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XAtlATHAR'S GUIDE
TO EVERYTHitIG
CREDITS
Lead Designers: Jeremy Crawford, Mike Mearls Jerry Behrendt, Teddy Benson, Deb Berlin, Stacy Bermes, Jim
Designer: Robert J. Schwalb Berrier, Lauren Bilanko, Jordan Brass, Ken J. Breese, Robert
Additional Design: Adam Lee, Christopher Perkins, Matt Sernett "Bobby" Brown, Matthew Budde, Matt Burton, David Callander,
Development: Ben Petrisor Mik Calow, Richard Chamberlain, Wayne Chang, Emre Cihangir,
Bruno Cobbi, Garrett Col6n, Mark Craddock, Max Cushner, Brian
Managing Editor: Jeremy Crawford Dahl, Derek DaSilva, Phil Davidson, Krupa! Desai, Scott Deschler,
Editor: Kim Mohan Yorcho Diaz, Mario A. DiGirolamo, Adam Dowdy, Curt Duval, Jay
Additional Editing: Michele Carter, Scott Fitzgerald Gray Elmore, Russell Engel, Andrew Epps, David M . Ewalt, Justin Faris,
Jared Fegan, Frank Foulis, Max Frutig, Travis Fuller, Kyle Garms,
Art Director: Kate Irwin Ben Garton, Louis Genti le, Genesis Emanuale Martinez Gonzalez,
Additional Art Direction: Shauna Narciso Derek A. Gray, Richard Green, Kevin Grigsby, Christopher Hackler,
Graphic Designer: Emi Tanji Bryan Harris, Gregory Harris, Randall Harris, Fred Harvey, Ian
Cover Illustrator: Jason Rainville Hawthorne, Adam Hennebeck, Sterling Hershey, Justin Hicks, Will
Cover Illustrator (Alternative Cover): Hydro74 Hoffm an , Scott Holmgren, Paul Hughes, Daniel E. Chapman II,
Interior Illustrators: Rob Alexander, Mark Behm, Eric Belisle, Stanislav Ivanov, Matt Jarmak, James Jorstad, Evan Jorstad, Alex
Zoltan Boros, Christopher Bradley, Noah Bradley, Sam Burley, Jedd Kammer, Joshua Kaufman, Bill Grishnak Kerney, Jake Kiefer, Chet
Chevrier, jD, O lga Drebas, Jesper Ejsing, Wayne England, Leesha King, Atis Kleinbergs, Steven Knight, David Krolnik, Yan Lacharite,
Hannigan, Jon Hodgson, Ralph Horsley, Lake H urwitz, Julian Kok, Jon F. Lamkin, Marjorie Lamkin, Shane Leahy, Stephen Lindberg,
Raphael Lubke, Warren Mahy, Mark Molnar, Scott Murphy, Adam Tom Lommel, Michael Long, Jonathan Longstaff, Ginny Loveday,
Paquette, Claudio Pozas, Vincent Proce, A.M. Sartor, Chris Seaman, Kevin D. Luebke, Michael Lydon, Matthew Maranda, Joel Marsh,
David Sladek, Craig J Spearing, Cory Trego-Erdner, Beth Trott, Jose Gleb Masaltsev, Chris McDaniel, Chris McGovern, Jim McKay,
Vega , Richard Whitters, Ben Wootten, Min Yum Mark Meredith, Mark Merida, Lou Michelli, David Middleton, M ike
Mihalas, Mark A . Miller, Paige Miller, Ian Mills, Stacy Mills, David
Project Management: Stan!, Heather Flem ing Milman, Daren Mitchell, TL Frasqueri-Molina, Scott Moore, David
Production Services: Cynda Callaway, Jefferson Dunlap, David Morris, Tim Mottishaw, JoDee Murch, Joshua Murdock, William
Gershman, Kevin Yee Myers, Walter Nau, Kevin Neff, Daniel "KBlin" Oliveira, Grigory
Parovichnikov, Alan Patrick, Russ Paulsen, Matt Petruzzell i, Zachary
This book includes some subclasses and spells that originally Pickett, Chris Presnall , Nel Pulanco, Jack Reid, Joe Reilly, Renout
appeared in Princes of the Apocalypse (2015) and Sword Coast van Rij n, Sam Robertson, Carlos Robles, Evan Rodarte, Matthew
Adventurer's Guide (2015). Roderick, Zane Romine, Nathan Ross, Dave Rosser, David Russell,
Ruty Rutenberg, A.C. Ryder, Arthur Saucier, Benjamin Schindewolf,
Other D&D Team Members: Bart Carroll, Trevor Kidd , Christopher Ken Schreu r, James Schweiss, the Seer, Jonathan Connor Self,
Lindsay, Shelly Mazzanoble, Hilary Ross, Liz Schuh, Nathan Nicholas Sementelli, Arthur Severance, Ben Siekert, Jim my Spiva,
Stewa r t, Greg Tito the Dead Squad, Francois P. Lefebvre Sr., Keaton Stamp s, Matthew
Talley, Da n Taylor, Kirsten A. Thomas, Laura Thom pson, Jia Jian
Playtesters: Charles Benscoter, Dan Klinestiver, Dave Kovarik, Ti n, Kyle Turner, Justin Turner, Alex Vine, Yoerik de Voogd, Shane
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Arcken, Dee Ashe, Andrew Bahls, Chris Balboni, Jason Baxter, Williamson, Travis Woodall, Arthur Wright, Keoki Young

ON THE COVER ON THE ALTERNATIVE COVER


Xanathar gazes lovingly upon its pet fish . Indeed, this cover, Hydro74 takes us for a swim in this stylized dreamscape ofXanathar
painted by Jason Rainville, features a great many ofXanathar's and its prized fish .
treasures and secrets. Can you find them all?

CE
620C2215000001 EN Disclaimer: No goldji<h were harmed in the making ofrhi< book. Especially not Sy/gar.
Sy/gar definitely did nor die becou<e we forgot to ehange hi< water. If you <ee Xanathar,
ISBN: 978-0-7869-6612-7 make <ur< it.know< ll1a1. Be perfectly clear Sy/gar 1vas not harmed. And we had nothing 10
First Pri nting: November 2017 do wiih it. Bttteryet, don 't bdng ii up, and don't mention us.

98765432 1

DUNGEONS & DRAGONS. D&D, Wizards of the Coast. Fo rgotten Realms, the dragon ampersand, Player'< Handbook, Mon<ler Manual, Dungeon Ma<ter'< Cuide, Xanathar'< Guide 10
Everything. all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their
distinctive likenesses are property of Wizards of the Coast. This materlal ls protected under the copyright laws of the United States of America. Any reproduction or unauthorized use
of the material or artwork contained herein is prohibited without th e express written permission of Wizards of the Coast.

Prin ted in the USA. ~2017 Wizards of the Coast LLC, PO Box 707. Renton, WA 98057-0707, USA. Manufactured by Hasbro SA. Rue Emile-Boechat 31, 2800 Dclemont, CH.
Represented by Hasbro Europe 4 The Square Stockley park U xbridrc Middlesex UBJJ JET tJK
CONTENTS
lntroduction................................................... 4 This Is You r Life ......................................... 61 Award ing Magic Items ............................ 13S
Using This Book........................................ 4 Origins ...................................................... 61 Sidebar: Behind the Design: Magic
The Core Ru les.......................................... S Persona l Decisions................................ 64 Item Distribution .............................. 13S
Ch. 1: Character Options ........................... 7 Life Events ............................................... 69 Common Magic Items ......................... 136
Barbarian ........................................................ 8 Supplemental Tables............................. 72 S idebar: Are Magic Items
Primal Paths .............................................. 9 Racia l Feats ................................................. 73 Necessary in a Campaign? ............. 136
Path of the Ancestra l Guardian ............ 9 Ch. 2: Dungeon Master 's Tools ............. 77 Sidebar: Creating Additional
Path of the Storm Herald ..................... 10 S imultaneous Effects ................................ 77 Common ltems .................................. 140
Path of the Zealot ................................... 11 Fal ling ........................................................... 77 Magic Item Tables................................ 140
Bard ............................................................... 12 Rate of Fa ll ing ........................................ 77 Sidebar: Recharging without
F lying Creatures and Fa ll ing .............. 77 a Dawn ................................................ 144
Bard Colleges .......................................... 14
College of Glamour ................................. 14 Sleep .............................................................. 77 Ch. 3: Spells .............................................. 147
College of Swords .................................. lS Waking Someone................................... 77 Spell Lists................................................... 147
College of Whispers .............................. 16 S leeping in Armor ................................. 77 Spell Descriptions .................................... lSO
Cleric .............................................................. 17 Going without a Long Rest .................. 78 App. A: Shared Campaigns .................. 172
Divine Domains ...................................... 18 Adamanti ne Weapons ............................... 78
S idebar: Serving a Pantheon; Tying Knots .................................................. 78 App. B: Character Names ..................... l 7S
P h ilosophy, or Force .......................... 18 Tool Proficiencies ....................................... 78 Nonhuman Names ................................... 17S
Forge Domain ......................................... 18 Tools a nd Skills Together .................... 78 Dragonborn ........................................... l 7S
Grave Domain ......................................... 19 Tool Descriptions ................................... 78 Dwa rf ...................................................... 176
Druid .............................................................. 21 Spellcasting ................................................. 8S Elf.. ........................................................... 176
Druid Circles ........................................... 22 Perceiving a Caster at Work ................ 8S Gnome .................................................... 178
Circle of Dreams .................................... 22 Identifying a Spell.. ................................ 8S HalA ing ................................................... 179
Circle of the Shepherd .......................... 23 Inva lid Spell Targets ............................. 8S HalfOrc .................................................. 179
Learn ing Beast Shapes ........................ 24 Areas of Effect on a Grid ...................... 86 TieAing.................................................... 180
Fighter ........................................................... 27 Encounter Build ing .................................... 88 Human Names .......................................... 181
Martia l Archetypes ................................ 28 Quick Matchups...................................... 91 Arabic ...................................................... 181
Arcane Archer ........................................ 28 Random Encou nters: A World of Celtic ....................................................... 182
Cavalier .................................................... 30 Possibilities .............................................. 92 Chinese ................................................... 182
Samurai .................................................... 31 Arctic Encounters .................................. 92 Egyptian ................................................. 183
Monk .............................................................. 32 Coasta l Encou nters ............................... 93 English .................................................... 184
Monastic Traditions .............................. 33 Desert Encou nters ................................. 9S French ..................................................... 18S
Way of the Drunken Master ................ 33 Forest Encounters ................................. 97 German .................................................. 18S
Way of the Kensei .................................. 34 Grassland Encounters ........................ 100 G reek ...................................................... 186
Way of the Sun Soul... ........................... 3S Hil l Encounters .................................... 101 Indian ...................................................... 186
Paladin .......................................................... 36 Mou ntain Encounters ......................... 104 Japanese ................................................. 187
Sacred Oaths .......................................... 37 Swamp Encounters ............................. lOS Mesoamerican ...................................... 188
Oath of Conquest ................................... 37 Underdark Encounters ....................... 106 Niger- Congo ......................................... 189
Oath of Redemption .............................. 38 Underwater Encounters ..................... 109 Norse ....................................................... 189
Ranger........................................................... 40 Urban Encounters................................ 110 Polynesian ............................................. 190
Ranger Archetypes ................................ 41 Traps Revisited ......................................... 113 Roman .................................................... 190
G loom Stalker ........................................ 41 Simple Traps ......................................... 113 Slavic....................................................... 191
Horizon Walker ...................................... 42 Sidebar: Making Traps Spanish .................................................. 192
Monster Slayer ....................................... 43 Meaningfu l ......................................... 114
Rogue ............................................................ 44 Designing Simple Traps .................... llS
Roguish Archetypes .............................. 4S Complex Traps...................................... 118
Inqu isitive ................................................ 4S Designing Complex Traps ................. 121
Mastermind ............................................. 46 Sidebar: Complex Traps and
Scout ......................................................... 47 Legendary Monsters ........................ 123
Swashbuckle r ......................................... 47 Downtime Revisited ................................. 123
Sorcerer ........................................................ 48 R ivals ...................................................... 123
Sorcerous Origins ................................. SO Downtime Activities ............................ 12S
Divine Soul... ........................................... SO Buying a Magic Item ........................ 126
Shadow Magic ........................................ SO Carousi ng ........................................... 127
Storm Sorcery ........................................ Sl Crafting an Item ................................ 128
Warlock ......................................................... S3 Crime ................................................... 130
Otherworldly Patrons ........................... S4 Gambling ............................................ 130
The Celestial ........................................... S4 Pit Fighting ........................................ 131
The Hexblade .......................................... SS Relaxation .......................................... 131
Eldritch Invocations .............................. S6 Religious Service ............................. 131
Wizard ........................................................... S8 Resea rch ............................................. 132
Arcane Trad ition .................................... S9 Scribing a Spell Scroll... ................. 133
War Magic ................................................ S9 Selling a Magic Item ........................ 133
Training .............................................. 134
Work .................................................... 134
lb INTRODUCTION
ENEATH THE BUSTLI NG CITY OF WATERDEEP,
a beho lder crime lord keeps tabs on everyone
and everything-or so the beholder thinks.
Known as Xanathar, this bizarre being be-
lieves it can gather information o n everything
in the DU NGEONS & DRAGONS multiverse.
The be holde r desires to know it a ll! But no
matter what the beholder learns and what treasures it
acquires, its most prized possession in a ll the multi-
verse re ma ins its goldfis h, Sylgar.
The firs t major ru les expans ion to the fifth edition of
D&D, Xanathar's Guide to Everything provides a wealth
of new optio ns for the game. Xanathar might not be able
to realize its dream to know everything, but th is book
does delve into every major part of the game: adventur-
ers, their adventures, a nd the magic they wield.

USING THIS BOOK


Written for both players and Dungeon Masters, this
book offers options to enhance campaigns in any world,
whether you're adventuring in the Forgotten Realms,
anothe r official D&D setti ng, or a world of your own
creation. T he options here build on the officia l rules
contained within the Player's Handbook, the Monster
Manual, a nd the Dungeon Master's Guide. Think of this
book as the companion to those volumes. It builds on
their foundation , exploring pathways first laid in those
publications. Nothing herein is required for a D&D cam-
paig n-this is not a fourth core rulebook- but we hope it
will provide you new ways to enjoy the game.
Chapter 1 offers character options that expand on
those offered in the Player's Handbook . Chapter 2 is a
toolkit for the DM that provides new resources for run-
ning the game and designing adventures, a ll of it build-
ing on the Monster Manual and the Dungeon Master's
Guide. Chapter 3 presents new spells for player charac-
ters and spellcasting monsters to unleash.
Appendix A provides g uid ance on running a shared
campa ign, similar to the activities s taged by the D&D
Adventurers League, and appendix B conta ins a host of
tables that a llow you to quickly generate na mes fo r the
cha racters in your D&D stories.
As you pe ruse the m any options herein , you' ll come
across observatio ns from Xanathar itself. Like the
beholder's roving mind, your reading will take you to
places in the game fa miliar and new. May you enjoy
the journey!

U NEART H ED A RCA NA
Much of the material in this book originally appea red in
Unearthed Arcana, a series of online articles we publish
to explore rules that might officially become part of the
game. Some Unearthed Arcana offerings don't end up
resonating with fans and are set aside fo r the time being.
The Unearthed Arcana m aterial that inspired the options
in the following chapters was well received a nd , thanks to
feedba ck from thousands of you, has been refined into the
official forms presented here.

INTRODUCTION
ADVANTAGE AND DISADVA NTA GE
THE C O RE RULES Even if more than one factor gives you adva ntage or
This book relies on the ru les in the three core ru le- d is advantage on a roll, yo u have it only once, a nd if you
books . T he game especia lly ma kes freque nt use of have adva ntage and d is adva ntage on the same roll , they
the rules in chapters 7- 10 of the Player's Handbook: ca ncel each other.
"Using Ability S cores," "Adve ntur ing," "Combat," a nd
"Spellcasting." That book's a ppendix A is als o crucial; C OMBINI NG D I FFERE NT EFFECTS
it contains defini tions of conditio ns, like invisible a nd Diffe re nt gam e effects can affect a ta rge t at the same
prone . Yo u don't need to k now the ru les by heart, but it's time. For example, two di ffe re nt be nefits can give you
helpfuJ to know w he re to find them whe n you need the m . a bonus to your Armor Class. But w hen two or mo re
If you'r e a DM, you s ho uld a lso k now where to look e ffects have the s ame proper name, o nly one of the m
things up in the Dungeon Mas ter's Guide , especia lly the (the most powe rful one if their be ne fits a re n't identical)
ru les on how magic ite ms work (see chapte r 7 of th a t applies while the d urations of the effects overlap. For ex-
book). T he introduction of the Mons ter Manual is your a mple, if bless is cast o n yo u w hen you're s till unde r the
guide on how to use a mons te r's stat block. e ffect of an earl ie r bless, yo u gain the benefit of o nly o ne
casti ng. S imila rly, if yo u're in the radius of m ore than
THE DM ADJUDICATES THE RULE S one Aura of P rotectio n, yo u benefit only from the one
One ruJe ove rr ides a ll othe rs : the DM is the fina l a uthor- that grants the highest bonus.
ity on bow the rules work in play.
Rules a re part of w ha t makes D&D a game , rathe r R E ACTION TIMIN G
tha n j ust improvised s torytelling. The ga me's ru les are Certa in ga me fea tu res let you take a s pecial action,
meant to he lp orga ni ze, a nd even ins pire , the action of a called a reaction, in respo nse to s ome event. Making
D&D campa ign. The rules a re a tool , a nd we wa nt our opportunity attacks a nd casting the shield s pell ar e two
tools to be as effective as p ossible . No ma tte r how good ty pical uses of reactio ns . If yo u're uns u re when a reac-
those too ls m ight be , they need a group of playe rs to tio n occurs in re la tio n to its trigger, here's the rule : the
br ing the m to life a nd a DM to guide their use. reaction ha ppens a fter its trigger completes, unless the
The DM is key. Ma ny unexpected eve nts can occur in descr iption of the reaction explicitly says otherwise.
a D&D campaig n, a nd no set of ru les could reasona bly Once you ta ke a reaction, you can't ta ke a nothe r one
account for every contingency. If the ru les tried to do s o, until the s ta rt of your next turn .
the ga me would become a s log. An alte rnat ive wo uld be
RESISTANCE AND VULN ERABILITY
for the rules to sever ely lim it w ha t cha racte rs can do,
He re's t he order that you apply m odifiers to damage: (1)
which would be contra ry to the open-endedness of D&D .
a ny r elevant da m age immunity, (2) any add ition or s ub-
He re's the path th e ga me ta kes: it lays a fou ndatio n of
traction to the damage, (3) o ne relevant damage resis -
ru les that a DM can build on, a nd it embraces the DM's
tance, a nd (4) one releva nt damage vulne rability.
role as the bridge be tween the things the r ules address
Even if multiple sources give you resis ta nce to a ty pe
and the things they don't.
of da mage you're ta king, you can apply resis tance to it
TEN R ULES T O REMEMBER o nly o nce. T he same is true of vulne rability.

A few r ules in the core rulebooks some times trip up a PROFICIENCY BONUS
new player or DM. Here are te n of those ru les . Keep- If your proficie ncy bonus a pplies to a roll, you can add
ing them in mi nd will help you inter pre t the optio ns in the bonus o nly o nce to the ro ll, even if m ultiple th ings in
this book. the game s ay your bonus a pplies. Moreover, if mor e than
one th ing te lls you to doub le or ha lve yo ur bo n us, you
EXCEPTIONS SUPERSEDE GENERAL RULES double it only once or ha lve it only once before apply-
Gener al ru les govern each pa rt of the game . F or exam- ing it. Whethe r m ultiplie d, d ivided, or left at its normal
ple, the combat ru les tell you tha t melee weapon attacks value, the bonus can be used only once per roll.
use Streng th a nd ra nge d weapon attacks use Dex terity.
T ha t's a ge neral ru le, a nd a ge ne ra l ru le is in effect as BONUS ACTIQN SPELLS
(
long as somethi ng in the ga m e doesn't explicitly s ay If you wa nt to cast a s pell that ha s a cas ting time of 1
otherwise. bonus action, re membe r that you can't cas t any othe r
T he ga me also includes ele me nts - class features , s pe lls before or a fte r it o n the same turn, except for can-
s pells , magic item s , monster a bilities, a nd the li ke- that trips with a casting time of 1 action .
sometimes contrad ic t a gene ra l rule. When a n exception
a nd a genera l ru le d is agree, the exception wins . For ex- CONCENTRATIO N
ample, if a feature s ays you can m ake melee weapon at- As soon as you s ta rt casting a s pell or us ing a s pecia l
tacks us ing yo ur Charisma, you can do so, eve n though ability that req ui res co ncentration, you r concentration
tha t s tateme nt disagrees with the general ru le. on a nother effect e nds instantly.

ROUND DOWN 'TEMPORARY H I T POI N TS


Tempora ry hit poi nts a ren't cumulative. If you have tem -

~:
W he neve r you divide or multiply a n umbe r in the gam e,
round down if you e nd up with a fraction, even if the porary hit points a nd receive more of them , you don't
fraction is one-half or greater. add them toge ther, unle ss a gam e feature says you can.
Ins te ad, yo u decide which te mporary hit points to keep.
CHAPTER 1
CHARACTER OPTIONS
H E MAI N FIGURES I N ANY D &D CAMPA I GN each o f the s ubclasses in this book. In addition, the sec-
a re t he c ha racters c reate d by the players. tion for druids presents details on how the Wild Shape
The heroics, folly, righteous ness, and po- feat ure w orks, and th e warlock receives a collectio n of
tential villainy of your cha racters are at the new choices for the class's E ld ritch Invocations feature.
heart of the story. This c ha pte r provides a Each of the class presentations leads off with advice
variety of new options for t he m , foc usi ng on how to add d epth a nd detail to your c haracte r's pe r-
on additiona l subclasses for each of the son ality. You can use the tables in these sections as a
classes in the Player's Handbook. source of inspi ration, or roll a die to randomly deter-
Each class offers a cha racter-de fining choice at 1st, m in e a result if desi red.
2nd, or 3rd level that un locks a series of special fea- Following the subclasses, the section called "This Is
tures, n ot available to the class as a whole. That c h oice Your Life" presents a series o f tables for adding deta il to
is called a subclass. Each class has a collective term your character's backstory.
that describes its subclasses; in the fighter, for instance, The c h apter concludes with a selection of feats for the
the s ubcl asses are called martial arch etypes, a nd in the races in the Player's Handbook, offering ways to delve
palad in, they're sacred oaths. The table below ide ntifies deeper into a c h a racter's racial ide ntity.

SUB C LASSES
Class Subclass Leve l Available Description
Barbaria n Path of the Ancestral Guardia n 3rd Calls on the spi rits of honored ancestors to protect others
Barbarian Path of the Storm Herald 3rd Filled with a rage that channels the primal magic of th e st orm
Barbarian Path of the Zealot 3rd Fueled by a religious zeal that visits destruction on foes
Bard College of Gl amou r 3rd Wields the beguiling, glorious magic of the Feywild
Bard College of Swords 3rd Entertains and slays with daring feats of weapon prowess
Bard College of Whis pers 3rd Plants fea r and doubt in the minds of others
Cleric Forge Domain 1st Clad in heavy armor, serves a god of the forge or c reation
Cl eric Grave Domain 1st Opposes the blight of undeath
Druid Circle of Dreams 2nd Mends wounds , guards the weary, and strides through dreams
Druid Circle of the Shepherd 2nd Summons nature s pirits to bolster friends and harry foes
Fighter Arcane Archer 3rd Imb ues arrows with spectacular magical effects
Fighter Cavalier 3rd Defend s allies and knocks down enemies, often on horseback
Fighter Samurai 3rd Combines resilience with co urtly elegance and mighty strikes
Mon k Way of the Drunke n Master 3rd Co nfounds foes t hrough a martial arts tradition inspired by t he
swaying o f a drun kard
Mo nk Way of the Kensei 3rd Channels ki through a set of mastered weapons
Monk Way of the Sun Soul 3rd Tra nsforms ki into bursts of fire and searing bolts of light
Paladin Oath of Co nquest 3rd Strikes terro r in enemies and crushes the forces of chaos
Paladin O ath of Redemption 3rd Offe rs redemption to the wo rthy a nd destruction to those who
refuse mercy or righteousness
Ranger Gloom Stalker 3rd Unafraid of the dark, relentlessly stalks and ambushes foes
Ranger Ho rizo n Wal ker 3rd Finds po rtals to other worlds and channels plan ar magic
Ranger Monster Slayer 3rd Hunts down creatu res of the night a nd wielders of grim magic
Rogue Inquis itive 3rd Roots out secrets, akin to a masterful detec tive
Rogue Masterm ind 3rd A master tactician , man ipulates others
Rogue Scout 3rd Combines stealth with a knack for s urvival
Rogue Swashbuckler 3rd Delivers deadly strikes with speed and panache
Sorce rer Divine Soul 1st Harnesses magic bestowed by a god or other divine source
Sorce rer Shadow Magic 1st Wields the grim magic of the Shadowfell
Sorcerer Storm Sorcery 1st Crackles with th e power of the storm
Warlock The Celestial 1st Forges a pact with a being from celestial realms
Wa rlock The Hexblade 1st Serves a shadowy e ntity t hat bestows dread curses
Wizard War Magic 2nd Mixes evocation and abjuration magic to dominate the battlefield

;
P ERSO N A L TOTEMS
d6 Totem
A tuft of fur from a solitary wolf that you be-
friended during a hunt
2 Three eagle feathers given to you by a wise sha-
man, who told you they would play a role in deter-
mining your fate
3 A necklace made from the claws of a young cave
bear that you slew singlehandedly as a child
BARBARIAN 4 A small leathe r pouch holding three s tones that
represent your ancestors
I HAVE WITNESSED THE I NDOMITABLE PERFORMANCE OF
5 A few small bones from the first beast you killed,
barbarians on the.field of battle, and it makes me wonder tied together with colored wool
what force lies at the hea rt of their rage. 6 An egg-sized stone in the shape of your spirit ani -
-Seret, archwizard mal that appeared one day in your belt pouch

The anger felt by a normal person resembles the rage of TATTOOS


a barbarian in the same way that a gentle breeze is akin
The members of ma ny barbarian clans decorate their
to a furious thunders torm. The barbarian's driving force bodies with tattoos, each of which represents a s ignif-
comes from a place that transcends mere e motion, mak-
icant moment in the life of the bearer or the bearer 's
ing its manifestation a ll the mo re terrible. Whether the
a ncestors , or w hich symbolizes a feeling or an attitude.
impetus for the fury comes entirely from within or from
As with personal tote ms, a ba rba ria n's ta ttoos might or
forging a Link with a s pirit animal, a ragi ng barbarian mig ht not be re lated to an a nimal s pirit.
becomes able to per form s upernatural feats of s treng th
Each tattoo a barbaria n displays contributes to that in-
a nd endurance. The outburst is tempora ry, but while it
dividual's identity. If your character wears tattoos, what
lasts, it ta kes over body a nd mind, driving the barbarian
do they look like, and what do they represent?
on despite peril and injury, unti l the last enemy falls.
It can be tempting to play a barbarian character that
TATTOOS
is a straightforward application of the classic arche-
type- a brute, and us ually a dimwitted one at that, who d6 Tattoo
rus hes in where others fear to tread. But not all the The wings of an eagle are spread wide across your
barbarians in the world are cut from that cloth, so you upper back.
can certainly put your own spin on things. Eithe r way, 2 Etched on the backs of your hands are the paws of
cons ide r adding som e f:lourishes to make your barbaria n a cave bear.
s tand out from a ll others; see the following sections for 3 The symbols of your clan are dis played in viny pat-
some ideas. terns along your arms.
4 The a ntlers of an elk are inked across your back.
PERSONAL TOTEMS
5 Images of your s pirit an imal are tattooed along
Barbarians tend to travel light, carrying little in the way your weapon arm and hand .
of personal e ffects or other unnecessary gea r. The few 6 The eyes of a wolf are ma rked on your back to help
possessions they do ca rry often include s ma ll items that
you see and ward off evil spirits .
have s pecial s ignificance. A personal totem is s ignificant
because it has a mys tical origin or is tied to an import-
ant moment in the character 's life- perhaps a remem- SUPERSTITIONS
brance from the barbarian's past or a ha rbinge r of what Barba rians va ry widely in how they unders tand life.
lies ahead. Some follow gods and look for guidance from those
A personal totem of this sort might be associated with deities in the cycles of nature a nd the a nimals they en-
a barbarian's spirit a nimal, or mig ht actually be the to- counter. These barbarians believe that s pirits inhabit
tem object for the a nimal, but s uch a connection is not the plants and a nimals of the world, a nd the barbarians
essential. One who has a bear totem spi rit, for ins tance, look to them for ome ns a nd power.
could still carry a n eagle's feather as a personal totem. Other barba rians trust only in the blood that runs in
Cons ider creating one or more personal totems for thei r veins a nd the steel they hold in their ha nds. They
your character- objects that hold a specia l link to your have no use for the invisible world, ins tead relying on
character's pas t or future. Think about how a totem their senses to hunt and survive like the wild beasts
might affect your cha racter's actions. they emulate.

Cli1\ PTER 1 1 CHARACTER OPTIONS


LEFT T O RI G HT : Z E AL OT, STORM 11E RA L O, ANO A N C.ESTRA L GUARD IAN

Both of these attitudes can give rise to s upersti- So G"-'utors c,rt f to fl' t..11Ao J,i). tlA fro'rc,tio"' tlAi"'~ to ..... c,kt
tions. These beliefs are often passed down within a
family or shared among the me mbers of a clan or a
w-or f'ofl' \ot{ort '10"'- t..1trt \oor"'? Uk IAot..1 w-G"''1 f to fl/
hunting group. 11Ac.t'1 c. tot o{ tlA rcrc.tio"' tlA'"'Y
If your barbarian character has a ny superstitions,
were they ingrained in you by your family, or are they
~"' ti_o.,.. rt J,is~.,..sti"'Y
0

0
the result of personal experience?

SUPERSTITIO N S
PATH OF THE ANCESTRAL GUARDIAN
d6 Superstition Some barbarians ha il from cultures that revere their an-
If you disturb the bones of the dead, you inherit all
cestors. These tribes teach that the warriors of the past
linger in the world as mighty spirits, who can guide and
the troubles that plagued them in life.
protect the living. When a barbarian who follows this
2 Never trust a wizard. They 're all devils in disgui se,
path rages, the barbaria n contacts the spirit world and
especially the friendly ones.
calls on these guardian s pirits for aid.
3 Dwarves have lost t heir spirits, and are almost like Barbarians who draw on their ancestral guardians
the undead . That's why they live underground. can bette r fight to protect their tribes and their allies. In
4 Magical things bring trouble. Never s lee p with a order to ceme nt ties to their ancestral guardians, bar-
magic object within ten feet of you . barians who follow this path cover themselves in elabo-
5 When you walk through a graveyard, be sure to rate tattoos that celebrate their ancestors' deeds. These
wear silver, or a ghost might jump into your body. tattoos tell sagas of victories against terrible monsters
6 If an elf looks you in the eyes , she's trying to read and other fearsome rivals.
your thoughts.
PATH OF THE A N CESTRAL GU A RDIAN FEATURES
Barbarian
PRIMAL PATHS Level Feature
At 3rd level, a barbarian gains the Primal Path feature. 3rd Ancestral Protectors
The following options are available to a barbarian, in 6th Spirit Shield (2d8)
addition to those offe red in the Player's Handbook: the
10th Consult the Spirits, Spirit Shield (3d8)
Path of the Ancestral Guardian, the Path of the Storm
Herald, and the Path of the Zealot. 14th Vengeful Ancestors , Spirit Shield (4d8)

CHAPTER 1 I CHARACTER OPTIONS


l{ov.. !.."'ow o"'' o{ t~ ~r;t lo"'-{its
ANCESTRAL PROTECTORS o{ li~i"'~ "'""'J..rrv.."'J..? fVo w.l~r.
Starting when you choose this path at 3rd level, s pectral "{)o"' t w-HS t~il "'-f {or w-t.
warriors appear when you enter your rage. While you're
raging, the first creature you hit with an attack on your
turn becomes the target of the warriors, which hinder
its attacks. Until the s ta rt of your next turn, that target
has disadvantage on a ny attack roll that isn't against
you, and when the target hits a creature othe r than you STOR M AURA
with a n attack, that creature has resistance to the da m- Starting at 3rd level, you ema nate a s tormy, m agical
age dealt by the attack. The effect on the target e nds aura while you rage. The aura extends 10 feet from you
early if your rage ends. in every direction , but not throug h tota l cover.
Your aura has an effect that activates when you enter
SPIRIT SHIELD your rage, and you can activate the effect again on each
Beginn ing at 6th level, the guardia n spirits that a id you of your turns as a bonus action. Choose desert, sea, or
can provide s upernatural protection to those you de- tundra. Your aura's effect depe nds on tha t chosen envi-
fe nd. If you a re raging a nd a nother creature you can see ronment, as d~ta iled below. You can cha nge your envi-
within 30 feet of you takes damage, you can use your ronment choice whenever you gain a level in this class.
reaction to reduce that damage by 2d6. If your aura's effects require a saving throw, the DC
Whe n you reach certa in levels in this class, you can equa ls 8 + your proficiency bonus + your Constitu-
reduce the damage by more: by 3d6 at 10th level a nd by tion modifier.
4d6 at 14th level. D esert. When this effect is activated, all other crea-
tures in your aura take 2 fire damage each. The damage
CONSULT THE SPIRITS increases when you reach certa in levels in this class, in-
At 10th level, you gain the a bility to cons ult with your creasi ng to 3 a t 5th level, 4 at 10th level, 5 at 15th level,
ancestral spirits. When you do so, you cast the augury or and 6 at 20th level.
clairvoyance spell, without using a s pe ll s lot or materi al Sea. When this effect is activated , yo u can choose one
components. Rather than creating a spherical sensor, other creature you ca n see in your aura. The target must
this use of clairvoyance invisibly s ummons o ne of your ma ke a Dexte rity saving throw. The target takes l d6
a ncestra l spirits to the chosen location. Wisdom is your lightning da mage on a failed save, or half as much dam-
spellcasting ability for these spells. age on a s uccessful one. The da mage increases when
After you cast e ither spell in thjs way, you can't use you reach certain levels in this class, increasing to 2d6
this feature aga in until you finish a s hort or long rest. at 10th level, 3d6 at 15th level, a nd 4d6 a t 20th level.
Tundra. When this effect is activated, each creature of
VENGEFUL ANCESTORS
your choice in you r aura gains 2 temporary hit points, as
At 14th level, your ancestra l spirits g row powerful icy spirits inure it to s uffering. The temporary hit points
enough to reta liate. When you use your Spirit Shield to increase when you reach certa in levels in this class, in-
reduce the damage of a n attack, the attacker takes an creasing to 3 at 5th level, 4 at 10th level, 5 at 15th level,
amount of force damage equa l to the damage that your and 6 at 20th level.
Spirit Shield prevents.
STORM SOUL
PATH OF THE STORM HERALD At 6th level, the storm g ra nts you benefits even when
All barba ri ans ha rbor a fury within. Their rage g ra nts your aura isn't active. The bene fits are based on the en-
them s uperior stre ngth, durability, and speed. Ba rba r- viro nment you chose for your Storm Aura.
ia ns who follow the Path of the Storm Herald learn Deser t. You gain resistance to fire da mage, a nd you
to trans form tha t rage into a m antle of primal magic, don't s uffer the effects of extrem e heat, as descr ibed in
wh ich swirls around them. When in a fury, a barbar ia n the Dungeon Master's Guide. Moreover, as an action,
of this path taps into the forces of nature to create pow- you can touch a fla mmable object that isn't being worn
erful magical effects. or carried by a nyone else a nd set it on fire.
Storm heralds a re typically elite champions who train Sea. You gain resistance to lightning damage, and
alongside druids, rangers, and others sworn to protect you can breathe underwater. You a lso gain a swimming
nature. Other storm heralds hone their cra ft in lodges in s peed of 30 feet.
regions wracked by storms, in the frozen reaches at the Tundra. You gain resistance to cold da mage, a nd you
world's end, o r deep in the hottest deserts. don't s uffe r the effects of extreme cold, as described in
the Dungeon Master's Guide. Moreover, as an action,
PATH OF THE STORM HERALD FEAT URES you can touch water and turn a 5-foot cube of it into ice,
which melts after 1 minute. This action fai ls if a creature
Barbaria n
Level Featu re is in the cube.
3rd Storm Aura SHIELDING STORM
6th Storm Soul At 10th level, you learn to use your mastery of the storm
10th Shielding Storm to protect others. Each creature of your choice has the
14th Raging Storm damage resistance you gained from the Storm Soul fea-
ture while the creature is in your Storm Aura.

CHAPTER 1 I CHARACTER OPTIONS


RAGING STORM DIVINE FURY
At 14th level, the power of the storm you c hanne l grows Starting when you c hoose this path at 3 rd level, you can
mightie r, lashing out at your foes. T he effect is based on c ha nnel divine fury into your weapon strikes . While
the e nvironment you c hose for your Storm Aura. you're raging, the first creature you hit on each o f your
Desert. Immed ia te ly after a c reatu re in your a ura nits turns with a weapon attack takes extra damage equa l
you with a n a ttack, you can use you r reactio n to for ce to 1d6 + h alf your barbar ian level. The extra d amage is
that c reature to make a Dex te rity saving throw. On a necrotic or radiant; you choose the type of damage w hen
failed save, the creature takes fire d amage equal to half you gain this feature.
your b a rbarian level.
Sea. When you hi t a c reature in your a ura with an WARRIOR OF THE Goos
a ttack, you can use your reaction to fo rce that creature At 3rd level, your soul is marked for e ndless battle. If a
to make a Strength saving throw. On a fa iled save, the spell, s uc h as raise d ead , has the sole effect of restoring
creature is knocked prone, as if struck by a wave. you to life (but not undeath), the caster doesn't need ma-
Tundra. Wheneve r t he effect of your Storm Aura is ac- te ri a l components to cast the spell on you.
tivated, you can choose one c reature you can see in th e
FANATI CAL Focus
aura. That creature mus t s ucceed on a Strengt h saving
throw, or its speed is reduced to 0 until t he s tart of your Starting at 6th level, t he divine power that fuels your
rage can protect you. If you fa il a saving t hrow w hile
next turn, as magical frost covers it.
you're raging, you can re roll it, and you must use the
PATH OF THE ZEALOT new ro ll. You can use th is ability only once per rage.

Some deities inspire th eir followers to pitc h the m selves ZEALOUS PRESEN CE
into a fe rocious battle fury. T hese barbarians are zeal- At 10th level, you lea rn to c hannel divine power to in-
ots- warriors wh o cha nne l their rage into powerful dis- s pire zealotry in others . As a bonus action, you un leash
plays of divine power. a battle c ry infused with divine e ne rgy. Up to te n other
A variety of gods across the worlds of D&D inspire c reatures of your choice within 60 feet of you that can
their followers to e mbrace this path. Tempus from the hear you gain advantage on attack rolls and saving
Forgotte n Realms and Hextor and Erythnul of Grey- throws until the start of your next turn.
hawk a re a ll prime examples. In gene ral, t he gods who Once you use this feature, you can 't use it again until
inspire zealots a re d eities o f combat, d estruction, and you finis h a long rest.
viole nce. Not all are e vil, but few are good.
RAGE BEYOND DEATH
PATH OF THE ZEALOT FEATURES Beginning a t 14t h level, t he divine power t hat fuels your
Barbarian rage a llows you to shrug off fatal blows.
Level Feature While you're raging, having 0 hit points doesn't knock
you unconscious. You still must make death saving
3rd Divine Fury, Warrior of the Gods
throws, and you s uffe r the normal effects of taking
6th Fanatical Focus
damage while at 0 hit points. However, if you would die
10th Zealous Presence due to failing death saving throws, you do n't die until
14th Rage beyond Death your rage ends, and you die then only if you still have 0
hit points.

CHAPTER 1 I CHARACTER OPTIONS


DEFINING WOR KS
d6 Defi ni ng Work
"The Three Flambinis," a ribald song concerning
mistaken identities and unfettered desire
2 "Waltz of the Myconids," an upbeat tune that chil-
dren in particular enjoy
3 "As modeus's Golden Arse," a dramatic poem
you claim was inspired by your personal visit to
Avernus
4 "The Pirates of Luskan ," your firs thand account of
being kidnapped by sea reavers as a child
5 "A Hoop, Two Pigeons, and a Hell Hound," a s u b-
BARD tle parody of an incompetent noble
6 "A Fool in the Abyss," a comedic po em about a
MUSIC I S THE FRU IT OF THE DJVI NE TREE THAT V IBRATES jester's travels among demons
with the Words of Creation. But the question I ask you is,
can a bard go to the root of this tree? Can one tap into the INSTRUMENT
source of that power? Ah. then what manner of music they In a bard's quest for the ultimate performance and the
would bring to this world! highest acclaim, one's instrument is at least as import-
ant as one's voca l ability. The instrument's quality of
- fletcher Danairia, master bard
m anufactu re is a critica l factor, of course; the best ones
m ake the best music, and some bards are continually
Bards bring levity dur i ng grave times; they impa rt wis- on the lookout for an improvem ent. Perhaps just as im-
dom to offset igno rance; and they make the rid ic ulous portant, though, is the instrument's own entertainment
seem subl ime. Bards are preser vers of ancient histo ry, value; those that ar e bizarrely constructed or made of
their songs and tal es perpetuati ng the memory of g reat exotic mater ials are likely to leave a l asting impression
events down through time-knowledge so impo rtant on an audience.
that it is memor ized and passed along as oral history, to You might have an "off th e rack" instrument, perhaps
survive even w hen no written record remains. because it's all you can afford right now. Or, if your
It is also the bard's role to chronicle sma ller and more first instrument was gifted to you , it might be of a more
contemporary events- the stories of today's heroes, elaborate sor t. Are you satisfied with the in strument you
including their feats of valor as well as their less than have, or do you aspire to replace it with something truly
impressive failures. distinctive?
Of course, the world has many people who ca n carry
a tune or tell a good story, and there's much more to any INSTRUMENTS
adventuring bard than a glib tongue and a melodious
voice. Yet what truly sets bards apart from other s- and d6 Instrume nt
from one another-are the style and substance o f their l A masterfully crafted halfling fiddle
perform ances. 2 A m ithral horn made by elves
To grab and hold the attention of an audience, bards 3 A zither made with drow s pider silk
are typically fl amboyant a nd outgoing when they p er- 4 An orcish drum
form . The most fa mous of them are essentially the D & D 5 A wooden bullywug croak box
world's equ ivalent of pop stars. If you're play ing a bard, 6 A t in ker's harp of gnomish des ign
consider using one of you r favor ite musicians as a role
model for your character.
EMBARRASSMENT
You can add some unique aspects to your bard charac-
ter by considering the suggestions that follow. A l most every bard has suffered at least one bad experi-
ence in front of an audience, and cha nces are you're no
DEFINING WORK exception. No one becomes famous right away, after all;
perhaps you had a few small difficulties early in your ca-
Every successfu l bard is ren owned for at least one piece
reer, or maybe it took you a while to restore your reputa-
of performance art, typically a song or a poem that
tion a fter one agonizing night when t he fates conspired
is popular with everyone who hears it. These perfor-
to bring about your t heatrica l ruin .
mances are spoken abou t for years by those w ho view
them, and some spectators have h ad their lives forever
cha nged because of the experience.
If your character is just star ting out, your ultimate de-
fining work is likely in the future. But in order to m ake
any sort of living at your professi on, chances are you
already have a piece or two in your r epertoire that have
proven to be aud ience pleasers.

CHAPTC'.R l I CHARACTER OPTIONS


LEFT TO RIGHT. B11Ros OF THE COLLEGES OF G1.11MOUR, SwoRDS, 11ND WHISPERS

T he ways th at a performance ca n go w rong are as a muse- a p ar t icular concept t hat inspires much o f wh at
varied as the fish in the sea. No m atter what sort of those bards do in front o f an audience.
disaster might occur, however, a ba rd has the courage A bard who follows a muse generally does so to gain a
and t he confidence to rebound from it- either pressing d eeper understanding of w h at that muse represents and
on w ith the show (if possible) or promising to com e back how to best convey that understand ing to other s t h roug h
tomorrow w ith a new performa nce that's guara nteed per for mance.
to please. If your bard cha racter has a m use, it could be one of
the three d escribed here, or one o f your own devising.
EMBARRASSMENT S Nature. You feel a k inship w ith the natural world, a nd
its beauty and mystery inspire you . For you , a tree is
d6 Embarrassment
deeply symbolic, its roots delving into t he da rk unknown
The time when your comedic song, " Big Tom's
to draw forth t he power of the earth, wh ile its branches
Hijinks"-which, by the way, you thought was bril- reach towa rd th e sun to nourish their flowers and
liant-did not go over well with Big Tom frui t. Nature is the ancient witness who has seen every
2 The matinee performance when a circus's owlbear k ingd om rise a nd fa ll , even those whose names have
got loose and terrorized the crowd been forgotten and wait to be rediscovered. The gods of
3 When your o pening song was your e nthusiastic nature share their secrets with druids and sages, open-
but universally hated rendition of "Song of the ing t heir hearts and minds to new ways of seeing, and
Froghemoth" as with those individ uals, you find that your cr eativity
4 The first and last public perfo rmance of"M irt, Man b lossoms while you wander in an open field of wavi ng
a bout Town" grass or wa lk i~ si lent reverence through a g rove o f an-
cient oaks.
5 The time on stage when your wig caught fire and
Love. You ar e o n a quest to identify the essence o f
you threw it down-which set fire to the stage
true love. Though you do not disdain the superficial
6 When you sat o n your lute by mistake during the love of flesh and form, the deeper form of love that ca n
final stanza of "Starlight Serenade" inspire thousands o r bring joy to o ne's every moment
is what you a re i nterested in. Love o f t his sort takes o n
A BARD'S MUSE m any forms, and you can see its presence everyw here-
Natura lly, every bard has a r epertoire o f songs and sto- from the sparkling o f a beautiful gem to t he song of a
simple fisher tha nking the sea for its bounty. You a re
ries. Some bards are general ists w ho can draw from
a wide range of topics for each per formance, a nd w ho o n the trail of love, that most p recious and mysterious
take pride in their versatility. Others adopt a more per- of emotion s, a nd your search fi lls your stories a nd your
son gs wit h vita l ity and passion.
sonal approach to thei r a r t, driven by th eir attachment to

CHAPTER I I CHARACTER OPTIONS


Confiict. Dra ma embodies conflict, a nd the best
s tories have conflict as a key elem ent. From the morn-
ing-after tale of a tave rn brawl to the saga of a n epic
battle, from a love r's s pat to a rift between powerful
dynasties, conflict is what ins pires ta le-te ller s like you to
create your best work. Conflict can bring out the best in
some people , caus ing their heroic na ture to s hine forth
a nd transform the world, but it can cause others to grav-
itate toward da rkness a nd fa ll unde r the sway of evil.
You strive to experience or witness a ll for ms of conflict,
great a nd s mall, s o as to s tudy this etern al aspect of life
and immorta lize it in your words a nd music.
ENTHRALLING PERFORMANCE
BARD COLLEGES S tarting at 3r9 level, you can cha rge your performa nce
At 3rd level, a ba rd gains the Ba rd College fea ture. The with seductive, fey magic.
following optio ns are availa ble to a bard, in addition If you perform for at least 1 minute, you can attempt
to those offered in the Player's Handbook : the College to ins pire wonder in your audience by s inging, reciting
of G la mour, the College of Swords , and the College a poem , o r dancing. At the end of the per fo rmance,
of Whis pe rs. choose a number of humanoids w ithin 6 0 feet of you
who watched and lis tened to a ll of it, up to a number
COLLEGE OF GLAMOUR equa l to your Cha ris ma modifier (minimum of o ne).
Each target mus t s ucceed on a Wis dom s aving throw
The College of Gla mour is the home of bards w ho mas- agains t your s pell save DC o r be cha rmed by you. While
te red the ir craft in the vibra nt realm of the Feywild or charmed in this way, the ta rget idolizes you, it s peaks
under the tutelage of someone who dwelled the re . Tu- glowingly of you to a nyone who ta lks to it, and it hinders
to red by s atyrs , eladrin, a nd other fey, these ba rds learn anyone w ho opposes you, a lthough it avoids vio lence
to use their magic to delight and captivate othe rs. unless it was already inclined to fight on your behalf.
The ba rds of this college are regarded with a mixture This effect ends on a target a fter 1 ho ur, if it ta kes any
of awe and fear. Their perform ances are the s tuff of leg- damage, if you attack it, or if it witnesses you attacking
end. Thes e ba rds a re so eloquent th at a speech or s ong or dam aging a ny of its a llies.
that one of them performs can cause captors to release If a ta rget s ucceeds on its saving throw, the ta rget has
the ba rd unharmed and can luU a furio us dragon into no hint that you tried to cha rm it.
complacency. T he same magic that allows them to quell Once you use this feature, you can't use it again until
beasts can a lso bend minds. Villainous bards of this you finis h a s hort or long rest.
college can leech off a community fo r weeks, misusing
their magic to turn their hosts into thra lls. Heroic ba rds M ANTL E OF MAJ ESTY
of this college ins tead use this power to gladde n the At 6th leve l, you gain the ability to cloak yourself in a fey
downtrodden a nd undermine oppressors. magic that ma kes others wa nt to ser ve you. As a bonus
action , you cast command, without expending a s pell
COLLEGE OF GLAMOUR FEATURES slot, and yo u take on a n appeara nce of unearthly beauty
Bard Level Feature fo r 1 minute or until your concentration ends (as if you
3rd Mantle of Inspiratio n, Ent hralling Pe rformance were concentrating on a spell). During this time, you
can cast command as a bonus action on each of your
6th M antl e of M aj est y
turns, without expending a spell s lot.
14th Unbrea kable M ajesty
Any creature charmed by you automa tically fails
its saving throw aga ins t the command you cast with
M AN TLE OF I N SP IRATION this feature.
When you j oin the College of Gla mour at 3 rd level, you Once you use this feature , you can't use it again until
gain the ability to weave a song of fey magic that imbues you finis h a long rest.
your allies with vigor and s peed.
As a bonus action, you can expend one use of your UN BREAKA BLE M AJ ESTY
Ba rdic Inspiration to gra nt yourself a wondrous appear- At 14 th level, your appeara nce permanently gains an
ance. When you do so, choose a number of creatures otherwo rldly aspect th at makes you look more lovely
you can see a nd that can s ee you within 60 feet of you, a nd fierce.
up to a number equa l to your Cha ris ma modifier (mini- In addition, as a bo nus action, you can assume a mag-
mum of one). Each of the m gains 5 tempora ry hit points. ically majestic presence for 1 minute or until you are
Whe n a creature gains these te mpora ry hit points , it incapacitated. For the duration, whenever any creature
can immed iately use its reaction to move up to its speed, tr ies to attack you for the firs t time on a turn, the at-
without provoking opportunity attacks. tacker mus t make a Charis ma saving throw aga ins t your
T he n umber of temporary hit points increases when spell save DC. On a failed save , it can't attack you on this
you r each certain levels in this class, increasing to 8 at turn , and it must choose a new ta rget for its attack or the
5th level, 11 at 10th level, and 14 at 15th level. attack is wasted. On a s uccessful s ave, it can attack you

CHAPTER 1 I CHARACTER OPTIONS


on this turn, but it h as disadva ntage on a ny saving throw
it makes aga ins t your spells on your next turn.
Once you assume this m ajestic presence, you can't do
so again until you finis h a s ho r t or lo ng rest.

COLLEGE OF SWORDS ~~~~~~~~~~~

Bards o f the College of Swords are called blad es, a nd


they e ntertain t hrough da ring feats of weapon prowess.
Blades perfor m s tunts s uch as sword swallowing, knife
t hrowing and juggling, a nd mock combats. Though they
use their weapons to e nte r tai n, t hey a re a ls o hig h ly
tra ined a nd s killed warriors in their ow n right.
Their tale nt w ith weapons inspires m a ny blades to
lead double lives. One blade might use a circ us troupe
as cover for nefar ious deeds s uc h as assassi na tion, ro b-
b e ry, a nd blackmai l. Othe r blades s trike at the wicked,
bringing justice to bea r against the c ruel a nd powerful.
Most troupes are happy to accept a blade's talent for the
exci teme nt it adds to a p e rformance, but few e ntertain-
ers fully trus t a blade in the ir ranks.
Blades who abandon their lives as e nte r tainers have
ofte n run into trouble that m akes maintainin g their
secret activities impossib le. A bla de ca ug ht stealing or
e ngaging in vigila nte jus tice is too great a liabili ty for
mos t troupes. Wit h their weapon skills a nd mag ic, these
b lades eithe r take up work as e n forcers for thie ves'
guilds or s trike ou t on the ir own as ad venturers.

COLLEGE OF SWORDS FEATURES

Bard Level Feature


3rd Bonus Proficiencies, Fighting Style,
Blade Flourish
6th Extra Att ack
14th Master's Flo urish

ing Blade F lour ish options of your c hoice. You can use
BONUS PROFICIENCIES
only o ne Blade Flouris h option pe r turn.
When you join the College of S words a t 3rd level, you Defensive Flourish. You can expe nd one use of your
gain proficie ncy with medium armor and the sci mita r. Bardic Inspiration to cause th e weapo n to deal extra
If you're proficient w ith a s imple or martia l me lee damage to the ta rge t you hit. The da m age equ a ls the
weapon, you ca n use it as a spellcasting focus for yo ur numbe r you roll on the Ba rdic Inspiration die . You a lso
ba rd s pells. add t he number rolJed to your AC until the start of your
nex t turn.
FIGHTING S TYLE
Slashing Flourish. You can expend o ne use of your
At 3rd level, you adopt a s tyle of fighting as your spe-
Bardic Ins piration to cause the weapon to deal extra
cialty. C hoose o ne of the following options. You can't
damage to the target you hit and to any othe r creature
take a F ighting S ty le option mo re tha n once, even if
o f your choice tha t you can see w ithin 5 feet of you. The
some thing in the game le ts you choose again.
damage equa ls. the numbe r you roll on the Bardic Inspi-
Dueling. Whe n you a re wielding a melee weapon in
r a tion die .
one hand and no othe r weapons, you gain a +2 bonus to
Mobile Flourish. You can expe nd one use of you r Bar-
d amage rolls with that weapon.
dic Inspiration to cause the weapon to deal extra dam-
Two-Weapon Fighting. Whe n you e n gage in two-
age to the target you bit. The damage equals th e number
weapon fighting, you can add your a bility modifier to the
you roll o n the Bardic Insp ira tion die. You ca n a lso push
d amage of the second attack.
the ta rget up to 5 feet away from you, plus a number of
BLADE FLOURISH feet equa l to the numbe r you roll on that di e. You ca n
At 3rd level, you learn to pe rform impressive displays of th e n immediately use your reaction to move up to your
martial prowess and sp eed. walking speed to an unoccupied space w ith in 5 feet of
Whe never you take the Attack action on your turn, th e target.
your walking s peed inc reases by 10 feet until the e nd of
EXTRA ATTACK
th e turn, and if a weapon a ttack th a t you make as part of
Starting at 6th level, you can attack twice, instead of
this action hits a c reatu re, you can use one of the follow-
once, whenever you take the Attack action o n your turn.

CHAPTER l I CHARACTER OPTI ONS


If the target s ucceeds on its saving throw, the target
has no hint that you tried to frighten it.
Once you use this feat ure, you can't use it again until
you finish a s hort or long rest.

