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The Hunter's Journal

The Hunter's Journal

by /u/aeyana
Credits Table of Contents
Lead Designer: /u/aeyana (@silverbass#2407) Part 1: Hunter's Bonds ................................................3
Motivation .......................................................................................... 3
Cover Art: Marda Deer (Black Deer) Connection to the Wild ................................................................... 4
Interior Art: Juliana Taylor (Forsaken), Veli Nyström (Forest), Nemesis ..............................................................................................5
Part 2: Hunter's Arsenal ........................................... 9
Sam Leung (Archer Warrior), Billy Christian (Shadowcrest, the
Subjugator), Algido (TheMark), Piotr Uzdowski (Cultist),
Rusty001 (Smoke Bombs), Ivan Tantsiura (HUNT: Showdown Adventuring Gear ............................................................................. 9
Bear trap concept), Hekkil (fox'n'owl), Njarla (Blood Bow),
Magic Items .....................................................................................12
MartinL (Common crow chrysalis), Unknown (Lightning
Spell Lists ........................................................................................19
Wolf), Степан Гончаров (Stone Turtle), Lucky978 (Fire Fox),
Spell Descriptions ......................................................................... 19
lBlacKiE-MaiDeNl (WASD#04 | Hagellia Sapar), Mark Faasen Part 3: Wilderness Environments ...................27
(Alpine Beacon), Wesley Gardner (Ranger Concept Art), Veli Environment Statistics ................................................................. 27
Nyström (Ruins), Jacob Houghton (oldworld), Rachel Walpole Example Environments ................................................................ 33
(Glacier Mountain Concept), Olivier Ruillard (Castaway), Alex Part 4: Creature Statistics ...................................46
van der Linde (Land of Sand), Alessandro Paviolo (Mystical Prey ...................................................................................................45
Forest), AnekaShu (savanna), Alexis Susani (The hills of Nonplayable Characters ............................................................... 49
Haldia), Logan Feliciano (#MaySketchaDay 02), John Su (Tree
in the ocean), Into the Bear (Swamp), Martin Jencka (The
Deep Down), Tom Garden (Water Temple Entrance), Atey
Preface
Ghailan (130/365 Bloodborne), Nick Sawyer (Darkest The Hunter's Journal is a equipment, flavor, and monster
Dungeon Bounty Hunter), Sam Leung (The Slayer), Victor Tan supplement created for the hunter class, a replacement for
(DnD Gloom Stalker Ranger Commission), Nick Storozhenko
the ranger class. It provides additional character creation
(Forest Gate)
ideas and background for characters of the hunter class, an
arsenal of adventuring equipment for use exploring and
tracking in the wilds, magic items that interface with the
hunter class or otherwise are suited for use in hunting and
survival, and a variety of monsters and nonplayable
characters that wander the wilds. This supplement is
expands on the exploration pillar of play.
The contents of this compendium are intended to be
balanced for play in a Dungeons & Dragons Fifth Edition
game that utilizes the hunter class.
Other Formats
This book can be found in PDF format. The contents of this
book can also be integrated with the following systems:
Avrae
The contents of this book can be loaded into the Avrae
discord bot:
For items, subscribe to this pack
For spells, subscribe to this tome
ON THE COVER For monster statistics, import this bestiary
A black deer stands amid autumn colors CritterDB
Art by Marta Deer, Black Deer These monster statistics were made in CritterDB.

First Release: 01 June, 2020

The Hunter's Journal is unofficial Fan Content permitted under the Fan Content Policy.
Not approved/endorsed by Wizards.
Portions of the materials used are property of Wizards of the Coast.
Part 1: Hunter's Bonds
Most people enjoy their comfortable lives in there, in
the city. Behind walls and under roofs, nice and warm, con-
tent and utterly unconcerned with their own survival. But out
here in the wilds, we don't have those luxuries. Here, the
monsters prowl, and it's our job to stop them.
–Aurora Kealin
Hunters are daring wanderers who guard the edges of civil-
ization, braving the wild lands and keeping its denizens at
bay. Some walk the path to defend their home, while others
seek riches, fame, or merely the thrill of the kill. Tireless,
hunters are vital to the preservation of a healthy ecosystem.
A connection to the prey they hunt imbues every hunter's
personality and history. Some seek vengeance on a foe that
has wronged them in the past. Others brave the wilds in
search of fortune, either in lost treasure or in the rare guts of
a magical beast. Still others maintain a balance across the
wilderness, protecting travelers and beast alike and keeping
the worlds of civilization and wilderness in harmony.
If you're creating or playing a hunter character, this section
offers ideas for embellishing the character and enhancing
your roleplaying experience. It focuses on three aspects: a
hunter's motivations, connections to the wild, and nemeses.
For non-hunter characters, concepts from this section can be
used to create a powerful and recurrent nemesis.
Motivation
Various forces can push one away from the tranquility of
civilization and down the bloody path of the hunter. What
spurred your character to walk the wild lands? Was the
choice made because of tradition or curiosity, or do you have
a grudge to settle? Roll a d6 and find the number you rolled
on the Motivations table.
Motivations
d6 Motivation
I found purpose in the thrill of the hunt,
1 adrenaline rushing through my veins as I cut my
teeth and honed my craft against wild beasts at
the edge of civilization.
I seek bitter vengeance against a terrible mon-
2 ster that brought great tragedy upon me and
those I hold dear.
I suffer from insatiable wanderlust, and the end-
3 less hunt has given me reason not to remain in
one place for too long.
I have seen (and suffered) what happens when
monsters roam unchallenged. I took it upon
4 myself to become the first line of defense
against the dangers that lie beyond the brink of
of civilization.

5 I owe a debt to a grizzled hunter, who taught me


woodcraft and the secrets of the wild lands.
Hunting is my means for providing for my
6 family. Were I to lay down my arms now, we
would surely starve.

PART 1 | HUNTER'S BONDS


3
Connection to the Wild
All hunters draw some degree of power from their
connection to the natural world and its various terrains. A
hunter's relationship to the wild can take many forms. Some
were born or raised in the wilderness, while others formed a
connection with the wilds later on. The specific form that this
connection to the wild takes on may bear traits familiar to
other classes, such as an innate understanding of the wild
akin to a sorcerer, or a scholarly understanding of aspects of
the wilderness more akin to a wizard.
Consider your character's backstory and decide what
shape your connection with the wild will take. Does your
character have a strong bond with a specific location in the
wilderness, or with specific wild creatures? Does the
connection influence which spells you use, and how you use
them? Has this connection shaped the skills your character
has developed?
Connections to the Wild
d6 Connection
The primal energy of the wilds breathes life
1 into you. You have a spiritual, almost druidic
bond with nature.
Toughened and raised by the ruthless trials of
2 the untamed wilds, you were made strong
through endless hardships.
You have a feral intuition, a gut instinct that
3 guides your hand amid the wilds. The energy
of nature runs within your veins.
When in the wilds, the winds seem to always
4 be at your back, the sun never in your eyes.
Nature itself seems to grant you its blessing.
Through studies, memorization, and
5 experimentation, you have developed a deep
understanding of the wilds. Your relationship
with nature is one of understanding.
The wilds claimed that which you hold dear,
6 and in turn you hold a lingering hatred or
resentment for it. Your connection to nature
is one of emnity.

PART 1 | HUNTER'S BONDS


4
Nemesis Goal. Think about what a nemesis hopes to achieve, how
and why the character stands in the way, and how the conflict
Often, the catalyst that pushes one to walk the bloodied path could be resolved. Sometimes, a the enemy's goal may not
is the appearance of a devastating enemy. The nemesis may directly involve the character, but rather a wider and more
be tied to a specific event in the character's early life, or it sweeping scope that impacts the character indirectly.
might be entirely a matter of choice. Allies. A nemesis only holds such a title if it is a dire and
What kind of creature left such an impact upon you? Was it persistent challenge looming over the character's adventure.
a malicious being that caused harm to you or those you hold Consider when and where it is appropriate for the nemesis to
dear, or a force of nature causing mindless devastation, as show itself, and how it can preserve itself in front of the
part of its nature? character's blades. These enemies have their own allies and
A nemesis, similar to a rival, is an NPC who opposes a peons, and utilize them to confront the character, rather than
character and leaves some form of sweeping impact across a approaching personally.
the character's adventures. These enemies are not limited to Escape Plan. Ideally, a nemesis should be able to impose
characters of the hunter class, and can be worked into the its presence upon the character while maintaining the ability
backstory and motives for a character of any class. to live to fight another day. If a nemesis feels the tides of the
conflict turning for the worse, it should utilize methods of
Creating a Nemesis escape. Examples of such methods include a spell scroll
A nemesis can add clarity, focus, and drive to a character, containing the dimension door spell, a smoke bomb for
shaping the character's personality and goals. These enemies making a quick escape, a prepared distraction such as an
should have a personal connection to the character. Find explosion, or a hostage.
links in the character's backstory or the events of recent Special Abilites. When creating a nemesis, consider
adventures to put the enemy in context. whether or not it needs any particular abilities to enhance its
presence and impact on the character. These abilities can
Example Nemeses significantly increase the creature's combat capabilities, and
d10 Nemesis might affect its challenge rating. A some examples are
Scion of a eldritch being who has driven
provided in the Example Special Abilities table.
1
someone the character holds dear to madness Example Special Abilities
2 Savage beast who laid waste to a village or d6 Ability
town during a rampage
Chaos Control (1/Day). When the nemesis or a
3 Vengeful angel seeking to deliver justice upon creature within 60 feet of it makes an ability
the character for a past transgression check, attack roll, or saving throw, the nemesis
Insane artificer or wizard whose experiments 1 can replace the number rolled on the d20 with
4 any value from 1 to 20.
have caused great tragedies
If the nemesis has legendary actions, this
5 Dragon who has taken one of the character's feature can be use 3 times per day instead.
kin, either as prey or as a slave
Cruel Regeneration. Whenever a creature within
6 Fey whose antics have caused great 60 feet of the nemesis dies, the nemesis
humiliation or suffering for the character 2
regains a number hit points equal to the
nemesis' challenge rating.
7 Cultist of the nine Hells who seeks to pay a
devil's price in the character's blood Foe Sense. The nemesis names one creature
who it has met before. While the named
8 Clan of giants that brought about the demise 3 creature is within 1 mile of the nemesis, the
of the character's predecessors nemesis knows where it is. The nemesis can
Villainous scoundrel with a personal vendetta only have one creature named at a time.
9
against the character Provoke. When a creature starts its turn within
Politician plotting to remove the character for 120 feet of the nemesis and can see or hear the
10 nemesis, the nemesis can force it to make a
personal gain
Wisdom saving throw. On a failure, the target
must spend its turn trying to move as close to
To add the right amount of detail to a nemesis you want to the nemesis as it can, taking the Dash action if it
create, consider how large of an impact the it will have in the 4
can't reach the nemesis, and it can't willingly
adventure, and how its goals may come into conflict with the move to further away from the nemesis. On a
character's. Four important areas to detail when creating a success, it is immune to the nemesis' Provoke
nemesis are its goals, allies, escape plans, and special for the next 24 hours. The DC for this saving
abilities. throw is equal to 8 + the nemesis' proficiency
Nemeses differ from normal enemies in that they are bonus + the nemesis' Charisma modifier.
provide the most impact as recurrent encounters, or as loom- 5 Terror Hunter. The nemesis has advantage on
ing adversaries that influence the events from afar. Nemeses attacks made against frightened creatures.
should act with heightened self-preservation, and avoid Secondary Form. When the nemesis is reduced
committing themselves to conflicts where they are left to 0 hit points, it permanently polymorphs into
without options of escape. Defeating a nemesis should 6 another creature of similar challenge rating,
require careful consideration, planning, and disabling its taking on the new form's statistics. The nemesis
means of escape. does not retain this trait in its new form.

PART 1 | HUNTER'S BONDS


5
Example Nemesis: Pollux On some occasions, Pollux will send his lizardfolk minions
An adult black dragon who has been steadily building up his out to perform tasks for him. This can include raiding nearby
treasures, Pollux has plundered many villages to fill both his villages or waylaying travelers that come near the bog.
belly and his hoard. Townsfolk near his lair within a vile bog Escape Plan. Being a dragon, Pollux's typical means of
lose sleep at night for fear that his dark shadow will swoop escape includes flying up into the clouds above. However,
down upon them from above. should his wings be disabled for some reason, the cunning
Pollux's terror has impacted the character's home, and dragon comes prepared with secondary methods. Pollux is
caused much anguish and suffering. an innate spellcaster, and can cast dimension door, greater
Goals. Pollux derives great amusement from toying with invisibility, and hallucinatory terrain each once per day,
his prey, relishing in their cries and shrieks of terror. He requiring no material components. Should Pollux find
primarily seeks to fill his belly, but also takes those he finds himself in a precarious situation, such as if he is
particularly amusing back to his lair to serve as slaves or outnumbered and has less than half of his maximum hit
snacks for a later time. As a secondary goal, Pollux builds his points remaining, he will attempt to flee.
hoard of grim and ancient artifacts, showing particular Special Abilities. A sadistic predator, Pollux has the
interest in those which contain dark magics. following special ability:
Allies. Many lizardfolk within the bog have allied Terror Hunter. Pollux has advantage on attacks made
themselves with Pollux, choosing to bear his dominion in against frightened creatures.
exchange for his protection. When Pollux is away on a hunt,
these lizardfolk will tend to his lair, guarding and cleaning it.
Should intruders enter the bog, the lizardfolk will also rise to
defend it.

PART 1 | HUNTER'S BONDS


6
Example Nemesis: High Mage Illidan Allies. Illidan's experiments have not been entirely fruit-
A figure of supreme authority within the Royal Academy of less, and he has in his employ a large number of grey oozes
Magic, the stern old archamge Illidan has been hiding nefar- and mimics. Additionally, he commands zombies created
ious experiments from the public. Dabbling with advanced from his failed experiments.
necromancy and human transmutation, his crimes have gone Commanding the respect and admiration of most of those
undetected, despite the numerous students and academy staff in the academy, Illidan can use his position as high mage to
that have gone missing in the past months. call upon students, guards, and staff of the academy to come
A friend or acquaintance of the character has gone missing to his aid. Any abnormal events within the academy, such as
during this time, setting the character on the hunt for the the arrival of strange visitors, will quickly reach his ears.
culprit behind the disappearances. Though it may not be Escape Plan. As Illidan rarely leaves the confines of the
immediately know that high mage Illidan is the culprit, academy, he possesses much control over his environment,
certain clues direct the character's attention toward the Royal and is aware of many trapdoors and secret passageways
Academy of Magic. within the academy's halls, allowing him to slip away from
Goals. High mage Illidan seeks to uncover the secret to many dangerous situations. He utilizes misty step to move
eternal life. Old and frail as he is, the existential terror of the out of harms way, and globe of invulnerability and wall of
flesh has set in on him, and the brilliant mage will let nothing force to place barriers between him and his foes. Should the
stand in the way of his research. He seeks to develop a situation call for it, Illidan can teleport or time stop to make
formula for a potion of longevity, and has been conducting his escape.
experiments on people of all ages, often with disastrous Illidan's spell list can be customized to provide other tools
effects for them. for him to employ, such as animate dead or create undead to
Illidan maintains an alibi through use of a simulacrum, grant him the aid of undead creatures, or guards and wards,
which attends to certain events in his stead, freeing up time conjure elemental, and planar binding to further defend his
for him to perform his experiments. Though gifted in his secret laboratory.
studies, Illidan lacks the talent required for subterfuge and Special Abilities. Through cunning and calculating, Illidan
deception, and leaves behind a trail of clues (such as smears can employ supernatural fortune. He gains the following
of strange alchemical liquids blotting both his robes and his special ability:
office) that ultimately point back to his wrongdoings. Chaos Control (1/Day). When Illidan or a creature within
If inquired about the disappearances without being directly 60 feet of him makes an ability check, attack roll, or saving
accused, Illidan will do his best to misdirect investigations, throw, Illidan can replace the number rolled on the d20
feigning concern and swearing to redouble security around with any value from 1 to 20.
the academy. He will offer forth false leads and theories in an
attempt to send would-be investigators the wrong way.

PART 1 | HUNTER'S BONDS


7
Mysterious Enemies
The true identity of a nemesis need not be made
immediately apparent, and can be shrouded in
mystery until uncovered. For enemies like High
Mage Illidan and Nergal Mirage, the process of
Example Nemesis: Nergal Mirage finding clues from a crime and linking those clues
Hospitable, friendly, and unassuming, Nergal Mirage works back to the nemesis can serve as a major part of
as a clerk for the Bargain Bucket general store during the the challenge.
day, and returns to his home in the northeastern part of town
every day by sundown at the latest. He doesn't smoke, but
occasionally drinks. In bed within a few hours of returning Allies. Within his town, Nergal leads a cult of like-minded
home, Nergal makes sure to get at least eight hours of sleep, individuals, all devoted to bringing about the return of Vecna.
no matter what. After having a glass of warm milk and doing Through this network of cultists, Nergal is able to quickly
about twenty minutes of stretches before going to bed, he gather information about occurrences within the town, and is
usually has no problems sleeping until morning. Just like a also able to quickly mobilize his cultists to react to threats.
baby, Nergal awakens without any fatigue or stress in the Within the cult's secret shrine to Vecna, Nergal holds
morning. He was told he had no medical issues during his command over a number of zombies, skeletons, and wights.
last visit to the temple of Bahamut. Should the situation require it, he can order these undead to
Externally, Nergal appears to be a person who wishes to perform tasks for him under the cover of night.
live a very quiet life, taking care not to trouble himself with Escape Plan. A cautious individual, Nergal rarely reveals
making enemies or involving himself in anything that would himself directly to adversaries. If he is confronted, Nergal's
cause him to lose sleep at night. That is how he deals with will attempt to seek protection from the town guard, accusing
society, and what brings him happiness. Although, if Nergal his accusers of various misconducts. Taking advantage of the
were to fight... resulting confusion, he will attempt to slip away into safety,
Goals. Nergal is secretly a cult fanatic, devoted to bringing while positioning his cultists in preparation to retaliate.
about the return of Vecna. He seeks with twisted fervor the Nergal also utilizes a number of traps when possible,
left hand of Vecna, believing it will bring about Vecna's return scattering ball bearings and caltrops and to slow pursuers
as well as personal fulfillment. Following occult instructions and using smoke bombs to evade and hide.
found in an ancient tome bound in human leather, Nergal Special Abilities. Charismatic and cunning, Nergal's
performs various atrocities, ranging from severing the hands personality allows him to goad even the most battle-hardened
of innocent villagers to conducting blood sacrifices on a warriors. He gains the following special ability:
makeshift alter.
Though he is not clear on the exact method of bringing Provoke. When a creature starts its turn within 120 feet of
about the return of Vecna, Nergal follows the instructions in Nergle and can see or hear him, he can force it to make a
his tome without question, believing it to be messages left DC 12 Wisdom saving throw. On a failure, the target must
behind by the great lich himself. This process, however, has spend its turn trying to move as close to Nergal as it can,
caused him to develop a taste for collecting human hands, taking the Dash action if it can't reach him, and it can't
and he has taken to removing the left hands of his victims, willingly move to further away from him. On a success, it is
even when not explicitly instructed to by the tome. immune to Nergal's Provoke for the next 24 hours.
PART 1 | HUNTER'S BONDS
8
Part 2: Hunter's Arsenal

T
his chapter describes additional
equipment, items, and spells for player
characters. It includes both magical and
mundane items for use by adventurers Adventuring Gear
braving the wild lands, and offers more ways
to interact with the world's environments, Item Cost Weight
trap prey, and conduct battle. Animal bait
Aquatic bait 1 cp —
Adventuring Gear Herbivore bait 1 sp ½ lb.
This section describes items that have special rules or Carnivore bait 1 gp 1 lb.
require further explanation, presented in alphabetical order.
Animal Bait. Animal bait grants advantage on checks Bola 5 sp 1 lb.
made to lure, hunt, or tame beasts, and can be prepared as Cage
part of a short rest using specific materials: grubs and insects
for aquatic bait, aromatic fruits and herbs for herbivore bait, Cage (1 foot) 3 gp 10 lb.
and the remains of a freshly slain animal for carnivore bait. Cage (5 foot) 30 gp 100 lb.
Bola. A bola consists of weighted balls attached by cord, Cage (10 foot) 300 gp 1,000 lb.
and is used to ensnare and slow down prey. As an action, you
can throw a bola up to 20 feet. Make a ranged attack against Camouflage 10 gp 10 lb.
a creature or object, treating the bola as a simple weapon. On Hammock 1 gp 3 lb.
a hit, the bola deals no damage, and the target becomes en-
tangled if it is a Large or smaller creature. The bola has no Rain catcher 1 gp 5 lb.
effect on creatures that are formless, creatures that don't use Smoke bomb 25 gp ½ lb.
legs for movement, or creatures that are Huge or larger. The Thumper 400 gp 3 lb.
entangled creature's speed is halved, and it falls prone after
using the Dash action. A creature can use its action to un- Tracking scent (vial) 5 gp —
tangle itself or another creature within its reach. Dealing 5 Trapper's kit 2 gp 5 lb.
slashing damage to the bola (AC 10) also frees the creature
without harming it, ending the effect and destroying the bola. Tree stand 25 gp 10 lb.
Cage. A cage has a door or opening on one of its faces, and Whistling ammunition
can contain a certain number of creatures depending on the Whistling arrows (20) 5 gp 1 lb.
size of the cage. Breaking the cage requires a successful DC
20 Strength check. Each cage comes with one key. Without Whistling blowgun needles (50) 5 gp 1 lb.
the key, a creature proficient with thieves' tools can pick the Whistling crossbow bolts (20) 5 gp 1½ lb.
cage's lock with a successful DC 15 Dexterity check. The
cage imposes half cover on any attacks that pass through it. Whistling sling bullets (20) 2 sp 1½ lb.

