complex trap (level 1-4, dangerous threat)
changes involving dramatic elements take effect at the Hidden within a buried pyramid that marks the location
end of each of the trap's turns or in response to the char- of the Lost City of Cynidicea is the tomb of King Alexan-
acters' actions. der and Queen Zenobia. The entrance to their tomb is a
Constant Elements. A complex trap poses a threat long hallway riddled with traps, accessible only by cun-
even when it is not taking its turn. The constant ele- ningly hidden secret doors. The hallway is 20 feet wide
ments describe how these parts of the trap function. and 160 feet long. It is mostly clear. After 80 feet, the
Most make an attack or force a saving throw against any floor is broken and cracked, becoming difficult terrain
c reature that ends its turn within a certain area. until the 130-foot mark.
Countermeasures. A trap can be defeated in a variety Trigger. This trap activates as soon as a non-undead
of ways. A trap's description details the checks or spells c reature enters the hallway, and it remains active wh ile
that can detect or dfaable it. It also specifies what hap- any non-undead creature is within the hall.
pens, if anything, on a failed attempt to disable it. Initiative. The trap acts on initiative count 20 and ini-
Disabling a complex trap is like disarming a simple tiative count 10.
trap, except that a complex trap requires more checks. Active Elements. The Path of Blades includes a set of
It typically takes three successful checks to disable whirling blades along the first 80 feet of the trap, crush-
one of a complex trap's elements. Many of these traps ing pillars that slam down from the ceiling to the floor
have multiple elements, requiring a lot of work to shut before rising back up to the ceiling in the next 50 feet,
down every part of the trap. Usually, a successful check and a rune of fear in its final 30 feet.
reduces a trap element's effectiveness even if it doesn't
Whirling Blades (Initiative 20). The blades attack
disable the trap.
each creature in the first 80 feet of the hallway, with

CHAPTER 2 I DUNGEON MASTER'S TOOLS


a +5 bonus to the attack roU and dealing 11 (2dl0)
s lashing damage on a hit.
Crushing Pillars (Initiative 10). Each creature in the
SO-foot-long area b eyond the first 80 feet o f the hall-
way mus t make a DC 15 Dexte rity saving throw. On
a fa iled save, a creature takes 11 (2d10) bludgeoning
damage and is knocked prone. On a s uccessful save,
the creature takes half as m uch damage and is n't
knocked prone.
Rune of Fear (Initiative 10). Each creature in the
30-foot-long a rea beyond the Crushing Pilla rs mus t
make a DC 15 Wis dom saving throw. On a fa iled
saving throw, the creature becomes frighte ned by
the rune, a nd it mus t immediately use its reaction
to move its s peed in the direction of the pilla rs. The
frighte ned creature can't move closer to the far end
of the h allway until it uses its action to make a DC
15 Wis do m saving throw, which end s the frighten ed
condition on itself on a s uccess.
Dynamic Elements. The blades and the rune become
more da ngerous the longer the tra p remains active.
Blades Accelerate. The blades move with inc reasing
s peed, s lowing only whe n they hit a ta rget. Each
time the blades miss with an attack, the ir next at-
tack becomes harde r to avoid. After each miss, the
blades ' a ttack bonus inc reases by 2, a nd their d am-
age increases by 3 (ld6). These be nefits a pply until
the blades hit a target, afte r w hic h the values return gai ns advantage on its attack against the c reature.
to normal. The creature then attacks. Each blade has AC 15
Rune's Defense. Tampering with the Rune of Fea r in- a nd 15 hit points. Destroying a blade reduces the
creases the trap's powe r. Eac h s uccessful check on Whirling Blades attack bonus by 2.
a n a tte mpt to dis able t he run e increases the da mage Dexterity check using thieves' tools, DC 15. Creatures
of the blad es a nd the c rushing pillars by 5 (ldlO) can use thieves' tools in t he a rea a ttacked by the
a nd inc reases the rune's saving t h row DC by 1. blades to foil their mecha nis m. A successful ch eck
reduces the Whirling Blades a ttack bonus by 2.
Constant Elements. T he Whirling Blades and the
Rune of Fear a ffect each crea ture that e nds its turn in Crushing Pillars. The pillars are not s usceptible to
a n a rea affected by these e le me nts. countermeasures.
Rune of Fear. T he rune can be d isabled with three
Whirling Blades. Any c reature that e nds its turn in
s uccessful DC 15 Intelligence (Arcana) checks.
the blades' area is targeted by an attack: +5 attack
Each ch eck requires an action. A c reature m ust be
bon us; 5 (ldlO) s las hing damage on a hit.
at the e nd of the ha llway to attempt the check, and
Rune of Fear. Any c reature that e nds its turn within
only one creature can work o n this task at once.
30 feet of the fa r e nd of the corridor must ma ke a
Once a c reature attempts a ch eck for this purpose,
saving throw agains t the Rune of Fear effect.
no other cha racter can do so until the e nd of tha t
Countermeasures. Each of the trap's active ele me nts creature's next turn. Alternatively, the rune ca n be
can be thwarted by particula r counte rmeasures. disabled w ith t hree successful castings of dispel
Whirling Blades. C ha racte rs ca n s m ash t he blad es, magic (DC 13) targeting the rune.
da mage their compon ents, or discern how to
SPHERE OF CRUSHING D OOM
avoid them. The blades are disabled if the ir attack
Complex.trap (level 5- 10, deadly threat)
bonus is reduced to -8. Ways to reduce it are de-
scribed below. The court j ester devised a d ead ly trap to foil anyone who
soug ht to steal h is magic fool's cap. The jester's tomb
Intelligence (In vestigation), D C 15. As an action, a
is located at the end of a 10-foot-wide, 150-foot-long
c reature that can see the blades ca n a ttempt an In-
hallway that descends sharply from north to south. The
telligence (Investigation) check. A s uccessful check
entrance to the tom b is a door on the eastern wall at the
mea ns that the c ha racter bas learned how to antici-
bottom of th e s lope, at the south e nd of the hall.
pate t he blades' move ment, imposi ng disadva ntage
Trigger. T his trap activates as soon as th e door lead-
on the blades' attacks agains t the c reature while it
ing to the jester's coffin is opened. A magic portal opens
is n't incapacitated.
at the northern end of the ha !Iway a nd disgorges a n
Attack. A cr eature in the a rea can ready a n attack to
enormous steel s phe re, which hurtles down the s lope.
s trike at one of t he blades as it goes by. The blade
Whe n it reaches the bottom of t he s lope, a second portal

CHAPTER 2 J DUNGEON MASTER'S TOOLS


briefly a ppears and tele ports the sphere back to the top Initiative. The trap acts on initiative count 20 and ini-
of the s lope to begin the process again. tiative count 10.
Initiative. The tra p acts on initiative count 10 (but see Active Elements. The trap fills the room with poison
the dyn amic eleme nt below). and other deadly effects .
Active Element. AJthough the trap is complex in na- Locked Doors (Initiative 20). The four doors to this
ture, it has a single active element. That's all it needs . room s lam s hut and are locked in place by magic.
Sphere of Crushing Doom (Initiative 10). T he trap's This effect activates only o nce, the firs t time the trap
active element is a sphere of steel tha t almost fills is triggered.
the 10-foot width of the hallway a nd rolls to the Poison Gas (Initiative 20). Poison gas floods the
bottom of the s lope on its turn . Each creature in room. Each creature inside mus t m ake a DC 20
the sphere's path must ma ke a DC 20 Stren gth Constitution saving throw, taking 33 (6d10) poison
saving throw. On a failed save, a creature takes 22 damage on a fai led save, or ha lf as much damage on
(4dl0) bludgeoning damage a nd is knocked prone. a s uccessful one.
On a s uccessful save, a creature ta kes half as much Tempest (Initiative 10). Air a nd gas boils from the
damage and isn't knocked prone . Objects that block trap. Roll a d6, a nd cons ult the following table.
the sphere, such as a conjured wa ll, take maximum
damage from the impact. TEMPEST EFFECTS

Dynamic Element. The longer it rolls , the more letha l d6 Effect


the sphere becomes. Hallucinatory gas scrambles the m ind and senses.
Speed Kills. After its turn, the sphere gains speed, All Intelligence and Wisdom checks made in the
represented by its da mage increasing by 11 (2d10). room have disadvantage until the Tempest element
While its damage is 55 (lOdlO) or greater, it acts on activates agai n.
initiative count 20 and 10. 2 Explosive gas fil ls t he area . If anyone hold s an open
Countermeasures. The trap can be neutralized either flame, it causes a n explos ion. All creat ures in the
by s topping the sphere or preventing it from teleporting. area must make a DC 20 Dexte rity saving throw,
taking 22 (4d10) fire damage o n a failed save, or
Stop the Sphere. Stopping the s phere is the easiest
half as much damage o n a successful one. The
way to disrupt the trap. A wall of force can do so
easily, as can a ny object placed in its path that has flame is then extinguished .
e no ugh hit points to absorb damage from the sphere 3 Weakening gas fills t he room. All Strength and Dex-
without being destroyed. terity checks made in the room have di sadvantage
Disrupt the Portals. Either portal can be neutra lized until the Tempest element act ivates again.
with three successful DC 20 Intelligence (A rcana) 4 Buffeting winds force each creature in the room to
checks, but the process of a na lyzing a portal to succeed on a DC 20 Strength savin g throw or be
disrupt it takes time. Faint runes in the ceiling a nd knocked pron e.
floor at both ends of the hallway are involved in the
5 Smoke fills the room. Visibility is reduced to 1 foot
functioning of the portals. A creature must firs t
until the next time the Tempest element activates .
use an action to examine a set of r unes, the n use a
s ubsequent action to attempt to va nda lize the runes. 6 Poison floods the room, forcing creatures to make
Each successful check reduces the sphere's damage saving throws as for the Po ison Gas element.
by 11 (2d10), as the disrupted sphere loses s peed
moving through the failing portal. Dynamic Element. The longer the poison gas re-
AJternatively, a set of runes can be disabled with mains in the room, the more letha l it becomes.
three s uccessful castings of dispel m agic (DC 19) Increased Potency. T he damage from the Pois on Gas
targeting any of the runes in the set. ele ment increases by 11 (2d10) each round afte r it
If the southern portal is destroyed, the s phere activates , to a maximum of 55 (10d10).
s lams into the south wall and comes to a ha lt. It
blocks the door to the tomb, but the characters Countermeasures. There are a few ways that the trap
can escape. can be overcome.
Open the Doors. Opening the doors is the quickest
POISONE D TEMPEST
way to circ umve nt the trap, but they a re wa rded with
Complex trap (level 11- 16, deadly threat) magic. To open the doors , a character mus t firs t
This fiendis h trap was built to eliminate intruders who succeed on a DC 20 Wisdom (Perception) check to
infiltrate a yuan-ti temple. The trap is a room, 60 feet find the locking m echa nism. A s uccessful DC 20 In-
on a side, with 5 -foot-wide stone doors in the middle of telligence (Arcana) check is then r equired to disable
each wall. In each corne r of the room stands a 10-foot- the sphere of force that surrounds the lock (disp el
tall s ta tue of a g reat serpent, coiled and ready to strike. magic is ineffective against it). Success on a DC 20
The eyes in each s tatue are rubies wor th 200 gp apiece. Dexterity check using thieves' tools picks the lock.
Trigger. This trap activates when a ruby is pried from Finally, a s uccessful DC 20 Strength (Athletics)
one of the statues. Each s tatue's mouth s lides open, re- check is needed to push the door open. Each check
vealing a 1-foot-wide pipe that runs down its throat. requires an action.