MANTLE OF WHISPERS
At 6th level, you gain the ability to adopt a huma noid's
persona. When a huma noid dies within 3 0 feet of you,
you can m agically capture its shadow using your reac-
tion. You retain this s hadow until you use it or you finis h
MASTER'S FLOURISH a long rest.
Starting at 14th level, whenever you use a Blade Flour- You can use the s hadow as a n action. When you do so,
ish option, you can roll a d6 a nd use it instead of expend- it vanishes, magically transforming into a disguise that
ing a Bardic Inspiration die. appears on you. You now look like the dead person, but
healthy a nd a'live. This disguise lasts for 1 hour or until
COLLEGE OF WHISPERS you end it as a bonus action.
While you're in the disguise, you gain access to a ll
Most folk are happy to welcome a ba rd into their midst. information that the humanoid would freely s hare with
Bards of the College of Whispers use this to the ir ad- a casua l acquainta nce. Such information includes gen-
vantage. They appear to be li ke other ba rds , s haring eral details on its background a nd personal life, but
news, singing songs, a nd telling tales to the audiences doesn't include secrets. The information is enough that
they gather. In truth, the College of Whispers teaches its you can pass yourself off as the person by drawing on
students that they are wolves among s heep. These ba rds its memories.
use their knowledge and magic to uncover secrets and Another creature can see through this disguise by
turn them against others through extortion and threats . s ucceeding on a Wisdom (Insight) check contested by
Many other ba rds hate the College of Whispers, your Cha risma (Deception) check. You gain a +5 bonus
viewing it as a parasite that uses a bard's reputation to to your check.
acquire wealth a nd power. For this reason, members Once you capture a s hadow with this feature , you
of this college rarely reveal their true nature. They typ- can't capture a nother one with it until you finish a s hort
icalJy claim to follow some other college, or they keep or long rest.
their actual calling secret in order to infiltrate and ex-
ploit royal courts a nd other settings of power. SH ADOW LORE
At 14th level, you gai n the ability to weave dark magic
COLLEGE OF WHISPERS FEATURES into your words a nd tap into a creature's deepest fears.
Bard Level Feature As an action, you magically whisper a phrase that
3rd Psychic Blades, Words of Terror only one creature of your choice within 30 feet of you
Mantle of Whispers
can hear. The target must make a Wisdom saving throw
6th
against your s pell save DC. It automatically succeeds
14th Shadow Lore
if it doesn't s hare a lang uage with you or ii it can't hear
you. On a successful saving throw, your w hisper sounds
PSYCHIC BLADES like unintelligible mumbling a nd has no effect.
When you join the College of Whispers at 3rd level, you On a fai led saving throw, the target is cha rmed by you
gain the ability to ma ke your weapon attacks magically for the next 8 hours or until you or your a llies attack it,
toxic to a creature's mind. da mage it, or force it to make a saving throw. It inter-
When you hit a creature with a weapon attack, you prets the whispers as a description of its mos t mortify-
can expend one use of your Bardic Ins piratio n to dea l a n ing secret. You gain no k nowledge of this secret, but the
extra 2d6 psychic damage to that target. You can do so target is convinced you know it.
only once per round on your turn. The cha rm ed creature obeys your commands for fear
The psychic da mage increases when you reach cer- that you will reveal its secret. It won't ris k its life for
tain levels in this class, increasing to 3d6 at 5th level, you or fight for you, unless it was already inclined to
5d6 at 10th level, a nd 8d6 at 15th level. do so. It grants you favors and gifts it would offer to a
close friend.
WORDS OF TERROR
When the effect ends, the creature has no understand-
At 3rd level, you learn to infuse innocent-seeming words
ing of why it held you in such fear.
with a n ins idious magic that can inspire terror. Once you use this feature, you can't use it again until
If you speak to a humanoid a lone for at least 1 minute,
you finis h a long rest.
you can attempt to seed paranoia in its mind. At the
end of the conversation, the ta rget must succeed on a
Wis dom saving throw against your spell save DC or be
frightened of you or another creature of your choice. The
target is frightened in this way for 1 hour, until it is at-
tacked or damaged, or unti l it witnesses its allies being
attacked or damaged.

CHAPTER 1 J CHARACTER O PTIONS


CLERIC KEEPSAKE
Many clerics have items a mo ng their personal gear that
TO BECOME A CLERJC IS TO BECOME A MESSENGER OF
symbo lize their fa ith, re mind the m of their vows, or oth -
the gods. The power the divine offers is great, but it always e rwise help to keep them on their chosen p a ths. Even
comes with tremendous responsibility. though s uc h a n item is not imbued w ith divine power,
-Riggby the p a tria r ch it is vitally importa nt to its owner because of what it
re presents.

Almost a ll the folk in the world who revere a deity live KEEPSAKES
their lives witho ut ever being directly touched by a di-
d6 Keepsake
vine being. As s uch, they can never know what it feels
like to be a cleric- someone who is not only a devout 1 The finger bone of a saint
wors hiper, but who has a lso been invested with a mea- 2 A metal-bound book that tells how to hunt and de-
s ure of a de ity's power. stroy infernal creatures
The question has lo ng been debated : Does a mo rtal 3 A pig's whistle that reminds you of your humble
become a cleric as a conseque nce of deep devotion to and beloved mentor
one's deity, thereby attracting the god's favor? Or is it the 4 A braid of hair woven from the tai l of a unicorn
de ity who sees the potential in a pe rson a nd calls that 5 A scroll that describes how best to rid the world of
individual into service? U ltimately, perhaps, the answer necromance rs
does n't m atte r. However cle rics come into bein g, the
6 A runes tone sa id to be blessed by your god
world need s clerics as much as clerics a nd deities need
each othe r.
If you 're playing a cleric c haracter, the following sec- SECRET
tions offer ways to add some deta il to that ch a racte r 's No morta l soul is e ntirely free of second thoughts or
his tory and personality. doubt. Even a cleric must grapple with dark desires o r
the forbidden attr action of turning against the teachings
TEMPLE of one's deity.
Most clerics s tart their lives of service as priests in a n If you h aven't cons idered this aspect of your cha rac-
ord er, then later realize that they have been blessed by ter yet, see the table e ntries for some possibilities, or
their god with the qualities needed to become a cleric. use t hem fo r inspiration. Your deep, dark secre t might
To prepare for th is new duty, candida tes typica lly re- involve something you did (or a re doing), or it could
ceive ins truction from a cleric of a te mple or another be rooted in the way you feel about the world and your
p lace of study devoted to their deity. role in it.
Some temples are c ut off from the world so that their
occupants can focus on devotio ns, while o ther temples SECRETS
open their doors to minis ter to a nd heal the masses. d6 Secret
What is noteworthy a bout t he temple you studied a t? An imp offers you counsel. You try to ignore the
creattJre, but sometimes its advice is helpful.
TEMPLES 2 You be lieve that, in the final analysis, the gods are
d6 Temple nothin g more tha n ultrapowerful mortal creatures.
Your temple is said to be the o ldest su rviving struc- 3 You acknowledge the power of the gods, but you
ture built to honor your god. think that most events are dictated by pure chance.
2 Acolytes of several like-mi nde d deities all received 4 Even though you ca n work divi ne magic, yo u have
instruction together in your temple. never tru ly fe lt the presence of a divine essence
3 You come from a temple famed for the brewery it within yourself.
operates. Some say you smell like o ne of its ales. 5 You are plagued by nightmares that you believe are
4 Your temple is a fo rtress and a provi ng ground t hat sent by your god as punishment for some unknown
tra ins warrior-priests. transgression.
5 You r temple is a peaceful, humble place, filled with 6 In times of despair, you feel that you are but a play-
vegetable gardens and s imple priests. thing of the gods, and yo u resent their re moteness.
6 You served in a te mpl e in the Ou ter Planes.

CHAPTER I I CHARACTER OPTTONS


DIVINE DOMAINS
At 1st level, a cleric gai ns the Divine Domain featu re.
The following domain options are avai lable to a cleric,
in addition to those offered in the Player's Handbook:
Forge and Grave.

FORGE DOMAIN
The gods of the forge are patrons of a rtisans who work
with metal, from a humble blacksmith who keeps a
village in horseshoes and plow blades to the mighty elf
artisa n whose diamond-tipped arrows of mithral have
felled demon lords. The gods of the fo rge teach that,
with patience a nd hard work, eve n the most intractable
meta l can be transformed from a lump of ore to a beau-
tifu lly wrought object. Clerics of these deities search
for objects lost to the forces of darkness, liberate mines
overrun by ores, and uncover rare and wondrous mate-
r ia ls necessary to create potent magic items. Followers
of these gods take great pride in their work, and they
are willing to craft and use heavy armor and power-
ful weapons to protect them. Deities of this domain
include Gond , Reorx, Ona tar, Morad in, Hephaestus,
and Goibhn iu.

FORGE DOMAIN FEATURES


Cleric Level Feature
1st Domain Spells, Bonus Proficiencies,
Blessing of the Forge
2nd Channel Divinity: Artisan's Blessing
6th Soul of the Forge
8th Divine Strike (1 d8)
14th Divine Strike (2d8)
17th Saint of Forge and Fire
CL.E R IC. OF THE F ORGE
DOMAIN SPELLS
You gain domain spells at the cleric levels listed in the
Forge Domain Spells table. See the Divine Domain
SERVING A PA NTHEON , PHILOSOPH Y, OR FORCE
class feature for how domain spells work.
The typical cleric is an ordained servant of a particular god
and chooses a Divine Domain associated with that deity. FORGE DOMAIN SPELLS
The cleric's magic flows from the god or the god's sacred
realm , and often the cleric bears a holy symbol that rep- Cleric Level Spells
resents that divinity. 1st identify, searing smite
Some clerics, especially in a world like Eberron, serve a
3rd heat metal, magic weapon
whole pantheon, rather than a single deity. In certain cam-
paigns, a cleric might instead serve a cosmic force, such 5th elemental weapon, protection from energy
as life or death, or a philosophy or concept, such as love,
7th fabricate, wall offire
peace, or one of the nine alignments. Chapter 1 of the
Dungeon Master's Guide explores options like these, in the 9th animate objects, creation
section "Gods ofYour World ."
Talk with your DM about the divine option s available in
your campaign, whether they're gods, pantheons, philos-
ophies, or cosmic forces. Whatever being or thing your
cleric ends up serving, choose a Divine Domain that is ap-
propriate for it, and if it doesn 't have a holy symbol, work
with your DM to design one.
The cleric's class features often refer to your deity. If you
are devoted to a pantheon, cosmic force, or philosophy,
your cleric features still work for you as written. Thi nk of
the references to a god as references to the divine thing
you serve that gives you your magic.

CHAPTER 1 I C H ARACTER OPTIONS


BONUS PROF I C IENC I ES
When you choose this doma in at 1s t level, you gain pro-
ficiency with heavy armor a nd s mith's tools .

BLESSING O F TH E F O RGE
At 1s t leve l, you gain the ability to imbue magic into
a weapon o r a rmo r. At the e nd of a lo ng rest, you can
touch one no nmagical object that is a s uit of a rmo r o r
a s im ple o r ma r tia l weapon. Unti l the e nd of your next
long rest o r until you die, the o bject becom es a magic
item , g ra nting a +1 bo nus to AC if it's a rmo r or a +1 bo-
nus to attack a nd da mage ro lls if it's a weapon.
O nce you use this fea ture, you can't use it again until
you finis h a long rest.

C H ANNEL D IVINITY: A RTISAN'S BLESSI NG


Starti ng at 2nd level, you can use your Cha nnel Divinity
to c reate s imple items.
You conduct a n ho ur-long ritua l tha t cra fts a nonmagi-
ca l ite m that mus t include some meta l: a s imple o r mar-
tia l weapon, a s uit of a rmo r, ten pieces of a mmunition ,
a set of tools, or a nother metal object (see chapte r 5,
"Equipment," in the Player's Handbook fo r exam ples of
these ite ms). The creation is com pleted at the e nd of the
hour, coalescing in a n unoccupied space of your choice
o n a s urface w ith in 5 fee t of you.
T he thing you c reate can be something tha t is worth
no mo re than 100 gp. As part of this ritua l, you must lay
o ut m etal, which can include coins, w ith a va lue equa l
to the creation . The metal irretrieva bly coa lesces and
tra ns forms into the creation at the ritu al's end, magi-
cally fo rming even no nme tal parts of the creatio n.
The ritual can create a duplicate of a nonmagical item
that contains me ta l, s uch as a key, if you possess the
origina l during the r itu al.
C LERIC. OF T HE GRl\VE
SOU L OF THE FO RGE
Sta rting at 6th level, your maste ry of the forge g ra nts
you s pecial a bilities:
SA I N T O F F ORGE AN D FIR E
Yo u gain resis ta nce to fi re da mage. At 17th level, your blessed affi nity with fire a nd metal
While wearing heavy a rmo r, you gai n a +1 becomes more powerful:
bonus to AC.
You gain immuni ty to fire damage.
DIV I NE S T R I K E While wearing heavy a rmor, you have resistance to
At 8 th level, you gain the ability to infuse your weapon bludgeoning, piercing, and s lashing damage from non-
s trikes with the fiery power of the forge. Once on each magical a ttacks.
of your turns whe n you hit a creature with a weapon
attack, you can cause the attack to deal a n extra 1d8 fire GRAVE DOMAIN
dam age to the ta rget. Whe n you reach 14th level, the ex- Gods of the grave watch over the line between life and
tra da mage increases to 2d8 . death. To these deities, death and the a fterlife a re a
fo undationa l pa rt of the multiverse. To desecrate the
peace of the dead is a n abom ina tion. De ities of the g rave
include Ke lemvor, WeeJas, the a ncestra l s pirits of the
Undying Court, Hades, Anubis, and Os iris . Followe rs
of these de ities seek to put wander ing s pirits to rest,
destroy the undead , a nd ease the s uffer ing of the dying.
The ir magic a lso a llows them to stave off death fo r a
tim e, particula rly fo r a person w ho still has some great
work to accomplis h in the world. This is a delay of death,
not a denial of it, fo r death will eventua lly get its due.

CHAl"TER I I CHARACTER OPTIONS


CIRCLE OF MORTALITY
At 1st level , you gain the ability to manipulate the line
betw een life and death. When you would normally roll
on e or more dice to r estore hit points with a spell to
a creature at 0 hit points, you instead use the highest
number possible for each die.
In addition, you learn the spare the dying cantrip,
which doesn't count against the number of cleric can-
trips you know. For you, it has a range of 30 feet, and
you ca n cast it a~ a bonus action.

EYES OF THE GRAVE


At 1st level , you gain the ability to occasiona lly sense the
presence of the undead , w hose existence is an insul t to
the natural cycle of life. As an action, you can open your
awareness to magically detect undead. Until the end
of your next turn, you know the location of any undead
within 60 feet of you that isn't behind total cover and
that isn't protected from divination magic. This sen se
doesn' t tell you anything about a creatu re's capabilities
or identity.
You ca n use this feature a number of times equal to
your Wisdom modifier (minimum of once). You regain
all expended uses when you finish a long r est.

CHANNEL DIVINITY: PATH TO THE GRAVE


Starting at 2nd level , you can use your C hannel D ivinity
to mark a nother creatu re's life force for termination.
As an action, you choose one creature you ca n see
within 30 feet of you, cursing it until the end of you r
next turn. Th e next time you or an ally of yours hits
the cursed creature with an attack, the creature has
vulnerabi l ity to all of that attack's damage, a nd then the
curse ends.
G RAVE DOMA I N FE ATURES
Cleric Level Feature SENTINEL AT DEATH 'S DOOR
1st Domain Spells, Circle of Mortality, At 6th level , you gain the abi lity to impede death's prog-
ress. As a reaction when you or a creature you can see
Eyes of the Grave
within 30 feet of you suffers a critical hit, you can turn
2nd Channel Divinity: Path to the Grave
that hit into a normal hit. Any effects triggered by a criti-
6th Sentinel at Death's Door ca l hit are canceled.
8th Potent Spellcasting You can use this feature a number of times equal to
17th Keeper of Souls yo ur Wisdom modifier (minimum of once). You regain
all expended uses when you finish a long rest.
DOMAIN SPELLS
POTENT SPELLCASTING
You gain domain spells at the cleric levels listed in the
Starting at 8th level , you add your Wisdom modifier to
Grave D omain Spells table. See the Divine Domain
class feature for how domain spells work. the damage you deal with any cleric ca n trip.

KEEPER OF SOULS
GRAV E DO MA I N SPELLS
Starting at 17th level , you ca n seize a trace of vitality
Cleric Level Spe lls from a parting soul and use it to heal the living. When
1st bane, false life an enemy you can see dies within 60 feet of you, you or
3rd gentle repose, ray ofenfeeblement one creature of your choice that is within 60 feet of you
5th revivify, vampiric touch regains hit points equa l to the enemy's number of H it
Dice. You can use this feature only if you aren't incapac-
7th blight, death ward
i tated. Once you use it, you can 't do so again unti l the
9th antilife shell, raise dead
start of your next turn.

CHAPTER 1 I CHARACTER OPTI ONS


TREASURED ITEMS
d6 Item
A twig from the meeting tree that stands in the
center of your village
2 A vial of water from the source of a sacred river
3 Special herbs tied together in a bundle
4 A small bronze bowl engraved with animal images
DRUID 5 A rattle made from a dried gourd and holly berries
EVEN IN DEATH, EACH CREATURE PLAYS ITS PART IN 6 A miniature golden sickle handed down to you by
you r mentor
maintainingthe Great Balance. But now an imbalance
grows, a force that seeks to hold sway over nature. This is
GUIDING ASPECT
the destructive behavior of the mortal races. The farther
Many druids feel a strong link to a specific aspect of the
away from nature their actions take them, the more cor- natural world, such as a body of water, an animal, a type
rupting their influence becomes. As druids, we seek mainly of tree, or some other sort of plant. You ide ntify with
to protect and educate, to preserve the Great Balance, but your chosen aspect; by its behavior or its very nature, it
sets an example that you seek to e mulate.
there are times when we must rise up against danger and
eradicate it. GUIDING ASPECTS
-Safhran , archdruid d6 Guidi ng Aspect
Yew trees remind you of renewing your m ind and
Druids are the caretakers of the natural world, and it is spirit, letting the old die and the new spring forth.
said that in time a dru id becomes the voice of nature, 2 Oak trees represent strength and vitality. Medi-
s peaking the truth that is too subtle for the general pop-
tating under an oak fills your body and mind with
ulace to hear. Many who become druids find that they
resolve and fortitude.
natura lly gravitate toward nature; its forces, cycles, and
movements fill their minds and spirits with wonder and 3 The river's endless flow remi nds you of the great
insight. Many sages and wise folk have stud ied nature, span of the world. You seek to act with the long-
writing volumes about its mystery and power, but druids term interests of nature in mind.
are a special kind of being: at som e point, they begin 4 The sea is a constant, churning cauldron of power
to embody these natural forces, producing magical and chaos. It reminds you that accepting change is
phenomena that lin k the m to the spirit of nature and necessary to sustain yourself in the world.
the flow of life. Because of their strange and mysterious 5 The birds in the sky are evidence that even the
power, druids are often revered, s hunned, or considered smallest creatures can survive if they remain above
dange rous by the people a round them. the fray.
Your d ruid character might be a true worsh iper of na-
6 As demonstrated by the actions of the wolf, an
ture, one who has a lways scorned civi lization and found
individual's strength is nothing compared to the
solace in the wild. Or your character could be a child of
the city who now strives to bring the civilized world into powet of the pack.
harmony with the wilderness. You can use the sections
that follow to flesh out your druid, regardless of how MENTOR
your character came to the profession. It's not unusual for would-be druids to s eek out (or be
sought out by) instructors or elders who teach them the
TREASURED ITEM basics of their magical arts. Most druids who learn from
Some druids carry one or more items that are sacred a mentor begin their training at a young age, and the
to them or have deep personal s ignificance. S uch items mentor has a vital role in shaping a stude nt's attitudes
are not necessarily magical, but every one is a n object a nd beliefs.
whose meaning connects the druid's mind and heart to If your character received training from someone
a profound concept or spiritual outlook. else, who or what was that individual, and what was the
When you decide what your character's treasured nature of your relationship? Did your mentor imbue you
item is, think about giving it an origin story: how did you with a particular outlook or otherwise influence your
come by the ite m, and why is it important to you? approach to achieving the goals of your chosen path?

CHAPTER I f CHARACTER OPTIONS


CIRCLE OF DREAMS
Druids who are members of the Circle of Dreams hail
from regions that have strong ties to the Feywild a nd
its dreamlike realms. The druids' guardians hip of the
natural world makes for a natural alliance between
them and good-aligned fey. These druids seek to fill the
world with dreamy wonder. Their magic mends wounds
and brings joy to downcast hearts, and the realms they
protect are gleaming, fruitful places, where dream and
reality blur together and where the weary can find rest.

CIRCLE OF DREAMS FEATURES


Druid level Feature
2nd Balm of the Summer Court
6th Hearth of Moonlight and Shadow
DRU ID OF
10th Hidden Paths
THE CIRC:LE 14th Walker in Dreams
OF 0REl\M S

BALM OF THE SUMMER COURT


At 2nd level, you become imbued with the blessings of
the Summer Court. You are a font of energy that offers
respite from injuries. You have a pool of fey energy rep-
resented by a number of d6s equal to your druid level.
As a bonus action, you can choose one creature you
MENTORS can see within 120 feet of you and spend a number of
d6 Mentor those dice equal to half your druid leve l or less. Roll the
Your mentor was a wise treant who taught you to spent dice and add them together. The target regains a
number of hit points equal to the total. The target also
think in terms of years and decades rather than
gains 1 temporary hit point per die spent.
days or months.
You regain all expended dice when you finish a
2 You were tutored by a dryad who watched over
Jong rest.
a slumbering portal to the Abyss . During your
training, you were tasked with watching for hidden HEARTH OF MOONLIGHT AND SHADOW
threats to the world. At 6th level, home can be w herever you are. During a
3 Your tutor always interacted with you in the form of s hort or long rest, you can invoke the shadowy power of
a falcon. You never saw the tutor's humanoid form. the Gloaming Court to help guard your respite. At the
4 You were one of several youngsters who were start of the rest, you touch a point in space, and an invis-
mentored by an old druid , until one of your fellow ible, 30-foot-radius sphere of magic appears, centered
on that point. Total cover blocks the sphere.
pupils betrayed your group and killed your master.
While within the sphere, you and your a llies gain a +5
5 Your mentor has appeared to you only in visions.
bonus to Dexterity (Stealth) and Wisdom (Perception)
You have yet to meet this person, and you are not checks, and any light from open Hames in the sphere (a
sure such a person exists in mortal form. campfire, torches, or the like) isn't visible outside it.
6 Your mentor was a werebear who taught you to The sphere vanishes at the end of the rest or when you
treat all living things with equal regard . leave the sphere.

HIDDEN PATHS
DRUID CIRCLES Starting at 10th level, you can use the hidden, magical
At 2nd level, a druid gains the Druid Circle feature. The pathways that some fey use to traverse space in the
following options are available to a druid, in addition blink of an eye. As a bonus action o n your turn, you can
to those offered in the Player's Handbook: the Circle of teleport up to 60 feet to an unoccupied space you can
Dreams and the Circle of the Shepherd. see. Alternatively, you can use your action to teleport

CHAPTER l I CHARACTER OPTI ONS


one w illing creatu re you touch up to 30 feet to an unoc-
c upied s pace you can see.
You can use this feature a numbe r of times equal to
your Wis dom modifie r (minimum of o nce), a nd you re-
gain a ll expe nded uses of it w hen you fi nis h a lon g r est.

WALKER IN D REAMS
At 14th level, the magic of the Feywild grants you
the a bility to travel me nta lly o r phys ically through
dreamlands.
W he n you finis h a s hort rest, you ca n cast one of the
following spells, without expending a spell s lot or re-
quiring mate ria l compo ne nts: dream (with you as the
messenge r), scrying, or te/eportation circle.
T his use of teleportation circle is specia l. Ra ther tha n
opening a portal to a pe rma ne nt tele porta tion circle, it
opens a porta l to the last location whe re you finished
a long rest o n your c urre nt plane of existence. If you
have n 't taken a long rest on your curren t plane, the
s pell fai ls but isn't was ted .
Once you use this feature, you ca n't use it again
until you finis h a long rest.

CIRCLE O F THE SHEPHERD


Druids of the Circle of th e Shepherd commune
with the spirits of nature, especially the s pirits
of beasts a nd the fey, and call to those s p irits for
aid . These druids recognize tha t all living things
play a role in the natura l world, yet t hey foc us o n
protecting a nimals and fey creatures that have DRUID OF THE CIRC.LE OF THE SHEPHERD

diffi c ulty d efe nding the mselves. S he phe rds, as they are
known, see s uc h cr eatures as the ir c ha rges. They wa rd
off mons te r s that threaten them, re buke hunters w ho combine this a bility with g ifts to c urry favor with them
kill more prey than necessary, a nd prevent civilization as you wou ld with a ny nonplayer character.
from e nc roaching on rare animal ha bita ts a nd o n s ites SPIRIT TOTEM
sacre d to the fey. Many of these druids a re h a ppiest far
Starting at 2nd level, you can call fo rth nature spirits to
from cities and towns, conte nt to s pe nd the ir d ays in the
influe nce the world around you. As a bonus action, you
company of a nima ls a nd the fey cr eatures of the wilds.
can magica lly s ummon a n incorporeal spirit to a point
Members of this circle become adventurers to oppose you can see within 60 fee t of you. The spirit c reates a n
forces that threaten their c h a rges or to seek kn owledge aura in a 30 -foot radius a round that point. It counts as
and power that will help them safegua rd th eir c h a rges
neither a c reature nor an object, though it has the spec-
better. Wherever t hese druids go, the s pirits of the wil- tra l a ppea rance of the c reature it re p resents.
de rness a re w ith t he m. As a bonus actio n, you can move the s pirit up to 60
feet to a point you can see.
CIRCLE OF THE SHEPHERD FEATURES
The s pirit pe rsists for 1 minute o r until you're incapac-
Druid Level Feature itated. Once you use this fea ture , you can't use it again
2nd Speech of the Woods, Spirit Totem until you finish a s hort or long rest.
6th Mighty Summoner The effect of.the s pirit's a ura depe nds on the type of
10th Guard ian Spirit spirit you summon from the options below.
Bear Spirit. T he bear s pirit g rants you and your allies
14th Faithful Summons
its might a nd e ndura nce. Each creature of your choice
in the a ura when t he spirit a ppears gains temporary
SPEECH OF THE WOODS
hit points equal to 5 +your druid level. In addition, you
At 2nd level, you gain the a bility to converse wit h beasts a nd your allies gain advantage on Strength c hecks and
a od many fey. Strength saving throws while in the a ura.
You learn to s peak, read, a nd write Sylvan. In addi- Hawk Spirit. The hawk s pirit is a consummate
tion, beasts can understand your speech, and you gain hunter, aiding you and your allies with its keen sight.
the a bility to deciphe r their noises a nd motions. Most Whe n a c reature makes a n attack r oll against a target
beasts lack the in telligence to convey or under stand in the spirit's a ura, you cao use your reaction to grant
sophisticated concepts, but a friendly beas t could relay advantage to that attack roll. In addition, you and your
what it has seen or heard in the rece nt pas t. This a bility a !Ues have advantage on Wisdom (Perception) c hecks
doesn 't grant you friends hip with beasts, though you can w hile in the aura.

CHAPTER l I CHARACTER OPTlONS


l{ l co...-(J. t...-r" i"to lOw<(t~i"~ (lH,

Unicorn Spirit. The unicorn spirit lends its protection l c.10...-()..._'l, B(cc,...-u (v(r;t~i"~
to those nearby. You and your a llies gain advantage on 4u is '"f(rior to w<(,
all ability checks made to detect creatures in the spirit's
aura. In addition, if you cast a spell using a spell slot
that restores hjt points to any creature inside or outside T he tables include all the individua l beasts that are
the aura, each creature of your choice in the aura also eligible for Wild Shape (up to a challenge rating of 1) or
regains hit points equal to your druid level. the Circle Forms feat ure of the Circle of the Moon (up to
a cha llenge rating of 6).
MIGHTY SUMMONER
Starting at 6th level, beasts and fey that you conjure are A RCTIC
more resilient than normal. Any beast or fey summoned
CR Beast Fly/Sw im
or created by a spell that you cast gains the follow-
ing benefits: 0 Owl Fly
1/8 Blood hawk Fly
The creature appears with more hit points than nor-
1/4 Giant owl Fly
mal: 2 extra hit points per Hit Die it has.
Brown bear
The damage from its natural weapons is considered
magical for the purpose of overcoming immuruty a nd 2 Polar bear Swim
resistance to nonmagical attacks and damage. 2 Saber-toothed tiger
6 Mammoth
GUARDIAN SPIRIT
Beginning at 10th level, your Spirit Totem safeguards COA ST
the beasts and fey that you call forth with your magic.
When a beast or fey that you summoned or created with CR Beast Fly/Swim
a spell ends its turn in your Spirit Totem aura, that crea- 0 Crab Swim
ture regains a numbe r of hit points equal to half your 0 Eagle Fly
druid level. 1/8 Blood hawk Fly
1/8 Giant crab Swim
FAITHFUL SUMMONS Poisonous snake Swim
1/8
Starting at 14th level, the nature spirits you commune Stirge Fly
1/8
with protect you when you are the most defenseless.
1/4 Giant lizard
If you a re reduced to 0 hit points or are incapacitated
1/4 Giant wolf spider
against you r will , you can immediately gain the benefits
1/4 Pteranodon Fly
of conjure animals as if it were cast using a 9th-level
spell s lot. It summons four beasts of your cho ice that are Giant eagle Fly
challenge rating 2 or lower. The conjured beasts appear Giant toad Swim
within 20 feet of you. If they receive no commands from 2 Plesiosaurus Swim
you, they protect you from harm a nd attack your foes.
The spell lasts for 1 hour, requiring no concentration, or DE SERT
until you dismiss it (no action required).
CR Beast Fly/ Swim
Once you use this feature, you can't use it again until
you finish a long rest. 0 Cat
0 Hyena
0 jackal
LEARNING BEAST SHAPES
0 Scorpion
The Wild Shape feature in the Player's Handbook lets
0 Vulture Fly
you transform into a beast that you've seen. That rule
1/8 Camel
gives you a tremendous amount of flexibility, making it
1/8 Flying snake Fly
easy to amass an array of beast form options for your-
self, but you must abide by the limitations in the Beast 1/8 Mule
Shapes table in that book. 1/8 Poisonou s snake Swim
When you gain Wild Shape as a 2nd-level druid, you 1/8 Stirge Fly
might wonder which beasts you've a lready seen. The 1/4 Constrictor snake Swim
following tables organize beasts from the Monster Man- 1/4 Giant lizard
ual according to the beasts' most likely environments. 1/4 Giant poisonous snake Swim
Consider the environment your druid grew up in, then 1/4 Giant wolf spider
consult the appropriate table for a list of an imals that Giant hyena
your druid has probably seen by 2nd level. Giant spider
These tables can also help you and your DM deter-
Giant toad Swim
mine which animals you might see on your travels.
Giant vulture Fly
In addition, the tables include each beast's challenge
rating and note whether a beast has a flyi ng or swim- Lion
ming s peed. This information will help you determine 2 Giant constrictor snake Swim
whether you qualify to assume that beast's form. 3 Giant scorpion

CHAPTER I I CHARACTER OPTIONS


FOREST GRASSLAND
CR Beast Fly/Swim CR Beast Fly/Swim
0 Baboon 0 Cat
0 Badger 0 Deer
0 Cat 0 Eagle Fly
0 Deer 0 Goat
0 Hyena 0 Hyena
0 Owl Fly 0 jackal
1/8 Blood hawk Fly 0 Vulture Fly
1/8 Flying snake Fly 1/8 Blood hawk Fly
1/8 Giant rat 1/8 Flying snake Fly
1/8 Giant weasel 1/8 Giant weasel
1/8 Poisonous snake Swim 1/8 Po isonous snake Swim
1/8 Mastiff 1/8 Stirge Fly
1/8 Stirge Fly 1/4 Axe beak
1/4 Boar 1/4 Boar
1/4 Constrictor snake Swim 1/4 Elk
1/4 El k 1/4 Giant poisonous snake Swim
1/4 Giant badger 1/ 4 Giant wolf spider
1/4 Giant bat Fly 1/ 4 Panther (leopard)
1/4 Giant frog Swim 1/4 Pteranodon Fly
1/4 Giant lizard 1/ 4 Rid ing horse
1/4 Giant owl Fly 1/4 Wolf
1/4 Giant po isonous s nake Swim 1/2 Giant goat
1/4 Giant wolf spider 1/2 Giant wasp Fly
1/ 4 Panthe r Giant e~gl e Fly
1/4 Wolf Giant hyena
1/ 2 Ape Giant vulture Fly
1/2 Black bear Lion
1/2 Giant wasp Fly Tiger
Brown bear 2 Allosaurus
Dire wolf 2 Giant boar
Giant hyena 2 Giant elk
Giant spider 2 Rhinoceros
Giant toad Swim 3 Ankylosaurus
l
2
2
Tiger
Giant boa r
Giant constrictor snake Swim
4
s
Elephant
Triceratops ,j
2 Giant elk

CHAPTER I I CH \RACTER OPTCONS


HILL SWAMP

CR Beast Fly/Swim CR Beast Fly/Swim


0 Baboon 0 Rat
0 Eagle Fly 0 Raven Fly
0 Goat 1/8 Giant rat
0 Hyena 1/8 Poisonous snake Swim
0 Raven Fly 1/8 Stirge Fly
0 Vulture Fly 1/4 Constrictor snake Swim
1/8 Blood hawk Fly 1/4 Giant frog Swim
1/8 Giant weasel 1/4 Giant lizard
1/8 Mastiff 1/4 Gia nt poisonous snake Swim
1/8 Mule 1/2 Crocodile Swim
1/8 Poisonous snake Swim Giant spider
1/8 Stirge Fly Giant toad Swim
1/4 Axe beak 2 Giant constrictor s na ke Swim
1/4 Boar 5 Giant crocodile Swim
1/4 Elk
1/4 Giant owl Fly UNDERDAR K
1/4 Giant wolf spider CR Beast Fly/Swim
1/4 Panther (cougar) Giant fire beetle
0
1/4 Wolf
1/8 Giant rat
1/2 Giant goat Fly
1/8 Stirge
Brown bear Fly
1/4 Giant bat
Dire wolf
1/4 Gia nt centipede
Giant eagle Fly
1/4 Giant lizard
Giant hyena Giant poisonous s nake Swim
1/4
Lion Giant s pider
2 Giant boar Giant toad Swim
2 Giant elk 2 Giant constrictor snake Swim
2 Pola r bear (cave bear) Swim
MOUNTAIN
CR Beast Fly/Swim UNDERWATER
0 Eagle Fly CR Beast Fly/Swim
0 Goat 0 Quipper Swim
1/8 Blood hawk Fly Swim
1/4 Constrictor snake
1/8 Stirge Fly Swim
1/2 Giant sea horse
1/4 Pteranodon Fly
1/2 Reef shark Swim
1/2 Giant goat Giant octopus Swim
l Giant eagle Fly 2 Giant constrictor s nake Swim
l Lion 2 Hunter shark Swim
2 Giant elk Swim
2 Plesiosaurus
2 Saber-toothed tiger Swim
3 Ki ller whale
5 Giant shark Swim

CHAPTER 1 I CHARACTER OPTIONS


HERALDIC SIGNS
d6 Sign
A rampant golden dragon on a green field, repre-
senting valor and a quest for wealth
2 The fist of a storm giant clutching lightning before
a storm cloud, symbolizing wrath and power
3 Crossed greatswords in front of a castle gate, sign i-
fying the defense of a city or kingdom
4 A skull with a dagger through it, representing the
doom you bring to your enemies
FIGHTER s A phoenix in a ring of fire, an expression of an in-
LET ME KNOW WHEN YOU'RE ALL DONE TALKING. domitable spirit
-Tordek 6 Three drops of blood beneath a horizontal sword
blade on a black background, symbolizing three
Of all the adventurers in the worlds of D&D, the fighter foes you have sworn to kill
is perh aps the greatest paradox. On the one ha nd, a s in-
gular feature of the class is that no two fighters ply their INSTRUCTOR
cr aft in quite the same way; their weapons, armor, and Some fighters a re natural-born combatants who have
tactics differ across a vast spectrum. On the other hand ,
a talent for surviving in battle. Others learned the ba-
regardless of the tools and methods one uses, at the s ics of their combat prowess in their formative years
heart of every fighter's motivation lies the same basic from spending time in a military or some other martial
truth: it is better to wound than to be wounded.
organization, when they were taught by the leaders of
Although some adventuring fighters risk their lives
the group.
fighting for glory or treasure, others are primarily con- A third type of fighter comes from the ranks of those
cerned with the welfare of others. They put more value
who received one-on-one instruction from an accom-
on the well-being of the society, the village, or the group plished veteran of the cra ft. That instructor was, or
than on their own safety. Even if there's gold in the off-
perhaps still is, well versed in a certain aspect of combat
ing, the true reward for most fighters comes from send-
that relates to the student's background.
ing enemies to their doom. If you decide that your character had an individual
The sections below offer ways to add a little depth a nd
instructor, what is that person's specialty? Do you
a few personal touches to your fighter character. emulate your instructor in how you fight, or did you
take the instructor's teachings and adapt them to your
HERALDIC SIGN
------- own purposes?
Fighters typically do battle for a cause. Some fight on
behalf of kingdoms besieged by monsters, while others INSTRUCTORS
quest only for personal glory. In either case, a fighter d6 Instructor
often displays a heraldic s ign that represents that cause,
Gladiator. Your instructor was a slave who fought
either adopting the symbol of a nation or a royal line, or
for freedom in the arena, or one who willingly
creating a crest to represent one's self-interest.
Your character could be affiliated with a n organization chose the gladiator's life to earn money and fame.
or a cause, and thus might already travel under a banner 2 Milit~ry. Your trainer served with a group of sol-
of some sort. If that's not the case, consider devising a diers and knows much about working as a team.
heraldic sign that symbolizes an aspect of your nature 3 City Watch. Crowd control and peacekeeping are
or speaks to what you see as your purpose in the world. your instructor's specialties.
4 Tribal Warrior. Your instructor grew up in a tribe,
where fighting for one's life was practically an
everyday occurrence.
s Street Fighter. You r trainer excels at urban combat,
combining close-quarters work with silence and
efficiency.
6 Weapon Master. Your mentor helped you to be-
~ticlu G\f\A sto\f\tS .,.c;'1 brc;k ""'1 bo\f\<11
come one with your chosen weapon, by imparting
bl.At 1worA1 wil( \f\<vr !iii.Art .... <-c;l (o\f\~ highly specialized knowledge of how to wield it
c;l \ 1tc;'1 rc;l('1 \,i1~\,i c;"'A 11Aoot Aow"' c;t most effectively.

CHAPTER I I CHARACTER OPTIONS


A RCANE ARCHER F EATURES
Arrows c;r< H11< worst; ~''1 ~o """'-'~ {c;rt~<r
Fighter Level Feature
t~c;"' ''1' rc;;s. ~c;t s w~; t stc;; i"'~oors c;l( t~< 3rd Arcane Arche r Lore , Arcane Sho t (2 o ptions)
t i""<. Bui~u, t~< s4; is totc;l(; ov<rrc;tt~. 7th Cu rvi ng Sho t, Magic Arrow,
Arcane Shot (3 options)
10th Arcane Sho t (4 option s)
15th Ever-Ready Shot, Arca ne Shot (5 opt io ns)
18th Arcane Shot (6 ? Ptions , improved shots)

A RCANE A RCH ER LOR E


At 3 rd level, you learn magical theory o r some of the
SIGNATURE STYLE secrets of nature-typical fo r practitioners of this e lven
martia l tradition. Yo u choose to gain proficie ncy in ei-
Many fighters dis tinguish themselves from their peers ther the Arcana or the Nature skill, and you choose to
by ado pting and perfectin g a par ticula r style or method learn either the prestidigitation o r the druidcra ft cantrip.
of wagi ng combat. Although th is style migh t be a natural
outg rowth of a fighter's personality, that's not a lways the A RCANE SHOT
case- someone's approach to the world in general does At 3rd level, you learn to unleash s pecia l magical effects
not necessarily dictate how that person operates w hen with some of your shots. W hen you gain this feature , you
lives a re on the li ne. learn two Arcane S hot options of your choice (see "Ar-
Do you have a com bat style that mirrors your outlook cane S hot Options" below).
on life, or is somethi ng else inside you unleashed whe n Once per turn when you fire a magic a rrow from a
weapons are drawn? shortbow or lo ngbow as pa rt of the Attack action, you
can a pply o ne of your Arcane S hot options to that a r-
SIGNATURE STYLES row. Yo u decide to use the optio n when the a rrow hits
d6 Style a creatu re, unless the option doesn't involve a n attack
Elegant. You move wit h precise g race an d total roll. You have two uses of this ability, and you regain all
control, never using mo re energy than you need. expended uses of it w hen you fi nish a s hort or lo ng rest.
2 Brutal. Your attacks rain down like ha m mer blows ,
You gain an additiona l Arcane Shot option of your
choice w hen you reach certain levels in this class: 7th,
m ea nt to splinter bone o r send blood fl ying.
10th, 15th, a nd 18th level. Each option a lso improves
3 Cunning. You dart in t o attack at just the right m o -
when you become an 18 th-level fig hter.
ment a nd us e small -scale t actics to tilt t he odds in
your favor. M AGIC AR ROW
4 Effo rtless. You ra re ly pers pi re or d isplay a nything At 7th level, you gain the ability to infuse arrows with
other than a stoic ex pre ssion in ba ttl e. magic. Whenever you fire a nonmagical a rrow fro m a
5 Energetic. You sing a nd la ugh d uring com bat as s hortbow or longbow, you ca n ma ke it magical for the
your spi rit soars . You are happiest whe n you have a pur pose of overcoming r esistance and immunity to non-
foe in fro nt of you and a weapon in ha nd . magical attacks a nd da mage. T he magic fades from the
Sinis ter. Yo u scowl and s neer while fi g hti ng, and
a r row immediately after it hits or m isses its target.
6
you enjoy mocking your foes as you defeat them. CU RVING SHOT
At 7th level, you learn how to direct a n erra nt arrow
MARTIAL ARCHETYPES toward a new ta rget. When you ma ke a n attack roll with
a magic ar row a nd miss, you can use a bonus action to
At 3rd level, a fighter gains the Ma rtia l Archetype fea-
r eroll the a ttack roll aga ins t a differe nt target within 6 0
ture. The following options a re available to a fighter, in
feet of the origina l ta rget.
addition to those offered in the Player's Handbook : the
Arcane Archer, the Cavalier, and the S a mura i. E V ER-RE A DY S H OT
S ta rting at 15th level, your magica l a rchery is ava ilable
ARCANE ARCHER w henever battle s ta rts. If you roll initiative a nd have no
An Arcane Archer s tudies a unique elven method of uses of Arcane S hot rema in ing, you regain one use of it.
a rchery that weaves magic into attacks to produce s u-
pern atural effects. Arcane Archers are some of the most A RCANE S H OT 0PT10N S
elite wa rrio rs a mong the elves. They stand watch over The Arcane S hot feature lets you choose options for it at
the fringes of elven dom ains, keeping a keen eye out fo r cer ta in levels. T he options are presented here in alpha-
trespassers and us ing m agic-infused a rrows to defeat betical o rder. They ar e all magical effects, and each one
monsters a nd invade rs before they can reach elven set- is associated with one of the schools of magic.
tle ments . Over the centuries, the methods of these elf If a n option requires a saving throw, your Arca ne S ho t
a rchers have been learned by members of other races save DC equa ls 8 + yo ur proficiency bonus + your Intell i-
w ho can a ls o ba lance arcane aptitude w ith a rche ry. gence mod ifie r.

CHAPTER 1 I CHARACTER OPTIONS


LEF T TO R 1GH T : Si\MURi\I, Ci\Vi\LIER, i\ND ARCANE ARCHER

Banishing Arrow. You use abjura tion m agic to try to o n a Cons titution saving throw, or the da m age dealt
temporarily b a nish your ta rget to a h armless location by its weapon attack s is ha lved until the start of your
in the Feywild. The c r eature hit by the arrow mus t a lso next turn.
su cceed o n a Ch arism a saving throw or be banis h ed . The necrotic d a mage incr eases to 4d6 whe n you reach
W hile ba nis hed in this way, the ta rget's speed is 0 , and 18th level in this class.
it is incapacitated . At t he e nd of its next turn, the ta rge t Grasping Arrow. Whe n this arrow s trikes its ta rge t,
reappears in the s pace it vacated or in the nearest unoc- conjuration magic creates grasping, poisonous bram -
cupied s pace if that s pace is occupied. bles, which wrap a round the ta rget. T he creature hit by
After you reach 18th level in this class, a target also th e arrow takes an extra 2d6 po ison da mage, its s peed
ta k es 2d6 force d a mage when t he a rrow hits it. is reduced by 10 feet, and it takes 2d6 s las hfog dam-
Beguiling Arrow. Your e n ch a nt me nt magic causes age the fi rst time on each turn it moves 1 foot or more
this a rrow to tempora rily beguile its target. The c reature without tele p orting. T he targe t or a ny c r eature tha t can
hit by the a rrow takes a n extra 2d6 psychic damage, a nd reach it ca n use its action to re move the brambles with
c hoose one of you r aJJies within 3 0 feet o f the target. a s uccessful S tre ngth (Athle tics) c heck against your Ar-
The targe t must s ucceed on a Wis dom saving throw, or cane Shot save D C. Othe rwise, the brambles last for 1
it is c ha rm ed by the c h osen ally until the start of your minute or until you use this option again.
next turn. This effect e nds early if the c hosen a lly at- The poison d amage and s las hing damage both in-
tacks the c h a rmed target, deals da mage to it, or forces it c rease to 4d6 ~hen you reach 18th level in this class.
to m a k e a saving throw. Piercing Arrow. You use transmutation m agic to
The psychic d amage inc reases to 4d6 w hen you reach give your a rrow a n e the real qu a lity. Whe n you use this
18th level in this class. option, you don't m ake an attack roll for the a ttack.
Bursting Arrow. You imbue your arrow with force Ins tead, the arrow s hoots forward in a line, which is 1
e n e rgy drawn from the school of evocation. The e ne r gy foot wide and 3 0 feet long, before disappearing. The
de ton a tes a fte r your attack. Immedi ately after the a r- arrow passes ha rmlessly through objects, ignoring
row hits the c reature, the targe t and all other c reatures cover. E ach creature in tha t line must make a D exte r ity
within 10 feet of it ta ke 2d6 force da mage each. saving throw. On a failed save, a c reature takes dam a ge
The force damage inc reases to 4d6 when you reach as if it were hit by the a rrow, plus a n extra ld6 pie rcing
18th level in this class. d a mage. On a successful save, a target takes h a lf as
Enfeebling Arrow. You weave necromantic magic into muc h damage.
your arrow. The c reature hit by the a rrow ta kes a n extra The pie rcing da m age increases to 2d6 when you reach
2d6 necrotic damage. The target mus t a lso s ucceed 18th level in this class.

CHAPTE R l I CHARACTER OPTI ONS


Seeking Arrow. Using divination magic, you grant CAVALIERS, SAMURAI , AND HISTORY
your arrow the ability to seek out a target. When you use While both cavaliers and samurai existed in the real world,
this option, you don't make an attack roll for the attack. our inspirations for both fighter archetypes are taken from
Instead, choose one creature you have seen in the past popular culture (folk tales, movies, and comic books), not
minute. The arrow flies toward that creature, moving from history. Our intent is to capture the cinematic, heroic
around corners if necessary and ignoring three-quarters element of both archetypes in the game, rather than create
an accurate historica l represen tation of either one.
cover and half cover. If the target is within the weapon's
range and there is a path large enough for the arrow to
travel to the target, the target must make a Dexterity UNWAVERING MARK
saving throw. Otherwise, the arrow disappears after Starting at 3rd level, you can menace your foes, foiling
traveling as far as it can. On a failed save, the target their attacks and punishing them for harming others .
takes damage as if it were hit by the arrow, plus an extra When you hit a creature with a melee weapon attack,
1d6 force damage, and you learn the target's current you can mark the creature until the end of your next
location. On a successful save, the target takes half as turn. This effect ends early if you are incapacitated or
much damage, and you don't learn its location. you die, or if someone else marks the creature.
The force damage increases to 2d6 when you reach While it is within 5 feet of you, a creature marked by
18th level in this class. you has disadvantage on any attack roll that doesn't
Shadow Arrow. You weave illusion magic into your target you.
arrow, causing it to occlude you r foe's vision with shad- In addition, if a creature marked by you deals damage
ows. The creature hit by the arrow takes an extra 2d6 to anyone other than you, you can make a special melee
psychic damage, and it must succeed on a Wisdom weapon attack aga inst the marked creature as a bonus
saving throw o r be unable to see anything farther than 5 action on your next turn. You have advantage on the
feet away until the start of your next turn. attack roll, and if it hits, the attack's weapon deals extra
The psychic damage increases to 4d6 when you reach damage to the target equa l to half you r fighter level.
18th level in this class. Regardless of the number of creatures you mark, you
can make this special attack a number of times equal to
CAVALIER your Strength modifier (minimum of once), and you re-
gain all expended uses of it when you finish a long rest.
The archetypal Cavalier excels at mounted combat.
Usua lly born among the nobility and raised at court, a WARDING MANEUVER
Cavalier is equally at home leading a cavalry charge or At 7th level, you learn to fend off strikes directed at
exchanging repartee at a state dinner. Cavaliers also you, your mount, or other creatures nearby. If you or
learn how to guard those in their charge from harm, a creature you can see within 5 feet of you is hit by an
often serving as the protectors of their superiors and of attack, you can roll 1d8 as a reaction if you're wielding
the weak. Compelled to right wrongs or earn prestige, a melee weapon or a shield. Roll the die, and add the
many of these fighters leave their lives of comfort to em- number rolled to the target's AC against that attack. If
bark on glorious adventure. the attack still hits, the target has resistance against the
attack's damage.
CAVALIER FEATURES
You can use this feature a number of times equal
Fighter Level Featu re to your Constitution modifier (m inimum of once), and
3rd Bonus Proficiency, Born to the Saddle, you regain a ll expended uses of it w hen you finish a
Unwavering Mark long rest.
7th Warding Maneuver
HOLD THE LINE
10th Hold the Line
At 10th level, you become a master of locking down
15th Ferocious Charger you r enemies. Creatures provoke an opportun ity attack
18th Vigilant Defender from you when they move 5 feet or more whi le within
your reach, and if you hit a creature with a n opportunity
BONUS PROFICIENCY attack, the target's speed is reduced to 0 until the end of
When you choose this archetype at 3rd level, you gain the current turn.
proficiency in one of the following skills of your choice:
Animal Handling, History, Insight, Performance, or
Persuasion. Alternatively, you learn one language of
your choice.

BORN TO THE SADDLE


Starting at 3rd level, your mastery as a rider becomes
apparent. You have advantage on saving throws made
to avoid falling off your mount. If you fall off your mount
and descend no more than 10 feet, you can land on your
feet if you'r e not incapacitated.
Finally, mounting or d ismounting a creature costs you
only 5 feet of movement, rather than ha lf your speed.

CHAPTER l I CHAR.',CTER OPTIONS


FERO C IOUS CHARGER
S ta r ti ng at 15th level, you can r un down your foes,
w he ther you're mounted or no t. U you move at least 10
feet in a stra ig ht line rig ht be fore attacking a creature
a nd you hit it w ith the attack, that target must succeed
o n a S tre ngth saving throw (DC 8 +your proficie ncy bo-
nus+ your S tre ng th modifie r) or be knocked prone. You
can use this feature only o nce o n each of your turns.

V I G ILANT D EFE NDE R


Starting a t 18 th level, you respond to danger with
extraordina ry vigila nce. In combat, yo u get a s pecia l
reaction that yo u can ta ke o nce o n every creature's tu rn,
except your turn. You can use this s pecia l reactio n only
to m a ke an o pportunity attack, a nd you can't use it o n
the sa me turn that you ta ke your nor mal reaction.

SAMURAI
T he Sam urai is a fi ghter who draws on a n im placable
fig hting s pir it to overcome enem ies. A Samurai's resolve
is nea rly unbreakable, a nd the enemies in a Samura i's
path have two cho ices: yield or die fig hting.

SAMURAI F E ATUR E S
Fighter Level Feature
3rd Bonus Profi ciency, Fightin g Spirit (5 temp . hp)
7th Elega nt Co urtier
10th Tireless Spirit, Fighting Spirit (10 temp. hp)
15th Ra pid Stri ke, Fighting Spirit (1 5 te m p. hp)
18th Strength before Deat h

TIRE LE SS SPIRI T
BONUS PROFI CIENCY
Star ting a t 10th level, whe n you roll initiative and
Whe n you choose this archetype at 3rd level, you gain
have no uses of Fighting S pir it re ma ining, you re-
proficie ncy in one of the following skills of your choice:
gain o ne use.
History, Ins ig ht, P e r fo rma nce, o r P ers uas ion. Alterna-
tively, you lea rn o ne la ng uage of your choice. R APID STRIKE
FIGHTING SPIRIT
S ta r ting at 15th level, you learn to trade accuracy fo r
swift strikes. Tf you take the Attack action on your turn
S ta rting at 3rd leve l, your intens ity in battle can s hield
a nd have adva ntage on a n attack roll aga ins t one of
you and help you s trike true. As a bonus action o n your
the targets, you can forgo the adva ntage for tha t roll to
turn, you can give yourself adva ntage on weapo n a ttack
ma ke a n additio na l weapon attack aga ins t that target,
rolls until the end of the curre nt tum. Whe n you do so,
as part of the same action. Yo u can do so no mo re th an
you a lso gain 5 te mpora ry hit points. The numbe r of
once per turn.
tempo ra ry hi t points increases when you reach certa in
leve ls in this class, increasing to 10 a t 10th level and 15 S TRENGTH BEFOR E D EATH
at 15th level. Sta rting at 18 th leve l, your fi ghting spirit can delay the
Yo u can use this feature three times, and you regain g rasp of death. If you take da mage that reduces you to
a ll expended uses of it when yo u finis h a long rest. 0 hit points a nd doesn't kill you outright, you can use
ELEGANT C O U RTIER
your reaction to delay fa lling unconscious, a nd you can
immed iately take a n extra turn, interrupting the current
S ta rting at 7th level, your discipline a nd attentio n to de-
turn. While you have 0 hit points during that extra turn,
ta il a llow you to excel in socia l s ituations. Whe never you
taking da mage causes death saving th row failures as
ma ke a Cha ris ma (P ers uasion) check, you gain a bo nus
norm a l, a nd three death saving th row failures can s till
to the check equa l to your Wis dom modifier.
kill yo u. When the extra turn ends, yo u fa ll unconscious
Your self-control a lso causes you to ga in proficiency
if you s till have 0 hit points.
in Wis dom saving throws . If you already have this pro-
Once you use this feature, you can't use it aga in until
ficiency, you ins tead gain proficie ncy in Inte lligence or
yo u finis h a long rest.
Charis m a saving throws (your choice).