A 1 foot cube cage has 10 hit points, has a damage


threshold of 3, and can contain 1 Tiny creature.
A 5 foot cube cage has 25 hit points, has a damage
threshold of 5, and can contain 1 Medium or Small
creature or up to 4 Tiny creatures.
A 10 foot cube cage has 100 hit points, has a damage
threshold of 10, and can contain 1 Large creature or up to
4 Medium or Small creatures. Tiny creatures are able to
slip through the cage's bars or mesh.
Camouflage. A camouflage-pattern cloak or shroud can be
used to conceal yourself in the wilderness. You can spend 1
minute donning the camouflage. You have advantage on
Dexterity (Stealth) checks as long as you remain under the
cloak without moving or taking actions, and can hide from a
creature even if it has line of sight on you. Once you move or
take an action or a reaction, you must spend 1 minute don-
ning the camouflage again to gain this benefit.
Camouflage must be made appropriate to the immediate
terrain in order to be effective, and can be crafted as part of a
short rest. You must have access to fresh mud, dirt, plants,
soot, and other naturally occurring materials with which to
create camouflage.
PART 2 | HUNTER'S ARSENAL
9
Rain Catcher. A rain catcher is a simple contraption Tool Descriptions
consisting of a 5-foot-square leather tarp and a wooden frame
with legs. When the tarp is stretched across the wooden The following section describes a new tool, along with offer-
frame, it forms a basin that can catch 2 gallons of drinking ing advice on how to use it in a campaign. As with other tool
water per inch of rainfall and hold up to 8 gallons. The tarp descriptions provided in Xanathar's Guide to Everything, it
and wooden frame fold up for easy transport. contains the following section.
Smoke Bomb. A tool for distraction and escape, smoke Components. The first paragraph in the description gives
bombs come in many shapes and forms. As an action, you details on what a set of supplies or tools is made up of. A
can throw this bomb up to 20 feet, producing a 10-foot radius character who is proficient with a tool knows how to use all
cloud of white smoke on impact. This smoke heavily of its component parts.
obscures the area and dissipates at the start of your next turn Skills. Tools can potentially provide advantage on a check
or until dispersed by a wind of moderate or greater speed (at when used in conjunction with certain skills, provided a char-
least 10 miles per hour). acter is proficient with the tool and the skill. As DM, you can
Thumper. This mechanical device can be wound up in 1 allow a character to make a check using the indicated skill
minute, after which it produces a regular thumping sound with advantage. Paragraphs that begin with skill names dis-
and vibration nearly indistinguishable from that of a human- cuss these possibilities. In each of these paragraphs, the
oid creature's footsteps for 1 hour. The sound is audible out benefits apply only to someone who has proficiency with the
to 60 feet. You can adjust the properties of the thumping tool, not someone who simply owns it.
using a set of dials on the device, making it produce a sound With respect to skills, the system is mildly abstract in
between that of a a Small creature in light clothes to a terms of what a tool proficiency represents; essentially, it
Medium creature in heavy armor. A creature can use its assumes that a character who has proficiency with a tool also
action to examine the sound, determining that it is fake with a has learned about facets of the trade or profession that are
successful DC 15 Intelligence (Investigation) check. not necessarily associated with use of the tool.
Tracking Scent (vial). This vial is filled with clear liquid In addition, you can consider giving a character extra
bearing a powerful and distinct smell. As an action, you can information or an added benefit on a skill check. The text
splash the contents of this vial onto a creature within 5 feet of provides some examples and ideas for when this opportunity
you or throw it up to 20 feet, shattering it on impact. In either is relevant.
case, make a ranged attack against a target creature, treating Special Use. Proficiency with a tool usually brings with it
the liquid as an improvised weapon. On a hit, the target a particular benefit in the form of a special use, as detained in
becomes doused with the liquid, and checks made to find or this paragraph. The tool detailed in the following section has
track it are at advantage for the next 8 hours. A creature can multiple special uses, listed in separate paragraphs.
remove the scent by using a short rest to bathe in water, Sample DCs. A table at the end of the section lists activi-
alcohol, or vinegar. ties that the tool can be used to perform, and suggests DCs
Trapper's Kit. A set of essential tools for laying traps, a for the necessary ability checks.
trapper's kit can be used in conjunction with the environment
around you in order to ensnare prey. The trapper's kit is
detailed in the Tool Descriptions section.
Tree Stand. This device consists of a 3 foot by 3 foot
platform with a perpendicular bracing and leather strap. As
an action, you can strap the tree stand to a tree or other cyl-
indric feature, allowing it to support up to 300 lb. without
collapsing. A creature can unstrap the tree stand as an action,
causing it to drop.
Whistling Ammunition. When fired, this ammunition
produces a high-pitched whistle audible out to 300 feet. This
ammunition can be made to produce a wide range of pitches,
and can even produce pitches too high for human perception,
useful for signaling to hunting hounds.

PART 2 | HUNTER'S ARSENAL


10
Trapper's Kit Deadfall Trap. As part of a short rest, you can suspend a
Whether braving the wilderness or guarding a location within heavy object above a point, connecting it to a tripwire. Creat-
a city, a trapper's kit allow a you to efficiently set and disguise ing such a trap requires rope and a block and tackle to hoist
traps, to better ensnare your unwitting prey. the object, and string and pitons to set a tripwire. Make a
Components. A trapper's kit contains a bell, a block and check using a trapper's kit. The total of your check becomes
tackle, a 15 foot by 15 foot sheet of canvas, 10 pieces of the DC for someone else's attempt to avoid, discover, or
chalk, and 10 feet of string. disable the trap.
Investigation, Perception. When you search an area for When a creature pulls on the tripwire, it must succeed on a
tracks or footprints, a trapper's kit can help you highlight the Dexterity saving throw or take 2d10 bludgeoning damage and
tracks, pulling out more fine details. Additionally, your become restrained as it becomes pinned by the object. A
experience setting traps hones your senses when searching creature that is restrained by this trap can use its action to
for traps yourself. make a Strength check against the same DC, freeing itself on
Nature and Survival. Your knowledge of traps grants you a success.
insight when determining which plants or animal parts may Alternatively, you can set the trap to swing in an arc, slam-
be usable as substitute for rope, string, or other aspects of ming into the creature. On a failed save, the creature takes
making a trap. Additionally, your experience with trapping 2d10 bludgeoning damage and is pushed 10 feet in a
and tracking can provide insight on what kind of creatures direction designated by you when you set the trap instead of
are native to the area you are in. being restrained.
Sleight of Hand. Your experience in the delicate work of Pitfall Trap. As part of a short rest, you can dig a pit in dirt,
setting traps improves your ability to carefully manipulate soil, or loose stone, covering it with a canvas. Creating such a
rope and string. trap requires a shovel to dig the pit, and a sheet of cloth or
canvas to cover it. Make a check using a trapper's kit. The
Trapper's Kit total of your check becomes the DC for someone else's
attempt to avoid, discover or disable the trap.
Activity DC When a creature steps on the canvas, it must succeed on a
Assess an area's wildlife density 10 Dexterity saving throw or fall into the pit, knocking loose the
Scavage for rope-like materials 15 canvas and landing prone at the bottom. A creature inside the
pit can using all of its movement to make a Strength check
against the same DC, climbing out of the pit on a success.
If you have wooden stakes on hand, you can place them
Trapper's Kit Proficiency inside the pit. A creature that falls into the pit takes an
Characters of the hunter class are proficient with additional 2d6 piercing damage.
the trapper's kit. Characters of the druid and rogue If you have a cage on hand, you can place it inside the pit,
classes, as well as those with the outlander setting it to close and lock when a creature falls into it.
background, can exchange a different tool Reinforce Hunting Trap. When you set a hunting trap
proficiency for proficiency with the trapper's kit. with a trapper's kit on hand, you can add your proficiency
bonus to the trap's saving throw DC.
Snare Trap. As part of a short rest, you can set a loop of
rope to pull taught if a tripwire is disturbed. Creating such a
trap requires rope, string to serve as a tripwire, and an ele-
vated anchor point (such as a tree branch) on which to attach
the rope. Make a check using a trapper's kit. The total of your
check becomes the DC for someone else's attempt to avoid,
discover, or disable the trap.
When a creature pulls on the tripwire, it must succeed on a
Dexterity saving throw or become snared by the rope. A
creature that is snared this way is hoisted up to 20 feet into
the air and hung upside down. While upside down, it can't
move, and has disadvantage on attack rolls. A creature that is
snared can use its action to make a Dexterity check against
the same DC, freeing itself on a success. If you use a net
while setting this trap, the creature is also restrained while it
is snared if it is Large or smaller, as it becomes enveloped in
the net.
Alternatively, you can set the trap to pull in a direction
other than up. Setting such a trap does not require an ele-
vated anchor point. On a failed save, the creature is pulled up
to 20 feet towards the trap's anchor point and is knocked
prone. While snared in this way, the creature can't move away
from the anchor point.

PART 2 | HUNTER'S ARSENAL


11
Magic Items Variant: Cursed Animal Mask
The items are presented in alphabetical order. A cursed variant of the animal mask item can also
be found, functioning identically to the animal
Abandoned Spear mask except for the addition of the curse.
Weapon (spear), uncommon (requires attunement) Curse. This mask is cursed, a fact that is revealed
You can use a bonus action to drop this magic spear at your only when an identify spell is cast on the mask or
feet and speak the command word, naming a creature you you attune to it. Attuning to the mask curses you
can see within 60 feet of you. When you do so, the spear until you are targeted by the remove curse spell or
hides itself underneath dirt, leaves, or soft terrain, lying in similar magic; removing the mask fails to end the
ambush for 1 minute or until it is picked up. If you drop the curse. When you use the mask's last charge or are
spear over stone or otherwise solid terrain, it does not reduced to 0 hit points while cursed, you
polymorph into the beast that the mask bears the
become hidden. A creature must make a DC 15 Wisdom visage of. Aside from your current and maximum
(Perception) check in order to notice the spear if it is hidden. hit points, your game statistics are replaced by the
The first time the target moves within 10 feet of the spear, statistics of the beast, including mental ability
the spear darts into the air to attack. The spear uses your scores. You retains your alignment and personality.
attack roll and ability score modifier to damage rolls, and This transformation lasts until the next dawn, or
makes the attack at advantage if the target hasn't noticed it. until you are targeted by the remove curse spell or
On a hit, the target takes an additional 1d6 piercing damage, similar magic.
and its speed becomes 0 for the rest of the turn. The spear See Part 4: Creature Statistics and the Monster
doesn't make this attack if the target used the Disengage Manual for the statistics of creatures.
action before moving.
Other types of magic spear-like weapons of this kind exist,
such as abandoned javelins, lances, pikes, or tridents, though
spears are most common.
Animal Mask
Wondrous item, rarity by mask (requires attunement)
An animal mask is worn over the face, and bears the form of
an animal's visage. While you are wearing the mask, you can
comprehend and telepathically communicate with beasts that
the mask bears the visage of within 30 feet of you, and
whenever you make an Intelligence, Wisdom, or Charisma
check pertaining to recalling information about such a beast
or interacting with such a beast, your proficiency bonus is
doubled if it applies to the check.
The mask has 3 charges, and it regains 1d3 expended
charges daily at dawn. Each mask allows you to expend 1
charge from it as an action to cast certain spells, depending
on the type of beast the mask depicts.
Brown Bear (Rare). The mask allows you to expend 1
charge from it as an action to cast alter self (natural weapons
only) or enlarge/reduce (enlarge self only).
Cat (Very Rare). The mask allows you to expend 1
charge from it as an action to cast death ward (self only)
or freedom of movement (self only).
Fox (Uncommon). The mask allows you to expend 1
charge from it as an action to cast disguise self or
faerie fire, with a save DC of 13.
Owl (Rare). The mask allows you to expend 1 charge
from it as an action to cast darkvision (self only) or silence.
Rabbit (Uncommon). The mask allows you to expend 1
charge from it as an action to cast jump (self only) or
longstrider (self only).
Rat (Rare). The mask allows you to expend 1 charge from
it as an action to cast enlarge/reduce (reduce self only) or
protection from poison (self only).
Wolf (Very Rare). The mask allows you to expend 1 charge
from it as an action to cast conjure animals (2 dire wolves or
8 wolves only) or spirit guardians, with a save DC of 15.

PART 2 | HUNTER'S ARSENAL


12
Automatic Crossbow Bleeding Bow
Weapon (any crossbow), very rare (requires attunement) Weapon (any bow), very rare (requires attunement)
This magic crossbow has an automatic loader which allows it When you pull back this bow without an arrow, its dark-wood
to hold up to 6 crossbow bolts and ignore the loading limbs release droplets of crimson blood, which form into a
property. Once you have used all of its bolts, it can't be fired crimson arrow. You take 1d6 necrotic damage, which can't be
again until you reloaded it as an action or a bonus action on reduced in any way. The crimson arrow lasts until the end of
your turn. your turn, or until you release it or let down the bow. When
You can use a bonus action to toss this magic crossbow in you make an attack using this crimson arrow, you have
the air and speak the command word. When you do so, you advantage on the attack roll.
cause the crossbow to hover in place and attack one creature Additionally, when you form the arrow, you can imbue the
within its range. The crossbow uses your attack roll and crimson arrow with more of your own blood, choosing one of
ability score modifier to damage rolls. While the crossbow the options below.
hovers, you can use your bonus action to repeat the attack Binding Blood. You take an additional 1d6 necrotic
against a creature within the crossbow's range. damage, which can't be reduced in any way. If the arrow hits a
After the hovering crossbow runs out of crossbow bolts, it creature, its movement speed is reduced by 20 feet as bands
falls to the ground. It also ceases to hover if you grasp it. of blood bind it. A creature can use its action to attempt a DC
17 Strength check, ending the effect on a success.
Bag of Tricks Blinding Blood. You take an additional 3d6 necrotic
Wondrous item, uncommon damage, which can't be reduced in any way. If the arrow hits a
The bag of tricks is a magic item included in the Dungeon creature, it must succeed on a DC 17 Constitution saving
Master's Guide. Its core mechanical text is restated below, throw or become blinded for 1 minute. A blinded creature
with the addition of the White Bag of Tricks. See Part 4: can repeat the saving throw at the end of each of its turns,
Creature Statistics and the Monster Manual for the statistics ending the effect on a success.
of the creature found on the White Bag of Tricks table. Diseased Blood (1/Day). You take an additional 5d6
necrotic damage, which can't be reduced in any way. If the
White Bag of Tricks arrow hits a creature, it becomes poisoned as if under the
d8 Creature d8 Creature effect of the contagion spell (save DC 17). Once this arrow
option is used, it can't be used again until the next dawn.
1 Rabbit 5 Giant Bat
2 Squirrel 6 Elk
3 Fox 7 Tiger
4 Owl 8 Polar Bear

Bag of Tricks
Wondrous item, uncommon
This ordinary bag, made from white cloth, appears
empty. Reaching inside the bag, however, reveals
the presence of a small, fuzzy object.
You can use an action to pull the fuzzy object
from the bag and throw it up to 20 feet. When the
object lands, it transforms into a creature you
determine by rolling a d8 and consulting the table
corresponding to the bag's color. The creature
vanishes at the next dawn or when it is reduced to
0 hit points.
The creature is friendly to you and your
companions, and it acts on your turn. You can use a
bonus action to command how the creature moves
and what action it takes on its next turn, or to give
it general orders, such as to attack your enemies. In
the absence of such orders, the creature acts in a
fashion appropriate to its nature.
Once three fuzzy objects have been pulled from
the bag, the bag can't be used again until the next
dawn.
–Dungeon Master's Guide, page 154

PART 2 | HUNTER'S ARSENAL


13
Box of Traps Cloak of the Traveler
Wondrous item, rare Wondrous item, uncommon
This 1 lb. wooden box measures 12 inches long, 6 inches While you are wearing the cloak, you are protected against
wide, and 3 inches deep. You can use an action to place a trap extreme cold and extreme heat. As an action, you can doff the
from the box in an unoccupied space within 5 feet of you, cloak and speak the command word, transforming it into a
designating any number of creatures you can see to be two-person tent until you speak the command word again.
unaffected by the trap. When the trap is placed, it expands to You can also make the temperature inside of the tent colder
cover a 20 foot by 20 foot area and becomes nearly invisible. or warmer than the outside by up to 20 degrees Farhenheit.
A trap is triggered when a creature moves into or within
the area for the first time on a turn. Any creature that can't Crimson Trail
see the area at the time the trap was set must make a DC 20 Weapon (any weapon that deals piercing or slashing damage),
Wisdom (Perception) check to notice the trap before entering rare (requires attunement)
the area. A trap is a Tiny invisible object in the center of the Hit points lost to this weapon's damage can't be regained
area with an AC of 15, 15 hit points. If the trap is reduced to 0 through a short rest, and when a creature wounded by this
hit points, it is destroyed. It is also destroyed after 8 hours. weapon completes a long rest, it must succeed on a DC 13
The box contains 1d6 – 1 traps of each kind. The box Constitution saving throw in order to regain hit points lost to
becomes a nonmagical wooden box after the last trap from this weapon's damage.
the box is placed. Blood split by this weapon emits a faint magical glow,
Hoist. When a creature triggers this trap, it must succeed visible only to you while you are holding the weapon.
on a DC 15 Constitution saving throw or be magically hoisted
10 feet into the air. While hoisted, the creature can move only Echo Stone
by pushing or pulling against a fixed object or surface within Wondrous item, common
reach (such as a wall or a ceiling), which allows it to move as This stone is carved in the shape of a head with an open
if it were climbing. This effect ends if the creature leaves the mouth. While you are holding the stone, you can hold your
trap's area. mouth to it and speak a message as an action, which can be
Mine. When a creature triggers this trap, it must make a up to 6 seconds long, which is recorded in the stone. When
DC 15 Dexterity saving throw or trigger a mine, forcing each the stone hits a surface after being dropped, thrown (treating
creature within 10 feet of the creature must make a Dexterity it as an improvised weapon), or launched with a sling, it emits
saving throw, which the triggering creature automatically the recorded message in your voice and at the same volume
fails. A target takes 3d6 piercing damage on a failed save, or you spoke. The stone retains the previous message spoken
half as much damage on a successful one. into it until a new one is recorded.
Poison Dart. When a creature triggers this trap, the trap
makes a ranged weapon attack against it (+7 to hit). This Falconer's Glove
attack is made at advantage if the creature is not aware of the Wondrous item, rare (requires attunement)
trap. On a hit, the creature takes 1 piercing damage and must This glove has 3 charges, and regains 1d3 expended charges
succeed on a DC 15 Constitution saving throw or become daily at dawn. While you wear this glove, you can use a bonus
poisoned for 1 hour. action to expend 1 charge from the glove to conjure an
Quicksand. When a creature triggers this trap, it must ethereal falcon, perched on the glove.
succeed on a DC 15 Strength saving throw be dragged 5 feet The falcon has the statistics of a blood hawk, except its
down into the ground and buried. A creature buried by this attacks deals force damage instead of their normal type and
trap is restrained. It can use its action to attempt to free itself have a +3 bonus to attack and damage rolls, and it can carry
with a successful DC 15 Strength check. up to 60 pounds. Additionally, when it hits a Medium or
Shock. When a creature triggers this trap, it must succeed smaller creature with a melee attack, you can choose to have
on a DC 15 Constitution saving throw or take 1d8 lightning it grapple the creature (escape DC 15) instead of dealing
damage and become unable to take reactions until the start damage to it.
of its next turn.
If the saving throw fails by 5 or more, the creature is also The falcon acts independently of you, but it always obeys
stunned until the start of its next turn. your commands. In combat, it shares your initiative but takes
Swinging Blade. When a creature triggers this trap, the its turn immediately after yours. It can move on its turn, but
trap makes a melee weapon attack against it (+7 to hit). This the only action it can take is the Dodge action, unless you use
attack is made at advantage if the creature is not aware of the a bonus action on your turn to command it to take one of the
trap. On a hit, the creature takes 2d12 slashing damage and actions in its stat block or to take the Dash, Disengage, or
must succeed on a DC 15 Strength saving throw or be Help actions, or to use its action to pick up an object that isn't
knocked prone. being worn or carried.
The falcon vanishes after 1 hour, if it is reduced to 0 hit
Bracers of Throwing points, if you use your bonus action to conjure another falcon
Wondrous item, uncommon (requires attunement) or dismiss it, or if it is more than 600 feet away from you.
While wearing these bracers, you have proficiency with all
weapons with the thrown property, gain a +1 bonus to attack
and damage rolls on ranged attacks made with such
weapons, and you can draw such a weapon as part of making
a ranged attack with one.
PART 2 | HUNTER'S ARSENAL
14
Figurine of Wondrous Power Quartz Shark (Rare). This quartz statue can become a
Wondrous item, rarity by figurine hunter shark for up to 2 hours and can be ridden as a mount.
Each creature riding on the shark can grab breathe air and
The figurine of wondrous power is a magic item included in water. Once it has been used, it can't be used again until 2
the Dungeon Master's Guide. Its core mechanical text is days have passed.
restated below, with the addition of the following figurines. Wooden Horse (Uncommon). This wooden statuette of a
Brass Monkey (Rare). This brass monkey statuette galloping horse can become a riding horse for up to 8 hours,
becomes a Small monkey with the statistics of a baboon for equipped with a saddle, bit, and bridle, which can't be
up to 1 hour. It radiates a 30-foot-radius aura of intoxication. removed from it. Once it has been used, it can't be used again
Each creature that starts its turn in the aura must succeed on until 2 days have passed.
a DC 15 Constitution saving throw against poison or become
intoxicated for 1 hour, or until the monkey reverts to figurine
form. Creatures that are immune to poison automatically
succeed on this saving throw. When it becomes intoxicated Figurine of Wondrous Power
and at the start of each of its turns, an intoxicated creature Wondrous item, rarity by figurine
must roll a d6 to determine its behavior for that turn. While it
is intoxicated, the creature can't take reactions. A figurine of wondrous power is a statuette of a
beast small enough to fit in a pocket. If you use an
d6 Behavior action to speak the command word and throw the
figurine to a point on the ground within 60 feet of
The creature uses all its movement to dance, you, the figurine becomes a living creature. If the
shimmy, or shuffle or in a random direction. To space where the creature would appear is occupied
1 determine the direction, roll a d8 and assign a
direction to each die face. The creature doesn't by other creatures or objects, or if there isn't
take an action this turn. enough space for the creature, the figurine doesn't
become a creature.
The creature doesn't move or take actions this The creature is friendly to you and your
2 turn, spending its turn laughing or singing companions. It understands your languages and
uncontrollably. obeys your spoken commands. If you issue no
The creature uses its action to make a melee commands, the creature defends itself but takes no
attack against a randomly determined creature other actions.
3 The creature exists for a duration specific to
within its reach. If there is no creature within its
reach, the creature does nothing this turn. each figurine. At the end of the duration, the
creature reverts to its figurine form. It reverts to a
The creature uses its action to make a ranged figurine early if it drops to 0 hit points or if you use
attack against a randomly determined creature
within 20 feet of it, throwing a randomly an action to speak the command word again while
determined object it is holding or otherwise touching it. When the creature becomes a figurine
4 picking up a randomly determined object within again, its property can't be used again until a
its reach. If there is no creature within its reach, certain amount of time has passed, as specified in
the creature instead throws the object 20 feet in the figurine's description.
a random direction. To determine the direction,
roll a d8 and assign a direction to each die face. –Dungeon Master's Guide, page 169
The creature uses its action to attempt to grapple
a randomly determined creature within its reach.
5 If there is no creature within its reach, the
creature instead picks up a randomly determined Flask of Freshness
object within its reach and then ends its turn. Wondrous item, common
6 The creature can act and move normally. This magic traveler's flask preserves any liquid stored inside
it, maintaining its temperature and freshness indefinitely. The
An intoxicated creature can repeat the saving throw at the flask can't maintain liquids above 250 degrees Fahrenheit,
end of each of its turns, ending the effect on itself on a and is destroyed if such a liquid is stored inside it for longer
success. Once it successfully saves against the effect, a than 1 minute.
creature is immune to the monkey's aura for the next 24 Floating Hammock
hours. Once the figurine has been used, it can't be used again Wondrous item, uncommon
until 2 days have passed.
Iron Ox (Legendary). This rough iron statuette can This hammock is woven of faintly glowing magical threads.
become a gorgon for up to 1 hour. Once it has been used, it You can use an action to speak the hammock's command
can't be used again until 7 days have passed. word, causing it to float in place. The hammock remains
Jade Rabbits (Uncommon). These jade statuettes bearing floating until you or another creature use an action to repeat
the shape of rabbits always come in sets of three. You can use the command word, or until a creature uses an action to
any number of figurines simultaneously. Each becomes a make a DC 15 Strength check to drag the hammock down.
rabbit for up to 4 hours. Once a rabbit has been used, it can't The hammock can hold up to 400 pounds of weight. More
be used again until 3 days have passed. The rabbit can weight causes the hammock to deactivate and fall.
communicate with you telepathically if you are within 10
miles of it. The statistics for a rabbit can be found in Part 4:
Creature Statistics.
PART 2 | HUNTER'S ARSENAL
15
Gossiping Arrow Hunter's Charm
Weapon (arrow), uncommon Wondrous item, uncommon (requires attunement by a hunter
A gossiping arrow is a magic weapon designed to distract of 2nd-level or higher)
and deceive curious creatures. When you hit a creature or This pendant bears the luck of a past hunter. While you are
object with this arrow, it embeds itself within its target, wearing this pendant, you can regain one use of your
moving with the target until it is removed as an action. Hit or Hunter's Mark as a bonus action. You can't use this property
miss, you gain tremorsense in a 10-foot radius around the again until you finish a short or long rest.
arrow for 1 minute. Additionally, when you roll a 1 or 2 on the d20 for a
When the arrow strikes, it begins produces a low, Wisdom (Perception) or Wisdom (Survival) check or on the
unintelligible murmuring sound, which lasts for 1 minute, damage die for your Hunter's Mark, you can reroll the die and
after which it becomes a nonmagical arrow. The sound is must use the new roll, even if the new roll is a 1 or a 2.
similar to that of two people speaking quietly.
Other types of magic ammunition of this kind exist, such as Hunter's Journal
gossiping crossbow bolts meant for a crossbow, though Wondrous item, uncommon
arrows are most common. A leather-bound book with weathered and stained pages, this
book contains a loose collection of notes from its past owner.
Heart Piercer Once per day, you can use your action to roll a d6 and search
Weapon (any bow or crossbow), uncommon the journal for information regarding a creature, location, or
This magic weapon has the fearsome ability to pierce object. On a 6, the journal flips to a page displaying infor-
through targets. When you score a critical hit or reduce a mation about the creature, location or object, pulling the
creature to 0 hit points with an attack from this weapon, the knowledge across space and time from the pages of other
arrow pierces through it and continues onward toward a similar journals scattered across the many realms. This
creature no more than than 10 feet directly behind the information may not be complete, depending on how much is
original target and within the weapon's range. Make a ranged known about the creature, location, or object in question.
weapon attack against the new target with the ammunition, Once you have used the journal, it can't be used again until
ignoring any cover provided by the original target. the next dawn.
Hound-Caller Whistle Ironwood Armor
Wondrous item, common (silver or brass), uncommon Armor (medium or heavy, but not hide), uncommon
(bronze), or rare (iron) Ironwood is a magically fortified wood that behaves similarly
You can use an action to blow this whistle. In response, a to steel. Druids can wear armor made from ironwood.
hound is called to you, appearing within 60 feet of you. The Objects made from ironwood can't be targeted by spells
hound vanishes after 1 hour or when it drops to 0 hit points. that target metal objects, such as heat metal.
Once you use the whistle, it becomes an ordinary dog whistle
and ceases to be magical. The statistics for the hound Ironwood Weapon
depends on the type of whistle, and can be found in the Weapon (any melee weapon), uncommon
Monster Manual. Ironwood is a magically fortified wood that behaves similarly
Four types of houndcaller whistles are known to exist, each to steel. An ironwood weapon is a valid target for the
made of a different metal. The whistle's type determines the shillelagh spell even if it is not a club or quarterstaff, and you
specific creature summoned. The DM chooses the whistle's can have it retain its original damage dice when under the
type or determines it randomly. effects of the spell.
Whistle Hound
Objects made from ironwood can't be targeted by spells
d100 Type Summoned Requirement that target metal objects, such as heat metal.
01–40 Silver Mastiff None Logger's Axe
41–75 Brass Blink Dog Speaks Sylvan Weapon (handaxe), uncommon
Speaks The axe's blade shines supernaturally keen with woodland
76–90 Bronze Death Dog
Undercommon magics. Whenever the axe hits a plant, whether an ordinary
plant or a plant creature, the target takes an extra 1d6
91–00 Iron Hell Hound Speaks Infernal slashing damage. Additionally, you can roll a d6 and add the
number rolled to any check pertaining to cutting plants if the
If you blow the whistle without meeting its requirements, axe can be applied to the check.
the summoned hound attacks you. If you meet the require-
ments, it is friendly to you and your companions and follows Luxurious Bedroll
your commands. Wondrous item, uncommon
When you take a long rest while sleeping in this bedroll, the
number of hours you need to sleep is reduced by 2, and you
finish the rest in 6 hours instead of 8. Additionally, sleeping in
medium or heavy armor has no adverse effect on you.

