Anda di halaman 1dari 293

Co nt e nt s

P r e f a c e 4 Pa r t 2 171

C h a pt e r 7: U s in g A b il it y Sc o r e s ...........173
I n t r o d u c t io n 5
Ability S c o r e s and M odifiers........................................173
W orlds o f A dven tu re................................................................... 5 Advantage and D isadvan tage...................................... 173
U sing Th is B o o k ......................................................................... 6 P roficien cy B o n u s............................................................173
H ow to P la y ................................................................................... 6 Ability C h e ck s................................................................... 174
A d v en tu res.................................................................................... 7 U sing E ach A bility...........................................................175
Saving T h r o w s ................... ............................................. 179
P a r t 1 9
C h a pt e r 8: A d v e n t u r in g ...... ................ 181
C h a pt e r 1: S t e p -b y -S t e p C h a r a c t e r s ..... 11 T im e ........................................................ .. ................. 181
B eyon d 1st L ev el............................................................... 15 M ovem en t.......................................................................... 181
Th e E nvironm ent.......................... ......................... 183
C h a pt e r 2: R a c e s ........................................................ 17
S o c ia l In tera ction ........................................................... 185
C h oosin g a R a ce ................................................................ 17
R e s tin g ............................................................................... 186
D w a rf.................................................................................... 18
B etw een A dven tu res......................................................186
E l f...........................................................................................21
H alfling.................................................................................26 C h a pt e r 9: C o m b a t ................................................ 189
H u m an ..................................................................................29 The O rder o f C om b a t.....................................................189
D ra g o n b o rn ........................................................................ 32 M ovem ent and P o sitio n .................................................190
G n o m e ..................................................................................35 A ctions in C o m b a t.......................................................... 192
H alf-E lf.................................................................................38 M aking an A ttack............................................................ 193
H a lf-O rc.............................................................................. 40 C over................................................................................... 196
T ie flin g .................................................................................42 D am age and H e a lin g .....................................................196
M ounted C om bat............................................................. 198
C h a pt e r 3: C l a s s e s .................................................. 45
Underwater C om ba t....................................................... 198
B arbarian............................................................................ 46
B a r d ...................................................................................... 51 P a r t 3 199
C leric.....................................................................................56
D ru id .....................................................................................64 C h ap ter 10 : S p e l l c a s t i n g .................................201
F igh ter..................................................................................70 W hat Is a S p e ll? ...............................................................201
M o n k ..................................................................................... 76 Casting a S p e ll................................................................ 202
P a la d in .................................................................................82
C h ap ter 11: S p e l l s ..................................................... 207
R a n g e r..................................................................................89
Spell L ists..........................................................................207
R o g u e ....................................................................................94
Spell D e scrip tio n s...........................................................211
S o r c e r e r .............................................................................. 99
W a rlo ck ..............................................................................105
A ppe n d ix A: C o n d it io n s 290
W iz a r d ................................................................................112
Ch a pt e r 4: Pe r s o n a l it y a n d A p p e n d ix B:
Ba c k g r o u n d .................................................................. 121
G o d s o f t h e M u l t iv e r se 293
Character D etails............................................................ 121
In spiration ........................................................................ 125
B a ck g rou n d s.................................................................... 125 A ppe n d ix C:
C h a pt e r 5: E q u ip m e n t .........................................143 T h e Pl a n e s o f Ex is t e n c e 300
Starting E quipm ent....................................................... 143 The Material P lane....... ................. ...............................3 0 0
W e a lth ................................................................................143 B eyond the M aterial.................................. 301
A rm or and S h ie ld s .........................................................144
W ea p on s............................................................................ 146 A p p e n d ix D:
Adventuring G e a r ...........................................................148 C r e a t u r e St a t i s t i c s 304
T o o ls....................................................................................154
M ounts and V e h icle s..................................................... 155
A p p e n d i x E:
Trade G o o d s ..................................................................... 157
E x p en ses........................................................................... 157
In s p i r a t i o n a l R e a d i n g 312
T rink ets............................................................................. 159
In d e x 313
C h a pt e r 6: C u s t o m iz a t io n O p t io n s .... 163
M ulticlassing.................................................................... 163
F e a t s ...................................................................................165 C h a r a c t e r Sh e e t 317
Pr e f a c e
N
OCE UPON A TIME, LONG, LONG AGO, IN A are likely to end up friends. It’s a c o o l side effect o f the
realm called the M idw estern United gam e. Your next gam ing group is as clo se as the nearest
States—specifically the states o f M inn e g am e store, online forum , or gam ing convention.
sota and W iscon sin —a group o f friends The se co n d thing you n eed is a lively im agination
gathered together to forever alter the or, m ore importantly, the w illin gn ess to u se whatever
history o f gam ing. im agination you have. You d on ’t need to be a m aster
It w asn ’t their intent to do so. Th ey w ere storyteller or a brilliant artist. You just n eed to aspire to
tired o f m erely readin g tales about w orld s o f m agic, create, to have the cou rage o f som eon e w ho is w illing to
m onsters, and adventure. They w anted to play in th ose build som eth in g and share it w ith others.
w orlds, rather than ob serv e them. That they w ent on Luckily, just as D & D can strengthen your friendships,
to invent D u n g e o n s & D r a g o n s , and thereby ignite a it can help build in you the con fid en ce to create and
revolution in gam ing that continu es to this day, sp eaks share. D & D is a gam e that teach es you to lo o k for the
to tw o things. clever solution, share the sudden idea that can overcom e
First, it sp eak s to their ingenuity and genius in fig a problem , and push y ou rself to im agine w hat cou ld be,
uring out that gam es w ere the perfect w ay to explore rather than sim ply a ccep t what is.
w orld s that could not oth erw ise exist. A lm ost every T he first characters and adventures you create w ill
m od ern gam e, w hether played on a digital device or probably be a collection o f cliches. That’s true o f every
a tabletop, ow es som e debt to D&D. one, from the greatest D u n geon M asters in history on
S econ d , it is a testam ent to the inherent appeal o f the dow n. A ccep t this reality and m ove on to create the
gam e they created. D u n g e o n s & D r a g o n s sparked a secon d character or adventure, w hich w ill b e better,
thriving global phenom enon. It is the first roleplaying and then the third, w h ich w ill be better still. R epeat that
gam e, and it rem ains one o f the best o f its breed. over the cou rse o f time, and s o o n y ou ’ll be able to create
To play D&D, and to play it w ell, you d on ’t n eed to anything, from a ch a ra cter’s backgrou n d story to an epic
read all the rules, m em orize every detail o f the gam e, w orld o f fantasy adventure.
or m aster the fine art o f rolling funny look in g dice. O nce you have that skill, it’s y ou rs forever. C ou n tless
N one o f th ose things have any bea rin g on w hat’s best w riters, artists, and other creators can trace their beg in
about the game. nings to a few p ages o f D & D notes, a handful o f dice,
W hat you need are tw o things, the first being friends and a kitchen table.
with w h om you can share the gam e. Playing gam es with A bove all else, D&D is yours. The friendships you
your friends is a lot o f fun, but D & D d oes som eth in g m ake around the table w ill be unique to you. The adven
m ore than entertain. tures you em bark on, the characters you create, the
Playing D & D is an exercise in collaborative creation. m em ories you m ake—th ese w ill be yours. D & D is your
You and your friends create epic stories filled with ten p erson al corn er o f the universe, a place w here you have
sion and m em orable dram a. You create silly in-jokes free reign to do as you wish.
that m ake you laugh years later. The dice w ill be cruel G o forth now. R ead the rules o f the gam e and the
to you, but you w ill soldier on. Your collective creativ story o f its w orlds, but always rem em ber that you are
ity w ill build stories that you w ill tell again and again, the one w h o brings them to life. Th ey are nothing
ranging from the utterly absurd to the stuff o f legend. w ithout the spark o f life that you give them.
If you d on ’t have friends interested in playing, don ’t
w orry. T h ere’s a sp ecia l alchem y that takes place
M ike M earls
around a D & D table that nothing else can m atch. Play
M ay 2014
the gam e with som eon e enough, and the tw o o f you
In t r o d u c t i o n
The D u n g e o n s & D r a g o n s r o l e p l a y i n g In the D u n g e o n s & D r a g o n s gam e, each player
gam e is about storytelling in w orld s o f creates an adventurer (also called a character) and
sw ord s and sorcery. It sh ares elem ents team s up with other adventurers (played by friends).
w ith ch ild h ood gam es o f m ake-believe. Like W orkin g together, the group might explore a dark dun
th ose gam es, D & D is driven by im agina geon, a ruined city, a haunted castle, a lost tem ple deep
tion. It’s about picturing the tow ering castle in a ju n gle, or a lava-filled cavern beneath a m ysterious
beneath the storm y night sky and im agining m ountain. The adventurers can solve puzzles, talk with
h ow a fantasy adventurer m ight react to the challen ges other characters, battle fantastic m onsters, and discover
that scen e presents. fabulous m agic item s and other treasure.
O ne player, however, takes on the role o f the D un geon
M aster (D M ), the gam e’s lead storyteller and referee.
Dunge on M aster (D M ): A ft e r p a ssin g through the T h e DM creates adventures for the characters, w h o nav
craggy pe aks, the road tak es a su dd e n turn to the east igate its h azards and d ecide w hich paths to explore. The
and C astle Ravenlo ft tow ers before you. C ru m b lin g DM might d escrib e the entrance to Castle Ravenloft,
tow ers o f ston e keep a sile n t w atch over the a pproa ch. and the players decide what they w ant their adventurers
to do. W ill they w alk a cro ss the dangerously w eathered
Th e y look like ab andon e d gu a rd h o use s. Beyond these,
draw bridge? Tie them selves together with rope to m ini
a w ide ch asm ga p e s, d isa p p e a ring into the deep
m ize the ch a n ce that som eon e w ill fall if the draw bridge
fog below. A low ered dra w bridge sp a ns the ch asm , gives way? Or cast a spell to carry them over the chasm ?
le a d ing to an arched en trance to the c astle courtyard. Then the DM determ ines the results o f the adventur
Th e ch a ins o f the dra w bridge cre a k in the w ind, th eir ers’ actions and narrates what they e xperien ce. B ecau se
rust-e a ten iron s tra in in g with the w e ight. From atop the DM can im provise to react to anything the players
attempt, D & D is infinitely flexible, and each adventure
the high s tro ng w a lls, ston e gargoyles stare at you
can be exciting and unexpected.
from hollow so c k e ts and grin hid eously. A ro tting The gam e has no real end; w hen on e story or quest
w ood e n p o rt cu llis, gre en with grow th, h a ngs in the w ra ps up, another one can begin, creating an on goin g
entry tunn e l. Beyond th is, the m ain d oors o f C astle story called a campaign. M any p eop le w h o play the
Ravenlo ft stand open, a rich w arm ligh t sp illin g into gam e keep their cam p aign s going for m onths or years,
m eetin g with their friends every w eek or s o to pick
the courtyard .
up the story w here they left off. T h e adventurers g row
Phillip (playing Gareth): I w ant to look at the
in m ight as the cam paign continues. Each m onster
gargoyles. I have a f e e ling th ey’re not ju st sta tues. defeated, each adventure com pleted, and each treasure
Am y (playing Riva): Th e draw bridge looks precarious? recovered not only adds to the continuing story, but also
I w ant to see how sturdy it is. Do I th in k we can cross earns the adventurers n ew capabilities. T h is in crease
it, or is it go in g to co lla pse und er our w eight? in pow er is reflected by an adventurer’s level.
T h ere’s no w inning and losing in the D u n g e o n s &
D r a g o n s gam e—at least, not the way those term s are
Unlike a gam e o f m ake-believe, D & D gives structure usually understood. Together, the D M and the players
to the stories, a w ay o f determ ining the con seq u en ces create an exciting story o f bold adventurers w ho confront
o f the adventurers’ action. Players roll dice to resolve deadly perils. S om etim es an adventurer m ight c om e to
w hether their attacks hit or m iss or w hether their adven a grisly end, torn apart by ferociou s m onsters or done in
turers can sca le a cliff, roll away from the strike o f a by a nefarious villain. Even so, the other adventurers can
m agical lightning bolt, or pull o ff som e other dangerous search for pow erful m agic to revive their fallen com rade,
task. Anything is possible, but the d ice m ake som e out or the player might c h o o s e to create a new character to
c o m e s m ore probable than others. carry on. The group might fail to com plete an adventure
successfully, but if everyone had a g ood time and created
a m em orable story, they all win.
Dunge on M aster (D M ): O K , one at a tim e . Phillip,
yo u ’re lo o k ing at the gargoyles?
Wor l ds of A dvent ur e
Phillip: Ye ah. Is there any hint they m igh t be
The m any w orld s o f the D u n g e o n s & D r a g o n s gam e
cre a tures and not d e cora tions? are places o f m agic and m onsters, o f brave w arriors and
D M : M ake an In t e llige n ce ch eck . sp ectacu lar adventures. They begin with a foundation
Phillip: Does my Investiga tio n skill apply? o f m edieval fantasy and then add the creatures, places,
D M : Sure! and m agic that m ake these w orld s unique.
T h e w orld s o f the D u n g e o n s & D r a g o n s gam e exist
Phillip (rolling a d20): Ugh. Seve n.
w ithin a vast c o s m o s called the multiverse, con n ected
D M : Th ey look like d e co ra tio ns to you. A nd Amy,
in strange and m ysterious w ays to on e another and to
Riva is c h e c k in g out the draw bridge? other planes o f existence, such as the Elem ental Plane
o f Fire and the Infinite D epths o f the A byss. W ithin
this m ultiverse are an en dless variety o f w orlds. M any 2. The players describe what they want to do. S o m e
o f them have been published as official settings for the tim es on e player sp eak s for the w h ole party, saying,
D & D game. T h e legends o f the Forgotten R ealm s, Drag- “W e’ll take the east door,” for exam ple. Other tim es,
on lan ce, Greyhawk, D ark Sun, Mystara, and E berron different adventurers do different things: one adventurer
settings are w oven together in the fabric o f the multi- m ight sea rch a treasure chest w hile a se c o n d exam in es
verse. A longside these w orld s are hundreds o f thousands an esoteric sym b ol engraved on a w all and a third keeps
m ore, created by generations o f D & D players for their w atch for m onsters. T h e players d on ’t n eed to take
ow n gam es. A nd am id all the rich n ess o f the multiverse, turns, but the DM listens to every player and d ecides
you m ight create a w orld o f your ow n. h ow to resolve th ose actions.
All th ese w orlds share characteristics, but each w orld S om etim es, resolvin g a task is easy. If an adventurer
is set apart by its ow n history and cultures, distinctive w ants to w alk a cross a room and op en a door, the DM
m on sters and races, fantastic geography, ancient dun might just say that the d oor op en s and d escrib e w hat
geons, and sch em in g villains. S o m e races have unusual lies beyond. But the d oor might b e lock ed, the floor
traits in different w orlds. T h e halflings o f the Dark Sun m ight hide a deadly trap, or som e other circu m stan ce
setting, for exam ple, are ju n gle-d w ellin g cannibals, m ight m ake it challen ging for an adventurer to com plete
and the elves are desert n om ads. S om e w orld s feature a task. In th ose cases, the DM d ecid es w hat happens,
races u nk n ow n in other settings, such as E b erron ’s w ar- often relying on the roll o f a die to determ ine the results
forged, sold iers created and im bu ed with life to fight in o f an action.
the Last War. S o m e w orld s are dom inated by on e great 3. The DM narrates the results o f the adventurers’
story, like the W ar o f the L an ce that plays a central role actions. D escribin g the results often leads to another
in the D ragon lance setting. But they’re all D & D w orlds, d ecision point, w hich brin gs the flow o f the gam e right
and you can u se the rules in this b o o k to create a char ba ck to step 1.
acter and play in any one o f them. T h is pattern holds w hether the adventurers are cau
Your DM m ight set the cam paign on on e o f these tiously exploring a ruin, talking to a deviou s prince, or
w orld s or on on e that he or she created. B eca u se there lock ed in m ortal com bat against a m ighty dragon. In
is s o m uch diversity a m on g the w orlds o f D&D, you certain situations, particularly com bat, the action is
sh ou ld ch eck w ith your DM about any h ou se rules that m ore structured and the players (and D M ) d o take turns
w ill affect your play o f the gam e. Ultimately, the D un ch oosin g and resolvin g actions. But m ost o f the time,
geon M aster is the authority on the cam paign and its play is fluid and flexible, adapting to the circu m stan ces
setting, even if the setting is a published w orld. o f the adventure.
Often the action o f an adventure takes place in the
U s in g T h is Bo o k im agination o f the players and DM, relying on the D M ’s
verbal descriptions to set the scen e. S o m e D M s like to
T h e Player’s Handbook is divided into three parts.
use m usic, art, or r ecord ed sou n d effects to help set the
Part 1 is about creating a character, providing the
m ood , and m any players and D M s alike adopt different
rules and g u id an ce you n eed to m ake the character
v oices for the various adventurers, m onsters, and other
y ou ’ll play in the gam e. It includes inform ation on the
characters they play in the gam e. S om etim es, a DM
various races, classes, backgrou n ds, equipm ent, and
m ight lay out a m ap and u se tokens or m iniature figures
oth er custom ization options that you can c h o o s e from.
to represent each creature involved in a scen e to help
M any o f the rules in part 1 rely on m aterial in parts 2
the players k eep track o f w here everyone is.
and 3. If you co m e a cro ss a gam e con cep t in part 1 that
you d on ’t understand, consult the b o o k ’s index.
G a m e D ic e
Part 2 details the rules o f h ow to play the gam e,
beyon d the b a sics d escrib ed in this introduction. That T h e gam e u ses polyhedral dice w ith different num bers
part covers the kinds o f die rolls you m ake to determ ine o f sides. You can find d ice like th ese in gam e stores and
s u c ce s s or failure at the tasks your character attempts, in m any book stores.
and d escrib es the three broad categories o f activity in In these rules, the different d ice are referred to by the
the gam e: exploration, interaction, and com bat. letter d follow ed by the num ber o f sides: d4, d6, d8, d 10,
Part 3 is all about m agic. It covers the nature o f m agic d 12, and d20. F or instance, a d6 is a six-sided die (the
in the w orld s o f D&D, the rules for spellcasting, and the typical cu b e that m any g am es use).
huge variety o f spells available to m agic-using ch a ra c P ercen tile dice, or d 100, w ork a little differently. You
ters (and m onsters) in the game. generate a num ber b etw een 1 and 100 by rolling tw o
different ten-sided d ice n um bered from 0 to 9. O ne die

How t o Pl a y (designated b efore you roll) gives the tens digit, and
the other gives the on es digit. If you roll a 7 and a 1, for
T he play o f the D u n g e o n s & D r a g o n s gam e unfolds exam ple, the num ber rolled is 71. Tw o Os represent 100.
a ccord in g to this basic pattern. S o m e ten-sided dice are num bered in tens (00, 10, 20,
1. The DM describes the environment. T h e DM and s o on), m akin g it easier to distinguish the tens digit
tells the players w here their adventurers are and w hat’s from the o n es digit. In this case, a roll o f 70 and 1 is 71,
around them, presenting the basic s c o p e o f options that and 0 0 and 0 is 100.
present th em selves (h ow m any d oors lead out o f a room , W h en you n eed to roll dice, the rules tell you h ow
w hat’s on a table, w h o ’s in the tavern, and so on). m any d ice to roll o f a certain type, as w ell as w hat m o d
ifiers to add. For exam ple, “ 3d8 + 5 ” m eans you roll
three eight-sided dice, add them together, and add 5 3. Compare the total to a target number. If the total
to the total. equals or e x ceed s the target num ber, the ability check,
The sa m e d notation appears in the ex p ression s “ 1d 3 ” attack roll, or saving th row is a su ccess. O therw ise, it’s
and “ 1d2.” To sim ulate the roll o f 1d3, roll a d6 and a failure. T h e D M is usually the on e w h o determ ines
divide the num ber rolled by 2 (round up). To sim ulate target num bers and tells players w hether their ability
the roll o f 1d2, roll any die and assign a 1 or 2 to the roll ch ecks, attack rolls, and saving th row s su cce e d or fail.
depen din g on w hether it w as odd or even. (Alternatively, Th e target num ber for an ability ch eck o r a saving
if the num ber rolled is m ore than h alf the num ber o f th row is called a Difficulty Class (D C). T h e target
sides on the die, it’s a 2.) num ber for an attack roll is called an Arm or Class (AC).
T h is sim ple rule governs the resolution o f m ost tasks
T h e D 20 in D & D play. Chapter 7 provides m ore detailed rules for
usin g the d 2 0 in the game.
D o e s an adventurer’s sw ord sw in g hurt a dragon or just
b ou n ce off its iron-hard sca les? W ill the ogre believe an
A dva n t a g e a n d D isa d v a n t a g e
ou trageous bluff? Can a character sw im a cross a raging
river? Can a character avoid the m ain blast o f a fireball, S om etim es an ability check, attack roll, or saving throw
or d o e s he or she take full dam age from the blaze? In is m od ified by sp ecia l situations called advantage and
ca se s w h ere the ou tcom e o f an action is uncertain, disadvantage. Advantage reflects the positive circu m
the D u n g e o n s & D r a g o n s gam e relies on rolls o f a stan ces su rrou nding a d2 0 roll, w hile disadvantage
20 -sid ed die, a d20, to determ ine s u c ce s s or failure. reflects the opposite. W h en you have either advantage or
Every character and m onster in the gam e has capa disadvantage, you roll a se co n d d2 0 w h en you m ake the
bilities defined by six ability scores. T h e abilities are roll. U se the higher o f the tw o rolls if you have advan
Strength, Dexterity, Constitution, Intelligence, W isdom , tage, and u se the low er roll if you have disadvantage.
and Charism a, and they typically range from 3 to 18 F or exam ple, if you have disadvantage and roll a 17 and
for m ost adventurers. (M onsters m ight have s co re s as a 5, you use the 5. If you instead have advantage and roll
low as 1 or as high as 30.) T h ese ability scores, and the th ose num bers, you use the 17.
ability modifiers derived from them , are the basis for M ore detailed rules for advantage and disadvantage
alm ost every d2 0 roll that a player m a k es on a ch arac are presented in chapter 7.
ter’s or m on ster’s behalf.
Ability ch eck s, attack rolls, and saving throw s are the Spe c if ic B e a t s G e n e r a l
three m ain kinds o f d2 0 rolls, form in g the core o f the T h is b o o k contain s rules, esp ecia lly in parts 2 and 3,
rules o f the gam e. All three follow th ese sim ple steps. that govern h ow the gam e plays. That said, m any racial
1. Roll the die and add a modifier. R oll a d2 0 and traits, class features, spells, m agic item s, m on ster abili
add the relevant modifier. T h is is typically the m od ties, and other gam e elem ents break the general rules in
ifier derived from on e o f the six ability s cores, and it som e way, creating an exception to h ow the rest o f the
som etim es includes a proficiency bon u s to reflect a char gam e w orks. R em em ber this: If a sp ecific rule contra
acter’s particular skill. (S e e chapter 1 for details on each dicts a general rule, the sp ecific rule w ins.
ability and h ow to determ ine an ability’s modifier.) E xception s to the rules are often m inor. For instance,
2. Apply circumstantial bonuses and penalties. A m any adventurers d on ’t have proficiency with lon gbow s,
cla ss feature, a spell, a particular circu m stan ce, or som e but every w o o d elf d oes b e ca u se o f a racial trait. That
other effect m ight give a b on u s or penalty to the check. trait creates a m in or exception in the gam e. Other
exam ples o f rule-breaking are m ore con sp icu ou s. For
instance, an adventurer ca n ’t n orm ally p ass through
w alls, but som e sp ells m ake that possible. M agic
accou n ts for m ost o f the m ajor exception s to the rules.

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

A dvent ur es
T h e D u n g e o n s & D r a g o n s gam e con sists o f a group
o f characters em barking on an adventure that the D un
geon M aster presen ts to them. Each character brings
particular capabilities to the adventure in the form o f
ability sc o r e s and skills, class features, racial traits,
equipm ent, and m agic item s. Every character is dif
ferent, w ith various strengths and w ea k n esses, s o the
best party o f adventurers is on e in w h ich the characters
com plem ent each other and cover the w ea k n esses o f
their com pa n ion s. The adventurers must coop era te to that a captured scou t reveal the secret entrance to the
su ccessfu lly com plete the adventure. goblin lair, getting inform ation from a rescu ed prisoner,
T h e adventure is the heart o f the gam e, a story with pleading for m ercy from an orc chieftain, or persuading
a beginning, a m iddle, and an end. An adventure might a talkative m agic m irror to sh ow a distant location to
be created by the D u n geon M aster or p u rch ased off the the adventurers.
shelf, tw eaked and m odified to suit the D M ’s n eeds and The rules in chapters 7 and 8 support exploration and
desires. In either ca se, an adventure features a fantastic socia l interaction, as do m any cla ss features in chapter 3
setting, w hether it’s an u nderground dungeon, a cru m and personality traits in chapter 4.
bling castle, a stretch o f w ildern ess, or a bustling city. Combat, the focu s o f chapter 9, involves characters
It features a rich cast o f characters: the adventurers and other creatu res sw in ging w eapon s, casting spells,
created and played by the other players at the table, m aneuvering for position, and s o o n —all in an effort
as w ell as nonplayer characters (N PC s). T h ose char to defeat their oppon en ts, w hether that m eans killing
acters m ight b e patrons, allies, enem ies, hirelings, or every enemy, taking captives, or forcin g a rout. Com bat
just backgrou n d extras in an adventure. Often, on e o f is the m ost structured elem ent o f a D & D session , with
the N P C s is a villain w h ose agenda drives m uch o f an creatu res taking turns to m ake sure that everyone gets
adventure’s action. a ch a n ce to act. Even in the context o f a pitched battle,
Over the cou rse o f their adventures, the characters there’s still plenty o f opportunity for adventurers to
are confronted by a variety o f creatures, objects, and attempt w acky stunts like surfing dow n a flight o f stairs
situations that they must deal w ith in som e way. S o m e on a shield, to exam ine the environm ent (perhaps by
tim es the adventurers and other creatures do their pulling a m ysterious lever), and to interact with other
best to kill or capture each other in com bat. At other creatures, including allies, en em ies, and neutral parties.
tim es, the adventurers talk to another creature (or even
a m agical object) w ith a goal in mind. A nd often, the T h e W o n d e r s o f M a g ic
adventurers spend tim e trying to solve a puzzle, bypass
Few D & D adventures end w ithout som eth in g m agical
an obstacle, find som eth in g hidden, or unravel the cu r
happening. W h eth er helpful or harm ful, m agic appears
rent situation. M eanw hile, the adventurers explore the
frequently in the life o f an adventurer, and it is the focu s
w orld, m akin g decision s about w hich w ay to travel and
o f chapters 10 and 11.
w hat they’ll try to do next.
In the w orld s o f D u n g e o n s & D r a g o n s , practitioners
A dventures vary in length and com plexity. A short
o f m agic are rare, set apart from the m a sses o f people
adventure m ight present only a few challen ges, and
by their extraordinary talent. C om m on folk might see
it m ight take no m ore than a single gam e session to
eviden ce o f m agic on a regular basis, but it’s usually
com plete. A long adventure can involve hundreds o f
m in or—a fantastic m onster, a visibly an sw ered prayer,
com bats, interactions, and other challen ges, and take
a w izard w alking through the streets w ith an anim ated
d ozen s o f session s to play through, stretching over
shield guardian as a bodyguard.
w eek s or m onths o f real tim e. Usually, the end o f an
For adventurers, though, m agic is key to their sur
adventure is m arked by the adventurers h eading back to
vival. W ithout the healing m agic o f clerics and paladins,
civilization to rest and enjoy the sp oils o f their labors.
adventurers w ou ld quickly su ccu m b to their w oun ds.
But that’s not the end o f the story. You can think o f
W ithout the uplifting m agical su pport o f bards and
an adventure as a single ep isod e o f a T V series, m ade
clerics, w arriors m ight be overw helm ed by p ow erfu l
up o f multiple exciting scen es. A cam paign is the w hole
foes. W ithout the sh eer m agical p ow er and versatility
s eries—a string o f adventures jo in e d together, with a
o f w izards and druids, every threat w ou ld be m ag
consistent group o f adventurers follow in g the narrative
nified tenfold.
from start to finish.
M agic is also a favored tool o f villains. M any adven
tures are driven by the m achinations o f spellcasters
T h e T h r e e Pil l a r s o f A d v e n t u r e
w h o are hellbent on using m agic for som e ill end. A cult
A dventurers ca n try to do anything their players can leader seek s to aw aken a god w h o slum bers beneath
im agine, but it can b e helpful to talk about their activ the sea, a hag kidnaps youths to m agically drain them
ities in three broad categories: exploration, socia l o f their vigor, a m ad w izard labors to invest an arm y o f
interaction, and com bat. autom atons with a facsim ile o f life, a dragon begin s a
Exploration includes both the adventurers’ m ovem ent m ystical ritual to rise up as a god o f destruction —these
through the w orld and their interaction with ob jects and are just a few o f the m agical threats that adventurers
situations that require their attention. E xploration is the m ight face. W ith m agic o f their ow n, in the form o f
give-and-take o f the players describin g what they want sp ells and m agic items, the adventurers m ight prevail!
their characters to do, and the D u n geon M aster telling
the players w hat h appen s as a result. On a large scale,
that might involve the characters spen din g a day c r o s s
ing a rolling plain or an hour m aking their w ay through
caverns underground. On the sm allest scale, it could
m ean on e character pulling a lever in a dungeon room to
see w hat happens.
Social interaction features the adventurers talking to
som eon e (or som eth in g) else. It might m ean dem anding
C h a p t e r 1: S t e p - b y - S t e p C h a r a c t e r s
OUR FIRST STEP IN PLAYING AN ADVENTURER IN THE cla sses (see step 2). For exam ple, the racial traits o f
D u n g e o n s & D r a g o n s gam e is to im agine lightfoot halflings m ake them exceptional rogues, and
and create a character o f your ow n. Your high elves tend to be pow erfu l w izards. S om etim es
character is a com bination o f gam e statistics, playing against type can b e fun, too. H alf-orc paladins
roleplaying h ook s, and your im agination. You and m ountain dw arf w izards, for exam ple, can b e
c h o o s e a race (such as hum an or halfling) and unusual but m em orable characters.
a class (such as fighter or w izard). You also Your race also in creases on e or m ore o f your ability
invent the personality, appearance, and backstory o f scores, w hich you determ ine in step 3. N ote these
your character. O n ce com pleted, your character serves in creases and rem em ber to apply them later.
as your representative in the gam e, your avatar in the R e co rd the traits granted by your race on your
D u n g e o n s & D r a g o n s w orld. character sheet. B e sure to note your starting
B efore you dive into step 1 below , think about the languages and your ba se sp eed as w ell.
kind o f adventurer you w ant to play. You m ight be a
cou ra g eou s fighter, a skulking rogue, a fervent cleric, or Bu il d in g Br u e n o r , St e p 1
a flam boyant w izard. Or you m ight be m ore interested B ob is sitting dow n to create his character. H e d ecides
in an u nconventional character, such as a braw ny rogue that a gru ff m ountain dw arf fits the character he w ants
w h o likes hand-to-hand com bat, or a sh arpsh ooter w ho to play. He notes all the racial traits o f dw arves on his
picks o ff en em ies from afar. D o you like fantasy fiction character sheet, including his sp eed o f 25 feet and the
featuring dw arves or elves? Try building a character o f languages he kn ow s: C om m on and D w arvish.
on e o f th ose races. D o you w ant your character to be the
toughest adventurer at the table? C on sider a class like 2. C hoose a C l ass
barbarian or paladin. If y ou d on ’t k n ow w here else to Every adventurer is a m em ber o f a class. C lass broadly
begin, take a lo o k at the illustrations in this b o o k to see d escrib es a character’s vocation, w hat sp ecia l talents he
w hat catch es y ou r interest. or sh e p o s se ss e s, and the tactics he or she is m ost likely
O nce you have a character in mind, follow these steps to em ploy w hen exploring a dungeon, fighting m onsters,
in order, m akin g decision s that reflect the character you or engaging in a tense negotiation. T h e character
want. Your con cep tion o f your character m ight evolve cla sses are d escrib ed in chapter 3.
with each c h o ice you m ake. W h a t’s im portant is that you Your character receives a num ber o f benefits from
co m e to the table w ith a character you ’re excited to play. your ch oice o f class. M any o f th ese benefits are class
T h rou gh ou t this chapter, w e u se the term character features—capabilities (including spellcastin g) that set
sheet to m ean w hatever you u se to track your character, your character apart from m em bers o f other classes.
w hether it’s a form al character sheet (like the on e at the You also gain a num ber o f proficiencies: armor,
end o f this book ), so m e form o f digital record, or a piece w eapon s, skills, saving throw s, and som etim es tools.
o f n oteb ook paper. A n official D & D character sheet is a Your p roficien cies define m any o f the things your
fine place to start until you k n ow w hat inform ation you character can do particularly w ell, from u sing certain
need and h ow you u se it during the gam e. w ea p on s to telling a convin cin g lie.
On your character sheet, record all the features that
Bu il d in g Br u e n o r
your class gives you at 1st level.
E ach step o f character creation includes an exam ple o f
that step, w ith a player nam ed B ob building his dw arf L e v e l
character, Bruenor. Typically, a character starts at 1st level and advances
in level by adventuring and gaining experience points
1. C hoose a R a ce (X P ). A 1st-level character is in exp erien ced in the
Every character b elon g s to a race, on e o f the m any adventuring w orld, although he or she m ight have been
intelligent h um anoid sp e cie s in the D & D w orld. The a soldier or a pirate and don e dangerou s things before.
m ost co m m o n player character races are dw arves, elves, Starting off at 1st level m arks your character’s entry
halflings, and hum ans. S o m e races also have subraces, into the adventuring life. If you ’re already fam iliar
such as m ountain dw arf or w o o d elf. Chapter 2 provides w ith the gam e, or if you are join in g an existing D & D
m ore inform ation about th ese races, as w ell as the less cam paign, your DM might d ecide to have you begin at a
w idesp rea d races o f dragonborn, gnom es, half-elves, higher level, on the assum ption that your character has
half-orcs, and tieflings. already survived a few harrow in g adventures.
The race you c h o o s e contributes to your character’s
identity in an im portant way, by establishing a general Q u ic k B u il d
appearance and the natural talents gained from culture Each class description in chapter 3 includes a section
and ancestry. Your character’s race grants particular offering suggestions to quickly build a character o f that
racial traits, such as sp ecial sen ses, proficiency with class, including how to assign your highest ability scores,
certain w eapon s or tools, proficiency in on e or m ore a background suitable to the class, and starting spells.
skills, or the ability to use m inor spells. T h ese traits
som etim es dovetail with the capabilities o f certain

PART 1 S T E P -B Y -S T E P C H A R A C T E R S
R e co rd your level on your character sheet. If you ’re At 1st level, your character has 1 Hit D ie, and the
starting at a h igher level, record the additional elem ents die type is determ ined by your class. You start w ith hit
your class gives you for your levels past 1st. A lso record points equal to the h ighest roll o f that die, as indicated in
your exp erien ce points. A 1st-level character has 0 your class description. (You also add your Constitution
X P A higher-level character typically beg in s w ith the modifier, w h ich you ’ll determ ine in step 3.) T h is is also
m inim um am ount o f X P required to reach that level your hit point maxim um .
(see “B eyond 1st L evel” later in this chapter). R e c o rd y ou r character’s hit points on your character
sheet. A lso record the type o f Hit D ie your character
H it Po in t s a n d H it D ic e
u ses and the num ber o f Hit D ice you have. A fter you
Y our character’s hit points define h ow tough your rest, you can sp end Hit D ice to regain hit points (see
character is in com bat and other dangerou s situations. “R estin g ” in chapter 8).
Your hit points are determ ined by your Hit D ice (short
for Hit Point Dice). Pr o f ic ie n c y Bo n u s
Th e table that appears in your class description sh ow s
A b il it y S c o r e S u m m a r y your proficiency bonus, w h ich is +2 for a 1st-level
Strength character. Your p roficiency bon u s applies to m any o f the
M easures: Natural athleticism, bodily power num bers y ou ’ll be record in g on your character sheet:
Im p ortan t for: Barbarian, fighter, paladin • A ttack rolls using w ea p on s y ou ’re proficient with
R acial Increases: • A ttack rolls w ith spells you cast
Mountain dwarf (+2) Half-orc (+2) • Ability ch eck s using skills y ou ’re proficient in
Dragonborn (+2) Human (+1) • Ability ch eck s using tools y ou ’re proficient with
• Saving th row s y ou ’re proficient in
Dexterity • Saving th row D C s for spells you cast (explained in
each sp ellcastin g class)
M easures: Physical agility, reflexes, balance, poise
Im p ortan t for: Monk, ranger, rogue Y our class determ ines your w ea p on proficiencies,
R acial Increases: your saving th row p roficiencies, and som e o f your skill
Elf (+2) Forest gnome (+1) and tool proficiencies. (Skills are d escrib ed in chapter 7,
Halfling (+2) Human (+1) tools in chapter 5.) Y our backgrou n d gives you additional
skill and tool proficiencies, and so m e races give
you m ore proficiencies. B e sure to note all o f these
Constitution
proficiencies, as w ell as your proficiency bonus, on your
M easures: Health, stamina, vital force
character sheet.
Im p ortan t for: Everyone
Your proficiency bon u s can ’t be added to a single die
R acial Increases: roll or other n um ber m ore than on ce. O ccasionally, your
Dwarf (+2) Half-orc (+1) proficiency bon u s m ight be m od ified (doubled or halved,
Stout halfling (+1) Human (+1) for exam ple) before you apply it. If a circu m stan ce
Rock gnome (+1) su ggests that your p roficiency b on u s applies m ore than
on ce to the sa m e roll or that it sh ou ld be m ultiplied
Intelligence m ore than on ce, you n evertheless add it only on ce,
M easures: Mental acuity, information recall, analytical skill multiply it only on ce, and halve it only on ce.

Im p ortan t for: Wizard


Bu il d in g Br u e n o r , St e p 2
Racial Increases:
B ob im agines B ruenor chargin g into battle w ith an axe,
High elf (+1) Tiefling (+1) on e horn on his helm et broken off. H e m akes B ru enor a
Gnome (+2) Human (+1) fighter and notes the fighter’s proficien cies and 1st-level
class features on his character sheet.
W isdom A s a 1st-level fighter, B ru enor has 1 Hit D ie—a d 10—
M easures: A w a re n e ss, intuition, insight and starts with hit poin ts equal to 10 + his Constitution
Im p ortan t for: Cleric, druid m odifier. B ob notes this, and w ill record the final
R acial Increases: num ber after he determ ines B ru en or’s Constitution
Hill dwarf (+1) Human (+1) sc o r e (see step 3). B ob a lso notes the proficiency bon u s
for a 1st-level character, w hich is +2.
Wood elf (+1)

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


Charisma
M uch o f w hat your character d o e s in the gam e depends
M easures: Confidence, eloquence, leadership
on his or her six abilities: Strength, Dexterity,
Im p ortan t for: Bard, sorcerer, warlock
Constitution, Intelligence, W isdom , and Charisma.
R acial Increases:
Each ability has a score, w h ich is a num ber you record
Half-elf (+2) Dragonborn (+1)
on your character sheet.
Drow (+1) Human (+1) T h e six abilities and their u se in the gam e are
Lightfoot halfling (+1) Tiefling (+2) describ ed in chapter 7. T h e Ability S c o r e S u m m ary
table provides a quick referen ce for w hat qualities A b il it y S c o r es a n d M o d if ie r s
are m easu red by each ability, w hat races in creases
Score Modifier Score Modifier
w hich abilities, and what cla sses con sid er each ability
1 -5 16-17 +3
particularly im portant.
2-3 -4 18-19 +4
You generate your character's six ability scores
4 -5 -3 20-21 +5
randomly. R oll fou r 6-sided dice and record the total o f
the highest three dice on a p iece o f scratch paper. D o 6-7 -2 22-23 +6
this five m ore tim es, s o that you have six num bers. If 8 -9 -1 24-25 +7
you w ant to save tim e or d on ’t like the idea o f random ly 10-11 +0 26-27 +8
determ ining ability scores, you can u se the follow in g 12-13 +1 28-29 +9
s c o r e s instead: 15, 14, 13, 12, 10, 8. 14-15 +2 30 +10
N ow take your six n um bers and w rite each num ber
b eside on e o f your character’s six abilities to assign average and nearly equal (13, 13, 13, 12, 12, 12), or any
sco re s to Strength, Dexterity, Constitution, Intelligence, set o f num bers betw een th ose extrem es.
W isdom , and Charism a. A fterw ard, m ake any changes
to your ability s c o r e s as a result o f your race choice. 4 . D e sc rib e Y o u r C h a r a c t e r
After assign in g your ability s cores, determ ine
O nce you kn ow the ba sic gam e asp ects o f your
your ability modifiers using the Ability S c o r e s and
character, it’s tim e to flesh him or her out as a person .
M odifiers table. To determ ine an ability m odifier without
Your character n eeds a nam e. S p en d a few m inutes
consulting the table, subtract 10 from the ability score
thinking about w hat he or she look s like and h ow he or
and then divide the result by 2 (round down). W rite the
she beh aves in general terms.
m odifier next to each o f your scores.
U sing the inform ation in chapter 4, you can flesh out
Bu il d in g Br u e n o r , St e p 3 your character’s physical appearan ce and personality
B ob d ecid es to u se the standard set o f s c o r e s (15, 14, traits. C h oose your character’s alignment (the m oral
13, 12, 10, 8) for B ru enor’s abilities. S in ce h e’s a fighter, c om p a ss that guides his or her decisions) and ideals.
he puts his h ighest score, 15, in Strength. H is next- Chapter 4 also helps you identify the things your
highest, 14, g oes in Constitution. B ruenor m ight be a character holds m ost dear, called bonds, and the flaws
brash fighter, but B ob d ecid es he w ants the dw arf to that cou ld one day u nderm ine him or her.
be older, w iser, and a g o o d leader, so he puts decent Your character’s background d escrib es w here he or
sc o r e s in W isd om and Charism a. After applying his she ca m e from , his or her original occu pation , and the
racial benefits (in creasin g B ru en or’s Constitution by character’s place in the D & D w orld. Your DM might
2 and his Strength by 2), B ru en or’s ability s c o r e s and offer additional ba ckgrou n ds beyon d the on es included
m odifiers look like this: Strength 17 (+3), Dexterity 10
(+0), Constitution 16 (+3), Intelligence 8 (-1), W isd om 13
(+1), C harism a 12 (+1).
B ob fills in B ru enor's final hit points: 10 + his
Constitution m odifier o f +3, for a total o f 13 hit points.

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

A b il it y S c o r e Po in t C o s t
Score Cost Score Cost
8 0 12 4
9 1 13 5
10 2 14 7
11 3 15 9
in chapter 4, and m ight b e w illing to w ork w ith you to H is flaw is tied to his caring, sensitive nature—he has a
craft a b a ckgrou n d that’s a m ore p recise fit for your soft spot for orphans and w ayw ard souls, leading him to
character concept. sh ow m ercy even w hen it m ight not b e w arranted.
A b ackgrou n d gives your character a backgrou n d
feature (a general benefit) and proficiency in tw o skills, 5 . C h o o s e E q u ip m en t
and it m ight also give you additional languages or
Your class and backgrou n d determ ine your character's
proficiency w ith certain kinds o f tools. R e c o rd this
starting equipment, including w eapon s, armor, and
inform ation, along w ith the person ality inform ation
other adventuring gear. R e c o rd this equipm ent on your
you develop, on your character sheet.
character sheet. All such item s are detailed in chapter 5.
Instead o f taking the gear given to you by your class
Y o u r C h a r a c t e r ’s A b il it ie s
and backgrou n d, you ca n p u rch ase your starting
Take your character’s ability s c o r e s and race into
equipm ent. You have a num ber o f gold pieces (gp)
accou n t as you flesh out his or her appearance
to spend ba sed on your class, as sh ow n in chapter 5.
and personality. A very stron g character w ith low
Extensive lists o f equipm ent, w ith prices, a lso appear in
Intelligence m ight think and behave very differently
that chapter. If you w ish, you can also have on e trinket
from a very sm art character w ith low Strength.
at n o cost (see the trinket table at the end o f chapter 5).
For exam ple, high Strength usually c o rresp on d s
Your Strength sc o r e lim its the am ount o f gear you can
w ith a burly or athletic body, w hile a character with
carry. Try not to pu rch ase equipm ent w ith a total w eight
low Strength m ight be scraw ny or plump.
(in pounds) ex ceed in g your Strength sco re tim es 15.
A character w ith high D exterity is probably lithe and
Chapter 7 has m ore inform ation on carrying capacity.
slim , w hile a character w ith low D exterity m ight be
either gangly and aw kw ard or heavy and thick-fingered. A r m o r C l a ss
A character w ith high Constitution usually look s
Your A rm or Class (AC) represents h ow w ell your
healthy, w ith bright eyes and abundant energy. A
character avoids being w ou n d ed in battle. T h in gs that
character w ith low Constitution m ight b e sickly or frail.
contribute to your AC include the arm or you w ear, the
A character with high Intelligence m ight be highly
shield you carry, and your D exterity m odifier. Not all
inquisitive and studious, w hile a character w ith low
characters w ea r arm or or carry shields, however.
Intelligence might sp eak sim ply or easily forget details.
W ithout arm or or a shield, your character’s AC equals
A character w ith high W isd om has g oo d judgm ent,
10 + his or her Dexterity m odifier. If your character
empathy, and a general aw aren ess o f w hat’s going on.
w ea rs arm or, carries a shield, or both, calculate your
A character w ith low W isd om m ight be absent-m inded,
AC using the rules in chapter 5. R e co rd your AC on
foolhardy, or oblivious.
your character sheet.
A character with high C harism a exudes confidence,
Your character n eeds to be proficient w ith arm or and
w h ich is usually m ixed w ith a graceful or intim idating
shields to w ea r and u se them effectively, and your arm or
presen ce. A character w ith a low C harism a m ight co m e
and shield proficien cies are determ ined by your class.
a cross as abrasive, inarticulate, or timid.
T h ere are draw backs to w earin g arm or or carryin g a
shield if you lack the requ ired proficiency, as explained
Bu il d in g Br u e n o r , St e p 4
in chapter 5.
B o b fills in so m e o f B ru enor’s ba sic details: his nam e,
S o m e spells and class features give you a different
his sex (male), his height and w eight, and his alignm ent
w ay to calculate your AC. If you have multiple features
(law ful good). H is high Strength and Constitution
that give you different w ays to calculate you r AC, you
suggest a healthy, athletic body, and his low Intelligence
c h o o s e w hich one to use.
su ggests a degree o f forgetfulness.
B ob d ecid es that B ru enor c o m e s from a n oble line, W e a po n s
but his clan w as expelled from its hom eland w hen
For each w eap on your character w ields, calculate the
B ru enor w as very young. He g rew up w ork in g as a sm ith
m odifier you u se w h en you attack w ith the w ea p on and
in the rem ote villages o f Icew ind Dale. But B ruenor
the dam age you deal w hen you hit.
has a h eroic destiny—to reclaim his h om eland—so
W h en you m ake an attack w ith a w eapon , you roll
B ob c h o o s e s the folk h ero back grou n d for his dwarf.
a d2 0 and add your proficiency bon u s (but only if you
H e notes the proficiencies and sp ecia l feature this
are proficient w ith the w eapon ) and the appropriate
ba ck grou n d gives him.
ability modifier.
B ob has a pretty clear picture o f B ru en or’s personality
in mind, so he skips the person ality traits su ggested in • F or attacks w ith m elee weapons, use your Strength
the folk h ero backgrou n d, noting instead that B ru enor is m odifier for attack and dam age rolls. A w eap on that
a caring, sensitive d w arf w h o genuinely loves his friends has the fin esse property, such as a rapier, ca n u se your
and allies, but he hides this soft heart behind a gruff, D exterity m odifier instead.
snarling dem eanor. H e c h o o s e s the ideal o f fairn ess • F or attacks w ith ranged weapons, u se your D exterity
from the list in his backgrou n d, noting that Bruenor m odifier for attack and dam age rolls. A w ea p on that
believes that n o on e is above the law. has the throw n property, such as a handaxe, can use
G iven his history, B ru en or’s bon d is obvious: he your Strength m odifier instead.
aspires to som eday reclaim M ithral Hall, his hom eland,
from the sh ad ow dragon that drove the dw arves out.
Bu il d in g Br u e n o r , St e p 5 T ie r s o f Pl a y
B ob w rites dow n the starting equipm ent from the
The shading in the Character Advancement table show s
fighter cla ss and the folk h ero background. His starting
the four tiers o f play. The tiers don’t have any rules
equipm ent includes chain m ail and a shield, w hich
associated with them; they are a general description o f how
com bin e to give B ru enor an A rm or C lass o f 18.
the play experience changes as characters gain levels.
For B ru en or’s w eapon s, B ob c h o o s e s a battleaxe
In the first tier (levels 1 -4 ), characters are effectively
and tw o handaxes. H is battleaxe is a m elee w eapon,
apprentice adventurers. Th ey are learn in g the features
so B ru enor u ses his Strength m odifier for his attacks
that define them as m em bers o f particular classes,
and dam age. H is attack bon u s is his Strength m odifier
including the m ajor ch o ice s that flavor their class
(+3) plus his proficiency bon u s (+2), for a total o f +5.
features as they advance (such as a w iza rd ’s A rcane
T he battleaxe deals 1d8 slashing dam age, and B ruenor
Tradition or a fighter’s M artial Archetype). The threats
adds his Strength m odifier to the dam age w hen he
they face are relatively minor, usually p o sin g a danger to
hits, for a total o f 1d8 + 3 slashing dam age. W h en
local farm steads or villages.
throw ing a handaxe, B ru enor has the sam e attack bonus
In the secon d tier (levels 5 -1 0 ), characters c om e into
(handaxes, as throw n w eapon s, u se Strength for attacks
their ow n. M any spellcasters gain a c c e s s to 3rd-level
and dam age), and the w eap on deals 1d6 + 3 slashing
spells at the start o f this tier, crossin g a new threshold o f
dam age w hen it hits.
m agical p ow er with spells such as fireball and lightning

6. C o m e To g e t h e r bolt. At this tier, m any w eapon -usin g cla sses gain the
ability to m ake multiple attacks in on e round. T h ese
M ost D & D characters d on ’t w ork alone. E ach character characters have b e c o m e im portant, facing dangers that
plays a role w ithin a party, a group o f adventurers threaten cities and kingdom s.
w orkin g together for a com m on p u rpose. Team w ork In the third tier (levels 11-16), characters have
and coop era tion greatly im prove your party’s ch a n ces reached a level o f p ow er that sets them high above
to survive the m any p erils in the w orld s o f D u n g e o n s the ordinary pop u la ce and m akes them sp ecia l even
& D r a g o n s . Talk to your fellow players and your DM am ong adventurers. At 11th level, m any spellcasters
to decide w hether your characters k n ow on e another, gain a c c e s s to 6th-level spells, so m e o f w h ich create
h ow they met, and w hat sorts o f quests the group effects previously im possible for player characters to
m ight undertake. achieve. Other characters gain features that allow them
to m ake m ore attacks or do m ore im pressive things with
B e y o n d 1s t L e v e l th ose attacks. T h ese m ighty adventurers often confront
A s your character g o e s on adventures and ov ercom es threats to w h ole region s and continents.
challen ges, he or she gains experience, represented by At the fourth tier (levels 17 -20 ), characters achieve
experien ce points. A character w h o reach es a sp ecified the pinnacle o f their cla ss features, b ecom in g h eroic (or
experien ce point total advances in capability. This villainous) archetypes in their ow n right. The fate o f the
w orld or even the fundam ental order o f the m ultiverse
advancem ent is called gaining a level.
might hang in the balance during their adventures.
W h en your character gains a level, his or her class
often grants additional features, as detailed in the
C h a r a c t er A d v a n c e m e n t
class description. S o m e o f these features allow you
to in crease your ability scores, either increasin g tw o Experience Points Level Proficiency
s c o r e s by 1 each or in creasin g on e sco re by 2. You c a n ’t 0 1 +2
in crease an ability s c o r e above 20. In addition, every 300 2 +2
character’s proficiency bon u s in creases at certain levels. 900 3 +2
Each tim e you gain a level, you gain 1 additional Hit
2,700 4 +2
Die. R oll that Hit Die, add your Constitution m odifier
6,500 5 +3
to the roll, and add the total to your hit point m axim um .
14,000 6 +3
Alternatively, you can use the fixed value sh ow n in your
23,000 7 +3
class entry, w hich is the average result o f the die roll
(rounded up). 34,000 8 +3
W h en your Constitution m odifier in creases by 1, your 48,000 9 +4
hit point m axim u m in creases by 1 for each level you have 64,000 10 +4
attained. F or exam ple, w hen B ruenor reaches 8th level 85,000 11 +4
as a fighter, he in creases his Constitution sco re from 17 100,000 12 +4
to 18, thus increasin g his Constitution m odifier from +3 120,000 13 +5
to +4. H is hit point m axim um then in creases by 8. 140,000 14 +5
T h e Character A dvancem ent table su m m arizes the 165,000 15 +5
X P you n eed to advance in levels from level 1 through
195,000 16 +5
level 20, and the proficien cy b on u s for a character o f that
225,000 17 +6
level. C onsult the inform ation in your character’s class
265,000 18 +6
d escription to see w hat other im provem ents you gain
305,000 19 +6
at each level.
355,000 20 +6
C h a p t e r 2: R a c e s
VISIT TO ONE OF THE GREAT CITIES IN THE
A Ra c ia l T r a i t s
w orld s o f D u n g e o n s & D r a g o n s —
The description o f each race in cludes racial traits that
W aterdeep, the F ree City o f G reyhawk, or
are com m on to m em bers o f that race. T h e follow in g
even u ncanny Sigil, the City o f D o o r s —
entries appear am ong the traits o f m ost races.
overw helm s the sen ses. V oices chatter in
cou n tless different languages. T h e sm ells
A b il it y Sc o r e In c r e a s e
o f c o o k in g in d ozen s o f different cuisin es
Every race in crea ses one or m ore o f a character’s
m ingle w ith the od ors o f crow d ed streets and p oor
ability s cores.
sanitation. B uildings in m yriad architectural styles
display the diverse origin s o f their inhabitants. A g e
And the p eop le th em selves—p eop le o f varying size, T h e age entry notes the age w hen a m em ber o f the race
shape, and color, d ressed in a dazzling sp ectru m is con sid ered an adult, as w ell as the race’s expected
o f styles and h ues—represent m any different races, lifespan. T h is inform ation can help you d ecide h ow
from dim inutive halflings and stout dw arves to old your character is at the start o f the gam e. You
m ajestically beautiful elves, m inglin g a m on g a variety can c h o o s e any age for your character, w h ich cou ld
o f hum an ethnicities. provide an explanation for so m e o f your ability scores.
Scattered a m on g the m em bers o f these m ore com m on For exam ple, if you play a youn g or very old character,
races are the true exotics: a hulking dragonborn here, your age cou ld explain a particularly low S trength or
pushing his w ay through the crow d, and a sly tiefling Constitution score, w hile advanced age cou ld accoun t
there, lurking in the sh ad ow s w ith m isch ief in her eyes. for a high Intelligence or W isdom .
A group o f g n om es laughs as on e o f them activates a
clever w o o d e n toy that m oves o f its ow n accord. H alf- A l ig n m e n t
elves and h alf-orcs live and w ork alongside hum ans, M ost races have tendencies tow ard certain alignm ents,
w ithout fully belon gin g to the races o f either o f their d escribed in this entry. T h ese are not binding for player
parents. A n d there, w ell out o f the sunlight, is a lone characters, but con siderin g w hy your d w arf is chaotic,
d row —a fugitive from the subterranean expan se o f for exam ple, in defiance o f lawful dw arf society can help
the Underdark, trying to m ake his w ay in a w orld you better define your character.
that fears his kind.
Siz e

C h o o s i n g a Ra c e Characters o f m ost races are M edium , a size category


including creatures that are roughly 4 to 8 feet tall.
H um ans are the m ost com m on p eople in the w orld s o f
M em bers o f a few races are Sm all (betw een 2 and 4 feet
D&D, but they live and w ork alongside dw arves, elves,
tall), w hich m eans that certain rules o f the gam e affect
halflings, and cou n tless other fantastic sp ecies. Your
them differently. T h e m ost im portant o f th ese rules
character belon g s to on e o f th ese p eoples.
is that S m all characters have trouble w ieldin g heavy
Not every intelligent race o f the m ultiverse is
w eapon s, as explained in chapter 6.
appropriate for a player-controlled adventurer. D w arves,
elves, halflings, and hum ans are the m ost com m on Sp e e d
races to p rod u ce the sort o f adventurers w h o m ake up Your sp eed determ ines h ow far you can m ove w hen
typical parties. D ragonborn, g n om es, half-elves, half- traveling (chapter 8) and fighting (chapter 9).
orcs, and tieflings are less com m on as adventurers.
D row , a su brace o f elves, are also u ncom m on. La n g u a g e s
Your ch oice o f race affects m any different aspects o f By virtue o f your race, your character can speak, read,
your character. It establishes fundam ental qualities that and w rite certain languages. Chapter 4 lists the m ost
exist throughout your character’s adventuring career. co m m o n languages o f the D & D multiverse.
W h en m akin g this decision, keep in m ind the kind o f
character you w ant to play. F or exam ple, a halfling could Su b r a c e s

be a g o o d ch oice for a sneaky rogue, a dw arf m akes a S o m e ra ces have subraces. M em bers o f a subrace
tough warrior, and an elf can b e a master o f arcane m agic. have the traits o f the parent race in addition to the
Y our character race not only affects your ability s c o r e s traits sp ecified for their subrace. R elationships am ong
and traits but also provides the cu e s for building your su braces vary significantly from race to race and
character’s story. E ach race’s description in this chapter w orld to w orld. In the D ragon lance cam p aign setting,
includes inform ation to help you roleplay a character of for exam ple, m ountain dw arves and hill dw arves live
that race, including personality, physical appearance, together as different clans o f the sam e people, but in
features o f society, and racial alignm ent tendencies. the Forgotten R ealm s, they live far apart in separate
T h ese details are su ggestion s to help you think about kin gdom s and call th em selves shield dw arves and
your character; adventurers can deviate w idely from the gold dw arves, respectively.
n orm for their race. It’s w orthw h ile to con sid er w hy your
character is different, as a helpful w ay to think about
y ou r character’s backgrou n d and personality.
Sh o r t a n d St o u t
B old and hardy, dw arves are kn ow n as
skilled w arriors, m iners, and w orkers
o f stone and metal. T h ough they stand
w ell under 5 feet tall, dw arves are so
broad and com pact that they can weigh
as much as a human standing nearly tw o
feet taller. Th eir cou rag e and endurance
are also easily a match for any o f
the larger folk.
D w arven skin ranges from deep brow n to a paler
hue tinged with red, but the m ost com m on sh ades are
light brow n or deep tan, like certain ton es o f earth.
Th eir hair, w orn long but in sim ple styles, is usually
black, gray, or brow n, though paler dw arves often have
red hair. M ale dw arves value their beard s highly and
g room them carefully.

L o n g M e m o r y, L o n g G r u d g e s
D w arves can live to be m ore than 4 0 0 years old, so the
oldest living dw arves often rem em ber a very different
Dwar f w orld. F or exam ple, som e o f the oldest dw arves living
in Citadel Felbarr (in the w orld o f the Forgotten R ealm s)
“Y e r l a t e , e l f !” c a m e t h e r o u g h e d g e o f a f a m i l i a r
can recall the day, m ore than three centuries ago, w hen
voice. Bruenor Battlehammer walked up the back of his or c s con q u ered the fortress and drove them into an exile
dead foe, disregarding the fact that the heavy monster lay that lasted over 2 5 0 years. T h is longevity grants them a
perspective on the w orld that shorter-lived races such as
on top of his elven friend. In spite of the added discomfort,
hum ans and halflings lack.
the dwarf’s long, pointed, often-broken nose and gray- D w arves are solid and enduring like the m ountains
streaked though still-fiery red beard came as a welcome they love, w eathering the pa ssa ge o f centuries with stoic
sight to Drizzt. “Knew I’d fi ndy e in trouble if I came out endurance and little change. Th ey resp ect the traditions
o f their clans, tracing their an cestry ba ck to the
an' lookedfor ye!"
fou nding o f their m ost ancient stron gholds in the youth
—R. A . S a lvatore, The Crystal Shard o f the w orld, and don't abandon th ose traditions lightly.
Part o f th ose traditions is devotion to the g od s o f the
K in gdom s rich in ancient grandeur, halls carved into the dw arves, w h o uphold the dw arven ideals o f industrious
roots o f m ountains, the ech oin g o f picks and h am m ers labor, skill in battle, and devotion to the forge.
in deep m ines and blazing forges, a com m itm en t to Individual dw arves are determ ined and loyal, true to
clan and tradition, and a burning hatred o f goblins and their w ord and decisive in action, som etim es to the point
orc s —th ese co m m o n threads unite all dw arves. o f stu bborn n ess. M any dw arves have a strong sen se
o f ju stice, and they are slow to forget w ron g s they have S lo w to Tr ust
suffered. A w ron g don e to one dw arf is a w ron g done to Dwarves get along passably well with most other races. “The
the d w a rf’s entire clan, so w hat begin s as on e dw arf’s difference between an acquaintance and a friend is about a
hunt for ven gean ce can b e c o m e a full-blow n clan feud. hundred years,” is a dwarf saying that might be hyperbole,
but certainly points to how difficult it can be for a member o f
C l a n s a n d K in g d o m s a short-lived race like humans to earn a dwarf’s trust.
Elves. “ It’s not wise to depend on the elves. No telling what
D w arven kin gdom s stretch deep beneath the m ountains an elf will do next; when the hammer meets the orc’s head,
w here the dw arves m ine gem s and preciou s m etals they’re as apt to start singing as to pull out a sword. They’re
and forge item s o f w onder. They love the beauty and flighty and frivolous. Two things to be said for them, though:
artistry o f preciou s m etals and fine jew elry, and in som e They don’t have many smiths, but the ones they have do very
dw arves this love festers into avarice. W hatever w ealth fine work. And when orcs or goblins come streaming down
they ca n ’t find in their m ountains, they gain through out o f the mountains, an elf’s good to have at your back. Not
trade. Th ey dislike boats, so enterprising hum ans and as good as a dwarf, maybe, but no doubt they hate the orcs
as much as we do.”
halflings frequently handle trade in dw arven g ood s
Halflings. “Sure, they’re pleasant folk. But show me a
along w ater routes. Trustw orthy m em bers o f other races
halfling hero. An empire, a triumphant army. Even a treasure
are w e lcom e in dw arf settlem ents, though so m e areas for the ages made by halfling hands. Nothing. How can you
are off lim its even to them. take them seriously?”
T h e ch ief unit o f dw arven society is the clan, and Hum ans. “You take the time to get to know a human, and
dw arves highly value so cia l standing. Even dw arves by then the human’s on her deathbed. If you’re lucky, she’s
w h o live far from their ow n k in gdom s cherish their clan got kin— a daughter or granddaughter, maybe— who’s got
identities and affiliations, recog n ize related dw arves, hands and heart as good as hers. That’s when you can make
and invoke their an cestors’ n am es in oaths and curses. a human friend. And watch them go! They set their hearts on
To be clan less is the w orst fate that can befall a dwarf. something, they’ ll get it, whether it’s a dragon’s hoard or an
empire’s throne. You have to admire that kind o f dedication,
D w arves in other lands are typically artisans,
even if it gets them in trouble more often than not.”
esp ecia lly w eapon sm ith s, arm orers, and jew elers. S om e
b e c o m e m ercen a ries or bodyguards, highly sought after
for their cou rag e and loyalty.

G o d s , G o l d , a n d C l a n
D w a rves w h o take up the adventuring life m ight be
m otivated by a desire for treasure—for its ow n sake, for
a sp ecific p u rpose, or even out o f an altruistic desire to
help others. Other dw arves are driven by the com m a n d
or inspiration o f a deity, a direct calling or sim ply a
desire to brin g glory to on e o f the dw arf gods. Clan and
an cestry are also im portant m otivators. A d w a rf might
seek to restore a clan ’s lost honor, avenge an ancient
w ron g the clan suffered, or earn a new p lace w ithin the
clan after having been exiled. Or a dw arf m ight search
for the axe w ielded by a m ighty ancestor, lost on the field
o f battle centuries ago.
D w a r f Na m e s Tool Proficiency. You gain proficiency with the
artisan’s tools o f y ou r choice: sm ith’s tools, b rew er’s
A d w a rf’s nam e is granted by a clan elder, in a ccord a n ce supplies, or m a son ’s tools.
with tradition. Every p roper dw arven nam e has been Stonecunning. W h enever you m ake an Intelligence
u sed and reu sed dow n through the generations. A (H istory) ch eck related to the origin o f stonew ork, you
d w a rf’s n am e b elon g s to the clan, not to the individual. are con sid ered proficient in the H istory skill and add
A dw arf w h o m isu ses or brings sham e to a clan nam e double your p roficiency bon u s to the check, instead o f
is stripped o f the nam e and forbidden by law to use any your n orm al proficiency bonus.
dw arven nam e in its place. Languages. You can speak, read, and w rite C om m on
M ale Names: Adrik, A lberich, Baern, Barendd, Brottor, and D w arvish. D w arvish is full o f hard con son a n ts and
Bruenor, Dain, Darrak, D elg, Eberk, Einkil, Fargrim , guttural sou n ds, and th ose characteristics spill over into
Flint, Gardain, Harbek, Kildrak, M orgran, Orsik, w hatever other language a dw arf m ight speak.
Oskar, R angrim , Rurik, Taklinn, Thoradin, Thorin, Subrace. T w o m ain su braces o f dw arves populate the
Tordek, Traubon, Travok, Ulfgar, Veit, Vondal w orld s o f D &D: hill dw arves and m ountain dw arves.
Female Names: Am ber, Artin, Audhild, Bardryn, C h oose on e o f these subraces.
Dagnal, D iesa, Eldeth, Falkrunn, Finellen, G unnloda,
H il l D w a r f
G urdis, Helja, Hlin, Kathra, Kristryd, Ilde, Liftrasa,
M ardred, R isw ynn, Sannl, Torbera, Torgga, Vistra A s a hill dwarf, you have keen sen ses, deep intuition,
Clan Names: Balderk, Battleham m er, Brawnanvil, and rem arkable resilience. T h e gold dw arves o f Faerun
Dankil, Fireforge, Frostbeard, G orunn, H olderhek, in their m ighty southern k ingdom are hill dw arves, as
Ironfist, Loderr, Lutgehr, R um naheim , Strakeln, are the exiled Neidar and the d eb a sed K lar o f K rynn in
Torunn, Ungart the D ragon lan ce setting.
Ability Score Increase. Your W isd om score
D w a r f T r a it s in creases by 1.
Dwarven Toughness. Y our hit point m axim um
Your dw arf character has an assortm ent o f inborn
in creases by 1, and it in creases by 1 every tim e you
abilities, part and parcel o f dw arven nature.
gain a level.
Ability Score Increase. Your Constitution sco re
in creases by 2. M o u n t a in D w a r f
Age. D w a rves m ature at the sa m e rate as hum ans, but A s a m ountain dwarf, you're stron g and hardy,
they’re con sid ered y ou n g until they reach the age o f 50. a ccu stom ed to a difficult life in rugged terrain. You’re
On average, they live about 35 0 years. probably on the tall side (for a dw arf), and tend tow ard
Alignment. M ost dw arves are lawful, believing firmly lighter coloration. The shield dw arves o f northern
in the benefits o f a w ell-ordered society. Th ey tend Faerun, as w ell as the ruling Hylar clan and the noble
tow ard g o o d as w ell, with a stron g sen se o f fair play and D aew ar clan o f D ragon lance, are m ountain dw arves.
a b elief that everyone deserv es to share in the benefits o f Ability Score Increase. Your Strength sco re
a ju st order. in creases by 2.
Size. D w a rves stand b etw een 4 and 5 feet tall and Dwarven Armor Training. You have proficiency w ith
average about 150 pou nds. Your size is M edium . light and m edium armor.
Speed. Your b a se w alk in g sp eed is 25 feet. Your
sp eed is not redu ced by w earin g heavy armor.
D u er g a r
Darkvision. A ccu stom ed to life underground, you
In cities deep in the Underdark live the duergar, or gray
have su perior vision in dark and dim condition s. You
dwarves. These vicious, stealthy slave traders raid the surface
can see in dim light w ithin 6 0 feet o f you as if it w ere
world for captives, then sell their prey to the other races of
bright light, and in darkness as if it w ere dim light. You the Underdark. They have innate magical abilities to become
ca n ’t d iscern color in darkness, only shades o f gray. invisible and to temporarily grow to giant size.
Dwarven Resilience. You have advantage on saving
th row s against p oison , and you have resistan ce against
p oison dam age (explained in chapter 9).
Dwarven Combat Training. You have proficiency
w ith the battleaxe, handaxe, th row in g hamm er,
and w arham m er.
El f
“ I HAVE N EVER IM A G IN E D SU C H B E A U T Y E X ISTE D ,”

Goldmoon said softly. The day’s march had been difficult,


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

Elves are a m agical p eop le o f otherw orldly grace, living fem ales are about the sam e height, and m ales are only
in the w orld but not entirely part o f it. They live in m arginally heavier than fem ales.
p la ces o f ethereal beauty, in the m idst o f ancient forests E lves’ coloration en com p a sses the norm al hum an
or in silvery sp ires glittering w ith faerie light, w here range and also includes skin in sh ades o f copper,
soft m usic drifts through the air and gentle fragrances bron ze, and alm ost bluish-white, hair o f green or blue,
w aft on the breeze. Elves love nature and m agic, art and eyes like p o o ls o f liquid gold or silver. Elves have no
and artistry, m usic and poetry, and the g o o d things facial and little b od y hair. Th ey favor elegant cloth in g in
o f the world. bright colors, and they enjoy sim ple yet lovely jew elry.

Sl e n d e r a n d G r a c e f u l A T ime l e ss Pe r spe c t iv e
W ith their unearthly grace and fine features, elves Elves can live w ell over 700 years, giving them a broad
appear hauntingly beautiful to hum ans and m em bers perspective on events that might trouble the shorter-
o f m any other races. They are slightly shorter than lived races m ore deeply. Th ey are m ore often am used
hum ans on average, ranging from w ell under 5 feet than excited, and m ore likely to be cu riou s than
tall to just over 6 feet. T h ey are m ore slender than greedy. They tend to rem ain a lo o f and unfazed by petty
hum ans, w eigh in g only 100 to 145 pou nds. M ales and happenstance. W h en pursuing a goal, however, w hether
adventuring on a m ission or learning a n ew skill or art, to do so. S o m e might jo in with rebels fighting against
elves can be focu sed and relentless. They are slow to oppression , and others m ight b e c o m e cham pion s o f
m ake friends and en em ies, and even slow er to forget m oral cau ses.
them. T h ey reply to petty insults w ith disdain and to
seriou s insults with vengean ce. El f Na m e s
Like the bran ches o f a youn g tree, elves are flexible
E lves are con sid ered children until they declare
in the face o f danger. T h ey trust in diplom acy and
them selves adults, so m e tim e after the hundredth
com p rom ise to resolve differences b efore they escalate
birthday, and before this p eriod they are called
to violence. T h ey have been kn ow n to retreat from
by child nam es.
intrusions into their w ood la n d h om es, confident
On declarin g adulthood, an elf selects an adult nam e,
that they can sim ply w ait the invaders out. But w hen
although th ose w h o k n ew him or her as a youngster
the n eed arises, elves reveal a stern m artial side,
m ight continue to u se the child nam e. E ach e lf’s adult
dem onstrating skill w ith sw ord, bow , and strategy.
nam e is a unique creation, though it m ight reflect
the n am es o f resp ected individuals or other fam ily
H id d e n W o o d l a n d R e a l ms
m em bers. Little distinction exists betw een m ale
M ost elves dwell in sm all forest villages hidden am ong n am es and fem ale nam es; the grou pin gs h ere reflect
the trees. Elves hunt gam e, gather food, and grow only general tendencies. In addition, every elf bears a
vegetables, and their skill and m agic allow them to fam ily nam e, typically a com bination o f other Elvish
support th em selves w ithout the n eed for clearin g and w ords. S om e elves traveling am ong hum ans translate
p low in g land. They are talented artisans, crafting finely their fam ily n am es into C om m on , but others retain the
w ork ed cloth es and art objects. Their contact with Elvish version.
outsiders is usually lim ited, though a few elves m ake a
Child Names: Ara, Bryn, Del, Eryn, Faen, Innil.
g o o d living by trading crafted item s for m etals (w hich
Lael, Mella, Naill, Naeris, Phann, Rael, Rinn, Sai,
they have n o interest in m ining).
Syllin, Thia, Vall
Elves en cou ntered outside their ow n lands are
Male Adult Names: Adran, Aelar, A ram il, A rannis,
com m on ly traveling m instrels, artists, or sages. H um an
Aust, B eiro, Berrian, C arric , Enialis, Erdan, Erevan,
n obles com p ete for the serv ices o f elf instructors to
G alinndan, Hadarai, Heian, H im o, Im m eral, Ivellios,
teach sw ordplay or m agic to their children.
Laucian, M indartis, Paelias, Peren, Q uarion, Riardon,
R olen, S oveliss, Tham ior, Tharivol, Theren, Varis
Ex pl o r a t io n a n d A d v e n t u r e
Elves take up adventuring out o f w anderlust. S in ce
they are s o long-lived, they can enjoy centuries o f
exploration and discovery. They dislike the p a ce o f
hum an society, w hich is regim ented from day to day but
constantly changin g over d ecades, s o they find careers
that let them travel freely and set their ow n pace. Elves
also enjoy exercisin g their m artial p row ess or gaining
greater m agical pow er, and adventuring allow s them
H a u g h t y bu t G r a cio u s Trance. Elves d on ’t n eed to sleep. Instead, they
Although they can be haughty, elves are generally gracious meditate deeply, rem aining sem icon sciou s, for 4
even to those who fall short of their high expectations— hours a day. (The C om m on w ord for such m editation
which is most non-elves. Still, they can find good in just is “trance.”) W h ile meditating, you can dream after a
about anyone. fashion; such dream s are actually m ental ex ercises that
Dwarves. “ Dwarves are dull, clumsy oafs. But what they have b e c o m e reflexive through years o f practice. After
lack in humor, sophistication, and manners, they make up in resting in this way, you gain the sa m e benefit that a
valor. And I must admit, their best smiths produce art that
hum an d oes from 8 hours o f sleep.
approaches elven quality.”
Languages. You can speak, read, and w rite C om m on
Halflings. “ Halflings are people o f simple pleasures, and
and Elvish. Elvish is fluid, w ith subtle intonations and
that is not a quality to scorn. They’re good folk, they care
for each other and tend their gardens, and they have proven intricate gram m ar. Elven literature is rich and varied,
themselves tougher than they seem when the need arises." and their son g s and p oem s are fam ous am ong other
Hum ans. “All that haste, their ambition and drive to races. M any bards learn their language s o they can add
accomplish something before their brief lives pass away— Elvish ballads to their repertoires.
human endeavors seem so futile sometimes. But then Subrace. Ancient divides am ong the elven people
you look at what they have accomplished, and you have to resulted in three m ain subraces: high elves, w o o d elves,
appreciate their achievements. If only they could slow down and dark elves, w h o are com m on ly called drow. C h oose
and learn some refinement.”
on e o f th ese subraces. In som e w orlds, th ese su braces
are divided still further (such as the sun elves and m oon
Female Adult Names: Adrie, Althaea, Anastrianna, elves o f the Forgotten R ealm s), s o if you w ish, you can
Andraste, Antinua, Bethrynna, Birel, Caelynn, c h o o s e a narrow er subrace.
D rusilia, Enna, F elosial, Ielenia, Jelenneth, Keyleth,
Leshanna, Lia, M eriele, M ialee, Naivara, Q uelenna, H ig h El f
Quillathe, Sariel, Shanairra, Shava, Silaqui, A s a high elf, you have a keen m ind and a m astery o f
Theirastra, Thia, Vadania, Valanthe, X anaphia at least the ba sics o f m agic. In m any o f the w orlds
Family Nam es (Comm on Translations): A m akiir o f D&D, there are tw o kinds o f high elves. One type
(G em flow er), A m astacia (Starflow er), G alanodel (w hich includes the gray elves and valley elves o f
(M oonw hisper), H olim ion (D iam onddew ), Ilphelkiir Greyhawk, the Silvanesti o f D ragon lance, and the
(G em blossom ), Liadon (Silverfrond), M eliam ne sun elves o f the Forgotten R ealm s) is haughty and
(O akenheel), Nai'lo (Nightbreeze), S ian nodel reclusive, believing them selves to be su perior to
(M oon brook ), X iloscien t (G oldpetal) non-elves and even other elves. T h e other type
(including the high elves o f G reyhawk. the
El f T r a it s Q ualinesti o f D ragon lance, and the m oon elves
Your elf character has a variety o f natural abilities, the o f the Forgotten R ealm s) are m ore com m on
result o f th ou san ds o f years o f elven refinem ent. and m ore friendly, and often en cou ntered
Ability Score Increase. Your Dexterity s co re am ong hum ans and other races.
in creases by 2. T h e sun elves o f Faerun (also called gold
Age. A lthough elves reach physical maturity at about elves or sunrise elves) have b ron ze skin and
the sam e age as hum ans, the elven understanding o f hair o f copper, black, or golden blond. Their
adulthood g o e s beyon d physical grow th to en com p ass eyes are golden, silver, or black. M oon elves (also
w orldly experience. A n elf typically claim s adulthood called silver elves or gray elves) are m uch paler,
and an adult nam e around the age o f 100 and can live w ith alabaster skin som etim es tinged w ith blue.
to be 750 y ears old. They often have hair o f silver-white, black, or blue,
Alignment. Elves love freedom , variety, and self- but various sh ades o f blond, brow n, and red are
expression , so they lean strongly tow ard the gentler not u n com m on . T h eir eyes are blue or green and
aspects o f chaos. Th ey value and protect others' flecked w ith gold.
freedom as w ell as their ow n, and they are m ore Ability Score Increase. Your Intelligence score
often g o o d than not. T h e d row are an exception; their in creases by 1.
exile into the U nderdark has m ade them vicious and E lf Weapon Training. You have proficiency with
dangerous. D row are m ore often evil than not. the lon gsw ord, shortsw ord, shortbow , and longbow .
Size. Elves range from under 5 to over 6 feet tall and
have slender builds. Your size is M edium .
Speed. Your ba se w alk in g sp eed is 30 feet.
Darkvision. A ccu stom ed to twilit forests and the night
sky, you have su perior vision in dark and dim conditions.
You can see in dim light w ithin 6 0 feet o f you as if it
w ere bright light, and in dark n ess as if it w ere dim light.
You ca n ’t discern color in darkness, only shades o f gray.
Keen Senses. You have proficiency in the
P erception skill.
Fey Ancestry. You have advantage on saving throw s
against bein g charm ed, and m agic ca n ’t put you to sleep.
Cantrip. You k n ow one cantrip o f your ch oice from Da r k El f (D r o w )
the w izard spell list. Intelligence is your spellcastin g D escen d ed from an earlier su brace o f dark-skinned
ability for it. elves, the d row w ere banished from the su rface w orld
Extra Language. You can speak, read, and w rite one for follow in g the g o d d e ss Lolth dow n the path to
extra language o f your choice. evil and corruption. N ow they have built their ow n
civilization in the depths o f the Underdark, patterned
W o o d El f
after the W ay o f Lolth. A lso called dark elves, the drow
A s a w o o d elf, you have keen se n se s and intuition, and have black skin that resem b les polish ed obsidian and
your fleet feet carry you quickly and stealthily through stark w hite or pale y ellow hair. Th ey com m on ly have
your native forests. T h is category includes the w ild very pale eyes (so pale as to b e m istaken for white) in
elves (grugach) o f G reyhaw k and the K agonesti o f sh ades o f lilac, silver, pink, red, and blue. Th ey tend to
D ragon lance, as w ell as the races called w o o d elves in be sm aller and thinner than m ost elves.
G reyhaw k and the Forgotten R ealm s. In Faerun, w o o d D row adventurers are rare, and the race d o e s not exist
elves (also called w ild elves, green elves, or forest elves) in all w orlds. C h eck with your D u n geon M aster to see
are reclusive and distrusting o f non-elves. if you can play a d row character.
W o o d elves’ skin tends to be cop p erish in hue, Ability Score Increase. Your C harism a score
som etim es with traces o f green. T h eir hair tends tow ard in creases by 1.
b row n s and blacks, but it is occa sion ally blond or Superior Darkvision. Your darkvision has a
cop p er-colored . T heir eyes are green, brow n, or hazel. radius o f 120 feet.
Ability Score Increase. Your W isd om score Sunlight Sensitivity. You have disadvantage on attack
in creases by 1. rolls and on W isd om (P erception ) ch eck s that rely on
E lf Weapon Training. You have proficiency w ith the sight w hen you, the target o f your attack, or w hatever
longsw ord, sh ortsw ord, shortbow , and longbow . you are trying to perceive is in direct sunlight.
Fleet o f Foot. Your ba se w alking speed Drow Magic. You k n ow the dancing lights cantrip.
in creases to 35 feet. W h en you reach 3rd level, you can cast the faerie fire
Mask o f the Wild. You can attempt to hide even w hen spell on ce p er day. W h en you reach 5th level, you can
you are only lightly o b scu red by foliage, heavy rain, also cast the darkness spell on ce per day. C harism a is
falling snow , mist, and other natural phenom ena. your sp ellcastin g ability for these spells.
Drow Weapon Training. You have proficiency with
rapiers, sh ortsw ords, and hand crossb ow s.

T he Da r k n ess o f t h e D r o w
Were it not for one renowned exception, the race o f drow
would be universally reviled. To most, they are a race of
demon-worshiping marauders dwelling in the subterranean
depths o f the Underdark, emerging only on the blackest
nights to pillage and slaughter the surface dwellers they
despise. Their society is depraved and preoccupied with the
favor of Lolth, their spider-goddess, who sanctions murder
and the extermination o f entire families as noble houses
vie for position.
Yet one drow, at least, broke the mold. In the world o f the
Forgotten Realms, Drizzt Do'Urden, ranger o f the North, has
proven his quality as a good-hearted defender o f the weak
and innocent. Rejecting his heritage and adrift in a world that
looks upon him with terror and loathing, Drizzt is a model
for those few drow who follow in his footsteps, trying to find
a life apart from the evil society o f their Underdark homes.
Drow grow up believing that surface-dwelling races are
inferior, worthless except as slaves. Drow who develop a
conscience or find it necessary to cooperate with members of
other races find it hard to overcome that prejudice, especially
when they are so often on the receiving end o f hatred.
liv e s : a p lace to s e ttle in p e a ce and quiet, far from
m arauding m on sters and clashing arm ies; a blazing fire
and a generous m eal; fine drink and fine conversation.
T hough som e halflings live out their days in rem ote
agricultural com m u n ities, others form n om ad ic bands
that travel constantly, lured by the open road and the
w ide h orizon to d iscov er the w on d ers o f n ew lands and
peop les. But even th ese w an derers love p ea ce, food,
hearth, and hom e, though h om e m ight be a w agon
jostlin g along an dirt road or a raft floating dow nriver.

Sm a l l a n d Pr a c t i c a l

T h e dim inutive halflings survive in a w orld full o f larger


creatu res by avoiding n otice or, barring that, avoiding
offense. Standing about 3 feet tall, they appear relatively
h arm less and s o have m anaged to survive for centuries
in the sh ad ow o f em pires and on the edg es o f w ars and
political strife. They are in clined to be stout, w eighing
betw een 40 and 45 pounds.
H alflings’ skin ran ges from tan to pale with a ruddy
cast, and their hair is usually b row n or sandy brow n
and wavy. T h ey have brow n or h azel eyes. H alfling m en
often sport lon g sideburns, but bea rd s are rare am ong
them and m ustaches even m ore so. They like to w ear
H a l f l in g sim ple, com fortable, and practical clothes, favoring
Re g is t h e h a l f l in g , t h e o n l y o n e o f h is k in d f o r bright colors.
H alfling practicality extends beyon d their clothing.
hundreds of miles in any direction, locked hisfingers be-
T h ey ’re c on cern ed w ith basic n eed s and sim ple
hind his head and leaned back against the mossy blanket p leasu res and have little u se for ostentation. Even the
of the tree trunk. Regis was short, even by the standards w ealthiest o f halflings keep their treasures lock ed in a
of his diminutive race, with thefluff o f his curly brown cellar rather than on display for all to see. Th ey have
a knack for finding the m ost straightforw ard solution
locks barely cresting the three-foot mark, but his belly was
to a problem , and have little patience for dithering.
amply thickened by his love of a good meal, or several, as
the opportunities presented themselves. The crooked stick K in d a n d C u r io u s
that served as his fishing pole rose up above him, clenched H alflings are an affable and cheerful people. They
between two of his toes, and hung out over the quiet lake, cherish the bon ds o f fam ily and friendship as well
as the com forts o f hearth and hom e, h arboring few
mirrored perfectly in the glassy surface o f Maer Dualdon.
dream s o f gold or glory. Even adventurers am ong
—R.A. S a lvatore, The Crystal Shard them usually venture into the w orld for reason s o f
A f f ab le a n d Po sit iv e
Halflings try to get along with everyone else and are loath to
make sweeping generalizations— especially negative ones.
Dwarves. “ Dwarves make loyal friends, and you can count
on them to keep their word. But would it hurt them to smile
once in a while?”
Elves. "They’re so beautiful! Their faces, their music, their
grace and all. It’s like they stepped out o f a wonderful dream.
But there’s no telling what’s going on behind their smiling
com m unity, friendship, w anderlust, or curiosity. They faces— surely more than they ever let on.”
love d iscoverin g n ew things, even sim ple things, such Hum ans. “ Humans are a lot like us, really. At least some
as an exotic fo o d or an unfam iliar style o f clothing. o f them are. Step out of the castles and keeps, go talk to the
H alflings are easily m oved to pity and hate to see any farmers and herders and you’ ll find good, solid folk. Not that
living thing suffer. Th ey are generous, happily sharing there’s anything wrong with the barons and soldiers— you
have to admire their conviction. And by protecting their own
w hat they have even in lean tim es.
lands, they protect us as well.”

Bl e n d in t o t h e C r o w d
H alflings are adept at fitting into a com m u n ity o f
Ex pl o r in g O ppo r t u n it ie s
hum ans, dw arves, or elves, m aking them selves valuable H alflings usually set out on the adventurer’s path to
and w elcom e. T h e com bination o f their inherent stealth defend their com m u n ities, support their friends, or
and their u nassum ing nature helps halflings to avoid explore a w id e and w onder-filled w orld. For them,
unw anted attention. adventuring is less a career than an opportunity or
H alflings w ork readily w ith others, and they are loyal som etim es a necessity.
to their friends, w hether halfling or oth erw ise. Th ey can
display rem arkable ferocity w hen their friends, fam ilies, H a l f l in g Na m e s
or com m u n ities are threatened.
A halfling has a given nam e, a fam ily nam e, and possibly
a nicknam e. Fam ily n am es are often n ick n am es that
Pa s t o r a l P l e a s a n t r i e s
stuck so tenaciously they have been p a ssed dow n
M ost halflings live in sm all, p ea cefu l com m u n ities with through the generations.
large farm s and w ell-kept groves. They rarely build
Male Names: Alton, Ander, Cade, Corrin, Eldon, Errich,
kin gdom s o f their ow n or even hold m uch land beyond
Finnan, Garret, Lindal, Lyle, M erric, M ilo, O sborn,
their quiet shires. T h ey typically don ’t r ecog n ize any
Perrin, R eed, R o s co e , W ellby
sort o f halfling nobility or royalty, instead look in g to
Female Names: Andry, Bree, Callie, Cora, Euphem ia,
fam ily elders to guide them. Fam ilies preserve their
Jillian, Kithri, Lavinia, Lidda, Merla, N edda, Paela,
traditional w ays despite the rise and fall o f em pires.
Portia, Seraphina, Shaena, Trym , Vani, Verna
M any h alflings live am ong other races, w h ere the
Family Names: Brushgather, G oodbarrel, G reenbottle,
halflings’ hard w ork and loyal ou tlook offer them
High-hill, Hilltopple, Leagallow , Tealeaf, T horngage,
abundant rew ards and creature com forts. S o m e halfling
T osscob ble, U nderbough
com m u n ities travel as a w ay o f life, driving w ag on s or
guiding boats from pla ce to place and m aintaining no
perm anent hom e.
H a l f l in g T r a it s Languages. You can speak, read, and w rite C om m on
and Halfling. T h e H alfling language isn’t secret, but
Your halfling character has a num ber o f traits in
h alflings are loath to share it w ith others. Th ey write
co m m o n with all other halflings.
very little, so they don ’t have a rich b od y o f literature.
Ability Score Increase. Y our D exterity sco re T h eir oral tradition, however, is very strong. A lm ost all
in creases by 2.
h alflings sp ea k C om m on to con verse w ith the p eople
Age. A halfling reach es adulthood at the age of in w h ose lands they dw ell or through w h ich they
20 and generally lives into the m iddle o f his or her
are traveling.
se co n d century.
Subrace. The tw o m ain kinds o f halfling, lightfoot and
Alignment. M ost halflings are law ful g ood. A s a rule, stout, are m ore like closely related fam ilies than true
they are good-hearted and kind, hate to see others in
su braces. C h oose on e o f these subraces.
pain, and have n o tolerance for op pression . Th ey are
also very orderly and traditional, leaning heavily on L ig h t f o o t
the support o f their com m u n ity and the com fort o f A s a lightfoot halfling, you can easily hide from notice,
their old ways. even using other p eop le as cover. Y ou’re inclined to be
Size. H alflings average about 3 feet tall and w eigh affable and get along w ell with others. In the Forgotten
about 40 pou nds. Your size is Sm all. R ealm s, lightfoot halflings have spread the farthest and
Speed. Your base w alkin g sp eed is 25 feet. thus are the m ost co m m o n variety.
Lucky. W h en you roll a 1 on an attack roll, ability L ightfoots are m ore prone to w anderlust than other
check, or saving throw, you can reroll the die and must halflings, and often dw ell alongside other races or take
u se the n ew roll. up a n om adic life. In the w orld o f G reyhawk, th ese
Brave. You have advantage on saving throw s against halflings are called hairfeet or tallfellows.
bein g frightened. Ability Score Increase. Your C harism a score
Halfling Nimbleness. You can m ove through the in creases by 1.
sp ace o f any creature that is o f a size larger than yours. Naturally Stealthy. You can attempt to hide even
w hen you are ob scu red only by a creature that is at least
o n e size larger than you.

St o u t
A s a stout halfling, you ’re hardier than average and have
so m e resistan ce to p oison . S o m e say that stouts have
dw arven blood. In the Forgotten R ealm s, th ese halflings
are called stronghearts, and they’re m ost com m on
in the south.
Ability Score Increase. Your Constitution sco re
in creases by 1.
Stout Resilience. You have advantage on saving
th row s against p oison , and you have resistan ce
against p oison dam age.
Hu ma n
T h e s e w e r e t h e s t o r ie s o f a r e s t l e s s p e o p l e w h o

long ago took to the seas and rivers in longboats, first to


pillage and terrorize, then to settle. Yet there was an energy,
a love of adventure, that sangfrom every page. Long into
the night Uriel read, lighting candle after precious candle.
She'd never given much thought to humans, but these
stories fascinated her. In theseyellowed pages were tales of
bold heroes, strange andfierce animals, mighty primitive gods,
and a magic that was part and fabric of that distant land.
—E lain e C u n n in g h a m , Daughter of the Drow

In the reck on in gs o f m ost w orlds, hum ans are the


youngest o f the co m m o n races, late to arrive on the
w orld scen e and short-lived in com p a rison to dw arves,
elves, and dragons. Perhaps it is b eca u se o f their shorter
lives that they strive to achieve as m uch as they can in
the y ears they are given. Or m aybe they feel they have
som eth in g to prove to the elder races, and that’s w hy
they build their m ighty em pires on the foundation o f
con q u est and trade. W hatever drives them, hum ans
are the innovators, the achievers, and the pion eers Va r ie t y in A l l T h i n g s
o f the w orlds.
H um ans are the m ost adaptable and am bitious p eople
am ong the com m on races. Th ey have w idely varying
A Br o a d Spe c t r u m
tastes, m orals, and custom s in the m any different lands
W ith their penchant for m igration and conquest, w here they have settled. W h en they settle, though,
hum ans are m ore physically diverse than other com m on they stay: they build cities to last for the ages, and
races. T h ere is n o typical hum an. A n individual can great kin gdom s that can persist for long centuries. A n
stand from 5 feet to a little over 6 feet tall and w eigh individual hum an m ight have a relatively short life span,
from 125 to 250 pou nd s. H um an skin sh ades range but a hum an nation or culture p reserves traditions
from nearly black to very pale, and hair c o lo rs from w ith origins far beyon d the reach o f any single hum an’s
black to blond (curly, kinky, or straight); m ales might m em ory. They live fully in the present—m akin g them
sp ort facial hair that is sp arse or thick. A lot o f hum ans w ell suited to the adventuring life—but also plan for the
have a dash o f nonhum an blood, revealing hints o f elf, future, striving to leave a lasting legacy. Individually and
o r c , or other lineages. H um ans reach adulthood in their as a group, hum ans are adaptable opportunists, and
late teens and rarely live even a single century. they stay alert to changin g political and socia l dynam ics.
E v e r y o n e ’s S e c o n d - B e s t F r i e n d s
Just as readily as they mix with each other, humans mingle
with members o f other races. They get along with almost
everyone, though they might not be close to many. Humans
serve as ambassadors, diplomats, magistrates, merchants,
and functionaries o f all kinds.
Dwarves. “They’re stout folk, stalwart friends, and true to
their word. Their greed for gold is their downfall, though.”
Elves. “ It’s best not to wander into elven woods. They don't parents give their children n am es from other languages,
like intruders, and you’ll as likely be bewitched as peppered such as D w arvish or Elvish (p ron ou n ced m ore or less
with arrows. Still, if an elf can get past that damned racial correctly), but m ost parents give n am es that are linked
pride and actually treat you like an equal, you can learn a lot
to their region ’s culture or to the n am ing traditions o f
from them.”
their ancestors.
Halflings. "It’s hard to beat a meal in a halfling home, as
The material culture and physical characteristics
long as you don’t crack your head on the ceiling— good food
and good stories in front o f a nice, warm fire. If halflings had o f hum ans can change w ildly from region to region.
a shred o f ambition, they might really amount to something.” In the Forgotten R ealm s, for exam ple, the clothing,
architecture, cuisine, m usic, and literature are different
in the northw estern lands o f the Silver M arch es than
L a s t i n g In s t i t u t i o n s in distant Turm ish or Im piltur to the east—and even
W h ere a single elf or dw arf m ight take on the m ore distinctive in far-off Kara-Tur. H um an physical
respon sibility o f guarding a sp ecia l location or a characteristics, though, vary accord in g to the ancient
pow erfu l secret, hum ans found sacred orders and m igrations o f the earliest hum ans, s o that the hum ans
institutions for such p u rp oses. W h ile dw arf clans and o f the Silver M arch es have every p ossib le variation o f
halfling elders pass on the ancient traditions to each coloration and features.
n ew generation, hum an tem ples, governm ents, libraries, In the Forgotten R ealm s, nine hum an ethnic groups
and c o d e s o f law fix their traditions in the b e d ro ck o f are w idely r ecog n ized , though over a d ozen others are
history. H um ans dream o f im m ortality, but (except for found in m ore localized areas o f Faerun. T h ese groups,
th ose few w h o seek undeath or divine ascen sion to and the typical n am es o f their m em bers, can be u sed as
esca p e death’s clutches) they achieve it by en su ring that inspiration no m atter w hich w orld your hum an is in.
they w ill be rem em b ered w hen they are gone.
C a l is h it e
Although som e hum ans ca n b e xenoph obic, in
Sh orter and slighter in build than m ost other hum ans,
general their societies are inclusive. H um an lands
Calishites have dusky brow n skin, hair, and eyes.
w elcom e large num bers o f nonh u m an s com pa red to the
T h ey’re found prim arily in southw est Faerun.
p roportion o f hum ans w h o live in nonhum an lands.
Calishite Names: (M ale) Aseir, Bardeid, H aseid,
Ex e m pl a r s o f A m bit io n K hem ed, M ehm en, Sudeim an, Z asheir; (female)
H um ans w h o seek adventure are the m ost daring and Atala, Ceidil, Ham a, Jasmal, Meilil, Seipora, Yasheira,
am bitious m em bers o f a daring and am bitious race. Zasheida; (surnam es) Basha, D um ein, Jassan, Khalid,
Th ey seek to earn glory in the eyes o f their fellow s M ostana, Pashar, Rein
by am assin g pow er, w ealth, and fam e. M ore than
C h o n d a t h a n
other people, hum ans cham pion cau ses rather than
Chondathans are slender, tawny-skinned folk with
territories or groups.
brow n hair that ranges from alm ost blond to alm ost
black. M ost are tall and have green or brow n eyes,
H u m a n Na m e s a n d Et h n ic it ie s
but these traits are hardly universal. H um ans o f
Having s o m uch m ore variety than other cultures, Chondathan d escen t dom inate the central lands o f
hum ans as a w hole have no typical nam es. S o m e hum an Faerun. around the Inner Sea.
Chondathan Names: (M ale) Darvin, D orn, Evendur, Sh o u
G orstag, Grim , H elm , Malark, M orn, Randal, Th e Sh ou are the m ost num erou s and pow erfu l ethnic
Stedd; (fem ale) A rveen e, Esvele, Jhessail, Kerri, group in Kara-Tur, far to the east o f Faerun. T h ey are
Lureene, Miri, R ow an, Shandri, Tessele; (surnam es) yellow ish -bron ze in hue, with black hair and dark
A m blecrow n , B uckm an, D undragon, E venw ood, eyes. S h ou su rnam es are usually presented before
G reycastle, Tallstag the given nam e.

Da m a r a n Shou Names: (M ale) An, Chen, Chi, Fai, Jiang, Jun,


Found prim arily in the n orthw est o f Faerun, D am arans Lian, Long, M eng, On, Shan, Shui, W en; (female)
are o f m oderate height and build, w ith skin hues Bai, Chao, Jia, Lei, Mei, Qiao, Shui, Tai; (surnam es)
ranging from tawny to fair. Th eir hair is usually brow n Chien, Huang, Kao, Kung, Lao, Ling, Mei, Pin, Shin,
or black, and their eye c o lo r varies widely, though brow n Sum , Tan, W an
is m ost com m on .
T e t h y r ia n
Damaran Names: (M ale) Bor, Fodel, Glar, Grigor, W id espread along the entire S w ord C oast at the
Igan, Ivor, K osef, Mival, Orel, Pavel, S ergor; (female) w estern edge o f Faerun, Tethyrians are o f m edium build
Alethra, Kara, Katernin, Mara, Natali, Olma, Tana, and height, w ith dusky skin that tends to g row fairer
Zora; (surnam es) Bersk, Chernin, Dotsk, Kulenov, the farther north they dwell. Their hair and eye color
M arsk, N em etsk, Shem ov, Starag varies widely, but brow n hair and blue eyes are the m ost
com m on . Tethyrians prim arily use C hondathan nam es.
Il l u s k a n
Illuskans are tall, fair-skinned folk with blue or steely Tu r a m i
gray eyes. M ost have raven-black hair, but those w ho Native to the southern sh ore o f the Inner S ea , the
inhabit the extrem e northwest have blond, red, or Turami p eop le are generally tall and m uscular, with
light brow n hair. dark m ahogany skin, curly black hair, and dark eyes.
Illuskan Names: (M ale) Ander, Blath, Bran, Frath, Turami Names: (M ale) Anton, D iero, M arcon, Pieron,
Geth, Lander, Luth, M alcer, Stor, Taman, Urth; R im ardo, R om ero, Salazar, U m bero; (fem ale) Balam a,
(fem ale) Am afrey, Betha, Cefrey, Kethra, Mara, Olga, D ona, Faila, Jalana, Luisa, Marta, Quara, Selise,
Silifrey, W estra; (surnam es) B rightw ood, Helder, Vonda; (surnam es) A gosto, A storio, Calabra, D om ine,
H ornraven, Lackm an, Storm w ind, W indrivver Falone, M arivaldi, Pisacar, R a m on d o

M u l a n
H u m a n T r a it s
D om inant in the eastern and southeastern sh ores o f
the Inner Sea, the Mulan are generally tall, slim , and It’s hard to m ake generalizations about hum ans, but
am ber-skinned, with eyes o f hazel or brow n. T heir hair your hum an character has th ese traits.
ranges from black to dark brow n, but in the lands w here Ability Score Increase. Your ability sc o r e s each
in crease by 1.
the M ulan are m ost prom inent, n obles and m any other
Mulan shave o ff all their hair. Age. H um ans reach adulthood in their late teens and
live less than a century.
Mulan Names: (M ale) Aoth, Bareris, Ehput-Ki, Alignment. H um ans tend tow ard no
Kethoth, M um ed, R am as, So-K ehur, T hazar-D e, particular alignm ent. T h e best and the w orst are
Urhur; (female) Arizim a, Chathi, Nephis, Nulara, found am ong them.
Murithi, S efris, Thola, Umara, Z olis; (surnam es) Size. H um ans vary w idely in height and build, from
Ankhalab, Anskuld, Fezim , Hahpet, Nathandem, barely 5 feet to w ell over 6 feet tall. R egardless o f your
Sepret, Uuthrakt position in that range, your size is M edium .
Speed. Your ba se w alk in g sp eed is 30 feet.
Ra s h e m i
Languages. You can speak, read, and write C om m on
M ost often found east o f the Inner S e a and often
and on e extra language o f your ch oice. H um ans typically
interm ingled with the M ulan, R a sh em is tend to b e short,
learn the languages o f other p eop les they deal with,
stout, and m uscular. They usually have dusky skin, dark
including o b scu re dialects. They are fond o f sprinkling
eyes, and thick black hair.
their sp eech w ith w ord s b orrow ed from other tongues:
Rashem i Names: (M ale) Borivik, Faurgar, Jandar, O rc cu rses, Elvish m usical expression s, D w arvish
Kanithar, M adislak, R alm evik, Shaum ar, Vladislak; m ilitary phrases, and so on.
(fem ale) Fyevarra, H ulm arra, Im m ith, Imzel,
Navarra, Shevarra, Tam mith. Yuldra; (surnam es) Va r ia n t H um a n T r a its
Chergoba, D yernina, Iltazyara, Murnyethara, If your campaign uses the optional feat rules from chapter 5,
Stayanoga, U lm okina your Dungeon Master might allow these variant traits, all of
which replace the human’s Ability Score Increase trait.
father’sface was a skill she'd been fortunate to learn. A
human who couldn’t spot the shift of her eyes or Havilar’s
would certainly see only the indifference of a dragon in
Clanless Mehen’sface. But the shift of scales, the arch of a
ridge, the set of his eyes, the gape of his teeth—herfather's
face spoke volumes.
But every scale of it, this time, seemed completely still—
the indifference of a dragon, even to Farideh.
—E rin M . Evans, The Adversary

B orn o f dragons, as their nam e p roclaim s, the


dragonborn w alk proudly through a w orld that greets
them with fearful in com prehen sion . S h a ped by d racon ic
g od s or the dragons them selves, dragonborn originally
hatched from dragon eggs as a unique race, com bin in g
the best attributes o f dragons and hum anoids. S o m e
dragonborn are faithful servants to true dragons, others
form the ranks o f soldiers in great w ars, and still others
find them selves adrift, with no clear calling in life.

Pr o u d D r a g o n K in
D ragon born look very m uch like dragons standing erect
in hum anoid form , though they lack w in gs or a tail. The
first dragonborn had sca les o f vibrant hues m atching
Dr ag o nbo r n the colors o f their dragon kin, but generations o f
H e r f a t h e r s t o o d o n t h e f ir s t o f t h e t h r e e s t a ir s interbreeding have created a m ore uniform appearance.
Their sm all, fine sca les are usually brass or bron ze
that led down from the portal, unmoving. The scales of his
in color, som etim es ranging to scarlet, rust, gold, or
face had grown paler around the edges, but Clanless Mehen copper-green. T h ey are tall and strongly built, often
still looked as if he could wrestle down a dire bear him- standing clo se to 6 1/2 feet tall and w eigh in g 3 0 0 pou nds
self. Hisfamiliar well-worn armor was gone, replaced by or m ore. T heir hands and feet are strong, talonlike
claw s w ith three fingers and a thum b on each hand.
violet-tinted scale armor with bright silvery tracings. There
T h e b lood o f a particular type o f dragon runs
was a blazon on his arm as well, the mark of some foreign very strong through so m e dragonborn clans. T h ese
house. The sword at his back was the same, though, the one dragonborn often boast sca les that m ore closely m atch
th ose o f their dragon a n cestor—bright red, green, blue,
he had carried since even before he hadfound the twins left
or white, lustrous black, or gleam ing m etallic gold,
in swaddling at the gates o f Arush Vayem. silver, brass, copper, or bronze.
U n c o m m o n Ra ces
The dragonborn and the rest o f the races in this chapter are
uncommon. They don’t exist in every world of D&D, and
even where they are found, they are less widespread than
dwarves, elves, halflings, and humans.
Se l f -Su f f ic ie n t C l a n s In the cosmopolitan cities o f the D&D multiverse, most
people hardly look twice at members of even the most
To any dragonborn , the clan is m ore im portant than
exotic races. But the small towns and villages that dot
life itself. D ragon born ow e their devotion and respect
the countryside are different. The common folk aren’t
to their clan above all else, even the gods. Each
accustomed to seeing members o f these races, and they
dragon b orn ’s con du ct reflects on the h on or o f his or her react accordingly.
clan, and brin ging dishon or to the clan can result in Dragonborn. It’s easy to assume that a dragonborn is a
expulsion and exile. E ach dragonborn k n ow s his or her monster, especially if his or her scales betray a chromatic
station and duties w ithin the clan, and h on or dem ands heritage. Unless the dragonborn starts breathing fire and
m aintaining the b ou n ds o f that position. causing destruction, though, people are likely to respond
A continual drive for self-im provem ent reflects the with caution rather than outright fear.
self-sufficiency o f the race as a w hole. D ragon born value Gnome. Gnomes don’t look like a threat and can quickly
disarm suspicion with good humor. The common folk are
skill and excellen ce in all endeavors. T h ey hate to fail,
often curious about gnomes, likely never having seen one
and they push th em selves to extrem e efforts b efore they
before, but they are rarely hostile or fearful.
give up on som ething. A d ragonborn holds m astery o f
Half-Elf. Although many people have never seen a half-elf,
a particular skill as a lifetim e goal. M em bers o f other virtually everyone knows they exist. A half-elf stranger’s
races w h o share the sam e com m itm en t find it easy to arrival is followed by gossip behind the half-elf's back and
earn the resp ect o f a dragonborn. stolen glances across the common room, rather than any
T h ough all dragonborn strive to b e self-sufficient, confrontation or open curiosity.
they recog n ize that help is som etim es n eeded in difficult H a lf-O rc. It’s usually safe to assume that a half-orc is
situations. But the best so u rce for such help is the belligerent and quick to anger, so people watch themselves
clan, and w hen a clan n eeds help, it turns to another around an unfamiliar half-orc. Shopkeepers might
surreptitiously hide valuable or fragile goods when a half-orc
dragonborn clan b efore seek in g aid from other ra ce s—
comes in, and people slowly clear out o f a tavern, assuming a
or even from the gods.
fight will break out soon.
Tiefling. Half-orcs are greeted with a practical caution, but
D r a g o n b o r n Na me s tieflings are the subject o f supernatural fear. The evil o f their
D ra gon born have person al n am es given at birth, heritage is plainly visible in their features, and as far as most
but they put their clan n am es first as a m ark o f people are concerned, a tiefling could very well be a devil
straight from the Nine Hells. People might make warding
honor. A ch ild h ood nam e or nickn am e is often used
signs as a tiefling approaches, cross the street to avoid
am ong clutchm ates as a descriptive term or a term
passing near, or bar shop doors before a tiefling can enter.
o f endearm ent. T h e nam e m ight recall an event or
center on a habit.

Male Names: Arjhan, Balasar, Bharash, D onaar, Ghesh.


H eskan, Kriv, M edrash, M ehen, Nadarr, Pandjed,
Patrin, Rhogar, Sham ash, Sh edinn, Tarhun, Torinn
Female Names: Akra, Biri, Daar, Farideh, Harann,
Flavilar, Jheri, Kava, K orinn, M ishann, Nala, Perra,
Raiann, Sora, Surina, Thava, Uadjit
Childhood Nam es: Clim ber, Earbender, Leaper, Pious, D r a c o n ia n s
Shieldbiter, Z ea lou s in the Dragonlance setting, the followers o f the evil goddess
Clan Nam es: Clethtinthiallor, D aardendrian, D elm irev, Takhisis learned a dark ritual that let them corrupt the
D rachedandion, Fenkenkabradon, K epesh km olik, eggs o f metallic dragons, producing evil dragonborn called
Kerrhylon, K im batuul, Linxakasendalor, Myastan, draconians. Five types o f draconians, corresponding to the
N em m onis, N orixius, Ophinshtalajiir, Prexijandilin, five types o f metallic dragons, fought for Takhisis in the War
o f the Lance: auraks (gold), baaz (brass), bozak (bronze),
Shestendeliath, Turnuroth, Verthisathurgiesh, Yarjerit
kapak (copper), and sivak (silver). In place o f their draconic
breath weapons, they have unique magical abilities.
D r a g o n b o r n T r a it s
Your d racon ic heritage m anifests in a variety o f traits
Draconic Ancestry. You have d racon ic ancestry.
you share with other dragonborn.
C h oose on e type o f dragon from the D ra con ic A n cestry
Ability Score Increase. Your Strength sco re table. Your breath w eapon and dam age resistan ce are
in creases by 2, and your C harism a sco re in creases by 1.
determ ined by the dragon type, as sh ow n in the table.
Age. Y oung dragonborn grow quickly. T h ey w alk
Breath Weapon. Y ou can u se your action to exhale
hours after hatching, attain the size and developm ent
destructive energy. Your d racon ic an cestry determ ines
o f a 10-year-old hum an child by the age o f 3, and reach
the size, shape, and dam age type o f the exhalation.
adulthood by 15. T h ey live to be around 80.
W h en you u se your breath w eapon , each creature in
Alignment. D ragon born tend to extrem es, m akin g a the area o f the exhalation m ust m ake a saving throw,
co n s cio u s ch oice for on e side or the other in the co sm ic
the type o f w hich is determ ined by your dracon ic
w ar betw een g o o d and evil (represented by Bahamut
ancestry. T h e D C for this saving th row equals 8 +
and Tiamat, respectively). M ost dragonborn are good,
your Constitution m odifier + your proficiency bonus. A
but th ose w h o side with Tiam at can be terrible villains.
creature takes 2d6 dam age on a failed save, and half
Size. D ragon born are taller and heavier than hum ans,
as m uch dam age on a su ccessfu l one. T h e dam age
standing w ell over 6 feet tall and averaging alm ost 250
in creases to 3d6 at 6th level, 4 d 6 at 11th level, and 5d6
pou nds. Your size is M edium .
at 16th level.
Speed. Your b a se w alk in g sp eed is 30 feet. A fter you u se your breath w eapon , you c a n ’t u se it
again until you com plete a short or lon g rest.
D r a c o n ic A n c es t r y
Damage Resistance. You have resistan ce to the
Dragon Damage Type Breath Weapon d am age type a ssocia ted w ith your dracon ic ancestry.
Black Acid 5 by 30 ft. line (Dex. save) Languages. You can speak, read, and w rite C om m on
Blue Lightning 5 by 30 ft. line (Dex. save) and D ra con ic. D ra con ic is thought to be on e o f the
Brass Fire 5 by 30 ft. line (Dex. save) oldest languages and is often u sed in the study o f m agic.
Bronze Lightning 5 by 30 ft. line (Dex. save) T h e language sou n d s harsh to m ost other creatu res and
includes num erou s hard con son a n ts and sibilants.
Copper Acid 5 by 30 ft. line (Dex. save)
Cold Fire 15 ft. cone (Dex. save)
Green Poison 15 ft. cone (Con. save)
Red Fire 15 ft. cone (Dex. save)
Silver Cold 15 ft. cone (Con. save)
White Cold 15 ft. cone (Con. save)
Gn o me
Sk i n n y a n d f l a x e n - h a i r e d , h i s s k i n

walnut brown and his eyes a startling


turquoise, Burgell stood half as tall asAeron
climb up on a stool to look out the peephole. Like most hab-
itations in Oeble, that particular tenement had been built
for humans, and smaller residents coped with the resulting
awkwardness as best they could.
But at least the relative largeness of the apartment gave
Burgell room to pack in all his gnome-sized gear. The front
room was his workshop, and it contained a bewildering
miscellany of tools: hammers, chisels, saws, lockpicks, fair hair has a tendency to stick out in every direction,
as if expressing the gnom e’s insatiable interest in
tinted lenses, jeweler's loupes, and jars of powdered and
everything around.
shredded ingredients for casting spells. A fat gray cat, the A g n om e’s person ality is writ large in his or her
mage’s familiar, lay curled atop a grimoire. It opened its appearance. A m ale g n om e’s beard, in contrast to
eyes, gave Aeron a disdainfulyellow stare, then appeared his w ild hair, is kept carefully trim m ed but often
styled into cu riou s forks or neat points. A g n om e’s
to go back to sleep.
clothing, though usually m ade in m od est earth tones,
—R ich a r d L ee Byers, The Black Bouquet is elaborately d ecorated w ith em broidery, em bossin g,
or gleam ing jew els.
A constant hum o f busy activity p ervades the w arren s
and n eigh b orh ood s w h ere g n om es form their close- D e l ig h t e d D e d ic a t io n
knit com m u n ities. L ou der sou n d s punctuate the hum:
A s far as g n om es are con cern ed , bein g alive is a
a cru n ch o f grinding gears here, a m inor explosion
w onderfu l thing, and they sq u eeze every o u n ce o f
there, a yelp o f su rprise or triumph, and esp ecially
enjoym ent out o f their three to five centuries o f life.
bursts o f laughter. G n om es take delight in life, enjoying
H um ans m ight w on d er about getting bored over the
every m om ent o f invention, exploration, investigation,
co u rse o f such a long life, and elves take plenty o f time
creation, and play.
to savor the beauties o f the w orld in their long years, but
g n om es seem to w orry that even w ith all that tim e, they
V ib r a n t Ex pr e ssio n
ca n ’t get in en ough o f the things they w ant to do and see.
A g n om e’s en ergy and enthusiasm for living shines G n om es sp eak as if they ca n ’t get the thoughts
th rough every inch o f his or her tiny body. G n om es out o f their heads fast enough. Even as they offer
average slightly over 3 feet tall and w eigh 40 to 45 ideas and opin ion s on a range o f subjects, they still
pou nd s. T heir tan or brow n faces are usually adorn ed m anage to listen carefully to others, adding the
w ith broad sm iles (beneath their p rod ig iou s n oses), appropriate exclam ations o f su rprise and appreciation
and their bright eyes shine with excitement. Their along the way.
D eep G n o m es
A third subrace o f gnomes, the deep gnomes (or svirfneblin),
live in small communities scattered in the Underdark. Unlike
the duergar and the drow, svirfneblin are as good as their
surface cousins. However, their humor and enthusiasm
are dampened by their oppressive environment, and their
inventive expertise is directed mostly toward stonework.

T h ough g n om es love jo k e s o f all kinds, particularly Male Nam es: Alston, Alvyn, B odd yn ock, B rocc, Burgell,
puns and pranks, th ey’re ju st as dedicated to the m ore D im ble, Eldon, Erky, Fonkin, Frug, G erbo, G im ble,
seriou s tasks they undertake. M any g n om es are skilled Glim, Jebeddo, K ellen, N am foodle, Orryn, R oondar,
engineers, alchem ists, tinkers, and inventors. T h ey ’re S ee b o , Sindri, W arryn, W renn, Z o o k
w illing to m ake m istakes and laugh at them selves in Female Names: B im pnottin, Breena, Caram ip, Carlin,
the p r o ce s s o f perfectin g w hat they do, taking bold D onella, Duvam il, Ella, Ellyjobell, Ellyw ick, Lilli,
(som etim es foolhardy) risks and dream in g large. L oopm ottin, Lorilla, M ardnab, N issa, Nyx, Oda, Orla,
R oyw yn , Sham il, Tana, W ayw ocket, Zanna
Br ig h t Bu r r o w s Clan Names: Beren, D aergel, Folkor, G arrick, Nackle,
G n om es m ake their h om es in hilly, w o o d e d lands. They M urnig, Ningel, Raulnor, S ch ep p en , Tim bers, Turen
live underground but get m ore fresh air than dw arves Nicknames: A leslosh, Ashhearth, Badger, Cloak,
do, enjoying the natural, living w orld on the surface D oublelock , Filchbatter, Fnipper, Ku, Nim , O neshoe,
w henever they can. T h eir h om es are w ell hidden by P ock , Sparklegem , Stum bleduck
both clever construction and sim ple illusions. W elcom e
visitors are quickly u sh ered into the bright, w arm
Se e in g t h e W o r l d
bu rrow s. T h ose w h o are not w elcom e are unlikely to C urious and im pulsive, g n om es m ight take up
find the bu rrow s in the first place. adventuring as a w ay to see the w orld or for the love
G n om es w h o settle in hum an lands are com m on ly o f exploring. A s lovers o f gem s and other fine items,
gem cutters, engineers, sages, or tinkers. S o m e hum an som e g n om es take to adventuring as a quick, if
fam ilies retain gnom e tutors, en su ring that their pupils dangerous, path to wealth. R egardless o f w hat spurs
enjoy a m ix o f seriou s learning and delighted enjoym ent. them to adventure, g n om es w h o adopt this w ay o f life
A gnom e m ight tutor several generations o f a single eke as m uch enjoym ent out o f it as they d o out o f any
hum an fam ily over the cou rse o f his or her long life. other activity they undertake, som etim es to the great
annoyance o f their adventuring com pan ion s.
G n o me Na me s
G n om es love nam es, and m ost have h alf a d ozen or so.
G n o me T r a it s
A gnom e's mother, father, clan elder, aunts, and uncles Y our gnom e character has certain characteristics in
each give the gnom e a nam e, and various nick n am es co m m o n with all other gnom es.
from ju st about everyone else m ight or m ight not stick Ability Score Increase. Your Intelligence sco re
over time. G n om e n am es are typically variants on the in creases by 2.
n am es o f an cestors or distant relatives, though som e Age. G n om es m ature at the sam e rate hum ans do, and
are purely n ew inventions. W h en dealing w ith hum ans m ost are expected to settle dow n into an adult life by
and others w h o are “stuffy” about nam es, a gnom e around age 40. Th ey ca n live 35 0 to alm ost 5 0 0 years.
learns to use no m ore than three nam es: a personal Alignment. G n om es are m ost often g ood . T h ose w ho
nam e, a clan nam e, and a nicknam e, ch oosin g the on e in tend tow ard law are sages, engineers, researchers,
each category that’s the m ost fun to say. sch olars, investigators, or inventors. T h o se w h o tend
tow ard ch a os are m instrels, tricksters, w anderers,
or fanciful jew elers. G n om es are good-hearted, and
A l w a ys A pp r e c ia t iv e Ability Score Increase. Your Constitution sco re
It’s rare for a gnome to be hostile or malicious unless he in creases by 1.
or she has suffered a grievous injury. Gnomes know that Artificer’s Lore. W h enever you m ake an Intelligence
most races don’t share their sense o f humor, but they enjoy (H istory) ch eck related to m agic item s, alchem ical
anyone's company just as they enjoy everything else they set objects, or tech n ological devices, you can add tw ice your
out to do. proficiency bonus, instead o f any p roficiency bon u s you
n orm ally apply.
even the tricksters am ong them are m ore playful Tinker. You have proficiency with artisan’s tools
than vicious. (tinker’s tools). U sing th ose tools, you can spend 1
Size. G n om es are betw een 3 and 4 feet tall and hour and 10 gp w orth o f m aterials to con stru ct a Tiny
average about 4 0 pou nds. Your size is Sm all. clock w ork device (AC 5, 1 hp). T h e device c e a se s
Speed. Your base w alkin g sp eed is 25 feet. to function after 24 h ours (unless you spend 1 hour
Darkvision. A ccu stom ed to life underground, you have repairing it to keep the device functioning), or w hen
su perior vision in dark and dim condition s. You can you use your action to dism antle it; at that tim e, you can
see in dim light w ithin 60 feet o f you as if it w ere bright reclaim the m aterials u sed to create it. You can have up
light, and in darkn ess as if it w ere dim light. You can't to three such devices active at a time.
discern color in darkness, only sh ad es o f gray. W h en you create a device, c h o o s e on e o f the
Gnome Cunning. You have advantage on all follow in g options:
Intelligence, W isdom , and C harism a saving throw s
Clockwork Toy. T h is toy is a clock w ork anim al, monster,
against m agic.
or person , such as a frog, m ou se, bird, dragon, or
Languages. You can speak, read, and w rite C om m on
soldier. W h en placed on the ground, the toy m oves
and G nom ish. T h e G nom ish language, w hich u ses the
5 feet a cro ss the ground on each o f your turns in a
D w arvish script, is ren ow n ed for its technical treatises
random direction. It m akes n oises as appropriate
and its catalogs o f k n ow led ge about the natural world.
to the creature it represents.
Subrace. Tw o su braces o f g n om es are found am ong
Fire Starter. The device p rod u ces a m iniature
the w orlds o f D & D : forest g n om es and rock gnom es.
flame, w hich you can use to light a candle,
C h oose one o f these subraces.
torch, or cam pfire. U sing the device
Fo r e st G n o me requ ires your action.
A s a forest gnom e, you have a natural knack for illusion Music Box. W h en open ed, this m u sic box
and inherent qu ick n ess and stealth. In the w orlds of plays a single son g at a m oderate volum e.
D&D, forest g n om es are rare and secretive. Th ey gather The b ox stops playing w hen it
in hidden com m u n ities in sylvan forests, usin g illusions reach es the s o n g ’s end or
and trickery to co n ce a l them selves from threats or w hen it is closed.
to m ask their esca p e should they be detected. Forest
g n om es tend to be friendly with other good-spirited
w ood la n d folk, and they regard elves and g o o d fey as
their m ost im portant allies. T h ese g n om es also befriend
sm all forest anim als and rely on them for inform ation
about threats that might prow l their lands.
Ability Score Increase. Your D exterity s co re
in creases by 1.
Natural Illusionist. You k n ow the minor illusion
cantrip. Intelligence is your spellcastin g ability for it.
Speak with Small Beasts. T h rou gh sou n d s and
gestures, you can com m u n icate sim ple ideas w ith Sm all
or sm aller beasts. Forest g n om es love anim als and often
keep squirrels, badgers, rabbits, m oles, w ood p eck ers,
and other creatures as beloved pets.

Ro c k G n o m e
A s a rock gnom e, you have a natural inventiveness and
h ardin ess beyon d that o f other g n om es. M ost gn om es
in the w orld s o f D & D are rock gnom es, including the
tinker g n om es o f the D ragon lance setting.
“Tanis?” said Flint hesitantly as the man neared.
“The same.” The newcomer’s beardedface split in a wide
grin. He held open his arms and, before the dwarf could
stop him, engulfed Flint in a hug that lifted him off the
ground. The dwarf clasped his old friend close for a brief
instant, then, remembering his dignity, squirmed and freed
himselffrom the half-elf’s embrace.
—M a rg a ret W eis a n d T ra cy H ick m a n ,
Dragons of Autumn Twilight

W alking in tw o w orld s but truly b elon gin g to neither,


half-elves com bin e w hat som e say are the best qualities
o f their elf and hum an parents: hum an curiosity,
inventiveness, and am bition tem pered by the refined
sen ses, love o f nature, and artistic tastes o f the elves.
S o m e half-elves live am ong hum ans, set apart by their
em otion al and physical differences, w atching friends
and loved on es age w hile tim e barely tou ches them.
O thers live with the elves, g row in g restless as they
reach adulthood in the tim eless elven realm s, w hile
H a l f -E l f their peers continue to live as children. M any half-elves,
Fl in t s q u in t e d in t o t h e s e t t in g s u n . H e t h o u g h t
unable to fit into either society, c h o o s e lives o f solitary
w an dering or join w ith other misfits and ou tcasts in
he saw the figure of a man striding up the path. Standing, the adventuring life.
Flint drew back into the shadow of a tall pine to see better.
The man's walk was marked by an easy grace—an elvish O f Tw o W o r l d s
grace, Flint would have said;yet the man’s body had the To hum ans, half-elves look like elves, and to elves, they
lo o k hum an. In height, they’re on par w ith both parents,
thickness and tight muscles of a human, while thefacial
though they’re neither as slender as elves nor as broad
hair was definitely humankind’s. All the dwarf could see as hum ans. They range from under 5 feet to about 6 feet
of the man’sface beneath a green hood was tan skin and a tall, and from 100 to 180 pounds, w ith m en only slightly
brownish-red beard. A longbow was slung over one shoulder taller and heavier than w om en . H alf-elf m en do have
facial hair, and som etim es g row b ea rd s to m ask their
and a sword hung at his leftside. He was dressed in soft
elven ancestry. H alf-elven coloration and features lie
leather, carefully tooled in the intricate designs the elves som ew h ere betw een their hum an and elf parents, and
loved. But no elf in the world o f Krynn could grow a beard thus sh ow a variety even m ore p ron ou n ced than that
. . . no elf, but. . . found am ong either race. They tend to have the eyes
o f their elven parents.
Ex c e l l e n t A m b a ssa d o r s
Many half-elves learn at an early age to get along with
everyone, defusing hostility and finding common ground.
As a race, they have elven grace without elven aloofness and
human energy without human boorishness. They often make
excellent ambassadors and go-betweens (except between
elves and humans, since each side suspects the half-elf
o f favoring the other).

D ipl o m a t s o r Wa n d e r e r s creative expression , dem onstrating neither love


o f leaders nor desire for follow ers. They chafe at
H alf-elves have no lands o f their ow n, though they are
rules, resent oth ers’ dem ands, and som etim es prove
w elcom e in hum an cities and som ew h at less w elcom e unreliable, or at least unpredictable.
in elven forests. In large cities in region s w h ere elves Size. H alf-elves are about the sam e size as hum ans,
and hum ans interact often, half-elves are som etim es ranging from 5 to 6 feet tall. Your size is M edium .
n um erous en ough to form sm all com m u n ities o f their Speed. Your base w alkin g sp eed is 30 feet.
ow n. T h ey enjoy the com pany o f other half-elves, the Darkvision. T h an ks to your elf blood, you have
only p eople w h o truly understand w hat it is to live su perior vision in dark and dim condition s. You can
b etw een th ese tw o w orlds. see in dim light within 60 feet o f you as if it w ere bright
In m ost parts o f the w orld, though, half-elves are light, and in darkn ess as if it w ere dim light. You ca n ’t
u n com m on en ough that on e m ight live for years discern color in darkness, only sh ades o f gray.
w ithout m eetin g another. S o m e half-elves prefer to Fey Ancestry. You have advantage on saving throw s
avoid com pany altogether, w an dering the w ild s as against bein g charm ed, and m agic ca n ’t put you to sleep.
trappers, foresters, hunters, or adventurers and visiting Skill Versatility. You gain proficiency in tw o skills
civilization only rarely. Like elves, they are driven by o f your choice.
the w anderlust that c o m e s o f their longevity. Others, Languages. You can speak, read, and w rite C om m on ,
in contrast, th row th em selves into the thick o f society, Elvish, and on e extra language o f your ch oice.
putting their charism a and socia l skills to great use
in diplom atic roles or as sw indlers.

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

H a l f -E l f T r a i t s
Your half-elf character has som e qualities in com m on
w ith elves and som e that are unique to half-elves.
Ability Score Increase. Your C harism a score
in creases by 2, and tw o other ability s co re s o f your
ch oice in crease by 1.
Age. Half-elves m ature at the sam e rate hum ans
d o and reach adulthood around the age o f 20. They
live m uch longer than hum ans, however, often
ex ceed in g 180 years.
Alignment. H alf-elves share the chaotic bent o f their
elven heritage. Th ey value both person al freed om and
W h eth er united under the leadership o f a m ighty
w arlock or having fought to a standstill after years
o f conflict, o r c and hum an tribes som etim es form
alliances, join in g forces into a larger horde to the terror
o f civilized lands nearby. W h en th ese alliances are
sea led by m arriages, h alf-orcs are born. S o m e h alf-orcs
rise to b e c o m e proud chiefs o f o rc tribes, their hum an
b lood giving them an edge over their fu ll-blooded o rc
rivals. S o m e venture into the w orld to prove their w orth
am ong hum ans and other m ore civilized races. M any o f
these b e c o m e adventurers, achieving greatness for their
m ighty d eed s and notoriety for their barbaric custom s
and savage fury.

Sc a r r e d a n d St r o n g
T h e w a r c h ie f M h u r r e n r o u s e d h im s e l f f r o m h is
H alf-orcs’ grayish pigm entation, slopin g foreheads,
sleeping-furs and his women and pulled a short hauberk jutting ja w s, prom inent teeth, and tow ering builds m ake
of heavy steel rings over his thick, well-muscled torso. He their orcish heritage plain for all to see. H alf-orcs stand
usually rose before most of his warriors, since he had a betw een 6 and 7 feet tall and usually w eigh betw een
180 and 2 5 0 pounds.
strong streak of human blood in him, and he found the
Orc s regard battle sca rs as tokens o f pride and
daylight less bothersome than most of his tribe did. Among ornam ental sca rs as things o f beauty. Other scars,
the Bloody Skulls, a warrior wasjudged by his strength, his though, m ark an orc or h alf-orc as a form er slave or
a disgraced exile. Any half-orc w h o has lived am ong
fierceness, and his wits. Human ancestry was no blemish
or near orc s has scars, w hether they are m arks o f
against a warrior—provided he was every bit as strong, hum iliation or o f pride, recou ntin g their past exploits
enduring, and bloodthirsty as hisfull-blooded kin. Half- and injuries. Such a half-orc living am ong hum ans might
orcs who were weaker than their orc comrades didn't last display these scars proudly or hide them in sham e.

long among the Bloody Skulls or any other orc tribe for
T h e M a r k o f G r u u m sh
that matter. But it was often true that a bit of human blood
T h e on e-eyed god G ruum sh created the orc s, and even
gave a warriorjust the right mix of cunning, ambition, and th ose orc s w h o turn away from his w orsh ip ca n ’t fully
self-discipline to go far indeed, as Mhurren had. He was esca p e his influence. T h e sa m e is true o f half-orcs,
master of a tribe that could muster two thousand spears, though their hum an b lood m od erates the im pact o f their
orcish heritage. S om e h alf-orcs hear the w h isp ers o f
and the strongest chief in Thar.
G ruum sh in their dream s, calling them to unleash the
—R ich a r d Baker, Swordmage rage that sim m ers w ithin them . O thers feel G ru u m sh ’s
hate orcs. Some are reserved, trying not to draw attention to
exultation w h en they join in m elee com bat—and either themselves. A few demonstrate piety and good-heartedness
exult along w ith him or shiver w ith fear and loathing. as publicly as they can (whether or not such demonstrations
H alf-orcs are not evil by nature, but evil d o e s lurk w ithin are genuine). And some simply try to be so tough that others
them , w hether they em brace it or rebel against it. just avoid them.
B eyond the rage o f G ruum sh, h alf-orcs feel em otion
pow erfully. R a ge d oesn ’t ju st quicken their pulse, it
Ability Score Increase. Your Strength score
m akes their b od ies burn. A n insult stings like acid,
in creases by 2, and your Constitution sco re
and sa d n ess saps their strength. But they laugh loudly
in creases by 1.
and heartily, and sim ple b od ily p lea su res—feasting,
Age. H alf-orcs m ature a little faster than hum ans,
drinking, w restling, drum m ing, and w ild dancing—fill
reachin g adulthood around age 14. Th ey age
their hearts w ith joy. Th ey tend to be short-tem pered
noticeably faster and rarely live longer than 75 years.
and som etim es sullen, m ore in clined to action than
Alignment. H alf-orcs inherit a tendency toward ch a os
contem plation and to fighting than arguing. T h e m ost
from their orc parents and are not strongly inclined
accom p lish ed h alf-orcs are th ose w ith en ough self-
tow ard g ood. H alf-orcs raised am ong ores and w illing
con trol to get by in a civilized land.
to live out their lives am ong them are usually evil.
Size. H alf-orcs are som ew h at larger and bulkier than
T r ibe s a n d Sl u m s
hum ans, and they range from 5 to w ell over 6 feet tall.
H alf-orcs m ost often live a m on g orc s. O f the other races, Your size is M edium .
hum ans are m ost likely to a ccept half-orcs, and half- Speed. Your base w alk in g sp eed is 30 feet.
orcs alm ost always live in hum an lands w hen not living Darkvision. T h an ks to your o r c blood, you have
am ong orc tribes. W h eth er proving th em selves am ong su perior vision in dark and dim condition s. You can
rough barbarian tribes or scrabblin g to survive in the see in dim light w ithin 60 feet o f you as if it w ere bright
slum s o f larger cities, h alf-orcs get by on their physical light, and in darkn ess as if it w ere dim light. You can't
might, their endurance, and the sh eer determ ination discern color in darkness, only sh ades o f gray.
they inherit from their hum an ancestry. Menacing. You gain proficiency in the
Intim idation skill.
H a l f -O r c Na me s Relentless Endurance. W h en you are redu ced to
H alf-orcs usually have n am es appropriate to the culture 0 hit points but n ot k illed outright, you can drop to 1 hit
in w h ich they w ere raised. A h alf-orc w h o w ants to fit in point instead. You ca n ’t use this feature again until you
am ong hum ans might trade an o r c nam e for a hum an finish a lon g rest.
nam e. S o m e h alf-orcs w ith hum an n am es decide to Savage Attacks. W h en you sco re a critical hit with
adopt a guttural o r c n am e b eca u se they think it m akes a m elee w eapon attack, you can roll one o f the w eapon ’s
them m ore intim idating. dam age dice on e additional tim e and add it to the extra
dam age o f the critical hit.
Male Orc Names: D ench, Feng, Gell, Henk, H olg, Imsh, Languages. You can speak, read, and
Keth, K rusk, M hurren, Ront, Shum p, T h ok k w rite C om m on and O rc . O rc is a
Female O rc Names: Baggi, Em en, Engong, Kansif, harsh, grating language with
Myev, N eega, Ovak, O w nka, Shautha, Sutha, Vola, hard consonants. It has
Volen, Yevelda no script o f its ow n
but is w ritten in the
H a l f -O r c Tr a it s D w arvish script.
Y our h alf-orc character has certain traits deriving from
your ore ancestry.
that wicked glint in his eyes. “Youfight it, don’tyou ? Like
a little wildcat, I wager. Every littlejab and comment just
sharpensyour claws.”
—E rin M . Evans, Brimstone Angels

To be greeted with stares and w h ispers, to suffer


violen ce and insult on the street, to see m istrust and
fear in every eye: this is the lot o f the tiefling. And to
tw ist the knife, tieflings kn ow that this is b eca u se a
pact stru ck generations ago in fused the e ss e n ce o f
A s m od eu s—overlord o f the Nine H ells—into their
bloodlin e. Th eir appearan ce and their nature are not
their fault but the result o f an ancient sin, for w hich
they and their children and their children ’s children
w ill always b e held accountable.

In f e r n a l B l o o d l i n e
Tieflings are derived from hum an blood lin es, and in the
broadest p ossib le sen se, they still look hum an. However,
their infernal heritage has left a clear im print on their
appearan ce. T ieflings have large h orns that take any
“Bu t y o u d o s e e t h e w a y p e o p l e l o o k a t y o u , o f a variety o f shapes: som e have curling h orn s like a
devil’s child." ram, others have straight and tall h orn s like a g azelle’s,
Those black eyes, cold as a winter storm, were staring and som e spiral upw ard like an an telopes’ horns. They
have thick tails, four to five feet long, w hich lash or coil
right into her heart and the sudden seriousness in his
around their legs w hen they get upset or n ervous. Their
voice jolted her. can in e teeth are sharply pointed, and their eyes are
“What is it they say?" he asked. “One’s a curiosity, two’s solid c o lo r s —black, red, white, silver, or gold—w ith no
visible sclera or pupil. Th eir skin tones cover the full
a conspiracy—”
range o f hum an coloration, but also include various
“Three's a curse,” she finished. “You think I haven’t heard sh ades o f red. Their hair, ca sca d in g dow n from behind
that rubbish before?” their h orns, is usually dark, from black o r brow n to dark
“I knowy o u have.” When she glared at him, he added, red, blue, or purple.

“It’s not as if I ’m plumbing the depths of your mind, dear


Se l f -R e l ia n t a n d Su s pic io u s
girl. That is the burden of every tiefling. Some break under
Tieflings subsist in sm all m inorities found m ostly in
it, some make it the millstone around their neck, some hum an cities or tow ns, often in the roughest quarters
revel in it.” He tilted his head again, scrutinizing her, with o f th ose places, w here they g row up to be sw indlers,
M u t u a l M is t r u s t
People tend to be suspicious of tieflings, assuming that
their infernal heritage has left its mark on their personality
and morality, not just their appearance. Shopkeepers keep
a close eye on their goods when tieflings enter their stores,
the town watch might follow a tiefling around for a while,
and demagogues blame tieflings for strange happenings.
The reality, though, is that a tiefling’s bloodline doesn’t affect
his or her personality to any great degree. Years o f dealing
with mistrust does leave its mark on most tieflings, and they
respond to it in different ways. Some choose to live up to the
wicked stereotype, but others are virtuous. Most are simply
very aware of how people respond to them. After dealing with
thieves, or crim e lords. S om etim es they live am ong
this mistrust throughout youth, a tiefling often develops the
other m inority populations in en claves w h ere they are
ability to overcome prejudice through charm or intimidation.
treated w ith m ore respect.
L ackin g a hom eland, tieflings k n ow that they have
to m ake their ow n w ay in the w orld and that they have T ie f l in g Tr a it s
to b e strong to survive. They are not quick to trust
T ieflings share certain racial traits as a result o f their
anyone w h o claim s to b e a friend, but w hen a tiefling’s
infernal descent.
com p a n ion s dem onstrate that they trust him or her,
Ability Score Increase. Your Intelligence score
the tiefling learns to extend the sam e trust to them.
in creases by 1, and your C harism a sc o r e in crea ses by 2.
A n d on ce a tiefling gives som eon e loyalty, the tiefling
Age. Tieflings m ature at the sam e rate as hum ans but
is a firm friend or ally for life.
live a few years longer.
Alignment. Tieflings m ight not have an innate
T ie f l in g Na m e s
ten den cy tow ard evil, but m any o f them end up there.
Tiefling n am es fall into three broad categories. Tieflings Evil or not, an independent nature inclines m any
b orn into another culture typically have n am es reflective tieflings tow ard a chaotic alignment.
o f that culture. S o m e have n am es derived from the Size. Tieflings are about the sam e size and build as
Infernal language, p a ssed dow n through generations, hum ans. Your size is M edium .
that reflect their fiendish heritage. A n d som e younger Speed. Your base w alkin g sp eed is 30 feet.
tieflings, striving to find a place in the w orld, adopt a Darkvision. T h an ks to your infernal heritage, you
nam e that signifies a virtue or other con cep t and then have su perior vision in dark and dim condition s. You
try to em b od y that con cept. For som e, the ch osen nam e can see in dim light w ithin 60 feet o f you as if it w ere
is a noble quest. For others, it’s a grim destiny. bright light, and in darkn ess as if it w ere dim light. You
Male Infernal Names: A k m en os, A m non , Barakas, c a n ’t discern color in darkness, only sh ades o f gray.
D am akos, E kem on, Iados, K airon, Leu cis, M elech, Hellish Resistance. You have resistan ce
M ordai, M orthos, P elaios, S k a m os, Therai to fire dam age.
Female Infernal Names: Akta, A nakis, B ryseis, Criella, Infernal Legacy. You k n ow the thaumaturgy cantrip.
D am aia, Ea, Kallista, Lerissa, M akaria, Nem eia, O nce you reach 3rd level, you can cast the hellish
O rianna, Phelaia, Rieta rebuke spell on ce per day as a 2nd-level spell. O n ce you
“Virtue” Nam es: Art, Carrion, Chant, Creed, D espair, reach 5th level, you can also cast the darkness spell
E xcellen ce, Fear, Glory, H ope, Ideal, M usic, N ow here, o n ce per day. C harism a is your sp ellcastin g ability for
O pen, Poetry, Quest, R andom , R everen ce, Sorrow , these spells.
Temerity, Torment, W eary Languages. You can speak, read, and w rite C om m on
and Infernal.
C h a p t e r 3: C l a s s e s
DVENTURERS ARE EXTRAORDINARY PEOPLE,
A Your class gives you a variety o f sp ecia l features, such
driven by a thirst for excitem ent into a as a fighter’s m astery o f w ea p on s and armor, and a
life that others w ou ld never dare lead. w iza rd ’s spells. At low levels, your class gives you only
T h ey are h eroes, com p elled to explore the tw o or three features, but as you advance in level you
dark p la ces o f the w orld and take on the gain m ore and your existing features often im prove.
challen ges that lesser w om en and m en Each class entry in this chapter includes a table
ca n ’t stand against. su m m arizin g the benefits you gain at every level, and
C lass is the prim ary definition o f w hat your character a detailed explanation o f each one.
can do. It’s m ore than a profession; it’s your character’s Adventurers som etim es advance in m ore than one
calling. C lass sh ap es the w ay you think about the class. A rogu e m ight sw itch direction in life and sw ear
w orld and interact with it and your relationship with the oath o f a paladin. A barbarian m ight d iscover latent
other p eop le and p ow ers in the m ultiverse. A fighter, m agical ability and dabble in the sorcerer class w hile
for exam ple, m ight view the w orld in pragm atic term s continuing to advance as a barbarian. Elves are kn ow n
o f strategy and m aneuvering, and see h erself as ju st a to com bin e m artial m astery w ith m agical training
paw n in a m uch larger gam e. A cleric, by contrast, might and advance as fighters and w izards sim ultaneously.
see h im self as a w illing servant in a g o d ’s u nfolding plan O ptional rules for com bin in g cla sses in this way, called
or a con flict brew in g a m on g various deities. W h ile the m ulticlassing, appear in chapter 6.
fighter has contacts in a m ercen a ry com pa n y or army, Twelve c la s se s—listed in the C la sses table—are found
the cleric m ight kn ow a num ber o f priests, paladins, and in alm ost every D & D w orld and define the sp ectru m o f
devotees w h o share his faith. typical adventurers.

Cl asses

Hit Primary Saving Throw Armor and Weapon


Class Description Die Ability Proficiencies Proficiencies
Barbarian A fierce warrior of primitive background d12 Strength Strength & Light and medium armor, shields,
who can enter a battle rage Constitution simple and martial weapons
Bard An inspiring magician whose power d8 Charisma Dexterity & Light armor, simple weapons, hand
echoes the music of creation Charisma crossbows, longswords, rapiers,
shortswords
Cleric A priestly champion who wields divine d8 Wisdom Wisdom & Light and medium armor, shields,
magic in service of a higher power Charisma simple weapons
Druid A priest o f the Old Faith, wielding the d8 Wisdom Intelligence Light and medium armor (nonmetal),
powers of nature— moonlight and & Wisdom shields (nonmetal), clubs, daggers,
plant growth, fire and lightning— and darts, javelins, maces, quarterstaffs,
adopting animal forms scimitars, sickles, slings, spears
Fighter A master o f martial combat, skilled with d10 Strength or Strength & All armor, shields, simple and martial
a variety o f weapons and armor Dexterity Constitution weapons
Monk An master of martial arts, harnessing d8 Dexterity & Strength & Simple weapons, shortswords
the power of the body in pursuit of Wisdom Dexterity
physical and spiritual perfection
Paladin A holy warrior bound to a sacred oath d10 Strength & Wisdom & All armor, shields, simple and martial
Charisma Charisma weapons
Ranger A warrior who uses martial prowess and d10 Dexterity & Strength & Light and medium armor, shields,
nature magic to combat threats on the Wisdom Dexterity simple and martial weapons
edges of civilization
Rogue A scoundrel who uses stealth and d8 Dexterity Dexterity & Light armor, simple weapons, hand
trickery to overcome obstacles and Intelligence crossbows, longswords, rapiers,
enemies shortswords
Sorcerer A spellcaster who draws on inherent d6 Charisma Constitution Daggers, darts, slings, quarterstaffs,
magic from a gift or bloodline & Charisma light crossbows
Warlock A wielder of magic that is derived from d8 Charisma Wisdom & Light armor, simple weapons
a bargain with an extraplanar entity Charisma
Wizard A scholarly magic-user capable of d6 Intelligence Intelligence Daggers, darts, slings, quarterstaffs,
manipulating the structures of reality & Wisdom light crossbows
A tall hum an tribesm an strides through a blizzard,
draped in fur and hefting his axe. H e laughs as he
ch arges tow ard the frost giant w h o dared p oa ch his
p eop le’s elk herd.
A half-orc snarls at the latest challen ger to her
authority over their savage tribe, ready to break his neck
w ith her bare hands as she did to the last six rivals.
Frothing at the mouth, a d w arf slam s his helm et into
the face o f his d row foe, then turns to drive his arm ored
elb ow into the gut o f another.
T h ese barbarians, different as they m ight be, are
defined by their rage: unbridled, unquenchable, and
unthinking fury. M ore than a m ere em otion, their anger
is the ferocity o f a corn ered predator, the unrelenting
assault o f a storm , the churning turm oil o f the sea.
F or som e, their rage springs from a com m u n ion
with fierce anim al spirits. O thers draw from a roiling
reservoir o f anger at a w orld full o f pain. For every
barbarian, rage is a p ow er that fuels not just a battle
frenzy but also uncanny reflexes, resilience, and
feats o f strength.

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

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

Proficiency Rage
Level Bonus Features Rages Damage
1st +2 Rage, Unarmored 2 +2
Defense
2nd +2 Reckless Attack, 2 +2
Danger Sense
3rd +2 Primal Path 3 +2
4th +2 Ability Score 3 +2
Improvement
5th +3 Extra Attack, 3 +2
Fast Movement
6th +3 Path feature 4 +2
7th +3 Feral Instinct 4 +2
8th +3 Ability Score 4 +2
Improvement
9th +4 Brutal Critical 4 +3
(1 die)
10th +4 Path feature 4 +3
11th +4 Relentless Rage 4 +3
12th +4 Ability Score 5 +3
Improvement
13th +5 Brutal Critical 5 +3
(2 dice)
14th +5 Path feature 5 +3
15th +5 Persistent Rage 5 +3
16th +5 Ability Score 5 +4 W hat led you to take up the adventuring life? W ere you
Improvement lured to settled lands by the prom ise o f rich es? Did you
17th +6 Brutal Critical 6 +4 jo in forces w ith soldiers o f those lands to face a shared
threat? D id m on sters or an invading horde drive you
(3 dice)
out o f your hom eland, m akin g you a rootless refugee?
18th +6 Indomitable 6 +4
Perhaps y ou w ere a prison er o f war, brought in chains to
Might
“civilized ” lands and only n ow able to w in your freedom .
19th +6 Ability Score 6 +4
Or you might have been cast out from your p eople
Improvement b eca u se o f a crim e you com m itted, a ta boo you violated,
20th +6 Primal Champion Unlimited +4 or a cou p that rem oved you from a position o f authority.