CHAPTER I I C H ARACTER OPTI ONS


d6 Monastery
Your monastery is carved out of a mounta inside,
where it looms over a treacherous pass.
2 Your monastery is high in the branch es of a n im-
m ense tree in the Feywild.
3 Your monastery was fou nded long ago by a clo ud
giant and is inside a cloud castle that ca n be
reached only by fl ying.
4 Your monastery is bui lt beside a volcanic system
of hot springs, geysers, and s ulfur pools. You regu-
larly received visits from azer trade rs.
5 Your m onastery was founded by gnomes and is an
MONK underground labyrinth of tunnels and rooms.
6 Your m onastery was carved from an iceberg in the
DO NOT MISTAKE MY SILENCE FOR ACCEPTANCE OF YOUR
frozen reaches of the world .
villainy. While you blustered and threatened, I've planned
four different ways to snap your neck with my bare hands. MONASTIC ICON
-Ember, grand master of flowers Even in the monastic lifestyle , which eschews materi-
a lis m a nd personal possessions, symbolis m plays an
Monks walk a path of contradiction. They study their art important part in defining the identity of a n order. Some
as a wizard does, and like a wizard, they wear no armor monastic orders treat certain creatures w ith s pecial
and typically eschew weapons. Yet they are dead ly com- regard, either because the creature is tied to the order's
batants, their abilities on a par with those of a raging histo ry or because it serves as an example of a quality
ba rba rian or a superbly trained fighter. Monks embrace the monks seek to emulate.
th is seeming contradiction , for it s peaks to the core of If your cha racter's monastery had a s pecial icon, you
all monastic study. By coming to know oneself com- might wear a crude image of the creature somewhere
pletely, one learns much of the wider world. inconspicuous on your clothing to serve as an identify-
A monk's focus on inner mas tery leads many such ing mark. Or perhaps your order's icon does not have a
individua ls to become detached from society, more con- physical fo rm but is expressed through a gesture or a
cerned with their personal experience tha n with hap- posture that you adopt, and which other monks might
penings elsewhere. Adventuring monks are a rare breed know how to interpret.
of an a lready rare type of character, taking their quest
for perfection beyond the walls of the monastery into the MONASTIC ICONS
world at large. d6 Icon
Playing a monk character offers many intriguing op-
Mon key. Quick reflexes and the ability to travel
portunities to try something diffe rent. To distinguis h
through the treetops a re two of the reasons why
your monk cha racter even further, consider the o ptions
your order admires the mon key.
in the sections that follow.
2 Dragon Turtle. The monks of your seaside mon-
MONASTERY astery venerate the dragon turtle, reciting ancient
prayers and offering garlands of flowers to honor
A monk studies in a monastery in pre paration for a life
of asceticism. Mos t of those w ho enter a m onastery this living spirit of the sea.
make it their home for the rest of their lives, wit h the 3 Ki-rin. Your monastery sees its main purpose as
exception of adventurers and others who have reason to watching over and protect ing the land in t he man -
leave. For those individuals, a monastery might serve as ner of the ki-rin.
a refuge between excursions to the world or as a source 4 Owlbear. The m on ks of your m o nastery revere a
of s upport in times of need. fami ly of owl bears and have coexisted with them
What sort of place was your monastery, a nd where is for generations.
it located? Did attending it contr ibute to your experience 5 Hydra. Your order singles out the hydra for its abil-
in an unus ual or distinctive way? ity to unleash several attacks simultaneously.
6 Dragon. A dragon once laired with in your mon as-
te ry. Its influence remains lo ng after its departure.

CHAPTER 1 I CHARACTER OPTIONS


LEFT TO R 1G ... T: DRUNKEN MAS T ER, K ENSEI , A N O SUN Sou1.

MASTER M O NASTIC T RA D ITIO NS


During your studies, you were likely under the tutelage At 3rd level, a monk gains the Monastic Tradition fea-
of a master who imparted to you the precepts of the ture. The following options are available to a monk, in
order. Your master was the one most responsible for addition to those offered in the Player's Handbook: the
shaping your understanding of the ma rtial arts and your Way of the Drunken Master, the Way of the Kensei, and
attitude toward the world. What sort of person was your the Way of the Sun Soul.
master, and how did your relationship with your master
affect you? WAY OF THE DRUNKEN MASTER
The Way of the Drunken Master teaches its students
MASTERS
to move with the jerky, unpredictable movements of
d6 Master a drunka rd. A drunke n master sways, tottering on
Your master was a t yrant whom you had to defeat uns teady feet, to present what seems like an incompe-
in single combat to complete your ins truction . te nt combata nt who proves frus tra ting to engage. The
2 Your master was kindly and taught you to purs ue drunken mas te r's erratic s tumbles conceal a carefully
the cause of peace. executed dance of blocks, parries, advances, attacks,
3 Your master was merciless in pushing you to your a nd retreats.
limits. You nearly Jost an eye during one especially
A drunken master often enjoys playing the fool to
bring gladness to the despondent or to de monstrate
brutal practice session.
humility to the a rrogant, but when battle is joined, the
4 Your master seemed goodhea rted whi le tutoring
drunken master can be a maddening, mas terful foe.
you , but betrayed yo ur m o nastery in the end.
S Your master was cold and distant. You suspect that WAY OF THE DRUN KEN MASTER FEAT URES
the two of you might be related.
Monk Level Feature
6 Your maste r was kind a nd generous, never critical
3rd Bonus Proficiencies, Drunken Technique
of your progress. Nevertheless , you feel you never
6th Tipsy Sway
fully lived up to the expectations placed on you .
11th Drunkard 's Luck
17th Intoxicated Frenzy

CHAPTER I I CHARACTER OPTlONS


WAY OF THE KENSEI
Monks of the Way of the Kensei tra in relentlessly with
the ir weapons, to the point wher e the weapon becomes
an extens ion of the body. Founded on a mas tery of
sword fighting, the tradition has expanded to include
m any differe nt weapons.
A kensei sees a weapon in much the same way a cal-
ligraphe r or painter rega rds a pen o r brush. Whatever
the weapon, the ke nsei views it as a tool used to express
the beauty a nd precis ion of the martia l arts. That s uch
mastery makes a kensei a peerless warrior is but a side
effect of intense devotion , practice, a nd s tudy.

WAY OF THE KENSEI FEATURES


Monk Level Feature
3rd Path of the Kensei (2 weapons}
6th One with the Blade,
Path of the Kensei (3 weapons)
11th Sharpen the Blade,
BONUS PROFICIENCIES Path of the Kensei (4 weapons)
When you choose this tradition at 3 rd level, you gain 17th Unerring Accuracy,
proficiency in the Pe rformance s kill if you don't a lready
Path of the Kensei (5 weapons}
have it. Your martia l arts technique mixes combat train-
ing with the precis ion of a dancer and the a ntics of a
PATH OF THE KENSEI
jeste r. You a lso gain proficie ncy with brewe r's supplies if
you don't already have it. Whe n you choose this tradition at 3rd level, your s pe-
cia l martia l arts tra ining leads you to m aster the use of
DRUNKEN TECHNIQUE certain weapons. This path also includes ins truction in
At 3 rd level, you learn how to twis t a nd turn quickly as the deft s trokes of calligraphy or painting. You gain the
part of your F lurry of Blows. Whe never you use Flurry following benefits.
of Blows , you gain the benefit of the Disengage action, Kensei Weapons. Choose two types of weapons to
and your walking speed increases by 10 feet until the be your ke nsei weapons: o ne melee weapon a nd one
end of the curre nt turn. ra nged weapon. Each of these weapons can be any s im-
ple or martia l weapon that lacks the heavy a nd s pecia l
TIPSY SWAY properties. The longbow is a lso a valid choice. You gain
S ta rting at 6th level, you can move in s udden, swaying proficiency with these wea pons if you don't a lready have
ways. You gain the following benefits. it. Weapons of the chosen types are monk weapons for
Leap to Your Feet. Whe n you're prone , you can s ta nd you. Many of this traditio n's featu res work only with
up by s pending 5 feet of movement, rather than half your kensei weapons. When you reach 6th, 11th, and
your s peed. 17th level in this class, you can choose anothe r type of
R edirect Attack. W he n a creature misses you with weapon- e ither melee or ranged- to be a ke nsei weapon
a melee attack roll, you can s pend 1 ki point as a re- for you, following the crite ria above.
action to cause that attack to hi t one creature of your Agile Parry. If you make an unarmed s trike as part of
choice, other than the attacker, that you can see within 5 the Attack actio n on your turn a nd a re holding a kensei
feet of you. weapon, you can use it to defend yourself if it is a melee
weapon. You gain a +2 bonus to AC until the s ta rt of
DRU NKA RD'S L UCK your next turn, while the weapon is in your ha nd and
Starting at 11th level, you a lways seem to get a lucky you a ren't incapacitated.
bounce at the right moment. When you make an ability Kensei's Shot. You can use a bo nus action o n your
check, a n attack roll, or a saving throw and have dis ad- turn to ma ke your ra nged attacks with a kensei weapon
vantage on the roll, you can s pend 2 ki points to cancel more dead ly. Whe n you do s o, a ny target you hit with a
the disadva ntage for that roll. ranged a ttack us ing a ke nsei weapon takes an extra ld4
da mage of the weapon's type. You re tain this benefit un-
INTOXICATED FRENZY til the e nd of the current turn.
At 17th level, you gain the ability to m a ke a n overwhe lm- Way ofthe Brush. You gain proficiency with your
ing number of a ttacks against a group of enemies. Whe n choice of calligraphe r's s upplies or painter's s upplies.
you use your Flurry of Blows, you can ma ke up to three
additional attacks with it (up to a total of five F lurry of ONE WITH THE BLADE
Blows a ttacks), provided that each Flurry of Blows at- At 6 th level, you extend your ki into your kensei weap-
tack ta rgets a different creature this turn. ons, granting you the following benefits.

C H APTER I I C H ARACTER OPTfONS


w~., J..iJ.. t~ sc;... <Arc;i 'ros~ t~ roc;J..? .. fVow '10"' le;.,
"w~.,?" Okc;i, ~r 1 t~ ~okt fc;rl: \ kt"'ui. G<t it?
1

W~c;t? W~i c;r"''t io"' lc;"'~~i"'~? ~' ~okt is soliJ..


1

~o(J.., c;"'J.. ""'i J..<liv<~i we;! f r{<'l. Mc;i\o' io"' J..iJ.."' t


~t it lo'<;<Al io"' r< 1t"'fiJ...

Magic Ken sei Weap on s. Your attacks with your ken


sei weapo ns count as magical for the purpose of over
coming resistance and immunity to nonmagical a ttacks
a nd dam age.
De ft Strik e. When you hit a target with a ke nsei
weapon, you can spend 1 ki point to cause the weapon
to deal extra damage to the ta rget equa l to your Martial
Arts die. You can use this feature only once on each of
When you gai n the Extra Attack feature, this specia l
your turns. attack can be used for any of the attacks you make as
SHARPEN THE BLADE part of the Attack action.
At 11th level, you gai n the ability to augment your weap- SEARING ARC STRIKE
o ns further with your ki. As a bonus action, you can
At 6th level, you gain the ability to channel your ki into
expend up to 3 ki points to grant one ke nsei weapon
searing waves of e nergy. Immediately after you take the
you touch a bonus to attack a nd da mage rolls w hen you
Attack action on your turn, you can spend 2 ki points to
attack with it. The bonus equa ls the number of ki points
cast the burning hands s pell as a bonus action.
you spent. T his bonus lasts for 1 minute or un til you
You can spend additio na l ki points to cast burning
use this featu re again. This feat ure has no effect on a hands as a highe r-level s pell. Each additional ki point
magic weapon that al ready has a bo nus to attack a nd
you s pend increases the s pell's level by 1. The maximum
da mage rolls. number of ki points (2 plus a ny additiona l points) that
UNERRING ACCURACY
you ca n s pend on the spell equa ls half your monk level.
At 17th level, your mastery of weapons grants you ex- SEARING SU NBU RST
traordinary accuracy. If you miss with an attack roll At 11th level, you gain the ability to create an orb of light
us ing a monk weapon on your turn, you can reroll it. You
that erupts into a devastating explosion. As an action,
can use this feature only once on each of your turns.
you magically create an orb and hurl it at a point you
choose w ithin 150 feet, where it erupts into a sphe re of
WAY OF THE SUN SOUL
radiant Lig ht for a brief but deadly instant.
Monks of the Way of the Sun Soul learn to chan nel their Each creature in that 20-foot-radius sphere must s uc-
life e nergy into searing bolts of light. They teach that ceed on a Constitution saving throw or take 2d6 radiant
meditation can unlock the ability to unleash the indo mi- damage. A creature doesn't need to m ake the save if the
table light shed by the soul of every living creature. creature is behind total cover that is opaque.
You can increase the s phere's damage by spending
WAY OF THE SUN SOUL FEATURES ki points. Each point you spend, to a maximum of 3, in-
Monk Leve l Feature creases the damage by 2d6.
3rd Radiant Sun Bolt
SUN SHIELD
6th Sea ring Arc Strike At 17th level, you become wreathed in a luminous, mag-
11th Searing Sunburst ical aura. You shed bright light in a 30-foot rad ius a nd
17th Sun Shield dim light for an additional 3 0 feet. Yo u can extinguish or
restore the light as a bonus action.
R ADIANT SUN BOLT If a creature hits you with a melee attack while this
Starting when you choose this tradition at 3rd level, you light s hines, you can use your reaction to deal radiant
can hurl searing bolts of magical radiance. damage to the creature. The radiant damage equals 5 +
You gain a new attack option that you can use with your Wisdom modifier.
the Attack action. T his special attack is a ranged spell
attack with a ra nge of 30 feet. You are proficient with
it, and you add your Dexterity modifier to its attack a nd S-o io"' ~c;vt t~il !O<A(, \o<At io"' '<;"''t ltl it or
damage rolls. Its damage is radiant, and its damage die to<AG~ il. f\"'J.. "'~'"' '10"' J..i<, t~i1 i"'visi\ol t~i"'~
is a d 4. This die cha nges as you gain monk levels, as
l<c;v<l io"'r \ooJ.'1 c;"'J.. ~o,I to c; tc;' io"' '<;"' t l<l.
s hown in the Ma rtial Arts column of the Monk table.
When you take the Attack action on your turn and use
this specia l attack as part of it, you can spend 1 ki point
(\"'). io"' f'ofl' t~i"'k \ "" Grc;'l.i 0
to make the special attack twice as a bonus action.

CHAPTER I I CHARACTER OPTIONS


Livi"-~ 1.Af to G"- oc;tQ ~c;t iov."-~l
ri~i'v..lov..l. W~; wov.l~ G"-'10"'( ( V(f

~o t~c;t? ~((( 1 "'ol~i"'~ wro"'~ wit~


1

.... c;ki"'\ fro.,,.iiu, \ov.t o"-l; lv..'k'ri


k'cf l~'"" 0
PERSONAL GOALS
d6 Goal
Peace. You fight so t hat future generations will not
have to.
2 Revenge. Your oath is the vehicle through which
you will right an ancient wrong.
3 Duty. You will live up to what you have sworn to do,
or die trying.
4 Leadership. You will win a great battle that bards
PALADIN will sing about, and in so doing, you will become
an example to inspire others.
THE TRUE WORTH OF A PALADIN I S MEASURED NOT IN 5 Faith. You know your path is righteous, or else the
foes defeated or dungeons plundered. It is measured in lives gods would not have set you upon it.
saved and hearts turned to the causes of mercy and justice. 6 Glory. You will lead the world into a grand new era,
- ls teval one that will be branded with your name.

A paladin is a living e mbodiment of an oath-a promise SYMBOL


or a vow made manifest in the person of a holy warrior Paladins are mindful of the influence of symbols, and
who has the skill and the determination to see the cause many of them adopt or design an artistic device that
through to the end. Some paladins devote themselves bears a distinctive image. Your symbol exemplifies the
expressly to protecting the innocent and spreading jus- oath you have taken and com municates that message to
tice in the world, while others resolve to attain that goal those around you, friend and foe al ike.
by conquering those who stand de fiant and bringing Your symbol might be displayed on a banner, a flag, or
them under the ru le of law. your cloth ing for a ll to see. Or it could be less obvious,
Although no paladin in the world could be described s uch as a trinket or a token that you carry concealed on
as typical, a number of them are narrow-minded your person.
do-gooders who refuse to tolerate even the smallest
deviation from their own outlook. Paladins who take SYMBOLS
up the adventuring life, however, rarely remain so rigid Symbol
d6
in their attitudes-if only to keep from alienating their
A dragon, emblematic of your nobility in peace and
companions.
You can flesh out your paladin character by using the your ferocity in combat
suggestions below. It's important to keep in mind that 2 A clenched fist, because you are always ready to
most paladins aren't robots. They have doubts and prej- fight for your beliefs
udices and harbor contradictory thoughts just as any 3 An upraised open hand, indicating your preference
other character does. Some are compelled by an inter- for diplomacy over combat
nal motivation that might sometimes be at odds with the 4 A red heart, showing the world your commitment
principles of their oaths. to justice
5 A black heart, signifying that emotions such as pity
PERSONAL GOAL do not sway your dedication to your oath
The precepts of a paladin's oath provide purpose to the 6 An unblin king eye, meaning that you are ever alert
character and dictate an ultimate goal or an overall in- to all threats against your cause
tent that the paladin abides by and advances. Aside from
that, some paladins are driven by a personal goal that
NEMESIS
either complements or transcends the dictates of their
oaths. Paladins who swear different oaths m ight have Their adherence to a sacred oath demands that paladins
the same personal goal, differing only in how they apply take an active stance in carrying their beliefs into the
that goal to their actions when upholding their oaths. world. This activity naturally leads to conflict with crea-
If your paladin character has a personal goal, it might tures or entities that oppose those beliefs. Among those
be drawn from some life event and thus not directly tied opponents, one often stands out as a paladin's most per-
to the oath. sistent or most form idable foe- a nemesis whose pres-
ence or influence is a constant factor in a paladin's life.

CHAPTER l I CHARACTER OPTTONS


Your paladin character might have an enemy that
dates from the days before you took up your path. Or you
could be a target because when you became a paladin,
you immediately attracted the attention of those that
wou ld do you in. If you have a nemesis, who or what is
it? Whom among your enemies do you consider to be the
biggest threat to ach ieving your goals?

NEMESES
d6 Nemesis
A mighty ore war chief who threatens to overrun
and destroy everything you hold sacred
2 A fiend or a celestial, the agent of a power of the
Outer Planes, who has been charged with corrupt-
ing or redeeming you , as appropriate
3 A dragon whose servants dog your steps
4 A high priest who sees you as a misguided fool and
wants you to abandon your religion
5 A rival paladin who trained with you but became an
oath-breake r and holds you responsible
6 A vampire who has sworn revenge against all pala-
dins after being defeated by one

TEMPTATION
Although paladins are dedicated to their oaths, they are
PALl\OIN OF CoNQ.uE s T
mortals, and thus they are flawed. Many of them exhibit
a type of behavior or hold to an attitude that is not in
keeping with the highest ideals of their calling. OATH OF CONQU_E_S_T_ _ __
What is the temptation that your character succumbs
to o r finds it difficult to resist? The Oath of Conquest calls to paladins who seek glory
in battle and the subjugation of their enemies. It isn't
TEMPTATIONS enough for these paladins to establish order. They must
crush the forces of chaos. Sometimes called knight ty-
d6 Temptation
rants or iron mongers, those who swear this oath gather
Fury. When your anger is roused, you have trouble into grim orders that serve gods or philosophies of war
thinking straight, and you fear you might do some- and well-ordered might.
thing you'll regret. Some of these paladins go so far as to consort with
2 Pride. Your deeds are noteworthy, and no one takes the powers of the Nine Hells, valuing the rule of law
note of them more often than you. over the balm of mercy. The arcbdevil Bel, warlord of
3 Lust. You can't resist an attractive face and a pleas- Avernus, counts many of these paladins- called hell
ant smile. knights- as his most ardent supporters. Hell knights
4 Envy. You are mindful of what some famous folk cover their armor with trophies taken from fallen en-
emies, a grim-warning to any w ho dare oppose them
have accomplished, and you feel inadequate when
and the decrees of their lords. These knights are often
your deeds don't compare to theirs.
most fiercely resisted by other paladins of this oath,
5 Despair. You consider the great stre ngth of the who believe that the hell knights have wandered too far
enemies you must defeat, and at times you see no into darkness.
way to achieve final victory.
6 Greed . Regardless of how much glory and treasure TENETS OF CONQUEST
you amass, it's never enough for you. A paladin who takes this oath has the tenets of conquest
seared on the upper arm.
Douse the Flame ofHope. It is not enough to merely
SACRED OATHS defeat an enemy in battle. Your victory must be so over-
At 3rd level, a paladin gains the Sacred Oath feature. whelming that your enemies' will to fight is shattered
The following options are available to a paladin, in addi- forever. A blade can end a life. Fear can end an empire.
tion to those offered in the Player's Handbook: the Oath Rule with an Iron Fist. Once you have conquered,
of Conquest a nd the Oath of Redemption. tolerate no dissent. Your word is law. Those who obey it

CHAPTER I I CHARACTER OPTIONS


AURA OF CONQUEST
Starting at 7th level, you constantly em anate a menacing
aura w hile you're not incapacitated. The aura extends
10 feet from you in every direction, but not through
total cover.
If a creature is frightened of you, its speed is reduced
to 0 while in the aura, and that creature takes psychic
damage equa l to ha lf your paladin level if it starts its
turn there.
At 18th level, the ra nge of this aura increases
to 30 feet.
s hall be favored. Those who defy it s ha ll be punished as
an example to all who might follow. SCORNFUL REBUKE
Strength Above All. You shall rule until a stronger Starting at 15th level, those w ho dare to strike you a re
one arises. Then you must grow mightier and meet the psychically punished for their aud acity. Whenever a
challenge, or fall to you r own ruin. creature hits you with an attack, that creature takes
psychic damage equa l to your Charisma modifier (mini-
OATH OF C ONQU EST F EAT U RES mum of 1) if you're not incapacitated.
Paladin
Level Feature INVINCIBLE CONQUEROR
At 20th level, you gain the ability to harness extraordi-
3rd Oath Spells, Channel Divinity
nary martial prowess. As an action, you can magically
7th Aura of Conquest (10 ft.)
become a n avatar of conquest, gaining the following
15th Scornful Rebuke benefits for 1 minute:
18th Aura of Conquest (30 ft.)
You have resistance to a ll damage.
20th Invincible Conqueror
When you take the Attack action on your turn, you can
make one additiona l attack as part of that action.
OATH SPELLS Your melee weapon attacks score a critical hit on a
You gain oath spells at the paladin levels listed in the roll of 19 or 20 on the d20.
Oath of Conquest Spells table. See the Sacred Oath
class feature for how oath spells work. O nce you use this fea ture, you can't use it again until
you finis h a long rest.
O AT H O F CO N Q UEST SPE LLS
OATH OF R E DEMPTI ON
Paladin
Level Spells The Oath of Redemption sets a paladin on a difficult
path, one that requires a holy wa rrior to use violence
3rd armor of Agathys, command
only as a last resort. P aladins who dedicate themselves
5th hold person, spiritual weapon
to this oath believe that any person can be redeemed
9th bestow curse.fear and that the path of benevolence a nd justice is one that
13th dominate beast, stoneskin anyone can walk. These pa ladins face evil creatures in
17th cloudkill, dominate person the hope of turning their foes to the light, and they s lay
their enemies only w hen s uch a deed will clearly save
CHANNEL DIVINITY other lives. Paladins w ho follow this path are known as
When you take this oath at 3rd level, you gain the follow- redeemers.
ing two Cha nnel Divinity options. See the Sacred Oath While redeemers are idealists, they a re no fools. Re-
class feature for how Channel Divinity works. deemers know that undead, demons, devils , and other
Conquering Presence. You can use your Cha nnel supernatural threats can be inherently evil. Against
Divinity to exude a terrifying presence. As an action, s uch foes, paladins w ho swear this oath bring the full
you force each creature of your choice that you can see w rath of their weapons a nd s pells to bear. Yet the re-
with.in 3 0 feet of you to make a Wisdom saving throw. deemers s till pray that, one day, even cr eatures of wick-
On a failed save, a creature becomes frightened of you ed ness will invite their own redemption.
for 1 minute. The frightened creature can repeat this
TENETS OF REDEMPTION
saving throw at the end of each of its turns, ending the
effect on itself on a s uccess. The tenets of the Oath of Redemption hold a paladin to a
Guided Strike. You can use your Cha nnel Divinity to high standard of peace a nd justice.
s trike with s upernatura l accuracy. When you make an Peace. Violence is a weapon of last resort. Diplomacy
attack roll, you can use your Channel Divinity to gain a and unders tanding ar e the path s to long-lasting peace.
+10 bonus to the roll. You make this choice a fter you see Innocen ce. All people begin life in a n innocent state,
the roll, but before the DM says whether the attack hits and it is their environment or the influence of dark
or misses. forces that drives them to evil. By setting the proper
example, a nd working to heal the wounds of a deeply
flawed world, you can set anyone o n a righteous path.

CHAPTER l I CHARACTER OPTIONS


,.

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).o"'' 10...,<t~i"'~ c,"'). t~<"' '10\A ~C,v< to ).o
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~\Alt l..il( c,"'). <c,t 10...,to"'/ -ft,,c,t c,lwc,'1l
w-c,L..o w-< {ttl lo<H<r. 0
Patience. Change takes time. Those who have walked
the path of the wicked must be given reminders to keep
them honest and true. Once you have planted the seed of
righteousness in a creature, you must work day after day
to a llow that seed to survive and flouris h.
Wisdom. Your heart a nd mind must stay clear, for
eventua lly you will be forced to admit defeat. While ev-
ery creature can be redeemed, some are so far along the
path of evil that you have no choice but to end their lives
for the greater good. Any s uch action must be carefully
weighed and the conseque nces fully understood, but
once you have made the decision, follow through w ith it
knowing your path is just.

OATH OF REDEMPTION FEATURES


Paladin
Level Feature
3rd Oath Spells, Channel Divinity
7th Aura of the Guardian {10 ft.)
PALADIN OF
15th Protective Spirit
REDEMPTION
18th Aura of the Guardian {30 ft.)
20th Emissary of Redemption

OATH SPELLS
You gain oath spells at the paladin levels listed in the AURA OF THE GUARDIAN
Oath of Redemption Spells table. See the Sacred Oath Starting at 7th level, you can shield others from harm at
class feature for how oath spells work. the cost of your own health. When a creature within 10
feet of you takes damage, you can use your reaction to
OATH OF REDEMPTION SPELLS magically take that damage, instead of that creature tak-
ing it. This feature doesn't tr ansfer any other effects that
Paladin
might accompa ny the da mage, a nd this damage can't be
Level Spells
reduced in any way.
3rd sanctuary, sleep At 18th level, the range of this aura increases
5th calm emotions, hold person to 30 feet.
9th counterspell, hypnotic pattern
13th Otiluke's resilient sphere, stoneskin PROTECTIVE SPIRIT
Starting at 15th level, a holy presence mends your
17th hold monster, wall offorce
wounds in battle. You regain hit points equal to ld6 +
half your paladin level if you end your turn in combat
CHANNEL DIVINITY
w ith fewer than half of your hit points remaining and
When you take this oath at 3rd level, you gain the follow- you aren't incapacitated.
ing two Channel Divinity options.
Emissary ofPeace. You can use your Channel Divin- EMISSARY OF REDEMPTION
ity to augment your presence with divine power. As a At 20th level, you become an avatar of peace, which
bonus action, you grant yourself a +5 bonus to Charisma gives you two benefits:
(Persuasion) checks for the next 10 minutes.
Rebuke the Violent. You can use your Channel Divin- You have resistance to a ll damage dealt by othe r crea-
ity to rebuke those who use violence. Immediately after tures (their attacks, spells , and other effects).
an attacker within 30 feet of you deals damage with an Whenever a creature hits you with an attack, it takes
attack against a creature other than you, you can use radia nt damage equal to half the damage you take
your reaction to force the attacker to make a Wisdom from the attack.
saving throw. On a failed save, the attacker takes radiant If you attack a creatu re, cast a spell on it, or dea l dam-
damage equal to the damage it just dealt. On a success- age to it by any means but this feature, neither benefit
ful save, it takes half as much damage. works against that creature until you finish a long rest.

CHAPTER I I CHARACTER OPTIONS


\.,.,. c, .,.,.o~sl<r. Ar< "\o"' ~oi"'~ lo lr"\ lo kil(
1

.,.,.,? '()i),"' l t~t ...k so. Go kil( so.,.,., ~ololi"'s or


so.,.,.,l~i"'Y O"' uco"'), l~o"'-~~t, ~olo(i"'s c,r<"''l
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1

cc,[( "\o"'rsl{ c, t'otl kil(<r. 0


VIEWS OF THE WORLD
d6 View
Towns and cities are the best places for those who
RANGER can't survive on their own.
2 The advancement of civilization is the best way to
I SPEND A LOT OF MY LIFE AWAY FROM CfVl LIZATION, thwart chaos, but its reach must be monitored.
keeping to its fringes to protect it. Don't assume that be- 3 Towns and cities are a necessary evil, but once the
cause I don't bend the knee to your king that I haven't done wilderness is purged of supernatura l threats , we
more to protect him than all his knights put together. will need them no more.
4 Walls are fo r cowards, who huddle behind them
-Soveliss
while others do the work of making the world safe.
S Visiting a town is not unpleasant, but after a few
Rangers are free-minded wanderers and seekers who
days I fee l the irresistible call to return to the wild.
patrol the edges of civilized territory, turning back the
denizens of the wild lands beyond. It is a thankless job, 6 Cities breed weakn ess by isolating folk from the
since their efforts are rarely understood and almost harsh lessons of the wild.
never rewarded. Yet rangers persist in their duties,
never doubting that their work makes the world a HOMELAND
safer place. All rangers, regardless of how they came to take up
A relationship with civilization informs every ra nger's
the profession, have a strong connection to the natural
persona lity and his tory. Some rangers see themselves
world and its various terrains. For some rangers, the
as enforcers of the law and bringers of justice on civili-
wilderness is where they g rew up, either as a result of
zation's frontier, a ns wering to no sovereign power. Oth- being born there or moving there at a young age. For
ers are s urvivalists who eschew civilization a ltogether.
other ra ngers, civilization was originally hom e, but the
They vanquis h monsters to keep themselves safe while
wilderness became a second homeland.
they live in and travel through the perilous wild areas of Think of your character's backstory a nd decide what
the world. If their efforts also benefit the kingdoms a nd terrain feels most like home, whether or not you were
other civilized realms that they avoid, so be it. born there. What does that terrain say about your per-
If you're creating or playing a ranger character, the
sona lity? Does it influence which spells you choose to
following sections offer ideas for embellis hing the char-
learn? Have your experie nces there s haped who you r
acter and enhancing your roleplaying experience.
favored enemies a re?
VIEW OF THE WORLD
HOMELANDS
A ranger's view of the world begins (and s ometimes d6 Homeland
ends) with that character's outlook toward civilized folk
You patrolled an ancient forest, darkened and cor-
and the places they occupy. Some range rs have a n atti-
rupted by several crossings to the Shadowfe ll.
tude toward civilization that's deeply rooted in disda in,
while others pity the people they have sworn to pro- 2 As part of a group of nomads, you acquired the
tect- though on the battlefield, it's impossible to tell the skills for surviving in the desert.
difference between one ranger and another. Indeed, to 3 You r early life in the Underdark prepared you for
those who have seen them operate and been the be nefi- the challenges of combating its denizens.
ciaries of their prowess, it scarcely matters why rangers 4 You dwelled on the edge of a swamp, in an area im-
do what they do. That said, no two rangers are likely to periled by land creatures as well as aquatic ones.
express their opinio ns on any m atter in the same way. S Because yo u grew up among the peaks, finding the
If you haven't yet thought about the details of your best path through the mountains is second nature
character 's worldview, consider putting a finer point on to you.
things by s ummarizing that viewpoint in a s ho rt s tate-
6 You wandered the far north , learning how to pro-
me nt (s uch as the entries on the following table). How
tect yourself and prosper in a realm overrun by ice.
might that feeling affect the way you conduct yourself?

CHAPTER 1 I C HARACTER OPTTONS


LE F T TO RI G H T : 110R l l.ON W A L K E R , M O N S T E R S LAVE R, A NO GLOOM S TALKE R

SWORN ENEMY RANGER ARCHET YPES


Every ranger begins with a favored enemy (or two). The At 3rd level, a ra nger gains th e Ranger Archetype fea-
determination of a favored enemy mig ht be tied to a ture. T he following options are available to a ranger,
specific event in the character's early life, or it mig ht be in addition to those offered in the Player's Handbook:
entirely a matte r of choice. the Gloom Stalker, the Horizon Walker, and the Mon-
What spurred your character to select a particular ster S layer.
enemy? Was the choice made because of tradition o r cu-
riosity, or do you have a grudge to settle? GLOOM STALKER
Gloom S ta lkers a re at borne in the darkest places:
SWORN ENEMI ES deep under the earth, in gloomy a lleyways, in primeval
d6 Ene my forests, and wherever else the light dims . Most folk
You seek revenge on nature's behalf for the great enter s uch places with trepidation, but a Gloom Stalke r
transgressions your foe has committed. ventures bold ly into the darkness, seeking to a mbus h
2 Your forebears or predecessors fought these c rea- threats before they can reach the broader world. Such
tures , and so s hall you.
ra ngers a re often found in the Underdark, but they will
go a ny place where evil lurks in the shadows.
3 You bear no enmity toward your foe. You stalk such
creatures as a hunter tracks down a wild animal.
GLOOM STAL K ER FEATURES
4 You find your foe fascinating, and you collect books
Ranger Le ve l Featu re
of tales and history concerning it.
3rd Gloom Stalker Magic, Dread Ambusher,
5 You col lect token s of your fallen enemies to re mind
you of each kill. Umbral Sight

6 You respect you r chosen enemy, and you see your 7th Iron Mind
battles as a test of res pective skills. 11th Stalker's Flurry
15th Shad owy Dodge

CHAPTER l J CHARACTER OPTI ONS


S HAD OWY D O D GE
Starting at 15th level, you can d od ge in unforeseen
ways, with wisps of s upernatural s hadow arou nd you.
~o "\ov. s"'u,k c,rov.."'J. i"' HI\< /.c,rk? ttov. Whenever a creature makes an attack roll agains t you
kMw .,,.ost <v<r"\t~i"'~ \ov.t ~\A""'G"'l 'G"' and doesn't have adva ntage on the roll, you can use your
S< ( i"' t~< J.c,rk, ri~~F W< c,l( W ;ov.. reaction to impose disadva nta ge on it. Yo u must use this
fea ture before you k now the o utcom e of the attack roll.
--hfto<i"'~ /.0<1"''l lv.r"' ;ov. i"'visi\o(<.
HORIZON WALKER
0 Ho r izon Wa lkers gua rd the world agains t threats that
originate from other pla nes or th at seek to ravage the
mo rta l realm with o th erworldly magic. They seek out
pla na r portals and keep watch over them, venturing to
GLOOM STALKER MAGIC
the In ner Pla nes and the Outer Pla nes as needed to
S ta rting at 3rd level, you learn a n add itiona l s pell when pu rsue the ir foes. T hes e ra ngers ar e a lso friends to any
you reach certa in levels in this class, as s hown in the fo rces in the multiverse-especially benevolent d ragons,
Gloom S ta lker S pells table. T he spell counts as a ranger fey, a nd elementa ls-th at work to preserve life and the
spell fo r you, but it doesn't count aga inst the number of order of the pla nes.
ra nger s pells you know.
HORIZON WALKER FEATURES
GLOO M S TAL K ER SPELLS
Ranger Level Feature
Ra nge r Level Spell
3rd Horizon Wa lker Magic, Detect Portal,
3rd disguise self
Planar Wa rrio r (1d8)
5t h rope trick
7th Ethereal Ste p
9th f ear
11th Dist ant Strike, Planar Warrior (2d8)
13th greater invisibility
15th Sp ectral Defen se
17th seeming
H OR I ZON W A LKE R MAGI C
DREA D AM BUSH ER S tarting at 3 rd level, you learn a o add itiona l spell w hen
At 3rd level, you master the a rt of the a mbus h. You can you reach cer tain levels in this class, as s hown in the
give yourself a bonus to your initiative rolls eq ua l to your Hor izon Wa lker S pe lls table. T he spell counts as a
Wisd om mod ifier. ra nger spell fo r you, but it doesn't count against the
At the s ta r t of your fi rs t turn of each combat, your nu mber of ranger s pells yo u know.
wal king s peed increases by 10 feet, which lasts until
the end of that turn. If you take the Attack action o n that HORIZON WAL KER SPELLS
turn, you can m a ke one additional weapon attack as
Ranger Level Spell
part of that action. If that attack hits, the ta rget ta kes a n
extra ld8 dam age of the weapon's dam age type. 3rd protection from evil and good
5th misty step
UM BRA L SIGHT 9th haste
At 3rd level, you gain darkvis ion out to a ra nge of 60
13t h banishment
feet. If you a lready have darkvis ion from your race, its
range increases by 30 feet. 17th teleportation circle
You a re a lso ade pt at evading creatures that rely
on da rkvis ion. While in darkness, you a re invisible D E T ECT PORTAL
to a ny creature that relies on darkvision to see you in At 3rd level, you gain the ability to magically sense the
tha t darkness. presence of a pla na r porta l. As an action, you detect
the distance a nd direction to the closest planar porta l
! RO N MIN D within 1 mile of you.
By 7th level, you have honed your a bility to resist the Once you use this feat ure, you can't use it again until
mind-altering powers of your prey. You gain pro ficiency you fin ish a s hor t o r long rest.
in Wis dom saving throws. If you a lready have th is pro- See the "P la nar Travel" section in chapter 2 of the
ficiency, you ins tead gain pro ficiency in In te!Jigence or Dungeon Master's Guide for examples of pla na r porta ls.
Charis ma saving throws (your cho ice).
P LANAR W A RRIOR
S TALKER'S FLU RRY At 3 rd level, you learn to draw on the energy of the m ul-
At 11th level, you learn to attack with s uch unexpected tiverse to a ugme nt your attacks .
1
speed that you can turn a miss into a nother strike. Once As a bonus actio n, choose o ne creature you can see
on each of your turns w hen you miss with a weapon at- within 30 feet of you. T he next time you hit that creature
ack, you .can m ake a nother weapon attack as pa rt of the on this turn with a weapon attack, a ll da mage dea lt
a me action. by the attack becomes force da mage, and the creature

I CHARACTER OPTIONS
HAPTER 1
/
Y_ov.. cc:;"''t wc:;lk t o t~t ~ori-..o"' \otcc:;v..Jt
takes an extra 1d8 force da mage from the a ttack. When
you reach 11th level in thfa class, the extra damage in- it kttfJ o"' ~tHi "'~ fc:;rt~tr c:;wc:;;. Boo""'!
creases to 2d8. \)i), \ ~v..Jt \o[ow ;ov..r ""'i"'J.?
ETHEREAL STEP
\ ),i),, J,iJ,..... 'l \? 0
At 7th level, you learn to step through the Ethereal
Plane. As a bonus action, you can cast the etherealness
spell with this feature, without expending a spell s lot,
but the spell ends at the end of the current tu rn.
Once you use this feat ure , you can't use it again until
you finish a short or long rest.

DISTANT STRI KE
At 11th level, you gain the a bility to pass between the
planes in the blink of a n eye. When you take the Attack HUNTER' S SENSE
action, you can teleport up to 10 feet before each a ttack At 3 rd level, you gain the abi lity to peer at a creature
to an unoccupied space you can see. a nd magically discern how best to hurt it. As an action,
If you attack a t least two different creatures with choose one creature you can see with in 60 feet of you.
the action, you can m a ke one additional attack with it You immediately learn whether the creature has any
aga ins t a third creature. da mage immunities, resistances, or vulnerabilities and
what they a re. If the creature is hidden from divination
SPECTRAL D EFENSE
magic, you sense that it has no damage immunities, re-
At 15th level, your ability to move between planes sistances, or vulnerabilities.
enables you to s lip through the planar boundaries to You can use this feature a nu mber of times equa l to
lessen the ha rm done to you during battle. When you your Wisdom modifier (m inimum of once). You regain all
take damage fro m an attack, you can use your reaction expended uses of it when you finish a long rest.
to give yourself resis tance to a ll of that attack's damage
on this turn. SLAYER'S P REY
Starting at 3 rd level, you can focus your ire on one foe,
MONSTER SLAYER increasing the harm you inflict on it. As a bonus action,
You have dedicated yourself to hunting down creatures you designate one creature you can see within 60 feet of
of the night and wielders of g rim magic. A Mons ter you as the ta rget of this feature. The first time each turn
S layer seeks out va mpires, dragons, evil fey, fiends, and that you hit that target with a weapon attack, it takes an
other magical threats. Trained in supern atura l tech- extra 1d6 damage from the weapon.
niques to overcome such mons te rs, s layers a re experts This benefit lasts until you finis h a short or long rest. It
at unearthing and defeating mighty, mystical foes. ends early if you designate a di ffe rent creature.

MONSTER SLAYER FE ATURES SUPERNATURAL DEFENSE


At 7th level, you gain extra resilience against your prey's
Ra nger Level Feature
assau lts on your mind a nd body. Whenever the target
3rd Monster Slayer Magic, Hunter's Sense, of your S layer's Prey forces you to make a saving throw
Slayer's Prey a nd whenever you make an abi lity check to escape that
7th Supernatural Defe nse ta rget's grapple, add 1d6 to your roll.
11th Magic- User's Nemesis
MAGIC-USER'S NEMESIS
15th Slayer's Counter
At 11th level, you gain the abil ity to thwart someone
else's magic. ~hen you see a creature casting a spell or
MONSTER SLAYER MAGIC
teleporting within 60 feet of you, you can use your reac-
Starting at 3rd level, you learn a n additional spell tion to try to magica lly foil it. The creature must succeed
when you r each certain levels in this class, as s how n
on a Wisdom saving throw against your spell save DC,
in the Monster Slayer Spells table. The spell counts as or its s pe ll or teleport fails and is wasted.
a ranger s pell for you, but it doesn't cou nt agai ns t the Once you use this feature, you can't use it again until
number of ranger s pells you k now. you finish a s hort or long rest.
MONSTER SLAY ER SPELLS SLAYER' S COUNTER
Ra nger Leve l Spe ll At 15th level, you gain the ability to counterattack when
3rd protection from evil and good your prey tries to sabotage you. If the target of your Slay-
5th zone of truth
er's Prey fo rces you to make a saving throw, you can use
your reaction to make one weapon attack against the
9th magic circle
quarry. You make this attack immediately before making
13th banishment the saving throw. If your attack hits, your save automati-
17th hold monster cally s ucceeds, in add ition to the attack's normal effects.

CHAPTER l I CHARACTER OPTIONS


What's the one fo rm of temptation that your rogue
cha racte r can't resist w hen the opportu nity presents it-
self, even if giving into it m ig ht mean trouble for you and
your companions?

GUI LTY PLE A SU RES


R OGUE
d6 Pleasure
P EO PLE FORGET THAT T H E ENTIRE POI NT OF VENTU RI NG
Large gem s
down into a dusty tomb is to bring back the prizes hidden 2 A smile from a p retty face
away there. Fighting isforfools. Dead men can't spend 3 A new ring for you r finger
their f ortunes. 4 The cha nce to deflate someone's ego
- Barnabas Bladecutter 5 The fin est food and d rink
6 Ad d ing to your collection o f exotic coins

When brute force won't get the job done, o r when magic
is n't ava ilable or appropriate, the rogue rises to the ADVERSARY
fore. With s kills tied to stealth, subterfuge, and trickery, Natura lly, those who enfo rce the law a re bound to come
rogues can get into a nd o ut of trou ble in ways that few up against those who break it, and it's the ra re rogue
othe r cha racters can emulate . who is n't feat ured on at least o ne wa nted poster. Beyond
Some rogues who turn to adventuring a re former that, it's in the nature of their profession that rogues
crimina ls w ho have decided that dodgi ng mons ters often come into contact with criminal elements, whether
is preferable to remai nin g one s te p a head of the law. out of choice or necessity. Some of those people can be
Others a re professional killers in search of a profitable adversaries too, a nd they're li kely to be ha rder to deaJ
application of their ta lents between contracts. Some with tha n the average member of the city watch.
s imply love the thrill of overcoming a ny challe nge that If yo ur cha racter 's backstory doesn't a lready include a
s tands in their way. personage of this sort, you could work with your DM to
On adventures, a rogue is likely to mix a n outwa rdly come up with a reason why an adversary has appeared
cautious approach- few rogues enjoy combat- with a in your life. Perhaps you've been the s ubject of scrutiny
ravenous hunger fo r loot. Most of the time, in a rogue's for a while from someone who wa nts to use you fo r
mind, taking up a rms aga inst a creature is not about ne farious purposes a nd has j ust now become k nown to
killing the creature but about becoming the new owner you. S uch a n incident could be the basis for a n upcom-
of its treasure. ing adventure.
T he following sections explore certain facets of w hat it Does you r rogue character have an adversary w ho
means to be a rogue, which you can use to add depth to a lso happe ns to be a criminal? If so, how is th is relation-
your cha racter. s hip affecting your life?

GUILTY PLEASURE ADVERSARI ES


Most of w hat rogues do revolves a ro und obta in ing trea- d6 Adversary
s ure and preventing others from do ing the same. Little The pirate ca pta in on whose shi p you once se rved;
gets in the way of atta ining those goals , except that wh at yo u call moving o n, t he captain calls m uti ny
ma ny rogues are enticed away from that path by a com- 2 A master spy to whom you u nwitt ingly fed bad
puls ion that clouds their thinking-an irresistible need
informat ion, which led to the assassination of the
that must be satisfied, even if do ing so is ris ky.
wrong target
A rogue's guilty pleasure could be the acquis ition
of a physical item, something to be experienced, or a 3 Th e master of the local thieves' guild , who wants
way of conducting oneself at certa in times. One rogue yo u to join the o rganizatio n o r leave town
mig ht not be a ble to pass up a ny loot made of s ilver, fo r 4 An art collector who uses ill ega l mea ns to acqu ire
instance, even if said loot is ha nging around the neck masterpieces
of a castle guar d. Another o ne can't go through a day 5 A fence who uses you as a messenger to set up
in the city without lifting a purse o r two, jus t to keep illicit meet in gs
in practice. 6 The proprietor o f an ill egal pit fi g hting arena whe re
you o nce took bets

CHAPTER 1 I CHARACTER OPTIONS


LEFT TO R1G><T: SwAS,..BUCKLER, MASTERMINO, INQ.UISITIVE, ANO SCOUT

BENEFACTOR ROGUISH ARCHETYP ES


Few rogues make it far in life before needing someone's At 3rd level, a rogue gains the Roguish Archetype fea-
help, which means thereafter owi ng that benefactor a ture. The following options are available to a rogue,
significa nt debt. in addition to those offered in the Player's Handbook:
If your cha racter 's backstory doesn't already include a the Inquisitive, the Mastermind, the Scout, and the
personage of this sort, you could work with your OM to Swashbuckler.
determine why a benefactor has appeared in your life.
Perhaps you benefited from something your benefactor INQUISITIVE
did for you without realizing who was responsibl e, and As an archetypal Inquisitive, you excel at rooting o ut se-
that person has now just become known to you. Who crets a nd unraveling mysteries. You rely on your sharp
helped you in the past, whether or not you knew it at the eye for detail, but a lso on your finely honed ability to
time, and what do you owe that person as recompense? read the words and deeds of other cr eatures to deter-
mine their true intent. You excel at defeating creatures
BENEFACTORS that hide among and prey upon ordina ry folk, and your
d6 Benefacto r mastery of lore and you r keen deductions make you well
A smuggler kept you from getting caught but lost a equipped to expose and end hidden evils.
valuable shipment in doing so. Now you owe that
person an equally valuable favor. INQU I SI T IVE F EATU RE S

2 The Beggar King has hidden you from your pursu- Rogue Level Feature
ers many times, in return for future consideration s. 3rd Ear for Deceit, Eye for Detail,
3 A magistrate once kept you out of jail in return for Insightful Fighting
information on a powerful crime lord. 9th Steady Eye
4 Your parents used their savings to bail you out of 13th Unerring Eye
trouble in your younger days and are now destitute. 17th Eye for Weakness
S A dragon didn't eat you when it had a chance, and
in return you promised to set aside choice pieces EAR FOR D ECEIT
of treasure for it. When you choose this archetype at 3rd level, you de-
6 A druid once helped you out of a tight spot; now velop a talent for picking out lies. Whenever you make a
any random animal you see could be that benefac- Wisdom (Insight) check to determine whether a creature
tor, perhaps come to claim a return favor. is lyi ng, treat a roll o f 7 or lower on the d20 as an 8.

CH.'\PTER I I CH.\RACTER OPTIONS


\

EYE FOR DETAIL


Starting at 3 rd level, you can use a bonus action to make
a Wis dom (Perception) check to spot a hidden c reature
or object or to make an Intelligence (Investigation)
check to uncover or decipher clues.

INSIGHTFUL FIGHTING MASTER OF INT RIGUE


At 3rd level, you gain the ability to decipher an oppo- When you choose this archetype at 3rd level, you gai n
nent's tactics and develop a counter to them. As a bonus proficiency with the d isguise kit, the forgery kit, a nd one
action, you can make a Wisdom (Insight) check aga inst gaming set of your choice. You a lso learn two languages
a creature you can see that isn't incapacitated, contested of your choice.
by the target's Charisma (Deception) check. If you s uc- Additionally, you can unerringly mimic the s peech
ceed, you can use your Sneak Attack against that ta rget patterns a nd accent of a creature that you hear speak
even if you don't have advantage on the attack roll, but for at least 1 minute, enabling you to pass yourself off as
not if you have disadva ntage on it. a native speaker of a particular land, provided that you
This benefit lasts for 1 minute or until you s uccess- know the language.
fu lly use this feature against a different target.
M ASTER OF TACTICS
STEADY EYE Starting at 3rd level, you can use the Help action as a
Starting at 9th level, you have advantage on any Wisdom bo nus action. Additionally, when you use the Help action
(Perception) or Intelligence (Investigation) check if you to aid an ally in attacking a creature, the target of that
move no more tha n half your speed on the same turn. attack can be w ithin 30 feet of you, rather than w ithin 5
feet of you, if the ta rget can see or hear you.
UNERRING EYE
Beginning at 13th level, your senses are almos t im- INSIG HTFUL MANIPULATOR
poss ible to foi l. As an action, you sense the presence Starting at 9th level, if you s pend at least 1 minute
of illusions, s hapechanger s not in their original form, observi ng or inte racting with another creature outs ide
and other magic designed to deceive the senses within combat, you can learn certain information about its ca-
30 feet of you, provided you aren't bli nded or deafened. pabilities compared to your own. T he DM tells you if the
You sense that an effect is attempting to trick you , creature is your equal, super io r, or inferior in regard to
but you gain no ins ight into what is h idden or into its two of the following characteristics of you r choice:
true nature. Intelligence score
You can use this feature a number of times equa l to Wisdom score
your Wisdom modifie r (minimum of once), and you re- Cha ris ma score
gain all expended uses of it when you finish a lo ng rest. Class levels (if a ny)
EYE FOR WEAK NESS At the DM's option, you might a lso realize you know a
At 17th level, you learn to exploit a creature's weak- piece of the creature's history o r o ne of its personality
nesses by carefully s tudying its tactics and movement. tra its , if it has any.
W hile your Ins ightful Fighting feat ure applies to a crea-
ture, your Sneak Attack damage aga ins t that creature MI SDIRECTION
increases by 3d6. Beginning at 13th level, you can som etimes cause a n-
other creature to s uffer an attack meant for you. When
MASTERMIND you a re targeted by an attack while a creature within 5
feet of you is granting you cover against that attack, you
Your focus is on people and on the influence and secrets can use your react ion to have the attack target that crea-
they have. Ma ny spies, courtiers, and schemers follow ture ins tead of you.
this archetype, leading lives of intrigue. Words are your
weapons as often as knives or poison, and secrets and SOUL O F DECEIT
favors a re some of your favorite treasures. Starting at 17th level, you r thoughts can't be read by
telepathy or other means, unless you a llow it. You can
MASTERMIND F EATURES present fa lse thoughts by s ucceeding on a Charis ma
Rogue Level Feature (Deception) check contested by the mind reader's Wis-
3rd Master of Intrigue, Master of Tactics dom (Ins ight) check.
9th Insightful Manipu lator
Additionally, no matte r what you say, magic that would
determine if you are telling the truth indicates you a re
13th Misdirection
being truthfu l if you so choose, and you can't be com-
17th Sou l of Deceit
pelled to tell the truth by magic.

CHAPTER I I CHARACTER OPTIONS


SCOUT SWASHBUC KLER FEATURES
Rogue Level Feature
You are skilled i n stealth and survivi ng far from the
streets of a city, allowing you to scout ahead of your 3rd Fancy Footwork, Rakish A udacity
companions during expeditions. Rogues who embrace 9th Panache
this archety pe are at home i n the wilderness and among 13th Elegant Maneuver
barbarians and rangers, and many Scouts ser ve as t he 17th Master Duelist
eyes and ears of war bands. A mbusher, spy, bounty
h unter- these ar e j ust a few of the roles that Scouts as-
FA N CY FOOTWORK
sume as they range the world.
When you choose t his archetype at 3rd level, you learn
SCOUT FEATURES
how to land a strike and then slip away w ithout rep r isal.
During your turn, i f you m ake a mel ee attack against a
Rogue Level Feature cr eature, that cr eature ca n't make oppor t unity attacks
3rd Skirmisher, Survivali st against you for t he r est of your turn.
9th Superior M obility
Ambush Master
R A KISH AU DACITY
13th
S tar ting at 3rd level , you r con fidence propels you into
17t h Sudden Strike
batt le. You ca n give yourself a bonus to you r i niti ative
rolls equal to your C harisma modi fier.
S KIR MISHER You al so gai n an ad ditional way to use your S neak At-
S tarting at 3rd level , you are difficult to pin down during tack ; you don't need adva ntage on the attack roll to use
a fi ght. You can m ove up to half your sp eed as a reaction your S neak Attack against a creature if you are within 5
when an enemy ends its turn w ithin 5 feet o f you. This feet of it, no other cr eatu res are w ithin 5 feet of you, and
movement d oesn't provoke opportunity attacks. you don't have disadvantage on t he attack roll. A ll the
other rules for S neak Attack still apply to you.
S U RV I VALI ST
W hen you choose t h is archetype at 3rd level. you gain PANACHE
pro ficiency in the Nature and S urvival skill s if you don't At 9th level, you r charm becomes extraordinarily be-
already have it. Your proficiency bonus is doubled for guiling. A s an action , you ca n make a Char ism a (Per-
any ability check you m ake that uses either of those pr o- suasion) check contested by a creature's Wisdom (I n-
ficienc ies. sight) check. T he creature must be able to hear you, and
the two of you m ust sh are a l anguage.
SUPE R I O R M OBILITY
If you succeed on the check and the creature is hostile
At 9th level. your w alking speed incr eases by 10 feet. If
to you, it has disadva ntage on attack rolls against tar-
you have a climbing or swimming speed, this i ncrease
gets o ther than you and ca n't make opportu n ity attacks
applies to that speed as well.
against targets other t han you. This effect lasts for 1
A MBUS H M ASTER minute, until one of your companions attacks the ta rget
or affects it w i th a spell , or un ti l you and the target are
Startin g at 13th level, you excel at leading ambushes
mor e t han 60 feet apar t.
and acting first in a fight.
You have adva ntage on init iative rolls. In addition, the If you succeed on the check and the creature isn't
hostile to you, it is charmed by you for 1 minute. W hile
first cr eature you hit during t he fi rst round o f a combat
charmed, it regards you as a friendly acquaintance. T h is
becomes easier for you and others to strike; attack r olls
effect ends i mmediately i f you or your compa nions do
against that target have advantage until the start of your
any thing harmful to it.
next turn.
ELEGANT MA N E U VER
S U DDEN STRIKE
Starting at 13th level, you can use a bonus action on
S tarting at 17t h level , you can str ike w i th d eadly speed.
Jf you take the Attack action on your turn, y ou ca n m ake your t urn to gain advantage on the next D exterity (Ac-
on e additional attack as a bonus action. T his attack can rob atics) or S treng th (Athletics) check you make during
the same turn.
benefit from you r S neak A t tack even if you have already
used it this turn, but you can't use your S neak Attack M A STE R D UE LI ST
against th e same ta rget mor e than once in a t urn.
B eginning at 17th level, your mastery o f t he blade lets
you turn failure into success in combat. If you m iss with
SWASHBUCKLER
an attack roll, you ca n roll it again w ith advantage. Once
You focus your training on the art of the blad e, r elying you do so, you ca n't use t his feature again until you fin-
on speed, elegance, and charm in equal parts. While ish a shor t or long rest.
som e wa r r iors ar e br utes clad i n heavy armor, your
m ethod of fighti ng look s al most like a per formance. Du-
elists and pirates typically belong to this archetype. wl,,c:,l' l c; 1wc;1l,,"'"'"'kl(r? 1)0 '10"'" 1wc;1I,, "'"'"'ktu 0(
A Swashbuckler excels in singl e combat, and can "'"''kl( 1wc;1l,,o? <-\o"'- cc;"''t hl( .,,..( ;o"'- ).o"''t tl,,i"'k
fight w ith tw o w eapons while safely d arting away from
an opponent. tl,,c;t wor). ii f"'-"'V''1. 0
'Oiviv../ Ar'c."'Z W~c,t J..i{~ (r("''( J..ou it
...-c,k( w~(r( ...-c,5i' Go.,,.ts {rov/ l{~v. v( ~ot
1

it or ;ov. J..o"' l. fortv."'Gt(l; 1 \ v( ~ot


(oc,J..s o{ t~( st.....{~. 0

ARCANE ORIG I NS
d6 Origi n
Your power arises from your family's bloodline.
You are related to some powerful creature, or you
inherited a blessing or a curse.
2 You are the reincarnation of a being from another
plane of existence.
SORCE RER 3 A powerfu l entity entered the world . Its magic
PRACTICE AND STUDY ARE FOR AMATEURS. TRUE POWER
changed you.
4 Your birth was prophesied in an ancient text, and
is a birthright.
you are foretold to use your power for terrible ends.
- Hennet, scion ofTiamat 5 You are the product of generations of careful, se-
lective breeding.
When it comes to dr awing forth their abilities in times 6 You were made in a vat by an alchemist.
of need, sorcerers have it easy compared to other char-
acters. Their power not only rests within them, but it
likely takes some effort to keep it at bay. Every sorcerer
REACTIO N
is born to the role, or stumbles into it through cosmic When a new sorcerer enters the world, either at birth
chance. Unlike other characters, who must actively or later when one's power becomes evident, the con-
learn, embrace, and pursue their talents, sorcerers have sequences of that event depend greatly on how its wit-
their power thrust upon them. nesses react to what they have seen.
Because the idea of an innately magical being trav- When your sorcerer's powers appeared, how did the
eling among them does not sit well with many folk, world around you respond? Were other people support-
sorcerers tend to breed mistrust and s uspicion in others ive, fearful, or somewhere in between?
they come across. Nonetheless, many sorcerers succeed
in overcoming that prejudice through deeds that benefit REACTIONS
their Jess magically gifted contemporaries. d6 Reaction
Sorcerers are often defined by the events s urroundjng Your powers are seen as a great blessing by those
the manifestation of their power. For those who receive
around you, and you are expected to use them in
it as an expected birthright, its appearance is a cause
service to your community.
for celebration. Other sorcerers are treated as outcasts,
banished from their homes after the sudden, terrifying 2 Your powers caused destruction and even a death
arrival of their abilities. when they became evident, and you were treated
Playing a sorcerer character can be as rewarrung as it a s a criminal.
is challenging. The sections below offer suggestions on 3 Your neighbors hate and fear your power, causing
how to flesh out and personalize your persona. them to shun you.
4 You came to the attention of a sinister cult that
ARCANE ORIGIN plans on exploiting your abi lities.
Some sorcerers understand where their power came 5 People around you believe that your powers are a
from, based on how their abilities manifested. Others curse levied on your family for a past transgression .
can only speculate, since their powers came to them in a 6 Your powers are believed to be tied to an ancient
way that suggests no particular cause. line of mad kings that s upposedly ended in a
Does your character know the source of your magi- bloody revolt over a century ago.
cal power? Does it tie back to some distant relative, a
cosmic event, or blind chance? If your sorcerer doesn't
know where their power arose from, your DM can use SUPER NATURAL MARK
this table (or select an origin) and reveal it to you when A sorcerer at rest is almost indistinguishable from a
the information plays a role in the campaign. normal person; it's only when their magic flies forth that
sorcerers reveal their true nature. Even so, many sorcer-
ers have a subtle but telling physical trait that sets them
apa rt from other folk.