PART 2 | HUNTER'S ARSENAL


16
Quiver of the Tempest Quiver of the Wildfire
Wondrous item, very rare Wondrous item, very rare
This magical quiver has three compartments, each of which This magical quiver has three compartments, each of which
is imbued with a different stormy energy. The large first is imbued with a different fiery energy. The large first com-
compartment can hold up to 10 pieces of ammunition. The partment can hold up to 10 pieces of ammunition. The
smaller second and third smaller compartments can hold up smaller second and third smaller compartments can hold up
to 5 pieces of ammunition each. Every day at dawn, the to 5 pieces of ammunition each. Every day at dawn, the
quiver imbues each piece of nonmagical ammunition in the quiver imbues each piece of nonmagical ammunition in the
first compartment with the Arc property, the second first compartment with the Ember property, the second
compartment with the Flash properties, and the third compartment with the Flame properties, and the third
compartment with the Thunder property. compartment with the Smoke property.
Once a piece of ammunition drawn from this quiver has Once a piece of ammunition drawn from this quiver has
been used, it shatters in a harmless burst of lightning. been used, it burns to ash.
Arc. When you hit a creature with this arcing piece of Ember. When you hit a creature with this smoldering piece
ammunition, it takes an additional 1d8 lightning damage, and of ammunition, it takes an additional 1d10 fire damage.
it can't take reactions until the start of its next turn. Flame. When you make an attack with this piece of
Flash. When you make an attack with this piece of ammu- ammunition, it glows with fiery energy. Hit or miss, it pro-
nition, it glows with brilliant lightning. Hit or miss, it duces a fiery explosion upon impact. Each creature within
produces a flash of blinding light on impact. Each creature 10 feet of the target must succeed a DC 16 Dexterity saving
within 10 feet of the target must succeed on a DC 16 throw or take 2d8 fire damage. The explosion ignites flamm-
Constitution saving throw or become blinded until the end of able objects in the area that aren't being worn or carried.
your next turn. Smoke. When you make an attack with this piece of
Thunder. When you make an attack with this piece of ammunition, it releases wisps of black smoke. Hit or miss, it
ammunition, it quivers with thunderous energy. Hit or miss, it releases a cloud of smoke in a 10 foot radius around the
produces a deafening blast on impact, audible out to 300 feet. target. The sphere spreads around corners, and its area is
Each creature within 10 feet of the target must succeed on a heavily obscured. It lasts for 1 minute or until a wind of
DC 16 Constitution saving throw or take 2d8 thunder moderate or greater speed (at least 10 miles per hour)
damage and be knocked prone and deafened until the end of disperses it.
your next turn.
Quiver of Useful Tricks
Quiver of the Tundra Wondrous item, uncommon
Wondrous item, very rare This magical quiver has five compartments, each of which
This magical quiver has three compartments, each of which can hold up to 4 pieces of ammunition, and is found
is imbued with a different icy energy. The large first compart- containing 1d4 pieces of ammunition in each compartment.
ment can hold up to 10 pieces of ammunition. The smaller Each piece of ammunition has one of the following
second and third smaller compartments can hold up to 5 properties, depending on which compartment it was found in.
pieces of ammunition each. Every day at dawn, the quiver Once the last piece of ammunition is removed, the quiver
imbues each piece of nonmagical ammunition in the first becomes an ordinary quiver.
compartment with the Chill property, the second com- Ball Bearings. When you make an attack with this piece of
partment with the Jagged properties, and the third compart- ammunition, it rattles with the sound of tiny steel beads. Hit
ment with the Slick property. or miss, it permanently transforms into 1,000 ball bearings,
Once a piece of ammunition drawn from this quiver has filling a level area 10 feet square centered on the target.
been used, it melts away. Caltrops. When you make an attack with this piece of
Chill. When you hit a creature with this frost-covered piece ammunition, it bristles with steel spines. Hit or miss, it
of ammunition, it takes an additional 1d8 cold damage, and it permanently transforms into 20 caltrops, covering a 5-foot-
can't regain hit points until the start of your next turn. square area centered on the target.
Jagged. When you make an attack with this piece of Grappling Hook. When you make an attack with this piece
ammunition, it bristles with spikes of ice. Hit or miss, it of ammunition, its tip sprouts three curved hooks. Hit or
creates a field of jagged icicles in a 10-foot radius around the miss, it permanently transforms into a grappling hook,
target. The area becomes difficult terrain for the for 1 minute, attached to your wrist by hempen rope. If the attack hit a
or until the area is exposed to intense heat. When a creature creature, the grappling hook digs into the creature until it is
moves into or within the area, it takes 2d4 piercing damage removed as an action. While it is tethered to you, it must
for every 5 feet it travels. attempt a contested Strength (Athletics) check in order to
Slick. When you make an attack with this piece of move away from you, dragging you with it on a success.
ammunition, it becomes coated in a smooth layer of ice. Hit Hunting Trap. When you make an attack with this piece of
or miss, it spreads slippery ice in a 10-foot radius around the ammunition, it snaps with the sound of steel jaws closing. Hit
target, freezing any water into a thin layer of ice that can or miss, it permanently transforms into a steel hunting trap,
support up to 200 pounds. The ice lasts for 1 minute, or until affixed to the space the target is occupying. If the attack hit a
the area is exposed to intense heat. When the ice appears, creature, the trap snaps shut on it.
each creature standing in the area must succeed on a DC 16 Net. When you make an attack with this piece of
Dexterity saving throw or fall prone. A creature that enters ammunition, it flexes and stretches as if made of string. Hit or
the area or ends its turn there must also succeed on this miss, it permanently transforms into a net. If the attack hit a
Dexterity saving throw or fall prone. creature, it restrains it as a net instead of dealing damage.
PART 2 | HUNTER'S ARSENAL
17
Razorwind Arrow Spectral Leash
Weapon (arrow), uncommon Wondrous item, uncommon (requires attunement by two
A razorwind arrow is a magic weapon that contains the creatures)
energy of the elemental plane of air. When you make an These iron bands come in pairs, each engraved with spiraling
attack with this arrow, slashing winds swirl around it, dealing patterns and magically adjusting to fit over the neck, ankle,
2d4 slashing damage to each creature and each object that waist, or wrist of any creature attuned to it. Each band must
isn't being worn or carried that it comes within 5 feet of. be attuned to by a different creature.
Hit or miss, the arrow becomes a nonmagical arrow after it While you are within 600 feet of the creature attuned to the
has been used to make an attack. other band, you know the exact distance and direction to the
Other types of magic ammunition of this kind exist, such as other creature and the creature can't be moved more than
razorwind crossbow bolts meant for a crossbow, though 600 feet away from you except through teleportation or
arrows are most common. planar travel, as a leash of force manifests between the two
bands and pulls taut.
Ribbon of Tooth and Nail, +1, +2, or +3 Additionally, when the other creature takes damage while it
Wondrous item, uncommon (+1), rare (+2), or very rare (+3) is within 600 feet of you, you can use a reaction to reduce the
While wearing this ribbon you gain a bonus to attack and damage by half, taking the same amount as force damage.
damage rolls you make with your unarmed strikes and
natural weapons, which count as magical for the purpose of Stone-Ghost Crossbow
overcoming resistance and immunity to nonmagical attacks Weapon (heavy crossbow), rare
and damage. The bonus is determined by the ribbon's rarity. You gain a +1 bonus to attack and damage rolls made with
this magic weapon.
Ring of Technique This magic crossbow bears Dwarvish runes across its
Ring, rare (requires attunement) stout iron limbs. When you make an attack with this magic
This ring has 3 charges, and regains 1d3 expended charges crossbow, the bolt fired shimmers with spectral energy,
daily at dawn. Each ring is engraved with depictions of a allowing it to travel through up to 10 feet of solid stone and
certain combat technique. The DM chooses which technique ignore any such cover.
is bound to the ring from the list below. While wearing it, you
can expend 1 charge from the ring to use the technique Sword of Finding
bound to it. Weapon (any sword), rare (requires attunement)
Some of the techniques require your target to make a You gain a +1 bonus to attack and damage rolls made with
saving throw to resist the maneuver's effects. The saving this magic weapon.
throw DC is equal to 8 + your proficiency bonus + your As an action while you are standing in sunlight, you can
Strength or Dexterity modifier (your choice). raise the sword and speak the command word, naming a
Double Shot. When you make an attack with a ranged creature or location known to you. When you do so, the
weapon that has the ammunition property, you can fire two sword reflects sunlight into twelve brilliant beams, which
pieces of ammunition simultaneously. Make a separate attack move as you shift the sword around until they converge into a
for each piece of ammunition. You can direct the attacks at single beam of sunlight, forming a line 300 feet long and 5
the same target or at two different targets that are within 5 feet wide in the direction of the target if it is on the same
feet of each other. plane of existence as you. Otherwise, the beams never
Pierce Guard. When you take the Attack action, you can converge.
use this technique to replace one attack you make with a Once you name a target with this sword, you can't name
weapon that deals piercing damage. Choose a creature another until dawn seven days later. You can only have one
within reach of the weapon. It must succeed on a Dexterity such named target at a time. If the named target is a creature,
saving throw or take piercing damage equal to twice the you can choose a new one the dawn after it dies.
weapon's damage dice plus your Strength or Dexterity The beam persists until you move or make an attack with
modifier (your choice). the sword, and you can recreate the beam as an action while
Soaring Shot. As a bonus action on your turn, you can use you are standing in sunlight. If the target is a creature, it must
of this technique to leap up to 30 feet into the air without make a DC 15 Constitution saving throw if it starts its turn in
provoking opportunity attacks, and then make one attack the beam when it appears, becoming blinded until the end of
with a ranged weapon you are holding. You floats gently to your next turn on a failed save.
the ground if you end your turn in the air and nothing else is
holding you aloft. Weapon of Detection
Weapon (any), uncommon
A weapon of detection is a magic weapon that glows faintly in
Optional: Techniques for Hunters the presence of a particular kind of creature. Some are more
If you have 3 or more levels in the hunter class, you
focused than others; for example, there are both weapons of
can also expend a use of your Hunter's Technique fiend detection and weapons of devil detection. If a creature
to use the technique without expending a charge belonging to the type, race, or group associated with a
from the ring. weapon of detection comes within 120 feet of it, the weapon
sheds dim light in a 5 foot radius.

PART 2 | HUNTER'S ARSENAL


18
Spell Lists Spell Descriptions
Artificer Spells Hunter Spells The following new spells are presented in alphabetical order.
The classes that can cast the spell are listed after the spell's
level and school of magic.
1st Level 1st Level
Chrysalis Birdsong Birdsong
Form Barricade Chrysalis 1st-level enchantment (Bard, Druid, Hunter)
Douse for Water Casting Time: 1 action
2nd Level Form Barricade Range: 300 feet
Fortify Wood Components: V, S
2nd Level Duration: 1 hour
4th Level Climbing Ivy You whistle a tune which contains a short message of twenty-
Conjure Cage Emblem of Air five words or less, magically encoded into the form of a
Bard Spells Emblem of Earth birdsong audible to all creatures within range. Any creatures
Emblem of Fire you designate when you cast the spell are able to understand
1st Level Emblem of Water the meaning of the message. For the duration, each bird that
Fortify Wood
hears the song will sing it once, audible out to 300 feet.
Birdsong
Howling Wind
A creature that hears the song can attempt to identify the
Cleric Spells song as magical with a successful Intelligence (Investigation)
Light the Way check against your spell save DC. On a success, it recognizes
1st Level
Mark of the Leech the song as magically created, but does not understand the
Mark of the Prey meaning of the message.
Douse for Water Mark of the Storm
Mark of the Wild Boreal Winds
2nd Level
Survey Terrain 5th-level evocation (Druid, Hunter)
Light the Way Untamed Ferocity Casting Time: 1 action
Druid Spells Range: 150 feet
3rd Level Components: V
1st Level Glacial Arrow Duration: Concentration, up to 1 minute
Birdsong
Junglerazer Until the spell ends, a vortex of strong frigid winds swirls in a
30-foot-radius centered on a point within range. When the
Chrysalis 4th Level winds begin, each creature within the area must succeed on a
Douse for Water Conjure Cage Constitution saving throw or take 4d8 cold damage and
2nd Level
suffer the first stage of this spell's effects for the duration. A
5th Level creature must also make this saving thrown when it enters
Climbing Ivy Boreal Winds the spell's area for the first time on a turn or ends its turn
Emblem of Air Warden's Domain
there, taking the cold damage again and increasing the effect
Emblem of Earth by one stage on a failed save, up to a maximum of stage 3.
Emblem of Fire Sorcerer Spells A creature that is immune to cold damage automatically
Emblem of Water
succeeds on saving throws against this spell. If a creature
1st Level affected by this spell takes fire damage, the effects of this
Fortify Wood spell end for it.
Howling Wind Chrysalis A creature killed by this spell becomes a frozen statue until
Junglerazer
Wizard Spells it thaws.
Light the Way
Mark of the Leech Stage Effect
1st Level
Mark of the Prey The target's movement speed is reduced by 10
Douse for Water feet until the spell ends. It can repeat the saving
Mark of the Storm 1
throw if it ends its turn outside of the spell's area,
Mark of the Wild 2nd Level ending the effect on a success.
Survey Terrain Mark of the Leech The target is restrained until the spell ends. It can
Untamed Ferocity Survey Terrain repeat the saving throw if it ends its turn outside
2
Light the Way of the spell's area, reducing the effect to stage 1
3rd Level on a success.
Junglerazer 4th Level The target is paralyzed as it turns to ice. This
Conjure Cage effect ends after 1 hour in temperatures above
5th Level freezing (above 32 degrees Fahrenheit), or after 1
Boreal Winds 3 minute in hot temperatures (above 85 degrees
Fahrenheit). Otherwise, it lasts until the target
takes fire damage or is thawed out gently with an
open flame over the course of 1 minute.

PART 2 | HUNTER'S ARSENAL


19
Chrysalis
1st-level transmutation (Artificer, Druid, Hunter, Sorcerer)
Casting Time: 1 minute
Range: Self
Components: V, S, M (50 feet of silk rope worth at least
10 gp)
Duration: 8 hours
You weave a cocoon around yourself from silk rope,
protecting you from harm. The cocoon must be suspended at
least 3 feet above the ground. The cocoon is a Large object
with an AC of 10 and 5 hit points. It grants you full cover
from effects that originate outside of it, and the atmosphere
inside it is comfortable and dry, regardless of the weather
outside. The cocoon is opaque from the outside, of any color
you choose, but is transparent from the inside. Spells and
other magical effects can't extend through the cocoon or be
cast through it. You can't leave the cocooon until the spell
ends. If the cocoon is reduced to 0 hit points, the spell ends
and the spell's material component is destroyed.
When the spell ends, you gain a number of temporary hit
points equal to the cocoon's remaining hit points.
At Higher Levels. When you cast this spell using a spell
slot of 2nd level or higher, the cocoon's hit points increase by
5 for each slot level above 1st. While you have at least 20
temporary hit points from this spell, you have a pair of ether- Conjure Cage
eal butterfly wings, which grant you a flying speed of 40 feet. 4th-level conjuration (Artificer, Hunter, Wizard)
Climbing Ivy Casting Time: 1 action
2nd-level transmutation (Druid, Hunter) Range: 30 feet
Components: V, S, M (a tiny iron box)
Casting Time: 1 action Duration: Concentration, up to 1 hour
Range: 30 feet
Components: V, S, M (a piece of vine charcoal) You conjure an iron cage, which forms around a 10-foot cube
Duration: Concentration, up to 1 hour of your choice within range. Each Large, Medium, or Small
creature within the area must make a Dexterity saving throw.
Choose a point you can see within range. A cluster of vines On a failed save, a target becomes trapped within the cage.
sprouts from the point, covering a 10-foot square surface. As On a success, the target is pushed to an unoccupied space of
an action on each of your turns before the spell ends, you can the creature's choice within 5 feet of the area. If no
command the vines to spread to a 10-foot square adjacent to unoccupied space is within range, the target becomes
them, where each square must have at least one edge trapped in the cage as if it had failed the save. Tiny creatures
adjacent to the edge of another square. The vines are able to can freely move through the cage's bars or mesh.
spread to any horizontal or vertical surfaces, and can climb The cage is a Large object with an AC of 19, 50 hit points,
walls and cliff. A creature can climb these vines without and immunity to poison and psychic damage. Once the cage
needing to make an ability check. Once you have commanded is reduced to 0 hit points, it vanishes. The cage imposes half
the vines to cover ten 10-foot squares, they cease to spread cover on any attacks that pass through it.
any further. The vines wither away when the spell ends. At Higher Levels. When you cast this spell using a spell
The vines also secrete an irritating poison. When you cast slot of 5th level or higher, the cage's hit points increases by 25
the spell, you can designate any number of creatures you can for each slot level above 4th.
see to be unaffected by this poison. When an affected
creature starts its turn in contact with the ivy or makes Douse for Water
contact with it for the first time on its turn, it must succeed 1st-level diviniation (Cleric, Druid, Hunter, Wizard)
on a Constitution saving throw or become poisoned until the Casting Time: 1 action
start of its next turn as it is overtaken by an itching sensation. Range: 10 miles
The vines are flammable. Any 10-foot square of vines Components: V, S, M (a forked branch)
exposed to fire burns away in 1 round, dealing 2d4 fire Duration: Instantaneous
damage to any creature that starts its turn in the fire.
At Higher Levels. When you cast this spell using a spell You sense the the direction to the nearest body of water that
slot of 3rd level or higher, both the number of 10-foot squares contains at least 100 gallons of water within range. If no such
you initially create and the maximum number of 10-foot body of water exists, you instead sense the direction to the
squares you can command the vines to cover increase by 1 nearest body of water that contains at least 10 gallons of
for each slot level above 3rd. water. If no such body of water exists, the spell fails.