CHAPTER 2 1 DUNGEON MASTER'S TOOLS


Disable the Statues. A statue can be disabled by Think of your map like a script. Where do the charac-
blocking the flow of gas from its mouth. Heavily ters want to go? What does the trap protect? How can
damaging a statue is a bad idea, for doing so leaves the characters get there? What are their likely escape
the gas vents open. Reducing a statue to 0 hit points routes? Answering these questions tells you where the
(AC 17; 20 hp; resistance to fire, piercing, and trap's various elements should be placed .
s lashing damage; immune to poison and psychic
damage) o r making a successfu l DC 20 Strength ACTIVE ELEMENTS
c heck to break it cracks the statue and increases the A complex trap's active elements work the same way as
Poison Gas damage by 5 (ldlO). A successful DC 20 a simple trap's e ffects, except that a complex trap acti-
Dexterity check using thieves' tools, or a successful vates in every round. Otherwise, the guidelines for pick-
DC 15 Strength check made to block up the s tatue ing saving throw DCs, attack bonuses, and damage are
with a cloak or simi lar object, decreases the poison the same. To make your trap logically consistent, make
damage by 5 (ldlO). Once a character succeeds on su re the elements you design can activate each round.
t he check, someone must remain next to the statue For instance, ordinary crossbows r igged to fire at the
to keep it blocked up. When a ll four statues are characters would need a mechanfam for reloading them
blocked in this manner, the trap deactivates. between attacks.
In terms of lethality, it's better to have multiple dan-
DESIGNING COMPLEX TRAPS gerous effects in a trap than a single deadly one. For
example, the Path of Blades trap uses two dangerous
Creating a complex trap takes more work than building
elements and one moderate element.
a simple one, but with some practice, you can learn the
It's useful to c reate multiple active ele me nts, with each
process and make it move quickly.
affecting a different area. It's a lso a good idea to use
Familiarize yourself with the advice on designing a
a variety of effects. Some parts of the trap might deal
simple trap before proceeding with the guidelines on
damage, and others might immobilize characters or
complex traps.
isolate them from the rest of the party. A bashing lever
PURPOSE might knock characters into an area engulfed by jets of
Complex traps are typically designed to protect an area flame. Think about how the e lements can work together.
by killing or disabling intruders. It is worth your time to
CONSTANT ELEMENTS
consider who made the trap, the t rap's purpose, and its
In addition to the active steps a complex trap takes, it
desired result. Does the trap protect a treasure? Does it
s hould also present a continual hazard. Often, the active
target only certain kinds of intruders?
and constant effects are the same thing. Imagine a hall-
LEVEL AND LETHALITY way filled w ith whirling saw blades. On the trap's turn,
Complex traps use the same level designations and the blades attack anyone in the hall. In addition, anyone
lethality descriptors that simple traps do. Refer to that who lingers in the hallway takes damage at the end of
section for a discussion of how level and lethality help each of their turns, accounting for the constant threat
de termine saving throw a nd check DCs, attack bonuses, that the blades pose.
and other numerical elements of a complex trap. A constant e lement shou ld apply its effect to any
creature that ends its turn in that element's area. If an
MAP active element presents a threat when it isn't the trap's
A complex trap has multiple parts, typically relies on turn, define the threat it poses as a constant element.
the characters' positions to resolve some of its effects, As a rule of thumb, keep the saving throw DC or attack
and can bring several effects to bear in each rou nd. bonus the same as for the active element but reduce the
The traps are called complex for a reason! To begin the damage by half.
design process, consider drawing a map of the area to Avoid filling the entire encou nter area with constant
be affected by the t rap on graph paper, using a scale of 5 elements. Part of the challenge of a complex trap lies in
feet per square. This level of detail a llows you to develop figuring out which areas are safe. A moment's respite
a clear idea of what the trap can do and h ow each of its can help add an element of pacing to an encounter with
parts interact. Your map is the starting point and context a complex trap and give the characters the feeling that
for the rest of the design process. they aren't in constant peril. For example, walls that
Don't limit yourself to one room. Look at the passages s lam together might need to reset between slams, mak-
and rooms around the area of the trap and think about ing them harmless when it isn't their turn to act.
the role they can play. The trap might cause doors to
DYNAMIC ELEMENTS
lock and barriers to fall into place to prevent escape.
It could cause darts to fire from the wa lls in one area, Just as a battle is more interesting if the monsters
forcing characters to enter rooms where other devices change their tactics or unveil new abi lities in later
trigger a nd threaten them. rounds, so too are complex traps more fun if their na-
Consider how terrain and furniture can add to the ture changes in some way. The whirling blades that
trap's danger. A chasm or a pit might create a buffer that protect a treasure chest do more damage each round as
allows a trap to send bolts of magic at the characters, they speed up. The poison gas in a room grows thicker
while making it difficult or even impossible for them to as more of it floods the chamber, dealing greater dam-
reach the runes they must deface to foil that attack. age and affecting line of sight. The necrotic aura around
an idol of Demogorgon produces random effects each

CHAPTER 2 I DUNGEON MASTER'S TOOLS


TRIGGERS
The advice on triggers given for simple traps also ap-
plies to complex traps, with one exception. Complex
traps have multiple triggers, or are designed such that
avoiding a trigger prevents intruders from reaching the
area the trap guards. Other complex traps use magical
triggers that activate on specific cues, such as when a
door opens or someone enters an area without wearing
the correct badge, amu let, or robe.
Look at your map and consider when you want the
trap to spring into action. It's best to have a complex trap
trigger after the characters have committed to exploring
a n area. A s imple trap m ight activate when the charac-
ters open a door. A complex trap that triggers so early
leaves the characters still outside the trapped room, in
a place where they could decide to close the door and
move on. A simple trap aims to keep intruders out. A
complex trap wants to lure them in, so that when it acti-
vates, the intruders must deal with the trap before they
can escape.
The trigger for a complex trap should be as foolproof
as you can make it. A complex trap represents a serious
ex penditure of effort and magical power. No one builds
such a trap and makes it easy to avoid. Wisdom (Per-
ception) and Intelligence (Investigation) checks might
be unable to spot a trigger, especially a magical one, but
they can still give hints about the trap before it triggers.
Bloodstains, ashes, gouges in the floor, and other clues
of that sort can serve as evidence of the trap's presence.

INITIATIVE
A complex trap acts repeatedly, but unlike characters
and monsters, traps don't roll for initiative. As mechan-
ical or magical devices, their active elements operate in
time its active element is triggered. As water floods a a periodic manner. When designing a complex trap, you
chamber, the characters must swim across areas they need to decide when and how often its active elements
could walk through just a round or two earl ier. produce their effects.
Since a complex trap remains active over the course In a trap with multiple active elements that work in
of several rounds, it might be possible to predict its concert, those different elements would act on different
future behavior by examining how it functions. This initiative counts. For instance, on initiative count 20,
information can give its targets a much better chance of blades sweep across a treasure vault, driving the charac-
thwarting it. To minimize this possibility, design your ters back into the hallway. On initiative count 10, magic
trap so that it presents multiple threats that can change darts fire from statues in the hallway while a portcullis
each round. The changes can include how a trap targets falls to confine the characters.
creatures (different attacks or saving throws), the dam- Initiative 10. If a trap's active element takes time to
age or effects it produces, the areas it covers, and so build up its effects, then it acts on initiative count 10.
on. Some traps might have a random effect each round, This option is good for a trap that functions a longside
while others follow a carefully programmed sequence a llied monsters or other guard ians; the delay before it
of attacks. acts can give guards the chance to move o ut of its area
Dynamic elements usually occur according to a sched- or force characters into the area before the trap triggers.
ule. For a room that floods, you can plan out how the Initiative 20. If an element is designed to surprise
rising water level affects the area each round. The water intruders and hit them before they can react, then it acts
might be ankle deep at the end of the first round, knee on initiative count 20. This option is generally best for a
deep the next, and so on. Not only does the water bring a complex trap. Think of it as the default. Such a trap acts
risk of drowning, it also makes it harder to move across quickly enough to take advantage of most characters,
the area. On the other hand, the rising water level might with nimble characters like rogues, rangers, and monks
allow characters to swim to the upper reaches of the having the best chance to move out of the area before
chamber that they couldn't get to from the floor. the element activates.
Dynamic e lements can a lso come into play in reaction Initiative 20 and 10. Some active elements are in-
to the characters' actions. Disarming one element of the credibly fast acti ng, laying waste to intruders in a few
trap might m ake the others dead lier. Disabling a rune moments unless countered. They act on initiative count
that triggers a fire-breathing statue might cause the 20 and 10.
statue to explode.

CHAPTER 2 ( DUNGEON MASTER'S TOOLS


DEFEATING COMPLEX TRAPS a nother ch aracter's way and disrupt the effort. Once a
A complex trap is never d efeated with a single check. In- character s ucceeds on a check, a nother character can't
s tead, each successful c heck foils some part of it or de- attempt the same c heck against the same trap element
grades its performance. Each element of the trap must until th e end of the successful character's next tu rn.
be overcome individually to defeat the trap as a whole. Not all of the characters' options need to be focused
As part of determining how your trap can be over- on s topping a trap from operating. T hink of what charac-
come, look at your map and consider where the c ha rac- ters can do to mitigate or avoid a trap's effects. Making
ters must be located to attempt an action t hat can foil the trap vulnerable to this sort of effort is a way to e n-
part of the trap. As a rule, the ch a racters should n eed to gage characters who might be ill-suited to confro nt the
be near or adjacent to an ele ment to have a ch a nce o f af- tra p directly. A successful Intelligence (Religion) check
fecting it. An element can be designed so that it protects might provide insight into t he imagery displayed by a
itself. A fighter might be able to break a whirli ng blade, tra p in a temple or s h rine, giving other cha racters a clue
but movin g close enough to attack it requ ires giving the a bout how and where to direct their effor ts. A character
blade a chance to strike. could stand in front of a dart trap wh ile holding a s hield
What method s a re effective against your trap? Obvi- that the darts can target harmlessly, while other cha rac-
o us candidates a re activities covered by the same sorts ters trigger that element as they work to disable it.
of checks used to defeat s imple traps, but use your
knowledge of the trap's design to identify other options. DOWNTIME REVISITED
A va lve th at leaks poison gas into a room ca n be stopped It's possible for the c ha racters to start a campaign at 1st
up. A statue that emits a deadly aura ca n be pushed over level, dive into an epic story, a nd reach 10th level and
and smashed. Attacks, spells , and special abili ties can beyond in a short amou nt of game time. Although that
all play a role in undermining a trap. pace works fine for many campaigns, some DMs prefer
Leave room for improvisation by the characters. Don't a campa ign story with pauses built into it-times when
create a few predetermined solutions and wa it for the adventurers a re not going on adventures. T he downtime
players to figure out the right a pproach. If you under- rules given in this section can be used as alternatives to
stand the mechanism b ehind how a trap works, that the approach in the Player's Handbook and the Dungeon
makes it much easier for you to respond to t he players' Master's Guide, or you can use the material here to in-
ideas. If a ch aracter wants to try something you haven 't spire the creation o f your own o ptions.
a llowed for, pick an ability, assess the c ha nce of s uc- By e ngaging the characters in downtime activities that
cess, a nd ask for a roll. take weeks o r even months to complete, you can give
Shutting down on e part of a complex trap us ually your campaign a lo nger time line- one in w hich events
requires mu ltiple successes. As a default, it takes three in the world play out over years. Wa rs begin and end, ty-
successful checks or actions to disable a n element. The rants com e and go, and royal lines rise and fall over the
first successful check might reduce the element's saving course of the story that you and t he characters tell.
throw DC or attack bonus. The second successful c heck Downtime rules also provide ways for characte rs to
might halve the ele ment's damage, a nd the fina l suc- spend-or be relieved of- the monetary treasure they
cessful check shuts it down. amass on their adventures.
For elements that don't attack, a llow each s uccessful The system presented he re consists of two elements.
c heck to reduce that element's effectiveness by one- First, it introduces the concept of rivals. Second, it de-
third. A lock's DC is decreased, or a gate opens wide tails a number of downtime activities that characters
enoug h to a llow a Small ch a racter to squeeze through can unde rta ke.
it. A mechanism pumping poison gas into the room be-
comes defective, caus ing the gas's damage to increase RIVALS
more s lowly or not at all.
It takes time to disable a complex trap. Three c harac- Rivals are NPCs who o ppose the c haracter s and make
ters can't make checks in rapid s uccession to disarm a their presence felt whenever the characters are engag-
complex trap in a matte r of seconds. Each wou ld get in ing in dow ntime. A rival might be a villain you have
featured in past adventures or plan to use in the future.
C OMP LEX TRAPS A ND L EGEN D A RY M O NST ERS
Rivals can also include good or neutral folk who are at
odds with' the characters, whether because they have
A complex trap is like a legendary monster in some ways.
It has several tricks it can use on its tu rn, and it remains opposing goals or they simply dislike one another. The
a threat throughout the round, not just on its turn . The c ultist of Orcus whose plans the cha racters have foiled,
trap's active elements are li ke a legendary creature's nor- the a mbitious merchant prince who wants to rule the
mal actions, and its constant e lements are equivalent to city with an iron fist, and the nosy high p riest of Helm
legendary actions-except they are tied to specific areas in who is convin ced the c ha racters are up to no good are
the trapped room. all examples of rivals.
Although a legendary creature can move, improvise A rival's agenda changes over time. Though the char-
actions, and so forth, a trap is set to a specific script-an acters engage in downtime only between adventures,
aspect that has the potential to make a complex trap stale their rivals rarely rest, continui ng to spin plots and work
and predictable. That's where dynamic elements come in.
against the c haracters even when the characters are off
They keep the players on their toes and make deali ng with
a complex trap fee l like a chal lenging, evolving situation. doing som ething else.

CHAPTER 2 I DUNGEON .MAST.ER'S TOOLS


CREATING A RIVAL Assets. Think about the resources the r ival can mar-
Io essence, a rival is a somewhat specialized NPC. You sha l. Does the character have eno ug h money to pay
can use chapter 4 of the Dungeon Master's Guide to bribes or to hire a small gang of mercenaries? Does
build a new NPC for this purpose, or pick one from your the rival hold sway over any guilds, temples, or other
current cast of supporting characters and embellish that groups? Make a list of the rival's assets, and consider
NPC as described below. how they can be used.
It's poss ible for the characters to have two or three r i- Plans . The foundation of a rival's presence in the
vals at a time, each with a separate agenda. At least one campaign is the actions the rival takes or the events that
should be a villain, but the others might be neutral or occur as a resu lt of that character's goals. Each tjme you
good; conflicts with those rivals might be social or politi- resolve one or more workweeks of downtime , pick one
cal, rather than manifesting as direct attacks. of the ways a rival's plans might be advanced and intro-
T he best rivals have a connection with their adver- duce it into play.
saries on a personal level. F ind li nks in the characters' Think about how a riva l might operate in o rde r to
backstories or the events of rece nt adventures that bring specific plans to fruition, and jot down three or
explain what sparked the rival's actions. The best trou- four kinds of actions the rival might undertake. Some
ble to put the characters in is trouble they created for of these might be versions of the downtime activities
themselves. described late r in this section, but these are more often
efforts that are specific to the rival.
EXAMPLE RIVALS A rival's action might be a direct attack, such as an as-
sassination attempt, that you play out during a session.
d20 Rival
Or it might be a background activity that you describe
Tax collector who is convinced the characters are as a ltering the campaign in some way. For example, a
dodging fees r ival who wants to increase the prestige of the temple
2 Politician who is concerned that the characters a re of a war god might hold a festival with drink, food, and
causing more trouble than they solve gladiatorial games. Even if the characters aren't directly
3 High priest who worries the characters are dimin- involved, the event becomes the talk of the town.
ishing the temple's prestige Some elements of a rival's plans might involve
events in the world that aren't under the rival's control.
4 Wizard who blames the characters for some recent
W hether s uch a n event can be easily anticipated or not,
troubles
the rival's plans might include cont ingencies for taking
5 Rival adventuring party advantage of such happenings.
6 Bard who loves a scandal enough to spark one
7 Childhood rival or member of a rival clan EXAMPLE RIVAL: MARINA RODEMUS
8 Scorned sibling or parent The Rodemus clan was a small but powerful family of
traders in the city, but years ago, they pulled up s takes
9 Merchant who blames the characte rs for any busi·
and left town overnight. Marina Rodemus, the youngest
ness woes
child, has now returned to restore her family's prestige.
10 Newcomer out to make a mark on the world In truth, the family fled because its members became
11 Sibling or ally of defeated enemy afflicted by lycanthropy. They joined a clan ofwererats
12 Official seeking to restore a tarnished reputation and delved into smuggling in a djstant city, out of fear
13 Deadly foe disguised as a social rival that their secret would be impossible to keep in their
14 Fiend seeking to tempt the characters to evil former home. After fighting her way to the top ranks of
15 Spurned romantic interest the wererat clans, Marina-along with a s mall army of
followers- has returned to claim her place among the
16 Political opportunist seeking a scapegoat
el ite of her home city. She vows that if she doesn't suc-
17 Traitorous noble looking to foment a revolution ceed, she'll leave the city in ruins.
18 Would-be tyrant who brooks no opposition Goals. Marina wants to become the most respected,
19 Exiled noble looking for revenge most important merchant in town-someone to whom
20 Corrupt official worried that recent misdeeds will even the prince must yield.
be revealed Assets. Marina has a small fortune in gold; her abili-
ties as a wererat, alchemist, and necromancer; a group
To add the r ight amount of detail to a riva l you want to of wererats dedicated to her; and a shleld g uardian that
create, give some thought to what that NPC is trying to protects her.
accomplish and what resources and methods the riva l Plan s . Marina works to discredit and ruin other mer-
can bring to bear against the characters. chants. Her wererats spy on her opponents and s neak
Goals. An effective r ival has a clear reason for inter- into warehouses, unleashing hordes of rats to spoil
fering with the characters' lives. Think about what the goods. Marina even victimizes a few of her own ware-
rival wants, how and why the characters stand in the houses to avoid suspicion.
way, and how the conflict could be resolved. Ideally, a If Marina's plans fail, she has a terrible alternative.
rival's goal directly involves the characters or something Her knowledge of alchemy has enabled her to c reate a
they care about. plague that she will un leash on the city through her rats.
If she can't rul e, then no one will.