CHAPTER l I CHARACTER OPTIONS


LEFT TO R1GHT : 01v1NE SouL, STORM SORCERER, ANO SH AOow SORCERER

If your sorcerer has a supernatural mark, it might be by a telltale s ign that makes it clear w he re that magical
one that's easily concealed, or it could be a source of e nergy came from.
pride that you keep on constant display. When your sorcerer character casts a spell, does the
effort reveal itself in a sign of sorcery? Is this sign tied to
SUPERNATURAL MARKS your origin or some o ther aspect of who you are, or is it
a seemingly random phenomenon?
d6 Mark
Your eyes are an unusual color, such as red.
SIGNS OF SORCERY
2 You have an extra toe on one foot.
d6 Sign
3 One of your ears is noticeably larger than the other.
You ~eliver the verbal components of your spells in
4 Your hair grows at a prodigious rate.
the booming voice of a titan.
5 You wrinkle your nose repeated ly while you are
2 For a moment after you cast a spell, the area
chewing.
around you grows dark and gloomy.
6 A red splotch appears on your neck once a day,
3 You sweat profusely while casting a spell and for a
then vanishes after an hour.
few seconds thereafte r.
4 Your hair and garments are briefly buffeted about,
as if by a breeze, whenever you call fo rth a spell.
As the world well knows , some sorcerers are better than 5 If you are standing when you cast a spell, you rise
others at controlling their s pellcasting. Sometimes a six inc hes into the air and gently float back down.
wild display of m agic gone awry emanates from a sor-
6 Illusory blue flames wreathe your head as you be-
cerer who casts a spell. But even when o ne's magic goes
gin your cas ting, then abru ptly disappear.
off as planned, the act of casting is often accompanied
W~'l J..o so ""G"''l Ct(Htic;( t~\"~ l ~Cjvt ~irJ.. wi"~l
t~i"'~l ~c;v< ~c;t wi"'~s? \t
c;"'J.. i"'f<r"'c;l Ht.,...s
SORCEROUS ORIGINS c;r~itw'l' ~trt s~oV\.(J.. ~' c; ~c;t G"'~'d
At 1st level, a sorcerer gains the Sorcerous Origin fea-
ture. The following options a re available to a sorcerer,
in add ition to those offered in the Player's Handbook:
D ivine Soul, Shadow Magic, a nd Storm Sorcery.

DIVINE SOUL
the outcome. Once you use this feature, you can't use it
Sometimes the spark of magic that fuels a sorcerer again until you finish a short or long rest.
comes from a divine sou rce that glim mers within the
soul. Having s uch a blessed soul is a sign that your EMPOWERED HEALING
innate magic might come from a distant but powerful fa. Starting at 6th level, the divine energy cours ing through
milial connection to a divine being. Perhaps your ances- you can empower healing spells. Whenever you or
tor was an angel, tra nsformed into a mortal and sent to an a lly within 5 feet of you rolls dice to determ ine the
fight in a god's name. Or your birth might align with a n number of hit points a spell restores, you can spend 1
ancient prophecy, marki ng you as a servant of the gods sorcery point to reroll any number of those d ice once,
or a chosen vessel of divine magic. provided you aren't incapacitated. You can use this fea-
A Divine Soul, with a natural magnetism, is seen as a ture only once per turn.
threat by some religious hierarchies. As an outsider who
commands sacred power, a Divine Soul can undermine OTHERWORLDLY WINGS
a n existing order by claiming a direct tie to the divine. Starting at 14th level, you can use a bonus action to
In some cul tures, only those who can claim the power ma nifest a pair of spectral wings from your back. Wh ile
of a Divine Soul may command religious power. In the wings are present, you have a flying speed of 30 feet.
these lands, ecclesiastical positions a re dominated by a The wings last un ti l you're incapacitated, you die, or you
few bloodlines and preserved over generations. d ismiss them as a bonus action.
The affin ity you chose for your Divine Magic feature
DIVINE SOUL FEATURES determ ines the appearance of the spectral wings: eagle
Sorcerer Level Feature wings for good or law, bat wings for evil or chaos, and
d ragonfly wings for neutrality.
1st Divine Magic, Favored by the Gods
6th Empowered Healing UNEARTHLY RECOVERY
14th O therworldly Wi ngs At 18th level, you gain the ability to overcome grievous
18th Unearthly Recovery injuries. As a bonus action when you have fewer than
half of you r hi t points rema ining, you can regain a n um-
DIVINE MAGIC ber of hit points equa l to half your hit point maxim um.
Your link to the divine a llows you to learn spells from Once you use this feature, you can't use it again until
the cleric class. When your Spellcasting feature lets you you finish a long rest.
learn or replace a sorcerer cantrip or a sorcerer spell of
1st level or higher, you can choose the new spell from SHADOW MAGIC
the cleric spell Lis t or the sorcerer spell list. You must You are a creature of shadow, for your innate magic
otherwise obey all the restrictions for selecting the comes from the Shadowfell itself. You might trace your
spell, and it becomes a sorcerer spell for you. lineage to a n entity from that place, or perhaps you were
In addition, choose an affi nity for the source of you r exposed to its fell energy and transformed by it.
divine power: good, evil, law, chaos, or ne utrality. You The power of s hadow magic casts a stra nge pall over
learn an add itional spell based on that affinity, as shown your physical presence. The spark of life that sustains
below. It is a sorcerer spell for you, but it doesn't count you is muffled, as if it struggles to remain viable against
aga inst your nu mber of sorcerer spells known. If you the dark energy that im bues your soul. At your option ,
later replace this spell , you must replace it w ith a spell you can pick from or roll on the Shadow Sorcerer
fro m the cleric spell list. Quirks table to create a quirk for your character.

Affin ity Spell SHADOW SORCERER QUIRKS


Good cure wounds d6 Quirk
Evil inflict wounds You are always icy cold to the touch.
Law bless 2 When you are asleep, you don't appear to breathe
Chaos bane (though you must still breathe to survive).
Neutrality protection from evil and good 3 You barely bleed, even when badly injured.
4 Your heart beats once per minute. This event
FAVORED BY THE GODS sometimes surprises you.
Starting at 1st level, d ivine power guards your destiny. s You have trouble remembering that living creatures
If you fail a saving throw or miss with an attack roll, you and corpses should be treated differently.
can roll 2d4 and add it to the total, possibly changi ng
6 You bl inked. Once. Last week.

CHAPTER l J CHARACTER OPTTONS


SHADOW MAGIC FEATURES
Sorcerer
Level Feature
1st Eyes of the Dark, Strength of the Grave
3rd Eyes of the Dark (darkness)
6th Hound of Ill Omen
14th Shadow Walk
18th Umbral Form

EYES OF THE DARK


Starting at 1st level, you have darkvis ion with a range
of 120 feet.
When you reach 3rd level in this class, you learn
the darkness spell, which doesn't count against your
number of sorcerer spells known. In addition, you can
cast it by spending 2 sorcery points or by expending a
s pell s lot. U you cast it with sorcery points, you can see
through the darkness created by the spell.

STRENGTH OF THE GRAVE


Starting at 1st level, your existence in a twilight state be-
tween life and death makes you difficult to defeat. When
damage reduces you to 0 hit points, you can make a
Charisma saving throw (DC 5 + the damage taken). On
a success, you instead drop to 1 hit point. You can't use
this feature if you are reduced to 0 hit points by radiant
damage or by a critical hit.
After the saving throw succeeds, you can't use this but only against its target. Add itionally, while the hound
feature again until you finish a long rest. is within 5 feet of the target, the target has disadvantage
on saving throws against any spell you cast. The hound
HOUND OF ILL OMEN disappears if it is reduced to 0 hit points, if its ta rget is
At 6th level, you gain the ability to call forth a howling reduced to 0 hit points, or after 5 minutes.
creature of darkness to harass your foes. As a bonus
action, you can s pend 3 sorcery points to magically SHADOW WALK
s ummon a hound of ill omen to target one creature you At 14th level, you gain the ability to step from one
can see within 120 feet of you. The hound uses the dire shadow into another. When you are in dim light or dark-
wolf's statistics (see the Monster Manual or appendix C ness, as a bonus action , you can magically teleport up to
in the Player's Handbook), with the following changes: 120 feet to an unoccupied space you can see that is also
The hound is s ize Medium, not Large, and it counts as in dim light or darkness .
a monstrosity, not a beast. UMBRALFORM
It appears with a number of temporary hit points
Starting at 18th level, you can spend 6 sorcery points
equal to half your sorcerer level.
as a bonus action to magically transform yourself into
It can move th rough other creatures and objects as
a shadowy form . In this form, you have resistance to
if they were difficu lt terrain. The hound takes 5 force
all damage except force and radiant damage, and you
damage if it ends its turn inside an object.
can move through other creatures and objects as if they
At the start of its turn, the hound automatically knows
were difficL1.lt terrain. You take 5 force damage if you end
its target's loca tion. If the target was hidden, it is no
your turn inside an object.
longer hidden from the hound. You remain in this for m for 1 minute. It ends early if
The hound appears in an unoccupied space of your you are incapacitated, if you die, or if you dismiss it as a
choice within 30 feet of the target. Roll initiative for the bonus action.
hound. On its turn, it can move only toward its target by
the most direct route, and it can use its action o nly to at- STORM SORCERY
tack its target. The hound can make opportunity attacks, Your innate magic comes from the power of elemental
air. Many with th is power can trace their magic back to
a near-death experience caused by the Great Rain, but
perhaps you were born during a howling gale so power-
ful that folk still tell stories of it, or your lineage might
include the influence of potent air creatures such as
djinn. Whatever the case, the magic of the storm perme-
ates your being.

CHAPTER I I CHARACTER OPTI ONS


Storm sorcerers a re invaluable me mbers of a s hip's HEART OF THE STORM
crew. Their magic a llows them to exert control over At 6th level, you gai n resis tance to lig htning and thunder
wi nd and weathe r in the ir immediate a rea. The ir abili- damage. In add ition, w henever you s tart casting a spell
ties a lso prove useful in repelling attacks by s ahuagin, of 1s t level or higher that deals lightning or thunder
pirates, and other waterborne threats. da mage, s tormy magic erupts from you. This eruption
causes creatures of your choice that you can see within
STORM SORCERY FEATURES 10 feet of you to take lig htning or thunde r damage
Sorcerer (choose each time this abi lity activates) equal to ha lf
Level Feature your sorcerer level.
1st Wind Speaker, Tempestuous Magic
STORM GUIDE
6th Heart of the Storm, Storm Guide
At 6th level, you gain the ability to s ubtly control the
14th Storm's Fury
weather around you.
18th Wind Soul If it is raining, you can use an action to cause the rain
to stop falling in a 20-foot-radius s phere cente red o n
WIND SPEAKER you. You can end this e ffect as a bonus action.
The a rcane magic you command is infused with ele- If it is wi ndy, you can use a bonus action each
me ntal ai r. You can s peak, read, and write Primordial. round to choose the direction that the w ind blows in a
Knowing this la nguage a llows you to understand and 100-foot-radius sphe re centered on you. The wind blows
be understood by those w ho s peak its di a lects: Aq uan, in that direction until th e end of your next turn . This fea-
Auran, Igna n, and Terra n. ture d oesn't alter the speed of the wind.
TEMPESTUOUS MAGIC STORM' S FURY
Starting at 1st level, you can use a bonus action on your S tarting at 14th level, when you are hit by a melee at-
turn to cause wh irling g us ts of elemental air to briefly tack, you can use your reactio n to deal lig htning damage
s urround you, immediately before or after you cast a to the attacker. The damage equa ls your sorcere r level.
s pell of 1st level or hig her. Doing so allows you to fly up The attacker must a lso make a Strength saving throw
to 10 feet without provoking opportunity attacks. aga inst your sorcere r spell save DC. On a fa iled save,
the attacker is pus hed in a s traig ht line up to 20 feet
away from you.

WIND SOUL
At 18th level, you gain immunity to lightning and thun-
der damage.
You also gain a magical flying s peed of 60 feet. As a n
action, you can red uce your flying speed to 30 feet for 1
hour and choose a numbe r of creatures wi thin 30 feet
of you equal to 3 + your Charis ma modifier. The chosen
creatures gain a magical flying speed of 30 feet for 1
hour. Once you reduce your flyin g speed in this way, you
can't do so agai n until you finis h a s hort o r long rest.
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c; Go"'trc;Gt wit~ so...,.t~i"'~? ls it i"'
writi"'\ f r'~G"''.? Wl(, "-vr . . . i"'~
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PATRON ATTITUDES
d6 Attitude
Your patron has guided and helped your family for
generations and is kindly toward you.
2 Each interaction with your capricious patron is a
surprise, whether pleasant or painful.
3 Your patron is the spirit of a long-dead hero who
sees your pact as a way for it to continue to influ-
WARLOCK
ence the world.
You THINK ME MAD? I THINK TRUE INSAN ITY I S BEING 4 Your patron is a strict disciplinarian but treats you
content to live a life of mortal drudge1y when knowledge with a measure of respect.
and power is therefor the taking in the realm beyond. s Your patron tricked you into a pact and treats you
-Xarren, h erald of Acamar as a slave.
6 You are mostly left to your own devices with no in-
terference from your patron. Sometimes you dread
Wa rlocks a re finders and keepers of secrets. They push
at the edge of our understanding of the world, always the demands it will make when it does appear.
seeking to expand their expertise. Where sages or wiz-
a rds might heed a clear sign of danger and e nd their SPECIAL TERMS OF THE PACT
research, a warlock plunges ahead, heedless of the cost. A pact can range from a loose agreement to a forma l
Thus, it takes a peculiar mixture of intelligence, curios- contract with lengthy, detailed clauses and lists of re-
ity, and recklessness to produce a warlock. Many folk quirements. The terms of a pact- what a warlock must
would describe that combination as evidence of mad- do to receive a patron's favor- are always dictated by
ness. Warlocks see it as a demonstration of bravery. the patron. On occasion, those terms include a special
Warlocks a re defined by two elements that work proviso that might seem odd or whimsical, but warlocks
in concert to forge their path into this class. The first take these dictates as seriously as they do the other re-
element is the event or circumstances that led to a quirements of their pacts.
warlock's entering into a pact with a planar entity. The Does you r character have a pact that requires you
second one is the nature of the entity a warlock is bound to change your behavior in an unusual or seemingly
to. Unlike clerics, who typically e mbrace a deity a nd that frivolous way? Even if your patron hasn't imposed
god's ethos, a warlock might have no love for a patron, s uch a duty on you a lready, that's not to say it couldn't
or vice versa. still happen.
The sections that follow provide ways to embellis h a
warlock character that could generate some intriguing SPECIAL TERMS
story and roleplaying opportunities.
d6 Term
P ATRON 'S ATTITUDE When directed, you must take immediate action
against a specific enemy of your patron.
Every relationship is a two-way street, but in the case of
2 Your pact tests your willpower; you are required to
warlocks and their patrons it's not necessarily true that
both sides of the street are the same width or made of abstain from alcohol and other intoxicants.
the same stuff. The feeling that a warlock holds for their 3 At least once a day, you must inscribe o r carve your
patron, whether positive or negative, might be recipro- patron's name or symbol on the wall of a building.
cated by the patron, or the two participants in the pact 4 You must occasionally conduct bizarre rituals to
might view one another with opposing emotions. maintain your pact.
When you determine the attitude your warlock charac- s You can never wear the same outfit twice, since
ter holds towa rd your patron, also consider how things your patron finds such predictability to be boring.
look from the patron's perspective. How does your pa- When you use an eldritch invocatio n, you must
6
tron behave toward you? Is your patron a friend and ally,
speak your patron's name aloud or risk incurring
or an enemy that grants you power only because you
its displeasure .
forced a pact upon it?

CHAPTER I I CHARACTER OPTIONS


WARLOCK OF
OTHERWORLDLY PATRONS
THE CELESTIAL
At 1st level, a warlock gains the Otherworldly Patron
feature. The following options are available to a warlock,
in addition to those offered in the Player's Handbook:
the Celestial and the Hexblade.

THE CELESTIAL
Your patron is a powerful be ing of the Upper Planes.
You have bound yourself to an ancient e mpyrean, solar,
ki-rin, unicorn, or other entity that resides in the planes
of everlasting bliss. Your pact with that being allows you
to experience the barest touch of the holy light that illu-
minates the multiverse.
Being connected to such power can cause changes in
you r behavior and beliefs. You might find yourself driven
to annihilate the undead, to defeat fiends, and to protect
the innocent. At times, your heart might a lso be filled
with a longing for the celes tial realm of your patron,
and a desire to wander that paradise for the res t of your
days . But you know that your mission is among mortals
fo r now, and that your pact binds you to bring light to the
dark places of the world.

CELESTIAL FEATURES
Warlock
Leve l Featu re
1st Expanded Spell List, Bonus Cantrips,
Healing Light
6th Rad iant Soul
10th Celestial Resilience
14th Searing Vengeance

EXPANDED SPELL LIST


BINDING MARK
The Celestial lets you choose from an expanded list of
Some patrons make a habit of, and often enjoy, mark- spells when you learn a warlock spell. The following
ing the warlocks under their sway io some fashion. A spells are added to the warlock spell list for you.
binding mark makes it clear-to those who know about
such things- that the individual in question is bound to CELESTIAL EX PAN OED SPELLS
the patron's service. A warlock might take advantage of
Spell Level Spells
such a mark, claiming it as proof of one's pact, or might
want to keep it under wraps (if possible) to avoid the dif- 1st cure wounds, guiding bolt
ficulties it might bring. 2nd flaming sphere, lesser restoration
If your warlock's pact comes with a binding mark, 3rd daylight, revivify
how you feel about displaying it probably depends on the 4th guardian offaith, wall offire
nature of your relationship with the one who gave it to 5th flame strike, greater restoration
you. Is the mark a source of pride or something you are
secr etly ashamed of? BONUS CANTRIPS
At 1s t level, you learn the light and sacred flame can-
BINDING MARKS
trips. They count as warlock cantrips for you, but they
d6 Mark don't count against your number of cantrips known.
One of your eyes looks the same as one of you r
HEALING LIGHT
patron's eyes.
2 Each time you wake up, the small blemish on your
At 1st level, you gain the abi lity to channel celestial
energy to heal wounds. You have a pool of d6s that you
face appears in a different place.
s pend to fuel this healing. The number of dice in the
3 You display outward symptoms of a disease but
pool equals 1 + your warlock level.
suffer no ill effects from it. As a bonus action, you can heal one creature you can
4 Your tongue is an unnatural color. see within 60 feet of you, spending dice from the pool.
5 You have a vestigial tail. The maximum number of dice you can spend at once
6 Your nose glows in the dark. equals your Charisma modifier (minimum of one d ie).

CHAPTER 1 I CHARACTER OPTTONS


Roll the dice you spend, add them together, and restore EXPANDED SPELL LIST
a number of hit points equal to the total. The Hexblade lets you choose from an expanded list of
Your pool regains all expended dice when you finish a spells when you learn a warlock spell. The following
long rest. spells are added to the warlock spell list for you.

RADIANT SOUL HEXBLADE EXPANDED SPELLS


Starting at 6th level, your link to the Celestial allows
Spell Level Spells
you to serve as a conduit for radiant energy. You have
resistance to radiant damage, and when you cast a spell 1st shield, wrathful smite
that deals radiant or fire damage, you can add your Cha- 2nd blur, branding smite
risma modifier to one radiant or fire damage roll of that 3rd blink, elemental weapon
spell against one of its ta rgets. 4th phantasmal killer, staggering smite
5th banishing smite, cone ofcold
CELESTIAL RESILIENCE
Starting at 10th level, you gain temporary hit points
HEXBLADE'S CURSE
whenever you finish a short or long rest. These tempo-
rary hit points equal your warlock level+ you r Charisma Starting at 1st level, you gain the ability to place a bale-
ful curse on someone. As a bonus action, choose one
modifier. Additionally, choose up to five creatures you
can see at the end of the rest. Those creatures each gain creature you can see within 30 feet of you. The target is
temporary hit points equal to half your warlock level + cursed for 1 minute. The curse ends early if the target
dies, you die, or you are incapacitated. Until the curse
your Charisma modifier.
ends, you gain the following benefits:
SEARING VENGEANCE You gain a bonus to damage rolls against the cursed
Starting at 14th level, the radiant energy you channel target. The bonus equals your proficiency bonus.
allows you to resist death. When you have to make a Any attack roll you make against the cursed target is a
death saving throw at the start of your turn, you can critical hit on a roll of 19 or 20 on the d20.
instead spring back to your feet with a burst of radiant If the cursed target dies, you regain hit points equal
energy. You regain hit points equal to hal f your h it point to your warlock level +you r C harisma modi fier (min i-
maximum, and then you stand up i f you so choose. Each mum of 1 hit point).
creatu re of your choice that is within 30 feet of you takes
You can't use this feature agai n u ntil you finish a shor t
radiant damage equal to 2d8 + your Charisma modifier,
and it is blinded until the end of the current turn. or long rest.
Once you use this feature, you can't use it again until
HExWARRIOR
you finish a long rest.
At 1st level, you acquire the training necessary to effec-
tively arm yourself for battle. You gain proficiency with
THE HEXBLADE
medium armor, shields, and martial weapons.
You have made your pact with a mysterious entity from The i nfluence of your patron also allows you to mys-
the Shadowfell- a force that manifests in sentient magic tically channel your will through a particular weapon.
weapons carved from the stuff of shadow. The mighty Whenever you fin ish a long rest, you can touch one
sword Blackrazor is the most notable of these weapons, weapon that you are proficient with and that lacks
which have been spread across the multiverse over the the two-handed property. When you attack with that
ages. The shadowy force behind these weapons can weapon, you can use your Charisma modifier, instead of
offer power to warlocks who form pacts with it. Many Strength or Dexterity, for the attack and damage rolls.
hexblade warlocks create weapons that emul ate those This benefit lasts until you finish a long rest. If you later
formed i n the Shadowfell. Others forgo such arms,
content to weave the dark magic of that plane into their
spellcasting.
Because the Raven Queen is known to have forged the (
first of these weapons, many sages speculate that she
and the force are one and that the weapons, along with
hexblade warlocks, are tool s she uses to manipulate
events on the Ma.terial Plane to her inscrutabl e ends.

HEXBLADE FEATURES
Warlock
Level Fe ature
1st Expanded Spell List, Hexblade's Curse,
Hex Warrior
6th Accursed Specter
10th Armor of Hexes
14th Master of Hexes

CHAPTF.R I I CHARACrER OPTIONS


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the creature cursed by your Hexblade's Curse dies,


you can apply the curse to a different creature you can
see within 30 feet of you, provided you aren't inca-
pacitated. When you apply the curse in this way, you
don 't regain hit points from the death of the previously
cursed creature.

ELDRITCH INVOCATIONS
At 2nd level, a warlock gains the Eldritch Invocations
feature. Here are new options for that feature, in add i-
tion to the options in the Player's Handbook.
If an eldritch invocation has a prerequisite, you must
meet it to learn the invocation. You can learn the invo-
cation at the same time that you meet its prerequisite. A
level prerequisite refers to your level in this class.

ASPECT OF THE MOON


Prerequisite: Pact of the Tome feature
You no longer need to s leep and can't be forced to sleep
W/IRLO CI( OF THE liE ll BLllDE
by any means. To gain the benefits of a long rest, you
can spend all 8 hours doing light activity, s uch as read-
ing your Book of Shadows and keeping watch.
gain the Pact of the Blade feature, this benefit extends
to every pact weapon you conjure with that feature, no CLOAK OF FLIES
matter the weapon's type. Prerequisite: 5th level
As a bonus action, you can surround yourself with a
ACCURSED SPECTER
magical aura that looks like buzzing flies. The aura ex-
Starting at 6th level, you can curse the soul of a person tends 5 feet from you in every direction, but not through
you s lay, temporarily binding it to your service. When total cover. It lasts until you're incapacitated or you dis-
you s lay a humanoid, you can cause its spirit to rise from miss it as a bonus action.
its corpse as a specter, the statistics for which are in The aura grants you advantage on Charisma (Intimi-
the Monster Manual. When the specter appears, it gains dation) checks but disadvantage on a ll other Charisma
temporary hit points equal to half your warlock level. checks. Any other creature that starts its turn in the
Roll initiative for the specter, which has its own turns. aura takes poison damage equal to your Charisma mod-
It obeys your verbal commands, and it gains a s pecia l ifier (minimum of 0 damage).
bonus to its attack rolls equal to your Charisma modifier Once you use this invocation, you can't use it again
(minimum of +O). until you finish a short or long rest.
The specter remains in your service until the end of
your next long rest, at which point it vanishes to the ELDRITCH SMITE
afterlife. Prerequisite: 5th level, Pact of the Blade feature
Once you bind a specter with this feature, you can't
Once per turn when you hit a creature with your pact
use the feature again until you finish a long rest.
weapon, you can expend a warlock spell slot to deal an
ARMOR OF HEXES extra ld8 force damage to the target, plus another ld8
At 10th level, your hex grows more powerful. If the tar- per level of the spell slot, and you can knock the target
get cursed by your Hexblade's Curse bits you with an prone if it is Huge or smaller.
attack roll, you can use your reaction to roll a d6. On a
GHOSTLY GAZE
4 or higher, the attack instead misses you, regardless
Prerequisite: 7th level
of its roll.
As an action, you gain the abi lity to see through solid
MASTE R OF HEXES objects to a range of 30 feet. Within that ra nge, you have
Starting at 14th level, you can spread your Hexblade's darkvision if you don't already have it. This special sight
Curse from a s lain creature to another creature. When lasts for 1 minute or until your concentration ends (as

CHAPTER 1 I CHARACTER OPTfONS


if you were concentrating on a speU). During that time, port up to 30 feet to an unoccupied space you can see
you perceive objects as ghostly, transparent images. within 5 feet of the target cursed by your hex spell or by
Once you use this invocation, you can't use it again a warlock feature of yours, such as Hexblade's Curse or
until you finish a short or long rest. Sign oflll Omen. To teleport in this way, you must be
able to see the cursed target.
GIFT OF THE DEPTHS
Prerequisite: 5th level SHROUD OF SHADOW
You can breathe underwater, and you gain a swimming Prerequisite: 15th level
speed equal to your walking speed. You can cast invisibility at will, without expending a
You can also cast water breathing once without ex- spelJ slot.
pending a spell slot. You regain the ability to do so when
you finish a long rest. TOMB OF LEVISTUS
Prerequisite: 5th level
GIFT OF THE EVER-LIVING ONES
As a reaction when you take damage, you can entomb
Prerequisite: Pact of the Chain feature yourself in ice, which melts away at the end of your
Whenever you regain hit points while your familiar is next turn. You gain 10 temporary hit points per warlock
within 100 feet of you, treat any dice rolled to determine level, which take as much of the triggering damage as
the hit points you regain as having rolled their maxi- possible. Immediately after you take the damage, you
mum value for you. gain vulnerability to fire damage, your speed is reduced
to 0, and you are incapacitated. These effects, including
GRASP OF HADAR any remaining temporary bit points, all end when the
Prerequisite: eldritch blast cantrip ice melts.
Once on each of your turns when you hit a creature Once you use this invocation , you can't use it again
with your eldritch blast, you can move that creature in a until you finish a short or long rest.
straight line 10 feet closer to you.
TRICKSTER'S ESCAPE
IMPROVED PACT WEAPON Prerequisite: 7th level
Prerequisite: Pact of the Blade feature You can cast freedom of movement once on yourself
You can use any weapon you summon with your Pact of without expending a spell s lot. You regain the abi lity to
the Blade feature as a spellcasting focus for your war- do so when you finish a long rest.
lock spells.
In addition, the weapon gains a +l bonus to its attack
and damage rolls, unless it is a magic weapon that al-
ready has a bonus to those rolls.
Finally, the weapon you conjure can be a shortbow,
longbow, light crossbow, or heavy crossbow.

LANCE OF LETHARGY
Prerequisite: eldritch blast cantrip
Once on each of your turns when you hit a creature with
your eldritch blast, you can reduce that creature's speed
by 10 feet until the end of your next turn.

MADDENING HEX
Prerequisite: 5th level, hex spell or a warlock feature
that curses
As a bonus action, you cause a psychic disturbance
around the target cursed by your hex spell or by a war-
lock feature of yours, such as Hex blade's Curse or Sign
of Ill Omen. When you do so, you deal psychic damage
to the cursed target and each creature of your choice
that you can see within 5 feet of it. The psychic damage
equals your Charisma modifier (minimum of 1 dam-
age). To use this invocation, you must be able to see the
cursed target, and it must be within 30 feet of you.

RELENTLESS HEX
Prerequisite: 7th level, hex spell or a warlock feature
that curses
Your curse creates a temporary bond between you and
your target. As a bonus action, you can magically tele-
SPELLBOO KS

d6 Spellbook ~~::===~~
A tome with pages that are thin sheets of metal,
spells etched into them with acid
2 Long straps of leather on which spells are written,
wrapped around a staff for ease of transport
WIZARD 3 A battered tome filled with pictographs that only
WIZARDRY REQUIRES UNDERSTANDlNC. THE KNOWLEDGE you can understand
4 Sma ll stones inscribed with spells and kept in a
of how and why magic works, and our efforts to broaden
cloth bag
that understanding, have brought about th e key advances
5 A scorched book, ravaged by dra gon fi re, with the
in civilization over the centuries. script of your s pells barely visi ble o n its pages
- Gimble the illusio nist 6 A tome full of black pages whose writing is visible
on ly in dim light or darkness
Only a select few people in the world a re wielders of
magic. Of all those, wizards s tand at the pin nacle of AMBITION
the craft. Even the least of them can manipulate forces
that flout the laws of nature, and the most accomplished Few aspi ring wizards undertake the study of magic
among them can cast spells with world-shaking effects. without some personal goal in mind. Many wizards use
The price th at wizards pay for their mastery is that their spells as a tool to produce a tangible benefit, in ma-
mos t valuable of commodities: time. It takes years of terial goods or in status, fo r themselves or their compan-
s tudy, instruction, and experimentation to learn how to ions. For o thers, the theoretical aspect of magic might
harness magical energy and carry s pells around in o ne's have a strong appeal, pushing those wizards to seek out
own mind. For adventuring wizards a nd other spellcast- knowledge that s upports new theories of the arcane or
e rs who aspire to the highest echelons of the profession, confirms old o nes.
the s tudying never ends, nor does the quest for knowl- Beyond the o bvious, why does your wiza rd character
ed ge a nd power. study magic, a nd what do you want to achieve? If you ha-
If you're playing a wizard, take advantage of the ven't given these questions much thoug ht, you can do so
opportunity to ma ke your characte r more than just a now, and the answers you come up with will likely affect
s tereotypical spell-slinger. Use the advice that follows to how your future unfolds.
add some intrig uing details to how your wiza rd interacts
AMBITIONS
with the world.
d6 Ambition
SPELLBOOK 1 You will prove that the gods aren't as powerful as
Your wizard character's most prized possess ion- your folk believe .
spellbook- mig ht be a n innocuous-looking volu me 2 Immortality is the end goal of your s tudies .
w hose covers show no hint of what's ins ide. Or you 3 If you can fully understand magic, you can unlock
mig ht display some flair, as many wizards do, by car- its use for all and usher in an era of equality.
rying a spellbook of an unus ua l s ort. If you d on't own 4 Magic is a dangerou s tool. You use it to protect
s uch a n item already, one of your goals might be to find what you t reasure.
a spellbook that sets you a part by its appeara nce or its 5 Arcane power mus t be taken away from those who
means of ma nufacture.
would abuse it.
6 You will become the greatest wizard the world has
seen in generations.

CHAPTER 1 I CHARACTER OPTIONS


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ECCENTRICITY
Endless hours of solitary s tudy and research can have
a negative effect on a nyone's social s kills. Wizards, w ho
a re a breed apart to begin with, are no exception. An
odd manneris m or two is not necessarily a drawback,
though; a n eccentricity of this sort is us ua lly harmless
and could provide a source of amusement or serve as a
calling card of sorts.
If your character has a n eccentricity, is it a physical
tic or a mental one? Are you well known in some circles
because of it? Do you fight to overcome it, or do you em-
brace this minor claim to fa me of yours?

ECCENTRICITI ES
d6 Eccentricity
You have the habit of tapping your foot incessantly,
which often annoys those around you.
2 Your memory is quite good, but you have no trou-
ble pretending to be absentminded when it suits
your purposes.
3 You never enter a room without looking to see
what's hanging from the ceiling.
4 Your m ost prized possession is a dead worm that
you keep inside a potion vial.
5 When you want people to leave you alone, you start
talking to you rself. That usually does the trick.
6 Your fashion sense and grooming, o r more ac-
curately lack thereof, sometimes cause others to
ass ume you are a beggar.
In great battles, a wa r mage often works with evokers,
abjurers, a nd other types of wizards. Evokers, in par-
ARCANE TRADITION ticular, sometimes tease war mages for s plitt ing their
At 2nd level, a wizard gains the Arcane Tradition fea- a ttention between offense and defense. A war mage's
ture . The following War Magic option is available to a ty pical response: "What good is being able to throw a
w izard, in addition to the options offered in the Play- mighty fireball if I die before I can cast it?"
er's Handbook.
WAR MAGIC F EATUR ES
WAR MAGIC
Wizard Level Feature
A variety of arcane colleges specialize in training wiz- 2nd Arcane Deflection, Tactical Wit
ards for war. The tradition of War Magic blends princi-
6t h Power Surge
ples of evocation and abjuration, rather than specia liz-
10th Durable Magic
ing in either of those schools. It teaches techniques that
empower a caster's s pells , while also providing methods 14th Deflecting Shroud
for wizards to bols ter their own defenses.
Followers of this tradition are known as war mages. ARCANE D EFLECTION
They see their magic as both a weapon a nd armor, a re- At 2nd level, you have learned to weave your magic to
source s uperior to any piece of s teel. War mages act fast fortify yourself against harm. When you are hit by a n at-
in battle, using their spells to seize tactical control of a tack or you fail a saving throw, you can use your reaction
s ituation. Their spells s trike hard, while their defensive to gain a +2 bonus to your AC against that attack or a +4
skills foi l their opponents' attempts to counterattack. bonus to that saving throw.
War mages are a lso adept at turning o ther spellcasters' When you use th is feat ure, you can't cast s pells other
magical energy against them. tha n cantrips until the end of your next turn.

CHAPTER l I CHARACTER OPTIONS


1
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0
TACTICAL WIT Once per turn when you deal damage to a creature
Starting at 2nd level, your keen ability to assess tacti cal or object with a wizard spell, you can spend o ne power
s ituations a llows you to act quickly in battle. You can surge to deal extra force damage to that target. T he ex-
give yourself a bonus to your initiative rolls equal to your tra damage equals half your wizard level.
Intelligence modifie r.
DURABLE MAGIC
POWER SURGE Beginning at 10th level, the magic you channel helps
Starting at 6th level, you can store magical e nergy ward off harm. While you maintain concentration o n a
within you rself to later empower your damaging s pe lls. spell, you have a +2 bonus to AC and all saving throws.
In its stored form, this energy is called a power surge.
DEFLECTING SHROUD
You can store a ma ximum number of power surges
At 14th level, your Arcane Deflection becomes infused
equal to your Intelligence modifier (minimum of one).
with deadly magic. W hen you use your Arca ne Deflec-
Whenever you finis h a long rest, you r number of powe r
tion feature, you can cause magical e nergy to arc from
surges resets to one. Whenever you successfully end
you. Up to three creatures of your choice that you can
a spell with dispel magic or counterspell, you gain o ne
see within 60 feet of you each take force damage equal
power surge, as you steal m agic from the spell you
to ha lf you r wizard level.
foiled. If you end a s hor t rest with no power su rges, you
gain one power s urge.
THrs Is YouR LIFE
The c ha racte r c reation rules in the P lay er's Handbook
provide a ll the information you need to de fine your cha r-
acte r in preparation for a life of adventuring. Wha t they
don't do is account for a ll the circ umstances tha t s haped
your c haracter during the years be tween your birth a nd
the s ta rt of your career as a membe r of a class.
W hat did your cha racter accomplis h or expe r ience be-
fore deciding to become a n adventurer? W ha t were the
circ ums tances of your birth? How la rge is your fam ily,
a nd what sor ts of relationships do you h ave with your
re latives? Which people we re the greatest influe nces on
you during your formative year s, for bette r or worse?
To a nswer these questions an d more, you ca n use
the tables a nd the advice in this section to compose a
well-developed backstory for your ch aracter-an a u to-
biography of sorts - tha t you can use to inform h ow you
role play the ch a rac ter. Your DM can draw from this m a-
te ria l as the ca mpa ign proceeds, c reating situations and
scenarios tha t build off your previous life experiences.

IDEAS, NOT RULES


--------------
Even though these pages a re full o f tables and die rolls,
they don't make up a ru les syste m- in fact, the opposite
is true . You can use as much or as little o f this material
as you desire, and you ca n m a ke decisions in a ny o r-
de r you want. A YOUNG STREET URCH I N P I LFERS A P O UCH ANO, TO HER
For instance, you mi gh t oot want these tables to help SURPRISE, BECO M ES THE N EW OW N ER OF A SPELLBOOI<

you d ecide who your parents a nd s iblings are, because


that's a mong the informa tion you've already come up
with. But you can s till use othe r parts, s uc h as the sec- Personal Decisions. After you have selected your
tion on life events, to provide added depth a nd d etail. c ha racter's background a nd class, use the a ppro-
priate tables to determine how you came to m ake
How AND WHEN TO USE THE TABLES
those c hoices.
U you're comfortable with le tting the dice decide a cer- Life Events. Your character's existence until now, no
tain fact about your c haracter, go a head and roll. If not, matter how brief or uneventful, h as been marked by one
you can ta ke charge and m ake the decision, c hoos ing or more life events-me m ora ble happen ings that have
from among the possibilities on a table. Of course, you had an effect on wh o you are today.
a lso have the option o f dis rega rding the result of a die Supplemental Tables. Your life has intersected with
roll if it conflicts w ith a nother result. Like wise, if the the lives of plenty of other people, a ll the way from your
text instruc ts you to roll on a table, that's not meant to infancy to today. When a resu lt mentions such a person,
be ta ke n lite r ally. You can a lways make your own choice. you ca n use the supplemental tables (page 72) to add
Althoug h these ta bles are m ean t to a ugme nt the needed details- s uc h as race, class, or occupation- to
s tep-by-step character creation process in the Player's that person. Some tables in the other sections direct you
Handbook, they don't occupy a specific place in that pro- to one or more of the s upple mental tables, and you ca n
cess. You ca n use some of t he m early on- for instance, also use the m a ny othe r time you see fit.
it's possible to de te rmine your paren ts a nd othe r family
me mbe rs immediately after deciding your character's ORIGINS
race-but you cou ld a lso wait until la ter in the process. -------
You might prefer to establis h more facts a bout your The us ual first step in c reating your character's life s tory
c h a racter 's gam e identity-suc h as your class, a bility is to determine your ea rly circums tances. W ho were
scores, and alignme nt- before s upple me nting that infor- your parents? Where were you born? Did you h ave a ny
mation w ith w ha t's offe red he re. siblings? Who raised you? You ca n address these ques-
tio ns by using the following tables.
SECTION BY SECTION
This m a te ria l is divided into four secti ons, each address- PARENTS
ing a different aspect of your cha racter 's backstory. You had p a rents, of course, even if they didn't r aise you.
Origins. To find out who and whe re you came from , To dete rmine what you know about these people, use
use the "Origins" section. Whe n you're done, you will the Parents table . If you want, you can roll sep a rately on
have a s umma ry of facts a bout your parents, your sib- the table for your mother a nd your father. Use t he s up-
lings, a nd t he circumstances under which you grew up. ple me nta l tables as desired (partic ularly Class, Occupa-
tion, a nd Alignment) to learn more a bout your parents.

CHAPTER 1 I CHARACTER OPTT ONS


BIRTHPLACE
dl 00 Location
01-50 Home
PARENTS
51- 55 Home of a family friend
dlOO Pa re nts 56-63 Home of a healer or midwife
01-95 You know who your parents are or were. 64- 65 Carriage, cart, or wagon
96-00 You do not know who your parents were. 66-68 Barn, shed, or other outbui ldi ng
69- 70 Cave
Nonhuman Par ents. If your character is a ha lf-elf, a 71-72 Field
half-ore, or a tiefling, you can use one of the tables below
73-74 Forest
to determine the race of each of your parents. When you
have a result, randomly determine which part of the re- 75-77 Temple
sult refers to your father and which to your mother. 78 Battlefield
79-80 Alley or street
HALF- ELF PARENTS 81-82 Brothel, tavern, or inn
d8 Parents 83-84 Castle, keep, tower, or pa lace
1-5 One parent was an elf and the other was a human. 85 Sewer or rubbish heap
6 One parent was an elf and the other was a half-elf. 86- 88 Among people of a different race
7 One parent was a human and the other was a half- 89-91 On board a boat or a ship
elf. 92-93 In a prison or in the headquarters of a secret orga-
8 Both parents were half-elves. nization
94- 95 In a sage's laboratory
HALF- 0RC PARENTS 96 In the Feywild
d8 Pare nts 97 In the Shadowfell
1-3 One parent was an ore and the other was a human. 98 On the Astral Plane or the Ethereal Plane
4- 5 One parent was an ore and the other was a half- 99 On an Inner Plane of your choice
orc. 00 On an Outer Plane of your choice
6-7 One parent was a human and the other was a half-
SIBLINGS
orc.
You might be an only child or one of ma ny children.
8 Both parents were half-ores.
Your siblings could be cherished friends or hated rivals.
Roll on the Number of Siblings table to dete rm ine how
TIEFLING PARENTS many brothers or sis ters you have. If you are a dwarf or
d8 Parents an elf, s ubtract 2 from your roll. Then, roll on the Birth
1- 4 Both parents were humans, their infernal heritage Order table for each s ibling to determine that person's
dorma nt until you came along.
age relative to yours (older, younger, or born at the
same time).
5- 6 One parent was a tiefling and the other was a
Occupation. For each sibling of suitable age, roll on
human. the Occupation s upplemental table to determine what
7 One parent was a tiefling and the other was a devil. that person does for a living.
8 One parent was a human and the other was a devil. Alignment. You can choose your s iblings' alignments
or roll on the Alignment supplemental table.
B IRTH PLACE S tatus. By now, each of your s iblings might be alive
After establishing your parentage, you can determine and well, a live and not so well, in dire straits, or dead.
where you were born by using the Birthplace table. Roll on the Status s upplemental table.
(Modify the resu lt or roll again if you get a result that's Relation ship. You can roll on the Relations hip sup-
inconsistent with what you know about your parents.) plemental table to determine how your siblings feel
Once you have a result, roll percentile dice . On a roll of about you. They m ight a ll have the same attitude toward
00, a strange event coin cided with your birth: the moon you, or some might view you differently from how the
br iefly turning red, all the milk within a m ile spoiling, others do.
the water in the area freezing solid in midsummer, all Other De tails. You can decide any other details you
the iron in the home rus ting or turning to silver, or some like about each sibling, including gender, personality,
other unus ual event of your choice. and place in the world.

CH'\PTER I I CHARACTER OPTIONS


NUMBER OF SIBLINGS
dlO Siblings
2 or lower None
3- 4 ld3
5-6 ld4+1
7- 8 ld6+2
9-10 ld8+3

BIRTH ORDER
2d6 Birth Order
2 Twin, triplet, or quadruplet
3-7 Older
8-12 Younger

FAMILY AND FRIENDS


Who raised you, a nd what was life like for you when you
were growing up? You might have been raised by your
parents, by relatives, or in an orphanage. Or you could
have spent your childhood on the streets of a crowded
city with o nly your fellow runaways a nd orphans to keep
you company.
Use the Fami ly table to determine w ho raised you. If
you know who your parents are but you get a result that
does not m ention one or both of them, use the Absent
Parent table to determine what happened.
Next, refer to the Family Lifestyle table to determine
the general circumstances of your upbringing. (Chapter
5 of the Player's Handbook has more information about
lifestyles.) The result on that table includes a number
that is applied to your roll on the Childhood Home table,
which tells you where you spent your early yea rs. Wrap
YEARS LATER, WHILE SER V ING ON A SH I P'S C.REW. SHE
up this section by using the Childhood Memories table,
C ALLS ON A B I T OF HER MAG IC: TO HELP RIG A M AST
which tells you how you were treated by other young-
sters as you were growing up.
Supplemental Tables. You can roll on the Relation- ABSENT PARENT
s hip table to determine how your family members or d4 Fate
other important figures in your life feel about you. You
Your parent died (roll on the Cause of Death sup-
can also use the Race, Occupation, and Alignment ta-
bles to learn more about the fa mily members or guard- plemental table) .
ians who raised you. 2 Your parent was imprisoned, ens laved, or other-
wise taken away.
FAMILY 3 Your parent abandoned you.
dlOO Family 4 You'r parent disappeared to an unknown fate.
01 None
02 Institution, such as an asylum FAMILY LIFESTYLE
03 Temple 3d 6 Lifestyle1'
04-05 Orphanage 3 Wretched (-40)
06- 07 Guardian 4-5 Squalid (-20)
08- 15 Paternal or maternal aunt, uncle, or both; or ex- 6-8 Poor (-10)
tended family such as a t ribe or clan 9- 12 Modest (+O)
16-25 Paternal or maternal grandparent(s) 13-15 Comfortable (+10)
26-35 Adoptive family (same or different race) 16- 17 Wealthy (+20)
36-55 Single father or stepfather 18 Aristocratic (+40)
56-75 Single mother or stepmothe r *Use the number in this resu lt as a modifier to your roll on the
76-00 Mother and father Child hood Home table.

CHAPTER I I C H ARACT ER OPTI O NS


3d6 +
Cha mod Memory
13- 15 I had several friends , and my childhood was
generally a happy one.
16-17 I always found it easy to make friends, and I
loved being around people.
18 or higher Everyone knew who I was, and I had friends
everywhere I went.

PERS O NAL DECISIONS


Your character's life takes a particular course depend-
ing o n the choices you make for the character's back-
ground and class.

BACKGROUND
Roll on the appropriate table in this section as soon as
you decide your background, or at any later time if you
choose. If a background includes a special decision
point, such as a folk hero's defining event or the spe-
cialty of a criminal or a sage, it's best to make that deter-
mination before using the pertinent table below.

ACOLYTE
d6 I became an acolyte because ...
I ran away from home at an early age and found
refuge in a temple.
TH O UGH S H E SU R V IV ED THE SINKING O F H E R S H IP, S H E LOST
2 My family gave me to a temple, since they were un-
AL L H ER \V O R LOLV GOOO S -EX.C:E P T F O R H E R SPEL L.B OO K
able or unwilling to care for me.
3 I g rew up in a household with strong religious con-
victions. Entering the service of one or more gods
CHILDHOOD HOME seemed natural.
4 An impassioned sermon struck a chord deep in my
d100'~ Ho me
soul and moved me to serve the faith .
0 or lower On the streets
5 I followed a childhood friend, a respected acquain-
1- 20 Rundown shack
tance, or someone I loved into religious service.
21 - 30 No permanent residence; you moved around
6 After encountering a true servant of the gods , I was
a lot
so inspired that I immediately entered the service
31-40 Encampment or village in the wilderness
of a religious group.
41-50 Apartment in a rundown neigh borhood
51-70 Small house
CHARLATAN
71-90 Large house
d6 I became a charlatan because ...
91-110 Mansion
I was left to my own devices , and my knack for ma-
111 or higher Palace or castle
nipulating others helped me survive.
~After making this rol l, apply the modifier from the Family Life-
2 I learned early on that peop le are gu lli ble and easy
style table to arrive at t he result.
to exploit.
3 I often got in trouble, but I managed to talk my way
CHILDHOOD MEMORIES
out of it every time.
3d6 +
4 I took up with a confidence artist, from whom I
Cha mo d Me mory
learned my craft.
3 or lower I am still haunted by my childhood, when I
5 After a charlatan fleeced my family, I decided to
was treated bad ly by my peers.
learn the trade so I would never be fooled by such
4- 5 I spent most of my childhood alone, with no
deception again .
close friends.
6 I was poor or I feared becoming poor, so I learned
6-8 Others saw me as being different or strange,
the tricks I needed to keep myself out of poverty.
and so I had few compan ions.
9- 12 I had a few close friends and lived an ordinary
childhood.

CHAPTER I I C H ARACTER OPTI ONS


CRIMINAL d6 I became a guild artisan because ...
d6 I became a criminal because ... 3 One of my family members who belonged to the
I resented authority in my younger days and saw a guild made a place for me.
life of crime as the best way to fight against tyranny 4 I was a lways good with my hands, so I took the op-
and oppression. portunity to learn a trade.
2 Necessity forced me to take up the life, since it was 5 I wanted to get away from my home situation and
the only way I could survive. start a new life.
3 I fell in with a gang of repro bates and ne'er-do- 6 I learned the essentials of my craft from a mentor
wells, and I learned my specialty from them. but had to join the guild to fi nish my training.
4 A parent or re lative taught me my crim inal spe-
cialt y to prepare me for the family business. HERMIT
5 I left home and found a place in a thieves' gu ild or d6 I became a hermit because ...
some other crim inal organization.
My enemies rui ned my reputation, and I fled to the
6 I was always bored, so I turned to crime to pass the
wilds to avoid further disparagement.
time and discovered I was quite good at it.
2 I am comfortable with being isolated, as I seek
inner peace.
ENTERTAIN ER
3 I never liked the people I called my friends, so it
d6 I became a n e ntertainer because ... was easy for me to strike out on my own.
Members of my family made ends meet by per- 4 I felt compelled to forsake my past, but did so with
forming, so it was fitting for me to follow their great reluctance, and sometimes I regret making
example. that decision.
2 I always had a keen insight into other people, 5 I lost everything-my home, my family, my friends.
enough so that I could make them laugh or cry Going it alone was all I could do.
with my stories or songs. 6 Society's decadence disgusted me, so I decided to
3 I ran away from home to fo llow a m instrel troupe. leave it behind.
4 I saw a bard perform once, and I knew from that
moment on what I was bo rn to do. NOBLE
5 I earned coin by performing on street corne rs and d6 I became a noble because ...
eventually made a name for myself.
I come from an old and storied fam ily, and it fell to
6 A traveling entertainer took me in and taught me
me to preserve t he family name.
the trade.
2 My family has been disgraced , and I intend to clear
our name.
FOLK HERO
3 My family recently came by its title, and that eleva-
d6 I became a folk hero because ... tion thrust us into a new and strange world.
I learned what was right and wrong from my family. 4 My family has a title, but none of my ancestors
2 I was always enamored by tales of heroes and have distinguished themselves s ince we gained it.
wished I cou ld be something more than ordinary. 5 My family is filled with remarkable people. I hope
3 I hated my mundane life, so when it was time for to live up to their examp le.
someone to step up and do the right thing, I took 6 I hope to increase my fam ily's power and influence.
my chance.
4 A parent or o ne of my relatives was an adventurer, OUTLANDER
and I was inspired by that person's courage. d6 I be.came an outlander because ...
5 A mad old hermit spoke a prophecy when I was
I spent a lot of time in the wilderness as a young-
born, saying that I would accomplish great things.
ster, and I came to love that way of life.
6 I have always stood up for those who are weaker
2 From a young age, I couldn't abide the stink of the
than I am.
cities and preferred to spend m y time in nature.
3 I came to understand the darkness that lurks in the
GUILD ARTISAN
wilds, and I vowed to combat it.
d6 I becam e a guild artisan because ... 4 My people lived on the edges of civilization, and I
I was apprenticed to a master who taught me the learned the methods of survival from my famil y.
guild's business. 5 After a tragedy I retreated to the wilderness, leav-
2 I helped a guild artisan keep a secret or complete a ing my old life behind.
task, and in return I was taken on as an apprentice. 6 My family moved away from civil ization, and I
learned to adapt to my new environment.