PART 2 | HUNTER'S ARSENAL


20
Emblem of Air Emblem of Earth
2nd-level transmutation (Druid, Hunter) 2nd-level transmutation (Druid, Hunter)
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 30 feet
Components: V, S Components: V, S
Duration: 1 hour Duration: 1 hour
You surround a willing creature within range with energy You surround a willing creature within range with energy
from the elemental plane of air. The creature gains 10 from the elemental plane of earth. The creature gains 10
temporary hit points for the duration. While the creature has temporary hit points for the duration. While the creature has
these temporary hit points, it gains the following benefits: these temporary hit points, it gains the following benefits:
It has resistance to lightning and thunder damage. It has resistance to resistance to bludgeoning, piercing,
Its movement speed is doubled, and it doesn't provoke and slashing damage from nonmagical attacks.
opportunity attacks. It deals double damage to objects and structures.
It can move through a space as narrow as 1 inch wide Its weight increases by a factor of ten.
without squeezing. As a reaction when it is hit by an attack or it fails a
As an action, the creature can expend a number of Strength, Dexterity, or Constitution saving throw, the
temporary hit points to create a whirlwind around it. Each creature can expend a number of temporary hit points to
creature within 5 feet of it must succeed on a Strength surround itself with stone armor. Roll 1d6 for every 3
saving throw or be flung 10 feet away from the creature temporary hit points expended. The creature gains a
for every 3 temporary hit points expended. If a flung target bonus to AC equal to the total against the triggering
strikes an object, such as a wall or floor, it takes 1d6 attack, possibly causing it to miss, or gains a bonus equal
bludgeoning damage for every 10 feet it was thrown. to the total to the triggering saving throw.
At Higher Levels. When you cast this spell using a spell At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, the temporary hit points increase slot of 3rd level or higher, the temporary hit points increase
by 5 for each slot level above 2nd. by 5 for each slot level above 2nd.

PART 2 | HUNTER'S ARSENAL


21
Emblem of Fire Emblem of Water
2nd-level transmutation (Druid, Hunter) 2nd-level transmutation (Druid, Hunter)
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 30 feet
Components: V, S Components: V, S
Duration: 1 hour Duration: 1 hour
You surround a willing creature within range with energy You surround a willing creature within range with energy
from the elemental plane of fire. The creature gains 10 from the elemental plane of water. The creature gains 10
temporary hit points for the duration. While the creature has temporary hit points for the duration. While the creature has
these temporary hit points, it gains the following benefits: these temporary hit points, it gains the following benefits:
It has resistance to cold and fire damage. It has resistance to acid and fire damage.
Its natural weapons and unarmed strikes deal fire damage It can breathe underwater.
instead of their normal type. It gains a swimming speed of 30 feet.
It sheds bright light in a 10-foot radius and dim light for an It can move through a space as narrow as 1 inch wide
additional 10 feet. without squeezing.
It can move through a space as narrow as 1 inch wide As an action, the creature can expend a number of
without squeezing. temporary hit points to touch a creature and restore hit
As an action, the creature can expend a number of points to it. The target regains 1d6 hit points for every 3
temporary hit points to shoot a mote of fire at a point it temporary hit points expended. This has no effect on
can see within 30 feet of it. Each creature within 5 feet of undead or constructs.
the point must make a Dexterity saving throw. A creature
takes 1d6 fire damage for every 3 temporary hit points At Higher Levels. When you cast this spell using a spell
expended on a failed save, or half as much damage on a slot of 3rd level or higher, the temporary hit points increase
successful one. by 5 for each slot level above 2nd.
At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, the temporary hit points increase
by 5 for each slot level above 2nd.

PART 2 | HUNTER'S ARSENAL


22
Form Barricade Howling Wind
1st-level transmutation (ritual) (Artificer, Hunter) 2nd-level conjuration (Druid, Hunter)
Casting Time: 1 action Casting Time: 1 bonus action
Range: 30 feet Range: 30 feet
Components: S Components: V, S
Duration: Instantaneous Duration: Concentration, up to 1 minute
You shape dirt, ice, or wood into up to three spiked You summon an elemental spirit of wind that takes on the
barricades in unoccupied spaces that you can see within form of a wolf and appears in unoccupied space you can see
range. Each barricade is a Medium object with an AC of 15 within range. The elemental uses a wolf's statistics, except
and 10 hit points, and requires 20 pounds of materials to that it is an elemental instead of a beast, has resistance to
create. A creature can attempt to move or leap over a bludgeoning, piercing, and slashing damage, has a fly speed
barricade with a Strength (Athletics) or Dexterity (Acrobatics) of 60 feet, and its movement doesn't provoke opportunity
check against your spell save DC, taking 2d6 piercing attacks. Additionally, creatures within 10 feet of the
damage on a failure. elemental are deafened.
At Higher Levels. When you cast this spell using a spell The elemental is friendly to you and your companions, and
slot of 2nd level or higher, the number of barricades you can acts on your initiative. When you cast the spell, you can
create increases by one for each slot level above 1st. command the elemental to move up to its speed and make an
attack, using your spell attack modifier and spell save DC
Fortify Wood instead of its own attack bonus and save DC. Until the spell
2nd-level transmutation (Artificer, Druid, Hunter) ends, you can use a bonus action to command the elemental
Casting Time: 1 hour again. If you don't issue any commands to it, the elemental
Range: Touch takes the Dodge action.
Components: V, S, M (exotic oils worth at least 50 gp, which A summoned creature disappears when it drops to 0 hit
the spell consumes) points or when the spell ends.
Duration: Instantaneous The DM has the creature's statistics.
At Higher Levels. When you cast this spell using a slot of
You touch a wooden object of Medium size or smaller or a 4th level or higher, you conjure another elemental for every
section of wood no more than 5 feet in any dimension and two slot levels above 2nd. Each additional elemental appears
imbue it with the strength of iron. If the object is a weapon or in an unoccupied space you can see within range, and you
suit of armor, it becomes an ironwood object of the same can command all elementals conjured by this spell as part of
shape, and behaves as if it were made of steel. Otherwise, its the same bonus action.
AC becomes 19 and it gains resistance to fire damage.
Objects made from ironwood can't be targeted by spells Junglerazer
that target metal objects, such as heat metal. 3rd-level necromancy (Druid, Hunter)
Glacial Arrow Casting Time: 1 action
3rd-level evocation (Hunter) Range: Self (100 foot line)
Components: V, S, M (a pinch of ash from a burnt plant)
Casting Time: 1 bonus action Duration: Instantaneous
Range: Self
Components: V, S, M (one piece of ammunition or a thrown You send forth a blast of withering magic, forming a line 100
weapon) feet long and 10 feet wide from you in a direction you choose.
Duration: Concentration, up to 1 minute Each beast, fey, or plant creature in the line must make a
Constitution saving throw. A creature takes 4d10 necrotic
The next time you make a ranged weapon attack during the damage on a failed save, or half as much damage on a
spell's duration, the weapon's ammunition, or the weapon successful one.
itself if it's a thrown weapon, transforms into a shard of ice. The spell destroys nonmagical plants and vegetation in the
Make the attack roll as normal. The target takes 2d6 cold area, clearing away any such difficult terrain caused by them
damage instead of the weapon's normal damage on a hit, and and reducing them to ash. Plants in the area created by spells
is restrained until the end of your next turn. such as entangle or plant growth are also destroyed.
Hit or miss, the ice shard freezes its surroundings as it At Higher Levels. When you cast this spell using a spell
travels, forming a line 5 feet wide that extends from you to slot of 4th level or higher, the damage increases by 1d10 and
the target. Each creature in the line excluding you must make the length of the line increases by 20 feet for each slot level
a Constitution saving throw, taking 2d6 cold damage on a above 3rd.
failed save, or half as much damage on a success.
The ice shard also freezes water in the line, which can be
used as a bridge and lasts for 1 minute, until it takes damage,
or until it supports more than 200 pounds.
At Higher Levels. When you cast this spell using a spell
slot of 4th level or higher, the damage for both effects of the
spell increases by 1d6 for each slot level above 3rd.

PART 2 | HUNTER'S ARSENAL


23
Light the Way
2nd-level illusion (Cleric, Druid, Hunter, Wizard)
Casting Time: 1 action
Range: Sight
Components: S
Duration: 8 hours
A beacon of bright light forms in a 600-foot-tall cylinder with
a 5-foot radius, centered on a point you can see. When you
cast the spell, you can choose for the beacon to be only visible
to certain creatures or types of creatures of your choice. For
example, you can choose to have the beacon only be visible to
bears, or only to any number of specific bears you know.
Mark of the Leech
2nd-level necromancy (Druid, Hunter, Wizard)
Casting Time: 1 bonus action
Range: 90 feet
Components: V, S, M (a leech)
Duration: Concentration, up to 8 hours
You choose a creature you can see within range and mark it
with draining energy. Until the spell ends, each time the
target regains hit points, it takes necrotic damage equal to
half the hit points it regained, and you gain temporary hit
points equal to the necrotic damage taken and become aware
of its location.
If the target drops to 0 hit points before this spell ends, you
can use a bonus action on a subsequent turn of yours to mark
a new creature that you can see within the spell's range.
At Higher Levels. When you cast this spell using a spell
slot of 3rd level, you can maintain your concentration on the
spell for up to 24 hours. When you cast this spell using a
spell slot of 4th level, you can maintain your concentration on
the spell for up to 3 days. When you use a spell slot of 5th
level or higher, you can maintain your concentration on the
spell for up to 10 days.
Mark of the Prey
2nd-level enchantment (Druid, Hunter)
Casting Time: 1 bonus action
Range: 90 feet
Components: V, S, M (a drop of rabbit's blood)
Duration: Concentration, up to 8 hours
You choose a creature you can see within range and mark it
as prey for beasts of the wild. Until the spell ends, each beast
that starts its turn within 120 feet of the target becomes
aware of its location and must succeed on a Wisdom saving
throw or become hostile towards the target, regarding it as
prey to be hunted.
If the target drops to 0 hit points before this spell ends, you
can use a bonus action on a subsequent turn of yours to mark
a new creature that you can see within the spell's range.
At Higher Levels. When you cast this spell using a spell
slot of 3rd level, you can maintain your concentration on the
spell for up to 24 hours. When you cast this spell using a
spell slot of 4th level, you can maintain your concentration on
the spell for up to 3 days. When you use a spell slot of 5th
level or higher, you can maintain your concentration on the
spell for up to 10 days.

PART 2 | HUNTER'S ARSENAL


24
Mark of the Storm
2nd-level conjuration (Druid, Hunter) Feature Modification: Hunter's Mark
Casting Time: 1 bonus action If you have the mark of the leech, mark of the prey,
Range: 90 feet mark of the storm, or mark of the wild spell pre-
Components: V, S, M (a piece of iron) pared, you can cast it (or move it to another target
Duration: Concentration, up to 8 hours if the original target drops to 0 hit points) when
you use your Hunter's Mark feature, as part of the
You choose a creature you can see within range and mark it same bonus action, targeting the same creature.
as a lightning rod for the wrath of the storm. Until the spell
ends, dark storm clouds form in the shape of a cylinder that
is 10 feet tall with a 30-foot radius, centered on a point at
least 300 feet above the target. When you cast the spell and
every hour that passes before the spell ends, the target must
succeed on a Dexterity saving throw or take 1d12 lightning
damage. Until the spell ends, you can use a bonus action on
your turn to call down lightning in this way again if you can
see the target.
If the target goes indoors or has cover from above, the
lightning will instead strike the structure directly above the
target.
If the target drops to 0 hit points before this spell ends, you
can use a bonus action on a subsequent turn of yours to mark
a new creature that you can see within the spell's range.
At Higher Levels. When you cast this spell using a spell
slot of 3rd level, you can maintain your concentration on the
spell for up to 24 hours. When you cast this spell using a
spell slot of 4th level, you can maintain your concentration on
the spell for up to 3 days. When you use a spell slot of 5th
level or higher, you can maintain your concentration on the
spell for up to 10 days.
Mark of the Wild
2nd-level transmutation (Druid, Hunter)
Casting Time: 1 bonus action
Range: 90 feet
Components: V, S, M (a grape)
Duration: Concentration, up to 8 hours
You choose a creature you can see within range and mark it
with verdant energy. Until the spell ends, any plants or fertile
soil within 5 feet of the target grows with vines and shrubs at
the start of each of the target's turns, with each 5-foot square
becoming difficult terrain until a creature moves through it.
Additionally, if the target spends at least 1 minute in the same
space of fertile soil, it becomes restrained by sprouting vines.
A creature restrained by the vines can use its action to make
a Strength check against your spell save DC. On a success, it
frees itself. The vines can also be attacked and destroyed (AC
10; hp 5; vulnerability to fire damage; immunity to
bludgeoning, poison, and psychic damage).
If the target drops to 0 hit points before this spell ends, you
can use a bonus action on a subsequent turn of yours to mark
a new creature that you can see within the spell's range.
At Higher Levels. When you cast this spell using a spell
slot of 3rd level, you can maintain your concentration on the
spell for up to 24 hours. When you cast this spell using a
spell slot of 4th level, you can maintain your concentration on
the spell for up to 3 days. When you use a spell slot of 5th
level or higher, you can maintain your concentration on the
spell for up to 10 days.

PART 2 | HUNTER'S ARSENAL


25
Survey Terrain
2nd-level divination (Druid, Hunter, Wizard)
Casting Time: 1 minute
Range: 60 feet
Components: V, S, M (a crystal)
Duration: Instantaneous
You create a mental image of the terrain in a location you
choose within range. The area of this spell consists of up to
three 10-foot cubes, which you can arrange as you wish. Each
cube must have at least one face adjacent to the face of
another cube. You become aware of any creatures, objects
that bear magic, and the layout and any mechanical
intricacies within the area.
At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, you create an additional 10-foot
cube for each slot level above 2nd.
Untamed Ferocity
2nd-level enchantment (Druid, Hunter)
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: 1 minute
Choose a creature with an Intelligence of 5 or less of that you
can see within range to becomes charmed by you for the
duration. If the target is unwilling, it must succeed on a
Wisdom saving throw to avoid the spell.
While the target is charmed in this way, it foams at the
mouth and makes its weapon attacks at advantage, but attack
rolls against it have advantage. Additionally, a charmed
target's natural weapons count as magical for the purpose of
overcoming resistance and immunity to nonmagical attacks
and damage.
A charmed target can make a Wisdom saving throw at the
end of each of its turns, ending the effect on a success.
At Higher Levels. When you cast this spell using a spell
slot of 3rd level or higher, you can affect one additional
creature for each slot level above 2nd.
Warden's Domain
5th-level abjuration (Hunter)
Casting Time: 1 action
Range: Self
Components: S
Duration: Concentration, up to 8 hours
You encircle a plot of land and lay claim to it as your domain.
For the duration, the spell invisibly marks the area within 30
feet of you. When the spell ends, either because your
concentration is broken or because you decided to end it, the
area that has been marked by the spell becomes bound to you
for 24 hours. Any area that is fully encircled by the marked
area also becomes bound to you.
While you are within the bound area, a mental alarm alerts
you with a ping in your mind whenever a creature enters or
exits the bound area, and you can use an action to name a
creature, learning the distance and direction to it if it is
within the area.
If you use this spell to mark the same area every day for 30
days, it remains marked until it is dispelled.

PART 2 | HUNTER'S ARSENAL


26
Part 3: Wilderness Environments

T
his section introduces the concept of a Forest environments are diverse in kind, varying between
stat block, similar to that of a creature's, to be different climates. Tropical rainforests teem with different
used in order to streamline exploration and flora and fauna, while temperate or boreal forests shelter
navigation within the wilderness. These stat much different kinds of life.
blocks reference the Dungeon Master's Guide Grassland environments typically feature wide expanses of
in certain places, but restate the mechanisms wild grasses, populated by nimble beasts and stealthy
for convenience. predators. The specific qualities of a grassland depend
An environment as defined in this book is any single area heavily on those of the wild grasses that populate it, with
that has some set of consistent properties. Though generally some grasslands covered entirely by tall, dense grasses and
used to refer to areas within nature, it can also be used to others covered in patches by shorter grasses.
refer to cities or large towns. Most environments consist of Hill environments feature uneven terrain, often hiding
relatively uniform flora, fauna, temperature, and weather burrows or caves amid the numerous hillsides. Characterized
across the area. Environments also can include specific by similarities to mountainous regions, hill environments are
points of interest, such as a hunter's lodge within a forest, or often less extreme in temperature and altitude, and thus are
a witch's hut within a swamp. milder and easier to traverse.
This section contains a selection of ready-to-play, easy-to- Mountain environments contain a number of survival
run example environments, which can be used directly to challenges, including but not limited to extreme altitudes,
represent the climates and terrains experienced in most frigid snowcaps, treacherous narrow baths, secluded caves
adventures. These environment statistics can also be and tunnels, and the risk of rockslides and avalanches.
modified and expanded in order to represent more specific Ocean environments host extreme diversity in flora and
locations within your setting. fauna, due in large part to their vast scale. Traversing ocean
environments typically requires a ship or other water vehicle,
Environment Statistics and survival depends heavily on ability to tap into the marine
fauna by way of fishing. Not all areas within an ocean
An environment's statistics, sometimes referred to as a stat environment may be rich in prey, however, due in part to the
block, provides the essential information you need to interact effect of ocean currents.
with the environment. Swamp environments can be challenging to survive and
traverse due to difficult terrain and brackish waters. The
Environment Type environments contain fauna in the way of fish, turtles, birds,
An environment's type is a rough classification based on its smaller mammals, and alligators. Travelers amid swamps
features. Certain spells, magic items, class features, and must tread with cautions, lest they taste the fangs of the
other effects in the game interact in special ways with swamp's native hunters.
environments of a particular type. Underdark environments can be found amid tunnels and
The environment's type can also be used to determine caverns that lead below the surface. Here, devoid of sunlight,
random encounters using the random encounter tables found resources are typically scarce in the way of plant life. Certain
in Xanathar's Guide to Everything. mushrooms and molds make their home in these dark and
The following environment types are included, although damp underground tunnels, often substituting for plant life
they have no rules of their own. Custom and hybrid for the fauna that makes its home within this environment.
environment types can also be created as necessary. Creatures native to the Underdark are accustomed to life
Arctic environments are cold, barren, and dangerous to the without light, and generally possess alternative methods of
unprepared. Often beset by dangerous weather that hampers detecting and responding to threats.
visibility, becoming lost in such an environment can be fatal. Underwater environments remove much of the
Predators that wander the arctic are generally hardened by productivity of an ocean environment, with waters deplete of
the scarcity of prey, and have adapted to hunt whatever nutrients or oxygen. Such environments are home to ancient
crosses their path. creatures that dwell deep under the surface, many of which
Coastal environments combine challenges from both land may have survived for hundreds of years undisturbed. In
and sea, but also provide the bounty of both. Coastlines addition to sparse resources and mysterious fauna, the
typically have less seasonal variance in temperature, but may extreme depths of an underwater environment also pose
suffer from ocean storms blown in. Smaller islands may danger in the way of crushing pressures, which can spell
exhibit the properties of a coastal environment. quick demise to those who travel unprepared.
Desert environments can be deadly for unprepared Urban environments consist of cities and towns, home to
travelers. With sweltering heat during the day and frigid cold fauna that has adapted to live alongside society. Creatures
during the night, the temperature in the desert requires within urban environments are typically scavengers, or else
explorers to provide preparations for both. The scarcity of are kept as pets. Plants within urban environments exists to
food and water further heightens the difficult journey. Some whatever degree the society around it allows, with some
deserts may have waterholes or oases, wellsprings of life cities being devoid entirely of plant life, while others exist in
amid an otherwise near barren land. union with it. Survival amid urban environments demands a
quite different set of skills from survival in the wilds.

PART 3 | WILDERNESS ENVIRONMENTS


27
Foraging
When braving the wilds, an environment's Foraging DC Rule Reminder: Food and Water
identifies the abundance or scarcity of food and water for a Creatures require different quantities of food and
character can attempting forage for it. Relating directly to the water per day based on their size. Water needs are
Dungeon Master's Guide, this DC can be used for Wisdom doubled if the weather is hot.
(Survival) checks made by a character to forage for food and Creature Size Food per Day Water per Day
water within the environment. Additionally, the Foraging DC
can also be used for Wisdom (Animal Handling or Survival) Tiny ¼ lb. ¼ gal.
checks made to track or hunt prey within the environment. Small 1 lb. 1 gal.
On a successful check, the DM can roll on the
environment's Foraging and Hunting table to determine what Medium 1 lb. 1 gal.
kind of flora, fauna, or other resource is found. At the DMs Large 4 lb. 4 gal.
discretion, if the character is looking for a specific kind of Huge 16 lb. 16 gal.
quarry that is native to the environment, it can be found if the
check succeeds by 5 or more. Gargantuan 64 lb. 64 gal.