CHAPTER 2 DUNGEON ~IASTER"S TOOLS


MARINA'S PLANS CHELDAR'S PLANS
Element Description Eleme nt Description
Event Rats become a noticeable problem in the streets, Event The grand festival of Pholtus fills the streets
with swarms sighted in rundown neighborhoods. with somber worshipers, who maintain a day-
Folk demand that action be taken. long torchlit vigil. They offer food, drink, and
Action Caravan raids by goblinoids become more com- shelter to all in the temple of Pholtus.
mon, and folk talk of gathering a militia. Marina Action Cheldar, along with a small group of followers,
contributes generously to the effort. appears in a tavern frequented by adventurers
Action Warehouses are overrun with rats, ruining thou- and seeks converts. A few NPC adventurers join
sands of gold pieces worth of goods. Marina his cause.
blames the city for a lax effort in pest control. Action In a public address in the town square, Cheldar
Action If the characters interfere, Marina sends her as- rails against the forces of chaos, laying blame
sassins against them. for recent troubles on adventurers who are med-
Event A sudden storm creates minor flooding, washing dling in things best left alone.
dozens of dead, bloated, diseased rats from the Event The characters find that all adventurers in town
sewers. Terror over the plague rips through town. receive an icy reception at best.
Action Marina fans the flames of panic, spreading ru- Action Cheldar demands that the city levy enormous
mors that the characters or other riva ls in town taxes on adventurers, claiming that they must
are responsible for the disease. pay their fair share to keep the city safe.

EXAMPLE RIVAL: HIGH PRIEST CHELDAR DOWNTIME ACTIVITIES


The temple of Pholtus, god of the s un, seeks to bring
Downtime activities are tasks that usually take a work-
as many folk as possible under its sway. Though it has week (5 days) or longer to perform. T hese tasks can in-
been in town for only two years, the temple is a lready a n
clude buying or c reating magic items, pulli ng off crimes,
influe ntia l force because of the determ ination and the
and working at a job. A cha racter selects a downtime
brilliant oration of Cheldar, its high priest.
activity from a mong t hose available and pays the cost
Goals. Chelda r wants to ma ke the te mple of Pholtus of that activity in time and money. You, as DM, then fol-
the most popular rel ig ion in town by bringing about low the rules for the activity to resolve it, informing the
peace a nd security for a ll. He believes keeping adventur-
player of the results a nd any complications that ensue.
e rs in check or driving the m out of town is an important Consider handling downtime away from the game
step in that plan.
table. For example, you could have the players pick their
Assets. The charismatic high priest has his oratory downtime activities at the end of a session, and then
skill, divine spellcasting ability, and a few hundred com-
communicate about them by email or text, until you next
mon folk recently converted to the temple's cause.
see them in person.
Plans. Cheldar is stern but fundamenta lly a good per-
son. He tries to win s upport by providing charity, pro- RESOLVING ACTIVITIES
moting peace, and working to enforce law and order. He The description of each activity tells you how to resolve
is skeptical of the characters, however, convinced that it. Many activities require an ability check, so be sure to
they are troublemakers who will unde rmine the peace. note the character's relevant abi li ty modifie rs. Follow
He wants only officials of the town or the temple to be the steps in the activity, and determine the results.
involved in handling a ny crises that arise. He strongly Most downtime activities require a workweek (5 days)
believes in his goals, yet he might still be made into a n to complete. Some activities requi re days, weeks (7
a lly by good-hearted characters. days), or months (30 days). A cha racter must spend at
leas t 8 hours of each day engaged in the downtime activ-
ity for that d ay to count towa rd the activity's completion.
The days of a n activity don't need to be consecutive;
you can spread them over a longer period of time than is
W~<"' -i"'iO"'l 'OW'< ~c;d-t {row- required for the activity. But that period of time should
be no more than twice as long as the required time;
<; -issio"', 10-•ti..... u l l<"'J. otherwise you should introduce extra complications (see
below) and possibly double the activity's costs to repre-
sent the inefficiency of the character's p rogress.
S~ofr"'~ ii t~ii t~i"'~ w~<r< COMPLICATIONS
""'"'io"'i ~iv< c;wc;i t~<ir st'-'{4 to The description of each activity includes a discussion
ot~<r f'ofl•, c;"'). ot~•r f•ost· ~iv< of complications you can throw at the characters. The
conseque nces of a complication might spawn entire
t~•- J.i{4 <mJ it...f-l. adventures, introduce NPCs to vex the party, or give the
characte r s headaches or advantages in any number of
o ther ways.

C H APTER 2 I DUNGEON MAST.ER'S TOOLS


BUYING MAGIC ITEMS
Check
Total Items Acqu ired
1-5 Roll ld6 times on Magic Item Table A.
Each of these sections has a table that offers possible 6- 10 Roll l d4 times on Magic Item Table B.
complications. You can roll to determine a complication 11-15 Roll ld4 times on Magic Item Table C.
random ly, pick one from the table, or devise one of your 16-20 Roll ld4 times on Magic Item Table D.
own, and then share it with the player.
21-25 Roll ld4 times on Magic Item Table E.
EXAMPLE DOWNTIME ACTIVITIES 26-30 Roll ld4 times on Magic Item Table F.
---- 31-35 Roll ld4 times on Magic Item Table G.
The following activities are s uitable fo r any character
36-40 Roll ld4 times on Magic Item Table H .
who can afford to pursue them. As OM, you have the
fina l say on which activities are available to the char- 41+ Roll ld4 times on Magic Item Table I.
acters. The activities you allow might depend on the
nature of the area where the characters are located. For MAGIC ITEM PRICE
example, you might disallow the creation of magic items Rarity Asking Price*
or decide that the cha racters are in a town that is too
Common (l d6 + 1) x 10 gp
isolated from major markets for them to buy s uch items.
Uncommon ldG x 100 gp
BUYING A MAGIC ITEM Rare 2dl0 x 1,000 gp
Purchasing a magic item requires time and money to Very rare (ld4 + 1) x 10,000 gp
seek out and contact people willing to sell items. Even Legendary 2d6 x 25,000 gp
then, there is no guarantee a seller will have the items a
·~ H alved for a consumable item like a potion or scrol l
character desires.
Resources. Finding magic items to purchase requires
Complications. The magic item trade is fraught with
at least one workweek of effort and 100 gp in expenses.
peril. The large sums of money involved and the power
Spending more time and money increases your chance
offered by magic items attract thieves, con a rtists, and
of finding a high-quality item.
other villains. If you want to make things more interest-
Resolution. A character seeking to buy a magic item
ing fo r the characters, roll on the Magic Item Purchase
makes a Cha risma (Persuasion) check to determine
Complications table or invent your own complication.
the quality of the seller found. The character gains a
+l bonus on the check for every workweek beyond the
MAGIC ITEM PURCHASE COMPLICATIONS
first that is spent seeking a seller and a +1 bonus for
every additional 100 gp spent on the search, up to a dl2 Complication
maximum bonus of +10. The monetary cost includes The item is a fake, planted by an enemy.*
a wealthy lifestyle, for a buyer must impress potential 2 The item is stolen by the party's enemies.*
business partners. 3 The item is cursed by a god.
As shown on the Buying Magic Items table, the tota l of 4 The item 's origina l owner will kill to reclaim it; the
the check dictates wh ich table in the Dungeon Master's
party's enemies spread news of its sale.*
Guide to roll on to determine which items are on the
5 The item is at the center of a dark prophecy.
market. Or you can roll for items from any table associ-
ated with a lower total on the Buying Magic Items table. 6 The seller is murdered before the sale.*
As a further option to reflect the availability of items 7 The seller is a devil looking to make a bargain.
in you r campaign, you can apply a -10 penalty for low 8 The item is the key to freeing an evil entity.
magic ca mpa igns or a +10 bonus for h igh magic cam- 9 A third party bids o n the item, doubling its price.*
paigns. Furthermore, you can double magic item costs 10 The item is an enslaved, intelligent entity.
in low magic campaigns.
11 The item is tied to a cult.
Using the Magic Item Price table, you then assign
12 The party's enemies spread rumors that the item is
prices to the avai lable items, based on their rarity.
Halve the price of a ny consumable item, such as a po- an artifact of evil.*
tion or a scroll, w hen using the table to determine a n *Might involve a rival
asking price.
You have final say in deter mining w hich items are for CAROUSING
sale and their final price, no matter what the tables say. Carousing is a default downtime activity for many char-
If the characters seek a specific magic item, first acters. Between adventu res, who doesn't want to relax
decide if it's an item you want to allow in your game. If w ith a few drin ks and a g roup of friends at a tavern?
so, include the desired item among the items for sale Resources. Carousing covers a workweek of fine
on a check total of 10 or higher if the item is common, food, strong drink, and socializing. A character can at-
15 or higher if it is uncommon, 20 or higher if it is rare, tempt to carouse among lower-, middle-, or upper-class
25 or higher if it is very rare, and 30 or higher if it is folk. A character can carouse with the lower class for
legendary. 10 gp to cover expenses, or 50 gp for the middle class.

CHAPTER 2 I DUNC EON MASTER'S TOOLS


Carous ing with the upper class requires 250 gp for the Lowe r-class contacts include criminals, la borers,
workweek a nd access to the local nobility. mercenaries, t he town guard , and a ny other folk who
A ch aracter w ith the noble background ca n m ingle normally freque nt the cheapest taverns in town.
w ith the upper class, but other characters can do so only Middle-class contacts include guild members, spell-
if you judge tha t the c ha racte r h as made s ufficient con- casters, town officials , and other folk who frequent well-
tacts. Alternatively, a c haracter might use a disguise kit ke pt establishments.
a nd the Deception s kill to pass as a noble vis iting from a Upper-class contacts are nobles and their personal
distant city. servants. Carousing with s uc h folk covers for mal ban-
Resolution. After a workweek of carousing, a charac- que ts, state dinne rs, and the like.
te r stands to ma ke contacts within the selected social Once a contact has helped or hinde red a cha racter,
class. The character makes a Charis ma (Pers uasion) the c ha racter needs to carouse again to get back into the
c heck us ing the Carousing table. NPC's good graces. A contact provides h elp once, not
help for life. The contact remains frie nd ly, which can in-
CA ROU S I N G fluence roleplaying and how t he characters interact w ith
Check the m , but doesn't come w ith a guara ntee of help.
Total Resu lt You ca n assign specific NPCs as contacts. You might
made a hostile contact.
decide that the barkeep a t the Wretched Gorgon and
1- 5 Character has
a gu a rd s tationed at the western gate are the charac-
6- 10 Character has made no new contacts.
te r's a llied contacts. Assigning specific NPCs gives the
11 - 15 Character has made an allied contact. players concre te options. It brings the ca mpaign to life
16- 20 Cha racter has made two all ied contacts. a nd seeds the area w it h N P Cs that the characters care
21+ Character has made three allied contacts. a bout. On the other ha nd, it can prove difficult to track
and might re nde r a contact useless if that character
Contacts are NPCs w ho now share a bond with the doesn't come into play.
c haracter. Each one either owes the ch aracte r a favor Alternatively, you can a llow the player to ma ke an
or has some reason to bear a grudge. A hostile contact NPC into a contact on the spot, after carous ing. Whe n
works against the c haracter, placing obstacles but s top- the cha racters are in t he a rea in which they caroused ,
ping s hort of com mitting a crime or a viole nt act. Allied a player can expe nd an a llied contact and designate
contacts a re friends w ho w ill re nde r aid to t he c haracte r, a n NPC they meet as a contact, assuming the NPC is
b ut not a t the r is k of the ir lives. of the correct social class based on how the ch a racter