Q u ic k Bu il d
You can m ake a barbarian quickly by follow in g these
su ggestion s. First, put your highest ability s c o r e in
Strength, follow ed by Constitution. S econ d , c h o o s e the
outlander background.
m onsters. Barbarians charge h eadlong into that danger
s o that their p eople d on ’t have to.
T h eir cou rage in the face o f danger m akes barbarians C l a s s Fe a t u r e s
perfectly suited for adventuring. W andering is often a A s a barbarian, you gain the follow in g class features.
w ay o f life for their native tribes, and the rootless life o f
the adventurer is little hardship for a barbarian. S om e H it Po in t s
barbarians m iss the close-k n it fam ily stru ctu res o f the Hit Dice: 1d 12 per barbarian level
tribe, but eventually find them replaced by the bon ds Hit Points at 1st Level: 12 + your Constitution m odifier
form ed am ong the m em bers o f their adventuring parties. Hit Points at Higher Levels: 1d 12 (or 7) + your
Constitution m odifier per barbarian level after 1st
C r e a t in g a Ba r b a r ia n
Pr o f ic ie n c ie s
W h en creating a barbarian character, think about w here
Arm or: Light armor, m edium armor, shields
you r character c o m e s from and his or her place in the
Weapons: S im ple w eapon s, martial w eapon s
w orld. Talk with your DM about an appropriate origin
Tools: N one
for your barbarian. D id you co m e from a distant land,
m akin g you a stranger in the area o f the cam paign? Saving Throws: Strength, Constitution
O r is the cam paign set in a rough-and-tum ble frontier Skills: C h oose tw o from A nim al Handling, Athletics,
w here barbarians are com m on ? Intim idation, Nature, P erception , and Survival
Eq u ipm e n t U n a r m o r e d D e f e n se
Y o u s t a r t w i t h t h e f o l l o w i n g e q u i p m e n t , in a d d i t i o n to
W h ile you are not w earin g any armor, your A rm or C lass
th e e q u ip m e n t g r a n te d b y y o u r b a c k g r o u n d :
equals 10 + your Dexterity m odifier + your Constitution
• (a) a greataxe or (b) any m artial m elee w eapon m odifier. You can use a shield and still gain this benefit.
• (a) tw o handaxes or (b) any sim ple w eapon
• A n exp lorer’s pack and four javelins Re c k l e ss A t t a c k
Starting at 2nd level, you can th row aside all con cern
Ra g e
for defen se to attack w ith fierce desperation. W h en
In battle, you fight with prim al ferocity. O n your turn, you m ake your first attack on your turn, you can decide
you can enter a rage as a bon u s action. to attack recklessly. D oin g s o gives you advantage on
W h ile raging, you gain the follow in g benefits if you m elee w eapon attack rolls usin g Strength during this
aren’t w earin g heavy arm or: turn, but attack rolls against you have advantage until
• You have advantage on Strength ch eck s and Strength your next turn.
saving throw s.
• W hen you m ake a m elee w eapon attack using
Da n g e r Se n se
Strength, you gain a bon u s to the dam age roll that At 2nd level, you gain an uncanny sen se o f w hen things
in creases as you gain levels as a barbarian, as show n nearby aren’t as they should be, giving you an edge
in the R age D am age colu m n o f the Barbarian table. w hen you d odge away from danger.
• You have resistan ce to bludgeoning, piercing, and You have advantage on D exterity saving throw s
slashing dam age. against effects that you can see, such as traps and spells.
To gain this benefit, you ca n ’t be blinded, deafened, or
If you are able to cast spells, you ca n ’t cast them or
incapacitated.
concentrate on them w hile raging.
Your rage lasts for 1 minute. It ends early if you are
P r i m a l Pa t h
k n ocked u n con sciou s or if your turn ends and you
haven’t attacked a hostile creature sin ce your last turn At 3rd level, you c h o o s e a path that sh ap es the nature o f
or taken dam age sin ce then. You can also end your rage your rage. C h oose the Path o f the B erserker or the Path
on your turn as a bon u s action. o f the Totem W arrior, both detailed at the end o f the
O nce you have raged the num ber o f tim es show n class description. Your ch oice grants you features at 3rd
for your barbarian level in the R a ges colu m n o f the level and again at 6th, 10th, and 14th levels.
Barbarian table, you m ust finish a lon g rest before you
can rage again.
A b i l i t y S c o r e Im p r o v e m e n t barbarians attribute their rage to different sou rces,
however. F or som e, it is an internal reservoir w here
W h en you reach 4th level, and again at 8th, 12th, 16th, pain, grief, and anger are forged into a fury hard as
and 19th level, you ca n in crease on e ability sco re o f your
steel. O thers se e it as a spiritual blessing, a gift o f
ch oice by 2, or you can in crease tw o ability s c o r e s o f
a totem anim al.
your ch oice by 1. A s norm al, you ca n ’t in crease an ability
sco re above 20 using this feature. Pa t h o f t h e Be r se r k e r
For som e barbarians, rage is a m eans to an end-—that
Ex t r a A t t a c k
end being violen ce. The Path o f the B erserker is a path
B egin ning at 5th level, you can attack tw ice, instead of
o f untram m eled fury, slick w ith blood. A s you enter
on ce, w hen ever you take the A ttack action on your turn.
the berserk er’s rage, you thrill in the ch a os o f battle,
h eed less o f your ow n health or w ell-being.
Fa s t M o v e m e n t
Starting at 5th level, your sp eed in creases by 10 feet Fr e n z y

w hile you aren’t w earin g heavy armor. Starting w hen you c h o o s e this path at 3rd level, you
can go into a frenzy w hen you rage. If you do so, for
F e r a l In s t in c t the duration o f your rage you can m ake a single m elee
w eapon attack as a bon u s action on each o f your turns
By 7th level, your instincts are so h oned that you have
after this one. W h en your rage ends, you suffer on e level
advantage on initiative rolls.
o f exhaustion (as d escribed in appendix A).
Additionally, if you are su rprised at the begin ning o f
com bat and aren’t incapacitated, you can act n orm ally
M in d l e s s Ra g e
on your first turn, but only if you enter your rage before
B egin ning at 6th level, you ca n ’t be ch a rm ed or
doin g anything else on that turn.
frightened w hile raging. If you are charm ed or
frightened w hen you enter your rage, the effect is
Br u t a l C r it ic a l
su sp ended for the duration o f the rage.
B egin ning at 9th level, you ca n roll one additional
w eap on dam age die w hen determ ining the extra In t im id a t in g Pr e se n c e

dam age for a critical hit w ith a m elee attack. B egin ning at 10th level, you can use your action to
T h is in crea ses to tw o additional dice at 13th level frighten som eon e w ith your m en acin g p resen ce.
and three additional dice at 17th level. W h en you do so, c h o o s e on e creature that you can see
w ithin 30 feet o f you. If the creature can see or hear
Re l e n t l e ss Ra g e you, it m ust su cce e d on a W isd om saving th row (D C
equal to 8 + your p roficiency bon u s + your Charism a
Starting at 11th level, your rage can keep you fighting
m odifier) or b e frightened o f you until the end o f your
despite grievous w ou n ds. If you drop to 0 hit points
next turn. On subsequent turns, you can use your action
w hile y ou ’re raging and don ’t die outright, you can m ake
to extend the duration o f this effect on the frightened
a D C 10 Constitution saving throw. If you su cceed , you
drop to 1 hit point instead.
E ach tim e you use this feature after the first, the D C
in creases by 5. W h en you finish a short or long rest, the
D C resets to 10.

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

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

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

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

A spe c t o f t h e Be a s t

At 6th level, you gain a m agical benefit based on the


totem anim al o f your ch oice. You can c h o o s e the sam e
anim al you selected at 3rd level or a different one.
creature until the end o f your next turn. This effect ends
Bear. You gain the m ight o f a bear. Your carryin g
if the creature ends its turn out o f line o f sight or m ore
capacity (including m axim um load and m axim um lift)
than 60 feet away from you.
is doubled, and you have advantage on Strength ch eck s
If the creature su cce e d s on its saving throw, you can't
m ade to push, pull, lift, or break objects.
use this feature on that creature again for 24 hours.
Eagle. You gain the eyesight o f an eagle. You can
R e t a l ia t io n
s e e up to 1 m ile away with no difficulty, able to discern
even fine details as though look in g at som eth in g no
Starting at 14th level, w hen you take dam age from
m ore than 100 feet away from you. Additionally, dim
a creature that is within 5 feet o f you. you can use
light doesn't im p ose disadvantage on your W isd om
your reaction to m ake a m elee w eap on attack against
(P erception ) ch ecks.
that creature.
Wolf, You gain the hunting sensibilities o f a w olf. You
Pa t h o f t h e T o t e m Wa r r io r can track other creatu res w hile traveling at a fast pace,
and you can m ove stealthily w hile traveling at a norm al
The Path o f the Totem W arrior is a spiritual journey, as pace (see chapter 8 for rules on travel pace).
the barbarian accep ts a spirit anim al as guide, protector,
and inspiration. In battle, your totem spirit fills you Sp ir it Wa l k e r
with supernatural might, adding m agical fuel to your At 10th level, you can cast the commune with nature
barbarian rage. spell, but only as a ritual. W h en you do so, a spiritual
M ost barbarian tribes con sid er a totem anim al to be version o f one o f the anim als you c h o se for Totem Spirit
kin to a particular clan. In such ca ses, it is unusual for or A sp ect o f the B east appears to you to convey the
an individual to have m ore than one totem anim al spirit, inform ation you seek.
though exception s exist.
To t e m ic A t t u n e m e n t
Sp i r it Se e k e r At 14th level, you gain a m agical benefit ba sed on a
Yours is a path that seeks attunement with the natural totem anim al o f your ch oice. You can c h o o s e the sam e
w orld, giving you a kinship with beasts. At 3rd level w hen anim al you selected previously or a different one.
you adopt this path, you gain the ability to cast the beast Bear, W h ile you ’re raging, any creature within 5 feet
sense and speak with animals spells, but only as rituals, o f you that’s hostile to you has disadvantage on attack
as described in chapter 10. rolls against targets other than you or another character
with this feature. An enem y is im m u ne to this effect if it
T o t e m Sp i r it
ca n ’t see or hear you or if it ca n ’t b e frightened.
At 3rd level, w hen you adopt this path, you c h o o s e a Eagle. W h ile raging, you have a flying sp eed equal to
totem spirit and gain its feature. You must m ake or your current w alk in g speed. T h is benefit w ork s only in
acquire a physical totem object- an am ulet or sim ilar short bursts; you fall if you end your turn in the air and
adornm ent—that in corporates fur or feathers, claw s, nothing else is h oldin g you aloft.
teeth, or b on es o f the totem anim al. At your option, you Wolf. W h ile y ou ’re raging, you can u se a bon u s action
also gain m inor physical attributes that are rem iniscent on your turn to kn ock a Large or sm aller creature prone
o f your totem spirit. For exam ple, if you have a bear w hen you hit it with m elee w eapon attack.
totem spirit, you m ight be unusually hairy and thick-
skinned, or if your totem is the eagle, your eyes turn
bright yellow.
Ba r d
H u m m ing as she traces her fingers over an ancient
m onum ent in a long-forgotten ruin, a h alf-elf in rugged
leathers finds k n ow led ge sprin ging into her mind,
con ju red forth by the m agic o f her son g —kn ow ledge
o f the p eople w h o con stru cted the m onum ent and the
m ythic saga it depicts.
A stern hum an w arrior bangs his sw ord rhythm ically
against his scale mail, setting the tem po for his w ar chant
and exhortin g his com p a n ion s to bravery and heroism .
T he m agic o f his so n g fortifies and em b olden s them .
Laughing as she tunes her cittern, a gnom e w eaves
her subtle m agic over the a ssem bled n obles, ensuring
that her com p a n ion s’ w ord s w ill be w ell received.
W h eth er scholar, skald, or scou ndrel, a bard w eaves
m agic through w ord s and m u sic to inspire allies,
dem oralize foes, m anipulate m inds, create
illusions, and even heal w oun ds.

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

L e a r n in g f r o m Ex pe r ie n c e
True bards are not com m on in the w orld. Not every
m instrel singing in a tavern or jester cavorting in a royal
cou rt is a bard. D iscoverin g the m agic hidden in m usic
requires hard study and som e m easure o f natural talent
that m ost troubadours and jon g leu rs lack. It can be hard
to spot the difference betw een these perform ers and true
bards, though. A bard’s life is spent w andering across
the land gathering lore, telling stories, and living on the
gratitude o f audiences, m uch like any other entertainer.
But a depth o f know ledge, a level o f m usical skill, and a
touch o f m agic set bards apart from their fellow s.
Only rarely do bards settle in on e place for long, and
their natural desire to travel—to find n ew tales to tell,
n ew skills to learn, and new discov eries beyon d the
h orizon —m akes an adventuring career a natural calling.
Every adventure is an opportu nity to learn, practice a
variety o f skills, enter long-forgotten tom bs, d iscov er lost
Q u ic k Bu il d
You can m ake a bard quickly by
follow in g these suggestion s. First,
C harism a should be your highest
ability score, follow ed by Dexterity.
S econ d , c h o o s e the entertainer
backgrou n d. Third, c h o o s e the dancing lights and
vicious mockery cantrips, along with the follow in g
1st-level spells: charm person, detect magic, healing
word, and thunderwave.

C l a s s Fe a t u r e s
A s a bard, you gain the follow in g class features.

H it Po in t s
Hit Dice: 1d8 per bard level
Hit Points at 1st Level: 8 + your Constitution m odifier
Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution m odifier per bard level after 1st

w ork s o f m agic, deciph er old tom es, travel to strange Pr o f ic ie n c ie s


places, or encounter exotic creatures. Bards love to A rm or: Light arm or
accom p a n y h eroes to w itn ess their d eeds firsthand. A W eapons: Sim ple w eapon s, hand c rossb ow s,
bard w h o can tell an aw e-inspiring story from person al lon gsw ords, rapiers, sh ortsw ords
experien ce earn s renow n am ong other bards. Indeed, Tools: T h ree m usical instrum ents o f your ch oice
after telling s o m any stories about h eroes accom plish in g
Saving Throws: Dexterity, C harism a
m ighty d eeds, m any bards take these th em es to heart
Skills: C h oose any three
and assu m e h eroic roles them selves.

Eq u ipm e n t
C r e a t in g a Ba r d
You start with the follow in g equipm ent, in addition to
Bards thrive on stories, w hether th ose stories are true the equipm ent granted by your background:
or not. Your character’s back grou n d and m otivations
• (a) a rapier, (b) a lon gsw ord, or (c) any sim ple w eapon
are not as im portant as the stories that he or she tells
• (a) a diplom at’s pack or (b) an entertainer's pack
about them. Perhaps you had a secu re and m undane
• (a) a lute or (b) any other m usical instrum ent
ch ildh ood . T h ere’s no g o o d story to be told about that,
• Leather arm or and a dagger
so you m ight paint y ou rself as an orphan raised by a hag
in a dism al sw am p. Or your ch ild h ood m ight be w orthy
Spe l l c a s t in g
o f a story. S o m e bards acquire their m agical m usic
through extraordinary m eans, including the inspiration You have learned to untangle and reshape the fabric of
o f fey o r other supernatural creatures. reality in harm ony with your w ish es and m usic. Your
Did you serve an apprenticeship, studying under a spells are part o f your vast repertoire, m agic that you
master, follow in g the m ore experien ced bard until you can tune to different situations. S e e chapter 10 for the
w ere ready to strike out on your ow n ? O r did you attend general rules o f spellcasting and chapter 11 for the
a colleg e w here you studied bardic lore and practiced bard spell list.
your m usical m agic? Perhaps you w ere a youn g runaw ay
or orphan, befrien ded by a w an dering bard w h o b eca m e C a n t r ips

your m entor. O r you m ight have been a sp oiled noble You k n ow tw o cantrips o f your ch oice from the bard
child tutored by a master. Perhaps you stum bled into the spell list. You learn additional bard cantrips o f your
clutches o f a hag, m akin g a bargain for a m usical gift in ch oice at higher levels, as sh ow n in the Cantrips K now n
addition to your life and freedom , but at w hat cost? colu m n o f the Bard table.
T h e Ba r d

— Spell Slots per Spell Level—


Proficiency Cantrips Spells
Level Bonus Features Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

1st +2 Spellcasting, Bardic Inspiration (d6) 2 4 2 — — — — — — — —

2nd +2 jack o f All Trades, Song o f Rest (d 6) 2 5 3 — — — — — — — —

3rd +2 Bard College, Expertise 2 6 4 2 — — — — — — —

4th +2 Ability Score Improvement 3 7 4 3 — — — — — — —

5th +3 Bardic Inspiration (d8), 3 8 4 3 2 — — — — — —

Font o f Inspiration
6th +3 Countercharm, Bard College feature 3 9 4 3 3 — — — — — —

7th +3 — 3 10 4 3 3 1 — — — — —

8th +3 Ability Score Improvement 3 11 4 3 3 2 — — — — —

9th +4 Song of Rest (d8) 3 12 4 3 3 3 1 — — — —


10th +4 Bardic Inspiration (d10), Expertise, 4 14 4 3 3 3 2 — — — —

Magical Secrets
11th +4 — 4 15 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 4 15 4 3 3 3 2 1 — — —
13th +5 Song of Rest (d10) 4 16 4 3 3 3 2 1 1 — —
14th +5 Magical Secrets, 4 18 4 3 3 3 2 1 1 — —

Bard College feature


15th +5 Bardic Inspiration (d12) 4 19 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 4 19 4 3 3 3 2 1 1 1 —
17th +6 Song of Rest (d12) 4 20 4 3 3 3 2 1 1 1 1
18th +6 Magical Secrets 4 22 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 22 4 3
3
3 3
3
3
3
2
2
1
2
1
1
1
1
20th +6 Superior Inspiration 4 22 4 3

Sp e l l Sl o t s m odifier w hen setting the saving th row D C for a bard


T h e Bard table sh ow s h ow m any spell slots you have to spell you cast and w hen m akin g an attack roll w ith one.
cast your sp ells o f 1st level and higher. To cast on e o f Spell save DC = 8 + your proficiency bonus +
th ese spells, you m ust expend a slot o f the sp ell’s level
your Charisma modifier
or higher. You regain all expen ded spell slots w hen you
finish a lon g rest. Spell attack modifier = your proficiency bonus +
For exam ple, if you k n ow the 1st-level spell cure your Charisma modifier
wounds and have a 1st-level and a 2nd-level spell slot
available, you can cast cure wounds using either slot. R it u a l C a s t in g
You can cast any bard spell you k n ow as a ritual if that
Sp e l l s K n o w n o f 1s t L e v e l a n d H ig h e r spell has the ritual tag.
You k n ow four 1st-level spells o f your ch oice from the
Sp e l l c a s t in g Fo c u s
bard spell list.
T h e S p ells K n ow n colum n o f the Bard table sh ow s You can use a m u sical instrum ent (found in chapter 5)
w hen you learn m ore bard spells o f your ch oice. Each o f as a spellcastin g focu s for your bard spells.
these sp ells m ust b e o f a level for w hich you have spell
slots, as sh ow n on the table. For instance, w hen you Ba r d ic In s p ir a t io n
reach 3rd level in this class, you can learn on e n ew spell You can inspire others through stirring w ord s or m usic.
o f 1st or 2nd level. To do so, you u se a bon u s action on your turn to c h o o s e
Additionally, w hen you gain a level in this class, you on e creature other than y ou rself w ithin 60 feet o f you
can c h o o s e on e o f the bard sp ells you kn ow and replace w h o can hear you. That creature gains on e Bardic
it w ith another spell from the bard spell list, w hich also Inspiration die, a d6.
m ust be o f a level for w hich you have spell slots. O nce w ithin the next 10 m inutes, the creature can roll
the die and add the num ber rolled to one ability check,
Sp e l l c a s t in g A b il it y
attack roll, or saving th row it m akes. T h e creature can
C harism a is your sp ellcastin g ability for your bard wait until after it rolls the d2 0 before decidin g to use the
spells. Your m agic c o m e s from the heart and sou l you B ardic Inspiration die, but must decide before the DM
pou r into the perform an ce o f your m usic or oration. says w hether the roll su cce e d s or fails. O nce the B ardic
You use your C harism a w henever a spell refers to your Inspiration die is rolled, it is lost. A creature can have
spellcastin g ability. In addition, you use your Charism a only on e B ardic Inspiration die at a time.
You can use this feature a num ber o f tim es equal M a g ic a l Se c r e t s
to your C harism a m odifier (a m inim um o f once). You
regain any expen ded u ses w hen you finish a lon g rest. By 10th level, you have plundered m agical kn ow ledge
Your B ardic Inspiration die changes w hen you reach from a w id e sp ectru m o f disciplines. C h o o se tw o spells
certain levels in this class. T h e die b e c o m e s a d8 at 5th from any class, including this one. A spell you c h o o s e
level, a d 10 at 10th level, and a d l 2 at 15th level. m ust be o f a level you can cast, as sh ow n on the Bard
table, or a cantrip.
Ja c k o f A l l T r a d e s Th e ch osen sp ells count as bard spells for you and are
included in the num ber in the S p ells K n ow n colu m n o f
Starting at 2nd level, you can add h alf your proficiency
the Bard table.
bonus, rounded dow n, to any ability ch eck you m ake that
You learn tw o additional sp ells from any class at 14th
d oesn ’t already include your proficiency bonus.
level and again at 18th level.

So n g o f R e s t Su p e r io r In s p ir a t io n
B egin ning at 2nd level, you can u se sooth in g m usic or
At 20th level, w hen you roll initiative and have no u ses
oration to help revitalize your w ou n ded allies during
o f B ardic Inspiration left, you regain on e use.
a short rest. If you or any friendly creatu res w h o can
hear your perform an ce regain hit points at the end o f
the short rest, each o f th ose creatures regains an extra
Ba r d C o l l e g e s
1d6 hit points. Th e w ay o f a bard is gregarious. B ards seek each
T h e extra hit p oints in crease w hen you reach certain other out to sw ap so n g s and stories, boast o f their
levels in this class: to 1d8 at 9th level, to 1d 10 at 13th a ccom plish m en ts, and share their k n ow ledge. Bards
level, and to 1d 12 at 17th level. form lo o s e association s, w hich they call colleg es, to
facilitate their gatherings and preserve their traditions.
Ba r d C o l l e g e
C o l l e g e o f L o r e
At 3rd level, you delve into the advanced techniques o f
a bard colleg e o f your choice: the C ollege o f L ore or the B ards o f the C ollege o f L ore k n ow som eth in g about
C ollege o f Valor, both detailed at the end o f the class m ost things, collectin g bits o f k n ow led ge from sou rces
description. Your ch oice grants you features at 3rd level as diverse as scholarly tom es and peasant tales.
and again at 6th and 14th level. W h eth er singin g folk ballads in taverns or elaborate
com p osition s in royal courts, th ese bards u se their gifts
Ex pe r t ise to hold au dien ces spellbou n d. W h en the applause dies
dow n, the audience m em bers m ight find them selves
At 3rd level, c h o o s e tw o o f your skill proficiencies. Your
qu estion in g everything they held to be true, from their
proficiency bon u s is dou bled for any ability ch eck you
faith in the p riesth ood o f the loca l tem ple to their
m ake that u ses either o f the ch osen proficiencies.
loyalty to the king.
At 10th level, you can c h o o s e another tw o skill
The loyalty o f th ese bards lies in the pursuit o f beauty
proficien cies to gain this benefit.
and truth, not in fealty to a m on arch or follow in g the
A b i l i t y S c o r e Im p r o v e m e n t tenets o f a deity. A n oble w h o keeps such a bard as a
herald or advisor k n ow s that the bard w ou ld rather be
W h en you reach 4th level, and again at 8th, 12th, 16th, h onest than politic.
and 19th level, you can in crease on e ability sco re o f your The co lle g e ’s m em bers gather in libraries and
ch oice by 2, or you can in crease tw o ability s c o r e s o f som etim es in actual colleg es, com plete w ith cla ssroom s
your ch oice by 1. A s norm al, you ca n ’t in crease an ability and dorm itories, to share their lore w ith one another.
sco re above 20 using this feature. T h ey also m eet at festivals or affairs o f state, w here they
can ex p o se corruption, unravel lies, and poke fun at self-
Fo n t o f In s p ir a t io n im portant figures o f authority.
B egin ning w hen you reach 5th level, you regain all o f
your expen ded u ses o f B ardic Inspiration w hen you Bo n u s Pr o f ic ie n c ie s

finish a short or lon g rest. W h en you jo in the C ollege o f L ore at 3rd level, you gain
proficiency w ith three skills o f your choice.
C o u n t e r c h a r m
C u t t in g W o r d s
At 6th level, you gain the ability to use m u sical notes or A lso at 3rd level, you learn h ow to use your wit to
w ord s o f p ow er to disrupt m ind-influencing effects. A s distract, con fu se, and oth erw ise sap the con fid en ce and
an action, you can start a perform an ce that lasts until com p eten ce o f others. W h en a creature that you can
the end o f your next turn. D uring that time, you and any see w ithin 6 0 feet o f you m akes an attack roll, an ability
friendly creatu res w ithin 30 feet o f you have advantage check, or a dam age roll, you can use your reaction to
on saving th row s against being frightened or charm ed. expend on e o f your u ses o f B ardic Inspiration, rolling
A creature m ust be able to hear you to gain this benefit. a B ardic Inspiration die and subtracting the num ber
Th e p erform a n ce en ds early if you are incapacitated or rolled from the creatu re’s roll. You can c h o o s e to use
silen ced or if you voluntarily en d it (no action required). this feature after the creature m akes its roll, but before
the DM determ ines w hether the attack roll or ability
ch eck su cceed s or fails, or before the creature deals its son gs, they inspire others to reach the sam e heights o f
dam age. The creature is im m une if it can ’t hear you or if accom plish m en t as the h eroes o f old.
it’s im m une to being charm ed.
Bo n u s Pr o f ic ie n c ie s
A d d it io n a l M a g ic a l Se c r e t s W hen you jo in the C ollege o f Valor at 3rd level, you
At 6th level, you learn tw o spells o f your ch oice from any gain proficiency w ith m edium arm or, shields, and
class. A spell you c h o o s e m ust be o f a level you can cast, m artial w eapon s.
as sh ow n on the Bard table, or a cantrip. The ch osen
spells coun t as bard sp ells for you but d on ’t count C o m b a t In s pir a t io n

against the num ber o f bard spells you know. A lso at 3rd level, you learn to inspire others in battle.
A creature that has a B ardic Inspiration die from you
Pe e r l e ss Sk il l can roll that die and add the num ber rolled to a w eapon
Starting at 14th level, w hen you m ake an ability check, dam age roll it just m ade. Alternatively, w hen an attack
you can expend on e u se o f B ardic Inspiration. Roll a roll is m ade against the creature, it can u se its reaction
B ardic Inspiration die and add the num ber rolled to to roll the B ardic Inspiration die and add the num ber
you r ability check . You can c h o o s e to do s o after you roil rolled to its AC against that attack, after seein g the roll
the die for the ability check, but before the DM tells you but before kn ow in g w hether it hits or m isses.
w hether you su cce e d or fail.
Ex t r a A t t a c k

C o l l e g e o f Va l o r Starting at 6th level, you can attack tw ice, instead o f


on ce, w hen ever you take the Attack action on your turn.
B ards o f the C ollege o f Valor are daring skalds w h ose
tales keep alive the m em ory o f the great h eroes o f the Ba t t l e M a g ic
past, and thereby inspire a n ew generation o f h eroes. At 14th level, you have m astered the art o f w eaving
T h ese bards gather in m ead halls or around great sp ellcastin g and w eap on u se into a single h arm on ious
bon fires to sing the d eed s o f the mighty, both past act. W h en you use your action to cast a bard spell, you
and present. Th ey travel the land to w itn ess great can m ake one w eap on attack as a bon u s action.
events firsthand and to ensure that the m em ory of
th ose events d oesn ’t pa ss from the w orld. W ith their
A rm s and eyes upraised tow ard the sun and a prayer
on his lips, an elf begin s to g low w ith an inner light that
spills out to heal his battle-worn com pan ion s.
Chanting a son g o f glory, a d w arf sw in g s his axe
in w ide sw aths to cut through the ranks o f orc s
arrayed against him , sh ou tin g praise to the g od s w ith
every fo e ’s fall.
Calling dow n a cu rse upon the forces o f undeath, a
hum an lifts her holy sym bol as light p ou rs from it to
drive ba ck the zom b ies crow d in g in on her com pan ion s.
C lerics are interm ediaries b etw een the m ortal w orld
and the distant planes o f the gods. A s varied as the gods
they serve, clerics strive to em b ody the h andiw ork o f
their deities. No ordinary priest, a cleric is im bued with
divine m agic.

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

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

— Spell Slots per Spell Level—


Proficiency Cantrips
Level Bonus Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

1st +2 Spellcasting, Divine Domain 3 2 — — — — — — — —

2nd +2 Channel Divinity (1/rest), 3 3 — — — — — — — —

Divine Domain feature


3rd +2 — 3 4 2 — — — — — — —

4th +2 Ability Score Improvement 4 4 3 — — — — — — —

5th +3 Destroy Undead (CR 1/2) 4 4 3 2 — — — — — —


6th +3 Channel Divinity (2/rest), 4 4 3 3 — — — — — —
Divine Domain feature
7th +3 — 4 4 3 3 1 — — — — —

8th +3 Ability Score Improvement, Destroy Undead 4 4 3 3 2 — — — — —

(CR 1), Divine Domain feature


9th +4 — 4 4 3 3 3 1 — — — —
10th +4 Divine Intervention 5 4 3 3 3 2 — — — —
11th +4 Destroy Undead (CR 2) 5 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 5 4 3 3 3 2 1 — — —
13th +5 — 5 4 3 3 3 2 1 1 — —
14th +5 Destroy Undead (CR 3) 5 4 3 3 3 2 1 1 — —
15th +5 — 5 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 —
17th +6 Destroy Undead (CR 4), 5 4 3 3 3 2 1 1 1 1
Divine Domain feature
18th +6 Channel Divinity (3/rest) 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Divine Intervention improvement 5 4 3 3 3 3 2 2 1 1

their deities’ w orsh ipers, w h ich can m ean fighting


ram paging orc s, negotiating p ea ce b etw een w arrin g
C l a s s Fe a t u r e s
nations, or sea lin g a portal that w ou ld allow a dem on A s a cleric, you gain the follow in g cla ss features.
prin ce to enter the w orld.
H it Po in t s
M ost adventuring clerics m aintain som e con n ection to
Hit Dice: 1d8 p er cleric level
established tem ples and orders o f their faiths. A tem ple
Hit Points at 1st Level: 8 + your Constitution m odifier
m ight ask for a cleric’s aid, or a high priest m ight be in a
Hit Points at Higher Levels: 1d8 (or 5) + your
position to dem an d it.
Constitution m odifier per cleric level after 1st

C r e a t in g a C l e r ic Pr o f ic ie n c ie s
A s you create a cleric, the m ost im portant question to Arm or: Light armor, m edium armor, shields
con sid er is w h ich deity to serve and w hat prin ciples you Weapons: All sim ple w eap on s
w ant your character to em body. A pp en dix B includes Tools: N one
lists o f m any o f the g od s o f the multiverse. C h eck with
Saving Throws: W isdom , Charism a
your D M to learn w hich deities are in your cam paign.
Skills: C h oose tw o from History, Insight, M edicine,
O n ce you ’ve ch osen a deity, con sid er your cleric's
Persuasion, and R eligion
relationship to that god. D id you enter this serv ice
w illingly? O r did the g od c h o o s e you, im pelling you into Eq u ipm e n t
serv ice w ith n o regard for your w ish es? H ow do the You start with the follow in g equipm ent, in addition to
tem ple priests o f your faith regard you: as a cham pion
the equipm ent granted by your background:
or a troublem aker? W h at are your ultimate goals? D oes
your deity have a sp ecia l task in m ind for you? O r are • (a) a m a ce or (b) a w arham m er (if proficient)
you striving to prove y ou rself w orthy o f a great quest? • (a) sca le mail, (b) leather armor, or (c) chain m ail (if
proficient)
Q u ic k Bu il d • (a) a light cro s s b o w and 20 bolts or (b) any sim ple
You can m ake a cleric quickly by follow in g these w eapon
suggestion s. First, W isd om should be your highest • (a) a priest’s pack or (b) an explorer’s pack
ability score, follow ed by S tren gth or Constitution. • A shield and a holy sym bol
S econ d , c h o o s e the acolyte background.
Sp e l l c a s t in g You can change your list o f prepared sp ells w hen you
finish a lon g rest. P reparin g a n ew list o f cleric spells
A s a conduit for divine pow er, you can cast cleric spells.
requ ires tim e spent in prayer and m editation: at least 1
S e e chapter 10 for the general rules o f sp ellcastin g and
m inute per spell level for each spell on your list.
chapter 11 for the cleric spell list.
Sp e l l c a s t in g A b il it y
C a n t r ip s
W isd om is your sp ellcastin g ability for your cleric spells.
At 1st level, you k n ow three cantrips o f your ch oice from
T h e p ow er o f your sp ells c o m e s from your devotion to
the cleric spell list. You learn additional cleric cantrips
your deity. You u se your W isd om w hen ever a cleric spell
o f your ch oice at higher levels, as sh ow n in the Cantrips
refers to your sp ellcastin g ability. In addition, you use
K n ow n colu m n o f the Cleric table.
your W isd om m odifier w hen setting the saving th row
D C for a cleric spell you cast and w hen m aking an
Pr e p a r in g a n d C a s t in g Sp e l l s
attack roll w ith one.
T h e Cleric table sh ow s h ow m any spell slots you have
to cast your spells o f 1st level and higher. To cast on e o f Spell save D C = 8 + your proficiency bonus +
th ese spells, you m ust expend a slot o f the sp ell’s level your Wisdom modifier
or higher. You regain all expen ded spell slots w hen you
Spell attack modifier = your proficiency bonus +
finish a lon g rest.
your Wisdom modifier
You prepare the list o f cleric spells that are available
for you to cast, ch oosin g from the cleric spell list. W h en
R it u a l C a s t in g
you do so, c h o o s e a num ber o f cleric spells equal to
You can cast a cleric spell as a ritual if that spell has the
your W isd om m odifier + your cleric level (m inim um o f
ritual tag and you have the spell prepared.
on e spell). The spells must be o f a level for w hich you
have spell slots. Sp e l l c a s t in g Fo c u s
For exam ple, if you are a 3rd-level cleric, you have four You can use a holy sym b ol (found in chapter 5) as a
1st-level and tw o 2nd-level spell slots. W ith a W isd om sp ellcastin g focu s for your cleric spells.
o f 16, your list o f prepared spells can include six spells
o f 1st or 2nd level, in any com bination. If you prepare D iv in e D o m a in
the 1st-level sp ell cure wounds, you can cast it using
C h oose on e dom ain related to your deity: K now ledge,
a 1st-level or 2nd-level slot. C asting the spell d oesn ’t
rem ove it from your list o f prepared spells. Life, Light, Nature, Tem pest, Trickery, or War. Each
dom ain is detailed at the end o f the class description,
and each on e provides exam ples o f g od s associated
w ith it. Y our ch oice grants you dom ain sp ells and other
features w hen you c h o o s e it at 1st level. It also grants
you additional w ays to use Channel Divinity w hen you
gain that feature at 2nd level, and additional benefits at
6th, 8th, and 17th levels.

D o m a in Sp e l l s

E ach dom ain has a list o f sp ells—its dom ain sp ells—


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

C h a n n e l D iv in it y
At 2nd level, you gain the ability to channel divine
en ergy directly from your deity, using that en ergy to fuel
m agical effects. You start with tw o such effects: Turn
U ndead and an effect determ ined by your dom ain. S om e
dom ain s grant you additional effects as you advance in
levels, as noted in the dom ain description.
W h en you u se your Channel Divinity, you c h o o s e
w hich effect to create. You m ust then finish a short or
lon g rest to u se your Channel Divinity again.
S o m e Channel Divinity effects require saving throw s.
W h en you use such an effect from this class, the DC
equals your cleric spell save DC.
B egin n in g at 6th level, you can u se your Channel
Divinity tw ice betw een rests, and beginning at 18th level.
you can use it three tim es betw een rests. W h en you finish dom ain s o f K now ledge, Life, and Light. A s a cleric, you
a short or long rest, you regain your expen ded u ses. c h o o s e on e aspect o f your deity’s portfolio to em phasize,
and you are granted p ow ers related to that dom ain.
C h a n n e l D iv in it y : Tu r n U n d e a d Your ch oice might c orresp on d to a particular sect
A s an action, you present your holy sym bol and sp eak a dedicated to your deity. A pollo, for exam ple, cou ld be
prayer cen su rin g the undead. E ach undead that can see w orsh ip ed in on e region as P h oeb u s (“radiant”) A pollo,
or hear you w ithin 30 feet o f you must m ake a W isdom em phasizing his influence over the Light dom ain,
saving throw. If the creature fails its saving throw, it is and in a different place as A p ollo A cesiu s (“h ealing”),
turned for 1 m inute or until it takes any dam age. em phasizing his a ssocia tion w ith the Life dom ain.
A turned creature m ust spend its turns trying to m ove Alternatively, your ch oice o f dom ain cou ld sim ply b e a
as far away from you as it can, and it can ’t w illingly m atter o f p erson al preference, the asp ect o f the deity
m ove to a sp ace w ithin 30 feet o f you. It also ca n ’t take that appeals to you most.
reactions. F or its action, it can use only the D ash action E ach dom ain ’s description gives exam ples o f deities
or try to esca p e from an effect that prevents it from w h o have influence over that dom ain. G od s are included
m oving. If th ere’s now h ere to m ove, the creature can use from the w orld s o f the Forgotten R ealm s, Greyhawk,
the D od g e action. D ragon lance, and E b erron cam paign settings, as w ell as
from the Celtic, G reek, N orse, and Egyptian pantheons
A b il it y Sc o r e Im pr o v e m e n t o f antiquity.
W h en you reach 4th level, and again at 8th, 12th, 16th,
and 19th level, you can in crease on e ability sc o r e o f your K n o w l e d g e D o m a in
ch oice by 2, or you ca n in crease tw o ability s c o r e s o f T h e gods o f kn ow led ge—including O ghm a, B o cco b ,
your ch oice by 1. A s norm al, you ca n ’t in crease an ability Gilean, A u reon, and T h oth —value learning and
sco re above 20 using this feature. understanding above all. S o m e teach that kn ow led ge is
to b e gathered and sh ared in libraries and universities,
D e st r o y U n d e a d or prom ote the practical kn ow led ge o f craft and
Starting at 5th level, w hen an undead fails its saving invention. S o m e deities hoard kn ow led ge and keep its
throw against your Turn U ndead feature, the creature is secrets to them selves. A n d som e prom ise their follow ers
instantly destroyed if its challenge rating is at or below a that they w ill gain trem en dou s p ow er if they u n lock the
certain threshold, as show n in the D estroy Undead table. secrets o f the multiverse. F ollow ers o f th ese g od s study
esoteric lore, collect old tom es, delve into the secret
D es t r o y U n d e a d p la ces o f the earth, and learn all they can. S o m e gods
o f kn ow led ge prom ote the practical k n ow led ge o f craft
Cleric Level Destroys Undead o f CR
and invention, including sm ith deities like G ond, R eorx,
5th 1/2 or lower
Onatar, M oradin, H ephaestus, and Goibhniu.
8 th 1 or lower
11th 2 or lower K n o w l e d g e D o m a in S pel l s
14th 3 or lower
Cleric Level Spells
17th 4 or lower
1st c o m m a n d , identify
3rd augury, suggestion

D iv i n e In t e r v e n t i o n 5th nondetection, speak with dead


7th arcane eye, confusion
B egin ning at 10th level, you can call on your deity to
9th legend lore, scrying
intervene on your beh alf w hen your need is great.
Im ploring your deity’s aid requ ires you to u se your
Bl e s s in g s o f K n o w l e d g e
action. D escrib e the assistance you seek, and roll
At 1st level, you learn tw o languages o f y ou r choice.
percentile dice. If you roll a num ber equal to or low er
Y ou also b e c o m e proficient in y ou r ch oice o f tw o o f the
than your cleric level, your deity intervenes. T h e DM
follow in g skills: A rcana, History, Nature, or Religion.
c h o o s e s the nature o f the intervention; the effect o f any
Y our proficiency bon u s is doubled for any ability ch eck
cleric spell or cleric dom ain spell w ou ld be appropriate.
you m ake that uses either o f th ose skills.
If your deity intervenes, you ca n ’t u se this feature
again for 7 days. O therw ise, you can use it again after
C h a n n e l D iv in it y :
you finish a lon g rest.
K n o w l e d g e o f t h e A g e s
At 20th level, your call for intervention su cce e d s
Starting at 2nd level, you can u se your Channel Divinity
automatically, n o roll required.
to tap into a divine w ell o f kn ow ledge. A s an action,
you c h o o s e on e skill or tool. For 10 m inutes, you have
Div in e D o ma in s proficiency w ith the ch osen skill or tool.
In a pantheon, every deity has influence over different
C h a n n e l D iv in it y : Re a d T h o u g h t s
asp ects o f m ortal life and civilization, called a deity’s
dom ain. A ll the dom ain s over w h ich a deity has At 6th level, you can use your Channel Divinity to read a
influence are called the deity’s portfolio. For exam ple, creatu re’s thoughts. You can then u se your a cce ss to the
the portfolio o f the G reek god A p ollo includes the creatu re’s m ind to com m a n d it.
A s an action, c h o o s e one creature that you can see o f h ealing or endurance (such as Ilmater, M ishakal,
w ithin 6 0 feet o f you. That creature must m ake a A pollo, and D iancecht), and g od s o f h om e and
W isd om saving throw. If the creature su cce e d s on the com m u n ity (such as Hestia, Hathor, and Boldrei).
saving throw, you ca n ’t use this feature on it again until
you finish a long rest. L if e D o m a in S pel l s
If the creature fails its save, you can read its su rface Cleric Level Spells
thoughts (those forem ost in its mind, reflecting its
1st bless, cure w ounds
current em otion s and w hat it is actively thinking
3rd lesser restoration, spiritual w eapon
about) w hen it is w ithin 60 feet o f you. T h is effect lasts
5th beacon o f hope, revivify
for 1 minute.
D uring that tim e, you can use your action to end this 7th death ward, gu ard ia n o f faith

effect and cast the suggestion spell on the creature 9th m ass cure w ounds, raise dead
w ithout expending a spell slot. T h e target autom atically
fails its saving throw against the spell. B o n u s Pr o f ic ie n c y
W h en you c h o o s e this dom ain at 1st level, you gain
Po t e n t Sp e l l c a s t in g proficiency with heavy armor.
Starting at 8th level, you add your W isd om m odifier to
the dam age you deal with any cleric cantrip. D is c ip l e o f L if e

A lso starting at 1st level, your h ealing spells are m ore


V is io n s o f t h e Pa s t effective. W h enever you u se a spell o f 1st level or higher
Starting at 17th level, you can call up vision s o f the to restore hit points to a creature, the creature regains
past that relate to an object you hold or your im m ediate additional hit points equal to 2 + the sp ell’s level.
surroundings. You sp end at least 1 m inute in meditation
and prayer, then receive dream like, sh ad ow y glim p ses C h a n n e l D iv in it y : Pr e se r v e L if e

o f recent events. You can m editate in this w ay for a Starting at 2nd level, you can u se your Channel Divinity
num ber o f m inutes equal to your W isd om sc o r e and to heal the badly injured.
must m aintain concentration during that time, as if you A s an action, you presen t your holy sym bol and
w ere castin g a spell. evoke h ealing en ergy that can restore a num ber o f hit
O n ce you use this feature, you ca n ’t use it again until points equal to five tim es your cleric level. C h oose any
you finish a short or lon g rest. creatu res w ithin 30 feet o f you, and divide th ose hit
Object Reading. H olding an object as you meditate, points am ong them . T his feature can restore a creature
you can see vision s o f the o b je ct’s previous owner. to no m ore than h alf o f its hit point m axim um . You ca n ’t
After m editating for 1 minute, you learn h ow the ow n er u se this feature on an undead or a construct.
acqu ired and lost the object, as w ell as the m ost recent
significant event involving the object and that owner. Bl e sse d H e a l e r

If the object w as ow n ed by another creature in the B egin ning at 6th level, the healing spells you cast on
recen t past (within a num ber o f days equal to your others heal you as w ell. W h en you cast a spell o f 1st
W isd om score), you can spend 1 additional minute level or higher that restores hit points to a creature
for each ow n er to learn the sa m e inform ation about other than you, you regain hit points equal to 2 + the
that creature. spell’s level.
Area Reading. A s you meditate, you see vision s
D iv in e St r ik e
o f recen t events in your im m ediate vicinity (a room ,
street, tunnel, clearing, or the like, up to a 50 -foot cube), At 8th level, you gain the ability to infuse your w eapon
g oin g back a num ber o f days equal to your W isd om strikes w ith divine energy. O n ce on each o f your turns
score. For each minute you meditate, you learn about w hen you hit a creature with a w eapon attack, you can
on e significant event, begin n in g with the m ost recent. cau se the attack to deal an extra 1d8 radiant dam age to
the target. W h en you reach 14th level, the extra dam age
Significant events typically involve pow erfu l em otions,
in creases to 2d8.
su ch as battles and betrayals, m arriages and m urders,
births and funerals. However, they m ight also include
Su pr e m e H e a l in g
m ore m undane events that are n evertheless im portant
Starting at 17th level, w hen you w ould norm ally roll
in your current situation.
on e or m ore dice to restore hit points with a spell, you
instead u se the h ighest num ber p ossib le for each die.
L if e D o m a in
F or exam ple, instead o f restoring 2d6 hit points to a
T h e Life dom ain fo c u s e s on the vibrant positive creature, you restore 12.
en ergy—on e o f the fundam ental forces o f the universe—
that sustains all life. The gods o f life prom ote vitality L ig h t D o m a in
and health through healing the sick and w ounded,
G od s o f light—including Helm , Lathander, Pholtus,
caring for th ose in need, and driving away the forces o f
Branchala, the Silver Flam e, Belenus, A pollo, and
death and undeath. A lm ost any non-evil deity can claim
R e-H orakhty—prom ote the ideals o f rebirth and
influence over this dom ain, particularly agricultural
renew al, truth, vigilance, and beauty, often using the
deities (such as Chauntea, Araw ai, and D em eter), sun
sym bol o f the sun. S o m e o f th ese g od s are portrayed
g od s (such as Lathander, Pelor, and Re-Horakhty), gods
as the sun itself or as a charioteer w h o guides the sun
a cro ss the sky. O thers are tireless sentinels w h o s e eyes
pierce every sh adow and see through every deception.
S om e are deities o f beauty and artistry, w h o teach that
art is a vehicle for the sou l's im provem ent. C lerics o f a
god o f light are enlightened sou ls in fused w ith radiance
and the p ow er o f their g o d s’ discern in g vision, charged
with chasin g away lies and burning away darkness.

Lig h t D o m a in S pel l s

Cleric Level Spells


1st b u rn in g h a nds, faerie fire
3rd f la m in g sphere, sco rch in g ray
5th daylight, f ireball
7th gu ardia n o f faith, wall of f ire
9th f la m e strike, scrying

Bo n u s C a n t r ip
W h en you c h o o s e this dom ain at 1st level, you gain the
light cantrip if you don ’t already k n ow it.

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

C h a n n e l D iv in it y : R a d ia n c e o f t h e Da w n
Starting at 2nd level, you can use your Channel Divinity
to h arn ess sunlight, banish in g dark n ess and dealing Na t u r e D o m a in
radiant dam age to your foes. G od s o f nature are as varied as the natural w orld
A s an action, you presen t your holy sym bol, and any itself, from inscrutable g od s o f the deep forests (such
m agical darkn ess w ithin 30 feet o f you is dispelled. as Silvanus, Obad-Hai, Chislev, Balinor, and Pan) to
Additionally, each hostile creature w ithin 30 feet of friendly deities a ssocia ted with particular sprin gs and
you m ust m ake a Constitution saving throw. A creature groves (such as Eldath). D ruids revere nature as a
takes radiant dam age equal to 2 d 10 + your cleric level w h ole and m ight serve one o f these deities, practicing
on a failed saving throw, and half as m uch dam age on a m ysterious rites and reciting all-but-forgotten prayers in
su ccessfu l one. A creature that h as total cover from you their ow n secret tongue. But m any o f these g od s have
is not affected. clerics as w ell, cham pion s w ho take a m ore active role
in advancing the interests o f a particular nature god.
Im pr o v e d Fl a r e
T h ese clerics m ight hunt the evil m on strosities that
Starting at 6th level, you ca n also use your W arding
d espoil the w ood lan d s, b less the harvest o f the faithful,
Flare feature w hen a creature that you can see w ithin
or w ither the crop s o f th ose w h o anger their gods.
3 0 feet o f you attacks a creature other than you.

N a t u r e D o m a in S pel l s
Po t e n t Sp e l l c a s t in g
Starting at 8th level, you add your W isd om m odifier to Cleric Level Spells
the dam age you deal with any cleric cantrip. 1st a n im a l friendship, speak with an im als
3rd barkskin, spike grow th
C o r o n a o f L ig h t
5th plant growth, w ind wall
Starting at 17th level, you can use your action to activate
7th dom inate beast, gra sp in g vine
an aura o f sunlight that lasts for 1 minute or until you
9th insect plague, tree stride
d ism iss it usin g another action. You emit bright light in
a 60 -foot radius and dim light 30 feet beyond that. Your
en em ies in the bright light have disadvantage on saving
throw s against any spell that deals fire or radiant damage.
A c o l y t e o f Na t u r e righ teou sn ess or to en cou ra ge them to offer sa crifices o f
At 1st level, you learn on e druid cantrip o f your choice. propitiation to w ard o ff divine wrath.
You also gain proficiency in one o f the follow in g skills o f
your ch oice: A nim al H andling, Nature, or Survival. Te mp es t D o m a in S pel l s

Cleric Level Spells


Bo n u s Pr o f ic ie n c y
1st f o g cloud, thunderw ave
A lso at 1st level, you gain proficiency w ith heavy armor.
3rd gu st o f wind, shatter

C h a n n e l D iv in it y : C h a r m A n im a l s 5th call lightning, sleet storm


a n d Pl a n t s 7th control water, ice storm
Starting at 2nd level, you can use your Channel Divinity 9th destructive wave, insect plague
to charm anim als and plants.
A s an action, you present you r holy sym bol and invoke Bo n u s Pr o f ic ie n c ie s
the nam e o f your deity. Each beast or plant creature that At 1st level, you gain proficiency w ith m artial w eap on s
can see you w ithin 30 feet o f you must m ake a W isd om and heavy armor.
saving throw. If the creature fails its saving throw, it is
ch a rm ed by you for 1 m inute or until it takes dam age. W r a t h o f t h e St o r m
W h ile it is ch arm ed by you, it is friendly to you and other A lso at 1st level, you can thunderously rebuke attackers.
creatu res you designate. W h en a creature w ithin 5 feet o f you that you can see
hits you w ith an attack, you can use your reaction to
Da m pe n El e m e n t s cau se the creature to m ake a D exterity saving throw.
Starting at 6th level, w hen you or a creature w ithin 30 T h e creature takes 2d8 lightning or thunder dam age
feet o f you takes acid, cold, fire, lightning, or thunder (your ch oice) on a failed saving throw, and half as m uch
dam age, you can u se your reaction to grant resistan ce to dam age on a su ccessfu l one.
the creature against that in stan ce o f the dam age. You can u se this feature a num ber o f tim es equal to
your W isd om m odifier (a m inim um o f once). You regain
D iv in e St r ik e
all expen ded u ses w hen you finish a long rest.
At 8th level, you gain the ability to infuse your w eapon
strikes w ith divine energy. O nce on each o f your turns C h a n n e l D iv in it y : D e s t r u c t iv e W r a t h
w hen you hit a creature w ith a w eap on attack, you Starting at 2nd level, you can u se your Channel Divinity
can cau se the attack to deal an extra 1d8 cold, fire, or to w ield the pow er o f the storm w ith u nch eck ed ferocity.
lightning dam age (your choice) to the target. W h en you W h en you roll lightning or thunder dam age, you can
reach 14th level, the extra dam age in creases to 2d8. use your Channel Divinity to deal m axim u m dam age,
instead o f rolling.
M a s t e r o f Na t u r e
At 17th level, you gain the ability to com m a n d anim als T h u n d e r b o l t St r ik e
and plant creatures. W h ile creatu res are charm ed by At 6th level, w hen you deal lightning dam age to a Large
your Charm A n im als and Plants feature, you can take or sm aller creature, you can also push it up to 10 feet
a bon u s action on your turn to verbally c om m a n d what away from you.
each o f th ose creatu res w ill do on its next turn.
D iv in e St r ik e
T e m pe st D o m a in At 8th level, you gain the ability to infuse your w eapon
G o d s w h o s e portfolios include the Tem pest d o m a in - strikes w ith divine energy. O n ce on each o f your turns
including Talos, U m berlee, K ord, Z eb oim , the w hen you hit a creature with a w eap on attack, you can
Devourer, Z eus, and T h or—govern storm s, sea, and cau se the attack to deal an extra 1d8 thunder dam age to
sky. Th ey include g od s o f lightning and thunder, gods the target. W h en you reach 14th level, the extra dam age
o f earthquakes, so m e fire gods, and certain g od s o f in creases to 2d8.
violen ce, physical strength, and courage. In som e
St o r m b o r n
pantheons, a god o f this dom ain rules over other deities
At 17th level, you have a flying sp eed equal to
and is k n ow n for sw ift ju stice delivered by thunderbolts.
your current w alking sp eed w hen ever you are not
In the pantheons o f seafaring people, gods o f this
undergrou nd or in doors.
dom ain are o ce a n deities and the patrons o f sailors.
Tem pest g od s send their clerics to inspire fear in the
T r ic k e r y D o m a in
co m m o n folk, either to keep th ose folk on the path o f
G od s o f trickery—such as Tymora, Beshaba,
O lidam m ara, the Traveler, Garl Glittergold, and
L ok i—are m ischief-m akers and instigators w h o stand
as a constant challenge to the accep ted order am ong
both g od s and m ortals. T h ey’re patrons o f thieves,
scou n d rels, gam blers, rebels, and liberators. Their
clerics are a disruptive force in the w orld, puncturing
pride, m ock in g tyrants, stealing from the rich, freeing
captives, and flouting h ollow traditions. Th ey prefer
subterfuge, pranks, deception , and theft rather than w atch over w arriors and rew ard them for their great
direct confrontation. deeds. T h e clerics o f such g od s excel in battle, inspiring
others to fight the g o o d fight or offering acts o f violen ce
Tr ic k e r y D o m a in S pel l s as prayers. G od s o f w ar include ch a m pion s o f h onor
Cleric Level Spells and chivalry (such as Torm , H eironeou s, and Kiri-
Jolith) as w ell as g od s o f destruction and pillage (such
1st ch a rm person, disguise self
as Erythnul, the Fury, G ruum sh, and A res) and g od s o f
3rd m irror im age, pa ss without trace
conquest and dom ination (such as Bane, Hextor, and
5th blink, dispel m agic
Maglubiyet). Other w ar g od s (such as Tem pus, Nike,
7th dim ension door, polym orph
and Nuada) take a m ore neutral stance, prom oting w ar
9th do m inate person, m odify m e m ory in all its m anifestations and supporting w arriors in any
circu m stan ce.
Bl e s s in g o f t h e T r ic k s t e r
Starting w hen you c h o o s e this dom ain at 1st level, you W a r D o m a in S pel l s
can use your action to touch a w illing creature other
Cleric Level Spells
than y ou rself to give it advantage on D exterity (Stealth)
1st divine favor, shield o f faith
ch ecks. T h is blessin g lasts for 1 hour or until you use
3rd m a g ic weapon, spiritual w eapon
this feature again.
5th crusad er’s mantle, spirit gu ardian s
C h a n n e l D iv in it y : In v o k e D u pl ic it y 7th fre e do m o f m ovem ent, stoneskin
Starting at 2nd level, you can use y ou r Channel Divinity 9th f la m e strike, hold m onster
to create an illusory duplicate o f yourself.
A s an action, you create a perfect illusion o f Bo n u s Pr o f ic ie n c ie s
y ou rself that lasts for 1 m inute, or until you lose your At 1st level, you gain proficiency w ith m artial w eap on s
concentration (as if you w ere concentratin g on a spell). and heavy armor.
The illusion appears in an u n occu p ied sp ace that you
can see w ithin 30 feet o f you. A s a bon u s action on your Wa r Pr ie s t
turn, you can m ove the illusion up to 30 feet to a sp ace F rom 1st level, your god delivers bolts o f inspiration to
you can see, but it must rem ain w ithin 120 feet o f you. you w hile you are engaged in battle. W h en you use the
For the duration, you ca n cast spells as though you Attack action, you can m ake on e w ea p on attack as a
w ere in the illusion’s space, but you m ust use your ow n bon u s action.
sen ses. Additionally, w hen both you and your illusion You ca n u se this feature a num ber o f tim es equal to
are w ithin 5 feet o f a creature that can see the illusion, your W isd om m odifier (a m inim um o f once). You regain
you have advantage on attack rolls against that creature, all expended u ses w hen you finish a long rest.
given h ow distracting the illusion is to the target.
C h a n n e l D iv in it y : G u id e d St r ik e
C h a n n e l D iv in it y : C l o a k o f Sh a d o w s Starting at 2nd level, you can use your Channel Divinity
Starting at 6th level, you can u se your Channel to strike w ith supernatural accuracy. W h en you m ake
D ivinity to vanish. an attack roll, you can u se your Channel Divinity to gain
A s an action, you b e co m e invisible until the end o f your a +10 bon u s to the roll. You m ake this ch oice after you
next turn. You b e co m e visible if you attack or cast a spell. see the roll, but before the DM says w hether the attack
hits or m isses.
D iv in e St r ik e
At 8th level, you gain the ability to infuse your w eapon C h a n n e l D iv in it y : Wa r G o d ’s Bl e s s in g
strikes w ith p o iso n —a gift from your deity. O nce on each At 6th level, w hen a creature w ithin 30 feet o f you
o f your turns w hen you hit a creature w ith a w eapon m akes an attack roll, you can u se y ou r reaction to grant
attack, you can cau se the attack to deal an extra 1d8 that creature a +10 bon u s to the roll, usin g your Channel
p oison dam age to the target. W h en you reach 14th level, Divinity. You m ake this ch oice after you see the roll, but
the extra dam age in creases to 2d8. before the DM says w hether the attack hits or m isses.

Im pr o v e d D u pl ic it y D iv in e St r ik e
At 17th level, you can create up to four duplicates At 8th level, you gain the ability to infuse your w eap on
o f yourself, instead o f one, w hen you u se Invoke strikes w ith divine energy. O n ce on each o f your turns
Duplicity. A s a bon u s action on your turn, you can w hen you hit a creature w ith a w eap on attack, you can
m ove any n um ber o f them up to 30 feet, to a m axim um cau se the attack to deal an extra 1d8 dam age o f the
range o f 120 feet. sam e type dealt by the w ea p on to the target. W h en you
reach 14th level, the extra dam age in creases to 2d8.
Wa r D o m a in
Av a t a r o f Ba t t l e
W ar has m any m anifestations. It can m ake h eroes o f
At 17th level, you gain resistance to bludgeoning, piercing,
ordinary people. It can be desperate and horrific, with
and slashing dam age from n onm agical w eapon s.
acts o f cruelty and cow a rd ice eclipsing in stan ces o f
excellen ce and courage. In either case, the gods o f w ar
D r u id
H olding high a gnarled staff w reathed with holly, an elf
su m m on s the fury o f the storm and calls d ow n explosive
bolts o f lightning to sm ite the torch-carryin g orc s w ho
threaten her forest.
C rou ch in g out o f sight on a high tree branch in the
form o f a leopard, a hum an p eers out o f the ju n gle at the
strange construction o f a tem ple o f Evil Elem ental Air,
keepin g a clo se eye on the cultists’ activities.
Sw in g in g a blade form ed o f pure fire, a h alf-elf
ch arges into a m a ss o f skeletal soldiers, sundering
the unnatural m agic that gives the foul creatu res the
m ock in g sem bla n ce o f life.
W h eth er calling on the elem ental forces o f nature or
em ulating the creatu res o f the anim al w orld, druids are
an em bodim ent o f nature’s resilience, cunning, and fury.
They claim n o m astery over nature. Instead, they see
them selves as exten sion s o f nature’s indom itable will.

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

Pr e se r v e t h e Ba l a n c e
F or druids, nature exists in a preca riou s balance. The
four elem ents that m ake up a w orld —air, earth, fire,
T h e D r u id

— Spell Slots per Spell Level—


Proficiency Cantrips
Level Bonus Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Druidic, Spellcasting 2 2 — — — — — — — —
2nd +2 Wild Shape, Druid Circle 2 3 — — — — — — — —
3rd +2 — 2 4 2 — — — — — — —
4th +2 Wild Shape improvement, 3 4 3 — — — — — — —
Ability Score Improvement
5th +3 — 3 4 3 2 — — — — — —
6th +3 Druid Circle feature 3 4 3 3 — — — — — —
7th +3 — 3 4 3 3 1 — — — — —
8th +3 Wild Shape improvement, 3 4 3 3 2 — — — — —
Ability Score Improvement
9th +4 — 3 4 3 3 3 1 — — — —

10th +4 Druid Circle feature 4 4 3 3 3 2 — — — —

11th +4 — 4 4 3 3 3 2 1 — —

12th +4 Ability Score Improvement 4 4 3 3 3 2 1 — — —

13th +5 — 4 4 3 3 3 2 1 1 — —

14th +5 Druid Circle feature 4 4 3 3 3 2 1 1 — —

15th +5 — 4 4 3 3 3 2 1 1 1 —

16th +5 Ability Score Improvement 4 4 3 3 3 2 1 1 1 —

17th +6 — 4 4 3 3 3 2 1 1 1 1
18th +6 Timeless Body, Beast Spells 4 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 4 3 3 3 3 2 1 1 1
20th +6 Archdruid 4 4 3 3 3 3 2 2 1 1

and w ater—must rem ain in equilibrium . If on e elem ent as a sign that b e co m in g a druid
w ere to gain p ow er over the others, the w orld cou ld be w as part o f your character’s destiny.
destroyed, draw n into on e o f the elem ental planes and Have you always been an adventurer
broken apart into its com p on en t elem ents. Thus, druids as part o f your druidic calling, or did you
o p p o s e cults o f Elem ental Evil and others w h o prom ote first sp en d tim e as a caretaker o f a sacred
one elem ent to the exclusion o f others. grove or sprin g? Perhaps your h om eland w as
D ruids are also con cern ed with the delicate ecologica l befou led by evil, and you took up an adventuring life in
balance that sustains plant and anim al life, and the need h op es o f finding a new h om e or pu rpose.
for civilized folk to live in harm ony with nature, not in
opposition to it. D ruids a ccept that w h ich is cru el in Q u ic k Bu il d

nature, and they hate that w h ich is unnatural, including You can m ake a druid quickly by follow in g these
aberrations (such as b eh olders and m ind flayers) su ggestion s. First, W isd om should be your highest
and undead (such as zom b ies and vam pires). D ruids ability score, follow ed by Constitution. S econ d , c h o o s e
som etim es lead raids against such creatures, especially the herm it background.
w hen the m on sters en croach on the druids’ territory.
D ruids are often found guarding sacred sites or C l a s s Fe a t u r e s
w atching over region s o f u nspoiled nature. But w hen a
A s a druid, you gain the follow in g class features.
significant danger arises, threatening nature’s balance
or the lands they protect, druids take on a m ore active H it Po in t s
role in com ba tin g the threat, as adventurers. Hit Dice: 1d8 per druid level
Hit Points at 1st Level: 8 + your Constitution m odifier
C r e a t in g a D r u id Hit Points at Higher Levels: 1d8 (or 5) + your
W h en m aking a druid, con sid er w hy your character has Constitution m odifier per druid level after 1st
such a clo se bon d with nature. Perhaps your character
lives in a society w h ere the Old Faith still thrives, or w as Pr o f ic ie n c ie s

raised by a druid after being abandoned in the depths A rm or: Light armor, m edium armor, shields (druids w ill
o f a forest. Perhaps your character had a dram atic not w ear arm or or u se shields m ade o f m etal)
en cou nter with the spirits o f nature, com in g face to W eapons: Clubs, daggers, darts, javelins, m aces,
face with a giant eagle or dire w o lf and surviving the quarterstaffs, scim itars, sickles, slings, sp ears
experience. M aybe your character w a s born during an Tools: H erbalism kit
epic storm or a volca n ic eruption, w hich w as interpreted Saving Throws: Intelligence, W isd om
Skills: C h oose tw o from A rcan a, A nim al one spell). The sp ells must be o f a level for w hich you
Handling, Insight, M edicine, Nature, P erception, have spell slots.
Religion, and Survival F or exam ple, if you are a 3rd-level druid, you have four
1st-level and tw o 2nd-level spell slots. W ith a W isd om
Eq u ip m e n t o f 16, your list o f prepared sp ells can include six spells
You start w ith the follow in g equipm ent, in addition to o f 1st or 2nd level, in any com bination. If you prepare
the equipm ent granted by your background: the 1st-level spell cure wounds, you ca n cast it using
• (a) a w o o d e n shield or (b) any sim ple w eapon a 1st-level or 2nd-level slot. Casting the spell d o e s n ’t
• (a) a scim itar or (b) any sim ple m elee w eap on rem ove it from your list o f prepared spells.
• Leather armor, an ex plorer’s pack, and a druidic focu s You can also change your list o f prepared sp ells w hen
you finish a long rest. P reparin g a n ew list o f druid
D r u id ic sp ells requ ires tim e spent in prayer and m editation: at
least 1 m inute p er spell level for each spell on your list.
You k n ow D ruidic, the secret language o f druids. You
can sp ea k the language and u se it to leave hidden Sp e l l c a s t in g A b il it y
m essa ges. You and others w h o k n ow this language W isd om is your spellcastin g ability for y ou r druid
autom atically sp ot such a m essage. O thers spot the spells, sin ce your m a gic draw s u pon your devotion and
m essa g e’s p resen ce w ith a su ccessfu l D C 15 W isd om attunem ent to nature. You use your W isd om w henever
(P erception ) ch eck but ca n ’t deciph er it w ithout m agic. a spell refers to your sp ellcastin g ability. In addition,
you use your W isd om m odifier w hen setting the saving
Spe l l c a s t in g th row D C for a druid spell you cast and w hen m akin g an
D raw ing on the divine e ss e n ce o f nature itself, you attack roll w ith one.
can cast spells to sh ape that e ss e n ce to your w ill. S ee
Spell save DC = 8 + your proficiency bonus +
chapter 10 for the general rules o f sp ellcastin g and
your Wisdom modifier
chapter 11 for the druid sp ell list.
Spell attack modifier = your proficiency bonus +
Ca n t r ip s your Wisdom modifier
At 1st level, you k n ow tw o cantrips o f you r ch oice from
the druid spell list. You learn additional druid cantrips R it u a l Ca s t in g
o f your ch oice at higher levels, as sh ow n in the Cantrips
You ca n cast a druid spell as a ritual if that spell has the
K n ow n colu m n o f the D ruid table.
ritual tag and you have the spell prepared.

Pr e p a r in g a n d C a s t in g Sp e l l s
Sp e l l c a s t in g Fo c u s
T h e D ruid table sh ow s h ow m any spell slots you have
You can u se a druidic focu s (found in chapter 5) as a
to cast your sp ells o f 1st level and higher. To cast on e o f
sp ellcastin g focu s for your druid spells.
th ese druid spells, you m ust expend a slot o f the sp ell’s
level or higher. You regain all expen ded spell slots w hen W il d Sh a pe
you finish a lon g rest.
You prepare the list o f druid spells that are available Starting at 2nd level, you can use your action to
for you to cast, ch o o s in g from the druid spell list. W h en m agically assu m e the shape o f a beast that you have
you d o so, c h o o s e a num ber o f druid spells equal to seen before. Y ou can u se this feature tw ice. You regain
your W isd om m odifier + your druid level (m inim um o f expen ded u ses w hen you finish a short or long rest.
Your druid level determ ines the bea sts you can
transform into, as sh ow n in the B east Sh apes table. At
Sacred Plan ts an d Wo o d
2nd level, for exam ple, you can transform into any beast
A druid holds certain plants to be sacred, particularly alder,
that has a challen ge rating o f 1/4 or low er that d oesn ’t
ash, birch, elder, hazel, holly, juniper, mistletoe, oak, rowan,
have a flying or sw im m in g speed.
willow, and yew. Druids often use such plants as part of a
spellcasting focus, incorporating lengths o f oak or yew or
sprigs o f mistletoe. Be ast Sh a pe s

Similarly, a druid uses such woods to make other objects, Level Max. CR Limitations Example
such as weapons and shields. Yew is associated with death
2nd 1/4 No flying or swimming speed Wolf
and rebirth, so weapon handles for scimitars or sickles might
be fashioned from it. Ash is associated with life and oak 4th 1/2 No flying speed Crocodile
with strength. These woods make excellent hafts or whole 8th 1 — Giant eagle
weapons, such as clubs or quarterstaffs, as well as shields.
Alder is associated with air, and it might be used for thrown You can stay in a beast sh ape for a num ber o f hours
weapons, such as darts or javelins. equal to h alf your druid level (rounded down). You then
Druids from regions that lack the plants described here revert to your n orm al form u n less you expend another
have chosen other plants to take on similar uses. For use o f this feature. You can revert to your norm al
instance, a druid o f a desert region might value the yucca form earlier by using a bon u s action on your turn. You
tree and cactus plants. autom atically revert if you fall u n con sciou s, drop to
0 hit points, or die.
W h ile you are transform ed, the follow in g rules apply:
• Your gam e statistics are replaced by the statistics o f T im e l e ss B o d y
the beast, but you retain your alignm ent, personality,
Starting at 18th level, the prim al m agic that you w ield
and Intelligence, W isd om , and C harism a sco re s. You
also retain all o f your skill and saving th row proficien- cau ses you to age m ore slowly. F or every 10 y ears that
pass, your b od y ages only 1 year.
cies, in addition to gaining th ose o f the creature. If
the creature has the sam e proficiency as you and the
Be a st Spe l l s
bon u s in its stat b lo ck is higher than yours, u se the
creatu re’s bon u s instead o f yours. If the creature has B egin ning at 18th level, you can cast m any o f your druid
any legendary or lair actions, you can't u se them. sp ells in any shape you assu m e usin g W ild Shape. You
• W h en you transform , you assu m e the b ea st’s hit can p erform the som atic and verbal com pon en ts o f a
points and Hit D ice. W h en you revert to your n orm al druid spell w hile in a beast shape, but you aren’t able to
form , you return to the num ber o f hit p oin ts you had provide m aterial com pon en ts.
before you transform ed. H owever, if you revert as a
result o f droppin g to 0 hit points, any e x ce s s dam age A r c h d r u id
carries over to your n orm al form . F or exam ple, if you At 20th level, you can u se your W ild S h a p e an unlim ited
take 10 dam age in anim al form and have only 1 hit num ber o f tim es.
point left, you revert and take 9 dam age. A s lon g as
the ex cess dam age d oesn ’t reduce your n orm al form
to 0 hit points, you aren’t k n ock ed u n con sciou s.
• You can ’t cast spells, and your ability to sp eak or
take any action that requ ires hands is lim ited to the
capabilities o f your beast form . Tran sform in g d oesn ’t
break your concentration on a spell you ’ve already
cast, however, or prevent you from taking actions that
are part o f a spell, such as call lightning, that you ’ve
already cast.
• You retain the benefit o f any features from your class,
race, or other sou rce and can use them if the n ew
form is physically capable o f doin g so. H ow ever, you
c a n ’t use any o f your sp ecia l sen ses, such as darkvi-
sion, u n less your n ew form also has that sense.
• You c h o o s e w hether your equipm ent falls to the
ground in your space, m erges into your n ew form , or
is w orn by it. W orn equipm ent fu nction s as norm al,
but the DM d ecid es w hether it is practical for the new
form to w ear a piece o f equipm ent, ba sed on the crea -
ture’s sh ape and size. Your equipm ent d oesn ’t change
size or shape to m atch the new
form , and any equipm ent that
the n ew form ca n ’t w ear
m ust either fall to the
grou nd or m erge w ith it.
Equipm ent that m erges
w ith the form has no
effect until you leave
the form .

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

A b i l i t y S c o r e Im p r o v e m e n t
W h en you reach 4th level, and again at 8th, 12th, 16th,
and 19th level, you can in crease on e ability s c o r e o f
your ch oice by 2, or you can in crease tw o ability scores
o f your ch oice by 1. A s norm al, you ca n ’t in crease an
ability s c o r e above 20 using this feature.
Additionally, you can ignore the verbal and som atic A r c t ic
com p on en ts o f your druid spells, as w ell as any material
Druid Level Circle Spells
com pon en ts that lack a cost and aren’t con su m ed by a
3rd hold person, spike grow th
spell. You gain this benefit in both your norm al shape
5th sleet storm , slow
and your beast shape from W ild Shape.
7th fre e do m o f m ovem ent, ice storm
9th
D r u id C ir c l e s co m m u n e with nature, cone o f cold

Though their organization is invisible to m ost outsiders, C o a s t


druids are part o f a society that spans the land, ignoring
Druid Level Circle Spells
political borders. All druids are nom inally m em bers
3rd m irror image, m isty step
o f this druidic society, though som e individuals are so
isolated that they have never seen any high-ranking 5th w ater breathing, water walk

m em bers o f the society or participated in druidic 7th control water, fre e d o m o f m ovem ent

gatherings. D ruids recog n ize each other as brothers and 9th conjure elemental, scrying
sisters. Like creatures o f the w ilderness, however, druids
som etim es com pete with or even prey on each other. D es er t

At a local scale, druids are organized into circles that Druid Level Circle Spells
share certain perspectives on nature, balance, and the 3rd blur, silence
w ay o f the druid. 5th create fo o d a n d water, protection fro m energy
7th blight, hallucinatory terrain
C ir c l e o f t h e La n d
9th insect plague, wall o f stone
The Circle o f the Land is m ade up o f m ystics and sages
w h o safeguard ancient kn ow led ge and rites through Fo r es t
a vast oral tradition. T h ese druids m eet w ithin sacred
Druid Level Circle Spells
circles o f trees or standing ston es to w h isper prim al
3rd barkskin, spider clim b
secrets in D ruidic. T h e circle’s w isest m em bers preside
5th call lightning, plant grow th
as the ch ief priests o f com m u n ities that hold to the Old
7th divination, freedom o f m ovem ent
Faith and serve as advisors to the rulers o f th ose folk.
A s a m em ber o f this circle, your m agic is influenced 9th c o m m u n e with nature, tree stride

by the land w here you w ere initiated into the circle’s


G r a s s l a n d
m ysterious rites.
Druid Level Circle Spells
Bo n u s C a n t r ip
3rd invisibility, pass without trace
W h en you c h o o s e this circle at 2nd level, you learn one 5th daylight, haste
additional druid cantrip o f your choice.
7th divination, fre e do m o f m ovem ent

Na t u r a l R e c o v e r y
9th dream, insect plague

Starting at 2nd level, you can regain som e o f your


M o u n t a in
m agical en ergy by sitting in m editation and com m u n in g
w ith nature. D uring a short rest, you c h o o s e expended Druid Level Circle Spells
spell slots to recover. The spell slots can have a 3rd spider climb, spike grow th
com b in ed level that is equal to or less than h alf your 5th lightning bolt, m eld into stone
druid level (rounded up), and n one o f the slots can be 7th stone shape, stoneskin
6 th level or higher. You can ’t use this feature again until 9th passwall, wall o f stone
you finish a long rest
For exam ple, w hen you are a 4th-level druid, you can S w a mp
recover up to tw o levels w orth o f spell slots. You can
Druid Level Circle Spells
recover either a 2nd-level slot or tw o 1st-level slots.
3rd darkness, M e lf ’s acid arrow
C ir c l e Sp e l l s 5th w ater walk, stinking cloud
Your m ystical con n ection to the land in fu ses you with 7th freedom o f m ovem ent, locate creature
the ability to cast certain spells. At 3rd, 5th, 7th, and 9th insect plague, scrying
9th level you gain a c c e s s to circle spells con n ected
to the land w here you b e ca m e a druid. C h oose that U n d er d a r k
land—arctic, coast, desert, forest, grassland, mountain,
Druid Level Circle Spells
sw am p, or U nderdark—and consult the associated
list o f spells. 3rd spider climb, web

O nce you gain a c c e s s to a circle spell, you always have 5th gaseous form , stin kin g cloud
it prepared, and it d o e s n ’t coun t against the num ber o f 7th greater invisibility, stone shape
spells you can prepare each day. If you gain a c c e s s to a 9th cloudkill, insect plague
spell that d oesn ’t appear on the druid spell list, the spell
is n onetheless a druid spell for you.
La n d ’s St r id e Pr im a l St r ik e

Starting at 6th level, m ovin g through n onm agical Starting at 6th level, your attacks in beast form count as
difficult terrain co sts you no extra m ovem ent. You can m agical for the p u rp ose o f ov ercom in g resistan ce and
also pa ss through n onm agical plants w ithout being im m unity to n onm agical attacks and dam age.
slow ed by them and w ithout taking dam age from them if
they have thorns, spines, or a sim ilar hazard. El e m e n t a l W il d Sh a pe

In addition, you have advantage on saving throws against At 10th level, you can expend tw o u ses o f W ild Sh ape
plants that are magically created or manipulated to im pede at the sam e tim e to transform into an air elem ental, an
m ovem ent, such th ose created by the entangle spell. earth elem ental, a fire elem ental, or a water elem ental.

Na t u r e ’s Wa r d Th o u s a n d Fo r ms

W h en you reach 10th level, you c a n ’t be ch arm ed or By 14th level, you have learned to use m agic to alter
frightened by elem entals or fey, and you are im m u ne to your physical form in m ore subtle ways. You can cast the
p oison and disease. alter self spell at will.

N a t u r e ’s Sa n c t u a r y
D r uids a n d t h e G o ds
W h en you reach 14th level, creatures o f the natural Some druids venerate the forces o f nature themselves, but
w orld sen se your con n ection to nature and b e c o m e most druids are devoted to one o f the many nature deities
hesitant to attack you. W h en a beast or plant creature worshiped in the multiverse (the lists o f gods in appendix
attacks you, that creature m ust m ake a W isd om saving B include many such deities). The worship o f these deities
th row against your druid spell save D C. On a failed save, is often considered a more ancient tradition than the faiths
the creature m ust c h o o s e a different target, or the attack o f clerics and urbanized peoples. In fact, in the world of
autom atically m isses. O n a su ccessfu l save, the creature Greyhawk, the druidic faith is called the Old Faith, and it
is im m une to this effect for 24 hours. claims many adherents among farmers, foresters, fishers,
and others who live closely with nature. This tradition
T h e creature is aw are o f this effect before it m akes its
includes the worship o f Nature as a primal force beyond
attack against you.
personification, but also encompasses the worship o f Beory,
the Oerth Mother, as well as devotees o f Obad-Hai, Ehlonna,
C ir c l e o f t h e M o o n and Ulaa.
D ruids o f the Circle o f the M oon are fierce guardians In the worlds of Greyhawk and the Forgotten Realms,
o f the w ilds. Th eir order gathers under the full m oon to druidic circles are not usually connected to the faith o f a
single nature deity. Any given circle in the Forgotten Realms,
share n ew s and trade w arnings. They haunt the deepest
for example, might include druids who revere Silvanus,
parts o f the w ildern ess, w here they might go for w eek s
Mielikki, Eldath, Chauntea, or even the harsh Gods o f Fury:
on end before crossin g paths w ith another hum anoid
Talos, Malar, Auril, and Umberlee. These nature gods are
creature, let alone another druid. often called the First Circle, the first among the druids, and
C hangeable as the m oon , a druid o f this circle might most druids count them all (even the violent ones) as worthy
prow l as a great cat on e night, soa r over the treetops o f veneration.
as an eagle the next day, and crash through the The druids o f Eberron hold animistic beliefs completely
undergrow th in bea r form to drive off a trespassing unconnected to the Sovereign Host, the Dark Six, or any of
m onster. The w ild is in the druid's blood. the other religions of the world. They believe that every living
thing and every natural phenomenon— sun, moon, wind,
C o m b a t W il d Sh a pe fire, and the world itself—has a spirit. Their spells, then, are
W h en you c h o o s e this circle at 2nd level, you gain the a means to communicate with and command these spirits.
Different druidic sects, though, hold different philosophies
ability to u se W ild Sh ape on your turn as a bon u s action,
about the proper relationship of these spirits to each other
rather than as an action.
and to the forces o f civilization. The Ashbound, for example,
Additionally, w hile you are transform ed by W ild
believe that arcane magic is an abomination against nature,
Shape, you ca n u se a bon u s action to expend one the Children o f Winter venerate the forces o f death, and the
spell slot to regain 1d8 hit points per level o f the spell Gatekeepers preserve ancient traditions meant to protect the
slot expended. world from the incursion o f aberrations.

C ir c l e Fo r ms
T h e rites o f y ou r circle grant you the ability to transform
into m ore dangerou s anim al form s. Starting at 2nd
level, you can u se your W ild Sh ape to transform into a
beast with a challen ge rating as high as 1 (you ignore
the M ax. C R colum n o f the B east S h apes table, but must
abide by the other lim itations there).
Starting at 6th level, you can transform into a beast
w ith a challen ge rating as high as your druid level
divided by 3, rounded dow n.
Fi g h t e r
A hum an in clan ging plate arm or holds her shield
b efore her as she run s tow ard the m a ssed goblins. A n
elf behind her, clad in studded leather armor, p ep pers
the goblin s w ith arrow s lo o s e d from his exquisite
bow . The h alf-orc nearby shouts orders, helping
the tw o com batants coordin a te their assault to the
best advantage.
A d w arf in chain m ail in terp oses his shield b etw een
the o g re ’s club and his com panion , k n ock in g the deadly
blow aside. H is com panion , a half-elf in sca le armor,
sw in gs tw o scim itars in a blinding w hirl as she circles
the ogre, look in g for a blind spot in its defen ses.
A gladiator fights for sport in an arena, a m aster with
his trident and net, skilled at toppling fo e s and m oving
them around for the crow d ’s delight—and his ow n
tactical advantage. H is op p on en t’s sw ord flares with
blue light an instant b efore sh e sen ds lightning flashing
forth to sm ite him.
All o f these h eroes are fighters, perhaps the m ost
diverse cla ss o f characters in the w orld s o f D u n g e o n s &
D r a g o n s . Q uesting knights, con q u erin g overlords, royal
cham pion s, elite foot soldiers, hardened m ercenaries,
and bandit kin gs—as fighters, they all share an
unparalleled m astery with w ea p on s and armor, and a
th orough k n ow led ge o f the skills o f com bat. A nd they
are w ell acquainted w ith death, both m eting it out and
staring it defiantly in the face.

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

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

Proficiency
Level Bonus Features
1st +2 Fighting Style, Second Wind
2nd +2 Action Surge (one use)
3rd +2 Martial Archetype
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Ability Score Improvement
7th +3 Martial Archetype feature
8th +3 Ability Score Improvement
9th +4 Indomitable (one use)
10th +4 Martial Archetype feature
11th +4 Extra Attack (2)
12th +4 Ability Score Improvement
13th +5 Indomitable (two uses)
14th +5 Ability Score Improvement
15th +5 Martial Archetype feature
16th +5 Ability Score Improvement
17th +6 Action Surge (two uses), Indomitable
(three uses)
18th +6 Martial Archetype feature
19th +6 Ability Score Improvement
20th +6 Extra Attack (3)

S o m e fighters feel draw n to use their training as to buy them. Your arm am ents are n ow am on g your
adventurers. The du ngeon delving, m on ster slaying, and m ost im portant p o s se ss io n s—the only things that stand
other dangerou s w ork c o m m o n am ong adventurers is betw een you and death’s em brace.
se co n d nature for a fighter, not all that different from
the life he or she left behind. T h ere are greater risks, Q u ic k Bu il d

perhaps, but also m uch greater rew ards—few fighters in You can m ake a fighter quickly by follow in g these
the city w atch have the opportunity to d iscover a m agic suggestion s. First, m ake Strength or D exterity your
flame tongue sw ord, for exam ple. highest ability score, depen din g on w hether you
w ant to focu s on m elee w ea p on s or on archery (or
C r e a t i n g a F i g h t e r fin esse w eapons). Your next-highest sc o r e should be
Constitution, or Intelligence if you plan to adopt the
A s you build your fighter, think about tw o related
Eldritch K night m artial archetype. S econ d , c h o o s e
elem ents o f your character's backgrou n d: W h ere did
the sold ier background.
you get your com bat training, and w hat set you apart
from the m undane w arriors around you? W ere you
particularly ruthless? D id you get extra help from a C l a s s Fe a t u r e s
mentor, perhaps b eca u se o f your exception al dedication? A s a fighter, you gain the follow in g cla ss features.
W hat drove you to this training in the first place? A
threat to y ou r hom eland, a thirst for revenge, or a need H it Po in t s

to prove y ou rself m ight all have b een factors. Hit Dice: 1d 10 per fighter level
You m ight have enjoyed form al training in a n oble’s Hit Points at 1st Level: 10 + your Constitution m odifier
arm y or in a local militia. Perhaps you trained in a w ar Hit Points at Higher L ev els: 1d 10 (or 6) + your
academ y, learning strategy, tactics, and m ilitary history. Constitution m odifier p er fighter level after 1st
O r you m ight be self-taught—unpolish ed but w ell tested.
Did you take up the sw ord as a w ay to esca p e the lim its Pr o f ic ie n c ie s

o f life on a farm , or are you follow in g a p roud fam ily A r m o r : A ll armor, shields
tradition? W h ere did you acquire your w ea p on s and W eapons: Sim ple w eapon s, m artial w ea p on s
arm or? T h ey m ight have been m ilitary issue or fam ily T o o ls : N one
h eirloom s, or perhaps you scrim p ed and saved for years Saving Throws: Strength, Constitution
Skills: C h oose tw o skills from A crobatics, A nim al O nce you use this feature, you must finish a sh ort or
Handling, Athletics, History, Insight, Intim idation, long rest before you can u se it again. Starting at 17th
P erception, and Survival level, you can u se it tw ice b efore a rest, but only on ce on
the sam e turn.
Eq u ip m e n t
You start with the follow in g equipm ent, in addition to M a r t ia l A r c h e t ype
the equipm ent granted by your background:
At 3rd level, you c h o o s e an archetype that you strive to
• (a) chain m ail or (b) leather, longbow , and 20 arrow s em ulate in your com bat styles and techniques. C h oose
• (a) a martial w eap on and a shield or (b) tw o martial Cham pion, Battle Master, or Eldritch Knight, all detailed
w eap on s at the end o f the class description. T h e archetype you
• (a) a light c ro s s b o w and 20 bolts or (b) tw o handaxes c h o o s e grants you features at 3rd level and again at 7th,
• (a) a du ng eon eer’s pack o r (b) an explorer’s pack 10th, 15th, and 18th level.

Fig h t in g St y l e A b i l i t y Sc o r e Im p r o v e m e n t
You adopt a particular style o f fighting as your specialty. W h en you reach 4th level, and again at 6th, 8th, 12th,
C h oose on e o f the follow in g options. You ca n ’t take a 14th, 16th, and 19th level, you can in crease one ability
Fighting Style option m ore than on ce, even if you later sc o r e o f your ch oice by 2, or you can in crease tw o ability
get to c h o o s e again. s c o r e s o f your ch oice by 1. A s norm al, you ca n ’t in crease
an ability sc o r e above 20 using this feature.
A r c h e r y
You gain a +2 bonus to attack rolls you m ake with Ex t r a A t t a c k
ranged w eapon s.
B egin ning at 5th level, you can attack tw ice, instead o f
D e f e n se on ce, w henever you take the A ttack action on your turn.
W h ile you are w earin g armor, you gain a +1 bonus to AC. The num ber o f attacks in creases to three w hen you
reach 11th level in this class and to four w hen you reach
D u e l in g 20th level in this class.
W h en you are w ielding a m elee w eap on in on e hand and
no other w eapon s, you gain a +2 bon u s to dam age rolls In d o m i t a b l e
w ith that w eapon. B egin ning at 9th level, you can reroll a saving th row that
you fail. If you do so, you must use the n ew roll, and you
G r e a t W e a po n Fig h t in g
ca n ’t use this feature again until you finish a long rest.
W h en you roll a 1 or 2 on a dam age die for an attack you
You can u se this feature tw ice betw een lon g rests
m ake with a m elee w eap on that you are w ielding with
starting at 13th level and three tim es betw een lon g rests
tw o hands, you can reroll the die and m ust u se the new
starting at 17th level.
roll, even if the new roll is a 1 or a 2. The w eap on must
have the tw o-handed or versatile property for you to gain
this benefit. M a r t ia l A r c h e t ype s
Different fighters c h o o s e different ap proach es to
Pr o t e c t io n perfecting their fighting p row ess. T h e m artial archetype
W h en a creature you can see attacks a target other you c h o o s e to em ulate reflects your approach.
than you that is w ithin 5 feet o f you, you can u se your
reaction to im p ose disadvantage on the attack roll. You C h a m pio n
m ust be w ielding a shield.
The archetypal C ham pion fo c u s e s on the developm ent
Tw o -W e a po n Fig h t in g
o f raw physical p ow er honed to deadly perfection.
T h ose w ho m odel themselves on this archetype com bine
W h en you engage in tw o-w eapon fighting, you can add
rigorous training w ith physical ex cellen ce to deal
your ability m odifier to the dam age o f the secon d attack.
devastating blow s.
Se c o n d W in d
Im pr o v e d C r it ic a l
You have a lim ited w ell o f stam ina that you can draw on B eg in n in g w hen you c h o o s e this arch etype at 3rd
to protect y ou rself from harm . On your turn, you can use level, y ou r w ea p on attacks s c o r e a critical hit on a
a bon u s action to regain hit points equal to 1d 10 + your roll o f 19 or 20.
fighter level.
O nce you u se this feature, you must finish a short or R e m a r k a b l e A t h l e t e

long rest before you can u se it again. Starting at 7th level, you can add h alf your proficiency
bon u s (round up) to any Strength, Dexterity, or
A c t io n Su r g e Constitution ch eck you m ake that d oesn ’t already use
your proficiency bonus.
Starting at 2nd level, you can push y ou rself beyon d your
In addition, w hen you m ake a running long jum p, the
n orm al lim its for a m om ent. On your turn, you can take
distance you can cover in creases by a num ber o f feet
on e additional action on top o f your regular action and a
equal to your Strength modifier.
p ossib le bon u s action.
A d d it io n a l Fig h t in g St y l e
At 10th level, you can c h o o s e a se co n d option from the
Fighting Style class feature.

Su p e r io r C r it ic a l
Starting at 15th level, your w eap on attacks sc o r e a
critical hit on a roll o f 1 8 -2 0 .

Su r v iv o r
At 18th level, you attain the pinnacle o f resilien ce in
battle. At the start o f each o f your turns, you regain hit
points equal to 5 + your Constitution m odifier if you
have n o m ore than h alf o f your hit points left. You don ’t
gain this benefit if you have 0 hit points.

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

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

Maneuver save D C = 8 + your proficiency bonus +


your Strength or Dexterity modifier (your choice)

St u d e n t o f Wa r
At 3rd level, you gain proficiency w ith on e type of
artisan’s tools o f your choice.

K n o w Y o u r En e m y
Starting at 7th level, if you spend at least 1 m inute
observ in g or interacting w ith another creature outside
com bat, you can learn certain inform ation about its
capabilities com p a red to your ow n. The DM tells you if
the creature is your equal, superior, or inferior in regard
to tw o o f the follow in g characteristics o f your choice:
• Strength sco re Maneuvering Attack. W h en you hit a creature with
• D exterity score a w ea p on attack, you can expend one superiority
• Constitution score die to m aneuver on e o f your com ra d es into a m ore
• A rm or C lass advantageous position. You add the superiority die to the
• Current hit points attack’s dam age roll, and you c h o o s e a friendly creature
• Total class levels (if any) w ho can see or hear you. That creature can use its
• Fighter class levels (if any) reaction to m ove up to h alf its sp eed w ithout provoking
opportunity attacks from the target o f your attack.
Im pr o v e d C o m b a t Su p e r io r it y Menacing Attack. W h en you hit a creature w ith a
At 10th level, your superiority dice turn into d 10s. At w eapon attack, you can expend on e superiority die to
18th level, they turn into d l2 s . attempt to frighten the target. You add the superiority
die to the attack’s dam age roll, and the target must
R e l e n t l e ss m ake a W isd om saving throw. On a failed save, it is
Starting at 15th level, w hen you roll initiative and frightened o f you until the en d o f your next turn.
have no superiority d ice rem aining, you regain 1 Parry. W h en another creature dam ages you w ith a
superiority die. m elee attack, you can u se your reaction and expend one
superiority die to reduce the dam age by the num ber you
M a n e u v e r s roll on your superiority die + your D exterity m odifier.
T h e m aneuvers are presen ted in alphabetical order. Precision Attack. W h en you m ake a w eapon attack
Commander’s Strike. W h en you take the Attack roll against a creature, you can expend one superiority
action on you r turn, you can forgo on e o f your attacks die to add it to the roll. You can u se this m aneuver
and u se a bon u s action to direct on e o f your com pa n ion s before or after m akin g the attack roll, but before any
to strike. W h en you do so, c h o o s e a friendly creature effects o f the attack are applied.
w h o can s e e or hear you and expend one superiority die. Pushing Attack. W h en you hit a creatu re with
That creature can im m ediately u se its reaction to m ake a w ea p on attack, you ca n expend on e su periority
on e w ea p on attack, adding the superiority die to the die to attem pt to drive the target back. You add the
attack’s dam age roll. su periority die to the attack's dam age roll, and if the
Disarming Attack. W h en you hit a creature w ith a target is Large or sm aller, it m ust m ake a Strength
w eap on attack, you can expend on e superiority die to saving throw. On a failed save, you push the target up
attempt to disarm the target, forcin g it to drop one item to 15 feet away from you.
o f your ch oice that it’s holding. You add the superiority Rally. On your turn, you ca n use a bon u s action and
die to the attack’s dam age roll, and the target m ust expend on e superiority die to bolster the resolve o f on e
m ake a Strength saving throw. O n a failed save, it drops o f your com pa n ion s. W h en you do so, c h o o s e a friendly
the object you c h oose. The object lands at its feet. creature w h o ca n see or hear you. That creature gains
Distracting Strike. W h en you hit a creature w ith a tem porary hit points equal to the superiority die roll +
w eap on attack, you can expend on e superiority die to your C harism a modifier.
distract the creature, giving your allies an opening. You Riposte. W h en a creature m isses you with a m elee
add the superiority die to the attack’s dam age roll. The attack, you can use your reaction and expend one
next attack roll against the target by an attacker other superiority die to m ake a m elee w eap on attack against
than you has advantage if the attack is m ade before the the creature. If you hit, you add the superiority die to the
start o f y ou r next turn. attack's dam age roll.
Evasive Footwork. W h en you m ove, you ca n expend Sweeping Attack. W h en you hit a creature with a
on e superiority die, rolling the die and adding the m elee w eap on attack, you can expend one superiority
num ber rolled to your AC until you stop moving. die to attempt to dam age another creature w ith the
Feinting Attack. You can expend one superiority die sam e attack. C h oose another creature w ithin 5 feet
and use a bon u s action on your turn to feint, ch oosin g o f the original target and w ithin your reach. If the
one creature w ithin 5 feet o f you as your target. You original attack roll w ou ld hit the se co n d creature, it
have advantage on your next attack roll against that takes dam age equal to the num ber you roll on your
creature. If that attack hits, add the superiority die to the superiority die. The dam age is o f the sam e type dealt by
attack’s dam age roll. the original attack.
Goading Attack. W h en you hit a creature w ith a Trip Attack. W h en you hit a creature w ith a w eapon
w eap on attack, you can expend on e superiority die to attack, you can expend on e superiority die to attempt
attempt to goad the target into attacking you. You add to k n ock the target dow n. You add the superiority die
the superiority die to the attack’s dam age roll, and to the attack’s dam age roll, and if the target is Large or
the target must m ake a W isd om saving throw. On a sm aller, it m ust m ake a Strength saving throw. On a
failed save, the target has disadvantage on all attack failed save, you k n ock the target prone.
rolls against targets other than you until the end o f
your next turn. El d r it c h K n ig h t
Lunging Attack. W h en you m ake a m elee w eapon
The archetypal Eldritch K night com b in es the martial
attack on your turn, you can expend one superiority die
m astery co m m o n to all fighters w ith a carefu l study o f
to in crease your reach for that attack by 5 feet. If you hit,
m agic. Eldritch K nights u se m agical tech niques sim ilar
you add the superiority die to the attack’s dam age roll.
to th ose practiced by w izards. They focu s their study
on tw o o f the eight sch o o ls o f m agic: abjuration and El d r it c h K n ig h t S p e l l c a s t in g
evocation. Abjuration sp ells grant an Eldritch Knight — Spell Slots per Spell Level—
additional protection in battle, and evocation sp ells deal Fighter Cantrips Spells
Level Known Known 1st 2nd 3rd 4th
dam age to m any foes at on ce, extending the fighter’s
reach in com bat. T h ese knights learn a com paratively 3rd 2 3 2 — — —
sm all num ber o f spells, com m ittin g them to m em ory 4th 2 4 3 — — —
instead o f keepin g them in a sp ellbook . 5th 2 4 3 — — —
6th 2 4 3 — — —
Sp e l l c a s t in g
4 2 — —
7th 2 5
W h en you reach 3rd level, you augm ent your martial
8th 2 6 4 2 — —
p row ess w ith the ability to cast spells. S e e chapter 10
9th 2 6 4 2 — —
for the general rules o f sp ellcastin g and chapter 11 for
10th 3 7 4 3 — —
the w izard spell list.
Cantrips. You learn tw o cantrips o f your ch oice from 11th 3 8 4 3 — —

the w izard spell list. You learn an additional w izard 12th 3 8 4 3 — —


cantrip o f your ch oice at 10th level. 13th 3 9 4 3 2 —
Spell Slots. The Eldritch K night S p ellcastin g table 14th 3 10 4 3 2 —
sh ow s h ow m any spell slots you have to cast your 15th 3 10 4 3 2 —
sp ells o f 1st level and higher. To cast on e o f these 16th 3 11 4 3 3 —
spells, you m ust expend a slot o f the spell’s level or 17th 3 11 4 3 3 —

higher. You regain all expen ded spell slots w hen you 18th 3 11 4 3 3 —
finish a lon g rest. 19th 3 12 4 3 3 1
F or exam ple, if you kn ow the 1st-level spell shield and
20th 3 13 4 3 3 1
have a 1st-level and a 2nd-level spell slot available, you
ca n cast shield using either slot.
during a short rest. T h e w ea p on must b e w ithin your
Spells Known o f 1st-Level and Higher. You kn ow
reach throughout the ritual, at the con clu sion o f w hich
three 1st-level w izard spells o f your choice, tw o o f w hich
you touch the w eap on and forge the bond.
you m ust c h o o s e from the abjuration and evocation
O nce you have b on d ed a w ea p on to yourself, you
sp ells on the w izard spell list.
ca n ’t be disarm ed o f that w ea p on u nless you are
T h e S p ells K n ow n colum n o f the Eldritch K night
incapacitated. If it is on the sam e plane o f existence,
S p ellcastin g table sh ow s w hen you learn m ore w izard
you can su m m on that w eap on as a bon u s action on your
sp ells o f 1st level or higher. Each o f th ese sp ells m ust be
turn, cau sin g it to teleport instantly to your hand.
an abjuration or evocation spell o f your ch oice, and must
You can have up to tw o b on d ed w eapon s, but can
b e o f a level for w h ich you have spell slots. For instance,
su m m on only one at a tim e w ith your bon u s action.
w hen you reach 7th level in this class, you can learn one
If you attempt to bon d w ith a third w eapon , you must
n ew spell o f 1st or 2nd level.
break the b on d w ith on e o f the other two.
T h e sp ells you learn at 8th, 14th, and 20th level can
c om e from any sch o o l o f m agic. Wa r M a g ic
W h enever you gain a level in this class, you can B egin ning at 7th level, w hen you use your action to
replace on e o f the w izard spells you kn ow w ith another cast a cantrip, you can m ake on e w ea p on attack as a
spell o f your ch oice from the w izard spell list. The bon u s action.
n ew spell m ust be o f a level for w h ich you have spell
slots, and it m ust be an abjuration or evocation spell, El d r it c h St r ik e
u n less you ’re replacin g the spell you gained at 8th, 14th, At 10th level, you learn h ow to m ake your w eap on
or 20th level. strikes undercut a creatu re’s resistan ce to your spells.
Spellcasting Ability. Intelligence is your spellcastin g W h en you hit a creature w ith a w ea p on attack, that
ability for your w izard spells, sin ce you learn your creature has disadvantage on the next saving th row
sp ells through study and m em orization. You u se your it m ak es against a spell you cast before the end o f
Intelligence w hen ever a spell refers to your spellcastin g your next turn.
ability. In addition, you use your Intelligence m odifier
w hen setting the saving th row D C for a w izard spell you A r c a n e C h a r g e
cast and w hen m akin g an attack roll w ith one. At 15th level, you gain the ability to teleport up to 30
feet to an u n occu p ied sp ace you can see w hen you use
Spell save DC = 8 + your proficiency bonus +
your A ction Surge. You can teleport before or after the
your Intelligence modifier
additional action.
Spell attack modifier = your proficiency bonus +
your Intelligence modifier Im pr o v e d Wa r M a g ic
Starting at 18th level, w h en you u se your action to
cast a spell, you can m ake on e w eap on attack as a
W e a po n Bo n d
bonus action.
At 3rd level, you learn a ritual that creates a m agical
bon d b etw een you rself and on e w eapon . You perform
the ritual over the co u rse o f 1 hour, w hich can be done
Mo nk
H er fists a blur as they deflect an in com in g hail o f arrow s,
a half-elf sprin gs over a barricade and th row s h erself
into the m a ssed ranks o f h obg oblin s on the other side.
S h e w hirls a m on g them, k n ock in g their b low s aside and
sen din g them reeling, until at last she stands alone.
Taking a deep breath, a hum an covered in tattoos
settles into a battle stance. A s the first chargin g orc s
reach him , he exhales and a blast o f fire roars from his
m outh, engulfing his foes.
M oving with the silen ce o f the night, a black-clad
halfling steps into a sh ad ow beneath an arch and
em erges from another inky sh ad ow on a ba lcon y a
ston e’s throw away. S h e slides her blade free o f its cloth-
w ra pped scabbard and p eers through the op en w in d ow
at the tyrant prince, so vulnerable in the grip o f sleep.
W hatever their discipline, m on k s are united in their
ability to m agically h arn ess the en ergy that flow s in
their bod ies. W hether chann eled as a striking display
o f com bat p row ess or a subtler focu s o f defensive ability
and speed, this en ergy in fu ses all that a m on k does.

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

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

Proficiency Martial Ki Unarmored


Level Bonus Arts Points Movement Features
1st +2 1d4 — — Unarmored Defense, Martial Arts
2nd +2 1d4 2 +10 ft. Ki, Unarmored Movement
3rd +2 1d4 3 +10 ft. Monastic Tradition, Deflect Missiles
4th +2 1d4 4 +10 ft. Ability Score Improvement, Slow Fall
5th +3 1d6 5 +10 ft. Extra Attack, Stunning Strike
6th +3 1d6 6 +15 ft. Ki-Empowered Strikes, Monastic Tradition feature
7th +3 1d6 7 +15 ft. Evasion, Stillness o f Mind
8th +3 1d6 8 +15 ft. Ability Score Improvement
9th +4 1d6 9 +15 ft. Unarmored Movement improvement
10th +4 1d6 10 +20 ft. Purity o f Body
11th +4 1d8 11 +20 ft. Monastic Tradition feature
12th +4 1d8 12 +20 ft. Ability Score Improvement
13th +5 1d8 13 +20 ft. Tongue o f the Sun and Moon
14th +5 1d8 14 +25 ft. Diamond Soul
15th +5 1d8 15 +25 ft. Timeless Body
16th +5 1d8 16 +25 ft. Ability Score Improvement
17th +6 1d10 17 +25 ft. Monastic Tradition feature
18th +6 1d10 18 +30 ft. Empty Body
19th +6 1d10 19 +30 ft. Ability Score Improvement
20th +6 1d10 20 +30 ft. Perfect Self

em erging only to serve as spies or a ssa ssin s at the A s a result o f the structured life o f a m on astic
com m a n d o f their leader, a noble patron, or som e other com m u n ity and the discipline requ ired to h arn ess ki,
m ortal or divine power. m on k s are alm ost always lawful in alignm ent.
T h e m ajority o f m on k s don ’t shun their n eighbors,
m akin g frequent visits to nearby tow n s or villages and Q u ic k Bu il d

exch an ging their serv ice for food and other g ood s. A s You can m ake a m on k quickly by follow in g these
versatile w arriors, m on ks often end up protecting their su ggestion s. First, m ake D exterity your highest
n eigh bors from m on sters or tyrants. ability score, follow ed by W isd om . S econ d , c h o o s e the
F or a m onk, b e co m in g an adventurer m eans leaving herm it background.
a structured, com m u n al lifestyle to b e c o m e a w anderer.
T h is can be a harsh transition, and m on k s don ’t C l a s s Fe a t u r e s
undertake it lightly. T h o se w h o leave their cloisters take
A s a m onk, you gain the follow in g class features.
their w ork seriously, approach in g their adventures as
person al tests o f their physical and spiritual grow th. H it Po in t s
A s a rule, m on k s care little for m aterial w ealth and are Hit Dice: 1d8 per m on k level
driven by a desire to accom p lish a greater m ission than Hit Points at 1st Level: 8 + your Constitution m odifier
m erely slaying m on sters and plundering their treasure. Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution m odifier per m on k level after 1st
C REATING A M O N K
A s you m ake your m onk character, think about your Pr o f ic ie n c ie s

con n ection to the m onastery w here you learn ed your A rm or: N one
skills and spent your form ative years. W ere you an W eapons: S im ple w eapon s, sh ortsw ords
orphan or a child left on the m on astery’s th resh old? D id Tools: C h oose on e type o f artisan’s tools or one
your parents prom ise you to the m on astery in gratitude m u sical instrum ent
for a serv ice p erform ed by the m on k s? Did you enter Saving Throws: Strength, Dexterity
this seclu d ed life to hide from a crim e you com m itted? Skills: C h oose tw o from A crobatics, Athletics, History,
Or did you c h o o s e the m on astic life for y ou rself? Insight, R eligion, and Stealth
C on sider w hy you left. Did the head o f your m onastery
c h o o s e you for a particularly im portant m ission beyond Eq u ip m e n t
the cloister? Perhaps you w ere cast out b eca u se o f You start w ith the follow in g equipm ent, in addition to
so m e violation o f the com m u n ity ’s rules. Did you dread the equipm ent granted by your background:
leaving, or w ere you happy to go? Is there som eth in g
• (a) a sh ortsw ord or (b) any sim ple w eapon
you h op e to accom p lish outside the m onastery? A re you
• (a) a d u n geon eer’s pack or (b) an exp lorer’s pack
eager to return to your h om e?
• 10 darts
U n a r m o r e d D ef e n se Fl u r r y o f Bl o w s

Im m ediately after you take the Attack action on your


B egin n in g at 1st level, w hile you are w earin g no arm or
turn, you can spend 1 ki point to m ake tw o unarm ed
and not w ielding a shield, your AC equals 10 + your
strikes as a bon u s action.
D exterity m odifier + your W isd om modifier.

Pa t ie n t D e f e n se
M a r t ia l A r t s
You can spend 1 ki point to take the D od g e action as a
At 1st level, your practice o f m artial arts gives you bon u s action on your turn.
m astery o f com bat styles that u se unarm ed strikes and
m on k w eapon s, w hich are sh ortsw ords and any sim ple St e p o f t h e W in d

m elee w ea p on s that d on ’t have the tw o-h an ded or You can spend 1 ki point to take the D isen gage or Dash
heavy property. action as a bon u s action on your turn, and your ju m p
You gain the follow in g benefits w hile you are unarm ed distance is doubled for the turn.
or w ielding only m on k w ea p on s and you aren’t w earin g
arm or or w ielding a shield: U n a r m o r e d M o v e m e n t
• You can u se Dexterity instead o f Strength for the Starting at 2nd level, your sp eed in crea ses by 10 feet
attack and dam age rolls o f your unarm ed strikes and w hile you are not w earin g arm or or w ielding a shield.
m on k w eapon s. T h is bon u s in creases w hen you reach certain m on k
• You can roll a d4 in place o f the norm al dam age levels, as sh ow n in the M onk table.
o f your unarm ed strike or m on k w eapon . T h is die At 9th level, you gain the ability to m ove along vertical
ch a n g es as you gain m on k levels, as sh ow n in the su rfaces and a cross liquids on your turn without falling
M artial A rts colum n o f the M onk table. during the m ove.
• W h en you use the A ttack action with an unarm ed
strike or a m on k w ea p on on your turn, you can m ake M o n a s t ic T r a d it io n
one unarm ed strike as a bon u s action. F or exam ple, if W h en you reach 3rd level, you com m it y ou rself to a
you take the A ttack action and attack with a quarter- m on astic tradition: the W ay o f the O pen H and, the Way
staff, you can also m ake an unarm ed strike as a bonus o f Shadow , or the W ay o f the Four Elem ents, all detailed
action, assu m in g you haven't already taken a bonus at the end o f the cla ss description. Your tradition
action this turn. grants you features at 3rd level and again at 6th, 11th,
Certain m on asteries u se sp ecia lized form s o f the and 17th level.
m on k w eapon s. For exam ple, you might u se a club
that is tw o lengths o f w o o d con n ected by a sh ort chain D e f l e c t M is s il e s
(called a nunchaku) or a sickle with a shorter, straighter Starting at 3rd level, you can use your reaction to
blade (called a kama). W hatever nam e you use for a deflect or catch the m issile w hen you are hit by a ranged
m on k w eapon , you can u se the gam e statistics provided w eap on attack. W h en you do so, the dam age you take
for the w eapon in chapter 5. from the attack is redu ced by 1d 10 + your Dexterity
m odifier + your m on k level.
Ki If you reduce the dam age to 0, you can catch the
Starting at 2nd level, your training allow s you to m issile if it is sm all en ough for you to hold in one hand
h arness the m ystic en ergy o f ki. Your a c c e s s to this and you have at least on e hand free. If you catch a
energy is represented by a num ber o f ki points. Your m issile in this way, you can spend 1 ki point to m ake a
m on k level determ ines the num ber o f points you have, ranged attack with the w eapon or p iece o f am m unition
as sh ow n in the Ki P oints colu m n o f the M onk table. you ju st caught, as part o f the sam e reaction. You m ake
You can sp end these points to fuel various ki features. this attack w ith proficiency, regardless o f your w eapon
You start kn ow in g three such features: Flurry o f B low s, proficiencies, and the m issile coun ts as a m on k w eapon
Patient D efense, and Step o f the W ind. You learn m ore for the attack.
ki features as you gain levels in this class.
W h en you spend a ki point, it is unavailable until A b i l i t y S c o r e Im p r o v e m e n t
you finish a short or lon g rest, at the end o f w hich you W h en you reach 4th level, and again at 8th, 12th, 16th,
draw all o f your expen ded ki ba ck into yourself. You and 19th level, you can in crease on e ability s c o r e o f your
must spend at least 30 m inutes o f the rest m editating to ch oice by 2, or you can in crease tw o ability s c o r e s o f
regain your ki points. your ch oice by 1. A s norm al, you ca n ’t in crease an ability
S o m e o f your ki features require your target to m ake sco re above 20 using this feature.
a saving th row to resist the feature’s effects. The saving
th row D C is calculated as follow s: Sl o w Fa l l
Ki save D C = 8 + your proficiency bonus + B egin n in g at 4th level, you can u se your reaction w hen
your Wisdom modifier you fall to reduce any falling dam age you take by an
am ount equal to five tim es your m on k level.
D uring that time, you also have resistan ce to all dam age
Ex t r a A t t a c k
but force dam age.
B egin ning at 5th level, you ca n attack tw ice, instead o f Additionally, you can spend 8 ki points to cast the
on ce, w henever you take the A ttack action on your turn. astral projection spell, without n eedin g material
com pon en ts. W h en you do so, you ca n ’t take any other
St u n n i n g St r i k e creatu res with you.
Starting at 5th level, you can interfere w ith the flow o f
ki in an op p on en t’s body. W h en you hit another creature P e r f e c t Se l f
w ith a m elee w ea p on attack, you can sp en d 1 ki point to At 20th level, w hen you roll for initiative and have no ki
attempt a stunning strike. T h e target m ust su cce e d on a points rem aining, you regain 4 ki points.
C onstitution saving th row or be stunned until the end o f
your next turn.
M o n a s t ic Tr a d it io n s
K i -E m po w e r e d St r i k e s T h ree traditions o f m on astic pursuit are co m m o n in
the m on asteries scattered a cross the multiverse. M ost
Starting at 6th level, your unarm ed strikes coun t as
m on asteries practice on e tradition exclusively, but a
m agical for the p u rp ose o f overcom in g resistan ce and
few h on or the three traditions and instruct each m on k
im m unity to n onm agical attacks and dam age.
accord in g to his or her aptitude and interest. All three
traditions rely on the sam e ba sic techniques, diverging
Ev a s io n
as the student g row s m ore adept. Thus, a m on k need
At 7th level, your instinctive agility lets you dodge c h o o s e a tradition only upon reachin g 3rd level.
out o f the w ay o f certain area effects, such as a blue
dragon ’s lightning breath or a fireball spell. W h en you Wa y o f t h e O pe n H a n d
are su bjected to an effect that allow s you to m ake a
M onks o f the W ay o f the O pen H and are the ultimate
D exterity saving th row to take only h alf dam age, you
m asters o f m artial arts com bat, w hether arm ed or
instead take no dam age if you su cceed on the saving
u narm ed. They learn tech niques to push and trip their
throw, and only h alf dam age if you fail.
opponents, m anipulate ki to heal dam age to their
bod ies, and practice advanced m editation that can
St i l l n e s s o f M i n d
protect them from harm .
Starting at 7th level, you can u se your action to end on e
effect on y ou rself that is cau sin g you to be charm ed O pe n H a n d T e c h n iq u e

or frightened. Starting w hen you c h o o s e this tradition at 3rd level,


you can m anipulate your en em y’s ki w hen you h arness
P u rity o f B ody your ow n. W h enever you hit a creature w ith on e o f the
attacks granted by y ou r F lurry o f B low s, you can im p ose
At 10th level, your m astery o f the ki flow in g through you
on e o f the follow in g effects on that target:
m akes you im m une to d isease and poison.
• It m ust su cce e d on a D exterity saving th row o r be
To n g u e o f t h e Su n a n d M o o n kn ock ed prone.
Starting at 13th level, you learn to touch the ki o f other • It m ust m ake a Strength saving throw. If it fails, you
m inds s o that you understand all spoken languages. can push it up to 15 feet away from you.
M oreover, any creature that can understand a language • It ca n ’t take reaction s until the end o f your next turn.
can understand w hat you say.
W h o l e n e s s o f Bo d y
At 6th level, you gain the ability to heal yourself. A s an
D ia m o n d So u l
action, you can regain hit points equal to three tim es
B egin ning at 14th level, your m astery o f ki grants you
proficiency in all saving throw s.
Additionally, w hen ever you m ake a saving th row and
fail, you can spend 1 ki point to reroll it and take the
s e c o n d result.

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

Em pt y B o d y
B egin ning at 18th level, you can use your action to
spend 4 ki points to b e c o m e invisible for 1 minute.
your m on k level. You m ust finish a lon g rest b efore you O p p o r t u n is t
can u se this feature again. At 17th level, you can exploit a creatu re's m om entary
distraction w hen it is hit by an attack. W h enever a
T r a n q u il it y
creature w ithin 5 feet o f you is hit by an attack m ade by
B egin ning at 11th level, you can enter a sp ecia l a creature other than you, you can use your reaction to
m editation that su rrou nd s you w ith an aura o f p ea ce. At m ake a m elee attack against that creature.
the end o f a long rest, you gain the effect o f a sanctuary
spell that lasts until the start o f your next long rest (the Wa y o f t h e Fo u r El e m e n t s
spell can end early as norm al). The saving th row D C
Y ou follow a m on astic tradition that teach es you to
for the spell equals 8 + your W isd om m odifier + your
h arn ess the elem ents. W h en you focu s your ki, you can
proficiency bonus.
align y ou rself w ith the fo r ce s o f creation and ben d the
Q u iv e r in g Pa l m four elem ents to your w ill, using them as an extension
At 17th level, you gain the ability to set up lethal o f your body. S om e m em bers o f this tradition dedicate
vibrations in s o m e o n e ’s body. W h en you hit a creature them selves to a single elem ent, but others w eave the
w ith an unarm ed strike, you can spend 3 ki points to elem ents together.
start th ese im perceptible vibrations, w hich last for a M any m on k s o f this tradition tattoo their b o d ie s with
num ber o f days equal to your m on k level. The vibrations representations o f their ki pow ers, com m on ly im agined
are h arm less u n less you use your action to end them. as coilin g dragons, but also as ph oenixes, fish, plants,
To do so, you and the target m ust be on the sam e plane m ountains, and crestin g w aves.
o f existence. W h en you u se this action, the creature
D is c ip l e o f t h e El e m e n t s
m ust m ake a Constitution saving throw. If it fails, it is
W h en you c h o o s e this tradition at 3rd level, you learn
redu ced to 0 hit points. If it su cceed s, it takes 10d 10
m agical disciplin es that h arness the p ow er o f the four
n ecrotic dam age.
elem ents. A discipline requ ires you to spend ki points
Y ou can have only on e creature under the effect o f this
each tim e you use it.
feature at a tim e. You can c h o o s e to end the vibrations
You k n ow the E lem ental Attunem ent discipline and
h arm lessly without usin g an action.
on e other elem ental discipline o f your choice, w hich are
Wa y o f Sh a d o w detailed in the “Elem ental D iscip lin es” section below.
You learn on e additional elem ental discipline o f your
M onks o f the W ay o f S h a d ow follow a tradition that ch oice at 6th, 11th, and 17th level.
values stealth and subterfuge. T h ese m on k s might W h enever you learn a n ew elem ental discipline,
b e called ninjas or sh ad ow dan cers, and they serve as you can also replace on e elem ental discipline that you
sp ies and assassins. S om etim es the m em bers o f a already k n ow w ith a different discipline.
ninja m onastery are fam ily m em bers, form in g a clan Casting Elemental Spells. S o m e elem ental
sw orn to se cre cy about their arts and m issions. Other disciplin es allow you to cast spells. S e e chapter 10 for
m on asteries are m ore like thieves’ guilds, hiring out the general rules o f spellcasting. To cast on e o f these
their serv ices to n obles, rich m erchants, or anyone else spells, you u se its casting tim e and other rules, but you
w h o can pay their fees. R egardless o f their m ethods, the don ’t need to provide material com pon en ts for it.
h eads o f these m on asteries expect the unquestioning O n ce you reach 5th level in this class, you can spend
o b ed ien ce o f their students. additional ki points to in crease the level o f an elem ental
discipline spell that you cast, provided that the spell has
Sh a d o w A r t s
an en hanced effect at a higher level, as burning hands
Starting w hen you c h o o s e this tradition at 3rd level, you
does. The spell's level in creases by 1 for each additional
can use your ki to duplicate the effects o f certain spells.
ki point you spend. For exam ple, if you are a 5th-level
A s an action, you can spend 2 ki poin ts to cast darkness,
m on k and use S w eep in g Cinder Strike to cast burning
darkvision, pass without trace, or silence, without
hands, you can spend 3 ki points to cast it as a 2nd-level
providing m aterial com pon en ts. Additionally, you gain
spell (the disciplin e’s ba se cost o f 2 ki points plus 1).
the minor illusion cantrip if you don ’t already k n ow it.
T h e m axim u m num ber o f ki points you can spend to
Sh a d o w St e p
cast a spell in this w ay (including its ba se ki point cost
and any additional ki poin ts you sp en d to in crease its
At 6th level, you gain the ability to step from on e sh adow
level) is determ ined by your m on k level, as sh ow n in the
into another. W h en you are in dim light or darkness,
S p ells and Ki Points table.
as a bon u s action you can teleport up to 60 feet to an
u n occu pied sp ace you can see that is also in dim light
S pel l s a n d K i Po in t s
or darkness. You then have advantage on the first m elee
attack you m ake b efore the end o f the turn. Monk Levels M axim um Ki Points for a Spell
5th—8th 3
C l o a k o f Sh a d o w s
9th—12th 4
By 11th level, you have learned to b e c o m e one with
13th—16th 5
the sh adow s. W h en you are in an area o f dim light or
17th—20th 6
darkness, you can u se your action to b e c o m e invisible.
Y ou rem ain invisible until you m ake an attack, cast a
spell, or are in an area o f bright light.
El e m e n t a l D is c ip l in e s Shape the Flowing River. A s an action, you can
The elem ental disciplin es are presen ted in alphabetical spend 1 ki point to c h o o s e an area o f ice or w ater no
order. If a discipline requ ires a level, you must be that larger than 30 feet on a side w ithin 120 feet o f you. You
level in this class to learn the discipline. can change w ater to ice w ithin the area and v ice versa,
Breath o f Winter (17th Level Required). You can and you can resh ape ice in the area in any m anner you
spend 6 ki points to cast con e o f cold. ch oose. You can raise or low er the ic e ’s elevation, create
Clench o f the North Wind (6th Level Required). You or fill in a trench, erect or flatten a w all, or form a pillar.
can spend 3 ki poin ts to cast hold person. T h e extent o f any such ch a n g es ca n ’t ex ceed h alf the
Elemental Attunement. You can use your action to area’s largest dim ension. For exam ple, if you affect a
briefly control elem ental forces nearby, causing one o f 30 -foot square, you can create a pillar up to 15 feet high,
the follow in g effects o f your choice: raise or low er the sq u a re’s elevation by up to 15 feet, dig
a trench up to 15 feet deep, and s o on. You ca n ’t shape
• Create a h arm less, instantaneous sen sory effect
the ice to trap or injure a creature in the area.
related to air, earth, fire, or water, such as a sh ow er o f
Sweeping Cinder Strike. You can sp end 2 ki points to
sparks, a pu ff o f w ind, a spray o f light mist, or a gentle
cast burning hands.
rum bling o f stone.
Water Whip. You can sp end 2 ki points as a bon u s
• Instantaneously light or snuff out a candle, a torch, or
action to create a w hip o f water that shoves and pulls
a sm all cam pfire.
a creature to u nbalance it. A creature that you can see
• Chill or w arm up to 1 pou nd o f nonliving m aterial for
that is w ithin 30 feet o f you must m ake a Dexterity
up to 1 hour.
saving throw. On a failed save, the creature takes 3 d 10
• Cause earth, fire, water, or m ist that can fit w ithin a
bludgeon ing dam age, plus an extra 1d 10 bludgeon ing
1-foot cu b e to sh ape itself into a crude form you d esig
dam age for each additional ki point you spend, and you
nate for 1 minute.
can either k n ock it prone or pull it up to 25 feet closer
Eternal Mountain Defense (11th Level Required). to you. O n a su ccessfu l save, the creature takes h alf as
You can sp end 5 ki points to cast stoneskin, m uch dam age, and you don ’t pull it or k n ock it prone.
targeting yourself. Wave o f Rolling Earth (17th Level Required). You
Fangs o f the Fire Snake. W h en you use the Attack can sp end 6 ki points to cast wall o f stone.
action on your turn, you can spend 1 ki point to cause
tendrils o f flam e to stretch out from your fists and feet. Mo n ast ic O r ders
Y our reach w ith your unarm ed strikes in creases by The worlds o f D&D contain a multitude o f monasteries
10 feet for that action, as w ell as the rest o f the turn. and monastic traditions. In lands with an Asian cultural
A hit w ith such an attack deals fire dam age instead of flavor, such as Shou Lung far to the east o f the Forgotten
bludgeon ing dam age, and if you spend 1 ki point w hen Realms, these monasteries are associated with philosophical
the attack hits, it also deals an extra 1d 10 fire dam age. traditions and martial arts practice. The Iron Hand School,
Fist o f Four Thunders. You can spend 2 ki points to the Five Stars School, the Northern Fist School, and
cast thunderwave. the Southern Star School of Shou Lung teach different
Fist o f Unbroken Air. You can create a blast o f approaches to the physical, mental, and spiritual disciplines
o f the monk. Some o f these monasteries have spread to the
com p re ss e d air that strikes like a m ighty fist. A s an
western lands o f Faerun, particularly in places with large
action, you can spend 2 ki points and c h o o s e a creature
Shou immigrant communities, such as Thesk and Westgate.
w ithin 30 feet o f you. That creature must m ake a Other monastic traditions are associated with deities who
Strength saving throw. On a failed save, the creature teach the value o f physical excellence and mental discipline.
takes 3 d 10 bludgeon ing dam age, plus an extra 1d 10 In the Forgotten Realms, the order o f the Dark Moon is
bludgeon ing dam age for each additional ki point you made up o f monks dedicated to Shar (goddess o f loss), who
spend, and you can push the creature up to 20 feet away maintain secret communities in remote hills, back allies,
from you and k n ock it prone. On a su ccessfu l save, the and subterranean hideaways. Monasteries o f Ilmater (god
creature takes h alf as m uch dam age, and you d on ’t push o f endurance) are named after flowers, and their orders
it or k n ock it prone. carry the names o f great heroes o f the faith; the Disciples of
Saint Sollars the Twice-Martyred reside in the Monastery of
Flames o f the Phoenix (11th Level Required). You
the Yellow Rose near Damara. The monasteries of Eberron
can spend 4 ki points to cast fireball.
combine the study o f martial arts with a life of scholarship.
Gong o f the Summit (6th Level Required). Y ou can Most are devoted to the deities o f the Sovereign Host.
spend 3 ki points to cast shatter. In the world o f Dragonlance, most monks are devoted to
Mist Stance (11th Level Required). You can spend 4 Majere, god o f meditation and thought. In Greyhawk, many
ki points to cast gaseous form, targeting yourself. monasteries are dedicated to Xan Yae, the goddess o f twilight
Ride the Wind (11th Level Required). You can spend and the superiority o f mind over matter, or to Zuoken, god of
4 ki points to cast fly, targeting yourself. mental and physical mastery.
River o f Hungry Flame (17th Level Required). You The evil monks o f the Scarlet Brotherhood in the world of
can sp end 5 ki poin ts to cast wall o f fire. Greyhawk derive their fanatic zeal not from devotion to a god
but from dedication to the principles o f their nation and their
Rush o f the Gale Spirits. You can spend 2 ki points
race— the belief that the Suel strand of humanity are meant
to cast gust o f wind.
to rule the world.
Pa l a d i n
Clad in plate arm or that gleam s in the sunlight despite
the dust and grim e o f long travel, a hum an lays dow n
her sw ord and shield and p la ces her hands on a m ortally
w ou n ded man. D ivine radiance sh in es from her hands,
the m an’s w ou n ds knit closed, and his eyes op en w ide
with am azem ent.
A dw arf crou ch es behind an outcrop, his black cloak
m akin g him nearly invisible in the night, and w atches
an orc w ar band celebrating its recent victory. Silently,
he stalks into their m idst and w h ispers an oath, and tw o
ores are dead b efore they even realize he is there.
Silver hair shining in a shaft o f light that seem s to
illum inate only him , an elf laughs w ith exultation. His
sp ear flashes like his eyes as he ja b s again and again
at a tw isted giant, until at last his light ov ercom es its
h ideou s darkness.
W hatever their origin and their m ission, paladins are
united by their oaths to stand against the forces o f evil.
W h eth er sw orn before a g od ’s altar and the w itn ess o f
a priest, in a sa cred glade b efore nature spirits and fey
beings, or in a m om ent o f desperation and g rief w ith the
dead as the only w itn ess, a paladin’s oath is a pow erfu l
bond. It is a so u rce o f p ow er that turns a devout w arrior
into a blessed cham pion.

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

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

— Spell Slots per Spell Level—


Proficiency
Level Bonus Features 1st 2nd 3rd 4th 5th
1st +2 Divine Sense, Lay on Hands — — — — —
2nd +2 Fighting Style, Spellcasting, Divine Smite 2 — — — —
3rd +2 Divine Health, Sacred Oath 3 — — — —
4th +2 Ability Score Improvement 3 — — — —
5th +3 Extra Attack 4 2 — — —
6th +3 Aura o f Protection 4 2 — — —
7th +3 Sacred Oath feature 4 3 — — —
8th +3 Ability Score Improvement 4 3 — — —
9th +4 — 4 3 2 — —
10th +4 Aura o f Courage 4 3 2 — —
11th +4 Improved Divine Smite 4 3 3 — —
12th +4 Ability Score Improvement 4 3 3 — —
13th +5 — 4 3 3 1 —
14th +5 Cleansing Touch 4 3 3 1 —
15th +5 Sacred Oath feature 4 3 3 2 —
16th +5 Ability Score Improvement 4 3 3 2 —
17th +6 — 4 3 3 3 1
18th +6 Aura improvements 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Sacred Oath feature 4 3 3 3 2

evil. Fighters are rare enough a m on g the ranks o f the as Torm , Tyr, H eironeou s,
m ilitias and arm ies o f the w orld, but even few er p eople Paladine, Kiri-Jolith, D ol
can claim the true calling o f a paladin. W h en they do Arrah, the Silver Flam e,
receive the call, these w arriors turn from their form er Bahamut, Athena, Re-Horakhty,
occu p ation s and take up arm s to fight evil. S om etim es and H eim dall.
their oaths lead them into the serv ice o f the crow n as H ow did you exp erien ce your call to
leaders o f elite grou ps o f knights, but even then their serve as a paladin? D id you hear a w h isper
loyalty is first to the ca u se o f righ teou sn ess, not to from an u n seen g od or angel w hile you w ere at
crow n and country. prayer? D id another paladin sen se the potential w ithin
Adventuring p aladins take their w ork seriously. A you and d ecide to train you as a squire? Or did som e
delve into an ancient ruin or dusty crypt can be a quest terrible event—the destruction o f your h om e, perhaps—
driven by a higher p u rp ose than the acquisition of drive you to your quests? Perhaps you stum bled into
treasure. Evil lurks in du ngeon s and prim eval forests, a sa cred grove or a hidden elven enclave and found
and even the sm allest victory against it can tilt the y ou rself called to protect all such refuges o f g o od n ess
c o s m ic ba la n ce away from oblivion. and beauty. O r you m ight have k n ow n from your earliest
m em ories that the paladin’s life w as your calling, alm ost
C r e a t i n g a Pa l a d i n as if you had been sent into the w orld w ith that p u rp ose
stam ped on your soul.
Th e m ost im portant aspect o f a paladin character is
A s guardians against the forces o f w ick ed n ess,
the nature o f his or her holy quest. Although the class
paladins are rarely o f any evil alignm ent. M ost o f them
features related to your oath don't appear until you
reach 3rd level, plan ahead for that ch oice by reading w alk the paths o f charity and ju stice. C on sider h ow your
alignm ent c o lo rs the w ay you pursue your holy quest
the oath descriptions at the end o f the class. A re you a
and the m ann er in w hich you con du ct y ou rself before
devoted servant o f g ood, loyal to the gods o f ju stice and
g od s and m ortals. Your oath and alignm ent m ight be
honor, a holy knight in shining arm or venturing forth
in harmony, or your oath m ight represent standards of
to sm ite evil? A re you a g loriou s cham pion o f the light,
behavior that you have not yet attained.
cherish in g everything beautiful that stands against the
shadow, a knight w h o s e oath d escen d s from traditions
Q u ic k Bu il d
older than m any o f the god s? O r are you an em bittered
You can m ake a paladin quickly by follow in g these
lon er sw orn to take v en g ean ce on th ose w h o have done
suggestion s. First, Strength sh ou ld be your highest
great evil, sent as an angel o f death by the g od s or driven
ability score, follow ed by C harism a. S econ d , c h o o s e the
by your n eed for revenge? A pp en dix B lists m any deities
noble background.
w orsh ip ed by paladins throughout the m ultiverse, such
C l a s s Fe a t u r e s Fig h t in g St y l e
A s a paladin, you gain the follow in g cla ss features. At 2nd level, you adopt a style o f fighting as your
specialty. C h oose on e o f the follow in g options. You ca n ’t
H it Po in t s take a Fighting Style option m ore than on ce, even if you
Hit Dice: 1d10 p er paladin level later get to c h o o s e again.
Hit Points at 1st Level: 10 + your Constitution m odifier
Hit Points at Higher Levels: 1d 10 (or 6) + your D e f e n se

C onstitution m odifier per paladin level after 1st W h ile you are w earing armor, you gain a +1 bon u s to AC.

Pr o f ic ie n c ie s D u e l in g

Arm or: A ll armor, shields W h en you are w ielding a m elee w eap on in on e hand and
W eapons: Sim ple w eapon s, m artial w eapon s no other w eapon s, you gain a +2 bon u s to dam age rolls
Tools: N one w ith that w eapon.

Saving Throws: W isdom , Charism a G r e a t W e a po n Fig h t in g


Skills: C h o o se tw o from A thletics, Insight, Intimidation,
W h en you roll a 1 or 2 on a dam age die for an attack you
M edicine, Persuasion, and R eligion
m ake w ith a m elee w eap on that you are w ielding with
tw o hands, you can reroll the die and must u se the new
Eq u ip m e n t
roll. T h e w eap on m ust have the tw o-handed or versatile
You start w ith the follow in g equipm ent, in addition to
property for you to gain this benefit.
the equipm ent granted by your background:

• (a) a m artial w eap on and a shield or (b) tw o martial Pr o t e c t io n

w eap on s W h en a creature you can see attacks a target other


• (a) five javelins or (b) any sim ple m elee w eapon than you that is w ithin 5 feet o f you, you can u se your
• (a) a priest’s pack or (b) an explorer’s pack reaction to im p ose disadvantage on the attack roll.
• C hain m ail and a holy sym bol You must be w ielding a shield.

D i v in e Se n se Spe l l c a s t in g
T h e p resen ce o f stron g evil registers on your se n se s like B y 2nd level, you have learned to draw on divine
a n oxiou s odor, and pow erfu l g o o d rings like heavenly m agic through m editation and prayer to cast sp ells as
m u sic in your ears. A s an action, you can op en your a cleric does. S e e chapter 10 for the general rules o f
aw aren ess to detect such forces. Until the end o f your spellcastin g and chapter 11 for the paladin spell list.
next turn, you k n ow the location o f any celestial, fiend,
or undead w ithin 60 feet o f you that is not behind total Pr e p a r in g a n d Ca s t in g Sp e l l s

cover. You k n ow the type (celestial, fiend, or undead) o f T h e Paladin table sh ow s h ow m any spell slots you have
any bein g w h ose p resen ce you sen se, but not its identity to cast your spells. To cast on e o f your paladin sp ells o f
(the vam pire Count Strahd von Z arovich, for instance). 1st level or higher, you must expend a slot o f the sp ell’s
W ithin the sa m e radius, you also detect the presen ce level or higher. You regain all expen ded spell slots w hen
o f any place or object that has been con secrated or you finish a lon g rest.
desecrated, as w ith the hallow spell. Y ou prepare the list o f paladin spells that are available
You can u se this feature a num ber o f tim es equal to for you to cast, ch oosin g from the paladin spell list.
1 + your C harism a m odifier. W h en you finish a lon g rest, W h en you do so, c h o o s e a n um ber o f paladin spells
you regain all expen ded uses. equal to your C harism a m odifier + h alf your paladin
level, roun ded dow n (m inim um o f one spell). The sp ells
L a y o n H a n d s must b e o f a level for w hich you have spell slots.
For exam ple, if you are a 5th-level paladin, you have
Your blessed touch can heal w oun ds. You have a p ool
four 1st-level and tw o 2nd-level spell slots. W ith a
o f healing p ow er that replen ish es w hen you take a long
C harism a o f 14, your list o f prepared sp ells can include
rest. W ith that pool, you can restore a total num ber o f
four spells o f 1st or 2nd level, in any com bination. If you
hit points equal to your paladin level x 5.
prepare the 1st-level spell cure wounds, you can cast
A s an action, you can touch a creature and draw
it using a 1st-level or a 2nd-level slot. Casting the spell
p ow er from the p o o l to restore a num ber o f hit points
d oesn ’t rem ove it from your list o f prepared spells.
to that creature, up to the m axim u m am ount rem aining
You can change your list o f prepared spells w hen you
in your p ool.
finish a long rest. P reparin g a n ew list o f paladin spells
Alternatively, you ca n expend 5 hit points from your
requ ires tim e spent in prayer and m editation: at least 1
p o o l o f healing to cure the target o f one d isease or
m inute per spell level for each spell on your list.
neutralize on e p oison affecting it. You can cure multiple
d isea ses and neutralize multiple p oison s w ith a single Sp e l l c a s t in g A b il it y
use o f Lay on H ands, expending hit points separately C harism a is your sp ellcastin g ability for your paladin
for each one. spells, sin ce their p ow er derives from the strength o f
T h is feature has no effect on undead and constructs.
your conviction s. You u se your C harism a w hen ever a A b i l i t y S c o r e Im p r o v e m e n t
spell refers to your spellcastin g ability. In addition, you
W h en you reach 4th level, and again at 8th, 12th, 16th,
use your C harism a m odifier w hen setting the saving
and 19th level, you can in crease on e ability s c o r e o f your
th row D C for a paladin spell you cast and w hen m aking
ch oice by 2, or you can in crease tw o ability sc o r e s o f
an attack roll w ith one.
your ch oice by 1. A s norm al, you ca n ’t in crease an ability
Spell save D C = 8 + your proficiency bonus + sco re above 20 using this feature.
your Charisma modifier
Ex t r a A t t a c k
Spell attack modifier = your proficiency bonus +
your Charisma modifier B egin ning at 5th level, you can attack tw ice, instead o f
on ce, w henever you take the A ttack action on your turn.
Sp e l l c a s t in g Fo c u s
You can u se a holy sym b ol (found in chapter 5) as a
A u r a o f Pr o t e c t io n
sp ellcastin g focu s for your paladin spells. Starting at 6th level, w hen ever you or a friendly creature
w ithin 10 feet o f you m ust m ake a saving throw, the
D iv in e Sm it e creature gains a bon u s to the saving th row equal to your
Starting at 2nd level, w hen you hit a creature w ith a C harism a m odifier (with a m inim um bon u s o f +1). You
m elee w eap on attack, you can expend one paladin spell m ust be co n s cio u s to grant this bonus.
slot to deal radiant dam age to the target, in addition to At 18th level, the range o f this aura in creases to 30 feet.
the w ea p on ’s dam age. T h e extra dam age is 2d 8 for a
1st-level sp ell slot, plus 1d8 for each spell level higher
A u r a o f C o u r a g e
than 1st, to a m axim u m o f 5d8. T h e dam age in creases Starting at 10th level, you and friendly creatu res
by 1d8 if the target is an undead or a fiend. w ithin 10 feet o f you ca n ’t be frightened w hile you
are con sciou s.
D iv in e H e a l t h At 18th level, the range o f this aura in creases to 30 feet.
By 3rd level, the divine m agic flow in g through you
m a kes you im m une to disease.
Im pr o v e d D iv in e Sm it e
By 11th level, you are s o su ffu sed w ith righteous
Sa c r e d O a t h might that all your m elee w ea p on strikes carry divine
W h en you reach 3rd level, you sw ear the oath that binds pow er w ith them. W h en ever you hit a creature with a
you as a paladin forever. Up to this tim e you have been m elee w eapon , the creature takes an extra 1d8 radiant
in a preparatory stage, com m itted to the path but not dam age. If you also u se your D ivine Sm ite with an
yet sw orn to it. N ow you c h o o s e the Oath o f D evotion, attack, you add this dam age to the extra dam age o f your
the Oath o f the Ancients, or the Oath o f V engeance, all D ivine Sm ite.
detailed at the end o f the class description.
Your ch oice grants you features at 3rd level and again
C l e a n sin g T o u c h
at 7th, 15th, and 20th level. T h o se features include oath B egin ning at 14th level, you can use your action to
sp ells and the Channel Divinity feature. end on e spell on y ou rself or on on e w illing creature
that you touch.
O a t h Sp e l l s You can use this feature a num ber o f tim es equal
E ach oath has a list o f a ssocia ted spells. You gain to your C harism a m odifier (a m inim um o f once). You
a c c e s s to th ese spells at the levels sp ecified in the oath regain expended u ses w hen you finish a lon g rest.
description. O n ce you gain a c c e ss to an oath spell, you
always have it prepared. Oath spells d on ’t count against
the num ber o f spells you can prepare each day.
Sa c r e d O a t h s
If you gain an oath spell that d oesn ’t appear on the B ecom in g a paladin involves taking v ow s that com m it
paladin sp ell list, the spell is n onetheless a paladin the paladin to the cau se o f righ teou sn ess, an active
spell for you. path o f fighting w ick ed n ess. The final oath, taken
w hen he or sh e reach es 3rd level, is the culm ination
C h a n n e l D iv in it y o f all the paladin’s training. S o m e characters with this
Your oath allow s you to channel divine en ergy to fuel class d on ’t con sider them selves true paladins until
m agical effects. E ach Channel Divinity option provided they have reach ed 3rd level and m ade this oath. For
by your oath explains h ow to u se it. others, the actual sw earin g o f the oath is a formality,
W h en you u se your Channel Divinity, you ch o o s e an official stam p on w hat has always been true in the
w hich option to use. You must then finish a short or long paladin’s heart.
rest to u se your Channel Divinity again.
S o m e Channel Divinity effects require saving throw s. O a t h o f D e v o t io n
W h en you u se such an effect from this class, the DC T h e Oath o f D evotion binds a paladin to the loftiest
equals your paladin spell save DC. ideals o f ju stice, virtue, and order. S om etim es called
cavaliers, w hite knights, or holy w arriors, these
paladins m eet the ideal o f the knight in sh in in g armor,
acting w ith h on or in pursuit o f ju stice and the greater B r ea kin g Yo u r O a t h
good. Th ey h old th em selves to the highest standards of A paladin tries to hold to the highest standards o f conduct,
conduct, and som e, for better or w orse, hold the rest o f but even the most virtuous paladin is fallible. Sometimes
the w orld to the sam e standards. M any w ho sw ear this the right path proves too demanding, sometimes a situation
oath are devoted to gods o f law and g o o d and use their calls for the lesser o f two evils, and sometimes the heat of
g od s’ tenets as the m easu re o f their devotion. Th ey hold emotion causes a paladin to transgress his or her oath.
an gels—the perfect servants o f g o o d —as their ideals, A paladin who has broken a vow typically seeks absolution
from a cleric who shares his or her faith or from another
and in corporate im ages o f angelic w in gs into their
paladin of the same order. The paladin might spend an all-
helm ets or coats o f arm s.
night vigil in prayer as a sign o f penitence, or undertake a
fast or similar act o f self-denial. After a rite o f confession and
T e n e t s o f D e v o t io n
forgiveness, the paladin starts fresh.
T h ou gh the exact w ord s and strictures o f the Oath o f If a paladin willfully violates his or her oath and shows no
D evotion vary, paladins o f this oath share these tenets. sign o f repentance, the consequences can be more serious.
Honesty. D on ’t lie or cheat. Let your w ord b e At the DM's discretion, an impenitent paladin might be
your prom ise. forced to abandon this class and adopt another, or perhaps
Courage. Never fear to act, though caution is w ise. to take the Oathbreaker paladin option that appears in the
Compassion. A id others, protect the w eak, and D u n ge o n M aste r's Guide.

punish th ose w h o threaten them. S h o w m ercy to your


foes, but tem per it w ith w isdom . reactions. F or its action, it can use only the D ash action
Honor. Treat others with fairness, and let your or try to esca p e from an effect that prevents it from
honorable d eed s be an exam ple to them . D o as m oving. If there’s n ow h ere to m ove, the creature can u se
m uch g o o d as p ossib le w hile causing the least the D od g e action.
am ount o f harm.
Duty. B e respon sib le for your actions and their A u r a o f D e v o t io n

con seq u en ces, protect th ose entrusted to your care, Starting at 7th level, you and friendly creatu res w ithin
and obey th ose w h o have ju st authority over you. 10 feet o f you ca n ’t be ch a rm ed w hile you are con sciou s.
At 18th level, the range o f this aura in creases to 30 feet.
O a t h Sp e l l s
You gain oath sp ells at the paladin levels listed. Pu r it y o f Sp ir it
B egin ning at 15th level, you are always under the effects
O a t h o f D e v o t io n S pel l s o f a protection from evil and good spell.

Paladin Level Spells


H o l y N im b u s
3rd protection fro m evil a n d good, san ctu ary At 20th level, as an action, you can em anate an aura o f
5th lesser restoration, zone o f truth sunlight. F or 1 minute, bright light sh in es from you in a
9th beacon o f hope, dispel m agic 30 -foot radius, and dim light sh in es 30 feet beyon d that.
13th fre e do m o f m ovem ent, gu ardia n o f faith W h enever an enem y creature starts its turn in the
17th com m u n e, fla m e strike bright light, the creature takes 10 radiant dam age.
In addition, for the duration, you have advantage on
C h a n n e l D iv in it y saving throw s against sp ells cast by fiends or undead.
W h en you take this oath at 3rd level, you gain the O n ce you use this feature, you ca n ’t use it again until
follow in g tw o Channel Divinity options. you finish a long rest.
Sacred Weapon. A s an action, you ca n im bue one
w eap on that you are holdin g w ith positive energy, O a t h o f t h e A n c ie n t s
using your Channel Divinity. For 1 minute, you add The Oath o f the A ncients is as old as the race o f elves
your C harism a m odifier to attack rolls m ade w ith that and the rituals o f the druids. S om etim es called fey
w eap on (with a m inim um bon u s o f +1). T h e w ea p on also knights, green knights, or h orn ed knights, paladins w ho
em its bright light in a 20 -foot radius and dim light 20 sw ear this oath cast their lot with the side o f the light
feet beyon d that. If the w eap on is not already m agical, it in the co sm ic struggle against darkn ess b eca u se they
b e c o m e s m agical for the duration. love the beautiful and life-giving things o f the w orld,
You ca n end this effect on your turn as part o f any not n ecessarily b eca u se they believe in prin ciples o f
other action. If you are no lon ger h olding or carrying honor, courage, and ju stice. Th ey adorn their arm or and
this w eapon , or if you fall u n con sciou s, this effect ends. cloth in g with im ages o f grow in g things—leaves, antlers,
Turn the Unholy. A s an action, you present your or flow ers—to reflect their com m itm en t to preserving
holy sym bol and sp eak a prayer cen su rin g fiends and life and light in the world.
undead, using your Channel Divinity. E ach fiend or
undead that can s e e or hear you w ithin 30 feet o f you T e n e t s o f t h e A n c ie n t s
must m ake a W isd om saving throw. If the creature The tenets o f the Oath o f the A ncients have been
fails its saving throw, it is turned for 1 m inute or until preserved for u ncounted centuries. T h is oath
it takes dam age. em p hasizes the prin ciples o f g o o d above any con cern s
A turned creature m ust sp en d its turns trying to m ove o f law o r chaos. Its four central prin ciples are sim ple.
as far away from you as it can, and it ca n ’t w illingly
m ove to a sp ace w ithin 30 feet o f you. It also ca n ’t take
sym bol, and each fey o r fiend w ithin 30 feet o f you that
can hear you m ust m ake a W isd om saving throw. O n a
failed save, the creature is turned for 1 m inute or until it
takes dam age.
A turned creature m ust spend its turns trying to m ove
as far away from you as it can, and it ca n ’t w illingly
m ove to a sp a ce w ithin 30 feet o f you. It also ca n ’t take
reactions. F or its action, it can use only the D ash action
or try to esca p e from an effect that prevents it from
m oving. If th ere’s now h ere to m ove, the creature can use
the D o d g e action.
If the creatu re’s true form is con cea led by an illusion,
shapeshifting, or other effect, that form is revealed w hile
it is turned.

A u r a o f Wa r d in g
B egin ning at 7th level, ancient m agic lies so heavily
u pon you that it form s an eldritch w ard. You and friendly
creatu res w ithin 10 feet o f you have resistan ce to
dam age from spells.
At 18th level, the range o f this aura in creases to 30 feet.
K indle the Light. T h rou gh your acts o f mercy,
kin dn ess, and forgiveness, kindle the light o f h op e in the U n d y in g Se n t in e l

w orld, beating ba ck despair. Starting at 15th level, w hen you are redu ced to 0 hit
S helter the Light. W h ere there is g ood, beauty, love, points and are not killed outright, you can c h o o s e to
and laughter in the w orld, stand against the w ick ed n ess drop to 1 hit point instead. O n ce you u se this ability, you
that w ou ld sw a llow it. W h ere life flourishes, stand ca n ’t u se it again until you finish a lon g rest.
against the fo r ce s that w ou ld render it barren. Additionally, you suffer n one o f the draw backs o f old
P reserve Your Own Light. D elight in son g and age, and you c a n ’t be aged m agically.
laughter, in beauty and art. If you allow the light to die in
El d e r C h a m p io n
your ow n heart, you ca n ’t preserve it in the w orld.
At 20th level, you can assu m e the form o f an ancient
B e the Light. B e a g loriou s b ea con for all w h o live in
force o f nature, taking on an appearan ce you ch oose.
despair. Let the light o f your jo y and cou rage shine forth
For exam ple, your skin m ight turn green or take on a
in all your deeds.
bark-like texture, your hair m ight b e c o m e leafy or m o s s -
O a t h Sp e l l s like, or you m ight sprout antlers or a lion-like mane.
You gain oath sp ells at the paladin levels listed. U sing your action, you u ndergo a transform ation.
For 1 m inute, you gain the follow in g benefits:
O at h o f t h e A n c ie n t s S pel l s • At the start o f each o f your turns, you regain 10 hit
Paladin Level Spells points.
3rd e n sn aring strike, speak with anim als
• W h en ever you cast a paladin spell that has a casting
tim e o f 1 action, you can cast it using a bon u s action
5th m oonb eam , m isty step
instead.
9th p lant growth, protection fro m energy
• E nem y creatures w ithin 10 feet o f you have disadvan
13th ice storm , stoneskin
tage on saving th row s against your paladin spells and
17th c o m m u n e with nature, tree stride
Channel Divinity options.