Foraging DCs –Dungeon Master's Guide, page 111


Food and Water Availability DC
Abundant food and water sources 10
Limited food and water sources 15 Identification
Very little, if any, food and water sources 20 Certain environments may be less explored than others, and
in turn hold more undiscovered or less well known flora,
Hunting Prey fauna, or phenomena. An environment's Identification DC
If the result produced by the Foraging and Hunting table is a describes how much or little is known about the environment
creature, the character can then engage it to capture or kill. and its inhabitants. This DC can be used directly for
For creatures of higher CR, this can be run as a quick combat Intelligence checks that a character makes when attempting
encounter. For creatures of lower CR, the hunt can instead be to identify a creature, object, or phenomenon within the area.
conducted as a series of Dexterity (Stealth) or Wisdom The specific skill involved with such a check depends on the
(Animal Handling) checks, as well as weapon attacks. Using target being identified. For example, a character can make an
the appropriate bait can grant advantage on such checks. Intelligence (Nature) check to identify the properties of a
certain plant or beast, or an Intelligence (Religion) check to
Extracting Resources try to understand the ritualistic behaviors of native tribes
Once a creature has been killed, the amount of food living in the area.
extractable can be determined by the creature's size. The Identification DCs
Food Extracted from Prey table shows the relationship
between size and pounds of food extracted. Familiarity DC
An unexplored island, area deep within a forest,
Food Extracted from Prey ocean depths, or extraplanar environment
20
Creature Size Food Extracted A desolate desert or tundra, impassable 15
Tiny 1d4 × ¼ lb. mountain, or dense jungle
Small 1d4 lb. A forest or hill not too far from a village or town 10
Medium 10d4 lb.
Large 10d4 × 10 lb.
Navigation
Huge 10d4 × 100 lb.
An environment's Navigation DC determines how simple or
difficult navigating such an environment is. Relating directly
Gargantuan 10d4 × 1000 lb. to the Dungeon Master's Guide, this DC can be used for
Wisdom (Survival) checks made by the party to travel in a
desired direction without becoming lost, or for for a party
Variant: Simplified Foraging
trying to get back on course after becoming lost.
The foraging rules from the Dungeon Master's Navigation DCs
Guide are included here for DMs who wish to
Terrain DC
simplify hunting and foraging, rather than rolling on
the Foraging and Hunting table. Forest, jungle, swamp, mountains, or open sea 15
On a successful check, roll 1d6 plus the with overcast skies and no land in sight
character's Wisdom modifier to determine how
Arctic, desert, hills, or open sea with clear skies 10
much food (in pounds) the character finds, then and no land in sight
repeat the roll for water (in gallons).
Grassland, meadow, farmland 5

PART 3 | WILDERNESS ENVIRONMENTS


28
Visibility Energy Locus
The Visibility entry describes persisting effects that may A mystical focus for elemental energy can be found within
affect a character's ability to visually perceive things within this environment, filling an area of any size. Each energy
the environment. For example, a forest might be Heavily locus heighten the power of a different type, from acid, cold,
Wooded, imposing disadvantage to Wisdom (Perception) fire, lightning, or thunder energy.
checks that rely on sight, and an Underdark environment Effect within the area that deals damage of the type that
might be in complete darkness. matches the locus deal maximum damage.
Feywild Fog
Helpful Languages Strange and mystical fog permeates this environment, filling
Some environments may be home to intelligent creatures, it with Feywild magic. After a creature has spent 24 hours
capable of conversation in certain languages. The Helpful within this fog, it must make a DC 10 Wisdom saving throw.
Languages entry identifies which languages may be spoken Fey creatures automatically succeed on the saving throw, as
by creatures within the environment. For example, deep do any creatures, like elves and half-elves, that have the Fey
ancient forests may be home to fey creatures, who speak or Ancestry trait. A creature that fails the saving throw remem-
understand Elvish or Sylvan. bers nothing of the past 24 hours. On a successful save, the
creature's memories remain intact but are a little hazy.
Special Traits Any spell that can end a curse can restore the creature's
Special traits (which appear after an environment's Helpful lost memories.
Languages but before any Weather or Resources) describe Flammable Gas
special characteristics or hazards that are prevalent or Certain gases can be found within this environment, and
ubiquitous throughout an environment, and may have some produce a faint odor. When an area of flammable gas is
mechanical impact on characters within the environment. exposed to an open flame, the gas combusts and explodes.
A selection of example traits are provided, including the Each creature within the gas must make a DC 15 Dexterity
ones from the Dungeon Master's Guide, as well as a few saving throw, taking 28 (8d6) fire damage on a failed save, or
supplemental traits, presented in alphabetical order. half as much damage on a successful one.
Astral Rift The fire spreads around corners and ignites flammable
Energy from the Astral Plane suffuses the certain places objects in the area that aren't being worn or carried.
within this environment. An astral rift cover an area of any Frigid WaterDMG
size, and the space within it is distorted. Each creatures A creature can be immersed in frigid water for a number of
within an astral rift can't use its normal movement speed, and minutes equal to its Constitution score before suffering any ill
instead has a movement speed (in feet) equal to 3 × its effects. Each additional minute spent in frigid water requires
Intelligence score. Additionally, checks made to navigate the the creature to succeed on a DC 10 Constitution saving
environment within an astral rift are at disadvantage. throw or gain one level of exhaustion. Creatures with
Avalanche, Mudslide, or Rockslide resistance or immunity to cold damage automatically succeed
Certain environments may be prone to sudden shifts in on the saving throw, as do creatures that are naturally
terrain in the form of an avalanche, mudslide, or rockslide. adapted to living in ice-cold water.
Such an event can be triggered by loud sounds, such as Gravity Well
shouting or effects that produce thunderous booms such as A region of strange gravity, a gravity well can be any size.
the knock or thunderwave spells. An avalanche, mudslide, or Creatures and objects within the area weigh 1d8 times as
rockslide can cover an area of any size. Each creature in the much as normal.
area must succeed on a DC 15 Dexterity saving throw or take
22 (4d10) bludgeoning damage and become buried under 11
(2d10) feet of mud, rock, or snow. While a creature is buried,
it is restrained and unable to breathe. Rule Reminder: Suffocation
The area of the avalanche, mudslide, or rockslide becomes A creature can hold its breath for a number of
difficult terrain until cleared, with each 5-foot-diameter minutes equal to 1 + its Constitution modifier
portion requiring at least 1 minute to clear by hand. (minimum of 30 seconds).
When a creature runs out of breath or is
Desecrated GroundDMG choking, it can survive for a number of rounds
Certain areas within the environments are imbued with the equal to its Constitution modifier (minimum of 1
unseen traces of ancient evil. An area of desecrated ground round). At the start of its next turn, it drops to 0 hit
can be any size, and a detect evil and good spell cast within points and is dying, and it can't regain hit points or
range reveals its presence. be stabilized until it can breathe again.
For example, a creature with a Constitution of
Undead standing on desecrated ground have advantage on 14 can hold its breath for 3 minutes. If it starts
all saving throws. suffocating, it has 2 rounds to reach air before it
A vial of holy water purifies a 10-foot-square area of drops to 0 hit points.
desecrated ground when sprinkled on it, and a hallow spell
purifies desecrated ground within its area. –Player's Handbook, page 183

PART 3 | WILDERNESS ENVIRONMENTS


29
Itching Ivy Thunderstorms
Certain plants within this environment produce natural This environment is prone to strikes of lightning. If the preci-
poisons, which cause intense itching on creatures unfortu- pitation is overcast, light rain, or heavy rain, the DM can
nate enough to come in contact with it. When a creature choose for a thunderstorm to occur, or can roll a d6 to decide,
comes into direct contact with itching ivy for the first time on with a thunderstorm occurring on a 5–6. Every hour during a
a turn, the creature must succeed on a DC 10 Constitution thunderstorm, 3 (1d6) bolts of lightning strike within an area
saving throw or become poisoned for 8 hours as it is a mile across, generally striking the tallest object, or
overtaken by itching. otherwise a conductive object such as a knight clad in armor.
A creature can remove the poison by using a short rest to The lightning strikes behave as per the call lightning spell,
bathe in water, alcohol, or vinegar. with a save DC of 15.
QuicksandDMG Tornado
A quicksand pit covers the ground in roughly a 10-foot square This environment's whirling winds can produce tornadoes. If
area and is usually 10 feet deep. When a creature enters the the wind is strong, the DM can choose for a tornado to occur,
area, it sinks 3 (1d4 + 1) feet into the quicksand and becomes or can roll on a d6 to decide, with a tornado occurring on a
restrained. At the start of each of the creature's turns, it sinks 5–6. Tornados are difficult terrain. Each tornado has a rank,
another 2 (1d4) feet. As long as the creature isn't completely which determines its size and strength, as shown on the
submerged in quicksand, it can escape by using its action and Tornado and Whirlpool Rank table. A tornado's height is
succeeding on a Strength check. The DC is 10 plus the equal to ten times its diameter.
number of feet the creature has sunk into the quicksand. A As a tornado rotates, erratic air patterns can cause it to
creature that is completely submerged in quicksand can't move a number of feet equal to its velocity on initiative 20
breathe. (losing initiative ties).
A creature can pull another creature within its reach out of When a creature moves into a tornado or starts its turn
a quicksand pit by using its action and succeeding on a there, it must make a Strength saving throw with a DC
Strength check. The DC is 5 plus the number of feet the determined by the tornado's rank. On a success, the creature
target creature has sunk into the quicksand. can move as normal. On a failure, the creature is immediately
moved toward the vortex's center at the tornado's velocity,
RazorvineDMG and the creature is restrained by the tornado until the start of
Razorvine is a plant that grows in wild tangles and hedges. It its next turn. If the creature reaches the tornado's center, it is
also clings to the sides of buildings and other surfaces as ivy lifted upward a number of feet equal to the tornado's velocity.
does. A 10-foot-high, 10-foot-wide, 5-foot-thick wall or hedge A tornado picks up materials and debris that it passes over,
of razorvine has AC 11, 25 hit points, and immunity to and can form a dust devil if it moves over sand, dust, loose
bludgeoning, piercing, and psychic damage. When a creature dirt, or light gravel. The area within a dust devil is heavily
comes into direct contact with razorvine for the first time on obscured. A tornado that moves over intense open flames
a turn, the creature must succeed on a DC 10 Dexterity forms a fire whirl. Each creature within the fire whirl takes
saving throw or take 5 (1d10) slashing damage from the fire damage equal to the tornado's DC at the start of its turn.
razorvine's bladelike thorns.
WhirlpoolsGOS
Slippery IceDMG In areas where storms or opposed currents drive powerful
Slippery ice is difficult terrain. When a creature moves onto waters together, violent maelstroms might form. Whirlpools
slippery ice for the first time on a turn, it must succeed on a are difficult terrain. Each whirlpool has a rank, which
DC 10 Dexterity (Acrobatics) check or fall prone. determines its size and strength, as shown on the Tornado
and Whirlpool Rank table. A whirlpool's depth equals half
Strong Current its diameter.
River rapids and tumultuous tides flow and swell across this When a creature moves into a whirlpool or starts its turn
environment. The current carries creatures and objects there, it must make a Strength (Athletics) check with a DC
within it at a speed of 35 (2d6 × 5) feet on initiative 20 (losing determined by the whirlpool's rank. On a success, the
initiative ties). creature can move normally. On a failure, the creature is
immediately moved toward the vortex's center at the whirl-
Tall Grass pool's velocity, and the creature is restrained by the whirlpool
Tall grass covers this environment, either in patches or near until the start of its next turn. If the creature reaches the
entirely, providing cover for prey and predators alike. A Large whirlpool's center, it is pulled under the surface a number of
or Medium creature can attempt to hide within the grass by feet underwater equal to the whirlpool's velocity.
falling prone in the grass, and Small and Tiny creatures can
attempt to hide without falling prone. Tornado and Whirlpool Rank
If the creature moves at more than half its speed, it causes Rank Diameter Velocity DC
enough disturbance to reveal its location.
1 22 (4d10) ft. 5 ft. 5
Thin Ice DMG
2 55 (10d10) ft. 15 ft. 10
Thin ice has a weight tolerance of 160 (3d10 × 10) pounds 3 110 (20d10) ft. 25 ft. 15
per 10-foot-square area. Whenever the total weight on an
area of thin ice exceeds its tolerance, the ice in that area 4 160 (30d10) ft. 35 ft. 20
breaks. All creatures on broken ice fall through.
PART 3 | WILDERNESS ENVIRONMENTS
30
Weather Light Wind. A light wind is capable of gradually dispersing
fog, mist, and smoke. Describing any wind whose speed
An environment's weather includes the temperature, wind, ranges from 1 mile per hour to 19 miles per hour, you can
and precipitation conditions within the environment. An determine the exact speed of a light wind by rolling a d20 and
environment stat block generally provides a table for each of taking the result as the wind's speed in miles per hour. If the
these sections, allowing you to quickly determine the weather result is a 20, the light wind instead has the effects of a strong
and the effects it will have on creatures within it. The DM can wind, blowing at 20 miles per hour.
choose the weather conditions, or can roll for them once Strong Wind. A strong wind imposes disadvantage on
every 12 hours. ranged weapon attack rolls and Wisdom (Perception) checks
that rely on hearing. A strong wind also extinguishes open
flames, disperses fog, and makes flying by nonmagical means
Optional: Dynamic Weather
nearly impossible. A flying creature in a strong wind must
land at the end of its turn or fall.
Instead of rolling every 12 hours, the DM can roll A strong wind in a desert can create a sandstorm, while
2d6 to determine the weather condition's duration strong winds with falling heavy snow can produce a blizzard,
in hours. both of which impose disadvantage on Wisdom (Perception)
checks that rely on sight.
A strong wind blows with a speed of at least 20 miles per
Temperature hour. You can determine the exact speed of a strong wind by
The temperature within an environment is generally provided rolling a d20 and adding 20 to the result, taking the total as
as a table, with a separate entry for each seasons. the wind's speed in miles per hour.
Additionally, most environments will also include different Precipitation
entires for temperature during the day and night. Some The humidity, moisture, and rainfall within an environment is
environments like the Underdark may not experience summarized by its humidity, which is usually displayed as a
pronounced changes between different seasons, and instead table with entries for no precipitation, fog or mist, overcast,
will only include a single entry for temperature. light precipitation, and heavy preciptation. Some environ-
Some environments may produce extremely cold or hot ments like the Underdark may receive no precipitation, while
temperatures, directly referencing effects in the Dungeon others such as deserts may not receive certain types of
Master's Guide. Some of these effects are listed below. precipitation like heavy rain.
Extreme Cold. Whenever the temperature is at or below 0 The amount of precipitation in an area can create various
degrees Fahrenheit, a creature exposed to the cold must situations for characters exploring the environment. Some
succeed on a DC 10 Constitution saving throw at the end of standard precipitation conditions are listed below.
each hour or gain one level of exhaustion. Creatures with Fog or Mist. Hanging thick in the air, fog or mist obscures
resistance or immunity to cold damage automatically succeed vision and deadens sound. The thickness of the fog or mist
on the saving throw, as do creatures wearing cold weather can range from light to very heavy, and heavily obscures the
gear (thick coats, gloves, and the like) and creatures naturally area beyond a certain distance from creatures within it. Fog
adapted to cold climates. or mist can impose disadvantage on Wisdom (Survival)
Extreme Heat. When the temperature is at or above 100 checks made to navigate the environment or to forage for
degrees Fahrenheit, a creature exposed to the heat and food and water.
without access to drinkable water must succeed on a Fog and mist is swept away immediately in strong wind,
Constitution saving throw at the end of each hour or gain one and is swept away over the course of 1d6 hours in light wind.
level of exhaustion. The DC is 5 for the first hour and The DM can choose the mist's thickness, or can roll on the
increases by 1 for each additional hour. Mist Thickness and Obfuscation table to determine it. The
Creatures wearing medium or heavy armor, or who are mist's thickness determines how far a creature in the mist
clad in heavy clothing, have disadvantage on the saving throw. can see before the area beyond is heavily obscured.
Creatures with resistance or immunity to fire damage
automatically succeed on the saving throw, as do creatures Mist Thickness and Obfuscation
naturally adapted to hot climates. d10 Thickness Heavily Obscured Distance
Wind 1–3 Light 30 ft.
The wind within an environment is generally provided as a 4–7 Moderate 20 ft.
table, with entries for no wind, light wind, and strong wind. To
determine the direction of the wind, roll a d8 and assign a 8–9 Heavy 10 ft.
direction to each die face. Some environments like the 10 Very Heavy 5 ft.
Underdark may receive no wind.
The wind conditions within an environment can have an Overcast. Moisture in an environment need not always fall
impact on the tools and techniques available to character as rain or snow. Instead, an overcast sky can cast the area in
traveling the environment. Certain spells such as fog cloud or dim light, and turns areas that would normally be dimly light
items such as a smoke bomb are dispersed by winds of into darkness.
various speeds. Additionally, wind can be an important factor
in the spread of fires and scents. A prepared hunter knows
the direction of the wind, and how to stay downwind of prey.
The details of light and strong winds are explained below.
PART 3 | WILDERNESS ENVIRONMENTS
31
Light Precipitation. The light precipitation manifests as Notable Locations
hail, sleet, or snow if the temperature in the area is below 32
degrees Fahrenheit, or as rain if the temperature is 32 When creating a specific environment's stat block, you can
degrees Fahrenheit or higher. include special locations that can be found within the area.
Light precipitation generates between 0.1 to 0.3 inches of These can include settlements, ruins, or landmarks within
rain per hour, or ten times as much snow. You can determine the area. Each entry in this section should contain a brief
the exact amount of rain or snow by rolling a d20 and adding description of the notable location, as well as any details
10, dividing the result by 100 and taking the total as the the specified below.
amount of rain in inches per hour. If the number on the d20
is a 20, the light precipitation instead has the effects of heavy Settlements
precipitation, producing 0.3 inches of rain per hour, or ten Settlements listed within an environment's stat block should
times as much snow. have enough detail to answer basic questions that may come
Light precipitation produces the effects of an overcast sky, up when visiting or gathering information about the settle-
as well as additional effects depending on the form it takes. ment. Important information such as the overall population
Light rain wets rocky surfaces and can make climbing more size, governance or leadership structure, and notable traits.
difficult, imposing disadvantage to checks made to climb The description for a settlement can also include any
surfaces within an area of light rain. Light snow makes number of combat-ready creatures or NPCs who may serve
covering tracks difficult, granting advantage to checks made to defend the settlement should trouble arise.
to follow footprints made within the area.
Heavy Precipitation. Everything within an area of heavy Ruins
rain or heavy snowfall is lightly obscured, and creatures in the Certain environments may contain abandoned settlements
area have disadvantage on Wisdom (Perception) checks that and structures, ruins from times long past. Ruins may serve
rely on sight. Heavy rain also extinguishes open flames and as interesting locations for encounters or exploration. Some
imposes disadvantage on Wisdom (Perception) checks that ruins may contain hidden secrets or treasures, while others
rely on hearing. may be usable as shelter to take a short or long rest or to
The heavy precipitation manifests as snow or hail if the escape the elements.
temperature in the area is at or below 32 degrees Fahrenheit,
or as rain if the temperature is above 32 degrees Fahrenheit. Landmarks
Heavy precipitation generates at least than 0.3 inches of Within an environment, different natural structures may
rain per hour, or ten times as much snow. You can determine serve as landmarks for travelers. Such landmarks are usually
the exact amount of rain or snow by rolling a d20 and adding prominently visible or noticeable, and can be used to more
30, dividing the result by 100 and taking the total as the the easily navigate the environment. After a creature has
amount of rain in inches per hour. identified such a landmark, it cannot be lost within the
In addition to the effects of light rain, creatures within an environment as long as the landmark is in sight.
area of heavy rain have resistance to fire damage, as if The exact form a landmark takes varies by
submerged in water. Heavy snow instead creates difficult environment. Within a forest environment, it
terrain and imposes disadvantage on checks made to follow may take the shape of a large rock formation
footprints within the area. rising up above the trees, or as a particularly
tall tree that rises above the others. Within a
mountainous environment, a particularly high
Optional: Water and Lightning
snowcapped peak may serve as a landmark.
A creature drenched in water from heavy rain might
be more conductive and susceptible to lightning.
At the DM's discretion, Dexterity saving throws
made to avoid effects pertaining to lightning, such
as the call lightning or lightning bolt spells, may be
made at disadvantage, and attack rolls for spells
that deal lightning damage, such as shocking grasp,
may be made at advantage.

PART 3 | WILDERNESS ENVIRONMENTS


32
Using Maps Example Environments
The environment statistics detailed in this section are A number of example environment statistics have been
designed to be used alongside maps, not in place of them. provided in this section to serve as a basis for understanding
When defining the statistics of an environment from a map, it and modification.
is important to ensure that the stat block contains enough
information about any locations or markers detailed on the
map. Conversely, when creating a map based off of an
environment's statistics, it may be helpful to mark any notable
locations on the map, as well as making note of where an Example Environments
environment's special traits will come into play.
Type Name Page
Arctic Tooth-Break Tundra 34
Optional: Random Encounters Coastal Ashi Island 35
Within an environment, random encounters serve Desert Gali Desert 36
as a way for the DM to create urgency or establish
atmosphere, or otherwise to provide a challenge or Forest Moorewoods 37
excitement should the characters find themselves Grassland Bandri Savanna 38
in an undesirable lull. The Dungeon Master's Guide
highlights other purposes that a random encounter Hill Hralomaria 39
can serve. Mountains Mount Drakholm 40
For an environment, a random encounter table
can be included should the DM ever need to Ocean Nethamian Sea 41
generate such an encounter. Preparing an
Swamp Il'Daeus River Delta 42
encounter table for an environment allows the DM
to preemptively select creatures that are native to Underdark Liante Mar 43
the environment. The party's level should be taken
Underwater Yaria Lakebed 44
into account when building this encounter table.

PART 3 | WILDERNESS ENVIRONMENTS


33
Tooth-Break Tundra Foraging and Hunting
Arctic environment On a successful Wisdom (Survival) check made to
forage or hunt, roll for what kind of flora, fauna, or other
resource is encountered.
Foraging Identification Navigation
d100 Encounter
DC 20 DC 15 DC 10
01–20 1d6 pounds of edible lichen
Visibility Normal 21–40 1d4 rabbits
Helpful Languages Giant
41–50 1 fox
Frigid Water. A creature can be immersed in frigid water 51–65 1 owl
for a number of minutes equal to its Constitution score
66–75 1d6 blood hawks
before suffering any ill effects. Each additional minute
spent in frigid water requires the creature to succeed on 76–80 1 elk
a DC 10 Constitution saving throw or gain one level of
81–85 1 giant owl
exhaustion. Creatures with resistance or immunity to
cold damage automatically succeed on the saving throw, 86–90 1 giant elk
as do creatures that are naturally adapted to living in ice-
91–95 1 saber-toothed tiger
cold water.
96–98 1 polar bear
Slippery Ice. Slippery ice is difficult terrain. When a crea-
ture moves onto slippery ice for the first time on a turn, 99–00 1 winter wolf
it must succeed on a DC 10 Dexterity (Acrobatics)
check or fall prone. Notable Locations
Thin Ice. Thin ice has a weight tolerance of 160 (3d10 × Ancient Crypt (Ruin). Buried underneath centuries of ice,
10) pounds per 10-foot-square area. Whenever the total an ancient stone trapdoor leads down into the frigid
weight on an area of thin ice exceeds its tolerance, the crypt of a civilization from the far past. Within the crypt
ice in that area breaks. All creatures on broken ice fall are 10 (3d6) zombies, 2 (1d4) wights, and 1 stone golem
through. made of ice, which all have vulnerability to fire damage.
The temperature in the crypt is 11 (2d10) degrees
Weather Fahrenheit colder than it is outside. A staff of frost can
Every 12 hours, roll for temperature, wind, and be found within the crypt's depths, as well as an ancient
precipitation. To determine the direction of the wind, journal written in Elvish, which tells of a powerful
roll a d8 and assign a direction to each die face. noble's descent into madness. A character that succeeds
on a DC 20 Intelligence (History or Religion) check can
Daytime Nighttime recognize signs that the author had made preparations
Season Temperature (°F) Temperature (°F) to become a vampire upon death.
Winter 2d6 – 20 1d6 – 35
Sawtooth Ridge (Landmark). A jagged set of ridges rising
Spring 2d8 1d8 – 10 up to just over 4,000 feet high, Sawtooth Ridge can be
seen in good weather, identifying the eastern edge of
Summer 2d12 + 20 1d12
the Tooth-Break Tundra. Atop the ridge sits the lair of an
Fall 3d8 + 5 2d8 adult white dragon, a feral creature that goes by only the
name given to it by travelers: White Fang.
d20 Wind Winterheart (Settlement). An enormous fortress built
1–10 None from bone, stone, and ice, Winterheart is home to a clan
of frost giants, led by one named Ubor. Under the
11–16 Light wind, 1d20 miles per hour typically overcast skies of the Tooth-Break Tundra, Ubor
17–20 Strong wind, 1d20 + 20 miles per hour has kindly opened his home to a number of unearthly
vampiric guests.
The walls of Winterheart are patrolled by 2 (1d4)
d20 Precipitation winter wolves at any time. Within its walls are 10 (3d6)
1–4 None frost giants, 1 vampire, 2 (1d4) vampire spawn, and
14 (4d6) winter wolves. These creatures are hostile to
5–10 Overcast, fog, or mist any creature that has not earned Ubor's permission to
Light rain, (1d20 + 10) / 100 inches of rain enter Winterheart.
11–16
per hour, or ten times as much snow Winterheart's frozen vault contains within it many
wondrous treasures, including a pair of boots of the
17–20 Heavy rain, (1d20 + 30) / 100 inches of
rain per hour, or ten times as much snow winterlands, a frostbrand greatsword, and a ring of cold
resistance, along with 3d6 gems each worth 500 gp,
4d6 × 1,000 gp, and 5d6 × 100 pp.