CHAPTER 2 I DUNGEON Ml\STER'S TOOLS


caroused. The player should provide a reasonable expla- UPPER - CLASS CAROUSING COMPLICATI ONS
nation for this relationship and work it into the game. d8 Complication
Using a mix of the two approaches is a good idea,
A pus hy noble family wants to marry off o ne of
since it gives you the added depth of s pecific contacts
their scions to you.*
wh ile giving players the freedom to ens ure that the con-
tacts they accumulate are useful. 2 You tripped and fell during a dance, and peo ple
The same process can apply to hostile contacts. You can't stop talking about it.
can give the characters a specific NPC they s hould 3 You have agreed to take on a noble's debts.
avoid, or you m ight introduce one at an inopportune or 4 You have been challenged to a joust by a knight.*
dramatic moment. 5 You have made a foe ou t of a local noble.*
At a ny time, a character can have a maximum number 6 A boring noble insists you visit each day and listen
of uns pecified allied contacts equal to 1 +the character 's to long, tedious theories of magic.
Charis ma modifie r (minimum of 1). Specific, na med
7 You have become the target of a variety of embar-
contacts don't count toward this limit- only ones that
can be used at any time to declare an NPC as a contact. rassing rumors.*
Complications. Characters who carouse ris k bar 8 You spent an additiona l 500 gp trying to impress
brawls, accumulating a cloud of nasty rumors, and people.
building a bad re putation around town. As a rule of ~' Might invo lve a rival
thumb, a character has a 10 percent chance of triggering
a complication for each workweek of carousing. CRAFTING AN ITEM
A cha racter who has the time, the money, a nd the
LOWER - CLASS CAROUSING COMPLICATIONS needed tools can use downtime to craft armor, weapons,
d8 Complication cloth ing, or other kinds of nonmagical gear.
A pickpocket lifts ldlO x 5 gp from you.* Resources and Resolution. In addition to the appro-
priate tools for the item to be crafted, a character needs
2 A ba r brawl leaves you with a scar.*
raw mater ials wor th half of the item's selling cost. To
3 You have fuzzy memories of doing something very,
determine how many workweeks it takes to create an
very illegal, but can't remember exactly what. item, divide its gold piece cost by SO. A cha racter can
4 You are banned from a tavern after some obnox- complete multiple items in a workweek if the items' com-
ious behavior.* bined cost is SO gp or lower. Items that cost more than
5 After a few drinks , you swore in the town square to SO gp can be completed over longer periods of time, as
pursue a dangerous quest. long as the work in progress is stored in a safe location.
6 Surprise! You're married. Multiple characters can combine their e fforts. Divide
the time needed to create an item by the number of char-
7 Streaking naked through the streets seemed like a
acters working on it. Use your judgment w hen determin-
great idea at t he time.
ing how many characters can collaborate on an item . A
8 Everyo ne is cal ling you by some weird , embarrass- particularly tiny item, like a rin g, might allow only one
ing nickname, like Puddle Drinker o r Bench Slayer, or two workers, w hereas a large, complex item m ight
and no one will say why.1' a llow four or more wo rkers.
* Might invo lve a rival A character needs to be proficient with the tools
needed to craft an item a nd have access to the appro-
MIDDLE-CLASS CAROUSING COMPLICATIONS priate equipment. Everyone who collaborates needs to
have the appropriate tool proficiency. You need to make
d8 Complication
a ny judgment calls regarding whether a character has
You accidenta lly insulted a guild master, and only the correct equipment. The following table provides
a public apology will let you do business with the some examples.
guild again .*
2 You swore to complete some quest on behalf of a Proficiency Items
temple or a guild. Herbalism kit Antitoxin, potion ofhealing
3 A social gaffe has made you the talk of the town.* Leatherworker's tools Leather armor, boots
4 A particularly obnoxious person has taken an in - Sm ith 's tools Armor, weapons
tense romantic interest in you.* Weaver's tools Cloaks, robes
5 You have made a foe out of a local spellcaster.*
6 You have been recruited to help run a local fest iva l, If all the above requirements are met, the result of th e
play, or similar event. process is an item of the desired sort. A character can
sell a n item crafted in this way at its listed price.
7 You made a drunken toast that scandalized the
Crafting Magic Items. Creating a magic item requi res
locals.
more than just time, effort, and materials. It is a long-
8 You spent an additional 100 g p trying to impress term process that involves one or more adventures to
people. track down rare materials and the lore needed to cre-
* Might involve a rival ate the item.

C H APTE R 2 I DUNGEON MASTER 'S TOO LS


Potions ofhealing and spell scr oJ/s a re exceptions to
the following rules. For more information, see "Brewing
Potions of Healing" later in this section and the "Scrib-
ing a Spell S croll" section, below.
To start with, a c haracte r needs a formula for a magic
item in order to create it. The formu la is like a recipe.
It lis ts the materia ls needed a nd steps required to
make the item.
An item invariably requires an exotic material to com-
plete it. This materia l ca n ra nge from the s kin of a yeti to
a vial of wate r taken from a whirlpool on the Elemental
P la ne of Water. Finding that materia l should take place
as part of an adventure.
The Magic Item Ingredients tabl e suggests the c hal-
lenge rating of a creature that the cha racters need to
face to acquire the materials for an item. Note that fac-
ing a creature does not necessarily mean that t he c har-
acters must collect items from its corpse. Rather, the
c reature might gua rd a location or a resource t hat the
cha racte rs need access to.

MAGIC I TEM INGREDIENTS


Item Rarity CR Rang e
Common 1-3
Uncommon 4- 8
Rare 9-12
Very rare 13- 18
Lege ndary 19+

If appropriate, pick a monster or a locatio n that is a


thematic fit for the item to be crafted. For example, cre-
ating mariner's armor might require the essence of a
water weird. Crafting a staff of charming mig ht require Comp lications. Most of the complications involved in
the cooperation of a specific a rca naloth, who w ill help creating something, especially a magic item, a re linked
only if the c haracters complete a task for it. Making a to the difficulty in finding rare ingredients or compo-
staff of power might hinge on acquiring a piece of a n ne nts needed to comple te the work. The complications
an cie nt stone that was once touched by the god of mag- a cha racte r mi ght face as byproducts o f the creation
ic- a s tone now gu arded by a s uspicious androsphinx. process are most interesting when the cha racters are
l n addition to facing a specific creature, c reating a n working on a magic item: there's a 10 percent chance for
item comes with a gold piece cost covering other mate- every five workweeks spent on crafting an item that a
rials, tools, a nd so on, based on the item's rarity. Those complication occurs. The Crafting Complications table
va lues, as well as the time a character needs to work in provides examples of what might happen.
order to complete the item, are s hown on the Magic Item
Crafting Time a nd Cost table. H a lve the .listed price and CRA FT ING COMPLICATIONS
creation time for any cons umable ite ms.
d6 Com plicat ion
MAGIC ITEM CRAFTING TIME A N D COS T Rumo rs swirl that what you're working on is unsta-
ble and a threat to the community.*
Item Rarity Workweeks •~ Cost~'
2 Your tools are stolen, forcing you to buy new
Common l so gp
ones.*
Uncommon 2 200 gp
3 A local wizard shows keen interest in your work
Rare 10 2,000 gp
and insists on observing you.
Very ra re 2S 20,000 gp
4 A powerfu l noble offers a hefty price for yo ur work
Legendary so 100,000 gp
and is not interested in hearing no for an answer.*
* Halved for a consumable item li ke a potion or scroll s A dwarf clan accuses you of stealing its secret lore
to fuel your work.*
To complete a magic item, a ch aracter also needs
wh atever tool proficiency is appropriate, as for crafting a 6 A competitor spreads rumors that your work is
nonmagical object, or proficie ncy in th e Arcana s kill. shoddy and prone to failure.*
If all the above requirements are met, the result of the * Might involve a riva l
process is a magic item of the desired sort.

CHAPTER 2 I DUNGEON MASTER'S TOOLS


Brewing Potions o f Healing. P otions of healing fall CR IM E COMPLICATIONS
into a s pecia l category for ite m crafting, sepa rate from d8 Complication
o ther m agic items . A character who h as proficiency with
A bounty equ al to your earnings is offere d for info r-
the herbalism kit can create these potions. The ti mes
and costs for doing so a re s umma rized on the Potio n of mation abou t your crime.*
Hea ling Creation ta ble. 2 An un known person contacts you, threatening to
reveal yo ur crime if you do n't rende r a service.*
POT IO N O F HE ALI N G CREATION 3 Your victim is fi nanc ially ruined by you r crime .
Type Time Cost 4 Someone who knows of you r crime has been ar-
Healing 1 day 25 gp rested on a n unrelated matter.>'•
Greater healing 1 wo rkweek 100 gp S Yo ur loot is a single , easily identified item that you
Superior hea ling 3 workweeks 1,000 gp ca n't fen ce in this region.
Su pre me healing 4 workwee ks 10,000 gp 6 You rob be d someone who was unde r a loca l crime
lo rd 's protection, and wh o now wants revenge.
C RIME 7 You r victim calls in a favor from a guard, doubling
S om etimes it pays to be bad. T his activity gives a cha r- the efforts t o so lve the case.
acter the cha nce to ma ke some extra cash, at the risk 8 Your victim asks o ne of your a dvent uring co mpan-
of arrest. ions to solve the cri me .
Resources. A character must s pend one week a nd at
* Might involve a rival
least 25 gp gathe ring in fo rma tio n on potentia l ta rgets
before committing the intended crime. GAMB LI NG
Resolution. The cha racte r mus t ma ke a series of Ga mes of cha nce a re a way to ma ke a fortune- a nd per-
checks, with the DC for a ll the checks chosen by the haps a better way to Jose o ne.
cha racter accord ing to the a mount of profit s ought fro m Resources. T his activity requires o ne workweek of ef-
the crime. fo rt plus a stake of at least 10 gp, to a max imum of 1,000
T he chosen DC can be 10, 15, 20, or 25. Successful gp o r more, as you see fit.
completion of the crime yields a number of gold pieces, R esolution. The cha racter mus t ma ke a ser ies of
as s hown on the Loot Value table. checks, with a DC dete rmined at ra ndom based on th e
To a ttem pt a cr ime , the character makes three checks: quality of the competitio n that the character runs into.
Dex terity (Stealth), Dexterity us ing thieves' tools, a nd P ar t of th e r is k of gambling is that one never knows w ho
the playe r's choice of Intelligence (Investigatio n), Wis- mi ght e nd up sitting across the table.
dom (P e rception), or Cha ris ma (Deception). T he cha racter ma kes three checks : Wis dom (Ins ight),
If none of the checks a re s uccessful, the cha racter is Cha ris ma (Deceptio n), a nd Cha ris ma (Intimidation).
caught a nd ja iled. T he cha racter mus t pay a fine equa l to If the cha racter has proficie ncy with a n a ppropriate
the profit the crime would have earned a nd mus t s pend gaming set, that tool proficiency can re place the rele-
o ne week in jail for each 25 g p of the fine. va nt s ki ll in any of the checks. T he DC for each of the
If only one check is s uccessfu l, the he is t fa ils but the checks is 5 + 2d10; gene rate a separa te DC for each
cha racter escapes. one. Cons ult the Gambling Results table to see how the
If two checks a re s uccessful, the heist is a pa rtia l s uc- character did.
cess, netting the cha racter half the payout.
If all th ree checks a re s uccessful, the characte r earns GAMBLING RESULTS
the full va lue of the loot.
Result Value
L OOT V AL UE 0 successes Lose a ll the money you bet, and accrue a
debt e qua l to that amount.
DC Value
1 success Lose ha lf t he money yo u bet.
10 SO gp, robbery of a struggling mercha nt
2 successes Gain the amo unt you bet plus ha lf again
1S 100 gp, robbery of a prosperou s me rchant
m ore.
20 200 gp, robbe ry of a noble
3 succe sses Gain dou ble t he am ount you bet.
25 1,000 gp, ro bbery of o ne of the ric hest fig ures in town

Complications. Ga mbling tends to attract unsavory


Complications. A life of crime is filled with complica-
individua ls. The potentia l complications involved come
tions. Ro ll on the Crim e Complications table (or create
from run-ins with the law and associa tio ns with vario us
a complication of your own) if the characte r s ucceeds
crimina ls tied to the activity. Every workweek spent
on o nly one check. If the character's rival is involved in
ga mbling brings a 10 percent cha nce of a complicatio n,
cr ime or Jaw e nforcement, a complication ens ues if the
examples of which a re o n the Gambling Complica-
character s ucceeds on o nly two checks .
tio ns table .

CHAPTER 2 I DUNGEON MASTER"S TOOLS


GA M BLING CO MPLI CAT IO N S P IT FIGHTI N G COM P LIC AT I O N S

d6 Co mplication d6 Complication
You are accused of cheating. You decide whether 1 An opponent swears to take revenge on you.'~
you actually did cheat or were framed.'~ 2 A crime boss approaches you and offers to pay you
2 The town guards raid the gambling hall and throw to intentionally lose a few matches.'~
you in jail/' 3 You defeat a popular local champion, drawing the
3 A noble in town loses badly to you and loudly vows crowd's ire.
to get revenge.* 4 You defeat a noble's servant, drawing the wrath of
4 You won a sum from a low-ranking member of a the noble's house.*
thieves' guild, and the guild wants its money back. 5 You are accused of cheating. Whether the allega·
5 A local crime boss insists you start frequenting the tion is true or not, your reputation is tarnished.*
boss's gambling parlor and no others. 6 You accidentally deliver a near-fatal wound to a foe.
6 A high-stakes gambler comes to town and insists '°'Might involve a rival
that you take part in a game.
RELAXATION
*Might involve a rival
Sometimes the best thing to do between adventu res is
PIT FIGHTING relax. Whether a cha racter wants a bard-earned vaca-
Pit fighting includes boxing, wrestling, and other nonle- tion or needs to recover from injuries, relaxation is t he
thal forms of combat in an organized setting with prede- ideal option for adventurer s who need a brea k. This op·
ter mined matches. If you want to introduce competi tive tion is a lso idea l for pl ayers who don't want to make use
fighting in a battle-to-the-death situation, the standard of the downtime system.
combat ru les apply to that sort of activity. Resources. Relaxation requires one week. A charac-
Resources. Engaging in this activity requires one ter needs to maintain at least a modest lifestyle while
workweek of effort from a character. relaxing to gain the benefit of the activity.
Resolution. The character must make a series of Resolution. C ha racters who maintain at least a mod-
checks, with a D C determined at random based on the est l ifestyle while relaxing gain several benefits. While
quality of the opposition that the character runs i nto. relaxing, a character gains advantage on saving throws
A big part of the challenge in pit fighting lies in the un- to recover from long-acting diseases and poisons. In
known nature of a cha racter 's opponents. addition, at the end of the week, a character can end one
The character makes three checks: Strength (Athlet- effect that keeps the character from regaining hit points,
ics), Dexterity (Acrobatics), and a special Constitution or ca n restore one ability score that has been reduced to
check that has a bonus equal to a rol l of the character's less than its normal value. T his benefit ca nnot be used
largest Hit Die (this roll doesn't spend that die). ff de- if the harmful effect was caused by a spell or some other
sired, the character can replace one of these skill check s magica l effect with a n ongoing duration.
w ith an attack roll using one o f the cha racter's weapons. Complications. Relaxation rarely comes with com-
The DC for each o f the checks is 5 + 2d10; generate a plicat ions. I f you want to make life complicated for the
separate DC for each one. ConsuJt the Pit F ighti ng Re- characters, introduce an action or an event connected
sults table to see how the character did. to a r ival.