C h a n n e l D iv in it y O nce you u se this feature, you ca n ’t use it again until


W h en you take this oath at 3rd level, you gain the you finish a lon g rest.
follow in g tw o Channel Divinity options.
N ature’s Wrath. You can use your Channel Divinity
O a t h o f V e n g e a n c e
to invoke prim eval forces to ensnare a foe. A s an action, The Oath o f V en gean ce is a solem n com m itm en t to
you can cau se spectral vines to spring up and reach punish th ose w ho have com m itted a grievous sin. W h en
for a creature w ithin 10 feet o f you that you can see. evil forces slaughter helpless villagers, w hen an entire
T h e creature m ust su cceed on a Strength or Dexterity p eople turns against the w ill o f the gods, w hen a thieves’
saving th row (its ch oice) or be restrained. W h ile guild grow s too violent and pow erfu l, w hen a dragon
restrained by the vines, the creature repeats the saving ram pages through the cou n tryside—at tim es like these,
th row at the end o f each o f its turns. O n a su ccess, it paladins arise and sw ear an Oath o f V en gean ce to set
frees itself and the v ines vanish. right that w hich has gone w ron g. To th ese paladins—
Turn the Faithless. You can use your Channel som etim es called avengers or dark knights—their ow n
Divinity to utter ancient w ord s that are painful for fey purity is not as im portant as delivering justice.
and fiends to hear. A s an action, you present your holy
T e n e t s o f V e n g e a n c e C h a n n e l D iv in it y
T h e tenets o f the Oath o f V en gean ce vary by paladin, but W h en you take this oath at 3rd level, you gain the
all the tenets revolve around punishing w ron g d oers by follow in g tw o Channel Divinity options.
any m eans necessary. Paladins w h o uphold these tenets A bjure Enemy. A s an action, you present your holy
are w illing to sa crifice even their ow n righ teou sn ess to sym bol and sp ea k a prayer o f denunciation, using your
m ete out ju stice upon th ose w h o do evil, so the paladins Channel Divinity. C h oose one creature w ithin 60 feet
are often neutral or lawful neutral in alignm ent. The o f you that you can see. That creature m ust m ake a
c o re prin ciples o f the tenets are brutally sim ple. W isd om saving throw, u nless it is im m une to being
Fight the Greater Evil. F aced w ith a ch oice o f fighting frightened. Fiends and undead have disadvantage on
m y sw orn foes or com batin g a lesser evil. I c h o o s e the this saving throw.
greater evil. On a failed save, the creature is frightened for 1
No Mercy for the Wicked. O rdinary foes m ight w in minute or until it takes any dam age. W h ile frightened,
my m ercy, but m y sw orn en em ies do not. the creatu re’s sp eed is 0, and it ca n ’t benefit from any
By Any Means Necessary. My qualm s ca n ’t get in the bon u s to its speed.
w ay o f exterm inating m y foes. On a su ccessfu l save, the creatu re’s sp eed is halved
Restitution. If m y fo e s w rea k ruin on the w orld, it is for 1 m inute or until the creature takes any dam age.
b eca u se I failed to stop them. I m ust help th ose harm ed Vow o f Enmity. A s a bon u s action, you can utter a vow
by their m isdeeds. o f enm ity against a creature you can see w ithin 10 feet
o f you, using your Channel Divinity. You gain advantage
O a t h Sp e l l s on attack rolls against the creature for 1 minute or until
You gain oath spells at the paladin levels listed. it d rops to 0 hit points or falls u n con sciou s.

O a t h o f V e n g e a n c e S pel l s R e l e n t l e ss Av e n g e r

Paladin Level Spells By 7th level, your supernatural focu s helps you close
o ff a fo e ’s retreat. W h en you hit a creature w ith an
3rd bane, hu n te r’s m ark
opportu nity attack, you can m ove up to h alf your
5th hold person, m isty step
sp eed im m ediately after the attack and as part o f
9th haste, protection fro m energy
the sam e reaction. T h is m ovem ent d oesn ’t provoke
13th banishm ent, dim ension door
opportunity attacks.
17th hold monster, scrying
So u l o f V e n g e a n c e
Starting at 15th level, the authority w ith w h ich you
sp ea k your V ow o f Enm ity gives you greater pow er over
your foe. W h en a creature under the effect o f your V ow
o f Enm ity m akes an attack, you can use your reaction to
m ake a m elee w eap on attack against that creature if it is
w ithin range.

Av e n g in g A n g e l
At 20th level, you can assu m e the form o f an
angelic avenger. U sing your action, you undergo a
transform ation. F or 1 hour, you gain the follow in g
benefits:

• W in gs sprout from your back and grant you a flying


sp eed o f 60 feet.
• You em anate an aura o f m en ace in a 30 -foot radius.
T he first tim e any en em y creatu re enters the aura or
starts its turn there during a battle, the creature m ust
su cceed on a W isd om saving th row o r b e c o m e fright
ened o f you for 1 m inute or until it takes any dam age.
Attack rolls against the frightened creature have
advantage.

O nce you u se this feature, you ca n ’t use it again until


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

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

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

Proficiency Spells — Spell Slots per Spell Level—


Level Bonus Features Known 1st 2nd 3rd 4th 5th
1st +2 Favored Enemy, Natural Explorer — — — — — —
2nd +2 Fighting Style, Spellcasting 2 2 — — — —
3rd +2 Ranger Archetype, Primeval Awareness 3 3 —
— — —
4th +2 Ability Score Improvement 3 3 — — — —
5th +3 Extra Attack 4 4 2 — — —
6th +3 Favored Enemy and Natural Explorer improvements 4 4 2 — — —
7th +3 Ranger Archetype feature 5 4 3 — — —
8th +3 Ability Score Improvement, Land’s Stride 5 4 3 — — —
9th +4 — 6 4 3 2 — —
10th +4 Natural Explorer improvement, Hide in Plain Sight 6 4 3 2 — —

11th +4 Ranger Archetype feature 7 4 3 3 — —


12th +4 Ability Score Improvement 7 4 3 3 — —

13th +5 — 8 4 3 3 1 —

14th +5 Favored Enemy improvement, Vanish 8 4 3 3 1 —


15th +5 Ranger Archetype feature 9 4 3 3 2 —
16th +5 Ability Score Improvement 9 4 3 3 2 —
17th +6 — 10 4 3 3 3 1
18th +6 Feral Senses 10 4 3 3 3 1
19th +6 Ability Score Improvement 11 4 3 3 3 2
20th +6 Foe Slayer 11 4 3 3 3 2

W hat m ade you join up with a band o f adventurers?


D o you find it challen ging to teach n ew allies the w ays
o f the w ild, or do you w elcom e the relief from solitude
that they offer?

Q u ic k Bu il d
You can m ake a ranger quickly by follow in g these
m ixture o f am usem ent, frustration, and com pa ssion .
suggestion s. First, m ake D exterity your highest ability
But they quickly learn that other adventurers w h o can
score, follow ed by W isdom . (S o m e rangers w h o focu s
carry their ow n w eight in a fight against civilization’s
on tw o-w eapon fighting m ake Strength higher than
fo e s are w orth any extra burden. C odd led city folk might
Dexterity.) S econ d , c h o o s e the outlander background.
not k n ow h ow to feed them selves or find fresh w ater in
the w ild, but they m ake up for it in other ways.
C l a s s Fe a t u r e s
C r e a t in g a R anger A s a ranger, you gain the follow in g class features.
A s you create your ranger character, con sider the nature
H it Po in t s
o f the training that gave you your particular capabilities.
Hit Dice: 1d 10 per ranger level
D id you train with a single mentor, w an dering the w ilds
Hit Points at 1st Level: 10 + your Constitution m odifier
together until you m astered the ran ger’s w ays? Did you
Hit Points at Higher Levels: 1d 10 (or 6) + your
leave your apprenticeship, or w a s your m entor slain—
C onstitution m odifier per ranger level after 1st
perhaps by the sam e kind o f m on ster that b e ca m e your
favored enem y? Or perhaps you learned your skills as Pr o f ic ie n c ie s
part o f a band o f rangers affiliated with a druidic circle, Arm or: Light armor, m edium armor, shields
trained in m ystic paths as well as w ilderness lore. You
W eapons: S im ple w eapon s, m artial w eapon s
might b e self-taught, a recluse w ho learned com bat Tools: N one
skills, tracking, and even a m agical conn ection to nature
through the n ecessity o f surviving in the w ilds. Saving Throws: Strength, D exterity
W h at’s the sou rce o f your particular hatred o f a Skills: C h oose three from A nim al Handling,
certain kind o f enem y? D id a m on ster kill som eon e A thletics, Insight, Investigation, Nature, P erception,
you loved or destroy your h om e village? Or did you see Stealth, and Survival
too m uch o f the destruction th ese m on sters cau se and
Eq u ip m e n t
com m it y ou rself to reining in their depredations? Is
You start w ith the follow in g equipm ent, in addition to
your adventuring career a continuation o f your w ork
the equipm ent granted by your background:
in protectin g the borderlands, or a significant change?
• (a) scale m ail or (b) leather arm or A r c h e r y
• (a) tw o sh ortsw ords or (b) tw o sim ple m elee w eap on s You gain a +2 bon u s to attack rolls you m ake with
• (a) a du ng eon eer’s pack or (b) an explorer’s pack ranged w eapon s.
• A lon g b ow and a quiver o f 20 arrow s
D e f e n se
Fa v o r e d En e m y W h ile you are w earing armor, you gain a +1 bonus to AC.

B egin ning at 1st level, you have significant experience


D u e l in g
studying, tracking, hunting, and even talking to a certain
W h en you are w ielding a m elee w eap on in on e hand and
type o f enemy.
no other w eapon s, you gain a +2 bon u s to dam age rolls
C h oose a type o f favored enem y: aberrations,
w ith that w eapon.
beasts, celestials, constructs, dragons, elem entals, fey,
fiends, giants, m on strosities, ooze s , plants, or undead. Tw o -W e a po n Fig h t in g
Alternatively, you can select tw o races o f hum anoid W h en you engage in tw o-w eapon fighting, you can add
(such as gnolls and orc s) as favored enem ies. your ability m odifier to the dam age o f the se co n d attack.
Y ou have advantage on W isd om (Survival) ch eck s to
track your favored en em ies, as w ell as on Intelligence Sp e l l c a s t in g
ch eck s to recall inform ation about them.
By the tim e you reach 2nd level, you have learned to
W h en you gain this feature, you also learn one
u se the m agical e ss e n ce o f nature to cast spells, m uch
language o f your ch o ice that is sp oken by your favored
as a druid d oes. S e e chapter 10 for the general rules o f
en em ies, if they sp eak on e at all.
sp ellcastin g and chapter 11 for the ranger spell list.
You c h o o s e on e additional favored enemy, as w ell as
an a ssocia ted language, at 6th and 14th level. A s you
Sp e l l Sl o t s
gain levels, your c h o ice s should reflect the types o f
T h e R anger table sh ow s h ow m any spell slots you have
m on sters you have en cou ntered on your adventures.
to cast your spells o f 1st level and higher. To cast one o f
th ese spells, you m ust expend a slot o f the sp ell’s level
Na t u r a l Ex pl o r e r
or higher. You regain all expen ded spell slots w hen you
You are particularly fam iliar w ith one type o f natural finish a long rest.
environm ent and are adept at traveling and surviving in F or exam ple, if you kn ow the 1st-level spell animal
such regions. C h oo se on e type o f favored terrain: arctic, friendship and have a 1st-level and a 2nd-level spell slot
coast, desert, forest, grassland, m ountain, sw am p, available, you can cast animal friendship using either slot.
or the U nderdark. W h en you m ake an Intelligence or
W isd om ch eck related to your favored terrain, your Sp e l l s K n o w n o f 1s t L e v e l a n d H ig h e r

proficiency bon u s is dou bled if you are using a skill that Y ou k n ow tw o 1st-level spells o f you r c h oice from the
you ’re proficient in. ranger spell list.
W h ile traveling for an hour or m ore in your favored T he S p ells K n ow n colu m n o f the R anger table sh ow s
terrain, you gain the follow in g benefits: w h en you learn m ore ranger sp ells o f your ch oice. Each
o f th ese sp ells m ust be o f a level for w hich you have
• Difficult terrain d oesn ’t slow your grou p’s travel.
• Your group can ’t b e c o m e lost except by m agical
m eans.
• Even w h en you are engaged in another activity w hile
traveling (such as foraging, navigating, or tracking),
you rem ain alert to danger.
• If you are traveling alone, you can m ove stealthily at
a n orm al pace.
• W h en you forage, you find tw ice as m uch food as you
norm ally w ould.
• W h ile tracking other creatures, you also learn their
exact num ber, their sizes, and h ow lon g ago they
pa ssed through the area.

You c h o o s e additional favored terrain types at 6th


and 10th level.

Fig h t in g St y l e
At 2nd level, you adopt a particular style o f fighting as
your specialty. C h oose on e o f the follow in g options.
Y ou ca n ’t take a Fighting Style option m ore than on ce,
even if you later get to c h o o s e again.
spell slots. F or instance, w hen you reach 5th level in this A b i l i t y Sc o r e Im p r o v e m e n t
class, you can learn on e n ew sp ell o f 1st or 2nd level.
Additionally, w hen you gain a level in this class, W h en you reach 4th level, and again at 8th, 12th, 16th,
you can c h o o s e on e o f the ranger sp ells you kn ow and 19th level, you can in crease on e ability s c o r e o f your
and rep lace it w ith another spell from the ranger ch oice by 2, or you can in crease tw o ability s c o r e s o f
spell list, w hich also m ust be o f a level for w hich you your ch oice by 1. A s norm al, you ca n ’t in crease an ability
have spell slots. sc o r e above 20 using this feature.

Sp e l l c a s t in g A b il it y Ex t r a A t t a c k
W isd om is your sp ellcastin g ability for your ranger B egin n in g at 5th level, you ca n attack tw ice, instead o f
spells, sin ce your m a gic draw s on your attunem ent to on ce, w henever you take the A ttack action on your turn.
nature. You use your W isd om w henever a spell refers
to your sp ellcastin g ability. In addition, you u se your L a n d ’s S t r i d e
W isd om m odifier w hen setting the saving th row D C for
Starting at 8th level, m oving through n onm agical
a ranger spell you cast and w hen m akin g an attack roll
difficult terrain co sts you no extra m ovem ent. You can
with one.
also pass through n onm agical plants w ithout being
Spell save D C = 8 + your proficiency bonus + slow ed by them and without taking dam age from them if
your Wisdom modifier they have thorns, spines, or a sim ilar hazard.
In addition, you have advantage on saving throw s
Spell attack modifier = your proficiency bonus +
against plants that are m agically created or m anipulated
your Wisdom modifier
to im pede m ovem ent, such th ose created by the
entangle spell.
Ra n g e r A r c h e t y pe
At 3rd level, you c h o o s e an archetype that you strive H id e in Pl a in Sig h t
to emulate: Hunter or B east Master, both detailed at Starting at 10th level, you can sp en d 1 m inute creating
the end o f the class description. Your ch oice grants cam ou flage for yourself. You m ust have a c c e s s to fresh
you features at 3rd level and again at 7th, 11th, mud, dirt, plants, soot, and other naturally o ccu rrin g
and 15th level. m aterials w ith w hich to create your cam ou flage.
O n ce you are cam ou fla ged in this way, you can try
Pr im e v a l A w ar en ess to hide by p ressin g y ou rself up against a solid surface,
B egin n in g at 3rd level, you can use your action and such as a tree or w all, that is at least as tall and w ide
expend on e ranger spell slot to focu s your aw areness on as you are. You gain a +10 bon u s to D exterity (Stealth)
the region around you. F or 1 m inute per level o f the spell ch eck s as long as you rem ain there without m oving or
slot you expend, you can sen se w hether the follow in g taking actions. O nce you m ove or take an action or a
types o f creatu res are present w ithin 1 m ile o f you (or reaction, you m ust cam ou flage y ou rself again to gain
w ithin up to 6 m iles if you are in your favored terrain): this benefit.
aberrations, celestials, dragons, elem entals, fey, fiends,
and undead. T h is feature d oesn ’t reveal the creatu res’ Va n is h
location or number. Starting at 14th level, you can u se the H ide action as a
bon u s action on your turn. A lso, you ca n ’t b e tracked by
n onm agical m eans, u n less you c h o o s e to leave a trail.

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

Fo e Sl a y e r
At 20th level, you b e c o m e an unparalleled hunter o f your
enem ies. O n ce on each o f your turns, you can add your
W isd om m odifier to the attack roll or the dam age roll o f
an attack you m ake against one o f your favored en em ies.
You can c h o o s e to use this feature before or after the
roll, but b efore any effects o f the roll are applied.
if you su cce e d on the saving throw, and only half
Ra n g e r A r c h e t y pe s d am age if you fail.
The ideal o f the ranger has tw o classic expression s: the Stand Against the Tide. W h en a hostile creature
Hunter and the B east Master. m isses you with a m elee attack, you can u se your reaction
to force that creature to repeat the sam e attack against
H u n t e r another creature (other than itself) o f your choice.
Em ulating the Hunter archetype m eans a cceptin g your Uncanny Dodge. W h en an attacker that you can see
place as a bulw ark b etw een civilization and the terrors hits you w ith an attack, you can use your reaction to
o f the w ildern ess. A s you w alk the H unter’s path, you halve the attack’s dam age against you.
learn sp ecia lized tech niques for fighting the threats
you face, from ram paging og res and h ord es o f orc s to Be a st M a st e r
tow ering giants and terrifying dragons. T h e B east M aster archetype em b od ies a friendship
betw een the civilized races and the beasts o f the w orld.
H u n t e r ’s P r e y
United in focu s, beast and ranger w ork as on e to fight
At 3rd level, you gain on e o f the follow in g features
the m on strou s fo e s that threaten civilization and the
o f y ou r choice.
w ildern ess alike. Em ulating the B east M aster archetype
Colossus Slayer. Y our tenacity can w ear dow n
m eans com m itting y ou rself to this ideal, w ork in g in
the m ost potent foes. W h en you hit a creature w ith a
partnership w ith an anim al as its com p a n ion and friend.
w eap on attack, the creature takes an extra 1d8 dam age
if it’s b elow its hit point m axim um . You can deal this R a n g e r ’s C o m p a n io n
extra dam age only o n ce per turn. At 3rd level, you gain a beast com p a n ion that
Giant Killer. W h en a Large or larger creature w ithin accom p a n ies you on your adventures and is trained to
5 feet o f you hits or m isses you w ith an attack, you can fight alongside you. C h oose a beast that is no larger than
u se your reaction to attack that creature im m ediately M edium and that has a challen ge rating o f 1/4 or low er
after its attack, provided that you can see the creature. (appendix D presen ts statistics for the hawk, mastiff,
Horde Breaker. O n ce on each o f your turns w hen you and panther as exam ples). A dd your proficiency bon u s
m ake a w eap on attack, you can m ake another attack to the bea st’s AC, attack rolls, and dam age rolls, as w ell
w ith the sam e w eap on against a different creature that as to any saving th row s and skills it is proficient in. Its
is w ithin 5 feet o f the original target and w ithin range hit point m axim u m equals its n orm al m axim u m or four
o f your w eapon . tim es your ranger level, w hich ever is higher.
The beast obeys your com m a n d s as best as it can. It
D e f e n s iv e Ta c t ic s
takes its turn on your initiative, though it d oesn ’t take an
At 7th level, you gain on e o f the follow in g features
action u n less you com m a n d it to. O n your turn, you can
o f your ch oice.
verbally com m a n d the beast w h ere to m ove (no action
Escape the Horde. O pportunity attacks against you
requ ired by you). You can use your action to verbally
are m ade w ith disadvantage.
com m a n d it to take the Attack, Dash, D isengage, D odge,
Multiattack Defense. W h en a creature hits you
or Help action. O nce you have the Extra A ttack feature,
w ith an attack, you gain a +4 b on u s to AC against
you can m ake on e w eap on attack y ou rself w hen you
all subsequent attacks m ade by that creature for the
com m a n d the beast to take the A ttack action.
rest o f the turn.
W h ile traveling through your favored terrain w ith only
Steel Will. Y ou have advantage on saving throw s
the beast, you can m ove stealthily at a n orm al pace.
against bein g frightened.
If the beast dies, you can obtain another on e by
sp ending 8 hours m agically b on d in g w ith another beast
M u l t ia t t a c k
that isn’t hostile to you, either the sam e type o f beast as
At 11th level, you gain on e o f the follow in g features
b efore or a different one.
o f your ch oice.
Volley. You can u se your action to m ake a ranged Ex c e p t io n a l T r a in in g
attack against any n um ber o f creatu res w ithin 10 feet
B egin ning at 7th level, on any o f your turns w hen
o f a point you can see w ithin your w ea p on ’s range. You
your beast com p a n ion d oesn ’t attack, you can use a
m ust have am m unition for each target, as norm al, and
bon u s action to com m a n d the beast to take the Dash,
you m ake a separate attack roll for each target.
D isengage, D odge, or Help action on its turn.
Whirlwind Attack. Y ou can u se your action to m ake a
m elee attack against any num ber o f creatu res w ithin 5 Be s t ia l Fu r y
feet o f you, w ith a separate attack roll for each target. Starting at 11th level, your beast com p a n ion can
m ake tw o attacks w hen you com m a n d it to u se the
Su p e r io r H u n t e r ’s D e f e n se
A ttack action.
At 15th level, you gain on e o f the follow in g features
o f your choice. Sh a r e Spe l l s
Evasion. You can nim bly d odge out o f the w ay o f B egin ning at 15th level, w hen you cast a spell targeting
certain area effects, su ch as a red dragon ’s fiery breath yourself, you can also affect your beast com p a n ion with
or a lightning bolt spell. W h en you are su bjected to an the spell if the beast is w ithin 30 feet o f you.
effect that allow s you to m ake a D exterity saving th row
to take only h alf dam age, you instead take no dam age
Ro g u e
Sign aling for her com p a n ion s to wait, a halfling creep s
forw ard through the du ngeon hall. S h e p resses an ear
to the door, then pulls out a set o f tools and picks the
lock in the blink o f an eye. Then sh e disappears into
the sh ad ow s as her fighter friend m oves forw ard to kick
the d oor open.
A hum an lurks in the sh ad ow s o f an alley w hile his
a ccom p lice prepares for her part in the am bush. W hen
their target—a notorious slaver—p a sses the alleyway,
the a ccom p lice cries out, the slaver co m e s to investigate,
and the assa ssin ’s blade cuts his throat before he can
m ake a sound.
S u ppressin g a giggle, a g n om e w ag gles her fingers
and m agically lifts the key ring from the guard’s belt.
In a m om ent, the keys are in her hand, the cell d oor is
open, and she and her com p a n ion s are free to m ake
their escap e.
R og u es rely on skill, stealth, and their fo e s ’
vulnerabilities to get the upper hand in any situation.
They have a knack for finding the solution to ju st about
any problem , dem onstrating a resou rcefu ln ess and
versatility that is the corn erston e o f any su ccessfu l
adventuring party.

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

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

Proficiency Sneak
Level Bonus Attack Features
1st +2 1d6 Expertise, Sneak Attack,
Thieves’ Cant
2nd +2 1d6 Cunning Action
3rd +2 2d6 Roguish Archetype
4th +2 2d6 Ability Score Improvement
5th +3 3d6 Uncanny Dodge
6th +3 3d6 Expertise
7th +3 4d6 Evasion
8th +3 4d6 Ability Score Improvement
9th +4 5d6 Roguish Archetype feature
10th +4 5d6 Ability Score Improvement
11th +4 6d6 Reliable Talent
12th +4 6d6 Ability Score Improvement
13th +5 7d6 Roguish Archetype feature
14th +5 7d6 Blindsense
15th +5 8d6 Slippery Mind
16th +5 8d6 Ability Score Improvement
17th +6 9d6 Roguish Archetype feature
18th +6 9d6 Elusive
19th +6 10 d6 Ability Score Improvement
20th +6 10 d6 Stroke o f Luck

locksm iths, investigators, or exterm inators, w hich can Q u ic k Bu il d


be a dangerou s jo b in a w orld w here dire rats—and You can m ake a rogu e quickly by follow in g
w ererats—haunt the sew ers. these suggestion s. First. D exterity should
A s adventurers, rogu es fall on both sides o f the law. b e your highest ability score. M ake
S o m e are hardened crim in als w h o d ecide to seek Intelligence your next-highest if you w ant to
their fortune in treasure hoards, w hile others take up excel at Investigation or plan to take up the
a life o f adventure to e sca p e from the law. S o m e have A rca n e Trickster archetype. C h oose C harism a
learned and perfected their skills w ith the explicit instead if you plan to em phasize d eception and socia l
p u rp ose o f infiltrating ancient ruins and hidden crypts interaction. S econ d , c h o o s e the charlatan background.
in search o f treasure.

C r e a t in g a Ro g u e
C l a s s Fe a t u r e s
A s a rogue, you have the follow in g class features.
A s you create your rogu e character, con sider the
character’s relationship to the law. D o you have a H it Po in t s
crim inal past—or present? A re you on the run from the Hit Dice: 1d8 per rogue level
law o r from an angry th ieves’ guild m aster? O r did you Hit Points at 1st Level: 8 + your Constitution m odifier
leave your guild in sea rch o f bigger risks and bigger Hit Points at Higher Levels: 1d8 (or 5) + your
rew ards? Is it greed that drives you in your adventures, Constitution m odifier p er rogu e level after 1st
or so m e other desire or ideal?
W hat w a s the trigger that led you away from your Pr o f ic ie n c ie s
previous life? D id a great co n or heist gone terribly Arm or: Light arm or
w ron g cau se you to reevaluate your career? M aybe W eapons: Sim ple w eapon s, hand crossb ow s,
you w ere lucky and a su ccessfu l robbery gave you the lon gsw ords, rapiers, sh ortsw ords
coin you n eeded to esca p e the squalor o f your life. Tools: T h ieves’ tools
Did w anderlust finally call you away from your h om e?
Saving Throws: Dexterity. Intelligence
Perhaps you suddenly found y ou rself cut off from your
Skills: C h oose four from A crobatics, Athletics,
fam ily o r your mentor, and you had to find a n ew m eans
D eception . Insight, Intim idation, Investigation,
o f support. Or m aybe you m ade a n ew friend—another
P erception, P erform an ce. Persuasion, Sleight o f
m em ber o f your adventuring party—w h o sh ow ed you
Hand, and Stealth
new possibilities for earning a living and em ploying
your particular talents.
p eop le in an area are easy m arks or w ill provide a safe
h ou se for thieves on the run.

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

Ro g u ish A r c h e t y pe
At 3rd level, you c h o o s e an archetype that you emulate
in the exercise o f your rogu e abilities: Thief, A ssassin,
or A rca n e Trickster, all detailed at the end o f the class
Eq u ip m e n t
description. Your archetype ch oice grants you features
You start w ith the follow in g equipm ent, in addition to at 3rd level and then again at 9th, 13th, and 17th level.
the equipm ent granted by your background:

• (a) a rapier or (b) a sh ortsw ord A b i l i t y Sc o r e Im pr o v e m e n t


• (a) a sh ortbow and quiver o f 20 arrow s or (b) a W h en you reach 4th level, and again at 8th, 10th, 12th,
sh ortsw ord 16th, and 19th level, you can in crease on e ability sco re
• (a) a bu rglar’s pack, (b) a du n g eon eer’s pack, or (c) an o f your ch oice by 2, or you can in crease tw o ability
explorer’s pack s c o r e s o f your ch oice by 1. A s norm al, you ca n ’t in crease
• Leather armor, tw o daggers, and thieves’ tools an ability s c o r e above 20 using this feature.

Ex pe r t ise U n c a n n y D o d g e
At 1st level, c h o o s e tw o o f your skill proficiencies, or Starting at 5th level, w hen an attacker that you can see
on e o f your skill proficien cies and your proficiency with hits you w ith an attack, you can u se your reaction to
thieves’ tools. Your proficiency bonus is dou bled for any halve the attack’s dam age against you.
ability ch e ck you m ake that u ses either o f the ch osen
proficiencies. Ev a s io n
At 6th level, you can c h o o s e tw o m ore o f your
B egin ning at 7th level, you can nim bly d od g e out o f the
p roficien cies (in skills or w ith thieves’ tools) to gain
w ay o f certain area effects, such as a red dragon ’s fiery
this benefit.
breath or an ice storm spell. W h en you are su bjected
to an effect that allow s you to m ake a D exterity saving
Sn e a k A t t a c k
th row to take only h alf dam age, you instead take no
B egin n in g at 1st level, you k n ow h ow to strike subtly dam age if you su c ce e d on the saving throw, and only
and exploit a fo e ’s distraction. O nce per turn, you can h alf dam age if you fail.
deal an extra 1d6 dam age to on e creature you hit w ith
an attack if you have advantage on the attack roll. The Re l ia bl e Ta l e n t
attack m ust use a fin esse or a ranged w eapon .
By 11th level, you have refined you r ch osen skills until
You d on ’t n eed advantage on the attack roll if another
they approach perfection. W h enever you m ake an ability
enem y o f the target is w ithin 5 feet o f it, that enem y
ch eck that lets you add your p roficien cy bonus, you can
isn’t incapacitated, and you d on ’t have disadvantage on
treat a d 2 0 roll o f 9 or low er as a 10.
the attack roll.
T h e am ount o f the extra dam age in creases as you
Bl in d se n se
gain levels in this class, as sh ow n in the S n ea k Attack
colum n o f the R og u e table. Starting at 14th level, if you are able to hear, you are
aw are o f the location o f any h idden or invisible creature
Th ie v e s’ C a n t w ithin 10 feet o f you.

D uring your rogu e training you learned thieves’ cant, a


Sl ippe r y M in d
secret m ix o f dialect, jargon, and c o d e that allow s you to
hide m essa g es in seem in gly n orm al conversation. Only By 15th level, you have acqu ired greater m ental
another creature that k n ow s thieves’ cant understands strength. You gain proficien cy in W isd om saving throw s.
such m essa ges. It takes four tim es longer to convey such
a m essa ge than it d oes to sp eak the sam e idea plainly. El u siv e
In addition, you understand a set o f secret signs and B egin ning at 18th level, you are s o evasive that
sym b ols u sed to convey short, sim ple m essa ges, such attackers rarely gain the upper hand against you. No
as w hether an area is dangerou s or the territory o f a attack roll has advantage against you w hile you aren’t
thieves’ guild, w hether loot is nearby, or w hether the incapacitated.
St r o k e o f Lu c k s e co n d turn at your initiative m inus 10. You c a n ’t use
this feature w hen you are surprised.
At 20th level, you have an uncanny k nack for su cceed in g
w hen you need to. If your attack m isses a target w ithin A ssa ssin
range, you can turn the m iss into a hit. Alternatively, if
you fail an ability check, you can treat the d20 roll as a 20. You focu s your training on the grim art o f death. T h ose
O n ce you u se this feature, you ca n ’t u se it again until w h o adhere to this archetype are diverse: h ired killers,
you finish a short or lon g rest. spies, bounty hunters, and even sp ecially anointed
priests trained to exterm inate the en em ies o f their deity.
Stealth, p oison , and disgu ise help you elim inate your
Ro g u is h A r c h e t y p e s fo e s w ith deadly efficiency.
R og u es have m any features in com m on , including their
em phasis on perfectin g their skills, their p recise and Bo n u s Pr o f ic ie n c ie s
deadly approach to com bat, and their increasingly quick W h en you c h o o s e this archetype at 3rd level, you gain
reflexes. But different rogu es steer th ose talents in proficiency w ith the disgu ise kit and the p o is o n e r’s kit.
varying direction s, em b od ied by the rogu e archetypes.
Your ch oice o f archetype is a reflection o f your fo cu s— A s s a s s in a t e

not n ecessarily an indication o f your ch osen profession, Starting at 3rd level, you are at your deadliest w hen you
but a description o f your preferred techniques. get the drop on your en em ies. You have advantage on
attack rolls against any creature that hasn’t taken a turn
T h ie f in the com bat yet. In addition, any hit you sc o r e against
a creature that is su rprised is a critical hit.
Y ou h one your skills in the la rcen ou s arts. Burglars,
bandits, cutpurses, and other crim in als typically follow In f il t r a t io n Ex p e r t is e
this archetype, but s o do rogu es w h o prefer to think o f
Starting at 9th level, you can unfailingly create false
them selves as p rofession a l treasure seekers, explorers,
identities for yourself. You m ust spend seven days and
delvers, and investigators. In addition to im proving your
25 gp to establish the history, profession, and affiliations
agility and stealth, you learn skills useful for delving into
for an identity. You ca n ’t establish an identity that
ancient ruins, reading unfam iliar languages, and using
belongs to som eon e else. For exam ple, you might acquire
m agic item s you n orm ally cou ld n ’t employ.
appropriate clothing, letters o f introduction, and official-
look in g certification to establish you rself as a m em ber o f
Fa s t H a n d s
a trading h ou se from a rem ote city so you can insinuate
Starting at 3rd level, you can u se the bon u s action
you rself into the com pany o f other wealthy m erchants.
granted by your Cunning A ction to m ake a Dexterity
Thereafter, if you adopt the n ew identity as a disguise,
(Sleight o f H and) check, u se your thieves’ tools to
other creatures believe you to be that p erson until given
disarm a trap or op en a lock, or take the U se an
an obviou s reason not to.
O bject action.
Im po s t o r
Se c o n d -S t o r y W o r k
At 13th level, you gain the ability to unerringly m im ic
W h en you c h o o s e this archetype at 3rd level, you gain
another p erson ’s speech, writing, and behavior.
the ability to clim b faster than norm al; clim bin g no
You must spend at least three hours studying
longer co sts you extra m ovem ent.
these three com pon en ts o f the p e rso n ’s behavior,
In addition, w hen you m ake a running jum p, the
listening to sp eech , exam inin g handwriting, and
distance you cover in creases by a num ber o f feet equal
observ in g m annerism s.
to your D exterity m odifier.
Your ru se is in discern ible to the casual observer. If a
Su pr e m e Sn e a k w ary creature su sp ects som eth in g is am iss, you have
Starting at 9th level, you have advantage on a Dexterity advantage on any C harism a (D eception ) ch eck you m ake
(Stealth) ch eck if you m ove no m ore than h alf your to avoid detection.
sp eed on the sam e turn.
D e a t h St r ik e

U se M a g ic D e v ic e Starting at 17th level, you b e c o m e a m aster o f instant


By 13th level, you have learned en ough about the death. W h en you attack and hit a creature that is
w orkin gs o f m agic that you can im provise the use o f su rprised, it must m ake a Constitution saving throw
item s even w hen they are not intended for you. You (D C 8 + your Dexterity m odifier + your proficiency
ignore all class, race, and level requirem ents on the use bonus). On a failed save, double the dam age o f your
o f m agic items. attack against the creature.

Th ie f ’s R e f l e x e s A r c a n e T r ic k st e r
W h en you reach 17th level, you have b e c o m e adept at S o m e rogu es en hance their fine-honed skills o f stealth
laying am bu sh es and quickly escap in g danger. You can and agility w ith m agic, learning tricks o f enchantm ent
take tw o turns during the first round o f any com bat. You and illusion. T h ese rogu es include pick pockets and
take your first turn at your n orm al initiative and your burglars, but also pranksters, m ischief-m akers, and a
significant num ber o f adventurers.
Sp e l l c a s t in g A r c a n e Tr ic k s t e r S p e l l c a s t in g

W h en you reach 3rd level, you gain the ability to — Spell Slots per Spell Level—
Rogue Cantrips Spells
cast spells. S e e chapter 10 for the general rules of
Level Known Known 1st 2nd 3rd 4th
sp ellcastin g and chapter 11 for the w izard spell list.
Cantrips. You learn three cantrips: mage hand and 3rd 3 3 2 — — —

tw o other cantrips o f your ch oice from the w izard spell 4th 3 4 3 — — —

list. You learn another w izard cantrip o f your ch oice 5th 3 4 3 — — —


at 10th level. 6th 3 4 3 — — —

Spell Slots. The A rcan e Trickster Spellcastin g 7th 3 5 4 2 — —


table sh ow s h ow m any spell slots you have to cast 8th 3 6 4 2 — —
your spells o f 1st level and higher. To cast on e o f these 9th 3 6 4 2 — —
spells, you m ust expend a slot o f the spell's level or 10th 4 7 4 3 — —
higher. You regain all expended spell slots w hen you
11th 4 8 4 3 — —
finish a lon g rest.
12th 4 8 4 3 — —
For exam ple, if you k n ow the 1st-level spell charm
13th 4 9 4 3 2 —
person and have a 1st-level and a 2nd-level spell slot
14th 4 10 4 3 2
available, you can cast charm person using either slot. —

Spells Known o f 1st-Level and Higher. You kn ow 15th 4 10 4 3 2 —

three 1st-level w izard spells o f your ch oice, tw o o f w hich 16th 4 11 4 3 3 —

you must c h o o s e from the enchantm ent and illusion 17th 4 11 4 3 3 —

spells on the w izard spell list. 18th 4 11 4 3 3 —

The S p ells K n ow n colu m n o f the A rcan e Trickster 19th 4 12 4 3 3 1


S p ellcastin g table sh ow s w hen you learn m ore w izard 20th 4 13 4 3 3 1
spells o f 1st level or higher. E ach o f these sp ells must
be an enchantm ent or illusion spell o f your ch oice, and
m ust b e o f a level for w hich you have spell slots. For
You can p erform on e o f th ese tasks w ithout being
instance, w hen you reach 7th level in this class, you can
n oticed by a creature if you su cce e d on a Dexterity
learn on e n ew spell o f 1st or 2nd level.
(Sleight o f H and) ch eck contested by the creatu re’s
The sp ells you learn at 8th, 14th, and 20th level can
W isd om (P erception ) check.
c om e from any sch o o l o f m agic.
In addition, you can u se the bon u s action granted by
W h en ever you gain a level in this class, you can
your Cunning A ction to control the hand.
replace one o f the w izard spells you k n ow with another
spell o f your ch oice from the w izard spell list. The M a g ic a l A mb u s h
n ew spell m ust b e o f a level for w hich you have spell Starting at 9th level, if you are hidden from a
slots, and it must be an enchantm ent or illusion spell, creature w hen you cast a spell on it, the creature has
unless y ou ’re replacin g the spell you gained at 8th, 14th, disadvantage on any saving th row it m akes against the
or 20th level. spell this turn.
Spellcasting Ability. Intelligence is your spellcastin g
ability for your w izard spells, since you learn your V e r s a t il e Tr ic k s t e r
spells through dedicated study and m em orization. At 13th level, you gain the ability to distract targets with
You u se your Intelligence w henever a spell refers to your mage hand. A s a bon u s action on your turn, you can
your spellcastin g ability. In addition, you use your designate a creature w ithin 5 feet o f the spectral hand
Intelligence m odifier w hen setting the saving throw created by the spell. D oin g s o gives you advantage on
D C for a w izard spell you cast and w hen m akin g an attack rolls against that creature until the end o f the turn.
attack roll w ith one.
Spell save DC = 8 + your proficiency bonus + Sp e l l T h ie f

your Intelligence modifier At 17th level, you gain the ability to m agically
steal the kn ow ledge o f h ow to cast a spell from
Spell attack modifier = your proficiency bonus + another spellcaster.
your Intelligence modifier Im m ediately after a creature casts a spell that targets
you or includes you in its area o f effect, you can u se your
M a g e H a n d L e g e rd e m a in reaction to force the creature to m ake a saving th row
Starting at 3rd level, w hen you cast mage hand, you can with its spellcasting ability modifier. The D C equals
m ake the spectral hand invisible, and you can perform your spell save DC. On a failed save, you negate the
the follow in g additional tasks w ith it: spell’s effect against you, and you steal the know ledge
o f the spell if it is at least 1st level and o f a level you can
• You can stow one object the hand is h olding in a
cast (it d oesn ’t n eed to be a w izard spell). F or the next
container w orn or carried by another creature.
8 hours, you kn ow the spell and can cast it using your
• You can retrieve an object in a contain er w orn or
spell slots. The creature ca n ’t cast that spell until the
carried by another creature.
8 hours have passed.
• You can u se thieves’ tools to pick lock s and disarm
O nce you use this feature, you ca n ’t u se it again until
traps at range.
you finish a long rest.
So r c e r e r
G olden eyes flashing, a hum an
stretches out her hand and unleashes
the dragonfire that bu rns in her veins.
A s an in fern o rages around her foes,
leathery w in gs spread from her ba ck and
she takes to the air.
L on g hair w h ipped by a conjured wind,
a half-elf spreads his arm s w ide and throw s
his head back. Lifting him m om entarily off
the ground, a w ave o f m agic su rges up in him,
through him , and out from him in a m ighty blast
o f lightning.
C rou ch in g behind a stalagm ite, a halfling points a
finger at a chargin g troglodyte. A blast o f fire springs
from her finger to strike the creature. S h e ducks back
behind the ro ck form ation w ith a grin, unaw are that her
w ild m agic has turned her skin bright blue.
S o r c e re r s ca rry a m a gica l birthright con ferred
u pon them by an ex otic b lood lin e, so m e oth erw orldly
influence, or e x p osu re to u n k n ow n c o s m ic forces.
O ne c a n ’t study s o r c e ry as on e learn s a language, any
m ore than on e can learn to live a legendary life. N o one
c h o o s e s sorcery ; the p ow er c h o o s e s the sorcerer.

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

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

Sorcery — Spell Slots per Spell Level—


Proficiency Cantrips Spells
Level Bonus Points Features Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 — Spellcasting, Sorcerous 4 2 2 — — — — — — — —
Origin
2nd +2 2 Font o f Magic 4 3 3 — — — — — — — —
3rd +2 3 Metamagic 4 4 4 2 — — — — — — —
4th +2 4 Ability Score Improvement 5 5 4 3 — — — — — — —
5th +3 5 — 5 6 4 3 2 — — — — — —
6th +3 6 Sorcerous Origin feature 5 7 4 3 3 — — — — — —
7th +3 7 — 5 8 4 3 3 1 — — — — —
8th +3 8 Ability Score Improvement 5 9 4 3 3 2 — — — — —
9th +4 9 — 5 10 4 3 3 3 1 — — — —
10th +4 10 Metamagic 6 11 4 3 3 3 2 — — — —
11th +4 11 — 6 12 4 3 3 3 2 1 — — —

12th +4 12 Ability Score Improvement 6 12 4 3 3 3 2 1 — — —


13th +5 13 — 6 13 4 3 3 3 2 1 1 — —

14th +5 14 Sorcerous Origin feature 6 13 4 3 3 3 2 1 1 — —


15th +5 15 — 6 14 4 3 3 3 2 1 1 1 —

16th +5 16 Ability Score Improvement 6 14 4 3 3 3 2 1 1 1 —


17th +6 17 Metamagic 6 15 4 3 3 3 2 1 1 1 1
18th +6 18 Sorcerous Origin feature 6 15 4 3 3 3 3 1 1 1 1
19th +6 19 Ability Score Improvement 6 15 4 3 3 3 3 2 1 1 1
20th +6 20 Sorcerous Restoration 6 15 4 3 3 3 3 2 2 1 1

S o rce re rs often links you to a p ow erfu l individual in the w orld—the fey


have ob scu re or quixotic creature that blessed you at birth, the dragon w h o put
m otivations driving them a drop o f its b lood into your veins, the lich w ho created
to adventure. S om e seek a greater you as an experim ent, or the deity w h o c h o s e you to
understanding o f the m agical force that infuses carry this pow er.
them, or the answ er to the m ystery o f its origin. O thers
hope to find a w ay to get rid o f it, or to unleash its full Q u ic k Bu il d

potential. W hatever their goals, sorcerers are every bit You can m ake a sorce re r quickly by follow in g these
as useful to an adventuring party as w izards, m aking suggestion s. First, C harism a should be your highest
up for a com parative lack o f breadth in their m agical ability score, follow ed by Constitution. S econ d ,
kn ow led ge with en orm ou s flexibility in using the c h o o s e the herm it background. Third, c h o o s e the
sp ells they know. light, prestidigitation, ray o f frost, and shocking grasp
cantrips, along with the 1st-level spells shield and
C r e a t in g a So r c e r e r magic missile.
Th e m ost im portant question to con sider w hen creating
your sorcerer is the origin o f your power. A s a starting C l a s s Fe a t u r e s
character, you'll c h o o s e an origin that ties to a dracon ic A s a sorcerer, you gain the follow in g class features.
bloodlin e or the influence o f w ild m agic, but the exact
so u rce o f your pow er is up to you to decide. Is it a fam ily H it Po in t s

curse, p a ssed dow n to you from distant an cestors? Or Hit Dice: 1d6 per sorcerer level
did som e extraordinary event leave you blessed with Hit Points at 1st Level: 6 + your Constitution m odifier
inherent m agic but perhaps sca rred as w ell? Hit Points at Higher Levels: 1d6 (or 4) + your
H ow do you feel about the m agical p ow er cou rsin g Constitution m odifier per sorcerer level after 1st
through you? D o you em brace it, try to m aster it, or
revel in its unpredictable nature? Is it a b lessin g or Pr o f ic ie n c ie s

a cu rse? D id you seek it out, or did it find you? Did Arm or: N one
you have the option to refuse it, and do you w ish you W eapons: D aggers, darts, slings, quarterstaffs,
had? W hat do you intend to do w ith it? Perhaps you light c ro s sb o w s
feel like you ’ve been given this p ow er for so m e lofty Tools: N one
p u rpose. O r you m ight d ecide that the p ow er gives you Saving Throws: Constitution, C harism a
the right to do what you want, to take w hat you w ant Skills: C h oose tw o from A rcana, D eception , Insight,
from th ose w h o lack such pow er. Perhaps your p ow er Intim idation, Persuasion, and R eligion
Eq u ipm e n t Sp e l l c a s t in g Fo c u s
You start w ith the follow in g equipm ent, in addition to You can u se an arcane focu s (found in chapter 5) as a
the equipm ent granted by your background: sp ellcastin g focu s for your sorcerer spells.
• (a) a light c ro s s b o w and 20 bolts or (b) any sim ple
w eapon
So r c e r o u s O r ig in
• (a) a com pon en t p ou ch or (b) an arcane focu s C h oose a sorcerou s origin, w hich d escrib es the
• (a) a du ng eon eer’s pack or (b) an explorer’s pack so u rce o f your innate m agical pow er: D ra con ic
• Tw o daggers B lood lin e or W ild M agic, both detailed at the end o f the
class description.
Spe l l c a s t in g Your ch oice grants you features w hen you c h o o s e it at
A n event in your past, or in the life o f a parent or 1st level and again at 6th, 14th, and 18th level.
ancestor, left an indelible m ark on you, infusing you with
arcan e m agic. T his font o f m agic, w hatever its origin,
Fo n t o f M a g ic
fuels your spells. S e e chapter 10 for the general rules o f At 2nd level, you tap into a d eep w ellspring o f m agic
sp ellcastin g and chapter 11 for the sorcerer spell list. w ithin yourself. This w ellspring is represented by
sorcery points, w hich allow you to create a variety o f
C a n t r ips m agical effects.
At 1st level, you k n ow four cantrips o f your ch oice from
the sorcerer spell list. You learn additional sorcerer So r c e r y Po in t s
cantrips o f your ch oice at higher levels, as sh ow n in the You have 2 sorcery points, and you gain m ore as you
Cantrips K n ow n colu m n o f the S o rce re r table. reach higher levels, as sh ow n in the S o r c e ry Points
colu m n o f the S o rce re r table. You can never have
Sp e l l Sl o t s m ore sorcery p oints than sh ow n on the table for your
T he S orcerer table sh ow s h ow m any spell slots you level. You regain all spent sorcery points w hen you
have to cast your sp ells o f 1st level and higher. To cast finish a lon g rest.
on e o f these sorcerer spells, you m ust expend a slot of
the sp ell’s level or higher. You regain all expended spell Fl e x ib l e Ca s t in g
slots w hen you finish a long rest. You can u se your sorcery points to gain additional spell
F or exam ple, if you k n ow the 1st-level spell burning slots, or sacrifice spell slots to gain additional sorcery
hands and have a 1st-level and a 2nd-level spell slot points. You learn other w ays to u se your sorcery points
available, you can cast burning hands using either slot. as you reach higher levels.
Creating Spell Slots. You can transform u nexpen ded
Sp e l l s K n o w n o f 1s t L e v e l a n d H ig h e r so rce ry points into on e spell slot as a bon u s action on
You kn ow tw o 1st-level spells o f your ch oice from the your turn. T h e Creating S pell Slots table sh ow s the cost
sorcerer spell list. o f creating a spell slot o f a given level. You can create
The S p ells K n ow n colu m n o f the S o rce re r table spell slots no higher in level than 5th.
sh o w s w hen you learn m ore sorcerer spells o f your
choice. Each o f these spells must be o f a level for w hich C r e a t in g S pel l S l o t s
you have spell slots. For instance, w hen you reach 3rd
Spell Slot Sorcery
level in this class, you can learn one n ew spell o f 1st
Level Point Cost
or 2nd level.
1st 2
Additionally, w hen you gain a level in this class,
2nd 3
you can c h o o s e on e o f the sorcerer spells you kn ow
and replace it with another spell from the sorcerer 3rd 5
spell list, w hich also m ust be o f a level for w h ich you 4th 6

have spell slots. 5th 7

Sp e l l c a s t in g A b il it y Converting a Spell Slot to S orcery Points. A s a


C harism a is your sp ellcastin g ability for your sorcerer bon u s action on your turn, you can expend on e spell
spells, sin ce the p ow er o f your m a gic relies on your slot and gain a num ber o f sorcery points equal to the
ability to project your w ill into the w orld. You use your slot’s level.
C harism a w hen ever a spell refers to your spellcastin g
ability. In addition, you u se your C harism a m odifier M e t a m a g ic
w hen setting the saving th row D C for a sorcerer spell
At 3rd level, you gain the ability to tw ist your spells
you cast and w hen m akin g an attack roll w ith one.
to suit your n eeds. You gain tw o o f the follow in g
Spell save D C = 8 + your proficiency bonus + M etam agic options o f your choice. You gain another one
your Charisma modifier at 10th and 17th level.
You can u se only one M etam agic option on a spell
Spell attack modifier = your proficiency bonus +
w hen you cast it, u nless oth erw ise noted.
your Charisma modifier
C a r e f u l Sp e l l
So r c e r o u s Re st o r a t io n
W h en you cast a spell that forces other creatures to m ake
At 20th level, you regain 4 ex p en ded so rce ry points
a saving throw, you can protect som e o f th ose creatures
w hen ever you finish a short rest.
from the spell’s full force. To do so, you spend 1 sorcery
point and ch o o s e a num ber o f th ose creatures up to your
Charism a m odifier (m inim um o f one creature). A ch osen So r c e r o u s O r i g i n s
creature autom atically s u c ce e d s on its saving throw D ifferent sorcerers claim different origins for their
against the spell. innate m agic. A lthough m any variations exist, m ost
o f th ese origins fall into tw o categories: a dracon ic
D is t a n t Sp e l l
blood lin e and w ild m agic.
W h en you cast a spell that has a range o f 5 feet or
greater, you can spend 1 sorcery point to double the D r a c o n ic Bl o o d l in e
range o f the spell.
Your innate m agic c o m e s from d racon ic m a gic that w as
W h en you cast a spell that has a range o f touch, you
m ingled with your b lood or that o f your an cestors. M ost
can spend 1 sorcery point to m ake the range o f the
often, sorcerers with this origin trace their descen t
spell 30 feet.
ba ck to a m ighty sorcerer o f ancient tim es w h o m ade a
Em po w e r e d Sp e l l bargain with a dragon or w ho m ight even have claim ed
W h en you roll dam age for a spell, you can spend 1 a dragon parent. S o m e o f th ese b lood lin es are w ell
sorcery point to reroll a num ber o f the dam age dice up established in the w orld, but m ost are obscu re. Any
to your C harism a m odifier (m inim um o f one). You must given sorcerer cou ld be the first o f a n ew bloodlin e, as a
use the n ew rolls. result o f a pact or som e other exception al circu m stan ce.
You can u se E m pow ered S pell even if you have
D r a g o n A n c e s t o r
already u sed a different M etam agic option during the
At 1st level, you c h o o s e one type o f dragon as your
casting o f the spell.
ancestor. T h e dam age type a ssocia ted w ith each dragon
Ex t e n d e d Spe l l is used by features you gain later.
W h en you cast a spell that has a duration o f 1 minute
or longer, you can sp end 1 sorcery point to double its D r a c o n ic A n c es t r y

duration, to a m axim u m duration o f 24 hours. Dragon Damage Type


Black Acid
H e ig h t e n e d Sp e l l
Blue Lightning
W h en you cast a spell that forces a creature to m ake a
Brass Fire
saving throw to resist its effects, you can spend 3 sorcery
Bronze Lightning
points to give one target o f the spell disadvantage on its
first saving throw m ade against the spell. Copper Acid
Cold Fire
Q u ic k e n e d Sp e l l Green Poison
W h en you cast a spell that has a casting tim e o f 1 action, Red Fire
you can spend 2 sorcery points to change the casting
Silver Cold
tim e to 1 bon u s action for this casting.
White Cold
Su b t l e Sp e l l

W h en you cast a spell, you can spend 1 sorcery point to You can speak, read, and w rite D racon ic. Additionally,
cast it w ithout any som atic or verbal com pon ents. w henever you m ake a C harism a ch eck w hen interacting
w ith dragons, your proficiency bon u s is doubled if it
Tw in n e d Sp e l l applies to the check.
W h en you cast a spell that targets only one creature and
D r a c o n ic R e s il ie n c e
d oesn ’t have a range o f self, you can spend a num ber o f
sorcery points equal to the spell’s level to target a secon d A s m agic flow s through your body, it cau ses physical
creature in range with the sam e spell (1 sorcery point if traits o f your dragon a n cestors to em erge. At 1st level,
the spell is a cantrip). your hit point m axim u m in creases by 1 and in creases by
1 again w hen ever you gain a level in this class.
A b i l i t y Sc o r e Im pr o v e m e n t Additionally, parts o f your skin are covered by a thin
sh een o f dragon-like scales. W h en you aren’t w earin g
W h en you reach 4th level, and again at 8th, 12th, 16th,
arm or, your AC equals 13 + your D exterity m odifier.
and 19th level, you can in crease on e ability sco re o f your
ch oice by 2, or you can in crease tw o ability s c o r e s o f El e m e n t a l A f f in it y
your ch oice by 1. A s norm al, you ca n ’t in crease an ability Starting at 6th level, w hen you cast a spell that deals
s c o r e above 20 using this feature. dam age o f the type a ssocia ted w ith your dracon ic
ancestry, add your C harism a m odifier to that dam age.
At the sam e time, you can spend 1 sorcery point to gain
resistan ce to that dam age type for 1 hour.
D r a g o n W in g s can do so after the creature rolls but before any effects
At 14th level, you gain the ability to sprout a pair of o f the roll occur.
dragon w in gs from your back, gaining a flying sp eed
C o n t r o l l e d C h a o s
equal to your current sp eed. You ca n create th ese w in gs
as a bon u s action on your turn. T h ey last until you At 14th level, you gain a m od icu m o f con trol over the
d ism iss them as a bon u s action on your turn. su rges o f your w ild m agic. W h enever you roll on the
Y ou ca n ’t m anifest your w in gs w hile w earin g arm or W ild M agic Surge table, you can roll tw ice and use
u n less the arm or is m ade to a ccom m od a te them , and either number.
cloth in g not m ade to a ccom m od a te your w in gs might
Sp e l l Bo m b a r d m e n t
b e destroyed w hen you m anifest them.
B egin ning at 18th level, the harm ful energy o f your
D r a c o n ic Pr e s e n c e spells intensifies. W h en you roll dam age for a spell and
B egin ning at 18th level, you can channel the dread roll the highest num ber p ossib le on any o f the dice,
p resen ce o f your dragon ancestor, cau sin g th ose around c h o o s e one o f th ose dice, roll it again and add that roll to
you to b e c o m e aw estru ck or frightened. A s an action, the dam age. You can use the feature only on ce per turn.
you can spend 5 sorcery points to draw on this pow er
and exude an aura o f aw e or fear (your choice) to a
distance o f 6 0 feet. F or 1 m inute or until you lose your
concentration (as if you w ere casting a concentration
spell), each hostile creature that starts its turn in this
aura m ust su cce e d on a W isd om saving th row or be
ch arm ed (if you c h ose awe) or frightened (if you ch ose
fear) until the aura ends. A creature that su c ce e d s on
this saving th row is im m u ne to your aura for 24 hours.

W il d M a g ic
Your innate m agic c o m e s from the w ild forces o f ch a os
that underlie the order o f creation. You m ight have
endured ex p osu re to so m e form o f raw m agic, perhaps
through a planar portal leading to Lim bo, the Elemental
P lan es, or the m ysterious Far R ealm . Perhaps you
w ere blessed by a pow erfu l fey creature or m arked by a
dem on. Or your m agic cou ld be a fluke o f your birth, with
no apparent cau se or reason. H ow ever it cam e to be, this
chaotic m agic churns w ithin you, w aiting for any outlet.

W il d M a g ic Su r g e

Starting w hen you c h o o s e this origin at 1st level, your


sp ellcastin g can unleash surges o f untam ed m agic.
Im m ediately after you cast a sorce re r spell o f 1st level
or higher, the D M can have you roll a d20. If you roll a
1, roll on the W ild M agic S u rge table to create a random
m agical effect.

T id e s o f C h a o s
Starting at 1st level, you can m anipulate the forces o f
cha n ce and ch a os to gain advantage on one attack roll,
ability check, or saving throw. O n ce you do so, you must
finish a long rest before you can use this feature again.
Any time before you regain the use o f this feature, the
DM can have you roll on the W ild M agic Surge table
im mediately after you cast a sorcerer spell o f 1st level or
higher. You then regain the use o f this feature.

Be n d Lu c k

Starting at 6th level, you have the ability to twist fate


u sing your w ild m agic. W h en another creature you can
s ee m akes an attack roll, an ability check, or a saving
throw, you can u se your reaction and spend 2 sorcery
points to roll 1d4 and apply the num ber rolled as a
bon u s or penalty (your choice) to the creatu re’s roll. You
W il d M a g ic S u r g e

d 100 Effect d 100 Effect


01-02 Roll on this table at the start o f each o f your turns for 45-46 You cast levitate on yourself.
the next minute, ignoring this result on subsequent 47-48 A unicorn controlled by the DM appears in a space
rolls. within 5 feet o f you, then disappears 1 minute later.
03-04 For the next minute, you can see any invisible creature 49-50 You can’t speak for the next minute. Whenever you
if you have line o f sight to it. try, pink bubbles float out o f your mouth.
05-06 A modron chosen and controlled by the DM appears 51-52 A spectral shield hovers near you for the next minute,
in an unoccupied space within 5 feet o f you, then granting you a +2 bonus to AC and immunity to m agic
disappears 1 minute later. missile.
07-08 You c a st fireball as a 3rd-level spell centered on 53-54 You are immune to being intoxicated by alcohol for
yourself. the next 5d6 days.
09-10 You cast m a g ic missile as a 5th-level spell. 55-56 Your hair falls out but grows back within 24 hours.
11-12 Roll a d10. Your height changes by a number o f inches 57-58 For the next minute, any flammable object you touch
equal to the roll. If the roll is odd, you shrink. If the that isn’t being worn or carried by another creature
roll is even, you grow. bursts into flame.
13-14 You cast confusion centered on yourself. 59-60 You regain your lowest-level expended spell slot.
15-16 For the next minute, you regain 5 hit points at the 61-62 For the next minute, you must shout when you speak.
start o f each o f your turns. 63-64 You cast fog cloud centered on yourself.
17-18 You grow a long beard made o f feathers that remains 65-66 Up to three creatures you choose within 30 feet o f you
until you sneeze, at which point the feathers explode take 4d10 lightning damage.
out from your face. 67-68 You are frightened by the nearest creature until the
19-20 You cast grease centered on yourself. end o f your next turn.
21-22 Creatures have disadvantage on saving throws against 69-70 Each creature within 30 feet o f you becomes invisible
the next spell you cast in the next minute that involves for the next minute. The invisibility ends on a creature
a saving throw. when it attacks or casts a spell.
23-24 Your skin turns a vibrant shade of blue. A rem ove curse 71-72 You gain resistance to all damage for the next minute.
spell can end this effect. 73-74 A random creature within 60 feet o f you becomes
25-26 An eye appears on your forehead for the next minute. poisoned for 1d4 hours.
During that time, you have advantage on Wisdom 75-76 You glow with bright light in a 30-foot radius for the
(Perception) checks that rely on sight. next minute. Any creature that ends its turn within 5
27-28 For the next minute, all your spells with a casting time feet o f you is blinded until the end o f its next turn.
o f 1 action have a casting time o f 1 bonus action. 77-78 You cast p olym orph on yourself. If you fail the saving
29-30 You teleport up to 60 feet to an unoccupied space of throw, you turn into a sheep for the spell’s duration.
your choice that you can see. 79-80 Illusory butterflies and flower petals flutter in the air
31-32 You are transported to the Astral Plane until the within 10 feet o f you for the next minute.
end o f your next turn, after which time you return 81-82 You can take one additional action immediately.
to the space you previously occupied or the nearest 83-84 Each creature within 30 feet o f you takes 1d10 necrotic
unoccupied space if that space is occupied. damage. You regain hit points equal to the sum o f the
33-34 Maximize the damage o f the next damaging spell you necrotic damage dealt.
cast within the next minute. 85-86 You cast m irror image.
35-36 Roll a d10. Your age changes by a number o f years 87-88 You ca st fly on a random creature within 60 feet o f you.
equal to the roll. If the roll is odd, you get younger 89-90 You become invisible for the next minute. During that
(minimum 1 year old). If the roll is even, you get older. time, other creatures can’t hear you. The invisibility
37-38 1d6 flumphs controlled by the DM appear in ends if you attack or cast a spell.
unoccupied spaces within 60 feet o f you and are 91-92 If you die within the next minute, you immediately
frightened o f you. They vanish after 1 minute. come back to life as if by the reincarnate spell.
39-40 You regain 2d10 hit points. 93-94 Your size increases by one size category for the next
41-42 You turn into a potted plant until the start o f your minute.
next turn. While a plant, you are incapacitated and 95-96. You and all creatures within 30 feet o f you gain
have vulnerability to all damage. If you drop to 0 hit vulnerability to piercing damage for the next minute.
points, your pot breaks, and your form reverts. 97-98 You are surrounded by faint, ethereal music for the
43-44 For the next minute, you can teleport up to 20 feet as next minute.
a bonus action on each o f your turns. 99-00 You regain all expended sorcery points.
Wa r l o c k
W ith a pseu d od rag on curled on his shoulder, a young
elf in golden ro b e s sm iles warm ly, w eavin g a m agical
charm into his h oneyed w ord s and ben din g the palace
sentinel to his will.
A s flam es sprin g to life in her hands, a w izen ed
hum an w h isp ers the secret nam e o f her d em on ic patron,
infusing her spell with fiendish m agic.
Sh iftin g his gaze betw een a battered tom e and the
od d alignm ent o f the stars overhead, a w ild-eyed tiefling
chants the m ystic ritual that w ill op en a d oorw a y to a
distant w orld.
W arlock s are seek ers o f the kn ow led ge that lies
h idden in the fabric o f the multiverse. T h rou gh pacts
m ade with m ysterious beings o f supernatural pow er,
w arlock s u n lock m agical effects both subtle and
spectacular. D raw ing on the ancient k n ow led ge o f
beings such as fey n obles, dem ons, devils, hags, and
alien entities o f the Far R ealm , w a rlock s piece together
arcan e secrets to bolster their ow n power.

Sw o r n a n d Be h o l d e n
A w a rlock is defined by a pact w ith an otherw orldly
being. S om etim es the relationship b etw een w arlock
and patron is like that o f a cleric and a deity, though
the beings that serve as patrons for w arlock s are not
gods. A w arlock m ight lead a cult dedicated to a dem on
prince, an archdevil, or an utterly alien entity—beings
not typically served by clerics. M ore often, though, the
arrangem ent is sim ilar to that b etw een a m aster and
an apprentice. T h e w arlock learns and grow s in pow er,
at the co st o f occa sion a l serv ices perform ed on the
patron’s behalf.
T h e m agic b estow ed on a w arlock ranges from m inor
but lasting alterations to the w arlock 's bein g (such as
the ability to see in dark n ess or to read any language)
to a c c e s s to p ow erfu l spells. Unlike book ish w izards,
w a rlock s supplem ent their m agic w ith som e facility
at hand-to-hand com bat. T h ey are com fortab le in light
arm or and k n ow h ow to use sim ple w eapon s.

D e l v er s in t o Se c r e t s
W a rlock s are driven by an insatiable n eed for kn ow led ge
and pow er, w h ich com p e ls them into their pacts and
sh apes their lives. T h is thirst drives w arlock s into their
pacts and sh ap es their later careers as w ell.
S tories o f w arlock s binding them selves to fiends are
w idely know n. But m any w arlock s serve patrons that
are not fiendish. S om etim es a traveler in the w ilds
co m e s to a strangely beautiful tower, m eets its fey lord
or lady, and stum bles into a pact w ithout being fully
aw are o f it. A n d som etim es, w hile p orin g over tom es o f
T h e W a r l o c k

Proficiency Cantrips Spells Spell Slot Invocations


Level Bonus Features Known Known Slots Level Known
1st +2 Otherworldly Patron, Pact Magic 2 2 1 1st —

2nd +2 Eldritch Invocations 2 3 2 1st 2


3rd +2 Pact Boon 2 4 2 2nd 2
4th +2 Ability Score Improvement 3 5 2 2nd 2
5th +3 — 3 6 2 3rd 3
6th +3 Otherworldly Patron feature 3 7 2 3rd 3
7th +3 — 3 8 2 4th 4
8th +3 Ability Score Improvement 3 9 2 4th 4
9th +4 — 3 10 2 5th 5
10th +4 Otherworldly Patron feature 4 10 2 5th 5
11th +4 Mystic Arcanum (6th level) 4 11 3 5th 5
12th +4 Ability Score Improvement 4 11 3 5th 6
13th +5 Mystic Arcanum (7th level) 4 12 3 5th 6
14th +5 Otherworldly Patron feature 4 12 3 5th 6
15th +5 Mystic Arcanum (8th level) 4 13 3 5th 7
16th +5 Ability Score Improvement 4 13 3 5th 7
17th +6 Mystic Arcanum (9th level) 4 14 4 5th 7
18th +6 — 4 14 4 5th 8
19th +6 Ability Score Improvement 4 15 4 5th 8
20th +6 Eldritch Master 4 15 4 5th 8

Your patron’s dem an ds might drive you into adventures,


or they might con sist entirely o f sm all favors you ca n do
b etw een adventures.
W hat kind o f relationship d o you have w ith your
patron? Is it friendly, antagonistic, uneasy, or rom antic?
H ow im portant d oes your patron con sid er you to be?
W hat part do you play in your patron’s plans? D o you
k n ow oth er servants o f your patron?
H ow d o e s your patron com m u n icate w ith you? If
forbidden lore, a brilliant but cra zed student’s m ind is you have a familiar, it might occa sion a lly sp eak with
op en ed to realities beyond the m aterial w orld and to the your patron’s voice. S o m e w arlock s find m essa ges
alien beings that dw ell in the outer void. from their patrons etched on trees, m ingled am ong tea
O nce a pact is made, a w arlock ’s thirst for know ledge leaves, or adrift in the clou d s—m essa g es that only the
and pow er can ’t be slaked with m ere study and research. w arlock can see. Other w arlock s con verse with their
N o one m akes a pact with such a m ighty patron if he or patrons in dream s or w akin g visions, or deal only with
she d oesn ’t intend to u se the pow er thus gained. Rather, interm ediaries.
the vast majority o f w arlocks spend their days in active
Q u ic k Bu il d
pursuit o f their goals, w hich typically m eans som e kind
You can m ake a w arlock quickly by follow in g these
o f adventuring. Furtherm ore, the dem ands o f their
suggestion s. First, C harism a should be your highest
patrons drive w arlock s tow ard adventure.
ability score, follow ed by Constitution. S econ d , ch o o s e
C r e a t in g a Wa r l o c k the charlatan background. Third, c h o o s e the eldritch
blast and chill touch cantrips, along with the 1st-level
A s you m ake your w a rlock character, spend som e tim e sp ells ray o f sickness and witch bolt.
thinking about your patron and the obligations that
your pact im p oses upon you. W hat led you to m ake the
pact, and h ow did you m ake contact w ith your patron?
C l a s s Fe a t u r e s
W ere you sed u ced into su m m on in g a devil, or did you A s a w arlock, you gain the follow in g class features.
se e k out the ritual that w ould allow you to m ake contact
H it Po in t s
w ith an alien elder god ? Did you sea rch for your patron,
or did your patron find and c h o o s e you? D o you chafe Hit Dice: 1d8 per w a rlock level
under the obligations o f your pact or serve joyfu lly in Hit Points at 1st Level: 8 + your Constitution m odifier
anticipation o f the rew ards p rom ised to you? Hit Points at Higher Levels: 1d8 (or 5) + your
W ork w ith your DM to determ ine h ow big a part your Constitution m odifier per w arlock level after 1st
pact w ill play in your character’s adventuring career.
Pr o f ic ie n c ie s Additionally, w hen you gain a level in this class,
A rm or: Light arm or you can c h o o s e on e o f the w arlock spells you kn ow
W eapons: Sim ple w eap on s and replace it with another spell from the w arlock
Tools: N one spell list, w h ich also m ust be o f a level for w h ich you
have spell slots.
Saving Throws: W isd om , C harism a
Skills: C h oose tw o skills from Arcana, Sp e l l c a s t in g A b il it y
D eception , History, Intim idation, Investigation, C harism a is your spellcastin g ability for your w arlock
Nature, and R eligion spells, so you u se your C harism a w henever a spell refers
to your spellcastin g ability. In addition, you u se your
Eq u ip m e n t
C harism a m odifier w h en setting the saving th row D C
You start w ith the follow in g equipm ent, in addition to
for a w a rlock spell you cast and w h en m akin g an attack
the equipm ent granted by your background:
roll w ith one.
• (a) a light c ro s s b o w and 20 bolts or (b) any sim ple
Spell save D C = 8 + your proficiency bonus +
w eap on
your Charisma modifier
• (a) a com p on en t pou ch or (b) an arcane focu s
• (a) a sch ola r’s pack o r (b) a du ng eon eer’s pack Spell attack modifier = your proficiency bonus +
• Leather arm or, any sim ple w eapon , and tw o daggers your Charisma modifier

O t h e r w o r l d l y Pa t r o n Sp e l l c a s t in g Fo c u s

At 1st level, you have struck a bargain with an You can u se an arcane focu s (found in chapter 5) as a
oth erw orldly being o f your choice: the Archfey, the sp ellcastin g focu s for your w arlock spells.
Fiend, or the Great Old O ne, each o f w h ich is detailed
at the end o f the class description. Your ch oice El d r it c h In v o c a t i o n s
grants you features at 1st level and again at 6th, 10th, In your study o f occu lt lore, you have u nearthed eldritch
and 14th level. invocations, fragm ents o f forbidden k n ow led ge that
im bue you w ith an abiding m agical ability.
Pa c t M a g i c At 2nd level, you gain tw o eldritch invocations o f your
Your arcan e research and the m agic b estow ed on you ch oice. Your invocation options are detailed at the end
by your patron have given you facility w ith spells. S e e o f the class description. W h en you gain certain w arlock
chapter 10 for the general rules o f spellcastin g and levels, you gain additional invocations o f your choice,
chapter 11 for the w a rlock spell list. as sh ow n in the Invocations K n ow n colu m n o f the
W a rlock table.
C a n t r ip s Additionally, w hen you gain a level in this class,
You k n ow tw o cantrips o f your ch oice from the w arlock you can c h o o s e one o f the invocations you k n ow and
spell list. You learn additional w a rlock cantrips o f your replace it w ith another invocation that you cou ld learn
c h oice at higher levels, as sh ow n in the Cantrips K now n at that level.
colu m n o f the W arlock table.
Pa c t B o o n
Sp e l l Sl o t s
At 3rd level, your otherw orldly patron bestow s a gift
T he W arlock table sh ow s h ow m any spell slots you have.
u pon you for your loyal service. You gain on e o f the
T h e table also sh ow s w hat the level o f those slots is; all
follow in g features o f your choice.
o f your spell slots are the sam e level. To cast one o f your
w arlock spells o f 1st level or higher, you must expend a
Pa c t o f t h e Ch a in
spell slot. You regain all expended spell slots w hen you
You learn the find familiar spell and can cast it as a
finish a short or long rest.
ritual. T h e spell d oesn ’t count against your num ber o f
F or exam ple, w hen you are 5th level, you have
sp ells know n.
tw o 3rd-level sp ell slots. To cast the 1st-level spell
W h en you cast the spell, you can c h o o s e on e o f the
thunderwave, you must spend on e o f th ose slots, and
n orm al form s for your fam iliar or on e o f the follow in g
you cast it as a 3rd-level spell.
sp ecia l form s: imp, pseu dodragon , quasit, or sprite.
Sp e l l s K n o w n o f 1s t L e v e l a n d H ig h e r
Additionally, w hen you take the Attack action, you can
forgo one o f your ow n attacks to allow your fam iliar to
At 1st level, you k n ow tw o 1st-level spells o f your ch oice
m ake on e attack o f its own.
from the w a rlock spell list.
The S p ells K n ow n colu m n o f the W a rlock table sh ow s
Pa c t o f t h e Bl a d e
w hen you learn m ore w a rlock spells o f your ch oice o f 1st
Y ou can u se your action to create a pact w ea p on in your
level and higher. A spell you c h o o s e m ust be o f a level
em pty hand. You can c h o o s e the form that this m elee
n o higher than w hat’s sh ow n in the table's S lot Level
w ea p on takes each tim e you create it (see chapter 5 for
colu m n for your level. W h en you reach 6th level, for
w ea p on options). Y ou are proficient with it w hile you
exam ple, you learn a n ew w a rlock spell, w h ich can be
w ield it. T h is w ea p on coun ts as m agical for the p u rp ose
1st, 2nd, or 3rd level.
o f overcom in g resistan ce and im m unity to n onm agical
attacks and dam age.
Y our pact w ea p on disappears if it is m ore than 5 feet Yo u r Pa ct Bo o n
away from you for 1 m inute or m ore. It also disappears Each Pact Boon option produces a special creature or an
if you use this feature again, if you d ism iss the w eap on object that reflects your patron’s nature.
(no action required), or if you die. Pact o f the Chain. Your familiar is more cunning than a
You can transform one m agic w eap on into your pact typical familiar. Its default form can be a reflection o f your
w eap on by perform in g a sp ecial ritual w hile you hold patron, with sprites and pseudodragons tied to the Archfey
the w eapon . You p erform the ritual over the cou rse and imps and quasits tied to the Fiend. Because the Great Old
One’s nature is inscrutable, any familiar form is suitable for it.
o f 1 hour, w hich can b e don e during a short rest.
Pact o f the Blade. If your patron is the Archfey, your
You can then d ism iss the w eapon , shunting it into an
weapon might be a slender blade wrapped in leafy vines.
extradim ensional space, and it appears w henever you If you serve the Fiend, your weapon could be an axe made
create your pact w eap on thereafter. You ca n ’t affect an o f black metal and adorned with decorative flames. If your
artifact or a sentient w ea p on in this way. T h e w eapon patron is the Great Old One, your weapon might be an
ce a se s bein g your pact w eapon if you die, if you perform ancient-looking spear, with a gemstone embedded in its
the 1-hour ritual on a different w eapon , or if you use head, carved to look like a terrible unblinking eye.
a 1-hour ritual to break your bon d to it. The w eapon Pact o f the Tome. Your Book o f Shadows might be a fine,
appears at your feet if it is in the extradim ensional sp ace gilt-edged tome with spells o f enchantment and illusion,
w hen the bon d breaks. gifted to you by the lordly Archfey. It could be a weighty tome
bound in demon hide studded with iron, holding spells of
Pa c t o f t h e To me
conjuration and a wealth of forbidden lore about the sinister
regions of the cosmos, a gift of the Fiend. Or it could be the
Your patron gives you a grim oire called a B o o k of
tattered diary o f a lunatic driven mad by contact with the
Sh a dow s. W h en you gain this feature, c h o o s e three
Great Old One, holding scraps o f spells that only your own
cantrips from any cla ss’s spell list. W h ile the b o o k is on burgeoning insanity allows you to understand and cast.
your person , you can cast th ose cantrips at w ill. They
d on ’t count against your num ber o f cantrips known.
If you lose your B o o k o f S h a dow s, you can perform O t h e r w o r ld ly P a tro n s
a 1-hour cerem on y to receive a replacem ent from your T h e beings that serve as patrons for w arlock s are
patron. T his cerem on y can be perform ed during a short m ighty inhabitants o f other planes o f ex isten ce—not
or long rest, and it destroys the previous book . The b o o k gods, but alm ost godlike in their pow er. V arious patrons
turns to ash w hen you die. give their w arlock s a c c e s s to different p ow ers and
invocations, and ex p ect significant favors in return.
A b i l i t y Sc o r e Im pr o v e m e n t
S om e patrons collect w arlocks, doling out m ystic
W h en you reach 4th level, and again at 8th, 12th, 16th, kn ow led ge relatively freely o r boastin g o f their ability
and 19th level, you can in crease on e ability sco re o f your to bind m ortals to their will. Other patrons bestow their
c h oice by 2, or you can in crease tw o ability s c o r e s o f p ow er only grudgingly, and might m ake a pact with
your ch oice by 1. A s norm al, you can't in crease an ability only one w arlock. W arlocks w h o serve the sam e patron
sco re above 20 using this feature. m ight view each other as allies, siblings, or rivals.

My s t ic A r c a n u m T h e A r c h f e y
At 11th level, your patron bestow s upon you a m agical Your patron is a lord or lady o f the fey, a creature o f
secret called an arcanum . C h oose on e 6th-level spell legend w h o holds secrets that w ere forgotten before
from the w a rlock spell list as this arcanum . the m ortal races w ere born. T h is b ein g ’s m otivations
You can cast your arcanum sp ell on ce w ithout are often inscrutable, and som etim es w him sical, and
expending a spell slot. You m ust finish a long rest before m ight involve a striving for greater m agical p ow er or the
you can do s o again. settling o f age-old grudges. B eings o f this sort include
At higher levels, you gain m ore w arlock sp ells o f your the P rin ce o f Frost; the Q ueen o f A ir and D arkness,
ch oice that can b e cast in this way: one 7th-level spell ruler o f the G loam in g Court; Titania o f the S u m m er
at 13th level, one 8th-level spell at 15th level, and one Court; her con sort O beron, the G reen L ord; Hyrsam ,
9th-level spell at 17th level. You regain all u ses o f your the P rin ce o f F ools; and ancient hags.
M ystic A rca n u m w hen you finish a long rest.
Ex pa n d e d Sp e l l L is t

El d r it c h M a st e r T h e A rch fey lets you c h o o s e from an expan ded list o f


sp ells w hen you learn a w arlock spell. The follow in g
At 20th level, you can draw on your inner reserve o f
sp ells are added to the w arlock spell list for you.
m ystical pow er w hile entreating your patron to regain
expended spell slots. You can spend 1 m inute entreating
A r c h f ey Ex p a n d e d S pel l s
your patron for aid to regain all your expended spell slots
from your Pact M agic feature. O nce you regain spell slots Spell Level Spells
w ith this feature, you m ust finish a long rest before you 1st faerie fire, sleep
can do s o again. 2nd calm em otions, p h a n ta sm a l force
3rd blink, plant grow th
4th dom inate beast, greater invisibility
5th dom inate person, seem ing
Fe y Pr e s e n c e Ex pa n d e d Sp e l l L is t
Starting at 1st level, your patron bestow s u pon you the The Fiend lets you c h o o s e from an expanded list of
ability to project the begu ilin g and fearsom e presen ce spells w hen you learn a w arlock spell. T h e follow in g
o f the fey. A s an action, you can cau se each creature in spells are added to the w arlock sp ell list for you.
a 10-foot cu b e originating from you to m ake a W isd om
saving th row against your w a rlock spell save DC. The Fie n d Ex p a n d e d S pel l s
creatu res that fail their saving th row s are all charm ed
Spell Level Spells
or frightened by you (your ch oice) until the end of
1st b u rn ing hands, c o m m a n d
your next turn.
2nd blindness/deafness, scorch ing ray
O nce you u se this feature, you ca n ’t use it again until
you finish a short or lon g rest. 3rd fireball, stin kin g cloud
4th fire shield, wall o f fire
M is t y Es c a pe 5th fla m e strike, hallow
Starting at 6th level, you can vanish in a puff o f mist in
respon se to harm. W h en you take dam age, you can use D a r k O n e ’s B l e s s i n g
your reaction to turn invisible and teleport up to 60 feet Starting at 1st level, w hen you reduce a hostile creature
to an u noccu pied sp ace you can see. You rem ain invisible to 0 hit points, you gain tem porary hit points equal to your
until the start o f your next turn or until you attack or Charism a m odifier + your w arlock level (m inim um o f 1).
cast a spell.
O nce you u se this feature, you can't use it again until Da r k O n e ’s O w n Lu c k
you finish a short or lon g rest. Starting at 6th level, you can call on your patron to alter
fate in your favor. W h en you m ake an ability ch eck or a
Be g u il in g D e f e n se s saving throw, you can u se this feature to add a d 10 to
B egin ning at 10th level, your patron teaches you h ow to your roll. You can do s o after seein g the initial roll but
turn the m ind-affecting m agic o f your en em ies against before any o f the roll’s effects occur.
them. You are im m une to bein g charm ed, and w hen O nce you u se this feature, you c a n ’t use it again until
another creature attem pts to ch a rm you, you can use you finish a short or long rest.
your reaction to attempt to turn the charm b a ck on
that creature. The creature m ust su cceed on a W isdom Fie n d is h R e s il ie n c e

saving throw against your w arlock spell save D C or Starting at 10th level, you can c h o o s e one dam age type
b e charm ed by you for 1 minute or until the creature w hen you finish a sh ort or long rest. You gain resistan ce
takes any dam age. to that dam age type until you c h o o s e a different one
w ith this feature. D am age from m agical w ea p on s or
Da r k D e l ir iu m silver w ea p on s ig n ores this resistance.
Starting at 14th level, you can plunge a creature into
an illusory realm . A s an action, c h o o s e a creature H u r l T h r o u g h H e l l

that you can see w ithin 60 feet o f you. It must m ake a Starting at 14th level, w hen you hit a creature w ith an
W isd om saving th row against y ou r w arlock spell save attack, you can use this feature to instantly transport
DC. O n a failed save, it is charm ed or frightened by you the target through the low er planes. The creature
(your ch oice) for 1 m inute or until your concentration disappears and hurtles through a nightm are landscape.
is broken (as if you are concentratin g on a spell). This At the end o f your next turn, the target returns to the
effect ends early if the creature takes any dam age. sp a ce it previously o ccu pied, or the nearest u n occu pied
Until this illusion ends, the creature thinks it is lost space. If the target is not a fiend, it takes 10d 10 psychic
in a m isty realm , the appearan ce o f w hich you ch oose. dam age as it reels from its h orrific experience.
The creature can s e e and hear only itself, you, and O nce you u se this feature, you ca n ’t u se it again until
the illusion. you finish a long rest.
Y ou m ust finish a sh ort or long rest before you can
u se this feature again. Th e G r e a t O l d O n e

Your patron is a m ysterious entity w h ose nature is


T h e Fie n d utterly foreign to the fabric o f reality. It might co m e from
You have m ade a pact w ith a fiend from the low er the Far Realm , the sp a ce beyon d reality, or it cou ld be
planes o f existence, a being w h o s e aim s are evil, one o f the elder g od s know n only in legends. Its m otives
even if you strive against th ose aim s. S u ch beings are in com prehen sible to m ortals, and its kn ow led ge so
desire the corruption or destruction o f all things, im m en se and ancient that even the greatest libraries
ultim ately including you. Fiends pow erfu l en ough to pale in com p a rison to the vast secrets it holds. The
forge a pact include dem on lords su ch as D em ogorgon , Great Old O ne might b e unaw are o f your existence
O rcus, F raz’Urb-luu, and Baphom et; archdevils such or entirely indifferent to you, but the secrets you have
as A sm od eu s, Dispater, M ephistopheles, and Belial; learn ed allow you to draw your m agic from it.
pit fiends and balors that are esp ecia lly m ighty; and Entities o f this type include Ghaunadar, called That
ultroloths and other lords o f the yugoloths. W h ich Lurks; Tharizdun, the C hained G od; D endar, the
Night Serpent; Zargon, the Returner; Great Cthulhu;
and other unfathom able beings.
Ex pa n d e d Sp e l l L is t A r m o r o f Sh a d o w s
The Great Old One lets you ch o o s e from an expanded list You can cast mage armor on y ou rself at will, w ithout
o f spells w hen you learn a w arlock spell. The follow in g expen din g a spell slot or m aterial com pon ents.
spells are added to the w arlock spell list for you.
A s c e n d a n t St e p

G r ea t O l d O n e Ex p a n d e d S pel l s Prerequisite: 9th level


Spell Level Spells You can cast levitate on y ou rself at will, w ithout
1st dissonant whispers, T ash a's hideous laughter expending a spell slot or material com pon ents.
2nd detect thoughts, p h a n ta sm a l force
Be a s t Sp e e c h
3rd clairvoyance, sending
You can cast speak with animals at will, without
4th dom inate beast, E va rd ’s black tentacles
expending a spell slot.
5th do m inate person, telekinesis
Be g u il in g In f l u e n c e
Aw a k e n e d M in d You gain proficiency in the D eception and
Starting at 1st level, your alien kn ow led ge gives you P ersu asion skills.
the ability to touch the m inds o f other creatures. You
can com m u n icate telepathically with any creature you Be w it c h in g W h is pe r s

can see w ithin 30 feet o f you. You don ’t need to share Prerequisite: 7th level
a language with the creature for it to understand your You can cast compulsion on ce using a w arlock spell slot.
telepathic utterances, but the creature m ust be able to You c a n ’t d o s o again until you finish a long rest.
understand at least on e language.
Bo o k o f A n c ie n t Se c r e t s
En t r o pic Wa r d Prerequisite: Pact o f the Tome feature
At 6th level, you learn to m agically w ard y ou rself against
You can n ow in scribe m agical rituals in your B o o k o f
attack and to turn an en em y’s failed strike into g ood
Sh a dow s. C h oose tw o 1st-level sp ells that have the
luck for yourself. W h en a creature m akes an attack
ritual tag from any cla ss’s spell list. The sp ells appear
roll against you, you can use your reaction to im p ose
in the b o o k and d on ’t count against the num ber o f spells
disadvantage on that roll. If the attack m isses you, your
you know. W ith your B o o k o f S h a d ow s in hand, you
next attack roll against the creature has advantage if you
can cast the ch osen spells as rituals. You ca n ’t cast the
m ake it b efore the end o f your next turn.
spells except as rituals, u nless y ou ’ve learned them by
O nce you use this feature, you ca n ’t use it again until
som e other m eans. You can also cast a w arlock spell
you finish a short or lon g rest.
you kn ow as a ritual if it has the ritual tag.
T h o u g h t Sh ie l d On your adventures, you can add other ritual sp ells to
your B o o k o f S h adow s. W h en you find such a spell, you
Starting at 10th level, your thoughts ca n ’t b e read by
can add it to the b o o k if the sp ell’s level is equal to or
telepathy or other m ea n s unless you allow it. You also
less than h alf your w a rlock level (rounded up) and if you
have resistan ce to psychic dam age, and w henever a
can spare the tim e to tran scribe the spell. For each level
creature deals psychic dam age to you, that creature
o f the spell, the transcription p r o ce s s takes 2 hours and
takes the sam e am ount o f dam age that you do.
c o sts 50 gp for the rare inks n eeded to in scribe it.
C r e a t e T h r a l l
C h a in s o f Ca r c e r i
At 14th level, you gain the ability to infect a h um an oid’s
m ind w ith the alien m a gic o f your patron. You can use
Prerequisite: 15th level, Pact o f the Chain feature
your action to touch an incapacitated hum anoid. That You can cast hold monster at w ill—targeting a celestial,
creature is then ch a rm ed by you until a remove curse fiend, or elem ental—w ithout expending a spell slot or
spell is cast on it, the ch arm ed condition is rem oved m aterial com pon ents. You m ust finish a long rest before
from it, or you u se this feature again. you can use this invocation on the sam e creature again.
You can com m u n ica te telepathically w ith the charm ed
creature as long as the tw o o f you are on the sam e plane D e v i l ’s Si g h t

o f existence. Y ou can see n orm ally in darkness, both m agical and


n onm agical, to a distance o f 120 feet.

E l d r i t c h In v o c a t i o n s D r e a d f u l W o r d
If an eldritch invocation has prerequisites, you must Prerequisite: 7th level
m eet them to learn it. You can learn the invocation at the
You can cast confusion on ce using a w a rlock spell slot.
sam e tim e that you m eet its prerequisites.
You ca n ’t do so again until you finish a long rest.
A g o n iz in g Bl a s t
El d r it c h Si g h t
Prerequisite: eldritch blast cantrip
You can cast detect magic at w ill, w ithout expending
W h en you cast eldritch blast, add your Charism a a spell slot.
m odifier to the dam age it deals on a hit.
El d r it c h Sp e a r O t h e r w o r l d l y L e a p
Prerequisite: eldritch blast cantrip Prerequisite: 9th level
W h en you cast eldritch blast, its range is 3 0 0 feet. You can cast jump on y ou rself at w ill, w ithout expending
a spell slot or m aterial com pon ents.
Ey e s o f t h e Ru n e K e e pe r
You can read all w riting. R e p e l l in g Bl a s t
Prerequisite: eldritch blast cantrip
Fie n d is h V ig o r
W h en you hit a creature with eldritch blast, you can push
You ca n cast false life on y ou rself at w ill as a
the creature up to 10 feet away from you in a straight line.
1st-level spell, w ithout expen din g a spell slot or
m aterial com pon ents. Sc u l pt o r o f Fl e sh
Prerequisite: 7th level
G a ze o f T w o M in d s
You can u se your action to touch a w illing hum anoid Y ou can cast polymorph on ce usin g a w arlock spell slot.
and perceive through its sen ses until the end o f your Y ou ca n ’t do s o again until you finish a lon g rest.
next turn. A s long as the creature is on the sam e
Si g n o f Il l O me n
plane o f existence as you, you can use your action
on subsequent turns to m aintain this conn ection , Prerequisite: 5th level
extending the duration until the end o f your next turn. Y ou can cast bestow curse on ce using a w a rlock spell
W h ile perceivin g through the other creatu re’s sen ses, slot. You ca n ’t do so again until you finish a long rest.
you benefit from any sp ecia l se n se s p o s s e s s e d by that
creature, and you are blinded and deafened to your ow n T h ie f o f Fiv e Fa t e s

surroundings. You can cast bane o n ce usin g a w a rlock spell slot. You
c a n ’t do so again until you finish a lon g rest.
L if e d r in k e r

Prerequisite: 12th level, Pact o f the Blade feature T h ir s t in g Bl a d e


Prerequisite: 5th level, Pact o f the Blade feature
W h en you hit a creature with your pact w eapon , the
creature takes extra n ecrotic dam age equal to your You can attack with your pact w ea p on tw ice, instead o f
C harism a m odifier (m inim um 1). on ce, w henever you take the A ttack action on your turn.

M a s k o f M a n y Fa c e s V is io n s o f D is t a n t R e a l m s

You can cast disguise self at will, without expending Prerequisite: 15th level
a spell slot. You can cast arcane eye at will, without expending
a spell slot.
M a s t e r o f My r ia d Fo r ms
Prerequisite: 15th level V o ic e o f t h e C h a in M a s t e r

You can cast alter self at will, w ithout expending Prerequisite: Pact o f the Chain feature
a spell slot. You can com m u n icate telepathically w ith your fam iliar
and perceive through your fam iliar’s sen ses as lon g as
M in io n s o f C h a o s
you are on the sam e plane o f existence. Additionally,
Prerequisite: 9th level w hile perceivin g through your fam iliar’s sen ses, you can
You can cast conjure elemental on ce using a also sp eak through your fam iliar in your ow n voice, even
w a rlock spell slot. You ca n ’t do s o again until you if your fam iliar is n orm ally incapable o f sp eech .
finish a long rest.
W h is p e r s o f t h e G r av e
M ir e t h e M in d Prerequisite: 9th level
Prerequisite: 5th level You can cast speak with dead at w ill, w ithout expending
You can cast slow on ce using a w arlock spell slot. You a spell slot.
c a n ’t do so again until you finish a lon g rest.
W it c h Si g h t
M is t y V is io n s Prerequisite: 15th level
You can cast silent image at will, w ithout expending a You can see the true form o f any sh ap ech an ger or
spell slot or material com pon ents. creature con cea led by illusion or transm utation m agic
w hile the creature is w ithin 30 feet o f you and w ithin
O n e w it h Sh a d o w s
line o f sight.
Prerequisite: 5th level
W h en you are in an area o f dim light or darkness, you
can u se your action to b e c o m e invisible until you m ove
or take an action or a reaction.
W iz a r d
Clad in the silver rob es that denote her station, an
elf c lo se s her eyes to shut out the distractions o f the
battlefield and beg in s her quiet chant. Fin gers w eaving
in front o f her, she com pletes her spell and launches a
tiny bead o f fire tow ard the en em y ranks, w here it erupts
into a conflagration that engulfs the soldiers.
C h ecking and rech eck in g his w ork, a hum an scrib e s
an intricate m agic circle in chalk on the bare stone
floor, then sprin kles p ow dered iron along every line and
graceful curve. W h en the circle is com plete, he dron es a
long incantation. A hole op en s in sp ace inside the circle,
bringing a w h iff o f brim ston e from the otherw orldly
plane beyond.
Crou ch in g on the floor in a du ngeon intersection, a
gnom e tosses a handful o f sm all b on es in scribed with
m ystic sym bols, muttering a few w ord s o f p ow er over
them. C losin g his eyes to see the vision s m ore clearly,
he n ods slowly, then op en s his eyes and points dow n the
pa ssa ge to his left.
W izards are suprem e m agic-users, defined and united
as a class by the spells they cast. D raw ing on the subtle
w eave o f m agic that perm eates the cosm os, w izards cast
spells o f explosive fire, arcing lightning, subtle deception,
and brute-force m ind control. T heir m agic conjures
m onsters from other p lanes o f existence, glim p ses the
future, or turns slain foes into zom bies. Their mightiest
spells change one substance into another, call m eteors
dow n from the sky, or open portals to other w orlds.

Sc h o l a r s o f t h e A r c a n e
W ild and enigm atic, varied in form and function, the
pow er o f m a gic draw s students w h o seek to m aster
its m ysteries. S om e aspire to b e c o m e like the gods,
shaping reality itself. T h ou gh the casting o f a typical
spell requ ires m erely the utterance o f a few strange
w ords, fleeting gestures, and som etim es a pinch or
clum p o f exotic m aterials, th ese su rface com pon en ts
barely hint at the expertise attained after years o f
apprenticeship and cou n tless h ours o f study.
W izards live and die by their spells. Everything else
is secon dary. Th ey learn n ew sp ells as they experim ent
and g row in experience. They can also learn them from
other w izards, from ancient tom es or inscriptions,
and from ancient creatu res (such as the fey) that are
steeped in m agic.
Th e W iz a r d

— Spells Slots per Spell Level —


Proficiency Cantrips
Level Bonus Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Arcane Recovery 3 2 — — — — — —
— —

2nd +2 Arcane Tradition 3 3 — — — — — — — —


3rd +2 — 3 4 2 — — — — — — —
4th +2 Ability Score Improvement 4 4 3 — — — — — — —
5th +3 — 4 4 3 2 — — — — — —

6th +3 Arcane Tradition feature 4 4 3 3 — — — — — —


7th +3 — 4 4 3 3 1 — — — — —
8th +3 Ability Score Improvement 4 4 3 3 2 — — — — —
9th +4 — 4 4 3 3 3 1 — — — —

10th +4 Arcane Tradition feature 5 4 3 3 3 2 — — — —


11th +4 — 5 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 5 4 3 3 3 2 1 — — —
13th +5 — 5 4 3 3 3 2 1 1 — —
14th +5 Arcane Tradition feature 5 4 3 3 3 2 1 1 — —
15th +5 — 5 4 3 3 3 2 1 1 1 —

16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 —

17th +6 — 5 4 3 3 3 2 1 1 1 1
18th +6 Spell Mastery 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Signature Spell 5 4 3 3 3 3 2 2 1 1

T h e Lu r e o f K n o w l e d g e Q u ic k Bu il d
You can m ake a w izard quickly by follow in g these
W iz a rd s’ lives are seld om m undane. T h e closest a
suggestion s. First, Intelligence should be your highest
w izard is likely to c om e to an ordinary life is w orkin g
ability score, follow ed by Constitution or Dexterity.
as a sage or lectu rer in a library or university, teaching
If you plan to join the S c h o o l o f Enchantm ent, m ake
others the secrets o f the multiverse. Other w izard s sell
C harism a your next-best score. S econ d , c h o o s e the sage
their serv ices as diviners, serve in m ilitary forces, or
background. Third, c h o o s e the mage hand, light, and
pursue lives o f crim e or dom ination.
ray o f frost cantrips, along with the follow in g 1st-level
But the lure o f kn ow led ge and p ow er calls even the
sp ells for your sp ellbook : burning hands, charm person,
m ost unadventurous w iza rd s out o f the safety o f their
feather fall, mage armor, magic missile, and sleep.
libraries and laboratories and into cru m blin g ruins and
lost cities. M ost w izards believe that their counterparts
in ancient civilizations k n ew secrets o f m agic that have C l a s s Fe a t u r e s
been lost to the ages, and d iscov erin g th ose secrets A s a w izard, you gain the follow in g class features.
cou ld u n lock the path to a pow er greater than any m agic
available in the present age. H it Po in t s
Hit Dice: 1d6 per w izard level
C r e a t in g a W iz a r d __________ Hit Points at 1st Level: 6 + your Constitution m odifier
Hit Points at Higher Levels: 1d6 (or 4) + your
Creating a w izard character dem ands a backstory
Constitution m odifier per w izard level after 1st
dom inated by at least on e extraordinary event. H ow
did your character first co m e into contact with m agic?
Pr o f ic ie n c ie s
H ow did you d iscover you had an aptitude for it? D o
Arm or: N one
you have a natural talent, or did you sim ply study
Weapons: D aggers, darts, slings, quarterstaffs,
hard and practice incessantly? Did you encounter a
light c ro s sb o w s
m agical creature or an ancient tom e that taught you the
Tools: N one
ba sics o f m agic?
W hat drew you forth from your life o f study? D id your Saving Throws: Intelligence, W isd om
first taste o f m agical k n ow led ge leave you hungry for Skills: C h oose tw o from A rcana, History, Insight,
m ore? Have you received w ord o f a secret repository Investigation, M edicine, and R eligion
o f kn ow led ge not yet plundered by any other w izard?
Perhaps y ou ’re sim ply eager to put your new found
m agical skills to the test in the face o f danger.
Eq u ip m e n t Sp e l l b o o k
You start with the follow in g equipm ent, in addition to At 1st level, you have a sp ellb ook contain in g six 1st-level
the equipm ent granted by your background: w izard spells o f your choice.

• (a) a quarterstaff or (b) a dagger


Pr e p a r in g a n d C a s t in g Sp e l l s
• (a) a com pon en t pou ch or (b) an arcane focu s
T h e W izard table sh ow s h ow m any spell slots you have
• (a) a sch ola r’s pack o r (b) an explorer’s pack
to cast your spells o f 1st level and higher. To cast on e o f
• A sp ellb ook
these spells, you m ust expend a slot o f the sp ell’s level
or higher. You regain all expen ded spell slots w hen you
Spe l l c a s t in g
finish a lon g rest.
A s a student o f arcan e m agic, you have a sp ellb ook You prepare the list o f w izard spells that are available
contain in g spells that sh ow the first glim m erings of for you to cast. To do so. c h o o s e a num ber o f w izard
your true pow er. S e e chapter 10 for the general rules of spells from your sp ellb ook equal to your Intelligence
sp ellcastin g and chapter 11 for the w izard spell list. m odifier + your w izard level (m inim um o f on e spell). The
spells must be o f a level for w hich you have spell slots.
Ca n t r ip s
For exam ple, if you're a 3rd-level w izard, you have
At 1st level, you k n ow three cantrips o f your ch oice four 1st-level and tw o 2nd-level spell slots. W ith an
from the w izard spell list. You learn additional w izard Intelligence o f 16, your list o f prepared sp ells can
cantrips o f your ch oice at higher levels, as sh ow n in the include six spells o f 1st or 2nd level, in any com bination,
Cantrips K n ow n colum n o f the W izard table. ch osen from your sp ellbook . If you prepare the 1st-level
spell magic missile, you can cast it using a 1st-level or a
Yo u r Spe l lb o o k 2nd-level slot. Casting the spell d oesn ’t rem ove it from
The spells that you add to your spellbook as you gain levels your list o f prepared spells.
reflect the arcane research you conduct on your own, as well You can change your list o f prepared spells w hen
as intellectual breakthroughs you have had about the nature you finish a long rest. P reparin g a n ew list o f w izard
o f the multiverse. You might find other spells during your spells requires tim e spent studying your sp ellb ook and
adventures. You could discover a spell recorded on a scroll in
m em orizin g the incantations and gestures you m ust
an evil wizard's chest, for example, or in a dusty tome in an
m ake to cast the spell: at least 1 m inute per spell level
ancient library.
for each spell on your list.
Copying a S pell into the Book. When you find a wizard spell
o f 1st level or higher, you can add it to your spellbook if it is
Sp e l l c a s t in g A b il it y
of a level for which you have spell slots and if you can spare
the time to decipher and copy it. Intelligence is your sp ellcastin g ability for your w izard
Copying a spell into your spellbook involves reproducing spells, sin ce you learn your sp ells through dedicated
the basic form o f the spell, then deciphering the unique study and m em orization. You use your Intelligence
system o f notation used by the wizard who wrote it. You w hen ever a spell refers to your sp ellcastin g ability.
must practice the spell until you understand the sounds In addition, you u se your Intelligence m odifier w hen
or gestures required, then transcribe it into your spellbook setting the saving th row D C for a w izard spell you cast
using your own notation. and w hen m akin g an attack roll w ith one.
For each level o f the spell, the process takes 2 hours and
costs 50 gp. The cost represents material components you Spell save D C = 8 + your proficiency bonus +
expend as you experiment with the spell to master it, as well your Intelligence modifier
as the fine inks you need to record it. Once you have spent
this time and money, you can prepare the spell just like your Spell attack modifier = your proficiency bonus +
other spells. your intelligence modifier
R eplacing the Book. You can copy a spell from your own
spellbook into another book— for example, if you want R it u a l C a s t in g
to make a backup copy o f your spellbook. This is just like You ca n cast a w izard spell as a ritual if that spell has
copying a new spell into your spellbook, but faster and easier, the ritual tag and you have the spell in your sp ellbook .
since you understand your own notation and already know You don't n eed to have the sp ell prepared.
how to cast the spell. You need spend only 1 hour and 10 gp
for each level o f the copied spell. Sp e l l c a s t in g Fo c u s
If you lose your spellbook, you can use the same procedure You can use an arcane focu s (found in chapter 5) as a
to transcribe the spells that you have prepared into a new
spellcastin g focu s for your w izard spells.
spellbook. Filling out the remainder o f your spellbook
requires you to find new spells to do so, as normal. For this
L e a r n in g Sp e l l s o f 1s t L e v e l a n d H ig h e r
reason, many wizards keep backup spellbooks in a safe place.
E ach tim e you gain a w izard level, you can add tw o
The Book’s Appearance. Your spellbook is a unique
compilation o f spells, with its own decorative flourishes and w izard spells o f your ch oice to your sp ellbook . Each
margin notes. It might be a plain, functional leather volume o f these spells must b e o f a level for w hich you have
that you received as a gift from your master, a finely bound spell slots, as sh ow n on the W izard table. O n your
gilt-edged tome you found in an ancient library, or even a adventures, you m ight find other spells that you can add
loose collection o f notes scrounged together after you lost to your sp ellb ook (see the “Your S p e llb o o k ” sidebar).
your previous spellbook in a mishap.
A r c a n e Re c o v e r y the ages have cataloged thousands o f spells, grouping
them into eight categories called sch ools, as d escrib ed
You have learn ed to regain som e o f your m agical energy
in chapter 10. In som e places, these traditions are
by studying your sp ellbook . O n ce p er day w hen you
literally sch ools; a w izard m ight study at the S c h o o l o f
finish a short rest, you ca n c h o o s e expen ded spell slots
Illusion w hile another studies a cross tow n at the S ch o o l
to recover. The spell slots can have a com b in ed level that
o f Enchantm ent. In other institutions, the sch ools are
is equal to or less than h alf your w izard level (rounded
m ore like acad em ic departm ents, w ith rival faculties
up), and n one o f the slots can be 6th level or higher. com petin g for students and funding. Even w iza rd s w ho
For example, if you’re a 4th-level wizard, you can recover
train apprentices in the solitude o f their ow n tow ers use
up to tw o levels w orth o f spell slots. You can recover either
the division o f m agic into sch o o ls as a learning device,
a 2nd-level spell slot or tw o 1st-level spell slots.
sin ce the spells o f each sch o o l require m astery o f
different techniques.
A r c a n e T r a d it io n
W h en you reach 2nd level, you c h o o s e an arcane Sc h o o l o f A bj u r a t io n
tradition, shaping your practice o f m agic through one
T h e S c h o o l o f Abjuration em p h a sizes m agic that block s,
o f eight sch ools: Abjuration, Conjuration, Divination,
banishes, or protects. D etractors o f this sc h o o l say
Enchantm ent, Evocation, Illusion, N ecrom ancy,
that its tradition is about denial, negation rather than
or Transmutation, all detailed at the end o f the
positive assertion. You understand, however, that ending
class description.
harm ful effects, protecting the w eak, and banishing evil
Your ch oice grants you features at 2nd level and again
influences is anything but a p h ilosoph ica l void. It is a
at 6th, 10th, and 14th level.
proud and resp ected vocation.
C alled abjurers, m em bers o f this sch o o l are sought
A b i l i t y S c o r e Im p r o v e m e n t
w hen baleful spirits require exorcism , w hen im portant
W h en you reach 4th level, and again at 8th, 12th, 16th, location s m ust be guarded against m agical spying, and
and 19th level, you can in crease on e ability sc o r e o f your w hen portals to other planes o f existence must be closed.
ch oice by 2, or you ca n in crease tw o ability s c o r e s o f
your ch oice by 1. A s norm al, you ca n ’t in crease an ability A b j u r a t io n Sa v a n t

sco re above 20 using this feature. B egin ning w hen you select this sch ool at 2nd level, the
gold and tim e you m ust spend to cop y an abjuration
Spe l l M a s t e r y spell into your sp ellb ook is halved.

At 18th level, you have achieved such m astery over A r c a n e Wa r d


certain sp ells that you can cast them at w ill. C h oose a
Starting at 2nd level, you can w eave m agic around
1st-level w izard spell and a 2nd-level w izard spell that
you rself for protection. W h en you cast an abjuration
are in your sp ellbook . You can cast th ose spells at their
spell o f 1st level or higher, you can sim ultaneously use a
low est level without expending a spell slot w hen you
strand o f the spell’s m agic to create a m agical w ard on
have them prepared. If you w ant to cast either spell at a
you rself that lasts until you finish a long rest. T h e w ard
higher level, you must expend a spell slot as norm al.
has hit points equal to tw ice your w izard level + your
By spen din g 8 hours in study, you can exchange one
Intelligence modifier. W h enever you take dam age, the
or both o f the spells you c h ose for different spells o f
w ard takes the dam age instead. If this dam age reduces
the sa m e levels.
the w ard to 0 hit points, you take any rem aining dam age.
W h ile the w ard has 0 hit points, it ca n ’t absorb
Sig n a t u r e Spe l l s
dam age, but its m agic rem ains. W h enever you cast an
W h en you reach 20th level, you gain m astery over tw o abjuration spell o f 1st level or higher, the w ard regains a
pow erful spells and can cast them with little effort. num ber o f hit points equal to tw ice the level o f the spell.
C h oose tw o 3rd-level w izard spells in your sp ellbook O n ce you create the w ard, you can't create it again
as your signature spells. You always have th ese spells until you finish a long rest.
prepared, they don ’t count against the num ber o f spells
you have prepared, and you can cast each o f them on ce at Pr o j e c t e d Wa r d

3rd level without expending a spell slot. W h en you do so, Starting at 6th level, w h en a creature that you can see
you can ’t do s o again until you finish a short or long rest. w ithin 30 feet o f you takes dam age, you can u se your
If you w ant to cast either spell at a higher level, you reaction to cau se your A rca n e W ard to absorb that
m ust expend a spell slot as norm al. dam age. If this dam age red u ces the w ard to 0 hit points,
the w arded creature takes any rem aining dam age.

A r c a n e Tr a d it io n s Im pr o v e d A b j u r a t io n
T h e study o f w izardry is ancient, stretching ba ck to B egin ning at 10th level, w hen you cast an abjuration
the earliest m ortal discov eries o f m agic. It is firmly spell that requ ires you to m ake an ability ch eck as
established in the w orlds o f D&D, with various a part o f casting that spell (as in counterspell and
traditions dedicated to its com p lex study. dispel magic), you add your proficiency bon u s to that
Th e m ost co m m o n arcan e traditions in the m ultiverse ability check.
revolve around the sch o o ls o f m agic. W izard s through
object that you have seen. The object is visibly m agical,
radiating dim light out to 5 feet.
The ob ject disappears after 1 hour, w hen you use this
feature again, or if it takes any dam age.

Be n ig n T r a n s p o s it io n
Starting at 6th level, you can u se your action to teleport
up to 30 feet to an u n occu p ied sp ace that you can see.
Alternatively, you can c h o o s e a sp ace w ithin range
that is occu p ied by a Sm all or M edium creature. If that
creature is w illing, you both teleport, sw appin g p laces.
O nce you u se this feature, you c a n ’t u se it again until
you finish a long rest or you cast a conjuration spell o f
1st level or higher.

Fo c u se d C o n j u r a t io n
B egin ning at 10th level, w hile you are concentrating on
a conjuration spell, your concentration ca n ’t be broken
as a result o f taking dam age.

D u r a b l e Su m m o n s
Starting at 14th level, any creature that you
su m m on or create w ith a conjuration spell has 30
tem porary hit points.

Sc h o o l o f D iv in a t io n
Th e cou n sel o f a diviner is sought by royalty and
com m on ers alike, for all seek a clearer understanding
o f the past, present, and future. A s a diviner, you strive
to part the veils o f space, time, and co n scio u sn e ss so
that you can see clearly. You w ork to m aster spells o f
discernm ent, rem ote view ing, supernatural know ledge,
and foresight.

D iv in a t io n Sa v a n t
B egin ning w hen you select this sch o o l at 2nd level, the
Sp e l l R e s is t a n c e
gold and tim e you must sp en d to co p y a divination spell
Starting at 14th level, you have advantage on saving
into your sp ellb ook is halved.
th row s against spells.
Furtherm ore, you have resistan ce against the Po r t e n t
dam age o f spells. Starting at 2nd level w hen you c h o o s e this sch ool,
g lim p ses o f the future begin to p ress in on your
Sc h o o l o f C o n j u r a t io n aw areness. W h en you finish a lon g rest, roll tw o d 2 0 s
A s a conjurer, you favor spells that p rod u ce objects and record the num bers rolled. You can replace any
and creatures out o f thin air. You can conjure billow ing attack roll, saving throw, or ability ch eck m ade by you or
clou d s o f killing fog or su m m on creatures from a creature that you can see with one o f th ese foretelling
elsew h ere to fight on your behalf. A s your m astery rolls. You must c h o o s e to do so b efore the roll, and you
grow s, you learn sp ells o f transportation and can can replace a roll in this w ay only on ce per turn.
teleport y ou rself a cross vast distances, even to other Each foretelling roll can be u sed only on ce. W h en you
planes o f existence, in an instant. finish a lon g rest, you lose any u nu sed foretelling rolls.

C o n j u r a t io n Sa v a n t Ex pe r t D iv in a t io n

B egin ning w hen you select this sc h o o l at 2nd level, the B egin ning at 6th level, casting divination sp ells co m e s
gold and tim e you m ust spend to cop y a conjuration spell s o easily to you that it expends only a fraction o f your
into your sp ellb ook is halved. sp ellcastin g efforts. W h en you cast a divination spell
o f 2nd level or higher using a spell slot, you regain one
M in o r C o n j u r a t io n expen ded spell slot. The slot you regain must be o f a
Starting at 2nd level w hen you select this sch ool, you level low er than the spell you cast and ca n ’t be higher
can use your action to conjure up an inanim ate object than 5th level.
in your hand or on the ground in an u n occu p ied sp ace
that you can see w ithin 10 feet o f you. This object can be T h e T h ir d Ey e

no larger than 3 feet on a side and w eigh no m ore than Starting at 10th level, you can use your action to
10 pou nds, and its form m ust be that o f a nonm agical in crease your p ow ers o f perception . W h en you do so,
c h o o s e on e o f the follow in g benefits, w h ich lasts until On a su ccessfu l save, you ca n ’t u se this feature on the
you are incapacitated or you take a short or long rest. attacker again until you finish a lon g rest.
You ca n ’t use the feature again until you finish a rest. You m ust c h o o s e to u se this feature before kn ow in g
Darkvision. You gain darkvision out to a range o f 60 w hether the attack hits or m isses. Creatures that can ’t
feet, as d escrib ed in chapter 8. be charm ed are im m u ne to this effect.
Ethereal Sight. You can see into the Ethereal Plane
w ithin 60 feet o f you. Sp l it En c h a n t m e n t

Greater Comprehension. You can read any language. Starting at 10th level, w hen you cast an enchantm ent
S ee Invisibility. You can see invisible creatu res and spell o f 1st level or higher that targets only on e creature,
ob jects w ithin 10 feet o f you that are within line o f sight. you can have it target a se co n d creature.

G r e a t e r Po r t e n t A l t e r M e m o r ie s

Starting at 14th level, the vision s in your dream s At 14th level, you gain the ability to m ake a creature
intensify and paint a m ore accurate picture in your m ind unaw are o f your m agical influence on it. W h en you cast
o f w hat is to com e. You roll three d 2 0 s for your Portent an enchantm ent spell to charm one or m ore creatures,
feature, rather than two. you can alter on e creatu re’s understanding s o that it
rem ains unaw are o f being charm ed.
Sc h o o l o f En c h a n t m e n t Additionally, on ce before the spell expires, you can
use your action to try to m ake the ch osen creature
A s a m em ber o f the S c h o o l o f Enchantm ent, you have
forget som e o f the tim e it spent charm ed. The creature
h oned your ability to m agically entrance and beguile
must su cceed on an Intelligence saving th row against
other p eop le and m onsters. S o m e enchanters are
your w izard spell save D C or lose a num ber o f hours
p ea cem ak ers w h o bew itch the violent to lay dow n their
o f its m em ories equal to 1 + your C harism a m odifier
arm s and charm the cruel into sh ow in g m ercy. O thers
(m inim um 1). You can m ake the creature forget less
are tyrants w h o m agically bind the unw illing into their
time, and the am ount o f tim e can ’t ex ceed the duration
service. M ost enchanters fall som ew h ere in betw een.
o f your enchantm ent spell.
En c h a n t m e n t Sa v a n t
Sc h o o l o f Ev o c a t i o n
B egin ning w hen you select this sch o o l at 2nd level, the
gold and tim e you m ust sp en d to co p y an enchantm ent You focu s your study on m agic that creates pow erfu l
spell into your sp ellb ook is halved. elem ental effects such as bitter cold, searing flame,
rolling thunder, crackling lightning, and burning acid.
Hy p n o t ic G a ze S om e evokers find em ploym ent in m ilitary forces,
Starting at 2nd level w hen you c h o o s e this sch ool, your serving as artillery to blast enem y arm ies from afar.
soft w ord s and enchanting gaze can m agically enthrall O thers use their spectacular pow er to protect the w eak,
another creature. A s an action, c h o o s e one creature that w hile som e seek their ow n gain as bandits, adventurers,
you can see w ithin 5 feet o f you. If the target can see or or aspiring tyrants.
hear you, it must su cce e d on a W isd om saving throw
against your w izard spell save D C or b e charm ed by you Ev o c a t io n Sa v a n t
until the end o f your next turn. The charm ed creature’s B egin ning w hen you select this sch o o l at 2nd level, the
sp eed drops to 0, and the creature is incapacitated and gold and tim e you m ust sp end to cop y an evocation spell
visibly dazed. into your sp ellb ook is halved.
On subsequent turns, you can u se your action to
m aintain this effect, extending its duration until the Sc u l pt Sp e l l s

end o f your next turn. However, the effect ends if you B egin ning at 2nd level, you can create pock ets o f
m ove m ore than 5 feet away from the creature, if the relative safety w ithin the effects o f your evocation spells.
creature can neither see n or hear you, or if the creature W h en you cast an evocation spell that affects other
takes dam age. creatures that you can see, you can c h o o s e a num ber
O nce the effect ends, or if the creature su cceed s on its o f them equal to 1 + the sp ell’s level. T h e ch osen
initial saving throw against this effect, you can ’t use this creatu res autom atically s u cce e d on their saving throw s
feature on that creature again until you finish a long rest. against the spell, and they take no dam age if they w ould
n orm ally take h alf dam age on a su ccessfu l save.
In s t in c t iv e C h a r m

B egin ning at 6th level, w hen a creature you can see Po t e n t Ca n t r ip

w ithin 30 feet o f you m akes an attack roll against Starting at 6th level, your dam aging cantrips affect
you, you can u se your reaction to divert the attack, even creatures that avoid the brunt o f the effect. W h en
provided that another creature is w ithin the attack’s a creature su cce e d s on a saving th row against your
range. T h e attacker m ust m ake a W isd om saving throw cantrip, the creature takes h alf the cantrip’s dam age (if
against your w izard spell save DC. O n a failed save, any) but suffers no additional effect from the cantrip.
the attacker must target the creature that is closest
Em po w e r e d Ev o c a t io n
to it, not including you or itself. If multiple creatures
are closest, the attacker c h o o s e s w h ich one to target. B egin ning at 10th level, you can add your Intelligence
m odifier to the dam age roll o f any w izard evocation
spell you cast.
O v e r c h a n n e l ch oice. T h e cantrip d oesn ’t coun t against your n um ber
Starting at 14th level, you can in crease the pow er o f o f cantrips know n.
your sim pler spells. W h en you cast a w izard spell o f W h en you cast minor illusion, you can create both a
5th level or low er that deals dam age, you can deal sou n d and an im age with a single casting o f the spell.
m axim u m dam age w ith that spell.
M a l l e a b l e Il l u s io n s
The first tim e you do so, you suffer n o adverse effect.
If you u se this feature again b efore you finish a long Starting at 6th level, w hen you cast an illusion spell that
rest, you take 2 d 12 n ecrotic dam age for each level o f has a duration o f 1 m inute or longer, you can u se your
the spell, im m ediately after you cast it. E ach tim e you action to change the nature o f that illusion (using the
use this feature again before finishing a long rest, the sp ell’s n orm al param eters for the illusion), provided that
n ecrotic dam age per spell level in creases by 1d 12. This you can see the illusion.
dam age ig n ores resistan ce and immunity.
Il l u s o r y Se l f
B egin ning at 10th level, you can create an illusory
Sc h o o l o f Il l u s i o n
duplicate o f y ou rself as an instant, alm ost instinctual
You focu s your studies on m agic that dazzles the reaction to danger. W h en a creature m akes an attack
sen ses, befu ddles the mind, and tricks even the w isest roll against you, you can use your reaction to in terpose
folk. Your m agic is subtle, but the illusions crafted by the illusory duplicate b etw een the attacker and
your keen m ind m ake the im possible seem real. S om e yourself. T h e attack autom atically m isses you, then the
illusionists—including m any gnom e w iza rd s—are illusion dissipates.
benign tricksters w h o use their spells to entertain. O nce you u se this feature, you ca n ’t u se it again until
O thers are m ore sinister m asters o f deception , using you finish a sh ort or lon g rest.
their illusions to frighten and fool others for their
person al gain. Il l u s o r y R e a l it y

By 14th level, you have learned the secret o f w eaving


Il l u s io n Sa v a n t
sh ad ow m agic into your illusions to give them a sem i-
B egin ning w hen you select this sch o o l at 2nd level, the reality. W h en you cast an illusion spell o f 1st level or
gold and tim e you m ust spend to cop y an illusion spell higher, you can c h o o s e one inanim ate, n onm agical
into your sp ellb ook is halved. object that is part o f the illusion and m ake that object
real. You ca n do this on your turn as a bon u s action
Im pr o v e d M in o r Il l u s io n
w hile the spell is on goin g. T h e object rem ains real for
W h en you c h o o s e this sch ool at 2nd level, you learn
1 minute. For exam ple, you can create an illusion o f a
the minor illusion cantrip. If you already k n ow this
bridge over a chasm and then m ake it real long en ough
cantrip, you learn a different w izard cantrip o f your
for your allies to cross.
The object ca n ’t deal dam age or oth erw ise
directly harm anyone.

Sc h o o l o f N e c r o m a n c y
The S ch o o l o f N ecrom an cy explores the co sm ic forces
o f life, death, and undeath. A s you focu s your studies in
this tradition, you learn to m anipulate the energy that
anim ates all living things. A s you p rogress, you learn to
sap the life force from a creature as your m agic destroys
its body, transform ing that vital en ergy into m agical
p ow er you can m anipulate.
M ost p eop le see n ecrom a n cers as m enacing, or even
villainous, due to the clo s e a ssocia tion w ith death.
Not all n ecrom a n cers are evil, but the forces they
m anipulate are con sid ered ta boo by m any societies.

N e c r o m a n c y Sa v a n t
B egin ning w hen you select this sch o o l at 2nd level, the
gold and tim e you must sp en d to cop y a n ecrom a n cy
spell into your sp ellb ook is halved.

G r im H a r v e s t
At 2nd level, you gain the ability to reap life en ergy from
creatu res you kill w ith your spells. O nce p er turn w hen
you kill on e or m ore creatu res w ith a spell o f 1st level
or higher, you regain hit poin ts equal to tw ice the sp ell’s
level, or three tim es its level if the spell b elon gs to the
S ch o o l o f N ecrom ancy. You d on ’t gain this benefit for
killing con stru cts or undead.
U n d e a d T h r a l l s you sp end perform in g the procedu re, you can transform
At 6th level, you add the animate dead spell to your up to 1 cu b ic foot o f material. A fter 1 hour, or until you
sp ellb ook if it is not there already. W h en you cast lose your concentration (as if you w ere concentratin g on
animate dead, you can target one additional c orp se a spell), the material reverts to its original substance.
or pile o f b on es, creating another zom bie or skeleton,
Tr a n s m u t e r ’s St o n e
as appropriate.
Starting at 6th level, you can spend 8 hours creating a
W h en ever you create an undead using a n ecrom an cy
transm uter’s stone that stores transm utation m agic. You
spell, it has additional benefits:
can benefit from the stone y ou rself or give it to another
• T h e creatu re’s hit point m axim u m is in creased by an creature. A creature gains a benefit o f your ch oice
am ount equal to your w izard level. as lon g as the stone is in the creatu re’s p ossession .
• T h e creature adds your proficiency bon u s to its W h en you create the stone, c h o o s e the benefit from the
w eap on dam age rolls. follow in g options:

In u r e d t o U n d e a t h • D arkvision out to a range o f 60 feet, as d escrib ed in


B egin n in g at 10th level, you have resistan ce to n ecrotic chapter 8
dam age, and your hit point m axim u m can't be reduced. • A n in crease to sp eed o f 10 feet w hile the creature is
You have spent s o m uch tim e dealing w ith undead and u n en cu m bered
the forces that anim ate them that you have b e c o m e • P roficien cy in Constitution saving throw s
inured to so m e o f their w orst effects. • R esistan ce to acid, cold, fire, lightning, or thunder
dam age (your ch oice w henever you c h o o s e this
C o m m a n d U n d e a d benefit)
Starting at 14th level, you can use m a gic to bring
E ach tim e you cast a transm utation spell o f 1st level
undead under your control, even th ose created by other
or higher, you can change the effect o f your stone if the
w izards. A s an action, you can c h o o s e one undead that
stone is on your person.
you ca n see w ithin 60 feet o f you. That creature must
If you create a n ew transm uter’s stone, the previous
m ake a C harism a saving th row against your w izard
on e c e a se s to function.
spell save DC. If it su cceed s, you ca n ’t u se this feature
on it again. If it fails, it b e c o m e s friendly to you and Sh a pe c h a n g e r
ob ey s your com m a n d s until you use this feature again. At 10th level, you add the polymorph spell to your
Intelligent undead are harder to con trol in this way. sp ellbook , if it is not there already. You can cast
If the target has an Intelligence o f 8 or higher, it has polymorph w ithout expending a spell slot. W h en you
advantage on the saving throw. If it fails the saving do so, you can target only y ou rself and transform into a
th row and h as an Intelligence o f 12 or higher, it can beast w h o s e challenge rating is 1 or lower.
repeat the saving th row at the end o f every h our until it O nce you cast polymorph in this way, you ca n ’t do so
s u c ce e d s and break s free. again until you finish a short or lon g rest, though you
can still cast it n orm ally using an available spell slot.
Sc h o o l o f Tr a n sm u t a t io n
You are a student o f spells that m odify energy and matter. M a s t e r T r a n s m u t e r

To you, the w orld is not a fixed thing, but em inently Starting at 14th level, you can u se your action to
mutable, and you delight in being an agent o f change. con su m e the reserve o f transm utation m agic stored
You w ield the raw stuff o f creation and learn to alter both w ithin your transm uter’s stone in a single burst. W h en
physical form s and mental qualities. Your m agic gives you do so, c h o o s e one o f the follow in g effects. Your
you the tools to b e co m e a smith on reality’s forge. transm uter’s stone is destroyed and ca n ’t be rem ade
S o m e transm uters are tinkerers and pranksters, until you finish a lon g rest.
turning p eople into toads and transform ing cop p er into Major Transformation. You can transm ute one
silver for fun and o cca sion a l profit. O thers pu rsue their n on m agica l ob ject—no larger than a 5-foot cu b e —into
m agical studies w ith deadly seriou sn ess, seek in g the another nonm agical object o f sim ilar size and m a ss and
p ow er o f the g od s to m ake and destroy w orlds. o f equal or lesser value. You m ust spend 10 minutes
h andling the ob ject to transform it.
T r a n s m u t a t io n Sa v a n t Panacea. You rem ove all curses, diseases, and p oisons
B egin ning w hen you select this sc h o o l at 2nd level, the affecting a creature that you touch with the transm uter’s
gold and tim e you must spend to cop y a transm utation stone. The creature also regains all its hit points.
spell into your sp ellb ook is halved. Restore Life. You cast the raise dead spell on a
creature you touch with the transm uter’s stone, w ithout
M in o r A l c h e m y expending a spell slot or n eedin g to have the spell in
Starting at 2nd level w hen you select this sch ool, you your spellbook.
can tem porarily alter the physical properties o f one Restore Youth. You touch the transm uter’s stone to
n onm agical object, changin g it from on e su bstance into a w illing creature, and that creatu re’s apparent age is
another. You perform a sp ecia l alch em ical p rocedu re red u ced by 3 d 10 years, to a m inim um o f 13 years. This
on on e object co m p o s e d entirely o f w ood , stone (but not effect d oesn ’t extend the creatu re’s lifespan.
a gem stone), iron, copper, or silver, transform ing it into
a different on e o f th ose m aterials. F or each 10 m inutes
C h a p t e r 4 : Pe r s o n a l i t y a n d Ba c k g r o u n d
CHARACTERS ARE DEFINED BY MUCH MORE THAN You d on ’t need to be con fin ed to binary n otion s of
their race and class. T h ey’re individuals with sex and gender. The elf g od C orellon Larethian is often
their ow n stories, interests, con n ection s, and seen as an drogyn ous or herm aphroditic, for exam ple,
capabilities beyond th ose that cla ss and race and som e elves in the m ultiverse are m ade in C orellon ’s
define. T h is chapter ex pou n ds on the details im age. You cou ld also play a fem ale character w ho
that distinguish characters from on e another, presen ts h erself as a man, a m an w h o feels trapped in a
including the b a sics o f nam e and physical description, fem ale body, or a bearded fem ale dw arf w h o hates being
the rules o f b a ck grou n ds and languages, and the finer m istaken for a male. L ikew ise, your character’s sexual
points o f personality and alignm ent. orientation is for you to decide.

C h a r a c t e r D e t a il s H e ig h t a n d W e ig h t

Your character’s nam e and physical description might You can d ecide your character’s height and weight,
be the first things that the other players at the table using the inform ation provided in your race description
learn about you. It’s w orth thinking about h ow these or on the R an d om Height and W eight table. T h in k about
characteristics reflect the character you have in mind. w hat your character’s ability s c o r e s m ight say about his
or her height and weight. A w ea k but agile character
Na m e m ight b e thin. A strong and tough character m ight be
tall or ju st heavy.
Your character’s race description in cludes sam ple
If you w ant to, you can roll random ly for your
nam es for m em bers o f that race. Put som e thought into
character’s height and w eight u sin g the R a n d om Height
your nam e even if y ou ’re ju st pickin g on e from a list.
and W eight table. The d ice roll given in the Height
M odifier colum n determ ines the character’s extra
Se x
height (in inches) beyon d the ba se height. That sam e
You can play a m ale or fem ale character w ithout gaining n um ber m ultiplied by the d ice roll or quantity given in
any sp ecial benefits or h indrances. T h in k about how the W eight M odifier colu m n determ ines the character’s
your character d o e s or d o e s not con form to the broader extra w eight (in pounds) beyond the base weight.
culture’s expectations o f sex, gender, and sexual
behavior. For exam ple, a m ale d row cleric defies the Ra n d o m H e ig h t a n d W e ig h t
traditional gender divisions o f d row society, w hich could
Base Height Base Weight
b e a reason for your character to leave that society and
Race Height Modifier Weight Modifier
co m e to the surface.
Human 4'8" + 2 d 10 110 lb. x (2d4) lb.
Dwarf, hill 3'8” +2d4 115 lb. x (2d6) lb.
T ik a a n d A r t e m is: C o n t r a s t i n g C h a r a c t e r s
Dwarf, mountain 4' +2d4 130 lb. x (2d6) lb.
The details in this chapter make a big difference in setting
Elf, high 4’6" + 2 d 10 90 lb. x (1d4) lb.
your character apart from every other character. Consider the
following two human fighters. Elf, wood 4'6" + 2 d 10 100 lb. x (1d4) lb.
Hailing from the Dragonlance setting, Tika Waylan was a Elf, drow 4 '5 " +2d6 75 lb. x (1d6) lb.
brash teenager who had a rough childhood. The daughter of Halfling 2 '7 " +2d4 35 lb. x 1 lb.
a thief, she ran away from home and practiced her father’s Dragonborn 5'6" +2d8 175 lb. x (2d6) lb.
trade on the streets o f Solace. When she tried to rob the
Gnome 2' 11" +2d4 35 lb. x 1 lb.
proprietor o f the Inn o f the Last Home, he caught her and
took her under his wing, giving her a job as a barmaid. But Half-elf 4'9" +2d8 110 lb. x (2d4) lb.
when the dragonarmies laid waste to the town o f Solace Half-orc 4'10 " +2d10 140 lb. x (2d6) lb.
and destroyed the inn, necessity forced Tika into adventure Tiefling 4 '9 " +2d8 110 lb. x (2d4) lb.
alongside the friends she’d known from her childhood. Her
skill as a fighter (a frying pan remains one o f her favorite
For exam ple, as a hum an, Tika has a height o f 4 feet 8
weapons) combined with her history on the streets gave her
in ch es plus 2 d 10 inches. H er player rolls 2 d 10 and gets
skills invaluable in her adventuring career.
Artemis Entreri grew up on the streets of Calimport in the a total o f 12, s o Tika stands 5 feet 8 in ch es tall. Then
Forgotten Realms. He used his wits, strength, and agility the player u ses that sam e roll o f 12 and m ultiplies it by
to carve out his own territory in one o f the city's hundreds 2d4 pou nds. H er 2d4 roll is 3, s o Tika w eigh s an extra
o f poor shanty towns. After several years, he attracted the 36 pou nd s ( 1 2 x 3) on top o f her base 110 pou nds, for a
notice o f one o f the most powerful thieves’ guilds in the city, total o f 146 pounds.
and he ascended the ranks o f the guild quickly despite his
youth. Artemis became the favored assassin of one of the O t h e r Ph y s ic a l C h a r a c t e r ist ic s
city’s pashas, who sent him to far-off Icewind Dale to recover
some stolen gems. He’s a professional killer, constantly You c h o o s e your character’s age and the color o f
challenging himself to improve his skills. his or her hair, eyes, and skin. To add a touch o f
Tika and Artemis are both human and both fighters (with distinctiveness, you m ight w ant to give your character
some experience as rogues), possessing similarly high an unusual or m em orable physical characteristic, such
Strength and Dexterity scores, but there the similarity ends. as a scar, a limp, or a tattoo.
Tik a a n d A r t e m is: C h a r a c t e r D e t a i l s doin g w hat seem s best at the tim e. Lizardfolk, m ost
Consider how the names Tika Waylan and Artemis Entreri druids, and m any h um ans are neutral.
set these characters apart from each other and reflect their Chaotic neutral (CN) creatu res follow their w him s,
personalities. Tika is a young woman determined to prove h olding their p erson al freed om above all else.
that she's not just a kid any more, and her name makes her M any barbarians and rogu es, and som e bards, are
sound young and ordinary. Artemis Entreri comes from an chaotic neutral.
exotic land and carries a more mysterious name.
Lawful evil (LE) creatures m ethodically take what they
Tika is nineteen years old at the start of her adventuring
want, within the limits o f a cod e o f tradition, loyalty, or
career and has auburn hair, green eyes, fair skin with freckles,
and a mole on her right hip. Artemis is a small man, compact order. Devils, blue dragons, and hobgoblins are lawful evil.
and all wiry muscle. He has angular features and high Neutral evil (N E ) is the alignm ent o f th ose w ho do
cheekbones, and he always seems in need o f a shave. His w hatever they can get away with, without com p a ssion or
raven-black hair is thick and full, but his eyes are gray and qualm s. M any drow, som e cloud giants, and yugoloths
lifeless— betraying the emptiness of his life and soul. are neutral evil.
Chaotic evil (CE) creatu res act w ith arbitrary
violen ce, spurred by their greed, hatred, or bloodlust.
A l ig n m e n t
D em on s, red dragons, and orc s are chaotic evil.
A typical creature in the w orld s o f D u n g e o n s &
D r a g o n s has an alignm ent, w hich broadly d escrib es A l ig n m e n t in t h e M u l t iv e r s e

its m oral and person al attitudes. A lignm ent is a For m any thinking creatures, alignm ent is a m oral
com bination o f tw o factors: on e identifies m orality choice. H um ans, dw arves, elves, and other hum anoid
(g ood , evil, or neutral), and the other d e scrib es races can c h o o s e w hether to follow the paths o f g o o d or
attitudes tow ard society and order (lawful, chaotic, evil, law or chaos. A ccord in g to myth, the good -align ed
or neutral). Thus, nine distinct alignm ents define the g od s w h o created th ese races gave them free w ill to
p ossib le com bination s. c h o o s e their m oral paths, k n ow in g that g o o d without
T h ese brief su m m aries o f the nine alignm ents free w ill is slavery.
d escrib e the typical behavior o f a creature with that The evil deities w h o created other races, though, m ade
alignm ent. Individuals m ight vary significantly from th ose races to serve them . T h ose races have strong
that typical behavior, and few p eop le are perfectly and in born ten den cies that match the nature o f their gods.
consistently faithful to the precepts o f their alignment. M ost o r c s share the violent, savage nature o f the orc
Lawful good (LG ) creatu res can be cou n ted on to do god, G ruum sh, and are thus inclined tow ard evil. Even if
the right thing as ex pected by society. G old dragons, an orc c h o o s e s a g o o d alignm ent, it stru ggles against its
paladins, and m ost dw arves are lawful good. innate ten den cies for its entire life. (Even h alf-orcs feel
Neutral good (NG) folk do the best they can to help the lingering pull o f the orc g o d ’s influence.)
others a ccord in g to their needs. M any celestials, som e A lignm ent is an essential part o f the nature of
clou d giants, and m ost g n om es are neutral good. celestials and fiends. A devil d o e s not c h o o s e to be
Chaotic good (CG) creatures act as their co n s cie n ce lawful evil, and it d oesn ’t tend tow ard lawful evil, but
directs, with little regard for w hat others expect. C opp er rather it is lawful evil in its essen ce. If it som eh ow
dragons, m any elves, and u n icorn s are chaotic good. cea sed to b e law ful evil, it w ou ld ce a se to be a devil.
Lawful neutral (LN ) individuals act in a ccord a n ce M ost creatures that lack the capacity for rational
w ith law, tradition, or p erson al cod es. M any m on k s and thought do not have alignm ents—they are unaligned.
som e w iza rd s are law ful neutral. S u ch a creature is incapable o f m akin g a m oral or
Neutral (N ) is the alignm ent o f th ose w h o prefer to ethical ch oice and acts accord in g to its bestial nature.
steer clear o f m oral questions and d on ’t take sides, Sharks are savage predators, for exam ple, but they are
not evil; they have n o alignm ent.

D w a r v is h S c r ip t : S a m p l e A l ph a b et
L a n g u a g e s Tik a a n d A r t em is: A l ig n m e n t
Tika Waylan is neutral good, fundamentally good-hearted
Your race indicates the languages your character can and striving to help others where she can. Artemis is lawful
sp eak by default, and your backgrou n d m ight give you evil, unconcerned with the value o f sentient life but at least
a c c e s s to on e or m ore additional languages o f your professional in his approach to murder.
ch oice. Note th ese languages on your character sheet. As an evil character, Artemis is not an ideal adventurer. He
C h o o se your languages from the Standard Languages began his career as a villain, and only cooperates with heroes
table, or c h o o s e on e that is com m on in your cam paign. when he must— and when it’s in his own best interests. In
W ith your D M ’s perm ission , you can instead c h o o s e a most games, evil adventurers cause problems in groups
alongside others who don’t share their interests and objectives.
language from the E xotic L an guages table or a secret
Generally, evil alignments are for villains and monsters.
language, such as thieves’ cant or the tongue o f druids.
S o m e o f these languages are actually fam ilies
o f languages w ith m any dialects. For exam ple, the Pe r so n a l C h a r a c t e r ist ic s
P rim ordial language in cludes the Auran, Aquan, Ignan,
F lesh in g out your character’s personality—the array o f
and Terran dialects, on e for each o f the four elem ental
traits, m annerism s, habits, beliefs, and flaws that give
planes. Creatures that sp eak different dialects o f the
a p erson a unique identity—w ill help you brin g him
sa m e language can com m u n ica te w ith on e another.
or her to life as you play the gam e. Four categories o f
characteristics are presented here: person ality traits,
St a n d a r d La n g u a g e s
ideals, bon ds, and flaws. B eyond th ose categories,
Language Typical Speakers Script think about your character’s favorite w ord s or phrases,
Common Humans Common tics and habitual gestures, v ices and pet peeves, and
Dwarvish Dwarves Dwarvish w hatever else you can im agine.
Elvish Elves Elvish E ach backgrou n d presen ted later in this chapter
Giant Ogres, giants Dwarvish includes su ggested characteristics that you ca n use
Gnomish Gnomes Dwarvish to spark your im agination. Y ou’re not bou n d to th ose
Goblin Goblinoids Dwarvish options, but they’re a g o o d starting point.
Halfling Halflings Common
Pe r s o n a l it y T r a it s
Orc Orcs Dwarvish
G ive your character tw o personality traits. Personality
traits are sm all, sim ple w ays to help you set your
Ex o t ic La n g u a g e s
character apart from every other character. Your
Language Typical Speakers Script personality traits should tell you som eth in g interesting
Abyssal Demons Infernal and fun about your character. They should b e self-
Celestial Celestials Celestial d escriptions that are sp ecific about w hat m akes your
Draconic Dragons, Draconic character stand out. “I’m sm art” is not a g o o d trait,
dragonborn b eca u se it d escrib es a lot o f characters. “I’ve read every
Deep Speech Mind flayers, b o o k in C andlekeep” tells you som eth in g sp ecific about
---
your character’s interests and disposition.
beholders
Person ality traits m ight d escrib e the things your
Infernal Devils Infernal
character likes, his or her past accom plish m en ts, things
Primordial Elementals Dwarvish
your character dislikes or fears, your character’s self-
Sylvan Fey creatures Elvish
attitude or m ann erism s, or the influence o f his or her
Undercommon Underdark traders Elvish ability scores.

E l v is h S c r ip t : S a mp l e A l ph a b et
Tik a a n d A r t e m is: Pe r s o n a l C h a r a c t e r is t ic s Id e a l s
Tika and Artemis have distinct personality traits. Tika Waylan D escribe one ideal that drives your character. Your ideals
dislikes boastfulness and has a fear of heights resulting are the things that you believe in m ost strongly, the
from a bad fall during her career as a thief. Artemis Entreri fundam ental m oral and ethical principles that com p el you
is always prepared for the worst and moves with a quick,
to act as you do. Ideals en com p a ss everything from your
precise confidence.
life goals to your c o re b elief system .
Consider their ideals. Tika Waylan is innocent, almost
Ideals might an sw er any o f these questions: W hat are
childlike, believing in the value o f life and the importance of
appreciating everyone. Neutral good in alignment, she cleaves the principles that you w ill never betray? W hat w ould
to ideals o f life and respect. Artemis Entreri never allows prom pt you to m ake sa crifices? W hat drives you to act
his emotions to master him, and he constantly challenges and guides your goals and am bitions? W h at is the single
himself to improve his skills. His lawful evil alignment gives m ost im portant thing you strive for?
him ideals o f impartiality and a lust for power. You can c h o o s e any ideals you like, but your
Tika Waylan’s bond is to the Inn o f the Last Home. The character’s alignm ent is a g o o d place to start defining
inn’s proprietor gave her a new chance at life, and her them. E ach backgrou n d in this chapter includes six
friendship with her adventuring companions was forged
su ggested ideals. Five o f them are linked to asp ects o f
during her time working there. Its destruction by the
alignm ent: law, chaos, g ood, evil, and neutrality. The last
marauding dragonarmies gives Tika a very personal reason to
one has m ore to do with the particular backgrou n d than
hate them with a fiery passion. Her bond might be phrased
as “ I will do whatever it takes to punish the dragonarmies for with m oral or ethical perspectives.
the destruction o f the Inn o f the Last Home.”
Artemis Entreri’s bond is a strange, almost paradoxical Bo n d s

relationship with Drizzt Do’ Urden, his equal in swordplay Create one bon d for your character. B on d s represent a
and grim determination. In his first battle with Drizzt, character’s con n ection s to people, places, and events in
Artemis recognized something o f himself in his opponent, the w orld. They tie you to things from your background.
some indication that if his life had gone differently, he They m ight inspire you to heights o f heroism , or lead
might have led a life more like the heroic drow’s. From that you to act against your ow n best interests if they are
moment, Artemis is more than a criminal assassin— he is an threatened. They can w ork very m uch like ideals,
antihero, driven by his rivalry with Drizzt. His bond might be
driving a character’s m otivations and goals.
phrased as “ I will not rest until I have proved myself better
B on ds m ight answ er any o f these questions: W h om do
than Drizzt Do’ Urden.”
Each o f these characters also has an important flaw. you care m ost about? To w hat place do you feel a special
Tika Waylan is naive and emotionally vulnerable, younger con n ection ? W hat is your m ost treasured p os se ss io n ?
than her companions and annoyed that they still think Your b on d s might b e tied to your class, your
o f her as the kid they knew years ago. She might even be backgrou n d, your race, or som e other aspect o f your
tempted to act against her principles if she's convinced that character’s history or personality. You m ight also gain
a particular achievement would demonstrate her maturity. n ew b on d s over the cou rse o f your adventures.
Artemis Entreri is completely walled off from any personal
relationship and just wants to be left alone. Fl aw s
Finally, c h o o s e a flaw for your character. Your
A u seful place to start thinking about personality character’s flaw represents som e vice, com pu lsion, fear,
traits is to look at your highest and low est ability s co re s or w ea k n ess—in particular, anything that som eon e
and define one trait related to each. Either on e cou ld be else co u ld exploit to bring you to ruin or cau se you to
positive or negative: you might w ork hard to overcom e a act against your best interests. M ore significant than
low score, for exam ple, or be cock y about your high score. negative personality traits, a flaw m ight answ er any
o f these questions: W hat en rages you? W h a t’s the one
person , con cept, or event that you are terrified o f? W hat
are your vices?
D r a c o n ic S c r ip t : S a mp l e A l ph a b et
T h e sam ple ba ck grou n ds in this chapter provide
In s p i r a t i o n both con crete benefits (features, proficiencies, and
Inspiration is a rule the D u n geon M aster can use to languages) and roleplaying su ggestions.
rew ard you for playing your character in a w ay that’s
true to his or her person ality traits, ideal, bond, and flaw. Pr o f ic ie n c ie s
By u sing inspiration, you can draw on your personality Each backgrou n d gives a character p roficiency in tw o
trait o f com p a ssion for the dow ntrodden to give you skills. Skills are d escrib ed in chapter 7.
an edge in negotiating w ith the B egga r P rince. Or In addition, m ost ba ck grou n ds give a character
inspiration ca n let you call on your bon d to the defen se proficiency w ith one or m ore tools. T ools and tool
o f your h om e village to push past the effect o f a spell proficien cies are detailed in chapter 5.
that has been laid on you. If a character w ould gain the sam e proficiency from
tw o different sou rces, he or she can c h o o s e a different
G a i n i n g In s pir a t io n proficiency o f the sam e kind (skill or tool) instead.
Your D M can c h o o s e to give you inspiration for a variety
La n g u a g e s
o f reason s. Typically, D M s award it w hen you play
S o m e back grou n ds also allow characters to learn
out your personality traits, give in to the draw backs
additional languages beyon d th ose given by race.
presen ted by a flaw or bond, and oth erw ise portray your
S e e “L an gu a ges” earlier in this chapter.
character in a com p ellin g way. Your DM w ill tell you
h ow you can earn inspiration in the game.
Eq u ipm e n t
You either have inspiration or you don ’t—you ca n ’t
Each back grou n d provides a pack age o f starting
stockpile m ultiple “inspirations” for later use.
equipm ent. If you u se the optional rule from chapter 5
to spend coin on gear, you do not receive the starting
U s in g In s pir a t io n
equipm ent from your background.
If you have inspiration, you can expend it w hen you m ake
an attack roll, saving throw, or ability check. Spending Su g g e s t e d C h a r a c t e r is t ic s

your inspiration gives you advantage on that roll. A b ack grou n d contains su ggested person al
Additionally, if you have inspiration, you can rew ard characteristics ba sed on your background. You can
another player for g o o d roleplaying, clever thinking, pick characteristics, roll d ice to determ ine
or sim ply d oin g som eth in g exciting in the game. them randomly, or u se the su ggestion s
W h en another player character d o e s som eth in g that as inspiration for characteristics of
really contributes to the story in a fun and interesting your ow n creation.
way, you ca n give up your inspiration to give that
character inspiration. Cu st o m iz in g a
Ba c k g r o u n d
You might w ant to tw eak
Ba c k g r o u n d s som e o f the features o f a
Every story has a beginning. Your character’s ba ckgrou n d s o it better
ba ckgrou n d reveals w h ere you ca m e from , h ow you fits your character
be ca m e an adventurer, and your place in the w orld. or the cam paign
Your fighter m ight have been a cou ra g eou s knight or a setting. To cu stom ize
grizzled soldier. Your w izard cou ld have been a sage or a backgrou n d, you can
an artisan. Your rogu e m ight have gotten by as a guild replace on e feature
th ief or com m a n d ed au dien ces as a jester. w ith any other one,
C h oosin g a ba ck grou n d provides you w ith im portant c h o o s e any tw o
story c u e s about your character’s identity. T h e m ost skills, and ch o o s e
im portant question to ask about your back grou n d is a total o f tw o tool
what changed? W h y did you stop doin g w hatever your proficien cies or
backgrou n d d escrib es and start adventuring? W h ere languages from the
did you get the m on ey to pu rch ase your starting gear, or, sam ple backgrou n ds.
if you c om e from a w ealthy background, w hy don't you You can either use
have more m oney? H ow did you learn the skills o f your the equipm ent
class? W hat sets you apart from ordinary p eop le w ho package from your
share your backgrou n d? backgrou n d or spend
co in on gear as
T ik a a n d A r t e m is: Ba c k g r o u n d s describ ed in chapter
Tika Waylan and Artemis Entreri both lived their earliest years 5. (If you spend
as street urchins. Tika’s later career as a barmaid didn’t really coin, you ca n ’t also
change her, so she might choose the urchin background, take the equipm ent
gaining proficiency in the Sleight of Hand and Stealth skills, pack age suggested
and learning the tools of the thieving trade. Artemis is more for your class.)
defined by his criminal background, giving him skills in Finally, c h o o s e
Deception and Stealth, as well as proficiency with the tools of
tw o personality
thievery and poison.
traits, on e ideal, on e bond, and on e flaw. If you ca n ’t find
d8 Personality Trait
a feature that m atches you r desired backgrou n d, w ork
1 I idolize a particular hero o f my faith, and constantly
with your DM to create one.
refer to that person’s deeds and example.
A c o l yt e
You have spent your life in the serv ice o f a tem ple
to a sp ecific god or pantheon o f gods. You act as an
3 I see omens in every event and action. The gods try to
interm ediary b etw een the realm o f the holy and the
mortal w orld, perform in g sa cred rites and offering speak to us, we just need to listen
sa crifices in order to con du ct w orsh ipers into the 4 Nothing can shake my optimistic attitude.
presen ce o f the divine. You are not n ecessarily a 5 I quote (or misquote) sacred texts and proverbs in
c le r ic -p e r fo r m in g sa cred rites is not the sam e thing as almost every situation.
channeling divine pow er. 6 I am tolerant (or intolerant) o f other faiths and respect
C h oose a god, a pantheon o f gods, or som e other (or condemn) the worship o f other gods.
quasi-divine bein g from a m on g th ose listed in appendix 7 I've enjoyed fine food, drink, and high society among
B or th ose sp ecified by your DM, and w ork w ith your
my temple’s elite. Rough living grates on me.
DM to detail the nature o f your religious service.
8 I’ve spent so long in the temple that I have little
W ere you a lesser fu nction ary in a tem ple, raised from
practical experience dealing with people in the outside
ch ild h ood to assist the priests in the sa cred rites? Or
world.
w ere you a high priest w h o suddenly experien ced a call
to serve your god in a different way? Perhaps you w ere
the leader o f a sm all cult outside o f any established d6 Ideal
tem ple structure, or even an occu lt group that served a 1 Tradition. The ancient traditions o f worship and
fiendish m aster that you n ow deny. sacrifice must be preserved and upheld. (Lawful)
Skill Proficiencies: Insight, R eligion 2 Charity. I always try to help those in need, no matter
Languages: Two o f your ch oice what the personal cost. (Good)
Equipment: A holy sym bol (a gift to you w hen you 3 Change. We must help bring about the changes the
entered the priesthood ), a prayer b o o k or prayer gods are constantly working in the world. (Chaotic)
w heel, 5 sticks o f in cen se, vestm ents, a set o f com m on 4 Power. I hope to one day rise to the top of my faith’s
clothes, and a belt pou ch contain in g 15 gp religious hierarchy. (Lawful)
5 Faith. I trust that my deity will guide my actions, I have
Fe a t u r e : Sh e l t e r o f t h e Fa it h f u l
faith that if I work hard, things will go well. (Lawful)
A s an acolyte, you com m a n d the respect o f th ose w ho
6 Aspiration. I seek to prove myself worthy of my god’s
share your faith, and you can perform the religious
cerem on ies o f your deity. You and your adventuring favor by matching my actions against his or her
com p a n ion s can expect to receive free healing and teachings. (Any)
care at a temple, shrine, or other established presen ce
o f your faith, though you must provide any material d6 Bond
com pon en ts n eed ed for spells. T h ose w h o share 1 I would die to recover an ancient relic o f my faith that
your religion w ill support you (but only you) at a was lost long ago.
m od est lifestyle. 2 I will someday get revenge on the corrupt temple
You m ight also have ties to a sp ecific tem ple dedicated
hierarchy who branded me a heretic.
to your ch osen deity or pantheon, and you have a
3 I owe my life to the priest who took me in when my
residen ce there. This cou ld be the tem ple w here you
parents died.
u sed to serve, if you rem ain on g ood term s w ith it, or a
4 Everything I do is for the common people.
tem ple w here you have found a n ew h om e. W h ile near
your tem ple, you can call u pon the priests for assistance, 5 I will do anything to protect the temple where I served.
provided the assistance you ask for is not hazardou s and 6 I seek to preserve a sacred text that my enemies
you rem ain in g o o d standing with your temple. consider heretical and seek to destroy.