PART 3 | WILDERNESS ENVIRONMENTS


34
Ashi Island d20 Precipitation
Coastal environment 1–8 None
9–12 Overcast, fog, or mist
Foraging Identification Navigation 13–16 Light rain, (1d20 + 10) / 100 inches of rain
per hour
DC 10 DC 20 DC 15
17–20 Heavy rain, (1d20 + 30) / 100 inches of rain
per hour
Visibility Normal
Helpful Languages Infernal
Foraging and Hunting
Quicksand. A quicksand pit covers the ground in roughly On a successful Wisdom (Survival) check made to
a 10-foot square area and is usually 10 feet deep. When forage or hunt, roll for what kind of flora, fauna, or other
a creature enters the area, it sinks 3 (1d4 + 1) feet into resource is encountered.
the quicksand and becomes restrained. At the start of
each of the creature's turns, it sinks another 2 (1d4) d100 Encounter
feet. As long as the creature isn't completely submerged
in quicksand, it can escape by using its action and 01–20 2d6 pounds of edible fruits and nuts and
2d4 gallons of fresh water
succeeding on a Strength check. The DC is 10 plus the
number of feet the creature has sunk into the quicksand. 1d4 doses of medicinal herbs, each of
A creature that is completely submerged in quicksand 21–30 which can be applied during a short rest
can't breathe. to restore 2d4 + 2 hit points
A creature can pull another creature within its reach 31–40 1 swarm of quippers
out of a quicksand pit by using its action and succeed-
ing on a Strength check. The DC is 5 plus the number of 41–50 1d4 poisonous snakes
feet the target creature has sunk into the quicksand. 51–60 1 constrictor snake
Razorvine. Razorvine is a plant that grows in wild tangles 61–70 2d8 crabs
and hedges. It also clings to the sides of buildings and
other surfaces as ivy does. A 10-foot-high, 10-foot-wide, 71–80 1 reef shark
5-foot-thick wall or hedge of razorvine has AC 11, 25 hit 81–85 1d6 blood hawks
points, and immunity to bludgeoning, piercing, and
psychic damage. 86–90 1 giant octopus
When a creature comes into direct contact with 91–93 1 giant crab
razorvine for the first time on a turn, the creature must
succeed on a DC 10 Dexterity saving throw or take 5 94–96 1 giant lizard
(1d10) slashing damage from the razorvine's blade- 97–98 1 giant eagle
like thorns.
99–00 1 giant scorpion
Weather
Every 12 hours, roll for temperature, wind, and Notable Locations
precipitation. To determine the direction of the wind, Outcast Tribal Camp (Settlement). A collection of misfits,
roll a d8 and assign a direction to each die face. outlaws, criminals, and pariahs, the outcast camp is
home to those without a home. Connected by bonds
Daytime Nighttime
Season Temperature (°F) Temperature (°F) forged through shared hardship, the inhabitants of this
camp are wary of outsiders and keep guard on their
Winter 2d6 + 45 1d6 + 35 secrets tightly. If called to arms, the camp consists of 13
Spring 2d8 + 50 1d8 + 45 (3d8) tribal warriors, 3 (1d6) berserkers, 2 (1d4) druids, 2
(1d4) priests, and 1 veteran.
Summer 3d6 + 60 2d6 + 55
Stone Obelisks (Landmark). Lining the beach at various
Fall 2d6 + 50 1d6 + 45 points, black stone obelisks stand 60 feet tall. At night,
these obelisks glow faintly with arcane energy, serving
d20 Wind as a guiding light for boats.
1–12 None Each obelisk marks the center of a hallow spell with
the Tongues effect, which the locals use in order to
13–16 Light wind, 1d20 miles per hour converse with foreign travelers. Even the locals are
17–20 Strong wind, 1d20 + 20 miles per hour unclear on the exact origins of these obelisks, though
legend suggests that they were placed hundreds of years
ago by a holy saint.

PART 3 | WILDERNESS ENVIRONMENTS


35
Gali Desert d100 Encounter
Desert environment 01–20 1d6 pounds of edible cactus flesh and
1d4 gallons of cactus juice
21–30 1d6 lizards
Foraging Identification Navigation
31–40 1d6 scorpions
DC 20 DC 15 DC 10
41–50 1d4 poisonous snakes
Visibility Normal 51–60 1d4 hawks
Helpful Languages Celestial
61–70 1d4 jackal
Desecrated Ground. Certain areas within the desert have 71–80 1d4 hyena
been desecrated by miasma that leeches out from 81–85 1d6 blood hawks
ancient tombs. An area of desecrated ground can be any
size, and a detect evil and good spell cast within range 86–90 1d6 vultures
reveals its presence. 91–93 1 giant lizard
Undead standing on desecrated ground have
advantage on all saving throws. 94–96 1 giant hyena
A vial of holy water purifies a 10-foot-square area of 97–98 1 giant vulture
desecrated ground when sprinkled on it, and a hallow
spell purifies desecrated ground within its area. 99–00 1 giant scorpion
Mirage Oasis. Heat rising from the sand can sometimes
create a shimmering pattern that appears as light Notable Locations
reflecting off of water to characters who observe it. A Kimu'a Oasis (Landmark). Within the Gali Desert's harsh
creature can attempt a DC 15 Wisdom (Perception) and dry sand lies single wellspring of life, where animals
check in order to examine the pattern, determine that it and travelers alike gather to seek refuge and draw
is a mirage on a success. precious water. The oasis is surrounded by desert palm
trees, allowing it to serve as a reference point for those
Weather who wander near. At any given time, there will be 5
Every 12 hours, roll for temperature, wind, and (1d10) other travelers at the oasis, which can be
precipitation. To determine the direction of the wind, represented using the statistics of any humanoid
roll a d8 and assign a direction to each die face. creature. Most travelers are here are weary from their
travels and don't wish to start any trouble.
Daytime Nighttime
Season Temperature (°F) Temperature (°F) Pharaoh's Tomb (Ruin). Forgotten to time, a crumbling
limestone and granite structure stands to honor an
Winter 2d6 + 45 1d6 + 35 ancient king, buried under the sands and only unveiled
Spring 2d8 + 70 1d8 + 50 by particularly strong winds (over 30 miles per hour).
Within the tomb are 10 (3d6) swarms of insects
Summer 2d12 + 95 1d12 + 80 (scarabs), 9 (2d8) mummies, and 1 mummy lord. The
Fall 3d6 + 80 2d6 + 55 area within the tomb is desecrated ground, and the
tomb is also filled with all manners of traps, both
d20 Wind mechanical and magical, although most such traps bear
script in Celestial nearby, both warning of the trap and
1–12 None providing clues about its nature. The temperature inside
13–16 Light wind, 1d20 miles per hour the tomb is 2d6 + 55 degrees Fahrenheit.
The tomb's treasure room contains an alchemy jug, an
17–20 Strong wind, 1d20 + 20 miles per hour efreeti bottle, a gem of seeing, a ring of protection, 2d6
gems each worth 1,000 gp, and 6d6 × 1,000 gp.
d100 Precipitation Nomad Camp (Settlement). Constantly on the move, a
01–99 None clan of nomads native to the Gali Desert welcomes
travelers seeking trade and information. Their campsite
00 Light rain, (1d20 + 10) / 100 inches of rain consists of a number of large white cloth tents and
per hour strange metal devices that are used to capture precious
drops of moisture from the desert air. The nomads
Foraging and Hunting within the camp consist of 10 (3d6) bandits and 2 (1d4)
bandit captains. In exchange for gold or water, the
On a successful Wisdom (Survival) check made to nomads may agree to guide travelers across the desert.
forage or hunt, roll for what kind of flora, fauna, or other Should any travelers not survive along the way, the
resource is encountered. nomads will gladly strip their bodies of any valuables.

PART 3 | WILDERNESS ENVIRONMENTS


36
Moorewoods Foraging and Hunting
Forest environment On a successful Wisdom (Survival) check made to
forage or hunt, roll for what kind of flora, fauna, or other
resource is encountered.
Foraging Identification Navigation
d100 Encounter
DC 10 DC 15 DC 15
01–10 2d6 berries as per the goodberry spell
Visibility Heavily wooded, passive Perception –5 11–20 2d4 rabbits
Helpful Languages Elvish, Sylvan
21–30 2d4 squirrels
Feywild Fog. Strange and mystical fog permeates this 31–40 1d6 raccoons
environment, filling it with Feywild magic. After a
41–50 1d6 sparrows
creature has spent 24 hours within this fog, it must
make a DC 10 Wisdom saving throw. Fey creatures 51–60 1d4 foxes
automatically succeed on the saving throw, as do any
61–70 1d4 badgers
creatures, like elves and half-elves, that have the Fey
Ancestry trait. A creature that fails the saving throw 71–80 1 boar
remembers nothing of the past 24 hours. On a
81–85 1 black bear
successful save, the creature's memories remain intact
but are a little hazy. 86–90 1 elk
Any spell that can end a curse can restore the
91–92 1 brown bear
creature's lost memories.
93–94 1 owlbear
Itching Ivy. Certain plants within this environment
produce natural poisons, which cause intense itching on 95–96 1d4 wolves
creatures unfortunate enough to come in contact with 97–98 1 dire wolf
it. When a creature comes into direct contact with
itching ivy for the first time on a turn, the creature must 99–00 1 blink dog
succeed on a DC 10 Constitution saving throw or be-
come poisoned for 8 hours as it is overtaken by itching.
A creature can remove the poison by using a short
Notable Locations
rest to bathe in water, alcohol, or vinegar. Filenuma (Settlement). Grown from the trees, Filenuma
stands as the largest elven city in the land, home to a
Weather near 10,000 elves. The verdant city contains inns,
taverns, woodworkers, enchanters, and various shrines
Every 12 hours, roll for temperature, wind, and
to nature gods. There is a distinct lack of smiths and
precipitation. To determine the direction of the wind,
metal weaponry within Filenuma. Travelers may be able
roll a d8 and assign a direction to each die face.
to sell metal weapons for quite a high price.
Daytime Nighttime Getting to the city is a tremendous task on its own,
Season Temperature (°F) Temperature (°F) as travelers must brave the chaotic magic of the
Moorewoods to reach it. Without an elven guide,
Winter 2d6 + 25 1d6 + 20 reaching the city is nearly impossible.
Spring 2d8 + 35 1d8 + 30
The Great Tree (Landmark). A Gargantuan sentient plant,
Summer 4d8 + 50 3d8 + 45 the Great Tree protects the Moorewoods against
intruders. Forest creatures that dwell near its roots
Fall 2d6 + 45 1d6 + 40
become transformed by some strange magic, becoming
half-plant, half-beast creatures covered in barkskin. The
d20 Wind area directly around the Great Tree grows dense with
1–12 None itching ivy.
13–18 Light wind, 1d20 miles per hour Rea Asari (Settlement). A seaside elven town at the edge
of the Moorewoods, Rea Asari serves as the main
19–20 Strong wind, 1d20 + 20 miles per hour connection between the elves and the outside world. Its
location by the coast gives it access to ocean trade
d20 Precipitation routes. People from all over the world pass through Rea
Asari's port, either to exchange goods or as a rest stop
1–10 None on a longer journey.
11–14 Overcast, fog, or mist Rea Asari contains many taverns, as well as a bustling
marketplace near the docks. Ships from many nations
15–18 Light rain, (1d20 + 10) / 100 inches of rain dock at its ports, providing both exotic goods and
per hour, or ten times as much snow
passage to foreign lands.
19–20 Heavy rain, (1d20 + 30) / 100 inches of rain The town is guarded by 33 (6d10) guards, as well as
per hour, or ten times as much snow 28 (8d6) bandits (sailors).

PART 3 | WILDERNESS ENVIRONMENTS


37
Bandri Savanna Foraging and Hunting
Grassland environment On a successful Wisdom (Survival) check made to
forage or hunt, roll for what kind of flora, fauna, or other
resource is encountered.
Foraging Identification Navigation
d100 Encounter
DC 15 DC 10 DC 5
01–30 1d6 pounds of edible grasses and
Visibility Normal 1d4 gallons of fresh water
Helpful Languages — 31–40 1d4 jackals
41–50 1d4 vultures
Strong Current. The swift-flowing Il'Daeus River cuts
through the savanna. The current carries creatures and 51–60 1d4 hyena
objects within it at a speed of 35 (2d6 × 5) feet on 61–70 1 boar
initiative 20 (losing initiative ties).
71–75 1 giant vulture
Tall Grass. Tall grass blanket nearly all of the Bandri
Savanna, and provide cover for prey and predators alike. 76–80 1 giant boar
A Large or Medium creature can attempt to hide within 81–85 1 giant hyena
the grass by falling prone in the grass, and Small and
Tiny creatures can attempt to hide without falling prone. 86–90 1 lion
If the creature moves at more than half its speed, it 91–95 1 rhinoceros
causes enough disturbance to reveal its location.
96–00 1 elephant
Weather
Every 12 hours, roll for temperature, wind, and Notable Locations
precipitation. To determine the direction of the wind, Druidic Ritual Site (Ruins). Tucked away behind tall
roll a d8 and assign a direction to each die face. grasses, a ruined circle of stones marks the meeting site
Daytime Nighttime of a group of ancient druids. Though seemingly
Season Temperature (°F) Temperature (°F) abandoned, the circle still sees occasional visitors in the
form of 10 (3d6) druids, who come to the circle on the
Winter 2d6 + 65 1d6 + 60 night of a full moon in order to perform a ritual. If the
Spring 2d8 + 70 1d8 + 65 ritual is completed, 3 (1d6) of the druids will become
werewolves, which are hostile to all creatures except for
Summer 3d6 + 75 2d6 + 70 the other druids.
Fall 2d6 + 70 1d6 + 65 Hanging Rock (Landmark). This strange rock formation
stands 200 feet tall, tapering to a fine point which
d20 Wind supports an impossibly large boulder. The boulder
1–15 None levitates in place as a result of some ancient elemental
magic pinning it in place.
16–18 Light wind, 1d20 miles per hour A Huge or larger creature can use an action to make a
19–20 Strong wind, 1d20 + 20 miles per hour DC 30 Strength check, moving the fixed boulder up to
10 feet on a success.
d20 Precipitation Il'Daeus River (Landmark). Carving a path through the
savanna, the mighty Il'Daeus provides the otherwise hot
1–15 None and dry grasslands with a reliable source of water, its
16–18 Overcast, fog, or mist banks lush with trees and vegetation. A character
foraging or hunting from the river's banks only needs to
19–20 Light rain, (1d20 + 10) / 100 inches of rain succeed on a DC 10 Wisdom (Survival) check in order
per hour to find food, and can find water without needing to
make a check. The river is lush with swarms of quippers.

PART 3 | WILDERNESS ENVIRONMENTS


38
Hralomaria d20 Precipitation
Hill environment 1–12 None
13–16 Overcast, fog, or mist
Foraging Identification Navigation 17–18 Light rain, (1d20 + 10) / 100 inches of rain
per hour, or ten times as much snow
DC 10 DC 10 DC 10
19–20 Heavy rain, (1d20 + 30) / 100 inches of
rain per hour, or ten times as much snow
Visibility Normal
Helpful Languages Dwarvish
Foraging and Hunting
Flammable Gas. Odorous gases leak from abandoned On a successful Wisdom (Survival) check made to
mines carved into the hills. When an area of flammable forage or hunt, roll for what kind of flora, fauna, or other
gas is exposed to an open flame, the gas combusts and resource is encountered.
explodes. Each creature within the gas must make a DC
15 Dexterity saving throw, taking 28 (8d6) fire damage d100 Encounter
on a failed save, or half as much damage on a successful
one. 01–30 2d6 pounds of edible grasses and
2d4 gallons of fresh water
The fire spreads around corners and ignites flamm-
able objects in the area that aren't being worn or carried. 31–40 1d4 eagles
Tall Grass. Tall grass covers the hills of Hralomaria in 41–50 1d6 weasels
patches, providing cover for prey and predators alike. A 51–55 1d4 boars
Large or Medium creature can attempt to hide within
the grass by falling prone in the grass, and Small and 56–60 1d4 goats
Tiny creatures can attempt to hide without falling prone. 61–75 1d4 wolves
If the creature moves at more than half its speed, it
causes enough disturbance to reveal its location. 76–80 1 giant eagle
Thunderstorms. This environment is prone to strikes of 81–85 1 giant boar
lightning. If the precipitation is overcast, light rain, or 86–90 1 giant goat
heavy rain, the DM can choose a thunderstorm to occur,
or can roll a d6 to decide, with a thunderstorm occurr- 91–95 1 giant weasel
ing on a 5–6. Every hour during a thunderstorm, 3 (1d6) 96–98 1 dire wolf
bolts of lightning strike within an area a mile across,
generally striking the tallest object, or otherwise a 99–00 1 worg
conductive object such as a knight clad in armor. The
lightning strikes behave as per the call lightning spell, Notable Locations
with a save DC of 15.
Dwarven Trade Outpost (Settlement). An abandoned
Weather military outpost given a second life in the form of a
trade outpost, this stone brick fortress is armed with
Every 12 hours, roll for temperature, wind, and 10 (3d6) ballistas and guarded by 7 (2d6) bandits,
precipitation. To determine the direction of the wind, 5 (2d4) scouts, 2 (1d4) thugs, and 1 bandit captain.
roll a d8 and assign a direction to each die face. The trade settlement is well stocked with rations and
Daytime Nighttime resources, and many different kinds of traders and
Season Temperature (°F) Temperature (°F) goods can be found here.
Speaking with the settlement's guards can reveal that
Winter 2d6 + 30 1d6 + 25 the settlement has been dealing with a worg problem,
Spring 2d8 + 50 1d8 + 45 and that the settlement will offer a bounty of 1 gp for
each worg slain.
Summer 3d6 + 60 2d6 + 55
Goblin Base (Settlement). Not far from the dwarven trade
Fall 3d6 + 45 2d6 + 40 settlement lies a goblin base, tucked into an abandoned
mine in the side of a hill. A faint odor lingers in patches
d20 Wind around the base, a subtle indication of flammable gas.
1–12 None Around the base roams 33 (6d10) worgs, riden by 21
(6d6) goblins and lead by 1 goblin boss.
13–17 Light wind, 1d20 miles per hour Within the goblin base lies a hoard of 4d6 × 100 gp,
18–20 Strong wind, 1d20 + 20 miles per hour 1d4 potions of healing, and 1d6 1st-level spell scrolls.

PART 3 | WILDERNESS ENVIRONMENTS


39
Mount Drakholm Foraging and Hunting
Mountain environment On a successful Wisdom (Survival) check made to
forage or hunt, roll for what kind of flora, fauna, or other
resource is encountered.
Foraging Identification Navigation
d100 Encounter
DC 15 DC 15 DC 15
01–20 1d6 pounds of edible grasses and
Visibility Normal 1d4 gallons of fresh water
Helpful Languages Draconic 21–30 1d6 stirges
31–40 1 swarm of bats
Avalanche. The snowy peaks of the mountain are prone
to avalanches. Such an event can be triggered by loud 41–50 1d4 goats
sounds, such as shouting or effects that produce 51–60 1d4 eagles
thunderous booms such as the knock or thunderwave
spells. An avalanche, mudslide, or rockslide can cover an 61–70 1 saber-toothed tiger
area of any size. Each creature in the area must succeed 71–80 1 peryton
on a DC 15 Dexterity saving throw or take
22 (4d10) bludgeoning damage and become buried 81–85 1 giant bat
under 11 (2d10) feet of mud, rock, or snow. While a 86–90 1 giant goat
creature is buried, it is restrained and unable to breathe.
The area of the avalanche, mudslide, or rockslide 91–95 1 giant eagle
becomes difficult terrain until cleared, with each 5-foot- 96–98 1 pseudodragon
diameter portion requiring at least 1 minute to clear
by hand. 99–00 1 wyvern

Weather Notable Locations


Every 12 hours, roll for temperature, wind, and Drakholm Colosseum (Settlement). Carved into the side
precipitation. To determine the direction of the wind, of the mountain, the entrance to the colosseum bears
roll a d8 and assign a direction to each die face. the form of a dragon with open maw, daring brave
Daytime Nighttime warriors to try their luck within.
Season Temperature (°F) Temperature (°F) Challengers can find various combat trials on the
within the colosseum, ranging from single combat
Winter 3d8 + 10 2d8 against gladiators, knights, and veterans, as well as group
Spring 3d8 + 20 2d8 + 10 combat against lions, bulettes, and wyverns.
A challenger that emerges victorious from 10 (4d4)
Summer 4d6 + 40 3d6 + 30 single combat trials can face against the reigning
Fall 2d6 + 30 1d6 + 20 champion, a stone giant by the name Jonomund the
Indomitable. Should a challenger emerge victorious
d20 Wind against the champion they will be awarded with a belt of
stone giant stregth, 2d6 gems each worth 100 gp, and
1–5 None 6d6 × 100 gp.
6–15 Light wind, 1d20 miles per hour Wyrr Peak (Landmark). The highest peak within the
16–20 Strong wind, 1d20 + 20 miles per hour mountain range, the snowcap of the Wyrr Peak stands as
a near insurmountable challenge to travelers and
mountaineers alike. Strong frigid winds tear constantly
d20 Precipitation around the peak, keeping even mighty wyverns from
1–10 None roosting upon it.
The Wyrr Peak can be climbed with three successive
11–14 Overcast, fog, or mist DC 30 Strength (Athletics) checks over the course of 3
hours. Additionally, a creature takes 3 (1d6) cold
15–18 Light rain, (1d20 + 10) / 100 inches of rain damage at the start of each of its turns while climbing
per hour, or ten times as much snow
the peak. Planted at the top of the Wyrr Peak is a
19–20 Heavy rain, (1d20 + 30) / 100 inches of rain defender greatsword, which projects a ward against the
per hour, or ten times as much snow
snow in a 10-foot radius around it.