CHAPTER 1 I CHARACTER OPTIONS


S AGE d6 I became an urchin because . ..
d6 I became a sage because ... 3 Monsters wiped out my village, and I was the sole
I was naturally curious, so I packed up and went to survivor. I had to fi nd a way to survive.
a university to learn more about the world. 4 A notorious thief looked after me and other or-
2 My mentor 's teachings opened my mind to new phans, and we spied and stole to earn our keep.
possibilities in that field of study. 5 One day I woke up on t h e streets, alone and hun-
3 I was always an avid reader, and I learned much gry, with no memory of my early childhood.
about my favorite topic on my own. 6 My parents died , leaving no one to look after me. I
4 I discovered an old library and pored over the texts raised myself.
I found there. That experience awakened a hunger
for more knowledge. CLASS TRAINING
5 I impressed a wizard who told me I was squander- lf you haven't chosen your class yet, do so now, keeping
ing my talents and should seek out an education to in mind your background and all the other details you
take advantage of my gifts. have established so far. Once you've made your selec-
tion, roll a d6 and find the number you rolled on the ap-
6 One of my parents or a relative gave me a basic ed-
propriate table in this section, which describes how you
ucation that whetted my appetite, and I left home
came to be a me mber of that class.
to build on what I had learned. T he class sections earlier in this chapter have further
s tory suggestions, which you can use in concert with the
SAILOR material here.
d6 I became a sailor becaus e ...
BARBARIAN
I was p ress-ganged by pirates and forced to serve
on their shi p unti l I fina lly escaped. d6 I became a barbaria n because ...

2 I wanted to see the world, so I signed on as a deck- My devotion to my people lifted me in battle, mak-
hand for a merchant ship. ing me powerful and dangerous .
3 One of my relatives was a sailor who took me to 2 The spirits of my ancestors called on me to carry
sea. out a great task.
4 I needed to escape my community quickly, so I 3 I lost control in battle one day, and it was as if
stowed away on a ship . When the crew found me , I something else was ma nipulating my body, forcing
was forced to work for m y passage. it to kill every foe I could reach .
5 Reavers attacked my community, so I found refuge 4 I went on a spiritua l journey to find myself a nd
on a ship until I could seek vengeance. instead found a s pirit animal to guide, protect, and
6 I had few prospects where I was living, so I left to inspire me.
find my fortune elsewhere. 5 I was struck by lightning and lived . Afterward, I
fou nd a new strength with in me that let me push
beyond my limitations.
SO LDIER
6 My anger needed to be channeled into battle, or I
d6 I became a s oldier beca use ...
risked becoming an indiscriminate killer.
I joined the militia to help protect my community
from monsters.
BARD
2 A relative of mine was a soldier, and I wanted to
carry on the family tradition . d6 I beca m e a bard becau se ...

3 The local lord forced me to enlist in the army. I awakened my latent bardic abilities through trial

4 War ravaged my homeland while I was growing u p . and error.


Fighting was the only life I ever knew. 2 I was a gifted performer and attracted the atten-

5 I wanted fame and fortune, so I joined a mercenary tion of a master bard who schooled m e in the o ld

company, sell ing my sword to the highest bidder. techniques .


3 I joined a loose society of scholars and o rators to
6 Invaders attacked my homeland. It was my duty to
take up arms in defense of my people. learn new techniques of performance and magic.
4 I fe lt a calling to recount the deeds of champions
and heroes , to bring them alive in song and story.
URCHIN
5 I joined one of th e great colleges to learn old lore,
d6 I beca m e a n urchin because ...
the secrets of magic, and the art of performance.
Wanderlust caused me to leave my fami ly to see
6 I picked up a mus ical instrument o ne day and in-
the world. I look after myself.
stantly discovered that I could play it.
2 I ran away from a bad situation at home and made
my own way in the world .

CHAPTER 1 I CHARACTER OPTIONS


CLERIC
d6 I beca me a cleric because ...
A supernatu ral being in service to th e gods called
me to become a divine agent in the world.
2 I saw the injustice and horror in the world and felt
moved to take a stand against them.
3 My god gave me an unmistakable sign. I dropped
everything to serve the divine.
4 Although I was always devout, it wasn 't until I com -
pleted a pilgrimage that I knew my true calling.
5 I used to serve in my religion's bureaucracy but
found I needed to work in the wo rld, to bring t he
message of my faith to the darkest corners of the
land.
6 I realize that my god works through me, and I do as
commanded, even though I don't know why I was
chosen to serve.

DRUID
d6 I became a druid because ...
I saw too much devastation in the wild places, too
much of nature's splendor ruined by the despoil-
ers. I joined a circle of druids to fight back against
the enemies of nature.
2 I found a place a mong a group of druids after I fled
a catastrophe.
3 I have always had an affin ity for animals, so I ex-
plored my talent to see how I cou ld best use it.
4 I befriended a druid and was moved by druidic
teachings . I decided to follow my friend's guidance
and give something back to the world .
5 While I was growing up, I saw spi rits all around
me- entities no one else could perceive. I sought Too11V. HER HUMBLE ORIGINS Fl\R B E HIND HER, SHE Hl\S BECOME
I\ \Vl~l\RO OF GREAT RENOWN \V ITH I\ F L l\IR FOR THE HIGH SEl\S
out the druids to help me understand the vis ions
and communicate with these beings.
6 I have a lways felt disgust for creatures of unnatural
MONK
origin. For this reason, I immersed myself in the
d6 I beca me a monk beca use ...
study of the druidic mysteries and became a cham-
pion of the natural order. I was chosen to study at a secluded monastery.
There, I was taught the fundamental techniques
required to eventually master a tradition.
FIGHTER
2 I sought instruction to gain a deeper understand-
d6 I became a fighter because ...
ing of existence and my place in the world.
I st~mbled into a portal to the Shadowfell and took
I wanted to hone my combat skills, and so I joined
3
a war college.
refuge in a strange monastery, where I learned how
2 I squi red for a knight who taught me how to fight, to defend myself against the forces of darkness.
care for a steed , and conduct myself with honor. I
4 I was overwhelmed with grief after losing someone
decided to take up that path for myself.
close to me, and I sought the advice of philoso-
3 Ho rrible monsters descended on my community, phers to help me cope with my loss.
killing someone I loved. I took up arms to destroy
5 I could feel that a special sort of power lay within
those creatures and others of a simi lar nature.
me, so I sought out those who could help me call it
4 I joined the army a nd learned how to fight as part forth and master it.
of a group.
6 I was wild and undisciplined as a youngster, but
5 I grew up fighting, and I refined my talents by de then I realized the error of my ways. I applied to a
fending myself against people who crossed me. monastery and became a monk as a way to live a
6 I could always pick up just about a ny weapon and life of discipline.
know how to use it effectively.

CH,\PTER I I CHARACTER OPTIONS


ROGUE
d6 I became a rogue because ...
I've always been nimble and quick of wit, so I de-
cided to use those ta lents to help me make my way
in the world .
2 An assassin or a th ief wronged me, so I focused
my training on mastering the skills of my enemy to
better combat foes of that sort.
3 An experienced rogue saw something in me and
taught me several useful t ricks.
4 I decided to turn m y natural lucky streak into the
basis of a career, though I still realize that improv-
ing my skills is essential.
5 I took up with a group of ruffians who showed m e
how to get what I want through sneakiness rather
than direct confrontation.
6 I'm a sucker fo r a shiny bauble o r a sack of coins,
as long as I can get my hand s on it without risking
life and limb.
PALADIN
d6 I became a paladin because ...
SORCERER
A fantastical being appeared before me and called
d6 I became a sorcerer because ...
on me to undertake a holy quest.
When I was born, all the water in the house froze
2 One of my ancestors left a holy quest unfulfilled ,
solid , the milk spoiled, or all the iron turned to cop-
so I intend to finish that work.
per. My family is convinced that this event was a
3 The world is a dark and terrible place. I decid ed to
harbinger of stranger t hings to come for me .
serve as a beacon oflight shining out against the
2 I s uffered a terrible emotiona l or phys ical strain,
gathering shadows.
which brought forth my latent magical power. I
4 I served as a palad in's squ ire , learn ing all I needed
have fought to control it ever since.
to swear my own sacred oath.
3 My immediate fami ly never s poke of my ancestors,
5 Evil must be opposed on all fronts. I feel com-
and when I asked, they would change the subject.
pelled to seek out wickedness and purge it from
It wasn't until I started displaying strange talents
the world.
that the full truth of my heritage came out.
6 Becoming a paladin was a natural consequence of
4 When a monster threatened one of my friends, I
my unwave ring fa ith. In taking my vows , I became
became filled with anxiety. I lashed out instinctively
the holy sword of my religion.
and blasted the wretched thing with a force that
came from within me.
RANGER
5 Sensing something special in me, a stranger taught
d6 I became a ranger because ...
me how to control m y g ift.
I found purpose while I honed my hunting skills by 6 After I escaped from a magical conAagration, I
bringing down dangerous animals at the edge of realized that though I was unharmed, I was not
civilization. unchanged. I began to exhibit unusual abil ities that
2 I a lways had a way with animals, able to calm them I am just beginning to understand .
with a soothing wo rd and a touch.
3 I suffer from terrible wa nderlust, so being a ranger WARLOCK
gave me a reason not to remain in one place fo r
d6 I became a warlock because ...
too long.
While wandering around in a forbidden place, I
4 I have seen what happens when the monsters
encountered an otherworldly being that offered to
come out from t he dark. I took it upon myself to
enter into a pact with me.
become the first line of defense against the evils
2 I was examining a strange tome I found in an aban-
that lie beyond civilization's borders.
doned library when the entity that would become
5 I met a grizzled ranger who taught me woodcraft
my patron suddenly appeared before me.
and the secrets of the wild lands.
6 I served in an army, learning the precepts of my
professio n while blazing trails and scouting e nemy
encampments.

CHAPTER 1 I CHARACTER OPTIONS


d6 I became a warlock because ... LIFE EVENTS BY AGE

3 I stumbled into the clutches of my patron after I ac- dlOO Current Age Life Events
cidenta lly step ped through a magical doorway. 01 - 20 20 years o r younger
4 Whe n I was faced with a terrible crisis, I prayed to 21-59 21-30 years ld4
any being who wou ld listen, and the creat ure that 60- 69 31- 40 years ld6
answered became my patron. 70-89 41 - 50 years ld8
5 My future patron vis ited me in my dreams an d of- 90-99 51 - 60 years ldlO
fe red great power in exchange fo r my service. 00 61 yea rs or o lde r ld12
6 One of my ancestors had a pact with my patron, so
t hat entity was determined to bind me to the same LIFE EVENTS
agreement. dlOO Event
01 - 10 You suffered a tragedy. Roll on the Tragedies t able.
WIZARD
11 -20 You gained a bit of good fortu ne. Roll on the Boons
d6 I became a wizard because ... tab le.
An old wizard chose m e from among several candi- 21-30 You fe ll in love or got married . If you get this result
dates to serve an apprenticeship. more than once, you can choose to have a child
2 When I became lost in a fores t, a hedge wizard instead. Work with you r DM to determine the iden-
found me, took me in, and taught me t he rudi- tity of your love interest.
ments of magic. 31 -40 You made an enemy of an advent ure r. Roll a d6. An
3 I grew up listening to tales of great wizards and odd num ber indicates you are to blame for t he rift,
knew I wanted to follow their path. I strove to be and an even number indicates you are blameless.
accepted at an academy of magic and succeeded. Use the supplemental tables a nd wo rk with your
4 One of my relatives was an accom plished wizard DM to determine this hostile character's identity
who decided I was smart enough to learn the craft. and the danger th is enemy poses to you.
5 While exploring an old tomb, libra ry, or tem ple, 41 - 50 You made a friend of an adventurer. Use the sup-
I fo und a spellbook. I was immediately driven to plemental tables and work wi th your DM to add
learn all I could about becoming a wizard. more detail to this friend ly character and establish
6 I was a prodigy who demonstrated mastery of the how your friendship began.
arcane arts at an early age. When I became old 51-70 You spent ti me working in a job related to your
enough to set o ut on m y own, I did so to learn background . Start the game with an extra 2d6 g p.
more magic and expand my power. 71-75 You met someone important. Use the supplemen-
tal tables to determine this character's identity and
LIFE EVENTS how this individual feels about you. Work out ad-
No matter how long you've been a live, you have expe- ditiona l details with yo ur DM as needed to fit this
rienced at least one s ignature event that has markedly character into your backstory.
influenced your character. Life events include wond rous 76- 80 You went on an adventure. Roll on the Adventures
happenings a nd tragedies, conflicts a nd s uccesses, and table to see what happened to you. Work with your
encounters with the unusual. They can help to explain DM to determine the nature of t he adventure a nd
why your character became a n adventurer, a nd some the creatures you encounte red.
might sWI affect your life even after they a re long over. 81-85 You had a supernatural experience. Roll on t he Su-
The older a character is, the greater the chance for pernatural Events table to find out what it was.
multiple life events, as s hown on the Life Events by Age
86-90 You fought in a battle. Roll on th e War table to
table. If you have a lready chosen your cha racter's start-
ing age, see the en try in the Life Events column that learn what happened to you. Work with your DM to
corresponds to how old you a re. Otherwise, you can roll come up with the reason for the battle and the fac-
dice to determine you r curre nt age a nd number of life tions involved. It might have been a small conAict
events ra ndomly. between your com mu nity and a band of ores, or it
After you know the nu mber of life events your charac- could have been a major battle in a larger war.
ter has experienced, roll once on the Life Events table 91-95 You committed a crime or were wrongly accused of
for each of them. Many of the results on that table direct doi ng so. Roll on the Crime table to determine the
you to one of the secondary tables that follow. Once you nature of the offense and on the Punishm ent table
have determined a ll of your character's life events, you
to see what became of you.
can arrange them in any chronological order you see fit.
96-99 You encountered something magical. Roll on the
Arcane Matters table.
00 Som ething truly strange happened to you . Roll on
the Weird Stuff table.

CHAPTER 1 I CHARACTER OPTIONS


SECONDARY TABLES BOONS
These tables add detail to many of the results on the Life dlO Boon
Events table. The tables are in alphabetical order. A friendly wizard gave you a spell scroll containing
one cantrip (of the DM's choice).
ADVENTURES
2 You saved the life of a commoner, who now owes
dl 00 O utcome
you a life debt. This individual accompanies you on
01-10 You nearly died. You have nasty scars on your your travels and performs mundane tasks for you,
body, and you are m issing an ear, ld3 fingers, or but will leave if neglected, abused, or imperiled.
ld4 toes. Determine details about this c haracter by using the
11 - 20 You suffered a grievous injury. Although the wound supplemental tables and working with your DM .
healed, it still pains you from time to time. 3 You found a riding horse.
21-30 You were wounded, but in time you fu lly recovered. 4 You found some money. You have l d20 gp in addi-
31- 40 You contracted a disease while exploring a filthy tion to your regular starting fun d s.
warren. You recovered from the disease, but you S A relative bequeathed you a s imple weapon of your
have a persistent cough, pockmarks on your skin,
choice.
or prematurely gray hair.
6 You found something interesting. You gain one
41-50 You were poisoned by a trap or a monster. You re- additional trinket.
covered, but the next time you must make a saving
7 You once performed a service for a local temple.
throw against poison, you make the saving throw
The next time you visit the temple, you can receive
with disadvantage.
healing up to your hit point maximum.
51-60 You lost something of sentimental value to you
8 A friendly alchemist gifted you with a potion of
during your adventure. Remove one trinket from
healing or a flask of acid, as you choose.
your possessions.
9 You found a treasure map.
61-70 You were terribly frighte ned by something you en-
10 A distant relative left you a stipend that enables
countered and ran away, abandoning your compan-
you to live at the comfortable lifest yle for ld20
ions to their fa te.
years. If you choose to live at a higher lifest yle, you
71-80 You learned a great dea l d uring your adventure.
reduce the price of the lifestyle by 2 gp duri ng that
The next time you make an ability check or a saving
time period.
throw, you have advantage o n the roll .
81-90 You found some treasure on your adventure. You
CRIME
have 2d6 gp left from your share of it.
d8 Cri me
91-99 You found a considerable amount of treasure on
your adventure. You have ld20 + 50 gp left from 1 Murder
your share of it. 2 Theft
00 You came across a common magic item (of the 3 Burglary
DM's choice). 4 Assault
5 Smuggling
ARCANE MATTERS 6 Kidnapping
7 Exto rtion
dlO Magical Event
8 Counterfeiting
1 You were c harmed o r frightened by a spell.
2 You were injured by the effect of a spell.
PUNISHMENT
3 You witnessed a powerful spell being cast by a
cleric, a druid, a sorcerer, a warlock, or a wizard. d1 2 Punishment
4 You drank a potion (of the DM 's choice}. 1-3 You did not commit the crime and were exonerated
S You found a spell scroll (of the DM 's choice} and after being accused.
succeeded in casting the spell it contained. 4-6 You committed the crime or helped do so, but
6 You were affected by teleportation magic. nonetheless the authorities found you not guilty.
7 You turned invisible for a time. 7-8 You were nearly caught in the act. You had to flee
8 You identified an illusion for what it was . and are wanted in the community where the crime
9 You saw a creature being conjured by magic. occurred.
10 Your fortune was read by a diviner. Roll twice on 9-12 You were caught and convicted. You spent time in
the Life Events table, but don't apply the results. jail, chained to an oar, or perform ing hard labor.
Instead, the DM picks one event as a portent of You served a sentence of ld4 years or succeeded in
your future (which might or might not come true). escaping after that much time.

CHAPTER I ( CHARACTER OPTIO"NS


-
SUPERNATURAL EV ENT S
dlOO Event
01 - 05 You were ensorcelled by a fey and enslaved for l d6
years before you escaped.
06- 10 You saw a demon and ran away before it could do
anything to you.
11 - 15 A devil tempted you. Make a DC 10 Wisdom saving
throw. On a failed save, your alignment shifts one
step toward evil (if it 's not evil already), and you
start the game with an additional l d20 + 50 gp.
16-20 You woke up one morning miles from your ho me,
with no idea how you got there.
21- 30 You visited a holy site and felt the presence of the
divin e there.
31- 40 You witnessed a falling red star, a face appearing in
th e frost , or some other bizarre happening. You are
certain that it was an omen of some sort.
41 - 50 You escaped certain death and believe it was the
intervention of a god that saved you .
51-60 You witnessed a minor miracle.
61 - 70 You explored an empty house and found it to be
haunted.
dl2 Tragedy
71 -75 You were briefly possessed. Roll a d6 to determine
what type of creature possessed you: l , celestial; 2,
8 A terrible blight in your home community caused
crops to fail, and many starved. You lost a sibling
devil; 3, demon; 4, fey; 5, elemental; 6, undead.
o r some other family member.
76-80 You saw a ghost.
9 You did something that bro ught terrible shame to
81-85 You saw a ghoul feed ing on a corpse.
you in the eyes of your fam ily. You might have been
86-90 A celestial or a fiend visited you in your dreams to
involved in a scandal, dabbled in dark magic, or
give a warning of dangers to come.
offended someone important. The attitude of your
91-95 You briefly visited the Feywild or the Shadow fell.
fam ily members toward you becomes indifferent at
96- 00 You saw a portal that you believe leads to another
best, though they might eventually forgive you .
plane of existence.
10 For a reason you were never told, you were exiled
from your community. You then either wandered in
TRAGEDIES
the wi lderness for a time or promptly found a new
dl 2 Traged y place to live.
1-2 A family member or a close friend died. Roll on 11 A romantic relationsh ip ended . Roll a d6. An odd
the Cause of Death supplemental table to find out number means it ended with bad fee lings, while an
how. even number means it ended amicably.
3 A friendship ended bitterly, and the other person 12 A current or prospective romantic partner of yours
is now hostile to you. The cause might have been a died . Roll on the Cause of Death supplemental
m is understanding or something you or the former table to find out how. If the resu lt is murder, roll a
friend d id. dl2. On a l , you were responsib le, whether directly
4 You lost all your possessions in a d isaster, and you or indi rectly.
had to rebuild your life.
5 You were imprisoned for a crime you didn't com- WAR
mit and spent ld6 years at hard labor, in jail, or
dl2 War O utcome
shackled to an oa r in a slave galley.
You were knocked out and left fo r dead . You woke
6 War ravaged your home community, reducing ev-
up hours later with no recollection of the battle.
erything to rubble and ruin . In the aftermath, you
2-3 You were badly injured in the fight, a nd yo u still
either helped your town rebuild or moved some-
bea r the awful scars of those wounds.
where else.
4 You ran away from t he battle to save your life, but
7 A lover d isa ppeared without a trace. You have been
you still feel shame for your cowardice.
looking for that person ever since.
5- 7 You suffered on ly minor injuries, and the wounds
all healed without leaving scars.

CHAPTER l I CHARACTER OPTTONS


dl2 War O utcome 3d6 Alignment
8-9 You survived the battle, but you suffer from terrible 13-15 Neutral good
nightmares in which you relive the experience. 16-17 Lawful good (50%) or lawful neutra l (50%)
10-11 You escaped the battle unscathed, though many of 18 Chaotic good (50%) or chaotic neutral (50%)
your friends were injured or lost .
12 You acquitted yourself well in battle and are re- CAUSE O F DEAT H
membered as a hero. You might have received a dl 2 Cause of Death
medal for your bravery.
Unknown
2 Murdered
W EIR D ST UF F
3 Killed in battle
dl2 What Happened 4 Accident related to class or occupation
You were turned into a toad and remained in that 5 Accident unrelated to class or occupation
form for ld4 weeks. 6-7 Natural causes, such as disease or old age
2 You were petrified and remained a s tone statue for 8 Apparent suicide
a time until someone freed you. 9 Torn apart by an an imal or a natural disaster
3 You were enslaved by a hag, a satyr, or some other 10 Consumed by a monster
being and lived in that creature's thrall for ld6 11 Executed for a crime or tortured to death
years.
12 Bizarre event, such as being hit by a meteorite,
4 A d ragon held you as a prisoner for ld4 months struck down by an angry god, or ki lled by a hatch-
until adventurers killed it. ing s laad egg
5 You were taken captive by a race of evil humanoids
such as drow, kuo-toa , or quaggoths. You lived as a
CLASS
slave in the Underdark until you escaped.
dlOO Clas s
6 You served a powe rfu l adventurer as a hireling. You
have only recently left that service. Use the supple- 01-07 Barbarian
mental tables and work with your DM to determine 08-14 Bard
the basic details about yo ur former employer. 15-29 Cleric
7 You went insane for l d6 years and recently re- 30- 36 Druid
gained your sanity. A tic or some other bit of odd 37-52 Fighter
behavior might linger. 53-58 Mon k
8 A lover of yours was secretly a silver dragon . 59-64 Paladin
9 You were captured by a cult and nearly sacrificed 65-70 Ranger
on an altar to the fo ul being the cultists served. 71-84 Rogue
You escaped, but you fear they will find you. 85-89 Sorcerer
10 You met a demigod , an archdevil , an archfey, a de- 90-94 Warlock
mon lord, or a titan, and you lived to tell the tale. 95-00 Wizard
11 You were swallowed by a giant fish and spent a
month in its gullet before you escaped. OCCUPATION
12 A powerful being granted you a wish, but you d l OO Occupation
squandered it on something frivolous. 01-05 Academic
06-10 Adventurer (roll on the Class table)
SUPPLEMENTAL TABLES 11 Aristocrat
The supplemental tables below give you a way to ran- 12-26 Artisa n or guild member
domly determine characteristics and other facts about 27-31 Criminal
individuals who are part of your character's life. Use 32-36 Entertainer
these tables when directed to do so by another table, or
37-38 Exile, hermit, or refugee
when you simply want to come up with a piece of infor-
mation quickly. The tables are in alphabetical order. 39-43 Explorer or wanderer
44- 55 Farmer or herder
A LI GNME NT 56-60 Hunter or trapper
3d6 Alignment 61 -75 Laborer
3 Chaotic evil (50%) or chaotic neutral (50%) 76-80 Merchant
4-5 Lawful evil 81- 85 Politician or bureaucrat
6- 8 Neutral evil 86-90 Priest
9- 12 Neutral 91-95 Sailor
96- 00 Soldier

CHAPTER 1 I CHARACTER OPTIONS


RACE
RACIAL FEATS
dlOO Race
Leveling up in a class is the main way a character
01-40 Human evolves during a campaign. Some DMs a lso allow the
41-50 Dwarf use of feats to customize a character. Feats a re an op-
51 - 60 Elf tional rule in chapter 6, "Customization Options," of the
61-70 Halfling Player's Handbook. The DM decides whether they're
71-75 Dragon born used a nd may also decide that some feats are available
in a campaign and others aren't.
76- 80 Gnome
This section introduces a collection of special feats
81-85 H alf-elf
that a llow you to explore your character's race fur-
86-90 Half-ore ther. These feats are each associated with a race from
91-95 Tiefling the Player's Handbook, as summarized in the Racial
96- 00 DM's choice Feats table. A racial feat represents either a deepening
connection to your race's culture or a physical trans -
RELATIONSHIP
formation tha t brings you closer to a n aspect of your
race's lineage.
3d4 Attitude The cause of a particular transformation is up to you
3-4 Hostile and your DM. A transformational feat can symbolize a
5-10 Friendly latent quality that has emerged as you age, o r a transfor-
11-12 Indifferent mation might be the result of an event in the campaign,
s uch as expos ure to powerful magic or visiting a place of
ancient s ignificance to your race. Transformations a re a
STATUS
fundamental motif of fantasy literature and folklore. Fig-
3d6 Status uring out why your character has changed can be a r ich
3 Dead (roll on the Cause of Death table) addition to your campaign's story.
4-5 Missing o r unknown
RACIAL FEATS
6-8 Alive, but doing poorly due to injury, financial trou-
ble, or relation ship difficulties Race Feat
9-12 Alive and well Dragon born Dragon Fear
13-15 Alive and quite successful Dragon born Dragon Hide
16- 17 Alive and infamous Dwarf Dwarven Fortitude
18 Alive and famous Dwarf Squat Nimbleness
Elf Elven Accuracy
WHAT'S NEXT? Elf (drow) Drow High Magic
W hen you're finished using these tables, you' ll have a Elf (high) Fey Teleportation
collection of facts and notes that- at a minimum- encap- Elf (wood) Wood El f Magic
s ulate what your character has been doing in the world Gnome Fade Away
up till now. Sometimes that might be all the information Gnome Squat Nimbleness
you want, but you don't have to stop there. Half-elf Elven Accuracy
By using your creativity to stitch a ll these bits together Half-elf Prodigy
into a continuous narrative, you can create a fu ll-Aedged
Half-ore Orcish Fury
autobiography for your character in as little as a few
sentences-an excellent example of how the whole is Half-ore Prodigy
greater than the sum of its parts. Halfling Bountiful Luck
Did you get a couple of results on the tables that don't Halfling Second Chance
outright contradict each other but also don't seem to fit Halfling Squat Nimbleness
together smoothly? If so, now is your chance to expla in Human Prodigy
what happened to you. For instance, let's say you were Tiefling Flames of Phlegethos
born in a castle, but your childhood home was in the
Tiefl ing Infernal Constitution
wilderness. It could be that your parents traveled from
their forest home to seek help from a midwife at the
castle when your mother was close to giving birth. Or T he feats are presented below in alphabetica l order.
your parents might have been me mbers of the castle's
staff before you were born, but they were released from BOUNTIFUL LUCK
service soon after you came into the world. Prerequisite: Halffing
In add ition to deepening your own roleplaying experi- Your people have extraordinary luck, which you have
ence, your character 's history presents your DM with op- learned to mystically lend to your companions when you
portunities to weave those elements into the story of the see them falter. You're not sure how you do it; you just
campaign. Any way you look at it, addi ng definition to wish it, and it happens. Surely a s ign of fortune's favor!
your character's pre-adventuring life is time well spent.

CHAPTER I I CHARACTER OPTIONS


When an ally you can see within 30 feet of you rolls a Whenever you ta ke the Dodge action in combat, you
1 on the d20 for an attack roll, an ability check, or a sav- can spend one Hit Die to heal yourself. Roll the die,
ing throw, you can use your reaction to le t the ally reroll add your Constitution modifier, a nd regain a number
the die. The a lly must use the new roll. of hit points equal to the total (minimum of 1).
When you use this ability, you can't use your Lucky
racial trait before the end of your next turn. ELVEN ACCURACY
Prerequisite: Elf or half-elf
DRAGON FEAR
The accuracy of elves is legendary, especially that of elf
Prerequisite: Dragonborn a rchers a nd s pe llcasters. You have uncanny aim with at-
When angered, you can radiate menace. You gain the tacks that rely on precis ion rat her than brute force. You
following benefits: gain the following benefits:
Increase your Strength, Constitution, or Cha risma Incr ease your Dexterity, I ntelJigence, Wis dom, or Cha-
score by l , to a max imum of 20. risma score by 1, to a max imum of 20.
Instead of ex haling destructive energy, you can ex- Whenever you have adva ntage on an attack roll us ing
pend a use of your Breath Weapon tra it to roar, forcing Dex terity, Intelligence, Wisdom, or Charis ma, you can
each creature of your choice within 30 feet of you to reroll one of the dice once.
m a ke a Wisdom saving throw (DC 8 + your proficiency
bonus + your Charism a modifier). A target a utomati- FADE AWAY
cally s ucceeds on the save if it can't hear or see you. Prerequisite: Gnome
On a failed save, a target becomes frighte ned of you
for 1 minute. If the fri ghtened target takes a ny dam- Your people a re clever, with a knack for illusion magic.
age, it can repeat the saving throw, endin g the effect You have learned a magical trick for fading away when
on itself on a s uccess. you s uffer harm. You gain the following benefits:
Increase your Dexterity or Intelligence score by 1, to a
DRAGON HIDE maxi mum of20.
Prerequisite: Dragonborn Immediately after you take damage, you can use a
reaction to magically become invis ible until the end
You manifest scales a nd claws reminiscent of your dra-
of your next turn or until you attack, deal damage,
conic an cestors. You gain the following benefits: or force someone to make a saving throw. Once you
Increase your Strength, Constitution, or Charisma use this ability, you can't do so again until you finish a
score by 1, to a maximum of 20. s hort or long rest.
Your scales harden. While you aren't wearing a rmor,
you can calculate your AC as 13 +your Dexterity mod- FEY TELEPORTATION
iJier. You can use a s hield and sti ll gain this benefit. Prerequisite: Elf (high)
You grow retracta ble claws from the tips of your fin-
gers. Extending o r retracting the claws requires no Your study of high elven lore has unlocked fey power
actfon. The claws a re natural weapons, which you can that few other e lves possess, except your eladrin cous-
use to ma ke una rmed strikes. If you hit with them, you ins. Drawi ng on your fey ancestry, you can momentarily
deal s las hing da mage equal to ld4 +your Strength s tride through the Feywild to shorte n your path from
modifier, ins tead of the normal bludgeoning da m age one place to anothe r. You gain the following bene fits:
for an una rmed s trike. Increase your Intelligence or Charis ma score by 1, to
a max imum of 20.
DROW HIGH MAGIC You learn to speak, read, and write Sylvan.
Prerequisite: Elf (drow) You learn the mis ty step spell a nd can cast it o nce
without expending a s pell s lot. You regain the abi l-
You learn more of the magic typical of dark elves. You ity to cast it in this way when you finish a s hort or
learn the detect magic s pell and can cast it at will, w ith- lo ng rest. Intelligence is your spellcasting abil ity for
out expending a spe ll s lot. You also learn levitate and
this spell.
dispel magic, each of which you can cast once without
expend ing a spell s l.o t. You r egain the ability to cast FLAMES OF PHLEGETHOS
those two spells in this way when you finish a long rest.
Charisma is your s pellcasting ability for a ll three s pells. Prerequisite: Tiefling
You learn to call on he llfire to serve your comma nds .
DWARVEN FORTITUDE You gain the following benefits:
Prerequisite: Dwarf Increase your Intelligence or Charisma score by 1, to
You have the blood of dwarf heroes flow ing through a maximum of 20.
your veins. You gain the following benefits: When you roll fire da mage for a s pell you cast, you can
reroll any roll of 1 o n the fire damage dice, but you
Increase your Constitution score by 1, to a max-
must use the new roll, even if it is a nother 1.
imum of20.
Whenever you cast a spell that deals fire damage, you
can cause Hames to wreathe you until the e nd of your
n ext turn. T he flames don't ha rm you or your posses- SQUAT NIMBLENESS
s ions, and they sh ed bright light out to 30 feet a nd dim
light for a n addition a l 30 feet. While the fla m es a r e Prerequisite: D warf or a S m all race
present, a ny c reature within 5 feet of you tha t hits you Yo u a re uncommonly nimble for yo ur race. You ga in th e
with a melee attack takes ld4 fire da mage. following be n efits:
Inc rease your S tre ng th or Dexte rity score by l , to a
INFERNAL CONSTITUTION ma ximum of 20.
Prerequisite: Tiefiing Inc rease your walk ing s peed by 5 feet.
F ie ndis h blood runs s trong in you, unlocking a resil- You gain proficiency in the Acrobatics or Athle tics
ience a kin to tha t possessed by some fie nds . Yo u gain s kill (your choice).
the following be ne fits : You have ad van tage on a ny S tren g th (Athle tics) or
D exterity (Acroba tics) c heck you ma ke to escap e from
Incr ease your Cons titution score by 1, to a max- being gra ppled .
imum of 2 0 .
You have resistance to cold dam age a nd poi- Woon ELF MAGIC
son damage.
Yo u have advantage on saving throws agains t be- Prerequisite: Elf(wood)
ing p oisoned . You learn t he magic o f t he primeval woods, w hich ar e
revered a nd protected by your people. You learn one
0RCISH FURY druid ca n trip of your choice. You a lso learn the long-
Prerequis ite: Half-ore strider a nd pass without trace s pells, each of w hic h you
can cast once wit hout expe ndin g a spell s lot. You regain
Yo ur inne r fury burns tirelessly. Yo u gain the follow- t he a bility to cast these two sp ells in this way w he n you
ing benefits: finis h a long rest. Wis d om is your sp ellcasting a bility for
Inc rease your S tre ngth or Cons titution score by 1, to a a ll three s p e lls .
maximum of 20 .
Whe n you hit with a n a ttack us ing a s imple or ma r tia l
weapon , you can roll one of the weapon 's da mage dice
a n additiona l time a nd add it as extra da mage of the
weapon's d a mage type . Once you use this a bility, you
ca n 't use it aga in until you finis h a s hort or lo ng rest.
Immedia tely afte r you use your R ele ntless Endur-
a nce tra it, you can use your reaction to m a ke on e
weapon a ttack.

PRODIGY
Prerequisite: Half-elf, half-ore, or human
You have a knack for lea rning new thi ngs. You gain the
following be nefits:
You gain one s kill proficiency of your c hoice, o ne tool
proficie n cy of your choice, a nd flue ncy in one la nguage
of your ch oice.
Choose one s kill in w hic h you have proficie ncy. You
ga in exp e r tise with tha t s kill, whic h means your profi-
cie n cy bonus is doubled for a ny a bility check you ma ke
with it. The skilJ you c hoose mus t be one tha t is n't
already ben efitin g from a feature, s uc h as Exp e rtise,
t hat doubles your pro ficie n cy bonus.

SECOND CHANCE
P rerequis ite: Haffling
Fortune favors you whe n s omeone tries to s trike you.
You gain the follow ing be ne fits:
Increase your D exterity, Cons tit ution, o r Ch aris m a
score by l , to a m aximum of 2 0 .
When a c re ature you can see hits you w ith an a ttack
roll, you can use your reaction to force tha t c reature to
reroll. Once you use this a bility, you ca n't use it again
until you roll initia tive at the s ta rt of comba t or until
you finjs h a s hort or long rest.

CHAPTER I f CRARACTER OPTIONS


CHAPTE R 2
DUNGEO N MASTER 'S TOOLS
S THE DUNGEON M ASTER, YOU OVERSEE turn, you descend up to 500 feet at the end o f that turn.
the game and weave togethe r the story ex- This process continues untiJ the fall ends, either be-
perienced by your players. You're the one cause you hit t he ground or the fa ll is otherwise halted.
who keeps it a ll going, a nd this ch a pter is
for you. It gives you new rules options, as FLYING CREATURES AND FALLING
well as some re fined tools for creating and A flying creature in fligh t falls if it is knocked prone, if
running adventures and campaigns. It is a its speed is reduced to 0 feet, or if it otherwise loses t he
supple me nt to the tools and advice offered ability to move, unless it can hover or it is being held
in the Dungeon Master's Guide. aloft by magic, s uc h as t he fly spell.
The chapter opens with optiona l rules mean t to help If you'd like a flying c reature to have a better ch ance of
you run cer tai n parts of the game more smoothly. The s urviving a fall tha n a no n-flyi ng creature does, use this
chapte r the n goes into g reater de pth on severa l topi cs- rule : s ubtract the creature's cu rrent flying speed from
e ncounter building, random e ncounte rs, traps, magic the distance it fell before calculating falling damage.
items, and downtime-which la rgely relate to how you T his rule is helpful to a flier that is knocked prone but
c reate a nd s tage your adventures. is still conscious and has a c urre nt flying speed that is
The mate ria l in this chapter is meant to make your greater t han 0 feet. T he rule is designed to s im ulate t he
life easie r. Ignore anything you find here that doesn't c reature flapping its w ings furiously o r taking s imilar
help you, a nd don't hesita te to c us tom ize the things t hat measures to slow the velocity of its fall.
you do use. The game's rules exist to serve you and the If you use the rule for rate of fa lling in the previous
games you run. As a lways, make them your own. section, a flying creature descends 500 feet on the turn
w he n it fa lls, just as other c reatures do. But if th a t c rea-
SIMULTAN EOUS EFFECTS tu re starts any of its la ter turns s till falling and is prone,
Most effects in the game h a ppe n in s uccession, follow- it ca n ha lt the fall on its turn by s pe nding ha lf its flying
ing an order set by the rules or the DM. In ra re cases, speed to counte r the prone condition (as if it were stand-
effects ca n happen at the sa me time, especiaUy at t he ing up in mida ir).
start or e nd of a c reature's turn. If two or more things
happe n a t the same time on a character or monste r 's SLEEP
turn, the pe rson at the game table-whe the r player or Just as in the rea l world, D&D characte rs spend ma ny
DM-who controls that creature decides the order in hours s leeping, most often as pa rt of a long rest. Most
which those things happen. For exa mple, if two effects mons te rs a lso need to sleep. While a c reature s leeps,
occur at the e nd of a player c ha racter's turn, the player it is s ubjected to t he unconscious condition. Here a re a
decides wh ic h of the two e ffects happens firs t. few rules that expand o n that basic fact.

FALLING WAKING SOMEONE


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

CHAPTER 2 DUNCl!01' MASTER'S TOOLS


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

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

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

BREWER'S SUPPLIES CALLIGRAPHER'S SUPPLIES


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

CHAPTER 2 I DUNGEON MASTcRs TOOLS


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

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


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

CHAPTER 2 I DUNGEON MJ\STER "S TOOLS


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

CHAPTER 2 I DUNGEON MASTER'S TOOLS


1
LEATHERWORKER S TOOLS NAVIGATOR'S TOOLS

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

MASON'S TOOLS PAINTER'S SUPPLIES


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

CHAPTER 2 I DUNGEON MASTER'S TOOLS


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

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

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

CHAPTER 2 I DUNGEON MASTER'S TOOLS


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

TINKER'S TOOLS PERCEIVING A CASTER AT WORK


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

WooocARVER's TooLs INVALID SPELL TARGETS


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

CHAPTER 2 I DUNGEON MASTER'S TOOLS


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

not recommended that they be combined at the table-


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

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

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

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


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

CHAPTER 2 I DUNC EON M A STER'S TOOLS


DIAGRAM 2.5 : CON E S US ING T OKENS

DI AGRAM 2.G: LI NES USING TOKENS

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

CHAPTER 2 I DUNGEON MASTER'S TOOLS


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

MULTIPLE MONSTERS: 6TH-10TH LEVEL


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

MULTIPLE MONSTERS: llTH-lSTH LEVEL


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

MULTIPLE MONSTERS : 16TH-20TH LEVEL


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

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

CHAPTER 2 DUNGEON MASTER'S TOOLS


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

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

CHAPTER 2 I DUNGEON MASTER'S TOOLS


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

CHAPTER 2 1 DUNGEON MASTER'S TOOLS


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

54-55 2d4 griffons dlOO Encounter


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

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

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


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

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


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

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

CHAPTER 2 I DUNGEON MASTER'S TOOLS


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

CHAPTER 2 I DUNGEON MASTER'S TOOLS


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

CHAPTER 2 I DUNGEON MASTER'S TOOLS


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

CHAPTER 2 I DUNC EON M \STIR'S TOOLS


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

CHAPTER 2 I DUNGEON MASTER'S TOOLS


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

GRASSLAND ENCOUNTERS (LEVELS 6-10)


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

CHAPTER 2 I DUNGEON MASTER'S TOOLS


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

GRASSLAND ENCOUNTERS (LEVELS 11-16)


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

CHAPTER 2 I DUNGEON MASTER'S TOOLS


dlOO Encounter HILL ENCOUNTERS (LEVELS 5-10)

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


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

MOUNTAIN ENCOUNTERS (LEVELS 5-10)


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

CHAPTER 2 I DUNGEON MASTER'S TOOLS


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

CHAPTER 2 I DUNGEON MASTER'S TOOLS


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

CH \PTER !2 I DUNGEON MASTER'S TOOLS


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

CHAPTER 2 I DUNGEON MASTER'S TOOLS

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

CHAPTER 2 I DUNGEON ~ASTER'S TOOLS


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

UNOERDARK ENCOUNTERS (LEVELS l]-20)


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

CHAPTER 2 I DUNGEON MASTER'S TOOLS


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

CHAPTER 2 I DUNGEON MASTER'S TOOLS


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

CHAPTER 2 J DUNGEON MASTER'S TOOLS


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

CHAPTER 2 I DUNGEON MASTER' S TOOLS


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

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

CHAPTER 2 I DUNGEON M AST ER' S TOOLS


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

CHAPTER 2 I DUNC EON MASTER'S TOOLS


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

CHAPTER 2 I DUNC EON MASTER'S TOOLS


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

CHAPTER 2 I DUNGEON MASTER'S TOOLS


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

CHAPTER 2 J DUNGEON MASTER'S TOOLS


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

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


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

CHAPTER 2 1 DUNGEON MASTER'S TOOLS


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

CHAPTER 2 I DUNGEON MASTER'S TOOLS


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

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

CHAPTER 2 ( DUNGEON MASTER'S TOOLS


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

CHAPTER 2 I DUNGEON .MAST.ER'S TOOLS


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

CHAPTER 2 DUNGEON ~IASTER"S TOOLS


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

EXAMPLE RIVAL: HIGH PRIEST CHELDAR DOWNTIME ACTIVITIES


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

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


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

CHAPTER 2 I DUNC EON MASTER'S TOOLS


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

CHAPTER 2 I DUNGEON Ml\STER'S TOOLS


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

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


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

MAGIC I TEM INGREDIENTS


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

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


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

CHAPTER 2 I DUNGEON MASTER'S TOOLS


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

Complications. Ga mbling tends to attract unsavory


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

CHAPTER 2 I DUNGEON MASTER"S TOOLS


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

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

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

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


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

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

CHAPTER 2 I DUNGEON MASTER'S TOOLS


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

2nd 3 days 250 gp Check


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

CHAPTER 2 J DUNGEON MASTER'S TOOLS


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

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

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

CHAPTER 2 I DUNGEON MASTERs TOOLS


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

MAGIC ITEMS AWARDED BY RARITY


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

CHAPTER 2 I DUNC EON M1\STER'S TOOLS


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

O VE RSTOCKING AN ADVENTURE B OOT S OF FALSE TRACKS


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

CHAPTER 2 I DUKGEON MASTER'S TOOLS


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

CHAPTER 2 I DUNGEON !\!ASTER'S TOOLS


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

ORB OF DIRECTION ROPE OF MENDING


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

CHAPTER 2 I DUNC EON MASTER'S TOOLS


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

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

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

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

STAFF OF F LOWERS TANKARD OF SOBRIETY


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

TALKING DOLL VETERAN'S CANE


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

CHAPTER 2 1 DUNGIWN MASTER'S TOOLS


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

CHAPTER 2 I DUNCEON MASTER'S TOOLS


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

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


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

CHAPTER 2 I DUNC EON MASTER'S TOOLS


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

Item Type Attune? Shield, +l Armor No


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

CHAPTER 2 I DUNGEON MASTER'S TOOLS


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

CHAPTER 2 I DUNGEON MASTER'S TOOLS


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

CHAPTER 2 I DUNGEON MASTER'S TOOLS


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

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

C H APTER 2 I DUNGEON MASTER'S TOOLS


CHAPTER 3
SPELLS
ANY OF THE C H ARACTER CLASSES IN THE When a DM adds spells to a campaign, clerics, druids,
Player's Handbook harness magic in the and paladins require special consideration. When char-
fo rm of spells. This chapter provides new acters of those classes prepare their spells, they have ac-
spells for those classes, as well as for cess to the entire spell list for thei r class. Given that fact,
spellcasting monsters. The Dungeon Mas- the DM should be cautious about making all of these
ter decides which of these spells are avail- ne w spells available to a player who is overwhelmed
able in a ca mpaign and how they can be when presented with many options. For such a player,
learned. For example, a DM might decide consider adding only story-appropriate spells to the spell
that some of the spells are freely ava ilable, that others list of that player's character.
are unobtainable, and that a handful can be found on ly
after a specia l quest, pe rhaps discovered in a long-lost SPELL LISTS
tome of magic. Wizard spells, in particular, ca n be intro-
The following spell lists show which spells can be cast
duced to a campaign in spell books found as treasu re.
by character s of each class. Aspell's school of magic is
noted in parentheses. If a spell can be cast as a ritua l,
the ritual tag also appea rs in the parentheses.

BARD SPELLS CLERIC SPELLS DRUID SPELLS

(ANTRIPS (o LEVEL} CANTRIPS (o LEVEL} (ANTRIPS (o LEVEL}


Thunderclap (evocation) Toll the dead (necromancy) Control flames (transmutation)
Word of radiance (evocation) Create bonfire (conjuration)
1ST LEVEL Frostbite (evocation)
Earth tremor (evocation) 1ST LEVEL Gust (transmutation)
Ceremony (abjuration, ritual) Infestation (conjuration)
2ND LEVEL
Magic stone (transmutation)
Pyrotechnics (transmutation) 3RD LEVEL
Mold earth (transmutation)
Skywrite (transmutation, ritual) Life transference (necromancy)
Primal savagery (transmutation)
Warding wind (evocation)
STH LEVEL Shape water (transmutation)
3RD LEVEL Dawn (evocation) Thunderclap (evocation)
Catnap (enchantment) Holy weapon (evocation)
1ST LEVEL
Enemies abound (enchantment)
]TH LEVEL Absorb elements (abj uration)
4TH LEVEL Temple of the gods (conjurat ion) Beast bond (divination)
Charm monster (enchantment) Earth tremor (evocation)
Ice knife (conjuration)
STH LEVEL Snare (abjuration)
Skill empowerment (transmutation)
Synaptic static (enchantment) 2ND LEVEL
Dust devil (conjuration)
9TH LEVEL Earthbind (transmutation)
Mass polymorph (transmutation) Healing spirit (conjuration)
Psychic scream (enchantment) Skywrite (transmutation, rit ual)
Warding wind (evocation)
3RD LEVEL SORCERER SPELLS 6TH LEVEL
Erupting earth (transmutation) Investiture offlame (transmutation)
Flame arrows (transmutation) CANTRIP S (o LEVEL) Investiture of ice (transmutation)
Tidal wave (conjuration) Control flames (transmutation) Investiture of stone (transmutation)
Wall of water (evocation) Create bonfire (conjuration) Investiture ofwind (transmutation)
Frostbite (evocation) Mental prison (illusion)
4TH LEVEL Scatter (conjuration)
Gust (transmutation)
Charm monster (enchantment)
Infestation (conjuration)
Elemental bane (transmutation) ]TH LEVEL
Mold earth (transmutation)
Guardian of nature (transmutation) Crown ofstars (evocation)
Shape water (transmutation)
Watery sphere (conjuration) Power word pain (enchantment)
Thunderclap (evocation)
Whirlwind (evocation)
STH LEVEL
lST LEVEL
Control winds (transmutation) 8TH LEVEL
Absorb elements (abjuration)
Maelstrom (evocation) Abi-Dalzim's horrid wilting (necromancy)
Catapult (transmutation)
Transmute rock (transmutation)
Chaos bolt (evocation) 9TH L EVEL
Wrath ofnature (evocation)
Earth tremor (evocation) Mass polymorph (transmutation)
6TH LEVEL Ice knife (conjuration) Psychic scream (enchantment)
Bones of the earth (transmutation)
Druid grove (abjuration)
2ND LEVEL WARLOCK SPELLS
Aganazzar's scorcher (evocation)
Investiture offlame (transmutation)
Dragon's breath (transmutation) CA NTR IPS {o LEVEL}
Investiture ofice (transmutation)
Dust devil (conjuration) Create bonfire (conj uration)
Investiture ofstone (transmutation)
Earthbind (transmutation) Frostbite (evocation)
Investiture of wind (transmutation)
Maximilian's earthen grasp Infestation (conjuration)
Primordial ward (abjuration)
(transmutation) Magic stone (transmutation)
]TH LEVEL Mind spike (divination) Thunderclap (evocation)
Whirlwind (evocation) Pyrotechnics (transmutation) Toll the dead (necromancy)
Shadow blade (illusion)
PALADI N SPELLS Snilloc's snowball swarm (evocation) lST L EVEL
Warding wind (evocation) Cause fear (necromancy)
lS T LEVEL
3RD LEVEL 2ND LEVEL
Ceremony (abjuration, ritual)
Catnap (enchantment) Earthbind (transmutation)
4TH LEVEL Enemies abound (enchantment) Mind spike (div ination)
Find greater steed (conjuration) Erupting earth (transmutation) Shadow blade (illusion)
Flame arrows (transmutation)
STH LEVEL 3RD L EV EL
Melfs minute meteors (evocation)
Holy weapon (evocation) Enemies abound (enchantment)
Thunder step (conjuration)
Thunder step (conjuration)
Tidal wave (conjuration)
RANGER SPELLS Summon lesser demons (conjuration)
Wall of water (evocation)

lST LEVEL 4TH L EVEL


4TH LEVEL
Absorb elements (abjuration) Charm monster (enchantment)
Charm monster (enchantment)
Beast bond (divination) Elemental bane (transmutation)
Sickening radiance (evocation)
Snare (abjuration) Shadow of moil (necromancy)
Storm sphere (evocation)
Zephyr strike (transmutation) Sickening radiance (evocation)
Vitriolic sphere (evocation)
Summon greater demon (conjuration)
Watery sphere (conjuration)
2ND LEVEL
Healing spirit (conjuration) STH LEVEL
STH LEVEL
Danse macabre (necromancy)
Control winds (transmutation)
3RD LEVEL Enervation (necromancy)
Enervation (necromancy)
Flame arrows (transmutation) Far step (conj uration)
Far step (conjuration)
Infernal calling (conj uration)
4TH LEVEL Immolation (evocation)
Negative energy flood (necromancy)
Guardian of nature (transmutation) Skill empowerment (transmutation)
Synaptic static (enchantment)
Synaptic static (enchantment)
STH LEVEL Wall oflight (evocation)
Wall oflight (evocation)
Steel wind strike (conjuration)
Wrath ofnature (evocation)

Cll1\PTFR 3 J SPELLS
6TH LEVEL Life transference (necromancy) Transmute rock (transmutation)
Investiture offlame (transmutation) Melfs minute meteors (evocation) Wall of light (evocation)
Investiture of ice (transmutation) Summon lesser demons (conjuration)
6TH LEVEL
Investiture ofstone (transmutation) Thunder step (conjuration)
Create homunculus (transmutation)
Investiture of wind (transmutation) Tidal wave (conjuration)
Investiture offlame (transmutation)
Mental prison (illusion) Tiny servant (transmutation)
Investiture ofice (transmutation)
Scatter (conjuration) Wall of sand (evocation)
Investiture ofstone (transmutation)
Soul cage (necromancy) Wall of water (evocation)
Investiture of wind (transmutation)
]TH LEVEL 4TH LEVEL Mental prison (illus ion)
Crown ofstars (evocation) Charm monster (enchantment) Scatter (conjuration)
Power word pain (enchantment) Elemental bane (transmutation) Soul cage (necromancy)
Sickening radiance (evocation) Tenser's transformation (transmutation)
8TH LEVEL Storm sphere (evocation)
Maddening darkness (evocation) ]TH LEVEL
Summon greater demon (conjuration)
Crown ofstars (evocation)
Vitriolic sphere (evocation)
9TH LEVEL Power word pain (enchantment)
Watery sphere (conjuration)
Psychic scream (enchantment) Whirlwind (evocation)
STH LEVEL
WIZARD SPELLS 8TH LEVEL
Control winds (transmutation)
Abi-Dalzim's horrid wilting (necromancy)
Danse macabre (necromancy)
CANTRIPS {o LEVEL) Illusory dragon (illusion)
Dawn (evocation)
Control flames (transmutation) Maddening darkness (evocation)
Enervation (necromancy)
Create bonfire (conjuration) Mighty fortress (conjuration)
Far step (conjuration)
Frostbite (evocation)
Immolation (evocation) 9TH LEVEL
Gust (transmutation)
Infernal calling (conjuration) Invulnerability (abjuration)
Infestation (conjuration)
Negative energy flood (necromancy) Mass polymorph (transmutation)
Mold earth (transmutation)
Skill empowerment (transmutation) Psychic scream (enchantment)
Shape water (transmutation)
Steel wind strike (conjuration)
Thunderclap (evocation)
Synaptic static (enchantment)
Toll the dead (necromancy)

lST LEVEL
Absorb elements (abjuration)
Catapult (transmutation)
Cause fear (necromancy)
Earth tremor (evocation)
Ice knife (conjuration)
Snare (abjuration)

2ND LEVEL
Aganazzar's scorcher (evocation)
Dragon's breath (transmutation)
Dust devil (conjuration)
Earthbind (transmutation)
Maximilian's earthen grasp
(transmutation)
Mind spike (divination)
Pyrotechnics (transmutation)
Shadow blade (illusion)
Skywrite (transmutation, ritual)
Snilloc's snowball swarm (evocation)
Warding wind {evocation)

3RD LEVEL
Catnap (enchantment)
Enemies abound (enchantment)
Erupting earth (transm utation)
Flame arrows (transmutation)
if the beast's Intelligence score is 4 or higher. Until the
SPELL DESCRIPTIONS spell ends, the link is active while you and the beast are
The spells are presented in alphabetical order. within line of sight of each other. Through the link, the
beast can understand your telepathic messages to it,
ABI-DALZIM'S HORRID WILTING
and it can telepathically communicate simple emotions
8th-level necromancy a nd concepts back to you. While the link is active, the
Casting Time: 1 action beast gains advantage on attack rolls against a ny crea-
Range: 150 feet ture within 5 feet of you that you can see.
Components: V, S, M (a bit of sponge)
Duration: Instantaneous BO NES OF THE EARTH
6th-level transmutation
You draw the moisture from every creature in a 30-foot
cube centered on a point you choose within range. Each Casting Time: 1 action
creature in that a rea must make a Constitution saving Range: 120 feet
throw. Constructs a nd undead a ren't affected, and plants Components: V, S
and water elementa ls make this saving throw with dis- Duration: Instantaneous
advantage. A creature takes 12d8 necrotic damage on a You cause up to six pillars of s tone to burst from places
failed save, or half as much damage on a successful one. on the ground that you can see within ra nge. Each pilla r
Nonmagical plants in the a rea that are n't creatures, is a cylinder that has a diameter of 5 feet a nd a he ight of
s uch as trees and shrubs, wither a nd die instantly. up to 30 feet. The ground where a pillar a ppears must
be wide enoug h for its diameter, a nd you can target the
ABSORB ELEMENTS
ground under a creature if that cr eature is Medium or
1st-level abjuration smalle r. Each pillar has AC 5 a nd 30 hit points. When
Casting Time: 1 reaction, which you take when you take reduced to 0 hit points, a pillar crumbles into rubble,
acid, cold, fire, lig htning, or thunder damage which creates an a rea of difficult terrain with a 10-
Range: Self foot radius that lasts until the rubble is cleared. Each
Components: S 5-foot-diameter portion of the a rea requires at least 1
Duration: 1 round minute to clear by ha nd.
The spell captures some of the incoming energy, less- If a pillar is created under a creature , that creature
ening its effect on you a nd storing it for your next melee must s ucceed on a Dexterity saving throw or be lifted by
attack. You have resistance to the triggering damage the pillar. A creature can choose to fail the save.
type until the s tart of your next turn. Also, the first time If a pillar is prevented fro m reaching its full height
you hit with a melee attack on your next turn, the target because of a ceiling or other obstacle, a creature on the
takes an extra ld6 da mage of the triggering type, a nd pillar takes 6d6 bludgeoning damage a nd is restrained,
the spell ends . pinched between the pillar a nd the obstacle. The re-
At Higher Levels. When you cast this spell using a stra ined creature can use an action to make a Strength
s pell slot of 2nd level or higher, the extra damage in- or Dexterity check (the creature's choice) agai nst the
creases by ld6 for each s lot level above 1st. spell's save DC. On a success, the creature is no lo n-
ger restrained and must either move off the pillar or
1
AGANAZZAR S SCORCHER fa ll off it.
2nd-level evocation At Higher Levels. When you cast this spell using a
s pell s lot of 7th level or higher, you can create two addi-
Casting Time: 1 action
tional pillars for each s lot level above 6th.
Range: 30 feet
Components: V, S, M (a red dragon's scale) CATAPULT
Duration: Instanta neous 1st-level transmutation
A line of roaring flame 30 feet lo ng and 5 feet wide ema- Casting Time: 1 action
na tes from you in a direction you choose. Each creature Range: 60 feet
in the line must make a Dexterity saving throw. A crea- Components: S
ture takes 3d8 fire damage on a failed save, o r ha lf as Duration: Instantaneous
much damage o n a s uccessful one.
At Higher Levels. When you cast this spell us ing a Choose one object weighing 1 to 5 pounds within range
spell slot of 3rd level or higher, the damage increases by that is n't being worn or carried. T he object flies in a
ld8 for each slot level above 2nd. straight line up to 90 feet io a direction you choose
before falling to the ground, stopping early if it impacts
B EAST BOND against a solid surface. If the object would strike a crea-
1st-level divination ture, that creature must make a Dexterity saving throw.
On a fa iled save, the object strikes the target a nd stops
Casting Time: 1 action
moving. When the object strikes something, the object
Range: Touch
and what it s trikes each take 3d8 bludgeoning damage.
Components: V, S , M (a bit of fur wrapped in a cloth)
At Higher Levels. When you cast this s pe ll using a
Duration: Concentration, up to 10 minutes
spell s lot of 2 nd level o r higher, the maximum weight of
You establis h a telepathic link with one beast you touch objects that you can target w ith this spell increases by 5
that is frie ndly to you or charmed by you. The spell fa ils pounds, and the damage incr eases by ld8, for each s lot
level a bove 1st.
C H APTER 3 f SPELLS
CATNAP hours, whenever the target makes a saving throw, it can
3rd-level enchantment roll a d4 and add the number rolled to the save. A crea-
ture can benefit from this rite only once.
Casting Time: 1 action
Funeral Rite. You touch one corpse, a nd for the next
Range: 30 feet
7 days, the target can't become undead by any means
Components: S , M (a pinch of sand)
s hort of a wis h s pell.
Duration: 10 minutes
Wedding. You touch adult humanoids willing to be
You make a calming gesture, and up to three willing bonded together in marriage. For the next 7 days, each
creatures of your choice that you can see within range target gains a +2 bonus to AC while they a re within 30
fall unconscio us for the spell's duration. The spell ends feet of each other. A creature can benefit from this rite
on a ta rget early if it takes damage or s omeone uses a n aga in only if w idowed.
action to s ha ke o r s lap it awake. Jf a target rema ins un-
conscious for the ful l duration , that ta rget gains the ben- CHA OS BOLT
efit of a short rest, and it can't be affected by this spell I st-level evocation
again until it finis hes a long rest. Casting Time: 1 action
At Higher Levels. When you cast this s pell usi ng a Range: 120 feet
spell s lot of 4th level or higher, you can target one addi- Components: V, S
tiona l willing creature for each s lot level above 3 rd. Duration: Ins tanta neous
CAUSE FEA R You hurl a n undulating, wa rbling mass of chaotic energy
1st-level necrom ancy at one creature in range. Make a ranged spell attack
agai nst the target. On a hit, the target takes 2d8 + ld6
Casting Time: 1 action
damage. Choose one of the d8s. The numbe r rolled
Range: 60 feet
on that die determines the attack's damage type, as
Components: V
s hown below.
Duration: Concentration, up to 1 minu te
You awa ken the sense of morta lity io one creature you d8 Damage Type
can see within ra nge. A construct or an undead is im- Acid
mune to this effect. The target must s ucceed on a Wis- 2 Cold
dom saving throw or become frightened of you until the 3 Fire
spell ends. The frighte ned target can repeat the saving
4 Force
throw at the end of each of its turns, ending the effect on
itself on a s uccess. 5 Lightning
At Higher Levels. When you cast this spell using 6 Poison
a spell s lot of 2nd level or higher, you can target one 7 Psychic
additional creature for each s lot level above 1st. The 8 Thunder
creatures must be within 30 feet of each other when you
target the m. If you roll the same number on both d8s, the chaotic
energy leaps from the target to a different creature of
CEREMONY
your choice within 30 feet of it. Make a new attack roll
l s t-/eve/ abjuration (ritual)
agains t the new target, and make a new damage roll,
Casting Time: 1 hour which could cause the chaotic energy to leap aga in.
Range: Touch A creature can be ta rgeted only once by each casting
Components: V, S , M (25 gp worth of powdered s ilver, of this spell.
which the s pell cons umes) At Higher Levels. When you cast th is spell using
Duration: Instanta neous a spell s lot of 2nd level or higher, each target takes
You perform a s pecia l religious ceremony that is infused ld6 extra da mage of the type rol led for each s lot level
with magic. Whe n you cast the spell, choose one of the above 1st.
following rites, the ta rget of which must be within 10
CHARM MONSTER
feet of you throughout the casting.
4th-level enchantm ent
Atonement. You touch one willing creature whose
alignment has cha nged, and you make a DC 20 Wisdom Casting Time: 1 action
(Insight) check. On a s uccessful check, you restore the Range: 30 feet
target to its original a lignment. Components: V, S
Bless Water. You touch one vial of wate r a nd cause it Duration: 1 hour
to become holy water. You attempt to cha rm a creature you can see within
Coming ofAge. You touch one humanoid who is a range. It must make a Wisdom saving throw, and it does
young adult. For the next 24 hours, whenever the ta rget so with adva ntage if you or your companions are fight-
makes a n ability check, it can roll a d4 and add the num- ing it. If it fails the saving throw, it is charmed by you
ber rolled to the ability check. A creature can benefit unti l the s pell ends or until you or your compan ions do
from this rite only once. anything harmful to it. The charmed creature is friendly
Dedication. You touch one huma noid who wis hes to you. When the spell ends, the creature k nows it was
to be dedicated to your god's service. For the next 24 charmed by you .