Su g g e s t e d C h a r a c t e r is t ic s
d6 Flaw
A colytes are shaped by their experien ce in tem ples
1 I judge others harshly, and myself even more severely.
or other religious com m u n ities. Their study o f the
2 I put too much trust in those who wield power within
history and tenets o f their faith and their relationships
my temple’s hierarchy.
to tem ples, shrines, or hierarch ies affect their
3 My piety sometimes leads me to blindly trust those
m ann erism s and ideals. Th eir flaws might b e som e
hidden h ypocrisy o r heretical idea, or an ideal or bon d that profess faith in my god.
taken to an extrem e. 4 I am inflexible in my thinking.
5 I am suspicious o f strangers and expect the worst of
them.
6 Once I pick a goal, I become obsessed with it to the
detriment of everything else in my life.
C h a r l a t a n d8 Personality Trait

You have always had a w ay w ith people. You kn ow 1 I fall in and out o f love easily, and am always pursuing
w hat m akes them tick, you can tease out their hearts' someone.
desires after a few m inutes o f conversation, and w ith a 2 I have a joke for every occasion, especially occasions
few leading questions you ca n read them like they w ere where humor is inappropriate.
children 's book s. It’s a useful talent, and on e that you ’re 3 Flattery is my preferred trick for getting what I want.
perfectly w illing to use for your advantage. 4 I’m a born gambler who can't resist taking a risk for a
You kn ow w hat p eop le w ant and you deliver, or rather,
potential payoff.
you prom ise to deliver. C om m on sen se should steer
5 I lie about almost everything, even when there’s no
p eople away from things that sou n d too g o o d to b e true,
good reason to.
but com m on sen se seem s to be in short supply w hen
6 Sarcasm and insults are my weapons o f choice.
you ’re around. T h e bottle o f pin k-colored liquid w ill
surely cure that u nseem ly rash, this ointm ent—nothing 7 I keep multiple holy symbols on me and invoke
m ore than a bit o f fat with a sprinkle o f silver dust—can whatever deity might come in useful at any given
restore youth and vigor, and there’s a bridge in the city moment.
that ju st h appen s to be for sale. T h ese m arvels sou n d 8 I pocket anything I see that might have some value.
im plausible, but you m ake them sou n d like the real deal.

Skill Proficiencies: D eception , Sleight o f H and d6 Ideal


Tool Proficiencies: D isgu ise kit, forgery kit 1 Independence. I am a free spirit— no one tells me what
Equipment: A set o f fine clothes, a disgu ise kit, tools to do. (Chaotic)
o f the co n o f your ch oice (ten stoppered bottles filled 2 Fairness. I never target people who can’t afford to lose
with c olored liquid, a set o f w eighted dice, a d eck o f a few coins. (Lawful)
m arked cards, or a signet ring o f an im aginary duke), 3 Charity. I distribute the money I acquire to the people
and a belt pou ch containing 15 gp
who really need it. (Good)

Fa v o r it e Sc h e me s
4 Creativity. I never run the same con twice. (Chaotic)

Every charlatan has an angle he or she u ses in 5 Friendship. Material goods come and go. Bonds of
preferen ce to other sch em es. C h oose a favorite sca m or friendship last forever. (Good)
roll on the table below. 6 Aspiration. I’m determined to make something
o f myself. (Any)
d6 Scam
1 I cheat at games o f chance. d6 Bond
2 I shave coins or forge documents. 1 I fleeced the wrong person and must work to ensure
3 I insinuate myself into people’s lives to prey on their that this individual never crosses paths with me or
weakness and secure their fortunes. those I care about.
4 I put on new identities like clothes. 2 I owe everything to my mentor— a horrible person
5 I run sleight-of-hand cons on street corners. who’s probably rotting in jail somewhere.
6 I convince people that worthless junk is worth their 3 Somewhere out there, I have a child who doesn’t
hard-earned money. know me. I’m making the world better for him or her.
4 I come from a noble family, and one day I’ll reclaim my
Fe a t u r e : Fa l s e Id e n t it y
lands and title from those who stole them from me.
You have created a se co n d identity that includes 5 A powerful person killed someone I love. Some day
docum entation, established acquaintances, and
soon, I’ll have my revenge.
d isgu ises that allow you to assu m e that persona.
6 I swindled and ruined a person who didn’t deserve it. I
Additionally, you ca n forge d ocu m en ts including official
seek to atone for my misdeeds but might never be able
papers and person al letters, as lon g as you have seen an
exam ple o f the kind o f docum ent or the handw riting you to forgive myself.
are trying to copy.
d6 Flaw
Su g g e s t e d C h a r a c t e r is t ic s 1 I can’t resist a pretty face.
Charlatans are colorfu l characters w h o con cea l their 2 I'm always in debt. I spend my ill-gotten gains on
true selves behind the m ask s they construct. They decadent luxuries faster than I bring them in..
reflect what p eop le w ant to see, w hat they w ant to
3 I’m convinced that no one could ever fool me the way
believe, and h ow they s ee the w orld. But their true
I fool others.
selves are som etim es plagued by an uneasy con scien ce,
4 I’m too greedy for my own good. I can’t resist taking a
an old enemy, or deep-seated trust issues.
risk if there’s money involved.
5 I can’t resist swindling people who are more powerful
than me.
6 I hate to admit it and will hate myself for it, but I'll run
and preserve my own hide if the going gets tough.
C r im in a l d6 Ideal

You are an experien ced crim in al w ith a history o f 1 Honor. I don’t steal from others in the trade. (Lawful)
breaking the law. You have spent a lot o f tim e am ong 2 Freedom. Chains are meant to be broken, as are those
other crim in als and still have contacts w ithin the who would forge them. (Chaotic)
crim inal underw orld. You’re far closer than m ost people 3 Charity. I steal from the wealthy so that I can help
to the w orld o f murder, theft, and violen ce that p ervades people in need. (Good)
the underbelly o f civilization, and you have survived up to 4 Greed. I will do whatever it takes to become
this point by flouting the rules and regulations o f society.
wealthy. (Evil)
Skill Proficiencies: D eception , Stealth 5 People. I’m loyal to my friends, not to any ideals, and
Tool Proficiencies: O ne type o f gam ing set, everyone else can take a trip down the Styx for all I
th ieves’ tools care. (Neutral)
Equipment: A crow bar, a set o f dark co m m o n clothes 6 Redemption. There’s a spark o f good in everyone.
including a h ood , and a belt pou ch containing 15 gp
(Good)
C r im in a l Sp e c ia l t y

There are m any kinds o f crim inals, and w ithin a th ieves’ d6 Bond
guild or sim ilar crim inal organization, individual 1 I’m trying to pay off an old debt I owe to a generous
m em bers have particular specialties. Even crim inals benefactor.
w h o operate outside o f such organizations have strong 2 My ill-gotten gains go to support my family.
preferen ces for certain kinds o f crim es over others. 3 Something important was taken from me, and I aim to
C h oose the role you played in your crim in al life, or roll steal it back.
on the table below.
4 I will become the greatest thief that ever lived.
5 I’m guilty of a terrible crime. I hope I can redeem
d8 Specialty d8 Specialty
myself for it.
1 Blackmailer 5 Highway robber
6 Someone I loved died because o f a mistake I made.
2 Burglar 6 Hired killer
That will never happen again.
3 Enforcer 7 Pickpocket
4 Fence 8 Smuggler

Fe a t u r e : C r im in a l C o n t a c t

You have a reliable and trustw orthy contact w h o acts as


your liaison to a n etw ork o f other crim inals. You kn ow
h ow to get m essa g es to and from your contact, even
over great distances; specifically, you k n ow the local
m essen gers, corrupt caravan m asters, and seed y sailors
w h o can deliver m essa g es for you.

Su g g e s t e d C h a r a c t e r is t ic s
C rim inals might seem like villains on the surface,
and m any o f them are v illainous to the core. But som e
have an abun dance o f endearing, if not redeem ing,
characteristics. T here m ight b e h onor am ong thieves, but
crim in als rarely sh ow any resp ect for law or authority.

d8 Personality Trait

4 I would rather make a new friend than a new enemy.

8 I blow up at the slightest insult.


d6 Flaw En t e r t a in e r
1 When I see something valuable, I can’t think about You thrive in front o f an audience. You k n ow h ow to
anything but how to steal it. entrance them, entertain them, and even inspire them.
2 When faced with a choice between money and my Your p oetics can stir the hearts o f th ose w h o hear you,
friends, I usually choose the money. aw akening grief or joy, laughter or anger. Your m usic
3 If there’s a plan, I’ll forget it. If I don’t forget it, I’ll raises their spirits or captures their sorrow . Your dance
ignore it. steps captivate, your hum or cuts to the quick. W hatever
4 tech niques you use, your art is your life.
I have a “tell” that reveals when I'm lying.
5 I turn tail and run when things look bad. Skill Proficiencies: A crobatics, P erform an ce
6 An innocent person is in prison for a crime that I Tool Proficiencies: D isgu ise kit, on e type o f
committed. I’m okay with that. m u sical instrum ent
Equipment: A m usical instrum ent (one o f your choice),
Va r ia n t C r im in a l : Sp y the favor o f an adm irer (love letter, lo ck o f hair, or
A lthough your capabilities are not m uch different trinket), a costu m e, and a belt pou ch contain in g 15 gp
from th ose o f a burglar or sm uggler, you learned
En t e r t a in e r Ro u t in e s
and practiced them in a very different context: as an
A g o o d entertainer is versatile, sp icin g up every
esp ion a ge agent. You m ight have been an officially
perform an ce w ith a variety o f different routines. C h oose
sanctioned agent o f the crow n , or perhaps you sold the
one to three routines or roll on the table below to define
secrets you u ncovered to the highest bidder.
your expertise as an entertainer.

d10 Entertainer Routine d10 Entertainer Routine


1 Actor 6 Instrumentalist
2 Dancer 7 Poet
3 Fire-eater 8 Singer
4 jester 9 Storyteller
5 juggler 10 Tumbler

Fe a t u r e : By Po pu l a r D e m a n d

You can always find a place to perform , usually in an


inn or tavern but p ossib ly with a circu s, at a theater, or
even in a n oble’s court. At such a place, you receive free
lod gin g and food o f a m od est or com fortab le standard
(depen din g on the quality o f the establishm ent), as
long as you perform each night. In addition, your
perform an ce m a kes you som eth in g o f a loca l figure.
W h en strangers r ecog n ize you in a tow n w here you have
perform ed, they typically take a liking to you.

Su g g e s t e d C h a r a c t e r is t ic s
S u c ce s sfu l entertainers have to b e able to capture
and hold an au dien ce’s attention, so they tend to
have flam boyant or forcefu l personalities. T h ey’re
in clined tow ard the rom antic and often clin g to
high-m inded ideals about the practice o f art and the
appreciation o f beauty.

d8 Personality Trait
1 I know a story relevant to almost every situation.
2 Whenever I come to a new place, I collect local rumors
and spread gossip.
3 I’m a hopeless romantic, always searching for that
“ special someone.”
4 Nobody stays angry at me or around me for long, since
I can defuse any amount of tension.
5 I love a good insult, even one directed at me.
6 I get bitter if I’m not the center of attention.
7 I’ll settle for nothing less than perfection.
8 I change my mood or my mind as quickly as I change
key in a song.
Skill Proficiencies: A n im al H andling, Survival
d6 Ideal
Tool Proficiencies: O ne type o f artisan’s tools,
1 Beauty. When I perform, I make the world better than
vehicles (land)
it was. (Good)
Equipment: A set o f artisan’s tools (one o f your choice),
2 Tradition. The stories, legends, and songs o f the past
a shovel, an iron pot, a set o f c o m m o n clothes, and a
must never be forgotten, for they teach us who we belt pou ch containing 10 gp
are. (Lawful)
3 Creativity. The world is in need o f new ideas and bold D e f in in g Ev e n t

action. (Chaotic) You previously pursued a sim ple profession am ong


4 Greed. I’m only in it for the money and fame. (Evil) the peasantry, perhaps as a farmer, miner, servant,
shepherd, w oodcutter, or gravedigger. But som eth in g
5 People. I like seeing the smiles on people’s faces when
happen ed that set you on a different path and m arked
I perform. That’s all that matters. (Neutral)
you for greater things. C h o o se or random ly determ ine a
6 Honesty. Art should reflect the soul; it should come
defining event that m arked you as a h ero o f the people.
from within and reveal who we really are. (Any)
d 10 Defining Event
d6 Bond 1 I stood up to a tyrant’s agents.
1 My instrument is my most treasured possession, and it 2 I saved people during a natural disaster.
reminds me o f someone I love. 3 I stood alone against a terrible monster.
2 Someone stole my precious instrument, and someday 4 I stole from a corrupt merchant to help the poor.
I’ll get it back. 5 I led a militia to fight off an invading army.
3 I want to be famous, whatever it takes. 6 I broke into a tyrant’s castle and stole weapons to arm
4 I idolize a hero o f the old tales and measure my deeds the people.
against that person’s. 7 I trained the peasantry to use farm implements as
5 I will do anything to prove myself superior to my hated weapons against a tyrant’s soldiers.
rival. 8 A lord rescinded an unpopular decree after I led a
6 I would do anything for the other members of my symbolic act o f protect against it.
old troupe. 9 A celestial, fey, or similar creature gave me a blessing
or revealed my secret origin.
d6 Flaw 10 Recruited into a lord’s army, I rose to leadership and
1 I’ll do anything to win fame and renown. was commended for my heroism.
2 I’m a sucker for a pretty face.
3 A scandal prevents me from ever going home again. Fe a t u r e : Ru s t ic H o s pit a l it y

That kind of trouble seems to follow me around. S in ce you c o m e from the ranks o f the co m m o n folk,
4 I once satirized a noble who still wants my head. It was you fit in am ong them with ease. You can find a place
a mistake that I will likely repeat. to hide, rest, or recuperate am ong other com m on ers,
5 I have trouble keeping my true feelings hidden. My u n less you have sh ow n y ou rself to be a danger to
them . T h ey w ill shield you from the law or anyone
sharp tongue lands me in trouble.
else sea rch in g for you, though they w ill not risk
6 Despite my best efforts, I am unreliable to my friends.
their lives for you.

Va r ia n t En t e r t a in e r : G l a d ia t o r Su g g e s t e d C h a r a c t e r is t ic s
A gladiator is as m uch an entertainer as any m instrel A folk h ero is on e o f the co m m o n people, for better
or circu s perform er, trained to m ake the arts o f com bat or for w orse. M ost folk h eroes lo o k on their hum ble
into a sp ectacle the crow d can enjoy. T h is kind o f origins as a virtue, not a sh ortcom in g, and their h om e
flashy com bat is your entertainer routine, though you com m u n ities rem ain very im portant to them.
m ight also have som e skills as a tum bler or actor.
U sing your By P opu lar D em an d feature, you can find a d8 Personality Trait
place to perform in any pla ce that features com bat for 1 I judge people by their actions, not their words.
entertainm ent—perhaps a gladiatorial arena or secret 2 If someone is in trouble, I’m always ready to lend help.
pit fighting club. You ca n replace the m usical instrum ent
3 When I set my mind to something, I follow through no
in your equipm ent package w ith an inexpensive but
matter what gets in my way.
unusual w eapon , such as a trident or net.
4 I have a strong sense o f fair play and always try to find
Fo l k H e r o the most equitable solution to arguments.
5 I’m confident in my own abilities and do what I can to
You co m e from a hum ble socia l rank, but you are
instill confidence in others.
destined for so m uch m ore. A lready the p eople o f
6 Thinking is for other people. I prefer action.
your h om e village regard you as their cham pion, and
your destiny calls you to stand against the tyrants and 7 I misuse long words in an attempt to sound smarter.
m on sters that threaten the co m m o n folk everyw here. 8 I get bored easily. When am I going to get on with my
destiny?
d6 Ideal d6 Flaw
1 Respect. People deserve to be treated with dignity and 1 The tyrant who rules my land will stop at nothing to
respect. (Good) see me killed.
2 Fairness. No one should get preferential treatment 2 I’m convinced of the significance of my destiny, and
before the law, and no one is above the law. (Lawful) blind to my shortcomings and the risk o f failure.
3 Freedom. Tyrants must not be allowed to oppress the 3 The people who knew me when I was young know my
people. (Chaotic) shameful secret, so I can never go home again.
4 Might. If I become strong, I can take what I want— 4 I have a weakness for the vices of the city, especially
what I deserve. (Evil) hard drink.
5 Sincerity. There’s no good in pretending to be 5 Secretly, I believe that things would be better if I were a
something I’m not. (Neutral) tyrant lording over the land.
6 Destiny. Nothing and no one can steer me away from 6 I have trouble trusting in my allies.
my higher calling. (Any)
G u il d A r t isa n
d6 Bond
You are a m em ber o f an artisan’s guild, skilled in
1 I have a family, but I have no idea where they are. One a particular field and closely a ssocia ted with other
day, I hope to see them again. artisans. You are a w ell-established part o f the
2 I worked the land, I love the land, and I will protect the m ercantile w orld, freed by talent and w ealth from the
land. constraints o f a feudal socia l order. You learn ed your
3 A proud noble once gave me a horrible beating, and I skills as an apprentice to a m aster artisan, under the
will take my revenge on any bully I encounter. sp on sorsh ip o f your guild, until you b eca m e a m aster in
4 My tools are symbols of my past life, and I carry them your ow n right.

so that I will never forget my roots. Skill Proficiencies: Insight, Persu asion
5 I protect those who cannot protect themselves. Tool Proficiencies: O ne type o f artisan’s tools
6 I wish my childhood sweetheart had come with me to Languages: O ne o f your ch oice
pursue my destiny. Equipment: A set o f artisan’s tools (one o f your choice),
a letter o f introduction from your guild, a set o f
traveler’s clothes, and a belt p ou ch contain in g 15 gp

G u il d Bu s in e s s
G uilds are generally found in cities large en ough to
support several artisans practicing the sa m e trade.
H ow ever, you r guild might instead be a lo o s e netw ork
o f artisans w h o each w ork in a different village w ithin
a larger realm . W ork w ith your DM to determ ine the
nature o f your guild. You can select your guild bu sin ess
from the G uild B u sin ess table or roll randomly.

d20 Guild Business


1 Alchemists and apothecaries
2 Armorers, locksmiths, and finesmiths
3 Brewers, distillers, and vintners
4 Calligraphers, scribes, and scriveners
5 Carpenters, roofers, and plasterers
6 Cartographers, surveyors, and chart-makers
7 Cobblers and shoemakers
8 Cooks and bakers
9 Glassblowers and glaziers
10 Jewelers and gemcutters
11 Leatherworkers, skinners, and tanners
12 Masons and stonecutters
13 Painters, limners, and sign-makers
14 Potters and tile-makers
15 Shipwrights and sailmakers
16 Smiths and metal-forgers
17 Tinkers, pewterers, and casters
18 Wagon-makers and wheelwrights
19 Weavers and dyers
20 Woodcarvers, coopers, and bowyers
A s a m em ber o f your guild, you k n ow the skills n eeded Ideal
d6
to create finished item s from raw m aterials (reflected in
1 Community. It is the duty of all civilized people to
your proficiency w ith a certain kind o f artisan’s tools),
strengthen the bonds of community and the security
as w ell as the prin ciples o f trade and g o o d bu siness
of civilization. (Lawful)
practices. T h e question n ow is w hether you abandon
your trade for adventure, or take on the extra effort to 2 Generosity. My talents were given to me so that I could

w eave adventuring and trade together. use them to benefit the world. (Good)
3 Freedom. Everyone should be free to pursue his or her
Fe a t u r e : G u il d M e m b e r s h ip own livelihood. (Chaotic)
A s an established and resp ected m em ber o f a guild, you 4 Greed. I’m only in it for the money. (Evil)
can rely on certain benefits that m em bersh ip provides. 5 People. I’m committed to the people I care about, not
Your fellow guild m em bers w ill provide you with
to ideals. (Neutral)
lod gin g and fo o d if necessary, and pay for your funeral
6 Aspiration. I work hard to be the best there is at
if needed. In som e cities and tow ns, a guildhall offers a
my craft.
central place to m eet other m em bers o f your profession,
w h ich can be a g o o d place to m eet potential patrons,
allies, or hirelings. d6 Bond
G uilds often w ield trem en dou s political pow er. If 1 The workshop where I learned my trade is the most
you are a ccu sed o f a crim e, your guild w ill su pport you important place in the world to me.
if a g o o d ca se can be m ade for your in n ocen ce or the 2 I created a great work for someone, and then found
crim e is justifiable. You can also gain a c c e s s to pow erfu l them unworthy to receive it. I’m still looking for
political figures through the guild, if you are a m em ber someone worthy.
in g o o d standing. S u ch con n ection s m ight require the
3 I owe my guild a great debt for forging me into the
donation o f m on ey or m a gic item s to the guild’s coffers.
person I am today.
You must pay dues o f 5 gp per m onth to the guild. If
4 I pursue wealth to secure someone’s love.
you m iss paym ents, you m ust m ake up back dues to
5 One day I will return to my guild and prove that I am
rem ain in the guild’s g o o d graces.
the greatest artisan o f them all.
Su g g e s t e d C h a r a c t e r is t ic s 6 I will get revenge on the evil forces that destroyed my
G uild artisans are am ong the m ost ordinary p eople in place o f business and ruined my livelihood.
the w orld —until they set dow n their tools and take up
an adventuring career. Th ey understand the value o f d6 Flaw
hard w ork and the im portan ce o f com m unity, but they’re
1 I’ll do anything to get my hands on something rare or
vulnerable to sins o f g reed and covetousness.
priceless.

d8 Personality Trait 2 I’m quick to assume that someone is trying to cheat

I believe that anything worth doing is worth doing


me.
1
3 No one must ever learn that I once stole money from
right. I can’t help it— I’m a perfectionist.
guild coffers.
2 I’m a snob who looks down on those who can’t
4 I’m never satisfied with what I have— I always want
appreciate fine art.
more.
3 I always want to know how things work and what
5 I would kill to acquire a noble title.
makes people tick.
4 I’m full o f witty aphorisms and have a proverb for
6 I’m horribly jealous o f anyone who can outshine my
handiwork. Everywhere I go, I’m surrounded by rivals.
every occasion.
5 I’m rude to people who lack my commitment to hard
Va r ia n t G u il d A r t is a n : G u il d M e r c h a n t
work and fair play.
Instead o f an artisans’ guild, you m ight belon g to a
6 I like to talk at length about my profession.
guild o f traders, caravan m asters, or sh opkeepers. You
7 I don’t part with my money easily and will haggle
don ’t craft items you rself but earn a living by buying
tirelessly to get the best deal possible.
and sellin g the w ork s o f others (or the raw m aterials
8 I’m well known for my work, and I want to make sure artisans n eed to practice their craft). Your guild might
everyone appreciates it. I'm always taken aback when b e a large m erchant con sortiu m (or family) with
people haven’t heard o f me. interests a cross the region. Perhaps you transported
g o o d s from one place to another, by ship, w agon, or
caravan, or bought them from traveling traders and sold
them in your ow n little shop. In so m e w ays, the traveling
m erchant’s life lends itself to adventure far m ore than
the life o f an artisan.
Rather than proficiency w ith artisan’s tools, you m ight
b e proficient with navigator’s tools or an additional
language. A n d instead o f artisan’s tools, you can start
w ith a m ule and a cart.
H e r m it d8 Life of Seclusion

You lived in seclu sion —either in a sheltered com m unity 5 I needed a quiet place to work on my art, literature,
such as a m onastery, or entirely a lon e—for a form ative music, or manifesto.
part o f your life. In your tim e apart from the clam or o f 6 I needed to commune with nature, far from civilization.
society, you found quiet, solitude, and perhaps so m e o f 7 I was the caretaker o f an ancient ruin or relic.
the an sw ers you w ere look in g for. 8 I was a pilgrim in search o f a person, place, or relic of
Skill Proficiencies: M edicine, R eligion spiritual significance.
Tool Proficiencies: H erbalism kit
Languages: O ne o f your ch oice Fe a t u r e : D is c o v e r y
Equipment: A scroll ca se stuffed full o f notes from your T h e quiet seclu sion o f your extended herm itage gave you
studies or prayers, a w inter blanket, a set o f com m on a c c e s s to a unique and pow erfu l discovery. The exact
cloth es, an h erbalism kit, and 5 gp nature o f this revelation depen ds on the nature o f your
seclu sion. It m ight be a great truth about the co sm o s ,
L if e o f Se c l u s io n
the deities, the pow erfu l beings o f the outer planes, or
W hat w as the reason for your isolation, and what the forces o f nature. It cou ld be a site that no on e else
changed to allow you to end your solitude? You can w ork has ever seen. You m ight have u n covered a fact that has
with your DM to determ ine the exact nature o f your lon g b een forgotten, or u nearthed so m e relic o f the past
seclu sion, or you can c h o o s e or roll on the table below to that cou ld rewrite history. It might b e inform ation that
determ ine the reason beh in d your seclu sion. w ou ld be dam agin g to the p eop le w h o or con sign ed you
to exile, and h en ce the reason for your return to society.
d8 Life o f Seclusion
W ork w ith your DM to determ ine the details o f your
1 I was searching for spiritual enlightenment. discov ery and its im pact on the cam paign.
2 I was partaking o f communal living in accordance with
the dictates of a religious order. Su g g e s t e d C h a r a c t e r is t ic s

3 I was exiled for a crime I didn’t commit. S o m e herm its are w ell suited to a life o f seclusion,
4 I retreated from society after a life-altering event. w h ereas others chafe against it and long for com pany.
W h eth er they em brace solitude or lon g to esca p e it, the
solitary life sh apes their attitudes and ideals. A few are
driven slightly m ad by their years apart from society.

d8 Personality Trait
1 I’ve been isolated for so long that I rarely speak,
preferring gestures and the occasional grunt.
2 I am utterly serene, even in the face o f disaster.
3 The leader of my community had something wise
to say on every topic, and I am eager to share
that wisdom.
4 I feel tremendous empathy for all who suffer.
5 I’m oblivious to etiquette and social expectations.
6 I connect everything that happens to me to a grand,
cosmic plan.
7 I often get lost in my own thoughts and contemplation,
becoming oblivious to my surroundings.
8 I am working on a grand philosophical theory and love
sharing my ideas.

d6 Ideal
1 Greater Good. My gifts are meant to be shared with all,
not used for my own benefit. (Good)
2 Logic. Emotions must not cloud our sense of what is
right and true, or our logical thinking. (Lawful)
3 Free Thinking. Inquiry and curiosity are the pillars of
progress. (Chaotic)
4 Power. Solitude and contemplation are paths toward
mystical or magical power. (Evil)
5 Live and Let Live. Meddling in the affairs o f others only
causes trouble. (Neutral)
6 Self-Knowledge. If you know yourself, there’s nothing
left to know. (Any)
d oes your fam ily have am ong the other aristocrats o f the
d6 Bond
region ? H ow d o the co m m o n p eople regard them ?
1 Nothing is more important than the other members of
W h at’s your position in the fam ily? A re you the heir
my hermitage, order, or association.
to the head o f the fam ily? Have you already inherited
2 I entered seclusion to hide from the ones who might the title? H ow do you feel about that responsibility? Or
still be hunting me. I must someday confront them. are you s o far dow n the line o f inheritance that n o one
3 I’m still seeking the enlightenment I pursued in my cares w hat you do, as lon g as you don ’t em barrass the
seclusion, and it still eludes me. fam ily? H ow d oes the head o f your fam ily feel about
4 I entered seclusion because I loved someone I could your adventuring career? A re you in your fam ily’s g ood
not have. graces, or shunned by the rest o f your fam ily?
5 Should my discovery come to light, it could bring ruin to D o e s your fam ily have a coat o f arm s? A n insignia you
the world. m ight w ear on a signet ring? Particular c o lo rs you w ear
all the tim e? A n anim al you regard as a sym bol o f your
6 My isolation gave me great insight into a great evil that
line or even a spiritual m em ber o f the fam ily?
only I can destroy.
T h ese details help establish your fam ily and your title
as features o f the w orld o f the cam paign.
d6 Flaw
Skill Proficiencies: History, Persu asion
1 Now that I've returned to the world, I enjoy its delights
Tool Proficiencies: O ne type o f gam ing set
a little too much.
Languages: One o f your ch oice
2 I harbor dark, bloodthirsty thoughts that my isolation
Equipment: A set o f fine cloth es, a signet ring, a scroll
and meditation failed to quell. o f pedigree, and a pu rse contain in g 25 gp
3 I am dogmatic in my thoughts and philosophy.
4 I let my need to win arguments overshadow Fe a t u r e : Po s it io n o f Pr iv il e g e

friendships and harmony. T h an ks to your n oble birth, p eop le are inclined to


5 I’d risk too much to uncover a lost bit of knowledge. think the best o f you. You are w elcom e in high society,
6 I like keeping secrets and won’t share them with and p eop le assu m e you have the right to be w herever
anyone. you are. T h e co m m o n folk m ake every effort to
a ccom m od a te you and avoid your displeasure, and other
p eop le o f high birth treat you as a m em ber o f the sam e
O t h e r H e r m it s
socia l sphere. You can secu re an audience w ith a local
This herm it b ackgrou n d a ssu m es a contem plative sort
n oble if you n eed to.
o f seclu sion that allow s r oom for study and prayer. If you
w ant to play a rugged w ildern ess reclu se w ho lives off Su g g e s t e d C h a r a c t e r is t ic s
the land w hile shunning the com pany o f other people,
N obles are born and raised to a very different lifestyle
look at the outlander background. On the other hand, if
than m ost people ever experience, and their personalities
you w ant to go in a m ore religious direction, the acolyte
reflect that upbringing. A n oble title c o m e s w ith a
might b e w hat y ou ’re look in g for. Or you cou ld even be a
plethora o f b o n d s—respon sibilities to family, to other
charlatan, posin g as a w ise and holy p erson and letting
n obles (including the sovereign), to the p eop le entrusted
pious fools support you.
to the fam ily’s care, or even to the title itself. But this
responsibility is often a g ood w ay to underm ine a noble.
N o bl e
You understand w ealth, pow er, and privilege. You d8 Personality Trait
carry a n oble title, and your fam ily o w n s land, collects 1 My eloquent flattery makes everyone I talk to feel
taxes, and w ields significant political influence. You like the most wonderful and important person in the
m ight b e a pa m pered aristocrat unfam iliar with world.
w ork or d iscom fort, a form er m erchant ju st elevated 2 The common folk love me for my kindness and
to the nobility, or a disinherited scou n d rel w ith a
generosity.
disproportionate sen se o f entitlement. Or you cou ld be
3 No one could doubt by looking at my regal bearing that
an honest, hard-w orking landow n er w h o cares deeply
I am a cut above the unwashed masses.
about the p eop le w h o live and w ork on your land, keenly
4 I take great pains to always look my best and follow the
aw are o f your respon sibility to them.
W ork w ith your DM to co m e up w ith an appropriate latest fashions.
title and determ ine h ow m uch authority that title 5 I don’t like to get my hands dirty, and I won’t be caught
carries. A n oble title d oesn ’t stand on its o w n —it’s dead in unsuitable accommodations.
con n ected to an entire family, and w hatever title you 6 Despite my noble birth, I do not place myself above
hold, you w ill pa ss it dow n to your ow n children. Not other folk. We all have the same blood.
only do you n eed to determ ine your n oble title, but you 7 My favor, once lost, is lost forever.
should also w ork w ith the DM to d escrib e your fam ily 8 If you do me an injury, I will crush you, ruin your name,
and their influence on you.
and salt your fields.
Is your fam ily old and established, or w a s your title
only recently b estow ed ? H ow m uch influence do they
w ield, and over w hat area? W hat kind o f reputation
d6 Ideal training on his or her ow n path to knighthood. Your tw o
rem aining retainers m ight include a g room to care for
1 Respect. Respect is due to me because o f my position,
your h orse and a servant w h o polish es your arm or (and
but all people regardless o f station deserve to be
even helps you put it on).
treated with dignity. (Good)
A s an em blem o f chivalry and the ideals o f courtly
2 Responsibility. It is my duty to respect the authority o f love, you m ight include a m on g your equipm ent a banner
those above me, just as those below me must respect or other token from a noble lord or lady to w h om you
mine. (Lawful) have given your heart—in a chaste sort o f devotion.
3 Independence. I must prove that I can handle myself (This p erson cou ld be your bond.)
without the coddling o f my family. (Chaotic)
4 Power. If I can attain more power, no one will tell me OUTLANDER
what to do. (Evil) You g rew up in the w ilds, far from civilization and the
5 Family. Blood runs thicker than water. (Any) c om forts o f town and technology. Y ou’ve w itn essed the
6 Noble Obligation. It is my duty to protect and care for m igration o f herds larger than forests, survived w eather
the people beneath me. (Good) m ore extrem e than any city-dw eller cou ld com prehen d,
and enjoyed the solitude o f bein g the only thinking
creature for m iles in any direction. T h e w ild s are in
d6 Bond
your b lood , w hether you w ere a nom ad, an explorer, a
1 I will face any challenge to win the approval of my
recluse, a hunter-gatherer, or even a marauder. Even in
family.
p la ces w here you d on ’t k n ow the sp ecific features o f the
2 My house’s alliance with another noble family terrain, you kn ow the w ays o f the wild.
must be sustained at all costs.
Skill Proficiencies: A thletics, Survival
3 Nothing is more important than the other members
Tool Proficiencies: O ne type o f m usical instrum ent
o f my family.
Languages: One o f your ch oice
4 I am in love with the heir o f a family that my family
Equipment: A staff, a hunting trap, a trophy from an
despises. anim al you killed, a set o f traveler’s clothes, and a belt
5 My loyalty to my sovereign is unwavering. pou ch containing 10 gp
6 The common folk must see me as a hero o f the people.
O r ig in

d6 Flaw You've been to strange p la ces and seen things that


others can n ot begin to fathom . C on sider so m e o f the
1 I secretly believe that everyone is beneath me.
distant lands you have visited, and h ow they im pacted
2 I hide a truly scandalous secret that could ruin my
you. You can roll on the follow in g table to determ ine
family forever.
your occu pation during your tim e in the w ild, or c h o o s e
3 I too often hear veiled insults and threats in every word on e that best fits your character.
addressed to me, and I’m quick to anger.
4 I have an insatiable desire for carnal pleasures. d 10 Origin d 10 Origin
5 In fact, the world does revolve around me. 1 Forester 6 Bounty hunter
6 By my words and actions, I often bring shame to 2 Trapper 7 Pilgrim
my family. 3 Homesteader 8 Tribal nomad
4 Guide 9 Hunter-gatherer
Va r ia n t N o b l e : K n ig h t 5 Exile or outcast 10 Tribal marauder
A k n igh th ood is am ong the low est n oble titles in m ost
societies, but it can be a path to higher status. If you Fe a t u r e : Wa n d e r e r
w ish to be a knight, c h o o s e the R etainers feature (see You have an excellent m em ory for m aps and geography,
the sidebar) instead o f the P osition o f Privilege feature. and you can always recall the general layout o f terrain,
O ne o f your c om m on er retainers is replaced by a noble settlem ents, and other features arou nd you. In addition,
w h o serves as your squire, aiding you in exch an ge for you can find fo o d and fresh w ater for y ou rself and up to
five other p eop le each day, provided that the land offers
Va r ia n t Fe a t u r e: Re t a in e r s berries, sm all gam e, water, and s o forth.
If your character has a noble background, you may select this
background feature instead o f Position o f Privilege. Su g g e s t e d C h a r a c t e r is t ic s

You have the service o f three retainers loyal to your family. O ften con sid ered rude and uncouth am ong civilized
These retainers can be attendants or messengers, and one folk, outlanders have little resp ect for the niceties o f
might be a majordomo. Your retainers are commoners who life in the cities. T h e ties o f tribe, clan, family, and the
can perform mundane tasks for you, but they do not fight natural w orld o f w hich they are a part are the m ost
for you, will not follow you into obviously dangerous areas im portant bon d s to m ost outlanders.
(such as dungeons), and will leave if they are frequently
endangered or abused.
d8 Personality Trait Sa g e
1 I’m driven by a wanderlust that led me away You spent y ears learning the lore o f the m ultiverse. You
from home. scou red m anuscripts, studied scrolls, and listened to the
2 I watch over my friends as if they were a litter of greatest experts on the su bjects that interest you. Your
newborn pups. efforts have m ade you a m aster in your fields o f study.
3 I once ran twenty-five miles without stopping to warn Skill Proficiencies: A rcan a, H istory
to my clan of an approaching orc horde. I’d do it again Languages: Tw o o f your ch oice
if I had to. Equipment: A bottle o f black ink, a quill, a sm all knife,
4 I have a lesson for every situation, drawn from a letter from a dead colleag u e p osin g a question you
observing nature. have not yet been able to answer, a set o f com m on
5 I place no stock in wealthy or well-mannered folk. cloth es, and a belt pou ch containing 10 gp
Money and manners won’t save you from a hungry
Sp e c ia l t y
owlbear.
To determ ine the nature o f your scholarly training, roll a
6 I’m always picking things up, absently fiddling with
d8 or c h o o s e from the options in the table below.
them, and sometimes accidentally breaking them.
7 I feel far more comfortable around animals than d8 Specialty d8 Specialty
people. 1 Alchemist 5 Professor
8 I was, in fact, raised by wolves. 2 Astronomer 6 Researcher
3 Discredited 7 Wizard’s apprentice
d6 Ideal academic 8 Scribe
1 Change. Life is like the seasons, in constant change, 4 Librarian
and we must change with it. (Chaotic)
2 Greater Good. It is each person’s responsibility to
make the most happiness for the whole tribe. (Good)
3 Honor. If I dishonor myself, I dishonor my whole
clan. (Lawful)
4 Might. The strongest are meant to rule. (Evil)
5 Nature. The natural world is more important than all
the constructs o f civilization. (Neutral)
6 Glory. I must earn glory in battle, for myself and
my clan. (Any)

d6 Bond
1 My family, clan, or tribe is the most important thing in
my life, even when they are far from me.
2 An injury to the unspoiled wilderness of my home is an
injury to me.
3 I will bring terrible wrath down on the evildoers who
destroyed my homeland.
4 I am the last o f my tribe, and it is up to me to ensure
their names enter legend.
5 I suffer awful visions o f a coming disaster and will do
anything to prevent it.
6 It is my duty to provide children to sustain my tribe.

d6 Flaw
1 I am too enamored o f ale, wine, and other intoxicants.
2 There’s no room for caution in a life lived to the fullest.
3 I remember every insult I’ve received and nurse a silent
resentment toward anyone who’s ever wronged me.
4 I am slow to trust members of other races, tribes, and
societies.
5 Violence is my answer to almost any challenge.
6 Don’t expect me to save those who can’t save
themselves. It is nature’s way that the strong thrive
and the weak perish.
Fe a t u r e : R e s e a r c h e r
d8 Personality Trait
W h en you attempt to learn or recall a piece o f lore, if you
1 I use polysyllabic words that convey the impression of
do not k n ow that inform ation, you often k n ow w here and
great erudition.
from w h om you can obtain it. Usually, this inform ation
2 I've read every book in the world’s greatest libraries—
c o m e s from a library, scriptorium , university, or a sage
or I like to boast that I have.
or other learned p erson or creature. Your DM might
rule that the kn ow led ge you seek is secreted away in an 3 I'm used to helping out those who aren’t as smart as I
alm ost in accessible place, or that it sim ply can n ot be am, and I patiently explain anything and everything to
found. U nearthing the d eepest secrets o f the m ultiverse others.
can require an adventure or even a w hole cam paign. 4 There’s nothing I like more than a good mystery.
5 I’m willing to listen to every side o f an argument before
Su g g e s t e d C h a r a c t e r is t ic s
I make my own judgment.
S a g es are defined by their extensive studies, and their
6 I . . . speak . . . slowly . . . when talking . . . to idiots, . . .
characteristics reflect this life o f study. D evoted to
which . . . almost . . . everyone . . . is . . . compared . . .
scholarly pursuits, a sage values kn ow led ge highly—
to me.
som etim es in its ow n right, som etim es as a m eans
tow ard other ideals. 7 I am horribly, horribly awkward in social situations.
8 I’m convinced that people are always trying to steal my
secrets.

d6 Ideal
1 Knowledge. The path to power and self-improvement
is through knowledge. (Neutral)
2 Beauty. What is beautiful points us beyond itself
toward what is true. (Good)
3 Logic. Emotions must not cloud our logical thinking.
(Lawful)
4 No Limits. Nothing should fetter the infinite possibility
inherent in all existence. (Chaotic)
5 Power. Knowledge is the path to power and
domination. (Evil)
6 Self-Improvement. The goal of a life o f study is the
betterment of oneself. (Any)

d6 Bond
1 It is my duty to protect my students.
2 I have an ancient text that holds terrible secrets that
must not fall into the wrong hands.
3 I work to preserve a library, university, scriptorium,
or monastery.
4 My life’s work is a series o f tomes related to a specific
field o f lore.
5 I've been searching my whole life for the answer to a
certain question.
6 I sold my soul for knowledge. I hope to do great deeds
and win it back.

d6 Flaw
1 I am easily distracted by the promise o f information.
2 Most people scream and run when they see a demon. I
stop and take notes on its anatomy.
3 Unlocking an ancient mystery is worth the price o f a
civilization.
4 I overlook obvious solutions in favor of complicated
ones.
5 I speak without really thinking through my words,
invariably insulting others.
6 I can’t keep a secret to save my life, or anyone else’s.
Sa i l o r d6 Ideal

You sailed on a sea goin g v essel for years. In that 1 Respect. The thing that keeps a ship together is mutual
tim e, you faced dow n m ighty storm s, m on sters o f the respect between captain and crew. (Good)
deep, and th ose w h o w anted to sink your craft to the 2 Fairness. We all do the work, so we all share in the
bottom less depths. Your first love is the distant line o f rewards. (Lawful)
the h orizon, but the tim e has c om e to try your hand 3 Freedom. The sea is freedom— the freedom to go
at som eth in g new. anywhere and do anything. (Chaotic)
D iscu ss the nature o f the ship you previously sailed 4 Mastery. I’m a predator, and the other ships on the sea
with your D u n geon Master. W as it a m erchant ship,
are my prey. (Evil)
a naval vessel, a ship o f discovery, or a pirate ship?
5 People. I’m committed to my crewmates, not to ideals.
H ow fam ous (or infam ous) is it? Is it w idely traveled?
(Neutral)
Is it still sailing, or is it m issin g and presu m ed lost
6 Aspiration. Someday I’ll own my own ship and chart
with all hands?
W hat w ere your duties on b oa rd —boatsw ain, captain, my own destiny. (Any)
navigator, cook , or som e other position ? W h o w ere the
captain and first m ate? D id you leave your ship on g ood d6 Bond
term s w ith your fellow s, or on the run? 1 I’m loyal to my captain first, everything else second.
Skill Proficiencies: A thletics, P erception 2 The ship is most important— crewmates and captains
Tool Proficiencies: Navigator’s tools, vehicles (water) come and go.
Equipment: A belaying pin (club), 50 feet o f silk rope, 3 I’ll always remember my first ship.
a lucky ch a rm such as a rabbit foot or a sm all stone 4 In a harbor town, I have a paramour whose eyes nearly
w ith a hole in the center (or you m ay roll for a random stole me from the sea.
trinket on the Trinkets table in chapter 5), a set o f 5 I was cheated out of my fair share o f the profits, and I
co m m o n cloth es, and a belt p ou ch contain in g 10 gp want to get my due.
6 Ruthless pirates murdered my captain and crewmates,
Fe a t u r e : Sh i p ’s Pa ss a g e
plundered our ship, and left me to die. Vengeance will
W h en you n eed to, you ca n secu re free pa ssa ge on
a sailing ship for y ou rself and your adventuring be mine.
com pa n ion s. You m ight sail on the ship you served on,
or another ship you have g o o d relations with (perhaps d6 Flaw
on e captained by a form er crew m ate). B eca u se y ou ’re 1 I follow orders, even if I think they’re wrong.
calling in a favor, you ca n ’t be certain o f a sch edule or 2 I’ll say anything to avoid having to do extra work.
route that w ill m eet your every need. Your D u n geon 3 Once someone questions my courage, I never back
M aster w ill determ ine h ow long it takes to get w here down no matter how dangerous the situation.
you n eed to go. In return for your free passage, you
4 Once I start drinking, it’s hard for me to stop.
and your com p a n ion s are ex pected to assist the crew
5 I can’t help but pocket loose coins and other trinkets I
during the voyage.
come across.
Su g g e s t e d C h a r a c t e r is t ic s 6 My pride will probably lead to my destruction.
S a ilors can be a rough lot, but the respon sibilities o f
life on a ship m ake them generally reliable as w ell. Life Va r ia n t Sa il o r : Pir a t e
aboard a ship sh ap es their ou tlook and form s their m ost You spent your youth under the sw ay o f a dread pirate,
im portant attachments. a ruthless cutthroat w h o taught you h ow to survive in a
w orld o f sharks and savages. Y ou’ve indulged in larceny
d8 Personality Trait on the high sea s and sent m ore than on e deservin g soul
1 My friends know they can rely on me, no matter what. to a briny grave. Fear and b lood sh ed are no strangers
2 I work hard so that I can play hard when the work to you, and you ’ve garnered a som ew h at unsavory
is done. reputation in m any a port town.
3 I enjoy sailing into new ports and making new friends If you decide that your sailing career involved piracy,
you can c h o o s e the Bad Reputation feature (see sidebar)
over a flagon o f ale.
instead o f the S h ip ’s P assa ge feature.
4 I stretch the truth for the sake o f a good story.
5 To me, a tavern brawl is a nice way to get to know a
Va r ia n t Fe a t u r e : Ba d R e p u t a t io n
new city.
If your character has a sailor background, you may select this
6 I never pass up a friendly wager.
background feature instead of Ship’s Passage.
7 My language is as foul as an otyugh nest. No matter where you go, people are afraid of you due to
8 I like a job well done, especially if I can convince your reputation. When you are in a civilized settlement, you
someone else to do it. can get away with minor criminal offenses, such as refusing
to pay for food at a tavern or breaking down doors at a local
shop, since most people will not report your activity to the
authorities.
So l d ie r Sp e c ia l t y
D uring your tim e as a soldier, you had a sp ecific role to
W ar has been your life for as long as you care to
play in your unit or army. R oll a d8 or c h o o s e from the
rem em ber. You trained as a youth, studied the use o f
options in the table below to determ ine your role:
w ea p on s and armor, learned ba sic survival techniques,
including h ow to stay alive on the battlefield. You
d8 Specialty d8 Specialty
m ight have been part o f a standing national arm y o r a
1 Officer 6 Quartermaster
m ercenary com pany, or perhaps a m em ber o f a local
2 Scout 7 Standard bearer
militia w h o rose to p rom in en ce during a recent war.
W h en you c h o o s e this background, w ork w ith your 3 Infantry 8 Support staff (cook,
DM to determ ine w h ich m ilitary organization you w ere 4 Cavalry blacksmith, or the
a part of, h ow far through its ranks you p rogressed, and 5 Healer like)
w hat kind o f experien ces you had during your military
career. W as it a standing army, a tow n guard, or a village Fe a t u r e : M il it a r y R a n k
m ilitia? O r it m ight have b een a n oble’s or m erchant’s You have a m ilitary rank from your career as a soldier.
private army, or a m ercen a ry com pany. S old iers loyal to your form er m ilitary organization
still recog n ize your authority and influence, and they
Skill Proficiencies: Athletics, Intim idation
defer to you if they are o f a low er rank. You can invoke
Tool Proficiencies: O ne type o f gam ing set,
your rank to exert influence over other soldiers and
vehicles (land)
requisition sim ple equipm ent or h orses for tem porary
Equipment: A n insignia o f rank, a trophy taken from
use. You can also usually gain a c c e s s to friendly
a fallen enem y (a dagger, broken blade, or p iece o f a
m ilitary en cam pm ents and fortresses w h ere your
banner), a set o f b on e dice or d eck o f cards, a set o f
rank is recog n ized .
co m m o n clothes, and a belt p ou ch contain in g 10 gp

Su g g e s t e d C h a r a c t e r is t ic s
T he h orrors o f w ar com bin ed w ith the rigid discipline of
m ilitary serv ice leave their m ark on all soldiers, shaping
their ideals, creating strong bon ds, and often leaving
them sca rred and vulnerable to fear, sham e, and hatred.

d8 Personality Trait
1 I'm always polite and respectful.
2 I’m haunted by memories o f war. I can’t get the images
of violence out o f my mind.
3 I’ve lost too many friends, and I’m slow to make new
ones.
4 I’m full of inspiring and cautionary tales from my
military experience relevant to almost every combat
situation.
5 I can stare down a hell hound without flinching.
6 I enjoy being strong and like breaking things.
7 I have a crude sense of humor.
8 I face problems head-on. A simple, direct solution is
the best path to success.

d6 Ideal
1 Greater Good. Our lot is to lay down our lives in
defense of others. (Good)
2 Responsibility. I do what I must and obey just
authority. (Lawful)
3 Independence. When people follow orders blindly, they
embrace a kind of tyranny. (Chaotic)
4 Might. In life as in war, the stronger force wins. (Evil)
5 Live and Let Live. Ideals aren’t worth killing over or
going to war for. (Neutral)
6 Nation. My city, nation, or people are all that matter.
(Any)
d6 Bond d8 Personality Trait
1 I would still lay down my life for the people I 1 I hide scraps o f food and trinkets away in my pockets.
served with. 2 I ask a lot o f questions.
2 Someone saved my life on the battlefield. To this day, I 3 I like to squeeze into small places where no one else
will never leave a friend behind. can get to me.
3 My honor is my life. 4 I sleep with my back to a wall or tree, with everything I
4 I’ll never forget the crushing defeat my company own wrapped in a bundle in my arms.
suffered or the enemies who dealt it. 5 I eat like a pig and have bad manners.
5 Those who fight beside me are those worth dying for. 6 I think anyone who’s nice to me is hiding evil intent.
6 I fight for those who cannot fight for themselves. 7 I don’t like to bathe.
8 I bluntly say what other people are hinting at or hiding.
d6 Flaw
1 The monstrous enemy we faced in battle still leaves d6 Ideal
me quivering with fear. 1 Respect. All people, rich or poor, deserve respect.
2 I have little respect for anyone who is not a (Good)
proven warrior. 2 Community. We have to take care of each other,
3 I made a terrible mistake in battle cost many lives— because no one else is going to do it. (Lawful)
and I would do anything to keep that mistake secret. 3 Change. The low are lifted up, and the high and mighty
4 My hatred o f my enemies is blind and unreasoning. are brought down. Change is the nature o f things.
5 I obey the law, even if the law causes misery. (Chaotic)
6 I’d rather eat my armor than admit when I’m wrong. 4 Retribution. The rich need to be shown what life and
death are like in the gutters. (Evil)
U r c h in 5 People. I help the people who help me— that’s what
keeps us alive. (Neutral)
You g rew up on the streets alone, orphaned, and poor.
6 Aspiration. I'm going to prove that I'm worthy of a
You had no on e to w atch over you or to provide for
you, s o you learn ed to provide for yourself. You fought better life.
fiercely over fo o d and kept a constant w atch out for other
desperate sou ls w h o m ight steal from you. You slept on d6 Bond
rooftop s and in alleyw ays, e x p osed to the elem ents, and 1 My town or city is my home, and I’ll fight to defend it.
endured sick n ess w ithout the advantage o f m edicine or 2 I sponsor an orphanage to keep others from enduring
a place to recuperate. Y ou’ve survived despite all odds, what I was forced to endure.
and did s o through cunning, strength, speed, or som e
3 I owe my survival to another urchin who taught me to
com bination o f each.
live on the streets.
You begin your adventuring career with enough
4 I owe a debt I can never repay to the person who took
m oney to live m odestly but secu rely for at least ten days.
pity on me.
H ow did you com e by that m oney? W hat allow ed you to
break free o f your desperate circu m stan ces and em bark 5 I escaped my life o f poverty by robbing an important
on a better life? person, and I’m wanted for it.
6 No one else should have to endure the hardships I’ve
Skill Proficiencies: Sleight o f Hand, Stealth
been through.
Tool Proficiencies: D isgu ise kit, th ieves’ tools
Equipment: A sm all knife, a m ap o f the city you
g rew up in, a pet m ou se, a token to rem em ber your d6 Flaw
parents by, a set o f co m m o n clothes, and a belt pouch 1 If I'm outnumbered, I will run away from a fight.
containing 10 gp 2 Gold seems like a lot of money to me, and I’ll do just
about anything for more o f it.
Fe a t u r e : C it y Se c r e t s
3 I will never fully trust anyone other than myself.
You k n ow the secret patterns and flow to cities and can
4 I’d rather kill someone in their sleep then fight fair.
find p assages through the urban sprawl that others w ould
5 It’s not stealing if I need it more than someone else.
m iss. W h en you are not in com bat, you (and com panion s
6 People who can't take care o f themselves get what they
you lead) can travel betw een any tw o locations in the city
tw ice as fast as your sp eed w ould n orm ally allow. deserve.

Su g g e s t e d C h a r a c t e r is t ic s
U rchins are sh ap ed by lives o f desperate poverty, for
g o o d and for ill. Th ey tend to be driven either by a
com m itm en t to the p eop le w ith w h om they sh ared life
on the street or by a burning desire to find a better life—
and m aybe get som e payback on all the rich p eop le w ho
treated them badly.
C h a p t e r 5: E q u i p m e n t
THE MARKETPLACE OF A LARGE CITY TEEMS M em bers o f the nobility trade either in legal rights, such
w ith buyers and sellers o f m any sorts: as the rights to a m ine, a port, or farmland, or in gold
dw arf sm iths and elf w oodcarvers, halfling bars, m easuring gold by the pou n d rather than by the
farm ers and gnom e jew elers, not to mention coin. Only m erchants, adventurers, and th ose offering
hum ans o f every shape, size, and color professional serv ices for hire com m on ly deal in coins.
draw n from a sp ectru m o f nations and
cultures. In the largest cities, alm ost C o in a g e
anything im aginable is offered for sale, from exotic
C om m on coin s co m e in several different denom inations
sp ices and luxurious cloth in g to w ick er baskets and
ba sed on the relative w orth o f the m etal from w h ich they
practical sw ords.
are m ade. The three m ost com m on co in s are the gold
For an adventurer, the availability o f armor, w eapon s,
p iece (gp), the silver p iece (sp), and the co p p e r p iece (cp).
backpacks, rope, and sim ilar g o o d s is o f param ount
W ith on e gold piece, a character can buy a belt
im portan ce, sin ce p roper equipm ent can m ean the
pouch, 50 feet o f g o o d rope, or a goat. A skilled (but
difference betw een life and death in a du ngeon or the
not exception al) artisan can earn on e gold p iece a day.
untam ed w ilds. T his chapter details the m undane and
T h e gold p iece is the standard unit o f m easu re for
exotic m erchandise that adventurers com m only find useful
w ealth, even if the coin itself is not com m on ly used.
in the face o f the threats that the w orlds o f D & D present.
W h en m erchants d iscu ss deals that involve g o o d s or
serv ices w orth hundreds or thousands o f gold p ieces,
St a r t i n g E q u i p m e n t the transactions d on ’t usually involve the exch an ge o f
W h en you create y ou r character, you receive equipm ent individual coin s. Rather, the gold p iece is a standard
ba sed on a com bination o f your class and background. m easu re o f value, and the actual exch an ge is in gold
Alternatively, you can start w ith a num ber o f gold p ieces bars, letters o f credit, or valuable g ood s.
ba sed on your cla ss and spend them on items from the O ne gold p iece is w orth ten silver p ieces, the m ost
lists in this chapter. S e e the Starting W ealth by Class prevalent coin am ong com m on ers. A silver p iece buys a
table to determ ine h ow m uch gold you have to spend. la borer’s w ork for a day, a flask o f lam p oil, or a night’s
You d ecide h ow your character ca m e by this starting rest in a p o o r inn.
equipm ent. It m ight have been an inheritance, or g o o d s O ne silver p iece is w orth ten cop p er p ieces, w h ich are
that the character purchased during his or her upbringing. com m on am ong laborers and beggars. A single cop p er
You might have been equipped with a w eapon, armor, and p iece buys a candle, a torch, or a p iece o f chalk.
a backpack as part o f military service. You might even have In addition, unusual co in s m ade o f other preciou s
stolen your gear. A w ea p on cou ld b e a fam ily heirloom , m etals som etim es appear in treasure hoards. The
pa ssed dow n from generation to generation until your electrum p iece (ep) and the platinum p iece (pp) originate
character finally took up the m antle and follow ed in an from fallen em pires and lost kin gdom s, and they
an cestor’s adventurous footsteps. som etim es a rou se su spicion and skepticism w hen u sed
in transactions. A n electrum p iece is w orth five silver
S t a r t in g W ea l t h by C l a s s pieces, and a platinum p iece is w orth ten gold p ieces.
A standard coin w eigh s about a third o f an ou nce,
Class Funds
so fifty coin s w eigh a pound.
Barbarian 2d4 x 10 gp
Bard 5d4 x 10 gp
S t a n d a r d Ex c h a n g e Ra t es
Cleric 5d4 x 10 gp
Coin cp sp ep gp pp
Druid 2d4 x 10 gp
Copper (cp) 1 1/10 1/50 1/100 1/1,000
Fighter 5d4 x 10 gp
Silver (sp) 10 1 1/5 1/10 1/100
Monk 5d4 gp
Electrum (ep) 50 5 1 1/2 1/20
Paladin 5d4 x 10 gp
Gold (gp) 100 10 2 1 1/10
Ranger 5d4 x 10 gp
Platinum (pp) 1,000 100 20 10 1
Rogue 4d4 x 10 gp
Sorcerer 3d4 x 10 gp
Warlock 4d4 x 10 gp
Wizard 4d4 x 10 gp

Weal t h
W ealth appears in m any form s in a D & D w orld. Coins,
gem stones, trade g ood s, art objects, anim als, and
property can reflect your character’s financial w ell-being.
M em bers o f the peasantry trade in g ood s, bartering for
what they n eed and paying taxes in grain and cheese.
Se l l i n g T r e a s u r e T h e A rm or table sh ow s the cost, w eight, and other
p roperties o f the com m on types o f arm or w orn in the
O pportunities aboun d to find treasure, equipm ent,
w orld s o f D&D.
w eapon s, armor, and m ore in the du ngeon s you explore.
Armor Proficiency. A n yone can put on a suit o f arm or
Normally, you can sell your treasures and trinkets w hen
or strap a shield to an arm . Only th ose proficient in the
you return to a town or other settlement, provided that you
a rm or’s use k n ow h ow to w ea r it effectively, however.
can find buyers and m erchants interested in your loot.
Your class gives you proficiency w ith certain types o f
Arms, Armor, and Other Equipment. A s a general armor. If you w ea r arm or that you lack proficiency with,
rule, u ndam aged w eapon s, armor, and other equipm ent
you have disadvantage on any ability check, saving
fetch h alf their cost w hen sold in a market. W eapon s
throw, or attack roll that involves Stren gth or Dexterity,
and arm or u sed by m on sters are rarely in g o o d enough
and you ca n ’t cast spells.
condition to sell.
Armor Class (AC). A rm or protects its w earer from
Magic Items. S ellin g m a gic item s is problem atic.
attacks. The arm or (and shield) you w ea r determ ines
F inding som eon e to buy a potion or a scroll isn’t too
your b a se A rm or Class.
hard, but other items are out o f the realm o f m ost but the
Heavy Armor. Heavier arm or interferes w ith the
w ealthiest n obles. L ikew ise, aside from a few com m on
w ea rer’s ability to m ove quickly, stealthily, and freely.
m agic item s, you w o n ’t n orm ally co m e a cross m agic
If the A rm or table sh ow s “Str 13” or “Str 15” in the
item s or spells to purchase. T h e value o f m agic is far
Strength colum n for an arm or type, the arm or red u ces
beyond sim ple gold and should always be treated as such.
the w ea rer’s sp eed by 10 feet u nless the w earer has a
Gems,Jewelry, and Art Objects. T h ese items retain Strength score equal to or h igher than the listed score.
their full value in the m arketplace, and you can either
Stealth. If the A rm or table sh ow s “D isadvantage” in
trade them in for coin or u se them as cu rren cy for other
the Stealth colum n, the w earer has disadvantage on
transactions. For exception ally valuable treasures, the
D exterity (Stealth) checks.
D M m ight require you to find a buyer in a large tow n or
Shields. A shield is m ade from w o o d or m etal and
larger com m u n ity first.
is carried in one hand. W ieldin g a shield in creases
Trade Goods. O n the borderlands, m any p eople
your A rm or C lass by 2. You can benefit from only one
con du ct transactions through barter. Like gem s and art
shield at a time.
objects, trade g o o d s —bars o f iron, bags o f salt, livestock,
and s o on —retain their full value in the m arket and can
L ig h t A r m o r
be u sed as currency.
M ade from supple and thin m aterials, light arm or favors
agile adventurers sin ce it offers som e protection w ithout
A r m o r a n d Sh i e l d s sacrificin g m obility. If you w ear light armor, you add
D & D w orld s are a vast tapestry m ade up o f m any your D exterity m odifier to the ba se num ber from your
different cultures, each w ith its ow n tech n ology level. arm or type to determ ine your A rm or Class.
F or this reason , adventurers have a c c e s s to a variety Padded. P added arm or con sists o f quilted layers of
o f arm or types, ranging from leather arm or to chain cloth and batting.
m ail to costly plate armor, w ith several other kinds o f Leather. The breastplate and sh ou lder protectors o f
arm or in betw een . T h e A rm or table collects the m ost this arm or are m ade o f leather that has been stiffened
com m on ly available types o f arm or found in the gam e by b ein g boiled in oil. The rest o f the arm or is m ade o f
and separates them into three categories: light armor, softer and m ore flexible materials.
m edium arm or, and heavy armor. M any w arriors Studded Leather. M ade from tough but flexible
supplem ent their arm or with a shield. leather, studded leather is rein forced w ith close-set
rivets or spikes.

Va r ia n t : Eq u ip m e n t S iz es
M e d iu m A r mo r
In most campaigns, you can use or wear any equipment that
you find on your adventures, within the bounds o f common M edium arm or offers m ore protection than light armor,
sense. For example, a burly half-orc won't fit in a halfling’s but it also im pairs m ovem ent m ore. If you w ear m edium
leather armor, and a gnome would be swallowed up in a armor, you add your Dexterity modifier, to a m axim um
cloud giant’s elegant robe. o f +2, to the ba se num ber from your arm or type to
The DM can impose more realism. For example, a suit of determ ine your A rm or Class.
plate armor made for one human might not fit another one
Hide. T his cru de arm or con sists o f thick furs and
without significant alterations, and a guard’s uniform might
pelts. It is com m on ly w orn by barbarian tribes, evil
be visibly ill-fitting when an adventurer tries to wear it as a
hum anoids, and other folk w h o lack a c c e s s to the tools
disguise.
Using this variant, when adventurers find armor, clothing, and m aterials n eeded to create better armor.
and similar items that are made to be worn, they might need Chain Shirt. M ade o f in terlocking m etal rings, a chain
to visit an armorsmith, tailor, leatherworker, or similar expert shirt is w orn betw een layers o f cloth in g or leather. This
to make the item wearable. The cost for such work varies arm or offers m od est protection to the w ea rer’s upper
from 10 to 40 percent o f the market price o f the item. The b od y and allow s the sou n d o f the rings rubbing against
DM can either roll 1d4 x 10 or determine the increase in cost one another to be muffled by outer layers.
based on the extent o f the alterations required. Scale Mail. T h is arm or con sists o f a coat and leggings
(and perhaps a separate skirt) o f leather covered with
overlapping p ieces o f metal, m uch like the sca les o f a
fish. T h e suit includes gauntlets.
B reastplate. T h is arm or con sists o f a fitted metal
chest p iece w orn w ith supple leather. A lthough it leaves
the legs and arm s relatively u nprotected, this arm or
p rovides g o o d protection for the w ea rer’s vital organs
w hile leaving the w earer relatively u nencum bered.
H a lf Plate. H alf plate con sists o f shaped m etal plates
that cover m ost o f the w ea rer’s body. It d o e s not include
leg protection beyon d sim ple greaves that are attached
with leather straps.

H e a v y A r m o r
O f all the arm or categories, heavy arm or offers the best
protection. T h ese suits o f arm or cover the entire body
and are design ed to stop a w ide range o f attacks. Only
proficient w arriors can m anage their w eight and bulk.
H eavy arm or d oesn ’t let you add your Dexterity
m odifier to your A rm or Class, but it also d oesn ’t
pen alize you if your D exterity m odifier is negative.
Ring Mail. T h is arm or is leather arm or w ith heavy
rings sew n into it. T h e rings help rein force the arm or
against blow s from sw ord s and axes. R in g m ail is
inferior to chain m ail, and it's usually w orn only by th ose
w h o ca n ’t afford better armor.
Chain Mail. M ade o f interlocking m etal rings, chain
m ail includes a layer o f quilted fabric w orn underneath
the m ail to prevent chafing and to cushion the im pact o f
blow s. The suit includes gauntlets.
Splint. T h is arm or is m ade o f n arrow vertical strips
o f m etal riveted to a back ing o f leather that is w orn over
cloth padding. F lexible chain m ail protects the joints.
Plate. Plate con sists o f shaped, interlocking metal
plates to cover the entire body. A suit o f plate includes
gauntlets, heavy leather b oots, a v isored helmet, and
thick layers o f padding underneath the armor. B uckles
and straps distribute the w eight over the body.

L ight Armor
Padded 5 gp 11 + Dex modifier — Disadvantage 8 lb.
Leather 10 gp 11 + Dex modifier — 10 lb.

Studded leather 45 gp 12 + Dex modifier — — 13 lb.
M edium Armor
Hide 10 gp 12 + Dex modifier (max 2) — — 12 lb.
Chain shirt 50 gp 13 + Dex modifier (max 2) — — 20 lb.
Scale mail 50 gp 14 + Dex modifier (max 2) — Disadvantage 45 lb.
Breastplate 400 gp 14 + Dex modifier (max 2) — — 20 lb.
Half plate 750 gp 15 + Dex modifier (max 2) — Disadvantage 40 lb.
Heavy Armor
Ring mail 30 gp 14 — Disadvantage 40 lb.
Chain mail 75 gp 16 Str 13 Disadvantage 55 lb.
Splint 200 gp 17 Str 15 Disadvantage 60 lb.
Plate 1,500 gp 18 Str 15 Disadvantage 65 lb.
S hield
Shield 10 gp +2 — — 6 lb.
G e t t i n g In t o a n d O u t o f A r mo r
T h e tim e it takes to don or d off arm or depen ds on the
a rm or’s category.
Don. T h is is the tim e it takes to put on arm or. You
benefit from the arm or's AC only if you take the full tim e
to don the suit o f armor.
Doff. This is the tim e it takes to take o ff armor. If you
have help, reduce this tim e by half.

Category Don Do ff
Light Armor 1 minute 1 minute
Medium Armor 5 minutes 1 minute
Heavy Armor 10 minutes 5 minutes
Shield 1 action 1 action

W e apo ns
Your cla ss grants proficiency in certain w eapon s,
reflecting both the class's fo cu s and the tools you are
m ost likely to use. W h eth er you favor a lon gsw ord or
a longbow , your w ea p on and your ability to w ield it
effectively can m ea n the difference betw een life and
death w hile adventuring.
Th e W ea pon s table sh ow s the m ost co m m o n w eap on s
u sed in the w orld s o f D&D, their price and w eight,
the dam age they deal w hen they hit, and any sp ecia l
p roperties they p o s se ss . Every w eap on is classified
as either m elee or ranged. A m elee weapon is u sed to
attack a target w ithin 5 feet o f you, w h ereas a ranged
weapon is u sed to attack a target at a distance.

W e a po n Pr o f ic ie n c y
Your race, class, and feats can grant you proficiency
w ith certain w eap on s or categories o f w eapon s. T h e tw o
categories are simple and martial. M ost p eop le can
u se sim ple w ea p on s with proficiency. T h ese w eap on s
include clubs, m a ces, and other w ea p on s often found in
the hands o f com m on ers. M artial w eapon s, including
sw ords, axes, and polearm s, require m ore sp ecia lized
training to u se effectively. M ost w arriors use m artial
w ea p on s b eca u se th ese w ea p on s put their fighting style
and training to best use.
P roficien cy w ith a w ea p on allow s you to add your
proficiency bon u s to the attack roll for any attack you
m ake w ith that w eapon . If you m ake an attack roll using
a w ea p on w ith w h ich you lack proficiency, you do not
add your proficiency bon u s to the attack roll.

W e a po n Pr o pe r t ie s
M any w eapons have special properties related to their use,
as show n in the W eapons table.
Am m unition. You can u se a w eap on that has the
am m unition property to m ake a ranged attack only if
you have am m unition to fire from the w eapon . E ach
tim e you attack w ith the w eapon , you expend on e piece
o f am m unition. D raw ing the am m unition from a quiver,
case, or other container is part o f the attack. At the
end o f the battle, you can recov er h alf your expen ded
am m unition by taking a m inute to sea rch the battlefield.
If you use a w eapon that has the ammunition property
to m ake a m elee attack, you treat the w eapon as an
im provised w eapon (see "Im provised W eapons" later in
the section). A sling must be loaded to deal any dam age
w hen u sed in this way.
Finesse. W h en m akin g an attack with a finesse
w eapon , you use your ch oice o f your Strength or
Dexterity m odifier for the attack and dam age rolls. You
must use the sam e m odifier for both rolls.
Heavy. S m all creatu res have disadvantage on attack
rolls w ith heavy w eapon s. A heavy w ea p on ’s size and
bulk m ake it too large for a S m all creature to use
effectively.
Light. A light w eap on is sm all and easy to handle,
m aking it ideal for u se w hen fighting w ith tw o w eapon s.
S e e the rules for tw o-w eapon fighting in chapter 9.
Loading. B ecau se o f the time required to load this
w eapon, you can fire only one piece o f am m unition
from it w hen you use an action, bonus action, or reaction
to fire it, regardless o f the num ber o f attacks you can
n orm ally make.
Range. A w eap on that can b e u sed to m ake a ranged
attack has a range sh ow n in paren th eses after the
am m unition or throw n property. The range lists tw o
n um bers. T h e first is the w ea p on ’s n orm al range in feet,
and the se co n d indicates the w ea p on ’s m axim um range.
W h en attacking a target beyon d n orm al range, you have
disadvantage on the attack roll. You c a n ’t attack a target
beyon d the w ea p on ’s long range.
Reach. T his w ea p on adds 5 feet to your reach w hen
you attack with it.
Special. A w ea p on w ith the sp ecia l property has
unusual rules governing its use, explained in the
w ea p on ’s description (see "S p ecia l W ea pon s" later in
this section).
Thrown. If a w eap on h as the th row n property, you
can th row the w ea p on to m ake a ranged attack. If the
w eap on is a m elee w eapon , you u se the sam e ability
m odifier for that attack roll and dam age roll that you
w ou ld u se for a m elee attack w ith the w eapon . For
exam ple, if you th row a handaxe, you u se your Strength,
but if you th row a dagger, you can use either your
Strength or your Dexterity, sin ce the dagger has the
fin esse property.
Two-Handed. T h is w ea p on requ ires tw o hands to use.
Versatile. T his w eap on can b e u sed w ith one or tw o
hands. A d am age value in paren th eses appears w ith the
property—the dam age w hen the w eap on is u sed with
tw o hands to m ake a m elee attack.

Im pr o v is e d W e a po n s
S om etim e s characters d on ’t have their w ea p on s and
have to attack w ith w hatever is clo se at hand. An
im provised w eap on includes any o b ject you can w ield
in one or tw o hands, such as broken glass, a table leg, a
frying pan, a w agon w heel, or a dead goblin.
In m any cases, an im provised w eap on is sim ilar
to an actual w eap on and ca n be treated as such. For
exam ple, a table leg is akin to a club. At the D M ’s option,
a character proficient w ith a w eap on can use a sim ilar
object as if it w ere that w eap on and u se his or her
proficiency bonus.
A n object that bea rs no resem b lan ce to a w eap on creatu res that are form less, or creatu res that are H uge
deals 1d4 dam age (the DM assigns a dam age type or larger. A creature can u se its action to m ake a D C 10
appropriate to the object). If a character u ses a ranged Strength check, freeing itself or another creature within
w eap on to m ake a m elee attack, or throw s a m elee its reach on a su ccess. D ealing 5 slashing dam age to the
w eap on that d o e s not have the throw n property, it also net (AC 10) also frees the creature without h arm in g it,
deals 1d4 dam age. A n im provised throw n w eap on has a ending the effect and destroying the net.
norm al range o f 20 feet and a lon g range o f 60 feet. W h en you u se an action, bon u s action, or reaction
to attack w ith a net, you can m ake only on e attack
Si l v e r e d W e a po n s regardless o f the num ber o f attacks you can
S om e m on sters that have im m unity or resistan ce norm ally make.
to n onm agical w ea p on s are su sceptible to silver
w eapon s, s o cautious adventurers invest extra coin to
plate their w ea p on s w ith silver. You can silver a single
A d v e n t u r in g G e a r
w eap on or ten p ieces o f am m unition for 100 gp. This T h is section d escrib es item s that have sp ecia l rules or
co st represents not only the price o f the silver, but the require further explanation.
tim e and expertise n eed ed to add silver to the w eapon Acid. A s an action, you can splash the contents o f
w ithout m akin g it less effective. this vial onto a creature w ithin 5 feet o f you or th row
the vial up to 20 feet, shattering it on im pact. In either
Sp e c ia l W e a po n s case, m ake a ranged attack against a creature or object,
W ea p on s w ith sp ecia l rules are d escrib ed here. treating the acid as an im provised w eapon . O n a hit, the
Lance. You have disadvantage w hen you u se a lance target takes 2d 6 acid dam age.
to attack a target w ithin 5 feet o f you. A lso, a lance Alchem ist’s Fire. T h is sticky, adhesive fluid ignites
requ ires tw o hands to w ield w hen you aren’t m ounted. w h en e x p osed to air. A s an action, you can th row this
Net. A Large or sm aller creature hit by a net is flask up to 20 feet, shattering it on im pact. M ake a
restrained until it is freed. A net has no effect on ranged attack against a creature or object, treating
W e a p o n s

Name Cost Damage Weight Properties


Sim p le Melee W eapons
Club 1 sp 1d4 bludgeoning 2 lb. Light
Dagger 2 gp 1d4 piercing 1 lb. Finesse, light, thrown (range 20/60)
Greatclub 2 sp 1d8 bludgeoning 10 lb. Two-handed
Handaxe 5 gp 1d6 slashing 2 lb. Light, thrown (range 20/60)
javelin 5 sp 1d6 piercing 2 lb. Thrown (range 30/120)
Light hammer 2 gp 1d4 bludgeoning 2 lb. Light, thrown (range 20/60)
Mace 5 gp 1d6 bludgeoning 4 lb. —
Quarterstaff 2 sp 1d6 bludgeoning 4 lb. Versatile (1d8)
Sickle 1 gp 1d4 slashing 2 lb. Light
Spear 1 gp 1d6 piercing 3 lb. Thrown (range 20/60), versatile (1d8)
Unarmed strike — 1 bludgeoning — —
Sim ple R an ge d W eapons
Crossbow, light 25 gp 1d8 piercing 5 lb. Ammunition (range 80/320), loading, two-handed
Dart 5 cp 1d4 piercing 1/4 lb. Finesse, thrown (range 20/60)
Shortbow 25 gp 1d6 piercing 2 lb. Ammunition (range 80/320), two-handed
Sling 1 sp 1d4 bludgeoning — Ammunition (range 30/120)
M a rtia l M elee W eapons
Battleaxe 10 gp 1d8 slashing 4 lb. Versatile (1d10)
Flail 10 gp 1d8 bludgeoning 2 lb. —
Glaive 20 gp 1d10 slashing 6 lb. Heavy, reach, two-handed
Greataxe 30 gp 1d12 slashing 7 lb. Heavy, two-handed
Greatsword 50 gp 2d6 slashing 6 lb. Heavy, two-handed
Halberd 20 gp 1d10 slashing 6 lb. Heavy, reach, two-handed
Lance 10 gp 1d12 piercing 6 lb. Reach, special
Longsword 15 gp 1d8 slashing 3 lb. Versatile (1d10)
Maul 10 gp 2d6 bludgeoning 10 lb. Heavy, two-handed
Morningstar 15 gp 1d8 piercing 4 lb. —
Pike 5 gp 1d10 piercing 18 lb. Heavy, reach, two-handed
Rapier 25 gp 1d8 piercing 2 lb. Finesse
Scimitar 25 gp 1d6 slashing 3 lb. Finesse, light
Shortsword 10 gp 1d6 piercing 2 lb. Finesse, light
Trident 5 gp 1d6 piercing 4 lb. Thrown (range 20/60), versatile (1d8)
War pick 5 gp 1d8 piercing 2 lb. —
Warhammer 15 gp 1d8 bludgeoning 2 lb. Versatile (1d10)
Whip 2 gp 1d4 slashing 3 lb. Finesse, reach
M a rtia l R an ge d W eapons
Blowgun 10 gp 1 piercing 1 lb. Ammunition (range 25/100), loading
Crossbow, hand 75 gp 1d6 piercing 3 lb. Ammunition (range 30/120), light, loading
Crossbow, heavy 50 gp 1d10 piercing 18 lb. Ammunition (range 100/400), heavy, loading, two-handed
Longbow 50 gp 1d8 piercing 2 lb. Ammunition (range 150/600), heavy, two-handed
Net 1 gp — 3 lb. Special, thrown (range 5/15)
A d v e n t u r in g G ea r

Item Cost Weight Item Cost Weight


Abacus 2 gp 2 lb. Holy symbol
Acid (vial) 25 gp 1 lb. Amulet 5 gp 1 lb.
Alchemist’s fire (flask) 50 gp 1 lb. Emblem 5 gp —
Ammunition Reliquary 5 gp 2 lb.
Arrows (20) 1 gp 1 lb. Holy water (flask) 25 gp 1 lb.
Blowgun needles (50) 1 gp 1 lb. Hourglass 25 gp 1 lb.
Crossbow bolts (20) 1 gp 11/2 lb. Hunting trap 5 gp 25 lb.
Sling bullets (20) 4 cp 11/2 lb. Ink (1 ounce bottle) 10 gp —
Antitoxin (vial) 50 gp — Ink pen 2 cp —
Arcane focus Jug or pitcher 2 cp 4 lb.
Crystal 10 gp 1 lb. Ladder (10-foot) 1 sp 25 lb.
Orb 20 gp 3 lb. Lamp 5 sp 1 lb.
Rod 10 gp 2 lb. Lantern, bullseye 10 gp 2 lb.
Staff 5 gp 4 lb. Lantern, hooded 5 gp 2 lb.
Wand 10 gp 1 lb. Lock 10 gp 1 lb.
Backpack 2 gp 5 lb. Magnifying glass 100 gp —
Ball bearings (bag o f 1,000) 1 gp 2 lb. Manacles 2 gp 6 lb.
Barrel 2 gp 70 lb. Mess kit 2 sp 1 lb.
Basket 4 sp 2 lb. Mirror, steel 5 gp 1/2 lb.
Bedroll 1 gp 7 lb. Oil (flask) 1 sp 1 lb.
Bell 1 gp Paper (one sheet) 2 sp —
Blanket 5 sp 3 lb. Parchment (one sheet) 1 sp —
Block and tackle 1 gp 5 lb. Perfume (vial) 5 gp —
Book 25 gp 5 lb. Pick, miner’s 2 gp 10 lb.
Bottle, glass 2 gp 2 lb. Piton 5 cp 1/4 lb.
Bucket 5 cp 2 lb. Poison, basic (vial) 100 gp —
Caltrops (bag of 20) 1 gp 2 lb. Pole (10-foot) 5 cp 7 lb.
Candle 1 cp — Pot, iron 2 gp 10 lb.
Case, crossbow bolt 1 gp 1 lb. Potion o f healing 50 gp 1/2 lb.
Case, map or scroll 1 gp 1 lb. Pouch 5 sp 1 lb.
Chain (10 feet) 5 gp 10 lb. Quiver 1 gp 1 lb.
Chalk (1 piece) 1 cp — Ram, portable 4 gp 35 lb.
Chest 5 gp 25 lb. Rations (1 day) 5 sp 2 lb.
Climber's kit 25 gp 12 lb. Robes 1 gp 4 lb.
Clothes, common 5 sp 3 lb. Rope, hempen (50 feet) 1 gp 10 lb.
Clothes, costume 5 gp 4 lb. Rope, silk (50 feet) 10 gp 5 lb.
Clothes, fine 15 gp 6 lb. Sack 1 cp 1/2 lb.
Clothes, traveler’s 2 gp 4 lb. Scale, merchant’s 5 gp 3 lb.
Component pouch 25 gp 2 lb. Sealing wax 5 sp
Crowbar 2 gp 5 lb. Shovel 2 gp 5 lb.
Druidic focus Signal whistle 5 cp —
Sprig o f mistletoe 1 gp — Signet ring 5 gp —
Totem 1 gp — Soap 2 cp —
Wooden staff 5 gp 4 lb. Spellbook 50 gp 3 lb.
Yew wand 10 gp 1 lb. Spikes, iron (10) 1 gp 5 lb.
Fishing tackle 1 gp 4 lb. Spyglass 1,000 gp 1 lb.
Flask or tankard 2 cp 1 lb. Tent, two-person 2 gp 2 0 lb.
Grappling hook 2 gp 4 lb. Tinderbox 5 sp 1 lb.
Hammer 1 gp 3 lb. Torch 1 cp 1 lb.
Hammer, sledge 2 gp 10 lb. Vial 1 gp —
Healer’s kit 5 gp 3 lb. Waterskin 2 sp 5 lb. (full)
Whetstone 1 cp 1 lb.
the alchem ist's fire as an im provised w eapon . O n a Druidic Focus. A druidic focu s m ight b e a sprig o f
hit, the target takes 1d4 fire dam age at the start o f m istletoe or holly, a w an d or scepter m ade o f y ew or
each o f its turns. A creature can end this dam age by another special w ood , a staff drawn w hole out o f a living
using its action to m ake a D C 10 D exterity ch eck to tree, or a totem object incorporating feathers, fur, bones,
extinguish the flam es. and teeth from sacred animals. A druid can u se such an
Antitoxin. A creature that drinks this vial o f liquid object as a spellcasting focus, as described in chapter 10.
gains advantage on saving throw s against p oison for 1 Fishing Tackle. T his kit includes a w o o d e n rod, silken
hour. It con fers no benefit to undead or constructs. line, c o rk w o o d b ob b ers, steel h ooks, lead sinkers, velvet
Arcane Focus. A n arcan e focu s is a sp ecia l item— lures, and n arrow netting.
an orb, a crystal, a rod, a sp ecially con stru cted staff, Healer’s Kit. T h is kit is a leather pou ch containing
a w and-like length o f w ood , or so m e sim ilar item — bandages, salves, and splints. T h e kit has ten u ses. A s
design ed to channel the p ow er o f arcan e spells. A an action, you can expend on e u se o f the kit to stabilize
sorcerer, w arlock, or w izard can u se such an item as a a creature that h as 0 hit points, w ithout n eedin g to m ake
sp ellcastin g focus, as d escrib ed in chapter 10. a W isd om (M edicine) check.
Ball Bearings. A s an action, you can spill th ese tiny Holy Symbol. A holy sym bol is a representation o f
m etal balls from their p ou ch to cover a level area 10 a god or pantheon. It m ight b e an am ulet depicting a
feet square. A creature m oving a cross the covered area sym b ol representing a deity, the sa m e sym bol carefully
m ust s u cce e d on a D C 10 D exterity saving th row or fall engraved or inlaid as an em blem on a shield, or a tiny
prone. A creature m ovin g through the area at h alf sp eed b ox h olding a fragm ent o f a sa cred relic. A pp en dix B
d oesn ’t n eed to m ake the saving throw. lists the sy m b ols com m on ly a ssocia ted w ith m any g ods
Block and Tackle. A set o f pulleys w ith a cable in the multiverse. A cleric or paladin can use a holy
threaded through them and a h ook to attach to objects, a sym bol as a sp ellcastin g focus, as d escrib ed in chapter
b lock and tackle allow s you to hoist up to four tim es the 10. To u se the sym bol in this way, the caster m ust hold it
w eight you can n orm ally lift. in hand, w ear it visibly, or bea r it on a shield.
Book. A b o o k might contain poetry, historical Holy Water. A s an action, you can splash the contents
accoun ts, inform ation pertaining to a particular field o f this flask onto a creature w ithin 5 feet o f you or throw
o f lore, diagram s and notes on gnom ish contraptions, it up to 20 feet, shattering it on im pact. In either case,
or ju st about anything else that can b e represented m ake a ranged attack against a target creature, treating
usin g text or pictures. A b o o k o f sp ells is a sp ellb ook the holy w ater as an im provised w eapon . If the target is
(d escribed later in this section). a fiend or undead, it takes 2d6 radiant dam age.
Caltrops. A s an action, you can spread a single bag
o f caltrops to cover a 5-foot-square area. Any creature Eq u ip m e n t Pa cks
that enters the area m ust su cce e d on a D C 15 Dexterity The starting equipment you get from your class includes a
saving th row or stop m ovin g and take 1 piercing collection of useful adventuring gear, put together in a pack.
dam age. Until the creature regains at least 1 hit point, The contents o f these packs are listed here. If you are buying
its w alk in g sp eed is red u ced by 10 feet. A creature your starting equipment, you can purchase a pack for the
m ovin g through the area at h alf sp eed d oesn ’t n eed to price shown, which might be cheaper than buying the items
m ake the saving throw. individually.
Candle. F or 1 hour, a can dle sh eds bright light in a Burglar’s Pack (16 gp ). Includes a backpack, a bag of 1,000
5-foot radius and dim light for an additional 5 feet. ball bearings, 10 feet o f string, a bell, 5 candles, a crowbar, a
hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days
Case, Crossbow Bolt. Th is w o o d e n ca se ca n hold up
rations, a tinderbox, and a waterskin. The pack also has 50
to tw enty c ro s s b o w bolts.
feet o f hempen rope strapped to the side o f it.
Case, Map or Scroll. Th is cylindrical leather ca se can Diplom a t 's Pack (39 gp). Includes a chest, 2 cases for maps
hold up to ten rolled-up sheets o f paper or five rolled-up and scrolls, a set of fine clothes, a bottle o f ink, an ink pen,
sh eets o f parchm ent. a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume,
Chain. A chain has 10 hit points. It can be burst with a sealing wax, and soap.
su ccessfu l D C 20 Strength check. Dungeoneer’s Pack (12 gp). Includes a backpack, a crowbar,
Climber’s Kit. A clim b er’s kit includes sp ecia l pitons, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days
b oot tips, gloves, and a harness. You can u se the o f rations, and a waterskin. The pack also has 50 feet of
clim b er’s kit as an action to an chor yourself; w hen you hempen rope strapped to the side o f it.
Entertainer’s Pack (40 gp). Includes a backpack, a bedroll,
do, you ca n ’t fall m ore than 25 feet from the point w here
2 costumes, 5 candles, 5 days o f rations, a waterskin, and a
you an chored yourself, and you can't clim b m ore than 25
disguise kit.
feet away from that point w ithout undoing the anchor. Explorer’s Pack (10 gp ). Includes a backpack, a bedroll,
Component Pouch. A com p on en t pou ch is a sm all, a mess kit, a tinderbox, 10 torches, 10 days of rations, and
watertight leather belt p ou ch that h as com partm ents a waterskin. The pack also has 50 feet o f hempen rope
to h old all the m aterial com pon en ts and other special strapped to the side of it.
item s you n eed to cast your spells, except for those Priest’s Pack (19 gp). Includes a backpack, a blanket, 10
com pon en ts that have a sp ecific co st (as indicated in a candles, a tinderbox, an alms box, 2 blocks of incense, a
spell's description). censer, vestments, 2 days of rations, and a waterskin.
Crowbar. Using a crow bar grants advantage S cholar’s Pack (40 gp). Includes a backpack, a book o f lore,
a bottle o f ink, an ink pen, 10 sheets o f parchment, a little
to Strength ch ecks w here the crow ba r’s leverage
bag of sand, and a small knife.
can b e applied.
A cleric or paladin m ay create holy water by Magnifying Glass. T his lens allow s a closer look at
perform in g a sp ecia l ritual. T h e ritual takes 1 hour sm all objects. It is also useful as a substitute for flint
to perform , u ses 25 gp w orth o f p ow dered silver, and and steel w hen starting fires. Lighting a fire w ith a
requ ires the caster to expend a 1st-level spell slot. m agnifying glass requ ires light as bright as sunlight to
Hunting Trap. W h en you u se your action to set it, focus, tinder to ignite, and about 5 m inutes for the fire
this trap form s a saw -toothed steel ring that snaps shut to ignite. A m agnifying glass grants advantage on any
w hen a creature steps on a pressure plate in the center. ability ch eck m ade to appraise or in spect an item that is
The trap is affixed by a heavy chain to an im m obile sm all or highly detailed.
object, su ch as a tree or a spike driven into the ground. Manacles. T h ese m etal restraints can bind a Sm all
A creature that steps on the plate m ust su cce e d on a DC or M edium creature. E sca pin g the m anacles requ ires
13 D exterity saving th row o r take 1d4 piercin g dam age a su ccessfu l D C 20 D exterity check. B reakin g them
and stop m oving. Thereafter, until the creature breaks requ ires a su ccessfu l D C 20 Strength check. Each
free o f the trap, its m ovem ent is lim ited by the length set o f m anacles c o m e s with on e key. W ithout the key,
o f the chain (typically 3 feet long). A creature can use a creature proficient w ith th ieves’ tools can pick the
its action to m ake a D C 13 Strength check, freeing m a n a cles’ lo ck w ith a su ccessfu l D C 15 Dexterity
itself or another creature w ithin its reach on a su ccess. check. M an acles have 15 hit points.
E ach failed ch eck deals 1 piercin g dam age to the Mess Kit. This tin b ox contain s a cup and sim ple
trapped creature. cutlery. T h e b ox clam ps together, and on e side can
Lamp. A lam p casts bright light in a 15-foot radius b e u sed as a c o o k in g pan and the other as a plate or
and dim light for an additional 30 feet. O nce lit, it burns sh allow bow l.
for 6 h ours on a flask (1 pint) o f oil. Oil. Oil usually c om es in a clay flask that holds 1
Lantern, Bullseye. A bullseye lantern casts bright pint. A s an action, you can splash the oil in this flask
light in a 60 -foot con e and dim light for an additional 60 onto a creature w ithin 5 feet o f you or th row it up to
feet. O nce lit, it burns for 6 hours on a flask (1 pint) o f oil. 20 feet, shattering it on im pact. M ake a ranged attack
Lantern, Hooded. A h ood ed lantern casts bright light against a target creature or object, treating the oil as
in a 30 -foot radius and dim light for an additional 30 an im provised w eapon . On a hit, the target is covered
feet. O nce lit, it burns for 6 hours on a flask (1 pint) o f in oil. If the target takes any fire dam age before the oil
oil. A s an action, you can low er the h ood , reducing the dries (after 1 minute), the target takes an additional 5
light to dim light in a 5-foot radius. fire dam age from the burning oil. You can also pou r a
Lock. A key is provided w ith the lock. W ithout the flask o f oil on the ground to cover a 5-foot-square area,
key, a creature proficient w ith thieves’ tools can pick provided that the su rface is level. If lit, the oil burns for
this lock w ith a su ccessfu l D C 15 Dexterity check. 2 roun ds and deals 5 fire dam age to any creature that
Your D M m ay d ecide that better lock s are available enters the area or en ds its turn in the area. A creature
for higher p rices. can take this dam age only o n ce per turn.
Poison, Basic. You can use the p oison in this vial Spyglass. O bjects view ed through a spyglass are
to coat one slashing or piercing w ea p on or up to three m agnified to tw ice their size.
p ie ce s o f am m unition. Applying the p oison takes Tent. A sim ple and portable canvas shelter, a
an action. A creature hit by the p oison ed w eap on or tent sleep s two.
am m unition m ust m ake a D C 10 Constitution saving Tinderbox. This sm all container holds flint, fire steel,
th row o r take 1d4 p oison dam age. O n ce applied, the and tinder (usually dry cloth soa k ed in light oil) u sed to
p o iso n retains potency for 1 m inute b efore drying. kindle a fire. U sing it to light a torch —or anything else
Potion o f Healing. A character w h o drinks the m agical w ith abundant, e x p osed fuel—takes an action. Lighting
red fluid in this vial regains 2d4 + 2 hit points. D rinking any other fire takes 1 minute.
or adm inistering a potion takes an action. Torch. A torch burns for 1 hour, providing bright light
Pouch. A cloth or leather pou ch can hold up to 20 in a 20-foot radius and dim light for an additional 20
slin g bullets or 50 blow gu n n eedles, am ong other feet. If you m ake a m elee attack w ith a burning torch
things. A com partm entalized p ou ch for h olding spell and hit, it deals 1 fire dam age.
com pon en ts is called a com p on en t p ou ch (described
earlier in this section). C o n t a in e r C a p a c it y

Quiver. A quiver can hold up to 20 arrow s. Container Capacity


Ram, Portable. Y ou can u se a portable ram to break
Backpack* 1 cubic foot/30 pounds of gear
dow n doors. W h en doin g so, you gain a + 4 bon u s on the
Barrel 40 gallons liquid, 4 cubic feet solid
Stren gth check. One other character can help you use
Basket 2 cubic feet/40 pounds of gear
the ram , giving you advantage on this check.
Bottle 11/2 pints liquid
Rations. R ation s con sist o f dry fo o d s suitable
for extended travel, including jerky, dried fruit, Bucket 3 gallons liquid, 1/2 cubic foot solid
hardtack, and nuts. Chest 12 cubic feet/300 pounds o f gear
Rope. R op e, w hether m ade o f hem p or silk, has 2 hit Flask or tankard 1 pint liquid
points and can be burst w ith a D C 17 Strength check. Jug or pitcher 1 gallon liquid
Scale, Merchant’s. A sca le includes a sm all balance, Pot, iron 1 gallon liquid
pans, and a suitable assortm ent o f w eights up to 2 Pouch 1/5 cubic foot/6 pounds of gear
pou nds. W ith it, you can m easu re the exact w eigh t of Sack 1 cubic foot/30 pounds of gear
sm all objects, such as raw p reciou s m etals or trade
Vial 4 ounces liquid
g ood s, to help determ ine their w orth.
Waterskin 4 pints liquid
Spellbook. E ssential for w izards, a sp ellb ook is
a leather-bound tom e w ith 100 blank vellum pages * You can also strap items, such as a bedroll or a coil of rope,
suitable for record in g spells. to the outside o f a backpack.
Artisan’s Tools. T h ese sp ecia l tools include the item s
To o l s n eeded to pursue a craft or trade. The table sh ow s
A tool helps you to do som eth in g you couldn't oth erw ise exam ples o f the m ost co m m o n types o f tools, each
do, such as craft or repair an item, forge a docum ent, or providing item s related to a single craft. P roficien cy
pick a lock. Your race, class, background, or feats give w ith a set o f artisan’s tools lets you add your proficiency
you proficien cy w ith certain tools. P roficiency w ith a tool b on u s to any ability ch eck s you m ake using the tools
allow s you to add your proficiency bon u s to any ability in your craft. E ach type o f artisan’s tools requ ires a
ch eck you m ake using that tool. T ool use is not tied to separate proficiency.
a single ability, sin ce proficiency w ith a tool represents Disguise Kit. T h is pou ch o f cosm etics, hair dye, and
broader kn ow led ge o f its use. For exam ple, the DM sm all p rops lets you create d isgu ises that change your
m ight ask you to m ake a D exterity ch eck to carve a fine physical appearance. P roficien cy w ith this kit lets you
detail w ith your w o o d ca rv e r ’s tools, or a Strength ch eck add your proficiency bon u s to any ability ch eck s you
to m ake som eth in g out o f particularly hard w ood . m ake to create a visual disguise.
Forgery Kit. T h is sm all b o x contain s a variety o f
To o l s
papers and parchm ents, pen s and inks, sea ls and
Item Cost Weight sea lin g w ax, gold and silver leaf, and other supplies
Artisan’s tools n ecessa ry to create con vin cin g forgeries o f physical
Alchemist’s supplies 50 gp 8 lb. docum ents. P roficien cy w ith this kit lets you add your
Brewer’s supplies 20 gp proficiency bon u s to any ability ch eck s you m ake to
9 lb.
create a physical forgery o f a docum ent.
Calligrapher's supplies 10 gp 5 lb.
Gaming Set. T his item e n com p a sses a w ide range
Carpenter’s tools 8 gp 6 lb.
o f gam e p ieces, including d ice and deck s o f cards (for
Cartographer’s tools 15 g p 6 lb.
gam es such as T h ree-D ragon Ante). A few com m on
Cobbler’s tools 5 gp 5 lb. exam ples appear on the T ools table, but other kinds o f
Cook’s utensils 1 gp 8 lb. gam ing sets exist. If you are proficient w ith a gam ing
Glassblower’s tools 30 gp 5 lb. set, you can add your p roficiency bon u s to ability ch eck s
Jeweler’s tools 25 gp 2 lb. you m ake to play a gam e w ith that set. E ach type o f
Leatherworker’s tools 5 gp 5 lb. gam ing set requ ires a separate proficiency.
Mason’s tools 10 gp 8 lb. Herbalism Kit. T h is kit contain s a variety o f
Painter’s supplies 10 gp 5 lb. instrum ents such as clippers, m ortar and pestle, and
Potter’s tools 10 gp 3 lb. p ou ch es and vials u sed by herbalists to create rem edies
and potions. P roficien cy w ith this kit lets you add your
Smith’s tools 20 gp 8 lb.
proficiency bon u s to any ability ch eck s you m ake to
Tinker’s tools 50 gp 10 lb.
identify or apply herbs. A lso, proficiency w ith this kit is
Weaver’s tools 1 gp 5 lb.
required to create antitoxin and potions o f healing.
Woodcarver's tools 1 gp 5 lb.
Musical Instrument. Several o f the m ost com m on
Disguise kit 25 gp 3 lb. types o f m usical instrum ents are sh ow n on the table as
Forgery kit 15 gp 5 lb. exam ples. If you have proficiency w ith a given m usical
Gaming set instrum ent, you can add your p roficiency bon u s to
Dice set 1 sp — any ability ch eck s you m ake to play m usic w ith the
Dragonchess set 1 gp 1/2 lb. instrument. A bard can use a m usical instrum ent as a
Playing card set 5 sp — spellcastin g focus, as d escrib ed in chapter 10. E ach type
Three-Dragon Ante set — o f m u sical instrum ent requ ires a separate proficiency.
1 gp
Herbalism kit 3 lb. Navigator’s Tools. Th is set o f instrum ents is u sed
5 gp
for navigation at sea. P roficien cy w ith navigator's tools
Musical instrument
lets you chart a ship's cou rse and follow navigation
Bagpipes 30 gp 6 lb.
charts. In addition, th ese tools allow you to add your
Drum 6 gp 3 lb.
proficiency bon u s to any ability ch eck you m ake to avoid
Dulcimer 25 gp 10 lb. getting lost at sea.
Flute 2 gp 1 lb. Poisoner’s Kit. A p o is o n e r’s kit includes the vials,
Lute 35 gp 2 lb. chem icals, and other equipm ent n ecessa ry for the
Lyre 30 gp 2 lb. creation o f poison s. P roficien cy w ith this kit lets you add
Horn 3 gp 2 lb. your proficiency bon u s to any ability ch eck s you m ake to
Pan flute 12 gp 2 lb. craft or u se p oison s.
Shawm 2 gp 1 lb. Thieves’ Tools. T h is set o f tools in cludes a sm all file,
Viol 30 gp 1 lb. a set o f lo ck picks, a sm all m irror m ounted on a m etal
Navigator’s tools handle, a set o f n arrow -bladed scissors, and a pair o f
25 gp 2 lb.
pliers. P roficien cy w ith these tools lets you add your
Poisoner’s kit 50 gp 2 lb.
proficiency bon u s to any ability ch eck s you m ake to
Thieves’ tools 25 gp 1 lb.
disarm traps or op en locks.
Vehicles (land or water) * *

* See the “ Mounts and Vehicles” section.


M o u n t s a n d V e h ic l e s
A g o o d m ount can help you m ove m ore quickly through
the w ildern ess, but its prim ary p u rp ose is to carry the
gear that w ou ld oth erw ise slow you dow n. T h e M ounts
and Other A n im als table sh ow s each anim al’s sp eed and
b a se carryin g capacity.
A n anim al pulling a carriage, cart, chariot, sled,
or w agon ca n m ove w eight up to five tim es its base
carryin g capacity, including the w eight o f the vehicle.
If multiple anim als pull the sam e vehicle, they can add
their carryin g capacity together.
M ounts other than th ose listed here are available in
the w orld s o f D &D, but they are rare and not norm ally
available for p urchase. T h ese include flying m ounts
(pegasi, griffons, hippogriffs, and sim ilar anim als) and
even aquatic m ounts (giant sea h orses, for example).
A cqu irin g such a m ount often m eans secu rin g an egg
and raising the creature yourself, m akin g a bargain with
a pow erfu l entity, or negotiating w ith the m ount itself.
Barding. Barding is arm or design ed to protect an
an im al’s head, neck, chest, and body. Any type o f
arm or sh ow n on the A rm or table in this chapter can
be pu rch ased as barding. The co st is four tim es the
equivalent arm or m ade for hum anoids, and it w eigh s
tw ice as m uch.
Saddles. A m ilitary saddle braces the rider, helping
you k eep your seat on an active m ount in battle. It
gives you advantage on any ch eck you m ake to rem ain
m ounted. A n exotic saddle is requ ired for riding any
aquatic or flying m ount.
Vehicle Proficiency. If you have proficiency with a
certain kind o f vehicle (land or water), you can add your
proficiency bon u s to any ch eck you m ake to control that
kind o f vehicle in difficult circu m stan ces.
R ow ed V essels. K eelboats and row boats are u sed on
lakes and rivers. If g oin g dow nstream , add the sp eed o f
the current (typically 3 m iles per hour) to the sp eed o f
the vehicle. T h ese vehicles ca n ’t be row ed against any Tr a d e G o o d s
significant current, but they can be pulled upstream
Cost Goods
by draft anim als on the sh ores. A row boat w eigh s 100
1 cp 1 lb. of wheat
pou nds, in ca se adventurers carry it over land.
2 cp 1 lb. o f flour or one chicken
M o u n t s a n d O t h e r A n im a l s 5 cp 1 lb. of salt
1 sp 1 lb. of iron or 1 sq. yd. o f canvas
Carrying
Item Cost Speed Capacity 5 sp 1 lb. of copper or 1 sq. yd. o f cotton cloth

Camel 1 gp 1 lb. of ginger or one goat


50 gp 50 ft. 480 lb.
Donkey or mule 2 gp 1 lb. of cinnamon or pepper, or one sheep
8 gp 40 ft. 420 lb.
Elephant 3 gp 1 lb. o f cloves or one pig
200 gp 40 ft. 1,320 lb.
Horse, draft 5 gp 1 lb. o f silver or 1 sq. yd. of linen
50 gp 40 ft. 540 lb.
10 gp 1 sq. yd. of silk or one cow
Horse, riding 75 gp 60 ft. 480 lb.
Mastiff 15 gp 1 lb. o f saffron or one ox
25 gp 40 ft. 195 lb.
Pony 50 gp 1 lb. of gold
30 gp 40 ft. 225 lb.
500 gp 1 lb. of platinum
Warhorse 400 gp 60 ft. 540 lb.

Ta c k , H a r n e s s , a n d D r a w n V e h ic l e s

Item Cost Weight Ex p e n s e s


Barding x4 x2 W h en not descen d in g into the depths o f the earth,
Bit and bridle 2 gp 1 lb. exploring ruins for lost treasures, or w agin g w ar against
Carriage 100 gp 600 lb. the en croach in g darkness, adventurers face m ore
Cart 200 lb. m undane realities. Even in a fantastical w orld, people
15 gp
Chariot require ba sic n ecessities such as shelter, sustenance,
250 gp 100 lb.
and clothing. T h ese things co st money, although som e
Feed (per day) 5 cp 10 lb.
lifestyles co st m ore than others.
S addle
Exotic 60 gp 40 lb. L if e s t y l e Ex pe n se s
Military 20 gp 30 lb.
Lifestyle ex p en ses provide you with a sim ple w ay to
Pack 5 gp 15 lb.
accou n t for the cost o f living in a fantasy w orld. T h ey
Riding 10 gp 25 lb.
cover your accom m od a tion s, fo o d and drink, and all
Saddlebags 4 gp 8 lb.
your other n ecessities. Furtherm ore, expen ses cover the
Sled 20 gp 300 lb. co st o f m aintaining your equipm ent s o you can be ready
Stabling (per day) 5 sp — w hen adventure next calls.
Wagon 35 gp 400 lb. At the start o f each w eek or m onth (your choice),
c h o o s e a lifestyle from the E x p en ses table and pay the
W a t e r b o r n e V e h ic l e s p rice to sustain that lifestyle. T h e p rices listed are per
Item Cost Speed day, so if you w ish to calculate the co st o f your ch osen
Galley 30,000 gp 4 mph lifestyle over a thirty-day period, multiply the listed price
Keelboat 3,000 gp 1 mph by 30. Your lifestyle m ight change from one p eriod to
the next, based on the funds you have at your disposal,
Longship 10,000 gp 3 mph
or you m ight m aintain the sam e lifestyle throughout
Rowboat 50 gp 11/2 mph
your character’s career.
Sailing ship 10,000 gp 2 mph
Your lifestyle ch oice can have con seq u en ces.
Warship 25,000 gp 21/2 mph
M aintaining a wealthy lifestyle m ight help you m ake
contacts w ith the rich and pow erful, though you run the
risk o f attracting thieves. Likew ise, living frugally m ight
Tr ade G o o ds help you avoid crim inals, but you are unlikely to m ake
M ost w ealth is not in coin s. It is m easu red in livestock, pow erfu l con n ection s.
grain, land, rights to collect taxes, or rights to resou rces
(such as a m ine or a forest). L if es t y l e Ex p e n s e s
G uilds, n obles, and royalty regulate trade. Chartered
Lifestyle Price/Day
com p a n ies are granted rights to con du ct trade along
Wretched —-
certain routes, to sen d m erchant sh ips to various ports,
Squalid 1 sp
or to buy or sell sp ecific g ood s. G uilds set p rices for
the g ood s or serv ices that they control, and determ ine Poor 2 sp
w h o m ay or m ay not offer th ose g o o d s and services. Modest 1 gp
M erchants com m on ly exchange trade g o o d s w ithout Comfortable 2 gp
using currency. T h e Trade G o o d s table sh ow s the value Wealthy 4 gp
o f com m on ly exch an ged g oods. Aristocratic 10 gp minimum
W retched. You live in inhum ane condition s. W ith C om fortable. C h oosin g a com fortab le lifestyle
no p la ce to call h om e, you shelter w herever you can, m eans that you can afford n icer cloth in g and can easily
sn eak ing into barns, huddling in old crates, and relying m aintain your equipm ent. You live in a sm all cottage
on the g o o d g ra ces o f p eop le better o ff than you. A in a m iddle-class n eigh borh ood or in a private room
w retch ed lifestyle presents abundant dangers. V iolence, at a fine inn. You associate with m erchants, skilled
d isease, and hunger follow you w herever you go. Other tradespeople, and m ilitary officers.
w retch ed p eop le covet your armor, w eapon s, and Wealthy. C h oosin g a w ealthy lifestyle m eans living a
adventuring gear, w hich represent a fortune by their life o f luxury, though you m ight not have achieved the
standards. You are beneath the n otice o f m ost people. socia l status a ssocia ted w ith the old m on ey o f nobility
Squalid. You live in a leaky stable, a m ud-floored hut or royalty. You live a lifestyle com parable to that o f a
ju st outside tow n, or a verm in-infested boa rd in g h ouse highly su ccessfu l m erchant, a favored servant o f the
in the w orst part o f town. You have shelter from the royalty, or the ow n er o f a few sm all b u sin esses. You
elem ents, but you live in a desperate and often violent have respectable lodgin gs, usually a sp aciou s h om e in
environm ent, in p la ces rife with disease, hunger, and a g o o d part o f tow n or a com fortab le suite at a fine inn.
m isfortune. You are beneath the n otice o f m ost people, You likely have a sm all staff o f servants.
and you have few legal protection s. M ost p eop le at A ristocratic. You live a life o f plenty and com fort. You
this lifestyle level have suffered som e terrible setback. m ove in circles populated by the m ost pow erfu l people
Th ey m ight be disturbed, m arked as exiles, or suffer in the com m unity. You have excellent lodgin gs, perhaps
from disease. a tow n h ou se in the n icest part o f tow n or ro o m s in the
Poor. A p oor lifestyle m eans going without the finest inn. You dine at the best restaurants, retain the
com forts available in a stable com m unity. Sim ple food m ost skilled and fashionable tailor, and have servants
and lodgin gs, threadbare clothing, and unpredictable attending to your every need. You receive invitations
con dition s result in a sufficient, though probably to the socia l gatherings o f the rich and pow erfu l, and
unpleasant, experience. Your a ccom m od a tion s m ight sp en d evenings in the com pany o f politicians, guild
be a r oom in a floph ou se or in the com m on room above leaders, high priests, and nobility. You m ust also
a tavern. You benefit from som e legal protections, contend w ith the highest levels o f deceit and treachery.
but you still have to contend w ith violen ce, crim e, The w ealthier you are, the greater the ch a n ce you w ill
and disease. P eop le at this lifestyle level tend to be be draw n into political intrigue as a paw n or participant.
u nskilled laborers, costerm on gers, peddlers, thieves,
m ercenaries, and other disreputable types. Fo o d , D r in k , a n d L o d g in g
M odest. A m od est lifestyle keeps you out o f the slum s The F ood, D rink, and L odgin g table gives p rices for
and en su res that you can m aintain you r equipm ent. individual fo o d item s and a single night’s lodging. T h ese
You live in an older part o f tow n, renting a r oom in a p rices are included in your total lifestyle expen ses.
b oa rd in g house, inn, or temple. You don't go hungry or
thirsty, and your living con dition s are clean, if sim ple. Fo o d , D r in k , a n d Lo d g in g
O rdinary p eople living m od est lifestyles include soldiers
Item Cost
w ith fam ilies, laborers, students, priests, h edge w izards,
and the like. Ale
Gallon 2 sp
Mug 4 cp
Banquet (per person) 10 gp
Bread, loaf 2 cp
Cheese, hunk 1 sp
Inn stay (per day)
Squalid 7 cp
Poor 1 sp
Modest 5 sp
Comfortable 8 sp
Wealthy 2 gp
Aristocratic 4 gp
Meals (per day)
Squalid 3 cp
Poor 6 cp
Modest 3 sp
Comfortable 5 sp
Wealthy 8 sp
Aristocratic 2 gp
Meat, chunk 3 sp
Wine
Common (pitcher) 2 sp
Fine (bottle) 10 gp
S el f -Su f f ic ie n c y

The expenses and lifestyles described in this chapter assume


that you are spending your time between adventures in town,
availing yourself o f whatever services you can afford— paying
for food and shelter, paying townspeople to sharpen your
sword and repair your armor, and so on. Some characters,
though, might prefer to spend their time away from
civilization, sustaining themselves in the wild by hunting,
foraging, and repairing their own gear.
Maintaining this kind o f lifestyle doesn’t require you to
spend any coin, but it is time-consuming. If you spend
your time between adventures practicing a profession, as
described in chapter 8, you can eke out the equivalent o f a
poor lifestyle. Proficiency in the Survival skill lets you live at
the equivalent o f a comfortable lifestyle.

Se r v ic e s
A dventurers can pay nonplayer characters to assist them
or act on their beh alf in a variety o f circu m stan ces. M ost
such hirelings have fairly ordinary skills, w hile others
are m asters o f a craft or art, and a few are experts with
sp ecia lized adventuring skills. Skilled hirelings include anyone h ired to perform a
serv ice that involves a proficiency (including w eapon,
S o m e o f the m ost basic types o f hirelings appear on
tool, or skill): a m ercenary, artisan, scribe, and s o on.
the S e rv ice s table. Other com m on hirelings include
any o f the w id e variety o f p eople w h o inhabit a typical T h e pay sh ow n is a m inim um ; som e expert hirelings
require m ore pay. U ntrained hirelings are hired for
tow n or city, w hen the adventurers pay them to
p erform a sp ecific task. For exam ple, a w izard might m enial w ork that requires no particular skill and can
include laborers, porters, m aids, and sim ilar w orkers.
pay a carpenter to con stru ct an elaborate chest (and
its m iniature replica) for u se in the Leomund’s secret
chest spell. A fighter m ight com m ission a blacksm ith to
Spe l l c a s t in g Se r v ic e s
forge a sp ecia l sw ord. A bard might pay a tailor to m ake P eop le w h o are able to cast spells d on ’t fall into the
exquisite cloth in g for an u p com in g p erform a n ce in category o f ordinary hirelings. It m ight be p ossib le to
front o f the duke. find som eon e w illin g to cast a spell in exch an ge for coin
O ther hirelings provide m ore expert or dangerou s or favors, but it is rarely easy and no established pay
serv ices. M ercenary soldiers paid to help the rates exist. A s a rule, the higher the level o f the desired
adventurers take on a h obgoblin arm y are hirelings, as spell, the h arder it is to find som eon e w h o can cast it
are sa ges hired to research ancient or esoteric lore. If a and the m ore it costs.
high-level adventurer establishes a stron ghold o f som e H iring som eon e to cast a relatively co m m o n spell
kind, he or sh e m ight hire a w hole staff o f servants and o f 1st or 2nd level, such as cure wounds or identify, is
agents to run the place, from a castellan or steward easy enough in a city o r town, and m ight cost 10 to 50
to m enial laborers to k eep the stables clean. T h ese gold p ieces (plus the co st o f any expensive material
h irelings often enjoy a long-term contract that includes com pon ents). Finding som eon e able and w illin g to
a place to live w ithin the stron ghold as part o f the cast a higher-level spell m ight involve traveling to a
offered com pen sation . large city, perhaps one w ith a university or prom inent
tem ple. O nce found, the spellcaster m ight ask for a
S e r v ic e s serv ice instead o f paym ent—the kind o f serv ice that
Service Pay
only adventurers can provide, such as retrieving a rare
item from a dangerou s loca le or traversing a m onster-
Coach cab
infested w ild ern ess to deliver som eth in g im portant to
Between towns 3 cp per mile
a distant settlem ent.
Within a city 1 cp
Hireling
Skilled 2 gp per day
T r in k e t s
Untrained W h en you m ake your character, you can roll o n ce on
2 sp per day
the Trinkets table to gain a trinket, a sim ple item lightly
Messenger 2 cp per mile
touched by mystery. T h e DM m ight also u se this table.
Road or gate toll 1 cp
It can help stock a room in a du ngeon or fill a creatu re’s
Ship’s passage 1 sp per mile
pockets.
Tr in k et s
d 100 Trinket
d100 Trinket 27 A shard o f obsidian that always feels warm to the
01 A mummified goblin hand touch
02 A piece o f crystal that faintly glows in the moonlight 28 A dragon's bony talon hanging from a plain leather
03 A gold coin minted in an unknown land necklace
04 A diary written in a language you don’t know 29 A pair o f old socks
05 A brass ring that never tarnishes 30 A blank book whose pages refuse to hold ink, chalk,
06 An old chess piece made from glass graphite, or any other substance or marking
07 A pair of knucklebone dice, each with a skull symbol 31 A silver badge in the shape o f a five-pointed star
on the side that would normally show six pips 32 A knife that belonged to a relative
08 A small idol depicting a nightmarish creature that 33 A glass vial filled with nail clippings
gives you unsettling dreams when you sleep near it 34 A rectangular metal device with two tiny metal cups
09 A rope necklace from which dangles four mummified on one end that throws sparks when wet
elf fingers 35 A white, sequined glove sized for a human
10 The deed for a parcel o f land in a realm unknown 36 A vest with one hundred tiny pockets
to you 37 A small, weightless stone block
11 A 1-ounce block made from an unknown material 38 A tiny sketch portrait of a goblin
12 A small cloth doll skewered with needles 39 An empty glass vial that smells o f perfume when
13 A tooth from an unknown beast opened
14 An enormous scale, perhaps from a dragon 40 A gemstone that looks like a lump o f coal when
15 A bright green feather examined by anyone but you
16 An old divination card bearing your likeness 41 A scrap of cloth from an old banner
17 A glass orb filled with moving smoke 42 A rank insignia from a lost legionnaire
18 A 1-pound egg with a bright red shell 43 A tiny silver bell without a clapper
19 A pipe that blows bubbles 44 A mechanical canary inside a gnomish lamp
20 A glass jar containing a weird bit o f flesh floating in 45 A tiny chest carved to look like it has numerous feet
pickling fluid on the bottom
21 A tiny gnome-crafted music box that plays a song 46 A dead sprite inside a clear glass bottle
you dimly remember from your childhood 47 A metal can that has no opening but sounds as if it
22 A small wooden statuette o f a smug halfling is filled with liquid, sand, spiders, or broken glass
23 A brass orb etched with strange runes (your choice)
24 A multicolored stone disk 48 A glass orb filled with water, in which swims a
25 A tiny silver icon of a raven clockwork goldfish
26 A bag containing forty-seven humanoid teeth, one 49 A silver spoon with an M engraved on the handle
of which is rotten 50 A whistle made from gold-colored wood
d 100 Trinket d100 Trinket
51 A dead scarab beetle the size o f your hand 79 An invitation to a party where a murder happened
52 Two toy soldiers, one with a missing head 80 A bronze pentacle with an etching o f a rat's head
53 A small box filled with different-sized buttons in its center
54 A candle that can’t be lit 81 A purple handkerchief embroidered with the name o f
55 A tiny cage with no door a powerful archmage
56 An old key 82 Half o f a floorplan for a temple, castle, or some other
57 An indecipherable treasure map structure
58 A hilt from a broken sword 83 A bit o f folded cloth that, when unfolded, turns into
59 A rabbit’s foot a stylish cap
60 A glass eye 84 A receipt o f deposit at a bank in a far-flung city
61 A cameo carved in the likeness of a hideous person 85 A diary with seven missing pages
62 A silver skull the size o f a coin 86 An empty silver snuffbox bearing an inscription on
63 An alabaster mask the surface that says “dreams’’
64 A pyramid o f sticky black incense that smells very bad 87 An iron holy symbol devoted to an unknown god
65 A nightcap that, when worn, gives you pleasant 88 A book that tells the story of a legendary hero's rise
dreams and fall, with the last chapter missing
66 A single caltrop made from bone 89 A vial of dragon blood
67 A gold monocle frame without the lens 90 An ancient arrow of elven design
68 A 1-inch cube, each side painted a different color 91 A needle that never bends
69 A crystal knob from a door 92 An ornate brooch of dwarven design
70 A small packet filled with pink dust 93 An empty wine bottle bearing a pretty label that says,
71 A fragment o f a beautiful song, written as musical “The Wizard o f Wines Winery, Red Dragon Crush,
notes on two pieces of parchment 331422-W"
72 A silver teardrop earring made from a real teardrop 94 A mosaic tile with a multicolored, glazed surface
73 The shell of an egg painted with scenes of human 95 A petrified mouse
misery in disturbing detail 96 A black pirate flag adorned with a dragon's skull
74 A fan that, when unfolded, shows a sleeping cat and crossbones
75 A set of bone pipes 97 A tiny mechanical crab or spider that moves about
76 A four-leaf clover pressed inside a book discussing when it’s not being observed
manners and etiquette 98 A glass jar containing lard with a label that reads,
77 A sheet of parchment upon which is drawn a complex “Griffon Grease”
mechanical contraption 99 A wooden box with a ceramic bottom that holds a
78 An ornate scabbard that fits no blade you have living worm with a head on each end of its body
found so far 100 A metal urn containing the ashes o f a hero
C h a p t e r 6: C u s t o m i z a t i o n O p t i o n s
T
HE COMBINATION OF ABILITY SCORES, RACE, Pr e r e q u isit e s
class, and back grou n d defines your
To qualify for a new class, you must m eet the ability score
character’s capabilities in the gam e, and
prerequisites for both your current class and your new
the person al details you create set your
character apart from every other character. one, as sh ow n in the M ulticlassing P rerequisites table.
Even w ithin your class and race, you have For exam ple, a barbarian w h o d ecid es to m ulticlass into
the druid class must have both Strength and W isd om
options to fine-tune w hat your character
can do. But this chapter is for players w h o —with the s c o r e s o f 13 or higher. W ithout the full training that
a begin n in g character receives, you m ust b e a quick
D M ’s p erm ission —w ant to go a step further.
study in your n ew class, having a natural aptitude that
T h is chapter defines tw o optional sets o f rules for
custom izin g your character: m ulticlassing and feats. is reflected by higher-than-average ability s cores.
M ulticlassing lets you com bin e cla sses together,
and feats are sp ecia l options you can c h o o s e instead
M ulticlassing Prerequisites
o f in creasin g your ability s c o r e s as you gain levels. Class Ability Score M i n i m u m
Your D M d ecides w hether th ese options are available Barbarian Strength 13
in a cam paign. Bard Charisma 13
Cleric Wisdom 13
M u l t ic l a s s in g Druid Wisdom 13
M ulticlassing allow s you to gain levels in multiple Fighter Strength 13 or Dexterity 13
classes. D oin g s o lets you m ix the abilities o f th ose Monk Dexterity 13 and Wisdom 13
cla sses to realize a character con cep t that m ight not be Paladin Strength 13 and Charisma 13
reflected in on e o f the standard class options. Ranger Dexterity 13 and Wisdom 13
W ith this rule, you have the option o f gaining a level Rogue Dexterity 13
in a n ew class w henever you advance in level, instead Sorcerer Charisma 13
o f gaining a level in your current class. Your levels in
Warlock Charisma 13
all your cla sses are added together to determ ine your
Wizard Intelligence 13
character level. F or exam ple, if you have three levels in
w izard and tw o in fighter, you ’re a 5th-level character.
A s you advance in levels, you m ight prim arily rem ain Ex pe r ie n c e Po in t s
a m em ber o f your original class w ith ju st a few levels
The experien ce point co st to gain a level is always
in another class, or you m ight change cou rse entirely,
ba sed on your total character level, as sh ow n in the
never look in g ba ck at the class you left behind. You
Character A dvancem ent table in chapter 1, not your level
m ight even start progressin g in a third or fourth class.
in a particular class. S o, if you are a cleric 6/fighter 1,
C om pared to a sin gle-class character o f the sa m e level,
you must gain en ough X P to reach 8th level b efore you
you ’ll sa crifice so m e focu s in exchange for versatility.
can take your secon d level as a fighter or your seventh
level as a cleric.
M u l t i c l a s s i n g Ex a m p l e
Gary is playing a 4th-level fighter. When his character earns H it Po in t s a n d H it D ic e
enough experience points to reach 5th level, Gary decides
Y ou gain the hit points from your new class as d escribed
that his character will multiclass instead of continuing to
for levels after 1st. You gain the 1st-level hit points for a
progress as a fighter. Gary’s fighter has been spending a lot
of time with Dave’s rogue, and has even been doing some class only w hen you are a 1st-level character.
jobs on the side for the local thieves’ guild as a bruiser. Gary You add together the Hit D ice granted by all your
decides that his character will multiclass into the rogue class, cla sses to form your p o o l o f Hit D ice. If the Hit D ice are
and thus his character becomes a 4th-level fighter and 1st- the sam e die type, you can sim ply p ool them together.
level rogue (written as fighter 4/rogue 1). For exam ple, both the fighter and the paladin have a
When Gary’s character earns enough experience to d 10, s o if you are a paladin 5/fighter 5, you have ten d 10
reach 6th level, he can decide whether to add another Hit D ice. If your cla sses give you Hit D ice o f different
fighter level (becoming a fighter 5/rogue 1), another rogue types, keep track o f them separately. If you are a paladin
level (becoming a fighter 4/rogue 2), or a level in a third
5/cleric 5, for exam ple, you have five d 10 Hit D ice and
class, perhaps dabbling in wizardry thanks to the tome of
five d8 Hit D ice.
mysterious lore he acquired (becoming a fighter 4/rogue 1/
wizard 1).
Pr o f ic ie n c y Bo n u s
Your p roficiency bon u s is always based on your total
character level, as sh ow n in the Character Advancem ent
table in chapter 1, not your level in a particular class.
F or exam ple, if you are a fighter 3/rogu e 2, you have the
p roficiency b on u s o f a 5th-level character, w hich is +3.
Pr o f ic ie n c ie s U n a r m o r e d D e f e n se

If you already have the U narm ored D efen se feature, you


W h en you gain a level in a class other than your first,
c a n ’t gain it again from another class.
you gain only s o m e o f that cla ss’s starting proficiencies,
as sh ow n in the M ulticlassing P roficien cies table. Sp e l l c a s t i n g
Your capacity for sp ellcastin g depen ds partly on your
M u l t ic l a s s in g P r o f ic ie n c ie s
com bin ed levels in all your sp ellcastin g cla sses and
Class Proficiencies Gained partly on your individual levels in th ose classes. O nce
Barbarian Shields, simple weapons, martial weapons you have the S p ellcastin g feature from m ore than one
Bard Light armor, one skill of your choice, one class, u se the rules below . If you m ulticlass but have the
musical instrument o f your choice S p ellcastin g feature from only on e class, you follow the
rules as d escribed in that class.
Cleric Light armor, medium armor, shields
Spells Known and Prepared. You determ ine
Druid Light armor, medium armor, shields (druids
w hat sp ells you k n ow and can prepare for each class
will not wear armor or use shields made of
individually, as if you w ere a sin gle-classed m em ber of
metal)
that class. If you are a ranger 4 /w iza rd 3, for exam ple,
Fighter Light armor, medium armor, shields, simple you kn ow three 1st-level ranger sp ells ba sed on your
weapons, martial weapons levels in the ranger class. A s 3rd-level w izard, you k n ow
Monk Simple weapons, shortswords three w izard cantrips, and your sp ellb ook contain s ten
Paladin Light armor, medium armor, shields, simple w izard spells, tw o o f w h ich (the tw o you gained w hen
weapons, martial weapons you reached 3rd level as a w izard) can b e 2nd-level
Ranger Light armor, medium armor, shields, simple spells. If your Intelligence is 16, you can prepare six
weapons, martial weapons, one skill from the w izard spells from your sp ellbook.
class’s skill list Each spell you kn ow and prepare is associated with one
o f your classes, and you use the spellcasting ability o f that
Rogue Light armor, one skill from the class’s skill list,
class w hen you cast the spell. Similarly, a spellcasting
thieves’ tools
focus, such as a holy sym bol, can be used only for the
Sorcerer —
spells from the class associated with that focus.
Warlock Light armor, simple weapons Spell Slots. You determ ine your available spell slots
Wizard —
by adding together all your levels in the bard, cleric,
druid, sorcerer, and w izard classes, h alf your levels
(rounded dow n) in the paladin and ranger classes, and
C l a ss Fe a t u r e s
a third o f your fighter or rogue levels (rounded dow n)
W h en you gain a n ew level in a class, you get its features if you have the Eldritch Knight or the A rca n e Trickster
for that level. A few features, however, have additional feature. U se this total to determ ine your spell slots by
rules w hen you ’re m ulticlassing: Channel Divinity, Extra consultin g the M ulticlass S p ellcaster table.
Attack, U n arm ored D efense, and Spellcasting. If you have m ore than on e sp ellcastin g class, this table
might give you spell slots o f a level that is higher than
C h a n n e l D iv in it y
the spells you k n ow o r can prepare. You can use th ose
If you already have the Channel Divinity feature and gain
slots, but only to cast your low er-level spells. If a low er-
a level in a class that also grants the feature, you gain the level spell that you cast, like burning hands, has an
Channel Divinity effects granted by that class, but getting en h a n ced effect w hen cast using a higher-level slot, you
the feature again d oesn ’t give you an additional use o f
can use the en hanced effect, even though you d on ’t have
it. You gain additional u ses only w hen you reach a class
any spells o f that higher level.
level that explicitly grants them to you. For exam ple, if For exam ple, if you are the aforem entioned ranger 4 /
you are a cleric 6/paladin 4, you can use Channel Divinity
w izard 3, you count as a 5th-level character w hen
tw ice betw een rests becau se you are high enough level
determ ining your spell slots: you have four 1st-level
in the cleric class to have m ore uses. W henever you use slots, three 2nd-level slots, and tw o 3rd-level slots.
the feature, you can c h o o s e any o f the Channel Divinity
However, you don ’t k n ow any 3rd-level spells, nor do you
effects available to you from your tw o classes. kn ow any 2nd-level ranger spells. You can use the spell
slots o f th ose levels to cast the spells you d o kn ow —and
Ex t r a A t t a c k
potentially en hance their effects.
If you gain the Extra Attack class feature from m ore
Pact Magic. If you have both the S p ellcastin g class
than one class, the features don ’t add together. You
feature and the Pact M agic class feature from the w arlock
ca n ’t m ake m ore than tw o attacks with this feature
class, you can use the spell slots you gain from the Pact
unless it says you do (as the fighter’s version o f Extra
M agic feature to cast spells you kn ow or have prepared
Attack does). Similarly, the w a rlock ’s eldritch invocation
from classes with the Spellcasting class feature, and you
T hirsting Blade d oesn ’t give you additional attacks if you
can use the spell slots you gain from the S p ellcastin g
also have Extra Attack.
class feature to cast w arlock sp ells you know.
M u l t ic l a s s S p el l c a s t er : • C lim bing d oesn ’t halve your speed.
S pel l S l o t s per S pel l Lev el
• You can m ake a running long ju m p or a running high
ju m p after m oving only 5 feet on foot, rather than
Lvl. 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
10 feet.
1st 2 — — — — — — — —
2nd 3 — — — — — — — — A c t o r
3rd 4 2— — — — — — —
Skilled at m im icry and dram atics, you gain the
4th 4 3 — — — — — — — follow in g benefits:
5th 4 3 2 — — — — — —
• Increase your Charisma score by 1, to a m axim um o f 20.
6th 4 3 3 — — — — — —
• You have advantage on C harism a (D eception ) and
7th 4 3 3 1 — — — — —
C harism a (P erform an ce) ch eck s w hen trying to pass
8th 4 3 3 2 — — — — —
y ou rself o ff as a different person.
9th 4 3 3 3 1 — — — — • You can m im ic the sp e e ch o f another p erson or the
10th 4 3 3 3 2 — — — — sou n ds m ade by other creatures. You m ust have
11th 4 3 3 3 2 1 — — — heard the p erson speaking, or heard the creature
12th 4 3 3 3 2 1 — — — m ake the sound, for at least 1 minute. A su ccessfu l
13th 4 3 3 3 2 1 1 — — W isd om (Insight) ch eck contested by your C harism a
14th 4 3 3 3 2 1 1 — — (D eception ) ch eck allow s a listener to determ ine that
15th 4 3 3 3 2 1 1 1 — the effect is faked.
16th 4 3 3 3 2 1 1 1 —
17th 4 3 3 3 1 1
C h a r g e r
2 1 1
18th 4 3 3 3 3 1 1 1 1 W h en you u se your action to Dash, you can u se a
19th 4 3 3 3 3 2 1 1 1 bon u s action to m ake one m elee w eap on attack or to
20th 4 3 3 3 3 2 2 1 1 shove a creature.
If you m ove at least 10 feet in a straight line
im m ediately b efore taking this bon u s action, you either
gain a +5 bon u s to the attack’s dam age roll (if you c h ose
Fe a t s to m ake a m elee attack and hit) or push the target up
A feat represents a talent or an area o f expertise that gives to 10 feet away from you (if you c h ose to shove and
a character special capabilities. It em bodies training, you su cceed).
experience, and abilities beyond w hat a class provides.
At certain levels, your class gives you the Ability S c o r e C r o ssbo w Ex pe r t
Im provem ent feature. U sing the optional feats rule, you
T h an ks to extensive practice w ith the crossb ow , you
can forgo taking that feature to take a feat o f your ch o ice
gain the follow in g benefits:
instead. You can take each feat only on ce, u nless the
feat’s description says otherw ise. • You ignore the loadin g quality o f c ro s sb o w s with
You m ust m eet any prerequisite sp ecified in a feat w h ich you are proficient.
to take that feat. If you ever lose a feat’s prerequisite, • B eing w ithin 5 feet o f a hostile creature d oesn ’t
you ca n ’t use that feat until you regain the prerequisite. im p ose disadvantage on your ranged attack rolls.
For exam ple, the G rappler feat requ ires you to have a • W h en you use the A ttack action and attack with a one-
Strength o f 13 or higher. If your Strength is reduced h anded w eapon , you can u se a bon u s action to attack
b elow 13 som eh ow —perhaps by a w ith ering cu rse — w ith a loaded hand cro s s b o w you are holding.
you ca n ’t benefit from the G rappler feat until your
Stren gth is restored. D e f e n siv e D u e l ist
Prerequisite: Dexterity 13 or higher
A l e r t
W h en you are w ielding a fin esse w eap on w ith w hich
A lw ays on the lookout for danger, you gain the you are proficient and another creature hits you with
follow in g benefits: a m elee attack, you can use your reaction to add your
• You gain a +5 bon u s to initiative. proficiency bon u s to your AC for that attack, potentially
• You ca n ’t be su rprised w hile you are con sciou s. causing the attack to m iss you.
• Other creatu res don ’t gain advantage on attack rolls
against you as a result o f being hidden from you.
D u a l W i e l d e r
You m aster fighting w ith tw o w eapon s, gaining the
A t h l e t e follow in g benefits:
You have undergone extensive physical training to gain • You gain a +1 bon u s to AC w hile you are w ielding a
the follow in g benefits: separate m elee w eap on in each hand.
• In crease your Strength or D exterity sco re by 1, to a • You can u se tw o-w eapon fighting even w hen the one-
m axim u m o f 20. handed m elee w ea p on s you are w ielding aren’t light.
• W h en you are prone, standing up u ses only 5 feet o f • You can draw or stow tw o one-handed w ea p on s w hen
your m ovem ent. you w ou ld norm ally b e able to draw or stow only one.
D ungeon D e l ve r • W h en you roll a Hit D ie to regain hit points, the
m inim um num ber o f hit points you regain from
A lert to the hidden traps and secret d o o rs found in m any
the roll equals tw ice your Constitution m odifier
dungeons, you gain the follow in g benefits:
(m inim um o f 2).
• You have advantage on W isd om (P erception ) and
Intelligence (Investigation) ch eck s m ade to detect the E l emen t a l A dep t
p resen ce o f secret doors. Prerequisite: The ability to cast at least one spell
• You have advantage on saving th row s m ade to avoid
W h en you gain this feat, c h o o s e on e o f the follow in g
or resist traps.
dam age types: acid, cold, fire, lightning, or thunder.
• You have resistan ce to the dam age dealt by traps.
Sp ells you cast ignore resistan ce to dam age o f the
• You can sea rch for traps w hile traveling at a norm al
ch osen type. In addition, w hen you roll dam age for a
pace, instead o f only at a slow pace.
spell you cast that deals dam age o f that type, you can
D urable treat any 1 on a dam age die as a 2.
You can select this feat m ultiple tim es. E ach time
Hardy and resilient, you gain the follow in g benefits: you do so, you must c h o o s e a different dam age type.
• In crea se y ou r C onstitution s c o r e by 1, to a
m a xim u m o f 20.
G r a ppl e r In s pir in g L e a d e r
Prerequisite: Strength 13 or higher Prerequisite: Charisma 13 or higher
Y ou’ve developed the skills n ecessa ry to hold your You can sp end 10 m inutes inspiring your com panion s,
ow n in close-q u a rters grappling. You gain the sh orin g up their resolve to fight. W h en you d o so, c h o o s e
follow in g benefits: up to six friendly creatu res (w hich can include you rself)
• You have advantage on attack rolls against a creature w ithin 30 feet o f you w h o can see or hear you and w h o
you are grappling. can understand you. E ach creature ca n gain tem porary
• You can u se your action to try to pin a creature grap- hit points equal to your level + your C harism a modifier.
pled by you. To do so, m ake another grapple check. If A creature ca n ’t gain tem porary hit poin ts from this feat
you su cceed , you and the creature are both restrained again until it has finished a short or long rest.
until the grapple ends.
• Creatures that are one size larger than you d on ’t auto- K e e n M in d
m atically su cceed on ch eck s to esca p e your grapple. You have a m ind that ca n track tim e, direction,
and detail w ith uncanny precision. You gain the
G r e a t W e a po n M a st e r follow in g benefits.
Y ou’ve learned to put the w eight o f a w eap on to your
• In crease your Intelligence sc o r e by 1, to a m axim um
advantage, letting its m om entum em p ow er your strikes.
o f 20.
You gain the follow in g benefits:
• You always k n ow w h ich w ay is north.
• O n your turn, w hen you sco re a critical hit w ith a • You always k n ow the num ber o f h ours left before the
m elee w eap on or redu ce a creature to 0 hit points next su n rise or sunset.
w ith one, you can m ake one m elee w eapon attack as a • You can accurately recall anything you have seen or
bon u s action. heard w ithin the past m onth.
• B efore you m ake a m elee attack w ith a heavy w eapon
that you are proficient with, you can c h o o s e to take a L ig h t l y A r m o r e d
- 5 penalty to the attack roll. If the attack hits, you add You have trained to m aster the u se o f light armor,
+10 to the attack’s dam age. gaining the follow in g benefits:

H e a l e r • In crease your Strength or D exterity s co re by 1, to a


m axim u m o f 20.
You are an able physician, allow ing you to m end w oun ds
• You gain proficiency w ith light armor.
quickly and get your allies back in the fight. You gain the
follow in g benefits:
L in g u ist
• W h en you u se a h ealer’s kit to stabilize a dying crea- You have studied languages and c o d e s, gaining the
ture, that creature also regains 1 hit point. follow in g benefits:
• A s an action, you can spend on e use o f a h ealer’s kit to
tend to a creature and restore 1d6 + 4 hit poin ts to it, • Increase your Intelligence score by 1, to a m aximum o f 20.
plus additional hit points equal to the creatu re’s m ax- • You learn three languages o f your choice.
im um num ber o f Hit D ice. The creature ca n ’t regain • You can ably create written ciphers. O thers ca n ’t d eci-
hit points from this feat again until it finishes a short pher a c o d e you create u n less you teach them, they
or long rest. su cce e d on an Intelligence ch eck (D C equal to your
Intelligence sc o r e + your proficiency bonus), or they
H e a v il y A r mo r e d u se m agic to deciph er it.

Prerequisite: Proficiency with medium armor Lu c k y


Y ou have trained to m aster the u se o f heavy armor,
You have inexplicable luck that seem s to kick in at just
gaining the follow in g benefits:
the right m om ent.
• Increase your Strength score by 1, to a m axim um o f 20. You have 3 luck points. W h enever you m ake an attack
• You gain proficiency w ith heavy armor. roll, an ability check, or a saving throw, you can spend
on e luck point to roll an additional d20. You can c h o o s e
H e a v y A r mo r M a st e r to spend one o f your luck points after you roll the die,
but before the ou tcom e is determ ined. You c h o o s e w hich
Prerequisite: Proficiency with heavy armor
o f the d 2 0 s is u sed for the attack roll, ability check, or
Y ou ca n use your arm or to deflect strikes that w ould kill saving throw.
others. You gain the follow in g benefits: You can also spend on e luck point w hen an attack
• In crease your Strength score by 1, to a m axim um o f 20. roll is m ade against you. R oll a d20, and then c h o o s e
• W h ile you are w earin g heavy arm or, bludgeoning, w hether the attack u ses the attacker’s roll or yours.
piercing, and slashing dam age that you take from non If m ore than one creature sp en ds a luck point to
m agical w eap on s is reduced by 3. influence the ou tcom e o f a roll, the poin ts can cel each
other out; n o additional d ice are rolled.
You regain your ex pen ded luck points w h en you
finish a long rest.
M a g e Sl a y e r • W h en you u se the Dash action, difficult terrain d oesn ’t
c ost you extra m ovem ent on that turn.
You have practiced techniques useful in m elee com bat
• W h en you m ake a m elee attack against a creature, you
against spellcasters, gaining the follow in g benefits:
d on ’t provoke opportunity attacks from that creature
• W h en a creature w ithin 5 feet o f you casts a spell, you for the rest o f the turn, w hether you hit or not.
can use your reaction to m ake a m elee w eapon attack
against that creature. M o d e r a t e l y A r mo r e d
• W h en you dam age a creature that is concentratin g on Prerequisite: Proficiency with light armor
a spell, that creature has disadvantage on the saving
You have trained to m aster the u se o f m edium arm or
th row it m akes to maintain its concentration.
and shields, gaining the follow in g benefits:
• You have advantage on saving throw s against spells
cast by creatu res w ithin 5 feet o f you. • In crease your Strength or Dexterity sc o r e by 1, to a
m axim u m o f 20.
M a g ic In i t ia t e • You gain proficiency with m edium arm or and shields.
C h oose a class: bard, cleric, druid, sorcerer, w arlock, or
w izard. You learn tw o cantrips o f your ch oice from that
M o u n t e d C o m ba t a n t
cla ss’s spell list. You are a dangerou s foe to face w hile m ounted. W h ile
In addition, c h o o s e on e 1st-level spell from that sam e you are m ounted and aren’t incapacitated, you gain the
list. You learn that spell and can cast it at its low est follow in g benefits:
level. O n ce you cast it, you must finish a lon g rest before
• You have advantage on m elee attack rolls against any
you can cast it again.
unm ounted creature that is sm aller than your mount.
Your sp ellcastin g ability for these spells depen ds
• You can force an attack targeted at your m ount to tar-
on the class you ch ose: C harism a for bard,
get you instead.
sorcerer, or w arlock; W isd om for cleric or druid: or
• If your m ount is su bjected to an effect that allow s it to
Intelligence for w izard.
m ake a Dexterity saving th row to take only h alf dam -
age, it instead takes no dam age if it su cce e d s on the
M a r t ia l A d e pt
saving throw, and only h alf dam age if it fails.
You have m artial training that allow s you to
perform sp ecia l com bat m aneuvers. You gain the O bse r v a n t
follow in g benefits:
Q uick to n otice details o f your environm ent, you gain
• You learn tw o m aneuvers o f your ch oice from am ong the follow in g benefits:
th ose available to the Battle M aster archetype in the
• In crease your Intelligence or W isd om sco re by 1, to a
fighter class. If a m aneuver you u se requires your tar-
m axim u m o f 20.
get to m ake a saving th row to resist the m aneuver’s
• If you can see a creatu re’s m outh w hile it is sp eak in g
effects, the saving throw D C equals 8 + your profi-
a language you understand, you can interpret what it’s
ciency bon u s + your Strength or Dexterity m odifier
saying by reading its lips.
(your choice).
• You have a +5 bon u s to your passive W isdom
• If you already have superiority d ice, you gain one
(P erception) and passive Intelligence (Investigation)
m ore; oth erw ise, you have one superiority die, w hich
scores.
is a d6. This die is u sed to fuel your m aneuvers. A
superiority die is expended w hen you use it. You
Po l e a r m M a st e r
regain your expen ded superiority d ice w hen you
finish a short or long rest. You can keep your en em ies at bay with reach w eapon s.
You gain the follow in g benefits:
M e d iu m A r mo r M a st e r • W h en you take the Attack action and attack with only
Prerequisite: Proficiency with medium armor a glaive, halberd, or quarterstaff, you can use a bonus
action to m ake a m elee attack with the opposite end o f
You have practiced m oving in m edium arm or to gain the
the w eapon. The w ea p on ’s dam age die for this attack
follow in g benefits:
is a d4, and the attack deals bludgeon ing dam age.
• W earin g m edium arm or d oesn ’t im p ose disadvantage • W h ile you are w ielding a glaive, halberd, pike, or quar-
on your Dexterity (Stealth) checks. terstaff, other creatures provoke an opportunity attack
• W h en you w ear m edium arm or, you can add 3, from you w hen they enter your reach.
rather than 2, to your AC if you have a Dexterity o f
16 or higher. Re sil ie n t
C h oose one ability score. You gain the follow in g benefits:
M o bil e
• In crease the ch osen ability sco re by 1, to a m axim um
You are exception ally speedy and agile. You gain the
o f 20.
follow in g benefits:
• You gain proficiency in saving th row s using the
• Your sp eed in creases by 10 feet. ch osen ability.
Rit u a l Ca s t e r it must have the ritual tag. The p r o ce s s o f cop yin g the
spell into your ritual b o o k takes 2 hours p er level o f the
Prerequisite: Intelligence or Wisdom 13 or higher spell, and co sts 50 gp per level. T h e cost represents
You have learned a n um ber o f sp ells that you can cast as m aterial com pon en ts you expend as you experim ent
rituals. T h ese sp ells are written in a ritual book , w hich w ith the spell to m aster it, as w ell as the fine inks you
you must have in hand w hile castin g one o f them. n eed to record it.
W h en you c h o o s e this feat, you acquire a ritual b o o k
h olding tw o 1st-level spells o f your ch oice. C h oose one Sa v a g e A t t a c k e r
o f the follow in g classes: bard, cleric, druid, sorcerer, O n ce per turn w hen you roll dam age for a m elee w eap on
w arlock, or w izard. You must c h o o s e your spells attack, you can reroll the w ea p on ’s dam age dice and use
from that cla s s’s spell list, and the spells you ch o o s e either total.
m ust have the ritual tag. The class you c h o o s e also
determ ines your sp ellcastin g ability for th ese spells: Se n t in e l
C harism a for bard, sorcerer, or w arlock; W isd om for
You have m astered tech niques to take advantage
cleric or druid; or Intelligence for w izard.
o f every drop in any en em y’s guard, gaining the
If you co m e a cro ss a spell in w ritten form , such as a
follow in g benefits:
m agical spell scroll or a w iza rd ’s sp ellbook , you might
be able to add it to your ritual book . The spell m ust be • W h en you hit a creature with an opportu nity attack,
on the spell list for the class you ch ose, the spell’s level the creatu re’s sp eed b e c o m e s 0 for the rest o f
can be no higher than h alf your level (rounded up), and the turn.
• Creatures w ithin 5 feet o f you provoke opportunity • W h en you cast a spell that requ ires you to m ake an
attacks from you even if they take the D isengage attack roll, the sp ell’s range is doubled.
action before leaving your reach. • Your ranged spell attacks ignore h alf cover and
• W h en a creature w ithin 5 feet o f you m akes an attack three-quarters cover.
against a target other than you (and that target d oesn ’t • You learn on e cantrip that requ ires an attack roll.
have this feat), you can use your reaction to m ake a C h oose the cantrip from the bard, cleric, druid, s o r -
m elee w eap on attack against the attacking creature. cerer, w arlock, or w izard spell list. Your sp ellcastin g
ability for this cantrip depen ds on the spell list you
Sh a r p s h o o t e r c h ose from : C harism a for bard, sorcerer, or w arlock;
You have m astered ranged w eap on s and can m ake W isd om for cleric or druid; or Intelligence for w izard.
sh ots that others find im possible. You gain the
follow in g benefits: Ta v e r n Br a w l e r
A ccu stom ed to rough-and-tum ble fighting using
• Attacking at long range doesn't im p ose disadvantage
w hatever w eap on s happen to be at hand, you gain the
on your ranged w eap on attack rolls.
follow in g benefits:
• Your ranged w eap on attacks ignore half cover and
three-quarters cover. • In crease your Strength or Constitution sc o r e by 1,
• B efore you m ake an attack w ith a ranged w eap on that to a m axim u m o f 20.
you are proficient with, you can c h o o s e to take a - 5 • You are proficient with im provised w ea p on s and
penalty to the attack roll. If the attack hits, you add +10 u narm ed strikes.
to the attack’s dam age. • Your unarm ed strike u ses a d4 for dam age.
• W h en you hit a creature w ith an unarm ed strike or an
Sh ie l d M a s t e r im provised w eap on on your turn, you can use a bonus
You use shields not just for protection but also for action to attempt to grapple the target.
offense. You gain the follow in g benefits w hile you are
w ielding a shield: T o u g h
Your hit point m axim u m in creases by an am ount equal
• If you take the Attack action on your turn, you can use
to tw ice your level w hen you gain this feat. W h enever
a bon u s action to try to shove a creature w ithin 5 feet
you gain a level thereafter, your hit point m axim um
o f you with your shield.
in creases by an additional 2 hit points.
• If you aren’t incapacitated, you can add your shield’s AC
bon u s to any Dexterity saving th row you m ake against
Wa r C a st e r
a spell or other harm ful effect that targets only you.
• If you are su bjected to an effect that allow s you to Prerequisite: The ability to cast at least one spell
m ake a D exterity saving throw to take only h alf dam - You have practiced castin g sp ells in the m idst o f
age, you can use your reaction to take no dam age if com bat, learning tech niques that grant you the
you su cce e d on the saving throw, interposing your follow in g benefits:
shield betw een y ou rself and the so u rce o f the effect.
• You have advantage on Constitution saving throw s
Sk il l e d that you m ake to m aintain your concentration on a
spell w hen you take dam age.
You gain proficiency in any com bination o f three skills
• You can perform the som atic com pon en ts o f spells
or tools o f your choice.
even w hen you have w eap on s or a shield in one or
both hands.
Sk u l k e r
• W h en a hostile creatu re’s m ovem ent provok es an
Prerequisite: Dexterity 13 or higher opportunity attack from you, you can use your reac-
You are expert at slinking through sh adow s. You gain tion to cast a spell at the creature, rather than m aking
the follow in g benefits: an opportunity attack. The spell m ust have a casting
tim e o f 1 action and m ust target only that creature.
• You can try to hide w hen you are lightly ob scu red
from the creature from w hich you are hiding. W e a po n M a st e r
• W h en you are hidden from a creature and m iss it with
You have practiced extensively with a variety o f
a ranged w eap on attack, m aking the attack doesn't
w eapon s, gaining the follow in g benefits:
reveal your position.
• D im light d oesn ’t im p ose disadvantage on your • In crease your Strength or Dexterity sc o r e by 1, to a
W isd om (P erception ) ch eck s relying on sight. m axim u m o f 20.
• You gain proficiency w ith four w ea p on s o f your ch oice.
Spe l l Sn ipe r
Prerequisite: The ability to cast at least one spell
You have learned tech niques to en hance your
attacks w ith certain kinds o f spells, gaining the
follow in g benefits:
C h a p t e r 7: U s i n g A b i l i t y S c o r e s
IX ABILITIES PROVIDE A QUICK DESCRIPTION
S To determ ine an ability m odifier w ithout consultin g
o f every creatu re’s physical and mental the table, subtract 10 from the ability sco re and then
characteristics: divide the total by 2 (round down).
• Strength, m easu ring physical pow er B eca u se ability m od ifiers affect alm ost every attack
• Dexterity, m easu ring agility roll, ability check, and saving throw, ability m odifiers
• Constitution, m easu ring endurance co m e up in play m ore often than their associa ted scores.
• Intelligence, m easu ring reason in g
and m em ory A dvant age and
• W isdom , m easu ring perception and insight
• Charisma, m easu ring force o f personality D is a d v a n t a g e
S om etim es a sp ecia l ability o r spell tells you that you
Is a character m u scle-b ou n d and insightful? Brilliant
have advantage or disadvantage on an ability check,
and charm ing? N im ble and hardy? Ability s co re s
a saving throw, or an attack roll. W h en that happens,
define th ese qualities—a creatu re’s assets as w ell
you roll a se co n d d2 0 w hen you m ake the roll. U se the
as w ea k n esses.
higher o f the tw o rolls if you have advantage, and use
T h e three m ain rolls o f the gam e—the ability check,
the low er roll if you have disadvantage. For exam ple, if
the saving throw, and the attack roll—rely on the six
you have disadvantage and roll a 17 and a 5, you u se the
ability sco re s. T h e b o o k ’s introduction d escrib es the
5. If you instead have advantage and roll th ose num bers,
ba sic rule beh in d these rolls: roll a d20, add an ability
you u se the 17.
m odifier derived from on e o f the six ability sco re s, and
If m ultiple situations affect a roll and each on e grants
com p a re the total to a target num ber.
advantage or im p oses disadvantage on it, you d on ’t roll
T h is chapter fo c u s e s on h ow to u se ability ch eck s
m ore than on e additional d20. If tw o favorable situations
and saving throw s, coverin g the fundamental activities
grant advantage, for exam ple, you still roll only one
that creatures attempt in the game. R u les for attack rolls
additional d20.
appear in chapter 9.
If circu m sta n ces cau se a roll to have both advantage
and disadvantage, you are con sid ered to have neither o f
A b i l i t y Sc o r e s a n d them , and you roll one d20. T h is is true even if multiple
circu m stan ces im p ose disadvantage and only on e grants
M o d if ie r s advantage or vice versa. In such a situation, you have
E ach o f a creatu re’s abilities has a score, a num ber that neither advantage nor disadvantage.
defines the m agnitude o f that ability. A n ability score W h en you have advantage or disadvantage and
is not just a m easu re o f innate capabilities, but also som eth in g in the gam e, su ch as the halfling’s Lucky
e n com p a sses a creatu re’s training and com p eten ce in trait, lets you reroll the d20, you can reroll only one
activities related to that ability. o f the dice. You c h o o s e w hich one. F or exam ple, if a
A s c o r e o f 10 or 11 is the norm al hum an average, but halfling has advantage on an ability ch eck and rolls
adventurers and m any m on sters are a cut above average a 1 and a 13, the halfling cou ld u se the Lucky trait to
in m ost abilities. A s c o r e o f 18 is the highest that a reroll the 1.
p erson usually reaches. Adventurers can have scores You usually gain advantage or disadvantage through
as high as 20, and m on sters and divine beings can have the u se o f sp ecia l abilities, actions, or spells. Inspiration
s c o r e s as high as 30. (see chapter 4) can also give a character advantage on
E ach ability also has a modifier, derived from the ch eck s related to the character’s personality, ideals,
sc o r e and ranging from 5 (for an ability sc o r e o f 1) to or bon ds. T h e DM can also d ecide that circu m stan ces
+10 (for a sc o r e o f 30). T h e Ability S c o r e s and M odifiers influence a roll in one direction or the other and grant
table notes the ability m odifiers for the range o f p ossib le advantage or im p ose disadvantage as a result.
ability score s, from 1 to 30.