RELIGIOUS SERVICE
PIT FIGHTING RESULT S
C haracters with a religious bent might want to spend
Result Value downtime in ser vice to a temple, either by attending
0 successes Lose your bouts, earning nothing. rites or by prosely tizing in the community. Someone
1 success Win 50 gp. w ho undertakes this activity has a chance of winning
2 successes Win 100 gp. the favor of the temple's leaders.
3 successes Win 200 gp. R esources. Performing religious service requires ac-
cess to, and often attendance at, a temple whose beliefs
and et ho~ align with the character's. If such a place is
Complications. Characters involved in pit fighting
available, the activity takes one workweek of t ime but
must deal with thei r opponents, the people who bet on
involves no gold piece expend iture.
matches, and the m atches' promoters. Every workweek
R esolution. At t he end of t he required time, the char-
spent pit fighting bri ngs a 10 percent chance of a compli·
acter chooses to make either an Intelligence (Religion)
cation, examples of w hich are on the P it Fighting Com-
check or a Charisma (Persuasion) check. The total of
pl ications table.
the check determines the benefits of service, as shown
on the Religious Service table.
workweek spent in religious service brings a 10 percent
chance of a complication, examples of which are on the
Religious Service Complicatio ns table.

R E LIG I OUS S E RV IC E CO M P LIC AT IONS


d6 Complication
You have offended a priest through your words or
actions.*
2 Blasphemy is sti ll blasphemy, even if you did it by
accident.
3 A secret sect in the temple offers you membership.
4 Another temple tries to recruit you as a spy.'~
5 The temple elders implore you to take up a holy
quest.
6 You accidentally discover that an important person
in the temple is a fiend worshiper.
*Might involve a rival

RESEARCH
Forewarned is forearmed. The research downtime ac-
tivity a llows a cha racter to de lve into lo re concerning a
monster, a location, a magic item, or some other partic-
ular topic.
Resources. Typically, a character needs access to a
library or a sage to conduct research. Assuming such
access is available, conducting research requires one
workweek of effort and at least 50 gp spent on materia ls,
bribes, gifts, and other ex penses.
Resolution. The character decla res the foc us of the
research-a specific person, place, or thing. After one
workweek, the cha racter makes a n Intell igence check
with a +1 bonus per 100 gp s pent beyond the initial
100 gp, to a maximum of +6. In addition, a character
R EL IGIOUS S ERV I C E who has access to a particula rly well-stocked library
Check or knowledgeable sages gains adva ntage on this check.
Total Result Determine how much lore a cha racter learns using the
1-10 No effect. Your efforts fail to make a lasting Research Outcomes table.
impression.
RESEARCH OUTCOMES
11-20 You earn one favor.
Check
21+ You earn two favors.
Total Outcome
1- 5 No effect.
A favo r, in broad terms, is a promise of future assis-
tance from a representative of the te mple . It can be 6- 10 You lea rn one piece of lore.
expended to ask the temple for he lp in deali ng with a 11 - 20 You learn two pieces of lore.
s pecific problem, for general political or s ocia l support, 21+ You learn three pieces of lore.
or to red uce the cost of cleric spellcasting by 50 percent.
A favor could also take the form of a de ity's intervention, Each piece of lore is the equivalent of one true s tate-
s uch as an omen, a vision, or a minor miracle provided ment about a person, place, or thing. Examples include
at a key moment. This la tte r sort of favor is expended by knowl edge of a creature's resis ta nces, the password
the DM, who a lso determines its nature. needed to ente r a sealed dungeon level, the spells com-
Favors earned need not be expended immediately, but monly prepa red by an order of wizards, a nd so on.
only a certain numbe r can be stored up. A character can As DM, you are the fina l a rbiter concerning exactly
have a maximum number of unused favors equal to 1 + what a cha racter learns. For a monster or an NPC, you
the character 's Charisma modifier (minimum of one un- can reveal eleme nts of statistics or personality. For a lo-
used favor). cation, you can reveal secrets a bout it, such as a hidden
Complication s . Temples can be labyrinths of political entrance, the a nswer to a riddle, or the nature of a crea-
and social scheming. Even the bes t-intentioned sect can ture that guards the place.
fall prone to riva lries. A character who serves a temple Complications. The greatest ris k in research is un-
risks becoming embroiled in such struggles. Every covering fa lse information. Not a ll lore is accurate or

CHAPTER 2 I DUNGEON MASTER'S TOOLS


truthful, and a rival with a scholarly bent might try to brings a 10 percent c ha nce of a complication, examples
lead the character astray, especially if the obj ect of the of which are on the Scribe a Scroll Complications table.
research is known to the rival. The rival might plant
false inform a tion, bribe sages to give bad advice, or steal SCRIBE A SCROLL COMPLICATIONS
key tomes needed to find the truth. d6 Complication
In addition, a character might run into oth e r com-
You bought up the last of the rare ink used to craft
plications during research. Every workweek spent in
scrolls, angering a wizard in town.
resea rch brings a 10 percent chance of a complication,
examples of which are on the Research Complica- 2 The priest of a temple of good accuses you of traf-
tions table. ficking in dark magic.*
3 A wiz ard eager to collect one of your spells in a
RESEARCH COMPLICATIONS book presses you to sell the scroll.
d6 Complication 4 Due to a strange error in creating the scroll, it is
You accidentally damage a rare book. instead a random spell of the same level.
2 You offend a sage, who demands an extravagant 5 The ra re parchment you bought for your scroll has
gift.* a barely visible map on it.
3 If you had known that book was cursed, you never 6 A thief attempts to break into your workroom.*
would have opened it. '~Might involve a rival
4 A sage becomes obsessed with convincing you of a
SELLING A MAGIC ITEM
number of strange t heories about reality."'
Selling a magic item is by no means an easy task. Con
5 Your actions cause you to be banned from a library
artists and thieves are a lways looking out for an easy
until you make reparations.*
score, and there's no guarantee that a character w ill re-
6 You uncovered useful lore, but only by promising ceive a good offer even if a legitimate buyer is found.
to complete a dangerous task in return. R esources. A c haracter can find a buyer for one
'~Might involve a rival magic ite m by spending one workweek and 25 gp, which
is used to spread word of the desired sale. A c haracter
SCRIBING A SPELL SCROLL mus t pick one item at a time to sell.
With time and patience, a spellcaster can transfer a Resolution. A character w ho wants to sell an item
spell to a scroll, creating a spell scroll. must make a Charisma (Persuasion) check to determine
Resources. Scribing a spell scroll takes an amount of what kind of offer comes in. The character can always
time and money related to the level of the spell the char- opt not to sell, instead forfeiting the workweek of effor t
acter wants to scribe, as shown in the Spell Scroll Costs and trying again later. Use the Magic Item Base Prices
table. In addition, the character must have proficiency and Magic Item Offer tables to determi ne the sale price.
in the Arcana skill and must provide any materia l com-
ponents required fo r the casti ng of the spell. Moreover, MAGIC ITEM BASE PRICES
the c haracter must have t he spell prepared, or it must be Rarity Base Price"'
among the character's known spells, in order to scribe a Common 100 gp
scroll of that spell.
Uncommon 400 gp
If the scribed spell is a can trip, the version on the
scroll works as if the caster were 1st level. Rare 4,000 gp
Very rare 40,000 gp
SPELL SCROLL COSTS Legendary 200,000 gp
Spell Level Time Cost "'Halved for a consumable item like a potion or scroll
Cantrip l day 15 gp
lst l day 25 gp MAGIC ITEM OFFER

2nd 3 days 250 gp Check


3rd Tota l Offer
l workweek 500 gp
4th 2 workweeks 2,500 gp 1-10 50% of base price
5th 4 workweeks 5,000 gp 11-20 100% of base price
6th 8 workweeks 15,000 gp 21+ 150% of base price
7th 16 workweeks 25,000 gp
32 workweeks 50,000 gp
Complications. T he main risk in selling a magic item
8th
lies in attracting th ieves and anyone else who wants the
9th 48 workweeks 250,000 gp
item but doesn't want to pay for it. Other folk might try to
undermine a deal in o rder to bolster t heir own business
Complications. Crafting a spelf scroll is a solitary or seek to discredit the character as a legitimate seller.
task, unlikely to attract much attention. The complica- Every workweek spent trying to sell an item brings a 10
tions that arise are more likely to involve the preparation percent chance of a complication, examples of which are
needed for the activity. Every workweek spent scribing on the Magic Item Sale Complicatio ns table.

CHAPTER 2 J DUNGEON MASTER'S TOOLS


TRAI N ING CO M PLICATI ONS
d6 Complication
Your instructor disappears, forcing you to spend
one workweek finding a new one.*
2 Your teacher instructs you in rare, archaic meth -
ods, which draw comments from others.
3 Your teacher is a spy sent to learn your plans.*
4 Your teacher is a wanted criminal.
5 Your teacher is a cruel taskmaster.
6 Yo ur teacher asks for help dea ling with a th reat.
'~M i ght involve a rival

WORK
When all else fails, a n adventurer can turn to an honest
trade to earn a living. This activity re prese nts a char-
acter's attempt to find temporary work, the qua lity and
wages of which are diffic u lt to predict.
Resources. Performing a job requ ires one workweek
of effort.
Resolution. To determine how much money a c har-
acter earns, the character makes an ability check:
Strength (Athletics), Dexterity (Acrobatics), Intelligen ce
using a set of tools , Charisma (Performance), or Cha-
risma using a musical instru ment. Consult the Wages
table to see how much money is generated according to
t he tota l of the check.

WAGES
Check
Tota l Ea rnings
MAGIC ITEM SALE COMPLICAT IONS 9 or lower Poor lifestyle for the week
d6 Complication 10-14 Modest lifestyle for the week
Your enemy secretly arranges to buy the item to 15-20 Comfortable lifestyle for the week
use it against you.* 21+ Comfortable lifestyle for the week+ 25 gp
2 A thieves' guild, alerted to the sale, attempts to
steal your item.1' Complications. Ordinary work is rarely fi lled with
3 A foe circulates rumors that your item is a fake.* significant complications. Still, the Work Complications
4 A sorcerer claims your item as a birthright and de- table can add some difficulties to a worke r's life. Each
mands you hand it over. workweek of activity brings a 10 percent chance that a
character e ncou nters a complication.
5 Your item 's previous owner, or surviving all ies of
the owner, vow to retake the item by force.
WOR K COMPLICATIONS
6 The buyer is murdered before the sale is finalized.*
d6 Complication
* Might involve a rival
A difficu lt customer or a fight with a coworker re-
TRAINING duces t he wages you earn by one category.*
Giveo e nough free time and the services of an instruc- 2 Your emp loyer's financial difficu lties result in you r
tor, a cha racter can lea rn a language or pick up profi- not being paid.'~
ciency with a tool. 3 A coworker with ties to an important family in town
Resources. Receiving training in a language or tool takes a dislike to you.*
typica lly ta kes at least ten workweeks, but this time is 4 Your employer is involved w ith a dark cu lt or a
reduced by a numbe r of workweeks equa l to th e c ha r- criminal enterprise.
acter 's Intellige nce modifier (an Intellige nce p e nalty
5 A crime ring targets you r business for extortion.*
doesn't increase the time needed). Training costs 25 gp
per workweek. 6 You gain a reputation for laziness (unjustified or
Complications. Complications that arise w hile train- not, as you choose), giving you disadvantage on
ing typically involve the teache r. Every ten workweeks checks made for this downtime activity for the next
spent in training brings a 10 percent chance of a compli- six workweeks you devote to it.*
cation, examples of which are on the Training Complica- * Might involve a rival
tions table.