....
At Higher Levels . When you cas t this spell us ing Updraft. You cause a s us tained updraft w ithin the
a s pe ll s lot of 5t h level or higher, you ca n target o ne cube, rising upwa rd from the cube's bottom s ide. Crea-
additiona l creat ure for each slot level above 4th. The tures that e nd a fall within the cube take only half da m-
creatures mus t be within 30 feet of each other whe n you age from the fall . When a creature in the cube makes a
ta rget them . vertical jump, t he creature can jump up to 10 feet highe r
than normal.
CO NTROL F LAM E S
Trans mutation cantrip CREAT E B O NFIRE
Casting Time: 1 action Conjuration cantrip
Range: 60 feet Casting Time: 1 action
Components: S Range: 60 fee t
Duration: Ins tanta neous or 1 hour (see below) Components: V, S
Duration: Concentra tion , up to 1 minute
You choose a nonmagical fla me that you can see within
range a nd tha t fits within a 5 -foot cube. You a ffect it in You create a bo nfire on g round tha t yo u can see w ith in
one of the following ways: ra nge. Until the s pe ll ends, the magic bonfire fills a
5 -foot cube. Aoy creature in the bo nfire's s pace whe n
You ins tanta neous ly expand the fla me 5 feet in one
you cas t the s pell must s ucceed on a D exterity s aving
direction, provided that wood or othe r fuel is present
throw or take ld8 fire d am age. A creature mus t a lso
in the new location.
ma ke the saving throw w hen it moves into t he bonfire's
You ins tanta neous ly extinguish the fla mes
s pace for the firs t time o n a turn or e nds its turn the re.
within t he cube.
The bo nfire ignites fla mmable o bjects in its area t hat
You double or ha lve the a rea of brig ht ligh t and dim
a re n't being worn or carr ied.
light cast by the fla me, change its color, or both . The
The s pe ll's da mage increases by ld8 w hen you reach
cha nge lasts for 1 hour.
5th level (2d8), 11th leve l (3d8), and 17th level (4d8).
You cause s imple s ha pes-such as the vague form of a
creature, a n inanima te object, or a location- to appear C REATE HOM UNCULUS
within the fl a mes a nd a nimate as you like. The s ha pes 6th-level trans mutation
last for 1 hour.
Casting Time: 1 hour
If you cast this s pe ll multiple times, you can have up to Range: Touch
three non-ins tantaneous effects created by it active a t a Components: V, S , M (clay, ash, a nd m a ndrake root, all
time, a nd you can dis miss s uch an effect as an action. of which the spell cons umes, a nd a j ewel-encrus ted
dagger wor th a t least 1,000 gp)
C O NTROL W IN DS
Duration: Ins ta nta neous
5th-le vel trans mutation
While s peaking a n intricate incantation, you cut your-
Casting Time: 1 actio n
self with a jewel-encrus ted dagger, ta king 2d4 piercing
Range: 3 00 feet
da mage that can't be reduced in a ny way. You t hen drip
Components: V, S
your blood on t he spell's othe r compo ne nts a nd touch
Duration: Concentra tio n, up to 1 hour
the m , transforming them into a special cons truct called
You ta ke control o f the a ir in a 100-foo t cube that you a ho munculus.
can see wit hin range. Choose one of the following e f- T he s tatis tics of t he ho munc ulus a re in t he Mons ter
fects whe n you cast the s pell. The e ffect lasts fo r the Manual. It is your fa ithful compa nion, a nd it dies if you
s pell's duratio n, unless you use your action on a late r die. Whenever you fini s h a lo ng rest, you can spend up
turn to switch to a differe nt e ffect. Yo u can also use your to ha lf your H it Dice if th e ho mu nculus is on t he same
action to tempora rily halt the effect or to resta rt one pla oe of exis tence as you. When you do so, roll each
you've ha lted. die a nd add your Constitution modifie r to it. Your hit
Gusts. A wind picks up within the cube, continu- point max imum is reduced by the tota l, a nd the ho mun-
ally blowing in a horizonta l direction you designate. culus's hit point maximum a nd current hit points a re
You choose the inte ns ity o f the wind: calm, moderate, both increased by it. T his process can reduce you to no
o r s trong. If the w ind is moderate or s trong, ra nged lower than 1 hit point, a nd the change to your and the
weapo n attacks that ente r or leave the cube or pass homunculus's hit points ends when you finis h your nex t
thro ug h it have disadvantage on t he ir attack ro lls. ff long rest. The reductio n to you r hi t point max im um can't
the w ind is s trong, a ny creature moving agains t the be removed by any mea ns before t hen, except by the ho-
wind mus t s pe nd 1 ex tra foot of moveme nt for each muoculus's death.
foot moved. You can have only o ne ho munculus at a time. If
Downdraft. You cause a s us ta ined blast o f s trong you cast this s pell while your homunculus lives, the
wind to blow downwa rd from t he top of the cube. s pell fai ls .
Ra nged weapon attacks that pass thro ug h t he cube
or tha t are made agains t targets within it have dis ad- CROWN OF STA R S
vantage on the ir attack rolls . A creature mus t ma ke a 7th-level e vocation
Strength saving throw if it flies into the cube for the firs t Casting Time: 1 action
time on a turn o r s tarts its turn there flying. On a failed Range: Self
s ave, the creature is knocked prone .

CHAPTER 3 I SPELLS
OllNSE MACllBRE

Components: V, S s ter Manual), and it gains a bonus to its a ttack and dam-
Duration: 1 hour age rolls eq ual to your spellcasting ability modifier.
Seven star-like motes of light appea r a nd o rbit your You ca n use a bonus action to mentally command the
head until the s pell ends. You can use a bonus action to creatures you make with t his spell , issui ng the same
send one of the motes streaking toward one c reature command to a ll of the m. To receive the command,
or obj ect within 120 feet of you. When you do so, make a creature must be within 60 feet of you. You decide
a ra nged s pell a ttack. On a hit, the ta rget takes 4dl2 what action the creatures will ta ke a nd where they wiU
radia nt damage. Whethe r you hit or m iss, the mote is ex- move durin g t hei r next turn, or you can issue a general
pended. T he s pell e nds early if you expe nd t he last mote. command , s uch as to guard a chambe r or passageway
If you have fou r or more motes remaining, they s hed aga ins t your foes. If you issue no commands, the crea-
bright light in a 30 -foot rad ius and dim lig ht for a n addi- tures d o nothing except defend t he mselves against
tional 3 0 feet. If you have one to three motes re ma ining, hostile creatures. Once g iven an orde r, the creatures
they s hed dim light in a 30-foot radius. continue to follow it until the ir task is complete.
At Higher Levels. When you cast this s pell us ing a The creatu res a re unde r your control until the spell
s pell slot of 8th level or higher, the numbe r of motes c re- e nds, after which t hey become inan imate once more.
ated inc reases by two for each s lot level above 7th. At Higher Levels. When you cast this spell using a
spell slot of 6th level or higher, you a nimate up to two
D ANSE MACAB R E add itiona l corpses for each s lot level above 5th.
5th-level necromancy
DAWN
Casting Time: 1 action 5th-level evocation
Range: 60 feet
Components: V, S Casting Time: 1 action
Duration: Concentration, up to 1 hour Range : 60 feet
Components: V, S, M (a sunburst pe ndant worth a t
T hreads of dark power leap from your fingers to pierce least 100 gp)
up to five Small or Medium corpses you can see within Duration: Concentrat ion, up to 1 minute
ra nge. Each corpse immedia tely s tands up and becomes
undead. You decide whe ther it is a zombie or a s keleton The Lig ht of dawn s hines down on a location you spec-
(the statis tics for zombies and s keletons are in the Mon- ify within ra nge. Until the spell e nds, a 30 -foot-rad ius,

CJlAPTER 3
40-foot-high cylinde r of bright light gli mmers there. This with grasping weeds a nd vines, as if they were affected
light is s unUght. by a n entangle spell. To a creature immune to this effect,
When the cylinder appea rs, each creature in it must the weeds and vines feel soft and reshape themselves to
make a Cons titution saving throw, ta king 4dl0 radia nt serve as temporary seats or beds.
damage o n a failed save, or half as much damage on a Grove Guardians. You can animate up to fou r trees
successful one. A creature must a lso make this saving in the a rea, caus ing them to uproot themselves from
throw whenever it ends its turn in the cylinder. the g round. These trees have the same statistics as an
If you're within 60 feet of the cylinder, you can move it awa kened tree, which appears in the Monster Manual,
up to 60 feet as a bonus actio n on your turn. except they can't speak, and their bark is covered with
druidic symbols. If a ny creature not immune to this
DRAGON'S BRE ATH e ffect enters the wa rded area, the g rove guardians fight
2nd-level transmutation unti l they have driven off or s la in the intruders. T he
Casting Time: 1 bonus action grove gua rdians also obey your spoken commands (no
Range: Touch acti on required by you) that you issue while in the area.
Components: V, S, M (a hot pepper) If you don't give them com ma nds and no intruders a re
Duration: Concentra tion, up to 1 minute present, the grove gua rdia ns do nothing. The grove
guardians can't leave the warded a rea. When the spell
You touch one willing creature a nd imbue it with the ends, the magic a nimating them disappears, a nd the
power to s pew magical energy from its mouth, provided trees take root again if possible.
it has one. Choose acid, cold, fire, lig htning, or poison. Additional Spell Effect. You can place your choice
Until the spell ends, the creature can use an actio n to of o ne of the following magical effects within the
ex hale energy of the chosen type in a 15-foot cone. Each wa rded area:
creature in that a rea must make a Dexterity saving
throw, taking 3d6 damage of the chosen type on a fa iled A constant gust of wind in two locations of your choice
save, or half as much damage on a s uccessful one. Spil<e growth in o ne location of your choice
At Higher Levels. When you cast this spell us ing a Wind wall in two locations of your choice
spell s lot of 3 rd level or higher, the damage increases by To a creature immune to this effect, the winds are a
l d6 for each s lot level above 2nd. fragrant, gentle breeze, a nd the a rea of spil<e growth
is harmless.
DRUID GROVE
6th-level abjuration DUST DEVIL
Casting Time: 10 minutes 2nd-level conjuration
Range: Touch Casting Time: 1 action
Components: V, S, M (mistletoe, which the spell con- Range: 60 feet
sumes, that was harvested with a golden sickle under Components: V, S, M (a pinch of dust)
the light of a full moon) Duration: Concentration, up to 1 minute
Duration: 24 hours
Choose an unoccupied 5-foot cube of air that you can
You invoke the spirits of nature to protect a n a rea out- see within range. An elemental force that resembles
doors or unde rground. The area can be as small as a a dus t devil appears in the cube and lasts fo r the
30-foot cube or as la rge as a 90-foot cube. Bui ldings a nd spell's duration.
other structures are excluded from the affected area. If Any creature that ends its turn within 5 feet of the
you cast this spell in the same area every day for a yea r, dust devil must make a Strength saving throw. On a
the spell las ts until dispelled. fai led save, the creature takes l d8 bludgeoning damage
The spell creates the following e ffects within the area. and is pus hed 10 feet away from the dust devil. On a suc-
When you cast th is spell, you can s pecify creatures as cessful s ave, the creature ta kes ha lf as much damage
friends who are immune to the effects. You can also and is n't pushed.
s pecify a password that, when s poken a loud, makes the As a bonus action, you can move the dust devil up to
s peaker immune to these effects. 30 feet in any direction. If the dust devi l moves over
T he entire warded area radiates magic. A dispel magic sand, dust, loose dirt, or light g ravel, it s ucks up the ma-
cast on the area, if s uccessful , removes only one of the teria l a nd forms a 10-foot-radius cloud of debris around
following effects, not the entire area. That spell's caster itself that lasts unti l the start of you r next turn. The
chooses which effect to end. Only when a ll its e ffects are cloud heavily obscures its area.
gone is this s pell dis pelled. At Higher Levels. When you cast this spell using a
Solid Fog. You can fill any number of 5-foot squares spell s lot of 3rd level or higher, the damage increases by
on the g round with thick fog, making the m heavily ob- ld8 for each s lot level above 2nd.
scured. T he fog reaches 10 feet high. In addition, every
foot of move ment through the fog costs 2 extra feet. To a EARTHBIND
creature immune to this effect, the fog obscures nothing 2nd-level transmutation
and looks like soft mis t, with motes of green light float- Casting Time: 1 action
ing in the air. Range: 300 feet
Grasping Undergrowth. You can fill any number of Components: V
5-foot squares on the ground that a ren't filled with fog Duration: Concentration, up to 1 minute

CHAPTER 3 I SPELLS
-
Choose one creature you can see within range . Yellow Whenever the affected creature chooses another
strips of magical energy loop around the creature. The creature as a target, it must choose the target at random
target must succeed on a Strength saving throw, or its from among the cr eatures it can see within ra nge of the
flying speed (if any) is reduced to 0 feet for the s pell's du- attack, spell, or other abi lity it's using. lf a n enemy pro-
ration. An airborne creature affected by this s pell safely vokes an opportunity attack from the affected creature,
descends at 60 feet per round until it reaches the ground the creature must make that attack if it is able to.
or the spell ends.
ENERVATION
EARTH 'TREMO R 5th-level necromancy
1s t-level evocation Casting Time: 1 action
Casting Time: 1 action Range: 60 feet
Range: 10 feet Components: V, S
Components: V, S Duration: Concentration, up to 1 m inute
Duration: Ins tanta neo us
A tendril of inky darkness reaches out from you, touch-
You cause a tre mor in the ground within range. Each ing a creature you can see within ra nge to drain life
creature other tha n you in that a rea must ma ke a Dex- from it. The target mus t ma ke a Dexterity saving throw.
terity saving throw. On a fa iled save, a creature takes On a s uccessful save, the target ta kes 2d8 necrotic dam-
ld6 bludgeonin g da mage a nd is knocked prone. If the age, a nd the spell ends . On a failed save, the target takes
ground in that ar ea is loose earth or stone, it becomes 4d8 necrotic damage, a nd until the spell ends, you can
difficult terrain unti l cleared, with each 5-foot-diameter use your action on each of your turns to automatically
po rtion requiring at least 1 minute to clear by ha nd. deal 4d8 necrotic damage to the target. The spell ends
At Higher Levels. When you cast this s pell us ing a if you use you r action to do anything else, if the ta rget is
s pell slot of 2nd level o r highe r, the da mage increases by ever outside the s pell's ra nge, or if the target has total
ld6 for each slot level above 1s t. cover from you.
Whenever the spell deals damage to a target, you re-
ELEMENTAL BA NE gain hit points equal to ha lf the amount of necrotic dam-
4th -level transmutation age the target takes.
Casting Time: 1 action At Higher Levels. Whe n you cast this s pell us ing a
Range: 90 feet s pell s lot of 6th level or highe r, the dam age increases by
Components: V, S ld8 for each slot level above 5th .
Duration: Concentration, up to 1 m inute
ERUPTING EARTH
Choose o ne creature you can see w ithin range, a nd 3rd-level transmutation
choose one of the following damage types: acid, cold,
fire, lightning, or thunder. The target must s ucceed on a Casting Time: 1 action
Constitution saving throw or be affected by the spell for Range: 120 feet
its duration. The first time each turn the affected target Components: V, S, M (a piece of obsidian)
takes da mage of the chosen type, the target takes an ex- Duration: Instanta neous
tra 2d6 damage of that type. Moreover, the ta rget loses Choose a point you can see on the ground within ra nge.
a ny resistance to that damage type until the spell ends. A fo unta in of churned earth and stone erupts in a 20-
At Higher Levels. When you cast this spell using foot cube centered on that point. Each cr eature in that
a s pe ll s lot of 5th level or higher, you can target one area must make a Dexterity saving throw. A creature
additional creature for each s lot level above 4th. The takes 3d12 bludgeoning da mage on a fa iled save, or
creatures must be within 30 feet of each other when you ha lf as much damage on a s uccessfu l one. Additionally,
ta rget them. the ground in that a rea becomes difficult terrain until
clear ed. Each 5 -foot-square po rtion of the a rea requires
ENEMIES ABOUND at least 1 minute to clear by hand .
3rd-le vel enchantment At Higher Levels. When you cast this s pell using a
Casting Time: 1 action spell s lot of 4th level or higher, the da mage increases by
Range: 120 feet ld12 for each slot level above 3rd.
Components: V, S
Duration: Concentration, up to 1 minute FAR STE P
Stli-level conjuration
You reach into the mind of one creature you can s ee a nd
force it to make an Intelligence saving throw. A creature Casting Time: 1 bonus action
automatically succeeds if it is im mune to being fright- Range: Self
ened. On a failed save, the ta rget loses the abi lity to dis- Components: V
tinguish friend from foe, regarding all creatures it can Duration: Concentration, up to 1 minute
see as enemies until the spell ends. Each time the ta rget You tele port up to 60 feet to an unoccupied space you
takes damage, it can repeat the saving throw, endi ng the can see. On each of your turns before the spell ends, you
effect on itself on a s uccess. can use a bonus action to teleport in this way again.
F1NO GREATER STEED

F IND G RE AT E R STEED FLAME ARROWS


4th-level conjuration 3rd-level transmutation
Casting Time: 10 minutes Casting Time: 1 actio n
Range: 30 feet Range: Touch
Components: V, S Components: V, S
Duration: Instanta neous Duration: Concentration, up to 1 hour
You s ummon a s pirit that assumes th e form of a loyal, You touch a quiver contai ning arrows o r bolts. W he n a
majestic mo unt. Appearing in a n unoccupied s pace ta rget is hit by a ra nged weapon attack using a piece of
within ra nge, the s pirit ta kes on a fo rm you choose: a ammunitio n drawn from the quiver, the target takes a n
griffon, a pegas us, a pe ryton , a dire wolf, a rhinoceros, extra ld6 fi re damage. The spell's magic e nds on a piece
or a sabe r-toothed tiger. The creature has the statistics of a mmunition when it hits or misses, a nd the spell ends
provided in the M on ster Manual for the chosen form , w he n twelve pieces of a mmu nition have bee n drawn
though it is a celestia l, a fey, or a fiend (your cho ice) fro m the quiver.
instead of its norma l creature type. Additionally, if it At Higher Levels. W hen yo u cast this spell us ing a
bas an Intellige nce score of 5 or lower, its Intelligence s pell s lot of 4th level o r hig her, the number of pieces of
becomes 6, a nd it gains the ability to unders ta nd one ammunitio n you can a ffect with this spell increases by
la ng uage of your cho ice that you speak. two for each s lot level above 3rd.
You control the mount in combat. W hile the mount is
within 1 mile of you, you can communicate with it tele- FROSTBITE
pa thically. While mounted o n it, you can make a ny s pell Evocation cantrip
you cast that ta rgets o nly you also target the mount. Casting Time: 1 action
T he mount disappea rs temporarily w hen it d rops to 0 Range: 6 0 feet
hit points or w he n you d is miss it as a n action. Casting Components: V, S
this s pell aga in re-summons the bonded mount, with a ll Duration: Instantaneous
its hit po ints restored and a ny conditio ns removed.
You cause nu mbing frost to for m on one creature that
You can't have more tha n one mount bonded by this
you can see within range. T he target must ma ke a
s pell o r find steed at the same time. As a n action, you
Cons titution saving th row. On a fa iled save, the target
can release a mount fro m its bond, caus ing it to d isap-
takes ld6 cold damage, a nd it has disadvantage on the
pear perma nently.
next wea pon attack roll it ma kes before the end of its
Whenever the mount disappears , it leaves behind a ny
nex t turn.
objects it was wearing or carrying.

CHAPTER 3 I S P ELLS
The spell's damage increases by 1d6 when you reach you can see within range. The spirit looks like a trans-
5th level (2d6), 11th level (3d6), and 17th level (4d6). pare nt beas t or fey (your choice).
Until the spell ends, whenever you or a creature you
GUARDIAN OF NATURE can see moves into the s pirit's space for the firs t time on
4th-level transmutation a turn or starts its turn there, you can cause the s pirit
Casting Time: 1 bonus action to restore ld6 hit points to that creature (no action re-
Range: S elf quired). The spirit ca n't heal constructs or undead.
Components: V As a bonus action on your turn, you can move the
Duration: Concentration, up to 1 minute s pirit up to 30 feet to a space you can see.
At Higher Levels. Whe n you cast this spell using a
A nature spirit answers your call a nd transforms you s pell slot of 3rd level or higher, the healing inc reases by
into a powerful guardian. The transformation lasts until 1d6 for each slot level a bove 2nd.
the spell ends. You choose one of the following forms to
assume: Primal Beast or Great Tree. HOLY WEAPON
Primal Beast. Bestial fur covers your body, your 5th-level evocation
facial features become feral, and you gain the follow-
Casting Time: 1 bonus action
ing benefits:
Range: Touch
Your walking s peed increases by 10 feet. Components: V, S
You gain darkvision with a range of 120 feet. Duration: Concentration, up to 1 hour
You ma ke Strength-based attack rolls with advantage.
You imbue a weapon you touch with holy power. Until
Your melee weapon attacks deal an extra 1d6 force
damage on a hit. the spell e nds, the weapon emits bright light in a 30-
foot radius and dim light for an additional 30 feet. In
Great Tree. Your skin appears barky, leaves sprout addition, weapon attacks made with it deal an extra 2d8
from your hair, and you gain the following be nefits: radi a nt damage on a hit. If the weapon isn't already a
You gain 10 te mporary hit points. magic weapon, it becomes one for the duration.
You make Constitution saving throws with advantage. As a bonus action on your turn, you ca n dis miss this
You make D exterity- and Wisdom-based attack rolls spell and cause the w eapon to e mjt a burst of radiance.
with advantage. Each creature of your choice that you can see within 30
Wh ile you are on the ground, the ground within 15 feet of you must make a Constitution saving throw. On a
feet of you is difficult terra in for your e nemies. failed save, a creature takes 4d8 radiant d a mage, and it
is blinded for 1 minute. On a successful save, a creature
GUST takes half as much damage and isn't blinded. At the
Transmutation cantrip e nd of each of its turns, a blinded creature can make a
Casting Time: 1 action Constitution saving throw, e nding the effect on itself on
Range: 30 feet a s uccess.
Components: V, S I CE KNIFE
Duration: Instantaneous
1st-level conjuration
You seize the air a nd compel it to create one of the fol- Casting Time: 1 action
lowing effects at a point you ca n see within range: Range: 60 feet
One Medium or s maller creature that you c hoose Components: S, M (a drop of water or a piece of ice)
must succeed on a Strength saving throw or be Duration: Instantaneous
push ed up to 5 feet away from you. You create a shard of ice a nd fling it at one c reature
You create a s mall blas t of air capable of moving one within range. Ma ke a ranged spell attack against the tar-
object that is neithe r held nor carried and that weighs get. On a hit, the targe t takes 1d10 pierci ng damage. Hit
no more than 5 pounds. The object is pushed up to 10 or miss, the s hard then explodes. The targe t a nd each
feet away from you. It isn't pushed w ith e nough force creature within 5 feet of it must succeed on a Dexterity
to cause damage. saving throw or take 2d6 cold damage.
You create a harm less sensory effect us ing air, such as At Higher Levels. Whe n you cast this spell using a
causing leaves to rustle, wind to s lam shutters closed, spell slot of 2nd level or higher, the cold d amage in-
or your clothing to ripple in a breeze. creases by 1d6 for each s lot level above 1s t.
HEALING SPIRIT ILLUSORY DRAGON
2nd-level conjuration 8th-level illusion
Casting Time: 1 bonus action Casting Time: 1 action
Range: 60 feet Range: 120 feet
Components: V, S Components: S
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
You call forth a nature spirit to soothe the wounded. The By gathering threads of s hadow mate rial from the Shad-
intangible spirit appears in a space that is a 5-foot cube owfell, you create a Huge shadowy dragon in an unoc-

CHAPTER 3 I SPELLS
cupied space that you can see within range. The illusion devil or a bearded devil. The devil appears in an unoc-
lasts for the spell's duration and occupies its space, as if cupied space that you can see within range. The devil
it were a creature. disappears when it drops to 0 hit points or when the
When the illusion appears, any of your enemies that spell ends.
can see it must succeed on a Wisdom saving throw or The devil is unfriendly toward you and your com-
become frightened of it for 1 minute. If a frightened crea- panions. Ro ll initiative for the devi l, which has its own
ture ends its turn in a location where it doesn't have line tu rns. It is under the Dungeon Master's control and acts
of sight to the illusion, it can repeat the saving throw, according to its nature on each of its turns, which might
ending the effect on itself on a s uccess. resu lt in its attacki ng you if it thinks it can prevail, or
As a bonus action on your turn, you can move the illu- trying to tempt you to undertake an evil act in exchange
sion up to 60 feet. At any point during its movement, you for limited service. The DM has the creature's statistics.
can cause it to ex hale a blast of energy in a 60-foot cone On each of your turns, you can try to iss ue a verbal
originating from its space. When you create the dragon, command to the devil (no action required by you). It
choose a damage type: acid, cold, fire, lig htning, ne- obeys the command if the likely outcome is in accor-
crotic, or poison. Each creature in the cone must make dance with its desires, especially if the resu lt would
an Intelligence saving throw, taking 7d6 damage of the draw you toward evil. Otherwise, you must make a Cha-
chosen damage type on a failed save, or half as much risma (Deception, Intimidation, or Persuasion) check
damage on a successful one. contested by its Wisdom (Insight) check. You make the
The illus ion is tangible because of the shadow stuff check with advantage if you say the devil's true name.
used to create it, but attacks miss it automatically, it s uc- If your check fails, the devil becomes immune to your
ceeds on a ll saving throws, and it is immune to a ll dam- verbal comma nds for the duration of the spell , though it
age and conditions. A creature that uses an action to can still carry o ut your commands if it chooses. If your
examine the dragon can determine that it is an illusion check succeeds, the devil carries out your command-
by succeeding on an Intelligence (Jnvestigation) check such as "attack my e nemies," "explore the room ahead,"
against your spell save DC. If a creature disce rns the or "bear this message to the queen"- until it completes
illusion for w hat it is, the creatu re can see through it and the activity, at which point it returns to you to report hav-
has advantage on saving throws against its breath. ing done so.
If your concentration ends before the spell reaches its
IMMOLATION full duration, the devil doesn't disappear if it has become
5th-level evocation immune to your verbal commands. Instead, it acts in
Casting Time: 1 action whatever manner it chooses for 3d6 minutes, and then it
Range: 90 feet disappears.
Components: V If you possess an individual devil's talisman, you can
Duration: Concentration, up to 1 minute summon that devil if it is of the appropriate challenge
rating plus 1, and it obeys all your commands, with no
Flames wreathe one creature you can see within range. Charisma checks required.
The target must make a Dexterity saving throw. It takes At Higher Levels. When you cast this spell using a
8d6 fire damage on a failed save, or ha lf as much dam- spell slot of 6th level or higher, the challenge rating in-
age on a successful one. On a failed save, the ta rget creases by 1 for each slot level above 5th.
also burns for the spell's duration. The burning target
sheds bright light in a 30-foot radius and dim light for INFESTATION
an additional 30 feet. At the end of each of its turns, the Conjuration cantrip
target repeats the saving throw. It takes 4d6 fire damage
Casting Time: 1 action
on a failed save, and the spell ends on a successful one.
Range: 30 feet
T hese magical fla mes can't be extinguished by nonmag-
Components: Y, S, M (a living flea)
ical means.
Duration: Instantaneous
If damage from this spell kills a target, the target is
turned to ash. You cause a cloud of mites, fleas, and other parasites to
appear momentarily on one creature you can see within
INFERNAL CALLING range. The target must succeed on a Constitution saving
5th-level conjuration throw, or it takes ld6 poison damage and moves 5 feet
Casting Time: 1 minute in a random direction if it can move a nd its speed is at
Range: 90 feet least 5 feet. Roll a d4 for the direction: 1, north; 2, south;
Components: V, S, M (a ruby worth at least 999 gp) 3, east; or 4, west. Th is movement doesn't provoke op-
Duration: Concentration, up to 1 hour portunity attacks, and if the direction rolled is blocked,
the target doesn't move.
Uttering a dark incantation, you summon a devil from The spell's damage increases by ld6 when you reach
the Nine Hells. You choose the devil's type, which must 5th level (2d6), 11th level (3d6), and 17th level (4d6).
be one of challenge rating 6 or lower, such as a barbed

CHAPTER 3 I SPELLS
INF ER N AL C ALLI N G

I NVESTITURE OF FLAME Until the s pell e nds, ice ri mes you r body, a nd you gain
6th-level transmutation the following be nefits:
Casting Time: 1 action You are immune to cold da mage a nd have resistan ce
Range: Self to fi re da mage.
Components: V, S You can move across d iffic ult terrai n c reated by ice or
Duration: Concentratio n, up to 10 minutes s now wi thout s p e nding extra moveme nt.
Th e gro und in a 10-foot radius a round you is icy a nd
F lames race across your body, s hedding bright ligh t in
is diffic ult terra in fo r c reatu res oth e r tha n you. The
a 30 -foot radius a nd d im light for a n additional 30 fee t
radi us moves w ith you.
fo r the spell's du ration. T he fla mes don't harm you. Until
You can use your action to c reate a 15-foot cone of
t he spell e nds, you gain t he following be nefits:
freezing w ind extendin g from your outs tretched ha nd
You ar e immune to fi re da mage a nd have resistance to in a di rection you ch oose. Each creature in the cone
cold da mage. must ma ke a Constitution saving t hrow. A creature
Any creature that moves w ithin 5 feet of you fo r the takes 4 d6 cold damage on a failed save, or half as
firs t time on a turn or e n ds its turn t he re takes l d lO m uch da mage on a s uccessful one. A creature tha t
fire damage. fa ils its save agains t th is effect has its s peed halved
You ca n use your acti on to create a li ne of fire 15 feet until the start of you r n ext t urn.
long a n d 5 feet w ide exte ndi ng from you in a d irec-
tio n you choose. Each c reatu re in the line must ma ke INVESTITURE OF STONE
a D exterity saving throw. A creature takes 4 d8 fi re 6th-level transmutation
da mage on a failed save, o r ha lf as much d a mage o n a Casting Time: 1 action
s uccessfu l one. Range: Self
Components: V, S
INVEST ITURE OF ICE
D uration: Concentra tion, up to 10 minutes
6th-level transmutation
Until t he s pell e nds, bits of rock spread across your
Casting Time: 1 action
body, a nd you gain the following ben efits:
Range: Self
Components: V, S You have resistance to bludgeoning, pier cing, a nd
Duration: Concentration, up to 10 min utes slashing damage from nonmagical attacks .

CHAPTER 3 I SPELLS
You can use your action to create a small earthqua ke MAD DENING D ARKNESS
on the g round in a 15-foot radius centered on you. 8th-level evocation
Other creatures on that ground mus t s ucceed o n a Casting Time: 1 action
Dexterity saving throw o r be k nocked prone. Range: 150 feet
You can move across difficult terrai n made of ear th Components: V, M (a drop of pitch mixed with a drop
o r stone witho ut spend ing extra movement. You can of mercury)
move th roug h solid ear th or s to ne as if it was a ir Duration: Concentration, up to 10 minutes
a nd without destabilizing it, but you can't end your
movement the re. If you do so, you are ejected to the Magical da rkness spreads from a point you choose
nearest unoccupied space, this s pell ends, a nd you are with in range to fi ll a 6 0-foot-radius sphere until the spell
s tunned until the end of your next turn. ends. The darkness spreads arou nd corners. A creature
with darkvis ion can't see through this darkness. Non-
I NV E STIT UR E OF WIN D magical light, as well as light c reated by spells of 8th
6th-level transmutation level or lower, can't illuminate the area.
Casting Time: 1 action Shrieks, gibbering, a nd mad laughter can be heard
Range: Self within the sphere. Whenever a creature starts its turn in
Components: V, S the s phere, it must make a Wisdom saving throw, taking
Duration: Concentration, up to 10 minutes 8 d8 psychic damage on a fa iled save, or ha lf as much
damage on a successful one.
U ntil the spell ends, w ind w hirls a rou nd you, and you
gain the following benefits: MAELSTROM
Ra nged weapon attacks made aga inst you have disad- 5th-level evocation
va ntage on the attack ro ll. Casting Time: 1 action
You gain a flying s peed of 6 0 feet. If you a re still flying Range: 120 feet
when the s pell ends, you fa ll, unless you can somehow Components: V, S, M (paper or leaf in the shape
prevent it. of a fu nnel)
You can use your action to create a 15-foot cube of Duration: Concentration, up to 1 minute
swirling wind centered on a poi nt you can see withi n A s w irling mass of 5-foot-deep water appears in a 30-
60 feet of you. Each creature in that area mus t ma ke foot radius centered on a point you can see within range.
a Constitution saving th row. A creature takes 2d10 T he point must be o n the ground or in a body of water.
bludgeoning damage o n a failed save, or half as much Until the spell ends, that a rea is difficult terrain, a nd
da mage on a successful one. If a Large or smaller a ny creature that starts its turn there must succeed on a
creature fa ils the save, that creature is a lso pushed up Strength saving throw or ta ke 6d6 bludgeoning damage
to 10 feet away fro m the center of the cube. and be pulled 10 feet toward the center.
I NVU LNE RABILITY
MAGIC S TONE
9th-level abjuration Transmutation cantrip
Casting Time: 1 action Casting Time: 1 bonus action
Range: Self Range: To uch
Components: V, S , M (a s ma ll piece of ada ma ntine Components: V, S
wor th a t least 500 gp, w hich the s pell cons umes) Duration: 1 min ute
Duration: Concentration, up to 10 mi nutes
You touch one to three pebbles and imbue them with
You a re immune to all da mage until the spell e nds. magic. You or someone else can make a ra nged spell
LIFE TRAN SFE R E N CE
attack w ith one of the pebbles by throw ing it or hurli ng
it with a s ling. lf thrown, a pebble has a range of 60 feet.
3rd-level necromancy
If someone else attacks with a pebble, that attacker adds
Casting Time: 1 action your spellcasting ability modifier, not the attacker 's, to
Range: 30 feet the attack roll. O n a hit, the ta rget takes bludgeoning
Components: V, S da mage equal to ld6 +your spellcasti ng ability modifier.
Duration: Ins ta nta neous Whether the attack hits or misses, the spell then ends
Yo u sacrifice some of your health to mend another crea- on the stone.
ture's inj uries. You take 4d8 necrotic da mage, a nd one If you cast th is spell again, the spell ends o n any peb-
creature of your choice that you can see within ra nge re- bles still affected by your previous casting.
ga ins a nu mber of hit points equa l to twice the necrotic
MASS POLYMORPH
damage you take.
At Higher Levels. When you cast this spell us ing a 9th-level transmutation
s pell s lot of 4th level or hig her, the da mage increases by Casting Time: 1 actio n
l d8 for each s lot level above 3 rd. Range: 120 feet
Components: V, S , M (a caterpillar cocoon)
Duration: Concentration, up to 1 hour

CHAPTER 3 f SPELLS
You transform up to ten creatures of your choice that Components: V, S, M (niter, s ulfur, a nd pine tar for med
you can see within range. An unwilling target must suc- into a bead)
ceed on a Wisdom saving throw to resist the tra nsforma- Duration: Concentration, up to 10 m inutes
tion. An unwilling shapechanger automatically succeeds You create s ix tiny meteors in your space. They float
on the save. in the air and orbit you for the spell's duration. When
Each ta rget assumes a beast form of your choice, a nd you cast the s pell- and as a bonus actio n o n each of
you can choose the same form or different ones fo r each your turns thereafter- you can expend one or two of
target. The new form can be any beast you have seen the meteors, sending them streaking toward a point or
whose challenge rating is equal to or less than the tar- points you choose within 120 feet of you. Once a me-
get's (or half the target's level, if the target doesn't have a teor reaches its destination or impacts agai nst a solid
challenge rating). T he target's game statistics, including su r face, the meteor explodes. Each creature within 5
mental ability scores, are replaced by the statistics of feet of the point whe re the meteor explodes must make
the chosen beast, but the target retains its hit points , a Dexterity saving throw. A creature takes 2d6 fire
alignment, a nd personality. damage on a fai led save, or ha lf as much damage o n a
Each target gai ns a number of temporary hit poi nts s uccessful one.
equa l to the hit points of its new fo rm. These temporary At Higher Levels. When you cast this spell using a
hit points can't be replaced by temporary bit points from spell s lot of 4th level or higher, the number of meteors
another sou rce. A target reverts to its normal form whe n created increases by two for each s lot level above 3rd.
it bas no mo re temporary hit points or it dies. If the spell
ends before then, the creature loses all its temporary hi t MENTAL PRISON
points a nd reverts to its norma l form. 6 th-level illusion
T he creature is limited in the actions it can perform by
Casting Time: 1 action
the nature of its new form. It can't speak , cast spells, or
Range: 60 feet
do a nythin g else that requires hands or speech.
Components: S
The target's gear melds into the new form. T he target
Duration: Concentration, up to 1 minute
can't activate, use, wield, o r otherwise benefit from a ny
of its equipment. You attempt to bind a creature within an illusory cell
that only it perceives. One creature you can see w ithin
MAXIMILIAN'S EARTHEN GRASP range must make a n Intelligence saving th row. The
2nd-level transmutation target succeeds autom atically if it is immune to being
Casting Time: 1 action charmed. On a s uccessful save, the target takes SdlO
Range: 30 feet psychic damage, and the spell ends. On a fai led save,
Components: V, S, M (a miniature hand sculpted the target takes SdlO psychic damage, and you make
from clay) the area immediately around the target's space appear
Duration: Concentration, up to 1 minute dangerous to it in some way. You mig ht cause the ta rget
to perceive itself as being s urrounded by fire, floating
You choose a 5-foot-square un occupied space on the razors, or hideous maws filled with dripping teeth.
ground that you can see within ra nge. A Medium ha nd Whatever form the illusion takes, the target can't see or
made from compacted soil rises there a nd reaches for hear anything beyond it and is restrained for the spell's
one creature you can see within 5 feet of it. The target duration. If the target is moved out of the illusion, makes
must make a Strength saving throw. On a fai led save, a melee attack through it, o r reaches a ny part of its body
the target takes 2d6 bludgeonin g damage and is re- through it, the target takes lOdlO psychic damage, and
strained for the s pell's duration. the s pell ends.
As an action, you can cause the hand to crus h the
restrained target, which must make a Strength saving MIGHTY FORTRESS
throw. The ta rget ta kes 2d6 bludgeoning damage on a 8th-level conjuration
fai led save, or ha lf as much damage o n a s uccessful one.
Casting Time: 1 minute
To break out, the restrained target can use its action
Range: 1 mile
to make a Strength check agains t your s pell save DC.
Components: V, S, M (a diamond worth at least 500 gp,
On a s uccess, the target escapes a nd is no longer re-
which the spell consumes)
strained by the hand.
Duration: Instanta neous
As an action, you can cause the ha nd to reach for a
different creature or to move to a different unoccupied A fortress of s tone erupts from a square area of ground
s pace within ra nge. The hand releases a restrained tar- of you r choice that you can see within range. The a rea is
get if you do either. 120 feet on each side, and it must not have a ny buildings
o r other structures on it. Any creatu res in the a rea a re
1
MELF S MINUTE METEORS harmlessly lifted up as the fo rtress rises.
3rd-level evocation The fortress has four turrets with square bases, each
Casting Time: 1 action one 20 feet on a s ide and 30 feet tall, with one turret on
Range: Self each corner. The turrets ar e connected to each other by
s tone walls that a re each 80 feet long, creating an en-

CHAPTER 3 ) SPELLS

...
MI G HTY F O RTRES S

closed a rea. Each wall is 1 foot thick and is composed of into the ground, leaving a ny creatures that were ins ide it
panels that are 10 feet wide and 20 feet ta ll. Each panel sa fely on the g round.
is contiguous with two other panels or one othe r panel Casting this spell on the same spot once every 7 days
a nd a turret. You can place up to four s tone doors in the fo r a year makes the fortress permanent.
fortress's outer wall.
A s mall keep s ta nds ins ide the enclosed area. The MIND SPIKE
keep has a s quare base that is 50 feet on each s ide, and 2nd-level divination
it has three floors with 10-foot-high ceilings. Each of the Casting Time: 1 actio n
floors can be divided into as many rooms as you like, Range: 60 feet
provided each room is at least 5 feet on each s ide. The Components: S
floors of the keep are connected by stone staircases, its Duration: Concentration, up to 1 hour
walls a re 6 inches thick, a nd interior rooms can have
stone doors or open archways as you choose. The keep You reach into the mind of one creature you can see
is furnished a nd decorated however you like, and it con- within range. The target must m a ke a Wisdom s aving
tains s ufficient food to serve a nine-course ba nquet for throw, ta king 3d8 psychic damage on a fa iled save, or
up to 100 people each day. Furnishings, food, a nd other ha lf as much da mage o n a s uccessful one. On a failed
objects created by this spell crumble to dust if removed save, you a lso always know the target's location unti l the
from the fortress. spell ends, but only w hile the two of you are o n the same
A staff of one hundred invisible servants obeys any plane of existence. While you have this knowledge, the
command given to them by creatures you designate target can't become hidden from you, a nd if it's invisible,
when you cast the s pell. Each servant functions as if cre- it gains no benefit from th at condition against you.
ated by the unseen servant s pell. At Higher Levels. When you cast this s pell using a
The walls, turrets, and keep are all made of stone s pell s lot of 3rd leve l or highe r, the damage increases by
that can be da maged. Each 10-foot-by-10-foot section of ld6 for each s lot level above 2nd.
stone has AC 15 a nd 30 hit points per inch of thickness. MOLD EARTH
It is immune to poison a nd psychic damage. Reducing
Transmutation cantrip
a section of stone to 0 hit points destroys it and might
cause connected sections to buckle and collapse at the Casting Time: 1 action
DM's discretion . Range: 30 feet
After 7 days or when you cast this s pell somewhere Components: S
else, the fortress ha rm lessly crumbles a nd s inks back Duration: Instanta neous or 1 hour (see below)
You c hoose a portion of dirt or stone that you can see PRIMAL SAVAGERY
within range a nd that fits within a 5-foot cube. You ma- Transmutation cantrip
njpulate it in one of the following ways: Casting Time: 1 action
If you ta rget an area of loose ear t h, you can instan- Range: Self
taneously excavate it, move it along the ground, a nd Components: S
deposit it up to 5 feet away. Trus movement doesn't Duration: Instantaneous
involve enough force to cause damage. You channel primal magic to cause your teeth or fin-
You cause s hapes, colors, or both to appear on the dirt gernails to s harpen, ready to deliver a corrosive attack.
or stone, spelling out words, creating images, or s hap- Make a melee spell attack against one c reature within 5
ing patterns . The c hanges last for 1 hour. feet of you. On a hit, the target takes ldlO acid damage .
If the dirt or stone you target is on the grou nd, you After you make the attack, your teeth or fingernails re-
cause it to become difficult terrain. Alternatively, you turn to normal.
can cause the ground to become normal terrain if it is The spell's damage increases by ldlO whe n you reach
already difficu lt terrain . This change lasts fo r 1 hour. 5th level (2d10), 11th level (3d10), a nd 17th level (4d10).
If you cast this spell multiple times, you can have no
more than two of its non-instanta neous effects active at PRIMORDIAL WARD
a time, and you can dismiss s uch an effect as an action. 6th-level abjuration
Casting Time: 1 action
NEGATIVE ENERGY FLOOD Range: Self
5th-level necromancy Components: V, S
Casting Time: 1 action Duration: Concentration, up to 1 minute
Range: 6 0 feet You have resistance to acid, cold, fire, lightning, and
Components: V, M (a broken bone a nd a square of thunder d a mage for the spell's duration.
black s il k) When you take damage of one of those types, you can
Duration: Instantaneous use your reaction to gain immunity to that type of dam-
You send ribbons of negative e ne rgy at one creature you age, including against the triggering damage. If you do
can see within range. Un less the target is undead, it so, the resistances end, and you have the immuruty until
mus t make a Constitution saving throw, taking Sd12 ne- the end of you r next turn, at which time the spell e nds.
crotic damage on a failed save, or half as much damage
on a successful one. A target killed by this damage rises PSYCHIC SCREAM
up as a zombie at the start of your next turn. T he zombie 9th-level enchantment
pursues whatever creature it can see that is closest to it. Casting Time: 1 action
Statistics fo r the zombie are in the Monster Manual. Range: 90 feet
If you target an undead with th is spell, th e target Components: S
doesn't make a saving throw. Instead, roll Sdl2. The tar- Duration: Instantaneous
get gains half t he total as temporary hit points.
You unleash the power of your mind to blast the intellect
POWER WORD PAIN of up to ten creatures of you r choice that you can see
7th-level enchantment with in range. Creatures that have a n Intelligence score
of 2 or lower are unaffected.
Casting Time: 1 action Each target must mak e a n Intelligence saving throw.
Range: 60 feet On a failed save, a target takes 14d6 psychic damage
Components: V a nd is stunned. On a s uccessful save, a target ta kes half
Duration: Instantaneous as much d a mage and isn't stunned. If a target is killed
You speak a word of power that causes waves of intense by this damage, its head explodes, assuming it has one.
pain to assai l one creature you can see within range. A stu nned target can make an Intelligence saving
If the target has 100 hit points or fewer, it is subject throw at the end of each of its turns. On a successful
to c rippling pain. Otherwise, the spell has no effect save, the stunn ing effect e nds.
on it. A target is also unaffected if it is immune to be-
ing charmed. PYROTECHNICS
While the target is affected by crippling pain, any 2nd-level transmutation
speed it has can be no higher tha n 10 feet. The target Casting Time: 1 action
also has disadvantage on attack rolls, ability checks, a nd Range: 6 0 feet
savi ng throws, other than Constitution savi ng throws. Components: V, S
Finally, if the target tries to cast a spell, it must first suc- Duration: Instantaneous
ceed on a Constitution saving throw, or the casting fails
Choose an area of nonmagical fla me that you can see
a nd the spell is wasted.
and that fits w ithin a 5-foot cube within ra nge. You can
A target suffering this pain can make a Constitution
extinguis h the fire in that ar ea, and you create either
saving throw at the e nd of each of its turns. On a s uc-
fireworks or smoke when you do so.
cessful save, the pain e nds.
Fireworks. T he ta rget explodes with a dazzling dis-
play of colors. Each creature within 10 feet of the target

CHAPTER 3 I SPELLS

...
properties (r ange 20/6 0). In addition, w hen you use the
sword to attack a target that is in dim light or da rkness,
you ma ke the attack roll with advantage.
If you drop the weapon or throw it, it dissipates at the
end of the turn. Thereafter, while the spell persists, you
can use a bonus action to cause the sword to reappear
in your band.
At Higher Levels. When you cast this spell using a
3rd- or 4th-level spell s lot, the damage increases to 3d8.
When you cast it using a 5th- or 6th-level spell s lot, the
damage incr eases to 4d8. When you cast it using a spell
s lo t of 7th level or hig her, the damage increases to 5d8.

SHADOW OF MOIL
4th-level necromancy
Casting Time: 1 action
Range: Self
Components: V, S, M (an undead eyeball encased in a

/ gem worth at least 150 gp)


Duration: Concentration, up to 1 minute
Flame-like s hadows wreathe your body until the s pell
ends, caus ing you to become heavily obscured to others.

/
The s hadows turn dim light within 10 feet of you into
da rkness, and bright lig ht in the same a rea to dim light.
Until the s pell ends, you have resistance to radiant
damage. In addition, whenever a creature within 10 feet
of you hits you with an attack, the s hadows lash out at
that creature, dealing it 2d8 necrotic damage.