A b il it y S c o r e s a n d M o d if ie r s Pr o f i c i e n c y B o n u s
Score Modifier Score Modifier Characters have a proficiency bon u s determ ined by
-5 16-17 level, as detailed in chapter 1. M onsters also have this
1 +3
bonus, w hich is in corporated in their stat blocks. The
2-3 -4 18-19 +4
bon u s is u sed in the rules on ability checks, saving
4-5 -3 20-21 +5
throw s, and attack rolls.
6-7 -2 22-23 +6
Your proficiency bonus c a n ’t be added to a single die
8-9 -1 24-25 +7 roll or other num ber m ore than on ce. For exam ple, if
10-11 +0 26-27 +8 tw o different rules say you can add your proficiency
12-13 +1 28-29 +9 bon u s to a W isd om saving throw, you n evertheless add
14-15 +2 30 +10 the bon u s only on ce w hen you m ake the save.
O ccasionally, your proficiency bon u s m ight be
multiplied or divided (doubled or halved, for exam ple)
before you apply it. For exam ple, the rogu e's E xpertise is h oldin g closed . In situations like these, the ou tcom e
feature dou bles the proficiency bon u s for certain ability is determ ined by a sp ecia l form o f ability check,
ch eck s. If a circu m stan ce suggests that your proficiency called a contest.
bon u s applies m ore than on ce to the sa m e roll, you still B oth participants in a contest m ake ability ch eck s
add it only on ce and multiply or divide it only on ce. appropriate to their efforts. Th ey apply all appropriate
By the sam e token, if a feature or effect allow s you b on u ses and penalties, but instead o f com p a rin g the
to multiply your proficiency bon u s w hen m akin g an total to a DC, they com pa re the totals o f their tw o
ability ch eck that w ou ldn ’t norm ally benefit from your checks. The participant with the higher ch eck total w in s
proficiency bonus, you still don ’t add the bon u s to the the contest. That character or m onster either su cce e d s
check. For that ch eck your proficiency bon u s is 0, given at the action or prevents the other on e from su cceedin g.
the fact that m ultiplying 0 by any n um ber is still 0. For If the contest results in a tie, the situation rem ains the
instance, if you lack proficiency in the H istory skill, sam e as it w as before the contest. Thus, on e contestant
you gain no benefit from a feature that lets you double m ight w in the contest by default. If tw o characters tie in
your proficiency bon u s w hen you m ake Intelligence a contest to snatch a ring off the floor, neither character
(H istory) checks. grabs it. In a contest b etw een a m onster trying to open
In general, you d on ’t multiply your proficiency bon u s a d oor and an adventurer trying to keep the d oor closed,
for attack rolls or saving throw s. If a feature or effect a tie m eans that the d oor rem ains shut.
allow s you to do so, these sam e rules apply.
Sk i l ls
A b il it y Ch e c k s E ach ability covers a broad range o f capabilities,
An ability ch eck tests a character’s or m on ster’s innate including skills that a character or a m onster can be
talent and training in an effort to ov ercom e a challenge. proficient in. A skill represents a sp ecific aspect o f an
The DM calls for an ability ch eck w hen a character or ability score, and an individual’s proficiency in a skill
m onster attem pts an action (other than an attack) that dem onstrates a focu s on that aspect. (A character’s
has a ch a n ce o f failure. W h en the ou tcom e is uncertain, starting skill proficien cies are determ ined at character
the d ice determ ine the results. creation, and a m on ster’s skill proficiencies appear in
For every ability check, the DM decides w hich o f the six the m on ster’s stat block.)
abilities is relevant to the task at hand and the difficulty F or exam ple, a Dexterity ch eck m ight reflect a
o f the task, represented by a Difficulty Class. The m ore character’s attempt to pull off an acrobatic stunt, to palm
difficult a task, the higher its DC. The Typical Difficulty an object, or to stay hidden. Each o f th ese a sp ects o f
C lasses table sh ow s the m ost com m on D Cs. Dexterity has an a ssocia ted skill: A crobatics, Sleight o f
Hand, and Stealth, respectively. S o a character w h o has
Ty p ic a l D if f ic u l t y C l a s s es proficiency in the Stealth skill is particularly g o o d at
D exterity ch eck s related to sn eaking and hiding.
Task Difficulty DC
The skills related to each ability sc o r e are sh ow n in
Very easy 5
the follow in g list. (N o skills are related to Constitution.)
Easy 10
S e e an ability’s description in the later section s o f this
Medium 15
chapter for exam ples o f h ow to u se a skill associated
Hard 20 w ith an ability.
Very hard 25
Nearly impossible 30 Strength W isdom
A thletics A n im al H andling
To m ake an ability check, roll a d2 0 and add the Insight
Dexterity
relevant ability modifier. A s w ith other d 2 0 rolls, apply M edicine
A crobatics
bon u ses and penalties, and com pa re the total to the DC. Perception
Sleight o f Hand
If the total equals or e x ceed s the DC, the ability ch eck Survival
Stealth
is a su c c e s s —the creature ov ercom es the challenge Charisma
Intelligence
at hand. O therw ise, it’s a failure, w h ich m eans the D eception
A rcan a
character or m on ster m akes no p rogress tow ard the Intim idation
History
objective or m ak es p rogress com bin ed w ith a setback P erform an ce
Investigation
determ ined by the DM. P ersu asion
Nature
R eligion
C o n t e s t s _______________________________
S om etim es on e character’s or m on ster’s efforts are S om etim es, the DM m ight ask for an ability ch eck
directly op p o s e d to another’s. T h is can o c cu r w hen both using a sp ecific skill—for exam ple, “M ake a W isd om
o f them are trying to do the sam e thing and only one (P erception ) ch eck .” At other tim es, a player m ight ask
can su cceed , such as attem pting to snatch up a m agic the DM if proficiency in a particular skill applies to a
ring that has fallen on the floor. This situation also check. In either case, proficiency in a skill m eans an
applies w hen on e o f them is trying to prevent the other individual can add his or her proficiency bon u s to ability
one from accom p lish in g a goal—for exam ple, w hen a ch eck s that involve that skill. W ithout proficiency in the
m onster tries to force open a d oor that an adventurer skill, the individual m akes a n orm al ability check.
For exam ple, if a character attem pts to clim b up a character w h o lacks that proficiency ca n ’t help another
dangerou s cliff, the D u n geon M aster m ight ask for a character in that task. M oreover, a character can help
Strength (Athletics) check . If the character is proficient only when tw o or m ore individuals w orking together
in Athletics, the character’s proficiency bon u s is added w ould actually be productive. S om e tasks, such as
to the Strength check. If the character lacks that threading a needle, are no easier with help.
proficiency, he or she ju st m ak es a Strength check.
G r o u p Ch e c k s
Va r ia n t : Sk il l s w it h D if f e r e n t A b il it ie s W h en a num ber o f individuals are trying to a ccom plish
Normally, your proficiency in a skill applies only to a som eth in g as a group, the DM might ask for a group
sp ecific kind o f ability check. P roficiency in Athletics, ability check. In such a situation, the characters w h o are
for exam ple, usually applies to Strength ch eck s. In som e skilled at a particular task help cover th ose w h o aren't.
situations, though, your proficiency m ight reasonably To m ake a group ability check, everyone in the group
apply to a different kind o f check. In such ca ses, the DM m akes the ability check. If at least h alf the group
might ask for a ch eck u sin g an unusual com bination o f su cceed s, the w hole group su cceed s. O therw ise,
ability and skill, or you m ight ask your DM if you can the group fails.
apply a proficiency to a different check . For exam ple, G roup ch eck s d on ’t co m e up very often, and they’re
if you have to sw im from an offsh ore island to the m ost useful w hen all the characters su cceed or
m ainland, your D M m ight call for a Constitution ch eck fail as a group. For exam ple, w hen adventurers are
to see if you have the stam ina to m ake it that far. In this navigating a sw am p, the DM might call for a group
case, your DM m ight allow you to apply your proficiency W isd om (Survival) ch eck to see if the characters can
in Athletics and ask for a Constitution (Athletics) check. avoid the quicksand, sink h oles, and other natural
S o if y ou ’re proficient in A thletics, you apply your hazards o f the environm ent. If at least h alf the group
proficiency bon u s to the Constitution ch eck ju st as you su cceed s, the su ccessfu l characters are able to guide
w ou ld norm ally do for a Strength (Athletics) check. their com p a n ion s out o f danger. O therw ise, the group
Similarly, w hen your h alf-orc barbarian u ses a display stum bles into on e o f these hazards.
o f raw strength to intim idate an enemy, your DM might
ask for a Strength (Intim idation) check, even though U s i n g Ea c h A b i l i t y
Intim idation is n orm ally associa ted w ith Charism a.
Every task that a character or m onster m ight attempt
in the gam e is covered by one o f the six abilities. This
Pa s s i v e C hecks
section explains in m ore detail what those abilities
A passive ch eck is a sp ecia l kind o f ability ch eck that m ean and the w ays they are u sed in the gam e.
d o e s n ’t involve any die rolls. S u ch a ch eck can represent
the average result for a task d on e repeatedly, such as St r eng t h
search in g for secret d o o rs over and over again, or can
Strength m easu res bod ily pow er, athletic training, and
be used w hen the DM w ants to secretly determ ine
the extent to w hich you can exert raw physical force.
w hether the characters su cceed at som eth in g without
rollin g dice, such as n oticin g a hidden monster. St r e n g t h C h e c k s
H ere’s h ow to determ ine a character’s total for a
A Strength ch eck can m od el any attempt to lift, push,
passive check:
pull, or break som ething, to force your b od y through a
10 + all modifiers that normally apply to the check space, or to oth erw ise apply brute force to a situation.
The A thletics skill reflects aptitude in certain kinds o f
If the character has advantage on the check, add 5. For
Strength checks.
disadvantage, subtract 5. The gam e refers to a passive
Athletics. Your Strength (Athletics) ch eck covers
ch eck total as a score.
difficult situations you en cou nter w hile clim bing,
F or exam ple, if a 1st-level character has a W isd om o f
jum ping, or sw im m in g. E xam ples include the
15 and proficiency in P erception, he or she has a passive
follow in g activities:
W isd om (P erception ) sc o r e o f 14.
T h e rules on hiding in the “D exterity” section below • You attempt to clim b a sheer or slippery cliff, avoid
rely on passive ch ecks, as do the exploration rules hazards w hile scalin g a wall, or clin g to a surface
in chapter 8. w hile som eth in g is trying to k n ock you off.
• You try to ju m p an unusually lon g distance or pull
W o r k in g To g e t her o ff a stunt midjump.
• You struggle to sw im or stay afloat in treach erou s cu r
S om etim es tw o or m ore characters team up to attempt a
rents, storm -tossed w aves, or areas o f thick seaw eed.
task. T h e character w h o ’s leading the effort—or the one
Or another creature tries to push or pull you u nderw a
with the highest ability m odifier—can m ake an ability
ter or oth erw ise interfere w ith your sw im m ing.
ch eck with advantage, reflecting the help provided by
the other characters. In com bat, this requires the Help Other Strength Checks. The DM m ight also call for
action (see chapter 9). a Strength ch eck w hen you try to accom plish tasks like
A character can only provide help if the task is on e that the follow ing:
he or she could attempt alone. For exam ple, trying to
open a lock requires proficiency with thieves’ tools, so a
• F orce op en a stuck, locked, or barred d oor Va r ia n t : En c u m b r a n c e
• B reak free o f bon ds The rules for lifting and carryin g are intentionally
• P ush through a tunnel that is too sm all sim ple. H ere is a variant if you are look in g for m ore
• H ang on to a w agon w hile bein g d ragged behind it detailed rules for determ ining h ow a character is
• Tip over a statue h indered by the w eight o f equipm ent. W h en you use this
• K eep a bou lder from rolling variant, ignore the Strength colum n o f the A rm or table
in chapter 5.
A t t a c k R o l l s a n d Da m a g e
If you carry w eight in ex cess o f 5 tim es your Strength
You add your Strength m odifier to your attack roll and score, you are encumbered, w hich m eans your sp eed
your dam age roll w hen attacking w ith a m elee w eapon d rops by 10 feet.
such as a m ace, a battleaxe, or a javelin. You use If you carry w eight in ex ce s s o f 10 tim es your
m elee w ea p on s to m ake m elee attacks in hand-to-hand Strength score, up to your m axim u m carryin g capacity,
com bat, and som e o f them can b e throw n to m ake a you are instead heavily encumbered, w hich m eans your
ranged attack. sp eed d rops by 20 feet and you have disadvantage on
ability ch eck s, attack rolls, and saving th row s that use
L if t in g a n d Ca r r y in g
Strength, Dexterity, or Constitution.
Your Strength sc o r e determ ines the am ount o f w eight
you can bear. The follow in g term s define w hat you can
D e x t e r it y
lift or carry.
Carrying Capacity. Your carryin g capacity is your Dexterity m ea su res agility, reflexes, and balance.
Strength sco re multiplied by 15. This is the w eight (in
D e x t e r it y Ch e c k s
pounds) that you can carry, w hich is high enough that
A Dexterity ch eck can m odel any attempt to m ove
m ost characters d on ’t usually have to w orry about it.
nimbly, quickly, or quietly, or to keep from falling
Push, Drag, or Lift. You ca n push, drag, or lift a
on tricky footing. T h e A crobatics, Sleight o f Hand,
w eight in pou n d s up to tw ice your carrying capacity
and Stealth skills reflect aptitude in certain kinds o f
(or 30 tim es your Stren gth score). W h ile pushing or
D exterity checks.
dragging w eight in ex ce s s o f your carryin g capacity,
Acrobatics. Your D exterity (A crobatics) ch eck covers
your sp eed d rops to 5 feet.
your attempt to stay on your feet in a tricky situation,
Size and Strength. L arger creatures can bear m ore
such as w hen y ou ’re trying to run a cross a sheet o f ice,
w eight, w h ereas Tiny creatu res can carry less. For
balance on a tightrope, or stay upright on a rock in g
each size category above M edium , double the creatu re’s
ship’s deck. The DM m ight also call for a Dexterity
carryin g capacity and the am ount it can push, drag, or
(A crobatics) ch eck to see if you can p erform acrobatic
lift. F or a Tiny creature, halve th ese w eights.
stunts, including dives, rolls, som ersaults, and flips.
Sleight o f Hand. W h enever you attempt an act o f A r m o r Gl a ss
legerdem ain or m anual trickery, such as planting D epen d in g on the arm or you wear, you might add som e
som eth in g on so m e o n e else or con cea lin g an object on or all o f your Dexterity m odifier to your A rm or Class,
your p erson , m ake a D exterity (Sleight o f H and) check. as d escrib ed in chapter 5.
The D M m ight also call for a D exterity (Sleight o f H and)
ch eck to determ ine w hether you can lift a coin pu rse off In it ia t iv e
another p erson or slip som eth in g out o f another At the begin n in g o f every com bat, you roll initiative
p erson ’s pocket. by m aking a D exterity check. Initiative determ ines
Stealth. M ake a D exterity (Stealth) ch eck w hen you the order o f creatu res’ turns in com bat, as d escrib ed
attempt to con cea l y ou rself from en em ies, slink past in chapter 9.
guards, slip away w ithout bein g n oticed, or sn eak up on
som eon e without being seen or heard. C o n s t it u t io n
Other Dexterity Checks. T he DM might call for a Constitution m easu res health, stam ina, and vital force.
Dexterity ch eck w hen you try to accom p lish tasks like
the follow ing: C o n s t it u t io n C h e c k s

• C ontrol a heavily laden cart on a steep descen t Constitution ch eck s are u n com m on , and no skills apply
• S teer a chariot around a tight turn to Constitution checks, b eca u se the endurance this
• P ick a lock ability represents is largely passive rather than involving
• D isable a trap a sp ecific effort on the part o f a character or monster.
• S ecu rely tie up a prison er A C onstitution ch eck can m od el your attempt to push
• W riggle free o f bon d s beyon d norm al limits, however.
• Play a stringed instrum ent T h e DM m ight call for a Constitution ch eck w hen you
• Craft a sm all or detailed object try to a ccom plish tasks like the follow ing:

• H old your breath


A t t a c k Ro l l s a n d Da m a g e
• M arch or labor for hours w ithout rest
Y ou add your D exterity m odifier to your attack roll and • G o w ithout sleep
your dam age roll w hen attacking w ith a ranged w eapon, • Survive w ithout fo o d or water
such as a sling or a longbow . You can also add your • Q uaff an entire stein o f ale in on e go
D exterity m odifier to your attack roll and your dam age
roll w hen attacking with a m elee w ea p on that has the H it Po in t s
fin esse property, such as a dagger or a rapier. Your Constitution m odifier contributes to your hit
points. Typically, you add your Constitution m odifier to
H idin g each Hit D ie you roll for your hit points.
If your Constitution m odifier changes, your hit point
When you try to hide, make a Dexterity (Stealth) check. Until
you are discovered or you stop hiding, that check’s total is m axim u m changes as w ell, as though you had the new
contested by the Wisdom (Perception) check o f any creature m odifier from 1st level. For exam ple, if you raise your
that actively searches for signs o f your presence. Constitution sc o r e w hen you reach 4th level and your
You can’t hide from a creature that can see you, and if you Constitution m odifier in crea ses from +1 to +2, you
make noise (such as shouting a warning or knocking over a adjust your hit point m axim u m as though the m odifier
vase), you give away your position. An invisible creature can’t had always b een +2. S o you add 3 hit points for your
be seen, so it can always try to hide. Signs of its passage first three levels, and then roll your hit points for 4th
might still be noticed, however, and it still has to stay quiet.
level using your n ew modifier. Or if you ’re 7th level and
In combat, most creatures stay alert for signs o f danger
som e effect low ers your Constitution sco re s o as to
all around, so if you come out o f hiding and approach
reduce your Constitution m odifier by 1, your hit point
a creature, it usually sees you. However, under certain
circumstances, the Dungeon Master might allow you to stay m axim u m is reduced by 7.
hidden as you approach a creature that is distracted, allowing
you to gain advantage on an attack before you are seen. In t e l l i g e n c e
Passive Perception. When you hide, there’s a chance Intelligence m easu res m ental acuity, accu racy o f recall,
someone will notice you even if they aren't searching. To
and the ability to reason.
determine whether such a creature notices you, the DM
compares your Dexterity (Stealth) check with that creature’s
In t e l l ig e n c e C h e c k s
passive Wisdom (Perception) score, which equals 10 + the
A n Intelligence ch eck c o m e s into play w hen you need
creature’s Wisdom modifier, as well as any other bonuses
or penalties. If the creature has advantage, add 5. For to draw on logic, education, m em ory, or deductive
disadvantage, subtract 5. reasoning. T h e A rcana, History, Investigation, Nature,
For example, if a 1st-level character (with a proficiency and R eligion skills reflect aptitude in certain kinds o f
bonus o f +2) has a Wisdom o f 15 (a +2 modifier) and Intelligence checks.
proficiency in Perception, he or she has a passive Wisdom Arcana. Your Intelligence (Arcana) ch eck m easu res
(Perception) o f 14. your ability to recall lore about spells, m agic items,
What Can You S ee? One o f the main factors in determining eldritch sym bols, m agical traditions, the planes o f
whether you can find a hidden creature or object is how well
existence, and the inhabitants o f th ose planes.
you can see in an area, which might be lightly or heavily
History. Your Intelligence (H istory) ch eck m easu res
obscured, as explained in chapter 8.
your ability to recall lore about h istorical events,
legendary people, ancient k in gdom s, past disputes, Fin d in g a H id d e n O bjec t
recent w ars, and lost civilizations. When your character searches for a hidden object such as
Investigation. W h en you look around for clues and a secret door or a trap, the DM typically asks you to make a
m ake deductions based on th ose clues, you m ake an Wisdom (Perception) check. Such a check can be used to find
Intelligence (Investigation) check. You m ight dedu ce the hidden details or other information and clues that you might
location o f a hidden object, discern from the appearan ce otherwise overlook.
o f a w oun d w hat kind o f w eap on dealt it, or determ ine In most cases, you need to describe where you are looking
in order for the DM to determine your chance o f success. For
the w eakest point in a tunnel that cou ld cau se it to
example, a key is hidden beneath a set o f folded clothes in
collap se. P orin g through ancient scrolls in sea rch o f
the top drawer o f a bureau. If you tell the DM that you pace
a hidden fragm ent o f kn ow led ge m ight also call for an around the room, looking at the walls and furniture for clues,
Intelligence (Investigation) check. you have no chance o f finding the key, regardless o f your
Nature. Your Intelligence (Nature) ch eck m easu res Wisdom (Perception) check result. You would have to specify
your ability to recall lore about terrain, plants and that you were opening the drawers or searching the bureau in
anim als, the weather, and natural cycles. order to have any chance o f success.
Religion. Your Intelligence (R eligion) ch eck m easu res
your ability to recall lore about deities, rites and prayers, For exam ple, you m ight try to hear a conversation
religious hierarchies, holy sym bols, and the practices through a closed door, eavesdrop under an op en window,
o f secret cults. or hear m on sters m oving stealthily in the forest. O r you
Other Intelligence Checks. The DM m ight call for an m ight try to spot things that are ob scu red or easy to
Intelligence ch eck w hen you try to accom plish tasks like m iss, w hether they are orc s lying in am bush on a road,
the follow ing: thugs hiding in the sh ad ow s o f an alley, or candlelight
• C om m u nicate with a creature w ithout using w ord s under a closed secret door.
• Estim ate the value o f a p reciou s item Survival. T h e DM m ight ask you to m ake a W isd om
• Pull together a disgu ise to pass as a city guard (Survival) ch eck to follow tracks, hunt w ild gam e, guide
• F orge a docum ent your group through frozen w astelands, identify signs
• R eca ll lore about a craft or trade that ow lbea rs live nearby, predict the weather, or avoid
• W in a gam e o f skill quicksand and other natural hazards.
Other Wisdom Checks. The D M m ight call for a
Sp e l l c a s t in g A b il it y W isd om ch eck w hen you try to accom p lish tasks like
W izards use Intelligence as their sp ellcastin g ability, the follow ing:
w hich helps determ ine the saving throw D C s o f
• G et a gut feeling about w hat co u rse o f action to follow
sp ells they cast.
• D iscern w hether a seem in gly dead or living creature
is undead
W is d o m
W isd om reflects h ow attuned you are to the w orld Sp e l l c a s t in g A b il it y

around you and represents perceptiveness and intuition. C lerics, druids, and rangers use W isd om as their
spellcastin g ability, w h ich helps determ ine the saving
W is d o m C h e c k s th row D C s o f sp ells they cast.
A W isd om ch eck m ight reflect an effort to read b od y
language, understand s o m e o n e ’s feelings, n otice things Cha r is m a
about the environm ent, or care for an injured person.
C harism a m easu res your ability to interact effectively
T h e A nim al Handling, Insight, M edicine, P erception,
w ith others. It includes such factors as con fid en ce
and Survival skills reflect aptitude in certain kinds o f and eloqu en ce, and it can represent a charm ing or
W isd om checks. com m a n d in g personality.
Animal Handling. W h en there is any question
w hether you can calm dow n a dom esticated animal, C h a r is m a C h e c k s
keep a m ount from getting sp ooked , or intuit an anim al’s A C harism a ch eck m ight arise w hen you try to influence
intentions, the DM m ight call for a W isd om (Anim al or entertain others, w hen you try to m ake an im pression
Handling) check. You also m ake a W isd om (Anim al or tell a con vin cin g lie, or w hen you are navigating a
Handling) ch eck to control your m ount w hen you attempt tricky socia l situation. T h e D eception , Intim idation,
a risky maneuver. P erform an ce, and P ersu asion skills reflect aptitude in
Insight. Your W isd om (Insight) ch eck d ecid es w hether certain kinds o f C harism a checks.
you can determ ine the true intentions o f a creature, such Deception. Your C harism a (D eception ) ch eck
as w h en search in g out a lie or predicting s o m e o n e ’s determ ines w hether you can convin cin gly hide the
next m ove. D oin g s o involves glean in g clues from b od y truth, either verbally o r through your actions. This
language, sp eech habits, and ch a n g es in m annerism s. deception can en com p a ss everything from m isleading
Medicine. A W isd om (M edicine) ch eck lets you try to others through am biguity to telling outright lies. Typical
stabilize a dying com pa n ion or d ia gn ose an illness. situations include trying to fast-talk a guard, con a
Perception. Your W isd om (Perception) ch eck lets m erchant, earn m on ey through gam bling, pa ss you rself
you spot, hear, or oth erw ise detect the presen ce of o ff in a disguise, dull s o m e o n e ’s su sp icion s w ith false
som ething. It m easu res your general aw areness o f assu ran ces, or m aintain a straight face w hile telling
your surroundings and the keen ness o f your sen ses. a blatant lie.
Intimidation. W h en you attempt to influence som eon e
through overt threats, hostile actions, and physical
violen ce, the D M m ight ask you to m ake a C harism a
(Intim idation) check. E xam ples include trying to pry
inform ation out o f a prisoner, con vin cin g street thugs
to ba ck d ow n from a confrontation, or using the edge o f
a broken bottle to con v in ce a sn eerin g vizier to
recon sid er a decision.
Perform ance. Your C harism a (P erform a n ce) ch eck
determ ines h ow w ell you can delight an audience with
m usic, dance, acting, storytelling, or som e other form o f
entertainm ent.
Persuasion. W h en you attempt to influence som eon e
or a group o f p eop le w ith tact, so cia l graces, or g ood
nature, the D M might ask you to m ake a C harism a
(P ersu asion) check. Typically, you use persu asion w hen
acting in g o o d faith, to foster friendships, m ake cordial
requests, or exhibit p roper etiquette. E xam ples o f
persu ading others include con vin cin g a cham berlain to
let your party see the king, negotiating p e a ce betw een
w arrin g tribes, or inspiring a crow d o f tow nsfolk.
Other Charisma Checks. T h e D M m ight call for a
C harism a ch eck w hen you try to a ccom plish tasks like
the follow ing:

• Find the best p erson to talk to for new s, rum ors,


and gossip
• Blend into a crow d to get the sen se o f key topics
o f conversation

Sp e l l c a s t in g A b il it y
Bards, paladins, sorcerers, and w arlock s use Charism a
as their sp ellcastin g ability, w hich helps determ ine the
saving th row D C s o f sp ells they cast.

Sa v i n g T h r o w s
A saving th row —also called a save—represents an
attempt to resist a spell, a trap, a p oison , a disease, or
a sim ilar threat. You d on ’t norm ally d ecide to m ake a
saving throw ; you are forced to m ake on e b eca u se your
character or m on ster is at risk o f harm.
To m ake a saving throw, roll a d2 0 and add the
appropriate ability m odifier. F or exam ple, you u se your
D exterity m odifier for a D exterity saving throw.
A saving th row can be m od ified by a situational
bon u s or penalty and ca n be affected by advantage
and disadvantage, as determ ined by the DM.
E ach class gives proficiency in at least tw o saving
throw s. T h e w izard, for exam ple, is proficient
in Intelligence saves. A s w ith skill proficiencies,
proficiency in a saving throw lets a character add his
or her proficiency bonus to saving throw s m ade using
a particular ability score. S om e m onsters have saving
throw proficiencies as well.
T h e Difficulty C lass for a saving th row is determ ined
by the effect that ca u ses it. F or exam ple, the D C for a
saving th row allow ed by a spell is determ ined by the
caster’s sp ellcastin g ability and proficiency bonus.
T h e result o f a su ccessfu l or failed saving th row is
a lso detailed in the effect that allow s the save. Usually,
a su ccessfu l save m ea n s that a creature suffers no
harm , or redu ced harm , from an effect.
C h a p t e r 8: A d v e n t u r i n g
D
ELVING INTO THE ANCIENT TOMB OF HORRORS.
slipping through the b a ck alleys o f
M o v e me n t
W aterdeep, h acking a fresh trail through S w im m in g a cross a rushing river, sn eaking dow n a
the thick ju n g les on the Isle o f D rea d—these dungeon corridor, scaling a treacherous m ountain s l o p e -
are the things that D u n g e o n s & D r a g o n s all sorts o f m ovem ent play a key role in D&D adventures.
adventures are m ade of. Your character in The DM can su m m arize the adventurers’ m ovem ent
the gam e m ight explore forgotten ruins and w ithout calculating exact dista n ces or travel tim es: “You
u ncharted lands, u ncover dark secrets and sinister travel through the forest and find the du ngeon entrance
plots, and slay foul m onsters. A nd if all g oes w ell, your late in the evening o f the third day.” Even in a dungeon,
character w ill survive to claim rich rew ards before particularly a large du ngeon or a cave netw ork, the
em barking on a n ew adventure. DM can su m m arize m ovem ent b etw een encounters:
T h is chapter covers the ba sics o f the adventuring life, “A fter killing the guardian at the entrance to the ancient
from the m ech an ics o f m ovem ent to the com plexities o f dw arven stronghold, you consult your map, w hich leads
so cia l interaction. T h e rules for resting are also in this you through m iles o f ech oin g corrid ors to a chasm
chapter, along w ith a discu ssion o f the activities your bridged by a n arrow stone arch.”
character might pursue b etw een adventures. S om etim es it’s im portant, though, to kn ow h ow long
W h eth er adventurers are exploring a dusty dungeon it takes to get from on e sp ot to another, w hether the
or the com p lex relationships o f a royal court, the gam e answ er is in days, hours, or minutes. T h e rules for
follow s a natural rhythm, as outlined in the b o o k ’s determ ining travel tim e depen d on tw o factors: the
introduction: sp eed and travel pa ce o f the creatures m ovin g and the
terrain they're m oving over.
1. T h e DM d escrib es the environm ent.
2. T h e players d escrib e w hat they w ant to do.
Spee d
3. The DM narrates the results o f their actions.
Every character and m onster has a sp eed, w h ich is
Typically, the D M u ses a m ap as an outline o f the
the distance in feet that the character or m onster
adventure, tracking the characters’ p rogress as they
can w alk in 1 round. This num ber a ssu m es short
explore du ngeon corrid ors or w ild ern ess regions. bursts o f energetic m ovem ent in the m idst o f a life-
T h e D M ’s notes, including a key to the map, describe threatening situation.
w hat the adventurers find as they enter each n ew area. T h e follow in g rules determ ine h ow far a character
S om etim es, the pa ssa ge o f tim e and the adventurers’ or m on ster can m ove in a minute, an hour, or a day.
actions determ ine what happens, s o the DM might
u se a tim eline or a flow chart to track their progress T r a v e l Pa c e
instead o f a map. W h ile traveling, a group o f adventurers can m ove at a
norm al, fast, or slow pace, as sh ow n on the Travel P ace
T ime table. The table states h ow far the party can m ove in a
p eriod o f tim e and w hether the p a ce has any effect. A
In situations w h ere keepin g track o f the pa ssa ge of
fast p a ce m a kes characters less perceptive, w hile a slow
tim e is im portant, the DM determ ines the tim e a task
pace m akes it p ossib le to sn eak around and to sea rch an
requires. T h e D M m ight use a different tim e scale
area m ore carefully (see the “Activity W h ile Traveling”
depen din g on the context o f the situation at hand. In
section later in this chapter for m ore inform ation).
a du ngeon environm ent, the adventurers’ m ovem ent
happens on a scale o f minutes. It takes them about a
Forced March. T h e Travel P ace table assu m es that
characters travel for 8 h ours in day. They can push on
m inute to creep dow n a long hallway, another m inute
beyon d that limit, at the risk o f exhaustion.
to ch e ck for traps on the d oor at the end o f the hall, and
For each additional hour o f travel beyon d 8 hours,
a g o o d ten m inutes to sea rch the ch a m ber beyon d for
the characters cover the distance sh ow n in the H our
anything interesting or valuable.
colu m n for their pace, and each character m ust m ake
In a city o r w ildern ess, a scale o f hours is often m ore
a Constitution saving th row at the end o f the hour. The
appropriate. Adventurers eager to reach the lonely tow er
D C is 10 + 1 for each hour past 8 hours. On a failed
at the heart o f the forest hurry a cross th ose fifteen m iles
saving throw, a character suffers one level o f exhaustion
in ju st under four h ou rs’ time.
(see appendix A).
F or lon g jou rneys, a sca le o f days w ork s best.
Mounts and Vehicles. For short spans o f tim e (up
F ollow in g the road from B aldur’s Gate to W aterdeep, the
to an hour), m any anim als m ove m uch faster than
adventurers sp en d four uneventful days before a goblin
hum anoids. A m ounted character can ride at a gallop
am bush interrupts their journey.
for about an hour, coverin g tw ice the usual distance for
In com bat and other fast-paced situations, the gam e
a fast pace. If fresh m ounts are available every 8 to 10
relies on rounds, a 6 -secon d span o f tim e d escrib ed
m iles, characters can cover larger distances at this pace,
in chapter 9.
but this is very rare except in densely populated areas.
Characters in w agons, carriages, or other land D C 10 Strength (Athletics) ch eck to clear a low obstacle
veh icles c h o o s e a pa ce as norm al. C haracters in a (no taller than a quarter o f the ju m p ’s distance), su ch as
w aterborn e v essel are lim ited to the sp eed o f the vessel a h edge or low w all. O therw ise, you hit it.
(see chapter 5), and they d on ’t suffer penalties for a fast W h en you land in difficult terrain, you m ust su cceed
p a ce or gain benefits from a slow pace. D epen d in g on on a D C 10 D exterity (A crobatics) ch eck to land on your
the v essel and the size o f the crew , ships m ight be able feet. O therw ise, you land prone.
to travel for up to 24 hours p er day. High Jump. W h en you m ake a high jum p, you leap
Certain sp ecia l m ounts, such as a pegasus or griffon, into the air a num ber o f feet equal to 3 + your Strength
or sp ecia l vehicles, such as a carpet o f flying, allow you m odifier if you m ove at least 10 feet on foot im m ediately
to travel m ore swiftly. T h e Dungeon Master’s Guide before the jum p. W h en you m ake a standing high jum p,
contain s m ore inform ation on sp ecia l m ethods o f travel. you can ju m p only h alf that distance. Either way, each
foot you clear on the ju m p c o sts a foot o f m ovem ent. In
Tr a v el Pa c e som e circu m stan ces, your DM m ight allow you to m ake
Distance Traveled p e r... a Strength (Athletics) ch eck to ju m p higher than you
norm ally can.
Pace Minute Hour Day Effect
You can extend your arm s h alf your height above
Fast 400 feet 4 miles 30 miles -5 penalty to y ou rself during the jum p. Thus, you can reach above
passive Wisdom you a distance equal to the height o f the ju m p plus 11/2
(Perception) scores tim es your height.
Normal 300 feet 3 miles 24 miles —

Slow 200 feet 2 miles 18 miles Able to use stealth A c t iv it y W h il e T r a v e l in g


A s adventurers travel through a du ngeon or the
D if f ic u l t T e r r a in w ildern ess, they n eed to rem ain alert for danger, and
T h e travel sp eed s given in the Travel P a ce table so m e characters m ight p erform other tasks to help
assu m e relatively sim ple terrain: roads, open plains, the grou p’s journey.
or clear du ngeon corridors. But adventurers often face
M a r c h in g O r d e r
den se forests, deep sw am ps, rubble-filled ruins, steep
T he adventurers sh ou ld establish a m arch ing order.
m ountains, and ice-cov ered grou n d—all con sidered
A m arch ing order m akes it easier to determ ine w hich
difficult terrain.
characters are affected by traps, w h ich on es ca n spot
You m ove at h alf sp eed in difficult terrain—m oving
hidden en em ies, and w hich on es are the closest to those
1 foot in difficult terrain c o sts 2 feet o f sp e e d —s o you
en em ies w hen a fight breaks out.
can cover only h alf the n orm al distance in a minute,
A character m ight occu p y the front rank, one or m ore
an hour, or a day.
m iddle ranks, or the back rank. C haracters in the front
and ba ck ranks n eed en ough r oom to travel side by
Spe c ia l Ty pe s o f M o v e m e n t
side w ith others in their rank. W h en sp ace is too tight,
M ovem ent through dangerou s du ngeon s or w ildern ess the m arch ing order must change, usually by m oving
areas often involves m ore than sim ply w alking. characters to a m iddle rank.
Adventurers might have to clim b, crawl, sw im , or ju m p Fewer Than Three Ranks. If an adventuring party
to get w here they n eed to go. arranges its m arching order with only tw o ranks, they
are a front rank and a back rank. If th ere’s only on e rank,
C l im b in g , Sw im m in g , a n d C r a w l in g
it’s con sid ered a front rank.
W h ile clim bin g or sw im m in g, each foot o f m ovem ent
co sts 1 extra foot (2 extra feet in difficult terrain), unless St e a l t h
a creature has a clim bin g or sw im m in g speed. At the W h ile traveling at a slow pace, the characters can m ove
D M ’s option, clim bin g a slippery vertical su rface or stealthily. A s lon g as they’re not in the open, they can try
one w ith few h andholds requ ires a su ccessfu l Strength to su rprise or sn eak by other creatures they encounter.
(Athletics) check. Similarly, gaining any distance in S e e the rules for hiding in chapter 7.
rough water might require a su ccessfu l Strength
(Athletics) check. N o t ic in g T h r e a t s
Use the passive W isd om (P erception ) s c o r e s o f the
Ju m pin g characters to determ ine w hether anyone in the group
Y our Strength determ ines h ow far you can jum p. n otices a hidden threat. The D M might d ecide that a
Long Jump. W h en you m ake a long ju m p, you cover a threat ca n be n oticed only by characters in a particular
n um ber o f feet up to your Strength sc o r e if you m ove at rank. For exam ple, as the characters are exploring a
least 10 feet on foot im m ediately before the jum p. W h en m aze o f tunnels, the DM m ight decide that only those
you m ake a standing long jum p, you can leap only h alf characters in the ba ck rank have a ch a n ce to hear or
that distance. Either way, each foot you clear on the spot a stealthy creature follow in g the group, w hile
ju m p c o sts a foot o f m ovem ent. characters in the front and m iddle ranks cannot.
T his rule a ssu m es that the height o f your ju m p W h ile traveling at a fast pace, characters take a - 5
d oesn ’t matter, such as a ju m p a cro ss a stream or penalty to their passive W isd om (P erception ) s co re s
chasm . At your D M ’s option, you must su cce e d on a to n otice hidden threats.
Encountering Creatures. If the D M determ ines S p l i t t i n g U p t h e Pa r t y
that the adventurers en cou nter other creatures w hile Sometimes, it makes sense to split an adventuring party,
they’re traveling, it’s up to both grou ps to d ecide w hat especially if you want one or more characters to scout ahead.
happens next. Either group m ight d ecide to attack, You can form multiple parties, each moving at a different speed.
initiate a conversation, run away, or wait to see w hat the Each group has its own front, middle, and back ranks.
The drawback to this approach is that the party will be split
other group does.
into several smaller groups in the event o f an attack. The
Surprising Foes. If the adventurers en cou nter a
advantage is that a small group o f stealthy characters moving
hostile creature or group, the DM determ ines w hether
slowly might be able to sneak past enemies that clumsier
the adventurers or their fo e s might b e su rprised w hen characters would alert. A rogue and a monk moving at a slow
com bat erupts. S e e chapter 9 for m ore about surprise. pace are much harder to detect when they leave their dwarf
paladin friend behind.
O t h e r A c t iv it ie s
C haracters w h o turn their attention to other tasks as the
group travels are not focu sed on w atching for danger. For exam ple, a creature w ith a Constitution o f 14 can
T h ese characters don ’t contribute their passive W isd om hold its breath for 3 m inutes. If it starts suffocating, it
(P erception ) s c o r e s to the grou p’s ch a n ce o f n oticing h as 2 roun ds to reach air before it d rops to 0 hit points.
h idden threats. However, a character not w atching for
danger can d o on e o f the follow in g activities instead, or V isio n a n d L ig h t
so m e other activity with the D M ’s perm ission . The m ost fundam ental tasks o f adventuring—n oticing
Navigate. T h e character can try to prevent the group danger, finding hidden objects, hitting an enem y in
from b e co m in g lost, m akin g a W isd om (Survival) ch eck com bat, and targeting a spell, to nam e ju st a few —
w hen the D M calls for it. (T h e Dungeon Master’s Guide rely heavily on a character’s ability to see. D arkness
h as rules to determ ine w hether the group gets lost.) and other effects that ob scu re vision can prove a
Draw a Map. T h e character can draw a m ap significant hindrance.
that record s the grou p’s p rog ress and helps the A given area m ight be lightly or heavily ob scu red. In
characters get ba ck on co u rse if they get lost. N o ability a lightly obscured area, such as dim light, patchy fog,
ch eck is required. or m oderate foliage, creatu res have disadvantage on
Track. A character can follow the tracks o f another W isd om (P erception ) ch eck s that rely on sight.
creature, m ak in g a W isd om (Survival) ch eck w hen the A heavily obscured area—such as darkness, opaque
D M calls for it. (The Dungeon Master’s Guide has rules fog, or den se foliage—b lock s vision entirely. A creature
for tracking.) in a heavily ob scu red area effectively suffers from the
Forage. T h e character can keep an eye out for ready blinded condition (see appendix A).
s o u rce s o f fo o d and water, m aking a W isd om (Survival) T h e p resen ce or ab sen ce o f light in an environm ent
ch eck w h en the DM calls for it. (T h e Dungeon Master’s creates three categories o f illum ination: bright light, dim
Guide has rules for foraging.) light, and darkness.
Bright light lets m ost creatu res see norm ally. Even
T h e En v ir o n m e n t gloom y days provide bright light, as do torches, lanterns,
fires, and other sou rces o f illum ination w ithin a
By its nature, adventuring involves delving into places
sp ecific radius.
that are dark, dangerou s, and full o f m ysteries to be
Dim light, also called sh adow s, creates a lightly
explored. T h e rules in this section cover so m e o f the
ob scu red area. A n area o f dim light is usually a
m ost im portant w ays in w h ich adventurers interact with
bou n dary b etw een a so u rce o f bright light, such as
the environm ent in such places. T h e Dungeon Master’s
a torch, and su rrou nding darkness. T h e soft light
Guide has rules coverin g m ore unusual situations.
o f twilight and dawn also coun ts as dim light. A
Fa l l i n g particularly brilliant full m oon m ight bathe the land
in dim light.
A fall from a great height is one o f the m ost com m on Darkness creates a heavily o b scu red area. C haracters
h azards facing an adventurer. face darkn ess ou tdoors at night (even m ost m oonlit
At the end o f a fall, a creature takes 1d6 bludgeon ing nights), w ithin the con fin es o f an unlit du ngeon or a
dam age for every 10 feet it fell, to a m axim u m o f 20d6. subterranean vault, or in an area o f m agical darkness.
T h e creature lands prone, u nless it avoids taking
dam age from the fall. Bl in d s ig h t
A creature w ith blindsight can perceive its surrou ndings
Su f f o c a t i n g w ithout relying on sight, w ithin a sp ecific radius.
A creature can hold its breath for a num ber o f m inutes Creatures w ithout eyes, such as oo ze s , and creatures
equal to 1 + its Constitution m odifier (m inim um w ith ech olocation or heightened sen ses, such as bats
o f 30 secon ds). and true dragons, have this sen se.
W h en a creature runs out o f breath, it can survive for
Da r k v is io n
a num ber o f roun ds equal to its Constitution m odifier
M any creatu res in the w orld s o f D&D, esp ecia lly th ose
(m inim um 1 round). At the start o f its next turn, it drops
that dw ell underground, have darkvision. W ithin a
to 0 hit points and is dying.
sp ecified range, a creature w ith darkvision can see in
darkn ess as if the darkn ess w ere dim light, s o areas can. The D M determ ines an o b je ct’s A rm or C lass and
o f darkn ess are only lightly ob scu red as far as that hit points, and might d ecide that certain objects have
creature is con cern ed . However, the creature ca n ’t resistan ce or im m unity to certain kinds o f attacks. (It’s
discern color in darkness, only sh ad es o f gray. hard to cut a rop e w ith a club, for exam ple.) O bjects
always fail Strength and D exterity saving throw s, and
T r u e s ig h t they are im m une to effects that require other saves.
A creature w ith truesight can, out to a sp ecific range, W h en an object d rops to 0 hit points, it breaks.
se e in norm al and m agical darkness, see invisible A character can also attempt a Strength ch eck to
creatu res and objects, autom atically detect visual break an object. T h e D M sets the D C for any such check.
illusions and su cce e d on saving th row s against them,
and p erceives the original form o f a sh ap ech an ger or
So c i a l In t e r a c t i o n
a creature that is tran sform ed by m agic. Furtherm ore,
E xplorin g dungeons, overcom in g obstacles, and slaying
the creature can se e into the E thereal Plane.
m on sters are key parts o f D & D adventures. N o less
Fo o d a n d Wa t e r im portant, though, are the socia l interactions that
adventurers have w ith other inhabitants o f the w orld.
C haracters w h o d on ’t eat or drink suffer the effects o f
Interaction takes on m any form s. You might need
exhaustion (see appendix A). Exhaustion cau sed by lack
to con v in ce an u n scrupulou s th ief to co n fe s s to som e
o f fo o d or water ca n ’t b e rem oved until the character m alfeasan ce, or you m ight try to flatter a dragon s o that
eats and drinks the full requ ired am ount. it w ill spare your life. The DM a ssu m es the roles o f any
characters w h o are participating in the interaction that
Fo o d
don ’t belon g to another player at the table. A n y such
A character n eeds on e pou n d o f food p er day and can
character is called a nonplayer character (N PC ).
m ake fo o d last longer by subsisting on h alf rations.
In general term s, an N P C ’s attitude tow ard you is
Eating h alf a pou n d o f fo o d in a day coun ts as h alf a day
d escrib ed as friendly, indifferent, or hostile. Friendly
w ithout food.
N P C s are p red isp osed to help you, and hostile on es are
A character can go w ithout fo o d for a num ber o f days
inclined to get in your way. It’s easier to get what you
equal to 3 + his or her Constitution m odifier (m inim um
w ant from a friendly N PC , o f cou rse.
1). At the end o f each day beyon d that limit, a character
S o c ia l interactions have tw o prim ary aspects:
autom atically suffers on e level o f exhaustion.
roleplaying and ability checks.
A n orm al day o f eating resets the coun t o f days
w ithout food to zero.
Ro l e pl a y in g
Wa t e r R oleplaying is, literally, the act o f playing out a role.
A character n eed s one gallon o f water per day, or tw o In this case, it’s you as a player determ ining h ow your
gallons per day if the w eath er is hot. A character w ho character thinks, acts, and talks.
drinks only h alf that m uch water m ust su cce e d on a R oleplaying is a part o f every aspect o f the gam e,
D C 15 Constitution saving th row o r suffer one level o f and it c o m e s to the fore during socia l interactions.
exhaustion at the end o f the day. A character w ith a cce ss Your character’s quirks, m ann erism s, and personality
to even less w ater autom atically suffers one level o f influence h ow interactions resolve.
exhaustion at the end o f the day. T h ere are tw o styles you can u se w hen roleplaying
If the character already has one or m ore levels o f your character: the descriptive approach and the active
exhaustion, the character takes tw o levels in either case. approach. M ost players u se a com bination o f the tw o
styles. U se w hichever m ix o f the tw o w ork s best for you.
In t e r a c t i n g w i t h O bj e c t s
D e s c r ip t iv e A ppr o a c h t o Ro l e p l a y in g
A character’s interaction w ith ob jects in an environm ent
W ith this approach, you d escrib e your character’s w ord s
is often sim ple to resolve in the gam e. T h e player tells
and actions to the DM and the other players. D raw ing on
the D M that his or her character is doin g som ething,
your mental im age o f your character, you tell everyone
su ch a m oving a lever, and the DM d escrib es what, if
w hat your character d o e s and h ow he or she d o e s it.
anything happens.
F or instance, Chris plays T ordek the dwarf. Tordek
F or exam ple, a character m ight d ecide to pull a lever,
has a quick tem per and blam es the elves o f the
w h ich might, in turn, raise a portcullis, cau se a ro o m to
C loa k w ood for his fam ily’s m isfortune. At a tavern, an
flood w ith water, or op en a secret d oor in a nearby wall.
obn ox iou s elf m instrel sits at T ordek ’s table and tries to
If the lever is rusted in position, though, a character
strike up a conversation w ith the dwarf.
m ight n eed to force it. In such a situation, the D M might
C hris says, “T ordek spits on the floor, grow ls an
call for a Strength ch eck to see w hether the character
insult at the bard, and stom ps over to the bar. H e sits
can w ren ch the lever into place. T h e D M sets the D C for
on a stool and glares at the m instrel b efore ordering
any such ch eck ba sed on the difficulty o f the task.
another drink.”
C haracters can also dam age objects with their
In this exam ple, Chris has conveyed T ordek’s m ood
w ea p on s and spells. O bjects are im m une to p oison and
and given the DM a clear idea o f his character’s
psychic dam age, but oth erw ise they can be affected
attitude and actions.
by physical and m agical attacks m uch like creatures
W h en using descriptive roleplaying, keep the on your best bon u ses and skills. If the group n eed s to
follow in g things in mind: trick a guard into letting them into a castle, the rogue
w h o is proficient in D eception is the best bet to lead the
• D escrib e your character’s em otion s and attitude.
discu ssion . W h en negotiating for a h osta ge’s release,
• F ocu s on your character’s intent and h ow others
the cleric w ith P ersu asion should do m ost o f the talking.
m ight perceive it.
• Provide as m uch em bellishm ent as you feel
com fortab le with. Re s t in g
D on ’t w orry about getting things exactly right. Just H eroic though they m ight be, adventurers ca n ’t spend
focu s on thinking about w hat your character w ould do every h our o f the day in the thick o f exploration, socia l
and d escribin g w hat you see in your m ind. interaction, and com bat. They n eed rest—tim e to
sleep and eat, tend their w ounds, refresh their m inds
A c t iv e A ppr o a c h t o Ro l e p l a y in g and spirits for spellcasting, and brace them selves for
If descriptive roleplaying tells your DM and your fellow further adventure.
players w hat your character thinks and does, active Adventurers can take short rests in the m idst o f an
roleplaying shows them. adventuring day and a long rest to end the day.
W h en you use active roleplaying, you speak with your
character’s voice, like an actor taking on a role. You might Sh o r t R e st
even echo your character’s m ovem ents and body language. A short rest is a p eriod o f dow ntim e, at least 1 hour long,
T h is approach is m ore im m ersive than descriptive during w h ich a character d oes nothing m ore strenuous
roleplaying, though you still n eed to d escrib e things than eating, drinking, reading, and tending to w ounds.
that ca n ’t be reason ably acted out. A character can spend on e or m ore Hit D ice at the end
G oin g back to the exam ple o f Chris roleplaying Tordek o f a short rest, up to the character’s m axim u m num ber
above, h ere’s h ow the scen e m ight play out if Chris used o f Hit D ice, w hich is equal to the character's level. For
active roleplaying: each Hit D ie spent in this way, the player rolls the die
S p eak in g as Tordek, Chris says in a gruff, deep voice, and adds the character’s Constitution m odifier to it. The
“I w as w on derin g w hy it suddenly sm elled aw ful in here. character regains hit points equal to the total. The player
If I w anted to hear anything out o f you, I'd snap your can decide to spend an additional Hit D ie after each roll.
arm and enjoy your screa m s.” In his n orm al voice, Chris A character regains so m e spent Hit D ice u pon finishing
then adds, “I get up, glare at the elf, and head to the bar.” a lon g rest, as explained below.

R e su l t s o f Ro l e p l a y in g
L o n g Re st
T h e DM u ses your character’s actions and attitudes to
determ ine h ow an N P C reacts. A cow a rdly N P C bu ckles A lon g rest is a p eriod o f extended dow ntim e, at least 8
under threats o f violence. A stubborn dw arf refu ses to h ours long, during w h ich a character sleep s or perform s
let anyone badger her. A vain dragon laps up flattery. light activity: reading, talking, eating, or standing watch
W h en interacting with an N PC , pay clo se attention to for n o m ore than 2 hours. If the rest is interrupted by a
the D M ’s portrayal o f the N P C ’s m ood , dialogue, and p eriod o f strenuous activity—at least 1 hour o f w alking,
personality. You m ight b e able to determ ine an N P C ’s fighting, castin g spells, or sim ilar adventuring activity—
personality traits, ideals, flaws, and bon ds, then play on the characters must begin the rest again to gain any
them to influence the N P C ’s attitude. benefit from it.
Interactions in D & D are m uch like interactions in At the end o f a long rest, a character regains all lost
real life. If you can offer N P C s som eth in g they want, hit points. T h e character also regains spent Hit D ice, up
threaten them w ith som eth in g they fear, or play on their to a num ber o f dice equal to h alf o f the character’s total
sym pathies and goals, you can u se w ord s to get alm ost num ber o f them. For exam ple, if a character has eight
anything you want. O n the other hand, if you insult a Hit D ice, he or she can regain four spent Hit D ice upon
proud w arrior or sp eak ill o f a n oble’s allies, your efforts finishing a lon g rest.
to con v in ce or deceive w ill fall short. A character ca n ’t benefit from m ore than on e long rest
in a 24-hou r period, and a character m ust have at least
A b il it y C h e c k s 1 hit point at the start o f the rest to gain its benefits.

In addition to roleplaying, ability ch eck s are key in


determ ining the ou tcom e o f an interaction. Be t w e e n A d v e n t u r e s
Your roleplaying efforts can alter an N P C ’s attitude, B etw een trips to du ngeon s and battles against ancient
but there might still be an elem ent o f ch a n ce in the evils, adventurers n eed tim e to rest, recuperate, and
situation. For exam ple, your DM can call for a Charism a prepare for their next adventure. M any adventurers also
ch eck at any point during an interaction if he or she use this tim e to perform other tasks, such as crafting
w ants the d ice to play a role in determ ining an N P C ’s arm s and armor, perform in g research, or spending
reactions. Other ch eck s m ight be appropriate in certain their hard-earned gold.
situations, at your D M ’s discretion. In som e ca ses, the pa ssage o f tim e is som eth in g that
Pay attention to your skill proficiencies w hen thinking o c cu rs w ith little fanfare or description. W h en starting
o f h ow you w ant to interact with an N PC , and stack a n ew adventure, the DM might sim ply declare that a
the d eck in your favor by using an approach that relies certain am ount o f tim e has pa ssed and allow you to
d escrib e in general term s w hat your character has Pr a c t ic in g a Pr o f e s s io n
b een doing. At other tim es, the D M m ight w ant to keep You can w ork betw een adventures, allow ing you to
track o f ju st h ow m uch tim e is passin g as events beyond maintain a m odest lifestyle w ithout having to pay 1 gp
your p erception stay in m otion. per day (see chapter 5 for m ore inform ation on lifestyle
expenses). This benefit lasts as long you continue to
L if e st yl e Ex pe n se s practice your profession.
B etw een adventures, you c h o o s e a particular quality If you are a m em ber o f an organization that can
o f life and pay the co st o f m aintaining that lifestyle, as provide gainful em ploym ent, such as a tem ple or a
d escrib ed in chapter 5. thieves’ guild, you earn en ough to support a com fortab le
Living a particular lifestyle d oesn ’t have a huge effect lifestyle instead.
on your character, but your lifestyle can affect the w ay If you have proficiency in the P erform an ce skill and
other individuals and groups react to you. For exam ple, put your perform an ce skill to u se during your dow ntim e,
w h en you lead an aristocratic lifestyle, it m ight be easier you earn en ough to support a w ealthy lifestyle instead.
for you to influence the n obles o f the city than if you
R e c u p e r a t in g
live in poverty.
You can u se dow ntim e b etw een adventures to recover
D o w n t im e A c t iv it ie s from a debilitating injury, disease, or poison.
A fter three days o f d ow ntim e spent recuperating,
B etw een adventures, the DM might ask you w hat your you can m ake a D C 15 Constitution saving throw.
character is doin g during his or her dow ntim e. P eriods O n a su ccessfu l save, you can c h o o s e on e o f the
o f dow ntim e can vary in duration, but each dow ntim e follow in g results:
activity requ ires a certain num ber o f days to com plete
b efore you gain any benefit, and at least 8 h ours o f each • End one effect on you that prevents you from regain
day m ust be spent on the dow ntim e activity for the day ing hit points.
to count. T h e days d o not need to be consecu tive. If you • F or the next 24 hours, gain advantage on saving
have m ore than the m inim um am ount o f days to spend, th row s against one d isease or p oison currently
you ca n k eep doin g the sam e thing for a longer period affecting you.
o f tim e, or sw itch to a n ew dow ntim e activity.
R e s e a r c h in g
D ow n tim e activities other than the on es presented
T h e tim e betw een adventures is a great ch a n ce to
b elow are possible. If you w ant y ou r character to spend
p erform research, gaining insight into m ysteries
his or her dow ntim e perform in g an activity not covered
that have unfurled over the co u rse o f the cam paign.
here, d iscu ss it w ith your DM.
R esea rch can include p orin g over dusty tom es and
C r a f t in g cru m blin g scrolls in a library o r buying drinks for the
Y ou can craft n onm agical objects, including adventuring loca ls to pry ru m ors and gossip from their lips.
equipm ent and w ork s o f art. You m ust be proficient W h en you begin your research, the DM determ ines
w ith tools related to the object you are trying to create w hether the inform ation is available, h ow m any days o f
(typically artisan’s tools). You m ight also n eed a c c e s s to dow ntim e it w ill take to find it, and w hether there are
sp ecia l m aterials or locations n ecessa ry to create it. F or any restriction s on your research (such as n eed in g to
exam ple, som eon e proficient w ith sm ith’s tools n eeds a seek out a sp ecific individual, tom e, or location). The
forge in order to craft a sw ord or suit o f armor. D M m ight also require you to m ake one or m ore ability
F or every day o f dow ntim e you spend crafting, you ch ecks, such as an Intelligence (Investigation) ch eck
can craft on e or m ore item s w ith a total m arket value to find clues pointing tow ard the inform ation you seek,
not ex ceed in g 5 gp, and you m ust expend raw m aterials or a Charism a (P ersu asion) ch eck to secu re so m e o n e ’s
w orth h alf the total m arket value. If som eth in g you aid. O n ce th ose condition s are met, you learn the
w ant to craft has a m arket value greater than 5 gp, you inform ation if it is available.
m ake p rog ress every day in 5-gp increm ents until you F or each day o f research, you m ust spend 1 gp to
reach the m arket value o f the item. F or exam ple, a suit cover your expen ses. T h is co st is in addition to your
o f plate arm or (market value 1,500 gp) takes 3 0 0 days n orm al lifestyle ex p en ses (as d iscu ssed in chapter 5).
to craft by yourself.
T r a in in g
Multiple characters can com bin e their efforts tow ard
You can spend time b etw een adventures learning a n ew
the crafting o f a single item, provided that the characters
language or training w ith a set o f tools. Your DM m ight
all have proficiency w ith the requisite tools and are
allow additional training options.
w ork in g together in the sam e place. E ach character
First, you m ust find an instructor w illing to teach you.
contributes 5 gp w orth o f effort for every day spent
T h e DM determ ines h ow lon g it takes, and w hether one
helping to craft the item. F or exam ple, three characters
or m ore ability ch eck s are required.
w ith the requisite tool proficiency and the proper
The training lasts for 2 5 0 days and co sts 1 gp per day.
facilities ca n craft a suit o f plate arm or in 100 days,
After you sp en d the requisite am ount o f tim e and money,
at a total co st o f 750 gp.
you learn the new language or gain proficiency with
W h ile crafting, you can m aintain a m od est lifestyle
the n ew tool.
w ithout having to pay 1 gp per day, or a com fortable
lifestyle at half the norm al cost (see chapter 5 for m ore
inform ation on lifestyle expenses).
C h a p t e r 9: C o m b a t
HE CLATTER OF A SWORD STRIKING AGAINST
T op p osin g side. Any character o r m onster that d oesn ’t
a shield. T h e terrible rending sou n d as n otice a threat is su rprised at the start o f the encounter.
m on strou s claw s tear through armor. A If you ’re su rprised, you can ’t m ove or take an action
brilliant flash o f light as a ball o f flam e on your first turn o f the com bat, and you ca n ’t take a
b lo ss o m s from a w iza rd ’s spell. T h e sharp reaction until that turn ends. A m em ber o f a group can
tang o f b lo o d in the air, cutting through b e surprised even if the other m em bers aren’t.
the stench o f vile m onsters. R oa rs o f fury,
shouts o f triumph, cries o f pain. C om bat in D & D can be In i t i a t i v e
chaotic, deadly, and thrilling.
Initiative determ ines the order o f turns during com bat.
T h is chapter p rovides the rules you need for your
W h en com bat starts, every participant m akes a
characters and m on sters to engage in com bat, w hether
D exterity ch eck to determ ine their place in the initiative
it is a brief skirm ish or an extended conflict in a
order. The DM m akes one roll for an entire group o f
du ngeon or on a field o f battle. T h rou gh ou t this chapter,
identical creatures, so each m em ber o f the group acts at
the rules address you, the player or D u n geon Master.
the sam e time.
T he D u n geon M aster con trols all the m on sters and
The DM ranks the com batants in order from the one
nonplayer characters involved in com bat, and each other
with the highest Dexterity ch eck total to the on e w ith
player con trols an adventurer. “Y ou” can also m ean the
the low est. This is the order (called the initiative order)
character or m onster that you control.
in w hich they act during each round. T h e initiative order
rem ains the sam e from round to round.
Th e O r der o f Co mba t If a tie occu rs, the DM d ecides the order am ong
A typical com bat en cou nter is a clash b etw een tw o tied D M -controlled creatures, and the players decide
sides, a flurry o f w ea p on sw ings, feints, parries, the order am ong their tied characters. T h e D M can
footw ork, and spellcasting. The gam e organizes the d ecide the order if the tie is b etw een a m onster and a
ch a os o f com bat into a cycle o f roun ds and turns. A player character. Optionally, the DM can have the tied
round represents about 6 se co n d s in the gam e w orld. characters and m on sters each roll a d2 0 to determ ine
D uring a round, each participant in a battle takes a the order, highest roll going first.
turn. Th e order o f turns is determ ined at the begin ning
o f a com bat encounter, w hen everyone rolls initiative. Y o u r Tu r n
O n ce everyone has taken a turn, the fight continu es to On your turn, you can move a distance up to your sp eed
the next round if neither side has defeated the other. and take one action. You d ecide w hether to m ove first
or take your action first. Your sp eed —som etim es called
Su r pr is e your w alkin g sp eed —is noted on your character sheet.
A band o f adventurers sn eaks up on a bandit cam p, T h e m ost co m m o n actions you can take are d escrib ed
springing from the trees to attack them. A gelatinous in the “A ction s in C om bat” section later in this chapter.
cu b e glides dow n a du ngeon passage, u nn oticed by M any class features and other abilities provide
the adventurers until the cu b e en gu lfs one o f them. In additional options for your action.
th ese situations, one side o f the battle gains surprise The “ M ovem ent and P osition ” section later in this
over the other. chapter gives the rules for your m ove.
Th e DM determ ines w h o m ight be su rprised. If You can forgo m oving, taking an action, or doing
neither side tries to b e stealthy, they autom atically n otice anything at all on your turn. If you c a n ’t d ecide what to
each other. O therw ise, the DM com p a res the Dexterity do on your turn, con sider taking the D od g e or R eady
(Stealth) ch eck s o f anyone hiding w ith the passive action, as d escrib ed in “A ction s in C om bat.”
W isd om (P erception ) sco re o f each creature on the
B o n u s A c t io n s
Various class features, spells, and other abilities let you
C o m b a t S t ep by S t ep
take an additional action on your turn called a bon u s
1. Determine surprise. The DM determines whether anyone
action. The Cunning A ction feature, for exam ple, allow s
involved in the combat encounter is surprised.
a rogu e to take a bon u s action. You can take a bon u s
2. Establish positions. The DM decides where all the
action only w hen a sp ecia l ability, spell, or other feature
characters and monsters are located. Given the
o f the gam e states that you can do som eth in g as a bon u s
adventurers’ marching order or their stated positions in
action. You oth erw ise d on ’t have a bon u s action to take.
the room or other location, the DM figures out where the
adversaries are— how far away and in what direction. You can take only on e bon u s action on your turn, so
3. Roll initiative. Everyone involved in the combat encounter you must c h o o s e w hich bon u s action to u se w h en you
rolls initiative, determining the order o f combatants’ turns. have m ore than one available.
4.Take turns. Each participant in the battle takes a turn in You c h o o s e w hen to take a bon u s action during your
initiative order. turn, u nless the bon u s action ’s tim ing is specified, and
5. Begin the next round. When everyone involved in the anything that deprives you o f your ability to take actions
combat has had a turn, the round ends. Repeat step 4 until also prevents you from taking a bon u s action.
the fighting stops.
O t h e r A c t iv it y o n Y o u r Tu r n On your turn, you can m ove a distance up to your
Y our turn can include a variety o f flou rish es that require sp eed. You can use as m uch or as little o f your sp eed as
neither your action n or your m ove. you like on your turn, follow in g the rules here.
You ca n com m u n ica te how ever you are able, through Your m ovem ent can include jum ping, clim bing, and
brief utterances and gestures, as you take your turn. sw im m in g. T h ese different m od es o f m ovem ent can
You can also interact with on e object or feature o f the b e com b in ed with w alking, or they can constitute your
environm ent for free, during either your m ove or your entire m ove. H ow ever you ’re m oving, you deduct the
action. For exam ple, you cou ld op en a d oor during your distance o f each part o f your m ove from your sp eed until
m ove as you stride tow ard a foe, or you cou ld draw your it is u sed up or until you are done m oving.
w eap on as part o f the sam e action you use to attack. The “S p ecia l Types o f M ovem ent’’ section in
If you w ant to interact with a se co n d object, you n eed chapter 8 gives the particulars for jum ping, clim bing,
to use your action. S o m e m agic item s and other sp ecial and sw im m in g.
ob jects always require an action to use, as stated
in their descriptions. Br e a k in g U p Y o u r M o v e
T h e DM m ight require you to use an action for any You can break up your m ovem ent on your turn, using
o f these activities w h en it n eed s sp ecia l care or w hen it som e o f your sp eed before and after your action. For
presents an unusual obstacle. F or instance, the DM exam ple, if you have a sp eed o f 30 feet, you can m ove
cou ld reason ably e xpect you to use an action to op en a 10 feet, take your action, and then m ove 20 feet.
stuck d oor or turn a cra n k to low er a draw bridge.
M o v in g b e t w e e n A t t a c k s
Re a c t io n s If you take an action that in cludes m ore than one
Certain sp ecial abilities, spells, and situations allow w eapon attack, you can break up your m ovem ent even
you to take a sp ecia l action called a reaction. A reaction further by m oving b etw een th ose attacks. For exam ple,
is an instant resp on se to a trigger o f som e kind, w hich a fighter w h o can m ake tw o attacks w ith the Extra
ca n o c cu r on your turn or on som eon e e lse’s. The Attack feature and w h o has a sp eed o f 25 feet cou ld
opportunity attack, d escribed later in this chapter, is the m ove 10 feet, m ake an attack, m ove 15 feet, and then
m ost co m m o n type o f reaction. attack again.
W h en you take a reaction, you can ’t take another one
U s in g D if f e r e n t Sp e e d s
until the start o f your next turn. If the reaction interrupts
If you have m ore than one sp eed, such as your w alkin g
another creatu re’s turn, that creature can continue its
sp eed and a flying sp eed, you can sw itch ba ck and forth
turn right after the reaction.
b etw een your sp eed s during your m ove. W h en ever you
switch, subtract the distance you've already m oved from
M o v e m e n t a n d Po s i t i o n the n ew speed. T h e result determ ines h ow m uch farther
In com bat, characters and m on sters are in constant you can m ove. If the result is 0 or less, you ca n ’t use the
m otion, often using m ovem ent and position to gain n ew sp eed during the current m ove.
the upper hand. For exam ple, if you have a sp eed o f 3 0 and a flying
sp eed o f 60 b eca u se a w izard cast the fly spell on you,
In t e r a c t in g w it h O bjec t s A r o u n d Y o u you cou ld fly 20 feet, then w alk 10 feet, and then leap
Here are a few examples o f the sorts o f thing you can do in into the air to fly 30 feet m ore.
tandem with your movement and action:
D if f ic u l t T e r r a in
• draw or sheathe a sword
• open or close a door Com bat rarely takes place in bare room s or on
• withdraw a potion from your backpack featureless plains. B ou lder-strew n caverns, briar-
• pick up a dropped axe ch oked forests, treach erou s sta irca ses—the setting o f
• take a bauble from a table a typical fight contain s difficult terrain.
• remove a ring from your finger Every foot o f m ovem ent in difficult terrain co sts 1
• stuff some food into your mouth extra foot. T h is rule is true even if multiple things in
• plant a banner in the ground
a sp ace coun t as difficult terrain.
• fish a few coins from your belt pouch
L ow furniture, rubble, undergrow th, steep stairs,
• drink all the ale in a flagon
• throw a lever or a switch snow, and sh allow b o g s are exam ples o f difficult terrain.
• pull a torch from a sconce T h e sp ace o f another creature, w hether h ostile or not,
• take a book from a shelf you can reach also cou n ts as difficult terrain.
• extinguish a small flame
• don a mask Be in g Pr o n e
• pull the hood of your cloak up and over your head
Com batants often find them selves lying on the ground,
• put your ear to a door
either b eca u se they are k n ock ed dow n or b eca u se they
• kick a small stone
• turn a key in a lock th row th em selves dow n. In the gam e, they are prone,
• tap the floor with a 10-foot pole a condition d escrib ed in appendix A.
• hand an item to another character You can drop prone w ithout u sing any o f your
speed. Standing up takes m ore effort; doin g s o costs
an am ount o f m ovem ent equal to h alf your sp eed. For
exam ple, if y ou r sp eed is 30 feet, you must sp en d 15 feet
o f m ovem ent to stand up. You ca n ’t stand up if you d on ’t
have enough m ovem ent left or if your sp eed is 0.
To m ove w hile prone, you must crawl or u se m agic
such as teleportation. Every foot o f m ovem ent w hile
craw ling co sts 1 extra foot. C raw ling 1 foot in difficult
terrain, therefore, co sts 3 feet o f m ovem ent.

M o v in g A r o u n d O t h e r
C r e a t u r e s
Y ou can m ove through a n on h ostile creatu re’s space.
In contrast, you can m ove th rough a hostile creature's
sp ace only if the creature is at least tw o sizes larger or
sm aller than you. R em em ber that another creatu re’s
sp ace is difficult terrain for you.
W h eth er a creature is a friend or an enemy, you ca n ’t
w illingly end your m ove in its space.
If you leave a hostile creatu re’s reach during your
m ove, you provoke an opportunity attack, as explained
later in the chapter.

Fl y in g M o v e m e n t
Flying creatures enjoy m any benefits o f mobility, but
they m ust a lso deal w ith the danger o f falling. If a flying
creature is k n ock ed prone, has its sp eed red u ced to 0, or
is oth erw ise deprived o f the ability to m ove, the creature
falls, unless it has the ability to hover or it is b ein g held
aloft by m agic, such as by the fly spell.

C r e a t u r e Siz e
E ach creature takes up a different am ount o f space.
T h e S ize C ategories table sh ow s h ow m uch sp ace
a creature o f a particular size con trols in com bat.
O bjects som etim es use the sam e size categories.

S iz e C a t e g o r i e s

Size Space
Tiny 21/2 by 2 1/2 ft
Small 5 by 5 ft.
Medium 5 by 5 ft.
Large 10 by 10 ft.
Huge 15 by 15 ft.
Gargantuan 20 by 20 ft. or larger

Sp a c e

A creature's sp ace is the area in feet that it effectively


con trols in com bat, not an expression o f its physical
dim ension s. A typical M edium creature isn't 5 feet
w ide, for exam ple, but it d o e s con trol a sp ace that
w ide. If a M edium h obgoblin stands in a 5-foot-wide
doorw ay, other creatu res ca n ’t get through unless the
h obgoblin lets them.
A creatu re’s sp ace also reflects the area it n eeds to
fight effectively. For that reason, there’s a limit to the
n um ber o f creatu res that can su rrou nd another creature
in com bat. A ssu m in g M edium com batants, eight
creatures can fit in a 5-foot radius around another one.
B eca u se larger creatures take up m ore space, few er
o f them can su rrou nd a creature. If five Large creatures
Va r ia n t : Pl a y in g o n a G r id C a s t a Spe l l
If you play out a combat using a square grid and miniatures
or other tokens, follow these rules. S p ellcasters such as w izard s and clerics, as w ell as
Squares. Each square on the grid represents 5 feet. m any m onsters, have a c c e ss to sp ells and can use
Speed. Rather than moving foot by foot, move square by them to great effect in com bat. Each spell has a casting
square on the grid. This means you use your speed in 5-foot tim e, w hich sp ecifies w hether the caster m ust use an
segments. This is particularly easy if you translate your speed action, a reaction, m inutes, or even h ours to cast the
into squares by dividing the speed by 5. For example, a speed spell. Casting a spell is, therefore, not n ecessarily an
o f 30 feet translates into a speed o f 6 squares. action. M ost spells do have a castin g tim e o f 1 action,
If you use a grid often, consider writing your speed in s o a spellcaster often u ses his or her action in com bat
squares on your character sheet.
to cast such a spell. S e e chapter 10 for the rules
Entering a S quare. To enter a square, you must have
on spellcasting.
at least 1 square o f movement left, even if the square is
diagonally adjacent to the square you’re in. (The rule for
diagonal movement sacrifices realism for the sake of smooth Da sh
play. The D unge o n M a ste r’s Guide provides guidance on using W h en you take the D ash action, you gain extra
a more realistic approach.) m ovem ent for the current turn. The in crease equals
If a square costs extra movement, as a square o f difficult
your speed, after applying any m odifiers. W ith a sp eed
terrain does, you must have enough movement left to pay for
o f 30 feet, for example, you can m ove up to 60 feet on your
entering it. For example, you must have at least 2 squares of
turn if you dash.
movement left to enter a square o f difficult terrain.
Corners. Diagonal movement can’t cross the corner o f a Any in crease or d ecrea se to your sp eed changes this
wall, large tree, or other terrain feature that fills its space. additional m ovem ent by the sam e am ount. If your sp eed
R anges. To determine the range on a grid between two o f 30 feet is redu ced to 15 feet, for instance, you can
things— whether creatures or objects— start counting squares m ove up to 30 feet this turn if you dash.
from a square adjacent to one o f them and stop counting in
the space of the other one. Count by the shortest route. D i s e n g a g e

If you take the D isen gage action, your m ovem ent d oesn ’t
crow d around a M edium or sm aller one, there’s little provoke opportu nity attacks for the rest o f the turn.
room for anyone else. In contrast, as m any as twenty
M edium creatu res ca n su rrou nd a Gargantuan one. D o d g e
Sq u e e z in g in t o a Sm a l l e r Sp a c e W h en you take the D od ge action, you focu s entirely on
A creature can sq u eeze through a sp ace that is large avoiding attacks. Until the start o f your next turn, any
en ough for a creature one size sm aller than it. Thus, a attack roll m ade against you has disadvantage if you
L arge creature can sq u eeze through a pa ssa ge that's can see the attacker, and you m ake D exterity saving
only 5 feet w ide. W h ile squeezing through a space, th row s w ith advantage. You lose this benefit if you are
a creature m ust sp en d 1 extra foot for every foot it incapacitated (as explained in appendix A) or if your
m oves there, and it has disadvantage on attack rolls sp eed d rop s to 0.
and D exterity saving throw s. A ttack rolls against the
creature have advantage w hile it’s in the sm aller space.
H el p
You can lend your aid to another creature in the
A c t io n s in C o mb a t com pletion o f a task. W h en you take the H elp action,
the creature you aid gains advantage on the next ability
W h en you take your action on your turn, you can take
ch eck it m akes to perform the task you are helping with,
on e o f the actions presen ted here, an action you gained
provided that it m akes the ch eck before the start o f
from your class or a sp ecia l feature, or an action that
your next turn.
you im provise. M any m on sters have action options o f
Alternatively, you can aid a friendly creature in
their ow n in their stat block s.
attacking a creature w ithin 5 feet o f you. You feint,
W h en you d escrib e an action not detailed elsew h ere
distract the target, or in som e other w ay team up to
in the rules, the DM tells you w hether that action is
m ake your ally’s attack m ore effective. If your ally
possib le and what kind o f roll you n eed to m ake, if any,
attacks the target b efore your next turn, the first attack
to determ ine s u c ce s s or failure.
roll is m ade with advantage.

A t t a c k
H id e
Th e m ost co m m o n action to take in com bat is the A ttack
W h en you take the H ide action, you m ake a Dexterity
action, w hether you are sw in gin g a sw ord, firing an
(Stealth) ch eck in an attempt to hide, follow in g the rules
arrow from a bow , or braw ling w ith your fists.
in chapter 7 for hiding. If you su cceed , you gain certain
W ith this action, you m ake on e m elee or ranged
benefits, as d escrib ed in the “ U nseen Attackers and
attack. S e e the “M aking an Attack” section for the rules
Targets” section later in this chapter.
that govern attacks.
Certain features, such as the Extra A ttack feature
o f the fighter, allow you to m ake m ore than on e attack
with this action.
Im p r o v i s i n g a n A c t i o n
Your character can do things not covered by the actions in
this chapter, such as breaking down doors, intimidating
enemies, sensing weaknesses in magical defenses, or calling
for a parley with a foe. The only limits to the actions you can
attempt are your imagination and your character’s ability
scores. See the descriptions o f the ability scores in chapter 7
for inspiration as you improvise.
When you describe an action not detailed elsewhere in
the rules, the DM tells you whether that action is possible
and what kind o f roll you need to make, if any, to determine
success or failure.

Re a d y
S om etim es you w ant to get the ju m p on a foe or wait for
a particular circu m stan ce before you act. To do so, you
can take the R eady action on your turn so that you can
act later in the round using your reaction.
First, you decide w hat perceivable circu m stan ce
w ill trigger your reaction. Then, you c h o o s e the action
you w ill take in resp on se to that trigger, or you c h o o s e
to m ove up to your sp eed in resp on se to it. E xam ples
include “If the cultist steps on the trapdoor, I’ll pull the
lever that op en s it,” and “If the goblin steps next to me,
I m ove away.”
W h en the trigger occu rs, you can either take your
reaction right after the trigger finishes or ignore
the trigger. R em em ber that you can take only one
reaction p er round.
W h en you ready a spell, you cast it as norm al but
hold its energy, w h ich you release w ith your reaction
w hen the trigger occu rs. To be readied, a spell must
have a castin g tim e o f 1 action, and h olding onto the
sp ell’s m agic requ ires concentration (explained in
chapter 10). If your concentration is broken, the spell
dissipates w ithout taking effect. For exam ple, if you are
concentratin g on the web spell and ready magic missile,
your web spell ends, and if you take dam age before
you release magic missile w ith your reaction, your
concentration m ight be broken.

Se a r c h
W h en you take the S ea rch action, you devote your
attention to finding som ething. D epen d in g on the
nature o f your search, the DM m ight have you m ake
a W isd om (P erception ) ch eck o r an Intelligence
(Investigation) check.

U se a n O bj e c t
You n orm ally interact w ith an object w hile doin g
som eth in g else, such as w hen you draw a sw ord as part
o f an attack. W h en an ob ject requ ires your action for
its use, you take the U se an O bject action. T h is action
is also useful w hen you w ant to interact w ith m ore than
on e object on your turn.

M a k in g a n At t a c k
W h eth er you ’re striking w ith a m elee w eapon , firing a
w ea p on at range, or m akin g an attack roll as part o f a
spell, an attack has a sim ple structure.
1. Choose a target. P ick a target w ithin y ou r attack’s
range: a creature, an object, or a location.
2. Determine modifiers. T h e DM determ ines w hether
the target has cover and w hether you have advantage
or disadvantage against the target. In addition, spells,
sp ecia l abilities, and other effects can apply penalties
or b on u ses to your attack roll.
3. Resolve the attack. You m ake the attack roll. On a
hit, you roll dam age, unless the particular attack has
rules that sp ecify otherw ise. S o m e attacks cau se
sp ecia l effects in addition to or instead o f dam age.

If th ere’s ever any question w hether som eth in g y ou ’re


doin g coun ts as an attack, the rule is sim ple: if you ’re
m akin g an attack roll, you ’re m aking an attack.

A t t a c k Ro l l s
W h en you m ake an attack, your attack roll determ ines
w hether the attack hits or m isses. To m ake an attack
roll, roll a d2 0 and add the appropriate m odifiers. If the
total o f the roll plus m odifiers equals or e x ceed s the
target’s A rm or C lass (AC), the attack hits. The AC o f a
character is determ ined at character creation, w h ereas
the AC o f a m onster is in its stat block.

M o d if ie r s t o t h e Ro l l
W h en a character m akes an attack roll, the tw o m ost
com m on m odifiers to the roll are an ability m odifier
and the character’s proficiency bonus. W h en a m onster
m akes an attack roll, it u ses w hatever m odifier is
provided in its stat block.
A bility M odifier. T h e ability m odifier u sed for a m elee
w eapon attack is Strength, and the ability m odifier used
for a ranged w eap on attack is Dexterity. W ea pon s that
have the fin esse or throw n property break this rule.
S o m e sp ells also require an attack roll. The ability
m odifier u sed for a spell attack depen ds on the
sp ellcastin g ability o f the spellcaster, as explained
in chapter 10.
P roficiency Bonus. You add your proficiency bon u s
to your attack roll w hen you attack using a w eap on with
w hich you have proficiency, as w ell as w hen you attack
with a spell.

Ro l l in g 1 o r 20
S om etim es fate b le ss e s or cu rses a com batant, causing
the n ovice to hit and the veteran to m iss.
If the d 2 0 roll for an attack is a 20, the attack hits
regardless o f any m odifiers or the target’s AC. In
addition, the attack is a critical hit, as explained later
in this chapter.
If the d2 0 roll for an attack is a 1, the attack m isses
regardless o f any m odifiers or the target’s AC.

U n se e n A t t a c k e r s a n d Ta r g e t s
C om batants often try to esca p e their fo e s ’ notice
by hiding, casting the invisibility spell, or lurking
in darkness.
W h en you attack a target that you ca n ’t see, you have
disadvantage on the attack roll. This is true w hether
you ’re gu essin g the target’s location or you ’re targeting
a creature you can hear but not see. If the target isn’t in
the location you targeted, you autom atically m iss, but Co n t est s in Co mba t
the D M typically ju st says that the attack m issed, not Battle often involves pitting your prowess against that of
w hether you g u essed the target’s location correctly. your foe. Such a challenge is represented by a contest. This
W h en a creature ca n ’t see you, you have advantage on section includes the most common contests that require an
attack rolls against it. action in combat: grappling and shoving a creature. The DM
If you are h idden—both u n seen and u nheard—w hen can use these contests as models for improvising others.
you m ake an attack, you give away your location w hen
the attack hits or m isses. creature. T h e attack interrupts the provokin g creatu re’s
m ovem ent, o ccu rrin g right before the creature
Ra n g e d A t t a c k s leaves your reach.
W h en you m ake a ranged attack, you fire a b o w or a You can avoid provoking an opportunity attack by
crossb ow , hurl a handaxe, or oth erw ise sen d projectiles taking the D isen gage action. You also d on ’t provoke an
to strike a foe at a distance. A m onster might shoot opportu nity attack w hen you teleport or w hen som eon e
spines from its tail. M any sp ells also involve m akin g a or som eth in g m oves you w ithout using your m ovem ent,
ranged attack. action, or reaction. For exam ple, you don ’t provoke an
opportu nity attack if an explosion hurls you out o f a fo e ’s
R a n g e reach or if gravity cau ses you to fall past an enemy.
You can m ake ranged attacks only against targets w ithin
a sp ecified range.
Two - W e a p o n Fig h t in g

If a ranged attack, such as one m ade w ith a spell, has a W h en you take the A ttack action and attack w ith a light
single range, you ca n ’t attack a target beyond this range. m elee w eap on that you ’re h olding in on e hand, you can
S o m e ranged attacks, such as th ose m ade w ith a u se a bon u s action to attack w ith a different light m elee
lon g b ow o r a shortbow , have tw o ranges. The sm aller w eap on that you ’re h olding in the other hand. You d on ’t
num ber is the n orm al range, and the larger n um ber is add your ability m odifier to the dam age o f the bon u s
the long range. Your attack roll has disadvantage w hen attack, u nless that m odifier is negative.
your target is beyon d n orm al range, and you ca n ’t attack If either w eap on has the throw n property, you
a target beyon d the long range. can th row the w eapon , instead o f m akin g a m elee
attack w ith it.
Ra n g e d A t t a c k s in C l o se C o m b a t
A im in g a ranged attack is m ore difficult w h en a foe G r a p p l in g

is next to you. W h en you m ake a ranged attack with W h en you w ant to grab a creature or w restle w ith it,
a w eapon , a spell, or som e other m eans, you have you can u se the Attack action to m ake a sp ecia l m elee
disadvantage on the attack roll if you are w ithin 5 feet attack, a grapple. If you ’re able to m ake multiple attacks
o f a h ostile creature w h o can see you and w h o isn’t w ith the A ttack action, this attack rep laces on e o f them.
incapacitated. T h e target o f your grapple must be no m ore than one
size larger than you, and it must be w ithin your reach.
M e l ee A t t a c k s U sing at least one free hand, you try to seize the target
by m ak in g a grapple check, a Strength (Athletics)
U sed in hand-to-hand com bat, a m elee attack allow s
ch eck contested by the target’s Strength (Athletics) or
you to attack a foe w ithin your reach. A m elee attack
D exterity (A crobatics) ch eck (the target c h o o s e s the
typically u ses a handheld w eap on such as a sw ord,
ability to use). If you s u cceed , you su bject the target to
a w arham m er, or an axe. A typical m onster m akes a
the grappled condition (see appendix A). The condition
m elee attack w h en it strikes w ith its claw s, horns, teeth,
sp ecifies the things that end it, and you can release the
tentacles, or other b od y part. A few sp ells also involve
target w henever you like (no action required).
m akin g a m elee attack.
Escaping a Grapple. A grappled creature can u se its
M ost creatu res have a 5-foot reach and can thus
action to escap e. To do so, it must su cce e d on a Strength
attack targets w ithin 5 feet o f them w hen m akin g a
(Athletics) or Dexterity (A crobatics) ch eck contested by
m elee attack. Certain creatu res (typically th ose larger
your Strength (Athletics) check.
than M edium ) have m elee attacks w ith a greater reach
Moving a Grappled Creature. W h en you m ove, you
than 5 feet, as noted in their descriptions.
can drag or carry the grappled creature w ith you, but
W h en you are unarmed, you can fight in m elee by
your sp eed is halved, u nless the creature is tw o or m ore
m akin g an u narm ed strike, as sh ow n in the w eap on
sizes sm aller than you.
table in chapter 5.
Sh o v in g a C r e a t u r e
O p p o r t u n it y A t t a c k s
U sing the A ttack action, you can m ake a sp ecia l m elee
In a fight, everyone is constantly w atching for en em ies
attack to shove a creature, either to k n ock it prone or
to drop their guard. You can rarely m ove h eedlessly past
push it away from you. If you ’re able to m ake multiple
your fo e s w ithout putting y ou rself in danger; doin g so
attacks w ith the A ttack action, this attack replaces
provok es an opportunity attack.
one o f them.
You can m ake an opportunity attack w hen a hostile
The target o f your shove m ust be no m ore than one
creature that you can see m oves out o f your reach. To
size larger than you, and it m ust be w ithin your reach.
m ake the opportunity attack, you use your reaction
You m ake a Stren gth (Athletics) ch eck contested by the
to m ake on e m elee attack against the provoking
target’s Strength (Athletics) or D exterity (A crobatics)
ch eck (the target c h o o s e s the ability to use). If you w in W h en attacking w ith a weapon, you add your ability
the contest, you either kn ock the target prone or push m odifier—the sam e m odifier u sed for the attack roll—
it 5 feet away from you. to the dam age. A spell tells you w hich d ice to roll for
dam age and w hether to add any m odifiers.
Cover If a spell or other effect deals dam age to more than
one target at the sa m e time, roll the dam age on ce for
W alls, trees, creatures, and other obsta cles can provide
all o f them. For exam ple, w hen a w izard casts fireball or
cover during com bat, m aking a target m ore difficult
a cleric casts flame strike, the sp ell’s dam age is rolled
to harm . A target can benefit from cover only w hen an
o n ce for all creatu res caught in the blast.
attack or other effect originates on the opposite side
o f the cover. C r it ic a l H it s
There are three deg rees o f cover. If a target is behind W h en you sco re a critical hit, you get to roll extra dice
multiple s o u rce s o f cover, only the m ost protective for the attack’s dam age against the target. R oll all o f the
degree o f cover applies; the deg rees aren't added attack’s dam age d ice tw ice and add them together. Then
together. For exam ple, if a target is behind a creature add any relevant m odifiers as norm al. To sp eed up play,
that gives h alf cover and a tree trunk that gives three- you can roll all the dam age d ice at once.
quarters cover, the target has three-quarters cover. For exam ple, if you sco re a critical hit w ith a dagger,
A target w ith half cover has a +2 bon u s to AC and roll 2d4 for the dam age, rather than 1d4, and then add
D exterity saving throw s. A target has h alf cover if an your relevant ability modifier. If the attack involves other
obstacle block s at least h alf o f its body. The obstacle dam age dice, such as from the rogu e’s S n ea k Attack
might b e a low w all, a large p iece o f furniture, a narrow feature, you roll th ose dice tw ice as w ell.
tree trunk, or a creature, w hether that creature is an
enem y or a friend. Da m a g e Ty pe s
A target with three-quarters cover has a +5 bonus Different attacks, dam aging spells, and other harm ful
to AC and D exterity saving throw s. A target has three- effects deal different types o f dam age. D am age types
quarters cover if about three-quarters o f it is covered have no rules o f their ow n, but other rules, such as
by an obstacle. The obstacle m ight b e a portcullis, an dam age resistance, rely on the types.
arrow slit, or a thick tree trunk. The dam age types follow, w ith exam ples to help a
A target with total cover ca n ’t b e targeted directly DM assign a dam age type to a new effect.
by an attack or a spell, although som e spells can reach Acid. T h e corrosiv e spray o f a black dragon ’s breath
such a target by including it in an area o f effect. A and the dissolvin g en zym es secreted by a black pudding
target has total cover if it is com pletely con cea led by deal acid dam age.
an obstacle. Bludgeoning. Blunt force attacks—ham m ers, falling,
constriction, and the like—deal bludgeon ing dam age.
Da m a g e a n d H e a l in g Cold. The infernal chill radiating from an ice devil’s
spear and the frigid blast o f a w hite dragon ’s breath
Injury and the risk o f death are constant com p a n ion s
deal cold dam age.
o f th ose w h o explore the w orld s o f D&D. T h e thrust o f
Fire. R ed dragons breathe fire, and m any spells
a sw ord, a w ell-placed arrow, or a blast o f flam e from a
conjure flam es to deal fire dam age.
fireball spell all have the potential to dam age, or even
Force. F orce is pure m agical en ergy focu sed into a
kill, the hardiest o f creatures.
dam agin g form . M ost effects that deal force dam age are
H it Po in t s spells, including magic missile and spiritual weapon.
Lightning. A lightning bolt spell and a blue dragon ’s
Hit points represent a com bination o f physical and breath deal lightning dam age.
mental durability, the w ill to live, and luck. Creatures Necrotic. N ecrotic dam age, dealt by certain undead
w ith m ore hit points are m ore difficult to kill. T h ose and a spell such as chill touch, w ithers matter and
w ith few er hit points are m ore fragile. even the soul.
A creatu re’s current hit points (usually ju st called hit Piercing. P unctu ring and im paling attacks, including
points) can be any n um ber from the creatu re’s hit point sp ears and m on sters’ bites, deal piercing dam age.
m axim u m dow n to 0. This n um ber changes frequently Poison. V en om ou s stings and the toxic gas o f a green
as a creature takes dam age or receives healing. dragon ’s breath deal p oison dam age.
W h enever a creature takes dam age, that dam age is Psychic. M ental abilities such as a m ind flayer’s
subtracted from its hit points. The loss o f hit points has psionic blast deal psychic dam age.
n o effect on a creatu re’s capabilities until the creature Radiant. Radiant dam age, dealt by a cleric’s flame
d rops to 0 hit points. strike spell or an angel’s sm iting w eapon , sea rs the flesh
like fire and overloads the spirit w ith pow er.
Da m a g e Ro l l s Slashing. S w ord s, axes, and m on sters’ claw s deal
E ach w eapon , spell, and harm ful m onster ability slashing dam age.
sp ecifies the dam age it deals. You roll the dam age die Thunder. A con cu ssive burst o f sound, such as the
or dice, add any m odifiers, and apply the dam age to effect o f the thunderwave spell, deals thunder dam age.
your target. M agic w eapon s, sp ecial abilities, and other
factors can grant a bon u s to dam age.
Da m a g e R e sist a n c e a n d D e s c r ib in g t h e E f f e c t s o f D a m a g e
Dungeon Masters describe hit point loss in different ways.
V u l n e r a b il it y When your current hit point total is half or more o f your hit
S o m e creatures and ob jects are exceedin gly difficult or point maximum, you typically show no signs of injury. When
unusually easy to hurt w ith certain types o f dam age. you drop below half your hit point maximum, you show signs
o f wear, such as cuts and bruises. An attack that reduces you
If a creature or an object has resistance to a dam age
to 0 hit points strikes you directly, leaving a bleeding injury or
type, dam age o f that type is halved against it. If a
other trauma, or it simply knocks you unconscious.
creature or an object has vulnerability to a dam age
type, dam age o f that type is dou bled against it.
R esistan ce and then vulnerability are applied after D e a t h Sa v in g Th r o w s

all other m od ifiers to dam age. For exam ple, a creature W h enever you start your turn with 0 hit points, you
has resistan ce to bludgeon ing dam age and is hit by an must m ake a sp ecia l saving throw, called a death saving
attack that deals 25 bludgeon ing dam age. The creature throw, to determ ine w hether you creep closer to death
is a lso w ithin a m agical aura that red u ces all dam age by or hang onto life. Unlike other saving throw s, this one
5. T h e 25 dam age is first redu ced by 5 and then halved, isn’t tied to any ability score. You are in the hands o f fate
so the creature takes 10 dam age. now, aided only by spells and features that im prove your
Multiple in stan ces o f resistan ce or vulnerability that ch a n ces o f su cceed in g on a saving throw.
affect the sa m e dam age type count as only on e instance. R oll a d20. If the roll is 10 or higher, you su cceed .
F or exam ple, if a creature has resistan ce to fire dam age O therw ise, you fail. A s u c ce s s or failure has no effect
as w ell as resistan ce to all n onm agical dam age, the by itself. On your third su ccess, you b e co m e stable (see
dam age o f a n onm agical fire is redu ced by h alf against below). On your third failure, you die. The su c ce s se s
the creature, not redu ced by three-quarters. and failures don't need to be consecu tive; keep track
o f both until you collect three o f a kind. The num ber o f
H e a l in g both is reset to zero w hen you regain any hit points or
b e co m e stable.
U n less it results in death, dam age isn’t perm anent. Even
Rolling 1 or 20. W h en you m ake a death saving throw
death is reversible through p ow erfu l m agic. R est can
and roll a 1 on the d20, it coun ts as tw o failures. If you
restore a creature's hit points (as explained in chapter
roll a 20 on the d20, you regain 1 hit point.
8), and m agical m ethods such as a cure wounds spell or
Damage at 0 Hit Points. If you take any dam age w hile
a potion o f healing can rem ove dam age in an instant.
you have 0 hit points, you suffer a death saving throw
W h en a creature receives healing o f any kind, hit
failure. If the dam age is from a critical hit, you suffer
points regained are added to its current hit points. A
tw o failures instead. If the dam age equals or ex ceed s
creatu re’s hit points ca n ’t ex ceed its hit point m axim um ,
your hit point m axim um , you suffer instant death.
so any hit points regained in ex ce s s o f this num ber are
lost. For exam ple, a druid grants a ranger 8 hit points of St a b il iz in g a C r e a t u r e
healing. If the ranger h as 14 current hit points and has a
T h e best w ay to save a creature w ith 0 hit poin ts is to
hit point m axim u m o f 20, the ranger regains 6 hit points
heal it. If healing is unavailable, the creature can at
from the druid, not 8.
least be stabilized so that it isn’t killed by a failed death
A creature that has died ca n ’t regain hit points until
saving throw.
m agic such as the revivify spell has restored it to life.
You can u se your action to adm inister first aid to an
u n con sciou s creature and attempt to stabilize it, w hich
D ro p p in g t o 0 H it P o in ts
requ ires a su ccessfu l D C 10 W isd om (M edicine) check.
W h en you drop to 0 hit points, you either die outright or A stable creature d oesn ’t m ake death saving throw s,
fall u n con sciou s, as explained in the follow in g sections. even though it has 0 hit points, but it d o e s rem ain
u n con sciou s. The creature stops being stable, and must
In s t a n t D e a t h
M assive dam age ca n kill you instantly. W h en dam age
redu ces you to 0 hit points and there is dam age
rem aining, you die if the rem aining dam age equals
or ex ce e d s your hit point m axim um .
F or exam ple, a cleric w ith a m a xim u m o f
12 hit points currently has 6 hit points. If she
takes 18 dam age from an attack, she is reduced
to 0 hit points, but 12 dam age rem ains. B ecau se
the rem aining dam age equals her hit point
m axim um , the cleric dies.

Fa l l in g U n c o n s c io u s
If dam age red u ces you to 0 hit points and fails to kill
you, you fall u n con sciou s (see appendix A). This
u n con sciou sn ess ends if you regain any hit points.
start m aking death saving throw s again, if it takes any M o u n t in g a n d D ism o u n t in g
dam age. A stable creature that isn’t h ealed regains
1 hit point after 1d4 hours. O nce during your m ove, you ca n m ount a creature that
is w ithin 5 feet o f you or dism ount. D oin g s o co sts an
M o n s t e r s a n d D e a t h am ount o f m ovem ent equal to h alf your sp eed. For
M ost D M s have a m onster die the instant it d rops to exam ple, if your sp eed is 30 feet, you must spend 15
0 hit points, rather than having it fall u n con sciou s and feet o f m ovem ent to m ount a horse. Th erefore, you ca n ’t
m ake death saving throw s. m ount it if you d on ’t have 15 feet o f m ovem ent left or
M ighty villains and sp ecia l nonplayer characters if your sp eed is 0.
are com m on exception s; the DM m ight have them If an effect m oves your m ount against its w ill w hile
fall u n con sciou s and follow the sam e rules as you ’re on it, you m ust su cce e d on a D C 10 Dexterity
player characters. saving th row or fall o ff the m ount, landing prone in a
sp ace w ithin 5 feet o f it. If you ’re k n ock ed prone w hile
K n o c k in g a C r e a t u r e O u t m ounted, you must m ake the sam e saving throw.
If your m ount is k n ock ed prone, you can u se your
S om etim es an attacker w ants to incapacitate a foe,
reaction to dism ount it as it falls and land on your feet.
rather than deal a killing blow. W h en an attacker
O therw ise, you are dism ounted and fall prone in a
redu ces a creature to 0 hit points with a m elee attack,
sp ace w ithin 5 feet it.
the attacker can k n ock the creature out. T h e attacker
can m ake this ch oice the instant the dam age is dealt.
C o n t r o l l in g a M o u n t
T h e creature falls u n con sciou s and is stable.
W h ile you're m ounted, you have tw o options. You
T e m po r a r y H it Po in t s can either control the m ount or allow it to act
independently. Intelligent creatures, such as dragons,
S o m e sp ells and sp ecial abilities con fer tem porary hit
act independently.
points to a creature. T em porary hit p oints aren’t actual
You can control a m ount only if it has been trained
hit points; they are a buffer against dam age, a p o o l o f hit
to a ccept a rider. D om esticated h orses, donkeys, and
points that protect you from injury.
sim ilar creatures are a ssu m ed to have such training.
W h en you have tem porary hit points and take dam age,
T h e initiative o f a controlled m ount changes to match
the tem porary hit points are lost first, and any leftover
y ou rs w hen you m ount it. It m oves as you direct it, and
d am age carries over to your norm al hit points. For
it has only three action options: Dash, D isengage, and
exam ple, if you have 5 tem porary hit poin ts and take
D odge. A con trolled m ount can m ove and act even on
7 dam age, you lose the tem porary hit points and then
the turn that you m ount it.
take 2 dam age.
An independent m ount retains its place in the
B eca u se tem porary hit points are separate from
initiative order. B earin g a rider puts no restriction s on
your actual hit points, they can ex ceed your hit point
the actions the m ount can take, and it m oves and acts
m axim um . A character can, therefore, be at full hit
as it w ish es. It might flee from com bat, rush to attack
poin ts and receive tem porary hit points.
and devour a badly injured foe, or oth erw ise act against
H ealing ca n ’t restore tem porary hit points, and they
your w ish es.
ca n ’t b e added together. If you have tem porary hit points
In either case, if the m ount provokes an opportunity
and receive m ore o f them , you d ecide w hether to keep
attack w hile y ou ’re on it, the attacker can target you
the on es you have or to gain the n ew ones. For exam ple,
or the m ount.
if a spell grants you 12 tem porary hit points w hen you
already have 10, you can have 12 or 10, not 22.
If you have 0 hit points, receivin g tem porary hit points Und e r wat e r Co mba t
d oesn ’t restore you to con s cio u s n e s s or stabilize you. W h en adventurers pursue sahuagin ba ck to their
T h ey can still absorb dam age directed at you w hile undersea hom es, fight o ff sharks in an ancient
you ’re in that state, but only true h ealing can save you. sh ipw reck, or find th em selves in a flood ed dungeon
U nless a feature that grants you tem porary hit points room , they must fight in a challen ging environm ent.
has a duration, they last until they’re depleted or you U nderw ater the follow in g rules apply.
finish a lon g rest. W h en m akin g a melee weapon attack, a creature
that d oesn ’t have a sw im m in g sp eed (either natural or
M o u n t e d Co mba t granted by m agic) has disadvantage on the attack roll
u nless the w eap on is a dagger, javelin, sh ortsw ord,
A knight chargin g into battle on a w arhorse, a w izard
spear, or trident.
casting sp ells from the back o f a griffon, or a cleric
A ranged weapon attack autom atically m isses
soa rin g through the sky on a pegasus all enjoy the
a target beyon d the w ea p on ’s n orm al range. Even
benefits o f sp eed and m obility that a m ount can provide.
against a target w ithin norm al range, the attack roll has
A w illing creature that is at least on e size larger than
disadvantage unless the w eap on is a crossbow , a net, or
you and that has an appropriate anatom y can serve as a
a w eap on that is throw n like a javelin (including a spear,
m ount, u sing the follow in g rules.
trident, or dart).
Creatures and objects that are fully im m ersed in
w ater have resistan ce to fire dam age.
C h a p t e r 10: S p e l l c a s t i n g
AGIC PERMEATES THE WORLDS OF D&D AND
M In every case, the num ber o f sp ells a caster can
m ost often appears in the form o f a spell. have fixed in m ind at any given tim e depen ds on the
Th is chapter provides the rules for character’s level.
casting spells. D ifferent character
cla sses have distinctive w ays o f learning Spe l l Sl o t s
and preparin g their spells, and m onsters
R egardless o f h ow m any sp ells a caster k n ow s or
use sp ells in unique w ays. R eg ardless o f its sou rce,
prepares, he or she can cast only a lim ited num ber o f
a spell follow s the rules here.
spells before resting. M anipulating the fabric o f m agic
and chann elin g its energy into even a sim ple spell is
W h a t I s a Sp e l l ? physically and mentally taxing, and higher-level spells
A spell is a discrete m agical effect, a single shaping are even m ore so. Thus, each sp ellcastin g cla ss’s
o f the m agical energies that suffuse the m ultiverse description (except that o f the w arlock) includes a table
into a specific, lim ited expression . In casting a spell, sh ow in g h ow m any spell slots o f each spell level a
a character carefully plucks at the invisible strands of character can u se at each character level. For exam ple,
raw m agic suffusing the w orld, pins them in place in a the 3rd-level w izard Um ara has four 1st-level spell slots
particular pattern, sets them vibrating in a sp ecific way, and tw o 2nd-level slots.
and then releases them to unleash the desired effect—in W h en a character casts a spell, he or she expends
m ost cases, all in the span o f secon d s. a slot o f that sp ell’s level or higher, effectively “filling”
S p ells can b e versatile tools, w eapon s, or protective a slot w ith the spell. You can think o f a spell slot as a
w ards. Th ey can deal dam age or undo it, im p ose or g roove o f a certain size—sm all for a 1st-level slot, larger
rem ove condition s (see appendix A), drain life energy for a spell o f higher level. A 1st-level spell fits into a slot
away, and restore life to the dead. o f any size, but a 9th-level spell fits only in a 9th-level
U ncounted th ou san ds o f spells have been created slot. S o w hen Um ara casts magic missile, a 1st-level
over the cou rse o f the m ultiverse’s history, and m any o f spell, she sp en ds on e o f her four 1st-level slots and has
them are long forgotten. S o m e m ight yet lie record ed in three rem aining.
cru m blin g sp ellb ook s hidden in ancient ruins or trapped Finishing a lon g rest restores any expended spell slots
in the m inds o f dead gods. O r they m ight som eday be (see chapter 8 for the rules on resting).
reinvented by a character w h o has am assed enough S o m e characters and m on sters have sp ecia l abilities
pow er and w isd om to d o so. that let them cast spells w ithout using spell slots. For
exam ple, a m on k w ho follow s the W ay o f the Four
Spe l l L e v e l Elem ents, a w arlock w ho c h o o s e s certain eldritch
invocations, and a pit fiend from the Nine H ells can all
Every spell has a level from 0 to 9. A sp ell’s level is a
cast spells in such a way.
general indicator o f h ow p ow erfu l it is, w ith the low ly
(but still im pressive) magic missile at 1st level and C a s t in g a Sp e l l a t a H ig h e r Le v e l
the earth-shaking wish at 9th. Cantrips—sim ple but
W h en a sp ellcaster casts a spell using a slot that is o f a
pow erfu l sp ells that characters can cast alm ost by rote—
higher level than the spell, the spell a ssu m es the higher
are level 0. T h e h igher a sp ell’s level, the higher level a
level for that casting. For instance, if Um ara casts magic
sp ellcaster m ust be to u se that spell.
missile u sing on e o f her 2nd-level slots, that magic
S p ell level and character level d on ’t corresp on d missile is 2nd level. Effectively, the spell expands to fill
directly. Typically, a character has to be at least 17th
the slot it is put into.
level, not 9th level, to cast a 9th-level spell.
S o m e spells, such as magic missile and cure wounds,
have m ore pow erfu l effects w hen cast at a higher level,
K n o w n a n d Pr e pa r e d Spe l l s
as detailed in a sp ell’s description.
B efore a spellcaster can u se a spell, he or she must
have the spell firm ly fixed in m ind, or m ust have a cce ss C a n t r ips
to the spell in a m agic item. M em bers o f a few classes,
A cantrip is a spell that can be cast at will, w ithout
including bards and sorcerers, have a lim ited list o f
using a spell slot and w ithout being prepared in
sp ells they k n ow that are always fixed in m ind. The
advance. R epeated practice h as fixed the spell in the
sam e thing is true o f m any m agic-using m onsters. Other
caster’s m ind and in fused the caster w ith the m agic
spellcasters, such as clerics and w izards, u ndergo a
n eeded to produ ce the effect over and over. A cantrip’s
p r o ce s s o f preparin g spells. T h is p r o ce s s varies for
spell level is 0.
different classes, as detailed in their descriptions.

Rit u a l s
C a s t i n g in A r m o r
Certain spells have a sp ecia l tag: ritual. S u ch a spell
Because o f the mental focus and precise gestures required
can be cast follow in g the n orm al rules for spellcasting,
for spellcasting, you must be proficient with the armor you
or the spell can b e cast as a ritual. T h e ritual version o f
are wearing to cast a spell. You are otherwise too distracted
and physically hampered by your armor for spellcasting. a spell takes 10 m inutes longer to cast than norm al.
It also d oesn ’t expend a spell slot, w hich m ea n s the
ritual version o f a spell ca n ’t be cast at a higher level.
To cast a spell as a ritual, a spellcaster m ust have a
feature that grants the ability to do so. T h e cleric and the
druid, for exam ple, have such a feature. T h e caster must
also have the spell prepared or on his or her list o f spells
know n, u nless the character’s ritual feature sp ecifies
oth erw ise, as the w iza rd ’s does.

C a s t i n g a Sp e l l
W h en a character casts any spell, the sam e basic rules
are follow ed, regardless o f the character’s class or the
sp ell’s effects.
Each spell description in chapter 11 begin s with a block
o f inform ation, including the spell’s name, level, sch ool
o f m agic, casting time, range, com ponents, and duration.
T he rest o f a spell entry d escribes the spell’s effect.

C a s t in g T ime
M ost spells require a single action to cast, but som e
sp ells require a bon u s action, a reaction, or m uch m ore
tim e to cast.

B o n u s A c t io n
A spell cast with a bon u s action is esp ecia lly swift. You
m ust use a bonus action on your turn to cast the spell,
provided that you haven’t already taken a bon u s action
this turn. You ca n ’t cast another spell during the sam e
turn, except for a cantrip with a casting tim e o f 1 action.

R e a c t io n s
S o m e sp ells can be cast as reactions. T h ese spells
take a fraction o f a se co n d to bring about and are cast
in resp on se to som e event. If a spell can be cast as a
reaction, the spell description tells you exactly w hen
you can do so.

L o n g e r C a s t in g T im e s

Certain spells (including spells cast as rituals) require


m ore time to cast: m inutes or even hours. W h en you
cast a spell w ith a castin g tim e longer than a single
action or reaction, you m ust sp en d your action each
turn casting the spell, and you must maintain your
concentration w hile you do s o (see “C oncentration”
below ). If your concentration is broken, the spell fails,
but you don ’t expend a spell slot. If you w ant to try
castin g the spell again, you m ust start over.

Ra n g e
The target o f a spell m ust be w ithin the sp ell’s range.
For a spell like magic missile, the target is a creature.
F or a spell like fireball, the target is the point in sp ace
w here the ball o f fire erupts.
M ost sp ells have ran ges ex p ressed in feet. S om e
sp ells can target only a creature (including you) that you
touch. Other spells, such as the shield spell, affect only
you. T h ese spells have a range o f self.
S p ells that create co n e s or lin es o f effect that originate
from you also have a range o f self, indicating that the
origin point o f the sp ell’s effect must be you (see “A reas
o f E ffect” later in the this chapter).
O nce a spell is cast, its effects aren’t limited by its Th e S c h o o l s o f Ma g ic
range, unless the spell’s description says otherwise. Academies o f magic group spells into eight categories called
schools o f magic. Scholars, particularly wizards, apply these
C o m po n e n t s categories to all spells, believing that all magic functions in
essentially the same way, whether it derives from rigorous
A sp ell’s com pon en ts are the physical requirem ents you
study or is bestowed by a deity.
m ust m eet in order to cast it. E ach spell’s description The schools of magic help describe spells; they have no
indicates w hether it requ ires verbal (V), som atic (S), rules of their own, although some rules refer to the schools.
or m aterial (M ) com pon en ts. If you ca n ’t provide one Abjuration spells are protective in nature, though some
or m ore o f a sp ell’s com pon en ts, you are unable to o f them have aggressive uses. They create magical barriers,
cast the spell. negate harmful effects, harm trespassers, or banish creatures
to other planes o f existence.
V e r b a l (V ) Conjuration spells involve the transportation of objects
M ost spells require the chanting o f m ystic w ords. The and creatures from one location to another. Some spells
w ord s them selves aren’t the so u rce o f the sp ell’s pow er; summon creatures or objects to the caster’s side, whereas
others allow the caster to teleport to another location. Some
rather, the particular com bination o f sou n ds, with
conjurations create objects or effects out o f nothing.
sp ecific pitch and reson an ce, sets the threads o f m agic
Divination spells reveal information, whether in the form of
in m otion. Thus, a character w h o is gagged or in an area
secrets long forgotten, glimpses o f the future, the locations
o f silence, such as on e created by the silence spell, ca n ’t o f hidden things, the truth behind illusions, or visions of
cast a spell w ith a verbal com ponent. distant people or places.
Enchantment spells affect the minds o f others, influencing
So m a t ic (S ) or controlling their behavior. Such spells can make enemies
Spellcasting gestures m ight include a forceful see the caster as a friend, force creatures to take a course of
gesticulation or an intricate set o f gestures. If a spell action, or even control another creature like a puppet.
requ ires a som atic com pon ent, the caster must have free Evocation spells manipulate magical energy to produce a
use o f at least one hand to perform these gestures. desired effect. Some call up blasts o f fire or lightning. Others
channel positive energy to heal wounds.
M a t e r ia l (M ) Illusion spells deceive the senses or minds o f others. They
Casting so m e spells requ ires particular objects, cause people to see things that are not there, to miss things
that are there, to hear phantom noises, or to remember
sp ecified in paren th eses in the com p on en t entry.
things that never happened. Some illusions create phantom
A character can use a component pouch or a
images that any creature can see, but the most insidious
spellcasting focus (found in chapter 5) in place o f illusions plant an image directly in the mind o f a creature.
the com p on en ts sp ecified for a spell. But if a cost is Necromancy spells manipulate the energies o f life and
indicated for a com pon ent, a character m ust have that death. Such spells can grant an extra reserve o f life force,
sp ecific com pon en t before he or sh e can cast the spell. drain the life energy from another creature, create the
If a spell states that a material com p on en t is undead, or even bring the dead back to life.
con su m ed by the spell, the caster m ust provide this Creating the undead through the use of necromancy spells
com p on en t for each castin g o f the spell. such as animate dead is not a good act, and only evil casters
use such spells frequently.
A spellcaster must have a hand free to a c c e s s these
Transmutation spells change the properties o f a creature,
com pon en ts, but it can be the sam e hand that he or she
object, or environment. They might turn an enemy into a
u ses to p erform som atic com pon ents.
harmless creature, bolster the strength o f an ally, make an
object move at the caster’s command, or enhance a creature’s
D u r a t io n innate healing abilities to rapidly recover from injury.
A spell's duration is the length o f tim e the spell persists.
A duration can be ex p ressed in rounds, m inutes, hours, N orm al activity, such as m ovin g and attacking, d oesn ’t
or even years. S o m e spells sp ecify that their effects last interfere w ith concentration. The follow in g factors can
until the sp ells are dispelled or destroyed. break concentration:

In s t a n t a n e o u s • Casting another spell that requires concentration.


M any spells are instantaneous. T h e spell harm s, You lose concentration on a spell if you cast another
heals, creates, or alters a creature or an ob ject in a w ay spell that requ ires concentration. You ca n ’t c o n c e n
that ca n ’t b e dispelled, b eca u se its m agic exists only trate on tw o sp ells at once.
for an instant. • Taking damage. W h enever you take dam age w hile
you are concentratin g on a spell, you must m ake a
C o n c e n t r a t io n Constitution saving th row to m aintain your con cen tra
S o m e spells require you to m aintain concentration tion. T h e D C equals 10 or h alf the dam age you take,
in order to keep their m a gic active. If you lose w hichever num ber is higher. If you take dam age from
concentration, such a spell ends. multiple sou rces, such as an arrow and a dragon ’s
If a spell m ust be m aintained w ith concentration, breath, you m ake a separate saving th row for each
that fact appears in its D uration entry, and the spell sou rce o f dam age.
sp ecifies h ow lon g you can concentrate on it. You can • Being incapacitated or killed. You lose concentration
end concentration at any tim e (no action required). on a sp ell if you are incapacitated or if you die.
Th e DM m ight also decide that certain environm ental position its point o f origin. Typically,
phenom ena, such as a wave crash in g over you w hile a point o f origin is a point in sp ace, but
y ou ’re on a storm -tossed ship, require you to su cceed som e sp ells have an area w h ose origin is a
on a D C 10 Constitution saving th row to maintain creature or an object.
concentration on a spell. A sp ell’s effect expands in straight lin es from the point
o f origin. If n o u nblock ed straight line extends from the
Ta rge t s point o f origin to a location w ithin the area o f effect, that
A typical spell requires you to pick one or m ore targets location isn’t included in the sp ell’s area. To block one o f
to be affected by the sp ell’s m agic. A spell's description these im aginary lines, an obstruction m ust provide total
tells you w hether the spell targets creatures, objects, or cover, as explained in chapter 9.
a point o f origin for an area o f effect (described below).
C o n e
U n less a spell has a perceptible effect, a creature
A c on e extends in a direction you c h o o s e from its point
might not k n ow it w as targeted by a spell at all. A n effect
o f origin. A c o n e ’s w idth at a given point along its length
like cracklin g lightning is obvious, but a m ore subtle
is equal to that poin t’s distance from the point o f origin.
effect, such as an attempt to read a creatu re’s thoughts,
A c o n e ’s area o f effect sp ecifies its m axim u m length.
typically g oes u nnoticed, u nless a spell says otherw ise.
A c o n e ’s point o f origin is not included in the c o n e ’s
A C l e a r Pa t h t o t h e Ta r g e t area o f effect, unless you d ecide otherw ise.
To target som ething, you m ust have a clear path to it,
Cu be
so it ca n ’t be beh in d total cover.
You select a cu b e’s point o f origin, w hich lies anyw here
If you place an area o f effect at a point that you ca n ’t
on a face o f the cubic effect. T h e cu b e ’s size is ex p ressed
see and an obstruction, such as a wall, is betw een you
as the length o f each side.
and that point, the point o f origin co m e s into being on
A c u b e ’s point o f origin is not included in the cu b e ’s
the near side o f that obstruction.
area o f effect, unless you d ecide otherw ise.
Ta r g e t in g Yo u r se l f
C y l in d e r
If a sp ell targets a creature o f your ch oice, you can
A cylinder’s point o f origin is the center o f a circle o f a
c h o o s e yourself, unless the creature must be h ostile or
particular radius, as given in the spell description. The
sp ecifically a creature other than you. If you are in the
circle m ust either b e on the grou nd or at the height o f
area o f effect o f a spell you cast, you can target yourself.
the spell effect. The en ergy in a cylinder expands in
straight lines from the point o f origin to the perim eter o f
A r e a s o f Ef f e c t
the circle, form in g the ba se o f the cylinder. The sp ell’s
S p ells such as burning hands and cone o f cold cover an effect then sh oots up from the ba se or dow n from the
area, allow ing them to affect m ultiple creatu res at on ce. top, to a distance equal to the height o f the cylinder.
A sp ell’s description sp ecifies its area o f effect, A cylinder’s point o f origin is included in the cylinder’s
w hich typically has on e o f five different shapes: cone, area o f effect.
cube, cylinder, line, or sphere. Every area o f effect has
a point o f origin, a location from w hich the spell’s
energy erupts. The rules for each shape sp ecify h ow you
L in e Th e W ea v e o f M a g ic

A line extends from its point o f origin in a straight path The worlds within the D&D multiverse are magical places.
up to its length and covers an area defined by its width. All existence is suffused with magical power, and potential
A lin e’s point o f origin is not included in the line’s area energy lies untapped in every rock, stream, and living
o f effect, u n less you d ecide otherw ise. creature, and even in the air itself. Raw magic is the stuff of
creation, the mute and mindless will o f existence, permeating
Sp h e r e every bit o f matter and present in every manifestation of
energy throughout the multiverse.
You select a sp here’s point o f origin, and the sphere
Mortals can’t directly shape this raw magic. Instead, they
extends outw ard from that point. T h e sp here’s
make use o f a fabric o f magic, a kind o f interface between
size is ex pressed as a radius in feet that extends
the will of a spellcaster and the stuff o f raw magic. The
from the point. spellcasters o f the Forgotten Realms call it the Weave and
A sp h ere’s point o f origin is included in the sp h ere’s recognize its essence as the goddess Mystra, but casters
area o f effect. have varied ways o f naming and visualizing this interface. By
any name, without the Weave, raw magic is locked away and
Sa v i n g T h r o w s inaccessible;the most powerful archmage can't light a candle
with magic in an area where the Weave has been torn. But
Many spells sp ecify that a target can m ake a saving
surrounded by the Weave, a spellcaster can shape lightning
th row to avoid som e or all o f a sp ell’s effects. The spell to blast foes, transport hundreds o f miles in the blink o f an
sp ecifies the ability that the target u ses for the save and eye, or even reverse death itself.
w hat happens on a s u c ce s s or failure. All magic depends on the Weave, though different kinds
T h e D C to resist on e o f your sp ells equals 8 + your o f magic access it in a variety of ways. The spells o f wizards,
spellcastin g ability m odifier + your proficiency bon u s + warlocks, sorcerers, and bards are commonly called arcane
any sp ecia l m odifiers. magic. These spells rely on an understanding— learned or
intuitive— o f the workings o f the Weave. The caster plucks
A t t a c k Ro l l s directly at the strands o f the Weave to create the desired
effect. Eldritch knights and arcane tricksters also use arcane
S o m e spells require the caster to m ake an attack roll magic. The spells o f clerics, druids, paladins, and rangers are
to determ ine w hether the spell effect hits the intended called divine magic. These spellcasters’ access to the Weave
target. Your attack bon u s w ith a spell attack equals your is mediated by divine power— gods, the divine forces of
spellcastin g ability m odifier + your proficiency bonus. nature, or the sacred weight o f a paladin’s oath.
M ost spells that require attack rolls involve ranged Whenever a magic effect is created, the threads o f the
attacks. R em em ber that you have disadvantage on a Weave intertwine, twist, and fold to make the effect possible.
When characters use divination spells such as detect magic or
ranged attack roll if you are w ithin 5 feet o f a hostile
identify, they glimpse the Weave. A spell such as dispel magic
creature that can see you and that isn’t incapacitated
smooths the Weave. Spells such as antimagic field rearrange
(see chapter 9). the Weave so that magic flows around, rather than through,
the area affected by the spell. And in places where the Weave
C o m bin in g M a g ic a l Ef f e c t s is damaged or torn, magic works in unpredictable ways— or
The effects o f different spells add together w hile not at all.
the durations o f th ose sp ells overlap. The effects o f
the sam e spell cast multiple tim es don't com bine,
however. Instead, the m ost potent effect—such as the
highest bon u s—from th ose castin gs applies w hile their
durations overlap.
For exam ple, if tw o clerics cast bless on the sam e
target, that character gains the sp ell’s benefit only
on ce; he or she d oesn ’t get to roll tw o bon u s dice.
C h a p t e r 11: S p e l l s
HIS CHAPTER DESCRIBES THE MOST COMMON
T Hold Monster 1s t L e v e l
sp ells in the w orld s o f DUNGEONS & Legend Lore Bane
D r a g o n s . T he chapter beg in s w ith the Mass Cure Wounds Bless
spell lists o f the sp ellcastin g classes. The Mislead Command
rem ainder contain s spell descriptions,
Modify Memory Create or Destroy Water
presented in alphabetical order by the
Planar Binding Cure Wounds
n am e o f the spell.
Raise Dead Detect Evil and Good
Bar d Spe l l s Hold Person Scrying Detect Magic
Invisibility Seeming Detect Poison and Disease
C a n t r i p s (0 L e v e l ) Knock Teleportation Circle Guiding Bolt
Lesser Restoration
Blade Ward Healing Word
Locate Animals or Plants 6th Level
Dancing Lights Inflict Wounds
Locate Object Eyebite
Friends Protection from
Magic Mouth Find the Path
Light Evil and Good
Phantasmal Force Guards and Wards
Mage Hand Purify Food and Drink
See Invisibility Mass Suggestion
Mending Sanctuary
Shatter Otto’s Irresistible Dance
Message Shield o f Faith
Silence Programmed Illusion
Minor Illusion
Suggestion True Seeing 2ND L e v e l
Prestidigitation
True Strike Zone o f Truth Aid
7t h Leve l
Vicious Mockery Augury
3rd Level Etherealness
Blindness/Deafness
1s t L e v e l Bestow Curse Forcecage
Calm Emotions
Clairvoyance Mirage Arcane
Animal Friendship Continual Flame
Dispel Magic Mordenkainen’s
Bane Enhance Ability
Fear Magnificent Mansion
Charm Person Find Traps
Feign Death Mordenkainen’s Sword
Comprehend Languages Gentle Repose
Glyph o f Warding Project Image
Cure Wounds Hold Person
Hypnotic Pattern Regenerate
Detect Magic Lesser Restoration
Leomund’s Tiny Hut Resurrection
Disguise Self Locate Object
Major Image Symbol
Dissonant Whispers Prayer of Healing
Nondetection Teleport
Faerie Fire Protection from Poison
Feather Fall Plant Growth
8t h Lev e l Silence
Healing Word Sending
Dominate Monster Spiritual Weapon
Heroism Speak with Dead
Feeblemind Warding Bond
Identify Speak with Plants
Glibness Zone o f Truth
Illusory Script Stinking Cloud
Mind Blank
Longstrider Tongues 3r d Level
Power Word Stun
Silent Image Animate Dead
4th Level
Sleep 9t h Level Beacon of Hope
Compulsion
Speak with Animals Foresight Bestow Curse
Confusion
Tasha’s Hideous Laughter Power Word Heal Clairvoyance
Dimension Door
Thunderwave Power Word Kill Create Food and Water
Freedom of Movement
Unseen Servant True Polymorph Daylight
Greater Invisibility
Dispel Magic
2ND L e v e l Hallucinatory Terrain
C l e r ic Sp e l l s Feign Death
Animal Messenger Locate Creature
Glyph o f Warding
Blindness/Deafness Polymorph
C a n t r i p s (0 L e v e l ) Magic Circle
Calm Emotions 5t h L e v e l Mass Healing Word
Guidance
Cloud o f Daggers Meld into Stone
Animate Objects Light
Crown of Madness Protection from Energy
Awaken Mending
Detect Thoughts Remove Curse
Dominate Person Resistance
Enhance Ability Revivify
Dream Sacred Flame
Enthrall Sending
Geas Spare the Dying
Heat Metal Speak with Dead
Greater Restoration Thaumaturgy
Spirit Guardians Gate Dispel Magic Mirage Arcane
Tongues Mass Heal Feign Death Plane Shift
Water Walk True Resurrection Meld into Stone Regenerate
Plant Growth Reverse Gravity
4th Level
D r u id Sp e l l s Protection from Energy
Banishment 8t h Level
Sleet Storm
Control Water Animal Shapes
C a n t r i p s (0 L e v e l ) Speak with Plants
Death Ward Antipathy/Sympathy
Druidcraft Water Breathing
Divination Control Weather
Guidance Water Walk
Freedom of Movement Earthquake
Mending Wind Wall
Guardian of Faith Feeblemind
Poison Spray
Locate Creature 4t h Level Sunburst
Produce Flame
Stone Shape Blight Tsunami
Resistance
Confusion
5t h L e v e l Shillelagh 9th Level
Conjure Minor Elementals
Commune Thorn Whip Foresight
Conjure Woodland Beings
Contagion Shapechange
1s t L e v e l Control Water
Dispel Evil and Good Storm o f Vengeance
Animal Friendship Dominate Beast
Flame Strike True Resurrection
Charm Person Freedom of Movement
Geas
Create or Destroy Water Giant Insect
Greater Restoration Pa l a d i n Sp e l l s
Cure Wounds Grasping Vine
Hallow
Detect Magic Hallucinatory Terrain
Insect Plague 1s t L e v e l
Detect Poison and Disease Ice Storm
Legend Lore Bless
Entangle Locate Creature
Mass Cure Wounds Command
Faerie Fire Polymorph
Planar Binding Compelled Duel
Fog Cloud Stone Shape
Raise Dead Cure Wounds
Goodberry Stoneskin
Scrying Detect Evil and Good
Healing Word Wall of Fire
Detect Magic
6th Level Jump
5t h L e v e l Detect Poison and Disease
Blade Barrier Longstrider
Antilife Shell Divine Favor
Create Undead Purify Food and Drink
Awaken Heroism
Find the Path Speak with Animals
Commune with Nature Protection from
Forbiddance Thunderwave
Conjure Elemental Evil and Good
Harm
2 n d Leve l Contagion Purify Food and Drink
Heal
Animal Messenger Geas Searing Smite
Heroes’ Feast
Barkskin Greater Restoration Shield o f Faith
Planar Ally
Beast Sense Insect Plague Thunderous Smite
True Seeing
Darkvision Mass Cure Wounds Wrathful Smite
Word of Recall
Enhance Ability Planar Binding
Reincarnate 2 n d Level
7t h Le v e l Find Traps
Scrying Aid
Conjure Celestial Flame Blade
Tree Stride Branding Smite
Divine Word Flaming Sphere
Wall of Stone Find Steed
Etherealness Gust of Wind
Lesser Restoration
Fire Storm Heat Metal
6th Level Locate Object
Plane Shift Hold Person
Conjure Fey Magic Weapon
Regenerate Lesser Restoration
Find the Path Protection from Poison
Resurrection Locate Animals or Plants
Heal Zone o f Truth
Symbol Locate Object
Heroes’ Feast
Moonbeam 3rd Level
8t h Level Move Earth
Pass without Trace
Sunbeam Aura o f Vitality
Antimagic Field Protection from Poison
Transport via Plants Blinding Smite
Control Weather Spike Growth
Wall o f Thorns Create Food and Water
Earthquake
3rd Level Wind Walk Crusader's Mantle
Holy Aura
Daylight
Call Lightning
9t h Leve l 7t h Leve l Dispel Magic
Conjure Animals
Astral Projection Fire Storm Elemental Weapon
Daylight
Magic Circle Plant Growth Sleep Greater Invisibility
Remove Curse Protection from Energy Thunderwave Ice Storm
Revivify Speak with Plants Witch Bolt Polymorph
Water Breathing Stoneskin
4t h Level 2nd Level
Water Walk Wall of Fire
Aura o f Life Alter Self
Wind Wall
Aura o f Purity Blindness/Deafness 5t h L e v e l
Banishment 4th Level Blur Animate Objects
Death Ward Conjure Woodland Beings Cloud of Daggers Cloudkill
Locate Creature Freedom o f Movement Crown of Madness Cone o f Cold
Staggering Smite Grasping Vine Darkness Creation
Locate Creature Darkvision Dominate Person
5t h L e v e l
Stoneskin Detect Thoughts Hold Monster
Banishing Smite
Enhance Ability Insect Plague
Circle o f Power 5t h L e v e l
Enlarge/Reduce Seeming
Destructive Smite Commune with Nature
Gust of Wind Telekinesis
Dispel Evil and Good Conjure Volley
Hold Person Teleportation Circle
Geas Swift Quiver
Invisibility Wall of Stone
Raise Dead Tree Stride
Knock
6t h Level
Levitate
R a n g e r Spe l l s So r c e r e r Sp e l l s Arcane Gate
Mirror Image
Chain Lightning
Misty Step
1s t L e v e l C a n t r i p s (0 L e v e l ) Phantasmal Force
Circle o f Death
Alarm Acid Splash Disintegrate
Scorching Ray
Animal Friendship Blade Ward Eyebite
See Invisibility
Cure Wounds Chill Touch Globe o f Invulnerability
Shatter
Detect Magic Dancing Lights Mass Suggestion
Spider Climb
Detect Poison and Disease Fire Bolt Move Earth
Suggestion
Ensnaring Strike Friends Sunbeam
Web
Fog Cloud Light True Seeing
Goodberry Mage Hand 3r d Leve l
7t h Leve l
Hail o f Thorns Mending Blink
Delayed Blast Fireball
Hunter’s Mark Message Clairvoyance
Etherealness
Jump Minor Illusion Counterspell
Finger of Death
Longstrider Poison Spray Daylight
Fire Storm
Speak with Animals Prestidigitation Dispel Magic
Plane Shift
Ray o f Frost Fear
2 n d Level Prismatic Spray
Shocking Grasp Fireball
Animal Messenger Reverse Gravity
True Strike Fly
Barkskin Teleport
Gaseous Form
Beast Sense 1s t L e v e l Haste 8t h Leve l
Cordon o f Arrows Burning Hands Hypnotic Pattern
Dominate Monster
Darkvision Charm Person Lightning Bolt
Earthquake
Find Traps Chromatic Orb Major Image Incendiary Cloud
Lesser Restoration Color Spray Protection from Energy Power Word Stun
Locate Animals or Plants Comprehend Languages Sleet Storm
Sunburst
Locate Object Detect Magic Slow
Pass without Trace Disguise Self Stinking Cloud 9t h Level
Protection from Poison Expeditious Retreat Tongues Gate
Silence False Life Water Breathing Meteor Swarm
Spike Growth Feather Fall Water Walk Power Word Kill
Fog Cloud Time Stop
3rd Level 4th Level
Jump Wish
Conjure Animals Banishment
Mage Armor
Conjure Barrage Blight
Magic Missile
Daylight Confusion
Ray of Sickness
Lightning Arrow Dimension Door
Shield
Nondetection Dominate Beast
Silent Image
W a r l o c k Sp e l l s Dimension Door 1s t L e v e l Misty Step
Hallucinatory Terrain Alarm Nystul’s Magic Aura
C a n t r i p s (0 L e v e l ) Burning Hands Phantasmal Force
5t h L e v e l
Charm Person Ray of Enfeeblement
Blade Ward
Contact Other Plane
Chromatic Orb Rope Trick
Chill Touch
Dream
Color Spray Scorching Ray
Eldritch Blast
Hold Monster
Comprehend Languages See Invisibility
Friends
Scrying
Detect Magic Shatter
Mage Hand
6t h Level Disguise Self Spider Climb
Minor Illusion
Expeditious Retreat Suggestion
Poison Spray Arcane Gate
False Life Web
Prestidigitation Circle o f Death
True Strike Conjure Fey Feather Fall
3r d Leve l
Create Undead Find Familiar
1s t L e v e l Animate Dead
Eyebite Fog Cloud
Bestow Curse
Armor of Agathys Grease
Flesh to Stone
Blink
Arms o f Hadar Identify
Mass Suggestion
Clairvoyance
Charm Person Illusory Script
True Seeing
Counterspell
Comprehend Languages Jump
7t h Le v e l Dispel Magic
Expeditious Retreat Longstrider
Fear
Hellish Rebuke Etherealness Mage Armor
Feign Death
Hex Finger o f Death Magic Missile
Fireball
Illusory Script Forcecage Protection from
Fly
Protection from Plane Shift Evil and Good
Gaseous Form
Evil and Good Ray of Sickness
8t h Leve l Glyph o f Warding
Unseen Servant Shield
Demiplane Haste
Witch Bolt Silent Image
Dominate Monster Hypnotic Pattern
2nd Level Sleep
Feeblemind Leomund’s Tiny Hut
Tasha’s Hideous Laughter
Cloud of Daggers Glibness Lightning Bolt
Tenser’s Floating Disk
Crown of Madness Power Word Stun Magic Circle
Thunderwave
Darkness Major Image
9th Level Unseen Servant
Enthrall Nondetection
Astral Projection Witch Bolt
Hold Person Phantom Steed
Foresight
Invisibility 2n d Leve l Protection from Energy
Imprisonment
Mirror Image Alter Self Remove Curse
Power Word Kill
Misty Step Arcane Lock Sending
True Polymorph
Ray of Enfeeblement Blindness/Deafness Sleet Storm
Shatter Blur Slow
Spider Climb W iz a r d Sp e l l s Stinking Cloud
Cloud of Daggers
Suggestion Continual Flame Tongues
C a n t r i p s (0 L e v e l ) Vampiric Touch
Crown of Madness
3r d Leve l Acid Splash
Darkness Water Breathing
Counterspell Blade Ward
Darkvision
Dispel Magic Chill Touch 4t h Leve l
Detect Thoughts
Fear Dancing Lights Arcane Eye
Enlarge/Reduce
Fly Fire Bolt Banishment
Flaming Sphere
Gaseous Form Friends Blight
Gentle Repose
Hunger o f Hadar Light Confusion
Gust of Wind
Hypnotic Pattern Mage Hand Conjure Minor Elementals
Hold Person
Magic Circle Mending Control Water
Invisibility
Major Image Message Dimension Door
Knock
Remove Curse Minor Illusion Evard's Black Tentacles
Levitate
Tongues Poison Spray Fabricate
Locate Object
Vampiric Touch Prestidigitation Fire Shield
Magic Mouth
Ray of Frost Greater Invisibility
4t h Level Magic Weapon
Shocking Grasp Hallucinatory Terrain
Banishment Melf’s Acid Arrow
True Strike Ice Storm
Blight Mirror Image
Leomund’s Secret Chest
Locate Creature Sunbeam
Mordenkainen’s True Seeing
Sp e l l D e s c r i p t i o n s
Faithful Hound T h e sp ells are presen ted in alphabetical order.
Wall o f Ice
Mordenkainen’s
7t h Leve l A c id Sp l a s h
Private Sanctum
Delayed Blast Fireball Conjuration cantrip
Otiluke’s Resilient Sphere
Etherealness Casting Time: 1 action
Phantasmal Killer
Finger of Death Range: 6 0 feet
Polymorph
Forcecage Components: V, S
Stone Shape
Mirage Arcane Duration: Instantaneous
Stoneskin
Mordenkainen's You hurl a bubble o f acid. C h oose on e creature w ithin
Wall of Fire
Magnificent Mansion range, or c h o o s e tw o creatu res w ithin range that are
5t h L e v e l Mordenkainen’s Sword w ithin 5 feet o f each other. A target m ust su c ce e d on a
Animate Objects Plane Shift D exterity saving th row or take 1d6 acid dam age.
Bigby’s Hand Prismatic Spray T h is sp ell’s dam age in creases by 1d6 w hen you reach
5th level (2d6), 11th level (3d6), and 17th level (4d6).
CloudkilI Project Image
Cone o f Cold Reverse Gravity A id
Conjure Elemental Sequester 2 nd-level abjuration
Contact Other Plane Simulacrum
Casting Tim e: 1 action
Creation Symbol
Range: 30 feet
Dominate Person Teleport Components: V, S, M (a tiny strip o f w hite cloth)
Dream Duration: 8 hours
8t h Level
Geas
Antimagic Field Your spell bolsters your allies w ith tou ghn ess and
Hold Monster
Antipathy/Sympathy resolve. C h oose up to three creatu res w ithin range.
Legend Lore
Each target’s hit point m axim u m and current hit points
Clone
Mislead in crease by 5 for the duration.
Control Weather
Modify Memory A t H igher L evels. W h en you cast this spell using
Demiplane
Passwall a spell slot o f 3rd level or higher, a target’s hit points
Dominate Monster
Planar Binding in crease by an additional 5 for each slot level above 2nd.
Feeblemind
Rary’s Telepathic Bond
Incendiary Cloud A l a r m
Scrying
Maze 1st-level abjuration (ritual)
Seeming
Mind Blank Casting Tim e: 1 minute
Telekinesis
Power Word Stun Range: 30 feet
Teleportation Circle
Sunburst Components: V, S, M (a tiny bell and a p iece o f
Wall of Force
Telepathy fine silver w ire)
Wall of Stone
Trap the Soul Duration: 8 hours
6t h Leve l You set an alarm against unw anted intrusion. C h oose
9th Level
Arcane Gate a door, a w indow , or an area w ithin range that is no
Astral Projection
Chain Lightning larger than a 20 -foot cube. Until the sp ell ends, an alarm
Foresight alerts you w henever a T iny or larger creature touches
Circle o f Death
Gate or enters the w arded area. W h en you cast the spell, you
Contingency
Imprisonment can designate creatu res that w o n ’t set off the alarm. You
Create Undead
Meteor Swarm also c h o o s e w hether the alarm is m ental or audible.
Disintegrate
Power Word Kill A m ental alarm alerts you with a ping in your m ind
Drawmij’s Instant
Prismatic Wall if you are w ithin 1 m ile o f the w arded area. T h is ping
Summons
Shapechange aw akens you if you are sleeping.
Eyebite A n audible alarm p rod u ces the sou n d o f a hand bell
Time Stop
Flesh to Stone for 10 se co n d s w ithin 60 feet.
True Polymorph
Globe o f Invulnerability
Weird A l t e r Se l f
Guards and Wards
Wish 2 nd-level transmutation
Magic Jar
Mass Suggestion Casting Tim e: 1 action
Move Earth Range: S e lf
Otiluke’s Freezing Sphere Components: V, S
Otto’s Irresistible Dance Duration: Concentration, up to 1 hour
Programmed Illusion You assu m e a different form . W h en you cast the spell,
c h o o s e on e o f the follow in g options, the effects o f w hich
last for the duration o f the spell. W h ile the spell lasts,
you can end on e option as an action to gain the benefits location, coverin g about 50 m iles per 24 h ours for a
o f a different one. flying m essenger, or 25 m iles for other anim als.
Aquatic Adaptation. You adapt your b od y to an W h en the m essen ger arrives, it delivers your m essa ge
aquatic environm ent, sprouting gills and grow in g to the creature that you d escribed , replicating the sou n d
w ebb in g b etw een your fingers. You can breathe o f your voice. The m essen ger sp eak s only to a creature
underw ater and gain a sw im m in g sp eed equal to your m atching the description you gave. If the m essen ger
w alkin g speed. d oesn ’t reach its destination before the spell ends, the
Change Appearance. You transform your appearance. m essa ge is lost, and the beast m akes its w ay ba ck to
You decide w hat you lo o k like, including your height, w h ere you cast this spell.
weight, facial features, sou n d o f your voice, hair length, At Higher Levels. If you cast this spell using a spell
coloration, and distinguishing characteristics, if any. slot o f 3nd level or higher, the duration o f the spell
You can m ake y ou rself appear as a m em ber o f another in creases by 4 8 hours for each slot level above 2nd.
race, though n one o f your statistics change. You also
ca n ’t appear as a creature o f a different size than you, A n im a l Sh a pe s

and your basic sh ape stays the sam e; if you're bipedal, 8 th-level transmutation
you ca n ’t use this spell to b e c o m e quadrupedal, for Casting Tim e: 1 action
instance. At any tim e for the duration o f the spell, you Range: 30 feet
can u se your action to change your ap pearan ce in Components: V, S
this w ay again. Duration: Concentration, up to 24 hours
Natural Weapons. You g row claw s, fangs, spines,
Your m a gic turns others into beasts. C h oose any
horns, or a different natural w eap on o f your ch oice. Your
num ber o f w illing creatu res that you ca n see within
unarm ed strikes deal 1d6 bludgeoning, piercing, or
range. You transform each target into the form o f a
slashing dam age, as appropriate to the natural w eap on
Large or sm aller beast w ith a challen ge rating o f 4 or
you ch ose, and you are proficient w ith y ou r unarm ed
lower. On subsequent turns, you can u se your action to
strikes. Finally, the natural w eap on is m a gic and you
transform affected creatu res into n ew form s.
have a +1 b on u s to the attack and dam age rolls you
The transform ation lasts for the duration for each
m ake usin g it.
target, or until the target d rop s to 0 hit points or dies.
A n im a l Fr ie n d s h ip You can c h o o s e a different form for each target. A
1st-level enchantment target’s gam e statistics are replaced by the statistics o f
the ch osen beast, though the target retains its alignm ent
Casting Tim e: 1 action
and Intelligence, W isd om , and C harism a scores. T h e
Range: 30 feet
target a ssu m es the hit points o f its n ew form , and w hen
Components: V, S, M (a m orsel o f food )
it reverts to its n orm al form , it returns to the num ber
Duration: 24 hours
o f hit points it had before it transform ed. If it reverts as
Th is spell lets you con v in ce a beast that you m ean it no a result o f droppin g to 0 hit points, any e x ce s s dam age
harm. C h oose a beast that you can see w ithin range. carries over to its norm al form . A s long as the ex cess
It must see and hear you. If the b ea st’s Intelligence is dam age d oesn ’t redu ce the creatu re’s n orm al form to 0
4 or higher, the spell fails. O therw ise, the beast m ust hit points, it isn’t k n ock ed u n con sciou s. T h e creature is
su cce e d on a W isd om saving th row or be charm ed lim ited in the actions it can perform by the nature o f its
by you for the spell’s duration. If you or on e o f your n ew form , and it ca n ’t sp eak or cast spells.
com p a n ion s harm s the target, the spells ends. The target’s gear m elds into the n ew form . T h e target
At Higher Levels. W h en you cast this spell using ca n ’t activate, w ield, or oth erw ise benefit from any o f
a spell slot o f 2nd level or higher, you can affect one its equipm ent.
additional beast for each slot level above 1st.
A n im a t e D e a d
A n im a l M e sse n g e r 3rd-level necromancy
2 nd-level enchantment (ritual) Casting Time: 1 m inute
Casting Time: 1 action Range: 10 feet
Range: 30 feet Components: V, S, M (a drop o f blood , a piece o f flesh,
Components: V, S , M (a m orsel o f food) and a pinch o f bon e dust)
Duration: 24 hours Duration: Instantaneous
By m eans o f this spell, you u se an anim al to deliver a Th is spell creates an undead servant. C h oose a pile
m essage. C h o o se a Tiny beast you can see w ithin range, o f b on es or a c o rp s e o f a M edium or S m all hum anoid
such as a squirrel, a blue jay, or a bat. You s p ecify a w ithin range. Your spell im bu es the target w ith a foul
location, w h ich you m ust have visited, and a recipient m im icry o f life, raising it as an undead creature. The
w h o m atches a general description, such as “a m an or target b e c o m e s a skeleton if you c h ose b on es or a
w om a n d ressed in the uniform o f the tow n guard” or “a zom bie if you c h o s e a c o rp s e (the DM has the creatu re’s
red-haired dw arf w earin g a pointed hat.” You also sp eak gam e statistics).
a m essa ge o f up to twenty-five w ords. T h e target beast On each o f your turns, you ca n use a bon u s action
travels for the duration o f the spell tow ard the sp ecified to m entally c om m a n d any creature you m ade with
this spell if the creature is w ithin 6 0 feet o f you (if you
con trol m ultiple creatures, you can com m a n d any or all are 3, and its C harism a is 1. Its sp eed is 30 feet; if the
o f them at the sa m e tim e, issuing the sam e com m a n d to object lack s legs or other appendages it can u se for
each one). You d ecide w hat action the creature w ill take locom otion , it instead has a flying sp eed o f 3 0 feet and
and w here it w ill m ove during its next turn, or you can can hover. If the object is secu rely attached to a surface
issu e a general com m a n d , such as to guard a particular or a larger object, such as a chain bolted to a w all, its
ch a m ber or corridor. If you issue no com m a n d s, the sp eed is 0. It has blindsight w ith a radius o f 30 feet and
creature only d efends itself against hostile creatures. is blind beyon d that distance. W h en the anim ated object
O n ce given an order, the creature continu es to follow it d rops to 0 hit points, it reverts to its original object
until its task is com plete. form , and any rem aining dam age carries over to its
T h e creature is under your con trol for 24 hours, original ob ject form .
after w hich it stop s obeyin g any c om m a n d y ou ’ve given If you com m a n d an object to attack, it can m ake a
it. To m aintain control o f the creature for another single m elee attack against a creature w ithin 5 feet
24 hours, you m ust cast this spell on the creature o f it. It m ak es a slam attack w ith an attack bon u s and
again b efore the current 24-hou r p eriod ends. This bludgeon ing dam age determ ined by its size. T h e DM
u se o f the spell reasserts your con trol over up to four might rule that a sp ecific object inflicts slashing or
creatures you have anim ated w ith this spell, rather than piercing dam age ba sed on its form .
anim ating a n ew one. A t H igher Levels. If you cast this spell using a
A t H igher L evels. W h en you cast this spell using a spell slot o f 6th level or higher, you can anim ate tw o
spell slot o f 4th level or higher, you anim ate or reassert additional ob jects for each slot level above 5th.
con trol over tw o additional undead creatu res for each
slot level above 3rd. E ach o f the creatures m ust com e A n t il if e Sh e l l

from a different c o rp s e or pile o f b on es. 5th-level abjuration


Casting Time: 1 action
A n im a t e O bj e c t s
Range: S e lf (10-foot radius)
5th-level transmutation Components: V, S
Casting Tim e: 1 action Duration: Concentration, up to 1 hour
Range: 120 feet
A sh im m ering barrier extends out from you in a 10-foot
Components: V, S
radius and m oves w ith you, rem ainin g centered on
Duration: Concentration, up to 1 m inute
you and h edging out creatures other than undead and
O bjects c om e to life at your com m a n d . C h oose up to constructs. T h e barrier lasts for the duration.
ten n onm agical ob jects w ithin range that are not being The barrier prevents an affected creature from
w orn or carried. M edium targets coun t as tw o objects, passing or reachin g through. A n affected creature
Large targets coun t as four objects, H uge targets can cast sp ells or m ake attacks w ith ranged or reach
coun t as eight objects. You can ’t anim ate any object w ea p on s through the barrier.
larger than H uge. E ach target anim ates and b e c o m e s a If you m ove s o that an affected creature is forced to
creature under your con trol until the spell ends or until pass through the barrier, the sp ell ends.
redu ced to 0 hit points.
A s a bon u s action, you ca n mentally com m a n d any A n t im a g ic Fie l d

creature you m ade w ith this spell if the creature is 8 th-level abjuration

w ithin 5 0 0 feet o f you (if you control multiple creatures, Casting Tim e: 1 action
you can com m a n d any or all o f them at the sam e time, Range: S e lf (10-foot-radius sphere)
issu in g the sam e com m a n d to each one). You decide Components: V, S, M (a pinch o f p ow d ered iron or
w hat action the creature w ill take and w here it w ill iron filings)
m ove during its next turn, or you can issue a general Duration: C oncentration, up to 1 hour
com m a n d , such as to guard a particular ch a m ber or
A 10-foot-radius invisible sphere o f antim agic surrounds
corridor. If you issue n o com m a n d s, the creature only
you. T his area is divorced from the m agical en ergy that
defen ds itself against hostile creatures. O nce given
su ffu ses the multiverse. W ithin the sphere, sp ells ca n ’t
an order, the creature continu es to follow it until its
b e cast, su m m on ed creatu res disappear, and even m agic
task is com plete.
item s b e c o m e m undane. Until the spell ends, the sphere
m oves w ith you, centered on you.
A n ima t e d O bj ec t St a t is t ic s
S p ells and other m agical effects, except th ose created
Size HP AC Attack Str Dex
by an artifact or a deity, are su p p ressed in the sphere
Tiny 20 18 +8 to hit, 1d4 + 4 damage 4 18 and ca n ’t protrude into it. A slot expen ded to cast
Small 25 16 +6 to hit, 1d8 + 2 damage 6 14 a su ppressed spell is con su m ed. W h ile an effect is
Medium 40 13 +5 to hit, 2d6 + 1 damage 10 12 su ppressed, it d oesn ’t function, but the tim e it spends
Large 50 10 +6 to hit, 2d10 + 2 damage 14 10 su ppressed coun ts against its duration.
Huge 80 10 +8 to hit, 2d12 + 4 damage 18 6 Targeted E ffects. S p ells and other m agical effects,
such as magic m issile and charm person , that target
A n anim ated object is a construct w ith AC, hit points, a creature or an object in the sphere have no effect
attacks, Strength, and D exterity determ ined by its size. on that target.
Its Constitution is 10 and its Intelligence and W isd om
Areas o f Magic. T h e area o f another spell or m agical m ove to the nearest safe spot from w hich it ca n ’t see
effect, su ch as fireball, ca n ’t extend into the sphere. the target. If the creature m oves m ore than 60 feet from
If the sphere overlaps an area o f m agic, the part o f the target and c a n ’t see it, the creature is no longer
the area that is covered by the sphere is suppressed. frightened, but the creature b e c o m e s frightened again if
For exam ple, the flam es created by a wall o f fire are it regains sight o f the target or m oves w ithin 60 feet o f it.
su ppressed w ithin the sphere, creating a gap in the w all Sympathy. T h e enchantm ent ca u ses the sp ecified
if the overlap is large enough. creatu res to feel an intense urge to approach the target
Spells. Any active spell or other m agical effect on a w hile w ithin 60 feet o f it or able to see it. W h en such a
creature or an object in the sphere is su ppressed w hile creature can see the target or c o m e s w ithin 6 0 feet o f it,
the creature or object is in it. the creature m ust s u cce e d on a W isd om saving th row or
Magic Items. T h e properties and p ow ers o f use its m ovem ent on each o f its turns to enter the area
m a gic item s are su p p ressed in the sphere. For or m ove w ithin reach o f the target. W h en the creature
exam ple, a + 1 longsword in the sphere functions as a has don e so, it ca n ’t w illingly m ove away from the target.
n onm agical longsw ord. If the target dam ages or oth erw ise harm s an affected
A m a gic w ea p on ’s properties and p ow ers are creature, the affected creature can m ake a W isd om
su ppressed if it is u sed against a target in the sphere or saving th row to end the effect, as d escrib ed below.
w ielded by an attacker in the sphere. If a m agic w eapon Ending the Effect. If an affected creature ends its
or a p iece o f m agic am m unition fully leaves the sphere turn w hile not w ithin 60 feet o f the target or able to see
(for exam ple, if you fire a m a gic arrow or th row a m agic it, the creature m akes a W isd om saving throw. On a
sp ear at a target outside the sphere), the m a gic o f the su ccessfu l save, the creature is no lon ger affected by
item ce a s e s to b e su ppressed as s o o n as it exits. the target and reco g n ize s the feeling o f rep u gn an ce or
Magical Travel. Teleportation and planar travel attraction as m agical. In addition, a creature affected by
fail to w ork in the sphere, w hether the sphere is the the spell is allow ed another W isd om saving th row every
destination or the departure point for such m agical 24 h ours w hile the spell persists.
travel. A portal to another location, w orld, or plane o f A creature that su ccessfu lly saves against this effect
existence, as w ell as an open in g to an extradim ensional is im m u ne to it for 1 minute, after w hich tim e it can be
sp ace such as that created by the rope trick spell, affected again.
tem porarily c lo se s w hile in the sphere.
Creatures and Objects. A creature or object A r c a n e Ey e

su m m on ed or created by m agic tem porarily w in ks out 4th-level divination


o f existence in the sphere. S u ch a creature instantly Casting Tim e: 1 action
reappears on ce the sp ace the creature occu p ied is no Range: 3 0 feet
lon ger w ithin the sphere. Components: V, S, M (a bit o f bat fur)
Dispel Magic. S p ells and m agical effects such as Duration: Concentration, up to 1 hour
dispel magic have no effect on the sphere. Likew ise, the
You create an invisible, m agical eye w ithin range that
spheres created by different antimagic field spells d on ’t
hovers in the air for the duration.
nullify each other.
You m entally receive visual inform ation from the eye,
A n t ipa t h y /S y m p a t h y w hich has n orm al vision and darkvision out to 30 feet.
8 th-level enchantment T h e eye can lo o k in every direction.
A s an action, you can m ove the eye up to 30 feet in
Casting Tim e: 1 hour
any direction. T h ere is no lim it to h ow far away from
Range: 6 0 feet
you the eye can m ove, but it ca n ’t enter another plane
Components: V, S, M (either a lump o f alum soa k ed in
o f existence. A solid barrier b lock s the eye’s m ovem ent,
vinegar for the antipathy effect or a d rop o f honey for
but the eye can pa ss through an open in g as sm all as 1
the sympathy effect)
inch in diameter.
Duration: 10 days