PART 3 | WILDERNESS ENVIRONMENTS


40
Nethamian Sea Weather
Ocean environment Every 12 hours, roll for temperature, wind, and
precipitation. To determine the direction of the wind,
roll a d8 and assign a direction to each die face.
Foraging Identification Navigation
Daytime Nighttime
DC 10 DC 15 DC 15 Season Temperature (°F) Temperature (°F)
Visibility Normal Winter 3d8 + 35 2d8 + 30
Helpful Languages — Spring 3d8 + 45 2d8 + 40
Summer 4d8 + 65 3d8 + 60
Strong Current. Certain areas within the Netamian Sea
flow with shifting tides. The current carries creatures Fall 3d6 + 50 2d6 + 45
and objects within it at a speed of 35 (2d6 × 5) feet on
initiative 20 (losing initiative ties). d20 Wind
Thunderstorms. This environment is prone to strikes of 1–8 None
lightning. If the precipitation is overcast, light rain, or 9–15 Light wind, 1d20 miles per hour
heavy rain, the DM can choose a thunderstorm to occur,
or can roll a d6 to decide, with a thunderstorm occurr- 16–20 Strong wind, 1d20 + 20 miles per hour
ing on a 5–6. Every hour during a thunderstorm, 3 (1d6)
bolts of lightning strike within an area a mile across, d20 Precipitation
generally striking the tallest object, or otherwise a
conductive object such as a knight clad in armor. The 1–10 None
lightning strikes behave as per the call lightning spell, 11–14 Overcast, fog, or mist
with a save DC of 15.
Whirlpool. In areas where storms or opposed currents 15–18 Light rain, (1d20 + 10) / 100 inches of rain
per hour, or ten times as much snow
drive powerful waters together, violent maelstroms
might form. Whirlpools are difficult terrain. Each 19–20 Heavy rain, (1d20 + 30) / 100 inches of rain
whirlpool has a rank, which determines its size and per hour, or ten times as much snow
strength, as shown on the Whirlpool Rank table. A
whirlpool’s depth equals half its diameter. Foraging and Hunting
Rank Diameter Velocity DC On a successful Wisdom (Survival) check made to
1 22 (4d10) ft. 5 ft. 5 forage or hunt, roll for what kind of flora, fauna, or other
resource is encountered.
2 55 (10d10) ft. 15 ft. 10
d100 Encounter
3 110 (20d10) ft. 25 ft. 15
01–40 1 swarm of quippers (fish)
4 160 (30d10) ft. 35 ft. 20
41–50 2d6 crabs
When a creature moves into a whirlpool or starts its 51–60 1d8 octopuses
turn there, it must make a Strength (Athletics) check
with a DC determined by the whirlpool's rank. On a 61–70 1 giant crab
success, the creature can move normally. On a failure, 71–80 1 giant octopus
the creature is immediately moved toward the vortex's
center at the whirlpool's velocity, and the creature is 81–90 1 reef shark
restrained by the whirlpool until the start of its next turn. 91–95 1 hunter shark
If the creature reaches the whirlpool's center, it is pulled
under the surface a number of feet underwater equal to 96–00 1 giant shark
the whirlpool's velocity.

PART 3 | WILDERNESS ENVIRONMENTS


41
Il'Daeus River Delta Foraging and Hunting
Swamp environment On a successful Wisdom (Survival) check made to
forage or hunt, roll for what kind of flora, fauna, or other
resource is encountered.
Foraging Identification Navigation
d100 Encounter
DC 10 DC 15 DC 15
01–30 1 swarm of quippers (fish)
Visibility Normal 31–40 2d6 rats
Helpful Languages —
41–50 2d6 frogs
Flammable Gas. Bodies of stagnant water surround the 51–60 1d8 ravens
delta, a result of the river's seasonal variance in flow.
61–65 1d6 stirges
These pools form flammable gases from decomposition
of timber caught within them. When an area of 66–70 1d4 giant frogs
flammable gas is exposed to an open flame, the gas
71–75 1d4 constrictor snakes
combusts and explodes. Each creature within the gas
must make a DC 15 Dexterity saving throw, taking 28 76–80 1 giant toad
(8d6) fire damage on a failed save, or half as much
81–90 1d6 giant rats
damage on a successful one.
The fire spreads around corners and ignites flamm- 91–95 1 giant constrictor snake
able objects in the area that aren't being worn or carried.
96–98 1 crocodile
Strong Current. The Il'Daeus River flow particularly swift 99–00 1 giant crocodile
in areas where it is choked. The current carries creatures
and objects within it at a speed of 35 (2d6 × 5) feet on
initiative 20 (losing initiative ties). Notable Locations
Hook Rock (Landmark). A crescent-shaped rocky island in
Weather the middle of the delta, Hook Rock sits at the center of
Every 12 hours, roll for temperature, wind, and a series of wooden bridges that span the delta from east
precipitation. To determine the direction of the wind, to west. Locals rumors mention that the rock is a
roll a d8 and assign a direction to each die face. dangerous and bloody place, and should be avoided if at
all possible, even at the cost of trudging through marshy
Daytime Nighttime water and soil for days.
Season Temperature (°F) Temperature (°F) Dwelling under the eastern bridge that connects to
Winter 2d8 + 50 1d8 + 40 Hook Rock is a troll. The creature has entered into a
mutualistic relationship of sorts with 7 (3d4) bandits
Spring 3d8 + 60 2d8 + 50 and 1 bandit captain, who station themselves around the
Summer 4d8 + 70 3d8 + 60 bridge, demanding a toll of 50 gp from each traveler
that passes by. They will attack if a traveler be unable to
Fall 4d6 + 50 3d6 + 40 pay the toll or attempt to cross without paying, and will
pick through the bags of any slain travelers and feed the
d20 Wind bodies to the troll.
1–15 None Pools of stagnant water on the islands adjacent to
Hook Rock produce flammable gas, which the bandit
16–18 Light wind, 1d20 miles per hour captain is aware of. Additionally, the current around
19–20 Strong wind, 1d20 + 20 miles per hour Hook Rock run strong and swift.
Il'Daeus River (Landmark). The main source of water for
d20 Precipitation the delta, the mighty Il'Daeus flows through the delta in
a cycle of alternating light and heavy flow. A character
1–10 None foraging or hunting from the river's banks only needs to
11–14 Overcast, fog, or mist succeed on a DC 10 Wisdom (Survival) check in order
to find food, and can find water without needing to
15–18 Light rain, (1d20 + 10) / 100 inches of rain make a check. The river is lush with swarms of quippers.
per hour

19–20 Heavy rain, (1d20 + 30) / 100 inches of rain


per hour

PART 3 | WILDERNESS ENVIRONMENTS


42
Liante Mar d100 Encounter
Underdark environment 01–20 2d4 pound of edible mushrooms
21–30 2d6 stirges
Foraging Identification Navigation 31–40 1 swarm of spiders
DC 20 DC 15 DC 20 41–50 1d4 violet fungi
51–60 1d8 shriekers
Visibility Complete darkness, passive Perception –5
Helpful Languages Undercommon 61–70 1d6 myconid sprouts
71–75 1d4 myconid adults
Desecrated Ground. Certain areas within this 76–85 1d6 gas spores
environment have been tainted by unholy magic. An area
of desecrated ground can be any size, and a detect evil 86–95 1d6 giant spiders
and good spell cast within range reveals its presence. 96–98 1 grell
Undead standing on desecrated ground have
advantage on all saving throws. 99–00 1 bulette
A vial of holy water purifies a 10-foot-square area of
desecrated ground when sprinkled on it, and a hallow Notable Locations
spell purifies desecrated ground within its area.
Drow Town (Settlement). The small drow town contains
Luminescent Mushrooms. Strange luminescent inns for travelers to rest at, as well as a drow traders
mushrooms make their home down in Liante Mar's dark selling potions, weapons, rations, and other supplies.
tunnels, each mushroom shedding dim light in a 5-foot The town is defended by a 14 (4d6) drow, 3 (1d6)
radius around it. drow elite warriors, and 3 (1d6) drow mages, spread out
Purple Worm Hunting Ground. Dangerous predators around the town.
make their home within this environment, attracted to
Shadow Trap (Ruins). The opening of certain tunnels
loud sounds such as shouting, or effects that produce
within this environment are under the effect of a hallow
thunderous booms such as the knock or thunderwave
spell, placed there as a barricade against a 21 (6d6)
spells. When such a sound is produced, roll a d6. On a
shadows trapped on the other side.
roll of a 6, the sound attracts 1 purple worm, which
If the hallow spell is dispelled, the shadows will begin
arrives after 10 (3d6) minutes.
to roam the environment.
Weather Weaver's Den (Landmark). The den of a male and female
Being underground, this environment doesn't drider, this stretch of tunnels is covered all around with
experience weather. The temperature within this thick webs. These webs are considered difficult terrain,
environment is always 3d8 + 40 degrees Farenheit. but can be destroyed with fire or slashing quite easily.
Setting webs on fire will provoke 3 (1d6) swarms of
Foraging and Hunting spiders, followed by 10 (4d4) giant spiders and the 2
driders after 1 hour has passed.
On a successful Wisdom (Survival) check made to
If either of the drider are wounded, 28 (8d6) drow will
forage or hunt, roll for what kind of flora, fauna, or other
become hostile and begin to pursue those who harmed
resource is encountered.
the driders.

PART 3 | WILDERNESS ENVIRONMENTS


43
Yaria Lakebed Weather
Underwater environment Being underwater, this environment doesn't experience
precipitation or wind. Every 12 hours, roll for the
environment's temperature.
Foraging Identification Navigation
Daytime Nighttime
DC 20 DC 15 DC 20 Season Temperature (°F) Temperature (°F)
Visibility Underwater, passive Perception –5 Winter 2d6 + 40 1d6 + 40
Helpful Languages — Spring 2d8 + 50 1d8 + 50
Summer 3d8 + 60 2d8 + 60
Charming Wisps. Flashing lights set out within the lake
by merfolk, these lights flicker hypnotically. When a Fall 3d6 + 50 2d6 + 40
creature starts its turn within 30 feet of a wisp, it must
succeed on a DC 15 Wisdom saving throw or become
charmed by the wisp for 1 minute. A creature can repeat
Foraging and Hunting
the saving throw at the end of each of its turns, ending On a successful Wisdom (Survival) check made to
the effect on itself on a success. If a creature's saving forage or hunt, roll for what kind of flora, fauna, or other
throw is successful or the effect ends for it, the creature resource is encountered.
is immune to the effect of all such charming wisps for
the next 24 hours. d100 Encounter
A creature charmed in this way must spend its turn 01–40 1 swarm of quippers (fish)
trying to move as close to the wisp as it can, taking the
Dash action if it can't reach the wisp, and it can't 41–50 2d6 crabs
willingly move to further away from the wisp. The wisp 51–60 1d8 constrictor snakes* (eels)
flickers out of existence once a creature moves within 5
feet of it, reappearing 30 feet away in the direction of 61–70 1d4 otters
the sunken temple. 71–80 1 giant crab
Quicksand. Lake Yaria's unstable currents can quickly 81–90 1 giant constrictor snake* (giant eel)
shift the lakebed's dirt and silt, burying creatures.
91–95 1 shambling mound*
A quicksand pit covers the ground in roughly a 10-
foot square area and is usually 10 feet deep. When a 96–00 1 plesiosaurus
creature enters the area, it sinks 3 (1d4 + 1) feet into * The creature gains the ability to breathe underwater
the quicksand and becomes restrained. At the start of
each of the creature's turns, it sinks another 2 (1d4)
feet. As long as the creature isn't completely submerged Notable Locations
in quicksand, it can escape by using its action and Sunken Temple (Ruins). At the bottom of the lake sits the
succeeding on a Strength check. The DC is 10 plus the sunken ruins of a temple to the storm dragon,
number of feet the creature has sunk into the quicksand. Akkhayraeas. It lies in a state of disrepair, and has been
A creature that is completely submerged in quicksand taken over by an aboleth served by 14 (4d6) merfolk.
can't breathe. The merfolk lure travelers into the temple by placing
A creature can pull another creature within its reach charming wisps, which light the way down to the
out of a quicksand pit by using its action and succeed- temple's entrance. Once inside the temple, the merfolk
ing on a Strength check. The DC is 5 plus the number of ambush with chains and nets, attempting to restrain
feet the target creature has sunk into the quicksand. travelers to bring before their aboleth master.
Strong Current. Unpredictable currents flow within Lake The aboleth is attuned to an animated shield and
Yaria, fed by bubbling geothermal vents from the lake's possesses a bowl of commanding water elementals,
bed, and can flow in all directions, including straight up both of which it will use if it engages in a fight. The
or down. The current carries creatures and objects aboleth's lair also contains 6d6 × 100 gp and a staff of
within it at a speed of 35 (2d6 × 5) feet on initiative 20 thunder and lightning.
(losing initiative ties).

PART 3 | WILDERNESS ENVIRONMENTS


44
Part 4: Creature Statistics

T
his section contains statistics for prey,
various predators, and NPCs utilizing the
hunter class's properties. These stat blocks Beaver
are provided for use as challenges to face, Small beast, unaligned
allies to entreat, and pets and familiars to be
befriended or summoned. These inhabitants
of the wild lands round out the creatures Armor Class 10
provided in the Player's Handbook and Monster Manual. Hit Points 4 (1d6 + 1)
Speed 30 ft., swim 40 ft.

Prey
STR DEX CON INT WIS CHA
Prey are beasts who inhabit the wilds, feeding those who
prowl and hunt. These stat blocks are provided for use as 8 (–1) 11 (+0) 13 (+1) 3 (–4) 12 (+1) 5 (–3)
familiars, pets, prey, or other spells and features that involve
summoning or transforming into beasts. Senses passive Perception 11
The creatures are presented in alphabetical order, Languages —
accompanied by their giant forms. Challenge 0 (10 XP)

Woodworker. The beaver deals double damage to


wooden objects and structures, and plant creatures
Bear Cub have vulnerability to the beaver's damage.
Small beast, unaligned Actions
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one
Armor Class 10 target. Hit: 1 (1d4 - 1) piercing damage.
Hit Points 4 (1d6 + 1)
Speed 30 ft., climb 20 ft.

STR DEX CON INT WIS CHA


12 (+1) 10 (+0) 12 (+1) 2 (–4) 10 (+0) 5 (–3)
Giant Beaver
Large beast, unaligned
Skills Perception +2
Senses passive Perception 12 Armor Class 13 (natural armor)
Languages — Hit Points 17 (2d10 + 6)
Challenge 1/8 (25 XP) Speed 40 ft., swim 50 ft.

Keen Smell. The bear has advantage on Wisdom


(Perception) checks that rely on smell. STR DEX CON INT WIS CHA
14 (+2) 11 (+0) 16 (+3) 5 (–3) 12 (+1) 5 (–3)
Actions
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., Senses passive Perception 11
one target. Hit: 4 (1d6 + 1) slashing damage. Languages —
Challenge 1/4 (50 XP)

Woodworker. The beaver deals double damage to


wooden objects and structures, and plant creatures
have vulnerability to the beaver's damage.

Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 7 (2d4 + 2) piercing damage.

PART 4 | CREATURE STATISTICS


45
Fox Otter
Tiny beast, unaligned Tiny beast, unaligned

Armor Class 12 Armor Class 12


Hit Points 2 (1d4) Hit Points 2 (1d4)
Speed 40 ft. Speed 30 ft., swim 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
5 (–3) 15 (+2) 10 (+0) 3 (–4) 12 (+1) 5 (–3) 4 (–3) 15 (+2) 10 (+0) 3 (–4) 12 (+1) 4 (–3)

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


Senses passive Perception 13 Senses passive Perception 13
Languages — Languages —
Challenge 0 (10 XP) Challenge 0 (10 XP)

Keen Hearing and Smell. The fox has advantage on


Wisdom (Perception) checks that rely on hearing Actions
or smell.
Claw. Melee Weapon Attack: +0 to hit, reach 5 ft., one
Actions target. Hit: 1 slashing damage.

Bite. Melee Weapon Attack: +0 to hit, reach 5 ft.,


one target. Hit: 1 piercing damage.

Giant Otter
Medium beast, unaligned
Giant Fox Armor Class 12
Medium beast, unaligned
Hit Points 11 (2d8 + 2)
Speed 40 ft., swim 50 ft.
Armor Class 12
Hit Points 11 (2d8 + 2)
Speed 50 ft. STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 12 (+1) 5 (–3) 12 (+1) 6 (–2)
STR DEX CON INT WIS CHA
Skills Perception +3
9 (–1) 15 (+2) 12 (+1) 4 (–3) 12 (+1) 5 (–3) Senses passive Perception 13
Languages —
Skills Perception +3, Stealth +4 Challenge 1/8 (25 XP)
Senses passive Perception 13
Languages —
Challenge 1/8 (25 XP) Actions
Keen Hearing and Smell. The fox has advantage on Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Wisdom (Perception) checks that rely on hearing or target. Hit: 4 (1d4 + 2) slashing damage.
smell.

Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 4 (1d4 + 2) piercing damage.

PART 4 | CREATURE STATISTICS


46
Rabbit Raccoon
Tiny beast, unaligned Tiny beast, unaligned

Armor Class 11 Armor Class 12


Hit Points 1 (1d4 – 1) Hit Points 2 (1d4)
Speed 40 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
2 (–4) 13 (+1) 8 (–1) 2 (–4) 12 (+1) 4 (–3) 3 (–4) 15 (+2) 10 (+0) 3 (–4) 12 (+1) 5 (–3)

Skills Perception +3 Skills Perception +3, Sleight of Hand +4, Stealth +4


Senses passive Perception 13 Senses darkvision 30 ft., passive Perception 13
Languages — Languages —
Challenge 0 (0 XP) Challenge 0 (0 XP)

Runaway. The rabbit doesn't provoke opportunity Keen Smell. The raccoon has advantage on Wisdom
attacks when it moves out of an enemy's reach. (Perception) checks that rely on smell.
Super-Immune. The raccoon had advantage on saving
throws against poison and disease.
Actions
Giant Rabbit Claws. Melee Weapon Attack: +0 to hit, reach 5 ft.,
Medium beast, unaligned one target. Hit: 1 slashing damage.

Armor Class 11
Hit Points 11 (2d8 + 2)
Speed 50 ft.
Giant Raccoon
STR DEX CON INT WIS CHA Medium beast, unaligned
6 (–2) 13 (+1) 12 (+1) 3 (–4) 12 (+1) 4 (–3)
Armor Class 12
Hit Points 11 (2d8 + 2)
Skills Perception +3
Speed 40 ft.
Senses passive Perception 13
Languages —
Challenge 1/8 (25 XP) STR DEX CON INT WIS CHA
Runaway. The rabbit doesn't provoke opportunity 8 (–1) 15 (+2) 12 (+1) 5 (–3) 12 (+1) 7 (–2)
attacks when it moves out of an enemy's reach.
Skills Perception +3, Sleight of Hand +4, Stealth +4
Actions Senses darkvision 30 ft., passive Perception 13
Languages —
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one Challenge 1/8 (25 XP)
target. Hit: 3 (1d4 + 1) piercing damage.
Keen Smell. The raccoon has advantage on Wisdom
(Perception) checks that rely on smell.
Super-Immune. The raccoon had advantage on saving
throws against poison and disease.
Actions
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 4 (1d4 + 2) slashing damage.

PART 4 | CREATURE STATISTICS


47
Sparrow Squirrel
Tiny beast, unaligned Tiny beast, unaligned

Armor Class 13 Armor Class 10


Hit Points 1 (1d4 – 1) Hit Points 1 (1d4 – 1)
Speed 10 ft., fly 50 ft. Speed 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
1 (–5) 16 (+3) 8 (–1) 2 (–4) 12 (+1) 7 (–2) 2 (–4) 11 (+0) 9 (–1) 2 (–4) 10 (+0) 4 (–3)

Skills Perception +3 Senses passive Perception 10


Senses passive Perception 13 Languages —
Languages — Challenge 0 (0 XP)
Challenge 0 (0 XP)
Runaway. The squirrel doesn't provoke opportunity
Flyby. The sparrow doesn't provoke opportunity attacks when it moves out of an enemy's reach.
attacks when it flies out of an enemy's reach.
Actions
Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one
target. Hit: 1 piercing damage.
Giant Sparrow
Medium beast, unaligned

Armor Class 13 Giant Squirrel


Hit Points 9 (2d8) Medium beast, unaligned
Speed 15 ft., fly 60 ft.
Armor Class 10
STR DEX CON INT WIS CHA Hit Points 11 (2d8 + 2)
Speed 30 ft., climb 30 ft.
6 (–2) 16 (+3) 10 (+0) 4 (–3) 12 (+1) 7 (–2)

Skills Perception +3 STR DEX CON INT WIS CHA


Senses passive Perception 13 8 (–1) 11 (+0) 13 (+1) 4 (–3) 10 (+0) 6 (–2)
Languages —
Challenge 1/8 (25 XP)
Senses passive Perception 10
Languages —
Flyby. The sparrow doesn't provoke opportunity Challenge 1/8 (25 XP)
attacks when it flies out of an enemy's reach.
Runaway. The squirrel doesn't provoke opportunity
Actions attacks when it moves out of an enemy's reach.
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 5 (1d4 + 3) piercing damage. Actions
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: 2 (1d4) piercing damage.

PART 4 | CREATURE STATISTICS


48
Nonplayable Characters Master Huntsman
This section contains statistics for various humanoid Master huntsman are legendary trackers, marksmen, and
nonplayable characters (NPCs) to be referenced and used by explorers, whose prowess are renown across the land. They
DMs seeking to apply a hunter's abilities to the game. These are often tasked with wardening forests or wild lands.
stat blocks can represent any humanoid NPCs, and you can Representing hunters who have reached a level of expertise
add racial traits to further customize them. and mastery of their craft, master huntsman are formidable
These stat blocks implement aspects of the hunter class, foes or allies.
while having certain features stripped out for simplicity.
Hunter Master Huntsman
Hunters stalk the wilds, hunting game on the fringes of Medium humanoid (any race), any alignment
civilization, toughened up through years of living off the land.
They sometimes serve as guides for caravans or expeditions Armor Class 17 (studded leather)
venturing into the wild. Hit Points 212 (25d8 + 100)
With time and experience, hunters develop specialties, Speed 30 ft.
tailored for hunting certain types of prey. The hunter's stat
block serves as a baseline for these specialized hunters,
detailed later. One stat block is provided for each subclass in STR DEX CON INT WIS CHA
the hunter class. 14 (+2) 20 (+5) 18 (+4) 11 (+0) 18 (+4) 10 (+0)

Saving Throws Str +6, Dex +9


Skills Animal Handling +8, Nature +4, Perception +8,
Stealth +9, Survival +8
Hunter Senses passive Perception 18
Medium humanoid (any race), any alignment Languages any two languages
Challenge 10 (5900 XP)
Armor Class 16 (studded leather)
Hit Points 75 (10d8 + 30) Master's Mark (4/Day). The master huntsman marks
Speed 30 ft. one creature it can see within 90 feet of it. For the
next 8 hours or until the master huntsman falls
unconscious, the master huntsman has advantage on
STR DEX CON INT WIS CHA any Wisdom (Perception) or Wisdom (Survival)
checks made to find it and gains a 1d6 bonus to
11 (+0) 18 (+4) 16 (+3) 11 (+0) 14 (+2) 10 (+0) attack and damage rolls made against it.