SHAPE WATER
must s ucceed on a Constitution saving throw or become Transmutation cantrip
blinded until the end of your next turn.
Smoke. Thick black s moke s preads o ut from the tar- Casting Time: 1 action
get in a 20-foot radfos, moving around corners. The area Range: 3 0 feet
of the smoke is heavily o bscured. The smoke persists for Components: S
1 minute or until a strong wind disperses it. Duration: Instanta neous or 1 hour (see below)
You choose an a rea of water that you can see within
SCATTER ra nge a nd that fits within a 5-foot cube. You ma nipulate
6th-level conjuration it in one of the following ways:
Casting Time: 1 action You instantaneously move or otherwise change the
Range: 30 feet flow of the water as you direct, up to 5 feet in any di-
Components: V rection. This movement doesn't have enoug h force to
Duration: Instantan eous cause damage.
The air quivers around up to five creatures of your You cause the water to form into simple s hapes
choice that you can see within range. An unwi lling crea- a nd ani mate at your direction. This cha nge lasts
ture must s ucceed on a Wisdom saving throw to resist for 1 hour.
this spell. You teleport each affected target to an unoccu- You change the water's color or opacity. T he water
pied space that you can see within 120 feet of you. That mus t be changed in the same way throughout. This
space must be on the ground or on a floor. change lasts for 1 hour.
You freeze the water, provided that there are no crea-
SHADOW BLA DE tures in it. T he water unfreezes in 1 hour.
2nd-level illusion
If you cast this spell multiple ti mes, you can have no
Casting Time: 1 bonus action mor e than two of its non-ins tanta neous effects active at
Range: Self a time, a nd you can dismiss such a n effect as a n action.
Components: V, S
Duration: Concentration, up to 1 minute SICKENING RADIANCE
4th-level evocation
You weave togethe r threads of s hadow to create a sword
of solidified gloom in your ha nd. This magic sword lasts Casting Time: 1 action
until the spell ends. I t counts as a simple me lee weapon Range: 120 feet
with which you a re proficient. It deals 2d8 psychic Components: V, S
dam age on a hit and bas the finesse, light, a nd thrown Duration: Concentration, up to 10 minutes
Dim, greenish light spreads withfo a 30-foot-radius A restrained creature can make a Dexterity saving
sphere centered on a point you choose within range. throw at the end of each of its turns, ending the effect on
The light spreads around corners, and it lasts until the itself on a success. Alternatively, the creature or some-
spell ends. one else who can reach it can use an action to make an
When a creature moves into the spell's area for the Intelligence (Arcana) check against your spell save DC.
first time on a turn or starts its turn there, that creature On a success, the restrained effect ends.
must succeed on a Constitution saving throw or take After the trap is triggered, the spell ends when no
4d10 radiant damage, and it s uffers one level of exhaus- creature is restrained by it.
tion and emits a dim, greenish light in a 5-foot radius.
This light makes it impossible for the creature to benefit SNILLOC 'S SNOWBALL SWARM
from being invisible. The light and any levels of exhaus- 2nd-level evocation
tion caused by this spell go away when the spell ends. Casting Time: 1 action
Range: 90 feet
SKILL EMPOWERMENT Components: V, S, M (a piece of ice or a small white
5th-level transmutation rock chip)
Casting Time: 1 action Duration: instantaneous
Range: Touch A flurry of magic snowballs erupts from a point you
Components: V, S choose within range. Each creature in a 5-foot-radius
Duration: Concentration, up to 1 hour sphere centered on that point m ust make a Dexterity
Your magic deepens a creature's understanding of its saving throw. A creature takes 3d6 cold damage on a
own talent. You touch one willing creature a nd give it fai led save, or half as much damage on a s uccessful one.
expertise in one skill of your choice; until the spell ends, At Higher Levels. When you cast this spell using a
the creature doubles its proficiency bonus for abi lity spell s lot of 3rd level or higher, the damage increases by
checks it makes that use the chosen skill. ld6 for each slot level above 2nd.
You must choose a skill in which the target is profi-
cient and that isn't a lready benefiting from an effect, SOUL CAGE
s uch as Expertise, that doubles its proficiency bonus. 6th-level necromancy
Casting Time: 1 reaction, which you take when a hu-
SKYWRITE manoid you can see within 60 feet of you dies
2nd-level transmutation (ritual) Range: 60 feet
Casting Time: 1 action Components: V, S, M (a tiny silver cage worth 100 gp)
Range: Sight Duration: 8 hours
Components: V, S This spell snatches the soul of a humanoid as it dies and
Duration: Concentration, up to 1 hour traps it inside the tiny cage you use for the material com-
You cause up to ten words to form in a part of the sky ponent. A stolen soul remai ns inside the cage until the
you can see. The words appear to be made of cloud and spell ends or until you destroy the cage, which ends the
remain in place for the spell's duration. The words dis- spell. While you have a soul inside the cage, you can ex-
sipate when the spell ends. A strong wind can disperse ploit it in any of t he ways described below. You can use a
the clouds and end the spell early. trapped soul up to six times. Once you exploit a soul for
the sixth time, it is released, and the spell ends. While
SNARE a soul is trapped, the dead humanoid it came from can't
1st-level abjuration be revived.
Casting Time: 1 minute Steal Life. You can use a bonus action to d rain vigor
Range: Touch from the soul and regain 2d8 hit points.
Components: S, M (25 feet of rope, which the Query Soul. You ask t he soul a question (no action re-
spell consumes) quired) and receive a brief telepathic answer, which you
Duration: 8 hours can understand regardless of the language used. The
soul knows only what it knew in life, but it must answer
As you cast this spell, you use the rope to create a circle you truthfully and to the best of its ability. The answer is
with a 5-foot radius on the grou nd or the floor. When no more than a sentence or two and might be cryptic.
you finish casting, the rope disappears and the circle Borrow Experience. You ca n use a bonus action to
becomes a magic trap. bolster yourself with the soul's life experience, making
This trap is nearly invisible, requiring a successful your next attack roll, ability check, or saving throw with
Intelligence (Investigation) check against your spell save advantage. 1f you don't use this benefit before the start of
DC to be discerned. your next turn, it is lost.
The trap triggers when a Small, Medium, or Large Eyes of the Dead. You can use an action to name a
creature moves onto the ground or t he floor in the place the humanoid saw in life, which creates an invis-
spell's radius. That creature must succeed on a Dex- ible sensor somewhere in that place if it is on the plane
terity saving throw or be magically hoisted into the air, of existence you're currently on. The sensor remains for
leaving it hanging upside down 3 feet above the ground as long as you concentrate, up to 10 minutes (as if you
or the floor. The creature is restrained there until the were concentrating on a spell). You receive visual and
spell ends.

CHAPTER 3 I SPELLS
S T O RM S P H E R E

auditory information from the sensor as if you were in The sphere remains for the spell's duration. Each crea-
its space using your senses. ture in the sphere when it appea rs or that ends its turn
A creature that can see the sensor (such as one using there must succeed o n a Strength saving throw or take
see invisibility or truesight) sees a translucent image of 2d6 bludgeoning damage. The sphere's space is diffi-
the tormented humanoid whose soul you caged. cult terrain.
Until the spell ends, you can use a bonus action on
STEEL WIND STRIKE each of your turns to cause a bolt of lig htning to leap
5th-level conjuration from the center of the sphere towa rd one creature you
Casting Time: 1 action choose withi n 60 feet of the center. Make a ranged spell
Range: 30 feet attack. You have advantage on the attack roll if the target
Components: S, M (a melee weapon worth at least 1 sp) is in the sphere. On a hit, the target takes 4d6 light-
Duration: Insta ntaneous ning damage.
Creatures withi n 30 feet of the sphere have disadva n-
You flourish the weapon used in the cas ting and then tage on Wis dom (Perception) checks made to listen.
vanis h to strike like the wind. Choose up to five crea- At Higher Levels. W hen you cast this spell using a
tures you can see within ra nge. Make a melee spell spell s lot of 5th level or higher, the damage for each of
attack against each target. On a hit, a ta rget takes 6d 10 its effects increases by ld6 for each s lot level above 4th.
force damage.
You can then teleport to an unoccupied space you can SUMMON GREATER DEMON
see within 5 feet of one of the targets you hit or missed. 4th-level conjuration
STORM SPHERE Casting Time: 1 action
4th-level evocation Range : 60 feet
Components: V, S, M (a vial of blood from a humanoid
Casting Time: 1 action
ki lled within the past 24 hours)
Range : 150 feet Duration: Concentration, up to 1 hour
Components: V, S
Duration: Concentration, up to 1 minute You utter foul words, s ummoning one demon from the
chaos of the Abyss. You choose the demon's type, wh ich
A 20-foot-radius sphere of wh irling air springs into ex- must be one of challenge rating 5 or lower, s uch as a
istence, center ed on a point you choose within range. shadow demon or a barlgura. The demon appears in
an unoccupied space you can see within range, and the anyone withi n it. Using the material component in this
demon disappears when it drops to 0 hit points or when manner consumes it when the spell ends.
the spell ends. At Higher Levels. When you cast this spell using a
Roll initiative for the demon, which has its own turns. spell slot of 6th or 7th level, you summon twice as many
When you summon it and on each of your turns thereaf- demons. If you cast it using a spell slot of 8th or 9th
ter, you can issue a verbal command to it (requfring no level, you summon three times as many demons.
action on your part), telling it what it must do on its next
turn. If you issue no command, it spends its turn attack- SYNAPTIC STATIC
ing any creature within reach that has attacked it. 5th-level enchantment
At the end of each of the demon's turns, it makes a Casting Time: 1 action
Charisma saving throw. The demon has disadvantage Range: 120 feet
on this saving throw if you say its true name. On a failed Components: V, S
save, the demon continues to obey you. On a success- Duration: Instanta neous
ful save, your control of the demon ends for the rest of
You choose a point within range and cause psychic en-
the duration, and the demon spends its turns pursuing
ergy to explode there. Each creature in a 20-foot-radius
and attacking the nearest non-demons to the best of its
sphere centered on that point must make an Intelligence
ability. If you stop concentrating on the spell before it
saving throw. A creature wiili an Intelligence score of
reaches its full duration, an uncontrolled demon doesn't
2 or lower can't be affected by this spell. A target takes
disappear for ld6 rounds if it still has hit points.
8d6 psychic damage on a failed save, or ha lf as much
As part of casting the spell, you can form a circle
damage on a successful one.
on the ground with the blood used as a material com-
After a fai led save, a target has muddled thoughts for
ponent. The circle is large enough to encompass your
1 minute. During that time, it rolls a d6 and s ubtracts
space. While the spell lasts, the s ummoned demon can't
the number rolled from all its attack rolls and ability
cross the circle or harm it, and it can't target anyone
checks, as well as its Constitu tion saving throws to
within it. Using the materia l component in this manner
maintain concentration. The target can make an Intelli-
consumes it when the spell ends.
gence saving throw at the end of each of its turns, end-
At Higher Levels. When you cast this spell using a
ing the effect on itself on a success.
spell s lot of 5th level or higher, the challenge rating in-
creases by 1 for each slot level above 4th. TEMPLE OF THE GODS
SUMMON LESSER DEMONS
7th-level conjuration
3rd-level conjuration Casting Time: 1 hour
Range: 120 feet
Casting Time: 1 action
Components: V, S, M (a holy symbol worth at least 5 gp)
Range: 60 feet
Duration: 24 hours
Components: V, S , M (a vial of blood from a humanoid
killed within the past 24 hours) You cause a temple to shimmer into existence on ground
Duration: Concentration, up to 1 hour you can see within range. The temple must fit within an
unoccupied cube of space, up to 120 feet on each side.
You utter foul words, s ummoning demons from the
The temple remains until the spell ends. It is dedicated
chaos of the Abyss. Roll on the following table to deter-
to whatever god, pantheon, or philosophy is represented
mine what appears.
by the holy symbol used in the casting.
d6 Demons Summoned You make all decisions about the temple's appear-
1-2 Two demons of challenge rating 1 or lower
ance. The interior is enclosed by a floor, walls, and a
roof, with one door granting access to the interior and
3-4 Four demons of challenge rating 1/2 or lower
as many windows as you wish. Only you a nd any crea-
5-6 Eight demons of challenge rating 1/4 or lower tures you designate when you cast the spell can open or
close the door.
The DM chooses the demons, such as manes or The temple's interior is an open space with a n idol
dretches, a nd you choose the unoccupied spaces you or a lta r at one end. You decide whether the temple is
can see within range w here they appear. A summoned illuminated and whether that illumination is bright light
demon disappears when it drops to 0 hit points or when or dim light. The smell of burning incense fills the air
the spell ends. within, and the temperature is mild.
The demons are hostile to all creatures, including you. The temple opposes types of creatures you choose
Roll initiative for the s ummoned demons as a group, when you cast this spell. Choose one or more of the fol-
which has its own turns. The demons pursue and attack lowing: celestials, elementals, fey, fiends, or undead. If a
the nearest non-demons to the best of their abi li ty. creature of the chosen type attempts to enter the temple,
As part of casting the spell, you can form a circle that creature must make a Charisma saving throw. On
on the ground with the blood used as a material com- a failed save, it can't enter the temple for 24 hours. Even
ponent. The circle is large enough to encompass your if the creature can enter the temple, the m agic there
space. While U1e spell lasts, the summoned demons hinders it; whenever it makes an attack roll, an ability
can't cross the circle or harm it, and they can't target check, or a saving throw inside ilie temple, it must roll a
d4 and subtract the number rolled from the d20 roll.

CHAPTER 3 I SPELLS
In addition, the sensor s created by divination spells THUNDER STEP
can't appear ins ide the temple, and creatures within 3rd-level conjuration
can't be targeted by divination spells.
Casting Time: 1 action
Finally, whenever any creature in the temple regains
Range: 90 feet
hit points from a spell of 1st level or higher, the creature
Components: V
regains add itional hit points equal to your Wisdom mod-
Duration: Instantaneous
ifier (minimum 1 hit point).
The temple is made from opaque magical force that You teleport yourself to an unoccupied space you can
extends into the Ethereal Plane, thus blocking ethereal see within range. Immediately after you disappear, a
travel in to the temple's interior. Nothing can physically thunderous boom sounds, and each creature within 10
pass through the temple's exterior. It can't be dispelled feet of the space you left must make a Constitution sav-
by dispel magic, and antimagic field has no effect on it. A ing throw, taking 3dl0 thunder damage on a failed save,
disintegrate spell destroys the temple instantly. or half as much damage on a successful one. The thun-
Casting this spell on the same spot every day for a der can be heard from up to 300 feet away.
year makes this effect permanent. You can bring along objects as long as their weight
doesn't exceed what you can carry. You can also tele-
TENSER' S TRANSFORMATION port one willing creature of your size or smaller who is
6th-level transmutation carrying gear up to its carrying capacity. The creature
Casting Time: 1 action must be within 5 feet of you when you cast this spell,
Range: Self and there must be an unoccupied space within 5 feet of
Components: V, S, M (a few hairs from a bull) your destination space for the creature to appear in; oth-
Duration: Concentration, up to 10 minutes erwise, the creature is left behind.
At Higher Levels- When you cast this spell using a
You endow yourself with endurance and martial prow- spell s lot of 4th level or higher, the damage increases by
ess fueled by magic. Until the spell ends , you can't cast ldlO fo r each s lot level above 3rd.
spells, and you gain the following benefits:
1)DAL WAVE
You gain 50 temporary hit points. If a ny of these re-
main when the spell ends, they are lost. 3rd-level conjuration
You have advantage on attack rolls that you make with Casting Time: 1 action
s imple and martial weapons. Range: 120 feet
When you hit a target with a weapon attack, that tar- Components: V, S, M (a drop of water)
get takes an extra 2dl2 force damage. Duration: Instantaneous
You have proficiency with all a rmor, s hields, simple
You conjure up a wave of water that crashes down on an
weapons, and martia l weapons.
a rea within range. The area can be up to 30 feet long,
You have proficiency in Strength and Constitution sav-
up to 10 feet wide, and up to 10 feet tall. Each creature
ing throws.
in that area must make a Dexterity saving throw. On a
You can attack twice, instead of once, when you take
failed save, a creature takes 4d8 bludgeoning damage
the Attack action on your turn. You ignore this benefit
and is knocked prone. On a successful save, a creature
if you already have a feature, like Extra Attack, that
takes half as much damage and isn't knocked prone.
gives you extra attacks.
The water then spreads out across the ground in all
Immediately after the spell ends, you must succeed on directions, extinguishing unprotected flames in its area
a DC 15 Constitution saving throw or suffer one level of and within 30 feet of it, and then it vanishes.
exha ustion.
TINY SERVANT
THUNDERCLAP 3rd-level transmutation
Evocation cantrip Casting Time: 1 minute
Casting Time: 1 action Range: Touch
Range: 5 feet Components: V, S
Components: S Duration: 8 hours
Duration: Instantaneous
You touch one Tiny, nonmagical object that isn't at-
You create a burst of thunderous sound that can be tached to another object or a s urface a nd isn't being
heard up to 100 feet away. Each creature within range, carried by another creature. The target a nimates and
other than you, must succeed on a Constitution saving sprouts little arms and legs, becoming a creature under
throw or take ld6 thunder damage. your control until the spell ends or the creature drops to
The spell's damage increases by ld6 when you reach 0 hit points. See the stat block for its statistics.
5th level (2d6), 11th level (3d6), and 17th level (4d6). As a bonus action, you can mentally command the
creature if it is within 120 feet of you. (If you control
multiple creatures with this spell, you can command any
or a ll of them at the same time, issuing the same com-

CHAPTER 3 I SPELLS
TOLL THE DEA D
Necromancy can trip
Casting Time: l action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You point at one creature you can see within range,
and the sound of a dolorous bell fills the a ir around it
for a moment. The targe t must s ucceed on a Wisdom
saving throw or take ld8 necrotic damage. If the target
is missing a ny of its hit points, it instead takes ldl2 ne-
crotic da mage.
The spell's damage increases by one die when you
reach 5th level (2d8 or 2dl2), 11th level (3d8 or 3d12),
and 17th level (4d8 or 4d12).

TRAN SM UTE RO CK
5th-level transmutation
Casting Time: 1 action
Range: 120 feet
Components: V, S , M (clay a nd wate r)
Duration: Until dispelled
You c hoose an a rea of s tone or mud that you can see
that fits within a 4 0 -foot c ube and is within range, and
choose one of the following effects.
TINY SERVANT Transmute Rock to Mud. Nonmagical rock of any
Tiny construct, unaligned sort in the a rea becomes a n equal volume of thick, flow-
ing mud that remains for the s p ell's duration.
Armor Class 15 (natural armo r) The ground in the spell's a rea becomes muddy e nough
Hit Points 10 (4d4) that creatures can s ink into it. Each foot that a c reature
Speed 30 ft., climb 30 ft.
moves through the mud costs 4 feet of movement, and
INT WIS CHA any c reature on the ground w he n you cast the spell must
STR DEX CON
4 (-3) 16 (+3) 10 (+O) 2 (- 4) 10 (+O) l (-5) make a Strength saving throw. A creature mus t a lso
make the saving throw when it moves into the area for
Damage Immunities poison, psychic the first time on a turn or e nds its turn there. On a failed
Condition Immunities blinded, cha rmed, deafened, exhaustion, save, a creature s inks into the mud and is restrained,
frightened, paralyzed, petrified, poisoned though it can use a n action to e nd the restrained condi-
Senses blindsight 60 ft. (blind beyond this radius), passive tion on itself by pulling itself free of the mud.
Perception 10 If you cast the s pell on a ceiling, the mud falls. Any
Languages- creature under the mud whe n it falls must ma ke a Dex-
terity savi ng throw. A c reature takes 4d8 bludgeoning
A CTIONS
damage on a failed save, or ha lf as much damage o n a
Slam. Melee Weapo n Attack: +5 to hit, reach 5 ft., one target. s uccessful one.
Hit: 5 (ld4 + 3) bludgeoning damage. Transmute Mud to Rock. Nonmagical mud or quick-
sa nd in the area no more than 10 fee t deep tra nsforms
mand to each one.) You decide what action the c reature into soft s tone for the spell's duration. Any c reature in
will take and where it w ill move during its next turn, or the mud when it transforms mus t make a Dexterity sav-
you can issue a s imple, gene ra l command, s uch as to ing throw. bn a s uccessful save, a creature is s hunted
fetch a key, s ta nd watch, or s tack some books. If you is- safely to the s urface in an unoccup ied s pace. On a failed
s ue no comma nds, the servant does nothing other than save, a c reature becomes restrai ned by the rock. A re-
defend itself agains t hostile creatures. Once given an strained creature, or a nother c reature within reach, can
order, the servant continues to follow that orde r unti l its use a n action to try to break the rock by s ucceeding on
task is comple te. a DC 20 S trength check or by dealing da mage to it. The
When the creature drops to 0 hit points, it reverts to rock h as AC 15 and 25 hit points, and it is immune to
its original form, a nd any re m aining damage carries poison and psychic da mage.
over to that form.
At Higher Levels. When you cast this s pell us ing a
spell s lot of 4 th level or hig her, you can animate two ad-
ditional objects for each s lot level above 3 rd.

CHAPTER 3 I SPELLS
VITRIOLIC SPHERE up to 30 feet long, 10 feet high, and 10 feet thick, and it
4th-level evocation vanishes when the spell ends. It blocks line of sight but
Casting Time: 1 action not movement. A creature is blinded while in the wall's
Range: 150 feet space and must spend 3 feet of movem ent for every 1
Components: V, S , M (a drop of giant s lug bile) foot it moves there.
Duration: Ins tantaneous WALL OF WATER
You point at a location within range, and a glowing, 3rd-level evocation
1-foot-cliameter ball of emerald acid streaks there and Casting Time: 1 action
explodes in a 20-foot-radius sphere. Each creature in Range: 60 feet
th at area must make a Dexterity saving throw. On a Components: V, S, M (a drop of water)
failed save, a creature takes 10d4 acid damage and an- Duration: Concentration, up to 10 minutes
other 5d4 acid damage at the end of its next turn. On a
s uccessful save, a c reature takes half the initial damage You create a wall of water on the ground at a point you
and no damage at the end of its next turn. can see within range. You can make the wall up to 30
At Higher Levels. When you cast this spell using a feet long, 10 feet high, and 1 foot thick, or you can make
spell s lot of 5th level or higher, the initial damage in- a ringed wall up to 20 feet in diameter, 20 feet hi gh, and
creases by 2d4 for each s lot level above 4th. 1 foot thick. The wall vanishes when the spell ends. The
wall's space is difficult terrain.
WALL OF LIGHT Any ranged weapon attack that enters the wall's space
5th-level evocation has disadvantage on the attack roll, and fire damage
Casting Time: 1 action is halved if the fire effect passes through the wall to
Range: 120 feet reach its target. Spells that deal cold damage that pass
Components: V, S, M (a hand mirror) through the wall cause the area of the wall they pass
Duration: Concentration, up to 10 minutes through to freeze solid (at least a 5-foot-square section is
frozen). Each 5-foot-square frozen section has AC 5 and
A s himmering wall of bright Light appears at a point you 15 hit points. Reducing a frozen section to 0 hit points
choose within range. The wall appears in any orienta- destroys it. When a section is destroyed, the wall's water
tion you choose: horizonta lly, vertica lly, or diagonally. It doesn't fi ll it.
can be free floating, or it can rest on a solid s urface. The
wall can be up to 60 feet long, 10 feet high, and 5 feet WARDING WIND
thick. The wall blocks line of s ight, but creatures and ob- 2nd-level evocation
jects can pass through it. It emits bright light out to 120 Casting Time: 1 action
feet and dim light for an additional 120 feet. Range: Self
When the wall appears, each creature in its area must Components: V
make a Constitution saving throw. On a failed save, a Duration: Concentration, up to 10 minutes
creature takes 4d8 rad iant damage, and it is blinded for
1 minute. On a s uccessful save, it takes ha lf as much A s trong wind (20 miles per hour) blows around you in a
damage and is n't blinded. A blinded creature can make 10-foot radius a nd moves with you, remaining centered
a Constitution saving throw at the end of each of its on you. The wind lasts for the spell's duration.
turns, ending the effect on itself on a success. The wind has the following effects:
A creature that e nds its turn in the wall's area takes It deafens you and other creatures in its area .
4d8 radiant damage. It extinguishes unprotected flames in its area that are
Until the spell ends, you can use an action to launch a torch-sized or s ma ller.
beam of radiance from the wall at one creature you can It hedges out vapor, gas, and fog that can be dispersed
see within 60 feet of it. Make a ranged spell a ttack. On by s trong wind.
a hit, the target takes 4d8 radiant damage. Whether you The area is difficult terrain for creatures
hit or miss, reduce the length of the wall by 10 feet. If other than you.
the wall's length drops to 0 feet, the spell ends. The attack rolls of ranged weapon attacks have disad-
At Higher Levels. When you cast this spell using a vantage if the attacks pass in o r out of the wind.
spell slot of 6th level or higher, the damage increases by
ld8 for each s lot level above 5th. WATERY SPHERE
4th-level conjuration
WALL OF SAND
Casting Time: 1 action
3rd-level evocation
Range: 90 feet
Casting Time: 1 action Components: V, S, M (a droplet of water)
Range: 90 feet Duration: Concentration, up to 1 minute
Components: V, S, M (a handful of sand)
Duration: Concentration, up to 10 minutes You conjure up a sphere of water with a 5-foot radius at
a point you can see within range. The sphere can hover
You create a wall of swirling sand on the ground at a but no more than 10 feet off the ground. The sphere re-
point you can see within range. You can make the wall mains for the spell's duration.
Any creature in the sphere's s pace must make a WORD OF RADIANCE
Strength saving throw. On a successful save, a creature Evocation cantrip
is ejected from that space to the nearest unoccupied Casting Time: 1 action
space of the creature's choice outside the sphe re. A Range: 5 feet
Huge or la rger creature succeeds on the saving throw Component s: V, M (a holy symbol)
automatically, and a La rge or s ma ller creature can Duration: Ins tanta neous
choose to fa il it. On a fai led save, a creature is restra ined
by the sphere a nd is engul fed by the water. At the end of You utter a divine word, a nd burning radiance erupts
each of its turns, a restrained target can repeat the sav- fro m you. Each creature of your choice that you can see
ing throw, ending the effect on itself on a s uccess. within range must succeed on a Constitution saving
The s phere can restra in as ma ny as four Medium or throw or take ld6 radia nt damage.
s ma ller creatures or one Large creature. If the sphere The spell's damage increases by ld6 whe n you reach
restrains a creature that causes it to exceed th is capac- 5th level (2d6), 11th level (3d6), a nd 17th level (4d6).
ity, a ra ndom creature that was a lready restrained by the
WRATH OF NATURE
sphere falls out of it a nd lands prone in a space within 5
5th-level evocation
feet of it.
As an action, you can move the s phere up to 30 feet Casting Time: 1 action
in a straight line. If it moves over a pit, a cliff, or other Range : 120 feet
drop-off, it safely descends unti l it is hovering 10 feel Component s: V, S
above the ground. Any creature restrained by the sphere Duration: Concentratio n, up to 1 minute
moves with it. You can ram the sphere into creatures, You call out to the spiri ts of nature to rouse them
forci ng them to ma ke the saving throw. aga inst your enemies. Choose a point you can see
When the spell e nds, the sphe re fa lls to the g round within range. The s pirits cause trees, rocks, a nd grasses
and exti nguis hes all normal fl ames within 30 feet of it. in a 60-foot cube centered on that point to become a ni-
Any creature restrained by the sphe re is knocked prone mated until the spell ends.
in the s pace w here it fa lls. The water then vanishes. Grasses and Undergrowt h. Any area of ground in the
cube that is covered by grass or undergrowth is difficult
WHIRLWIN D
terrain for your enemies.
7th-level evocation Trees. At the start of each of your turns, each of you r
Casting Time: 1 action enemies within 10 feet of a ny tree in the cube mus t s uc-
Range: 300 feet ceed on a Dexterity saving throw or take 4d6 s lashing
Component s: V, M (a piece of straw) damage from whipping branches.
Duration: Concentratio n, up to 1 minute Roots and Vines. At the end of each of your turns, one
A whirlwind howls down to a point that you can creature of your choice that is on the ground in the cube
see on the ground withi n range. The whirlwind is a must succeed on a Strength saving throw or become
10-foot-radiu s, 30-foot- high cylinder centered on that restrai ned un til the s pell e nds. A restrained creature
point. Unt il the spell ends, you can use your action to can use an actio n to make a Strength (Athletics) check
move the whirlwind up to 30 feet in a ny d irection a long against your spell save DC, ending the effect on itself on
the groun d. The whirlwind s ucks up any Medium or a s uccess.
s maller objects that aren't secured to a nything and that Rocks. As a bonus action on your turn, you can cause
a ren't worn or carried by anyone. a loose rock in the cube to launch at a creature you can
A creature must make a Dexterity saving throw the see in the cube. Make a ra nged s pell attack aga ins t the
first time on a turn that it enters the whirlwi nd or that target. On a bit, the target ta kes 3d8 nonmagical blud-
the whirlwind e nters its space, including when the wh irl- geoning damage, and it must succeed on a Strength
wind first appea rs. A creature ta kes 10d6 bludgeoning saving throw or fa ll prone.
da mage on a failed save, or half as much damage on a
ZEPHYR STRIKE
successful one. In add ition, a Large o r smaller creature
1st-level transmutatio n
that fails the save must s ucceed on a Strength saving
throw or become restra ined in the whi rlwind until the Casting Time: 1 bonus action
spell ends . When a creature starts its turn restrained by Range: Self
the whirlwind, the creature is pulled 5 feet higher inside Component s: V
it, unless the creature is at the top. A restra ined creature Duration: Concentratio n, up to 1 minute
moves with the whirlwind and fal ls when the spell ends, You move like the wind. Until the spell ends, your move-
unless the creature has some means to s tay a loft. ment doesn't provoke opportunity attacks.
A restrained creature can use a n action to make a Once before the spell ends, you ca n give yourself ad-
Strength or Dexte rity check against your spell save DC. va ntage on one weapon attack roll o n your turn. That at-
If s uccessful, the creature is no longer restrai ned by the tack dea ls an extra ld8 force damage on a hit. Whether
whirlwind a nd is hurled 3d6 x 10 feet away from it in a you hit or miss, your walking speed increases by 30 feet
ra ndom direction. until the end of that turn.

CHAPTER 3 I SPELLS
APPENDIX A: SHARED CAMPAIGNS
Coordinating a regular schedule of D&D game sessions, In order to be s uccessful, a s hared campaign needs
to keep a campaign active and vibrant, can be a chal- a champion-someone who takes on the responsibil-
lenge. If the campaign's only Dungeon Master or enough ity of organizing and maintai ning the group. U you're
playe rs aren't available, the next session might have to interested in learning more about how to run a s hared
be pos tponed, and repeated problems of this sort can cam paign and seeing how the Adventurers League
endange r the continuation of the campaign. handles certa in issues, then the rest of this appendix is
In short: in a world filled with distractions, it can be meant for you.
hard to keep a campa ign going. Enter the concept of the
sha red campaign. DESIGNING ADVENTURES
In a s hared campaign, more than one member of the
group can take on the role of DM. A s hared campaign is Designi ng adventures for a shared campaign involves a
episodic rather than continuous, with each play session different set of cons iderations than designing for a s ta n-
compris ing a complete adventure. dard group of players. Most important, the adventure
The largest shared campaigns are administered by must be timed to conclude when the session is sched-
the D&D Adventurers League and overseen by Wizards uled to end. You also need to balance combat encounters
of the Coast. You can also create your own s hared cam- for a range of levels, since a wide range of cha racters
might be experiencing the adventure at the same time.
pa ign for a school D&D club, at a game store, a libra ry,
or anywhere else where D&D players and DMs gather.
ADVENTURE DURATION
A shared campaign establis hes a framework that a l-
lows a player to take a character from one DM's game Every adventure in a s hared campaign begins and ends
to a nother one within the shared campaign. It creates a in the same play session. (If a group of participa nts
s ituation where almost nothing can prevent a scheduled wants to take longer to finish and all are wiJling to do
session from happening. T he roster of potentia l players so, they can exceed the time li mit.) A session or an event
can be qu.ite large, virtually ens uring that any session can't e nd with the adven ture unfinished, since there's no
has at least the minimum number of characters needed way to guarantee that the same players a nd DM wi ll be
to play. If everyone shows up to play at the same time, ava ilable for the next session.
multiple DMs ens ure that everyone can take part. Typically, adventures in a shared campaign a re de-
s igned to take either 2 hours or 4 hours. In each hour of
CODE OF CO N DUCT play, assume the characters can complete the following:
Time and time again, the core rulebooks come back to Three or four s imple combat e ncounters, or one or
the point that the most important goal of a D&D play ses- two complex ones
s ion is for everyone involved to have fun . In keeping with Three or fou r scenes involving significant exploration
that goal , it's a good idea for a shared campaign to have or social interaction
a code of conduct. Because people who don't normally
play together might end up at the same table in a shared Within these constra ints, it can be d ifficul t to create
campaign, it can be helpful to establish some ground rules open-ended adventures. A time limit assumes a specific
for be havior. starting point a nd endpoint. A good way to get around
On the broadest level, everyone in a shared campaign this restriction is to create an adventure with multiple
is responsible for making sure that everyone else has an possible endings.
enjoyable time. If anyone feels offended, belittled, or bul- Location-based adventures also work well with this
lied by the actions of another person, the e ntire purpose of
format. A dungeon presents a natural limit on character
getting together to play is defeated .
The basic code of conduct for a shared campaign might
options, while strn giving the players choices. The ad-
be modeled on a similar document that another organiza- venture could be a quest to defeat a creature or recover
tion or location uses. Beyond that, some special policies an item, but the path to achieving that goal can be diffe r-
might need to be added to account for what might happen ent for each group.
at the table when players and DMs interact. As a starting For more narrative adventures, try to focus on s imple
point, consider the following material, which is excerpted but flexible encounters or events. For instance, a n ad-
from the Adventurers League code of conduct. venture requires the characters to protect a high priest
During a play session, participants are expected to ... of Tyr from assassins . Give the players a cha nce to plan
out how they want to protect the temple, complete with
Follow the DM's lead and refrain from arguing with the
DM or other playe rs ove r rules.
authority over the guards. A few well-fleshed out NPCs,
Let other players speak, and allow other players to get some of whom might be s uspected of working with the
attention from the OM . temple's enem ies, add a layer of tension. Cons ider leav-
Avoid excessive conversation that is not relevant to the ing some details or plot points for the DM to decide. For
adventure. example, the DM might have the option to pick which
Discourage others from usi ng social media to bully, member of the temple guards is the traitor, ensuring
shame, or intimidate other participants. that the scenario is different for each group.
Make the DM or the campaign's admin istrators aware
of disruptive o r aggressive be havior so that a ppropriate
action can be taken.

APPENDIX A f SHARED CAMPAIGNS


COMBAT ENCOUNTERS VARIANT RULES
Design your adventure for one of t he four tie rs, as set A shared campaig n might use some va riant rules to
forth in chapter 1 of the Player's Handbook: tier 1 in- handle certain aspects of th e game. The Adventure rs
cludes levels 1- 4 , tier 2 is levels 5- 10, tier 3 is levels League, for instance, has variant systems for gaining
11-16, a nd tier 4 includes levels 17- 20. Within each tie r, levels and acquiring treasure. These "house rules,"
it's a good idea to use a s pecific level as a starting point. presented below, serve as a sort of common language,
Assume a pa rty of five 3rd-level ch aracters for tie r 1, five e nsurin g tha t the rewa rds a ll characters receive are
8th-level cha racters fo r tier 2, five 13th-level characters eq uivale nt no matter what kind of adventure a character
for tier 3, and five 18th-level characters for tier 4. Use experienced.
that assumption when creating combat e ncounte rs,
whether you use the e ncounter-building rules in the CHARACTER ADVANCEMEN T ~~~~~~~~-

Dungeon Master's Guide or are making an estimate. In a s ha red campaign, characters gain levels not by
For each battle, provide guidelines to help DMs adjust accumulating experience points but by reaching experi-
the difficulty up or down to match stronger or wea ker e nce checkpoints. This system rewards every character
parties. As a rule of thumb, account for a pa rty two (and player) for taking part in a play session.
levels higher and for a party two levels lower, and don't A character reaches 1 c heckpoint for each hour an
worry about balancing the adventure for parties outside adventure is designed to last. Note t hat the award is
the adventure's tier. based on the adventure's projected playing time, rathe r
than the actual time spent at t he table. The reward for
REWARDS comple ting an adventure designed fo r 2 hours of play is
Adventures in a shared campaign that uses variant rules 2 c heckpoints, even if a group spends more than 2 hours
for gai ning levels a nd acquiring treas ure (such as those playing through it.
descr ibed below) don't include exp erience point awards If a c haracter completes an adventu re designed for a
or speci fic amounts and kinds of treasure. tie r hig her than the character's cu rre nt tier, the c ha r-
acter is awarded 1 additional checkpoint. For example,
CHARACTE R CREATION if a 2nd-level cha racter completes a 6th-level adven-
ture designed to take 2 hours, the c haracter reaches 3
A shared campaign's gu ide lines for cha racter creation
c heckpoints.
might include definition of which races a nd classes
P laying time might seem li ke a n odd way to measure
players can choose from , how players generate abi li ty experience awards, but the concept is in keeping with
scores, a nd which alignments playe rs ca n c hoose. how a s hared campaign is meant to work. A character
played for 10 hours reaches the same number of check-
PLAYER'S HANDBOOK PLUS ONE
points, whether the c haracter went up against a dragon
You should thi n k about which products playe r s can use or spen t all that time lurking in a pub. Th is approach en-
to create a character. The Adventurers League specifies sures that a player's preferred style is neither pe nalized
that a player can use the Player's Handbook and one nor rewa rded. Whe ther someone focuses on roleplaying
other official D&D source, such as a book or a PDF, to and social interaction, defeating monsters in combat,
create a character. This restriction e ns ures that players or finding clever ways to avoid battles, t his system gives
don't need to own a lot of books to make a c ha racter credit whe re credit is due.
a nd makes it easie r for DMs to know how all th e char-
acters in the campaign work. S ince a DM in a shared USING CHECKPOINTS
campaign must deal with a broad range of characters, The number of checkpoints needed to gain the next level
rather than the same characters each week, it can be dif- depends on a character's level:
fic ul t to track all the inte ractions and abilities possible At levels 1- 4, reaching 4 c heckpoi nts is sufficient to
through mixing options freely. We strongly recomme nd advance to the next level.
th is ru le fo r any shared campaign. At level 5 o r highe r, reaching 8 checkpoints is needed
to advance to the next level.
ABILITY SCORES
At the e nd of a play session, cha racters must level up
For generating abil ity scores, we recomme nd allowing if they have reached e nough checkpoints to do so. The
playe rs to choose between the standard array- 15, 14, required number of c heckpoints is ex pe nded, and a ny
13, 12, 10, 8-and the option presented in "Variant:
remaining checkpoints are applied toward the next op-
Customizing Abi lity Scores" in chapter 1 of the Play-
portunity for advancement.
er's Handbook.
INDIVIDUAL TREASURE
STARTING EQUIPMENT
In a shared campaign, each cha racter receives a fixed
For the sake of simplicity a nd e fficiency, it's a good
number of gold pieces upon gaining a new level. (This
idea to require that beginning characters must take the gain represents the treasu re a character might find in a
starting equipment specified by a character's class a nd
standard adventure.)
background.
As an add itional benefit, c haracters are not required
to put out gold to mainta in a lifestyle. Instead, each cha r-

1\PPEND IX A I SHARED CAMPAIGNS


acter begins with a modest lifestyle, which improves as MAGIC ITEMS BY TIER
the character attains higher levels.
Magic Item Table Available at Tiers Point Cost
These benefits are s ummarized on the Individual
A 1- 4 4
Treasure table. Ways for characters to s pend their
treasure are covered in the "Buying and Selling" sec- B 1-4 4
tion below. c 1- 4 4
D 2-4 8
INDIVIDUAL TREASURE E 3-4 8
Level Gained Lifestyle Reward F 1-4 8
2-4 Modest G 2- 4 10
75 gp
5-10 Comfortable H 3- 4 10
150 gp
11- 16 Wealthy 550 gp 3- 4 12
17-20 Aristocratic 5,500 gp
SPEN DING TREASU RE POINTS
P layers mus t s pend treasure points at the e nd of a play
MAGIC ITEMS
session, immediately after determining whether their
Characters earn treasure points from adventures, then characters have gained a level. The order of these s teps
redeem those points in exchange for magic items. The is important, since a cha racter might enter a new tier
list of available magic items is agreed to and compiled because of the level gain.
by the DMs running the campaign. P layers a re entitled to choose any approved item from
one of the magic item tables avai lable in the current tier.
GAINING TREASURE POINTS Treasure points can be s pread across multiple items .
Each character earns treasure points based on an ad- Many items cost more treasure points th an a charac-
venture's tier and its intended playing time: ter can earn in a 2- or 4-hour adventure. To buy s uch an
1 treasure point is awa rded for every 2 hours played in item, a cha racter can make a deposit, spending treasure
a tier 1 or tier 2 adventure. points on the item until it's paid off, at which time the
1 treasure point is awarded for every 1 hour played in cha racter gains the item.
a tier 3 or tier 4 adventure.
BUYING AND SELLING
As with the varia nt r ules for gaining levels, this award is
based on the adventure's projected playing time, rather Cha racte rs can use their monetary treasure to purchase
than the actual time a group s pent at the table. a nything from the equipment lists in chapter 5 of the
If a character completes an adventure of a tier higher Player's Handbook. In add ition, the Adventurers League
tha n that character's tie r, the character receives 1 addi- a llows characters to purchase potions and sp ell scrolls,
tional treasure point for that adventure. as detailed below. A spell scroll can be purchased
o nly by a character who is capable of casting the s pell
CREATING AN ITEM LIST in question.
T he DMs of the s hared ca mpaign s hould work together
to compile a lis t of magic items that players can pur- POTIONS FOR SALE
chase. The magic item tables in chapter 2 of this book Potion of ... Cost Potion of ... Cost
and in chapter 7 of the Dungeon Master's Guide a re the Healing so gp Water breathing 100 gp
obvious starting point. Choosing which ite ms to allow
Climbing 75 gp Superior healing 500 gp
or ban is a matte r of personal preference, just as it is for
Animal friendship 100 gp Supreme healing 5,000 gp
the DM in a standard campaign. Involving all the DMs
helps to ensure that the lis t meets everyone's expecta- Greater healing 100 gp Invisibility 5,000 gp
tions. Whe n in doubt, disallow an item; it's easier to add
it to the avai lable ite ms at a later time than it would be to SPELL SCROLLS FOR SALE
remove it from the game once it has been handed out. Spell Level Cost Spell Level Cost
Naturally, the list of available ite ms is longer for ad- Cantrip 25 gp 3rd 300 gp
ventures in the higher tiers, a nd the point cost of those
1st 75 gp 4th 500 gp
higher-tier items likewise increases. The Magic [terns by
2nd 150 gp 5th 1,000 gp
Tier table provides the details .
For ins tance, treasure points from a tier 1 adventure
can be s pent on items from tables A, B, C, and F. Any SELLING ITEMS
item on the firs t th ree tables costs 4 points, and an item In a s hared campaig n, characte rs are not entitled to sell
from table F costs 8 points. items they find on adventures or equipment they pur-
chase with their pers onal funds . Weapons, armor, a nd
other gea r used by enemies are cons idered too damaged
to have a ny moneta ry value.
APPEN DIX B: CHARA CTER NAMES
Some players and DMs have a knack for coming up with select from the possibilities here, or use dice to deter-
character names on the fly, while others find that task mine a name.
more of a challenge. T he tables in this appendix a re Even though names are associated with races in this
designed to make life easier for both kinds of people, appendix, a character might not have a name from their
whether you're naming a player cha rac ter, a nonplayer own race. For ins tance, a ha lf-o re might have grown up
character, a monster, or even a place . among dwarves and have a dwarven name. Or, as DM,
Each table contains names that are associated with you might decide that dragonborn in your campaign
a nonhuman character race in the Player's Handbook have a culture reminiscent of ancient Rome and there-
or a real-world ethnic or language group, with a focus fore use Roman names, rather than the dragonborn
on groups fro m antiquity and the Midd le Ages. You can names s ugges ted here.

NONH UMAN NAMES


DRAGON BORN, DRAGONBORN , DRAGONBORN , MALE DRAGONBORN , CLAN

FEMALE F EM ALE dlOO Name dlOO Name


dlOO Name dlOO Na me 31-32 Greethen 01-02 Akambherylliax
01-02 Akra 69-70 Pogranix 33-34 Heskan 03-04 Argenthrixus
03- 04 Aasathra 71 - 72 Pyxrin 35-36 Hirrathak 05-06 Baharoosh
05-06 Antrara 73-74 Quespa 37-38 lldrex 07-08 Beryntolthropal
07- 08 Arava 75-76 Raiann 39-40 Kaladan 09-10 Bhenkumbyrznaax
09-10 Biri 77-78 Rezena 41-42 Kerkad 11- 12 Caavylteradyn
11- 12 Blendaeth 79-80 Ruloth 43-44 Kiirith 13-14 Chumbyxirinnish
13- 14 Burana 81- 82 Sap hara 45- 46 Kriv 15-16 Clethtinthial lor
15-16 Chassath 83- 84 Savaran 47- 48 Maagog 17-18 Daardendrian
17-18 Daar 85-86 Sora 49-50 Med rash 19- 20 Delmirev
19- 20 Dentratha 87- 88 Surina 51-52 Mehen 21-22 Dhyrktelonis
21-22 Doud ra 89- 90 Synthrin 53- 54 Mozikth 23-24 Ebynichtomonis
23-24 Driindar 91-92 Tatyan 55-56 Mreksh 25- 26 Esstyrlynn
25-26 Eggren 93-94 Thava 57-58 Mugrunden 27-28 Fharngnarthnost
27- 28 Farideh 95- 96 Uadjit 59- 60 Nadarr 29- 30 Ghaallixirn
29-30 Findex 97- 98 Vezera 61-62 Nithther 31-32 Grrrmmballhyst
31-32 Furrele 99-00 Zykroff 63- 64 Norkruuth 33-34 Gygazzylyshrift
33-34 Gesrethe 65-66 Nykkan 35-36 Hashphronyxadyn
35-36 Gilkass 67- 68 Pandjed 37-38 Hshhsstoroth
DRAGONBORN , MALE
37-38 Ha rann 69- 70 Patrin 39- 40 lmbixtellrhyst
dlOO Name
39- 40 Havilar 71-72 Pijj irik 41-42 Jerynomonis
01-02 Adrex
41-42 Hethress 73-74 Quarethon 43- 44 Jharthraxyn
03- 04 Arjhan
43-44 Hillanot 75- 76 Rathkran 45- 46 Kerrhylon
05- 06 Azzakh
45- 46 )axi 77-78 Rhogar 47-48 Kimbatuul
07- 08 Salasar
47-48 Jezean 79-80 Riva an 49-50 Lhamboldennish
09-10 Barad ad
49- 50 )heri 81- 82 Sethrekar 51-52 Linxakasendalor
11- 12 Bharash
51-52 Kadana 83-84 Sha mash 53-54 Mohradyllion
13- 14 Bidreked
53-54 Kava 85-86 Shed inn 55- 56 Mys tan
15-16 Dad al an
55-56 Korinn 87- 88 Srorthen 57-58 Nemmonis
17- 18 Dazzazn
57- 58 Megren 89-90 Tarh un 59-60 Norixius
19- 20 Direcris
59- 60 Mijira 91-92 Torinn 61-62 Ophinshtalajiir
21-22 Donaar
61-62 Mishann 93- 94 Trynnicus 63-64 Orexijandilin
23-24 Fax
63- 64 Na la 95- 96 Valorean 65- 66 Pfaphnyrennish
65- 66 Nuthra
25- 26 Gargax
27-28 Ghesh
97-98 Vrondiss 67-68 Phrahdrandon )
67- 68 Perra 99- 00 Zedaar 69-70 Pyraxtallinost
29-30 Gorbundus
71-72 Qyxpahrgh

APPENDIX 8 I CHARACTER NAMES


DRAGONBORN , CLA N DWARF, FEMALE DWARF, MALE DWARF, CLAN
dlOO Name dlOO Name dlOO Name dlOO Name
73-74 Raghthroknaar 69-70 Oriff 65-66 Orsik 61-62 Loderr
75- 76 Shestendeliath 71-72 Ovina 67- 68 Oskar 63 - 64 Lutgehr
77-78 Skaarzborroosh 73- 74 Riswyn n 69-70 Rangrim 65 - 66 Morigak
79-80 Sumnarghthrysh 75-76 Sannl 71-72 Reirak 67- 68 Orcfoe
81-82 Tiammanthyllish 77-78 Therlin 73-74 Rurik 69-70 Rakankrak
83- 84 Turnuroth 79-80 Thodris 75-76 Taklinn 71-72 Ru by-Eye
85-86 Umbyrphrael 81-82 To rbera 77-78 Thoradin 73- 74 Ru mn aheim
87-88 Vangdondalor 83-84 Tordrid 79-80 Thorin 75-76 Silveraxe
89-90 Verthisathurgiesh 85-86 Torgga 81-82 Th radal 77-78 Silverstone
91-92 Wivvyrholdalphiax 87-88 Urshar 83-84 Tordek 79-80 Steelfist
93-94 Wystongjiir 89-90 Valida 85-86 Traubon 81-82 Stouta le
95-96 Xephyrbahnor 91-92 Vistra 87- 88 Travok 83-84 Strakeln
97-98 Yarjerit 93-94 Vo nana 89- 90 Ulfgar 85-86 St rongheart
99-00 Zzzxaaxthroth 95-96 Werydd 91 - 92 Ura im 87-88 Thrahak
97-98 Whurdred 93-94 Veit 89-90 Torevir
DWARF, FEMALE 99-00 Yurgunn 95- 96 Vonbin 91-92 Toru nn
dlOO Na me 97-98 Vondal 93-94 Trollbleeder
01-02 Anbera DWARF, MALE 99-00 Whurbin 95 - 96 Truea nvil
03-04 Artin dlOO Name 97-98 Trueblood
05-06 Aud hild 01- 02 Adrik DWARF, CLAN 99-00 Ungart
07-08 Balifra 03 - 04 Alberich dlOO Name
09-1 0 Barbena 05-06 Baern 01-02 Aranore ELF, CHILD
11-12 Bard ry n 07- 08 Barendd 03-04 Balderk dlOO Name
13-14 Bolhild 09-10 Beloril 05- 06 Battlehammer 01-02 Ael
15-16 Dagnal 11- 12 Brottor 07- 08 Bigtoe 03-04 Ang
17-18 Dariff 13- 14 Dain 09-10 Bloodkith 05-06 Ara
19-20 Delre 15- 16 Dalgal 11-12 Bofdann 07-08 Ari
21-22 Diesa 17-18 Darrak 13- 14 Brawnanvil 09- 10 Arn
23-24 Eldeth 19-20 Delg 15-16 Brazzik 11-12 Aym
25-26 Erid red 21-22 Duergath 17-18 Broodfist 13-14 Broe
27- 28 Falkrunn 23-24 Dworic 19-20 Burrowfoun d 15-16 Bryn
29-30 Fallthra 25-26 Eberk 21-22 Caebrek 17-18 Cael
31-32 Finellen 27-28 Einkil 23 - 24 Daerdahk 19-20 Cy
33-34 Gillydd 29-30 Elai m 25-26 Dankil 21-22 Dae
35-36 Gu nnloda 31-32 Erias 27-28 Daraln 23-24 Del
37-38 Gurdis 33-34 Fallond 29-30 Deepdelver 25-26 Eli
39-40 Helgret 35-36 Fa rgrim 31- 32 Durthane 27- 28 Eryn
41-42 Helja 37- 38 Gardain 33-34 Eversharp 29- 30 Faen
43- 44 Hlin 39-40 Gilthur 35-36 Fallack 31- 32 Fera
45-46 llde 41- 42 Gimgen 37- 38 Fireforge 33-34 Gael
47- 48 )arana 43-44 Gimu rt 39- 40 Foamtankard 35-36 Gar
49-50 Kathra 45-46 Harbek 41 - 42 Frostbeard 37-38 lnnil
51 - 52 Kilia 47-48 Ki ldrak 43- 44 Glanh ig 39- 40 Jar
53-54 Kristryd 49- 50 Kilvar 45-46 Goblinbane 41-42 Kan
55- 56 Liftrasa 51- 52 Morgran 47- 48 Goldfinder 43- 44 Koeth
57- 58 Marastyr 53- 54 Morkral 49- 50 Gorun n 45-46 Lael
59- 60 Mard red 55- 56 Nalral 51-52 Graybeard 47-48 Lue
61 - 62 Mora na 57-58 Nordak 53-54 Hammerstone 49-50 Mai
63- 64 Nalaed 59- 60 Nuraval 55-56 Helc ral 51-52 Mara
65-66 Nora 61-62 Oloric 57- 58 Holderhek 53- 54 Mella
67- 68 Nurkara 63 - 64 Olunt 59-60 lronfist 55-56 Mya

APPENDIX BI CHARACTER NAMES


ELF, CHILD ELF, FEMALE ADULT ELF, FEMALE ADULT ELF, MALE ADULT

dlOO Name dlOO Name dlOO Name dlOO Na me


57-58 Naeris 21-22 Caelynn 93-94 Vadan ia 57- 58 Ko rfel
59-60 Naill 23- 24 Chaedi 95- 96 Va Ianthe 59- 60 Lamlis
61 -62 Nim 25-26 Claira 97-98 Vain a 61- 62 Laucian
63-64 Phann 27- 28 Dara 99- 00 Xanaphia 63- 64 Lucan
65- 66 Py 29- 30 Drusilia 65-66 Mindartis
67-68 Rael 31- 32 Ela ma ELF, MALE ADULT 67-68 Naal
69-70 Raer 33-34 Enna dlOO Name 69-70 Nutae
71-72 Ren 35- 36 Fara I 01- 02 71-72 Paelias
Adran
73-74 Rinn 37- 38 Felosial 03-04 73-74 Peren
Aelar
75-76 Rua 39- 40 Hatae 05- 06 75-76 Quarion
Aerdeth
77- 78 Sae I 41 - 42 lelenia 77-78 Riardon
07- 08 Ahvain
79- 80 Sai 43- 44 llanis 79-80 Rolen
09-10 Aramil
81- 82 Sumi 45-46 lrann 11 - 12 81-82 Soveliss
Arannis
83- 84 Syllin 47- 48 Jarsa li 13- 14 83- 84 Suh nae
Aust
85- 86 Ta 49- 50 jelenneth 15- 16 85-86 Tham ior
Azaki
87-88 Thia 51-52 Keyleth 17-18 87-88 Tharivol
Beiro
89- 90 Tia 53-54 Leshanna 19-20 89-90 Theren
Berrian
91 - 92 Traki 55- 56 Lia 91- 92 Theriatis
21-22 Caeldrim
93-94 Vall 57- 58 Maiathah 23- 24 93-94 Thervan
Carrie
95- 96 Von 59- 60 Malquis 95- 96 Uthemar
25-26 Dayereth
97- 98 Wil 61 - 62 Meriele 27- 28 97-98 Vanuath
Dreali
99- 00 Za 63-64 Mialee 29- 30 99-00 Var is
Efferil
65- 66 Myathethil 31-32 Eiravel
ELF, FEMALE ADULT 67- 68 Naivara 33-34 Enialis ELF, FAMILY
69- 70 Quelenna 35- 36 Erdan dlOO Name
dlOO Name
71- 72 Quillathe 37-38 Erevan 01-02 Aloro
01 - 02 Adrie
73- 74 Ridaro 39- 40 Fivin 03- 04 Amakiir
03-04 Ahinar
05- 06 75-76 Sari el 41- 42 Galinndan 05- 06 Amastacia
Althaea
07-08 77-78 Shanairla 43- 44 Gennal 07-08 Ariessus
Anastrianna
09-1 0 79- 80 Shava 45- 46 Hadarai 09-10 Arnuanna
Andras te
11 - 12 Antinua 81 - 82 Silaqu i 47- 48 Hali math 11- 12 Berevan
13- 14 83-84 Sumnes 49-50 Heian 13-14 Caerdonel
Arara
15- 16 Baelitae
85- 86
87- 88
Theirastra
Thiala
51- 52
53- 54
Hi mo
lmmeral
15- 16
17-18
Caphaxath
Casi lltenirra
/
~
17- 18 Bethrynna
19-20 89-90 Tiaathque 55- 56 lvellios 19- 20 Cithreth
Bi rel
91- 92 Traulam