This spell attracts or repels creatu res o f you r choice. A r c a n e G a t e

You target som eth in g within range, either a H uge or 6 th-level conjuration
sm aller ob ject or creature or an area that is no larger Casting Tim e: 1 action
than a 2 0 0 -foot cube. Then sp ecify a kind o f intelligent Range: 5 0 0 feet
creature, such as red dragons, goblins, or vam pires. Components: V, S
You invest the target w ith an aura that either attracts or Duration: Concentration, up to 10 m inutes
repels the sp ecified creatu res for the duration. C h oose
You create linked teleportation portals that rem ain open
antipathy or sym pathy as the aura’s effect.
for the duration. C h o o se tw o points on the grou nd that
Antipathy. T h e enchantm ent cau ses creatu res o f the
you can see, one point w ithin 10 feet o f you and one
kind you designated to feel an intense urge to leave the
point within 5 0 0 feet o f you. A circu lar portal, 10 feet
area and avoid the target. W h en such a creature can
in diameter, op en s over each point. If the portal w ou ld
s e e the target or c o m e s w ithin 60 feet o f it, the creature
open in the sp ace occu p ied by a creature, the spell fails,
m ust s u cce e d on a W isd om saving th row or b e c o m e
and the casting is lost.
frightened. T h e creature rem ains frightened w hile it can
T he portals are tw o-dim ensional glowing rings
see the target or is w ithin 60 feet o f it. W h ile frightened
filled with mist, hovering inches from the grou nd and
by the target, the creature m ust use its m ovem ent to
perpend icu lar to it at the poin ts you c h oose. A ring is A t H igher Levels. W h en you cast this spell using a
visible only from on e side (your choice), w hich is the side spell slot o f 2nd level or higher, the dam age in creases by
that fu nction s as a portal. 1d6 for each slot level above 1st.
A ny creature or object entering the portal exits from
the other portal as if the tw o w ere adjacent to each A s t r a l Pr o j e c t io n

other; passin g through a portal from the nonportal side 9th-level necromancy
has n o effect. T h e m ist that fills each portal is opaque Casting Tim e: 1 hour
and b lo ck s vision through it. On your turn, you can Range: 10 feet
rotate the rings as a b on u s action s o that the active side Components: V, S , M (for each creature you affect with
faces in a different direction. this spell, you must provide one jacinth w orth at least
1,000 gp and on e ornately carved bar o f silver w orth
A r c a n e L o c k
at least 100 gp, all o f w h ich the spell con su m es)
2 nd-level abjuration
Duration: S p ecia l
Casting Tim e: 1 action
You and up to eight w illing creatu res w ithin range
Range: Touch
project your astral b o d ie s into the A stral Plane (the
Com ponents: V, S, M (gold dust w orth at least 25 gp,
spell fails and the casting is w asted if you are already
w h ich the sp ell con su m es)
on that plane). The m aterial b od y you leave beh in d is
Duration: Until dispelled
u n con sciou s and in a state o f su sp ended anim ation; it
You touch a c lo se d door, w indow , gate, chest, or other d oesn ’t n eed fo o d or air and d oesn ’t age.
entryway, and it b e c o m e s lock ed for the duration. You Y our astral b od y resem b les your m ortal form in
and the creatu res you designate w hen you cast this alm ost every way, replicating your gam e statistics and
spell can open the object norm ally. You can also set a p os se ss io n s. T h e principal difference is the addition o f
p a ssw ord that, w hen sp oken w ithin 5 feet o f the object, a silvery cord that extends from b etw een your shoulder
su p p resses this spell for 1 minute. O therw ise, it is blades and trails behind you, fading to invisibility after
im passable until it is broken or the spell is dispelled or 1 foot. T h is co rd is your tether to your m aterial body. As
su ppressed. C asting knock on the ob ject su p presses lon g as the tether rem ains intact, you can find your w ay
arcane lock for 10 minutes. h om e. If the co rd is cut—som eth in g that can happen
W h ile affected by this spell, the object is m ore difficult only w hen an effect sp ecifically states that it d o e s —your
to break or force open; the D C to break it or pick any sou l and b od y are separated, killing you instantly.
lock s on it in crea ses by 10. Your astral form can freely travel through the Astral
P lane and can pass through portals there leading to any
A r m o r o f A g a t h y s other plane. If you enter a n ew plane or return to the
1st-level abjuration plane you w ere on w hen casting this spell, your b od y and
Casting Tim e: 1 action possession s are transported along the silver cord, allowing
Range: S e lf you to re-enter your b od y as you enter the n ew plane.
Components: V, S, M (a cup o f water) Your astral form is a separate incarnation. Any dam age
Duration: 1 hour or other effects that apply to it have no effect on your
physical body, nor do they persist w hen you return to it.
A protective m agical force su rrou nds you, m anifesting
The spell ends for you and your com p a n ion s w hen
as a spectral frost that covers you and your gear.
you use your action to dism iss it. W h en the spell ends,
You gain 5 tem porary hit points for the duration. If a
the affected creature returns to its physical body,
creature hits you w ith a m elee attack w hile you have
and it awakens.
th ese hit points, the creature takes 5 cold dam age.
The spell m ight also end early for you or on e o f your
A t H igher L evels. W h en you cast this spell u sing a
com pan ion s. A su ccessfu l dispel magic spell u sed
spell slot o f 2nd level or higher, both the tem porary hit
against an astral or physical b od y ends the spell for that
points and the cold dam age in crease by 5 for each slot
creature. If a creatu re’s original b od y or its astral form
level above 1st.
d rops to 0 hit points, the spell en ds for that creature. If
the spell ends and the silver cord is intact, the co rd pulls
A r ms o f H a d a r
the creatu re’s astral form ba ck to its body, ending its
1st-level conjuration
state o f su sp en ded anim ation.
Casting Tim e: 1 action If you are returned to your b od y prematurely, your
Range: S e lf (10-foot radius) com p a n ion s rem ain in their astral form s and m ust find
Components: V, S their ow n w ay ba ck to their b od ies, usually by droppin g
Duration: Instantaneous to 0 hit points.
You invoke the p ow er o f Hadar, the D ark Hunger.
A u g u r y
Tendrils o f dark en ergy erupt from you and batter all
creatu res w ithin 10 feet o f you. E ach creature in that 2 nd-level divination (ritual)
area m ust m ake a Strength saving throw. O n a failed Casting Tim e: 1 m inute
save, a target takes 2d6 n ecrotic dam age and can ’t take Range: S elf
reaction s until its next turn. O n a su ccessfu l save, the Components: V, S, M (specially m arked sticks, bon es,
creature takes h alf dam age, but suffers no other effect. or sim ilar tokens w orth at least 25 gp)
Duration: Instantaneous
By casting gem -inlaid sticks, rolling dragon bones, A w a k e n
laying out ornate cards, or em ploying so m e other 5th-level transmutation
divining tool, you receive an om en from an otherw orldly
Casting Tim e: 8 hours
entity about the results o f a sp ecific co u rse o f action that
Range: Touch
you plan to take w ithin the next 30 m inutes. The DM
Components: V, S, M (an agate w orth at least 1,000 gp,
c h o o s e s from the follow in g p ossib le om ens:
w h ich the spell con su m es)
• Weal, for g o o d results Duration: Instantaneous
• Woe, for bad results
After spending the castin g tim e tracing m agical
• Weal and w oe, for both g o o d and bad results
pathways w ithin a preciou s gem stone, you touch a Huge
• Nothing, for results that aren’t esp ecially g o o d or bad
or sm aller beast or plant. T h e target m ust have either
T he spell d oesn ’t take into accou n t any p ossib le no Intelligence sc o r e or an Intelligence o f 3 or less. The
circu m stan ces that m ight change the ou tcom e, such target gains an Intelligence o f 10. The target also gains
as the casting o f additional sp ells or the loss or gain the ability to sp eak on e language you know. If the target
o f a com panion . is a plant, it gains the ability to m ove its lim bs, roots,
If you cast the spell tw o or m ore tim es before vines, creep ers, and s o forth, and it gains se n se s sim ilar
com pletin g your next lon g rest, there is a cum ulative 25 to a hum an’s. Y our D M c h o o s e s statistics appropriate
percent ch a n ce for each castin g after the first that you for the aw akened plant, such as the statistics for the
get a random reading. The DM m a kes this roll in secret. aw akened shrub or the aw akened tree.
The aw akened beast or plant is ch arm ed by you for
A u r a o f L if e
30 days or until you or your com p a n ion s do anything
4th-level abjuration harm ful to it. W h en the ch arm ed condition ends,
Casting Time: 1 action the aw akened creature c h o o s e s w hether to rem ain
Range: S e lf (30-foot radius) friendly to you, based on h ow you treated it w hile
Components: V it w as charm ed.
Duration: Concentration, up to 10 m inutes
Ba n e
Life-preserving en ergy radiates from you in an aura with
1st-level enchantment
a 30 -foot radius. Until the spell ends, the aura m oves
w ith you, centered on you. E ach n onh ostile creature Casting Tim e: 1 action
in the aura (including you) has resistan ce to n ecrotic Range: 30 feet
dam age, and its hit point m axim u m can't be reduced. In Components: V, S, M (a drop o f blood )
addition, a nonhostile, living creature regains 1 hit point Duration: C oncentration, up to 1 minute
w hen it starts its turn in the aura with 0 hit points. Up to three creatu res o f your ch oice that you ca n see
w ithin range m ust m ake C harism a saving throw s.
A u r a o f Pu r it y
W h enever a target that fails this saving th row m akes
4th-level abjuration an attack roll or a saving th row before the spell ends,
Casting Tim e: 1 action the target m ust roll a d4 and subtract the num ber rolled
Range: S e lf (30-foot radius) from the attack roll or saving throw.
Components: V A t H igher Levels. W h en you cast this spell using
Duration: C oncentration, up to 10 minutes a spell slot o f 2nd level or higher, you can target one
additional creature for each slot level above 1st.
P urifying en ergy radiates from you in an aura w ith a
30 -foot radius. Until the spell ends, the aura m oves Ba n is h in g Sm it e
w ith you, centered on you. E ach n onh ostile creature
5th-level abjuration
in the aura (including you) ca n ’t b e c o m e diseased,
has resistan ce to p oison dam age, and has advantage Casting Time: 1 bon u s action
on saving th row s against effects that cau se any o f the Range: S e lf
follow in g condition s: blinded, charm ed, deafened, Components: V
frightened, paralyzed, poison ed , and stunned. Duration: C oncentration, up to 1 minute

T h e next time you hit a creature with a w ea p on attack


A u r a o f V it a l it y
before this spell ends, your w ea p on cra ck les with force,
3rd-level evocation and the attack deals an extra 5 d10 force dam age to the
Casting Tim e: 1 action target. Additionally, if this attack redu ces the target
Range: S e lf (30-foot radius) to 50 hit points or fewer, you banish it. If the target is
Components: V native to a different plane o f existence than the one
Duration: Concentration, up to 1 m inute you ’re on, the target disappears, returning to its h om e
plane. If the target is native to the plane y ou ’re on, the
H ealing en ergy radiates from you in an aura w ith a
creature vanishes into a h arm less dem iplane. W h ile
30 -foot radius. Until the spell ends, the aura m oves with
there, the target is incapacitated. It rem ains there until
you, centered on you. You can use a b on u s action to
the spell ends, at w h ich point the target reappears in the
cau se on e creature in the aura (including you) to regain
sp ace it left or in the nearest u n occu p ied sp ace if that
2d 6 hit points.
sp ace is occu pied.
Ba n is h m e n t
4th-level abjuration
Casting Tim e: 1 action
Range: 60 feet
Components: V, S, M (an item distasteful to the target)
Duration: C oncentration, up to 1 m inute

Y ou attempt to sen d on e creature that you ca n see


w ithin range to another plane o f existence. The
target m ust su cce e d on a C harism a saving throw
or b e banished.
If the target is native to the plane o f existence y ou ’re
on, you banish the target to a h arm less dem iplane.
W h ile there, the target is incapacitated. The target
rem ains there until the spell ends, at w hich point the
target reappears in the sp ace it left or in the nearest
u n occu p ied sp ace if that sp ace is occu pied.
If the target is native to a different plane o f existence
than the one you ’re on, the target is banish ed with
a faint pop p in g n oise, returning to its h om e plane.
If the spell ends before 1 m inute has passed, the
target reappears in the sp ace it left or in the nearest
u n occu p ied sp ace if that sp a ce is occu pied. O therw ise,
the target doesn't return.
A t H igher L evels. W h en you cast this spell using
a spell slot o f 5th level or higher, you can target one
additional creature for each slot level above 4th.

Ba r k s k in
2 nd-level transmutation
Casting Tim e: 1 action
Range: Touch
Components: V, S, M (a handful o f oak bark)
Duration: Concentration, up to 1 hour

You touch a w illing creature. Until the spell ends, the


target’s skin has a rough, bark-like appearance, and the
target’s AC ca n ’t b e less than 16, regardless o f w hat kind
o f arm or it is w earing.

Be a c o n o f H o pe
3rd-level abjuration
Casting Tim e: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 m inute

T h is sp ell b estow s h ope and vitality. C h oose any


num ber o f creatu res w ithin range. F or the duration,
each target has advantage on W isd om saving throw s
and death saving throw s, and regains the m axim um
num ber o f hit points p ossib le from any healing.

Be a s t Se n se
2 nd-level divination (ritual)
Casting Tim e: 1 action
Range: Touch
Com ponents: S
Duration: Concentration, up to 1 hour

You touch a w illing beast. For the duration o f the spell,


you can use your action to see through the b e a st’s eyes
and hear w hat it hears, and continue to do s o until
you u se your action to return to your n orm al sen ses.
W h ile perceivin g through the b ea st’s sen ses, you gain the hand using your gam e statistics. O n a hit, the target
the benefits o f any sp ecia l sen ses p o s se ss e d by that takes 4d 8 force dam age.
creature, though you are blinded and deafened to your Forceful Hand. T h e hand attem pts to push a creature
ow n surroundings. within 5 feet o f it in a direction you c h oose. M ake
a ch eck with the h and’s Strength con tested by the
Be s t o w C u r se Strength (Athletics) ch eck o f the target. If the target is
3rd-level necromancy M edium or sm aller, you have advantage on the check. If
Casting Tim e: 1 action you su cceed , the hand pu sh es the target up to 5 feet plus
Range: Touch a num ber o f feet equal to five tim es your spellcastin g
Components: V, S ability m odifier. T h e hand m oves w ith the target to
Duration: Concentration, up to 1 minute rem ain w ithin 5 feet o f it.
Grasping Hand. T h e hand attempts to grapple a H uge
You touch a creature, and that creature must su cceed
or sm aller creature w ithin 5 feet o f it. You use the h and’s
on a W isd om saving th row or b e c o m e cu rsed for the
S trength sco re to resolve the grapple. If the target is
duration o f the spell. W h en you cast this spell, c h o o s e
M edium or sm aller, you have advantage on the check.
the nature o f the cu rse from the follow in g options:
W h ile the hand is grappling the target, you can use a
• C h oose on e ability score. W h ile cursed, the target bon u s action to have the hand cru sh it. W h en you do
has disadvantage on ability ch eck s and saving throw s so, the target takes bludgeon ing dam age equal to 2d6 +
m ade with that ability score. your spellcastin g ability m odifier.
• W h ile cursed, the target has disadvantage on attack Interposing Hand. T he hand in terposes itself
rolls against you. b etw een you and a creature you c h o o s e until you give
• W h ile cursed, the target must m ake a W isd om sav the hand a different com m a n d . T h e hand m oves to stay
ing th row at the start o f each o f its turns. If it fails, it b etw een you and the target, providing you with half
w astes its action that turn doing nothing. cover against the target. The target can't m ove through
• W h ile the target is cursed, your attacks and spells the h and’s sp ace if its Strength sc o r e is less than or
deal an extra 1d8 n ecrotic dam age to the target. equal to the h and’s Strength score. If its Strength sco re
A rem ove curse spell ends this effect. At the D M ’s is higher than the h and’s Strength score, the target can
m ove tow ard you through the h and’s sp ace, but that
option, you m ay c h o o s e an alternative cu rse effect, but
sp ace is difficult terrain for the target.
it sh ou ld b e no m ore pow erfu l than th ose d escribed
above. T h e DM h as final say on such a cu rse ’s effect.
At Higher Levels. W h en you cast this spell u sing a
spell slot o f 6th level or higher, the dam age from the
At Higher Levels. If you cast this spell usin g a spell
clench ed fist option in creases by 2d8 and the dam age
slot o f 4th level or higher, the duration is concentration,
from the grasping hand in creases by 2d6 for each slot
up to 10 minutes. If you u se a spell slot o f 5th level or
level above 5th.
higher, the duration is 8 hours. If you u se a spell slot o f
7th level or higher, the duration is 24 hours. If you use
Bl a d e Ba r r ie r
a 9th level spell slot, the spell lasts until it is dispelled.
6 th-level evocation
U sing a spell slot o f 5th level or higher grants a duration
that d oesn ’t require concentration. Casting Tim e: 1 action
Range: 9 0 feet
Big b y ’s H a n d Components: V, S
5th-level evocation Duration: Concentration, up to 10 m inutes
Casting Tim e: 1 action You create a vertical w all o f w hirling, razor-sh arp blades
Range: 120 feet m ade o f m agical energy. T h e w all appears w ithin range
Components: V, S, M (an eggshell and a and lasts for the duration. You can m ake a straight w all
snakeskin glove) up to 100 feet long, 20 feet high, and 5 feet thick, or a
Duration: Concentration, up to 1 minute ringed w all up to 60 feet in diameter, 20 feet high, and
5 feet thick. The w all provides three-quarters cover to
You create a Large hand o f sh im m ering, translucent
creatu res beh in d it, and its sp ace is difficult terrain.
force in an u n occu p ied sp ace that you can see within
range. The hand lasts for the sp ell’s duration, and it W h en a creature enters the w a ll’s area for the first
tim e on a turn or starts its turn there, the creature m ust
m oves at you r com m and , m im ick in g the m ovem ents o f
your ow n hand. m ake a D exterity saving throw. On a failed save, the
creature takes 6 d10 slashing dam age. On a su ccessfu l
Th e hand is an ob ject that has AC 20 and hit points
save, the creature takes h alf as m uch dam age.
equal to your hit point m axim um . If it d rop s to 0 hit
points, the spell ends. It has a Strength o f 26 (+8) and a
Bl a d e Wa r d
D exterity o f 10 (+0). T h e hand d oesn ’t fill its space.
Abjuration cantrip
W h en you cast the spell and as a bon u s action on your
subsequent turns, you can m ove the hand up to 60 feet Casting Tim e: 1 action
and then cau se on e o f the follow in g effects w ith it. Range: S e lf
Clenched Fist. Th e hand strikes one creature or Components: V, S
object w ithin 5 feet o f it. M ake a m elee spell attack for Duration: 1 round
You extend your hand and trace a sigil o f w ardin g in the Bl in d n e s s /D e a f n e ss
air. Until the end o f your next turn, you have resistance 2 nd-level necrom ancy
against bludgeoning, piercing, and slashing dam age
Casting Tim e: 1 action
dealt by w eap on attacks.
Range: 30 feet
Components: V
Bl e ss
Duration: 1 m inute
1st-level enchantment
You can blind or deafen a foe. C h oose one creature that
Casting Tim e: 1 action
you can see w ithin range to m ake a Constitution saving
Range: 30 feet
Components: V, S, M (a sp rinkling o f holy water) throw. If it fails, the target is either blinded or deafened
Duration: Concentration, up to 1 m inute (your ch oice) for the duration. At the end o f each o f its
turns, the target can m ake a Constitution saving throw.
You b less up to three creatures o f your ch oice w ithin On a su ccess, the spell ends.
range. W h enever a target m akes an attack roll or a A t H igher Levels. W h en you cast this spell using
saving th row before the spell ends, the target can roll a spell slot o f 3rd level or higher, you can target one
a d4 and add the num ber rolled to the attack roll or additional creature for each slot level above 2nd.
saving throw.
A t H igher L evels. W h en you cast this spell using Bl in k
a spell slot o f 2nd level or higher, you can target one 3rd-level transmutation
additional creature for each slot level above 1st.
Casting Tim e: 1 action
Range: S e lf
Bl ig h t
Components: V, S
4th-level necromancy
Duration: 1 m inute
Casting Tim e: 1 action
Range: 30 feet R oll a d20 at the end o f each o f your turns for the
Components: V, S duration o f the spell. O n a roll o f 11 or higher, you
Duration: Instantaneous vanish from your current plane o f existence and appear
in the E thereal P lane (the spell fails and the casting is
N ecrom an tic energy w a sh es over a creature o f your w asted if you w ere already on that plane). At the start o f
ch oice that you can see w ithin range, draining m oisture your next turn, and w hen the spell en ds if you are on the
and vitality from it. T h e target m ust m ake a Constitution Ethereal Plane, you return to an u n occu pied sp ace o f
saving throw. T h e target takes 8 d 8 n ecrotic dam age on your ch oice that you can see w ithin 10 feet o f the sp ace
a failed save, or h alf as m uch dam age on a su ccessfu l you vanished from . If no u n occu pied sp ace is available
one. T h is spell has no effect on undead or constructs. w ithin that range, you appear in the nearest u n occu pied
If you target a plant creature or a m agical plant, it sp ace (ch osen at random if m ore than one sp ace is
m a kes the saving th row w ith disadvantage, and the spell equally near). You can dism iss this spell as an action.
deals m axim u m dam age to it. W h ile on the Ethereal Plane, you can s e e and hear
If you target a n on m agica l plant that isn’t a creature, the plane you originated from , w h ich is cast in shades
such as a tree or shrub, it d oesn ’t m ake a saving throw; o f gray, and you ca n ’t see anything there m ore than 60
it sim ply w ithers and dies. feet away. You can only affect and be affected by other
A t H igher L evels. W h en you cast this spell usin g a creatures on the Ethereal P lane. Creatures that aren’t
sp ell slot o f 5th level or higher, the dam age in creases by there ca n ’t perceive you or interact w ith you, u n less they
1d8 for each slot level above 4th. have the ability to do so.

Bl in d in g Sm it e
Bl u r
3rd-level evocation 2 nd-level illusion
Casting Tim e: 1 bon u s action Casting Time: 1 action
Range: S e lf Range: S e lf
Com ponents: V Components: V
Duration: Concentration, up to 1 minute Duration: C oncentration, up to 1 m inute
T h e next tim e you hit a creature w ith a m elee w eapon Y our b od y b e c o m e s blurred, shifting and w avering to
attack during this sp ell’s duration, your w eap on flares all w h o can see you. F or the duration, any creature has
w ith bright light, and the attack deals an extra 3d8 disadvantage on attack rolls against you. A n attacker
radiant dam age to the target. Additionally, the target is im m une to this effect if it d oesn ’t rely on sight,
m ust su cce e d on a Constitution saving th row o r be as w ith blindsight, or can see through illusions, as
blin ded until the spell ends. with truesight.
A creature blin ded by this spell m a kes another
C onstitution saving th row at the end o f each o f its turns. Br a n d in g Sm it e
O n a su ccessfu l save, it is n o lon ger blinded. 2 nd-level evocation

Casting Tim e: 1 bon u s action


Range: S elf
Components: V
Duration: C oncentration, up to 1 minute

The next tim e you hit a creature w ith a w eap on attack


before this spell ends, the w ea p on gleam s with astral
radiance as you strike. The attack deals an extra 2d6
radiant dam age to the target, w h ich b e c o m e s visible if
it’s invisible, and the target sh eds dim light in a 5-foot
radius and can ’t b e c o m e invisible until the spell ends.
A t H igher Levels. W h en you cast this spell using
a spell slot o f 3rd level or higher, the extra dam age
in creases by 1d6 for each slot level above 2nd.

Bu r n in g H a n d s
1st-level evocation
Casting Time: 1 action
Range: S e lf (15-foot cone)
Components: V, S
Duration: Instantaneous

A s you hold your hands w ith thum bs tou chin g and


fingers spread, a thin sheet o f flam es sh oots forth from
your outstretched fingertips. Each creature in a 15-foot
con e m ust m ake a D exterity saving throw. A creature
takes 3d 6 fire dam age on a failed save, or h alf as m uch
dam age on a su ccessfu l one.
T h e fire ignites any flam m able ob jects in the area that
aren’t being w orn or carried.
A t H igher Levels. W h en you cast this spell using a
spell slot o f 2nd level or higher, the dam age in crea ses by
1d6 for each slot level above 1st.

Ca l l L ig h t n in g
3rd-level conjuration
Casting Tim e: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 10 m inutes

A storm cloud appears in the shape o f a cylinder that


is 10 feet tall w ith a 60 -foot radius, centered on a point
you can see 100 feet directly above you. The spell fails
if you can ’t see a point in the air w here the storm cloud
cou ld appear (for exam ple, if you are in a r oom that ca n ’t
accom m od a te the cloud).
W h en you cast the spell, c h o o s e a point you can see
w ithin range. A bolt o f lightning flashes dow n from the
cloud to that point. E ach creature within 5 feet o f that
point m ust m ake a Dexterity saving throw. A creature
takes 3 d10 lightning dam age on a failed save, or half
as m uch dam age on a su ccessfu l one. O n each o f your
turns until the spell ends, you can u se your action to call
dow n lightning in this w ay again, targeting the sam e
point or a different one.
If you are ou td oors in storm y condition s w hen you
cast this spell, the spell gives you control over the
existing storm instead o f creating a n ew one. Under
such condition s, the sp ell’s dam age in creases by 1d10.
A t H igher Levels. W h en you cast this spell using a
spell slot o f 4th or higher level, the dam age in creases by
1d10 for each slot level above 3rd.
C a l m Em o t io n s additional creature for each slot level above 1st. The
2 nd-level enchantment creatu res m ust be w ithin 30 feet o f each other w hen
you target them.
Casting Tim e: 1 action
Range: 6 0 feet C h il l To u c h
Components: V, S
Necromancy cantrip
Duration: Concentration, up to 1 m inute
Casting Tim e: 1 action
You attempt to su ppress stron g em otion s in a group Range: 120 feet
o f p eople. E ach h um anoid in a 20-foot-radius sphere Components: V, S
centered on a point you c h o o s e within range m ust m ake Duration: 1 round
a C harism a saving throw ; a creature can c h o o s e to
fail this saving th row if it w ish es. If a creature fails its You create a ghostly, skeletal hand in the sp ace o f a
saving throw, c h o o s e on e o f the follow in g tw o effects. creature w ithin range. M ake a ranged spell attack
Y ou can su ppress any effect cau sin g a target to be against the creature to assail it w ith the chill o f the
ch arm ed or frightened. W h en this spell ends, any grave. O n a hit, the target takes 1d8 n ecrotic dam age,
su ppressed effect resu m es, provided that its duration and it ca n ’t regain hit points until the start o f your next
has not expired in the m eantim e. turn. Until then, the hand clings to the target.
Alternatively, you can m ake a target indifferent about If you hit an undead target, it also has disadvantage on
creatu res o f your ch oice that it is h ostile tow ard. This attack rolls against you until the end o f your next turn.
indifference ends if the target is attacked or h arm ed by This sp ell’s dam age in creases by 1d8 w hen you reach
a spell or if it w itn esses any o f its friends being harm ed. 5th level (2d8), 11th level (3d8), and 17th level (4d8).
W h en the spell ends, the creature b e c o m e s hostile
C h r o m a t ic O r b
again, unless the D M rules oth erw ise.
1st-level evocation
C h a in L ig h t n in g Casting Time: 1 action
6 th-level evocation Range: 9 0 feet
Casting Tim e: 1 action Components: V, S, M (a diam on d w orth at least 50 gp)
Range: 150 feet Duration: Instantaneous
Components: V, S, M (a bit o f fur; a p ie ce o f amber, You hurl a 4-inch-diam eter sphere o f energy at a
glass, or a crystal rod; and three silver pins) creature that you can s e e w ithin range. You c h o o s e
Duration: Instantaneous acid, cold, fire, lightning, p oison , or thunder for the type
You create a bolt o f lightning that arcs tow ard a target o f o f orb you create, and then m ake a ranged spell attack
your ch oice that you can see w ithin range. T h ree bolts against the target. If the attack hits, the creature takes
then leap from that target to as m any as three other 3d8 dam age o f the type you chose.
targets, each o f w h ich m ust b e w ithin 30 feet o f the first A t H igher L evels. W h en you cast this spell using a
target. A target can be a creature or an object and can spell slot o f 2nd level or higher, the dam age in creases by
b e targeted by only one o f the bolts. 1d8 for each slot level above 1st.
A target m ust m ake a D exterity saving throw. T h e
C ir c l e o f D e a t h
target takes 10d8 lightning dam age on a failed save, or
6 th-level necromancy
h alf as m uch dam age on a su ccessfu l one.
A t H igher L evels. W h en you cast this spell using Casting Tim e: 1 action
a spell slot o f 7th level or higher, on e additional bolt Range: 150 feet
leaps from the first target to another target for each slot Components: V, S , M (the p ow der o f a cru sh ed black
level above 6th. pearl w orth at least 50 0 gp)
Duration: Instantaneous
C h a r m Pe r s o n
A sphere o f negative en ergy ripples out in a 60-foot-
1st-level enchantment
radius sphere from a point w ithin range. E ach creature
Casting Tim e: 1 action in that area m ust m ake a Constitution saving throw. A
Range: 30 feet target takes 8d 6 n ecrotic dam age on a failed save, or
Components: V, S half as m uch dam age on a su ccessfu l one.
Duration: 1 hour A t H igher L evels. W h en you cast this spell using a
You attempt to ch a rm a h um anoid you can see w ithin spell slot o f 7th level or higher, the dam age in creases by
range. It m ust m ake a W isd om saving throw, and d oes 2d6 for each slot level above 6th.
so w ith advantage if you or your com p a n ion s are fighting
C ir c l e o f Po w e r
it. If it fails the saving throw, it is ch a rm ed by you until
5th-level abjuration
the spell en ds or until you or your com p a n ion s do
anything harm ful to it. T h e ch a rm ed creature regards Casting Tim e: 1 action
you as a friendly acquaintance. W h en the spell ends, the Range: S e lf (30-foot radius)
creature k n ow s it w as charm ed by you. Components: V
A t H igher L evels. W h en you cast this spell using Duration: C oncentration, up to 10 minutes
a sp ell slot o f 2nd level or higher, you can target one
D ivine energy radiates from you, distorting and C l o u d o f Da g g e r s
diffusing m agical en ergy w ithin 30 feet o f you. Until 2 nd-level conjuration
the spell ends, the sphere m oves w ith you, centered on
Casting Tim e: 1 action
you. For the duration, each friendly creature in the area
Range: 6 0 feet
(including you) has advantage on saving throw s against
Components: V, S, M (a sliver o f glass)
sp ells and other m agical effects. Additionally, w hen
Duration: Concentration, up to 1 minute
an affected creature su cce e d s on a saving throw m ade
against a spell or m agical effect that allow s it to m ake a You fill the air with spinning daggers in a cu b e 5 feet on
saving th row to take only h alf dam age, it instead takes each side, centered on a point you c h o o s e w ithin range.
n o dam age if it s u c ce e d s on the saving throw. A creature takes 4 d 4 slashing dam age w hen it enters
the sp ell’s area for the first tim e on a turn or starts
C l a ir v o y a n c e its turn there.
3rd-level divination A t H igher Levels. W h en you cast this spell using a
Casting Time: 10 m inutes spell slot o f 3rd level or higher, the dam age in creases by
Range: 1 mile 2d4 for each slot level above 2nd.
Components: V, S, M (a focu s w orth at least 100
C l o u d k il l
gp, either a jew eled horn for h earing or a glass
5th-level conjuration
eye for seeing)
Duration: Concentration, up to 10 m inutes Casting Tim e: 1 action
Range: 120 feet
You create an invisible sen sor w ithin range in a location
Components: V, S
fam iliar to you (a place you have visited or seen before)
Duration: C oncentration, up to 10 m inutes
or in an obviou s location that is unfam iliar to you (such
as behind a door, around a corner, or in a grove o f trees). You create a 20-foot-radius sphere o f poison ou s, yellow -
T h e sen sor rem ains in place for the duration, and it green fog centered on a point you c h o o s e w ithin range.
ca n ’t be attacked or oth erw ise interacted with. T h e fog spreads around corn ers. It lasts for the duration
W h en you cast the spell, you c h o o s e seein g or or until stron g w in d disp erses the fog, ending the spell.
hearing. You can u se the ch osen sen se through the Its area is heavily o b scu red.
sen sor as if you w ere in its sp ace. A s your action, you W h en a creature enters the sp ell’s area for the first
can sw itch b etw een seein g and hearing. tim e on a turn or starts its turn there, that creature must
A creature that can see the sen sor (such as a creature m ake a Constitution saving throw. T h e creature takes
benefiting from s e e invisibility or truesight) s e e s a 5d8 p o iso n dam age on a failed save, or h alf as m uch
lum inous, intangible orb about the size o f your fist. dam age on a su ccessfu l one. Creatures are affected
even if they hold their breath or d on ’t n eed to breathe.
C l o n e T h e fog m oves 10 feet away from you at the start
8 th-level necromancy o f each o f your turns, rollin g along the su rface o f the
Casting Tim e: 1 hour ground. T h e vapors, being heavier than air, sink to the
Range: Touch low est level o f the land, even pou rin g dow n open in gs.
Components: V, S, M (a diam on d w orth at least 1,000 A t H igher Levels. W h en you cast this sp ell using a
gp and at least 1 cu bic inch o f flesh o f the creature spell slot o f 6th level or higher, the dam age in creases by
that is to be cloned, w h ich the spell con su m es, and a 1d8 for each slot level above 5th.
v essel w orth at least 2 ,0 0 0 gp that has a sealable lid
C o l o r Sp r a y
and is large en ough to hold a M edium creature, such
1st-level illusion
as a huge urn, coffin, mud-filled cyst in the ground, or
crystal container filled w ith salt water) Casting Time: 1 action
Duration: Instantaneous Range: S e lf (15-foot cone)
Components: V, S, M (a pinch o f pow der or sand that is
T h is spell grow s an inert duplicate o f a living creature
c olored red, yellow, and blue)
as a safeguard against death. This clon e form s inside
Duration: 1 round
a sealed v essel and g row s to full size and maturity
after 120 days; you can also c h o o s e to have the clone A dazzling array o f flashing, c olored light sp rings from
b e a youn ger version o f the sa m e creature. It rem ains your hand. R oll 6 d 1 0 ; the total is h ow m any hit points
inert and en dures indefinitely, as long as its v essel o f creatu res this spell can effect. Creatures in a 15-foot
rem ains undisturbed. co n e originating from you are affected in ascen din g
At any tim e after the clon e m atures, if the original order o f their current hit points (ignoring u n con sciou s
creature dies, its sou l transfers to the clone, provided creatu res and creatu res that c a n ’t see).
that the sou l is free and w illing to return. T h e clon e is Starting with the creature that has the low est current
physically identical to the original and has the sam e hit points, each creature affected by this spell is blinded
personality, m em ories, and abilities, but n one o f the until the spell ends. Subtract each creatu re’s hit points
original’s equipm ent. The original creatu re’s physical from the total before m ovin g on to the creature with
rem ains, if they still exist, b e c o m e inert and ca n ’t the next low est hit points. A creatu re’s hit points must
thereafter be restored to life, sin ce the creatu re’s sou l be equal to or less than the rem ainin g total for that
is elsew here. creature to be affected.
A t H igher L evels. W h en you cast this spell using a
spell slot o f 2nd level or higher, roll an additional 2 d10
for each slot level above 1st.

C o m m a n d
1st-level enchantment
Casting Tim e: 1 action
Range: 60 feet
Components: V
Duration: 1 round

You sp eak a on e-w ord com m a n d to a creature you can


see w ithin range. T h e target m ust s u cce e d on a W isd om
saving th row or follow the com m a n d on its next turn.
T h e spell has no effect if the target is undead, if it
d oesn ’t understand your language, or if your com m a n d
is directly h arm ful to it.
S o m e typical com m a n d s and their effects follow. You
m ight issue a com m a n d other than on e d escrib ed here.
If you do so, the D M determ ines h ow the target behaves.
If the target ca n ’t follow your com m a n d , the spell ends.
Approach. T h e target m oves tow ard you by the
shortest and m ost direct route, en din g its turn if it
m ov es w ithin 5 feet o f you.
D rop. T h e target d rops w hatever it is h oldin g and then
ends its turn.
F lee. The target sp en ds its turn m oving away from
you by the fastest available m eans.
Grovel. T h e target falls prone and then ends its turn.
Halt. T h e target d oesn ’t m ove and takes no actions.
A flying creature stays aloft, provided that it is able to
do so. If it m ust m ove to stay aloft, it flies the m inim um
distance n eeded to rem ain in the air.
A t H igher L evels. W h en you cast this spell using
a spell slot o f 2nd level or higher, you can affect one
additional creature for each slot level above 1st. The
creatu res m ust be w ithin 30 feet o f each other w hen
you target them.

C o m m u n e

5th-level divination (ritual)


Casting Tim e: 1 m inute
Range: S e lf
Com ponents: V, S, M (in cen se and a vial o f holy or
unholy water)
Duration: 1 m inute

You contact y ou r deity or a divine proxy and ask up to


three questions that can be an sw ered w ith a yes or no.
You m ust ask your qu estion s b efore the spell ends. You
receive a correct an sw er for each question.
D ivine beings aren’t n ecessarily om niscient, so you
m ight receive “u n clear” as an answ er if a question
pertains to inform ation that lies beyon d the deity’s
kn ow ledge. In a ca se w h ere a on e-w ord an sw er cou ld be
m isleadin g or contrary to the deity’s interests, the DM
m ight offer a short ph rase as an an sw er instead.
If you cast the spell tw o or m ore tim es b efore finishing
your next lon g rest, there is a cum ulative 25 percent
ch a n ce for each casting after the first that you get no
answer. T h e D M m akes this roll in secret.
C o m m u n e w it h Na t u r e T h is spell d oesn ’t d e co d e secret m essa g es in a text
5th-level divination (ritual) or a glyph, such as an arcane sigil, that isn’t part o f a
written language.
Casting Tim e: 1 minute
Range: S e lf C o m pu l s io n
Components: V, S
4th-level enchantment
Duration: Instantaneous
Casting Time: 1 action
You briefly b e c o m e on e with nature and gain kn ow ledge Range: 30 feet
o f the su rrou nding territory. In the outdoors, the spell Components: V, S
gives you kn ow led ge o f the land w ithin 3 m iles o f you. Duration: C oncentration, up to 1 m inute
In caves and other natural u nderground settings, the
radius is lim ited to 3 0 0 feet. T h e spell d oesn ’t function Creatures o f your ch oice that you can see w ithin range
w here nature has been replaced by construction , such and that ca n hear you m ust m ake a W isd om saving
as in du ngeon s and tow ns. throw. A target autom atically s u c ce e d s on this saving
You instantly gain kn ow led ge o f up to three facts of th row if it ca n ’t b e charm ed. On a failed save, a target
your ch oice about any o f the follow in g subjects as they is affected by this spell. Until the spell ends, you can
relate to the area: u se a bonus action on each o f your turns to designate a
direction that is h orizontal to you. E ach affected target
• terrain and b o d ie s o f water m ust u se as m uch o f its m ovem ent as p ossib le to m ove
• prevalent plants, m inerals, anim als, or p eop les in that direction on its next turn. It can take its action
• pow erfu l celestials, fey, fiends, elem entals, or undead b efore it m oves. A fter m oving in this way, it can m ake
• influence from other planes o f existence another W isd om saving to try to end the effect.
• buildings A target isn’t com p elled to m ove into an obviously
For exam ple, you cou ld determ ine the location o f deadly hazard, such as a fire or pit, but it w ill provoke
pow erfu l undead in the area, the location o f m ajor opportunity attacks to m ove in the designated direction.
sou rces o f safe drinking water, and the location o f any
nearby tow ns. C o n e o f C o l d
5th-level evocation
C o mpe l l e d D u e l
Casting Time: 1 action
1st-level enchantment Range: S e lf (60-foot cone)
Casting Tim e: 1 bon u s action Components: V, S, M (a sm all crystal or glass cone)
Range: 30 feet Duration: Instantaneous
Components: V A blast o f cold air erupts from your hands. Each
Duration: C oncentration, up to 1 m inute creature in a 60 -foot con e m ust m ake a Constitution
You attempt to com p el a creature into a duel. One saving throw. A creature takes 8 d 8 cold dam age on a
creature that you can see w ithin range m ust m ake a failed save, or h alf as m uch dam age on a su ccessfu l one.
W isd om saving throw. On a failed save, the creature is A creature killed by this spell b e c o m e s a frozen statue
draw n to you, com p elled by your divine dem and. For until it thaws.
the duration, it has disadvantage on attack rolls against A t H igher L evels. W h en you cast this spell u sin g a
creatu res other than you, and m ust m ake a W isd om spell slot o f 6th level or higher, the dam age in crea ses by
saving th row each tim e it attem pts to m ove to a sp ace 1d8 for each slot level above 5th.
that is m ore than 30 feet away from you; if it su cceed s
on this saving throw, this spell d oesn ’t restrict the C o n f u s io n

target’s m ovem ent for that turn. 4th-level enchantment


The spell ends if you attack any other creature, if you Casting Time: 1 action
cast a spell that targets a hostile creature other than the Range: 90 feet
target, if a creature friendly to you dam ages the target or Components: V, S, M (three nut shells)
casts a harm ful spell on it, or if you end your turn m ore Duration: C oncentration, up to 1 m inute
than 30 feet away from the target.
This spell assaults and tw ists creatu res' m inds,
C o m pr e h e n d La n g u a g e s
spaw ning delusions and provok in g u n controlled action.
Each creature in a 10-foot-radius sphere centered on
1st-level divination (ritual)
a point you c h o o s e w ithin range m ust su cce e d on a
Casting Time: 1 action W isd om saving th row w hen you cast this spell or be
Range: S elf affected by it.
Components: V, S, M (a pinch o f so o t and salt) An affected target ca n ’t take reaction s and m ust roll
Duration: 1 hour a d 10 at the start o f each o f its turns to determ ine its
For the duration, you understand the literal m ean in g o f behavior for that turn.
any sp oken language that you hear. You also understand
any written language that you see, but you must be
touching the su rface on w hich the w ord s are w ritten. It
takes about 1 m inute to read on e page o f text.
o f identical w eap on s that sh oot forw ard and then
d10 Behavior
disappear. Each creature in a 60 -foot c o n e m ust su cceed
1 The creature uses all its movement to move in a
on a D exterity saving throw. A creature takes 3d8
random direction. To determine the direction, roll
dam age on a failed save, or h alf as m uch dam age on a
a d8 and assign a direction to each die face. The su ccessfu l one. The dam age type is the sam e as that o f
creature doesn’t take an action this turn. the w eap on or am m unition u sed as a com pon ent.
2-6 The creature doesn’t move or take actions this turn.
7-8 The creature uses its action to make a melee attack C o n j u r e C e l e s t ia l

against a randomly determined creature within its 7th-level conjuration


reach. If there is no creature within its reach, the Casting Time: 1 minute
creature does nothing this turn. Range: 90 feet
9-10 The creature can act and move normally. Components: V, S
Duration: C oncentration, up to 1 hour
At the end o f each o f its turns, an affected target can You su m m on a celestial o f challenge rating 4 or lower,
m ake a W isd om saving throw. If it su cceed s, this effect w h ich appears in an u n occu p ied sp ace that you can see
en ds for that target. w ithin range. The celestial disappears w hen it d rops to
A t H igher L evels. W h en you cast this spell using a 0 hit points or w hen the spell ends.
spell slot o f 5th level or higher, the radius o f the sphere The celestial is friendly to you and your com pa n ion s
in creases by 5 feet for each slot level above 4th. for the duration. Roll initiative for the celestial, w hich
has its ow n turns. It obeys any verbal com m a n d s that
C o n j u r e A n im a l s
you issue to it (no action required by you), as lon g as
3rd-level conjuration they d on ’t violate its alignm ent. If you d on ’t issu e any
Casting Tim e: 1 action com m a n d s to the celestial, it defends itself from hostile
Range: 60 feet creatures but oth erw ise takes no actions.
Components: V, S T h e DM has the celestial’s statistics.
Duration: Concentration, up to 1 hour A t H igher Levels. W h en you cast this spell using a
9th-level spell slot, you su m m on a celestial o f challenge
You su m m on fey spirits that take the form o f beasts and
rating 5 or lower.
appear in u n occu pied sp a ces that you can see within
range. C h oose on e o f the follow in g options for what
C o n j u r e El e m e n t a l
appears:
5th-level conjuration
• O ne beast o f challen ge rating 2 or low er
Casting Tim e: 1 minute
• Tw o beasts o f challen ge rating 1 or low er
Range: 90 feet
• Four beasts o f challen ge rating 1/2 or low er
Components: V, S, M (burning in cen se for air, soft clay
• Eight beasts o f challen ge rating 1/4 or low er for earth, sulfur and p h osph oru s for fire, or w ater and
E ach beast is also con sid ered fey, and it disappears sand for water)
w hen it d rops to 0 hit points or w hen the spell ends. Duration: C oncentration, up to 1 hour
T h e su m m on ed creatu res are friendly to you and your
You call forth an elem ental servant. C h oose an area o f air,
com pa n ion s. Roll initiative for the su m m on ed creatures earth, fire, or water that fills a 10-foot cu b e w ithin range.
as a group, w hich has its ow n turns. They ob ey any
A n elem ental o f challenge rating 5 or low er appropriate
verbal com m a n d s that you issue to them (no action to the area you ch ose appears in an u n occu pied space
required by you). If you d on ’t issue any com m a n d s to
within 10 feet o f it. F or exam ple, a fire elem ental
them , they defend them selves from hostile creatures,
em erges from a bonfire, and an earth elem ental rises
but oth erw ise take no actions.
up from the ground. The elem ental disappears w hen it
The D M has the creatu res’ statistics. d rop s to 0 hit points or w hen the spell ends.
A t H igher L evels. W h en you cast this spell using T h e elem ental is friendly to you and your com pa n ion s
certain higher-level spell slots, you c h o o s e on e o f the
for the duration. R oll initiative for the elem ental, w hich
su m m on in g options above, and m ore creatu res appear:
has its ow n turns. It ob ey s any verbal com m a n d s that
tw ice as m any with a 5th-level slot, three tim es as m any you issue to it (no action required by you). If you don ’t
with a 7th-level slot, and four tim es as m any w ith a
issue any com m a n d s to the elem ental, it defends itself
9th-level slot.
from h ostile creatu res but oth erw ise takes n o actions.
If your concentration is broken, the elem ental d oesn ’t
C o n j u r e Ba r r a g e
disappear. Instead, you lose control o f the elem ental,
3rd-level conjuration
it b e c o m e s h ostile tow ard you and your com panion s,
Casting Tim e: 1 action and it might attack. An u n controlled elem ental ca n ’t
Range: S e lf (60 -foot cone) be dism issed by you, and it disappears 1 hour after
Components: V, S, M (one p iece o f am m unition or a you su m m on ed it.
throw n w eapon ) T h e DM has the elem ental’s statistics.
Duration: Instantaneous A t H igher Levels. W h en you cast this spell using
You th row a n onm agical w eap on or fire a p iece of a spell slot o f 6th level or higher, the challenge rating
n onm agical am m unition into the air to create a con e in creases by 1 for each slot level above 5th.
C o n j u r e Fe y C o n j u r e Vo l l e y
6 th-level conjuration 5th-level conjuration
Casting Time: 1 m inute Casting Time: 1 action
Range: 90 feet Range: 150 feet
Components: V, S Components: V, S , M (one p iece o f am m unition or one
Duration: Concentration, up to 1 hour throw n w eapon)
Duration: Instantaneous
You su m m on a fey creature o f challenge rating 6 or
lower, or a fey spirit that takes the form o f a beast of Y ou fire a p iece o f n onm agical am m unition from a
challen ge rating 6 or lower. It appears in an u n occu pied ranged w eap on or th row a n onm agical w eap on into
sp ace that you can see w ithin range. T h e fey creature the air and c h o o s e a point w ithin range. H undreds o f
disappears w hen it d rops to 0 hit points or w hen duplicates o f the am m unition or w ea p on fall in a volley
the spell ends. from above and then disappear. Each creature in a
The fey creature is friendly to you and your 40-foot-radius. 20-foot-high cylinder centered on that
com p a n ion s for the duration. R oll initiative for the point m ust m ake a Dexterity saving throw. A creature
creature, w hich h as its ow n turns. It obeys any verbal takes 8d 8 dam age on a failed save, or h alf as m uch
com m a n d s that you issue to it (no action required dam age on a su ccessfu l one. The dam age type is the
by you), as long as they don't violate its alignm ent. If sam e as that o f the am m unition or w eapon.
you don ’t issue any com m a n d s to the fey creature, it
defends itself from hostile creatu res but oth erw ise C o n j u r e W o o d l a n d Be in g s

takes n o actions. 4th-level conjuration


If your concentration is broken, the fey creature Casting Time: 1 action
d oesn ’t disappear. Instead, you lose con trol o f the Range: 60 feet
fey creature, it b e c o m e s hostile tow ard you and your Components: V, S, M (one holly b erry per
com pa n ion s, and it m ight attack. A n uncontrolled fey creature su m m on ed )
creature can't be dism issed by you, and it disappears 1 Duration: Concentration, up to 1 hour
hour after you su m m on ed it.
You su m m on fey creatures that appear in u n occu pied
The DM has the fey creatu re’s statistics.
sp aces that you can see w ithin range. C h oose one o f the
A t H igher Levels. W h en you cast this spell using
follow in g options for w hat appears:
a spell slot o f 7th level or higher, the challenge rating
in creases by 1 for each slot level above 6th. • One fey creature o f challenge rating 2 or low er
• Two fey creatu res o f challenge rating 1 or low er
C o n j u r e M in o r El e me n t a l s • Four fey creatu res o f challen ge rating 1/2 or low er
4th-level conjuration • Eight fey creatu res o f challenge rating 1/4 or low er
Casting Tim e: 1 m inute A su m m on ed creature disappears w hen it d rops to 0 hit
Range: 90 feet points or w hen the spell ends.
Components: V, S The su m m on ed creatu res are friendly to you and your
Duration: Concentration, up to 1 hour com pan ion s. Roll initiative for the su m m oned creatures
You su m m on elem entals that appear in u n occu pied as a group, w hich have their ow n turns. Th ey obey any
sp a ces that you can see w ithin range. You c h o o s e one verbal com m a n d s that you issue to them (no action
the follow in g options for w hat appears: required by you). If you don't issue any com m a n d s to
them, they defend them selves from hostile creatures,
• One elem ental o f challen ge rating 2 or low er
but oth erw ise take no actions.
• Two elem entals o f challen ge rating 1 or low er
The D M has the crea tu res’ statistics.
• Four elem entals o f challen ge rating 1/2 or low er
A t H igher Levels. W h en you cast this spell using
• Eight elem entals o f challenge rating 1/4 or lower.
certain higher-level spell slots, you c h o o s e on e o f the
An elem ental su m m oned by this spell disappears w hen su m m on in g options above, and m ore creatures appear:
it d rops to 0 hit points or w hen the spell ends. tw ice as m any with a 6th-level slot and three tim es as
T h e su m m on ed creatures are friendly to you and your m any w ith an 8th-level slot.
com pa n ion s. Roll initiative for the su m m on ed creatures
as a group, w hich has its ow n turns. Th ey o b ey any C o n t a c t O t h e r Pl a n e

verbal com m a n d s that you issue to them (no action 5th-level divination (ritual)
required by you). If you don ’t issue any com m a n d s to Casting Time: 1 m inute
them , they defend them selves from hostile creatures, Range: S e lf
but oth erw ise take no actions. Components: V
T h e DM has the creatures' statistics. Duration: 1 minute
A t H igher Levels. W h en you cast this spell using
You m entally contact a dem igod, the spirit o f a long-dead
certain higher-level spell slots, you c h o o s e on e o f the
sage, or som e other m ysterious entity from another
su m m on in g options above, and m ore creatures appear:
plane. C ontacting this extraplanar intelligence can
tw ice as m any with a 6th-level slot and three tim es as
strain or even break your mind. W h en you cast this
m any w ith an 8th-level slot.
spell, m ake a D C 15 Intelligence saving throw. On a
failure, you take 6d 6 psychic dam age and are insane Components: V, S, M (a statuette o f y ou rself carved
until you finish a long rest. W h ile insane, you c a n ’t take from ivory and decorated w ith gem s w orth at
actions, ca n ’t understand what other creatu res say, c a n ’t least 1,500 gp)
read, and speak only in gibberish. A greater restoration Duration: 10 days
spell cast on you ends this effect.
C h oose a spell o f 5th level or low er that you can cast, that
O n a su ccessfu l save, you can ask the entity up to five
has a casting tim e o f 1 action, and that can target you.
questions. You must ask your questions before the spell
You cast that spell—called the contingent spell—as part
ends. T h e DM an sw ers each question with on e w ord,
o f casting contingency, expending spell slots for both, but
such as “yes,” “no,” “m aybe,” “never,” “irrelevant,” or
the contingent spell doesn't c om e into effect. Instead, it
“u n clear” (if the entity d oesn ’t kn ow the an sw er to the
takes effect w hen a certain circu m stan ce occu rs. You
question). If a on e-w ord answ er w ou ld b e m isleading,
describe that circu m stan ce w hen you cast the tw o spells.
the DM might instead offer a short phrase as an answer.
For exam ple, a contingency cast with water breathing
m ight stipulate that water breathing co m e s into effect
C o n t a g io n
w hen you are engulfed in water or a sim ilar liquid.
5th-level necromancy
The contingent spell takes effect im m ediately after the
Casting Tim e: 1 action circu m stan ce is met for the first time, w hether or not you
Range: Touch want it to. and then contingency ends.
Component: V, S T h e contingent spell takes effect only on you, even
Duration: 7 days if it can norm ally target others. You can use only one
Your touch inflicts disease. M ake a m elee spell attack contingency spell at a time. If you cast this spell again,
against a creature w ithin your reach. On a hit, you afflict the effect o f another contingency spell on you ends. A lso,
the creature with a d isease o f your ch oice from any o f contingency en ds on you if its m aterial com p on en t is
the on es d escrib ed below. ever not on your person.
At the end o f each o f the target’s turns, it m ust m ake
C o n t in u a l Fl a me
a Constitution saving throw. After failing three o f
2 nd-level evocation
th ese saving throw s, the d isea se’s effects last for the
duration, and the creature stops m akin g these saves. Casting Time: 1 action
After su cceed in g on three o f these saving throw s, the Range: Touch
creature recov ers from the disease, and the spell ends. Components: V, S, M (ruby dust w orth 50 gp, w hich the
S in ce this spell in du ces a natural d isease in its spell con su m es)
target, any effect that rem oves a d isease or oth erw ise Duration: Until dispelled
am eliorates a d isea se’s effects apply to it.
A flame, equivalent in brightness to a torch, springs
Blinding S ickness. Pain grips the creatu re’s mind,
forth from an object that you touch. T h e effect look s like
and its eyes turn m ilky white. The creature has
a regular flame, but it creates no heat and d oesn ’t use
disadvantage on W isd om ch eck s and W isd om saving
oxygen. A continual flame can be covered or hidden but
th row s and is blinded.
not sm othered or quenched.
Filth Fever. A raging fever sw eep s through the
creatu re’s body. The creature has disadvantage on C o n t r o l Wa t e r
Strength checks, Strength saving throw s, and attack 4th-level transmutation
rolls that use Strength.
Casting Time: 1 action
Flesh R ot. T h e creatu re’s flesh decays. T h e creature
Range: 3 0 0 feet
has disadvantage on C harism a ch eck s and vulnerability
Components: V, S , M (a drop o f water and a
to all dam age.
pinch o f dust)
Mindfire. T h e creatu re’s m ind b e c o m e s feverish. The
Duration: C oncentration, up to 10 minutes
creature has disadvantage on Intelligence ch eck s and
Intelligence saving throw s, and the creature behaves as Until the spell ends, you control any freestanding water
if under the effects o f the confusion spell during com bat. inside an area you c h o o s e that is a cu b e up to 100 feet
Seizure. The creature is ov ercom e with shaking. on a side. You can c h o o s e from any o f the follow in g
The creature has disadvantage on Dexterity c h e c k s , effects w hen you cast this spell. As an action on your
Dexterity saving throw s, and attack rolls that turn, you can repeat the sam e effect or c h o o s e a
u se Dexterity. different one.
Slim y D oom . T h e creature beg in s to bleed Flood. You cause the water level o f all standing water in
uncontrollably. The creature has disadvantage on the area to rise by as m uch as 20 feet. If the area includes
Constitution ch eck s and Constitution saving throw s. a shore, the flood in g w ater spills over onto dry land.
In addition, w hen ever the creature takes dam age, it is If you c h o o s e an area in a large b od y o f water, you
stunned until the end o f its next turn. instead create a 20 -foot tall wave that travels from one
side o f the area to the other and then crash es dow n. Any
C o n t in g e n c y H uge or sm aller vehicles in the w ave’s path are carried
6 th-level evocation with it to the other side. A ny Huge or sm aller vehicles
Casting Time: 10 m inutes struck by the w ave have a 25 percent cha n ce o f capsizing.
Range: S elf T h e water level rem ains elevated until the spell ends
or you c h o o s e a different effect. If this effect produ ced
a wave, the w ave repeats on the start o f your next turn Pr e c ip it a t io n
w hile the flood effect lasts.
Stage Condition
Part Water. You cau se w ater in the area to m ove
1 Clear
apart and create a trench. The trench extends across
the sp ell’s area, and the separated water form s a w all to 2 Light clouds
either side. T h e trench rem ains until the spell ends or 3 Overcast or ground fog
you c h o o s e a different effect. The water then slow ly fills 4 Rain, hail, or snow
in the trench over the co u rse o f the next round until the 5 Torrential rain, driving hail, or blizzard
norm al w ater level is restored.
R ed irect Flow. You cau se flow in g water in the area
Te mp er a t u r e W in d
to m ove in a direction you ch oose, even if the water has
to flow over obstacles, up w alls, or in other unlikely Stage Condition Stage Condition

direction s. The water in the area m oves as you direct 1 Unbearable heat 1 Calm
it, but on ce it m oves beyon d the sp ell’s area, it resu m es 2 Hot 2 Moderate wind
its flow ba sed on the terrain condition s. The water 3 Warm 3 Strong wind
continu es to m ove in the direction you c h ose until the 4 Cool 4 Gale
spell en ds or you c h o o s e a different effect. 5 Cold 5 Storm
W hirlpool. This effect requ ires a b od y o f water 6 Arctic cold
at least 50 feet square and 25 feet deep. You cause
a w hirlpool to form in the center o f the area. The
C o r d o n o f A r r o w s
w h irlpool form s a vortex that is 5 feet w id e at the
2nd-level transmutation
base, up to 50 feet w id e at the top, and 25 feet tall. Any
creature or object in the w ater and w ithin 25 feet o f the Casting Time: 1 action
vortex is pulled 10 feet tow ard it. A creature can sw im Range: 5 feet
away from the vortex by m akin g a Strength (Athletics) Components: V, S, M (four or m ore arrow s or bolts)
ch eck against your spell save DC. Duration: 8 hours
W h en a creature enters the vortex for the first tim e on You plant four p ieces o f n onm agical am m unition—
a turn or starts its turn there, it must m ake a Strength arrow s or cro s s b o w bolts—in the ground w ithin range
saving throw. On a failed save, the creature takes 2d8 and lay m agic upon them to protect an area. Until the
bludgeon ing dam age and is caught in the vortex until spell ends, w hen ever a creature other than you co m e s
the spell ends. On a su ccessfu l save, the creature takes w ithin 30 feet o f the am m unition for the first tim e on a
h alf dam age, and isn’t caught in the vortex. A creature turn or en ds its turn there, one p iece o f am m unition flies
caught in the vortex can u se its action to try to sw im up to strike it. The creature m ust su cce e d on a Dexterity
away from the vortex as d escrib ed above, but has saving th row or take 1d6 piercing dam age. The piece o f
disadvantage on the Strength (Athletics) ch eck to do so. am m unition is then destroyed. The spell ends w hen no
The first tim e each turn that an object enters the am m unition rem ains.
vortex, the object takes 2d8 bludgeon ing dam age; this W h en you cast this spell, you can designate any
dam age o c cu rs each round it rem ains in the vortex. creatu res you ch o o s e , and the spell ig n ores them.
A t H igher Levels. W h en you cast this spell using
C o n t r o l W e a t h e r
a spell slot o f 3rd level or higher, the am ount o f
8 th-Ievel transmutation
am m unition that can be affected in creases by tw o for
Casting Time: 10 m inutes each slot level above 2nd.
Range: S e lf (5-m ile radius)
Components: V, S, M (burning in cen se and bits o f earth C o u n t e r s pe l l

and w o o d m ixed in water) 3rd-level abjuration


Duration: Concentration, up to 8 hours Casting Tim e: 1 reaction, w h ich you take w hen you see
You take control o f the w eather w ithin 5 m iles o f you a creature w ithin 60 feet o f you casting a spell
for the duration. You must be ou tdoors to cast this spell. Range: 60 feet
M oving to a place w here you d on ’t have a clear path to Components: S
the sky en ds the spell early. Duration: Instantaneous
W h en you cast the spell, you change the current You attempt to interrupt a creature in the p r o ce s s o f
w eather condition s, w hich are determ ined by the DM casting a spell. If the creature is casting a spell o f 3rd
ba sed on the clim ate and sea son . You can change level or lower, its spell fails and has no effect. If it is
precipitation, tem perature, and wind. It takes 1d4 x 10 casting a spell o f 4th level or higher, m ake an ability
m inutes for the new con dition s to take effect. O nce they ch eck using your sp ellcastin g ability. T h e D C equals 10
d o so, you can change the condition s again. W h en the + the sp ell’s level. On a su ccess, the creatu re’s spell fails
spell ends, the w eather gradually returns to norm al. and has no effect.
W h en you change the w eather condition s, find a A t H igher L evels. W h en you cast this spell using a
current condition on the follow in g tables and change its spell slot o f 4th level or higher, the interrupted spell has
stage by one, up or dow n. W h en changin g the w ind, you no effect if its level is less than or equal to the level o f the
can change its direction. spell slot you used.
C r e a t e Fo o d a n d Wa t e r 24 hours, you m ust cast this spell on the creature
3rd-level conjuration before the current 24-hou r p eriod ends. This use
o f the spell reasserts your con trol over up to three
Casting Tim e: 1 action
creatures you have anim ated with this spell, rather than
Range: 30 feet
anim ating n ew ones.
Components: V, S
A t H igher Levels. W h en you cast this spell using a
Duration: Instantaneous
7th-level spell slot, you can anim ate or reassert control
You create 45 pou n d s o f food and 30 gallons o f water over four ghouls. W h en you cast this spell u sing an
on the ground or in contain ers w ithin range, en ough 8th-level spell slot, you can anim ate or reassert control
to sustain up to fifteen hum anoids or five steeds for over five ghouls or tw o ghasts or w ights. W h en you cast
24 hours. The food is bland but nourishing, and sp oils this spell using a 9th-level spell slot, you can anim ate or
if uneaten after 24 hours. The water is clean and reassert control over six ghouls, three ghasts or w ights,
d oesn ’t go bad. or tw o m u m m ies.

C r e a t e o r D e s t r o y Wa t e r C r e a t io n
1st-level transmutation 5th-level illusion
Casting Tim e: 1 action Casting Time: 1 m inute
Range: 3 0 feet Range: 30 feet
Components: V, S, M (a drop o f w ater if creating water Components: V, S, M (a tiny p iece o f m atter o f the sam e
or a few grains o f sand if destroying it) type o f the item you plan to create)
Duration: Instantaneous Duration: S p ecia l
You either create or destroy water. You pull w isp s o f sh adow m aterial from the Sh adow fell
C reate Water. You create up to 10 gallons o f clean to create a nonliving object o f vegetable m atter w ithin
w ater w ithin range in an op en container. Alternatively, range: soft g ood s, rope, w ood , or som eth in g similar. You
the w ater falls as rain in a 30 -foot cu b e w ithin range, can also use this spell to create m ineral objects such as
extinguishing e x p osed flam es in the area. stone, crystal, or metal. T h e object created must b e no
D estroy Water. You destroy up to 10 gallons o f water larger than a 5-foot cube, and the object m ust be o f a
in an op en container w ithin range. Alternatively, you form and material that you have seen before.
destroy fog in a 30 -foot cu b e w ithin range. T h e duration depen ds on the o b je ct’s material. If
A t H igher L evels. W h en you cast this spell using a the object is co m p o s e d o f multiple m aterials, use the
spell slot o f 2nd level or higher, you create or destroy shortest duration.
10 additional gallons o f water, or the size o f the cube
Material Duration
in creases by 5 feet, for each slot level above 1st.
Vegetable matter 1 day
C r e a t e U n d e a d Stone or crystal 12 hours
6 th-level necromancy Precious metals 1 hour
Gems 10 minutes
Casting Tim e: 1 m inute
Range: 10 feet Adamantine or mithral 1 minute
Components: V, S, M (one clay pot filled w ith grave dirt,
on e clay pot filled with brackish water, and on e 150 gp U sing any material created by this spell as another
black onyx stone for each corpse) spell’s m aterial com pon en t ca u ses that spell to fail.
Duration: Instantaneous A t H igher Levels. W h en you cast this spell using a
spell slot o f 6th level or higher, the cu b e in creases by 5
You can cast this spell only at night. C h oose up to three
feet for each slot level above 5th.
c o rp s e s o f M edium or S m all hum anoids w ithin range.
E ach co rp s e b e c o m e s a ghoul under your control. (The C r o w n o f M a d n e ss
DM has gam e statistics for these creatures.) 2 nd-level enchantment
A s a bon u s action on each o f your turns, you can
Casting Tim e: 1 action
m entally com m a n d any creature you anim ated with
Range: 120 feet
this spell if the creature is w ithin 120 feet o f you (if you
Components: V, S
con trol multiple creatures, you can com m a n d any or all
Duration: Concentration, up to 1 m inute
o f them at the sa m e time, issuing the sam e com m a n d to
each one). You d ecide w hat action the creature w ill take O ne hum anoid o f your ch oice that you can see w ithin
and w h ere it w ill m ove during its next turn, or you can range m ust su cce e d on a W isd om saving throw or
issue a general com m a n d , such as to guard a particular b e c o m e ch arm ed by you for the duration. W hile
ch a m ber or corridor. If you issue n o com m a n d s, the the target is charm ed in this way, a tw isted crow n
creature only d efen ds itself against hostile creatures. o f ja gg ed iron appears on its head, and a m adn ess
O n ce given an order, the creature continu es to follow it g low s in its eyes.
until its task is com plete. T h e ch arm ed target m ust use its action b efore m oving
T h e creature is under your control for 24 hours, on each o f its turns to m ake a m elee attack against a
after w h ich it stops ob eyin g any c om m a n d you have creature other than itself that you mentally c h oose.
given it. To m aintain con trol o f the creature for another
The target can act n orm ally on its turn if you c h o o s e no duration. T h e darkn ess spreads around corn ers.
creature or if n one are w ithin its reach. A creature with darkvision ca n ’t see through this
On your subsequent turns, you must u se your action to darkness, and n onm agical light ca n ’t illum inate it.
m aintain control over the target, or the spell ends. A lso, If the point you c h o o s e is on an object you are holding
the target can m ake a W isd om saving th row at the end or on e that isn’t bein g w orn or carried, the darkness
o f each o f its turns. On a su ccess, the spell ends. em anates from the object and m oves w ith it. Com pletely
coverin g the sou rce o f the darkn ess w ith an opaque
C r u s a d e r ’s M a n t l e
object, such as a b ow l or a helm , b lock s the darkness.
3rd-level evocation If any o f this sp ell’s area overlaps with an area o f light
Casting Tim e: 1 action created by a spell o f 2nd level or lower, the spell that
Range: S e lf created the light is dispelled.
Components: V
Da r k v is io n
Duration: Concentration, up to 1 m inute
2 nd-level transmutation
Holy p ow er radiates from you in an aura with a 30-foot
Casting Tim e: 1 action
radius, aw akening bold n ess in friendly creatures. Until
Range: Touch
the spell ends, the aura m oves w ith you, centered on
Components: V, S, M (either a pinch o f dried
you. W h ile in the aura, each n onh ostile creature in the
carrot or an agate)
aura (including you) deals an extra 1d4 radiant dam age
Duration: 8 hours
w hen it hits w ith a w eap on attack.
You touch a w illing creature to grant it the ability to
C u r e W o u n d s see in the dark. For the duration, that creature has
1st-level evocation darkvision out to a range o f 6 0 feet.
Casting Tim e: 1 action
Da y l ig h t
Range: Touch
Components: V, S 3rd-level evocation
Duration: Instantaneous Casting Tim e: 1 action
Range: 6 0 feet
A creature you touch regains a num ber o f hit points
Components: V, S
equal to 1d8 + your sp ellcastin g ability m odifier. This
Duration: 1 hour
sp ell has no effect on undead or constructs.
A t H igher Levels. W h en you cast this spell using a A 60-foot-radius sphere o f light spreads out from a point
spell slot o f 2nd level or higher, the healing in creases by you c h o o s e w ithin range. The sphere is bright light and
1d8 for each slot level above 1st. sh eds dim light for an additional 6 0 feet.
If you c h ose a point on an object you are h olding or
Da n c in g Lig h t s on e that isn’t being w orn or carried, the light shines
Evocation cantrip from the ob ject and m oves with it. Com pletely coverin g
Casting Tim e: 1 action the affected object w ith an opaque object, such as a bow l
Range: 120 feet or a helm, block s the light.
Components: V, S, M (a bit o f ph osph oru s or w ych w ood , If any o f this sp ell’s area overlaps w ith an area o f
or a glow w orm ) dark n ess created by a spell o f 3rd level or lower, the
Duration: C oncentration, up to 1 minute spell that created the darkn ess is dispelled.

You create up to fou r torch-sized lights w ithin range, D e a t h Wa r d


m aking them appear as torches, lanterns, or glow ing 4th-level abjuration
orbs that hover in the air for the duration. You can
Casting Time: 1 action
also com bin e the four lights into one g low in g vaguely
Range: Touch
h um anoid form o f M edium size. W h ichever form you
Components: V, S
c h oose , each light sh eds dim light in a 10-foot radius.
Duration: 8 hours
A s a bon u s action on your turn, you can m ove the
lights up to 60 feet to a n ew spot w ithin range. A light You touch a creature and grant it a m easu re o f
m ust be w ithin 20 feet o f another light created by this protection from death.
spell, and a light w in k s out if it ex ceed s the sp ell’s range. The first time the target w ou ld drop to 0 hit points as a
result o f taking dam age, the target instead d rops to 1 hit
Da r k n e s s point, and the spell ends.
2 nd-level evocation If the spell is still in effect w hen the target is subjected
Casting Time: 1 action to an effect that w ou ld kill it instantaneously without
Range: 60 feet dealing dam age, that effect is instead negated against
Components: V, M (bat fur and a drop o f pitch or the target, and the spell ends.
p iece o f coal)
D e l a y e d Bl a s t Fir e b a l l
Duration: Concentration, up to 10 m inutes
7th-level evocation
M agical darkness spreads from a point you c h o o s e
Casting Tim e: 1 action
w ithin range to fill a 15-foot-radius sphere for the
Range: 150 feet You strike the ground, creating a burst o f divine
Components: V, S, M (a tiny ball o f bat energy that ripples outw ard from you. E ach creature
guano and sulfur) you c h o o s e w ithin 30 feet o f you must su cce e d on a
Duration: Concentration, up to 1 m inute Constitution saving th row or take 5d 6 thunder dam age,
as w ell as 5d 6 radiant or n ecrotic dam age (your choice),
A b ea m o f yellow light flashes from your pointing finger,
and be k n ock ed prone. A creature that su cce e d s on
then con d en ses to linger at a ch osen point w ithin range
its saving th row takes h alf as m uch dam age and isn’t
as a glow ing bead for the duration. W h en the spell
kn ock ed prone.
ends, either b eca u se your concentration is broken or
b eca u se you d ecide to end it, the bea d b lo ss o m s w ith a D e t e c t Ev il a n d G o o d
low roar into an explosion o f flam e that spreads around
1st-level divination
corn ers. E ach creature in a 20-foot-radius sphere
centered on that point m ust m ake a D exterity saving Casting Time: 1 action
throw. A creature takes fire dam age equal to the total Range: S e lf
accum ulated dam age on a failed save, or h alf as m uch Components: V, S
dam age on a su ccessfu l one. Duration: C oncentration, up to 10 minutes
The spell’s ba se dam age is 12d6. If at the end o f F or the duration, you k n ow if there is an aberration,
your turn the bead has not yet detonated, the dam age celestial, elem ental, fey, fiend, or undead w ithin 30
in crea ses by 1d6. feet o f you, as w ell as w here the creature is located.
If the g low in g b ea d is tou ched before the interval Similarly, you kn ow if there is a place or object w ithin
has expired, the creature touching it m ust m ake a 30 feet o f you that has been m agically con secrated
D exterity saving throw. O n a failed save, the spell ends or desecrated.
im mediately, cau sin g the bead to erupt in flame. On a The spell can penetrate m ost barriers, but it is block ed
su ccessfu l save, the creature can th row the bea d up to by 1 foot o f stone, 1 inch o f co m m o n metal, a thin sheet
4 0 feet. W h en it strikes a creature or a solid object, the o f lead, or 3 feet o f w o o d or dirt.
spell ends, and the bead explodes.
T h e fire d a m ages ob jects in the area and ignites D e t e c t M a g ic

flam m able ob jects that aren’t bein g w orn or carried. 1st-level divination (ritual)
A t H igher Levels. W h en you cast this spell using Casting Time: 1 action
a spell slot o f 8th level or higher, the base dam age Range: S elf
in creases by 1d6 for each slot level above 7th. Components: V, S
Duration: Concentration, up to 10 m inutes
D e mipl a n e
8 th-level conjuration F or the duration, you sen se the p resen ce o f m agic
w ithin 30 feet o f you. If you sen se m agic in this way, you
Casting Time: 1 action
can u se y ou r action to see a faint aura around any visible
Range: 6 0 feet
creature or object in the area that b ea rs m agic, and you
Components: S
learn its sch o o l o f m agic, if any.
Duration: 1 hour
The spell can penetrate m ost barriers, but it is block ed
Y ou create a sh ad ow y d oor on a flat solid su rface that by 1 foot o f stone, 1 inch o f co m m o n metal, a thin sheet
you can see w ithin range. T h e d oor is large en ough to o f lead, or 3 feet o f w o o d or dirt.
allow M edium creatures to pass through unhindered.
W h en open ed, the d oor leads to a dem iplane that D e t e c t Po is o n a n d D is e a s e

appears to be an em pty r oom 30 feet in each dim ension, 1st-level divination (ritual)
m ade o f w o o d or stone. W h en the spell ends, the d oor Casting Time: 1 action
disappears, and any creatu res or ob jects inside the Range: S elf
dem iplane rem ain trapped there, as the d oor also Components: V, S, M (a y ew leaf)
disappears from the other side. Duration: C oncentration, up to 10 m inutes
E ach tim e you cast this spell, you ca n create a new
dem iplane, or have the sh ad ow y d oor con n ect to a For the duration, you can sen se the p resen ce and
dem iplane you created w ith a previous casting o f this location o f poison s, p oison ou s creatures, and diseases
spell. Additionally, if you k n ow the nature and contents w ithin 30 feet o f you. You also identify the kind o f
o f a dem iplane created by a casting o f this spell by p oison , p oison ou s creature, or d isease in each case.
another creature, you can have the sh ad ow y door T h e spell can penetrate m ost barriers, but it is blocked
con n ect to its dem iplane instead. by 1 foot o f stone, 1 inch o f com m on metal, a thin sheet
o f lead, or 3 feet o f w o o d or dirt.
D e s t r u c t iv e W a v e
D e t e c t T h o u g h t s
5th-level evocation
2 nd-level divination
Casting Time: 1 action
Range: S e lf (30-foot radius) Casting Time: 1 action
Components: V Range: S elf
Duration: Instantaneous Components: V, S, M (a co p p e r p iece)
Duration: C oncentration, up to 1 minute
F or the duration, you can read the thoughts o f certain D is g u is e Se l f
creatures. W h en you cast the spell and as your action on 1st-level illusion
each turn until the spell ends, you ca n focu s your m ind
Casting Tim e: 1 action
on any on e creature that you can see w ithin 30 feet o f
Range: S elf
you. If the creature you c h o o s e has an Intelligence o f
Components: V, S
3 or low er or d oesn ’t sp eak any language, the creature
Duration: 1 hour
is unaffected.
You initially learn the su rface thoughts o f the You m ake yourself—including your clothing, armor,
creatu re—w hat is m ost on its m ind in that m om ent. As w eapon s, and other belon gin gs on your p erson —look
an action, you can either shift your attention to another different until the spell ends or until you u se your action
creatu re’s thoughts or attempt to probe deep er into the to d ism iss it. You can seem 1 foot shorter or taller and
sa m e creatu re’s mind. If you probe deeper, the target can appear thin, fat, or in betw een . You ca n ’t change
m ust m ake a W isd om saving throw. If it fails, you gain your b od y type, so you must adopt a form that has the
insight into its reason in g (if any), its em otional state, sa m e ba sic arrangem ent o f lim bs. O therw ise, the extent
and som eth in g that loom s large in its m ind (such as o f the illusion is up to you.
som eth in g it w orries over, loves, or hates). If it su cceed s, T h e ch a n g es w rou gh t by this spell fail to hold up to
the spell ends. Either way, the target k n ow s that you are physical in spection. For exam ple, if you use this spell
probin g into its mind, and unless you shift your attention to add a hat to your outfit, objects pass through the hat,
to another creatu re’s thoughts, the creature can use and anyone w h o tou ches it w ou ld feel nothing or w ould
its action on its turn to m ake an Intelligence ch eck feel your head and hair. If you use this spell to appear
contested by your Intelligence check; if it su cceed s, thinner than you are, the hand o f so m e o n e w ho reaches
the spell ends. out to touch you w ould bum p into you w hile it w as
Q uestion s verbally directed at the target creature seem in gly still in midair.
naturally shape the co u rse o f its thoughts, s o this spell To discern that you are disguised, a creature can u se
is particularly effective as part o f an interrogation. its action to in spect your ap pearan ce and m ust su cceed
You can also use this spell to detect the p resen ce o f on an Intelligence (Investigation) ch eck against your
thinking creatu res you ca n ’t see. W h en you cast the spell save DC.
spell or as your action during the duration, you can
D is in t e g r a t e
sea rch for thoughts w ithin 30 feet o f you. The spell can
6 th-level transmutation
penetrate barriers, but 2 feet o f rock, 2 in ch es o f any
m etal other than lead, or a thin sheet o f lead b lock s you. Casting Time: 1 action
Y ou ca n ’t detect a creature with an Intelligence o f 3 or Range: 60 feet
low er or one that d oesn ’t sp eak any language. Components: V, S, M (a lodeston e and a pinch o f dust)
O n ce you detect the p resen ce o f a creature in this way, Duration: Instantaneous
you can read its thoughts for the rest o f the duration as
A thin green ray springs from your pointing finger to a
d escrib ed above, even if you ca n ’t se e it, but it m ust still
target that you can see w ithin range. T h e target can be a
b e w ithin range.
creature, an object, or a creation o f m agical force, such
D im e n s io n D o o r
as the w all created by wall o f force.
A creature targeted by this spell m ust m ake a
4th-level conjuration
Dexterity saving throw. On a failed save, the target takes
Casting Tim e: 1 action 10d6 + 4 0 force dam age. If this dam age redu ces the
Range: 5 0 0 feet target to 0 hit points, it is disintegrated.
Com ponents: V A disintegrated creature and everything it is w earin g
Duration: Instantaneous and carrying, except m agic items, are reduced to a pile
You teleport y ou rself from your current location to any o f fine gray dust. The creature can b e restored to life
other spot w ithin range. You arrive at exactly the spot only by m eans o f a true resurrection or a wish spell.
desired. It can be a place you can see, one you can This spell autom atically disintegrates a Large or
visualize, or on e you can d escrib e by stating distance sm aller n onm agical object or a creation o f m agical
and direction, such as “ 20 0 feet straight dow n w ard” or force. If the target is a H uge or larger object or creation
“upward to the northw est at a 45-degree angle, 3 0 0 feet.” o f force, this spell disintegrates a 10-foot-cube portion o f
You can bring along ob jects as long as their w eight it. A m agic item is unaffected by this spell.
d oesn ’t ex ce ed w hat you can carry. You can a lso bring A t H igher Levels. W h en you cast this spell using a
on e w illing creature o f your size or sm aller w h o is spell slot o f 7th level or higher, the dam age in creases by
carryin g gear up to its carryin g capacity. T h e creature 3d 6 for each slot level above 6th.
m ust be w ithin 5 feet o f you w hen you cast this spell.
D is pe l Ev il a n d G o o d
If you w ou ld arrive in a place already occu p ied by an
object or a creature, you and any creature traveling with 5th-level abjuration
you each take 4d 6 fo rce dam age, and the spell fails to Casting Time: 1 action
teleport you. Range: S elf
Components: V, S, M (holy water or pow dered D iv in a t io n
silver and iron) 4th-level divination (ritual)
Duration: Concentration, up to 1 m inute
Casting Tim e: 1 action
S h im m erin g en ergy su rrou nd s and protects you from Range: S e lf
fey, undead, and creatures originating from beyon d the Components: V, S, M (in cen se and a sacrificial offering
M aterial Plane. For the duration, celestials, elem entals, appropriate to your religion, together w orth at least 25
fey, fiends, and undead have disadvantage on attack gp, w h ich the spell con su m es)
rolls against you. Duration: Instantaneous
You can end the spell early by using either o f the
Your m agic and an offering put you in contact with
follow in g sp ecia l functions.
a god or a g o d ’s servants. You ask a single question
B reak Enchantm ent. A s your action, you touch a
con cern in g a sp ecific goal, event, or activity to o c cu r
creature you can reach that is charm ed, frightened, or
w ithin 7 days. The DM offers a truthful reply. T h e reply
p o s s e s s e d by a celestial, an elem ental, a fey, a fiend,
m ight be a short phrase, a cryptic rhyme, or an om en.
or an undead. The creature you touch is no longer
T h e spell d oesn ’t take into accou n t any possible
charm ed, frightened, or p o s s e s s e d by such creatures.
circu m stan ces that m ight change the ou tcom e, such
Dismissal. A s your action, m ake a m elee spell attack
as the casting o f additional sp ells or the loss or gain
against a celestial, an elem ental, a fey, a fiend, or an
o f a com panion .
undead you can reach. On a hit, you attempt to drive
If you cast the spell tw o or m ore tim es before finishing
the creature ba ck to its h om e plane. The creature must
your next long rest, there is a cum ulative 25 percent
su cceed on a C harism a saving throw or be sent back to
cha n ce for each casting after the first that you get a
its h om e plane (if it isn't there already). If they aren’t on
random reading. T h e DM m akes this roll in secret.
their h om e plane, undead are sent to the Shadow fell,
and fey are sent to the Feywild. D iv in e Fa v o r

1st-level evocation
D is pe l M a g ic
3rd-level abjuration Casting Tim e: 1 bon u s action
Range: S elf
Casting Time: 1 action
Components: V, S
Range: 120 feet
Duration: C oncentration, up to 1 m inute
Components: V, S
Duration: Instantaneous Your prayer em p ow ers you w ith divine radiance. Until
the spell ends, y ou r w eap on attacks deal an extra 1d4
C h oose on e creature, object, or m agical effect within
radiant dam age on a hit.
range. Any spell o f 3rd level or low er on the target ends.
For each spell o f 4th level or higher on the target, m ake D iv in e W o r d
an ability ch eck using your spellcastin g ability. The
7th-level evocation
D C equ als 10 + the spell’s level. On a su ccessfu l check,
the spell ends. Casting Time: 1 bon u s action
A t H igher L evels. W h en you cast this spell using a Range: 3 0 feet
spell slot o f 4th level or higher, you autom atically end Components: V
the effects o f a spell on the target if the sp ell’s level is Duration: Instantaneous
equal to or less than the level o f the spell slot you used. You utter a divine w ord, im bu ed with the pow er that
shaped the w orld at the daw n o f creation. C h oose any
D is s o n a n t W h is pe r s
num ber o f creatu res you can s e e w ithin range. Each
1st-level enchantment creature that can hear you m ust m ake a C harism a
Casting Tim e: 1 action saving throw. On a failed save, a creature suffers an
Range: 60 feet effect ba sed on its current hit points:
Components: V
• 50 hit points or fewer: deafened for 1 m inute
Duration: Instantaneous
• 40 hit points or few er: deafened and blinded for 10
You w hisper a discordant m elody that only on e creature m inutes
o f your ch oice w ithin range can hear, w rackin g it with • 30 hit points or few er: blinded, deafened, and stunned
terrible pain. T h e target m ust m ake a W isd om saving for 1 hour
throw. On a failed save, it takes 3d6 psychic dam age and • 20 hit points or few er: killed instantly
must im m ediately u se its reaction, if available, to m ove R eg ardless o f its current hit points, a celestial, an
as far as its sp eed allow s away from you. T h e creature
elem ental, a fey, or a fiend that fails its save is forced
d oesn ’t m ove into obviously dangerou s ground, such back to its plane o f origin (if it isn’t there already) and
as a fire or a pit. O n a su ccessfu l save, the target takes ca n ’t return to your current plane for 24 h ours by any
half as m uch dam age and d oesn ’t have to m ove away. A m eans short o f a wish spell.
deafened creature autom atically su cce e d s on the save.
A t H igher Levels. W h en y ou cast this spell usin g a D o m in a t e Be a s t
spell slot o f 2nd level or higher, the dam age in creases by 4th-level enchantment
1d6 for each slot level above 1st.
Casting Tim e: 1 action
Range: 6 0 feet E ach tim e the target takes dam age, it m akes a new
Components: V, S W isd om saving throw against the spell. If the saving
Duration: Concentration, up to 1 m inute th row su cceed s, the spell ends.
A t H igher Levels. W h en you cast this spell with
You attempt to begu ile a beast that you can see w ithin
a 9th-level spell slot, the duration is concentration,
range. It m ust su cce e d on a W isd om saving th row or be
up to 8 hours.
ch a rm ed by you for the duration. If you or creatures that
are friendly to you are fighting it, it has advantage on the D o m in a t e Pe r s o n
saving throw.
5th-level enchantment
W h ile the beast is charm ed, you have a telepathic link
w ith it as long as the tw o o f you are on the sam e plane Casting Tim e: 1 action
o f existence. You can u se this telepathic link to issue Range: 60 feet
com m a n d s to the creature w hile you are co n s cio u s (no Components: V, S
action required), w hich it d o e s its best to obey. You can Duration: C oncentration, up to 1 minute
sp ecify a sim ple and general co u rse o f action, such as You attempt to begu ile a hum anoid that you can see
“Attack that creature,” “Run over there,” or “Fetch that w ithin range. It must su c ce e d on a W isd om saving
object.” If the creature com pletes the order and d oesn ’t th row o r b e ch arm ed by you for the duration. If you or
receive further direction from you, it defends and creatures that are friendly to you are fighting it, it has
p reserves itself to the best o f its ability. advantage on the saving throw.
You ca n u se your action to take total and precise W h ile the target is charm ed, you have a telepathic link
con trol o f the target. Until the end o f your next turn, the w ith it as lon g as the tw o o f you are on the sam e plane
creature takes only the actions you c h oose, and d oesn ’t o f existence. You can u se this telepathic link to issue
do anything that you don ’t allow it to do. D uring this com m a n d s to the creature w hile you are co n s cio u s (no
time, you can also cau se the creature to use a reaction, action required), w hich it d oes its best to obey. You can
but this requires you to u se your ow n reaction as well. sp ecify a sim ple and general co u rse o f action, such as
E ach tim e the target takes dam age, it m akes a new “A ttack that creature,” “R un over there,” or “Fetch that
W isd om saving th row against the spell. If the saving object.” If the creature com pletes the order and d oesn ’t
th row su cceed s, the spell ends. receive further direction from you, it defends and
A t H igher L evels. W h en you cast this spell w ith a p reserves itself to the best o f its ability.
5th-level spell slot, the duration is concentration, up You can u se your action to take total and precise
to 10 minutes. W h en you u se a 6th-level spell slot, control o f the target. Until the end o f your next turn, the
the duration is concentration, up to 1 hour. W h en you creature takes only the actions you ch o o s e , and d oesn ’t
u se a spell slot o f 7th level or higher, the duration is do anything that you don ’t allow it to do. D urin g this
concentration, up to 8 hours. tim e you can also cau se the creature to use a reaction,
but this requ ires you to u se your ow n reaction as well.
D o m in a t e M o n s t e r
Each tim e the target takes dam age, it m akes a new
8 th-level enchantment W isd om saving th row against the spell. If the saving
Casting Tim e: 1 action th row su cceed s, the spell ends.
Range: 60 feet A t H igher L evels. W h en you cast this spell using
Components: V, S a 6th-level spell slot, the duration is concentration,
Duration: C oncentration, up to 1 hour up to 10 m inutes. W h en you u se a 7th-level spell slot,
the duration is concentration, up to 1 hour. W h en you
You attempt to begu ile a creature that you can see
u se a spell slot o f 8th level or higher, the duration is
w ithin range. It m ust su cce e d on a W isd om saving
concentration, up to 8 hours.
th row o r be charm ed by you for the duration. If you or
creatu res that are friendly to you are fighting it, it has
D r a w m i j ’s In s t a n t Su m m o n s
advantage on the saving throw.
6 th-level conjuration (ritual)
W h ile the creature is charm ed, you have a telepathic
link w ith it as lon g as the tw o o f you are on the sam e Casting Tim e: 1 minute
plane o f existence. You can u se this telepathic link to Range: Touch
issu e com m a n d s to the creature w hile you are con sciou s Components: V, S, M (a sapphire w orth 1,0 00 gp)
(no action required), w h ich it d oes its best to obey. You Duration: Until dispelled
can sp ecify a sim ple and general co u rse o f action, such You touch an object w eigh in g 10 pou n d s or less w h ose
as “A ttack that creature,” “Run over there,” or “Fetch lon gest dim ension is 6 feet or less. T h e spell leaves an
that object.” If the creature com pletes the order and invisible m ark on its su rface and invisibly in scribes the
d oesn ’t receive further direction from you, it defends n am e o f the item on the sapphire you use as the material
and p reserves itself to the best o f its ability. com pon ent. E ach tim e you cast this spell, you must u se
You can u se your action to take total and p recise a different sapphire.
con trol o f the target. Until the end o f your next turn, the At any tim e thereafter, you can u se your action to
creature takes only the actions you ch o o s e , and d oesn ’t sp ea k the item’s nam e and crush the sapphire. The item
do anything that you d on ’t allow it to do. D uring this instantly appears in your hand rega rdless o f physical or
time, you can also cau se the creature to u se a reaction, planar distances, and the spell ends.
but this requ ires you to u se your ow n reaction as well.
If another creature is h olding or carryin g the item, for clear skies, a cloud for rain, falling sn ow flakes for
cru sh in g the sapphire d oesn ’t transport the item to you, snow, and s o on. T h is effect persists for 1 round.
but instead you learn w ho the creature p o s se ss in g the • You instantly m ake a flow er blossom , a seed p od open,
object is and roughly w here that creature is located or a lea f bud bloom .
at that m om ent. • You create an instantaneous, h arm less sen sory effect,
Dispel magic or a sim ilar effect su ccessfu lly applied to such as falling leaves, a pu ff o f w ind, the sou n d o f a
the sapphire ends this sp ell’s effect. sm all anim al, or the faint o d or o f skunk. The effect
m ust fit in a 5-foot cube.
D r e a m
• You instantly light or snuff out a candle, a torch, or a
5th-level illusion sm all cam pfire.
Casting Time: 1 minute
Ea r t h q u a k e
Range: S p ecia l
Components: V, S, M (a handful o f sand, a dab o f ink, 8 th-level evocation
and a w riting quill plucked from a sleepin g bird) Casting Time: 1 action
Duration: 8 hours Range: 5 0 0 feet
Components: V, S, M (a pinch o f dirt, a piece o f rock,
T h is spell sh apes a creatu re’s dream s. C h oose a
and a lump o f clay)
creature kn ow n to you as the target o f this spell. The
Duration: Concentration, up to 1 m inute
target m ust be on the sam e plane o f existence as you.
Creatures that d on ’t sleep, such as elves, ca n ’t be You create a seism ic disturbance at a point on the
contacted by this spell. You, or a w illing creature you ground that you can see w ithin range. For the duration,
touch, enters a trance state, acting as a m essenger. an intense trem or rips through the grou nd in a
W h ile in the trance, the m essen ger is aw are o f his or 100-foot-radius circle centered on that point and shakes
her surroundings, but c a n ’t take actions or m ove. creatures and structures in contact w ith the ground
If the target is asleep, the m essen ger appears in the in that area.
target’s dream s and can con verse with the target as T he grou nd in the area b e c o m e s difficult terrain.
lon g as it rem ains asleep, through the duration o f the Each creature on the ground that is concentratin g must
spell. The m essen ger can also shape the environm ent m ake a Constitution saving throw. On a failed save, the
o f the dream , creating landscapes, objects, and other creatu re’s concentration is broken.
im ages. T h e m essen ger can em erge from the trance at W h en you cast this spell and at the end o f each turn
any tim e, ending the effect o f the spell early. T h e target you spend concentrating on it, each creature on the
reca lls the dream perfectly upon w aking. If the target is ground in the area m ust m ake a Dexterity saving throw.
aw ake w hen you cast the spell, the m essen ger k n ow s it, On a failed save, the creature is kn ock ed prone.
and can either end the trance (and the spell) or wait for This spell can have additional effects depen din g on
the target to fall asleep, at w hich point the m essen ger the terrain in the area, as determ ined by the DM.
appears in the target’s dream s. Fissures. F issu res open throughout the sp ell’s area at
You can m ake the m essen ger appear m on strou s the start o f your next turn after you cast the spell. A total
and terrifying to the target. If you do, the m essen ger o f 1d6 such fissures open in location s ch osen by the DM.
can deliver a m essa ge o f no m ore than ten w ord s and Each is 1d10 x 10 feet deep, 10 feet w ide, and extends
then the target must m ake a W isd om saving throw. On from one edge o f the spell’s area to the opposite side.
a failed save, e c h o e s o f the phantasm al m onstrosity A creature standing on a spot w h ere a fissure open s
spaw n a nightm are that lasts the duration o f the target’s m ust s u cce e d on a Dexterity saving th row or fall in. A
sleep and prevents the target from gaining any benefit creature that su ccessfu lly saves m oves w ith the fissu re’s
from that rest. In addition, w hen the target w ak es up, it edge as it opens.
takes 3d 6 psychic dam age. A fissure that op en s beneath a structure ca u ses it to
If you have a b od y part, lo ck o f hair, clipping from a autom atically colla p se (see below ).
nail, or sim ilar portion o f the target’s body, the target Structures. The trem or deals 50 bludgeon ing dam age
m akes its saving th row with disadvantage. to any structure in contact with the ground in the area
w hen you cast the spell and at the start o f each o f your
D r u id c r a f t turns until the spell ends. If a structure d rops to 0 hit
Transmutation cantrip points, it colla p ses and potentially d am ages nearby
Casting Tim e: 1 action creatures. A creature w ithin h alf the distance o f a
Range: 30 feet stru ctu re’s height m ust m ake a Dexterity saving throw.
Components: V, S On a failed save, the creature takes 5d 6 bludgeon ing
Duration: Instantaneous dam age, is k n ock ed prone, and is buried in the rubble,
requiring a D C 20 Strength (Athletics) ch eck as an
W h isp erin g to the spirits o f nature, you create one o f the
action to escap e. The DM can adjust the D C higher
follow in g effects w ithin range:
or lower, depen din g on the nature o f the rubble. On
• You create a tiny, h arm less sen sory effect that predicts a su ccessfu l save, the creature takes half as m uch
what the w eather w ill be at your location for the next dam age and d oesn ’t fall prone or b e c o m e buried.
24 hours. T h e effect m ight m anifest as a golden orb
El d r it c h Bl a s t En l a r g e /R e d u c e
Evocation cantrip 2 nd-level transmutation
Casting Tim e: 1 action Casting Tim e: 1 action
Range: 120 feet Range: 3 0 feet
Components: V, S Components: V, S, M (a pinch o f p ow d ered iron)
Duration: Instantaneous Duration: C oncentration, up to 1 m inute

A b ea m o f crackling en ergy streaks tow ard a creature You cau se a creature or an object you can see w ithin
w ithin range. M ake a ran ged spell attack against the range to g row larger or sm aller for the duration. C h oose
target. On a hit, the target takes 1dlO force dam age. either a creature or an object that is neither w orn
T h e spell creates m ore than one b ea m w hen you reach n or carried. If the target is unw illing, it can m ake a
higher levels: tw o b ea m s at 5th level, three b ea m s at Constitution saving throw. On a su cce s s, the spell
11th level, and four b ea m s at 17th level. You can direct has no effect.
the b ea m s at the sam e target or at different ones. M ake If the target is a creature, everything it is w earin g and
a separate attack roll for each beam . carryin g changes size w ith it. A ny item d ropped by an
affected creature returns to n orm al size at on ce.
El e m e n t a l W e a po n Enlarge. The target’s size doubles in all dim ensions,
3rd-level transmutation and its w eight is m ultiplied by eight. T his grow th
Casting Tim e: 1 action in crea ses its size by one category—from M edium to
Range: Touch Large, for exam ple. If there isn’t en ough room for the
Components: V, S target to double its size, the creature or object attains
Duration: Concentration, up to 1 hour the m axim u m p ossib le size in the sp ace available.
Until the spell ends, the target also has advantage on
A n onm agical w ea p on you touch b e c o m e s a m agic
Strength ch eck s and Strength saving throw s. The
w eapon . C h oose one o f the follow in g dam age types:
target’s w ea p on s also g row to match its n ew size. W h ile
acid, cold, fire, lightning, or thunder. For the duration,
these w eap on s are enlarged, the target’s attacks with
the w eap on has a +1 bon u s to attack rolls and deals an
them deal 1d4 extra dam age.
extra 1d4 dam age o f the ch osen type w hen it hits.
Reduce. T h e target’s size is halved in all dim ension s,
At Higher Levels. W h en you cast this spell using a
and its w eight is redu ced to one-eighth o f norm al. This
spell slot o f 5th or 6th level, the bon u s to attack rolls
reduction d ecrea ses its size by on e category—from
in creases to +2 and the extra dam age in creases to
M edium to Sm all, for exam ple. Until the spell ends,
2d4. W h en you use a spell slot o f 7th level or higher,
the target also has disadvantage on Strength ch eck s
the bon u s in creases to +3 and the extra dam age
and Strength saving throw s. The target’s w eap on s also
in creases to 3d4.
shrink to m atch its n ew size. W h ile th ese w ea p on s are
En h a n c e A b il it y
reduced, the target’s attacks w ith them deal 1d4 less
dam age (this ca n ’t reduce the dam age below 1).
2 nd-level transmutation
Casting Tim e: 1 action En s n a r in g St r ik e
Range: Touch 1st-level conjuration
Components: V, S, M (fur or a feather from a beast)
Casting Tim e: 1 bon u s action
Duration: Concentration, up to 1 hour.
Range: S elf
You touch a creature and bestow u pon it a m agical Components: V
enhancem ent. C h oose on e o f the follow in g effects; the Duration: C oncentration, up to 1 m inute
target gains that effect until the spell ends.
The next tim e you hit a creature w ith a w ea p on attack
Bear’s Endurance. T h e target has advantage on
before this spell ends, a w rithing m a ss o f thorny vines
Constitution ch eck s. It also gains 2d 6 tem porary hit
appears at the point o f im pact, and the target must
points, w hich are lost w hen the spell ends.
s u cce e d on a Strength saving th row or be restrained by
Bull’s Strength. T he target has advantage
the m agical vines until the spell ends. A L arge or larger
on Strength checks, and his or her carryin g
creature has advantage on this saving throw. If the
capacity doubles.
target s u c ce e d s on the save, the vines shrivel away.
Cat’s Grace. T h e target has advantage on Dexterity
W h ile restrained by this spell, the target takes 1d6
check s. It also d oesn ’t take dam age from falling 20 feet
piercing damage at the start o f each o f its turns. A creature
or less if it isn’t incapacitated.
restrained by the vines or one that can touch the creature
Eagle’s Splendor. T h e target has advantage on
can use its action to m ake a Strength ch eck against your
C harism a checks.
spell save DC. On a su ccess, the target is freed.
Fox’s Cunning. The target has advantage on
At Higher Levels. If you cast this spell using a spell
Intelligence checks.
slot o f 2nd level or higher, the dam age in crea ses by 1d6
Owl’s Wisdom. T h e target has advantage on
for each slot level above 1st.
W isd om ch ecks.
At Higher Levels. W h en you cast this spell using
a spell slot o f 3rd level or higher, you can target one
additional creature for each slot level above 2nd.
En t a n g l e W h en the spell ends, you im m ediately return to the
1st-level conjuration plane you originated from in the spot you currently
occupy. If you occu p y the sam e spot as a solid object
Casting Tim e: 1 action
or creature w hen this happens, you are im m ediately
Range: 90 feet
shunted to the nearest u n occu p ied sp ace that you
Components: V, S
can occu p y and take force dam age equal to tw ice the
Duration: Concentration, up to 1 minute
num ber o f feet you are m oved.
G rasping w eed s and vines sprout from the grou nd in a T h is spell has no effect if you cast it w hile you are on
20-foot square starting from a point w ithin range. For the E thereal P lane or a plane that d oesn ’t border it, such
the duration, th ese plants turn the ground in the area as on e o f the Outer Planes.
into difficult terrain. A t H igher L evels. W h en you cast this spell using
A creature in the area w hen you cast the spell must a spell slot o f 8th level or higher, you can target up to
su cce e d on a Strength saving throw or b e restrained three w illing creatu res (including you) for each slot level
by the entangling plants until the spell ends. A creature above 7th. The creatu res m ust be w ithin 10 feet o f you
restrained by the plants can u se its action to m ake w hen you cast the spell.
a Strength ch eck against you r spell save DC. On a
su ccess, it frees itself. Ev a r d ’s Bl a c k T e n t a c l e s

W h en the spell ends, the conjured plants w ilt away. 4th-level conjuration
Casting Time: 1 action
En t h r a l l
Range: 90 feet
2 nd-level enchantment
Components: V, S, M (a p iece o f tentacle from a giant
Casting Time: 1 action octop u s or a giant squid)
Range: 60 feet Duration: Concentration, up to 1 minute
Components: V, S
Squirm ing, ebon y tentacles fill a 20 -foot square on
Duration: 1 minute
ground that you can see w ithin range. F or the duration,
You w eave a distracting string o f w ords, causing these tentacles turn the ground in the area into
creatures o f your ch oice that you can see w ithin range difficult terrain.
and that can hear you to m ake a W isd om saving W h en a creature enters the affected area for the first
throw. A ny creature that ca n ’t b e ch arm ed su cce e d s tim e on a turn or starts its turn there, the creature
on this saving th row automatically, and if you or your must su cce e d on a D exterity saving th row or take 3d6
com p a n ion s are fighting a creature, it has advantage on bludgeon ing dam age and be restrained by the tentacles
the save. On a failed save, the target has disadvantage until the spell ends. A creature that starts its turn in the
on W isd om (P erception ) ch eck s m ade to perceive any area and is already restrained by the tentacles takes 3d6
creature other than you until the spell ends or until the bludgeon ing dam age.
target can no longer h ear you. The spell en ds if you are A creature restrained by the tentacles can use its
incapacitated or can n o longer speak. action to m ake a Strength or Dexterity ch eck (its choice)
against your spell save DC. O n a su ccess, it frees itself.
Et h e r e a l n e s s
7th-level transmutation Ex pe d it io u s R e t r e a t

Casting Tim e: 1 action 1st-level transmutation


Range: S e lf Casting Tim e: 1 bon u s action
Components: V, S Range: S elf
Duration: Up to 8 hours Components: V, S
You step into the bord er region s o f the Ethereal Plane, Duration: Concentration, up to 10 m inutes
in the area w here it overlaps with your current plane. Th is spell allow s you to m ove at an incredible pace.
You rem ain in the B order E thereal for the duration or W h en you cast this spell, and then as a bon u s action
until you use your action to d ism iss the spell. D uring on each o f your turns until the spell ends, you can take
this tim e, you can m ove in any direction. If you m ove the D ash action.
up or dow n, every foot o f m ovem ent costs an extra foot.
You can see and hear the plane you originated from , but Ey e b it e

everything there look s gray, and you ca n ’t see anything 6 th-level necromancy
m ore than 60 feet away. Casting Tim e: 1 action
W h ile on the E thereal P lane, you can only affect and Range: S e lf
be affected by other creatu res on that plane. C reatures Components: V, S
that aren't on the Ethereal Plane ca n ’t perceive you and Duration: Concentration, up to 1 m inute
ca n ’t interact with you, u nless a sp ecia l ability or m agic
has given them the ability to d o so. For the sp ell’s duration, your eyes b e c o m e an inky void
You ignore all ob jects and effects that aren’t on the im bu ed w ith dread pow er. O ne creature o f your ch oice
Ethereal Plane, allow ing you to m ove through objects w ithin 6 0 feet o f you that you can see m ust su cceed
you perceive on the plane you originated from . on a W isd om saving th row or be affected by o n e o f the
follow in g effects o f your ch oice for the duration. On
each o f your turns until the spell ends, you can use Fa l s e L if e
your action to target another creature but can ’t target 1st-level necromancy
a creature again if it has su cceed ed on a saving throw
Casting Time: 1 action
against this casting o f eyebite.
Range: S elf
A sleep. The target falls u n con sciou s. It w a k es up if it
Components: V, S, M (a sm all am ount o f alcoh ol or
takes any dam age or if another creature u ses its action
distilled spirits)
to shake the sleep er awake.
Duration: 1 hour
Panicked. The target is frightened o f you. On each
o f its turns, the frightened creature must take the B olsterin g y ou rself w ith a n ecrom antic facsim ile o f life,
D ash action and m ove away from you by the safest and you gain 1d4 + 4 tem porary hit points for the duration.
shortest available route, unless there is n ow h ere to A t H igher Levels. W h en you cast this spell using a
m ove. If the target m oves to a place at least 60 feet away spell slot o f 2nd level or higher, you gain 5 additional
from you w here it can no longer see you, this effect ends. tem porary hit points for each slot level above 1st.
Sickened. T h e target has disadvantage on attack rolls
and ability check s. At the end o f each o f its turns, it can Fe a r

m ake another W isd om saving throw. If it su cceed s, 3rd-level illusion


the effect ends. Casting Tim e: 1 action
Range: S e lf (30-foot cone)
Fa b r ic a t e
Components: V, S, M (a white feather or the
4th-level transmutation heart o f a hen)
Casting Tim e: 10 m inutes Duration: Concentration, up to 1 minute
Range: 120 feet
You project a phantasm al im age o f a creatu re’s w orst
Components: V, S
fears. E ach creature in a 30 -foot con e m ust su cceed on
Duration: Instantaneous a W isd om saving th row or drop w hatever it is holding
You convert raw m aterials into products o f the sam e and b e c o m e frightened for the duration.
material. For exam ple, you can fabricate a w ood en W h ile frightened by this spell, a creature m ust take
bridge from a clum p o f trees, a rope from a patch of the D ash action and m ove away from you by the safest
hem p, and cloth es from flax or w ool. available route on each o f its turns, unless there is
C h o o se raw m aterials that you can see w ithin range. now h ere to m ove. If the creature en ds its turn in a
You can fabricate a Large or sm aller object (contained location w here it d oesn ’t have line o f sight to you,
w ithin a 10-foot cube, or eight con n ected 5 -foot cubes), the creature can m ake a W isd om saving throw. On a
given a sufficient quantity o f raw m aterial. If you su ccessfu l save, the spell ends for that creature.
are w orkin g with metal, stone, or another m ineral
substance, however, the fabricated object can be no Fe a t h e r Fa l l

larger than M edium (contained w ithin a single 5-foot 1st-level transmutation


cube). The quality o f ob jects m ade by the spell is Casting Time: 1 reaction, w hich you take w hen you or a
com m en su rate with the quality o f the raw materials. creature w ithin 60 feet o f you falls
Creatures or m agic item s ca n ’t b e created or Range: 6 0 feet
transm uted by this spell. You also ca n ’t u se it to Components: V, M (a sm all feather or p iece o f dow n)
create item s that ordinarily require a high degree of Duration: 1 minute
craftsm anship, such as jew elry, w eapon s, glass, or
C h oose up to five falling creatures w ithin range. A
armor, u nless you have proficiency with the type o f
falling creature's rate o f descen t slow s to 60 feet per
artisan’s tools u sed to craft such objects.
round until the spell ends. If the creature lands before
Fa e r ie Fir e the spell ends, it takes no falling dam age and can land
1st-level evocation on its feet, and the spell ends for that creature.

Casting Tim e: 1 action Fe e b l e min d


Range: 60 feet 8 th-level enchantment
Components: V
Casting Time: 1 action
Duration: Concentration, up to 1 minute
Range: 150 feet
E ach object in a 20 -foot cu b e within range is outlined in Components: V, S, M (a handful o f clay, crystal, glass,
blue, green, or violet light (your choice). Any creature in or m ineral spheres)
the area w hen the spell is cast is also outlined in light if Duration: Instantaneous
it fails a Dexterity saving throw. F or the duration, objects
You blast the m ind o f a creature that you can see within
and affected creatures shed dim light in a 10-foot radius.
range, attem pting to shatter its intellect and personality.
A ny attack roll against an affected creature or object
The target takes 4d 6 psych ic dam age and must m ake an
has advantage if the attacker can see it, and the affected
Intelligence saving throw.
creature or object ca n ’t benefit from being invisible.
On a failed save, the creatu re’s Intelligence and
Charism a s c o r e s b e c o m e 1. The creature ca n ’t cast
spells, activate m agic items, understand language, or
com m u n icate in any intelligible way. The creature can, you can cau se it to reappear in any u n occu pied sp ace
however, identify its friends, follow them, and even w ithin 30 feet o f you.
protect them. You c a n ’t have m ore than on e fam iliar at a time. If you
At the end o f every 30 days, the creature can repeat cast this spell w hile you already have a familiar, you
its saving throw against this spell. If it su cce e d s on its instead cau se it to adopt a n ew form . C h oose on e o f the
saving throw, the sp ell ends. form s from the above list. Your fam iliar transform s into
T h e spell can also b e ended by greater restoration, the ch osen creature.
heal, or wish. Finally, w hen you cast a spell w ith a range o f touch,
your fam iliar can deliver the spell as if it had cast the
Fe ig n D e a t h spell. Your fam iliar must be w ithin 100 feet o f you, and
3rd-level necrom ancy (ritual) it must u se its reaction to deliver the spell w hen you cast
Casting Tim e: 1 action it. If the spell requ ires an attack roll, you u se your attack
Range: Touch m odifier for the roll.
Components: V, S, M (a pinch o f graveyard dirt)
Fin d St e e d
Duration: 1 hour
2 nd-level conjuration
You touch a w illing creature and put it into a cataleptic
Casting Tim e: 10 m inutes
state that is indistinguishable from death.
Range: 30 feet
For the sp ell’s duration, or until you use an action
Components: V, S
to touch the target and d ism iss the spell, the target
Duration: Instantaneous
appears dead to all outw ard in spection and to spells
u sed to determ ine the target’s status. T h e target is You su m m on a spirit that a ssu m es the form o f an
blinded and incapacitated, and its sp eed d rops to 0. unusually intelligent, strong, and loyal steed, creating a
T h e target has resistan ce to all dam age except psychic long-lasting bon d w ith it. A ppearing in an u n occu pied
dam age. If the target is diseased or p oison ed w hen you sp ace w ithin range, the steed takes on a form that you
cast the spell, or b e c o m e s diseased or p oison ed w hile ch oose, such as a w arhorse, a pony, a cam el, an elk, or
u nder the sp ell’s effect, the d isease and p oison have no a mastiff. (Your DM m ight allow other anim als to be
effect until the spell ends. su m m on ed as steeds.) T h e steed has the statistics o f the
ch osen form , though it is a celestial, fey, or fiend (your
Fi n d Fa m il ia r choice) instead o f its norm al type. Additionally, if your
1st-level conjuration (ritual) steed has an Intelligence o f 5 or less, its Intelligence
Casting Tim e: 1 hour b e c o m e s 6, and it gains the ability to understand one
Range: 10 feet language o f your ch oice that you speak.
Components: V, S, M (10 gp w orth o f charcoal, Your steed serves you as a m ount, both in com bat and
in cen se, and herbs that m ust be con su m ed by fire in a out, and you have an instinctive bon d with it that allow s
brass brazier) you to fight as a sea m less unit. W h ile m ounted on your
Duration: Instantaneous steed, you can m ake any spell you cast that targets only
you also target your steed.
You gain the serv ice o f a familiar, a spirit that takes an
W h en the steed d rops to 0 hit points, it disappears,
anim al form you ch oose: bat, cat, crab, frog (toad), hawk,
leaving beh in d no physical form . You can also
lizard, octopu s, ow l, p oison ou s snake, fish (quipper),
dism iss your steed at any time as an action, causing
rat, raven, sea horse, spider, or w easel. A pp earin g in
it to disappear. In either case, castin g this spell
an u n occu pied sp ace w ithin range, the fam iliar has the
again su m m on s the sam e steed, restored to its hit
statistics o f the ch osen form , though it is a celestial, fey,
point m axim um .
or fiend (your choice) instead o f a beast.
W h ile your steed is w ithin 1 m ile o f you, you can
Your fam iliar acts independently o f you, but it always
com m u n icate w ith it telepathically.
obeys your com m a n d s. In com bat, it rolls its ow n
You c a n ’t have m ore than on e steed b on d ed by this
initiative and acts on its ow n turn. A fam iliar ca n ’t
spell at a tim e. A s an action, you can release the steed
attack, but it can take other actions as norm al.
from its bon d at any tim e, cau sin g it to disappear.
W h en the fam iliar d rop s to 0 hit points, it disappears,
leaving behind no physical form . It reappears after you Fin d t h e Pa t h
cast this spell again 6 th-level divination
W h ile your fam iliar is w ithin 100 feet o f you, you
Casting Tim e: 1 m inute
can com m u n icate with it telepathically. Additionally,
Range: S e lf
as an action, you can see through your fam iliar’s eyes
Components: V, S, M (a set o f divinatory tools—such
and hear w hat it hears until the start o f your next turn,
as b on es, ivory sticks, cards, teeth, or carved run es—
gaining the benefits o f any sp ecia l sen ses that the
w orth 100 gp and an object from the location you
fam iliar has. D urin g this time, you are d ea f and blind
w ish to find)
with regard to your ow n sen ses.
Duration: Concentration, up to 1 day
A s an action, you can tem porarily dism iss your
familiar. It disappears into a pock et dim ension w here it T h is spell allow s you to find the shortest, m ost direct
awaits your su m m on s. Alternatively, you can dism iss it physical route to a sp ecific fixed location that you are
forever. A s an action w hile it is tem porarily dism issed, fam iliar with on the sam e plane o f existence. If you
nam e a destination on another plane o f existence, a
destination that m oves (such as a m obile fortress), or a
destination that isn’t sp ecific (such as “a green dragon ’s
lair”), the spell fails.
For the duration, as lon g as you are on the sam e plane
o f existence as the destination, you k n ow h ow far it is
and in w hat direction it lies. W h ile you are traveling
there, w henever you are presen ted w ith a ch oice o f
paths along the way, you autom atically determ ine w hich
path is the shortest and m ost direct route (but not
n ecessarily the safest route) to the destination.

Fin d T r a ps
2 nd-level divination

Casting Tim e: 1 action


Range: 120 feet
Components: V, S
Duration: Instantaneous

You sen se the p resen ce o f any trap w ithin range that


is w ithin line o f sight. A trap, for the p u rp ose o f this
spell, in cludes anything that w ou ld inflict a sudden or
u n expected effect you con sid er h arm ful or undesirable,
w h ich w as sp ecifically intended as su ch by its creator.
Thus, the spell w ou ld sen se an area affected by the
alarm spell, a glyph o f warding, or a m ech an ica l pit trap,
but it w ou ld not reveal a natural w ea k n ess in the floor,
an unstable ceiling, or a hidden sinkhole.
This spell m erely reveals that a trap is present. You
don ’t learn the location o f each trap, but you do learn the
general nature o f the danger p osed by a trap you sen se.

Fin g e r o f D e a t h

7th-level necromancy
Casting Tim e: 1 action
Range: 6 0 feet
Components: V, S
Duration: Instantaneous

You sen d negative en ergy cou rsin g through a creature


that you can see w ithin range, causing it sea rin g pain.
The target m ust m ake a Constitution saving throw. It
takes 7d8 + 30 n ecrotic dam age on a failed save, or half
as m uch dam age on a su ccessfu l one.
A hum anoid killed by this spell rises at the start o f
your next turn as a zom bie that is perm anently under
your com m a n d , follow in g your verbal orders to the best
o f its ability.

Fir e b a l l
3rd-level evocation
Casting Tim e: 1 action
Range: 150 feet
Components: V, S , M (a tiny ball o f bat
guano and sulfur)
Duration: Instantaneous

A bright streak flashes from your pointing finger to a


point you c h o o s e w ithin range and then b lo ss o m s with
a low roar into an explosion o f flame. E ach creature
in a 20-foot-radius sphere centered on that point must
m ake a D exterity saving throw. A target takes 8 d 6 fire
d a m age on a failed save, or h alf as m uch da m age on a Fl a me Bl a d e
s u c ce s sfu l one. 2 nd-level evocation
T he fire spreads around corn ers. It ignites flam m able
Casting Tim e: 1 bon u s action
ob jects in the area that aren't bein g w orn or carried.
Range: S elf
A t H igher Levels. W h en you cast this spell u sing a
Components: V, S , M (leaf o f sum ac)
spell slot o f 4th level or higher, the dam age in creases by
Duration: Concentration, up to 10 m inutes
1d6 for each slot level above 3rd.
You evoke a fiery blade in your free hand. The blade is
Fir e Bo l t sim ilar in size and shape to a scim itar, and it lasts for
Evocation cantrip the duration. If you let go o f the blade, it disappears, but
Casting Tim e: 1 action you can evoke the blade again as a bon u s action.
Range: 120 feet You can use your action to m ake a m elee spell
Components: V, S attack w ith the fiery blade. On a hit, the target takes
Duration: Instantaneous 3d6 fire dam age.
The flam ing blade sheds bright light in a 10-foot
You hurl a m ote o f fire at a creature or object w ithin radius and dim light for an additional 10 feet.
range. M ake a ranged spell attack against the A t H igher Levels. W h en you cast this spell using a
target. On a hit, the target takes 1d10 fire dam age. A spell slot o f 4th level or higher, the dam age in creases by
flam m able object hit by this spell ignites if it isn't being 1d6 for every tw o slot levels above 2nd.
w orn or carried.
This sp ell’s dam age in crea ses by 1d10 w hen you reach Fl a m e St r ik e
5th level (2 d10), 11th level (3 d10), and 17th level (4 d10). 5th-level evocation

Fir e Sh ie l d
Casting Time: 1 action
Range: 6 0 feet
4th-level evocation
Components: V, S, M (pinch o f sulfur)
Casting Tim e: 1 action
Duration: Instantaneous
Range: S e lf
Components: V, S, M (a bit o f ph osph oru s or a firefly) A vertical colu m n o f divine fire roars dow n from the
Duration: 10 m inutes heavens in a location you specify. E ach creature in
a 10-foot-radius, 40-foot-h igh cylinder centered on a
Thin and w ispy flam es w reathe your b od y for the point w ithin range m ust m ake a Dexterity saving throw.
duration, sh edding bright light in a 10-foot radius and A creature takes 4 d 6 fire dam age and 4 d 6 radiant
dim light for an additional 10 feet. You can end the spell dam age on a failed save, or h alf as m uch dam age on a
early by using an action to dism iss it. su ccessfu l one.
T he flam es p rovide you with a w arm shield or a chill A t H igher Levels. W h en you cast this spell using a
shield, as you c h oose. The w arm shield grants you spell slot o f 6th level or higher, the fire dam age or the
resistan ce to cold dam age, and the chill shield grants radiant dam age (your ch oice) in creases by 1d6 for each
you resistan ce to fire dam age. slot level above 5th.
In addition, w henever a creature w ithin 5 feet o f you
hits you with a m elee attack, the shield erupts with Fl a m in g Sp h e r e
flame. T h e attacker takes 2d8 fire dam age from a w arm 2 nd-level conjuration
shield, or 2d8 cold dam age from a cold shield.
Casting Time: 1 action
Fir e St o r m
Range: 6 0 feet
Components: V, S, M (a bit o f tallow, a pinch o f
7th-level evocation
brim stone, and a dusting o f p ow dered iron)
Casting Tim e: 1 action Duration: Concentration, up to 1 m inute
Range: 150 feet
Components: V, S A 5-foot-diam eter sphere o f fire appears in an
Duration: Instantaneous u n occu p ied sp ace o f your ch oice w ithin range and lasts
for the duration. Any creature that ends its turn w ithin 5
A storm m ade up o f sheets o f roaring flam e appears feet o f the sphere m ust m ake a D exterity saving throw.
in a location you c h o o s e w ithin range. The area o f the T h e creature takes 2d6 fire dam age on a failed save, or
storm con sists o f up to ten 10-foot cubes, w hich you can h alf as m uch dam age on a su ccessfu l one.
arrange as you w ish. Each cube must have at least one A s a bon u s action, you can m ove the sphere up to 30
face adjacent to the face o f another cube. E ach creature feet. If you ram the sphere into a creature, that creature
in the area must m ake a D exterity saving throw. It m ust m ake the saving th row against the sp here’s
takes 7d10 fire dam age on a failed save, or h alf as much dam age, and the sphere stops m ovin g this turn.
dam age on a su ccessfu l one. W h en you m ove the sphere, you can direct it over
The fire dam ages objects in the area and ignites barriers up to 5 feet tall and ju m p it a cro ss pits up to
flam m able objects that aren't being w orn or carried. 10 feet w ide. The sphere ignites flam m able ob jects not
If you c h oose, plant life in the area is unaffected being w orn or carried, and it sh eds bright light in a
by this spell. 20 -foot radius and dim light for an additional 20 feet.
A t H igher L evels. W h en you cast this spell using a Fo r b id d a n c e
spell slot o f 3rd level or higher, the dam age in creases by 6 th-level abjuration (ritual)
1d6 for each slot level above 2nd.
Casting Tim e: 10 minutes
Fl e sh t o St o n e Range: Touch
Components: V, S, M (a sp rinkling o f holy water, rare
6 th-level transmutation
in cen se, and p ow d ered ruby w orth at least 1,000 gp)
Casting Time: 1 action Duration: 1 day
Range: 60 feet
Com ponents: V, S , M (a pinch o f lim e, water, and earth) You create a w ard against m agical travel that protects
Duration: Concentration, up to 1 minute up to 4 0 ,0 0 0 square feet o f floor sp ace to a height o f 30
feet above the floor. F or the duration, creatu res ca n ’t
You attempt to turn on e creature that you can see within teleport into the area or u se portals, such as th ose
range into stone. If the target’s b od y is m ade o f flesh, the
created by the gate spell, to enter the area. T h e spell
creature m ust m ake a Constitution saving throw. On a p roofs the area against planar travel, and therefore
failed save, it is restrained as its flesh begins to harden. prevents creatu res from a ccessin g the area by w ay o f
On a su ccessfu l save, the creature isn’t affected.
the Astral Plane, Ethereal Plane, Feywild, Shadow fell,
A creature restrained by this sp ell must m ake another or the plane shift spell.
Constitution saving th row at the end o f each o f its turns. In addition, the spell dam ages types o f creatu res that
If it su ccessfu lly saves against this spell three tim es, the
you c h o o s e w hen you cast it. C h oose one or m ore o f the
spell ends. If it fails its saves three tim es, it is turned
follow ing: celestials, elem entals, fey, fiends, and undead.
to stone and su bjected to the petrified condition for the W h en a ch osen creature enters the sp ell’s area for the
duration. T h e su cce s se s and failures don’t need to be
first tim e on a turn or starts its turn there, the creature
consecutive; keep track o f both until the target collects
takes 5 d10 radiant or n ecrotic dam age (your ch oice
three o f a kind.
w hen you cast this spell).
If the creature is physically broken w hile petrified,
W h en you cast this spell, you can designate a
it suffers from sim ilar deform ities if it reverts to its passw ord. A creature that sp eak s the pa ssw ord as it
original state.
enters the area takes no dam age from the spell.
If you m aintain your concentration on this spell for the The sp ell’s area can't overlap w ith the area o f another
entire p ossib le duration, the creature is turned to stone
forbiddance spell. If you cast forbiddance every day for
until the effect is rem oved.
30 days in the sam e location, the spell lasts until it is
dispelled, and the m aterial com pon en ts are con su m ed
Fl y
on the last casting.
3rd-level transmutation
Casting Tim e: 1 action Fo r c e c a g e
Range: Touch 7th-level evocation
Components: V, S, M (a w in g feather from any bird)
Casting Tim e: 1 action
Duration: Concentration, up to 10 m inutes Range: 100 feet
You touch a w illin g creature. The target gains a flying Components: V, S, M (ruby dust w orth 1,500 gp)
sp eed o f 60 feet for the duration. W h en the spell ends, Duration: 1 hour
the target falls if it is still aloft, u n less it ca n stop the fall.
An im m obile, invisible, cu b e-sh aped prison co m p o s e d o f
A t H igher L evels. W h en you cast this spell using m agical force sprin gs into existence around an area you
a sp ell slot o f 4th level or higher, you can target one
c h o o s e within range. The prison can be a cage or a solid
additional creature for each slot level above 3rd. box, as you ch oose.
A prison in the sh ape o f a cage can b e up to 20 feet on
Fo g C l o u d
a side and is m ade from 1/2-inch diam eter bars sp aced
1st-level conjuration
1/2 inch apart.
Casting Tim e: 1 action A prison in the sh ape o f a b ox can be up to 10 feet on
Range: 120 feet a side, creating a solid barrier that prevents any matter
Com ponents: V, S from passing through it and block in g any sp ells cast into
Duration: Concentration, up to 1 hour or out from the area.
You create a 20-foot-radius sphere o f fog centered on a W h en you cast the spell, any creature that is
point w ithin range. The sphere sp rea ds around corn ers, com pletely inside the cag e's area is trapped. Creatures
and its area is heavily obscu red . It lasts for the duration only partially w ithin the area, or th ose too large to fit
or until a w in d o f m oderate or greater sp eed (at least 10 inside the area, are pushed away from the center o f the
m iles per hour) d isp erses it. area until they are com pletely outside the area.
A t H igher Levels. W h en you cast this spell using a A creature inside the cage c a n ’t leave it by n onm agical
spell slot o f 2nd level or higher, the radius o f the fog m eans. If the creature tries to use teleportation or
in creases by 20 feet for each slot level above 1st. interplanar travel to leave the cage, it m ust first m ake a
C harism a saving throw. On a su ccess, the creature can
use that m agic to exit the cage. On a failure, the creature Components: V, S, M (a bit o f gauze and a
can't exit the cage and w astes the u se o f the spell or w isp o f sm oke)
effect. The cage also extends into the E thereal Plane, Duration: Concentration, up to 1 hour
block in g ethereal travel.
You transform a w illing creature you touch, along with
This spell ca n ’t be dispelled by dispel magic.
everything it’s w earin g and carrying, into a m isty cloud
Fo r e s ig h t
for the duration. The spell ends if the creature d rop s to
0 hit points. An in corp orea l creature isn’t affected.
9th-level divination
W h ile in this form , the target’s only m ethod of
Casting Tim e: 1 m inute m ovem ent is a flying sp eed o f 10 feet. T h e target can
Range: Touch enter and occu p y the sp ace o f another creature. The
Components: V, S, M (a h um m ingbird feather) target has resistan ce to n onm agical dam age, and it has
Duration: 8 hours advantage on Strength, Dexterity, and Constitution
You touch a w illing creature and bestow a lim ited ability saving throw s. T h e target can pa ss through sm all holes,
to see into the im m ediate future. For the duration, the n arrow open in gs, and even m ere cracks, though it treats
target ca n ’t be su rprised and has advantage on attack liquids as though they w ere solid su rfaces. T h e target
rolls, ability ch ecks, and saving throw s. Additionally, can't fall and rem ains h overing in the air even w hen
other creatures have disadvantage on attack rolls stunned or oth erw ise incapacitated.
against the target for the duration. W h ile in the form o f a m isty cloud, the target ca n ’t talk
T h is spell im m ediately ends if you cast it again before or m anipulate objects, and any objects it w as carryin g or
its duration ends. h olding ca n ’t be dropped, used, or oth erw ise interacted
with. The target can ’t attack or cast spells.
Fr e e d o m o f M o v e m e n t
4th-level abjuration Ga t e
9th-level conjuration
Casting Tim e: 1 action
Range: Touch Casting Tim e: 1 action
Components: V, S, M (a leather strap, bou n d around the Range: 60 feet
arm or a sim ilar appendage) Components: V, S, M (a diam ond w orth at least 5,0 0 0 gp)
Duration: 1 hour Duration: C oncentration, up to 1 minute

You touch a w illing creature. For the duration, the You conjure a portal linking an u n occu p ied sp ace you
target’s m ovem ent is unaffected by difficult terrain, and can see w ithin range to a p recise location on a different
sp ells and other m agical effects can neither reduce plane o f existence. The portal is a circu lar opening,
the target’s sp eed nor cau se the target to b e paralyzed w h ich you can m ake 5 to 20 feet in diameter. You can
or restrained. orient the portal in any d irection you ch o o s e . T h e portal
The target can also sp en d 5 feet o f m ovem ent to lasts for the duration.
autom atically esca p e from n onm agical restraints, such The portal has a front and a ba ck on each plane w here
as m anacles or a creature that has it grappled. Finally, it appears. Travel through the portal is p ossib le only
bein g underw ater im p oses no penalties on the target's by m ovin g through its front. A nything that d o e s so is
m ovem ent or attacks. instantly transported to the other plane, appearing in
the u n occu p ied sp ace nearest to the portal.
Fr ie n d s D eities and other planar rulers can prevent portals
Enchantment cantrip created by this spell from open in g in their p resen ce or
Casting Tim e: 1 action anyw here w ithin their dom ains.
Range: S e lf W h en you cast this spell, you can sp eak the nam e
Components: S, M (a sm all am ount o f m akeup applied o f a sp ecific creature (a pseudonym , title, or nicknam e
to the face as this spell is cast) d oesn ’t w ork). If that creature is on a plane other than
Duration: Concentration, up to 1 minute the on e you are on, the portal op en s in the nam ed
creatu re’s im m ediate vicinity and draw s the creature
F or the duration, you have advantage on all Charism a through it to the nearest u n occu p ied sp ace on your side
ch eck s directed at on e creature o f your ch oice that isn’t o f the portal. You gain no special p ow er over the creature,
hostile tow ard you. W h en the spell ends, the creature and it is free to act as the DM deem s appropriate. It
realizes that you u sed m agic to influence its m o o d m ight leave, attack you, or help you.
and b e c o m e s hostile tow ard you. A creature prone
to violen ce m ight attack you. A n oth er creature might G e as
seek retribution in other w ays (at the D M ’s discretion), 5th-level enchantment
depen din g on the nature o f your interaction w ith it.
Casting Tim e: 1 minute
G a s e o u s Fo r m
Range: 6 0 feet
Components: V
3rd-level transmutation
Duration: 30 days
Casting Time: 1 action
Range: Touch You place a m agical com m a n d on a creature that you
ca n see w ithin range, forcin g it to ca rry out som e
serv ice or refrain from som e action or co u rse o f activity G l ib n e s s
as you decide. If the creature can understand you, it 8 th-level transmutation
m ust su cce e d on a W isd om saving th row o r b e c o m e
Casting Tim e: 1 action
ch arm ed by you for the duration. W h ile the creature
Range: S elf
is charm ed by you, it takes 5 d10 psychic dam age
Components: V
each tim e it acts in a m ann er d irectly coun ter to your
Duration: 1 hour
instructions, but no m ore than on ce each day. A creature
that can't understand you is unaffected by the spell. Until the spell ends, w hen you m ake a C harism a
You can issue any c om m a n d you ch oose, sh ort o f an check, you can replace the num ber you roll w ith a 15.
activity that w ou ld result in certain death. S h ou ld you Additionally, no m atter w hat you say, m agic that w ould
issu e a suicidal com m a n d , the spell ends. determ ine if you are telling the truth indicates that you
You can end the spell early by usin g an action to are being truthful.
d ism iss it. A rem ove curse, greater restoration, or wish
sp ell also ends it. G l o b e o f In v u l n e r a b il it y

A t H igher L evels. W h en you cast this spell using 6 th-level abjuration

a spell slot o f 7th or 8th level, the duration is 1 year. Casting Tim e: 1 action
W h en you cast this spell using a spell slot o f 9th level, Range: S e lf (10-foot radius)
the spell lasts until it is ended by on e o f the spells Components: V, S, M (a glass or crystal bead that
m entioned above. shatters w hen the spell ends)
Duration: Concentration, up to 1 m inute
G e n t l e R e po se
A n im m obile, faintly sh im m erin g barrier springs into
2 nd-level necrom ancy (ritual)
existence in a 10-foot radius around you and rem ains for
Casting Tim e: 1 action the duration.
Range: Touch A ny spell o f 5th level or low er cast from outside the
Components: V, S, M (a pinch o f salt and on e cop p er barrier can't affect creatu res or ob jects w ithin it, even
p iece p la ced on each o f the c o r p s e ’s eyes, w h ich must if the spell is cast using a h igher level spell slot. S u ch a
rem ain there for the duration) spell can target creatu res and objects w ithin the barrier,
Duration: 10 days
but the spell has no effect on them. Similarly, the area
You touch a c o rp s e or other rem ains. For the w ithin the barrier is exclu ded from the areas affected
duration, the target is protected from decay and ca n ’t by such spells.
b e c o m e undead. A t H igher Levels. W h en you cast this spell using a
The spell also effectively extends the tim e lim it on sp ell slot o f 7th level or higher, the barrier block s spells
raising the target from the dead, sin ce days spent under o f on e level higher for each slot level above 6th.
the influence o f this spell d on ’t coun t against the time
limit o f spells such as raise dead. G l y ph o f Wa r d in g
3rd-level abjuration
G ia n t In s e c t
Casting Tim e: 1 hour
4th-level transmutation Range: Touch
Casting Time: 1 action Components: V, S, M (in cen se and p ow d ered diam ond
Range: 30 feet w orth at least 2 0 0 gp, w h ich the spell con su m es)
Components: V, S Duration: Until dispelled or triggered
Duration: Concentration, up to 10 m inutes W h en you cast this spell, you in scribe a glyph that
You transform up to ten centipedes, three spiders, five harm s other creatures, either upon a su rface (such as
w asps, or on e scorp ion w ithin range into giant versions a table or a section o f floor or w all) or w ithin an object
o f their natural form s for the duration. A centipede that can b e c lo s e d (such as a book, a scroll, or a treasure
b e c o m e s a giant centipede, a spider b e c o m e s a giant chest) to con cea l the glyph. If you c h o o s e a surface, the
spider, a w asp b e c o m e s a giant w asp, and a scorp ion glyph can cover an area o f the su rface no larger than
b e c o m e s a giant scorpion . 10 feet in diameter. If you c h o o s e an object, that object
E ach creature obey s your verbal com m a n d s, and m ust rem ain in its place; if the ob ject is m oved m ore
in com bat, they act on your turn each round. The DM than 10 feet from w here you cast this spell, the glyph is
has the statistics for th ese creatu res and resolves their broken, and the spell en ds w ithout being triggered.
actions and m ovem ent. T he glyph is nearly invisible and requ ires a su ccessfu l
A creature rem ains in its giant size for the duration, Intelligence (Investigation) ch e ck against your spell save
until it d rops to 0 hit points, or until you u se an action to D C to be found.
dism iss the effect on it. You decide w hat triggers the glyph w h en you cast
The DM m ight allow you to c h o o s e different targets. the spell. For glyphs in scribed on a surface, the m ost
F or exam ple, if you tran sform a bee, its giant version typical triggers include touching or standing on the
m ight have the sam e statistics as a giant w asp. glyph, rem oving another object coverin g the glyph,
approach in g w ithin a certain distance o f the glyph, or
m anipulating the object on w h ich the glyph is in scribed.
For glyphs in scribed w ithin an object, the m ost com m on
triggers include open in g that object, approaching w ithin You conjure a vine that sprouts from the grou nd in an
a certain distance o f the object, or seein g or readin g the u n occu p ied sp ace o f your ch oice that you can see w ithin
glyph. O n ce a glyph is triggered, this spell ends. range. W h en you cast this spell, you can direct the vine
You can further refine the trigger s o the spell activates to lash out at a creature w ithin 30 feet o f it that you can
only under certain circu m stan ces or a ccord in g to see. That creature m ust s u cce e d on a Dexterity saving
physical characteristics (such as height or weight), th row o r b e pulled 20 feet directly tow ard the vine.
creature kind (for exam ple, the w ard cou ld be set to Until the spell ends, you can direct the vine to lash out
affect aberrations or drow), or alignm ent. You can also at the sam e creature or another on e as a bon u s action
set condition s for creatu res that don ’t trigger the glyph, on each o f your turns.
such as th ose w h o say a certain passw ord.
W h en you in scribe the glyph, c h o o s e explosive runes G r e a se

or a spell glyph. 1st-level conjuration


E xplosive R unes. W h en triggered, the glyph erupts Casting Time: 1 action
with m agical energy in a 20-foot-radius sphere centered Range: 60 feet
on the glyph. T h e sphere spreads around corn ers. Each Components: V, S, M (a bit o f pork rind or butter)
creature in the area must m ake a Dexterity saving Duration: 1 m inute
throw. A creature takes 5d8 acid, cold, fire, lightning, or
Slick grease covers the ground in a 10-foot square
thunder dam age on a failed saving throw (your ch oice
centered on a point w ithin range and turns it into
w hen you create the glyph), or h alf as m uch dam age on a
difficult terrain for the duration.
su ccessfu l one.
W h en the grea se appears, each creature standing in
S pell Glyph. You can store a prepared spell o f
its area must su cce e d on a D exterity saving th row or fall
3rd level or low er in the glyph by castin g it as part
prone. A creature that enters the area or ends its turn
o f creating the glyph. The spell must target a single
there must also su cce e d on a D exterity saving throw
creature or an area. The spell b ein g stored has no
or fall prone.
im m ediate effect w hen cast in this way. W h en the glyph
is triggered, the stored spell is cast. If the spell has a
G r e a t e r In v is ib il it y
target, it targets the creature that triggered the glyph.
4th-level illusion
If the spell affects an area, the area is centered on
that creature. If the spell su m m on s h ostile creatures Casting Tim e: 1 action
or creates harm ful objects or traps, they appear as Range: Touch
clo se as p ossib le to the intruder and attack it. If the Components: V, S
spell requ ires concentration, it lasts until the end o f its Duration: Concentration, up to 1 minute
full duration. Y ou or a creature you touch b e c o m e s invisible until the
A t H igher Levels. W h en you cast this spell using spell ends. A nything the target is w earin g or carryin g is
a spell slot o f 4th level or higher, the dam age o f an invisible as long as it is on the target’s person .
explosive runes glyph in creases by 1d8 for each slot
level above 3rd. If you create a spell glyph, you can store G r e a t e r R e s t o r a t io n
any spell o f up to the sam e level as the slot you use for 5th-level abjuration
the glyph o f warding.
Casting Tim e: 1 action
Range: Touch
G o o d b e r r y
Components: V, S, M (diam ond dust w orth at least 100
1st-level transmutation
gp, w hich the spell con su m es)
Casting Tim e: 1 action Duration: Instantaneous
Range: Touch
You im bue a creature you touch w ith positive energy to
Components: V, S, M (a sprig o f m istletoe)
undo a debilitating effect. You can reduce the target’s
Duration: Instantaneous
exhaustion level by one, or en d one o f the follow in g
Up to ten berries appear in your hand and are infused effects on the target:
with m agic for the duration. A creature can u se its
• One effect that charm ed or petrified the target
action to eat on e berry. Eating a berry restores 1 hit
• One curse, including the target’s attunem ent to a
point, and the berry provides en ough nourishm ent to
cu rsed m agic item
sustain a creature for on e day.
• Any reduction to on e o f the target’s ability s c o r e s
T he berries lose their potency if they have not been
• O ne effect reducing the target’s hit point m axim um
con su m ed w ithin 24 hours o f the casting o f this spell.