CHAPTER 2 I DUNGEON MASTER·s TOOLS


BEHIND THE DESIGN : MAGIC ITEM DISTRIBUT I ON
AWARDING MAGIC ITEMS The Dungeon Master's Guide assumes a certain amount of
Magic items a re prized by D&D adventurers of a ll sorts treasure will be found over the course of a campaign. Over
a nd are ofte n the main reward in an adventure. The twenty levels of typical play, the game expects forty-five
ru les for magic items are presented, along w ith the rolls on the Treasure Hoard tables , distributed as follows:
Treasure Hoard tables, in chapter 7 of the Dungeon • Seven rolls on the Challenge 0-4 table
Master's Guide. This section expands on those rules by • Eighteen rolls on the Challenge 5-10 table
offering you an a lte rnative way of determ ini ng which • Twelve rolls on the Challenge 11-16 table
magic ite ms e nd up in t he c ha racters' possession and by • Eight roll s on the Challenge 17+ table
add ing a collection of common magic items to the game. Because many of the table results call for more than one
T he section e nds with tables that group magic items ac- magic item, those forty-five rolls will result in the charac-
cordin g to ra rity. ters obtaining rough ly one hundred items. The optional
The system in the Dungeon Master's Guide is de- system described here yields the same number of items,
s igned so that you ca n generate a ll treasure random ly, distributed properly throughout the spectrum of rarity,
and th e tables also govern the number of magic items while enabling you to control exactly which items the char-
the c ha racters receive. In s hort, t he ta bles d o the work. acters have a chance of acquiring.
But a DM w ho's d esigning or modifying a n adventure
might prefer to choose the magic items that come into Magic Item Tables F t hrough I. As you can see from the
play. If you're in that s ituation, you can use the rules in Treasure Hoard tables in that book, major magic items
this section to pe rsonalize your treasure h oa rds while are meant to be handed out much less frequently than
staying within the gam e's limits for how many items the m inor items, even at higher levels of play.
ch aracters s hould u ltimately accumulate.
MAGIC ITEMS AWARDED BY TIER
DISTRIBUTION BY RARITY Character
This a lternative me thod of treasure determ ination fo- Level Minor Items Major Items All Items
cuses on c hoosing magic items based on thei r ra rity, 1-4 9 2 11
rather than by rolling on the tables in the Dungeon Mas-
5-10 28 6 34
ter's Guide. This method uses two tables: Magic Items
Awarded by Tier a nd Magic Ite ms Awarded by Rarity. 11-16 24 6 30
By Tier. The Magic Ite ms Awarded by Tie r table 17-20 19 6 25
s hows the numbe r of magic items a D&D party typically Total 80 20 100
gains du ri ng a campaig n, culminating in the group's
having accumulated one hundred magic items by 20th CHOOSING ITEMS LEVEL BY LEVEL
level. T he table s hows how many of those items are You decide when to place an ite m in an adventure that
meant to be handed out during each of the four tiers of you're creating or modifyi ng , usually because you think
play. The emphasis on characters receiving more items the story calls for a magic item, the characters need one,
during the second tier (levels 5- 10) than in ot her tiers or the players would be especially p leased to get one.
is by design. The second tie r is where much of the play When you want to select an item as treasure for an en-
occurs in a typical D&D campaign, a nd the items gained counter, the Magic Items Awarded by Rar ity table serves
in that tier prepare the characters for higher-level as your item budget. Here's how to use it:
adven tures.
1. jot down a copy of the table in your notes, so that you
By Rarity. The Magic Items Awarded by Rarity table
ca n make adjustments to the numbers as you select
ta kes the numbers from the Magic Items Awa rded by
items to be placed in an advent ure.
Tier table a nd breaks them down to show the number of
2. Refer to th e line in the Level/CR column that corre-
ite m s o f each rarity the ch aracters are expected to h ave
sponds to one of the following va lues (your choice):
w he n they reach the e nd of a tie r.
the level of the player characters, the challenge rating
Minor and Major Items. Both tables in this section
of the magic item's owner, or the challenge rating of
make a distinction between minor magic items and ma-
the group of c reatures guard ing the item. The entries
jor magic items. This distinction exists in the Dungeon
in that row of the table indicate the total number of
Master's Guide, yet those terms aren't used th ere. In
items that would be appropriate for the characters to
that book, the mino r items are those listed on Magic
receive by the end of the tier represented by that row.
Item Tables A through E, and the major items a re on

MAGIC ITEMS AWARDED BY RARITY


- - - - - - M i n o r Magic Items - - - - - - Major Magic Items
Level/CR Common Uncommon Rare Very Rare Legendary Uncommo n Rare Very Rare Legendary
1-4 6 2 0 0 2 0 0 0
5- 10 10 12 5 0 5 0 0
11 -16 3 6 9 5 1 1 2 2 1
17+ 0 0 4 9 6 0 l 2 3
Total 19 20 19 15 7 8 4 4 4

CHAPTER 2 I DUNC EON M1\STER'S TOOLS


3. Choose a magic item of any rarity for which the entry COMMON MAGIC ITEMS
in this row is not 0.
The Dungeon Master's Guide includes many magic
4. When the characters obtain an item , modify your
items of every rarity. The one exception are common
notes to indicate which part of your budget this expen-
items; that book includes few o f them. This section intro-
diture came fro m by subtracting 1 from the appropri-
duces more of them to the game. These items seldom in-
ate entry on the table.
crease a character's power, but they are likely to amuse
In the future, if you choose an item of a rarity that's players and provide fun roleplaying opportunities.
not available in the current tier but is sti ll available in The magic items are presented in alphabetical order.
a lower tier, deduct the item from the lower tier. If a ll
lower tiers also have no items available o f a given rarity, ARMOR OF GLEAMING
deduct the item from a higher tier. Armor (any m edium or heavy), common
This armor never gets dirty.
CHOOSING ITEMS PIECEMEA L
If you prefer a more free-form m ethod of choosing magic BEAD OF NOURISHMENT
items, simply select each magic item you wan t to give Wondrous item, common
out; then, when the characters acquire one, deduct it
from the M agic Item s Awarded by R arity table in your This spongy, fl avorless, gelati no us bead dissolves on
notes. Whenever you do so, start with the lowest tier, your tongue and provides as much nourishment as 1 day
and deduct the item from the first number you com e of rations.
across in the appropriate rarity column for the item , BEAD OF REFRESHMENT
whether its minor or major. If that tier doesn't have a
Wondrous item, common
number greater t han 0 for that ra rity, go up a tier until
you find one that does, and deduct the magic item from This spongy, fl avorless, gelatinous bead dissolves in
that number. Following this process, you will zero out l iquid, transforming up to a pint of t he liquid into fresh,
each row of the table in order, going from the lowest lev- cold drinking water. The bead has no effect on magical
els to the highest. liquids or harmful substances such as poison.

O VE RSTOCKING AN ADVENTURE B OOT S OF FALSE TRACKS


The magic item tables in this section are based on the Wondrous item, common
number of items the characters are expected to r eceive, Only humanoids can wear these boots. While wearing
not the number of items that are available in an adven- the boots, you ca n choose to have them l eave tracks like
ture. When creating or modifyi ng a n adventure, assume those of another kind of humanoid of you r size.
that the characters won't find all the items you place in
it, unl ess most of the loot is in easy-to-find locations. CANDLE OF THE DEEP
H ere's a good ru le of thumb: an adventure can include a Wondrous item, common
number of items that's 25 percent higher than the num- The flame of this ca ndle is not extinguished when
bers in the tables (round up). For example, an adventure immersed in water. lt gives off light and heat like a nor-
d esigned to take characters from 1st to 4th level might mal candle.
include fourteen item s rather than eleven, in the expec-
tation that three of those items won't be found. CAST-OFF ARMOR
Armor (light, medium, or heavy), common
ARE M ACIC ITE MS NECESSARY I N A CAMPAIG N ?
You ca n doff t his armor as an action.
The D&D game is built on the assumption that magic
items appear sporadically and that they are always a boon , CHAR LATAN'S DIE
unless an item bears a curse. Characters and monsters are Wondrous item, common (requires attunement)
built to face each other without the help of magic items,
which means that having a magic item always makes a Whenever you roll this six-sided die, you ca n control
character more powerful or versatile than a generic char- which number it rolls.
acter of the same level. As DM, you never have to worry
about awarding magic items just so the characters can CLOAK OF BILLOWING
keep up with the campaign's threats. Magic items are truly Wondrous item, common
prizes. Are they useful? Absolutely. Are they necessary? No.
While wearing t his cl oak, you can use a bonus action to
Magic items can go from nice to necessary in the rare
ma ke it billow dramatically.
group that has no spellcasters, no monk, and no N PCs
capable of casting magic weapon. Having no magic ma kes
CLOAK OF MANY FASHIONS
it extremely difficult for a party to overcome mons ters that
have resistances or immunity to nonmagica l damage. In Wondrous item, common
such a game, you'll want to be generous with magic weap- While w earing this cloak, you can use a bonus action to
ons or else avoid usi ng such monsters. cha nge the style, color, and appar ent quality o f the gar-
ment. The cloak's weight doesn't change. Regardless of
its appearance, the cloak can't be a nyt hing but a cloak.
Alt hough it can duplicate the appearance of other magic
cloaks, it doesn't gain t heir magical proper ties.

CHAPTER 2 I DUKGEON MASTER'S TOOLS


CLOCKWORK AMULET HAT OF VERMIN
Wondrous item, common Wondrous item, common
This copper amulet contains tiny interlocking gears This hat has 3 charges. While holding the hat, you can
and is powered by magic from Mechanus, a plane of use an action to expend 1 of its charges and speak a
clockwork predictabili ty. A c reature that puts an ear to command word that s ummons you r choice of a bat, a
the a mulet can hear faint ticking and whirring noises frog, or a rat (see the Player's Handbook or the Monster
coming from within. Manual for statistics). The summoned creature magi-
When you make an attack roll while wearing the am- cally appea rs in the hat and tries to get away from you
ulet, you can forgo rolling the d20 to get a 10 on the die. as quickly as possible. The creature is neither friendly
Once used, this property can't be used aga in until the nor hostile, and it isn't under your control. It behaves as
next dawn. an ordinary creature of its kind and disappears after 1
hour o r when it drops to 0 hit points. The hat regains a ll
CLOTHES OF MENDING expended charges da ily at dawn.
Wondrous item, common
HAT OF WIZARDRY
This elegant outfit of traveler's clothes magically mends
itself to counteract daily wear and tear. Pieces of the out- Wondrous item, common (requires attunement by a
fit that are destroyed can't be repaired in th is way. wizard)
This antiquated, cone-shaped hat is adorned with gold
DARK SHARD AMULET crescent moons and stars. While you are wearing it, you
Wondrous item, common (requires attunement by a gain the following benefits:
warlock)
• You can use the hat as a spellcasting focus for your
This amu let is fashioned from a s ingle s hard o f resi lient wizard spells.
extraplanar material originating from the realm of your You can try to cast a cantrip t hat you don't know. The
warlock patron. While you are wearing it, you gain the cantrip must be on the wizard spell list, and you must
following benefits: make a DC 10 Intelligence (Arcana) check. If the
• You can use the amulet as a spellcasting focus for check succeeds, you cast the spell. If the check fails,
your warlock spells. so does the spell, and the action used to cast the spell
• You can try to cast a ca ntrip that you don't know. The is wasted. In either case, you can't use this property
cantrip must be on the warlock spell list, and you aga in until you finish a long rest.
must make a DC 10 Intelligence (Arcana) check. If the
REWARD'S HANDY SPICE POUCH
check succeeds, you cast the spell. If the c heck fails,
so does the spell, and the action used to cast the spell Wondrous item, common
is wasted. In either case, you can't use this property This belt pouch appears empty and has 10 charges.
again until you finish a long rest. While holding t he pouch, you can use an action to ex-
pend 1 of its charges, speak the na me of any nonmag-
DREAD HELM ical food seasoning (such as salt, pepper, saffron, or
Wondrous item, common cilantro), a nd re move a pinch of the desired seasoning
This fearsome steel helm makes your eyes glow red from the pouch. A pinch is enough to season a single
while you wear it. meal. The pouch regains ld6 + 4 expended cha rges
daily at dawn.
EAR HORN OF HEARING
Wondrous item, common HORN OF SILENT ALARM
Wondrous item, common
While held up to your ear, this horn s uppresses the ef-
fects of the deafened condition on you, a llowing you to This horn has 4 charges. When you use an action to
hear normally. blow it, one creature of your c hoice can hear th e horn's
blare, provided the creature is within 600 feet of the
ENDURING SPELLBOOK horn and not deafened. No other creature hears sound
Wondrous item, common coming from the horn. The horn regains ld4 expended
char ges daily at dawn.
This spellbook, a long w ith anything written on its
pages, can't be damaged by fire or immers ion in water. INSTRUMENT OF ILLUSIONS
In add ition, the spellbook doesn't deteriorate with age.
Wondrous item, common (requires attunement)
ERSATZ EYE Whi le you are playing this musical instrument, you
Wondrous item, common (requires attunement) ca n c reate harmless, illusory visual effects within a
This artificial eye replaces a real one that was lost or 5-foot-radius sphere centered on the instrument. If
removed. While the ersatz eye is embedded in your eye you are a bard, the radius increases to 15 feet. Sample
socket, it can't be removed by anyone other than you, visual effects include luminous musical notes, a spec-
a nd you can see through the tiny orb as though it were a tral dancer, butterflies, and gently falling snow. The
normal eye. magical effects have neither substance nor sound, and
they are obviously illusory. T he effects end when you
stop playing.