APPENDIX BI CHARACTER NAMES


ELF, FAMILY GNOME, FEMALE GNOME, MALE GNOME, CLAN

dlOO Name dlOO Name dlOO Name dlOO Name


21-22 Dalanthan 01-02 Abalaba 01-02 Alston 01-02 Albaratie
23-24 Eatha lena 03-04 Bimpnottin 03-04 Alvyn 03-04 Bafflestone
25-26 Erenaeth 05-06 Breena 05-06 Anverth 05-06 Beren
27-28 Ethanasath 07-08 Buvvie 07-08 Arumawann 07- 08 Boondiggles
29-30 Fasharash 09- 10 Callybon 09-10 Bilbron 09-10 Cobblelob
31-32 Firahel 11 - 12 Caramip 11-12 Boddynock 11-12 Daergel
33-34 Floshem 13-14 Carlin 13-14 Broce 13-14 Dunben
35-36 Galanodel 15- 16 Cumpen 15- 16 Burgell 15-16 Fabblestabble
37- 38 Goltorah 17-18 Dalaba 17- 18 Cockaby 17-18 Fapplestamp
39-40 Hanali 19-20 Donella 19-20 Crampernap 19-20 Fiddlefen
41-42 Holimion 21-22 Duvamil 21-22 Dabbledob 21-22 Folkor
43-44 Horineth 23-24 Ella 23-24 Delebean 23- 24 Garrick
45-46 lathrana 25-26 Ellyjoybell 25-26 Dimble 25-26 Gim len
47-48 llphelkiir 27-28 Ellywick 27-28 Eberdeb 27-28 Glittergem
49-50 lranapha 29-30 Enidda 29- 30 Eldon 29-30 Gobblefirn
51-52 Koehlanna 31 - 32 Lilli 31-32 Erky 31 - 32 Gummen
53-54 Lathalas 33- 34 Loopmottin 33-34 Fabien 33-34 Horcusporcus
55-56 Liadon 35-36 Lorilla 35-36 Fibblestib 35- 36 Humplebumple
57-58 Meliamne 37-38 Luthra 37-38 Fonkin 37-38 lronhide
59-60 Mellerelel 39-40 Mardnab 39-40 Frouse 39-40 Leffery
61-62 Mystralath 41-42 Meena 41-42 Frug 41-42 Lingenhall
63-64 Nailo 43-44 Menny 43- 44 Gerbo 43-44 Loofollue
65-66 Netyoive 45-46 Mumpena 45-46 Gimble 45-46 Maekkelferce
67-68 Ofandrus 47- 48 Nissa 47- 48 Glim 47-48 Miggledy
69-70 Ostoroth 49-50 Numba 49-50 lgden 49-50 Munggen
71- 72 Othronus 51-52 Nyx 51-52 Jabbie 51-52 Murnig
73-74 Qualanthri 53-54 Oda 53- 54 jebeddo 53- 54 Musgraben
75-76 Raethran 55-56 Oppah 55- 56 Kellen 55-56 Nackle
77-78 Rothenel 57-58 Orla 57- 58 Kipper 57-58 Ningel
79-80 Selevarun 59-60 Panana 59- 60 Namfoodle 59-60 Nopenstallen
81-82 Siannodel 61-62 Pyntle 61 - 62 Oppleby 61-62 Nucklestamp
83-84 Suithrasas 63-64 Quilla 63-64 Orryn 63-64 Offund
85-86 Sylvaranth 65-66 Ranala 65-66 Paggen 65-66 Oomtrowl
87-88 Teinithra 67-68 Reddlepop 67-68 Pallabar 67- 68 Pilwicken
89-90 Tiltathana 69-70 Roywyn 69-70 Pog 69- 70 Pingun
91- 92 Wasanthi 71-72 Salanop 71-72 Qua len 71- 72 Quillsharpener
93-94 Withrethin 73- 74 Shamil 73-74 Ribb les 73-74 Rau lnor
95-96 Xiloscient 75- 76 Siffress 75-76 Rimple 75- 76 Reese
97-98 Xistsrith 77- 78 Symma 77-78 Roondar 77-78 Rofferton
99-00 Yaeldrin 79-80 Tana 79-80 Sapply 79-80 Scheppen
81-82 Tenena 81- 82 Seebo 81-82 Shadowcloak
83- 84 Tervaround 83- 84 Senteq 83-84 Silverthread
85- 86 Tippletoe 85- 86 Sindri 85-86 Sympony
87-88 Ulla 87- 88 Umpen 87-88 Tarkelby
89-90 Unvera 89-90 Wa rryn 89-90 Timbers
91-92 Veloptima 91-92 Wiggens 91-92 Turen
93-94 Virra 93-94 Wobbles 93-94 Umbodoben
95-96 Waywocket 95- 96 Wrenn 95-96 Waggletop
97-98 Yebe 97-98 Zaffrab 97-98 Welber
99-00 Zanna 99-00 Zook 99-00 Wildwander

APPENDIX B CHARACTER NAMES


HALFLING, FEMALE HALFLING, MALE HALFLING, FAMILY HALF-0RC, FEMALE

dlOO Name dlOO Name dlOO Name dlOO Name


01-02 Alain 01-02 Alton 01 - 02 Appleblossom 01-02 Arha
03-04 Andry 03- 04 Ander 03- 04 Bigheart 03-04 Baggi
05-06 Anne 05-06 Bernie 05-06 Brightmoon 05-06 Bendoo
07-08 Bella 07- 08 Bobbin 07- 08 Brushgather 07-08 Bilga
09-10 Blossom 09-10 Cade 09-10 Cherrycheeks 09- 10 Brakka
11- 12 Bree 11 -12 Callus 11- 12 Copperkettle 11- 12 Creega
13-14 Callie 13- 14 Corrin 13-14 Deephollow 13-14 Drenna
l 5- 16 Chenna 15- 16 Dannad l 5-16 Elderberry 15-16 Ekk
17- 18 Cora 17-18 Danniel 17- 18 Fastfoot 17- 18 Emen
19- 20 Dee 19-20 Eddie 19- 20 Fatrabbit 19-20 Engong
21-22 Dell 21-22 Egart 21-22 Glenfellow 21-22 Fistula
23- 24 Eida 23-24 Eldon 23-24 Goldfound 23-24 Gaaki
25-26 Eran 25-26 Errich 25- 26 Goodbarrel 25 - 26 Gorga
27-28 Euphemia 27-28 Fildo 27-28 Goodearth 27-28 Grai
29- 30 Georgina 29-30 Finnan 29-30 Greenbottle 29- 30 Greeba
31 - 32 Gynnie 31-32 Franklin 31 - 32 Greenleaf 31-32 Grigi
33-34 Harriet 33-34 Garret 33-34 High-hill 33-34 Gynk
35- 36 Jasmine 35-36 Garth 35-36 H illtopple 35- 36 Hrathy
37-38 Jillian 37-38 Gilbert 37-38 Hogcollar 37-38 Huru
39-40 Jo 39-40 Gob 39- 40 Honeypot 39-40 llga
41 -42 Kithri 41-42 Harol 41 - 42 Jamjar 41 - 42 Kabbarg
43-44 Lavinia 43- 44 Igor 43- 44 Kettlewh istle 43-44 Kansif
45- 46 Lidda 45-46 Jasper 45- 46 Leagallow 45-46 Lagazi
47- 48 Maegan 47-48 Keith 47-48 Littlefoot 47- 48 Lezre
49- 50 Marigold 49-50 Kevin 49-50 Nimblefingers 49-50 Murgen
51-52 Merla 51-52 Lazam 51- 52 Porridgepot 51 - 52 Murook
53-54 Myria 53- 54 Lerry 53-54 Quickstep 53-54 Myev
55- 56 Nedda 55-56 Lindal 55- 56 Reedfellow 55-56 Nagrette
57-58 Nikki 57-58 Lyle 57-58 Shadowquick 57- 58 Neega
59-60 Nora 59- 60 Merrie 59-60 Silvereyes 59- 60 Nella
61- 62 Olivia 61 - 62 Mican 61-62 Smoothhands 61- 62 Nogu
63-64 Paela 63-64 Milo 63-64 Stonebridge 63- 64 Oolah
65-66 Pearl 65-66 Morrin 65-66 Stoutbridge 65-66 Ootah
67- 68 Pennie 67- 68 Nebin 67- 68 Stoutman 67- 68 Ovak
69- 70 Philomena 69- 70 Nevil 69- 70 Strongbones 69- 70 Ownka
71-72 Portia 71-72 Osborn 71-72 Sunmeadow 71 - 72 Puyet
73 - 74 Robbie 73-74 Ostran 73- 74 Swiftwhistle 73- 74 Reeza
75-76 Rose 75- 76 Oswalt 75-76 Tallfellow 75- 76 Shautha
77-78 Sarai 77-78 Perrin 77-78 Tealeaf 77- 78 Silgre
79-80 Seraphina 79- 80 Poppy 79- 80 Te11Penny 79- 80 Sutha
81- 82 Shaena 81-82 Reed 81- 82 Thistletop 81-82 Tagga
83-84 Stacee 83-84 Roscoe 83- 84 Thorngage 83- 84 Tawar
85- 86 Tawna 85-86 Sam 85-86 Tosscobble 85-86 Tomph
87- 88 Thea 87-88 Shardon 87- 88 Underbough 87- 88 Ubada
89- 90 Trym 89- 90 Tye 89-90 Underfoot 89-90 Vanchu
91-92 Tyna 91-92 Ulmo 91 - 92 Warmwater 91 - 92 Vola
93-94 Vani 93-94 Wellby 93-94 Whispermouse 93-94 Volen
95- 96 Verna 95- 96 Wendel 95 - 96 Wildcloak 95-96 Vorka
97-98 Wella 97-98 Wenner 97- 98 Wildheart 97-98 Yevelda
99- 00 Wi llow 99-00 Wes 99-00 Wiseacre 99- 00 Zagga

APPENDIX B
HALF-0RC, MAL E TIEFLI N G , FEM ALE TIEFLING, MALE TIEFLING, VIRTUE

dlOO Name dlOO Name dlOO Name dl OO Name


01-02 Argran 01 - 02 Akta 01-02 Abad 01-02 Ambition
03- 04 Braak 03- 04 Anakis 03-04 Ahrim 03-04 Art
05-06 Brug 05- 06 Armara 05- 06 Akmen 05- 06 Carrion
07-08 Cagak 07-08 Astaro 07-08 Amnon 07- 08 Chant
09-10 Dench 09- 10 Aym 09- 10 Andram 09- 10 Creed
11-12 Dorn 11- 12 Azza 11 - 12 Astar 11- 12 Death
13-14 Ore n 13- 14 Beleth 13- 14 Balam 13- 14 Debauchery
15- 16 Druuk l 5- 16 Bryseis 15- 16 Barakas 15-16 Despa ir
17-18 Feng 17-18 Bune 17- 18 Bat hin 17- 18 Doom
19-20 Gell 19-20 Criella 19-20 Cairn 19-20 Doubt
21-22 Gnarsh 21-22 Damaia 21-22 Chem 21-22 Dread
23-24 Grumbar 23-24 Decarabia 23-24 Cimer 23-24 Ecstasy
25-26 Gubrash 25-26 Ea 25-26 Cressel 25-26 Ennu i
27- 28 Hagren 27-28 Gadreel 27-28 Damakos 27-28 Entropy
29- 30 Henk 29-30 Gomory 29-30 Ekemon 29- 30 Excellence
31-32 Hogar 31-32 Hecat 31-32 Euron 31- 32 Fear
33- 34 Holg 33-34 lshte 33- 34 Fenriz 33-34 Glory
35- 36 lmsh 35-36 )ezebeth 35-36 Forcas 35- 36 Gluttony
37-38 Karash 37- 38 Kali 37-38 Habor 37-38 Grief
39- 40 Karg 39- 40 Kallista 39-40 lados 39-40 Hate
41-42 Keth 41 - 42 Kasdeya 41 - 42 Kairon 41-42 Hope
43- 44 Korag 43-44 Lerissa 43- 44 Leucis 43- 44 Horror
45- 46 Krusk 45-46 Lilith 45- 46 Mamnen 45-46 Ideal
47-48 Lubash 47- 48 Makaria 47-48 Mantus 47- 48 Ignominy
49-50 Megged 49-50 Manea 49-50 Marbas 49-50 Laughter
51-52 Mhurren 51-52 Markosian 51-52 Melech 51-52 Love
53- 54 Mord 53-54 Mastema 53-54 Merihim 53-54 Lust
55-56 Morg 55- 56 Naamah 55-56 Modean 55-56 Mayhem
57-58 Nil 57- 58 Nemeia 57- 58 Mordai 57-58 Mockery
59-60 Nybarg 59- 60 Nija 59- 60 Mormo 59- 60 Murder
61 - 62 Odorr 61-62 Orianna 61 - 62 Morthos 61-62 Muse
63-64 Ohr 63- 64 Osah 63- 64 Nicor 63-64 Music
65- 66 Rendar 65- 66 Phela ia 65- 66 Nirgel 65-66 Mystery
67-68 Resh 67-68 Prosperine 67- 68 Oriax 67-68 Nowhere
69-70 Ront 69- 70 Purah 69- 70 Paymon 69-70 Open
71-72 Rrath 71-72 Pyra 71 - 72 Pelaios 71-72 Pain
73-74 Sark 73-74 Rieta 73-74 Pu rson 73-74 Pass ion
75-76 Scrag 75-76 Ronobe 75-76 Qemuel 75-76 Poetry
77-78 Sheggen 77-78 Ronwe 77-78 Raam 77-78 Quest
79-80 Shump 79-80 Seddit 79-80 Rimmon 79-80 Random
81-82 Tanglar 81 - 82 Seere 81- 82 Sammal 81-82 Revere nce
83- 84 Tarak 83- 84 Sekhmet 83-84 Skamos 83- 84 Revulsion
85- 86 Thar 85- 86 Semyaza 85-86 Tethren 85- 86 Sorrow
87-88 Thokk 87- 88 Shava 87-88 Thamuz 87-88 Temerity
89-90 Trag 89-90 Shax 89-90 Thera i 89-90 Torment
91-92 Ugarth 91 - 92 Sorath 91 - 92 Valafar 91 -92 Tragedy
93-94 Varg 93-94 Uzza 93- 94 Vassago 93- 94 Vice
95-96 Vilberg 95-96 Vapula 95-96 Xappan 95-96 Virtue
97-98 Yurk 97-98 Vepar 97- 98 Zepar 97-98 Weary
99-00 Zed 99-00 Verin 99-00 Zephan 99-00 Wit

AP PEND IX 13 I CH ARACTER NAM.ES


HuMANNAMES
ARABIC, FEMALE ARABIC, MALE
dlOO Name dlOO Name
01 - 02 Aaliyah 01-02 Abbad
03-04 Aida 03-04 Abdul
05-06 Akilah 05-06 Achmed
07-08 Alia 07-08 Akeem
09-10 Amina 09-1 0 Al if
11-12 Atefeh 11- 12 Amir
13- 14 Chaima 13-14 As im
15-16 Dalia 15- 16 Bashir
17-18 Ehsan 17-18 Bassam
19-20 El ham 19- 20 Fahim
21-22 Farah 21-22 Farid
23-24 Fatemah 23-24 Farouk
25-26 Camila 25- 26 Fayez
27-28 Iesha 27-28 Fayyaad
29-30 lnbar 29- 30 Fazil
31-32 Ka maria 31- 32 Hakim
33- 34 Khadija 33- 34 Halil
35-36 Layla 35- 36 Hamid
37- 38 Lupe 37- 38 Hazim
39-40 Na bi la 39- 40 Heydar
41- 42 Nadine 41 -42 Hussein
43-44 Naim a 43-44 jabari
45- 46 Najila 45-46 )afar
47- 48 Najwa 47- 48 )a hid
49-50 Nakia 49- 50 Jamal
51-52 Nashwa 51-52 Kalim
53- 54 Nawra 53- 54 Karim
55- 56 Nu ha 55- 56 Kazim
57- 58 Nura 57-58 Khadim
59- 60 Oma 59-60 Khalid
61 - 62 Qadira 61-62 Mahmud
63- 64 Qamar 63- 64 Mansour
65-66 Qistina 65- 66 Mu sharraf
67-68 Rahim a 67-68 Mustafa
69-70 Rihanna 69- 70 Nadir
71- 72 Saadia 71 - 72 Nazim
73- 74 Sa bah 73- 74 Omar
75-76 Sada 75-76 Qadir
77- 78 Saffron 77-78 Qusay
79-80 Sahar 79-80 Rafiq
81-82 Sal ma 81- 82 Rakim
83-84 Shatha 83- 84 Rashad
85- 86 Tahira 85-86 Rauf
87-88 Takisha 87- 88 Saladin
89-90 Thana 89- 90 Sa mi
91 - 92 Yadira 91-92 Samir
93- 94 Zahra 93-94 Talib
95-96 Zaida 95-96 Tamir
97- 98 Zain a 97- 98 Ta riq
99- 00 Zeinab 99- 00 Yazid
CELT IC , FEMA LE CELTI C, M ALE C H INESE , FEMALE C H INESE , MALE
dlOO Name dlOO Name dlOO Name dlOO Name
01-02 Aife 01 - 02 Airell 01- 02 Ai 01 - 02 Bingwen
03-04 Aina 03- 04 Airic 03- 04 Anming 03 - 04 Bo
05-06 Alane 05- 06 Alan 05- 06 Baozhai 05- 06 Bolin
07- 08 Ardena 07- 08 Anghus 07- 08 Bei 07- 08 Chang
09- 10 Arienh 09-10 Aodh 09- 10 Caixia 09- 10 Chao
11-12 Beatha 11-12 Bardon 11 - 12 Changchang 11 - 12 Chen
13- 14 Birgit 13-14 Bearacb 13- 14 Chen 13- 14 Cheng
15-16 Briann 15-16 Bevyn 15- 16 Chou 15- 16 Da
17-18 Caomh 17-18 Boden 17- 18 Chunhua 17- 18 Dingxiang
19- 20 Cara 19-20 Bran 19-20 Daianna 19- 20 Fang
21-22 Cinnia 21-22 Brasil 21 - 22 Daiyu 21-22 Feng
23-24 Cordelia 23-24 Bredon 23-24 Die 23-24 Fu
25-26 Deheune 25-26 Brian 25-26 Ehuang 25-26 Gang
27-28 Divone 27- 28 Bricriu 27- 28 Fenfang 27- 28 Guang
29-30 Donia 29-30 Bryant 29- 30 Ge 29-30 Hai
31-32 Doreena 31-32 Cadman 31-32 Hong 31- 32 Heng
33-34 Elsha 33-34 Caradoc 33-34 Huan 33-34 Hong
35-36 Enid 35-36 Cedric 35-36 Huifang 35-36 Huan
37-38 Ethne 37-38 Conalt 37-38 Jia 37-38 Huang
39-40 Evelina 39-40 Conchobar 39-40 Jiao 39-40 Huiliang
41-42 Fianna 41-42 Condon 41-42 Jiaying 41-42 Huizhong
43- 44 Genevieve 43 - 44 Darcy 43-44 Jingfei 43-44 Jian
45-46 Gi lda 45- 46 Devin 45-46 Jinjing 45-46 Jiayi
47-48 Gitta 47-48 Di ll ion 47- 48 Lan 47-48 Junjie
49- 50 Grania 49-50 Donaghy 49-50 Li 49-50 Kang
51-52 Gwyndolin 51-52 Donall 51-52 Lihua 51-52 Lei
53- 54 ldelisa 53-54 Duer 53-54 Lin 53-54 Liang
55-56 Isolde 55- 56 Eghan 55- 56 Ling 55-56 Ling
57-58 Keelin 57- 58 Ewyn 57-58 Liu 57-58 Liwei
59- 60 Kennocha 59-60 Fergh us 59-60 Meili 59-60 Meilin
61 - 62 Lavena 61- 62 Galvyn 61-62 Ning 61-62 Niu
63- 64 Lesley 63- 64 Gildas 63-64 Qi 63-64 Peizhi
65- 66 Linnette 65-66 Guy 65- 66 Qiao 65-66 Peng
67- 68 Lyonesse 67- 68 Harvey 67-68 Rong 67- 68 Ping
69-70 Mabina 69- 70 Iden 69-70 Shu 69-70 Qiang
71-72 Marvina 71- 72 lrven 71-72 Shuang 71-72 Qiu
73-74 Mavis 73- 74 Karney 73-74 Song 73-74 Quan
75- 76 Mirna 75- 76 Kayne 75-76 Ting 75-76 Renshu
77-78 Morgan 77-78 Kelvyn 77-78 Wen 77- 78 Rong
79-80 Mu riel 79-80 Kunsgnos 79- 80 Xia 79- 80 Ru
81-82 Nareena 81-82 Leigh 81 - 82 Xiaodan 81- 82 Sha n
83-84 Oriana 83-84 Maccus 83-84 Xiaoli 83- 84 Shen
85-86 Regan 85-86 Moryn 85-86 Xi ngjuan 85- 86 Tengfei
87-88 Ronat 87-88 Neale 87- 88 Xue 87- 88 Wei
89-90 Rowena 89-90 Owyn 89- 90 Ya 89- 90 Xiaobo
91- 92 Selma 91- 92 Pryderi 91 - 92 Yan 91 - 92 Xiaoli
93- 94 Ula 93- 94 Reaghan 93-94 Ying 93- 94 Xin
95- 96 Venetia 95- 96 Talies in 95-96 Yuan 95- 96 Yang
97- 98 Wynne 97- 98 Tiernay 97- 98 Yue 97- 98 Ying
99-00 Yseult 99- 00 Turi 99- 00 Yun 99- 00 Zhong

APPENDIX B I CHARACTER NAMES


EGYPT IAN, FEMALE EGYPTIAN, FEMALE EGYPTIAN, MALE
dlOO Name dlOO Name dlOO Name
01-02 A'at 69-70 Nit 33-34 lmhotep
03- 04 Ah set 71-72 Nofret 35-36 lneni
05-06 Amunet 73-74 Nubemiunu 37-38 lpuki
07- 08 Aneksi 75-76 Peseshet 39-40 lrsu
09-10 Atet 77-78 Pypuy 41-42 Kagem ni
11 - 12 Baketamon 79-80 Qalhata 43-44 Kawab
13- 14 Betrest 81-82 Rai 45-46 Kenamon
15- 16 Bunefer 83-84 Redji 47-48 Kewap
17-18 Dedyet 85-86 Sadeh 49-50 Khaemwaset
19- 20 Hatshepsut 87-88 Sadek 51-52 Khafra
21-22 Hentie 89-90 Sita mun 53-54 Khusebek
23- 24 Herit 91- 92 Sitre 55-56 Masaharta
25-26 Hetepheres 93- 94 Takhat 57- 58 Meketre
27-28 lntakaes 95- 96 Tarset 59- 60 Menkhaf
29- 30 lpwet 97-98 Taweret 61-62 Merenre
31-32 ltet 99-00 Werenro 63-64 Metjen
33-34 Joba 65-66 Nebamun
35-36 Kasmut EGYPTIAN, MALE 67-68 Nebetka
37-38 Kemanub dlOO Name 69- 70 Nehi
39- 40 Khemut 71 - 72 Nekure
01- 02 Ahm ose
41 -42 Ki ya 03- 04 73-74 Nessumontu
Akhom
43-44 Ma ia 05-06 75-76 Pakhom
Amas is
45- 46 Menhet 07- 08 77-78 Pawah
Amenemhet
47- 48 Me rit 09- 10 79-80 Pawero
Anen
49-50 Meritamen 11- 12 81-82 Ramose
Banefre
51-52 Merneith 13-14 83-84 Rud jek
Bek
53- 54 Merseger 15- 16 85- 86 Sabaf
Djedefre
55- 56 Muyet 17-18 87- 88 Sebek-khu
Djose r
57-58 Nebet 19-20 89-90 Sebni
Hekai b
59- 60 Nebetah 21 -22 91 - 92 Senusret
Henenu
61 - 62 Nedjemmut 23- 24 93- 94 Shabaka
Horemheb
63- 64 Nefertiti 25-26 95-96 Somintu
Horwedja
65-66 Neferu 27-28 97-98 Thaneni
Huya
67- 68 Neithotep 29- 30 99- 00 Thethi
lbebi
31-32 ld u

APPENDIX B I CHARACTER NAMES


ENGLISH, FEMALE ENGLISH , FEMALE ENGLISH, MALE

dlOO Name dlOO Name dlOO Name


01 - 02 Adelaide 69- 70 Juliana 33-34 Gil bert
03- 04 Agatha 71- 72 Katherine 35-36 Godfrey
05- 06 Agnes 73-74 Margery 37-38 Gunter
07- 08 Alice 75- 76 Mary 39-40 Guy
09- 10 Aline 77-78 Matilda 41-42 Henry
11- 12 Anne 79- 80 Mayn il d 43- 44 Heward
13- 14 Avelina 81-82 Millice nt 45- 46 Hubert
15- 16 Avice 83- 84 Oriel 47-48 Hugh
17-18 Beatrice 85-86 Rohesia 49- 50 Jocelyn
19- 20 Cecily 87-88 Rosalind 51-52 john
21-22 Egelina 89- 90 Rosamund 53- 54 La nce
23-24 Eleanor 91- 92 Sarah 55- 56 Manfred
25-26 Elizabeth 93- 94 Susannah 57- 58 Miles
27- 28 Ella 95- 96 Sybil 59- 60 Nicholas
29- 30 Eloise 97-98 Williamina 61- 62 Norman
31- 32 Elysande 99- 00 Yvonne 63- 64 Odo
33- 34 Emeny 65- 66 Percival
35- 36 Emma ENGLISH, MALE 67-68 Peter
37- 38 Em meline 69-70 Ralf
dlOO Name
39-40 Ermina 71 - 72 Randa l
01-02 Adam
41-42 Eva 73-74 Raymond
03- 04 Adela rd
43-44 Galiena 75- 76 Reynard
05-06 Aldous
45- 46 Geva 77-78 Richard
07- 08 Anselm
47- 48 Giselle 79- 80 Robert
09- 10 Arnold
49- 50 Griselda 81- 82 Roger
11- 12 Bernard
51 - 52 Hadwisa 83- 84 Ro land
13- 14 Bertram
53- 54 Helen 85- 86 Rolf
15- 16 Charles
55- 56 Herleva 87-88 Simon
17- 18 Clerebold
57-58 Hugolina 89- 90 Theobald
19- 20 Conrad
59-60 Ida 91- 92 Theodoric
21- 22 Diggory
61-62 Isabella 93-94 Thomas
23- 24 Drogo
63- 64 jacoba 95- 96 Timm
25- 26 Everard
65-66 Jane 97- 98 William
27- 28 Frederick
67-68 Joan 99- 00 Wymar
29- 30 Geoffrey
31- 32 Gera ld

APPEND IX BI CH1\R.ACTER NA.MES


FRENCH, FEMALE FRENCH, MALE GERMAN, FEMALE GERMAN, MALE

dlOO Name dlOO Name dlOO Name dlOO Name


01 - 02 Aalis 01 - 02 Ambroys 01 - 02 Adelhayt 01-02 Albrecht
03-04 Agatha 03-04 Ame 03- 04 Affra 03-04 Allexander
05-06 Agnez 05-06 Andri 05-06 Agatha 05-06 Baltasar
07-08 Alberea 07- 08 Andriet 07- 08 Allet 07-08 Benedick
09- 10 Alips 09- 10 Anthoine 09- 10 Angnes 09- 10 Berhart
11- 12 Amee 11- 12 Bernard 11-12 Anna 11-12 Caspar
13- 14 Amelot 13- 14 Charles 13- 14 Apell 13- 14 Clas
15- 16 Anne l 5-16 Charlot 15- 16 Applonia 15-16 Cristin
17-18 Avelina 17-18 Colin 17-18 Barbara 17-18 Cristoff
19-20 Blancha 19-20 Denis 19-20 Brida 19-20 Dieterich
21-22 Cateline 21 - 22 Durant 21 - 22 Brigita 21- 22 Engelhart
23-24 Cecilia 23-24 Edouart 23-24 Cecilia 23-24 Erhart
25-26 Claricia 25- 26 Eremon 25- 26 Clara 25- 26 Felix
27-28 Collette 27-28 Ernault 27-28 Cristi na 27-28 Frantz
29-30 Denisete 29-30 Ethor 29- 30 Dorothea 29-30 Fritz
31-32 Dorian 31-32 Felix 31-32 Duretta 31 -32 Gerhart
33-34 Edelina 33-34 Floquart 33-34 Ella 33-34 Gotleib
35-36 Emelina 35- 36 Galleren 35- 36 Els 35-36 Hans
37-38 Emmelot 37-38 Gaultier 37- 38 Elsbeth 37- 38 Hartmann
39- 40 Ermentrudis 39-40 Gilles 39- 40 Engel 39-40 Heintz
41-42 Gibelina 41-42 Guy 41 - 42 Enlein 41 - 42 Herman
43- 44 Gila 43-44 Henry 43- 44 Enndlin 43 - 44 Jacob
45-46 Gillette 45-46 Hugo 45-46 Eva 45 - 46 Jeremias
47-48 Guiburgis 47-48 Imbert 47- 48 Fela 47-48 Jorg
49-50 Guillemette 49-50 Jacques 49-50 Fronicka 49-50 Karil
51 - 52 Guoite 51 - 52 Jacquot 51 - 52 Genefe 51-52 Kilian
53- 54 Hecelina 53- 54 Jean 53- 54 Geras 53- 54 Lin hart
55- 56 Heloysis 55- 56 Jehannin 55- 56 Gerhauss 55- 56 Lo re ntz
57-58 Helyoudis 57- 58 Louis 57- 58 Gertrudt 57- 58 Ludwig
59- 60 Hodeardis 59-60 Louys 59-60 Guttel 59-60 Marx
61-62 lsabellis 61-62 Loys 61 - 62 Helena 61 - 62 Melchor
63-64 Jaquette 63-64 Martin 63-64 lrmel 63-64 Mertin
65- 66 Jehan 65-66 Michel 65-66 Jonata 65-66 Michel
67- 68 Johanna 67- 68 Mille 67- 68 Kate rina 67-68 Moritz
69- 70 Juliote 69- 70 Morelet 69- 70 Kuen 69- 70 Osswald
71-72 Katerine 71- 72 Nicolas 71-72 Kungund 71-72 Ott
73- 74 Luciana 73-74 Nicolle 73- 74 Lucia 73- 74 Peter
75-76 Margot 75-76 Oudart 75- 76 Madalena 75- 76 Rudolff
77-78 Marguerite 77-78 Perrin 77- 78 Magdalen 77-78 Ruprecht
79-80 Maria 79-80 Phillippe 79-80 Margret 79-80 Sewastia n
81 -82 Marie 81-82 Pierre 81-82 Marlein 81-82 Sigmund
83- 84 Melisende 83-84 Regnault 83-84 Martha 83-84 Steffan
85- 86 Odelina 85-86 Richart 85-86 Otilia 85-86 Symon
87- 88 Perrette 87- 88 Robert 87- 88 Ottilg 87-88 Thoman
89- 90 Petronilla 89- 90 Robinet 89- 90 Peternella 89- 90 Ulrich
91-92 Sedilia 91- 92 Sauvage 91- 92 Reusin 91-92 Vallentin
93-94 Stephana 93- 94 Simon 93- 94 Sibilla 93- 94 Wendel
95-96 Sybilla 95- 96 Talbot 95- 96 Ursel 95- 96 Wilhelm
97-98 Ysabeau 97-98 Tanguy 97- 98 Vrsula 97-98 Wolff
99- 00 Ysabel 99- 00 Vincent 99-00 Walpurg 99-00 Wolfgang

APPENDIX B I CHARACTER NAMES


GREE K, FE MALE GREE K, MA LE INDIA N, FEMALE INDIAN, MA LE
dlOO Name dlOO Name dlOO Name dlOO Name
01-02 Acantha 01-02 Adonis 01-02 Abha 01- 02 Abhay
03-04 Aella 03- 04 Adrastos 03-04 Aishwarya 03- 04 Ahsan
05-06 Alektos 05-06 Aeson 05-06 Amala 05- 06 Ajay
07- 08 Alkippe 07- 08 Aias 07-08 Ananda 07- 08 Ajit
09- 10 And romeda 09- 10 Aineias 09-10 Ankita 09- 10 Akhil
11 - 12 Antigone 11- 12 Aiolos 11-12 Archana 11- 12 Amar
13-14 Ariadne 13-14 Alekto 13-14 Avan i 13- 14 Amit
l 5- 16 Astraea 15-16 Alkeides 15- 16 Chandana l 5- 16 Ananta
17-18 Chloros 17-18 Argos 17- 18 Chandrakanta 17-18 Aseem
19-20 Chryseos 19-20 Brontes 19- 20 Chetan 19- 20 Ashok
21-22 Daphne 21-22 Damazo 21-22 Darshana 21 - 22 Bahadur
23-24 Despo ina 23-24 Dardanos 23-24 Devi 23-24 Basu
25-26 Dione 25- 26 Deimos 25-26 Dipti 25-26 Chand
27-28 Eileithyia 27-28 Diomedes 27-28 Esha 27-28 Chandra
29-30 Elektra 29-30 Endymion 29- 30 Gauro 29-30 Damodar
31- 32 Euadne 31 - 32 Epimetheus 31-32 Gita 31-32 Darhsan
33- 34 Eudora 33-34 Erebos 33- 34 Indi ra 33-34 Devdan
35- 36 Eunomia 35- 36 Euandros 35- 36 lndu 35-36 Dinesh
37-38 Hekabe 37-38 Ganymedes 37-38 jaya 37-38 Dipak
39- 40 Helene 39- 40 Glaukos 39-40 Kala 39- 40 Gopal
41- 42 Hermoione 41 - 42 Hektor 41-42 Kalpana 41 - 42 Govind
43- 44 Hippolyte 43- 44 Heros 43- 44 Kamala 43- 44 Harendra
45-46 Ianthe 45-46 Hippolytos 45-46 Kanta 45- 46 Harsha
47- 48 lokaste 47-48 lacchus 47- 48 Kashi 47- 48 Ila
49-50 lole 49-50 lason 49- 50 Kishori 49- 50 lsha
51-52 Iphigenia 51- 52 Kadmos 51 - 52 Lalita 51 - 52 Johar
53-54 lsmene 53- 54 Kastor 53- 54 Li na 53- 54 Kalyan
55-56 Kalliope 55- 56 Kepha los 55- 56 Madhu r 55- 56 Kiran
57- 58 Kallisto 57- 58 Kepheus 57-58 Manju 57-58 Kumar
59-60 Kalypso 59-60 Koios 59- 60 Meera 59-60 Lakshmana
61- 62 Karme 61 - 62 Kreios 61 - 62 Mohana 61-62 Mahavir
63- 64 Kassandra 63- 64 Laios 63-64 Mu kta 63-64 Narayan
65-66 Kassiopeia 65-66 Leandros 65-66 Nisha 65- 66 Naveen
67-68 Kirke 67- 68 Linos 67-68 Nitya 67- 68 Nirav
69- 70 Kleio 69-70 Lykos 69-70 Padma 69- 70 Prabhakar
71 - 72 Klotho 71-72 Melanthios 71-72 Pratima 71-72 Prasanna
73- 74 Klytie 73- 74 Menelaus 73-74 Priya 73- 74 Raghu
75-76 Kynthia 75-76 Mentor 75-76 Rani 75-76 Rajani kant
77-78 Leto 77-78 Neo ptolemus 77-78 Sarala 77-78 Rakesh
79-80 Megaera 79-80 Okeanos 79-80 Shakti 79-80 Ranjeet
81-82 Melaina 81- 82 Orestes 81- 82 Shanta 81-82 Rishi
83- 84 Melpomene 83-84 Pallas 83- 84 Shobha 83-84 Sanjay
85- 86 Nausikaa 85- 86 Patroklos 85-86 Sima 85-86 Sekar
87- 88 Nemesis 87- 88 Philandros 87-88 Sonal 87-88 Shandar
89- 90 Niobe 89-90 Phoibos 89-90 Sumana 89- 90 Sumantra
91- 92 Ourania 91- 92 Phrixus 91- 92 Sunita 91 - 92 Vijay
93- 94 Phaenna 93-94 Priamos 93-94 Tara 93- 94 Vikram
95- 96 Polymn ia 95-96 Pyrrhos 95- 96 Valli 95- 96 Vimal
97- 98 Semele 97-98 Xanthos 97- 98 Vijaya 97- 98 Vishal
99-00 Theia 99-00 Zephyros 99- 00 Vimala 99- 00 Yash

APPENDlX B I CHARACTER NAM ES


JAPA N ESE , FEMALE
dlOO Na me
01 - 02 Aika
03- 04 Akemi
0 5- 06 Akiko
07-08 Amaya
09- 10 Asa mi
11- 12 Ayumi
13-14 Bunke
15-16 Chieko
17-18 Chika
19- 20 Chiyo
21 - 22 Cho
23-24 Eiko
25-26 Emiko
27-28 Eri
29-30 Etsuko
31- 32 Gina
33-34 Hana
35-36 Haruki
37- 38 Hideko
39-40 Hikari
41 - 42 Hiroko
43- 44 Hisoka
45- 46 Hishi JAPANESE, MALE
47-48 Hotaru dlOO Name
49-50 Izumi 01- 02 Akio JAPANESE , MALE
51-52 Kameyo 03- 04 Ats us hi dlOO Name
53-54 Kasumi 05- 06 Daichi 53-54 Makoto
55- 56 Kimiko 07- 08 Daiki 55-56 Mamoru
57-58 Ko tone 09-10 Daisuke 57-58 Masato
59-60 Kyoko 11-12 Eiji 59-60 Masumi
61-62 Maiko 13-14 Fumio 61 - 62 Noboru
63- 64 Masako 15-16 Hajime 63- 64 Norio
65-66 Mi 17-18 Haru 65-66 Osamu
67- 68 M inori 19- 20 Hideaki 67- 68 Ryota
69- 70 Mizuki 21-22 Hideo 69-70 Sadao
71-72 N aoki 23-24 Hikaru 71- 72 Satoshi
73-74 Natsuko 25-26 Hiro 73-74 Shigeo
75-76 Noriko 27-28 Hiroki 75- 76 Shin
77-78 Rei 29-30 Hisao 77- 78 Sora
79-80 Ren 31-32 Hitoshi 79- 80 Tadao
81-82 Saki 33-34 Isa mu 81- 82 Takehiko
83- 84 Shigeko 35- 36 lsao 83- 84 Takeo
85-86 Shinju 37-38 Jun 85- 86 Takeshi
87- 88 Sumiko 39- 40 Katashi 87- 88 Takumi
89-90 Tos hiko 41-42 Katsu 89-90 Tamotsu
91-92 Tsukiko 43-44 Kei 91-92 Tatsuo
93-94 Ume 45-46 Ken 93- 94 Toru
95-96 U sagi 47-48 Ken shin 95-96 Toshio
97- 98 Yasuko 49- 50 Kenta 97-98 Yasuo
99- 00 Yuriko 51 - 52 Kioshi 99-00 Yukio

AP PEND fX B I C H ARACTER NAMES


MESOAM ERIC AN 1 FEMA LE M ESOAME RI CA N 1 FEMALE M ESOAMER ICAN 1 M ALE

dl OO Name dl OO Name dlOO Name

01 - 02 69-70 Papan 33-34 lccauhtli


Ahuiliztli
03- 04 71-72 Pat Ii 35-36 llhicamina
Atl
05- 06 73-74 Quetzalxochitl 37-38 ltztli
Centehua
07- 08 Chalchiuitl 75-76 Sacnite 39-40 lxtli

09- 10 Chipahua 77-78 Teicui 41 - 42 Mahuizoh

11- 12 Cihuaton 79-80 Tepin 43- 44 Manauia

13- 14 81-82 Teuicui 45- 46 Matlal


Citlali
15- 16 Citlalmina 83- 84 Teyacapan 47- 48 Matlalihuitl

17- 18 Coszcatl 85-86 Tiaco 49- 50 Maza ti

19- 20 87- 88 Tlacoehua 51 - 52 Mictlantecu htli


Cozamalotl
21 - 22 89-90 Tlacotl 53- 54 Milintica
Cuicatl
23- 24 Eleuia 91 - 92 Tia Iii 55- 56 Momoztli

25- 26 Eloxochitl 93- 94 Tlanextli 57- 58 Namacuix

27- 28 Eztli 95- 96 Xihu itl 59- 60 Necalli

29- 30 lchtaca 97- 98 Xiuhcoatl 61 - 62 Necuametl

31- 32 lcnoyotl 99-00 Xiuhtonal 63 - 64 Nezahualcoyotl

33- 34 65- 66 Nexahualpilli


lhuicatl
35- 36 llhuitl ME SO AMERICAN 1 MALE 67- 68 Nochehuatl

37- 38 ltotia 69- 70 Nopaltzin


dlOO Name
71 - 72 Ollin
39- 40 luitl 01-02 Achcauhtli
41 - 42 lxcatzin 73- 74 Quauhtli
03-04 Amoxtli
43- 44 lzel 75- 76 Tenoch
05-06 Chicahua
45- 46 Malinalxochitl 77- 78 Teoxihuitl
07-08 Chima Iii
47- 48 Mecatl 79- 80 Tepiltzin
09-10 Cipactli
49-50 Meztli 81- 82 Tezcacoatl
11- 12 Coaxoch
51- 52 Miyaoaxoch itl 83- 84 Tlacaelel
13- 14 Coyotl
53- 54 Mizquixaual 85-86 Tl ace Iel
15- 16 Cu al Ii
55- 56 Moyolehuani 87- 88 Tlaloc
17-18 Cuauhtemoc
57- 58 Nahuatl 89- 90 Tlanextic
19-20 Cuetlachtilo
59- 60 Necahual 91- 92 Tlazohtlaloni
21-22 Cuetzpalli
61 - 62 Nenetl 93- 94 Tlazopillo
23-24 Cuixtli
63-64 Nochtli 95-96 Uetzcayotl
25-26 Ehecatl
65- 66 Noxochicoz tli 97- 98 Xipilli
27-28 Etalpalli
67- 68 Ohtli 99-00 Yao ti
29-30 Huemac
31-32 Huitzilihuitl

APPENDIX BJ CHARACTE R NAMES


NIGER-CONGO, NIGER-CONGO, NORSE, FEMALE NORSE, MALE
FEMALE MALE dlOO Name dlOO Name
dlOO Name dlOO Name 01- 02 Alfhild 01 - 02 Agni
01-02 Abebi 01 - 02 Abebe 03- 04 Arnbjorg 03-04 Alaric
03-04 Abena 03-04 Abel 05- 06 Ase 05- 06 Anvindr
05- 06 Abimbola 05- 06 Abidemi 07- 08 Aslog 07- 08 Arvid
07- 08 Akoko 07- 08 Abrafo 09- 10 Astrid 09- 10 Asger
09- 10 Akachi 09-10 Adisa 11-1 2 Auda 11- 12 Asmund
11-12 Alaba 11 - 12 Amadi 13- 14 Audhid 13- 14 Bjarte
13- 14 Anuli 13- 14 Amara 15- 16 Bergljot 15- 16 Bjorg
15- 16 Ayo 15- 16 Anyim 17- 18 Birgh ild 17- 18 Bjorn
17-18 Bolanle 17-18 Azubuike 19- 20 Bodil 19- 20 Brandr
19-20 Bosede 19- 20 Bapoto 21 - 22 Brenna 21- 22 Brandt
21-22 Chiamaka 21 - 22 Baraka 23- 24 Brynhild 23- 24 Brynjar
23-24 Chidi 23- 24 Bohlale 25-26 Dagmar 25- 26 Calder
25-26 Chidimma 25-26 Bongani 27-28 Eeri ka 27-28 Colborn
27- 28 Chinyere 27-28 Bujune 29-30 Eira 29-30 Cuyler
29-30 Chioma 29- 30 Buziba 31 - 32 Gudrun 31-32 Egil
31-32 Dada 31 -32 Chakide 33- 34 Gunborg 33-34 Einar
33-34 Ebele 33-34 Chibuzo 35- 36 Gunhild 35- 36 Eric
35- 36 Efemena 35- 36 Ch ika 37- 38 Gunvor 37- 38 Erland
37- 38 Ejiro 37-38 Chimola 39- 40 Helga 39- 40 Fiske
39-40 Ekundayo 39-40 Chiratidzo 41-42 Hertha 41 - 42 Fol kvar
41 - 42 Enitan 41-42 Dabulamanzi 43-44 Hilde 43- 44 Fritjof
43- 44 Funanya 43-44 Dumisa 45-46 Hillevi 45-46 Frede
45-46 lfunanya 45-46 Dwanh 47- 48 Ingrid 47-48 Geir
47-48 lge 47-48 Emeka 49-50 Iona 49- 50 Halvar
49- 50 lme 49-50 Folami 51 - 52 )orunn 51 - 52 Hemming
51- 52 Kunto 51-52 Gatura 53- 54 Kari 53- 54 Hjalmar
53- 54 Lesedi 53-54 Gebhuza 55-56 Kenna 55-56 Hjortr
55-56 Lumusi 55- 56 Gero 57-58 Magnhild 57- 58 lngimarr
57-58 Moj isola 57- 58 lsoba 59-60 Nanna 59- 60 Iva r
59- 60 Monifa 59- 60 Kagiso 61-62 Olga 61-62 Knud
61-62 Nakato 61 - 62 Kamau 63-64 Ragna 63-64 Leif
63-64 Ndidi 63- 64 Katlego 65- 66 Ragnhild 65- 66 Liufr
65- 66 Ngozi 65-66 Masego 67- 68 Ranveig 67- 68 Manning
67- 68 Nkiruka 67-68 Matata 69- 70 Runa 69- 70 Oddr
69- 70 Nneka 69- 70 Nthanda 71- 72 Saga 71 - 72 Olin
71 - 72 Ogechi 71 - 72 Ogechi 73- 74 Sigfrid 73-74 Ormr
73- 74 Olamide 73-74 Olwenyo 75-76 Signe 75- 76 Ove
75- 76 Oluchi 75- 76 Osumare 77-78 Sigrid 77- 78 Rannulfr
77-78 Omolara 77- 78 Paki 79-80 Sigr.unn 79-80 Sigurd
79-80 Onyeka 79-80 Qin isela 81 - 82 Solveg 81-82 Skari
81 - 82 Simisola 81-82 Quanda 83-84 Svanhild 83-84 Snorri
83- 84 Temitope 83-84 Samanya 85- 86 Thora 85- 86 Sten
85- 86 Thema 85-86 Shanika 87-88 Torborg 87- 88 Stigandr
87- 88 Titlayo 87-88 Sibonakaliso 89- 90 Torunn 89- 90 Stigr
89- 90 Udo 89- 90 Tapiwa 91 - 92 Tove 91- 92 Sven
91- 92 Uduak 91 - 92 Thabo 93-94 Unn 93- 94 Trygve
93-94 Ufuoma 93- 94 Themba 95-96 Vigdis 95-96 Ulf
95-96 Yaa 95- 96 Uzoma 97-98 Ylva 97- 98 Vali
97- 98 Yejide 97-98 Zuberi 99- 00 Yngvild 99- 00 Vidar
99- 00 Yewande 99-00 Zuri

APPENDIX B I CHARACTER NAMES


PO LYNESIAN , POLYNESIAN, MALE ROMAN, FEMALE ROMAN, MALE

FEMAL E dlOO Name dlOO Name dlOO Name

dlOO Name 01- 02 Afa 01- 02 Aelia 01 -02 Aelius


03- 04 Ahohako 03- 04 Aemilia 03- 04 Aetius
01-02 Ahulani
05- 06 Aisake 05- 06 Agrippina 05-06 Agrippa
03- 04 Airini
07- 08 Aleki 07- 08 Alba 07-08 Albanus
05- 06 Alani
09-10 Anewa 09-10 Antonia 09-10 Albus
07-08 Aluala
09-10 Anahera 11-12 Anitelu 11-12 Aquila 11-12 Antonius

11-12 Anuhea 13- 14 Aputi 13-14 Augusta 13-14 Appius


15- 16 Ariki 15-16 Aurelia 15-16 Aquilinus
13-14 Aolani
17- 18 Butat 17- 18 Balbina 17-18 Atilus
15- 16 Elenoa
19-20 Enele 19-20 Blandina 19-20 Augustus
17- 18 Emele
21 -22 Fef 21-22 Caelia 21-22 Aurelius
19-20 Fetia
23-24 Fu ifui 23- 24 Cami lla 23-24 Avitus
21-22 Fiva
25- 26 Ha'aheo 25- 26 Casia 25-26 Balbus
23- 24 Halona
27-28 H anohano 27- 28 Claudia 27-28 Blandus
25-26 Hi'ilei
29-30 Haunui 29- 30 Cloelia 29-30 Blasius
27- 28 Hina
31-32 H ekili 31-32 Domitia 31-32 Brutus
29- 30 Hinatea
31- 32 Huali 33-34 Hiapo 33- 34 Drusa 33-34 Caelius
35-36 Hikawera 35- 36 Fa bia 35-36 Ca ius
33-34 lnia
37-38 Hanano 37- 38 Fabricia 37- 38 Casian
35- 36 lnina
39-40 Ho'onani 39-40 Fausta 39-40 Cassius
37-38 lolani
39- 40 Isa 41-42 Hoku 41- 42 Flavia 41-42 Cato

41- 42 Ka 'ana'ana 43-44 HO'eu 43- 44 Floriana 43-44 Celsus

43- 44 Ka'ena 45-46 Ina 45-46 Fulvia 45- 46 Claudius


47-48 ltu 47- 48 Germana 47- 48 Cloeli us
45-46 Kaamia
47- 48 Kahula 49-50 Ka'aukai 49- 50 Glaucia 49- 50 Cnaeus

49- 50 Kailani 51-52 Ka'eo 51-52 Gratiana 51-52 Crispus

51- 52 Kamaile 53-54 Kaelani 53- 54 H adriana 53- 54 Cyprianus

53- 54 Kamakani 55-56 Kahale 55-56 H ermina 55- 56 Diocletianus

55-56 Kamea 57-58 Kaiea 57- 58 H oratia 57- 58 Egnatius

57- 58 Latai 59-60 Kaikoa 59-60 Hortensia 59- 60 Ennius

59-60 Liona 61-62 Kana'I 61- 62 lovita 61-62 Fabricius

61- 62 Lokelani 63-64 Koamalu 63-64 lulia 63-64 Faustus

63- 64 Marva 65-66 Ka 65- 66 Laelia 65-66 Gaius

65- 66 Mehana 67-68 Laki 67- 68 Laurentia 67-68 Germanus

67- 68 Millawa 69-70 Makai 69-70 Livia 69-70 Gnaeus

69-70 Moana 71-72 Manu 71- 72 Longina 71-72 Horatius


73-74 Manuka 73- 74 Luci lla 73- 74 lovianus
71 -72 Ngana
73- 74 Nohea 75-76 Nui 75-76 Lucretia 75- 76 lulius

75-76 Pelika 77-78 Pono 77- 78 Marcella 77- 78 Lucilius

77-78 Sanoe 79-80 Popoki 79-80 Marcia 79-80 Manius


81-82 Ruru 81- 82 Maxima 81 -82 Marcus
79-80 Satina
83-84 Tahu 83-84 Nona 83- 84 Mariu s
81- 82 Tahia
85-86 Taurau 85-86 Octavia 85- 86 Maximus
83- 84 Tasi
87-88 Tuala 87-88 Paulina 87- 88 Octavius
85- 86 Tiaho
89-90 Turoa 89-90 Petronia 89- 90 Paulus
87-88 Tihani
91-92 Tusitala 91-92 Porcia 91 - 92 Quintilian
89- 90 Toroa
93-94 Uaine 93- 94 Tacita 93- 94 Regulus
91-92 Ulanni
95- 96 Waata 95- 96 Tullia 95-96 Servius
93-94 Uluwehi
97- 98 Waipuna 97-98 Verginia 97-98 Tacitus
95- 96 Vaina
99-00 Zamar 99- 00 Vita 99-00 Varius
97- 98 Waiola
99-00 Wa itara

A P PEND IX B J CHAR1\ CTER NA~I ES


SLAVIC, FEMALE SLAVIC, MALE
dlOO Name dlOO Name
01-02 Agripina 01-02 Aleksandru
03-04 Anastasiya 03-04 Berislav
05-06 Bogdan a 05-06 Blazh
07-08 Boles lava 07-08 Bogumir
09- 10 Bozhena 09-10 Boguslav
11-12 Danica 11 - 12 Borislav
13-14 Darya 13- 14 Bozhidar
15- 16 Desislava 15- 16 Bratomil
17- 18 Dragos lava 17- 18 Bratoslav
19- 20 Dunja 19-20 Bronislav
21 - 22 Efrosinia 21-22 Chedomir
23-24 Ekaterina 23- 24 Chestibor
25-26 Elena 25-26 Chestirad
27-28 Faina 27-28 Chestislav
29- 30 Galina 29- 30 Desilav
31-32 Irina 31-32 Dmitrei
33- 34 Iskra 33- 34 Dobromil
35-36 Jasna 35- 36 Dobroslav
37- 38 Katarina 37-38 Dragomir
39- 40 Katya 39- 40 Dragutin
41 - 42 Kresimira 41-42 Drazhan
43- 44 Lyudmila 43-44 Gostislav
45-46 Magda 45-46 Kazimir
47-48 Mariya 47-48 Kyrilu
49- 50 Militsa 49-50 Lyubomir
51 - 52 Miloslava 51-52 Mechislav
53- 54 Mira 53-54 Milivoj
55- 56 Miroslava 55-56 Milosh
57-58 Mokosh 57-58 Mstislav
59-60 Morana 59-60 Nikola
61-62 Natasha 61-62 Ninoslav
63- 64 Nika 63-64 Premislav
65- 66 Olga 65-66 Radomir
67- 68 Rada 67-68 Radovan
69-70 Radoslava 69- 70 Ratimir
71-72 Raisa 71 - 72 Rostislav
73- 74 Slavitsa 73-74 Slavomir
75- 76 Sofiya 75 - 76 Stanislav
77-78 Stanislava 77-78 Svetoslav
79-80 Svetlana 79-80 Tomislav
81-82 Tatyana 81- 82 Vasili
83-84 Tomislava 83- 84 Velimir
85-86 Veronika 85- 86 Vladimir
87- 88 Vesna 87- 88 Vladislav
89- 90 Vladimira 89- 90 Vlastimir
91 - 92 Ya roslava 91-92 Volodimeru
93-94 Yelena 93- 94 Vratislav
95-96 Zaria 95- 96 Yarognev
97-98 Zarya 97- 98 Yaromir
99- 00 Zoria 99- 00 Zbignev
SPAN I SH , FEMALE SPA NI S H, FE M ALE SPA N ISH , M A LE

dlOO Name dlOO Name d lOO Name


01 - 02 Abella 69-70 Melania 33-34 Escobar
03- 04 Adalina 71-72 Monica 35-36 Etter
05-06 Adora 73-74 Neva 37-38 Fernando
07-08 Adriana 75-76 Nilda 39-40 Franciso
09- 10 Ana 77-78 Petrona 41-42 Gabriel
11- 12 Antonia 79-80 Rafaela 43-44 Garcia
13-14 Basilia 81-82 Ramira 45-46 Gaspar
15-16 Beatriz 83-84 Rosario 47-48 Gil
17-18 Bonita 85-86 Sofia 49-50 Gomes
19-20 Camila 87-88 Suelo 51-52 Goncalo
21-22 Cande 89-90 Teresa 53-54 Gostantin
23-24 Carmen 91-92 Tomasa 55-56 Jayme
25-26 Catlina 93-94 Valentia 57-58 Joan
27-28 Dolores 95-96 Veronica 59-60 Jorge
29- 30 Dominga 97-98 Ynes 61-62 Jose
31 - 32 Dorotea 99- 00 Ysabel 63-64 Ju an
33-34 Elena 65-66 Machin
35-36 Elicia SPANISH, MALE 67-68 Martin
37-38 Esmerelda 69-70 Mateu
dlOO Name
39- 40 Felipina 71-72 Miguel
01 - 02 Alexandre
41-42 Francisca 73-74 Nicolas
03 - 04 Alfonso
43- 44 Gabriela 75-76 Pascual
05-06 Alonso
45- 46 Imelda 77-78 Pedro
07-08 Anthon
47- 48 Ines 79-80 Perico
09- 10 Arcos
49- 50 Isabel 81-82 Ramiro
11 - 12 Arnaut
51 -52 Juana 83-84 Ramon
13- 14 Arturo
53-54 Leocadia 85-86 Rodrigo
15-16 Bartoleme
55-56 Leono r 87-88 Sabastian
17-18 Benito
57-58 Leta 89-90 Salvador
19-20 Bernat
59-60 Lucinda 91-92 Simon
21-22 Blasco
61 - 62 Maresol 93-94 Tomas
23-24 Carlos
63-64 Maria 95-96 Tristan
25-26 Damian
65- 66 Maricela 97- 98 Valeriano
27-28 Diego
67- 68 Matilde 99-00 Ynigo
29-30 Domingo
31-32 Enrique

APPENDfX 8 J CHARACTER NAMES

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