G u a r d ia n o f Fa it h
G r a s pin g V in e
4th-level conjuration
4th-level conjuration
Casting Tim e: 1 action
Casting Tim e: 1 bon u s action
Range: 30 feet
Range: 30 feet
Components: V
Components: V, S
Duration: 8 hours
Duration: C oncentration, up to 1 minute
A Large spectral guardian appears and h overs for the
duration in an u n occu p ied sp ace o f your ch oice that you
can see w ithin range. The guardian occu p ies that sp ace • P la ce a suggestion in on e location. You select an area
and is indistinct except for a gleam ing sw ord and shield o f up to 5 feet square, and any creature that enters
em b lazon ed with the sym bol o f your deity. or p a sses through the area receives the su ggestion
Any creature hostile to you that m oves to a sp ace mentally.
within 10 feet o f the guardian for the first tim e on a
T h e w hole w arded area radiates m agic. A dispel
turn m ust su cce e d on a D exterity saving throw. The
magic cast on a sp ecific effect, if su ccessfu l, rem oves
creature takes 20 radiant dam age on a failed save, or
only that effect.
h alf as m uch dam age on a su ccessfu l one. The guardian
You can create a perm anently guarded and w arded
vanishes w hen it has dealt a total o f 60 dam age.
structure by casting this spell there every day
for one year.
G u a r d s a n d Wa r d s
6 th-level abjuration
G u id a n c e
Casting Tim e: 10 m inutes Divination cantrip
Range: Touch
Casting Tim e: 1 action
Components: V, S, M (burning in cen se, a sm all
Range: Touch
m easu re o f brim ston e and oil, a knotted string, a
Components: V, S
sm all am ount o f um ber hulk blood, and a sm all silver
Duration: C oncentration, up to 1 m inute
rod w orth at least 10 gp)
Duration: 24 hours You touch one w illin g creature. O n ce b efore the spell
ends, the target can roll a d4 and add the num ber rolled
You create a w ard that protects up to 2 ,5 0 0 square feet
to one ability ch eck o f its ch oice. It can roll the die before
o f floor sp a ce (an area 50 feet square, or on e hundred
or after m aking the ability check. T h e spell then ends.
5-foot squares or twenty-five 10-foot squares). The
w arded area can be up to 20 feet tall, and shaped as you G u id in g Bo l t
desire. You can w ard several stories o f a stron ghold by 1st-level evocation
dividing the area am ong them, as long as you can w alk
Casting Time: 1 action
into each contigu ou s area w hile you are casting the spell.
Range: 120 feet
W h en you cast this spell, you can sp ecify individuals
Components: V, S
that are unaffected by any or all o f the effects that
Duration: 1 round
you ch o o s e . You can also sp ecify a pa ssw ord that,
w hen sp oken aloud, m akes the speaker im m une to A flash o f light streaks tow ard a creature o f your ch oice
these effects. w ithin range. M ake a ranged spell attack against the
Guards and wards creates the follow in g effects w ithin target. On a hit, the target takes 4d 6 radiant dam age,
the w arded area. and the next attack roll m ade against this target before
Corridors. F og fills all the w arded corridors, m aking the end o f your next turn has advantage, thanks to the
them heavily ob scu red. In addition, at each intersection m ystical dim light glittering on the target until then.
or bran chin g p a ssa ge offering a ch oice o f direction, A t H igher Levels. W h en you cast this spell using a
there is a 50 percen t ch a n ce that a creature other than spell slot o f 2nd level or higher, the dam age in creases by
you w ill believe it is going in the opposite direction from 1d6 for each slot level above 1st.
the on e it ch ooses.
D oors. A ll d oors in the w arded area are m agically G u s t o f W in d

locked, as if sealed by an arcane lock spell. In addition, 2 nd-level evocation


you can cover up to ten d oors with an illusion (equivalent Casting Time: 1 action
to the illusory object function o f the minor illusion spell) Range: S e lf (60-foot line)
to m ake them appear as plain section s o f wall. Components: V, S, M (a legum e seed )
Stairs. W eb s fill all stairs in the w arded area from top Duration: C oncentration, up to 1 m inute
to bottom , as the web spell. T h ese strands regrow in 10
A line o f stron g w in d 60 feet long and 10 feet w ide
m inutes if they are burned or torn away w hile guards
blasts from you in a direction you c h o o s e for the sp ell’s
and wards lasts.
duration. Each creature that starts its turn in the line
O ther S pell E ffect. You can place your ch oice o f one
must s u cce e d on a Strength saving th row or be pushed
o f the follow in g m agical effects w ithin the w arded area
15 feet away from you in a direction follow in g the line.
o f the stronghold.
A ny creature in the line must sp end 2 feet o f
• P la ce dancing lights in four corridors. You can desig m ovem ent for every 1 foot it m oves w hen m oving
nate a sim ple program that the lights repeat as long as c loser to you.
guards and wards lasts. The gust d isp erses gas or vapor, and it extinguishes
• P la ce magic mouth in tw o locations. can dles, torches, and sim ilar u nprotected flam es in
• P la ce stinking cloud in tw o locations. T h e vapors the area. It cau ses protected flam es, such as th ose o f
appear in the p la ces you designate; they return w ithin lanterns, to dance w ildly and has a 50 percent ch a n ce to
10 m inutes if disp ersed by w in d w hile guards and extinguish them.
wards lasts. A s a bon u s action on each o f your turns before the
• P la ce a constant gust o f wind in on e corrid or or room . spell ends, you can change the direction in w hich the
line blasts from you.
H a il o f T h o r n s Energy Vulnerability. A ffected creatures in the area
1st-level conjuration have vulnerability to one dam age type o f your choice,
except for bludgeoning, piercing, or slashing.
Casting Tim e: 1 bon u s action
Everlasting Rest. D ead b o d ie s interred in the area
Range: S e lf
c a n ’t be turned into undead.
Components: V
Extradimensional Interference. A ffected creatures
Duration: Concentration, up to 1 m inute
ca n ’t m ove or travel using teleportation or by
T h e next tim e you hit a creature w ith a ranged w eapon extradim ensional or interplanar m eans.
attack before the spell ends, this spell creates a rain Fear. A ffected creatures are frightened
o f thorns that sprouts from your ranged w eap on or w hile in the area.
am m unition. In addition to the n orm al effect o f the Silence. N o sou n d ca n em anate from w ithin the area,
attack, the target o f the attack and each creature w ithin and no sou n d can reach into it.
5 feet o f it m ust m ake a D exterity saving throw. A Tongues. A ffected creatures can com m u n icate with
creature takes 1dlO piercin g dam age on a failed save, or any other creature in the area, even if they d on ’t share a
h alf as m uch dam age on a su ccessfu l one. c o m m o n language.
A t Higher Levels. If you cast this spell using a spell
slot o f 2nd level or higher, the dam age in creases by 1d10 H a l l u c in a t o r y T e r r a in

for each slot level above 1st (to a m axim um o f 6 d10). 4th-level illusion
Casting Tim e: 10 m inutes
H a l l o w
Range: 3 0 0 feet
5th-level evocation
Components: V, S, M (a stone, a tw ig, and a bit
Casting Tim e: 24 hours o f green plant)
Range: Touch Duration: 24 hours
Com ponents: V, S, M (herbs, oils, and in cen se w orth at
You m ake natural terrain in a 150-foot cube in range
least 1,0 00 gp, w hich the spell con su m es)
look, sound, and sm ell like som e other sort o f natural
Duration: Until dispelled
terrain. Thus, open fields or a road can be m ade to
You touch a point and infuse an area around it w ith holy resem b le a sw am p, hill, crevasse, or som e other difficult
(or unholy) pow er. The area can have a radius up to 60 or im passable terrain. A p on d can be m ade to seem
feet, and the spell fails if the radius includes an area like a grassy m eadow , a p recipice like a gentle slope,
already under the effect a hallow spell. T h e affected area or a rock-strew n gully like a w ide and sm ooth road.
is su bject to the follow in g effects. M anufactured structures, equipm ent, and creatures
First, celestials, elem entals, fey, fiends, and undead w ithin the area aren’t changed in appearance.
ca n ’t enter the area, nor can such creatures charm , Th e tactile characteristics o f the terrain are
frighten, or p o s s e s s creatu res w ithin it. Any creature u nchanged, s o creatures entering the area are likely to
charm ed, frightened, or p o s s e s s e d by such a creature s ee through the illusion. If the difference isn’t obviou s
is no longer charm ed, frightened, or p o s se ss e d upon by touch, a creature carefully exam inin g the illusion can
entering the area. You can exclude on e or m ore o f those attempt an Intelligence (Investigation) ch eck against
types o f creatu res from this effect. your spell save D C to disbelieve it. A creature w ho
S econ d , you can bind an extra effect to the area. discern s the illusion for w hat it is, s e e s it as a vague
C h o o se the effect from the follow in g list, or c h o o s e an im age su p erim p osed on the terrain.
effect offered by the DM. S o m e o f these effects apply to
creatu res in the area; you can designate w hether the H a r m

effect applies to all creatures, creatures that follow a 6 th-level necromancy


sp ecific deity or leader, or creatures o f a sp ecific sort, Casting Tim e: 1 action
such as ores or trolls. W h en a creature that w ou ld be Range: 60 feet
affected enters the sp ell’s area for the first tim e on a Components: V, S
turn or starts its turn there, it can m ake a Charism a Duration: Instantaneous
saving throw. O n a su cce s s, the creature ignores the
extra effect until it leaves the area. You unleash a virulent d isease on a creature that
Courage. A ffected creatu res ca n ’t be frightened you can see w ithin range. The target must m ake a
w hile in the area. Constitution saving throw. On a failed save, it takes
Darkness. D arkness fills the area. N orm al light, 14d6 n ecrotic dam age, or h alf as m uch dam age on a
as w ell as m agical light created by spells o f a low er su ccessfu l save. The dam age ca n ’t reduce the target’s
hit points below 1. If the target fails the saving throw,
level than the slot you u sed to cast this spell, ca n ’t
illum inate the area. its hit point m axim um is reduced for 1 hour by an
Daylight. Bright light fills the area. M agical darkness am ount equal to the n ecrotic dam age it took. Any effect
created by sp ells o f a low er level than the slot you used that rem oves a d isease allow s a creatu re’s hit point
to cast this spell ca n ’t extinguish the light. m axim um to return to n orm al b efore that tim e pa sses.
Energy Protection. A ffected creatu res in the area
have resistan ce to on e dam age type o f your choice,
except for bludgeoning, piercing, or slashing.
H a s t e If a creature is h oldin g or w earin g the object and
3rd-level transmutation takes the dam age from it, the creature m ust s u cce e d on
a Constitution saving th row or drop the object if it can. If
Casting Tim e: 1 action
it d oesn ’t drop the object, it has disadvantage on attack
Range: 30 feet
rolls and ability ch eck s until the start o f your next turn.
Components: V, S, M (a shaving o f licorice root)
A t H igher L evels. W h en you cast this spell using a
Duration: C oncentration, up to 1 minute
spell slot o f 3rd level or higher, the dam age in creases by
C h oose a w illing creature that you can see w ithin range. 1d8 for each slot level above 2nd.
Until the spell ends, the target’s sp eed is doubled, it
gains a +2 bon u s to AC, it h as advantage on Dexterity H e l l is h R e b u k e

saving throw s, and it gains an additional action on each 1st-level evocation


o f its turns. That action can b e u sed only to take the Casting Tim e: 1 reaction, w hich you take in resp on se
A ttack (one w eap on attack only), Dash, D isengage, Hide, to being dam aged by a creature w ithin 60 feet o f you
or U se an O bject action. that you can see
W h en the spell ends, the target ca n ’t m ove or take Range: 60 feet
actions until after its next turn, as a wave o f lethargy Components: V, S
sw eep s over it. Duration: Instantaneous

H e a l You point your finger, and the creature that dam aged
6 th-level evocation you is m om entarily su rrou nded by hellish flam es. The
creature must m ake a D exterity saving throw. It takes
Casting Tim e: 1 action
2 d10 fire dam age on a failed save, or h alf as m uch
Range: 6 0 feet
dam age on a su ccessfu l one.
Components: V, S
A t H igher Levels. W h en you cast this spell using a
Duration: Instantaneous
spell slot o f 2nd level or higher, the dam age in creases by
C h o o se a creature that you can see within range. A 1dlO for each slot level above 1st.
surge o f positive en ergy w ash es through the creature,
causing it to regain 70 hit points. This spell also ends H e r o e s ’ Fe a s t
blin dness, deafness, and any d iseases affecting the 6 th-level conjuration
target. T h is spell has no effect on con stru cts or undead. Casting Tim e: 10 m inutes
A t H igher Levels. W h en you cast this spell using a Range: 30 feet
spell slot o f 7th level or higher, the am ount o f healing Components: V, S , M (a gem -en crusted bow l w orth at
in creases by 10 for each slot level above 6th. least 1,0 00 gp, w h ich the spell con su m es)
Duration: Instantaneous
H e a l in g W o r d
1st-level evocation You bring forth a great feast, including m agnificent
fo o d and drink. T h e feast takes 1 hour to con su m e and
Casting Tim e: 1 bon u s action
disappears at the end o f that time, and the beneficial
Range: 6 0 feet
effects d on ’t set in until this hour is over. Up to twelve
Components: V
other creatu res can partake o f the feast.
Duration: Instantaneous
A creature that partakes o f the feast gains several
A creature o f your ch oice that you can see w ithin range benefits. The creature is cu red o f all d isea ses and
regains hit points equal to 1d4 + your spellcasting p oison , b e c o m e s im m une to p oison and being
ability m odifier. T h is spell h as no effect on undead frightened, and m akes all W isd om saving throw s with
or constructs. advantage. Its hit point m axim u m also in creases by
A t H igher Levels. W h en you cast this spell using a 2d 1 0 , and it gains the sam e num ber o f hit points. T h ese
spell slot o f 2nd level or higher, the healing in crea ses by benefits last for 24 hours.
1d4 for each slot level above 1st.
H e r o is m
H e a t M e t a l 1st-level enchantment
2 nd-level transmutation
Casting Tim e: 1 action
Casting Tim e: 1 action Range: Touch
Range: 6 0 feet Components: V, S
Components: V, S, M (a p iece o f iron and a flame) Duration: Concentration, up to 1 minute
Duration: C oncentration, up to 1 minute
A w illing creature you touch is im bued with bravery.
C h o ose a m anufactured m etal object, such as a metal Until the spell ends, the creature is im m une to being
w eap on or a suit o f heavy or m edium m etal armor, that frightened and gains tem porary hit points equal to
you can see w ithin range. You cau se the object to glow your sp ellcastin g ability m odifier at the start o f each
red-hot. A ny creature in physical contact w ith the object o f its turns. W h en the spell ends, the target loses any
takes 2d 8 fire dam age w hen you cast the spell. Until the rem ainin g tem porary hit points from this spell.
spell ends, you can use a bon u s action on each o f your
subsequent turns to cau se this dam age again.
At Higher Levels. W h en you cast this spell using H o l y A u r a
a spell slot o f 2nd level or higher, you can target one 8 th-level abjuration
additional creature for each slot level above 1st.
Casting Tim e: 1 action
H e x
Range: S e lf
Components: V, S, M (a tiny reliquary w orth at least
1st-level enchantment
1,0 00 gp contain in g a sa cred relic, such as a scrap o f
Casting Tim e: 1 bon u s action cloth from a saint’s robe or a p iece o f parchm ent from
Range: 9 0 feet a religious text)
Components: V, S, M (the petrified eye o f a newt) Duration: C oncentration, up to 1 m inute
Duration: Concentration, up to 1 hour
D ivine light w ash es out from you and c o a le s ce s
You place a cu rse on a creature that you can see w ithin in a soft radiance in a 30 -foot radius around you.
range. Until the spell ends, you deal an extra 1d6 Creatures o f your ch oice in that radius w hen you cast
n ecrotic dam age to the target w hen ever you hit it with this spell shed dim light in a 5-foot radius and have
an attack. A lso, c h o o s e on e ability w h en you cast the advantage on all saving throw s, and other creatures
spell. The target has disadvantage on ability ch eck s have disadvantage on attack rolls against them until
m ade w ith the ch osen ability. the spell ends. In addition, w hen a fiend or an undead
If the target d rop s to 0 hit points b efore this spell hits an affected creature w ith a m elee attack, the aura
ends, y ou ca n u se a bon u s action on a subsequent turn flashes w ith brilliant light. The attacker m ust s u cce e d
o f yours to cu rse a n ew creature. on a Constitution saving th row or be blinded until
A rem ove curse cast on the target ends this spell early. the spell ends.
A t Higher Levels. W h en you cast this spell using
a spell slot o f 3rd or 4th level, you can m aintain your H u n g e r o f H a d a r
concentration on the spell for up to 8 hours. W h en you 3rd-level conjuration
u se a spell slot o f 5th level or higher, you can maintain
Casting Time: 1 action
your concentration on the spell for up to 24 hours.
Range: 150 feet
H o l d M o n s t e r
Components: V, S, M (a pickled octop u s tentacle)
Duration: C oncentration, up to 1 m inute
5th-level enchantment
Casting Tim e: 1 action You open a gateway to the dark b etw een the stars, a
Range: 90 feet region infested w ith u nkn ow n h orrors. A 20-foot-radius
Com ponents: V, S, M (a sm all, straight piece o f iron) sphere o f black n ess and bitter cold appears, centered
Duration: Concentration, up to 1 minute on a point w ith range and lasting for the duration. This
void is filled with a ca cop h on y o f soft w h ispers and
C h o o se a creature that you can see w ithin range. The slurping n oises that can b e heard up to 30 feet away. No
target m ust s u cce e d on a W isd om saving th row or be light, m agical or oth erw ise, can illum inate the area, and
paralyzed for the duration. T h is spell has no effect on creatures fully w ithin the area are blinded.
undead. At the end o f each o f its turns, the target can The void creates a w arp in the fabric o f space, and the
m ake another W isd om saving throw. O n a su ccess, the area is difficult terrain. A ny creature that starts its turn
spell ends on the target. in the area takes 2d6 cold dam age. A ny creature that
At Higher Levels. W h en you cast this spell using en ds its turn in the area m ust s u c ce e d on a Dexterity
a spell slot o f 6th level or higher, you can target one saving th row or take 2d 6 acid dam age as milky,
additional creature for each slot level above 5th. T h e oth erw orldly tentacles rub against it.
creatu res m ust be w ithin 30 feet o f each other w hen
you target them. H u n t e r ’s M a r k
1st-level divination
H o l d Pe r s o n
Casting Time: 1 bon u s action
2 nd-level enchantment
Range: 90 feet
Casting Tim e: 1 action Components: V
Range: 60 feet Duration: C oncentration, up to 1 hour
Components: V, S, M (a sm all, straight p iece o f iron)
Duration: Concentration, up to 1 m inute You c h o o s e a creature you can see w ithin range and
m ystically m ark it as your quarry. Until the spell ends,
C h o o se a hum anoid that you can see w ithin range. you deal an extra 1d6 dam age to the target w henever
T h e target m ust s u cce e d on a W isd om saving throw you hit it w ith a w eap on attack, and you have advantage
or b e paralyzed for the duration. At the end o f each o f on any W isd om (P erception ) or W isd om (Survival)
its turns, the target can m ake another W isd om saving ch eck you m ake to find it. If the target d rops to 0 hit
throw. On a su ccess, the spell ends on the target. poin ts before this spell ends, you can use a bon u s action
At Higher Levels. W h en you cast this spell using on a subsequent turn o f yours to m ark a n ew creature.
a spell slot o f 3rd level or higher, you can target one At Higher Levels. W h en you cast this spell using
additional h um anoid for each slot level above 2nd. The a spell slot o f 3rd or 4th level, you can m aintain your
hum an oids m ust be w ithin 30 feet o f each other w hen concentration on the spell for up to 8 hours. W h en you
you target them. use a spell slot o f 5th level or higher, you can maintain
your concentration on the spell for up to 24 hours.
Hy pn o t ic Pa t t e r n Components: S , M (a lead-based ink w orth at least 10
3rd-level illusion gp, w hich the spell con su m es)
Duration: 10 days
Casting Time: 1 action
Range: 120 feet You w rite on parchm ent, paper, or som e other suitable
Components: S, M (a glow ing stick o f in cen se or a w riting material and im bue it with a potent illusion that
crystal vial filled w ith p h osph orescen t material) lasts for the duration.
Duration: Concentration, up to 1 minute To you and any creatu res you designate w hen you
cast the spell, the w riting appears norm al, written in
You create a tw isting pattern o f colors that w eaves
your hand, and conveys w hatever m eaning you intended
through the air inside a 30 -foot cu b e w ithin range.
w hen you w rote the text. To all others, the w riting
Th e pattern appears for a m om ent and vanishes. E ach
appears as if it w ere w ritten in an u nkn ow n or m agical
creature in the area w h o se e s the pattern m ust m ake
script that is unintelligible. Alternatively, you can cau se
a W isd om saving throw. O n a failed save, the creature
the w riting to appear to be an entirely different m essage,
b e c o m e s charm ed for the duration. W h ile charm ed
written in a different hand and language, though the
by this spell, the creature is incapacitated and has
language must b e on e you know.
a sp eed o f 0.
Sh ou ld the spell b e dispelled, the original script and
Th e spell ends for an affected creature if it takes any
the illusion both disappear.
dam age or if som eon e else u ses an action to shake the
A creature with truesight can read the
creature out o f its stupor.
hidden m essage.
Ic e St o r m
Im pr is o n m e n t
4th-level evocation
9th-level abjuration
Casting Tim e: 1 action
Casting Tim e: 1 m inute
Range: 3 0 0 feet
Range: 30 feet
Components: V, S, M (a pinch o f dust and a few
Components: V, S, M (a vellum depiction or a carved
drops o f water)
statuette in the lik en ess o f the target, and a sp ecia l
Duration: Instantaneous
com p on en t that varies accord in g to the version o f the
A hail o f rock-hard ice pou n d s to the ground in a spell you ch oose, w orth at least 5 0 0 gp per Hit D ie
20-foot-radius, 40-foot-high cylinder centered on a o f the target)
point w ithin range. E ach creature in the cylinder must Duration: Until dispelled
m ake a D exterity saving throw. A creature takes 2d8
You create a m agical restraint to hold a creature that
bludgeon ing dam age and 4 d 6 cold dam age on a failed
you can see w ithin range. T h e target m ust su cce e d on
save, or h alf as m uch dam age on a su ccessfu l one.
a W isd om saving th row or be bou n d by the spell; if it
H ailstones turn the storm 's area o f effect into difficult
su cceed s, it is im m u ne to this spell if you cast it again.
terrain until the end o f your next turn.
W h ile affected by this spell, the creature doesn't need
A t H igher Levels. W h en you cast this spell using a
to breathe, eat, or drink, and it d oesn ’t age. Divination
spell slot o f 5th level or higher, the bludgeon ing dam age
spells ca n ’t locate or p erceive the target.
in creases by 1d8 for each slot level above 4th.
W h en you cast the spell, you c h o o s e on e o f the
Id e n t if y follow in g form s o f im prisonm ent.
1st-level divination (ritual) Burial. The target is en tom bed far beneath the earth
in a sphere o f m agical force that is ju st large en ough to
Casting Time: 1 m inute
contain the target. N othing can pass through the sphere,
Range: Touch
nor can any creature teleport or u se planar travel to get
Components: V, S, M (a pearl w orth at least 100 gp and
into or out o f it.
an ow l feather)
The sp ecia l com pon en t for this version o f the spell is a
Duration: Instantaneous
sm all mithral orb.
You c h o o s e one ob ject that you must touch throughout Chaining. H eavy chains, firm ly rooted in the ground,
the castin g o f the spell. If it is a m agic item or som e hold the target in place. T h e target is restrained until
other m agic-im bu ed object, you learn its properties the spell ends, and it ca n ’t m ove or be m oved by any
and h ow to use them , w hether it requ ires attunem ent m eans until then.
to use, and h ow m any ch arges it has, if any. You learn Th e sp ecia l com p on en t for this version o f the spell is a
w hether any sp ells are affecting the item and what they fine chain o f preciou s metal.
are. If the item w as created by a spell, you learn w hich H edged Prison. The spell transports the target into
spell created it. a tiny d em iplane that is w arded against teleportation
If you instead touch a creature throughout the casting, and planar travel. The dem iplane can be a labyrinth, a
you learn what spells, if any, are currently affecting it. cage, a tower, or any sim ilar con fin ed structure or area
o f your ch oice.
Il l u s o r y Sc r ipt The sp ecia l com pon en t for this version o f the spell is a
1st-level illusion (ritual) miniature representation o f the prison m ade from jade.
Casting Tim e: 1 m inute M inimus Containm ent. The target sh rin ks to a height
Range: Touch o f 1 inch and is im prison ed inside a gem stone or sim ilar
object. Light can pass through the gem stone norm ally
(allow ing the target to se e out and other creatu res to see
in), but nothing else can pass through, even by m eans o f
teleportation or planar travel. The gem stone ca n ’t be cut
or broken w hile the spell rem ains in effect.
The sp ecial com p on en t for this version o f the spell
is a large, transparent gem stone, such as a corundum ,
diam ond, or ruby.
Slumber. T h e target falls asleep and can ’t be awoken.
T h e sp ecia l com p on en t for this version o f the spell
con sists o f rare sop orific herbs.
Ending the Spell. D uring the casting o f the spell,
in any o f its versions, you can sp ecify a condition that
w ill cau se the spell to end and release the target. The
condition can b e as sp ecific or as elaborate as you
ch oose, but the D M m ust agree that the condition is
reason able and has a likelih ood o f com in g to pass. The
condition s can be ba sed on a creatu re’s nam e, identity,
or deity but oth erw ise m ust be ba sed on observable
actions or qualities and not ba sed on intangibles such as
level, class, or hit points.
A dispel magic spell can end the spell only if it is cast
as a 9th-level spell, targeting either the prison or the
sp ecial com pon en t u sed to create it.
You can use a particular sp ecia l com pon en t to create
only on e prison at a time. If you cast the spell again
using the sam e com pon ent, the target o f the first casting
is im m ediately freed from its binding.

In c e n d ia r y C l o u d
8 th-level conjuration
Casting Time: 1 action
Range: 150 feet
Components: V, S
Duration: Concentration, up to 1 minute

A sw irlin g cloud o f sm ok e shot through w ith w hite-hot


em b ers appears in a 20-foot-radius sphere centered on
a point w ithin range. T h e cloud spreads around corn ers
and is heavily obscu red . It lasts for the duration or until
a w in d o f m oderate or greater sp eed (at least 10 m iles
per hour) disp erses it.
W h en the cloud appears, each creature in it must
m ake a D exterity saving throw. A creature takes 10d8
fire dam age on a failed save, or h alf as m uch dam age on
a su ccessfu l one. A creature must also m ake this saving
th row w hen it enters the sp ell’s area for the first tim e on
a turn or ends its turn there.
The cloud m oves 10 feet directly away from you
in a direction that you c h o o s e at the start o f each
o f your turns.

In f l ic t W o u n d s
1st-level necromancy
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous

M ake a m elee spell attack against a creature you can


reach. On a hit, the target takes 3 d10 n ecrotic dam age.
At Higher Levels. W h en you cast this spell usin g a
spell slot o f 2nd level or higher, the dam age in creases by
1d10 for each slot level above 1st.
In s e c t Pl a g u e unbarred. If the object has multiple locks, only one o f
5th-level conjuration them is u nlocked.
If you c h o o s e a target that is held shut w ith arcane
Casting Tim e: 1 action
lock, that spell is su ppressed for 10 m inutes, during
Range: 3 0 0 feet
w h ich tim e the target ca n b e op en ed and shut normally.
Components: V, S, M (a few grains o f sugar, som e
W h en you cast the spell, a loud knock, audible from as
kernels o f grain, and a sm ear o f fat)
far away as 3 0 0 feet, em anates from the target object.
Duration: Concentration, up to 10 m inutes

Sw arm ing, biting locu sts fill a 20-foot-radius sphere L e g e n d L o r e

centered on a point you c h o o s e w ithin range. T h e sphere 5th-level divination


spreads around corn ers. T h e sphere rem ains for the Casting Tim e: 10 m inutes
duration, and its area is lightly o b scu red. T h e sp h ere’s Range: S e lf
area is difficult terrain. Components: V, S, M (in cen se w orth at least 2 5 0 gp,
W h en the area appears, each creature in it must w hich the spell con su m es, and four ivory strips w orth
m ake a Constitution saving throw. A creature takes at least 50 gp each)
4 d10 piercing dam age on a failed save, or h alf as m uch Duration: Instantaneous
dam age on a su ccessfu l one. A creature m ust also m ake
this saving th row w hen it enters the sp ell’s area for the N am e or d escrib e a person, place, or object. The spell
first tim e on a turn or ends its turn there. brin gs to your m ind a brief su m m ary o f the significant
A t H igher Levels. W h en you cast this spell using a lore about the thing you nam ed. The lore m ight con sist
spell slot o f 6th level or higher, the dam age in crea ses by o f current tales, forgotten stories, or even secret lore
1d10 for each slot level above 5th. that has never b een w idely k now n. If the thing you
nam ed isn’t o f legendary im portance, you gain no
In v is ib il it y inform ation. T h e m ore inform ation you already have
2 nd-level illusion about the thing, the m ore p recise and detailed the
inform ation you receive is.
Casting Tim e: 1 action
The inform ation you learn is accurate but m ight be
Range: Touch
cou ch ed in figurative language. F or exam ple, if you
Components: V, S, M (an eyelash en ca sed
have a m ysterious m agic axe on hand, the spell m ight
in gum arabic)
yield this inform ation: “W oe to the evildoer w h o s e hand
Duration: Concentration, up to 1 hour
tou ches the axe, for even the haft slices the hand o f the
A creature you touch b e c o m e s invisible until the spell evil ones. Only a true Child o f Stone, lover and beloved
ends. A nything the target is w earin g or carryin g is o f M oradin, m ay aw aken the true p ow ers o f the axe, and
invisible as long as it is on the target’s person . T h e spell only w ith the sa cred w ord Rudnogg on the lips.”
ends for a target that attacks or casts a spell.
A t H igher Levels. W h en you cast this spell using L e o m u n d ’s Se c r e t C h e s t

a spell slot o f 3rd level or higher, you can target one 4th-level conjuration
additional creature for each slot level above 2nd. Casting Time: 1 action
Range: Touch
Ju mp
Components: V, S, M (an exquisite chest, 3 feet by 2 feet
1st-level transmutation
by 2 feet, constructed from rare m aterials w orth at
Casting Tim e: 1 action least 5 ,0 0 0 gp, and a Tiny replica m ade from the sam e
Range: Touch m aterials w orth at least 50 gp)
Components: V, S, M (a grassh op p er’s hind leg) Duration: Instantaneous
Duration: 1 m inute
You hide a chest, and all its contents, on the E thereal
You touch a creature. The creatu re’s ju m p distance is Plane. You must touch the chest and the m iniature
tripled until the spell ends. replica that serves as a m aterial com pon en t for the spell.
The chest can contain up to 12 cu b ic feet o f nonliving
K n o c k
material (3 feet by 2 feet by 2 feet).
2 nd-level transmutation W h ile the chest rem ains on the Ethereal P lane, you
Casting Tim e: 1 action can use an action and touch the replica to recall the
Range: 60 feet chest. It appears in an u n occu p ied sp ace on the ground
Components: V within 5 feet o f you. You can sen d the chest ba ck to the
Duration: Instantaneous Ethereal Plane by using an action and tou chin g both the
chest and the replica.
C h oose an object that you can see w ithin range. The
A fter 60 days, there is a cum ulative 5 percen t ch a n ce
object can be a door, a box, a chest, a set o f m anacles, a
per day that the spell's effect ends. T h is effect en ds if
padlock, or another object that contain s a m undane or
you cast this spell again, if the sm aller replica chest is
m agical m eans that prevents a ccess.
destroyed, or if you c h o o s e to end the spell as an action.
A target that is held shut by a m undane lo ck o r that
If the spell ends and the larger chest is on the Ethereal
is stuck or barred b e c o m e s u nlocked, unstuck, or
Plane, it is irretrievably lost.
Le o m u n d ’s T in y H u t L ig h t
3rd-level evocation (ritual) Evocation cantrip
Casting Tim e: 1 m inute Casting Time: 1 action
Range: S e lf (10-foot-radius hem isphere) Range: Touch
Components: V, S, M (a sm all crystal bead) Components: V, M (a firefly or ph osp h orescen t m oss)
Duration: 8 hours Duration: 1 hour

A 10-foot-radius im m obile dom e o f force sprin gs into You touch on e object that is no larger than 10 feet in any
existen ce arou nd and above you and rem ains stationary dim ension. Until the spell ends, the object sh eds bright
for the duration. The spell ends if you leave its area. light in a 20 -foot radius and dim light for an additional
Nine creatures o f M edium size or sm aller can fit inside 20 feet. T h e light can be c olored as you like. Com pletely
the dom e w ith you. T h e spell fails if its area includes a coverin g the object w ith som eth in g opaque b lock s the
larger creature or m ore than nine creatures. Creatures light. T h e spell ends if you cast it again or dism iss it
and objects within the dom e w hen you cast this spell as an action.
can m ove through it freely. A ll other creatures and If you target an ob ject held or w orn by a hostile
objects are barred from passing through it. Sp ells and creature, that creature m ust su cce e d on a Dexterity
other m agical effects ca n ’t extend through the dom e or saving th row to avoid the spell.
be cast through it. The atm osphere inside the sp ace is
com fortable and dry, regardless o f the w eather outside. Lig h t n in g A r r o w

Until the sp ell ends, you can com m a n d the interior to 3rd-level transmutation
b e c o m e dim ly lit or dark. T h e d om e is opaque from the Casting Tim e: 1 bon u s action
outside, o f any c o lo r you c h oose, but it is transparent Range: S e lf
from the inside. Components: V, S
Duration: C oncentration, up to 1 m inute
L e sse r R e s t o r a t io n
2 nd-level abjuration T he next tim e you m ake a ranged w ea p on attack during
the sp ell’s duration, the w ea p on ’s am m unition, or the
Casting Tim e: 1 action
w ea p on itself if it’s a throw n w eapon , transform s into
Range: Touch
a bolt o f lightning. M ake the attack roll as norm al. The
Components: V, S
target takes 4d 8 lightning dam age on a hit, or h alf
Duration: Instantaneous
as m uch dam age on a m iss, instead o f the w ea p on ’s
You touch a creature and can end either one d isease or n orm al dam age.
one condition afflicting it. The condition can be blinded, W h eth er you hit or m iss, each creature w ithin 10 feet
deafened, paralyzed, or poisoned. o f the target m ust m ake a D exterity saving throw. Each
o f these creatu res takes 2d8 lightning dam age on a
L e v it a t e
failed save, or half as m uch dam age on a su ccessfu l one.
2 nd-level transmutation T h e p iece o f am m unition or w ea p on then returns to
Casting Tim e: 1 action its norm al form .
Range: 6 0 feet A t H igher L evels. W h en you cast this spell using a
Components: V, S, M (either a sm all leather loop or a sp ell slot o f 4th level or higher, the dam age for both
p iece o f golden w ire bent into a cup shape w ith a long effects o f the spell in crea ses by 1d8 for each slot
shank on on e end) level above 3rd.
Duration: Concentration, up to 10 minutes
Lig h t n in g Bo l t
O ne creature or ob ject o f your ch oice that you ca n see 3rd-level evocation
w ithin range rises vertically, up to 20 feet, and rem ains
Casting Tim e: 1 action
su sp ended there for the duration. T he spell can levitate
Range: S e lf (100-foot line)
a target that w eigh s up to 5 0 0 pou nds. A n unw illing
Components: V, S, M (a bit o f fur and a rod o f amber,
creature that su c ce e d s on a Constitution saving throw
crystal, or glass)
is unaffected.
Duration: Instantaneous
T he target can m ove only by pu sh in g or pulling
against a fixed object or su rface w ithin reach (such as A stroke o f lightning form in g a line 100 feet lon g and 5
a w all or a ceiling), w h ich allow s it to m ove as if it w ere feet w id e blasts out from you in a direction you c h oose.
clim bing. You can change the target’s altitude by up to E ach creature in the line must m ake a D exterity saving
2 0 feet in either direction on your turn. If you are the throw. A creature takes 8 d 6 lightning dam age on a
target, you can m ove up or dow n as part o f your move. failed save, or h alf as m uch dam age on a su ccessfu l one.
O therw ise, you can u se your action to m ove the target, T h e lightning ignites flam m able ob jects in the area
w h ich m ust rem ain w ithin the sp ell’s range. that aren’t being w orn or carried.
W h en the sp ell ends, the target floats gently to the A t H igher Levels. W h en you cast this spell using a
grou nd if it is still aloft. spell slot o f 4th level or higher, the dam age in crea ses by
1d6 for each slot level above 3rd.
L o c a t e A n im a l s o r Pl a n t s A t H igher Levels. W h en you cast this sp ell using
2 nd-level divination (ritual) a spell slot o f 2nd level or higher, you can target one
additional creature for each slot level above 1st.
Casting Tim e: 1 action
Range: S elf
M a g e A r mo r
Components: V, S, M (a bit o f fur from a b loodh ou n d)
1st-level abjuration
Duration: Instantaneous
Casting Tim e: 1 action
D e scrib e or nam e a sp ecific kind o f beast or plant. Range: Touch
Concentrating on the v oice o f nature in your
Components: V, S, M (a piece o f cured leather)
su rrou ndings, you learn the direction and distance to Duration: 8 hours
the closest creature or plant o f that kind w ithin 5 m iles,
if any are present. You touch a w illing creature w h o isn’t w earin g armor,
and a protective m agical force su rrou nd s it until the
L o c a t e C r e a t u r e spell ends. T h e target’s b a se AC b e c o m e s 13 + its
4th-level divination Dexterity modifier. T h e spell en ds if the target don s
arm or or if you d ism iss the spell as an action.
Casting Tim e: 1 action
Range: S elf
M a g e H a n d
Components: V, S, M (a bit o f fur from a bloodh ou n d)
Conjuration cantrip
Duration: Concentration, up to 1 hour
Casting Tim e: 1 action
D escrib e or nam e a creature that is fam iliar to you. You Range: 30 feet
sen se the direction to the creatu re’s location, as lon g as Components: V, S
that creature is w ithin 1,000 feet o f you. If the creature Duration: 1 m inute
is m oving, you k n ow the direction o f its m ovem ent.
The spell can locate a sp ecific creature kn ow n to A spectral, floating hand appears at a point you c h o o s e
you, or the nearest creature o f a sp ecific kind (such as w ithin range. T h e hand lasts for the duration or until
a hum an or a unicorn), s o long as you have seen such a you d ism iss it as an action. The hand van ish es if it is
creature up c lo s e —within 30 feet—at least on ce. If the ever m ore than 30 feet away from you or if you cast
creature you d escrib ed or nam ed is in a different form , this spell again.
such as being under the effects o f a polymorph spell, You can u se your action to con trol the hand. You can
this spell d oesn ’t locate the creature. u se the hand to m anipulate an object, open an u nlock ed
This spell ca n ’t locate a creature if running w ater at d oor or container, stow or retrieve an item from an open
least 10 feet w ide block s a direct path betw een you and container, or pou r the contents out o f a vial. You can
the creature. m ove the hand up to 30 feet each tim e you use it.
The hand ca n ’t attack, activate m agic item s, or carry
L o c a t e O bj e c t m ore than 10 pounds.
2 nd-level divination
M a g ic C ir c l e
Casting Tim e: 1 action
3rd-level abjuration
Range: S elf
Components: V, S, M (a forked tw ig) Casting Time: 1 minute
Duration: Concentration, up to 10 m inutes Range: 10 feet
Components: V, S, M (holy water or p ow dered
D escrib e or nam e an object that is fam iliar to you. You silver and iron w orth at least 100 gp, w hich the
sen se the direction to the o b je ct’s location, as lon g as spell con su m es)
that object is w ithin 1,000 feet o f you. If the object is in Duration: 1 hour
m otion, you k n ow the direction o f its m ovem ent.
The spell can locate a sp ecific object kn ow n to you, You create a 10-foot-radius, 20-foot-tall cylinder o f
as lon g as you have seen it up clo s e —within 30 feet—at m agical energy centered on a point on the ground
least on ce. Alternatively, the spell can locate the nearest that you can see w ithin range. G low ing runes appear
object o f a particular kind, such as a certain kind of w herever the cylinder intersects with the floor or
apparel, jew elry, furniture, tool, or w eapon . other surface.
T h is spell c a n ’t locate an object if any th ickness o f C h oose one or m ore o f the follow in g types o f
lead, even a thin sheet, b lock s a direct path b etw een you creatures: celestials, elem entals, fey, fiends, or undead.
and the object. T h e circle affects a creature o f the ch osen type in the
follow in g ways:
Lo n g s t r id e r
• The creature c a n ’t w illingly enter the cylinder by
1st-level transmutation n onm agical m eans. If the creature tries to u se tele
Casting Tim e: 1 action portation or interplanar travel to do so, it m ust first
Range: Touch s u cce e d on a C harism a saving throw.
Components: V, S, M (a pinch o f dirt) • The creature has disadvantage on attack rolls against
Duration: 1 hour targets w ithin the cylinder.
• Targets w ithin the cylinder c a n ’t be charm ed, fright
You touch a creature. T h e target’s sp eed in creases by 10
ened, or p o s se ss e d by the creature.
feet until the spell ends.
W h en you cast this spell, you can elect to cau se its M a g ic M is s il e
m agic to operate in the reverse direction, preventing a 1st-level evocation
creature o f the sp ecified type from leaving the cylinder
Casting Tim e: 1 action
and protecting targets outside it.
Range: 120 feet
A t H igher Levels. W h en you cast this spell using a
Components: V, S
spell slot o f 4th level or higher, the duration in creases by
Duration: Instantaneous
1 hour for each slot level above 3rd.
You create three glow ing darts o f m agical force. Each
M a g ic Ja r dart hits a creature o f your ch oice that you can see
6 th-level necromancy within range. A dart deals 1d4 + 1 force dam age to its
Casting Tim e: 1 m inute target. The darts all strike sim ultaneously, and you can
Range: S elf direct them to hit one creature or several.
Components: V, S, M (a gem , crystal, reliquary, or som e A t H igher L evels. W h en you cast this spell using a
other ornam ental contain er w orth at least 5 0 0 gp) spell slot o f 2nd level or higher, the spell creates one
Duration: Until dispelled m ore dart for each slot level above 1st.

Your body falls into a catatonic state as your sou l leaves M a g ic M o u t h


it and enters the contain er you u sed for the sp ell’s 2 nd-level illusion (ritual)
material com pon ent. W h ile your sou l inhabits the
Casting Tim e: 1 minute
container, you are aw are o f your su rrou ndings as if you
Range: 30 feet
w ere in the con tain er’s space. You ca n ’t m ove or u se
Components: V, S, M (a sm all bit o f honeycom b
reactions. T h e only action you can take is to project your
and ja de dust w orth at least 10 gp, w hich the
soul up to 100 feet out o f the container, either returning
spell con su m es)
to your living b od y (and ending the spell) or attempting
Duration: Until dispelled
to p o s s e s s a hum anoids body.
You can attempt to p o s s e s s any hum anoid w ithin You implant a m essa ge w ithin an object in range, a
100 feet o f you that you can see (creatures w arded by a m essa ge that is uttered w hen a trigger condition is met.
protection from evil and good or magic circle spell ca n ’t C h oose an object that you can see and that isn’t being
be p ossessed ). T h e target must m ake a C harism a saving w orn or carried by another creature. Then sp ea k the
throw. On a failure, your sou l m oves into the target’s m essage, w hich m ust be 25 w ord s or less, though it
body, and the target’s sou l b e c o m e s trapped in the can be delivered over as lon g as 10 minutes. Finally,
container. On a su ccess, the target resists your efforts determ ine the circu m stan ce that w ill trigger the spell to
to p o s s e s s it, and you ca n ’t attempt to p o s s e s s it again deliver your m essage.
for 24 hours. W h en that circu m stan ce occu rs, a m agical m outh
O nce you p o s s e s s a creatu re’s body, you con trol it. appears on the object and recites the m essa ge in your
Your gam e statistics are replaced by the statistics o f the v oice and at the sam e volum e you spoke. If the object
creature, though you retain your alignm ent and your you c h ose has a m outh or som eth in g that look s like a
Intelligence, W isdom , and C harism a scores. You retain m outh (for exam ple, the m outh o f a statue), the m agical
the benefit o f your ow n class features. If the target has m outh appears there so that the w ord s appear to com e
any class levels, you ca n ’t u se any o f its class features. from the o b ject’s m outh. W h en you cast this spell, you
M eanw hile, the p o s s e s s e d creatu re’s soul can can have the spell end after it delivers its m essage, or
perceive from the contain er using its ow n sen ses, but it it can rem ain and repeat its m essa ge w henever the
ca n ’t m ove or take actions at all. trigger occu rs.
W h ile p o s se ss in g a body, you can u se your action to The triggering circu m stan ce can be as general or as
return from the host b od y to the container if it is w ithin detailed as you like, though it m ust be based on visual
100 feet o f you, returning the h ost creatu re’s sou l to or audible condition s that o c cu r w ithin 30 feet o f the
its body. If the h ost b od y dies w hile y ou ’re in it, the object. For exam ple, you cou ld instruct the m outh to
creature dies, and you m ust m ake a C harism a saving sp eak w hen any creature m oves w ithin 30 feet o f the
th row against your ow n sp ellcastin g DC. On a su ccess, object or w h en a silver bell rings w ithin 30 feet o f it.
you return to the container if it is within 100 feet o f you.
M a g ic W e a po n
O therw ise, you die.
If the contain er is destroyed or the spell ends, your 2 nd-level transmutation
sou l im m ediately returns to your body. If your b od y is Casting Tim e: 1 bon u s action
m ore than 100 feet away from you or if your b od y is Range: Touch
dead w hen you attempt to return to it, you die. If another Components: V, S
creatu re’s sou l is in the contain er w hen it is destroyed, Duration: Concentration, up to 1 hour
the creatu re’s sou l returns to its b od y if the b od y is alive
You touch a nonm agical w eapon . Until the spell ends,
and w ithin 100 feet. O therw ise, that creature dies.
that w eap on b e c o m e s a m agic w eapon with a +1 bonus
W h en the spell ends, the container is destroyed.
to attack rolls and dam age rolls.
A t H igher L evels. W h en you cast this spell using a
spell slot o f 4th level or higher, the bon u s in creases to
+2. W h en you use a spell slot o f 6th level or higher, the
bon u s in creases to +3.
M a j o r Im a g e A flood o f healing en ergy flow s from you into injured
3rd-level illusion creatu res around you. You restore up to 70 0 hit points,
divided as you c h o o s e am ong any n um ber o f creatures
Casting Tim e: 1 action
that you can see w ithin range. Creatures h ealed by
Range: 120 feet
this spell are also cured o f all d isea ses and any effect
Components: V, S, M (a bit o f fleece)
m aking them blin ded or deafened. T h is spell has no
Duration: C oncentration, up to 10 m inutes
effect on undead or constructs.
You create the im age o f an object, a creature, or som e
other visible p h en om en on that is no larger than a M a ss H e a l in g W o r d

20-foot cube. The im age appears at a spot that you 3rd-level evocation
can see w ithin range and lasts for the duration. It Casting Tim e: 1 bon u s action
seem s com pletely real, including sou n ds, sm ells, and Range: 6 0 feet
tem perature appropriate to the thing depicted. You Components: V
ca n ’t create sufficient heat or cold to cau se dam age, a Duration: Instantaneous
sou n d loud en ough to deal thunder dam age or deafen a
creature, or a sm ell that m ight sicken a creature (like a A s you call out w ord s o f restoration, up to six creatures
troglodyte’s stench). o f your ch oice that you can see w ithin range regain hit
A s lon g as you are w ithin range o f the illusion, you points equal to 1d4 + your spellcastin g ability modifier.
can u se your action to cau se the im age to m ove to T his spell has no effect on undead or constructs.
any other spot w ithin range. A s the im age changes A t H igher L evels. W h en you cast this spell usin g a
location, you can alter its appearan ce so that its spell slot o f 4th level or higher, the healing in crea ses by
m ovem ents appear natural for the im age. F or exam ple, 1d4 for each slot level above 3rd.
if you create an im age o f a creature and m ove it, you
M a ss Su g g e s t io n
can alter the im age so that it appears to b e w alking.
6 th-level enchantment
Similarly, you can cau se the illusion to m ake different
sou n d s at different tim es, even m aking it carry on a Casting Time: 1 action
conversation, for exam ple. Range: 60 feet
P hysical interaction w ith the im age reveals it to be an Components: V, M (a sn ake’s tongue and either a bit o f
illusion, b eca u se things can pass through it. A creature h on eycom b or a drop o f sw eet oil)
that u ses its action to exam ine the im age can determ ine Duration: 24 hours
that it is an illusion with a su ccessfu l Intelligence You su ggest a co u rse o f activity (lim ited to a sen ten ce
(Investigation) ch eck against your spell save DC. If a or tw o) and m agically influence up to tw elve creatures
creature discern s the illusion for what it is, the creature o f your ch oice that you can see w ithin range and that
can see through the im age, and its other sen sory can hear and understand you. Creatures that ca n ’t be
qualities b e c o m e faint to the creature. ch arm ed are im m une to this effect. T h e su ggestion must
A t H igher Levels. W h en you cast this spell using b e w ord ed in such a m anner as to m ake the co u rse o f
a spell slot o f 6th level or higher, the spell lasts until action sou n d reasonable. A skin g the creature to stab
dispelled, without requiring your concentration. itself, th row itself onto a spear, im m olate itself, or do
som e other obviously h arm ful act autom atically negates
M a ss C u r e W o u n d s
the effect o f the spell.
5th-level conjuration
Each target m ust m ake a W isd om saving throw. O n a
Casting Tim e: 1 action failed save, it pu rsu es the co u rse o f action you d escrib ed
Range: 60 feet to the best o f its ability. T h e su ggested cou rse o f action
Components: V, S can continue for the entire duration. If the su ggested
Duration: Instantaneous activity can be com pleted in a shorter tim e, the spell
A w ave o f healing energy w ash es out from a point o f ends w h en the su bject finishes w hat it w as asked to do.
your ch oice w ithin range. C h o o se up to six creatures You can also sp ecify con dition s that w ill trigger a
in a 30-foot-radius sphere centered on that point. Each sp ecia l activity during the duration. For exam ple, you
target regains hit points equal to 3d8 + your spellcasting might suggest that a group o f soldiers give all their
ability m odifier. This spell has no effect on undead m on ey to the first beggar they m eet. If the con dition isn’t
or constructs. met b efore the spell ends, the activity isn’t perform ed.
A t H igher L evels. W h en you cast this spell using a If you or any o f your com p a n ion s dam age a creature
spell slot o f 6th level or higher, the healing in creases by affected by this spell, the spell en ds for that creature.
1d8 for each slot level above 5th. A t H igher Levels. W h en you cast this spell using
a 7th-level spell slot, the duration is 10 days. W h en
M a ss H e a l you u se an 8th-level spell slot, the duration is 30 days.
9th-level conjuration W h en you use a 9th-level spell slot, the duration is a
year and a day.
Casting Tim e: 1 action
Range: 60 feet M a ze
Com ponents: V, S
8 th-level conjuration
Duration: Instantaneous
Casting Time: 1 action
Range: 6 0 feet
Com ponents: V, S M e n d in g
Duration: Concentration, up to 10 m inutes Transmutation cantrip
You banish a creature that you can see w ithin range into Casting Tim e: 1 minute
a labyrinthine dem iplane. The target rem ains there for Range: Touch
the duration or until it e sca p e s the m aze. Components: V, S, M (two lodeston es)
T h e target can use its action to attempt to escap e. Duration: Instantaneous
W h en it d oes so, it m akes a D C 20 Intelligence check. If
This spell repairs a single break or tear in an object
it su cceed s, it escap es, and the spell ends (a m inotaur or
you touch, such as a broken chain link, tw o halves o f
goristro dem on autom atically su cceeds).
a broken key, a torn cloak, or a leaking w ineskin. As
W h en the spell ends, the target reappears in the
lon g as the break or tear is no larger than 1 foot in
sp ace it left or, if that sp a ce is occu p ied , in the nearest
any dim ension, you m end it. leaving no trace o f the
u n occu p ied space.
form er dam age.
M e l d in t o St o n e T h is spell can physically repair a m agic item
3rd-level transmutation (ritual) or construct, but the spell ca n ’t restore m agic to
such an object.
Casting Time: 1 action
Range: Touch M e ssag e
Components: V, S Transmutation cantrip
Duration: 8 hours
Casting Tim e: 1 action
You step into a stone object or su rface large en ough to Range: 120 feet
fully contain your body, m elding y ou rself and all the Components: V, S, M (a short piece o f cop p er w ire)
equipm ent you carry w ith the stone for the duration. Duration: 1 round
U sing your m ovem ent, you step into the stone at a point
You point your finger tow ard a creature w ithin range
you can touch. N othing o f your p resen ce rem ains visible
and w h isp er a m essage. The target (and only the target)
or oth erw ise detectable by n onm agical sen ses.
h ears the m essa ge and can reply in a w h isper that only
W h ile m erged w ith the stone, you ca n ’t see what
you can hear.
oc cu rs outside it, and any W isd om (P erception ) ch eck s
You can cast this spell through solid objects if you
you m ake to hear sou n d s outside it are m ade with
are fam iliar w ith the target and k n ow it is beyond
disadvantage. You rem ain aw are o f the pa ssage of
the barrier. M agical silence. 1 foot o f stone, 1 inch o f
tim e and can cast sp ells on y ou rself w hile m erged in
co m m o n metal, a thin sheet o f lead, or 3 feet o f w o o d
the stone. You can u se your m ovem ent to leave the
block s the spell. The spell d oesn ’t have to follow a
stone w here you entered it, w h ich ends the spell. You
straight line and can travel freely around corn ers or
oth erw ise ca n ’t m ove.
through open in gs.
M inor physical dam age to the stone d oesn ’t harm
you, but its partial destruction or a change in its shape M e t e o r Sw a r m
(to the extent that you no longer fit w ithin it) expels you
9th-level evocation
and deals 6 d 6 bludgeon ing dam age to you. The ston e’s
com plete destruction (or transm utation into a different Casting Time: 1 action
substance) expels you and deals 50 bludgeon ing dam age Range: 1 m ile
to you. If expelled, you fall prone in an u n occu pied space Components: V, S
closest to w here you first entered. Duration: Instantaneous

B lazing orbs o f fire plum m et to the grou nd at four


M e l f ’s A c id A r r o w
different points you can see w ithin range. Each creature
2 nd-level evocation in a 40-foot-radius sphere centered on each point you
Casting Tim e: 1 action c h o o s e must m ake a Dexterity saving throw. T h e sphere
Range: 90 feet spreads around corn ers. A creature takes 2 0 d 6 fire
Components: V, S, M (p ow d ered rhubarb lea f and an dam age and 2 0 d 6 bludgeon ing dam age on a failed
ad der’s stom ach) save, or h alf as m uch dam age on a su ccessfu l one. A
Duration: Instantaneous creature in the area o f m ore than on e fiery burst is
affected only once.
A sh im m erin g green arrow streaks tow ard a target
T h e spell dam ages objects in the area and ignites
w ithin range and bursts in a spray o f acid. M ake a
flam m able objects that aren’t being w orn or carried.
ranged spell attack against the target. On a hit, the
target takes 4d 4 acid dam age im m ediately and 2d4 acid M in d Bl a n k
dam age at the end o f its next turn. On a m iss, the arrow
8 th-level abjuration
splashes the target w ith acid for h alf as m uch o f the
initial dam age and no dam age at the end o f its next turn. Casting Tim e: 1 action
A t H igher Levels. W h en you cast this spell using a Range: Touch
spell slot o f 3rd level or higher, the dam age (both initial Components: V, S
Duration: 24 hours
and later) in creases by 1d4 for each slot level above 2nd.
Until the spell ends, on e w illing creature you touch is
im m une to psychic dam age, any effect that w ou ld sen se
its em otion s or read its thoughts, divination spells, and the illusion’s p resen ce, the creature can still physically
the ch a rm ed condition. T h e spell even foils wish spells interact w ith the illusion.
and spells or effects o f sim ilar p ow er u sed to affect the
target’s m ind or to gain inform ation about the target. M ir r o r Im a g e
2nd-level illusion
M in o r Il l u s io n
Casting Tim e: 1 action
Illusion cantrip Range: S e lf
Casting Tim e: 1 action Components: V, S
Range: 30 feet Duration: 1 minute
Components: S, M (a bit o f fleece)
T h ree illusory duplicates o f y ou rself appear in your
Duration: 1 minute
space. Until the spell ends, the duplicates m ove with
You create a sou n d or an im age o f an object w ithin you and m im ic your actions, shifting position so it’s
range that lasts for the duration. T h e illusion also ends if im possible to track w h ich im age is real. You can use
you dism iss it as an action or cast this spell again. your action to dism iss the illusory duplicates.
If you create a sou n d, its volum e can range from a Each time a creature targets you with an attack during
w h isper to a scream . It can be your voice, som eon e the sp ell’s duration, roll a d2 0 to determ ine w hether the
else’s voice, a lion’s roar, a beating o f drum s, or any attack instead targets on e o f your duplicates.
other sou n d you c h oose. T h e sou n d continu es unabated If you have three duplicates, you must roll a 6 or
throughout the duration, or you can m ake discrete higher to change the attack’s target to a duplicate. W ith
sou n d s at different tim es before the spell ends. tw o duplicates, you must roll an 8 or higher. W ith one
If you create an im age o f an object—such as a chair, duplicate, you must roll an 11 or higher.
m uddy footprints, or a sm all chest—it m ust be no larger A duplicate’s AC equals 10 + your Dexterity m odifier.
than a 5-foot cube. T h e im age ca n ’t create sou n d, light, If an attack hits a duplicate, the duplicate is destroyed. A
sm ell, or any other sen sory effect. P hysical interaction duplicate can b e destroyed only by an attack that hits it.
w ith the im age reveals it to be an illusion, b eca u se It ignores all other dam age and effects. T h e spell ends
things can pass through it. w hen all three duplicates are destroyed.
If a creature u ses its action to exam ine the sou n d or A creature is unaffected by this spell if it ca n ’t see, if it
im age, the creature can determ ine that it is an illusion relies on se n se s other than sight, such as blindsight, or
with a su ccessfu l Intelligence (Investigation) ch eck if it can perceive illusions as false, as with truesight.
against your spell save DC. If a creature discern s the
illusion for w hat it is, the illusion b e c o m e s faint to M is l e a d

the creature. 5th-level illusion


Casting Tim e: 1 action
M ir a g e A r c a n e
Range: S e lf
7th-level illusion Components: S
Casting Tim e: 10 minutes Duration: C oncentration, up to 1 hour
Range: Sight
You b e c o m e invisible at the sam e tim e that an illusory
Components: V, S
double o f you appears w here you are standing. The
Duration: 10 days
double lasts for the duration, but the invisibility ends if
You m ake terrain in an area up to 1 m ile square you attack or cast a spell.
look, sound, sm ell, and even feel like som e other sort You can use your action to m ove your illusory double
o f terrain. T h e terrain’s general shape rem ains the up to tw ice your sp eed and m ake it gesture, speak, and
sam e, however. O pen fields or a road cou ld be m ade to behave in w hatever w ay you ch oose.
resem b le a sw am p, hill, crevasse, or som e other difficult You ca n see through its eyes and hear through its ears
or im passable terrain. A p on d can be m ade to seem like as if you w ere located w here it is. O n each o f your turns
a grassy m eadow , a precipice like a gentle slope, or a as a bon u s action, you can sw itch from using its sen ses
rock-strew n gully like a w ide and sm ooth road. to using your ow n, or back again. W h ile you are usin g its
Similarly, you can alter the ap pearan ce o f structures, sen ses, you are blin ded and deafened in regard to your
or add them w here n one are present. T h e spell d oesn ’t ow n surroundings.
disguise, con ceal, or add creatures.
T h e illusion includes audible, visual, tactile, and M is t y St e p

olfactory elem ents, s o it can turn clear ground into 2nd-level conjuration
difficult terrain (or v ice versa) or oth erw ise im pede Casting Time: 1 bon u s action
m ovem ent through the area. A ny p iece o f the illusory Range: S e lf
terrain (such as a rock or stick) that is rem oved from the Components: V
sp ell’s area disappears immediately. Duration: Instantaneous
Creatures w ith truesight can see through the illusion
Briefly su rrou nded by silvery m ist, you teleport up to 30
to the terrain’s true form ; however, all other elem ents
feet to an u n occu p ied sp ace that you can see.
o f the illusion rem ain, s o w hile the creature is aw are o f
M o d if y M e m o r y d am age on a failed save, or h alf as m uch dam age on a
5th-level enchantment su ccessfu l one.
A sh apech an ger m akes its saving th row with
Casting Tim e: 1 action
disadvantage. If it fails, it also instantly reverts to its
Range: 30 feet
original form and can ’t assu m e a different form until it
Components: V, S
leaves the sp ell’s light.
Duration: Concentration, up to 1 m inute
On each o f your turns after you cast this spell, you can
You attempt to resh ape another creatu re’s m em ories. u se an action to m ove the bea m 60 feet in any direction.
O ne creature that you can see m ust m ake a W isd om A t H igher L evels. W h en you cast this spell using a
saving throw. If you are fighting the creature, it has spell slot o f 3rd level or higher, the dam age in creases by
advantage on the saving throw. O n a failed save, the 1dlO for each slot level above 2nd.
target b e c o m e s ch a rm ed by you for the duration. The
ch arm ed target is incapacitated and unaw are o f its M o r d e n k a i n e n ’s Fa it h f u l H o u n d

surroundings, though it can still hear you. If it takes any 4th-level conjuration
dam age or is targeted by another spell, this spell ends, Casting Tim e: 1 action
and n one o f the target’s m em ories are m odified. Range: 30 feet
W h ile this charm lasts, you can affect the target’s Components: V, S, M (a tiny silver w histle, a p iece o f
m em ory o f an event that it experien ced w ithin the last b on e, and a thread)
24 h ours and that lasted n o m ore than 10 m inutes. You Duration: 8 hours
can perm anently elim inate all m em ory o f the event,
allow the target to recall the event w ith perfect clarity You conjure a phantom w atch dog in an u n occu pied
sp a ce that you can see w ithin range, w h ere it rem ains
and exactin g detail, change its m em ory o f the details of
for the duration, until you d ism iss it as an action, or until
the event, or create a m em ory o f som e other event.
you m ove m ore than 100 feet away from it.
You m ust sp eak to the target to d escrib e h ow
The h ound is invisible to all creatures except you
its m em ories are affected, and it must b e able to
understand your language for the m odified m em ories to and can't be harm ed. W h en a S m all or larger creature
take root. Its m ind fills in any gaps in the details o f your c o m e s w ithin 30 feet o f it w ithout first sp eak in g the
p a ssw ord that you sp ecify w hen you cast this spell, the
description. If the spell ends before you have finished
d escribin g the m od ified m em ories, the creatu re’s h ound starts barking loudly. The h ound s e e s invisible
m em ory isn’t altered. O th erw ise, the m odified m em ories creatures and can see into the Ethereal Plane. It
take hold w hen the spell ends. ignores illusions.
At the start o f each o f your turns, the hound attempts
A m od ified m em ory d oesn ’t n ecessarily affect h ow a
to bite on e creature w ithin 5 feet o f it that is hostile
creature behaves, particularly if the m em ory contradicts
to you. The h oun d’s attack bon u s is equal to your
the creatu re’s natural inclinations, alignm ent, or beliefs.
A n illogical m od ified m em ory, such as im planting a spellcastin g ability m odifier + your proficiency bonus.
m em ory o f h ow m uch the creature enjoyed dou sin g On a hit, it deals 4d8 piercin g dam age.
itself in acid, is dism issed, perhaps as a bad dream . T he
M o r d e n k a i n e n ’s M a g n if ic e n t M a n s io n
DM m ight deem a m odified m em ory too n onsensical to
7th-level conjuration
affect a creature in a significant manner.
A rem ove curse or greater restoration spell cast on the Casting Time: 1 minute
target restores the creatu re’s true m em ory. Range: 3 0 0 feet
A t H igher Levels. If you cast this spell using a spell Components: V, S, M (a m iniature portal carved from
slot o f 6th level or higher, you can alter the target’s ivory, a sm all p iece o f polish ed m arble, and a tiny
m em ories o f an event that took place up to 7 days ago silver sp oon , each item w orth at least 5 gp)
(6th level), 30 days ago (7th level), 1 year ago (8th level), Duration: 24 hours
or any tim e in the creatu re’s past (9th level). You conjure an extradim ensional dw elling in range
that lasts for the duration. You c h o o s e w h ere its one
M o o n b e a m
entrance is located. The entrance sh im m ers faintly
2nd-level evocation
and is 5 feet w id e and 10 feet tall. You and any creature
Casting Tim e: 1 action you designate w hen you cast the spell can enter the
Range: 120 feet extradim ensional dw elling as long as the portal rem ains
Components: V, S, M (several seed s o f any m oo n se e d open. You can open or clo se the portal if you are w ithin
plant and a p iece o f opalescen t feldspar) 30 feet o f it. W h ile closed , the portal is invisible.
Duration: Concentration, up to 1 m inute B eyond the portal is a m agnificent foyer with
A silvery b ea m o f pale light sh in es dow n in a 5-foot- num erou s ch a m bers beyond. T h e atm osphere is clean,
radius, 40-foot-high cylinder centered on a point w ithin fresh, and w arm .
You can create any floor plan you like, but the space
range. Until the spell ends, dim light fills the cylinder.
W h en a creature enters the spell’s area for the first c a n ’t ex ceed 50 cubes, each cu b e being 10 feet on
each side. The place is furnished and decorated as
tim e on a turn or starts its turn there, it is engulfed
you c h oose. It contain s sufficient food to serve a nine-
in ghostly flam es that cau se sea rin g pain, and it must
co u rse banquet for up to 100 people. A staff o f 100
m ake a Constitution saving throw. It takes 2 d10 radiant
near-transparent servants attends all w h o enter. You
decide the visual appearan ce o f th ese servants and their
attire. They are com pletely obedient to your orders.
Each servant can perform any task a n orm al hum an
servant cou ld perform , but they ca n ’t attack or take
any action that w ou ld directly harm another creature.
Thus the servants can fetch things, clean, m end, fold
clothes, light fires, serve food, pou r w in e, and s o on.
The servants can go anyw here in the m ansion but
c a n ’t leave it. Furnishings and other ob jects created
by this spell dissipate into sm oke if rem oved from the
m ansion. W h en the spell ends, any creatu res inside
the extradim ensional sp ace are expelled into the open
sp a ces nearest to the entrance.

M o r d e n k a i n e n ’s Pr iv a t e Sa n c t u m
4th-level abjuration
Casting Time: 10 m inutes
Range: 120 feet
Components: V, S, M (a thin sheet o f lead, a piece
o f opaque glass, a w ad o f cotton or cloth, and
p ow dered chrysolite)
Duration: 24 hours

You m ake an area w ithin range m agically secu re. The


area is a cu b e that can be as sm all as 5 feet to as large
as 100 feet on each side. The spell lasts for the duration
or until you u se an action to dism iss it.
W h en you cast the spell, you decide what sort o f
secu rity the spell provides, ch o o s in g any o r all o f the
follow in g properties:

• S ou n d can't pass through the barrier at the edge o f


the w arded area.
• The barrier o f the w arded area appears dark and foggy,
preventing vision (including darkvision) through it.
• S en sors created by divination spells ca n ’t appear
inside the protected area or p a ss through the barrier
at its perim eter.
• C reatures in the area ca n ’t be targeted by divination
spells.
• N othing can teleport into or out o f the w arded area.
• Planar travel is block ed w ithin the w arded area.

Casting this spell on the sam e sp ot every day for a


year m akes this effect perm anent.
A t H igher Levels. W h en you cast this spell using a
spell slot o f 5th level or higher, you can in crease the size
o f the cu b e by 100 feet for each slot level beyond 4th.
T h us you cou ld protect a cube that can be up to 2 0 0 feet
on on e side by using a spell slot o f 5th level.

M o r d e n k a i n e n ’s Sw o r d
7th-level evocation
Casting Tim e: 1 action
Range: 60 feet
Components: V, S, M (a m iniature platinum sw ord with
a grip and p om m el o f cop p er and zinc, w orth 250 gp)
Duration: Concentration, up to 1 minute

You create a sw ord-sh aped plane o f force that hovers


w ithin range. It lasts for the duration.
W h en the sw ord appears, you m ake a m elee spell
attack against a target o f your ch oice w ithin 5 feet o f the
sw ord. On a hit. the target takes 3 d10 force dam age.
Until the spell ends, you can use a bon u s action on each You place an illusion on a creature or an object
o f your turns to m ove the sw ord up to 20 feet to a spot you touch s o that divination spells reveal false
you can see and repeat this attack against the sam e inform ation about it. T h e target can be a w illing
target or a different one. creature or an object that isn’t being carried or w orn by
another creature.
M o v e Ea r t h W h en you cast the spell, c h o o s e one or both o f the
6th-level transmutation follow in g effects. T h e effect lasts for the duration. If you
Casting Tim e: 1 action cast this spell on the sa m e creature or object every day
Range: 120 feet for 30 days, placing the sam e effect on it each tim e, the
Components: V, S, M (an iron blade and a sm all bag illusion lasts until it is dispelled.
containing a m ixture o f so ils—clay, loam , and sand) False Aura. You change the way the target appears
Duration: Concentration, up to 2 hours to spells and m agical effects, such as detect magic,
that detect m agical auras. You can m ake a nonm agical
C h o o se an area o f terrain no larger than 40 feet on a
object appear m agical, a m agical object appear
side w ithin range. You can resh ape dirt, sand, or clay
n onm agical, o r change the o b ject’s m agical aura so that
in the area in any m anner you c h o o s e for the duration.
it appears to b elon g to a sp ecific sch o o l o f m agic that
You ca n raise or low er the area’s elevation, create or fill
you ch oose. W h en you use this effect on an object, you
in a trench, erect or flatten a wall, or form a pillar. The
can m ake the false m agic apparent to any creature that
extent o f any such changes ca n ’t ex ceed h alf the area’s
handles the item.
largest dim ension. S o, if you affect a 40 -foot square,
Mask. You change the w ay the target appears to spells
you can create a pillar up to 20 feet high, raise or low er
and m agical effects that detect creature types, such as a
the sq u a re’s elevation by up to 20 feet, dig a trench up
paladin’s D ivine S en se or the trigger o f a sym bol spell.
to 20 feet deep, and s o on. It takes 10 m inutes for these
You c h o o s e a creature type and other sp ells and m agical
ch a n g es to com plete.
effects treat the target as if it w ere a creature o f that
At the end o f every 10 m inutes you spend
type or o f that alignment.
concentratin g on the spell, you can c h o o s e a n ew area o f
terrain to affect. O t i l u k e ’s Fr e e z in g Sp h e r e
B eca u se the terrain’s transform ation o ccu rs slowly, 6th-level evocation
creatu res in the area ca n ’t usually be trapped or injured
Casting Time: 1 action
by the grou n d’s m ovem ent.
Range: 3 0 0 feet
Th is spell c a n ’t m anipulate natural stone or
Components: V, S, M (a sm all crystal sphere)
stone construction . R o ck s and structures shift to
Duration: Instantaneous
a ccom m od a te the n ew terrain. If the w ay you shape
the terrain w ou ld m ake a structure unstable, it A frigid globe o f cold energy streaks from your fingertips
m ight collap se. to a point o f your ch oice w ithin range, w here it explodes
Similarly, this spell d oesn ’t directly affect plant in a 60-foot-radius sphere. E ach creature w ithin the
growth. T h e m oved earth carries any plants along with it. area m ust m ake a Constitution saving throw. On a
failed save, a creature takes 10d6 cold dam age. On a
N o n d e t e c t io n su ccessfu l save, it takes h alf as m uch dam age.
3rd-level abjuration If the globe strikes a b od y o f water or a liquid that is
Casting Tim e: 1 action principally water (not including w ater-based creatures),
Range: Touch it freezes the liquid to a depth o f 6 in ch es over an area
Com ponents: V, S, M (a pinch o f diam on d dust 30 feet square. This ice lasts for 1 minute. C reatures
w orth 25 gp sprin kled over the target, w h ich the that w ere sw im m in g on the su rface o f frozen w ater are
spell con su m es) trapped in the ice. A trapped creature can u se an action
Duration: 8 hours to m ake a Strength ch eck against your spell save DC
to break free.
For the duration, you hide a target that you touch
You can refrain from firing the globe after com pletin g
from divination m agic. The target ca n be a w illing
the spell, if you w ish. A sm all globe about the size o f
creature or a place or an object no larger than 10
a sling stone, c o o l to the touch, appears in your hand.
feet in any dim ension . T h e target ca n ’t be targeted by
At any time, you or a creature you give the g lobe to
any divination m agic or p erceived through m agical
can th row the globe (to a range o f 40 feet) or hurl it
scryin g sen sors.
with a sling (to the slin g’s n orm al range). It shatters
on im pact, with the sam e effect as the n orm al casting
Ny s t u l ’s M a g ic A u r a
o f the spell. You can also set the globe dow n without
2nd-level illusion
shattering it. After 1 minute, if the globe hasn’t already
Casting Tim e: 1 action shattered, it explodes.
Range: Touch A t H igher Levels. W h en you cast this spell using a
Com ponents: V, S, M (a sm all square o f silk) spell slot o f 7th level or higher, the dam age in crea ses by
Duration: 24 hours 1d6 for each slot level above 6th.
O t i l u k e ’s R e s il ie n t Sph e r e (Stealth) ch eck s and c a n ’t be tracked except by m agical
4th-level evocation m eans. A creature that receives this bon u s leaves
behind no tracks or other traces o f its passage.
Casting Tim e: 1 action
Range: 30 feet Pa ss w a l l
Components: V, S, M (a hem ispherical piece o f
5th-level transmutation
clear crystal and a m atching hem ispherical piece
o f gum arabic) Casting Tim e: 1 action
Duration: Concentration, up to 1 m inute Range: 30 feet
Components: V, S , M (a pinch o f sesam e seeds)
A sphere o f sh im m erin g force en closes a creature Duration: 1 hour
or object o f Large size or sm aller w ithin range. An
unw illing creature must m ake a D exterity saving A p a ssa ge appears at a point o f your ch oice that you
throw. On a failed save, the creature is en closed for can see on a w ood en , plaster, or stone su rface (such as
the duration. a wall, a ceiling, or a floor) w ithin range, and lasts for
N othing—not physical objects, energy, or other spell the duration. You c h o o s e the o p en in g ’s dim ensions: up
effects—can pass through the barrier, in or out, though to 5 feet w ide, 8 feet tall, and 20 feet deep. The passage
a creature in the sphere can breathe there. T h e sphere creates no instability in a structure su rrou nding it.
is im m une to all dam age, and a creature or object inside W h en the open in g disappears, any creatures or
ca n ’t be dam aged by attacks or effects originating from objects still in the pa ssa ge created by the spell are safely
outside, nor can a creature inside the sphere dam age ejected to an u n occu pied sp ace nearest to the su rface on
anything outside it. w hich you cast the spell.
The sphere is w eigh tless and just large en ough to
Ph a n t a s m a l Fo r c e
contain the creature or object inside. A n en closed
2nd-level illusion
creature can use its action to push against the sp here’s
w alls and thus roll the sphere at up to h alf the creatu re’s Casting Time: 1 action
speed. Similarly, the globe can be picked up and m oved Range: 60 feet
by other creatures. Components: V, S, M (a bit o f fleece)
A disintegrate spell targeting the globe destroys it Duration: Concentration, up to 1 m inute
w ithout h arm ing anything inside it. You craft an illusion that takes root in the m ind o f a
creature that you can see w ithin range. T h e target must
O t t o ’s I r r e s is t ib l e Da n c e
m ake an Intelligence saving throw. On a failed save, you
6th-level enchantment
create a phantasm al object, creature, or other visible
Casting Time: 1 action ph enom enon o f you r ch oice that is no larger than a
Range: 30 feet 10-foot cu b e and that is perceivable only to the target
Components: V for the duration. T h is spell has n o effect on undead
Duration: Concentration, up to 1 minute or constructs.
C h oose on e creature that you can see w ithin range. The The phantasm includes sound, tem perature, and other
target beg in s a co m ic dance in place: shuffling, tapping stimuli, also evident only to the creature.
its feet, and caperin g for the duration. Creatures that The target can u se its action to exam ine the phantasm
ca n ’t be charm ed are im m une to this spell. with an Intelligence (Investigation) ch eck against your
A dancing creature must use all its m ovem ent to spell save DC. If the ch eck su cceed s, the target realizes
dance w ithout leaving its sp ace and has disadvantage that the phantasm is an illusion, and the spell ends.
on Dexterity saving th row s and attack rolls. W h ile W h ile a target is affected by the spell, the target treats
the target is affected by this spell, other creatures the phantasm as if it w ere real. The target rationalizes
have advantage on attack rolls against it. A s an any illogical ou tcom es from interacting w ith the
action, a dancin g creature m akes a W isd om saving phantasm . For exam ple, a target attem pting to w alk
th row to regain control o f itself. On a su ccessfu l save, a cross a phantasm al bridge that spans a chasm falls
the spell ends. on ce it steps onto the bridge. If the target survives the
fall, it still believes that the bridge exists and co m e s up
Pa ss w it h o u t T r a c e with som e other explanation for its fall—it w as pushed,
2nd-level abjuration it slipped, or a stron g w in d m ight have k n ock ed it off.
A n affected target is s o con v in ced o f the phantasm ’s
Casting Tim e: 1 action
reality that it can even take dam age from the illusion. A
Range: S e lf
phantasm created to appear as a creature can attack the
Components: V, S, M (ashes from a burned lea f o f
target. Similarly, a phantasm created to appear as fire, a
m istletoe and a sprig o f spruce)
p ool o f acid, or lava can burn the target. Each round on
Duration: Concentration, up to 1 hour
your turn, the phantasm can deal 1d6 psychic dam age
A veil o f sh ad ow s and silen ce radiates from you, to the target if it is in the phantasm ’s area or w ithin 5
m ask in g you and your com p a n ion s from detection. feet o f the phantasm , provided that the illusion is o f a
F or the duration, each creature you c h o o s e w ithin 30 creature or hazard that cou ld logically deal dam age,
feet o f you (including you) has a +10 bon u s to Dexterity such as by attacking. The target perceives the dam age
as a type appropriate to the illusion.
Ph a n t a s m a l K il l e r us during ou r foray into the dungeon). You must be
4th-level illusion able to com m u n icate w ith the creature to bargain for
its services.
Casting Tim e: 1 action
Paym ent can take a variety o f form s. A celestial might
Range: 120 feet
requ ire a sizable donation o f gold or m agic item s to
Components: V, S
an allied tem ple, w hile a fiend m ight dem and a living
Duration: Concentration, up to 1 m inute
sacrifice or a gift o f treasure. S o m e creatures might
Y ou tap into the nightm ares o f a creature you can see exch an ge their serv ice for a quest undertaken by you.
w ithin range and create an illusory m anifestation o f its A s a rule o f thumb, a task that can be m easu red in
d eepest fears, visible only to that creature. The target m inutes requ ires a paym ent w orth 100 gp per minute. A
m ust m ake a W isd om saving throw. O n a failed save, task m easu red in hours requ ires 1,0 00 gp per hour. And
the target b e c o m e s frightened for the duration. At the a task m easu red in days (up to 10 days) requ ires 10,000
start o f each o f the target’s turns b efore the spell ends, gp per day. T h e DM can adjust th ese paym ents ba sed on
the target must su cce e d on a W isd om saving throw the circu m stan ces under w hich you cast the spell. If the
or take 4 d10 psychic dam age. On a su ccessfu l save, task is aligned w ith the creatu re’s ethos, the payment
the spell ends. m ight be halved or even w aived. N on h azardou s tasks
A t H igher Levels. W h en you cast this spell using a typically require only h alf the su ggested payment, w hile
spell slot o f 5th level or higher, the dam age in creases by esp ecia lly dangerou s tasks might require a greater gift.
1dlO for each slot level above 4th. C reatures rarely accept tasks that seem suicidal.
A fter the creature com pletes the task, or w hen the
Ph a n t o m St e e d agreed-upon duration o f serv ice expires, the creature
3rd-level illusion (ritual) returns to its h om e plane after reportin g ba ck to you,
Casting Tim e: 1 m inute if appropriate to the task and if possible. If you are
Range: 30 feet unable to agree on a price for the creatu re’s service, the
Components: V, S creature im m ediately returns to its h om e plane.
Duration: 1 hour A creature enlisted to join your group coun ts as
a m em ber o f it, receivin g a full sh are o f experien ce
A L arge quasi-real, h orselik e creature appears on
points aw arded.
the grou nd in an u n occu p ied sp ace o f your ch oice
w ithin range. You d ecide the creatu re’s appearance, Pl a n a r Bin d in g
but it is equipped with a saddle, bit, and bridle. Any
5th-level abjuration
o f the equipm ent created by the spell vanishes in a
puff o f sm oke if it is carried m ore than 10 feet away Casting Time: 1 hour
from the steed. Range: 60 feet
For the duration, you or a creature you c h o o s e can Components: V, S, M (a jew el w orth at least 1,000 gp,
ride the steed. T h e creature u ses the statistics for a w h ich the spell con su m es)
riding h orse, except it has a sp eed o f 100 feet and can Duration: 24 hours
travel 10 m iles in an hour, or 13 m iles at a fast pace. W ith this spell, you attempt to bind a celestial, an
W h en the sp ell ends, the steed gradually fades, giving elem ental, a fey, or a fiend to your service. T h e creature
the rider 1 m inute to dism ount. T h e spell ends if you use must be w ithin range for the entire castin g o f the spell.
an action to d ism iss it or if the steed takes any dam age. (Typically, the creature is first su m m on ed into the center
o f an inverted magic circle in order to keep it trapped
Pl a n a r A l l y
w hile this spell is cast.) At the com pletion o f the casting,
6 th-level conjuration the target m ust m ake a C harism a saving throw. On a
Casting Tim e: 10 m inutes failed save, it is b ou n d to serve you for the duration. If
Range: 6 0 feet the creature w as su m m on ed or created by another spell,
Components: V, S that spell’s duration is extended to m atch the duration
Duration: Instantaneous o f this spell.
A b ou n d creature m ust follow your instructions to the
You b e s e e ch an otherw orldly entity for aid. T h e being
best o f its ability. You m ight com m a n d the creature to
must be kn ow n to you: a god, a prim ordial, a dem on
accom pa n y you on an adventure, to guard a location, or
prince, or som e other being o f co sm ic pow er. That entity
to deliver a m essa ge. T h e creature obeys the letter of
sen ds a celestial, an elem ental, or a fiend loyal to it to
your instructions, but if the creature is hostile to you, it
aid you, m aking the creature appear in an u n occu pied
strives to tw ist your w ord s to achieve its ow n objectives.
sp ace w ithin range. If you k n ow a sp ecific creatu re’s
If the creature carries out your instructions com pletely
nam e, you can sp eak that nam e w hen you cast this spell
b efore the spell ends, it travels to you to report this fact
to request that creature, though you might get a different
if you are on the sam e plane o f existence. If you are on a
creature anyway (D M ’s choice).
different plane o f existence, it returns to the place w here
W h en the creature appears, it is under no com pu lsion
you bou n d it and rem ains there until the spell ends.
to behave in any particular way. You can ask the
A t H igher Levels. W h en you cast this spell using a
creature to p erform a serv ice in exch an ge for payment,
spell slot o f a higher level, the duration in creases to 10
but it isn’t obliged to do so. The requested task cou ld
days with a 6th-level slot, to 30 days w ith a 7th-level slot,
range from sim ple (fly us a cross the chasm , or help us
to 180 days w ith an 8th-level slot, and to a year and a
fight a battle) to com p lex (spy on our en em ies, or protect
day w ith a 9th-level spell slot.
Pl a n e Sh if t You extend your hand tow ard a creature you can see
7th-level conjuration w ithin range and project a pu ff o f n oxiou s gas from your
palm . T h e creature m ust su cce e d on a Constitution
Casting Tim e: 1 action
saving th row or take 1d12 p oison dam age.
Range: Touch
T h is sp ell’s dam age in creases by 1d12 w hen you reach
Components: V, S, M (a forked, m etal rod w orth at least
5th level (2 d 12), 11th level (3 d 12), and 17th level (4 d 12).
2 50 gp, attuned to a particular plane o f existence)
Duration: Instantaneous Po l y m o r ph

Y ou and up to eight w illing creatu res w ho link hands in 4th-level transmutation


a circle are transported to a different plane o f existence. Casting Tim e: 1 action
You can sp ecify a target destination in general terms, Range: 60 feet
such as the City o f B rass on the E lem ental Plane o f Components: V, S, M (a caterpillar c o co o n )
Fire or the palace o f Dispater on the se co n d level o f the Duration: Concentration, up to 1 hour
Nine Hells, and you appear in or near that destination.
If you are trying to reach the City o f Brass, for exam ple, This spell transforms a creature that you can see
you m ight arrive in its Street o f Steel, b efore its Gate o f within range into a n ew form . An unw illing creature
A shes, or look in g at the city from a cross the S e a o f Fire, m ust m ake a W isdom saving throw to avoid the
at the D M ’s discretion. effect. A shapechanger automatically su cceed s on this
Alternatively, if you k n ow the sigil seq u en ce o f a saving throw.
teleportation circle on another plane o f existence, this T h e transform ation lasts for the duration, or until
spell can take you to that circle. If the teleportation the target d rops to 0 hit points or dies. The n ew form
circle is too sm all to hold all the creatures you can be any beast w h ose challen ge rating is equal to or
transported, they appear in the closest u n occu pied less than the target’s (or the target’s level, if it doesn't
sp a ces next to the circle. have a challen ge rating). The target’s gam e statistics,
You can u se this spell to banish an unw illing creature including mental ability scores, are replaced by the
to another plane. C h oose a creature w ithin your reach statistics o f the ch osen beast. It retains its alignm ent
and m ake a m elee spell attack against it. O n a hit, the and personality.
creature m ust m ake a C harism a saving throw. If the The target a ssu m es the hit points o f its n ew form.
creature fails this save, it is transported to a random W h en it reverts to its n orm al form , the creature
location on the plane o f existence you specify. A creature returns to the num ber o f hit points it had before it
so transported m ust find its ow n w ay back to your transform ed. If it reverts as a result o f droppin g to
current plane o f existence. 0 hit points, any ex cess dam age carries over to its
n orm al form . A s lon g as the ex ce s s dam age d oesn ’t
Pl a n t G r o w t h reduce the creatu re’s n orm al form to 0 hit points, it isn’t
3rd-level transmutation k n ock ed u n con sciou s.
The creature is lim ited in the actions it can perform by
Casting Tim e: 1 action or 8 hours
the nature o f its n ew form , and it ca n ’t speak, cast spells,
Range: 150 feet
or take any other action that requ ires hands or sp eech .
Components: V, S
T h e target’s gear m elds into the n ew form . The
Duration: Instantaneous
creature ca n ’t activate, use, w ield, or oth erw ise benefit
T h is spell chann els vitality into plants w ithin a sp ecific from any o f its equipm ent.
area. T h ere are tw o p ossib le u ses for the spell, granting
either im m ediate or long-term benefits. Po w e r W o r d H e a l
If you cast this spell using 1 action, c h o o s e a point 9th-level evocation
w ithin range. All n orm al plants in a 100-foot radius Casting Tim e: 1 action
centered on that point b e c o m e thick and overgrow n. A Range: Touch
creature m ovin g through the area m ust spend 4 feet o f Components: V, S
m ovem ent for every 1 foot it m oves. Duration: Instantaneous
You can exclude on e or m ore areas o f any size within
the sp ell’s area from bein g affected. A wave o f healing en ergy w ash es over the creature
If you cast this spell over 8 hours, you en rich the you touch. The target regains all its hit points. If the
land. All plants in a half-m ile radius centered on a point creature is charm ed, frightened, paralyzed, or stunned,
w ithin range b e c o m e enrich ed for 1 year. T h e plants the condition ends. If the creature is prone, it can u se its
yield tw ice the norm al am ount o f fo o d w hen harvested. reaction to stand up. T h is spell has no effect on undead
or constructs.
Po is o n Sp r a y
Po w e r W o r d K il l
Conjuration cantrip
9th-level enchantment
Casting Time: 1 action
Range: 10 feet Casting Tim e: 1 action
Components: V, S Range: 6 0 feet
Duration: Instantaneous Components: V
Duration: Instantaneous
You utter a w ord o f p ow er that ca n com p el on e creature Pr is m a t ic Sp r a y
you ca n see w ithin range to die instantly. If the 7th-level evocation
creature you c h o o s e h as 100 hit points or fewer, it dies.
Casting Tim e: 1 action
O th erw ise, the spell has no effect.
Range: S e lf (60-foot cone)
Po w e r W o r d St u n
Components: V, S
Duration: Instantaneous
8th-level enchantment
Casting Tim e: 1 action Eight m ulticolored rays o f light flash from your hand.
E ach ray is a different color and has a different p ow er
Range: 60 feet
Com ponents: V and pu rpose. E ach creature in a 60 -foot co n e must
Duration: Instantaneous m ake a D exterity saving throw. F or each target, roll a d8
to determ ine w h ich c o lo r ray affects it.
Y ou sp eak a w ord o f p ow er that can overw helm the 1. Red. T h e target takes 10d6 fire dam age on a failed
m ind o f on e creature you can see w ithin range, leaving save, or h alf as m uch dam age on a su ccessfu l one.
it dum bfounded. If the target has 150 hit poin ts or fewer, 2. Orange. T h e target takes 10d6 acid dam age on a
it is stunned. O therw ise, the spell has n o effect. failed save, or h alf as m uch dam age on a su ccessfu l one.
T h e stunned target m ust m ake a Constitution saving 3. Yellow. The target takes 10d6 lightning damage on a
th row at the end o f each o f its turns. O n a su ccessfu l failed save, or half as m uch dam age on a successful one.
save, this stunning effect ends. 4. Green. T h e target takes 10d6 p oison dam age on a
failed save, or half as m uch dam age on a successful one.
Pr a y e r o f H e a l in g
5. Blue. T h e target takes 10d6 cold dam age on a failed
2nd-level evocation
save, or h alf as m uch dam age on a su ccessfu l one.
Casting Tim e: 10 m inutes 6. Indigo. On a failed save, the target is restrained.
Range: 30 feet It m ust then m ake a Constitution saving th row at the
Com ponents: V en d o f each o f its turns. If it su ccessfu lly saves three
Duration: Instantaneous tim es, the spell ends. If it fails its save three tim es,
Up to six creatures o f your ch oice that you can see it perm anently turns to stone and is su bjected to the
w ithin range each regain hit points equal to 2d 8 + your petrified condition. T h e su c ce s se s and failures don’t
sp ellcastin g ability m odifier. T h is spell has no effect on need to be consecutive; keep track o f both until the
undead or constructs. target collects three o f a kind.
At Higher Levels. W h en you cast this spell using a 7. Violet. O n a failed save, the target is blinded. It
sp ell slot o f 3rd level or higher, the healing in creases by m ust then m ake a W isd om saving th row at the start o f
1d8 for each slot level above 2nd. your next turn. A su ccessfu l save ends the blin dness. If
it fails that save, the creature is transported to another
Pr e s t id ig it a t io n plane o f existence o f the D M ’s ch oosin g and is no longer
Transmutation cantrip blinded. (Typically, a creature that is on a plane that isn’t
its h om e plane is banished hom e, w hile other creatures
Casting Tim e: 1 action
are usually cast into the Astral or Ethereal planes.)
Range: 10 feet
8. Special. T h e target is struck by tw o rays. R oll tw ice
Com ponents: V, S
m ore, rerolling any 8.
Duration: Up to 1 hour

T h is spell is a m in or m agical trick that n ovice Pr is m a t ic Wa l l

sp ellcasters use for practice. You create one o f the 9th-level abjuration
follow in g m agical effects w ithin range: Casting Time: 1 action
• You create an instantaneous, h arm less sen sory effect, Range: 60 feet
su ch as a sh ow er o f sparks, a puff o f w ind, faint m usi Components: V, S
ca l notes, o r an od d odor. Duration: 10 m inutes
• You instantaneously light or snuff out a candle, a A shim m ering, m u lticolored plane o f light form s a
torch, or a sm all cam pfire. vertical opaque w all—up to 90 feet long, 30 feet high,
• You instantaneously clean or soil an object n o larger and 1 inch thick—centered on a point you can see
than 1 cu b ic foot. w ithin range. Alternatively, you can shape the w all into
• You chill, w arm , or flavor up to 1 cu bic foot o f nonliv a sphere up to 30 feet in diam eter centered on a point
ing material for 1 hour. you c h o o s e w ithin range. T h e w all rem ains in place for
• You m ake a color, a sm all mark, or a sym bol appear the duration. If you position the w all so that it p a sses
on an object or a su rface for 1 hour. through a sp ace occu p ied by a creature, the sp ell fails,
• You create a n onm agical trinket or an illusory im age and your action and the spell slot are w asted.
that can fit in your hand and that lasts until the end o f T h e w all sh eds bright light out to a range o f 100
y ou r next turn. feet and dim light for an additional 100 feet. You and
If you cast this spell multiple tim es, you can have up to creatu res you designate at the tim e you cast the spell
three o f its non-instantaneous effects active at a time, can pa ss through and rem ain near the w all w ithout
and you can dism iss such an effect as an action. harm . If another creature that can see the w all m oves to
w ithin 20 feet o f it or starts its turn there, the creature
m ust su cce e d on a Constitution saving throw or b e co m e Pr o d u c e Fl a m e
blinded for 1 minute. Conjuration cantrip
T h e w all con sists o f seven layers, each with a different
Casting Time: 1 action
color. W h en a creature attem pts to reach into or pass
Range: S elf
through the wall, it d o e s so one layer at a tim e through
Components: V, S
all the w all’s layers. A s it p a sses or reach es through
Duration: 10 minutes
each layer, the creature m ust m ake a D exterity saving
throw or be affected by that layer’s properties as A flickering flam e appears in your hand. T h e flame
d escrib ed below. rem ains there for the duration and harm s neither you
The w all can be destroyed, also on e layer at a time, in n or your equipm ent. T h e flam e sh ed s bright light in a
order from red to violet, by m eans sp ecific to each layer. 10-foot radius and dim light for an additional 10 feet.
O nce a layer is destroyed, it rem ains s o for the duration T h e spell ends if you d ism iss it as an action or if you
o f the spell. A rod o f cancellation destroys a prismatic cast it again.
wall, but an antimagic field has no effect on it. You can also attack with the flame, although doin g so
1. Red. T h e creature takes 10d6 fire dam age on a ends the spell. W h en you cast this spell, or as an action
failed save, or h alf as m uch dam age on a su ccessfu l one. on a later turn, you can hurl the flam e at a creature
W h ile this layer is in place, n onm agical ranged attacks w ithin 30 feet o f you. M ake a ranged spell attack. On a
ca n ’t pass through the wall. T h e layer can b e destroyed hit, the target takes 1d8 fire dam age.
by dealing at least 25 cold dam age to it. T h is sp ell’s dam age in creases by 1d8 w hen you reach
2. Orange. T h e creature takes 10d6 acid dam age on 5th level (2d8), 11th level (3d8), and 17th level (4d8).
a failed save, or h alf as m uch dam age on a su ccessfu l
one. W h ile this layer is in place, m agical ranged attacks Pr o g r a m m e d Il l u s io n

ca n ’t pass through the w all. T h e layer is destroyed by 6th-level illusion


a stron g w ind. Casting Time: 1 action
3. Yellow. The creature takes 10d6 lightning dam age Range: 120 feet
on a failed save, or h alf as m uch dam age on a su ccessfu l Components: V, S , M (a bit o f fleece and ja d e dust w orth
one. T h is layer can be destroyed by dealing at least 60 at least 25 gp)
force dam age to it. Duration: Until dispelled
4. G reen. The creature takes 10d6 p oison dam age on
You create an illusion o f an object, a creature, or
a failed save, or h alf as m uch dam age on a su ccessfu l
som e other visible ph enom enon w ithin range that
one. A passwall spell, or another spell o f equal or
activates w hen a sp ecific condition occu rs. The illusion
greater level that can open a portal on a solid surface,
is im perceptible until then. It must be no larger than a
destroys this layer.
30-foot cube, and you decide w hen you cast the spell
5. B lue. T h e creature takes 10d6 cold dam age on a
h ow the illusion behaves and what sou n ds it m akes. This
failed save, or h alf as m uch dam age on a su ccessfu l one.
scripted perform an ce can last up to 5 m inutes.
T h is layer can be destroyed by dealing at least 25 fire
W h en the condition you sp ecify o ccu rs, the illusion
dam age to it.
springs into existence and perform s in the m anner you
6. Indigo. O n a failed save, the creature is restrained.
described . O n ce the illusion finishes perform ing, it
It m ust then m ake a Constitution saving th row at the
disappears and rem ains dorm ant for 10 m inutes. After
end o f each o f its turns. If it su ccessfu lly saves three
this time, the illusion can b e activated again.
tim es, the spell ends. If it fails its save three tim es,
Th e triggering condition can be as general or as
it perm anently turns to stone and is su bjected to the
detailed as you like, though it m ust be based on visual or
petrified condition. The su c ce s se s and failures d on ’t
audible condition s that o c cu r w ithin 30 feet o f the area.
n eed to be consecutive; keep track o f both until the
F or exam ple, you could create an illusion o f y ou rself
creature collects three o f a kind.
to appear and w arn o ff others w h o attempt to open a
W h ile this layer is in place, sp ells ca n ’t b e cast
trapped door, or you cou ld set the illusion to trigger only
through the w all. The layer is destroyed by bright light
w hen a creature says the correct w ord or phrase.
shed by a daylight spell or a sim ilar spell o f equal or
P hysical interaction with the im age reveals it to be an
higher level.
illusion, b eca u se things can pass through it. A creature
7. Violet. On a failed save, the creature is blinded. It
that u ses its action to exam ine the im age can determ ine
m ust then m ake a W isd om saving throw at the start o f
that it is an illusion w ith a su ccessfu l Intelligence
your next turn. A su ccessfu l save ends the blin dness. If
(Investigation) ch eck against your spell save DC. If a
it fails that save, the creature is transported to another
creature discern s the illusion for w hat it is, the creature
plane o f the D M ’s ch oosin g and is no longer blinded.
can see through the im age, and any n oise it m akes
(Typically, a creature that is on a plane that isn’t its
sou n ds h ollow to the creature.
h om e plane is banished h om e, w hile other creatures
are usually cast into the Astral or Ethereal planes.) This
layer is destroyed by a dispel magic spell or a sim ilar
spell o f equal or higher level that can end sp ells and
m agical effects.
Pr o j e c t Im a g e Pr o t e c t io n f r o m Po is o n
7th-level illusion 2nd-level abjuration
Casting Tim e: 1 action Casting Tim e: 1 action
Range: 5 0 0 m iles Range: Touch
Components: V, S, M (a sm all replica o f you m ade from Components: V, S
m aterials w orth at least 5 gp) Duration: 1 hour
Duration: Concentration, up to 1 day
You touch a creature. If it is p oison ed , you neutralize the
You create an illusory copy o f y ou rself that lasts for p oison . If m ore than on e p oison afflicts the target, you
the duration. T h e cop y can appear at any location neutralize on e p oison that you k n ow is present, or you
w ithin range that you have seen before, rega rdless o f neutralize on e at random .
intervening obstacles. The illusion look s and sou n ds For the duration, the target has advantage on saving
like you but is intangible. If the illusion takes any throw s against bein g p oison ed , and it h as resistan ce to
dam age, it disappears, and the spell ends. p oison dam age.
You can u se your action to m ove this illusion up to
tw ice your sp eed, and m ake it gesture, speak, and Pu r if y Fo o d a n d D r in k

behave in w hatever w ay you ch oose. It m im ics your 1st-level transmutation (ritual)


m ann erism s perfectly. Casting Tim e: 1 action
You can see through its eyes and hear through its Range: 10 feet
ears as if you w ere in its space. O n your turn as a bon u s Components: V, S
action, you can sw itch from using its se n se s to using Duration: Instantaneous
your ow n, or b a ck again. W h ile you are using its sen ses,
All n onm agical fo o d and drink w ithin a 5-foot-radius
you are blin ded and deafened in regard to your ow n
sphere centered on a point o f your ch oice w ithin range is
surroundings.
purified and rendered free o f p oison and disease.
P hysical interaction w ith the im age reveals it to be an
illusion, b eca u se things can pass through it. A creature
R a is e D e a d
that u ses its action to exam ine the im age can determ ine
5th-level necrom ancy
that it is an illusion w ith a su ccessfu l Intelligence
(Investigation) ch eck against your spell save DC. If a Casting Tim e: 1 hour
creature discern s the illusion for what it is, the creature Range: Touch
can see th rough the im age, and any n oise it m akes Components: V, S, M (a diam on d w orth at least 5 0 0 gp,
sou n d s h ollow to the creature. w hich the spell con su m es)
Duration: Instantaneous
Pr o t e c t io n f r o m En e r g y
You return a dead creature you touch to life, provided
3rd-level abjuration that it has been dead no longer than 10 days. If the
Casting Time: 1 action creatu re’s sou l is both w illing and at liberty to rejoin the
Range: Touch body, the creature returns to life w ith 1 hit point.
Components: V, S T h is spell also neutralizes any p oison s and cu res
Duration: Concentration, up to 1 hour n onm agical d iseases that affected the creature at the
tim e it died. This spell d oesn ’t, however, rem ove m agical
F or the duration, the w illing creature you touch has
d iseases, curses, or sim ilar effects; if th ese aren’t first
resistan ce to one dam age type o f your ch oice: acid, cold,
rem oved prior to casting the spell, they take effect w hen
fire, lightning, or thunder.
the creature returns to life. T h e spell ca n ’t return an
Pr o t e c t io n f r o m Ev il a n d G o o d undead creature to life.
1st-level abjuration This spell c lo se s all m ortal w ou n ds, but it d oesn ’t
restore m issin g b od y parts. If the creature is lacking
Casting Tim e: 1 action
b od y parts or organs integral for its survival—its head,
Range: Touch
for in stan ce—the spell autom atically fails.
Components: V, S, M (holy w ater or p ow dered silver
C om in g back from the dead is an ordeal. The target
and iron, w hich the spell con su m es)
takes a - 4 penalty to all attack rolls, saving throw s, and
Duration: Concentration up to 10 minutes
ability ch eck s. Every tim e the target finishes a lon g rest,
Until the spell ends, on e w illing creature you the penalty is redu ced by 1 until it disappears.
touch is protected against certain types of
creatures: aberrations, celestials, elem entals, fey, R a r y ’s T e l e p a t h ic Bo n d

fiends, and undead. 5th-level divination (ritual)


The protection grants several benefits. Creatures o f Casting Tim e: 1 action
th ose types have disadvantage on attack rolls against Range: 30 feet
the target. T h e target also c a n ’t be charm ed, frightened, Components: V, S, M (p ieces o f eggshell from tw o
or p o s s e s s e d by them. If the target is already charm ed, different kinds o f creatures)
frightened, or p o s s e s s e d by such a creature, the target Duration: 1 hour
has advantage on any n ew saving th row against the
You forge a telepathic link am ong up to eight w illing
relevant effect.
creatures o f your ch oice w ithin range, psychically
linking each creature to all the others for the duration. You touch a creature and stimulate its natural healing
C reatures w ith Intelligence s c o r e s o f 2 or less aren’t ability. The target regains 4d 8 + 15 hit points. F or the
affected by this spell. duration o f the spell, the target regains 1 hit point at the
Until the spell ends, the targets can com m u n icate start o f each o f its turns (10 hit poin ts each minute).
telepathically through the bon d w hether or not they have T h e target’s severed b o d y m em bers (fingers, legs,
a co m m o n language. T h e com m u n ication is p ossib le tails, and so on), if any, are restored after 2 m inutes.
over any distance, though it ca n ’t extend to other planes If you have the severed part and hold it to the stump,
o f existence. the spell instantaneously cau ses the lim b to knit
to the stump.
R a y o f En f e e b l e m e n t
2nd-level necrom ancy R e in c a r n a t e

Casting Tim e: 1 action 5th-level transmutation


Range: 60 feet Casting Tim e: 1 hour
Components: V, S Range: Touch
Duration: Concentration, up to 1 m inute Components: V, S, M (rare oils and unguents w orth at
least 1,000 gp, w hich the spell con su m es)
A black b ea m o f enervating en ergy sprin gs from your
Duration: Instantaneous
finger tow ard a creature w ithin range. M ake a ranged
spell attack against the target. On a hit, the target deals You touch a dead hum anoid or a p iece o f a dead
only h alf dam age with w eap on attacks that u se Strength hum anoid. P rovid ed that the creature has been dead no
until the spell ends. lon ger than 10 days, the spell form s a n ew adult body
At the end o f each o f the target’s turns, it can m ake for it and then calls the sou l to enter that body. If the
a Constitution saving th row against the spell. On a target’s sou l isn’t free or w illing to do so, the spell fails.
su ccess, the spell ends. The m agic fashions a n ew b od y for the creature
to inhabit, w hich likely cau ses the creatu re’s race to
R a y o f Fr o s t
change. The D M rolls a d 100 and consults the follow in g
Evocation cantrip table to determ ine w hat form the creature takes w hen
Casting Tim e: 1 action restored to life, or the DM c h o o s e s a form.
Range: 60 feet
d100 Race
Components: V, S
Duration: Instantaneous 01-04 Dragonborn
05-13 Dwarf, hill
A frigid b ea m o f blue-white light streaks tow ard a
14-21 Dwarf, mountain
creature w ithin range. M ake a ran ged spell attack
22-25 Elf, dark
against the target. O n a hit, it takes 1d8 cold dam age,
and its sp eed is redu ced by 10 feet until the start of 26-34 Elf, high
your next turn. 35-42 Elf, wood
T h e sp ell’s dam age in creases by 1d8 w hen you reach 43-46 Gnome, forest
5th level (2d8), 11th level (3d8), and 17th level (4d8). 47-52 Gnome, rock
53-56 Half-elf
R a y o f Sic k n e s s
57-60 Half-orc
1st-level necromancy 61-68 Halfling, lightfoot
Casting Tim e: 1 action 69-76 Halfling, stout
Range: 60 feet 77-96 Human
Components: V, S 97-00 Tiefling
Duration: Instantaneous
T h e reincarnated creature reca lls its form er life
A ray o f sicken in g greenish en ergy lashes out tow ard
and experiences. It retains the capabilities it had in its
a creature w ithin range. M ake a ranged spell attack
original form , except it exch an ges its original race for
against the target. On a hit, the target takes 2d8 p oison
the n ew on e and changes its racial traits accordingly.
dam age and m ust m ake a Constitution saving throw.
O n a failed save, it is also p oison ed until the end o f
R e mo v e C u r se
your next turn.
3rd-level abjuration
A t H igher L evels. W h en you cast this spell using a
spell slot o f 2nd level or higher, the dam age in creases by Casting Tim e: 1 action
1d8 for each slot level above 1st. Range: Touch
Components: V, S
R e g e n e r a t e Duration: Instantaneous
7th-level transmutation At your touch, all cu rses affecting on e creature or
Casting Tim e: 1 m inute ob ject end. If the object is a cu rsed m agic item, its cu rse
Range: Touch rem ains, but the spell breaks its ow n er’s attunem ent to
Components: V, S, M (a prayer w h eel and holy water) the object s o it can be rem oved or d iscarded.
Duration: 1 hour
R e s is t a n c e R e v iv if y
Abjuration cantrip 3rd-level conjuration
Casting Tim e: 1 action Casting Time: 1 action
Range: Touch Range: Touch
Components: V, S , M (a m iniature cloak) Components: V, S, M (diam onds w orth 3 0 0 gp, w hich
Duration: Concentration, up to 1 minute the spell con su m es)
Duration: Instantaneous
You touch one w illing creature. O nce before the spell
ends, the target can roll a d4 and add the num ber You touch a creature that has died w ithin the last
rolled to on e saving th row o f its ch oice. It can roll minute. That creature returns to life with 1 hit point.
the die b efore or after m akin g the saving throw. The This spell ca n ’t return to life a creature that has died o f
spell then ends. old age, nor can it restore any m issing b od y parts.

R e s u r r e c t io n Ro pe T r ic k
7th-level necromancy 2nd-level transmutation
Casting Tim e: 1 hour Casting Tim e: 1 action
Range: Touch Range: Touch
Components: V, S, M (a diam on d w orth at least 1,000 Components: V, S, M (pow dered corn extract and a
gp, w h ich the spell con su m es) tw isted loop o f parchm ent)
Duration: Instantaneous Duration: 1 hour

You touch a dead creature that has been dead for no You touch a length o f rope that is up to 6 0 feet long.
m ore than a century, that didn’t die o f old age, and that O ne end o f the rop e then rises into the air until the
isn’t undead. If its sou l is free and w illing, the target w hole rop e hangs perpen d icu la r to the ground. At the
returns to life w ith all its hit points. upper end o f the rope, an invisible entrance op en s to an
T h is spell neutralizes any p oison s and cu res norm al extradim ensional sp ace that lasts until the spell ends.
d isea ses afflicting the creature w hen it died. It d oesn ’t, The extradim ension al sp ace can be reached by
however, rem ove m agical diseases, cu rses, and the like; clim bing to the top o f the rope. The sp ace can hold as
if such effects aren't rem oved prior to castin g the spell, m any as eight M edium or sm aller creatures. T h e rope
they afflict the target on its return to life. can be pulled into the space, m aking the rope disappear
This spell c lo se s all m ortal w ou n d s and restores any from view outside the space.
m issin g b od y parts. Attacks and sp ells ca n ’t c ro s s through the entrance
C om in g ba ck from the dead is an ordeal. The target into or out o f the extradim ensional space, but th ose
takes a - 4 penalty to all attack rolls, saving throw s, and inside can see out o f it as if through a 3-foot-by-5-foot
ability ch ecks. Every tim e the target finishes a long rest, w in d ow centered on the rope.
the penalty is reduced by 1 until it disappears. Anything inside the extradim ensional sp ace d rop s out
Casting this spell to restore life to a creature that has w hen the spell ends.
been dead for on e year or longer taxes you greatly. Until
you finish a long rest, you can ’t cast sp ells again, and Sa c r e d Fl a m e

you have disadvantage on all attack rolls, ability checks, Evocation cantrip
and saving throws. Casting Tim e: 1 action
Range: 60 feet
R e v e r se G r a v it y
Components: V, S
7th-level transmutation Duration: Instantaneous
Casting Tim e: 1 action
F lam e-like radiance d escen d s on a creature that you
Range: 100 feet
can see w ithin range. The target must su cce e d on a
Components: V, S, M (a lodeston e and iron filings)
Dexterity saving th row or take 1d8 radiant dam age. The
Duration: Concentration, up to 1 m inute
target gains no benefit from cover for this saving throw.
This spell reverses gravity in a 50-foot-radius, 100- The sp ell’s dam age in creases by 1d8 w hen you reach
foot high cylinder centered on a point within range. All 5th level (2d8), 11th level (3d8), and 17th level (4d8).
creatures and objects that aren’t som ehow anchored to
the ground in the area fall upward and reach the top of Sa n c t u a r y

the area when you cast this spell. A creature can make a 1st-level abjuration
Dexterity saving throw to grab onto a fixed object it can Casting Tim e: 1 bon u s action
reach, thus avoiding the fall. Range: 30 feet
If som e solid object (such as a ceilin g) is encountered Components: V, S, M (a sm all silver m irror)
in this fall, falling ob jects and creatures strike it ju st as Duration: 1 minute
they w ou ld during a n orm al dow nw ard fall. If an object
You w ard a creature within range against attack. Until
or creature reach es the top o f the area w ithout striking
the spell ends, any creature w h o targets the w arded
anything, it rem ains there, oscillating slightly, for
creature w ith an attack or a harm ful spell m ust first
the duration.
m ake a W isd om saving throw. O n a failed save, the
At the end o f the duration, affected objects and
creature m ust c h o o s e a new target or lose the attack
creatu res fall back dow n.
or spell. T h is spell d oesn ’t protect the w arded creature
from area effects, such as the ex plosion o f a fireball.
If the w arded creature m akes an attack or casts a spell
that affects an enem y creature, this spell ends.

Sc o r c h in g R a y
2 nd-level evocation
Casting Time: 1 action
Range: 120 feet
Com ponents: V, S
Duration: Instantaneous

You create three rays o f fire and hurl them at targets


w ithin range. You can hurl them at on e target or several.
M ake a ranged spell attack for each ray. On a hit, the
target takes 2d6 fire dam age.
A t H igher Levels. W h en you cast this spell using a
spell slot o f 3rd level or higher, you create one additional
ray for each slot level above 2nd.

Sc r y in g
5th-level divination
Casting Tim e: 10 m inutes
Range: S e lf
Components: V, S, M (a focu s w orth at least 1,000 gp,
such as a crystal ball, a silver mirror, or a font filled
w ith holy water)
Duration: Concentration, up to 10 m inutes

You ca n see and hear a particular creature you c h o o s e


that is on the sam e plane o f existence as you. The target
m ust m ake a W isd om saving throw, w hich is m odified
by h ow w ell you k n ow the target and the sort o f physical
con n ection you have to it. If a target k n ow s you're
castin g this spell, it can fail the saving th row voluntarily
if it w ants to be observed.

Knowledge Save Modifier


Secondhand (you have heard of the target) +5
Firsthand (you have met the target) +0
Familiar (you know the target well) -5

Connection Save Modifier


Likeness or picture -2
Possession or garment -4
Body part, lock of hair, bit of nail, or the like -10

On a su ccessfu l save, the target isn ’t affected, and you


ca n ’t use this spell against it again for 24 hours.
On a failed save, the spell creates an invisible sen sor
within 10 feet o f the target. You can see and hear through
the sen sor as if you w ere there. T h e sen sor m oves with
the target, rem ainin g w ithin 10 feet o f it for the duration.
A creature that can see invisible objects se e s the sen sor
as a lu m in ou s orb about the size o f your fist.
Instead o f targeting a creature, you can c h o o s e a
location you have seen before as the target o f this spell.
W h en you do, the sen sor appears at that location and
d o e s n ’t m ove.
Se a r in g Sm it e s om eon e w h o reach es out to touch you w ou ld bum p into
1st-level evocation you w hile it w as seem in gly still in midair.
A creature can u se its action to in spect a target and
Casting Tim e: 1 bon u s action
m ake an Intelligence (Investigation) ch eck against your
Range: S e lf
spell save DC. If it su cceed s, it b e c o m e s aw are that the
Com ponents: V
target is disguised.
Duration: Concentration, up to 1 minute

T h e next tim e you hit a creature with a m elee w eapon Se n d in g

attack during the sp ell’s duration, your w eap on flares 3rd-level evocation
with white-hot intensity, and the attack deals an extra Casting Tim e: 1 action
1d6 fire dam age to the target and cau ses the target to Range: Unlim ited
ignite in flam es. At the start o f each o f its turns until Components: V, S, M (a short p iece o f fine co p p e r w ire)
the spell ends, the target must m ake a Constitution Duration: 1 round
saving throw. On a failed save, it takes 1d6 fire dam age.
O n a su ccessfu l save, the spell ends. If the target or a You send a sh ort m essa ge o f twenty-five w ord s or
creature w ithin 5 feet o f it u ses an action to put out the less to a creature w ith w hich you are familiar. The
flam es, or if som e other effect d ou ses the flam es (such creature hears the m essa ge in its m ind, recog n izes
as the target being su bm erged in water), the spell ends. you as the sen der if it k n ow s you, and can an sw er in a
A t H igher Levels. W h en you cast this spell u sing a like m anner im mediately. The spell en ables creatures
spell slot o f 2nd level or higher, the initial extra dam age with Intelligence s c o r e s o f at least 1 to understand the
dealt by the attack in creases by 1d6 for each slot m eaning o f your m essage.
level above 1st. You can sen d the m essa ge a cross any distance and
even to other planes o f existence, but if the target is on a
Se e In v is ib il it y different plane than you, there is a 5 percent ch a n ce that
2nd-level divination the m essa ge d oesn ’t arrive.

Casting Tim e: 1 action Se q u e s t e r


Range: S e lf
7th-level transmutation
Components: V, S, M (a pinch o f talc and a sm all
sp rinkling o f pow d ered silver) Casting Tim e: 1 action
Duration: 1 hour Range: Touch
Components: V, S, M (a p ow der co m p o s e d o f diam ond,
For the duration, you see invisible creatures and objects em erald, ruby, and sapphire dust w orth at least 5 ,0 0 0
as if they w ere visible, and you can see into the Ethereal gp, w hich the spell con su m es)
Plane. Ethereal creatures and objects appear ghostly Duration: Until dispelled
and translucent.
By m eans o f this spell, a w illing creature or an object
Se e m in g can be hidden away, safe from detection for the
5th-level illusion duration. W h en you cast the spell and touch the target,
it b e c o m e s invisible and can ’t be targeted by divination
Casting Tim e: 1 action
spells or perceived through scryin g sen sors created by
Range: 30 feet
divination spells.
Components: V, S
If the target is a creature, it falls into a state o f
Duration: 8 hours
su sp ended anim ation. Tim e ce a se s to flow for it, and it
T h is spell allow s you to change the ap pearan ce o f any d oesn ’t g row older.
num ber o f creatu res that you can see w ithin range. You You can set a condition for the spell to end early.
give each target you c h o o s e a new, illusory appearance. T h e condition can b e anything you ch o o s e , but it
A n unw illing target can m ake a Charism a saving throw, must o c cu r or b e visible w ithin 1 m ile o f the target.
and if it su cceed s, it is unaffected by this spell. E xam ples include “after 1,000 y ea rs” or “w hen the
T h e spell d isgu ises physical appearan ce as w ell as tarrasque aw akens.” T h is spell also en ds if the target
clothing, arm or, w eapon s, and equipm ent. Y ou can m ake takes any dam age.
each creature seem 1 foot shorter or taller and appear
thin, fat, or in betw een . You ca n ’t change a target’s body Sh a pe c h a n g e

type, s o you m ust c h o o s e a form that has the sam e 9th-level transmutation
basic arrangem ent o f lim bs. O therw ise, the extent o f Casting Tim e: 1 action
the illusion is up to you. The spell lasts for the duration, Range: S e lf
u n less you u se your action to d ism iss it sooner. Components: V, S, M (a ja de circlet w orth at least 1,500
The ch a n g es w rou gh t by this spell fail to hold up to gp, w hich you must place on your head b efore you
physical in spection. F or exam ple, if you use this spell cast the spell)
to add a hat to a creatu re’s outfit, objects pass through Duration: Concentration, up to 1 hour
the hat, and anyone w h o tou ches it w ou ld feel nothing
or w ou ld feel the creatu re’s head and hair. If you use You assu m e the form o f a different creature for the
this spell to appear thinner than you are, the hand of duration. T h e n ew form can b e o f any creature with
a challen ge rating equal to your level or lower. The
creature ca n ’t be a con stru ct or an undead, and you Sh ie l d
m ust have seen the sort o f creature at least on ce. You 1st-level abjuration
transform into an average exam ple o f that creature, one
Casting Tim e: 1 reaction, w hich you take w hen you are
w ithout any cla ss levels or the S p ellcastin g trait.
hit by an attack or targeted by the magic m issile spell
Your gam e statistics are replaced by the statistics
Range: S elf
o f the ch osen creature, though you retain your
Components: V, S
alignm ent and Intelligence, W isdom , and Charism a
Duration: 1 round
scores. You also retain all o f your skill and saving
th row proficiencies, in addition to gaining th ose o f the A n invisible barrier o f m agical force appears and
creature. If the creature has the sam e proficiency as you protects you. Until the start o f your next turn, you have a
and the bon u s listed in its statistics is higher than yours, +5 bon u s to AC, including against the triggering attack,
u se the creatu re’s bon u s in place o f yours. You ca n ’t use and you take no dam age from magic missile.
any legendary actions or lair actions o f the n ew form .
Sh ie l d o f Fa it h
You assu m e the hit poin ts and Hit D ice o f the new
form . W hen you revert to your norm al form , you 1st-level abjuration
return to the num ber o f hit points you had b efore you Casting Time: 1 bon u s action
transform ed. If you revert as a result o f droppin g to Range: 60 feet
0 hit points, any e x ce s s dam age carries over to your Components: V, S, M (a sm all parchm ent with a bit o f
n orm al form . A s long as the e x cess dam age d oesn ’t holy text w ritten on it)
reduce your n orm al form to 0 hit points, you aren’t Duration: Concentration, up to 10 m inutes
k n ock ed u n con sciou s.
A sh im m ering field appears and surrou nds a creature
You retain the benefit o f any features from your class,
o f your ch oice within range, granting it a +2 bon u s to AC
race, or other sou rce and can use them , provided that
for the duration.
your n ew form is physically capable o f doing so. You
ca n ’t u se any sp ecia l se n se s you have (for exam ple, Sh il l e l a g h
darkvision) u n less your n ew form also has that sen se. Transmutation cantrip
You can only sp eak if the creature can norm ally speak.
Casting Tim e: 1 bonus action
W h en you transform , you c h o o s e w hether your
Range: Touch
equipm ent falls to the ground, m erges into the n ew
Components: V, S, M (m istletoe, a sh a m rock leaf, and a
form , or is w orn by it. W orn equipm ent fu nction s as
club or quarterstaff)
norm al. The D M determ ines w hether it is practical for
Duration: 1 minute
the n ew form to w ear a p iece o f equipm ent, ba sed on
the creatu re’s shape and size. Your equipm ent d oesn ’t The w o o d o f a club or quarterstaff you are holdin g is
change shape or size to match the n ew form , and any im bued with nature’s pow er. For the duration, you can
equipm ent that the n ew form ca n ’t w ea r must either fall u se your spellcastin g ability instead o f Strength for
to the ground or m erge into your n ew form . Equipm ent the attack and dam age rolls o f m elee attacks using
that m erges has n o effect in that state. that w eapon , and the w eapon 's dam age die b e co m e s
D uring this sp ell’s duration, you can u se your action to a d8. T h e w eap on also b e c o m e s m agical, if it isn’t
assu m e a different form follow in g the sam e restrictions already. T h e spell ends if you cast it again or if you let go
and rules for the original form , w ith on e exception: if o f the w eapon.
your n ew form has m ore hit points than your current
one, your hit points rem ain at their current value. Sh o c k in g G r a sp
Evocation cantrip
Sh a t t e r
Casting Tim e: 1 action
2nd-level evocation Range: Touch
Casting Tim e: 1 action Components: V, S
Range: 60 feet Duration: Instantaneous
Components: V, S, M (a chip o f m ica)
Lightning springs from your hand to deliver a sh ock to
Duration: Instantaneous
a creature you try to touch. M ake a m elee spell attack
A sudden loud ringin g n oise, painfully intense, erupts against the target. You have advantage on the attack roll
from a point o f your ch oice w ithin range. E ach creature if the target is w earin g arm or m ade o f metal. On a hit,
in a 10-foot-radius sphere centered on that point must the target takes 1d8 lightning dam age, and it ca n ’t take
m ake a Constitution saving throw. A creature takes reaction s until the start o f its next turn.
3d8 thunder dam age on a failed save, or h alf as m uch The spell’s dam age in creases by 1d8 w hen you reach
dam age on a su ccessfu l one. A creature m ade o f 5th level (2d8), 11th level (3d8), and 17th level (4d8).
inorganic m aterial such as stone, crystal, or m etal has
disadvantage on this saving throw. Si l e n c e

A n onm agical object that isn’t bein g w orn or carried 2nd-level illusion (ritual)
also takes the dam age if it’s in the spell's area. Casting Tim e: 1 action
A t H igher L evels. W h en you cast this spell u sing a Range: 120 feet
spell slot o f 3rd level or higher, the dam age in creases by Components: V, S
1d8 for each slot level above 2nd. Duration: Concentration, up to 10 m inutes
For the duration, no sou n d ca n be created w ithin or If the sim u lacru m is dam aged, you can repair it in an
pass through a 20-foot-radius sphere centered on a alch em ical laboratory, u sing rare herbs and m inerals
point you c h o o s e w ithin range. A ny creature or object w orth 100 gp per hit point it regains. T h e sim ulacrum
entirely inside the sphere is im m u ne to thunder dam age, lasts until it d rops to 0 hit points, at w h ich point it
and creatures are deafened w hile entirely inside it. reverts to sn o w and m elts instantly.
Casting a spell that includes a verbal com pon en t is If you cast this spell again, any currently
im possible there. active duplicates you created w ith this spell are
instantly destroyed.
Si l e n t Im a g e

1st-level illusion Sl e e p

Casting Tim e: 1 action 1st-level enchantment


Range: 60 feet Casting Tim e: 1 action
Components: V, S, M (a bit o f fleece) Range: 90 feet
Duration: Concentration, up to 10 m inutes Components: V, S, M (a pinch o f fine sand, ro se petals,
or a cricket)
You create the im age o f an object, a creature, or som e
Duration: 1 minute
other visible p h en om en on that is no larger than a 15-foot
cube. The im age appears at a spot w ithin range and T h is spell sen ds creatures into a m agical slumber.
lasts for the duration. The im age is purely visual; it isn't Roll 5d8; the total is h ow m any hit points o f creatures
a ccom p a n ied by sound, sm ell, or other sen sory effects. this spell can affect. Creatures w ithin 20 feet o f
You can u se your action to cau se the im age to m ove to a point you c h o o s e w ithin range are affected in
any spot w ithin range. A s the im age changes location, a scen din g order o f their current hit points (ignoring
you can alter its appearan ce s o that its m ovem ents u n con sciou s creatures).
appear natural for the im age. F or exam ple, if you create Starting w ith the creature that has the low est current
an im age o f a creature and m ove it, you can alter the hit points, each creature affected by this spell falls
im age so that it appears to be w alking. u n con sciou s until the spell ends, the sleeper takes
P hysical interaction with the im age reveals it to be an dam age, or som eon e u ses an action to shake or slap the
illusion, b eca u se things can pass through it. A creature sleeper awake. Subtract each creatu re’s hit points from
that uses its action to exam ine the im age can determ ine the total b efore m oving on to the creature w ith the next
that it is an illusion w ith a su ccessfu l Intelligence low est hit points. A creatu re’s hit points must b e equal
(Investigation) ch eck against your spell save DC. If a to or less than the rem aining total for that creature
creature discern s the illusion for w hat it is, the creature to b e affected.
can see through the im age. Undead and creatures im m une to being charm ed
aren’t affected by this spell.
Si m u l a c r u m
A t H igher Levels. W h en you cast this spell using a
7th-level illusion sp ell slot o f 2nd level or higher, roll an additional 2d8 for
Casting Tim e: 12 hours each slot level above 1st.
Range: Touch
Sl e e t St o r m
Components: V, S, M (sn ow or ice in quantities
sufficient to m ade a life-size cop y o f the duplicated 3rd-level conjuration
creature; so m e hair, fingernail clippings, or other Casting Tim e: 1 action
p iece o f that creatu re’s b od y p laced inside the sn ow Range: 150 feet
or ice; and p ow dered ruby w orth 1,500 gp, sprinkled Components: V, S, M (a pinch o f dust and a few
over the duplicate and con su m ed by the spell) d rops o f water)
Duration: Until dispelled Duration: C oncentration, up to 1 m inute

You shape an illusory duplicate o f on e beast or Until the spell ends, freezin g rain and sleet fall in a
hum anoid that is w ithin range for the entire casting 20-foot-tall cylinder w ith a 40 -foot radius centered on
tim e o f the spell. T h e duplicate is a creature, partially a point you c h o o s e w ithin range. The area is heavily
real and form ed from ice or snow, and it can take obscu red, and e x p osed flam es in the area are dou sed.
actions and oth erw ise be affected as a n orm al creature. T h e grou nd in the area is covered w ith slick ice,
It appears to b e the sam e as the original, but it has half m aking it difficult terrain. W h en a creature enters the
the creatu re’s hit point m axim u m and is form ed without sp ell’s area for the first tim e on a turn or starts its turn
any equipm ent. O therw ise, the illusion u ses all the there, it m ust m ake a D exterity saving throw. On a failed
statistics o f the creature it duplicates. save, it falls prone.
The sim u lacru m is friendly to you and creatures you If a creature is concentratin g in the sp ell’s area, the
designate. It obeys your sp oken com m a n d s, m oving creature must m ake a su ccessfu l Constitution saving
and acting in a ccord a n ce with your w ish es and acting th row against your spell save D C or lose concentration.
on your turn in com bat. The sim ulacrum lacks the
ability to learn or b e c o m e m ore pow erful, s o it never
in creases its level or other abilities, nor can it regain
expen ded spell slots.
Sl o w m outh and can ’t be undead. T he spell fails if the corp se
3rd-level transmutation w as the target o f this spell w ithin the last 10 days.
Until the spell ends, you can ask the c orp se up to five
Casting Tim e: 1 action
questions. The co rp s e k n ow s only what it kn ew in life,
Range: 120 feet
including the languages it knew. A n sw ers are usually
Components: V, S, M (a drop o f m olasses)
brief, cryptic, or repetitive, and the c orp se is under no
Duration: Concentration, up to 1 minute
com pu lsion to offer a truthful answ er if you are hostile
You alter time around up to six creatures o f your to it or it recog n izes you as an enemy. This spell d oesn ’t
ch oice in a 40 -foot cu b e w ithin range. E ach target must return the creature’s sou l to its body, only its anim ating
su cceed on a W isd om saving th row or be affected by spirit. Thus, the c orp se can ’t learn new inform ation,
this spell for the duration. d oesn ’t com prehen d anything that has h appened since it
A n affected target’s sp eed is halved, it takes a - 2 died, and ca n ’t speculate about future events.
penalty to AC and D exterity saving throw s, and it ca n ’t
use reactions. On its turn, it can u se either an action or Sp e a k w it h Pl a n t s
a bon u s action, not both. R eg ardless o f the creatu re’s 3rd-level transmutation
abilities or m agic items, it can ’t m ake m ore than one Casting Time: 1 action
m elee or ranged attack during its turn. Range: S e lf (30-foot radius)
If the creature attem pts to cast a spell w ith a casting Components: V, S
tim e o f 1 action, roll a d20. On an 11 or higher, the spell Duration: 10 m inutes
d oesn ’t take effect until the creatu re’s next turn, and the
creature m ust use its action on that turn to com plete the You im bue plants w ithin 30 feet o f you with lim ited
spell. If it ca n ’t, the spell is w asted. sen tience and anim ation, giving them the ability
A creature affected by this spell m akes another to com m u n icate w ith you and follow your sim ple
W isd om saving throw at the end o f its turn. On a com m a n d s. You can question plants about events in the
su ccessfu l save, the effect ends for it. sp ell’s area w ithin the past day, gaining inform ation
about creatu res that have passed, weather, and other
Sp a r e t h e D y in g circu m stan ces.
Necrom ancy cantrip You can also turn difficult terrain cau sed by plant
grow th (such as thickets and undergrow th) into ordinary
Casting Tim e: 1 action
terrain that lasts for the duration. Or you can turn
Range: Touch
ordinary terrain w here plants are present into difficult
Components: V, S
terrain that lasts for the duration, causing v ines and
Duration: Instantaneous
bran ch es to hinder pursuers, for exam ple.
Y ou touch a living creature that has 0 hit points. The Plants m ight be able to perform other tasks on your
creature b e c o m e s stable. This spell has no effect on behalf, at the D M ’s discretion. The spell d oesn ’t enable
undead or constructs. plants to uproot them selves and m ove about, but they
can freely m ove branches, tendrils, and stalks.
Sp e a k w it h A n im a l s
If a plant creature is in the area, you can com m u n icate
1st-level divination (ritual) with it as if you shared a co m m o n language, but you
Casting Tim e: 1 action gain no m agical ability to influence it.
Range: S e lf T h is spell can cau se the plants created by the entangle
Components: V, S spell to release a restrained creature.
Duration: 10 m inutes
Sp i d e r C l im b
You gain the ability to com preh en d and verbally
2nd-level transmutation
com m u n icate with beasts for the duration. T h e
kn ow led ge and aw aren ess o f m any beasts is limited Casting Time: 1 action
by their intelligence, but at m inim um , beasts can Range: Touch
give you inform ation about nearby locations and Components: V, S, M (a drop o f bitum en and a spider)
m onsters, including w hatever they can perceive or have Duration: C oncentration, up to 1 hour
p erceived w ithin the past day. You might be able to Until the spell ends, one w illing creature you touch
persu ade a beast to perform a sm all favor for you, at the gains the ability to m ove up, dow n, and a cross vertical
D M ’s discretion. su rfaces and upside dow n along ceilin gs, w hile leaving
its hands free. The target also gains a clim bin g sp eed
Sp e a k w it h D e a d
equal to its w alking speed.
3rd-level necromancy
Casting Tim e: 1 action Sp i k e G r o w t h

Range: 10 feet 2nd-level transmutation


Components: V, S, M (burning incense) Casting Tim e: 1 action
Duration: 10 m inutes Range: 150 feet
You grant the sem bla n ce o f life and intelligence to a Components: V, S, M (seven sharp thorns or seven
c orp se o f your ch oice w ithin range, allow ing it to answ er sm all tw igs, each sh arpen ed to a point)
the questions you p ose. T h e co rp s e must still have a Duration: C oncentration, up to 10 m inutes
T he ground in a 20 -foot radius centered on a point St a g g e r in g Sm it e
within range tw ists and sprouts hard spik es and thorns. 4th-level evocation
T h e area b e c o m e s difficult terrain for the duration.
Casting Time: 1 bon u s action
W h en a creature m oves into or w ithin the area, it takes
Range: S e lf
2d4 piercing dam age for every 5 feet it travels.
Components: V
The transform ation o f the grou nd is cam ou flaged to
Duration: Concentration, up to 1 m inute
look natural. Any creature that ca n ’t see the area at the
tim e the spell is cast m ust m ake a W isd om (P erception ) The next tim e you hit a creature with a m elee w eapon
ch eck against your spell save D C to r ecog n ize the attack during this sp ell’s duration, your w eap on pierces
terrain as hazardou s before entering it. both b od y and mind, and the attack deals an extra
4d 6 psych ic dam age to the target. The target must
Sp ir it G u a r d ia n s m ake a W isd om saving throw. On a failed save, it has
3rd-level conjuration disadvantage on attack rolls and ability ch eck s, and
Casting Tim e: 1 action can't take reactions, until the end o f its next turn.
Range: S e lf (15-foot radius)
St in k in g Cl o u d
Components: V, S, M (a holy sym bol)
3rd-level conjuration
Duration: C oncentration, up to 10 m inutes
Casting Time: 1 action
You call forth spirits to protect you. They flit around you
Range: 9 0 feet
to a distance o f 15 feet for the duration. If you are g ood
Components: V, S, M (a rotten egg or several skunk
or neutral, their spectral form appears angelic or fey
cabbage leaves)
(your choice). If you are evil, they appear fiendish.
Duration: Concentration, up to 1 m inute
W h en you cast this spell, you can designate any
n um ber o f creatures you can see to be unaffected by it. You create a 20-foot-radius sphere o f yellow, nauseating
A n affected creatu re’s sp eed is halved in the area, and gas centered on a point w ithin range. The cloud spreads
w hen the creature enters the area for the first time on around corn ers, and its area is heavily obscu red . The
a turn or starts its turn there, it m ust m ake a W isdom cloud lingers in the air for the duration.
saving throw. On a failed save, the creature takes 3d8 Each creature that is com pletely w ithin the cloud at
radiant dam age (if you are g o o d or neutral) or 3d8 the start o f its turn m ust m ake a Constitution saving
n ecrotic dam age (if you are evil). On a su ccessfu l save, throw against p oison . On a failed save, the creature
the creature takes h alf as m uch dam age. sp ends its action that turn retching and reeling.
A t H igher Levels. W h en you cast this spell using a Creatures that d on ’t need to breathe or are im m une to
spell slot o f 4th level or higher, the dam age in creases by p oison autom atically su cce e d on this saving throw.
1d8 for each slot level above 3rd. A m oderate w ind (at least 10 m iles per hour) d isperses
the cloud after 4 rounds. A stron g w ind (at least 20
Sp ir it u a l W e a po n m iles per hour) disp erses it after 1 round.
2nd-level evocation
St o n e Sh a pe
Casting Tim e: 1 bon u s action
4th-level transmutation
Range: 60 feet
Components: V, S Casting Time: 1 action
Duration: 1 m inute Range: Touch
Components: V, S, M (soft clay, w hich m ust be w orked
Y ou create a floating, spectral w eap on w ithin range that
into roughly the desired sh ape o f the stone object)
lasts for the duration or until you cast this spell again.
Duration: Instantaneous
W h en you cast the spell, you can m ake a m elee spell
attack against a creature w ithin 5 feet o f the w eapon. On You touch a stone ob ject o f M edium size or sm aller or
a hit, the target takes force dam age equal to 1d8 + your a section o f stone n o m ore than 5 feet in any dim ension
spellcastin g ability m odifier. and form it into any shape that suits your p u rpose. So,
A s a bon u s action on your turn, you can m ove the for exam ple, you cou ld shape a large ro ck into a w eapon,
w eap on up to 20 feet and repeat the attack against a idol, or coffer, or m ake a sm all pa ssage through a wall,
creature w ithin 5 feet o f it. as lon g as the w all is less than 5 feet thick. You cou ld
T he w eap on can take w hatever form you ch oose. also shape a stone d o o r or its fram e to sea l the d oor
C lerics o f deities w h o are a ssocia ted with a particular shut. The object you create can have up to tw o hinges
w eap on (as St. Cuthbert is k n ow n for his m ace and a latch, but finer m ech an ica l detail isn’t possible.
and T h or for his ham m er) m ake this sp ell’s effect
resem ble that w eapon. St o n e s k in

A t H igher Levels. W h en you cast this spell using a 4th-level abjuration


spell slot o f 3rd level or higher, the dam age in crea ses by Casting Tim e: 1 action
1d8 for every tw o slot levels above the 2nd. Range: Touch
Components: V, S, M (diam ond dust w orth 100 gp,
w hich the spell con su m es)
Duration: Concentration, up to 1 hour
Th is spell turns the flesh o f a w illing creature you touch The target must m ake a W isd om saving throw. O n a
as hard as stone. Until the spell ends, the target has failed save, it pu rsues the co u rse o f action you d escribed
resistan ce to n onm agical bludgeoning, piercing, and to the best o f its ability. T h e su ggested cou rse o f action
slashing dam age. can continue for the entire duration. If the suggested
activity can be com pleted in a shorter time, the spell
St o r m o f V e n g e a n c e
ends w hen the subject finishes w hat it w as asked to do.
9th-level conjuration You can also sp ecify condition s that w ill trigger a
Casting Tim e: 1 action sp ecia l activity during the duration. For exam ple, you
Range: Sight m ight suggest that a knight give her w arhorse to the
Components: V, S first beggar she m eets. If the condition isn’t m et before
Duration: C oncentration, up to 1 minute the spell expires, the activity isn’t perform ed.
If you or any o f your com p a n ion s dam age the target,
A churning storm cloud form s, centered on a point you
the spell ends.
can see and spreadin g to a radius o f 3 6 0 feet. Lightning
flashes in the area, thunder b oom s, and strong w in ds Su n b e a m
roar. Each creature under the cloud (no m ore than 5,0 0 0
6th-level evocation
feet beneath the cloud) w hen it appears must m ake a
Casting Time: 1 action
C onstitution saving throw. On a failed save, a creature
Range: S e lf (60-foot line)
takes 2d 6 thunder dam age and b e c o m e s deafened
Components: V, S, M (a m agnifying glass)
for 5 m inutes.
Duration: Concentration, up to 1 minute
Each round you m aintain concentration on this spell,
the storm p rod u ces additional effects on your turn. A b ea m o f brilliant light flashes out from your hand
Round 2. A cidic rain falls from the cloud. in a 5-foot-wide, 60-foot-lon g line. E ach creature in
E ach creature and object under the cloud takes the line m ust m ake a Constitution saving throw. On a
1d6 acid dam age. failed save, a creature takes 6d8 radiant dam age and
R ound 3. You call six bolts o f lightning from the is blinded until your next turn. On a su ccessfu l save,
clou d to strike six creatu res or objects o f your ch oice it takes h alf as m uch dam age and isn’t blinded by this
beneath the cloud. A given creature or object ca n ’t be spell. U ndead and o o z e s have disadvantage on this
struck by m ore than on e bolt. A struck creature must saving throw.
m ake a Dexterity saving throw. T h e creature takes You can create a n ew line o f radiance as your action
10d6 lightning dam age on a failed save, or h alf as m uch on any turn until the spell ends.
dam age on a su ccessfu l one. F or the duration, a m ote o f brilliant radiance sh in es in
Round 4. H ailstones rain dow n from the your hand. It sheds bright light in a 30 -foot radius and
cloud. E ach creature under the cloud takes 2d6 dim light for an additional 30 feet. T his light is sunlight.
bludgeon ing dam age.
R ound 5 -1 0 . G usts and freezin g rain assail the Su n b u r s t

area under the cloud. T h e area b e c o m e s difficult 8th-level evocation


terrain and is heavily ob scu red. E ach creature there Casting Tim e: 1 action
takes 1d6 cold dam age. R an ged w eap on attacks in Range: 150 feet
the area are im possible. T h e w in d and rain coun t as Components: V, S, M (fire and a p iece o f sunstone)
a severe distraction for the p u rp oses o f m aintaining Duration: Instantaneous
concentration on spells. Finally, gusts o f stron g w ind
Brilliant sunlight flashes in a 60 -foot radius centered
(ranging from 20 to 50 m iles per hour) autom atically
on a point you c h o o s e w ithin range. E ach creature in
disp erse fog, m ists, and sim ilar ph enom ena in the area,
that light m ust m ake a Constitution saving throw. O n a
w hether m undane or m agical.
failed save, a creature takes 12d6 radiant dam age and is
Su g g e s t io n blinded for 1 minute. On a su ccessfu l save, it takes h alf
2nd-level enchantment as m uch dam age and isn’t blinded by this spell. U ndead
and o o z e s have disadvantage on this saving throw.
Casting Tim e: 1 action
A creature blinded by this spell m akes another
Range: 30 feet
C onstitution saving th row at the end o f each o f its turns.
Components: V, M (a sn ake’s tongue and either a bit o f
On a su ccessfu l save, it is no longer blinded.
h on eycom b or a drop o f sw eet oil)
This spell dispels any darkn ess in its area that w as
Duration: C oncentration, up to 8 hours
created by a spell.
You suggest a co u rse o f activity (lim ited to a sentence
or tw o) and m agically influence a creature you can Sw if t Q u iv e r

s ee w ithin range that can hear and understand you. 5th-level transmutation
C reatures that ca n ’t be charm ed are im m une to this Casting Time: 1 bon u s action
effect. T he su ggestion must be w ord ed in such a m anner Range: Touch
as to m ake the co u rse o f action sou n d reasonable. Components: V, S, M (a quiver contain in g at least one
A skin g the creature to stab itself, th row itself onto p iece o f am m unition)
a spear, im m olate itself, or d o so m e other obviously Duration: C oncentration, up to 1 minute
harm ful act en ds the spell.
You transm ute your quiver so it p rod u ces an en dless it is incapable o f m eaningful com m u n ica tion and has
supply o f n onm agical am m unition, w hich seem s to leap disadvantage on attack rolls and ability checks.
into your hand w hen you reach for it. Fear. E ach target m ust m ake a W isd om saving th row
On each o f your turns until the spell ends, you can use and b e c o m e s frightened for 1 minute on a failed save.
a bon u s action to m ake tw o attacks w ith a w eap on that W h ile frightened, the target d rops w hatever it is holding
u ses am m unition from the quiver. E ach tim e you m ake and must m ove at least 30 feet away from the glyph on
such a ranged attack, your quiver m agically replaces each o f its turns, if able.
the p iece o f am m unition you u sed with a sim ilar piece H opelessn ess. E ach target m ust m ake a C harism a
o f n onm agical am m unition. Any p ieces o f am m unition saving throw. On a failed save, the target is
created by this spell disintegrate w hen the spell ends. If overw helm ed with despair for 1 minute. D uring this
the quiver leaves your p ossession , the spell ends. time, it c a n ’t attack o r target any creature w ith harm ful
abilities, spells, or other m agical effects.
Sy m b o l Insanity. Each target must m ake an Intelligence saving
7th-level abjuration throw. On a failed save, the target is driven insane for
Casting Tim e: 1 m inute 1 minute. A n insane creature ca n ’t take actions, can't
Range: Touch understand what other creatures say, can ’t read, and
Components: V, S, M (mercury, ph osph orus, and speaks only in gibberish. The DM con trols its m ovem ent,
p ow d ered diam on d and opal with a total value o f at w hich is erratic.
least 1,000 gp, w hich the spell con su m es) Pain. Each target m ust m ake a Constitution saving
Duration: Until dispelled or triggered th row and b e c o m e s incapacitated with excruciating pain
for 1 minute on a failed save.
W h en you cast this spell, you in scribe a harm ful glyph
Sleep. Each target m ust m ake a W isd om saving throw
either on a su rface (such as a section o f floor, a w all, or
and falls u n con sciou s for 10 m inutes on a failed save. A
a table) or w ithin an ob ject that can be closed to con cea l
creature aw akens if it takes dam age or if som eon e u ses
the glyph (such as a book, a scroll, or a treasure chest).
an action to shake or slap it awake.
If you c h o o s e a surface, the glyph can cover an area o f
Stunning. Each target must m ake a W isd om saving
the su rface no larger than 10 feet in diameter. If you
throw and b e com es stunned for 1 minute on a failed save.
c h o o s e an object, that object must rem ain in its place; if
the object is m oved m ore than 10 feet from w here you Ta s h a ’s H id e o u s La u g h t e r
cast this spell, the glyph is broken, and the spell ends 1st-level enchantment
without bein g triggered.
Casting Tim e: 1 action
The glyph is nearly invisible, requiring an Intelligence
Range: 30 feet
(Investigation) ch eck against your spell save
Components: V, S, M (tiny tarts and a feather that is
D C to find it.
w aved in the air)
You d ecide w hat triggers the glyph w hen you cast the
Duration: C oncentration, up to 1 m inute
spell. F or glyphs in scribed on a surface, the m ost typical
triggers include touching or stepping on the glyph, A creature o f your ch oice that you can see w ithin range
rem oving another object coverin g it, approach in g w ithin perceives everything as hilariously funny and falls
a certain distance o f it, or m anipulating the object into fits o f laughter if this spell affects it. The target
that holds it. For glyphs in scribed w ithin an object, must su cceed on a W isd om saving th row o r fall prone,
the m ost com m on triggers are open in g the object, b ecom in g incapacitated and unable to stand up for the
approaching w ithin a certain distance o f it, or seein g or duration. A creature w ith an Intelligence sco re o f 4 or
reading the glyph. less isn’t affected.
You can further refine the trigger so the spell is At the end o f each o f its turns, and each tim e it takes
activated only under certain circu m sta n ces or a ccord in g dam age, the target can m ake another W isd om saving
to a creatu re’s physical characteristics (such as height throw. The target has advantage on the saving th row if
or weight), or physical kind (for exam ple, the w ard could it’s triggered by dam age. On a su ccess, the spell ends.
b e set to affect hags or shapechangers). You can also
sp ecify creatures that don ’t trigger the glyph, such as T e l e k in e s is

th ose w h o say a certain passw ord. 5th-level transmutation


W h en you in scribe the glyph, c h o o s e one o f the Casting Tim e: 1 action
options b elow for its effect. O nce triggered, the glyph Range: 6 0 feet
glow s, filling a 60-foot-radius sphere with dim light Components: V, S
for 10 minutes, after w hich tim e the spell ends. Each Duration: Concentration, up to 10 m inutes
creature in the sphere w hen the glyph activates is
You gain the ability to m ove or m anipulate creatures
targeted by its effect, as is a creature that enters the
or objects by thought. W h en you cast the spell, and as
sphere for the first time on a turn or ends its turn there.
your action each round for the duration, you can exert
Death. E ach target must m ake a Constitution saving
your w ill on on e creature or object that you can see
throw, taking 10d 10 n ecrotic dam age on a failed save, or
w ithin range, causing the appropriate effect below . You
h alf as m uch dam age on a su ccessfu l save.
can affect the sam e target round after round, or ch o o s e
D iscord. E ach target m ust m ake a Constitution saving
a n ew one at any time. If you sw itch targets, the prior
throw. On a failed save, a target bickers and argues
target is no longer affected by the spell.
w ith other creatu res for 1 minute. D uring this time,
Creature. You can try to m ove a H uge or sm aller you. Your fam iliarity w ith the destination determ ines
creature. M ake an ability ch eck with your spellcastin g w hether you arrive there su ccessfu lly. T h e DM rolls
ability con tested by the creatu re’s Strength check. If d 100 and consults the table.
you w in the contest, you m ove the creature up to 30 feet
in any direction, including upward but not beyon d the Similar O ff On
range o f this spell. Until the end o f your next turn, the Familiarity Mishap Area Target Target
creature is restrained in your telekinetic grip. A creature Permanent circle — — — 01-100
lifted upward is su sp ended in mid-air. Associated object — — — 01-100
On subsequent rounds, you can use your action to Very familiar 01-05 06-13 14-24 25-100
attempt to maintain your telekinetic grip on the creature Seen casually 01-33 34-43 44-53 54-100
by repeating the contest. Viewed once 01-43 44-53 54-73 74-100
O bject. You can try to m ove an object that w eigh s
Description 01-43 44-53 54-73 74-100
up to 1,000 pou nds. If the object isn’t being w orn or
False destination 01-50 51-100 — —
carried, you autom atically m ove it up to 30 feet in any
direction, but not beyon d the range o f this spell.
If the object is w orn or carried by a creature, you must
Familiarity. “P erm anent circle” m eans a perm anent
teleportation circle w h o s e sigil seq u en ce you know.
m ake an ability ch eck w ith your spellcastin g ability
“A ssociated o b ject” m eans that you p o s s e s s an object
contested by that creatu re’s Strength check. If you
taken from the desired destination w ithin the last six
su cceed , you pull the ob ject away from that creature and
m onths, such as a b o o k from a w iza rd ’s library, bed
can m ove it up to 30 feet in any direction but not beyond
linen from a royal suite, or a chunk o f m arble from a
the range o f this spell.
lich’s secret tom b.
You can exert fine control on objects with your
“Very fam iliar” is a place you have been very often, a
telekinetic grip, such as m anipulating a sim ple tool,
place you have carefully studied, or a place you can see
open in g a d oor or a container, stow ing or retrieving
w hen you cast the spell. “S e e n casu ally” is som ep la ce
an item from an open container, or pou ring the
you have seen m ore than on ce but w ith w h ich you aren’t
contents from a vial.
very familiar. “V iew ed o n ce ” is a place you have seen
Te l e pa t h y on ce, p ossib ly using m agic. “D escription ” is a place
8 th-level evocation w h ose location and appearan ce you k n ow through
som eon e else’s description, perhaps from a map.
Casting Tim e: 1 action
“False destination” is a place that d oesn ’t exist.
Range: Unlim ited
Perhaps you tried to scry an en em y’s sanctu m but
Components: V, S , M (a pair o f linked silver rings)
instead view ed an illusion, or you are attem pting to
Duration: 24 hours
teleport to a fam iliar location that no longer exists.
You create a telepathic link betw een y ou rself and On Target. You and your group (or the target object)
a w illing creature with w hich you are familiar. The appear w here you want to.
creature can be anyw here on the sam e plane of O ff Target. You and your group (or the target object)
existence as you. The spell ends if you or the target are appear a random distance away from the destination
n o longer on the sam e plane. in a random direction. D istan ce off target is 1d10 x
Until the spell ends, you and the target can 1d10 percent o f the distance that w as to be traveled.
instantaneously share w ords, im ages, sou n ds, and For exam ple, if you tried to travel 120 m iles, landed off
other sen sory m essa ges w ith one another through the target, and rolled a 5 and 3 on the tw o d 10s, then you
link, and the target r e co g n iz e s you as the creature it w ould be o ff target by 15 percent, or 18 m iles. The DM
is com m u n ica tin g with. T h e spell enables a creature determ ines the direction o ff target random ly by rollin g a
with an Intelligence sc o r e o f at least 1 to understand d8 and designating 1 as north, 2 as northeast, 3 as east,
the m eaning o f your w ord s and take in the s c o p e o f any and so on around the points o f the com p a ss. If you w ere
sen sory m essa ges you sen d to it. teleporting to a coastal city and w ou n d up 18 m iles out
at sea, you cou ld be in trouble.
T e l e po r t Sim ilar A rea. You and your group (or the target
7th-level conjuration object) w ind up in a different area that’s visually or
Casting Time: 1 action them atically sim ilar to the target area. If you are
Range: 10 feet heading for your h om e laboratory, for exam ple, you
Components: V might w ind up in another w iza rd ’s laboratory or in
Duration: Instantaneous an alch em ical supply sh op that has m any o f the sam e
tools and im plem ents as your laboratory. Generally,
T h is spell instantly transports you and up to eight
you appear in the closest sim ilar place, but sin ce the
w illing creatu res o f your ch oice that you can see w ithin
spell has no range limit, you cou ld conceivably w in d up
range, or a single object that you can see w ithin range,
anyw here on the plane.
to a destination you select. If you target an object, it
Mishap. The sp ell’s unpredictable m agic results in a
must be able to fit entirely inside a 10-foot cube, and it
difficult journey. Each teleporting creature (or the target
ca n ’t be held or carried by an unw illing creature.
object) takes 3 d10 fo rce dam age, and the DM rerolls on
Th e destination you c h o o s e must be kn ow n to you,
and it must be on the sam e plane o f existence as
the table to see w here you w ind up (multiple m ishaps T h a u m a t u r g y
can occu r, dealing dam age each time). Transmutation cantrip