CHAPTER 2 I DUNGEON !\!ASTER'S TOOLS


INSTRUMENT OF SCRIBING PIPE OF SMOKE MONSTERS
Wondrous item, common (requires attunemen t) Wondrous item, common
T h is musical instru ment h as 3 charges. While you are While smoking this pipe, you can use an action to ex-
playing it, you can use an action to expend 1 charge hale a puff of smoke that takes the form of a single crea-
from the instrum ent and w r ite a magical message on ture, such as a dragon, a Rumph , or a froghemoth. The
a nonmagical object or surface that you can see within form must be small enough to fit in a 1-foot cube and
30 feet of you . T he message can be up to six words long loses its shape after a few seconds, becoming an ordj-
and is written in a lang uage you know. If you are a bard, nary pu ff of smo ke.
you can scribe an addi tional seven words and choose
to make t he message g low fai ntly, allowing it to be seen POLE OF ANGLING
i n nonmagical darkness. Casting dispel magic on the Wondrous item, common
message erases it. Other wise, the message fades away W hile hol ding this 10-foot pole, you can speak a com-
after 24 hou rs. mand word and transform it into a fish i ng pole w i th a
T he i nstrument r egai ns all expended charges hook, a li ne, and a reel. Speaking t he command word
daily at dawn. agai n chan ges the fishing pole back into a normal
10-foot pole.
LOCK OF TRICKERY
Wondrous item, common POLE OF COLLAPSING
This lock appears to be an ordi nary lock (of the type Wondrous item, common
described i n chapter 5 of the Player's Handbook) and Whi le ho lding this 10-foot pole, you can use an action
comes with a single key. The tumblers in this lock magi- to speak a comma nd word and cause it to collapse into
cally adjust to t hwart burglars. Dexterity checks made to a 1-foot-long rod, for ease of storage. The pole's weight
pick the lock have disadvantage. doesn't change. You can use an action to speak a d i f-
ferent comma nd word and cause the rod to revert to a
MOON-TOUCHED SWORD pole; however, the rod will elongate o nly as far as the
Weapon (any sword), common surrounding space a llows.
In darkness, the u nsheathed blad e of t his sword sheds
moonlight, creat i ng brig ht ligh t i n a 15-foot rad ius and POT OF AWAKENING
di m light for a n addition al 15 feet. Wondrous item, common
If you pl ant an ordinary shrub in this 10-pou nd clay pot
MYSTERY KEY and l et it grow for 30 days, the shrub magically t rans-
Wondrous item, common form s i nto an awake ned shrub (see the Monster Man-
A question mar k is worked into the head of th is key. T he ual for statistics) at the end of that ti me. W hen the shrub
key has a 5 percent chance of unlocking a ny lock into awakens, its roots break the pot, destroying it.
which it's inserted. On ce it unlocks something, t he key T he awakened shrub is friendly toward you. Absent
d isappear s. commands from you, it does nothi ng.

ORB OF DIRECTION ROPE OF MENDING


Wondrous item, common Wondrous item, common
Whi l e holding t h is orb, you can use an action to deter- You can cut t his SO-foot coil of hempen rope into any
m ine w h ich way is north. T his property functions on ly number of smaller pieces, and then use an action to
on the Material P lane. speak a command word and cause the p ieces to knit
back together. The pieces must be in contact w ith each
ORB OFT!ME oth er and not otherwise in use. A rope of mending is for-
Wondrous item, common ever sho r te ned if a section of it is lost or destroyed.
W h i le ho lding this or b, you ca n use a n action to de-
RUBY OF THE WAR MAGE
termi ne w het her it is morni ng, afternoon, eveni ng, or
nightti me outside. This property functions on ly on the
Wondrous item, common (requires attunement by a
Material P lane. spellcaster)
Etched with eldritch runes, this 1-inch-diameter r uby
PERFUME OF BEWITCHING allows you to use a simple or martia l w eapon as a spell-
Wondrous item, common casting focus for your spells. For this property to work,
T h is tiny vial contains magic perfume, enough for one you must attach the ruby to the weapon by pressing the
use. You can use an action to apply th e perfume to your- r uby against it for at least 10 minutes. Thereafter, the
self, and its effect lasts 1 h our. For the duration, you ruby can't be removed unless you detach it as ao action
have advantage on all Char isma ch ecks directed at hu- or the weapon is destroyed. Not even an antimagic field
manoids of challenge rati ng 1 or lower. Those subjected causes it to fa ll off. The ruby does fall off the weapon i f
to t he per fume's effect are oot aware that t hey've been you r attunement to the r uby ends.
i nfluen ced by magic.

CHAPTER 2 I DUNC EON MASTER'S TOOLS


SHIELD OF EXPRESSION
Armor (shield), common
The fron t of this s hield is s ha ped in the like ness of a
face. While bearing the shield, you can use a bonus ac-
tion to a.lte r the face's expression.

SMOLDERING ARMOR
Armor (a ny), common
Wisps of harmless, odorless smoke rise fro m this armor
while it is worn.

STAFF OF ADORNMENT
Staff, common
If you place a n object weighing no mo re th a n 1 pound
(suc h as a s hard o f c rys ta.I, a n egg, or a stone) a bove
the tip of the s ta ff while holdi ng it, the object Boa ts a n
inch from th e staff's tip a nd re m a ins there u nti l it is
re moved or until t he s taff is no longer in your posses-
s ion. The s taff can have up to three s uch objects floating
over its tip a t a ny g ive n time. While holding the staff,
you ca n ma ke one or more of the objects s lowly s pin or
turn in place.

STAFF OF BIRDCALLS
Staff, common
T his woode n s taff is d ecorated w ith bird ca rvings. It has
10 c harges. While ho lding it, you can use a n action to
expe nd 1 c ha rge from t he staff a nd cause it to c reate one
of t he following sounds out to a range of 60 feet: a finc h's
chirp, a rave n's caw, a duck's quack, a chicken's cluck, a
goose's honk, a loon's call, a turkey's gobble, a seagull's
cry, an owl's hoot, o r an eagle's shrie k.
T he staff regains ld6 + 4 expended charges da ily at
dawn. If you expe nd t he last cha rge, roll a d20. On a 1,
UN BR E AKABL E A RROW S
the s taff explod es in a harm less cloud of bird feathe rs
and is lost forever.

STAFF OF F LOWERS TANKARD OF SOBRIETY


Staff, common Wondrous item, common
T his wooden s taff has 10 c harges. While holding it, you This tankard has a stern face sculpted into one side. You
can drink a le, wine, or a ny other no nmagical a lcoholic
ca n use a n action to expend 1 char ge from t he staff and
cause a Bower to s prout from a patch of earth or soil be ve rage poured into it without becoming inebriated.
The tankard has no effect o n magical liquids or ha rmful
within 5 feet of you, o r fro m t he staff itself. Unless you
c hoose a s pecific kind of flower, the staff c reates a mild- s ubs ta nces s u ch as poison.
scented daisy. T he flower is h a rmless a nd nonmagical, UNBREAKAB L E ARROW
a nd it grows or w ithe rs as a norma l flower would.
Weapon (arrow), common
The s taff regains ld6 + 4 expe nded c ha rges da ily at
dawn. If you expe nd the last c ha rge, roll a d20. On a 1, This a rrow ca n't be broken, except when it is within an
t he staff turns into flower pe ta ls and is los t forever. antimagic. field.

TALKING DOLL VETERAN'S CANE


Wondrous item, common (requires attunement) Wondrous item, comm on
While this s tuffed doll is within 5 feet of you, you can When you grasp this wa lking ca ne and use a bonus ac-
s pe nd a s hort rest telling it to say up to s ix phrases, none tion to s peak the comma nd word , it transforms into an
of which ca n be more than s ix words long, and set a con- ordina ry longsword a nd ceases to be magica l.
dition under w hich the doll speaks eac h phrase. You can
WALLOPING AMMUNITION
also rep lace old phrases with n ew on es. Whatever t he
condition, it mus t occur w ithin 5 fee t of the doll to make Weapon (any ammunition), common
it s peak. For exa mple, whe n ever someone p icks up the This a mmunition packs a wa llop. A c reature hit by the
doll, it mi ght s ay, "I want a piece of candy." The d oll's a mmunition mus t s ucceed on a D C 10 Stre ngth saving
phrases a re lost wh e n your a ttunement to the doll ends . th row or b e knocked prone .

CHAPTER 2 1 DUNGIWN MASTER'S TOOLS


WAND OF CONDUCTING MAGIC ITEM TABLES
Wa nd, common The tables in this section classify the magic items from
T his wand has 3 charges. While holding it, you can use the Dungeon Master's Guide and the new items pre-
an action to expend 1 of its charges and create orches- sented here into minor items and major items, then sep-
tra l music by waving it around. The music can be heard arate the items in each group according to rarity. Each
out to a ra nge of 60 feet and e nds when you stop wav- table entry includes the item's type and an indication of
ing the wand. w hether the item requires attunement. Artifacts aren't
The wand regains all expended charges daily at dawn. included here; they are beyond even major items in
If you expend the wand's last charge, roll a d20. On a power a nd importance.
1, a sad tuba sound plays as the wand crumbles to dust
and is dest royed. MINOR ITEMS , COMMON
Item Type Attune?
WAND OF PYROTECHNICS
Wand, comm on Arm o r of gleaming Ar mor No
Bead of nourishment Wondrous item No
This wand has 7 charges. W hile ho lding it, you can use
Bead of refreshment Wondrous item No
an action to expend 1 of its charges and create a harm-
Boots of false tracks Wondrous item No
less burst of mu lticolo red light at a point you can see
up to 60 feet away. The bu rst of light is accompanied Candle of the deep Wondrous item No
by a crackJing noise that can be heard up to 300 feet Cast-off armor Armor No
away. The light is as br ight as a torch flame but lasts Charlatan's die Wondrous item Yes
only a second. Cloak of billowing Wondrous item No
The wand regains l d6 + 1 expended charges daily at Cloak of many fashions Wondrous item No
dawn. If you expend the wand's last charge, roll a d20. Clockwork amulet Wondrous item No
On a 1, the wand erupts in a harmless pyrotechnic dis- Clothes of mending Wondrous item No
play and is destroyed. Dark shard amulet Wondrous item Yes (warlock)
Dread helm Wondrous item No
WAND OF SCOWLS
Ear horn of hearing Wondrous item No
Wand, common
Enduring spel lbook Wondrous item No
This wand has 3 charges. W hile ho ld ing it, you can use
Ersatz eye Wondrous item Yes
an action to expend 1 of its charges and target a human-
Hat of vermin Wondrous item No
oid you ca n see within 30 feet of you. T he target mus t
succeed on a DC 10 Charisma saving throw or be forced Hat of wizardry Wondrous item Yes (wizard)
to scowl for 1 m inute. Heward's handy spice Wondrous item No
The wand regains all expended charges da ily at dawn. pouch
If you expend the wand's last charge, roll a d20. On a 1, Horn of silent alarm Wondrous item No
the wand transforms into a wand ofsmiles. Instrument of illusions Wond rous item Yes
Instrument of scribing Wondrous item Yes
WAND OF SMILES No
Lock of trickery Wondrous item
Wand, common No
Moon-touched sword Weapon
This wand has 3 charges. While holding it, you can use Mystery key Wondrous item No
a n action to expend 1 of its charges and target a h uman- O rb of direction Wondrous item No
oid you can see w ithin 30 feet of you. The target must Orb of time Wondrous item No
succeed on a DC 10 Charisma saving throw or be forced
Perfume of bewitching Wondrous item No
to smile for 1 min ute.
Pipe of smoke monsters Wondrous item No
The wand regains a ll expended c harges da ily at dawn.
Pole of angl ing Wondrous item No
lf you expend the wand's last charge, roll a d20. O n a 1,
the wand tra nsfor ms into a wand of scowls. Pole of collapsing Wondrous item No
Pot of awakening Wondrous item No
CREATING ADDITIONAL COMMON ITEMS Potion of climbing Potion No
The "Special Features" section in chapter 7 of the Dungeon Potion of healing Potion No
Master's Guide is useful if you want to design other com- Rope of mending Wondrous item No
mon magic items. For example, the What Minor Property Ruby of the war mage Wondrous item Yes (spellcaster)
Does It Have? table might inspire you to create a magic Shield of expression Armor No
item that allows a character to speak and understand the
Smoldering armor Armor No
Goblin language (based on the table's Language property),
a magic item that glows in the presence of fiends (based Spell scroll (cantrip) Scroll No
on the Sentinel property), or a magic item that projects Spell scroll (1st level) Scroll No
its user's voice over a great distance (based on the Wa r Staff of adornment Staff No
Leader property). Staff of birdcalls Staff No

CHAPTER 2 I DUNCEON MASTER'S TOOLS


MINOR ITE M S , RARE
Item Type Attune?
Staff of flowers Staff No Item Type Attune?
Talking doll Wondrous item Yes Ammunition, +2 Weapon No
Tankard of sobriety Wondrous item No Bag of beans Wondrous item No
Unbreakable arrow Weapon No Bead of force Wondrous item No
Veteran's cane Wondrous item No Chime of open ing Wond rous item No
Walloping ammunition Weapon No Elixir of health Potion No
Wand of conducti ng Wand No Folding boat Wondrous ite m No
Wand of pyrotechnics Wand No Heward's handy haversack Wondrous item No
Wand of scowls Wand No Horseshoes of speed Wond rous item No
Wand of smiles Wand No Necklace of fireballs Wondrous item No
Oil of etherealness Potion No
Por table hole Wondrous item No
MINOR ITE M S, UNCOMMON
Potion of clairvoyance Potion No
Item Type Attu ne?
Potion of diminution Potion No
Alchemy jug Wondrous item No
Potion of fire giant strength Potion No
Ammunition , +l Weapon No
Potion of frost giant Potion No
Bag of holding Wondrous item No
strength
Cap of water breathing Wondrous item No
Potion of gaseous form Potion No
Cloak of the manta ray Wondrous item No
Potion of heroism Potion No
Decanter of endless water Wondrous item No
Potion of invulnerability Potion No
Driftglobe Wondrous item No
Potion of mind reading Potion No
Dust of disappearance Wondrous item No
Potion of stone giant Potion No
Dust of dryness Wondrous item No
strength
Dust of sneezing and Wondrous item No
Potion of superior healing Potion No
choking
Quaal's feather token Wondrous item No
Elemental gem Wondrous item No
Scroll of protection Scro ll No
Eyes of m i nute seeing Wondrous item No
Spell scroll (4th level) Sc roll No
Goggles of night Wondrous item No
Spell scroll (5th level) Scrol l No
Helm of comprehending Wondrous item No
languages
MINOR ITEMS , VERY RA RE
Immovable rod Rod No
Keoghtom's ointment Wondrous item No Item Type Attune?