Skills Perception +4, Survival +4 Swift Response. The master huntsman gains a +4
Senses passive Perception 14 bonus to its initiative rolls.
Languages any one language (usually Common) Quick Reflexes. On each of its turns, the master
Challenge 3 (700 XP) huntsman can use a bonus action to take the Dash,
Disengage, or Hide action.
Hunter's Mark (2/Day). The hunter marks one creature
it can see within 90 feet of it. For the next hour or Actions
until the hunter falls unconscious, the hunter has Multiattack. The master huntsman makes two attacks
advantage on any Wisdom (Perception) or Wisdom with its longbow or three attacks with its shortsword.
(Survival) checks made to find it, and its attacks deal
an extra 1d6 damage to the marked creature. Longbow. Ranged Weapon Attack: +6 to hit, range
150/600 ft., one target. Hit: 9 (1d8 + 5) piercing
Swift Response. The hunter gains a +2 bonus to its damage.
initiative rolls.
Shortsword. Melee Weapon Attack: +9 to hit, reach 5
Actions ft., one target. Hit: 8 (1d6 + 5) piercing damage.
Multiattack. The hunter makes two attacks with its
longbow or shortsword.
Reactions
Master's Guard. The master huntsman imposes a 1d6
Longbow. Ranged Weapon Attack: +6 to hit, range penalty on one weapon attack that would hit it or a
150/600 ft., one target. Hit: 8 (1d8 + 4) piercing creature within 5 feet of it. The attack must have been
damage. made by the target of the master huntsman's Master's
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 Mark. If this causes the attack to miss, the master
ft., one target. Hit: 7 (1d6 + 4) piercing damage. huntsman can make one weapon attack at the
creature.

PART 4 | CREATURE STATISTICS


49
Blood Hunter
Specializing in werewolves, vampires, and creatures that
spread death and disease, blood hunters track cursed blood
across the land, seeking to eradicate these curses at any cost.
These warriors inure themselves poison and disease in
preparation for the prey they face, and can silver their
blades with their own blood.

Blood Hunter
Medium humanoid (any race), any alignment

Armor Class 16 (studded leather)


Hit Points 105 (14d8 + 42)
Speed 30 ft.

STR DEX CON INT WIS CHA


11 (+0) 18 (+4) 16 (+3) 11 (+0) 16 (+3) 10 (+0)

Skills Intimidation +3, Investigation +3


Damage Immunities poison
Condition Immunities poisoned
Senses passive Perception 13
Languages any one language (usually Common)
Challenge 5 (1800 XP)

Hunter's Mark (3/Day). The hunter marks one creature


it can see within 90 feet of it. For the next hour or
until the hunter falls unconscious, the hunter has
advantage on any Wisdom (Perception) or Wisdom
(Survival) checks made to find it, and its attacks deal
an extra 1d6 damage to the marked creature.
Swift Response. The hunter gains a +3 bonus to its
initiative rolls.
Crimson Rite (Recharges after a Short or Long Rest). As
a bonus action, the hunter takes 3 (1d6) necrotic
damage and imbues its weapons with blood. For 1
minute, its weapon becomes silvered, and its weapon
attacks deal an additional 3 (1d6) necrotic damage on
a hit to a creatures with less than half of its maximum
hit points.
Transfusion (Recharges after a Short or Long Rest).
As a bonus action, the hunter regains 6 (1d6 + 3) hit
points.
Actions
Multiattack. The hunter makes two attacks with its
longbow or shortsword.
Longbow. Ranged Weapon Attack: +7 to hit, range
150/600 ft., one target. Hit: 8 (1d8 + 4) piercing
damage.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Reactions
Hunter's Guard. The hunter imposes a 1d6 penalty on
one weapon attack that would hit it or a creature
within 5 feet of it. The attack must have been made
by the target of the hunter's Hunter's Mark.

PART 4 | CREATURE STATISTICS


50
Bounty Hunter
Experts at interrogation and investigation, bounty hunters are
second to none when it comes to tracking down criminals,
Bounty Hunter
Medium humanoid (any race), any alignment
runaways, and fugitives. Adept at disarming and subduing
humanoid foes, these hunters can bring back their quarry
dead or alive. Armor Class 16 (breastplate)
Hit Points 105 (14d8 + 42)
Speed 30 ft.
Colossus Slayer
Trained in the art of bringing down large quarry, colossus
slayers are often called upon to settle disputes with giants or STR DEX CON INT WIS CHA
to assist with the subjugation of dragons. Their abilities are 18 (+4) 14 (+2) 16 (+3) 11 (+0) 16 (+3) 10 (+0)
versatile, allowing them to hunt this wide range of prey with
deadly efficiency. Skills Investigation +3, Intimidation +3
Senses passive Perception 13
Demon Slayer Languages any one language (usually Common)
Challenge 5 (1800 XP)
Exorcists, holy knights, or seasoned mercenaries, demon
slayers demonstrate techniques suited for the destruction of
the unholy. A demon slayer's work is to destroy the root of Hunter's Mark (3/Day). The hunter marks one creature
it can see within 90 feet of it. For the next hour or
evil, following the scent of the unholy and striking it down until the hunter falls unconscious, the hunter has
with consecrated weapons. advantage on any Wisdom (Perception) or Wisdom
(Survival) checks made to find it, and its attacks deal
an extra 1d6 damage to the marked creature.
Swift Response. The hunter gains a +3 bonus to its
initiative rolls.
Disarm (Recharges after a Short or Long Rest). When a
creature misses the hunter with a melee weapon
attack, the hunter can attempt to disarm the it. The
target must succeed on a DC 15 Strength saving
throw or drop one object of the hunter's choice,
which lands at the target's feet.
Pin Down (Recharges after a Short or Long Rest). When
the hunter attacks a Large or smaller creature within 5
feet of it, it can force the creature to make a DC 15
Strength saving throw. On a failed save, it is knocked
prone and grappled.
Actions
Multiattack. The hunter makes two attacks with its
longsword.
Bola. Ranged Weapon Attack: +5 to hit, range 20 ft.,
one Large or smaller creature. Hit: the target is
entangled. An entangled creature's speed is halved,
and it falls prone after using the Dash action. A
creature can use its action to untangle itself or
another creature within its reach. Dealing 5 slashing
damage to the bola (AC 10) also frees the creature
without harming it, ending the effect and destroying
the bola..
Longsword. Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9
(1d10 + 4) slashing damage if used with two hands to
make a melee attack.
Reactions
Hunter's Guard. The hunter imposes a 1d6 penalty on
one weapon attack that would hit it or a creature
within 5 feet of it. The attack must have been made
by the target of the hunter's Hunter's Mark.

PART 4 | CREATURE STATISTICS


51
Colossus Slayer Demon Slayer
Medium humanoid (any race), any alignment Medium humanoid (any race), any alignment

Armor Class 16 (studded leather) Armor Class 16 (studded leather)


Hit Points 105 (14d8 + 42) Hit Points 105 (14d8 + 42)
Speed 30 ft., climb 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 16 (+3) 11 (+0) 16 (+3) 10 (+0) 11 (+0) 18 (+4) 16 (+3) 11 (+0) 16 (+3) 10 (+0)

Skills Athletics +3, Stealth +7 Skills Arcana +3, Religion +3


Senses passive Perception 13 Condition Immunities charmed, frightened
Languages any one language (usually Common) Senses passive Perception 13
Challenge 5 (1800 XP) Languages any one language (usually Common)
Challenge 5 (1800 XP)
Hunter's Mark (3/Day). The hunter marks one creature
it can see within 90 feet of it. For the next hour or Hunter's Mark (3/Day). The hunter marks one creature
until the hunter falls unconscious, the hunter has it can see within 90 feet of it. For the next hour or
advantage on any Wisdom (Perception) or Wisdom until the hunter falls unconscious, the hunter has
(Survival) checks made to find it, and its attacks deal advantage on any Wisdom (Perception) or Wisdom
an extra 1d6 damage to the marked creature. (Survival) checks made to find it, and its attacks deal
an extra 1d6 damage to the marked creature.
Swift Response. The hunter gains a +3 bonus to its
initiative rolls. Swift Response. The hunter gains a +3 bonus to its
initiative rolls.
Bring Down (Recharges after a Short or Long Rest).
When the hunter hits a creature with a weapon attack, Magic Weapons. The hunter's weapon attacks are
the target must succeed on a DC 15 Dexterity saving magical.
throw or be knocked prone and take bludgeoning
Vicious Wound (Recharges after a Short or Long Rest).
damage. A Medium or smaller creature takes 1d6
When the hunter hits a creature with a weapon attack,
damage, a Large creature takes 2d6 damage, a Huge
the target becomes unable to regain hit points for 1
creature takes 3d6 damage, and a Gargantuan
minute, or until a creature takes an action to staunch
creature takes 4d6 damage.
the wound with a successful DC 15 Wisdom
Actions (Medicine) check.
Multiattack. The hunter makes two attacks with its Actions
shortsword.
Multiattack. The hunter makes two attacks with its
Grappling Hook. Ranged Weapon Attack: +7 to hit, longbow or shortsword.
range 30/120 ft., one target. Hit: 6 (1d4 + 4) piercing
Longbow. Ranged Weapon Attack: +7 to hit, range
damage, and the target is bound by a chain. While
150/600 ft., one target. Hit: 8 (1d8 + 4) piercing
bound, a creature must make a DC 15 Strength check
damage.
when it tries to move away from the hunter. On a
failure, it falls prone and is unable to move away. A Shortsword. Melee Weapon Attack: +7 to hit, reach 5
bound creature can remove the chain as an action. ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Reactions
Hunter's Guard. The hunter imposes a 1d6 penalty on
Reactions one weapon attack that would hit it or a creature
within 5 feet of it. The attack must have been made
Hunter's Guard. The hunter imposes a 1d6 penalty on
by the target of the hunter's Hunter's Mark.
one weapon attack that would hit it or a creature
within 5 feet of it. The attack must have been made
by the target of the hunter's Hunter's Mark.
Uncanny Dodge. The hunter halves the damage that it
takes from an attack that hit it. The hunter must be
able to see the attacker.

PART 4 | CREATURE STATISTICS


52
Dragon Slayer
Often idolized as heroes and champions, the life of a dragon
slayer is equal parts glamor and grit. Trained in piercing
Dragon Slayer
Medium humanoid (any race), any alignment
through a dragon's thick hide and plundering them of flight,
these warriors often supplement their work hunting other
armored or winged prey. Armor Class 16 (breastplate)
Hit Points 105 (14d8 + 42)
Speed 30 ft.
Horde Breaker
Sometimes looked down upon as exterminators, horde
breakers fulfill the grueling yet important task of cutting STR DEX CON INT WIS CHA
down and driving out large packs of monsters, such as 11 (+0) 18 (+4) 16 (+3) 11 (+0) 16 (+3) 10 (+0)
goblins, rats, and occasionally wolves. Experts in dealing
with a large number of foes, these hunters are accustomed to Skills Perception +6, Survival +6
fighting at a numerical disadvantage, using their equipment Damage Resistances one type of its choice from acid,
and surroundings to make up the difference. cold, fire, lightning, or poison
Senses passive Perception 16
Mage Hunter Languages any one language (usually Common)
Challenge 5 (1800 XP)
Trained in the magical arts, mage hunters serve as enforcers
in societies where magic is abundant, or otherwise as Hunter's Mark (3/Day). The hunter marks one creature
specialists for combating magic users. Trained in spell it can see within 90 feet of it. For the next hour or
replication, these hunters can also serve as spies, infiltrating until the hunter falls unconscious, the hunter has
the ranks of a magic organization. advantage on any Wisdom (Perception) or Wisdom
(Survival) checks made to find it, and its attacks deal
an extra 1d6 damage to the marked creature.
Swift Response. The hunter gains a +3 bonus to its
initiative rolls.
Clip Wings (Recharges after a Short or Long Rest). When
the hunter hits a winged creature that is flying with a
weapon attack, the target must succeed on a DC 15
Strength saving throw or plummet, landing prone if it
hits the ground.
Sunder Scales (Recharges after a Short or Long Rest).
When the hunter hits a creature with a weapon attack,
the target's AC is reduced by 3 (1d6) if has natural
armor or armor consisting of plate or scales. The
target's AC can't be reduced lower than 10 + its
Dexterity modifier. A creature's natural armor heals
over 3 (1d6) days.
Actions
Multiattack. The hunter makes two attacks with its
longbow or shortsword.
Longbow. Ranged Weapon Attack: +7 to hit, range
150/600 ft., one target. Hit: 8 (1d8 + 4) piercing
damage.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Reactions
Hunter's Guard. The hunter imposes a 1d6 penalty on
one weapon attack that would hit it or a creature
within 5 feet of it. The attack must have been made
by the target of the hunter's Hunter's Mark.

PART 4 | CREATURE STATISTICS


53
Horde Breaker Mage Hunter
Medium humanoid (any race), any alignment Medium humanoid (any race), any alignment

Armor Class 16 (studded leather) Armor Class 16 (studded leather)


Hit Points 105 (14d8 + 42) Hit Points 105 (14d8 + 42)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 16 (+3) 11 (+0) 13 (+1) 10 (+0) 11 (+0) 18 (+4) 16 (+3) 11 (+0) 16 (+3) 10 (+0)

Skills Perception +4, Survival +4 Skills Arcana +3, Insight +6


Senses passive Perception 14 Senses passive Perception 13
Languages any one language (usually Common) Languages any one language (usually Common)
Challenge 5 (1800 XP) Challenge 5 (1800 XP)

Hunter's Mark (3/Day). The hunter marks one creature Hunter's Mark (3/Day). The hunter marks one creature
it can see within 90 feet of it. For the next hour or it can see within 90 feet of it. For the next hour or
until the hunter falls unconscious, the hunter has until the hunter falls unconscious, the hunter has
advantage on any Wisdom (Perception) or Wisdom advantage on any Wisdom (Perception) or Wisdom
(Survival) checks made to find it, and its attacks deal (Survival) checks made to find it, and its attacks deal
an extra 1d6 damage to the marked creature. an extra 1d6 damage to the marked creature.
Swift Response. The hunter gains a +3 bonus to its Swift Response. The hunter gains a +3 bonus to its
initiative rolls. initiative rolls.
Actions Spellcasting. The hunter is a 5th-level spellcaster. The
hunter's spellcasting ability is Wisdom (spell save DC
Multiattack. The hunter makes two attacks with its 14, +6 to hit with spell attacks). The hunter has the
longbow or shortsword. following hunter spells prepared:
Longbow. Ranged Weapon Attack: +7 to hit, range Cantrip (at will): mage hand
150/600 ft., one target. Hit: 8 (1d8 + 4) piercing 1st level (4 slots): detect magic, entangle, shield
damage. 2nd level (2 slots): magic weapon, silence
Shortsword. Melee Weapon Attack: +7 to hit, reach 5 Actions
ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Multiattack. The hunter makes two attacks with its
Exploding Pouch (3/Day). The hunter throws a pouch longbow or shortsword.
of volatile chemicals at a point within 60 feet of it.
Each creature within a 10-foot radius of that point Longbow. Ranged Weapon Attack: +7 to hit, range
must make a DC 13 Dexterity saving throw, taking 18 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing
(4d8) piercing damage on a failure, or half as much damage.
damage on a success.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5
Reactions ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Hunter's Guard. The hunter imposes a 1d6 penalty on Reactions
one weapon attack that would hit it or a creature
Hunter's Guard. The hunter imposes a 1d6 penalty on
within 5 feet of it. The attack must have been made
one weapon attack that would hit it or a creature
by the target of the hunter's Hunter's Mark.
within 5 feet of it. The attack must have been made
Nimble Evasion (Recharges after a Short or Long Rest). by the target of the hunter's Hunter's Mark.
The hunter takes the Dodge action. If it is subjected
Copy Cast (Recharges after a Short or Long Rest).
to an effect that allows it to make a Dexterity saving
The hunter makes a Wisdom check when it sees a
throw to take only half damage while it is dodging, it
creature within 60 feet of it cast a cantrip or spell. The
instead takes no damage if it succeeds on the saving
DC of this check is equal to 10 + the spell's level (DC
throw, and only half damage if it fails.
10 for cantrips). On a success, the hunter knows the
cantrip or spell for 1 minute, and can cast it as if it
were a hunter spell.

PART 4 | CREATURE STATISTICS


54
Night Stalker
Experts in fighting in the dark, night stalkers are trained to Night Stalker
rely on senses other than sight for locating and defeating Medium humanoid (any race), any alignment
their enemies. This heightened understanding of the various
senses allows these warriors to create deadly deceptions, Armor Class 16 (studded leather)
erasing their presence almost entirely. Hit Points 105 (14d8 + 42)
Speed 30 ft.
Plane Keeper
Dutiful guardians that keep extraplanar forces at bay, plane STR DEX CON INT WIS CHA
keepers specialize in the subjugation of those not native to 11 (+0) 18 (+4) 16 (+3) 11 (+0) 16 (+3) 10 (+0)
their home plane. Bearing the responsibility of policing
planar travel, these hunters are both respected for their
service and decried for their occupation, particularly by those Skills Perception +6, Stealth +7
Senses darkvision 60 ft., passive Perception 16
with extraplanar connections. Languages any one language (usually Common)
Challenge 5 (1800 XP)
Ranger
Wardens of nature, keepers of the wild, rangers bear the Hunter's Mark (3/Day). The hunter marks one creature
important task of maintaining balance between civilization it can see within 90 feet of it. For the next hour or
and the untamed wilds. As experts in tracking and taming until the hunter falls unconscious, the hunter has
beasts, as well as in harvesting and cultivating plants, a advantage on any Wisdom (Perception) or Wisdom
ranger's skills can turn a savage wilderness into a garden of (Survival) checks made to find it, and its attacks deal
plenty. These hunters cooperate with the denizens of their an extra 1d6 damage to the marked creature.
domain in order to keep the peace and to allow life, both Swift Response. The hunter gains a +3 bonus to its
civilized and wild, to flourish. initiative rolls.
Umbral Senses. Dim light does not impose
disadvantage on checks that rely on sight, and the
hunter doesn't have disadvantage on attacks made
against creatures it can't see.
Actions
Multiattack. The hunter makes two attacks with its
longbow or shortsword.
Longbow. Ranged Weapon Attack: +7 to hit, range
150/600 ft., one target. Hit: 8 (1d8 + 4) piercing
damage.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5
ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Deceive Senses (Recharges after a Short or Long Rest).
One creature within 30 feet of the hunter must
succeed on a DC 15 Wisdom saving throw or be
unable to perceive the hunter with sight, smell,
hearing, blindsense, or tremorsense for 1 minute. It
can repeat this saving throw at the end of each of its
turns, ending the effect on a success.
Reactions
Hunter's Guard. The hunter imposes a 1d6 penalty on
one weapon attack that would hit it or a creature
within 5 feet of it. The attack must have been made
by the target of the hunter's Hunter's Mark.

PART 4 | CREATURE STATISTICS


55
Plane Keeper Ranger
Medium humanoid (any race), any alignment Medium humanoid (any race), any alignment

Armor Class 16 (studded leather) Armor Class 16 (studded leather)


Hit Points 105 (14d8 + 42) Hit Points 105 (14d8 + 42)
Speed 30 ft. Speed 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 16 (+3) 11 (+0) 16 (+3) 10 (+0) 11 (+0) 18 (+4) 16 (+3) 11 (+0) 16 (+3) 10 (+0)

Skills Arcana +3, History +3 Skills Animal Handling +6, Nature +3


Senses passive Perception 13 Senses passive Perception 13
Languages any one language (usually Common) Languages any one language (usually Common)
Challenge 5 (1800 XP) Challenge 5 (1800 XP)

Hunter's Mark (3/Day). The hunter marks one creature Hunter's Mark (3/Day). The hunter marks one creature
it can see within 90 feet of it. For the next hour or it can see within 90 feet of it. For the next hour or
until the hunter falls unconscious, the hunter has until the hunter falls unconscious, the hunter has
advantage on any Wisdom (Perception) or Wisdom advantage on any Wisdom (Perception) or Wisdom
(Survival) checks made to find it, and its attacks deal (Survival) checks made to find it, and its attacks deal
an extra 1d6 damage to the marked creature. an extra 1d6 damage to the marked creature.
Swift Response. The hunter gains a +3 bonus to its Swift Response. The hunter gains a +3 bonus to its
initiative rolls. initiative rolls.
Force Chains (Recharges after a Short or Long Rest). Breath of the Wild. The hunter can communicate with
When the hunter hits a creature with a weapon attack, beasts.
it can attempt to bind it with planar energy. The target
Flurry (Recharges after a Short or Long Rest). When the
must succeed on a DC 15 Strength saving throw or be
hunter misses with a weapon attack, it can make two
grappled for 1 minute. If the target is a creature that is
additional weapon attack at the same target as part of
not native to the plane, it takes an additional 6 (1d6 +
the same action.
3) force damage and is restrained while it is grappled.
A creature grappled by this ability can use its action to
make a DC 15 Strength check, ending the effect on a
Actions
success. Multiattack. The hunter makes two attacks with its
longbow or shortsword.
Actions
Longbow. Ranged Weapon Attack: +7 to hit, range
Multiattack. The hunter makes two attacks with its 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing
longbow or shortsword. damage.
Longbow. Ranged Weapon Attack: +7 to hit, range Shortsword. Melee Weapon Attack: +7 to hit, reach 5
150/600 ft., one target. Hit: 8 (1d8 + 4) piercing ft., one target. Hit: 7 (1d6 + 4) piercing damage.
damage.
Shortsword. Melee Weapon Attack: +7 to hit, reach 5
Reactions
ft., one target. Hit: 7 (1d6 + 4) piercing damage. Hunter's Guard. The hunter imposes a 1d6 penalty on
one weapon attack that would hit it or a creature
Reactions within 5 feet of it. The attack must have been made
by the target of the hunter's Hunter's Mark.
Hunter's Guard. The hunter imposes a 1d6 penalty on
one weapon attack that would hit it or a creature
within 5 feet of it. The attack must have been made
by the target of the hunter's Hunter's Mark.

PART 4 | CREATURE STATISTICS


56
Explore
the
Wilderness
Thank you for reading The Hunter's Journal.

This document seeks to provide support to the


hunter class, and to players and DMs alike who
wish to become more involved in the world
exploration part of D&D.

Click here to see more about the hunter class

This document was made with the help of the


people from the Prisoners & Pseudodragons
discord server, as well as the people of the
Haven discord server.

WWW.GMBINDER.COM

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