Lantern of revealing Wondrous item No Ammunition, +3 Weapon No


Mariner's armor Armor No Arrow of slaying Weapon No
Mithral armor Armor No Bag of devouri ng Wondrous item No
Oil of slipperiness Potion No Horseshoes of a zephyr Wondrous item No
Peria pt of health Wondrous item No Nolzur's marvelous Wondrous item No
Philter of love Potion No pigments
Potion of animal friendship Potion No Oil of sharpness Potion No
Potion of fire breath Potion No Potion of cloud giant Potion No
Potion of greater healing Potion No strength
Potion of growth Potion No Pot ion offlying Potion No
Potion of hill giant strength Potion No Potion of invisibility Potion No
Potion of poison Potion No Potion of longevity Potion No
Potion of resistance Potion No Potion of speed Potion No
Potion of water breathing Potion No Potion ofsupreme healing Potion No
Ring of swimming Ring No Potion of vitality Potion No
Robe of useful items Wondrous item No Spell scroll (6th level) Scroll No
Rope of climbing Wondrous item No Spell scroll (7th level) Scroll No
Saddle of the cavalier Wondrous item No Spell scroll (8th level) Scroll No
Sending stones Wondrous item No
Spell scroll (2nd level) Scroll No
Spell scroll (3rd level) Scroll No
Wand of magic detection Wand No
Wand of secrets Wand No

CHAPTER 2 I DUNC EON MASTER'S TOOLS


MINOR ITEMS , LE GENDAR Y Item Type Attune?
Item Type Attu ne? Pipes of the sewers Wond rous item Yes
Potion of storm giant Potion No Quiver of Ehlonna Wo nd rous item No
strength Ring of jumping Ring Yes
Sovereign glue Wondrous item No Ring of m ind shielding Ring Yes
Spell scroll (9th level) Scroll No Ring of warmth Ring Yes
Universal solvent Wondrous item No Ring of water wa lking Ring No
Rod of the pact keeper, +1 Rod Yes (warlock)
MAJOR ITEMS, UNCOM M ON Sentinel shield Armor No

Item Type Attune? Shield, +l Armor No


Slippers of spider climbing Wondrous item Yes
Adamantine armor Armor No
Staff of the adder Staff Yes (cleric,
Amulet of proof against Wondrous item Yes
druid, or
detection and location
warlock)
Bag of tricks Wondrous item No
Staff of the python Staff Yes (cleric,
Boots of elvenkind Wond rous item No
druid, or
Boots of strid ing and Wondrous item Yes
warlock)
spr inging
Stone of good luck (luck- Wondrous item Yes
Boots of the winterlands Wondrous item Yes
stone)
Bracers of archery Wondrous item Yes
Sword of vengeance Weapon Yes
Brooch of shielding Wondrous item Yes
Trident offish command Weapon Yes
Broom of flying Wo ndrous item No
Wand of magic missiles Wand No
Circlet of blasting Wondrous item No
Wand of the wa r mage, +1 Wand Yes (spellcaster)
Cloak of elvenkind Wondrous item Yes
Wand of web Wand Yes (spellcaster)
Cloak of protection Wondrous item Yes
Weapon of warning Weapon Yes
Deck of illusions Wondrous item No
Weapon, +l Weapon No
Eversmoking bottle Wondrous item No
Wind fan Wondrous item No
Eyes of charming Wondrous item Yes
Winged boots Wondrous item Yes
Eyes of the eagle Wondrous item Yes
Figurine of wondrous Wondrous item No
power (silver raven) MAJOR ITEMS, RARE
Gauntlets of ogre power Wondrous item Yes Item Type Attune?
Gem of brightness Wond rous item No Amulet of health Wondrou s item Yes
Gloves of missile snarin g Wond rous item Yes Armor of resista nce Armor Yes
Gloves of swimming an d Wo ndrous item Yes A rm or of vulnerability Armor Yes
climbing Armor, +l Armor No
Gloves of thievery Wondrous item No Arrow-catching shield Armor Yes
Hat of disguise Wondrous item Yes Belt of dwarvenkind Wond rous item Yes
H eadba nd of intellect Wond rous item Yes Belt of hill giant strength Wondrous item Yes
H elm of telepathy Wondrous item Yes Berserker axe Weapon Yes
Instrument of th e bards Wondrous item Yes (bard) Boots of levitatio n Wondrous item Yes
(Doss lute) Boots of speed Wondrous item Yes
Instrument of the bards Wondrous item Yes (bard) Bowl of commanding Wondrous item No
(Fochlucan bandore) water elementals
Instrument of the ba rds Wondrous item Yes (bard) Bracers of defense Wondrous item Yes
(Mac-Fuirmidh cittern) Brazier of co mmanding Wondrous item No
Javelin of lightning Weapon No fire elementals
Medallion of thoughts Wondrous item Yes Cape of the mountebank Wondrous item No
Necklace of adaptation Wond rous item Yes Censer of controlling ai r Wondrous item No
Pearl of power Wond rous item Yes (spellcaster) elementals
Peria pt of wou nd closure Wondrous item Yes Cloak of displacement Wondrous item Yes
Pipes of haunting Wond rous item No

CHAPTER 2 I DUNGEON MASTER'S TOOLS


Item Type Attune? Item Type Attune?
Cloak of the bat Wondrous item Yes Ring of animal influence Ring No
Cube of force Wondrous item Yes Ring of evasion Ring Yes
Daern's instant fortress Wondrous item No Ring offeather falling Ring Yes
Dagger of venom Weapon No Ring of free action Ring Yes
Dimensional shackles Wondrous item No Ring of protection Ring Yes
Dragon slayer Weapon No Ring of resistance Ring Yes
Elven chain Armor No Ring of spell storing Ring Yes
Figurine of wondrous Wondrous item No Ring of the ram Ring Yes
power (bronze griffon) Ring of X-ray vision Ring Yes
Figurine of wondrous Wondrous item No Robe of eyes Wondrous item Yes
power (ebony fly) Rod of rule rship Rod Yes
Figurine of wondrous Wondrous item No Rod of the pact keeper, +2 Rod Yes (warlock)
power (golden lions) Rope of entanglement Wondrous item No
Figurine of wondrous Wondrous item No Shield of missile attraction Armor Yes
power (ivory goats) Shield, +2 Armor No
Figurine of wondrous Wondrous item No Staff of charming Staff Yes (bard,
power (marble elephant) cleric, druid,
Figurine of wond rous Won drous item No sorcerer,
power (onyx dog) warlock, or
Figurine of wondrous Wondrous item No wizard)
power (serpentine owl) Staff of healing Staff Yes (bard ,
Flame tongue Weapon Yes cleric, or
Gem of seeing Wondrous item Yes druid)
Giant slayer Weapon No Staff of swarm ing insect s Staff Yes (bard ,
Glamoured studded Armor No cleric, dru id,
leather sorce rer,
Helm of teleportation Wondrous item Yes wa rlock, or
Horn of blasting Wondrous item No wizard)
Horn of Valhalla (silver or Wondrous item No Staff of the woodlands Staff Yes (druid)
brass) Staff of withering Staff Yes (cleric,
Instrument of the bards Wondrous item Yes (bard) druid, or
(Canaith mandolin) warlock)
Instrument of the bards Wondrous item Yes (bard) Stone of controlling earth Wond rous item No
(Cli lyre) elementa ls
loun stone (awareness) Wondrous item Yes Sun blade Weapon Yes
loun stone (protection) Wondrous item Yes Sword of life stealing Weapon Yes
loun stone (reserve) Wondrous item Yes Sword of wounding Weapon Yes
loun stone (sustenance) Wondrous item Yes Tentacle rod Rod Yes
Iron bands of Bilarro Wondrous item No Vicious weapon Weapon No
Mace of disruption Weapon Yes Wand of binding Wand Yes (spellcaster)
Mace of smiting Weapon No Wand of enemy detection Wand Yes
Mace of terror Weapon Yes Wand of fear Wand Yes
Mant le of spell resistance Wondrous item Yes Wand of fireballs Wand Yes (spellcaster)
Necklace of prayer beads Wondrous item Yes (cleric, Wand of lightning bolts Wand Yes (spellcaster)
druid, or Wand of para lysis Wand Yes (spellcaster)
paladin) Wand of the war mage, +2 Wand Yes (spellcaster)
Periapt of proof against Wondrous item No Wand of wonder Wand Yes (spellcaster)
poison Weapon, +2 Weapon No
Wings of flyi ng Wondrous item Yes

CHAPTER 2 I DUNGEON MASTER'S TOOLS


MAJOR ITEMS, VERY RARE
Item Type Attune?
Amulet of the planes Wondrous item Yes
Animated shield Armor Yes
Armor, +2 Armor No
Belt of fire giant strength Wondrous item Yes
Belt of frost/stone giant Wondrous item Yes
strength
Candle of invocation Wondrous item Yes
Carpet of flying Wondrous item No
Cloak of arachnida Wondrous item Yes
Crystal ball (very rare) Wondrous item Yes
Dancing sword Weapon Yes
Demon arm or Armor Yes
Dragon scale mail Armor Yes
Dwarven plate Armor No
Dwarven thrower Weapon Yes (dwarf)
Efreeti bottle Wondrous item No
Figurine of wondrous Wondrous item No
power (obsidian steed)
Frost brand Weapon Yes
Helm of brilliance Wondrous item Yes
H orn ofValha ll a (bronze) Wondrous item No
Instrument of t he bards Wondrous item Yes (bard)
(Anstruth harp)
lo un stone (absorption) Wondrous item Yes
loun stone (agility) Wondrous item Yes
loun stone (fortitude) Wondrous item Yes
loun stone (insight) Wondrous item Yes
loun stone (intellect) Wondrous item Yes
loun stone (leadership) Wondrous item Yes
loun stone (strength) Wondrous item Yes
Manual of bodily health Wondrous item No
Manual of gainful exercise Wondrous item No
Manual of golems Wondrous item No
Manual of quickness of Wondrous item No
action
Mirror of life trapping Wondrous item No
Nine lives stealer Weapon Yes
Oath bow Weapon Yes
Ring of regeneration Ring Yes
R ECHA RGI N G W ITH OU T A DAWN Ring of shooting star s Ring Yes (outdoors
Some magic items can be used a limited number of times at night)
but are recharged by the arrival of dawn. What if you're on Rin g of teleki nesis Ring Yes
a plane of existence that lacks anything resembling dawn? Robe of scintillating Wondrous item Yes
The DM should choose a time every 24 hours when such colors
magic items recharge on that plane of existence.
Robe of stars Wondrous item Yes
Even on a world that experiences dawn each day, the DM
is free to choose a different time-perhaps noon, sunset, Rod of absorption Rod Yes
or midnight- when certain magic items recharge. Rod of alertness Rod Yes
Rod of security Rod No
Rod of the pact keeper, +3 Rod Yes (warlock)
Scimitar of speed Weapon Yes

CHAPTER 2 I DUNGEON MASTER'S TOOLS


Item Type Attu ne? Ite m Type Attune?
Shield, +3 Armor No Plate armor of ethere- Armor Yes
Spellguard shield Armor Yes alness
Staff of fire Staff Yes (druid, sor- Ring of air elemental Ring Yes
cerer, warlock, command
or wizard) Ring of djinni summoning Ring Yes
Sta ff of frost Staff Yes (druid, sor- Ring of earth elemental Ring Yes
cerer, warlock, command
or wizard) Ring of fi re elemental Ring Yes
Staff of power Staff Yes (sorcerer, command
warlock, or Ri ng of invisibil ity Ring Yes
wizard) Ring of spell turning Ring Yes
Staff of striking Staff Yes Ring of three wishes Ring No
Staff of thunder and ligh t- Staff Yes Ring of water elemental Ring Yes
ning command
Sword of sharpness Weapon Yes Robe of the archmagi Wondrous item Yes (sorcerer,
Tome of clear thought Wondrous item No wa rlock, or
Tome of leaders h ip and Wondrous item No wizard)
influence Rod of lordly might Rod Yes
Tome of understanding Wondrous item No Rod of resu rrection Rod Yes (cleric,
Wand of polymorph Wand Yes (spellcaster) druid, or
Wand of the war mage, +3 Wand Yes (spellcaster) paladin)
Weapon, +3 Weapon No Scarab of protection Wo ndrous item Yes
Sphere of annihilation Wondrous item No
MAJOR ITEMS, LEGENDARY Staff of the magi Staff Yes (sorcerer,
warlock , or
It em Type Attune?
wizard)
Apparatus of Kwalish Wond rous item No
Sword of answering Weapon Yes (creature of
Armor of invulnerability Armor Yes
same alignment
Armor, +3 Armor No
as sword)
Belt of cloud giant Wondrous item Yes
Talisman of pure good Wondrous item Yes (creature of
s trength
good alignment)
Belt of storm giant Wondrous item Yes
Talisman of the sphere Wondro us item Yes
strength
Talisman of ultimate evil Wondrous item Yes (creature of
Cloak of invisibility Wondrous item Yes
evil alignment)
Crystal ball (legendary) Wondrous item Yes
Tome of the stilled Wondrous item Yes (wizard)
Cubic gate Wondrous item No
ton g ue
Deck of many things Wondrous item No
Vorpal sword Weapon Yes
Defender Weapon Yes
Well of many worlds Wondrous item No
Efreeti chain Armor Yes
Hamme r of thunderbolts Weapon Yes (Giant's
Bane)
Holy avenger Weapon Yes (pa ladin)
Horn of Valhalla (iron) Wond rous item No
Instrument of the bards Wondrous item Yes (bard)
l ~( If( 10 {icl...l(,
(Ollamh harp)
loun stone (greater ab- Wondrous item Yes
f0
(V(, f( "
l o"' ,,.,.c,~ic i (,,.,.s.
t.. A llA("'
u"'"('I"I A 0 l
F\fll llA('"I wor ' G"'
IA t.. t
"' •

('"I(I·
t~ o{~ -i"'
I
sorption) l ( \,,li"'-
0
""''"\
loun stone (mastery) Wondrous item Yes O"', o ' o"',
loun stone (regenera-
ti on)
Wondrous item Yes
0
Iron flask Wondrous item No
Luck blade Weapon Yes

C H APTER 2 I DUNGEON MASTER'S TOOLS

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