Te l e p o r t a t io n C ir c l e Casting Tim e: 1 action


5th-level conjuration Range: 30 feet
Components: V
Casting Tim e: 1 m inute
Duration: Up to 1 m inute
Range: 10 feet
Components: V, M (rare chalks and inks in fused with You m anifest a m inor w onder, a sign o f supernatural
preciou s gem s w ith 50 gp, w h ich the spell con su m es) pow er, w ithin range. You create on e o f the follow in g
Duration: 1 round m agical effects within range:

A s you cast the spell, you draw a 10-foot-diam eter • Your v oice b o o m s up to three tim es as loud as n orm al
circle on the ground in scribed w ith sigils that link for 1 minute.
your location to a perm anent teleportation circle of • You cau se flam es to flicker, brighten, dim , or change
your ch oice w h o s e sigil seq u en ce you k n ow and that is color for 1 minute.
on the sa m e plane o f existence as you. A sh im m ering • You cau se h arm less trem ors in the grou nd for 1
portal op en s w ithin the circle you drew and rem ains minute.
op en until the end o f your next turn. Any creature that • You create an instantaneous sou n d that originates
enters the portal instantly appears w ithin 5 feet o f the from a point o f your ch oice w ithin range, such as a
destination circle or in the nearest u n occu pied sp ace if rum ble o f thunder, the cry o f a raven, or om in ou s
that sp ace is occu pied. w hispers.
M any m ajor tem ples, guilds, and other im portant • You instantaneously cau se an u n lock ed d oor or w in
p la ces have perm anent teleportation circles in scribed dow to fly open or slam shut.
som ew h ere w ithin their con fin es. E ach such circle • You alter the appearan ce o f your eyes for 1 minute.
includes a unique sigil seq u en ce—a string o f m agical If you cast this spell multiple tim es, you can have up to
run es arranged in a particular pattern. W h en you first three o f its 1-minute effects active at a tim e, and you can
gain the ability to cast this spell, you learn the sigil dism iss such an effect as an action.
seq u en ces for tw o destinations on the M aterial Plane,
determ ined by the DM. You can learn additional sigil T h o r n W h ip
seq u en ces during your adventures. You can com m it Transmutation cantrip
a n ew sigil seq u en ce to m em ory after studying it Casting Tim e: 1 action
for 1 minute.
Range: 30 feet
You can create a perm anent teleportation circle by
Components: V, S, M (the stem o f a plant w ith thorns)
casting this spell in the sam e location every day for one
Duration: Instantaneous
year. You n eed not use the circle to teleport w hen you
cast the spell in this way. You create a long, vine-like w hip covered in thorns that
lashes out at your com m a n d tow ard a creature in range.
T e n s e r ’s Fl o a t in g D is k M ake a m elee spell attack against the target. If the
1st-level conjuration (ritual) attack hits, the creature takes 1d6 piercing dam age, and
if the creature is Large or sm aller, you pull the creature
Casting Time: 1 action
up to 10 feet closer to you.
Range: 3 0 feet
T h is sp ell’s dam age in creases by 1d6 w h en you reach
Components: V, S, M (a drop o f m ercury)
5th level (2d6), 11th level (3d6), and 17th level (4d6).
Duration: 1 hour

T h is spell creates a circular, h orizontal plane o f force, T h u n d e r o u s Sm it e


3 feet in diam eter and 1 inch thick, that floats 3 feet 1st-level evocation
above the ground in an u n occu p ied sp ace o f your ch oice Casting Tim e: 1 bon u s action
that you can see w ithin range. T h e disk rem ains for the Range: S e lf
duration, and can hold up to 5 0 0 pou nds. If m ore w eight
Components: V
is placed on it, the spell ends, and everything on the disk
Duration: Concentration, up to 1 minute
falls to the ground.
The disk is im m obile w hile you are w ithin 20 feet o f T h e first tim e you hit w ith a m elee w eap on attack
it. If you m ove m ore than 20 feet away from it, the disk during this spell’s duration, your w ea p on rings with
follow s you so that it rem ains w ithin 20 feet o f you. It thunder that is audible w ithin 3 0 0 feet o f you, and the
can m ove a cro ss uneven terrain, up or dow n stairs, attack d eals an extra 2d6 thunder dam age to the target.
slop es and the like, but it ca n ’t c ro s s an elevation change Additionally, if the target is a creature, it m ust su cceed
o f 10 feet or m ore. F or exam ple, the disk ca n ’t m ove on a Strength saving th row or be pu sh ed 10 feet away
a cross a 10-foot-deep pit, nor cou ld it leave such a pit if it from you and kn ock ed prone.
w as created at the bottom .
T h u n d e r w a v e
If you m ove m ore than 100 feet from the disk (typically
1st-level evocation
b eca u se it ca n ’t m ove around an obstacle to follow you),
the spell ends. Casting Tim e: 1 action
Range: S e lf (15-foot cube)
Components: V, S T r e e St r id e
Duration: Instantaneous 5th-level conjuration
A w ave o f thunderous force sw eep s out from you. Each Casting Tim e: 1 action
creature in a 15-foot cu b e originating from you must Range: S elf
m ake a Constitution saving throw. On a failed save, a Components: V, S
creature takes 2d8 thunder dam age and is pu sh ed 10 Duration: Concentration, up to 1 minute
feet away from you. On a su ccessfu l save, the creature
You gain the ability to enter a tree and m ove from inside
takes h alf as m uch dam age and isn’t pushed.
it to inside another tree o f the sa m e kind w ithin 500
In addition, u n secu red ob jects that are com pletely
feet. Both trees must be living and at least the sam e size
w ithin the area o f effect are autom atically p u sh ed 10 feet
as you. You m ust use 5 feet o f m ovem ent to enter a tree.
away from you by the sp ell’s effect, and the spell em its a
You instantly k n ow the location o f all other trees o f the
thunderous b o o m audible out to 3 0 0 feet.
sam e kind w ithin 5 0 0 feet and, as part o f the m ove u sed
A t H igher Levels. W h en you cast this spell using a
to enter the tree, can either pass into on e o f th ose trees
spell slot o f 2nd level or higher, the dam age in creases by
or step out o f the tree y ou ’re in. You appear in a spot o f
1d8 for each slot level above 1st.
your ch oice w ithin 5 feet o f the destination tree, using
T im e St o p
another 5 feet o f m ovem ent. If you have no m ovem ent
left, you appear w ithin 5 feet o f the tree you entered.
9th-level transmutation
You can u se this transportation ability on ce per round
Casting Tim e: 1 action for the duration. You m ust end each turn outside a tree.
Range: S elf
Components: V T r u e Po l y m o r ph
Duration: Instantaneous 9th-level transmutation
You briefly stop the flow o f tim e for everyone but Casting Tim e: 1 action
yourself. N o tim e p a sses for other creatures, w hile you Range: 30 feet
take 1d4 + 1 turns in a row, during w hich you ca n use Components: V, S, M (a drop o f m ercury, a dollop o f
actions and m ove as norm al. gum arabic, and a w isp o f sm oke)
This spell ends if on e o f the actions you u se during Duration: Concentration, up to 1 hour
this period, or any effects that you create during this
C h oose on e creature or n onm agical object that you
period, affects a creature other than you or an object
can see w ithin range. You transform the creature into
being w orn or carried by som eon e other than you. In
a different creature, the creature into an object, or the
addition, the spell ends if you m ove to a place m ore than
object into a creature (the object must be neither w orn
1,0 00 feet from the location w here you cast it.
nor carried by another creature). T h e transform ation
To n g u e s
lasts for the duration, or until the target d rops to 0 hit
points or dies. If you concentrate on this spell for the full
3rd-level divination
duration, the transform ation b e c o m e s perm anent.
Casting Tim e: 1 action Sh a pech an gers aren’t affected by this spell. An
Range: Touch unw illing creature can m ake a W isd om saving throw,
Components: V, M (a sm all clay m od el o f a ziggurat) and if it su cceed s, it isn’t affected by this spell.
Duration: 1 hour C reature into Creature. If you turn a creature into
T h is spell grants the creature you touch the ability to another kind o f creature, the new form can be any kind
understand any spoken language it hears. M oreover, you c h o o s e w h ose challen ge rating is equal to or less
w hen the target speaks, any creature that k n ow s at than the target’s (or its level, if the target d oesn ’t have a
least one language and can hear the target understands challen ge rating). The target’s gam e statistics, including
what it says. mental ability s cores, are replaced by the statistics o f
the n ew form . It retains its alignm ent and personality.
T r a n s po r t v ia Pl a n t s The target a ssu m es the hit points o f its n ew form ,
6 th-level conjuration and w hen it reverts to its norm al form , the creature
Casting Tim e: 1 action returns to the num ber o f hit points it had before it
Range: 10 feet transform ed. If it reverts as a result o f droppin g to
Components: V, S 0 hit points, any ex cess dam age carries over to its
Duration: 1 round n orm al form . A s long as the ex ce s s dam age d oesn ’t
reduce the creatu re’s n orm al form to 0 hit points, it isn’t
This spell creates a m agical link betw een a Large or kn ock ed u n con sciou s.
larger inanim ate plant w ithin range and another plant, Th e creature is lim ited in the actions it can perform by
at any distance, on the sa m e plane o f existence. You the nature o f its n ew form , and it ca n ’t speak, cast spells,
m ust have seen or tou ched the destination plant at least or take any other action that requ ires hands or sp eech
o n ce before. For the duration, any creature can step into unless its n ew form is capable o f such actions.
the target plant and exit from the destination plant by Th e target’s gear m elds into the new form . The
using 5 feet o f m ovem ent. creature ca n ’t activate, use, w ield, or oth erw ise benefit
from any o f its equipm ent.
O bject into Creature. You can turn an ob ject into target’s defen ses. On your next turn, you gain advantage
any kind o f creature, as long as the creatu re’s size on your first attack roll against the target, provided that
is no larger than the o b ject’s size and the creatu re’s this spell hasn ’t ended.
challen ge rating is 9 or lower. T h e creature is friendly to
you and your com pa n ion s. It acts on each o f your turns. T s u n a m i

You d ecide what action it takes and h ow it m oves. The 8 th-level conjuration
DM has the creatu re’s statistics and resolves all o f its Casting Tim e: 1 m inute
actions and m ovem ent. Range: Sight
If the spell b e c o m e s perm anent, you no longer control Components: V, S
the creature. It m ight rem ain friendly to you, depen din g Duration: Concentration, up to 6 rounds
on h ow you have treated it.
A w all o f w ater springs into existence at a point you
C reature into O bject. If you turn a creature into an
c h o o s e w ithin range. You can m ake the w all up to 3 0 0
object, it transform s along with w hatever it is w earin g
feet long, 3 0 0 feet high, and 50 feet thick. The w all lasts
and carryin g into that form . The creatu re’s statistics
for the duration.
b e c o m e th ose o f the object, and the creature has no
W h en the w all appears, each creature w ithin its area
m em ory o f tim e spent in this form , after the spell ends
must m ake a Strength saving throw. O n a failed save,
and it returns to its n orm al form .
a creature takes 6 d10 bludgeon ing dam age, or h alf as
T r u e R e s u r r e c t io n m uch dam age on a su ccessfu l save.
9th-level necrom ancy At the start o f each o f your turns after the w all
appears, the w all, along w ith any creatu res in it, m oves
Casting Tim e: 1 hour
50 feet away from you. A ny H uge or sm aller creature
Range: Touch
inside the w all or w h ose sp ace the w all enters w hen
Components: V, S, M (a sprin kle o f holy water and
it m oves m ust su cceed on a Strength saving th row or
dia m on ds w orth at least 2 5 ,0 0 0 gp, w hich the
take 5 d10 bludgeon ing dam age. A creature can take
spell con su m es)
this dam age only on ce per round. At the end o f the turn,
Duration: Instantaneous
the w all’s height is reduced by 50 feet, and the dam age
You touch a creature that has been dead for no longer creatures take from the spell on subsequent roun ds is
than 2 0 0 y ears and that died for any reason except reduced by 1d10. W h en the w all reach es 0 feet in height,
old age. If the creatu re’s sou l is free and w illing, the the spell ends.
creature is restored to life w ith all its hit points. A creature caught in the w all can m ove by sw im m ing.
This spell c lo se s all w oun ds, neutralizes any poison, B ecau se o f the force o f the wave, though, the creature
cu res all d iseases, and lifts any cu rses affecting the m ust m ake a su ccessfu l Strength (Athletics) ch eck
creatu re w hen it died. T h e spell replaces dam aged or against your spell save D C in order to m ove at all. If it
m issin g organs and lim bs. fails the check, it ca n ’t m ove. A creature that m oves out
T h e spell can even provide a n ew b od y if the original o f the area falls to the ground.
no longer exists, in w h ich ca se you m ust sp eak the
creatu re’s nam e. The creature then appears in an U n se e n Se r v a n t

u n occu p ied sp ace you c h o o s e w ithin 10 feet o f you. 1st-level conjuration (ritual)
Casting Time: 1 action
T r u e Se e in g
Range: 60 feet
6 th-level divination
Components: V, S, M (a p iece o f string and
Casting Tim e: 1 action a bit o f w o o d )
Range: Touch Duration: 1 hour
Components: V, S, M (an ointm ent for the eyes that
T his sp ell creates an invisible, m indless, shap eless
co sts 25 gp; is m ade from m u sh room pow der, saffron,
force that perform s sim ple tasks at your com m a n d until
and fat; and is con su m ed by the spell)
the spell ends. The servant springs into existen ce in an
Duration: 1 hour
u n occu p ied sp ace on the ground w ithin range. It has AC
T h is spell gives the w illing creature you touch the ability 10, 1 hit point, and a Strength o f 2, and it c a n ’t attack. If
to see things as they actually are. For the duration, the it d rop s to 0 hit points, the spell ends.
creature has truesight, n otices secret d oors hidden by O nce on each o f your turns as a bon u s action, you can
m agic, and can see into the E thereal Plane, all out to a m entally c om m a n d the servant to m ove up to 15 feet and
range o f 120 feet. interact w ith an object. T h e servant can perform sim ple
tasks that a hum an servant cou ld do, such as fetching
T r u e St r ik e things, cleaning, m ending, folding clothes, lighting
Divination cantrip fires, serving food , and pou rin g w ine. O nce you give the
Casting Time: 1 action com m a n d , the servant perform s the task to the best o f
Range: 3 0 feet its ability until it com pletes the task, then w aits for your
Components: S next com m and .
Duration: Concentration, up to 1 round If you com m a n d the servant to perform a task that
w ou ld m ove it m ore than 60 feet away from you,
You extend your hand and point a finger at a target in
the spell ends.
range. Your m agic grants you a brief insight into the
Va m p ir ic To u c h Wa l l o f Fo r c e
3rd-level necromancy 5th-level evocation
Casting Tim e: 1 action Casting Time: 1 action
Range: S elf Range: 120 feet
Components: V, S Components: V, S, M (a pinch o f p ow d er m ade by
Duration: Concentration, up to 1 m inute cru sh in g a clear gem stone)
Duration: Concentration, up to 10 m inutes
T he touch o f your shadow -w reathed hand can siphon life
force from others to heal your w oun ds. M ake a m elee A n invisible w all o f force springs into existence at a
spell attack against a creature w ithin y ou r reach. On point you c h o o s e w ithin range. The w all appears in
a hit, the target takes 3d 6 n ecrotic dam age, and you any orientation you ch o o s e , as a h orizontal or vertical
regain hit points equal to h alf the am ount o f n ecrotic barrier or at an angle. It can be free floating or resting
d am age dealt. Until the spell ends, you can m ake the on a solid surface. You can form it into a h em ispherical
attack again on each o f your turns as an action. dom e or a sphere with a radius o f up to 10 feet, or you
A t H igher L evels. W h en you cast this spell usin g a can shape a flat su rface m ade up o f ten 10-foot-by-
spell slot o f 4th level or higher, the dam age in creases by 10-foot panels. E ach panel must b e contigu ou s w ith
1d6 for each slot level above 3rd. another panel. In any form , the w all is 1/4 inch thick.
It lasts for the duration. If the w all cuts through a
V ic io u s M o c k e r y creatu re’s sp ace w hen it appears, the creature is pushed
Enchantment cantrip to on e side o f the w all (your ch oice w h ich side).
Casting Tim e: 1 action N othing can physically p a ss through the w all. It is
Range: 60 feet im m une to all dam age and ca n ’t b e dispelled by dispel
Components: V magic. A disintegrate spell destroys the w all instantly,
Duration: Instantaneous however. T h e w all also extends into the Ethereal Plane,
block in g ethereal travel through the wall.
You unleash a string o f insults laced w ith subtle
enchantm ents at a creature you can see w ithin range. If Wa l l o f Ic e
the target can hear you (though it n eed not understand 6 th-level evocation
you), it m ust su cceed on a W isd om saving th row or take
Casting Time: 1 action
1d4 psychic dam age and have disadvantage on the next
Range: 120 feet
attack roll it m akes before the end o f its next turn.
Components: V, S, M (a sm all p iece o f quartz)
T h is sp ell’s dam age in creases by 1d4 w hen you reach
Duration: Concentration, up to 10 m inutes
5th level (2d4), 11th level (3d4), and 17th level (4d4).
You create a w all o f ice on a solid su rface w ithin range.
Wa l l o f Fir e You can form it into a h em ispherical d om e or a sphere
4th-level evocation with a radius o f up to 10 feet, or you can shape a flat
Casting Tim e: 1 action su rface m ade up o f ten 10-foot-square panels. Each
Range: 120 feet panel must b e contigu ou s w ith another panel. In any
Components: V, S, M (a sm all p iece o f phosph orus) form , the w all is 1 foot thick and lasts for the duration.
Duration: C oncentration, up to 1 m inute If the w all cuts through a creatu re’s sp ace w hen it
appears, the creature w ithin its area is pushed to one
You create a w all o f fire on a solid su rface w ithin
side o f the w all and m ust m ake a D exterity saving throw.
range. You can m ake the w all up to 60 feet long, 20
On a failed save, the creature takes 10d6 cold dam age,
feet high, and 1 foot thick, or a ringed w all up to 20 feet
or h alf as m uch dam age on a su ccessfu l save.
in diameter, 20 feet high, and 1 foot thick. T h e w all is
T h e w all is an object that can be dam aged and thus
opaque and lasts for the duration.
breached. It has AC 12 and 30 hit points per 10-foot
W h en the w all appears, each creature w ithin its area
section, and it is vulnerable to fire dam age. R edu cin g
must m ake a D exterity saving throw. O n a failed save, a
a 10-foot section o f w all to 0 hit points destroys it and
creature takes 5d8 fire dam age, or h alf as m uch dam age
leaves behind a sheet o f frigid air in the sp ace the w all
on a su ccessfu l save.
occu pied. A creature m oving through the sheet o f frigid
O ne side o f the w all, selected by you w hen you cast
air for the first tim e on a turn m ust m ake a Constitution
this spell, deals 5d8 fire dam age to each creature that
saving throw. That creature takes 5d6 cold dam age on a
ends its turn w ithin 10 feet o f that side or inside the
failed save, or h alf as m uch dam age on a su ccessfu l one.
wall. A creature takes the sam e dam age w hen it enters
A t H igher L evels. W h en you cast this spell using a
the w all for the first time on a turn or ends its turn there.
spell slot o f 7th level or higher, the dam age the w all
T he other side o f the w all deals no dam age.
deals w hen it appears in creases by 2d6, and the dam age
A t H igher Levels. W h en you cast this spell using a
from passing through the sheet o f frigid air in creases by
spell slot o f 5th level or higher, the dam age in creases by
1d6, for each slot level above 6th.
1d8 for each slot level above 4th.
Wa l l o f St o n e m ake a Dexterity saving throw. It takes 7d8 slashing
5th-level evocation dam age on a failed save, or h alf as m uch dam age on a
su ccessfu l one.
Casting Time: 1 action
A t H igher Levels. W h en you cast this spell using a
Range: 120 feet
spell slot o f 7th level or higher, both types o f dam age
Components: V, S, M (a sm all b lo ck o f granite)
in crease by 1d8 for each slot level above 6th.
Duration: Concentration, up to 10 m inutes

A n onm agical w all o f solid stone springs into existence Wa r d in g Bo n d

at a point you c h o o s e w ithin range. T h e w all is 6 inches 2 nd-level abjuration


thick and is co m p o s e d o f ten 10-foot-by-10-foot panels. Casting Tim e: 1 action
E ach panel m ust be contigu ou s w ith at least on e other Range: Touch
panel. Alternatively, you can create 10-foot-by-20-foot Components: V, S , M (a pair o f platinum rings w orth at
panels that are only 3 in ch es thick. least 50 gp each, w h ich you and the target must w ear
If the w all cuts through a creatu re’s sp ace w hen it for the duration)
appears, the creature is pu sh ed to one side o f the wall Duration: 1 hour
(your choice). If a creature w ou ld b e surrounded on all
sides by the w all (or the w all and another solid surface), T h is spell w ards a w illin g creature you touch and
that creature can m ake a D exterity saving throw. On a creates a m ystic con n ection b etw een you and the target
su cce s s, it can u se its reaction to m ove up to its sp eed so until the spell ends. W h ile the target is w ithin 6 0 feet o f
that it is no longer en closed by the w all. you, it gains a +1 bon u s to AC and saving throw s, and
T h e w all can have any shape you desire, though it it has resistan ce to all dam age. A lso, each time it takes
ca n ’t o ccu p y the sam e sp ace as a creature or object. dam age, you take the sam e am ount o f dam age.
The w all d oesn ’t need to b e vertical or rest on any firm T h e spell en ds if you d rop to 0 hit points or if you
foundation. It must, however, m erge with and b e solidly and the target b e c o m e separated by m ore than 60 feet.
supported by existing stone. Thus, you can use this spell It a lso ends if the spell is cast again on either o f the
to bridge a chasm or create a ramp. con n ected creatures. You can also dism iss the spell
If you create a span greater than 20 feet in length, you as an action.
m ust halve the size o f each panel to create supports.
Wa t e r Br e a t h in g
You can crudely shape the w all to create crenellations,
3rd-level transmutation (ritual)
battlem ents, and s o on.
T he w all is an object m ade o f stone that can be Casting Tim e: 1 action
dam aged and thus breached. E ach panel has AC 15 and Range: 30 feet
30 hit points per inch o f th ickness. R edu cin g a panel Components: V, S , M (a short reed or p iece o f straw)
to 0 hit points destroys it and m ight cau se con n ected Duration: 24 hours
panels to collap se at the D M ’s discretion. T h is spell grants up to ten w illing creatu res you can see
If you maintain your concentration on this spell for w ithin range the ability to breathe underw ater until the
its w hole duration, the w all b e c o m e s perm anent and spell ends. A ffected creatures also retain their norm al
ca n ’t be dispelled. O therw ise, the w all disappears w hen m od e o f respiration.
the spell ends.
Wa t e r Wa l k
Wa l l o f T h o r n s
3rd-level transmutation (ritual)
6 th-level conjuration
Casting Time: 1 action
Casting Tim e: 1 action Range: 30 feet
Range: 120 feet Components: V, S, M (a p iece o f cork)
Components: V, S, M (a handful o f thorns) Duration: 1 hour
Duration: Concentration, up to 10 m inutes
T h is spell grants the ability to m ove a cross any liquid
Y ou create a w all o f tough, pliable, tangled brush su rface—such as water, acid, mud, snow , quicksand,
bristling with n eedle-sh arp thorns. T h e w all appears or lava—as if it w ere h arm less solid ground (creatures
w ithin range on a solid su rface and lasts for the crossin g m olten lava can still take dam age from the
duration. You c h o o s e to m ake the w all up to 60 feet heat). Up to ten w illing creatu res you can see within
long, 10 feet high, and 5 feet thick or a circle that has range gain this ability for the duration.
a 20 -foot diam eter and is up to 20 feet high and 5 feet If you target a creature su bm erged in a liquid, the
thick. The w all b lock s line o f sight. spell carries the target to the su rface o f the liquid at a
W h en the w all appears, each creature w ithin its area rate o f 60 feet per round.
m ust m ake a D exterity saving throw. On a failed save,
a creature takes 7d8 piercing dam age, or h alf as m uch W eb
dam age on a su ccessfu l save. 2 nd-level conjuration
A creature can m ove through the w all, albeit slow ly
Casting Tim e: 1 action
and painfully. For every 1 foot a creature m oves
Range: 60 feet
through the wall, it must sp end 4 feet o f m ovem ent.
Components: V, S, M (a bit o f spiderw eb)
F urtherm ore, the first tim e a creature enters the w all
Duration: C oncentration, up to 1 hour
on a turn or ends its turn there, the creature must
You conjure a m a ss o f thick, sticky w ebbin g at a point o f You and up to ten w illing creatures you can see
your ch oice w ithin range. T h e w eb s fill a 20 -foot cube w ithin range assu m e a gaseou s form for the duration,
from that point for the duration. T h e w eb s are difficult appearing as w isp s o f cloud. W h ile in this cloud form ,
terrain and lightly ob scu re their area. a creature has a flying sp eed o f 3 0 0 feet and has
If the w eb s aren’t an chored b etw een tw o solid m a sses resistan ce to dam age from n onm agical w eapon s. The
(such as w alls or trees) or layered a cross a floor, wall, only actions a creature can take in this form are the
or ceiling, the con ju red w eb colla p ses on itself, and the D ash action or to revert to its n orm al form . Reverting
spell ends at the start o f your next turn. W eb s layered takes 1 minute, during w hich tim e a creature is
over a flat su rface have a depth o f 5 feet. incapacitated and ca n ’t m ove. Until the spell ends, a
E ach creature that starts its turn in the w eb s or that creature can revert to cloud form , w hich also requires
enters them during its turn must m ake a Dexterity the 1-minute transform ation.
saving throw. O n a failed save, the creature is restrained If a creature is in cloud form and flying w hen the effect
as long as it rem ains in the w ebs or until it breaks free. ends, the creature d escen d s 60 feet per round for 1
A creature restrained by the w eb s can use its action to minute until it lands, w h ich it d o e s safely. If it ca n ’t land
m ake a Strength ch eck against your spell save DC. If it after 1 minute, the creature falls the rem aining distance.
su cceed s, it is no longer restrained.
T h e w eb s are flam m able. Any 5-foot cube o f w ebs W in d Wa l l

ex p o se d to fire bu rns away in 1 round, dealing 2d4 fire 3rd-level evocation


dam age to any creature that starts its turn in the fire. Casting Tim e: 1 action
Range: 120 feet
W e ir d
Components: V, S, M (a tiny fan and a feather o f
9th-level illusion exotic origin)
Casting Tim e: 1 action Duration: Concentration, up to 1 minute
Range: 120 feet
A w all o f strong w in d rises from the ground at a point
Components: V, S
you c h o o s e w ithin range. You can m ake the w all up
Duration: Concentration, up to on e minute
to 50 feet long, 15 feet high, and 1 foot thick. You can
D raw ing on the deepest fears o f a group o f creatures, shape the w all in any w ay you c h o o s e s o long as it
you create illusory creatu res in their m inds, visible m akes one continu ou s path along the ground. T h e w all
only to them . E ach creatu re in a 30-foot-radius lasts for the duration.
sphere centered on a point o f your ch oice w ithin W h en the w all appears, each creature w ithin its area
range m ust m ake a W isd om saving throw. On a failed m ust m ake a Strength saving throw. A creature takes
save, a creature b e c o m e s frightened for the duration. 3d8 bludgeon ing dam age on a failed save, or h alf as
T h e illusion calls on the creatu re’s deepest fears, m uch dam age on a su ccessfu l one.
m anifesting its w orst n ightm ares as an im placable The stron g w ind keeps fog, sm oke, and other gases at
threat. At the start o f each o f the frightened creatu re’s bay. S m all or sm aller flying creatu res or ob jects ca n ’t
turns, it m ust su cce e d on a W isd om saving th row or pass through the wall. L o o se , lightw eight m aterials
take 4 d10 psychic dam age. On a su ccessfu l save, the brought into the w all fly upward. A rrow s, bolts, and
spell ends for that creature. other ordinary p rojectiles launched at targets behind
the w all are deflected upward and autom atically m iss.
W in d Wa l k (B ou lders hurled by giants or siege engines, and sim ilar
6 th-level transmutation projectiles, are unaffected.) Creatures in gaseou s form
Casting Tim e: 1 minute ca n ’t pass through it.
Range: 30 feet
W is h
Components: V, S, M (fire and holy water)
Duration: 8 hours 9th-level conjuration
Casting Tim e: 1 action
Range: S elf
Components: V
Duration: Instantaneous

Wish is the m ightiest spell a m ortal creature can


cast. By sim ply speakin g aloud, you can alter the very
foundations o f reality in a ccord w ith your desires.
T h e basic use o f this spell is to duplicate any other
spell o f 8th level or lower. You d on ’t n eed to m eet any
requirem ents in that spell, including costly com pon ents.
Th e spell sim ply takes effect.
Alternatively, you can create on e o f the follow in g
effects o f your choice:

• You create on e object o f up to 2 5 ,0 0 0 gp in value that


isn’t a m a gic item. T h e object can b e no m ore than
3 0 0 feet in any dim ension, and it appears in an u n o c also en ds if the target is ever outside the sp ell’s range or
cupied sp ace you can see on the ground. if it has total cover from you.
• You allow up to tw enty creatu res that you can see to A t H igher Levels. W h en you cast this spell using
regain all hit points, and you end all effects on them a spell slot o f 2nd level or higher, the initial dam age
d escrib ed in the greater restoration spell. in creases by 1d12 for each slot level above 1st.
• You grant up to ten creatures that you can see resis
tance to a dam age type you ch oose. W o r d o f R e c a l l

• You grant up to ten creatures you can see im m unity to 6 th-level conjuration
a single spell or other m agical effect for 8 hours. For Casting Tim e: 1 action
instance, you cou ld m ake y ou rself and all your co m Range: 5 feet
panion s im m une to a lich ’s life drain attack. Components: V
• You undo a single recen t event by forcin g a reroll o f Duration: Instantaneous
any roll m ade w ithin the last roun d (including your
You and up to five w illing creatu res w ithin 5 feet o f you
last turn). Reality resh apes itself to a ccom m od a te the
instantly teleport to a previously designated sanctuary.
n ew result. F or exam ple, a wish spell cou ld undo an
You and any creatures that teleport w ith you appear in
op p on en t’s su ccessfu l save, a fo e ’s critical hit, or a
the nearest u n occu pied sp a ce to the spot you designated
friend’s failed save. You can force the reroll to be m ade
w hen you prepared your sanctuary (see below ). If you
w ith advantage or disadvantage, and you can c h o o s e
cast this spell w ithout first preparin g a sanctuary, the
w hether to use the reroll or the original roll.
spell has no effect.
You m ight be able to achieve som eth in g beyon d the You must designate a sanctuary by casting this spell
s c o p e o f the above exam ples. State your w ish to the DM w ithin a location, such as a tem ple, dedicated to or
as precisely as p ossib le. T h e DM has great latitude in strongly linked to your deity. If you attempt to cast the
ruling w hat o c cu rs in su ch an instance; the greater the spell in this m anner in an area that isn’t dedicated to
w ish, the greater the lik elih ood that som eth in g goes your deity, the spell has n o effect.
w ron g. This spell m ight sim ply fail, the effect you desire
m ight only b e partly achieved, or you m ight suffer som e W r a t h f u l Sm it e
u n foreseen c on seq u en ce as a result o f h ow you w orded 1st-level evocation
the w ish. For exam ple, w ish in g that a villain w ere dead
Casting Time: 1 bon u s action
m ight propel you forw ard in time to a p eriod w hen that
Range: S e lf
villain is no longer alive, effectively rem oving you from
Components: V
the gam e. Similarly, w ish in g for a legendary m agic item
Duration: Concentration, up to 1 minute
or artifact m ight instantly transport you to the presen ce
o f the item ’s current owner. T h e next tim e you hit w ith a m elee w ea p on attack
T h e stress o f casting this spell to produ ce any effect during this sp ell’s duration, your attack deals an extra
other than duplicating another spell w eak en s you. After 1d6 psychic dam age. Additionally, if the target is a
enduring that stress, each tim e you cast a spell until creature, it must m ake a W isd om saving th row o r be
you finish a lon g rest, you take 1d10 n ecrotic dam age frightened o f you until the spell ends. A s an action, the
p er level o f that spell. T his dam age ca n ’t b e redu ced or creature can m ake a W isd om ch eck against your spell
prevented in any way. In addition, your Strength drops save D C to steel its resolve and end this spell.
to 3, if it isn’t 3 or low er already, for 2d4 days. F or each
Z o n e o f T r u t h
o f th ose days that you sp en d resting and doin g nothing
2 nd-level enchantment
m ore than light activity, your rem aining recov ery time
decrea ses by 2 days. Finally, there is a 33 percent Casting Time: 1 action
ch a n ce that you are unable to cast wish ever again if you Range: 60 feet
suffer this stress. Components: V, S
Duration: 10 m inutes
W it c h B o l t
You create a m agical zon e that guards against deception
1st-level evocation
in a 15-foot-radius sphere centered on a point o f your
Casting Tim e: 1 action ch oice w ithin range. Until the spell ends, a creature
Range: 30 feet that enters the spell’s area for the first tim e on a turn
Components: V, S, M (a tw ig from a tree that has been or starts its turn there m ust m ake a C harism a saving
stru ck by lightning) throw. On a failed save, a creature c a n ’t sp eak a
Duration: Concentration, up to 1 m inute deliberate lie w hile in the radius. You k n ow w hether
A b ea m o f crackling, blue en ergy la n ces out tow ard each creature su cce e d s or fails on its saving throw.
a creature w ithin range, form in g a sustained arc o f A n affected creature is aw are o f the spell and can thus
lightning b etw een you and the target. M ake a ranged avoid an sw erin g questions to w h ich it w ou ld norm ally
spell attack against that creature. O n a hit, the target resp on d w ith a lie. S u ch a creature can be evasive in
takes 1d12 lightning dam age, and on each o f your turns its an sw ers as long as it rem ains w ithin the bou n daries
for the duration, you can u se your action to deal 1d12 o f the truth.
lightning dam age to the target automatically. T h e spell
en ds if you u se your action to do anything else. The spell
A ppe n d ix A: C o n d it io n s
ONDITIONS ALTER A CREATURE’S CAPABILITIES IN
C • The charm er has advantage on any ability ch eck to
a variety o f w ays and can arise as a result o f interact socia lly w ith the creature.
a spell, a class feature, a m on ster’s attack,
or other effect. M ost conditions, such as D e af e n e d

blinded, are im pairm ents, but a few, such as • A d eafened creature can ’t hear and autom atically fails
invisible, can be advantageous. any ability ch eck that requ ires hearing.
A condition lasts either until it is countered
Fr ig h t e n e d
(the prone condition is coun tered by standing
up, for exam ple) or for a duration sp ecified by the effect • A frightened creature has disadvantage on ability
that im p osed the condition. ch eck s and attack rolls w hile the sou rce o f its fear is
If multiple effects im p ose the sam e condition on a w ithin line o f sight.
creature, each instance o f the condition has its ow n • The creature ca n ’t w illingly m ove clo se r to the sou rce
duration, but the con dition ’s effects don't get w orse. o f its fear.
A creature either has a condition or d oesn ’t.
G r appl e d
T h e follow in g definitions sp e cify w hat h a ppen s to
• A grappled creatu re’s sp eed b e c o m e s 0, and it can't
a crea tu re w h ile it is su bjected to a con dition .
benefit from any bonus to its speed.
Bl in d e d • The condition en ds if the grappler is incapacitated
(see the condition).
• A blinded creature ca n ’t see and autom atically fails
any ability ch eck that requires sight. • The condition also en ds if an effect rem oves the
• A ttack rolls against the creature have advantage, and grappled creature from the reach o f the grappler or
the creatu re’s attack rolls have disadvantage. grappling effect, such as w hen a creature is hurled
away by the thunderwave spell.
C h a r m e d
In c a p a c it a t e d
• A charm ed creature can't attack the charm er or target
the charm er w ith harm ful abilities or m agical effects. • A n incapacitated creature ca n ’t take actions or
reactions.
In v is ib l e Ex h a u s t io n
• A n invisible creatu re is im p ossib le to see w ithout the Some special abilities and environmental hazards, such as
aid o f m a gic or a sp ecia l sen se. F or the p u rp ose o f starvation and the long-term effects o f freezing or scorching
hiding, the creatu re is heavily obscu red . T h e crea temperatures, can lead to a special condition called
ture’s location can be detected by any n oise it m akes exhaustion. Exhaustion is measured in six levels. An effect
can give a creature one or more levels o f exhaustion, as
or any tracks it leaves.
specified in the effect’s description.
• Attack rolls against the creature have disadvantage,
and the creatu re’s attack rolls have advantage. Level Effect
1 Disadvantage on ability checks
Pa r a l y ze d 2 Speed halved
• A paralyzed creature is incapacitated (see the con d i 3 Disadvantage on attack rolls and saving throws
tion) and ca n ’t m ove or speak. 4 Hit point maximum halved
• T h e creature autom atically fails Strength and 5 Speed reduced to 0
D exterity saving throw s. 6 Death
• Attack rolls against the creature have advantage.
If an already exhausted creature suffers another effect that
• Any attack that hits the creature is a critical hit if the
causes exhaustion, its current level o f exhaustion increases
attacker is w ithin 5 feet o f the creature.
by the amount specified in the effect’s description.
A creature suffers the effect o f its current level of
Pe t r if ie d
exhaustion as well as all lower levels. For example, a creature
• A petrified creature is transform ed, along w ith any suffering level 2 exhaustion has its speed halved and has
n onm agical object it is w earin g or carrying, into a disadvantage on ability checks.
solid inanim ate su bstance (usually stone). Its w eight An effect that removes exhaustion reduces its level as
in creases by a factor o f ten, and it c e a se s aging. specified in the effect’s description, with all exhaustion
• The creature is incapacitated (see the condition), ca n ’t effects ending if a creature’s exhaustion level is reduced
m ove or speak, and is unaw are o f its surroundings. below 1.
• A ttack rolls against the creature have advantage. Finishing a long rest reduces a creature's exhaustion level
by 1, provided that the creature has also ingested some
• The creature autom atically fails Strength and
food and drink.
D exterity saving throw s.
• T h e creature has resistan ce to all dam age.
• The creature is im m u ne to p oison and disease,
although a p oison or d isease already in its system
is suspended, not neutralized.

f
Po is o n e d
• A p oison ed creature has disadvantage on attack rolls
and ability checks.

Pr o n e
• A prone creatu re’s only m ovem ent option is to crawl,
u n less it stands up and thereby en ds the condition.
• T h e creature has disadvantage on attack rolls.
• A n attack roll against the creature has advantage
if the attacker is w ithin 5 feet o f the creature.
O therw ise, the attack roll has disadvantage.

R e s t r a in e d
• A restrained creatu re’s sp eed b e c o m e s 0, and it can ’t
benefit from any bon u s to its speed.
• A ttack rolls against the creature have advantage,
and the creatu re’s attack rolls have disadvantage.
• The creature has disadvantage on Dexterity
saving throw s.

St u n n e d
• A stunned creature is incapacitated (see the
condition), ca n ’t m ove, and can sp ea k only
falteringly.
• The creature autom atically fails Strength
and D exterity saving throws.
• A ttack rolls against the creature have
advantage.

Un c o n s c io u s
• A n u n con sciou s creature is incapacitated (see
the condition), ca n ’t m ove or speak, and is unaw are
o f its surrou ndings
• T h e creature d rops w hatever it’s h olding and falls
prone.
• T h e creature autom atically fails Strength and
D exterity saving throw s.
• Attack rolls against the creature have advantage.
• A n y attack that hits the creature is a criti
cal hit if the attacker is w ithin 5 feet
o f the creature.
A p p e n d i x B: G o d s o f t h e M u l t i v e r s e
ELIGION IS AN IMPORTANT PART OF LIFE IN
R G r e y h a w k
t h e w orld s o f the D & D multiverse. W h en The gods o f G reyhaw k c o m e from at least four different
g od s w alk the w orld, clerics channel divine pantheons, representing the faiths o f the various ethnic
pow er, evil cults perform dark sa crifices in grou ps that populated the continent o f O erik over the
subterranean lairs, and shining paladins ages. A s a result, there’s a great deal o f overlap in their
stand like b e a co n s against the darkness, it’s portfolios: P elor is the Flan god o f the sun and Pholtus
hard to b e am bivalent about the deities and is the O eridian sun god, for exam ple.
deny their existence.
M any p eople in the w orlds o f D & D w orsh ip different D r a g o n l a n c e
g od s at different tim es and circu m stan ces. P eop le in T h e g od s o f the w orld o f K rynn are three fam ilies: seven
the Forgotten R ealm s, for exam ple, might pray to Sune g od s o f g ood headed by Paladine and M ishakal, seven of
for luck in love, m ake an offering to W aukeen before neutrality headed by Gilean, and seven o f evil headed by
headin g to the market, and pray to ap pease T alos w hen Takhisis and Sargon nas. T h ese deities have been called
a severe storm blow s in—all in the sa m e day. M any by m any different n am es and held in varying levels o f
p eople have a favorite am ong the gods, one w h o s e ideals esteem by different p eop les and cultures through the
and teach in gs they m ake their ow n. A nd a few people w orld ’s history, but they are the only g od s o f this w orld—
dedicate them selves entirely to a single god, usually their place fixed in the stars as constellations.
servin g as a priest or cham pion o f that g o d ’s ideals.
Your DM determ ines w hich gods, if any, are w orshiped Eb e r r o n

in his or her cam paign. F rom am ong the gods available, Th e w orld o f E berron has m any different religions, but
you can c h o o s e a single deity for your character to the m ost im portant revolves around a pantheon called
serve, w orship, or pay lip service to. Or you can pick the Sovereign H ost and their m align shadow, the Dark
a few that your character prays to m ost often. O r just Six. T h e g od s o f the S overeign H ost are thought to have
m ake a mental note o f the gods w h o are revered in your dom inion over every aspect o f existence, and to sp eak
D M ’s cam paign s o you can invoke their n am es w hen w ith a unified voice. But the D ark S ix are the primitive,
appropriate. If you ’re playing a cleric or a character with bloody, and cru el g od s w h o offer a dissen tin g voice.
the A colyte background, decide w hich god your deity E b erron ’s other religions are very different from the
serves or served, and consider the deity’s suggested traditional D & D pantheons. T h e m on oth eistic Church
dom ain s w hen selecting your character’s dom ain. o f the Silver F lam e is devoted to fighting against evil in
the w orld, but plagued by corruption in its ow n ranks.
D&D Pa n t h e o n s T h e ph ilosoph y o f the B lood o f Vol teach es that divinity
lies w ithin all m ortal bein gs and reveres the undead
E ach w orld in the D & D m ultiverse has its ow n
w h o have secu red that im mortality. V arious m ad cults
pantheons o f deities, ranging in size from the teem ing
are devoted to the d em on s and h orrors im prison ed
pantheons o f the Forgotten R ealm s and G reyhaw k to
in E berron 's U nderdark (called Khyber, the D ragon
the m ore focu sed religions o f E berron and D ragonlance.
Below). The follow ers o f the Path o f Light believe that
M any o f the nonhum an races w orsh ip the sam e g od s on
the w orld is heading tow ard a glorious future w here
different w orld s—M oradin, for exam ple, is revered by
the sh ad ow s that cloud this w orld w ill be transform ed
d w arves o f the Forgotten R ealm s, G reyhawk, and many
into light. A n d tw o related nations o f elves revere their
other w orlds.
ancestral spirits: the U ndying Court, preserved as
T h e Fo r g o t t e n R e a l m s spirits or even undead form s, and the glorified Spirits
D ozen s o f deities are revered, w orshiped, and feared o f the Past, the great h eroes o f ancient w ars.
throughout the w orld o f the Forgotten R ealm s. At least
N o n h u m a n D e it ie s
thirty deities are w idely kn ow n a cross the R ealm s, and
Certain g od s closely associated w ith nonhum an races
m any m ore are w orsh ip ed locally, by individual tribes,
are revered on m any different w orlds, though not always
sm all cults, or certain sects o f larger religious tem ples.
in the sam e way. The nonhum an races o f the Forgotten
R ealm s and G reyhaw k share these deities.
T h e L i fe a n d D e a t h D o m a i n s N onhum an races often have w hole pantheons o f
Many deities in this section suggest the Life domain, their ow n. B esid es M oradin, for exam ple, the dw arf
particularly if they are closely associated with healing,
g od s include M oradin’s w ife, B erron ar Truesilver, and
protection, childbirth, nurturing, or fertility. As described in
a num ber o f other g od s thought to be their children
the chapter 3, though, the Life domain is incredibly broad,
and grandchildren: Abbathor, C langeddin Silverbeard,
and a cleric o f any non-evil deity can choose it.
A number o f other deities, mostly evil ones, suggest the D ugm aren Brightm antle, D um athoin, G orm Gulthyn,
Death domain, which is detailed in the Dungeon Master’s Haela Brightaxe, M artham m or Duin, Sharindlar, Thard
Guide. Most clerics who choose this domain are evil NPCs, Harr, and Vergadain. Individual clans and kin gdom s o f
but if you want to worship a god o f death, consult your d w arves m ight revere som e, all, or n one o f th ese deities,
Dungeon Master. and som e have other g od s unkn ow n (or know n by other
n am es) to outsiders.
D e it ie s o f t h e Fo r g o t t e n R e a l ms

Deity Alignment Suggested Domains Symbol


Auril, goddess o f winter NE Nature, Tempest Six-pointed snowflake
Azuth, god o f wizards LN Knowledge Left hand pointing upward, outlined in fire
Bane, god o f tyranny LE War Upright black right hand, thumb and fingers together
Beshaba, goddess of misfortune CE Trickery Black antlers
Bhaal, god o f murder NE Death Skull surrounded by a ring o f blood droplets
Chauntea, goddess o f agriculture NG Life Sheaf o f grain or a blooming rose over grain
Cyric, god o f lies CE Trickery White jawless skull on black or purple sunburst
Deneir, god o f writing NG Knowledge Lit candle above an open eye
Eldath, goddess o f peace NG Life, Nature Waterfall plunging into still pool
Gond, god of craft N Knowledge Toothed cog with four spokes
Helm, god o f protection LN Life, Light Staring eye on upright left gauntlet
Ilmater, god o f endurance LG Life Hands bound at the wrist with red cord
Kelemvor, god o f the dead LN Death Upright skeletal arm holding balanced scales
Lathander, god o f birth and renewal NG Life, Light Road traveling into a sunrise
Leira, goddess o f illusion CN Trickery Point-down triangle containing a swirl o f mist
Lliira, goddess o f joy CG Life Triangle o f three six-pointed stars
Loviatar, goddess o f pain LE Death Nine-tailed barbed scourge
Malar, god o f the hunt CE Nature Clawed paw
Mask, god o f thieves CN Trickery Black mask
Mielikki, goddess o f forests NG Nature Unicorn’s head
Milil, god o f poetry and song NG Light Five-stringed harp made of leaves
Myrkul, god o f death NE Death White human skull
Mystra, goddess o f magic NG Knowledge Circle o f seven stars, or nine stars encircling a
flowing red mist, or a single star
Oghma, god o f knowledge N Knowledge Blank scroll
Savras, god o f divination and fate LN Knowledge Crystal ball containing many kinds o f eyes
Selune, goddess o f the moon CG Knowledge, Life Pair o f eyes surrounded by seven stars
Shar, goddess o f darkness and loss NE Death, Trickery Black disk encircled with a border
Silvanus, god o f wild nature N Nature Oak leaf
Sune, goddess o f love and beauty CG Life, Light Face o f a beautiful red-haired woman
Talona, goddess o f disease and poison CE Death Three teardrops on a triangle
Talos, god o f storms CE Tempest Three lightning bolts radiating from a central point
Tempus, god o f war N War Upright flaming sword
Torm, god o f courage and self-sacrifice LG War White right gauntlet
Tymora, goddess o f good fortune CG Trickery Face-up coin
Tyr, god o f justice LG War Balanced scales resting on a warhammer
Umberlee, goddess o f the sea CE Tempest Wave curling left and right
Waukeen, goddess o f trade N Knowledge, Trickery Upright coin with Waukeen’s profile facing left
D ei t ies o f G r e y h a w k

Deity Alignment Suggested Dom ains Symbol


Beory, goddess o f nature N Nature Green disk
Boccob, god o f magic N Knowledge Eye within a pentagram
Celestian, god o f stars and wanderers N Knowledge Arc o f seven stars inside a circle
Ehlonna, goddess o f woodlands NG Life, Nature Unicorn horn
Erythnul, god o f envy and slaughter CE War Blood drop
Fharlanghn, god of horizons and travel NG Knowledge, Trickery Circle crossed by a curved horizon line
Heironeous, god of chivalry and valor LG War Lightning bolt
Hextor, god o f war and discord LE War Six arrows facing downward in a fan
Kord, god o f athletics and sport CG Tempest, War Four spears and four maces radiating out
from a central point
Incabulos, god o f plague and famine NE Death Reptilian eye with a horizontal diamond
Istus, goddess o f fate and destiny N Knowledge Weaver's spindle with three strands
luz, god o f pain and oppression CE Death Grinning human skull
Nerull, god o f death NE Death Skull with either a sickle or a scythe
Obad-Hai, god o f nature N Nature Oak leaf and acorn
Olidammara, god o f revelry CN Trickery Laughing mask
Pelor, god o f the sun and healing NG Life, Light Sun
Pholtus, god o f light and law LG Light Silver sun or full moon partially eclipsed by a
smaller crescent moon
Ralishaz, god o f ill luck and insanity CN Trickery Three bone fate-casting sticks
Rao, god o f peace and reason LG Knowledge White heart
St. Cuthbert, god o f common sense and zeal LN Knowledge Circle at the center o f a starburst o f lines
Tharizdun, god o f eternal darkness CE Trickery Dark spiral or inverted ziggurat
Trithereon, god o f liberty and retribution CG War Triskelion
Ulaa, goddess o f hills and mountains LG Life, War Mountain with a circle at its heart
Vecna, god o f evil secrets NE Knowledge Hand with eye in the palm
Wee Jas, goddess o f magic and death LN Death, Knowledge Red skull in front o f fireball

D e it ie s o f D r a g o n l a n c e

The C o d s o f Good Alignment Suggested Dom ains Symbol


Paladine, god o f rulers and guardians LG War Silver triangle
Branchala, god o f music NG Light Bard’s harp
Habbakuk, god o f animal life and the sea NG Nature, Tempest Blue bird
Kiri-Jolith, god o f honor and war LG War Bison’s horns
Majere, god o f meditation and order LG Knowledge Copper spider
Mishakal, goddess o f healing LG Knowledge, Life Blue infinity sign
Solinari, god o f good magic LG no clerics White circle or sphere

The G od s o f Neutrality Alignment Suggested Dom ains Symbol


Gilean, god o f knowledge N Knowledge Open book
Chislev, goddess o f nature N Nature Feather
Reorx, god o f craft N Knowledge Forging hammer
Shinare, goddess o f wealth and trade N Knowledge, Trickery Griffon’s wing
Sirrion, god o f fire and change N Nature Multi-colored fire
Zivilyn, god o f wisdom N Knowledge Great green or gold tree
Lunitari, goddess o f neutral magic N no clerics Red circle or sphere

The G od s o f Evil Alignment Suggested Dom ains Symbol


Takhisis, goddess o f night and hatred LE Death Black crescent
Chemosh, god o f the undead LE Death Yellow skull
Hiddukel, god of lies and greed CE Trickery Broken merchant’s scales
Morgion, god o f disease and secrecy NE Death Hood with two red eyes
Sargonnas, god o f vengeance and fire LE War Stylized red condor
Zeboim, goddess o f the sea and storms CE Tempest Turtle shell
Nuitari, god o f evil magic LE no clerics Black circle or sphere
D ei t ies o f E be r r o n

The Sovereign Host Alignment Suggested Dom ains Symbol


Arawai, goddess o f fertility NG Life, Nature Sheaf of wheat tied with green ribbon
Aureon, god o f law and knowledge LN Knowledge Open tome
Balinor, god o f beasts and the hunt N Life, Nature Pair o f antlers
Boldrei, goddess of community and home LG Life Fire in a stone hearth
Dol Arrah, goddess of sunlight and honor LG Light, War Rising sun
Dol Dorn, god o f strength at arms CG War Longsword crossed over a shield
Kol Korran, god o f trade and wealth N Trickery Nine-sided gold coin
Olladra, goddess of good fortune NG Life, Trickery Domino
Onatar, god of craft NG Knowledge Crossed hammer and tongs

The Dark Six Alignment Suggested Dom ains Symbol


The Devourer, god of nature’s wrath NE Tempest Bundle o f five sharpened bones
The Fury, goddess of wrath and madness NE War Winged wyrm with woman’s head and
upper body
The Keeper, god o f greed and death NE Death Dragonshard stone in the shape o f a fang
The Mockery, god o f violence and treachery NE War Five blood-spattered tools
The Shadow, god o f dark magic CE Knowledge Obsidian tower
The Traveler, deity o f chaos and change CN Knowledge, Trickery Four crossed, rune-inscribed bones

Other Faiths o f Eberron Alignment Suggested Dom ains Symbol


The Silver Flame, deity of protection and good LG Life, Light, War Flame drawn on silver or molded from silver
The Blood of Vol, philosophy o f immortality LN Death, Life Stylized dragon skull on red teardrop gem
and undeath
Cults o f the Dragon Below, deities o f madness NE Trickery Varies
The Path of Light, philosophy o f light and LN Life, Light Brilliant crystal
self-improvement
The Undying Court, elven ancestors NG Knowledge, Life Varies
The Spirits of the Past, elven ancestors CG War Varies

N o n h u m a n D eit ies

Deity Alignment Suggested Dom ains Symbol


Bahamut, dragon god of good LG Life, War Dragon’s head in profile
Blibdoolpoolp, kuo-toa goddess NE Death Lobster head or black pearl
Corellon Larethian, elf deity o f art and magic CG Light Quarter moon or starburst
Deep Sashelas, elf god o f the sea CG Nature, Tempest Dolphin
Eadro, merfolk deity o f the sea N Nature, Tempest Spiral design
Garl Glittergold, gnome god of trickery and wiles LG Trickery Gold nugget
Grolantor, hill giant god o f war CE War Wooden club
Gruumsh, orc god o f storms and war CE Tempest, War Unblinking eye
Hruggek, bugbear god of violence CE War Morningstar
Kurtulmak, kobold god o f war and mining LE War Gnome skull
Laogzed, troglodyte god o f hunger CE Death Image o f the lizard/toad god
Lolth, drow goddess of spiders CE Trickery Spider
Maglubiyet, goblinoid god of war LE War Bloody axe
Moradin, dwarf god o f creation LG Knowledge Hammer and anvil
Rillifane Rallathil, wood elf god of nature CG Nature Oak
Sehanine Moonbow, elf goddess o f the moon CG Knowledge Crescent moon
Sekolah, sahuagin god of the hunt LE Nature, Tempest Shark
Semuanya, lizardfolk deity o f survival N Life Egg
Skerrit, centaur and satyr god o f nature N Nature Oak growing from acorn
Skoraeus Stonebones, god of stone giants and art N Knowledge Stalactite
Surtur, god o f fire giants and craft LE Knowledge, War Flaming sword
Thrym, god of frost giants and strength CE War White double-bladed axe
Tiamat, dragon goddess of evil LE Trickery Dragon head with five claw marks
Yondalla, halfling goddess o f fertility and protection LG Life Shield
Fa n t a sy - H is t o r ic a l Pa n t heons
T h e Celtic, Egyptian, G reek, and N orse pantheons are
fantasy interpretations o f historical religions from our
w orld ’s ancient tim es. Th ey include deities that are
m ost appropriate for u se in a D & D gam e, divorced from
their h istorical context in the real w orld and united into
pantheons that serve the n eeds o f the game.

T h e C e l t ic Pa n t h e o n
It’s said that som eth in g w ild lurks in the heart o f every
soul, a sp ace that thrills to the sou n d o f g eese calling
at night, to the w h isperin g w in d through the pines, to
the unexpected red o f m istletoe on an oak—and it is in
this sp ace that the Celtic g od s dw ell. They sprang from
the b ro o k and stream , their might heightened by the
strength o f the oak and the beauty o f the w ood la n d s and
op en m oor. W h en the first forester dared put a nam e to
the face seen in the bole o f a tree or the v oice babbling
in a brook, these g od s forced them selves into being.
T h e Celtic g od s are as often served by druids as by
clerics, for they are closely aligned with the forces o f
nature that druids revere.

Th e G r e e k Pa n t h e o n
The g od s o f O lym pus m ake them selves kn ow n with the
gentle lap o f w aves against the sh ores and the crash of
the thunder am ong the cloud -enshroud ed peaks. The
thick boar-infested w o o d s and the sere, olive-covered
h illsides hold eviden ce o f their passing. Every aspect
o f nature e c h o e s w ith their p resen ce, and they’ve m ade
a place for them selves inside the hum an heart, too.

T h e Eg y p t ia n Pa n t h e o n
T h ese gods are a youn g dynasty o f an ancient divine
family, heirs to the rulership o f the c o s m o s and the
m aintenance o f the divine principle o f M a’at—the
fundam ental order o f truth, justice, law, and order that
puts gods, m ortal pharaohs, and ordinary m en and
w om en in their logical and rightful place in the universe.
T h e Egyptian pantheon is unusual in having three
g od s w ith the D eath dom ain o f different alignm ents.
A nubis is the lawful neutral g od o f the afterlife, w ho
ju d g es the sou ls o f the dead. S et is a chaotic evil god the n eed s o f their environm ent. Given the n ecessity o f
o f murder, perhaps best kn ow n for killing his brother raiding for food and w ealth, it’s su rprisin g the m ortals
O siris. A nd Nephthys is a chaotic g o o d g od d ess o f turned out as w ell as they did. T heir p ow ers reflect
m ourning. Thus, although m ost clerics o f the Death the n eed th ese w arriors had for stron g leadership and
dom ain (found in the Dungeon Master's Guide) are decisive action. Thus, they see their deities in every
villainous characters, clerics w h o serve A nubis or ben d o f a river, hear them in the crash o f the thunder
Nephthys need not be. and the b oom in g o f the glaciers, and sm ell them in the
sm ok e o f a burning lon gh ou se.
T h e N o r se Pa n t h e o n
T h e N orse pantheon includes tw o main fam ilies, the
W h ere the land plum m ets from the sn ow y hills into the A esir (deities o f w ar and destiny) and the Vanir (gods
icy fjords below , w here the lon gboats draw up on to the o f fertility and prosperity). O nce en em ies, these tw o
beach , w here the glaciers flow forw ard and retreat with fam ilies are n ow closely allied against their com m on
every fall and spring—this is the land o f the Vikings, en em ies, the giants (including the g od s S urtur and
the h om e o f the N orse pantheon. It’s a brutal clim e, Thrym ). Like the g od s o f G reyhawk, g od s in different
and one that calls for brutal living. The w arriors o f fam ilies som etim es have overlap in their spheres o f
the land have had to adapt to the harsh condition s in influence: Frey (of the Vanir) and O dur (of the Aesir)
order to survive, but they haven’t been too tw isted by are both associated w ith the sun, for exam ple.

Deity Alignment Suggested Dom ains Symbol


The Daghdha, god o f weather and crops CG Nature, Trickery Bubbling cauldron or shield
Arawn, god o f life and death NE Life, Death Black star on gray background
Belenus, god o f sun, light, and warmth NG Light Solar disk and standing stones
Brigantia, goddess o f rivers and livestock NG Life Footbridge
Diancecht, god o f medicine and healing LG Life Crossed oak and mistletoe branches
Dunatis, god o f mountains and peaks N Nature Red sun-capped mountain peak
Goibhniu, god of smiths and healing NG Knowledge, Life Giant mallet over sword
Lugh, god o f arts, travel, and commerce CN Knowledge, Life Pair o f long hands
Manannan mac Lir, god o f oceans and sea creatures LN Nature, Tempest Wave o f white water on green
Math Mathonwy, god o f magic NE Knowledge Staff
Morrigan, goddess o f battle CE War Two crossed spears
Nuada, god o f war and warriors N War Silver hand on black background
Oghma, god o f speech and writing NG Knowledge Unfurled scroll
Silvanus, god o f nature and forests N Nature Summer oak tree

G r eek D e it ie s

Deity Alignment Suggested Dom ains Symbol


Zeus, god o f the sky, ruler o f the gods N Tempest Fist full o f lightning bolts
Aphrodite, goddess o f love and beauty CG Light Sea shell
Apollo, god o f light, music, and healing CG Knowledge, Life, Light Lyre
Ares, god o f war and strife CE War Spear
Artemis, goddess o f hunting and childbirth NG Life, Nature Bow and arrow on lunar disk
Athena, goddess o f wisdom and civilization LG Knowledge, War Owl
Demeter, goddess of agriculture NG Life Mare’s head
Dionysus, god o f mirth and wine CN Life Thyrsus (staff tipped with pine cone)
Hades, god o f the underworld LE Death Black ram
Hecate, goddess o f magic and the moon CE Knowledge, Trickery Setting moon
Hephaestus, god of smithing and craft NG Knowledge Hammer and anvil
Hera, goddess o f marriage and intrigue CN Trickery Fan o f peacock feathers
Hercules, god o f strength and adventure CG Tempest, War Lion’s head
Hermes, god o f travel and commerce CG Trickery Caduceus (winged staff and serpents)
Hestia, goddess o f home and family NG Life Hearth
Nike, goddess o f victory LN War Winged woman
Pan, god o f nature CN Nature Syrinx (pan pipes)
Poseidon, god o f the sea and earthquakes CN Tempest Trident
Tyche, goddess o f good fortune N Trickery Red pentagram
E g y p t i a n D ei t ies

Deity Alignment Suggested Dom ains Symbol


Re-Horakhty, god o f the sun, ruler o f the gods LG Life, Light Solar disk encircled by serpent
Anubis, god o f judgment and death LN Death Black jackal
Apep, god o f evil, fire, and serpents NE Trickery Flaming snake
Bast, goddess o f cats and vengeance CG War Cat
Bes, god o f luck and music CN Trickery Image o f the misshapen deity
Hathor, goddess o f love, music, and NG Life, Light Horned cow’s head with lunar disk
motherhood
Imhotep, god o f crafts and medicine NG Knowledge Step pyramid
Isis, goddess o f fertility and magic NG Knowledge, Life Ankh and star
Nephthys, goddess o f death and grief CG Death Horns around a lunar disk
Osiris, god o f nature and the underworld LG Life, Nature Crook and flail
Ptah, god o f crafts, knowledge, and secrets LN Knowledge Bull
Set, god of darkness and desert storms CE Death, Tempest, Coiled cobra
Trickery
Sobek, god o f water and crocodiles LE Nature, Tempest Crocodile head with horns and plumes
Thoth, god o f knowledge and wisdom N Knowledge Ibis

N o r s e D e it ie s

Deity Alignment Suggested Dom ains Symbol


Odin, god of knowledge and war NG Knowledge, War Watching blue eye
Aegir, god o f the sea and storms NE Tempest Rough ocean waves
Balder, god o f beauty and poetry NG Life, Light Gem-encrusted silver chalice
Forseti, god o f justice and law N Light Head o f a bearded man
Frey, god o f fertility and the sun NG Life, Light Ice-blue greatsword
Freya, goddess o f fertility and love NG Life Falcon
Frigga, goddess o f birth and fertility N Life, Light Cat
Heimdall, god o f watchfulness and loyalty LG Light, War Curling musical horn
Hel, goddess o f the underworld NE Death Woman’s face, rotting on one side
Hermod, god o f luck CN Trickery Winged scroll
Loki, god o f thieves and trickery CE Trickery Flame
Njord, god o f sea and wind NG Nature, Tempest Gold coin
Odur, god o f light and the sun CG Light Solar disk
Sif, goddess o f war CG War Upraised sword
Skadi, god o f earth and mountains N Nature Mountain peak
Surtur, god o f fire giants and war LE War Flaming sword
Thor, god o f storms and thunder CG Tempest, War Hammer
Thrym, god o f fire giants and cold CE War White double-bladed axe
Tyr, god of courage and strategy LN Knowledge, War Sword
Uller, god o f hunting and winter CN Nature Longbow
A p p e n d ix C: T h e Pl a n e s o f Ex is t e n c e
N
I CREDIBLY VAST IS THE COSMOS OF THE The best-kn ow n w orld s in the m ultiverse are the
D u n g e o n s & D r a g o n s gam e, w h ich teem s on es that have been published as official cam paign
with a multitude o f w orld s as w ell as myriad settings for the D & D gam e over the y ea rs—Greyhawk,
alternate dim ension s o f reality, called the planes B lackm oor, D ragon lance, the Forgotten R ealm s,
of existence. It e n com p a sses every w orld Mystara, Birthright, D ark Sun, and E berron, am ong
w here D u n geon M asters run their adventures, others. E ach o f these w orld s boasts its ow n cast o f
all w ithin the relatively m undane realm o f the h eroic adventurers and sch em in g villains, its ow n
Material Plane. B eyond that plane are dom ains ancient ruins and forgotten artifacts, its ow n du ngeon s
o f raw elem ental matter and energy, realm s o f pure and its ow n dragons. But if your cam paign takes place
thought and ethos, the h om es o f d em on s and angels, on on e o f th ese w orlds, it b elon gs to your DM —you
and the dom in ion s o f the gods. might im agine it as one o f th ou san ds o f parallel versions
M any sp ells and m agic item s can draw energy o f the w orld, w hich m ight diverge w ildly from the
from these planes, su m m on the creatures that dwell published version.
there, com m u n icate w ith their denizens, and allow
adventurers to travel there. A s your character achieves M a t e r ia l E c h o e s
greater p ow er and higher levels, you might undertake
The M aterial Plane is a richly m agical place, and its
a quest to rescu e a friend from the h orrific depths o f
m agical nature is reflected in the tw o planes that share
the A byss, or find y ou rself hoisting a tankard w ith the
its central place in the m ultiverse. T h e Feyw ild and the
friendly giants o f Ysgard. You m ight w alk on streets
Sh adow fell are parallel dim en sion s occu p yin g the sam e
m ade o f solid fire or test your m ettle on a battlefield
cosm o lo g ica l space, s o they are often called e ch o planes
w h ere the fallen are resu rrected with each dawn.
or m irror planes to the M aterial P lane. T h e w orld s and
la n dsca pes o f th ese planes m irror the natural w orld
T h e M a t e r i a l Pl a n e o f the M aterial Plane but reflect th ose features into
The M aterial Plane is the nexus w here the p h ilosoph ica l different form s—m ore m arvelous and m agical in the
and elem ental forces that define the other p lanes collide Feywild, distorted and colorless in the Shadow fell.
in the ju m b led existence o f m ortal life and m undane W h ere a v olca n o stands in the M aterial Plane, a
matter. All the w orld s o f D & D exist w ithin the Material m ountain topped with skyscraper-sized crystals that
P lane, m aking it the starting point for m ost cam paigns g low with internal fire tow ers in the Feywild, and a
and adventures. T h e rest o f the m ultiverse is defined in ja g g ed rock ou tcropping resem blin g a skull m arks the
relation to the M aterial Plane. sp ot on the Shadow fell.
The w orld s o f the M aterial P lane are infinitely diverse, T h e Feywild, also called the Plane o f Faerie, is a land
for they reflect the creative im agination o f the DM s o f soft lights and w onder, a country o f little p eople with
w h o set their gam es there, as w ell as the players w h ose great desires, a place o f m usic and death. It is a realm
h eroes adventure there. Th ey include m agic-w asted o f eternal twilight, w ith slow lanterns bob bin g in the
desert planets and island-dotted water w orlds, w orld s gentle breeze and huge fireflies bu zzing through groves
w h ere m agic com b in es w ith advanced tech n ology and and fields. T h e sky is alight with the faded co lo rs o f
others trapped in an en d less Stone Age, w orld s w here the setting, or perhaps rising, sun. But, in fact, the sun
the g od s w alk and p la ces they have abandoned. never truly sets or rises; it rem ains stationary, dusky
and low in the sky. Away from the settled areas ruled by
the S eelie Court, the land is a tangle o f sharp-toothed
bram bles and syrupy fen s—perfect territory for the
U nseelie to hunt their prey. Fey creatures, su ch as th ose
brought to the w orld by conjure woodland beings and
sim ilar spells, dw ell in the Feywild.
T h e Shadowfell, also called the Plane o f Shadow , is
a darkly lighted dim ension, a w orld o f black and white
w here c o lo r has been leach ed from everything. It is a
place o f toxic dark n ess that hates the light, w here the
sky is a black vault w ith neither sun nor stars.

Po sit iv e a n d N eg a t iv e P l a n es
Like a dome above the other planes, the Positive Plane is the
source o f radiant energy and the raw life force that suffuses
all living beings, from the puny to the sublime. Its dark
reflection is the Negative Plane, the source of necrotic energy
that destroys the living and animates the undead.
o f force. The depths o f the plane, the D eep Ethereal, are
Be y o n d t h e M a t e r ia l a region o f sw irling m ists and colorfu l fogs.
B eyond the M aterial P lane, the various planes of The Astral Plane is the realm o f thought and dream ,
existence are realm s o f myth and mystery. T h ey ’re w here visitors travel as disem b od ied sou ls to reach
not sim ply other w orlds, but different qualities o f the planes o f the divine and dem onic. It is a great,
being, form ed and governed by spiritual and elem ental silvery sea, the sam e above and below , w ith sw irling
principles abstracted from the ordinary w orld. w isp s o f white and gray streaking am ong m otes o f light
resem blin g distant stars. Erratic w h irlpools o f color
Pl a n a r T r a v e l flicker in m idair like spinning coin s. O ccasion al bits o f
W h en adventurers travel into other planes o f existence, solid m atter can be found here, but m ost o f the Astral
they are undertaking a legendary jou rn ey a cross the Plane is an endless, op en dom ain.
thresholds o f existence to a m ythic destination w here
they strive to com plete their quest. S u ch a jou rn ey is the In n e r P l a n e s
stuff o f legend. Braving the realm s o f the dead, seeking The Inner P la n es su rrou nd and enfold the Material
out the celestial servants o f a deity, or bargaining with Plane and its ech oes, providing the raw elem ental
an efreeti in its h om e city w ill be the su bject o f son g and su bstance from w hich all the w orld s w ere m ade. The
story for years to com e. four Elemental P lanes—Air, Earth, Fire, and W ater—
Travel to the planes beyon d the M aterial Plane can be form a ring around the M aterial P lane, su spended
accom p lish ed in tw o w ays: by castin g a spell or by using w ithin the churning Elemental Chaos.
a planar portal. At their in nerm ost edges, w here they are closest
Spells. A n um ber o f spells allow direct or indirect to the M aterial Plane (in a con ceptu al if not a literal
a c c e s s to other planes o f existence. Plane shift and geograph ical sense), the four Elem ental P lanes
gate can transport adventurers directly to any other resem ble a w orld in the M aterial Plane. T h e four
plane o f existence, w ith different deg rees o f precision. elem ents m ingle together as they do in the Material
Etherealness allow s adventurers to enter the Ethereal Plane, form in g land, sea, and sky. Farther from the
Plane and travel from there to any o f the planes it M aterial Plane, though, the E lem ental P la n es are both
tou ch es—the Shadow fell, the Feywild, or the Elem ental alien and hostile. Here, the elem ents exist in their
Planes. A nd the astral projection spell lets adventurers purest form —great expan ses o f solid earth, blazing fire,
project them selves into the Astral Plane and travel to crystal-clear water, and unsullied air. T h ese region s
the Outer Planes. are little-known, so w hen d iscu ssin g the P la n e o f Fire,
Portals. A portal is a general term for a stationary for exam ple, a speak er usually m eans just the border
interplanar con n ection that links a sp ecific location region. At the farthest extents o f the Inner Planes,
on on e plane to a sp ecific location on another. S om e the pure elem ents dissolve and bleed together into an
portals are like doorw ays, a clear w indow , or a fog- unending tumult o f clashing en ergies and colliding
sh rouded passage, and sim ply stepping through it substance, the E lem ental Chaos.
effects the interplanar travel. O thers are loca tion s—
circles o f standing stones, soa rin g tow ers, sailing ships, O u t e r Pl a n e s
or even w hole tow n s—that exist in multiple planes at
If the Inner P la n es are the raw m atter and en ergy that
o n ce or flicker from on e plane to another in turn. S om e
m akes up the m ultiverse, the Outer P la n es are the
are vortices, typically join in g an Elem ental Plane w ith a
direction, thought and p u rp ose for such construction.
very sim ilar location on the M aterial Plane, such as the
A ccordingly, m any sa ges refer to the Outer P la n es as
heart o f a v olca n o (leading to the Plane o f Fire) or the
divine planes, spiritual planes, or godly planes, for the
depths o f the o ce a n (to the Plane o f Water).
Outer P la n es are best kn ow n as the h om es o f deities.
T r a n sit iv e Pl a n e s W h en d iscu ssin g anything to do with deities, the
language u sed m ust be highly m etaphorical. Their
The Ethereal Plane and the Astral Plane are called the actual h om es are not literally “p la ces” at all, but
Transitive Planes. Th ey are m ostly featureless realm s exem plify the idea that the Outer P la n es are realm s o f
that serve prim arily as w ays to travel from on e plane thought and spirit. A s w ith the E lem ental P lanes, one
to another. S p ells such as etherealness and astral can im agine the perceptible part o f the Outer P la n es as
projection allow characters to enter these planes and a sort o f border region, w hile extensive spiritual region s
traverse them to reach the planes beyond. lie beyond ordinary s en sory experience.
The Ethereal Plane is a misty, fog-bou nd dim ension Even in th ose perceptible regions, ap pearan ces
that is som etim es d escrib ed as a great ocean . Its shores, can be deceptive. Initially, m any o f the Outer P la n es
called the B order Ethereal, overlap the M aterial Plane appear hospitable and fam iliar to natives o f the
and the Inner Planes, s o that every location on those M aterial Plane. But the lan dscape can change at the
planes has a corresp on d in g location on the Ethereal w h im s o f the pow erfu l forces that live on the Outer
P lane. Certain creatu res can see into the B order P lanes. T h e desires o f the m ighty forces that dw ell on
Ethereal, and the se e invisibility and true seeing spell these planes can rem ake them com pletely, effectively
grant that ability. S o m e m agical effects a lso extend from erasing and rebuilding existence itself to better fulfill
the M aterial Plane into the B order Ethereal, particularly their ow n needs.
effects that use force energy such as forcecage and wall
D istan ce is a virtually m ean in gless con cep t on the planes. That argum ent might be circular, however,
Outer Planes. T h e perceptible region s o f the planes for it is p ossib le that the arrangem ent o f the O utlands
often seem quite sm all, but they ca n also stretch on to inspired the idea o f the Great W h eel in the first place.
w hat seem s like infinity. It m ight be p ossib le to take A rou n d the outside edge o f the circle, evenly spaced,
a guided tour o f the Nine Hells, from the first layer to are the gate-towns: sixteen settlem ents, each built
the ninth, in a single day—if the p ow ers o f the Hells around a portal leading to one o f the Outer Planes. Each
desire it. Or it cou ld take w eek s for travelers to m ake a tow n sh ares m any o f the characteristics o f the plane
grueling trek a cross a single layer. w here its gate leads.
T h e m ost w ell-know n Outer P la n es are a group of At the center o f the Outlands, like the axle o f the
sixteen planes that c orresp on d to the eight alignm ents planar w heel, the S p ire sh oots im possibly high into the
(excluding neutrality) and the sh ades o f distinction sky. A bove this thin peak floats the ring-shaped city o f
b etw een them. Sigil, the City o f D oors. This bustling planar m etropolis
h olds cou n tless portals to other p lanes and w orlds.
O u t er Pl a n es Sigil is a trader’s city. G ood s, m erchandise, and
Outer Plane Alignment inform ation co m e to it from a cross the planes. T here
is a brisk trade in inform ation about the planes, in
Mount Celestia, the Seven Heavens o f LG
particular in the com m a n d w ord s or item s requ ired for
Bytopia, the Twin Paradises of NG, LG
the operation o f particular portals. T h ese portal keys
Elysium, the Blessed Fields of NG
are highly sought after, and m any travelers w ithin the
The Beastlands, the Wilderness of NG, CG city are look in g for a particular p ortal or a portal key
Arborea, the Olympian Glades of CG to allow them to continue on their way.
Ysgard, the Heroic Domains of CN, CG
Limbo, the Ever-Changing Chaos of CN D e mipl a n e s

Pandemonium, the Windswept Depths of CN, CE D em iplan es are sm all extradim ensional sp a ces with
The Abyss, the Infinite Layers of CE their ow n unique rules. They are p ieces o f reality that
don ’t seem to fit anyw here else. D em iplan es com e
Carceri, the Tarterian Depths of NE, CE
into being by a variety o f m eans. S o m e are created by
Hades, the Gray Waste of NE
spells, such as demiplane, or generated at the desire o f a
Gehenna, the Bleak Eternity o f NE, LE
p ow erfu l deity or other force. Th ey m ay exist naturally,
The Nine Hells ( o f Baator) LE
as a fold o f existing reality that has been pin ched off
Acheron, the Infinite Battlefield of LN, LE from the rest o f the multiverse, or as a baby universe
Mechanus, the Clockwork Nirvana of LN grow in g in pow er. A given dem iplane can be entered
Arcadia, the Peaceable Kingdoms of LN, LG through a single point w here it tou ch es another plane.
Theoretically, a plane shift spell can also carry travelers
T h e planes w ith som e elem ent o f g o o d in their nature to a dem iplane, but the proper frequ ency required
are called the Upper Planes. C elestial creatures such for the tuning fork is extrem ely hard to acquire. The
as angels and pegasi dw ell in the U pper Planes. P lanes gate sp ell is m ore reliable, assu m in g the caster k n ow s
w ith som e elem ent o f evil are the Lower Planes. Fiends o f the dem iplane.
such as dem ons, devils, and y ugoloth s dw ell in the
L ow er P lanes. A plane’s alignm ent is its essen ce, and T h e Fa r R e a l m

a character w h o s e alignm ent d oesn ’t match the plane’s T h e Far R ea lm is beyon d the kn ow n m ultiverse. In fact,
e x p erien ces a profound sen se o f d isson a n ce there. it might b e an entirely separate m ultiverse w ith its ow n
W h en a g o o d creature visits Elysium , for exam ple, it physical and m agical laws. W h ere stray en ergies from
feels in tune w ith the plane, but an evil creature feels the Far R ealm leak onto another plane, life and matter
out o f tune and m ore than a little uncom fortable. are w arp ed and tw isted into alien sh apes that defy
ordinary geom etry and biology.
O t her P l anes T h e entities that abide in the Far R ealm are too alien
for a norm al m ind to accept w ithout dam age. Titanic
Existing som eh ow b etw een or beyon d the kn ow n planes
creatu res sw im through n oth ingn ess, p reoccu p ied
o f existen ce are a variety o f other realm s.
w ith m a dn ess. U nspeakable things w h isper awful
Si g il a n d t h e O u t l a n d s
truths to th ose w h o dare listen. For m ortals, kn ow led ge
o f the Far R ealm is a triumph o f m ind over the rude
T h e Outlands is the plane betw een the Outer Planes, a
plane o f neutrality, but not the neutrality o f nothingness. b ou n daries o f matter, sp ace, and eventually sanity.
Instead it in corporates a little o f everything, keeping it T h ere are n o know n portals to the Far R ealm , or
at least n one that are still viable. A n cient elves on ce
all in a paradoxical ba la n ce—sim ultaneously concordan t
p ierced the bou n dary o f eon s w ith a vast portal to the
and in opposition. It is a broad region o f varied terrain,
Far R ealm w ithin a m ountain called F irestorm Peak,
w ith open prairies, tow ering m ountains, and twisting,
but their civilization im ploded in b lood y terror and
shallow rivers, strongly resem blin g an ordinary w orld
the porta l’s location —even its h om e w orld—is long-
o f the Material Plane.
forgotten. O ther p ortals might still exist, m arked by the
The O utlands is circular, like a great w h eel—in fact,
alien forces leaking through to corrupt the M aterial
th ose w h o envision the Outer P la n es as a w h eel point
Plane around them.
to the O utlands as proof, calling it a m icr o co s m o f the
A p p e n d i x D : C r e a t u r e St a t i s t i c s
PELLS AND CLASS FEATURES ALLOW CHARACTERS
S
Bo a r
to transform into anim als, su m m on creatures M edium beast, unaligned
to serve as fam iliars, and create undead.
Statistics for such creatu res are grou ped Armor Class 11 (natural armor)
in this appendix for your convenience. For Hit Points 11 (2d8 + 2)
inform ation on h ow to read a stat block, see Speed 40 ft.
the Monster Manual.
STR DEX CON IN T W IS CHA
13 (+1) 11 (+0) 12 (+1) 2 (-4) 9 (-1) 5 (-3)
Ba t
Tiny beast, unaligned Senses passive Perception 9
Languages —
Arm or C lass 12 Challenge 1/4 (50 XP)
Hit Points 1 (1d4 - 1)
Speed 5 ft., fly 30 ft.
Charge. If the boar moves at least 20 feet straight toward a
STR DEX CON IN T W IS CHA creature right before hitting it with a tusk attack, the target
2 (-4) 15 (+2) 8 (-1) 2 (-4) 12 (+1) 4 (-3) takes an extra 3 (1d6) slashing damage and must succeed on a
DC 11 Strength saving throw or be knocked prone.
Senses blindsight 60 ft., passive Perception 11
R elentless (R echarges a fter the Boar Finishes a S hort or L ong
Languages —
R est). If the boar takes damage that reduces it to 0 hit points,
Challenge 0 (10 XP)
unless the damage is 7 or more or from a critical hit, it drops to
1 hit point instead.
Echoloca tion. While it can’t hear, the bat has no blindsight.
Ac t io n s ________________________________________________
Keen Hearing. The bat has advantage on Wisdom (Perception)
checks that rely on hearing. Tusk. M elee W eapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) slashing damage.
A c t io n s ________________________________________________
Bite. Melee W eapon Attack: +0 to hit, reach 5 ft., one creature. Br o w n Be a r
Hit: 1 piercing damage. Large beast, unaligned

Armor C lass 11 (natural armor)


Bl a c k Be a r Hit Points 34 (4d10 + 12)
M edium beast, unaligned
Speed 40 ft., climb 30 ft.

Armor Class 11 (natural armor)


STR DEX CON IN T W IS CHA
Hit Points 19 (3d8 + 6)
19 (+4) 10 (+0) 16 (+3) 2 (-4) 13 (+1) 7 (-2)
Speed 40 ft., climb 30 ft.

Skills Perception +3
STR DEX CON IN T W IS CHA
Senses passive Perception 13
15 (+2) 10 (+0) 14 (+2) 2 (-4) 12 (+1) 7 (-2)
Languages —
Challenge 1 (200 XP)
Skills Perception +3
Senses passive Perception 13
Languages — Keen S m ell. The bear has advantage on Wisdom (Perception)
Challenge 1/2 (100 XP) checks that rely on smell.

A c t io n s ________________________________________________
Keen S m ell. The bear has advantage on Wisdom (Perception)
checks that rely on smell. M ultia ttack. The bear makes two attacks, one with its bite and
one with its claws.
Ac t io n s ________________________________________________
Bite. Melee W eapon Attack: +5 to hit, reach 5 ft., one target.
M ultia ttack. The bear makes two attacks, one with its bite and Hit: 8 (1d8 + 4) piercing damage.
one with its claws.
Cla ws. M elee W eapon Attack: +5 to hit, reach 5 ft., one target.
Bite. Melee W eapon Attack: +3 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Hit: 5 (1d6 + 2) piercing damage.

Cla ws. Melee W eapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 1 (2d4 + 2) slashing damage.
Cat Ac t i o n s ______________________________________
Tiny beast, unaligned Bite. Melee W eapon Attack: + 4 to hit, reach 5 ft., one target.
Hit: 7 (1d10 + 2) piercing damage, and the target is grappled.
Armor Class 12 Until this grapple ends, the target is restrained, and the
Hit Points 2 (1d4) crocodile can’t bite another target.
Speed 40 ft., climb 30 ft.

STR DEX CON IN T W IS CHA D ir e W o l f


3 (-4) 15 (+2) 10 (+0) 3 (-4) 12 (+1) 7 (-2) Large beast, unaligned

Skills Perception +3, Stealth +4 Armor C lass 14 (natural armor)


Senses passive Perception 13 Hit Points 37 (5d10 + 10)
Languages — Speed 50 ft.
Challenge 0 (10 XP)
STR DEX CON IN T W IS CHA
Keen S m ell. The cat has advantage on Wisdom (Perception) 17 (+3) 15 (+2) 15 (+2) 3 (-4) 12 (+1) 7 (-2)
checks that rely on smell.
Skills Perception +3, Stealth +4
Ac t i o n s _______________________________________ Senses passive Perception 13
Languages —
Cla ws. M elee W eapon Attack: +0 to hit, reach 5 ft., one target.
Challenge 1 (200 XP)
Hit: 1 slashing damage.

Keen H earing and S m ell. The wolf has advantage on Wisdom


C o n s t r i c t o r Sn a k e (Perception) checks that rely on hearing or smell.
Large beast, unaligned
Pack Tactics. The wolf has advantage on attack rolls against a
Armor Class 12 creature if at least one o f the wolf's allies is within 5 feet o f the
Hit Points 13 (2d10 + 2) creature and isn’t incapacitated.
Speed 30 ft., swim 30 ft.
Ac t i o n s _______________________________________
STR DEX CON IN T W IS CHA Bite. Melee W e apo n Attack: +5 to hit, reach 5 ft., one target.
15 (+2) 14 (+2) 12 (+1) 1 (-5) 10 (+0) 3 (-4) Hit: 10 (2d6 + 3) piercing damage. If the target is a creature,
it must succeed on a DC 13 Strength saving throw or be
Senses blindsight 10 ft., passive Perception 10 knocked prone.
Languages —
Challenge 1/4 (50 XP)
Fr o g
Tiny beast, unaligned
Ac t i o n s _______________________________________
Bite. M elee W eapon Attack: +4 to hit, reach 5 ft., one creature. Armor C lass 11
Hit: 5 (1d6 + 2) piercing damage. Hit Points 1 (1d4 - 1)
Speed 20 ft., swim 20 ft.
Constrict. M elee W eapon Attack: +4 to hit, reach 5 ft., one
creature. Hit: 6 (1d8 + 2) bludgeoning damage, and the target STR DEX CON IN T W IS CHA
is grappled. Until this grapple ends, the creature is restrained, 1 (-5) 13 (+1) 8 (-1) 1 (-5) 8 (-1) 3 (-4)
and the snake can’t constrict another target.
Skills Perception +1, Stealth +3
Senses darkvision 30 ft., passive Perception 11
C r o c o d il e Languages —
Large beast, unaligned Challenge 0 (0 XP)

Armor C lass 12 (natural armor)


Hit Points 19 (3d10 + 3) Amphibious. The frog can breathe air and water.
Speed 20 ft., swim 30 ft. S t a nding L eap. As part o f its movement and without a running
start, the frog can long jump up to 10 feet and high jump
STR DEX CON IN T W IS CHA up to 5 feet.
15 (+2) 10 (+0) 13 (+1) 2 (-4) 10 (+0) 5 (-3)

Skills Stealth +2
Senses passive Perception 10
Languages —
Challenge 1/2 (100 XP)

H o ld Breath. The crocodile can hold its breath for 15 minutes.


G i a n t Ea g l e Web (R echarge 5-6 ) . R an ge d W eapon Attack: +5 to hit, range
Large beast, neutral good
30 ft./60 ft., one creature. Hit: The target is restrained by
webbing. As an action, the restrained target can make a DC
Armor C lass 13 12 Strength check, bursting the webbing on a success. The
Hit Points 26 (4d10 + 4) webbing can also be attacked and destroyed (AC 10; hp 5;
Speed 10 ft., fly 80 ft. vulnerability to fire damage; immunity to bludgeoning, poison,
and psychic damage).
STR DEX CON IN T W IS CHA
16 (+3) 17 (+3) 13 (+1) 8 (-1) 14 (+2) 10 (+0)
H a w k (Fa l c o n )
Tiny beast, unaligned
Skills Perception +4
Senses passive Perception 14
Armor C lass 13
Languages Giant Eagle, understands Common but doesn't
speak it Hit Points 1 (1d4 - 1)
Challenge 1 (200 XP) Speed 10 ft., fly 60 ft.

STR DEX CON IN T W IS CHA


Keen S ight. The eagle has advantage on Wisdom (Perception) 5 (-3) 16 (+3) 8 (-1) 2 (-4) 14 (+2) 6 (-2)
checks that rely on sight.
Skills Perception +4
Ac t i o n s _______________________________________ Senses passive Perception 14
M ultia ttack. The eagle makes two attacks, one with its beak Languages —
and one with its talons. Challenge 0 (10 XP)

Beak. M elee W eapon Attack: +5 to hit, reach 5 ft., one target.


Hit: 6 (1d6 + 3) piercing damage. Keen S ight. The hawk has advantage on Wisdom (Perception)
checks that rely on sight.
Talons. Melee W eapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) slashing damage. Ac t i o n s _______________________________________
Talons. M elee W eapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1 slashing damage.
G i a n t Sp i d e r
Large beast, unaligned

Im p
Armor Class 14 (natural armor) Tiny fiend (devil, shapechanger), lawful evil
Hit Points 26 (4d10 + 4)
Speed 30 ft., climb 30 ft.
Armor C lass 13
Hit Points 10 (3d4 + 3)
STR DEX CON IN T W IS CHA
Speed 20 ft., fly 40 ft. (20 ft. in rat form; 20 ft., fly 60 ft. in raven
14 (+2) 16 (+3) 12 (+1) 2 (-4) 11 (+0) 4 (-3) form; 20 ft., climb 20 ft. in spider form)

Skills Stealth +7
STR DEX CON IN T W IS CHA
Senses blindsight 10 ft., darkvision 60 ft., passive Perception 10
6 (-2) 17 (+3) 13 (+1) 11 (+0) 12 (+1) 14 (+2)
Languages —
Challenge 1 (200 XP)
Skills Deception +4, Insight+3, Persuasion +4, Stealth +5
Dam age Resistances cold; bludgeoning, piercing, and slashing
S pider Climb. The spider can climb difficult surfaces, including from nonmagical weapons that aren’t silvered
upside down on ceilings, without needing to make an Dam age Immunities fire, poison
ability check. Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 11
Web S ense. While in contact with a web, the spider knows the Languages Infernal, Common
exact location of any other creature in contact with the same web. Challenge 1 (200 XP)

Web Walker. The spider ignores movement restrictions caused


by webbing. Shapechanger. The imp can use its action to polymorph into
the beast form o f a rat, a raven, or a spider, or into its devil
Ac t i o n s _______________________________________ form. Its statistics are the same in each form, although its
Bite. M elee W e apo n Attack: +5 to hit, reach 5 ft., one creature. attack is different in some o f them. Any equipment it carries is
Hit: 7 (1d8 + 3) piercing damage, and the target must make a not transformed. If slain, the imp reverts to its devil form.
DC 11 Constitution saving throw, taking 9 (2d8) poison damage D e vil’s S ight. Magical darkness doesn’t impede the
on a failed save, or half as much damage on a successful one. If imp’s darkvision.
the poison damage reduces the target to 0 hit points, the target
is stable but poisoned for 1 hour, and paralyzed while poisoned M agic R esistance. The imp has advantage on saving throws
in this way. against spells and other magical effects.
A c t i o n s _______________________________________ Pounce. If the lion moves at least 20 feet straight toward a
target right before hitting it with a claw attack, the target must
S ting (Bite in Beast Form ) .
Melee W e apo n Attack: +5 to hit,
succeed on a DC 13 Strength saving throw or be knocked
reach 5 ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and
prone. If the target is prone, the lion can take a bonus action to
the target must make on a DC 11 Constitution saving throw,
make one bite attack against it.
taking 10 (3d6) poison damage on a failed save, or half as
much damage on a successful one. R unning Leap. As part o f its movement and after a 10-foot
running start, the lion can long jump up to 25 feet.
Invisibility. The imp turns invisible until it attacks or until its
concentration ends. Anything the invisible imp is carrying or Ac t i o n s _______________________________________
wearing is invisible as long as it remains in contact with the imp.
Bite. Melee W eapon Attack: +5 to hit, reach 5 ft., one target.
H it: 7 (1d8 + 3) piercing damage.

L io n Claw. M elee W e apo n Attack: +5 to hit, reach 5 ft., one target.


Large beast, unaligned
Hit: 6 (1d6 + 3) slashing damage.

Armor C lass 12
Hit Points 26 (4d10 + 4) M a s t if f
Speed 50 ft. M edium beast, unaligned

STR DEX CON IN T W IS CHA Armor C lass 12


17 (+3) 15 (+2) 13 (+1) 3 (-3) 12 (+1) 8 (-1) Hit Points 5 (1d8 + 1)
Speed 40 ft.
Skills Perception +3, Stealth +6
Senses passive Perception 13 STR DEX CON IN T W IS CHA
Languages — 13 (+1) 14 (+2) 12 (+1) 3 (-4) 12 (+1) 7 (-2)
Challenge 1 (200 XP)
Skills Perception +3
Keen S m ell. The lion has advantage on Wisdom (Perception) Senses passive Perception 13
checks that rely on smell. Languages —
Challenge 1/8 (25 XP)
Pock Tactics. The lion has advantage on attack rolls against a
creature if at least one o f the lion’s allies is within 5 feet o f the
Keen H earing and S m ell. The mastiff has advantage on
creature and isn’t incapacitated.
Wisdom (Perception) checks that rely on hearing or smell.

Ac t i o n s _______________________________________
Bite. Melee W eapon Attack: +3 to hit, reach 5 ft., one target. Hit:
4 (1d6 + 1) piercing damage. If the target is a creature, it must
succeed on a DC 11 Strength saving throw or be knocked prone.

Mul e
M edium beast, unaligned

Armor C lass 10
Hit Points 11 (2d8 + 2)
Speed 40 ft.

STR DEX CON IN T W IS CHA


14 (+2) 10 (+0) 13 (+1) 2 (-4) 10 (+0) 5 (-3)

Senses passive Perception 10


Languages —
Challenge 1/8 (25 XP)

Beast o f Burden. The mule is considered to be a Large animal


for the purpose o f determining its carrying capacity.

S ure-Footed. Whenever the mule would be knocked prone, it


stays on its feet if it succeeds on a DC 10 Dexterity saving throw.

Ac t i o n s _______________________________________
Hooves. M elee W eapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 4 (1d4 + 2) bludgeoning damage.
Owl Po i s o n o u s Sn a k e
Tiny beast, unaligned Tiny beast, unaligned

Armor Class 11 Armor Class 13


Hit Points 1 (1d4 - 1) Hit Points 2 (1d4)
Speed 5 ft., fly 60 ft. Speed 30 ft., swim 30 ft.

STR DEX CON IN T W IS CHA STR DEX CON IN T W IS CHA


3 (-4) 13 (+1) 8 (-1) 2 (-4) 12 (+1) 7 (-2) 2 (-4) 16 (+3) 11 (+0) 1 (-5) 10 (+0) 3 (-4)

Skills Perception +3, Stealth +3 Senses blindsight 10 ft., passive Perception 10


Senses darkvision 120 ft., passive Perception 13 Languages —
Languages — Challenge 1/8 (25 XP)
Challenge 0 (10 XP)

A c t io n s ____________________________________________
Flyby. The owl provokes no opportunity attacks when it flies
out of an enemy’s reach. Bite. M elee W eapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1 piercing damage, and the target must make a DC 10
Keen S ight. The owl has advantage on Wisdom (Perception) Constitution saving throw, taking 5 (2d4) poison damage on a
checks that rely on sight. failed save, or half as much damage on a successful one.

A c t io n s ____________________________________________

Talons. Melee W eapon Attack: +3 to hit, reach 5 ft., one target. Ps e u d o d r a g o n


H it : 1 slashing damage. Tiny dragon, neutral good

Armor C lass 13 (natural armor)


Pa n t h e r Hit Points 7 (2d4 + 2)
M edium beast, unaligned Speed 15 ft., fly 60 ft.

Armor C lass 12 STR DEX CON IN T W IS CHA


Hit Points 13 (3d8) 6 (-2) 15 (+2) 13 (+1) 10 (+0) 12 (+1) 10 (+0)
Speed 50 ft., climb 40 ft.
Skills Perception +3, Stealth +4
STR DEX CON IN T W IS CHA Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13
14 (+2) 15 (+2) 10 (+0) 3 (-4) 14 (+2) 7 (-2) Languages understands Common and Draconic but doesn’t
speak
Skills Perception +4, Stealth +6 Challenge 1/4 (50 XP)
Senses passive Perception 14
Languages —
Keen S enses. The pseudodragon has advantage on Wisdom
Challenge 1/4 (50 XP)
(Perception) checks that rely on sight, hearing, or smell.

M agic R esistance. The pseudodragon has advantage on saving


Keen S m ell. The panther has advantage on Wisdom
throws against spells and other magical effects.
(Perception) checks that rely on smell.
L im ited Telepathy. The pseudodragon can communicate
Pounce. If the panther moves at least 20 feet straight toward
simple ideas, emotions, and images telepathically with any
a creature right before hitting it with a claw attack, the target
creature within 100 feet o f it that can understand a language.
must succeed on a DC 12 Strength saving throw or be knocked
prone. If the target is prone, the panther can take a bonus A c t io n s ____________________________________________
action to make one bite attack against it.
Bite. M elee W eapon Attack: + 4 to hit, reach 5 ft., one target.
A c t io n s ____________________________________________ Hit: 4 (1d4 + 2) piercing damage.

Bite. M elee W eapon Attack: +4 to hit, reach 5 ft., one target. S ting. Melee W eapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 5 (1d6 + 2) piercing damage. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed
on a DC 11 Constitution saving throw or become poisoned for
Claw. Melee W eapon Attack: + 4 to hit, reach 5 ft., one target.
1 hour. If its saving throw result is 6 or lower, the target falls
Hit: 4 (1d4 + 2) slashing damage.
unconscious for the same duration, or until it takes damage or
another creature uses an action to wake it.
Q u a s it Ac t i o n s _______________________________________
Tiny f e n d (demon, shapechanger), chaotic evil Bite. Melee W eapon Attack: +0 to hit, reach 5 ft., one target.
Hit: 1 piercing damage.
Armor Class 13
Hit Points 7 (3d4)
Speed 40 ft. (10 ft., fly 40 ft. in bat form; 40 ft., climb 40 ft. in Ra v e n
centipede form; 40 ft., swim 40 ft. in toad form) Tiny beast, unaligned

STR DEX CON IN T W IS CHA Armor C lass 12


5 (-3) 17 (+3) 10 (+0) 7 (-2) 10 (+0) 10 (+0) Hit Points 1 (1d4 - 1)
Speed 10 ft., fly 50 ft.
Skills Stealth +5
Dam age Resistances cold, fire, lightning; bludgeoning, STR DEX CON IN T W IS CHA
piercing, and slashing from nonmagical weapons 2 (-4) 14 (+2) 8 (-1) 2 (-4) 12 (+1) 6 (-2)
Dam age Immunities poison
Condition Immunities poisoned Skills Perception +3
Senses darkvision 120 ft., passive Perception 10 Senses passive Perception 13
Languages Abyssal, Common Languages —
Challenge 1 (200 XP) Challenge 0 (10 XP)

S hapechanger. The quasit can use its action to polymorph into M imicry. The raven can mimic simple sounds it has heard,
the beast form of a bat, centipede, or toad, or into its demon such as a person whispering, a baby crying, or an animal
form. Its statistics are the same in each form, although its chittering. A creature that hears the sounds can tell they are
attack is different in some of them. Any equipment it carries is imitations with a successful DC 10 Wisdom (Insight) check.
not transformed. If slain, the quasit reverts to its demon form.
Ac t i o n s _______________________________________
M agic R esistance. The quasit has advantage on saving throws
against spells and other magical effects. Beak. M elee W eapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 1 piercing damage.
Ac t i o n s ______________________________________
Cla ws (Bite in Beast Form ) . Melee W e apo n Attack: +4 to hit,
R e e f Sh a r k
reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. If the M edium beast, unaligned
target is a creature, it must succeed on a DC 10 Constitution
saving throw or take 5 (2d4) poison damage and become Armor C lass 12 (natural armor)
poisoned for 1 minute. The creature can repeat the saving Hit Points 22 (4d8 + 4)
throw at the end o f each o f its turns, ending the effect early Speed 0 ft., swim 40 ft.
on a success.
STR DEX CON IN T W IS CHA
S c are ( 1/Day ) . One creature o f the quasit’s choice within 20
14 (+2) 13 (+1) 13 (+1) 1 (-5) 10 (+0) 4 (-3)
feet of it must succeed on a DC 10 Wisdom saving throw or be
frightened for 1 minute. The target can repeat the saving throw
Skills Perception +2
at the end o f each of its turns, with disadvantage if the quasit is
Senses blindsight 30 ft., passive Perception 12
within line o f sight, ending the effect early on a success.
Languages —
Invisibility. The quasit turns invisible until it attacks or uses Challenge 1/2 (100 XP)
Scare, or until its concentration ends. Anything the invisible
quasit is carrying or wearing is invisible as long as it remains in
Pa ck Tactics. The shark has advantage on attack rolls against a
contact with the quasit.
creature if at least one o f the shark’s allies is within 5 feet o f the
creature and isn't incapacitated.
Ra t Water Brea thing. The shark can breathe only while underwater.
Tiny beast, unaligned
Ac t i o n s _______________________________________
Armor C lass 10
Bite. M elee W eapon Attack: +4 to hit, reach 5 ft., one target.
Hit Points 1 (1d4 - 1)
Hit: 6 (1d8 + 2) piercing damage.
Speed 20 ft.

STR DEX CON IN T W IS CHA


2 (-4) 11 (+0) 9 (-1) 2 (-4) 10 (+0) 4 (-3)

Senses darkvision 30 ft., passive Perception 10


Languages —
Challenge 0 (10 XP)

Keen S m ell. The rat has advantage on Wisdom (Perception)


checks that rely on smell.
R id in g H o r s e
Large beast, unaligned

Armor C lass 10
Hit Points 13 (2d10 + 2)
Speed 60 ft.

STR DEX CON IN T W IS CHA


16 (+3) 10 (+0) 12 (+1) 2 (-4) 11 (+0) 7 (-2)

Senses passive Perception 10


Languages —
Challenge 1/4 (50 XP)

Ac t i o n s _______________________________________
Hooves. M elee W eapon Attack: +2 to hit, reach 5 ft., one target.
Hit: 8 (2d4 + 3) bludgeoning damage.

Sk e l e t o n
M edium undead, lawful evil

Armor C lass 13 (armor scraps)


Hit Points 13 (2d8 + 4)
Speed 30 ft.

STR DEX CON IN T W IS CHA


10 (+0) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3)

D am age Vulnerabilities bludgeoning


Dam age Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 9
S hortbow. R anged Weapon Attack: +6 to hit, range 40 ft./160
Languages understands languages it knew in life but can’t speak
Challenge 1/4 (50 XP)
ft., one target. Hit: 1 piercing damage. If the target is a
creature, it must succeed on a DC 10 Constitution saving
throw or become poisoned for 1 minute. If its saving throw
Ac t i o n s _______________________________________ result is 5 or lower, the target falls unconscious for the same
duration, or until it takes damage or another creature uses an
S hortsword. Melee W eapon Attack: +4 to hit, reach 5 ft., one
action to wake it.
target. Hit: 5 (1d6 + 2) piercing damage.
H e art S ight. The sprite touches a creature and knows the
S hortbow. R an ge d W eapon Attack: + 4 to hit, range 80 ft./320
creature’s current emotional state. If the target fails a DC 10
ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Charisma saving throw, the sprite also knows the creature's
alignment. Celestials, fiends, and undead automatically fail the
Sp r i t e saving throw.
Tiny fey, neutral good Invisibility. The sprite turns invisible until it attacks or casts
a spell, or until its concentration ends. Anything the invisible
Armor C lass 15 (leather armor) sprite is carrying or wearing is invisible as long as it remains in
Hit Points 2 (1d4)
contact with the sprite.
Speed 10 ft., fly 40 ft.

STR DEX CON IN T W IS CHA Va r ia n t : Wa r h o r se A r m o r


3 (-4) 18 (+4) 10 (+0) 14 (+2) 13 (+1) 11 (+0) An armored warhorse has an Armor Class based on the
type o f barding worn (see chapter 5 for more information
Skills Perception +3, Stealth +8 (the check is made with on barding). Its Armor Class includes the horse’s Dexterity
disadvantage if the sprite is flying) modifier, where applicable.
Senses passive Perception 13
Languages Common, Elvish, Sylvan AC Barding AC Barding
Challenge 1/4 (50 XP) 12 Leather 16 Chain mail
13 Studded leather 17 Splint
14 Ring mail 18 Plate
Ac t i o n s _______________________________________ 15 Scale mail

Longsword. M elee W eapon Attack: + 2 to hit, reach 5 ft., one


target. Hit: 1 slashing damage.
T ig e r Wol f
Large beast, unaligned M edium beast, unaligned

Armor C lass 12 Armor Class 13 (natural armor)


Hit Points 37 (5d10 + 10) Hit Points 11 (2d8 + 2)
Speed 40 ft. Speed 40 ft.

STR DEX CON IN T W IS CHA STR DEX CON IN T W IS CHA


17 (+3) 15 (+2) 14 (+2) 3 (-4) 12 (+1) 8 (-1) 12 (+1) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2)

Skills Perception +3, Stealth +6 Skills Perception +3, Stealth +4


Senses passive Perception 13 Senses passive Perception 13
Languages — Languages —
Challenge 1 (200 XP) Challenge 1/4 (50 XP)

Keen S m ell. The tiger has advantage on Wisdom (Perception) Keen H e aring and S m ell. The wolf has advantage on Wisdom
checks that rely on smell. (Perception) checks that rely on hearing or smell.

Pounce. If the tiger moves at least 20 feet straight toward a Pack Tactics. The wolf has advantage on attack rolls against a
creature right before hitting it with a claw attack, the target creature if at least one o f the wolf’s allies is within 5 feet o f the
must succeed on a DC 13 Strength saving throw or be knocked creature and isn't incapacitated.
prone. If the target is prone, the tiger can take a bonus action
to make one bite attack against it. Ac t i o n s _______________________________________
Bite. M elee W e apo n Attack: +4 to hit, reach 5 ft., one target.
Ac t i o n s _______________________________________ Hit: 7 (2d4 + 2) piercing damage. If the target is a creature,
Bite. M elee W e apo n Attack: +5 to hit, reach 5 ft., one target. it must succeed on a DC 11 Strength saving throw or be
Hit: 8 (1d10 + 3) piercing damage. knocked prone.

Claw. Melee W eapon Attack: +5 to hit, reach 5 ft., one target.


Hit: 7 (1d8 + 3) slashing damage. Z o m b ie
M edium undead, neutral evil

War h o r se Armor Class 8


Large beast, unaligned Hit Points 22 (3d8 + 9)
Speed 20 ft.
Armor C lass 11
Hit Points 19 (3d10 + 3) STR DEX CON IN T W IS CHA
Speed 60 ft. 13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)

STR DEX CON IN T W IS CHA Saving Throws Wis +0


18 (+4) 12 (+1) 13 (+1) 2 (-4) 12 (+1) 7 (-2) Dam age Immunities poison
Condition Immunities poisoned
Senses passive Perception 11 Senses darkvision 60 ft., passive Perception 8
Languages — Languages understands the languages it knew in life but can’t
Challenge 1/2 (100 XP) speak
Challenge 1/4 (50 XP)

Trampling Charge. If the horse moves at least 20 feet straight


toward a creature right before hitting it with a hooves attack, Undead Fortitude. If damage reduces the zombie to 0 hit
the target must succeed on a DC 14 Strength saving throw or points, it must make a Constitution saving throw with a DC
be knocked prone. If the target is prone, the horse can take a o f 5 + the damage taken, unless the damage is radiant or
bonus action to make another attack with its hooves against from a critical hit. On a success, the zombie drops to 1 hit
the target. point instead.

Ac t i o n s ________ Ac t i o n s _______________________________________
Hooves. M elee W eapon Attack: +4 to hit, reach 5 ft., one target. S lam . Melee W eapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 11 (2d6 + 4) bludgeoning damage. Hit: 4 (1d6 + 1) bludgeoning damage.
A p p e n d i x E: I n s p i r a t i o n a l R e a d i n g
INSPIRATION FOR ALL OF THE FANTASYWORK I HAVE Farmer, Philip Jose. Maker o f Universes and the rest of the
done stems directly from the love m y father World of Tiers series.
showed when I was a lad, for he spent many Fox, Gardner. Kothar and the Conjurer’s Curse and the rest of
hours telling me stories he made up as he went the Kothar series, and Kyrik and the Lost Queen and the rest
along, tales o f cloaked old men who could grant of the Kyrik series.
Froud, Brian & Alan Lee. Faeries.
wishes, o f magic rings and enchanted swords,
Hickman, Tracy & Margaret Weis. Dragons o f Autumn Twilight
or wicked sorcerers and dauntless swordsmen. .
and the rest of the Chronicles Trilogy.
.. All o f us tend to get ample helpings o f fantasy Hodgson, William Hope. The Night Land.
when we are very young, from fairy tales such as those Howard, Robert E. The Coming o f Conan the Cimmerian and
written by the Brothers Grimm and Andrew Lang. the rest of the Conan series.
This often leads to reading books o f mythology, paging Jemisin, N.K. The Hundred Thousand Kingdoms and the
through bestiaries, and consultation o f compilations rest of the Inheritance series, The Killing Moon, and The
o f the myths o f various lands and peoples. Upon such Shadowed Sun.
a base I built my interest in fantasy, being an avid Jordan. Robert. The Eye o f the World and the rest of the Wheel
reader o f all science fiction and fantasy literature of Time series.
Kay, Guy Gavriel. Tigana.
since 1950. The following authors were o f particular
King, Stephen. The Eyes o f the Dragon.
inspiration to me.
Lanier, Sterling. Hiero’s Journey and The Unforsaken Hiero.
—E. Gary Gygax, D un geon M aster’s G uide (1979) LeGuin, Ursula. A Wizard o f Earthsea and the rest of the
Earthsea series.
A great deal o f fantasy literature has been published Leiber, Fritz. Swords and Deviltry and the rest of the Fafhrd &
sin ce the co-crea tor o f D u n g e o n s & D r a g o n s w rote Gray Mouser series.
th ose w ords, including breakthrough w ork s set in the Lovecraft, H.P. The Complete Works.
sh ared w orld s o f D & D . T h e follow in g list includes Lynch, Scott. The Lies o f Locke Lamora and the rest of the
G ary’s original list and som e additional w ork s that have Gentlemen Bastard series.
inspired the gam e’s design ers in the years since. Martin, George R.R. A Game o f Thrones and the rest of the
Song of Ice and Fire series.
McKillip, Patricia. The Forgotten Beasts o f Eld.
Ahmed, Saladin. Throne o f the Crescent Moon.
Merritt, A. Creep, Shadow, Creep; Dwellers in the Mirage; and
Alexander, Lloyd. The Book o f Three and the rest of the
The Moon Pool.
Chronicles of Prydain series.
Mieville, China. Perdido Street Station and the other
Anderson, Poul. The Broken Sword, The High Crusade, and
Bas-Lag novels.
Three Hearts and Three Lions.
Moorcock, Michael. Elric o f Melnibone and the rest of the
Anthony, Piers. Split Infinity and the rest of the Apprentice
Elric series, and The Jewel in the Skull and the rest of the
Adept series.
Hawkmoon series.
Augusta, Lady Gregory. Gods and Fighting Men.
Norton, Andre. Quag Keep and Witch World.
Bear, Elizabeth. Range o f Ghosts and the rest of the
Offutt, Andrew J., ed. Swords against Darkness III.
Eternal Sky trilogy.
Peake, Mervyn. Titus Groan and the rest of the
Bellairs, John. The Face in the Frost.
Gormenghast series.
Brackett, Leigh. The B est o f Leigh Brackett, The Long
Pratchett, Terry. The Colour o f Magic and the rest of the
Tomorrow, and The Sword o f Rhiannon.
Discworld series.
Brooks, Terry. The Sword o f Shannara and the rest of the
Pratt, Fletcher. Blue Star.
Shannara novels.
Rothfuss, Patrick. The Name o f the Wind and the rest of the
Brown, Fredric. Hall o f Mirrors and What Mad Universe.
Kingkiller series.
Bulfinch, Thomas. Bulfinch’s Mythology.
Saberhagen, Fred. The Broken Lands and Changeling Earth.
Burroughs, Edgar Rice. At the Earth’s Core and the rest
Salvatore, R.A. The Crystal Shard and the rest of The
of the Pellucidar series, Pirates o f Venus and the rest of
Legend of Drizzt.
the Venus series, and A Princess o f Mars and the rest of
Sanderson, Brandon. Mistborn and the rest of the
the Mars series.
Mistborn trilogy.
Carter, Lin. Warrior o f World’s End and the rest of the
Smith, Clark Ashton. The Return o f the Sorcerer.
World’s End series.
St. Clair, Margaret. Change the Sky and Other Stories, The
Cook, Glen. The Black Company and the rest of the Black
Shadow People, and Sign o f the Labrys.
Company series,
Tolkien, J.R.R. The Hobbit, The Lord o f the Rings, and The
de Camp, L. Sprague. The Fallible Fiend and Lest
Silmarillion.
Darkness Fall.
Tolstoy, Nikolai. The Coming o f the King.
de Camp, L. Sprague & Fletcher Pratt. The Compleat
Vance, Jack. The Dying Earth and The Eyes o f the Overworld.
Enchanter and the rest of the Harold Shea series, and
Weinbaum, Stanley. Valley o f Dreams and The Worlds o f If.
Carnelian Cube.
Wellman, Manly Wade. The Golgotha Dancers.
Derleth, August and H.P. Lovecraft. Watchers out o f Time.
Williamson, Jack. The Cosmic Express and The Pygmy Planet.
Dunsany, Lord. The Book o f Wonder, The Essential Lord
Wolfe, Gene. The Shadow o f the Torturer and the rest of The
Dunsany Collection, The Gods o f Pegana, The King o f
Book of the New Sun.
Elfland’s Daughter, Lord Dunsany Compendium, and The
Zelazny, Roger. Jack o f Shadows and Nine Princes in Amber
Sword o f Welleran and Other Tales.
and the rest of the Amber series.
A rchery. See under fig h tin g styles bear, black. See cre a t ure st a tistics K no wled g e o f t h e A g es
In d e x Archf ey, t h e (w a rloc k ). See under bear, b row n. See cre a t ure st a tistics (K n o w le d g e d o m ai n), 59
c o m m o n ra ces
C om m and Undead(wizard), 119

0 hit p oin ts. See hit p oin ts: o t h erw orldly p a tro ns Be ast la n d s, t h e. See pla nes o f Preserve Life (Lif e d o m ai n), 60 co m p o n e n t , spell. See cas ting a
d r o p p in g t o 0 area o f eff ect, 204 - 205 e xiste nce Ra dia nce o f t h e D a w n (Lig h t sp ell: co m p o n e n ts
a bility check , 7, 12, 173 - 179, 186 ar m or and shields, 144 - 146 Be a st M a s t e r (ra n g er). See under d o m ai n), 61 See also m a t erial s p e l
co n test, 174 b ar ding, 155, 310 ra n g er arch ety p es Re ad T h o u g h t s (K n o wle d g e co m p o n e n t ; s o m a t ic spell
grou p , 175 cast in g a spell in. See cast in g a Be as t Sp e ech (w a rloc k ). See d o m ai n), 59-60 co m p o n e n t; ver bal sp ell
p assive, 175 spell: in ar m or eld ritch inv oca tio ns Turn U n d e a d , 59 co m p o n e n t
skill, 174 - 175 ge tting in to a nd o u t of, 146 Be a st Sp ells (d ruid), 67 W a r G o d ’s Ble ssin g (W ar co nce n tra t io n, 203 - 204
skills wit h diff ere n t abilities St e alt h, 144 Be g uilin g D e f e nses (w a rloc k), 109 d o m ai n), 63 co n d itio ns, 290 - 292
(va ria n t), 175 t able, 145 Be g uilin g In flu e nce (w a rloc k). See C h a n n el D ivinity p aladin o ptio ns, co ne. See area o f e ff ect
w or k in g to ge ther, 175 A r m o r C lass (A C), 7, 14, 144, 177 eld ritch in voca tio ns 86-88 co n j ura tio n, 116, 203
a bility modifier, 7, 13, 173 A r m o r o f Sh a d o ws (w arloc k). See Be n d Luc k (so rcerer), 103 A b j ure En e m y (O a t h o f scho ol (w i z ar d). See under
d e t er m inin g, 13, 173 eldritch inv oca tio ns Benig n T ra nsp osition (wi z ard), 116 V e n g e a n ce), 88 arca n e tra ditio n s
t a ble, 1 3 , 1 7 3 ar m or proficiency, 144 Bestial Fury (ra n g er), 93 N a t u re ’s Wra t h (O a t h o f t he C o n j ura tio n Sa v a n t (w i z ar d), 116
a bility score, 7, 12 - 13, 173 See also specific class entries Be w it chi n g W h isp e rs (w arloc k). A n ci e n t s), 87 co nj urer, 116
cu st o m i z in g (vari a n t), 13 A rti fice r’s Lore (rock g n o m e), 37 See eld ritch invoca tio ns Sacre d W e a p o n (O a t h o f C o nstit u tio n, 12, 177
d e t er m inin g, 12 - 13 Asce n d a n t St e p (w arloc k). See Blesse d H e al e r (cleric), 60 D evo tio n), 86 check s, 177
incre ase. See under racial traits eldritch inv oca tio ns Blessin gs o f Kn o wle d g e (cleric), 59 T urn t h e Faithless (O a t h o f t h e hit p oin ts an d . See hit p oin ts
p oin t co st t a ble, 13 A sp e ct o f t h e Be as t (b a r b aria n), Blessin g o f t he Trickster (cleric), 63 A n ci e n t s), 87 co n t a in er cap acity, 153
rolling, 13 50 blind ed . See co n d itio ns T urn t h e U n h o ly (O a t h o f co n t est. See under a bility ch eck
sta n d ar d set, 13 A ss assin (ro g u e). See under Blin d se ns e (ro g u e), 96 D e vo t io n), 86 C o ntrolle d C h a os (so rcerer), 103
su m m ary, 12, 173 ro guish arch ety p es blin dsigh t, 183 V o w o f En m ity (O a t h o f C o nvertin g a spell slo t t o sorcery
using, 173 - 179 A ssa ssi n a t e (ro g u e), 97 blu d g e o n in g d a m a g e. See d a m a g e V e n g e a n ce), 88 p oin ts (sorce rer). See F o nt
A bility Sco re Im p ro ve m e n t. See Astral Pla ne. See pla nes o f ty pes ch a o tic evil. See ali g n m e n t o f Ma g ic
specific class entries e xist ence boar. See cre a t ure st a tistics ch a o t ic go od . See alig n m e n t co p p er piece (c p). See c oin a g e
a bj ura tio n, 115, 203 A t hle tics (sk ill). See under b on ds. See p erso n ality ch a o tic ne u tral. See alig n m e n t C oro n a o f Light (cleric) , 61
sch o ol (w i z ar d). See under Stre n g t h b on us, 7 charact er, 5 , 11-15 C o u n t e rch ar m (b a r d), 54
arca n e tra ditio ns att ac k o f o p p ort unity. See b on us actio n, 189 a d va nce m e n t, 15 cover, 196
A b j ura tio n Sav a n t (w i z ar d), 115 o p p o rt u n ity a tt ac k See also cast in g a sp ell: castin g age. See specific race entries craftin g. See d o w n t i m e activity
A b j ure En e m y (p ala din). See att ack , 14, 193 - 196 ti m e alig n m e n t. See alig n m e n t crawlin g. See under m ov e m e n t
under C h a n n el D ivinity p aladin A tt a c k actio n. See under action Bo o k o f A nc ie n t Se cre ts (w arloc k). cre a tin g a, 11 - 15 C re a t e T hrall (w arloc k), 110
o p tio ns att ac k modifier, 14, 194 See eld ritch in voca tio ns d escribin g your, 13-14 cre a tin g a ch aracter. See under
abj urer, 115 spell. See spe cific Spellcasting Bo o k o f Sh a d o w s (w arloc k), 108 e q u ip pin g your, 14 , 125 , ch a ract er
A b yss, the. See pla nes o f e xiste nce entries Bo r d er Et h ere al. See pla nes o f 143-157 cre a tin g spell slots (sorce rer). See
A b yssal. See la n g u ag e a tt ac k roll, 7, 14, 176, 177, 194 e xiste nce h eigh t an d w eig h t, 121 F o n t o f Ma g ic
A C. See A r m o r C lass a bility modifier, 194 Brave (h alflin g), 28 n a m e, 121 . See also specific race cre a t ure st a tistics, 304 - 311
A ch ero n. See plan es o f e xiste nce De xterity - based, 177, 194 b rea kin g co nc e n tra tio n. See entries cri m in al. See under b ac k gro un d
acid d a m a g e. See d a m a g e ty pes m o difiers to, 194 co nce n tr a t io n p ersonality. See p erso n ality C ri m in al C o n t act (cri m i n a l), 129
acolyte. See under b ac k gro un d p ro ficie ncy b o nus, 194 Bre a t h o f W in t e r (m o n k). See sex a n d gender, 121 critical hit, 196
A co lyt e o f N a t ure (cleric), 62 rollin g a 1, 194 Ele m e n t a l D isciplin es ch ara ct er she et, 11 , 317-319 croco dile. See cre a t ure st a tistics
A cro b a t ics (sk ill). See under rollin g a 20, 194 Bre a t h W e a p o n (d ra g o n b o rn), 34 C h a ris m a , 12 , 178-179 cub e. See area o f eff ect
De xt erity spell. See spell a ttack roll b right light. See light chec ks, 178-179 C u n n in g A ctio n (ro g u e), 96
actio n, 189, 192 - 193 Stre ngt h - base d, 176, 194 b rin gin g b ack t h e d e ad . See under D ece p tio n, 178 curre n t hit p oin ts. See hit p oin ts:
A tt ac k actio n, 192 A ur a n. See la n g u ag e de ad In ti m id a tio n, 179 curre n t
cast a spell. See cast in g a spell: A ura o f C o ura g e (p al a di n), 85 Brut al C ritical (b a r b a ria n), 49 Pe rf or m a nce, 179 C u ttin g W o r d s (b a r d), 54 - 55
cast in g ti m e A ura o f D evo tio n (p al a di n), 86 bull rush. See sh ovin g Persu asio n, 179 cylinder. See are a o f e ff ect
D ash actio n, 192 A ura o f Pro t ectio n (p al a di n), 85 By Po p u lar D e m a n d (e n t ert a in e r), ch arla t a n. See under back gro u nd d a m a g e, 14, 196 - 197
D ise n g a g e actio n, 192 A ura o f W ar d in g (p a la d in), 87 130 C h a r m A n i m a ls a nd Pla n ts at 0 hit p oin ts. See under d ea th
D od g e action, 192 a u t o m a tic hit. See a tt ack roll: Byto pia. See pla nes o f e xiste nce (cleric). See under C h a n nel savin g t hro ws
H el p actio n, 192 rollin g a 20 Calishit e. See h u m a n e t h nicities D ivinity cleric o p t io ns d a m a g e resist a nce, 197
H id e actio n, 192 a u t o m a tic m iss. See a ttack roll: ca m p aig n, 5, 6 ch a r m e d . See co n ditio n s D a m a g e Re sist a nce (d ra g o n b o rn),
i m p rovisin g, 193 rollin g a 1 ca n trips, 201 check . See a bility ch ec k 34
Re ad y actio n, 193 A v a t a r o f Ba tt le (cleric), 63 See also Sp e llcas tin g: bar d; C h o n d a t h a n . See h u m a n d a m a g e roll, 14, 176, 177, 196
Se arc h actio n, 193 A ve n gin g An g el (p a la d in), 88 cleric; d ruid; fighter, Eld ritch e th nicities De xterity - based, 177
U s e an O b je ct actio n, 193 A w a k e n e d Mi n d (w a rloc k), 110 Knight; rog ue, A rc a n e Trickster; C ircle F or m s (d r ui d), 69 spell, 196
A c tio n Surg e (fig h t er), 72 b ac k gro un d, 11, 12, 13 - 14, sorcerer; w arlock ; wi z ard C ircle o f t h e La n d (d r uid). See Stre ng t h - base d, 176
a d va n ce m e n t . See under ch a ract er 125 - 141 C arceri. See pla nes o f e xiste nce under d ruid circles m ore t h a n o n e targe t, 196
a dva n t a g e, 7, 173 acolyt e, 127 Care f ul Sp ell (so rcerer). See C ircle o f t h e M o o n (d ru id). See w e a p o n, 14, 196
a dve n t ure, 5, 7 - 8 charla t a n, 128 M e t a m a g ic under d ruid circles d a m a g e ty pes, 196
See also a d ve n t urin g cri m in al, 129 - 130 carryin g cap acity. See under liftin g C ircle Sp e lls (d ruid), 68 d a m a g e vuln era bility, 197
ad ven turer. See ch ara ct er cust o m i z in g, 125 - 126 a n d carryin g C ity Secre t s (u rch in), 141 D a m a ra n . See h u m a n e t h nicities
a d ve n t urin g, 181 - 187 e nt ertainer, 130 - 131 cast in g a spell, 201 - 205 C le a nsi n g T o uch (p a la d in), 85 D a m p e n El e m e n ts (cleric), 62
a d v e n t urin g gear, 1 4 8 ,1 50 - 15 3 e q uip m e n t, 125 area o f e ff ect, 204 - 205 C lo a k o f Sh a d o ws (cleric). See D a n g er Se n s e (b ar b aria n), 48
t a ble, 150 f ol k hero, 131 - 132 at a high er level, 201 under C h a n n el D ivinity cleric D ar k D e liriu m (w arloc k), 109
age (ch ar act er). See specific race gla dia t or (va ria n t), 131 a ttack roll, 205 o p tio ns d ar k elf. See e lf
entries guild artisa n, 132 - 133 cast in g ti m e, 202 (m o n k), 80 d ar k ness. See light
A g o ni z in g Bla st (w a rloc k). See guild m erch a n t (va ria n t), 133 co m b in in g e ff ects, 205 class, 11 , 45 Dark O n e ’s Blessi n g (w arloc k), 109
eld ritch inv oca tio ns h ermit, 134 - 135 co m p o n e n t s, 203 ch o osin g a, 11 D ar k O n e ’s O w n Luc k (w arloc k),
alig n m e n t, 122 la n g ua ges, 125 d ura tio n, 203 - 204 f e a tures, 1 1 , 1 5 109
o f plan es. See pla n es o f noble, 135 - 136 in ar m or, 201 p roficie ncies, 12 d ar k visio n, 183, 185
e xist ence: alig n m e n t o f n o ble k nig h t (va ria n t), 136 range, 202 - 203 q uic k build, 11 See also specific race entries
A lt er M e m o rie s (wi z ar d), 117 o utlan d er, 136 - 137 savin g throw, 205 See also specific class entries D ash actio n. See under action
a m m u n iti o n (w e a p o n p ro perty). pirat e (va ria n t), 139 t arg etin g, 204 cle ar p at h to t h e t arge t. See D C. See D ifficulty C lass
See w e a p o n p rop erties p roficie ncies, 125 See also specific Spellcasting cast in g a sp ell: t arg e tin g de ad , 197
A ni m al H a n d li n g (sk ill). See under sage, 137 - 138 entries C le nch o f t h e N ort h W in d (m o n k ). b rin gin g b ac k t he. See the spell
Wis d o m sailor, 139 cast in g ti m e. See under cast in g See Ele m e n t a l D isciplin es d escrip tio ns f o r raise de ad ,
A q u a n. See la n g u ag e soldier, 140 - 141 a spell cleric, 45 , 56-63 reincarna t e, resurrection,
A r b ore a. See pla nes o f e xist ence spy (va ria n t), 130 cat. See cre a t ure sta tistics divin e d o m ain s. See divin e revivify, tru e resurrectio n
A rca dia. See pla n es o f e xist ence su g g est ed ch a ract eristics, 125 C elestial. See la n g u ag e d o m a ins d e af en e d. See co n di tio ns
A rca n a (sk ill). See under urchin, 141 ce n tip e d e, gian t. See cre a t ure q uic k build, 57 d ea th, 197
In tellig e nce Ba d Re p u t a tio n (pira t e varia n t), sta tistics spell list, 207-208 insta n t, 197
A rca n e C harg e (fig ht er), 75 139 C h ains o f C arceri (w a rloc k ). See cli m bin g. See under m o v e m e n t m o ns t ers a nd , 198
arca n e m a gic, 205 b ar b aria n, 45, 46 - 50 eld ritch in voca tio ns coin a g e, 143 D e at h d o m ain , 293
See also bard; martial p ri mal p at hs. See p ri m al p at hs C h a m p io n (fig h t er). See under cold d a m a g e. See d a m a g e typ es d ea th savin g t hro ws, 197
arch ety p es: Eld ritch Knight; q uick build, 47 m artial arche ty p es C olle ge o f Lore (b a r d). See under d a m a g e at 0 hit p oin ts, 197
ro g uish arche ty pes: A rca n e bar d, 45, 51 - 55 C h a n n el D ivinity (cleric), 58 - 59 bar d colle g es rolling a 1 or 20 o n, 197
Trick st er; sorcerer; warlock ; colle g es. See bar d colle g es m ul ticla ssin g an d . See under C olle ge o f V alor (b ar d). See under D e at h Stri k e (ro g u e), 97
wi z ard q uick build, 52 m ult icl assin g b ar d colle g es D ece p t io n (sk ill). See under
A rca n e Recovery (wi z ar d), 115 spell list, 207 (p al a di n), 85 C oloss us Slaye r (ra n g er). See C h aris m a
A rca n e T radition (w i z ar d), 115 Bar d C olleg e (b ar d), 54 See also C h a n n el D ivinity cleric H u n t e r ’s Prey d ee p g n o m e. See g n o m e
arca n e tra ditio ns, 115 - 119 bar d colleg es, 54—55 o p tio ns; C h a n n el D ivinity co m b a t, 8 , 189-198 D ee p Sp e ech. See la n g u ag e
Sch o ol o f A b j ura tio n, 115-116 C olle ge o f Lore, 54 - 55 p ala din o p tio ns m o u n t e d , 198 D e fe nse. See under fig h tin g styles
Sch o ol o f C o n j ura tio n, 116 C olle ge o f Valor, 55 C h a n n el D ivinity cleric o p tio ns, ste p by step, 189 D e f e nsive T actics (ra n g er), 93
Sch o ol o f D ivin a tio n, 116 - 117 Bar d ic Ins pira tio n (b ar d), 53 - 54 59 - 63 un d erwat er, 198 D e flect M issile s ( m o n k), 78
Sch o ol o f Ench a n t m e n t , 117 b ar ding. See under ar m or and C h ar m A n i m a ls a nd Plan ts C o m b a t In sp ira tio n (b a r d), 55 d e hy d ra tio n. See f o od a nd drin k:
Sch o o l o f Evoca tio n, 117 - 118 shields (N a t u r e D o m a in ), 62 co m b a t rou n d . See ti m e: roun d w a t er re q uire m e n ts
Sch o ol o f Illusio n, 118 base a tt ack b o nus. See p roficie ncy Clo a k o f Sh a d o w s (Trickery C o m b a t Su p e rio ri ty (fig ht er), 73 d eities, 293 - 299
Sch o ol o f N e cro m a ncy, 118 - b on us d o m ai n), 63 C o m b a t Wil d Sh a p e (d ruid), 69 Celtic, 297, 298
119 b ase save b on us. See p roficie ncy D estroy U n d e a d , 59 co m b in in g spell eff ects. See D r a g o nla nce, 293, 295
Sch o ol o f T ra ns m u t a tio n, 119 b o n us D estr uct ive Wra t h (T e m p est castin g a sp ell: co m b in in g Eb erron, 293, 296
A rca n e T rick st er (ro g u e). See under bat. See cre a t ure st a tistics d o m ai n), 62 e ff ects Eg y ptia n, 297 - 298, 299
ro g uish arch ety p es Ba ttle Ma g ic (b a r d), 55 G uid e d Strik e (W ar d o m ain), 63 C o m m a n d e r ’s Stri k e m a n e u ve r F orgo tt e n Re al m s, 293, 294
A rca n e War d (wi z ar d), 115 Ba ttle M as t er (fig ht er). See under Invo k e D u plicity (Trickery (fig h t er). See m a n e uve rs Gre e k, 297, 298
A rch d ruid (d ruid), 67 - 68 m artial arch e ty p es d o m ai n), 63 C o m m o n. See la n g u ag e Greyh a w k , 293, 295
n o n h u m a n, 293, 296 d r uidic f ocus, 150, 151 e x otic la n g ua ge. See la n g u ag e G i a n t Killer (ra n g e r). See H u n t e r ’s h oly sym b ol. See Sp e llcas tin g:
N orse , 298, 299 See also sp ellc astin g f ocus: e x p enses, 157 - 158, 187 Prey cleric; p ala din
See also cleric; d ruid; p ala din d ruid e x p erience p oin ts (XP), 15 gladia tor. See under back gro u nd H o r d e Bre a k er (ra n g er). Se e
d e m ip la n es. See plan es o f d ruid s a n d t h e g ods, 69 m u lt icl assin g a nd . See under g n o m e, 35 - 37 H u n t e r ’s Prey
e xiste nce D uelin g. See under fig h tin g styles m u lt icl assin g G n o m e C u n n in g (g n o m e), 37 horse, riding. Se e cre a ture
D e stroy U n d e a d . See under duergar. See d w ar f E x pert D ivin a tio n (w i z ar d), 116 g n o m e n a m es, 36 st a tistics
C h a n n el D ivinity cl eric o p t io ns D u n g e o n M a s t e r ( D M ), 5 Ex pertise (b ar d), 54 g n o m e traits, 36 - 37 See also m o u n ts a nd ve hicles
D es truc tive Wra t h (cleric). See D ura ble Su m m o n s (w i z ar d), 116 (ro g u e), 96 G n o m is h , 37 h o w t o play. Se e under rules
under C h a n n el D ivinity cleric d ura tio n. See under c asting a spell e x ploration, 8 Se e la n g u ag e H u g e. See si z e ca t e gory
o p t io ns dwarf, 18 - 20 Ex t en d ed Sp ell (so rce rer). See G o a d in g A tt ac k m a n e uv e r h u m a n, 29 - 31
D e vil ’s Sig h t (w a rloc k ). See d w ar f n a m es, 20 Me t a m a g ic (fig h t er). See m a n e u ve rs h u m a n e t h nicit ies, 30 - 31
eld ritch inv oca tio ns d w a r f traits, 20 Extra A tt ac k (b a r b ari a n), 49 gold d warf. Se e d w ar f h u m a n n a m es, 30, 31
De xterity, 12, 176 - 177 D w arve n A r m o r T rainin g (b a r d), 55 gold piece (g p), 14 h u m a n traits, 31
A cro b a tics, 176 (m o u n t a in d w ar f), 20 (fig h t er), 72 Se e also coin a ge varia n t, 31
check s, 176 - 177 D w arve n C o m b a t Training, 20 (m o n k), 79 G o n g o f t h e S u m m i t (m o n k ). See H u n t e r (ra n g er). Se e under ra ng er
Sl eig h t o f H a n d , 177 D w arve n Resilience, 20 (p a la d in), 85 Ele m e n t a l D iscip lin es arche typ es
St e alt h, 177 D w arve n T o u g h n ess (hill d w ar f), (ra n g er), 92 gra p ple d. See co n di tio ns H u n t e r ’s Prey (ra n g er), 93
D ia m o n d So u l (m o n k), 79 20 Eyes o f t h e Ru n e K e e per (w arloc k). grap pling, 195 H url T h ro u g h H e ll (w arloc k), 109
d (a b b r evia tio n). See dice D w arvish, 20 See eld ritch invoca tio ns gray dwarf. See d w a r f hustle. Se e actio n: D ash action
dice, 6 - 7 alp h ab e t, 122 Faerie. See plan es o f e xist ence: Gr e a t er Po rt e n t (w i z ar d), 117 H y p n o tic G a z e (w i z ar d), 117
d2 or d3, 7 See also la n g u ag e Feywild , t h e G r e a t O ld O n e, t h e (w arloc k). Se e ide als. Se e p erso n ality
p erce n tile, 6 e ff ect, 201 fallin g, 183 under o t h erw orldly p atro ns Ig na n. See la n g u a ge
d ifficult t errain. See under Eld er C h a m p io n (p al a di n), 87 False Id e n tity (ch a rl a t a n), 128 G r e a t W e a p o n Fig htin g. See under illusion, 118, 203
m o ve m e n t Eldritch Invoca tio ns (w arloc k), 107 fa m ilia r (w arloc k), 107 fi g h tin g styles sch o ol (w i z a r d). See under
D ifficulty C lass (D C ), 7, 174 eldritch inv oca tio n s, 110 - 111 Fan gs o f t h e Fire Sn a k e (m o n k ). G r e a t Wh e e l, the. See pla nes o f arca n e tra dit io ns
ty pical D C s t a ble, 174 Eld ritch K nig ht (fig ht er). See under See Ele m e n t al D iscip lin es e xist ence illusio nist, 118
d i m light. See light m artial arche ty p es Far Re al m . See pla nes o f e x iste nce grid (vari a n t), 192 Illusio n Sa v a n t (wi z ar d), 118
disa d va n t a g e, 7, 173 Eld ritch M as t er (w arloc k), 108 Fast H a n d s (ro g u e), 97 G ri m H a rve s t (w i z ar d), 118 lllus ka n. See h u m a n e t h nicities
D is ar m in g A tt ac k m a n e u ve r Eld ritch Sig h t (w arloc k). See Fast M o v e m e n t (b a r b ari a n), 49 gro u p check s. See under a bility Illusory Re ality (w i z ar d), 118
(fig h t er). See m a n e u ve rs eldritch invoca tio ns Favore d En e m y (ra n g er), 91 ch eck Illusory S e lf (w i z ar d), 118
D isciple o f Life (cleric), 60 Eldritch Sp e ar (w arloc k). See f ea ts, 165 - 170 G u id e d Stri k e (cleric). See under im p. See cre a t ure sta tistics
D isci ple o f t h e El e m e n ts (m o n k), eld ritch invoca tio ns gainin g, 165 C h a n n el D ivin ity cle ric o p tio ns I m p o s t o r (ro g u e), 97
80 Eld ritch Stri k e (fig h t er), 75 p rere q uisit es, 165 g uild artisa n. See under Im p rove d A b j ura tio n (w i z ar d), 115
D iscov er y (h er m it), 134 electru m piece (e p). See co in a g e F ein tin g A tt a c k m a n e u ve r back gro u nd I m p rov e d C o m b a t Su p erio rity
D ise n g a g e action. See under action Ele m e n t al A ffinity (sorce rer), 103 (fig h t er). See m a n e uve rs G u il d Me m b e rs hi p (g uild artisa n), (fig h ter), 74
D is t a n t Sp ell (sorce rer). See Ele m e n t al A tt u n e m e n t (m o n k ). Feral Ins tin ct (b a r b ari a n), 49 133 Im p rov e d C ritical (fig ht er), 72
Me t a m a g ic See Ele m e n t a l D iscip lin es Feral Se ns es (ra n g er), 92 guild m erch a n t. See under Im p rov e d D ivin e Sm it e (p al a di n),
D is tra ct in g Stri k e m a n e u ve r Ele m e n t a l C h a os. See pla n es o f Fey A nce str y (elf), 23 b ack gro u nd 85
(fig h t er). See m a n e uve rs e xist ence (half - elf), 39 H a d es. See pla n es o f e xiste nce Im p rove d D u plicity (cleric), 63
divi n a tio n, 116 - 117, 203 Ele m e n t al D isciplin es (m o n k), 81 Fey Pre se nce (w arloc k), 108 h a lf cover. See cover Im p ro ve d Flare (cleric), 61
sch o ol (wi z ar d). See under Ele m e n t a l Pla n es. See pla nes o f F eywild , t he. See pla nes o f half - elf, 38 - 39 Im p rov e d M i n o r Illusio n (w i z ar d),
arca n e tra ditio ns e xist ence e xiste nce half - elf n a m es, 39 118
D ivin a ti o n Sa v a n t (w i z ar d), 116 Ele m e n t al W il d Sh a p e (d r uid), 69 Fie n dish Re silie nce (w a rloc k ), 109 half - elf traits, 39 Im p r ove d W a r M a g ic (fig ht er), 75
D ivin e D o m ai n (cleric), 58 elf, 21 - 24 Fie n dish Vi g or (w a rloc k ). See halfling, 26 - 28 i m p rovise d w e a p o n s. See under
d o m ain spells, 58 e lf n a m es, 22 - 23 eldritch invoca tio ns H a lflin g (la n g u a g e), 28 weapon
divin e d o m ains, 59 e lf traits, 23 - 24 Fien d , t h e (w arloc k). See under See also la n g u ag e inca p acit a t e d . See co n d itio ns
K no wled g e, 59 - 60 E l f W e a p o n Training, 23, 24 o t h erw orldly p a tro ns halfling n a m es, 27 In d o m it a bl e (fig h t er), 72
Life, 60 Elu sive (ro g u e), 96 fighter, 45, 70 - 75 H a lflin g Ni m b le n e ss, 28 In d o m it a bl e M ig h t (b ar b ar ia n), 49
Light, 60 - 61 Elvish, 23 m artial arche ty p es. See m artial h alflin g traits, 28 In fern al. See la n g u ag e
N a t ure, 61 - 62 alp ha be t, 123 arch ety p es half - orc, 40 - 41 In fern al Le g acy (tie flin g), 43
T e m p est, 62 See also lan g u a g e q uick build, 71 half - orc n a m es, 41 Infiltra tio n E x pertise (ro g u e), 97
Trickery, 62 - 63 Elysiu m . See pla nes o f e xiste nce Fig h tin g Style (fig h t er), 72 half - orc traits, 41 initia tive, 177, 189
War, 63 Em p o w e re d Evoc a tio n (wi z ar d), (p a la d in), 84 haw k . See cre a t ure st a tistics In n e r Pla n es. Se e pla nes o f
D ivin e H e a lt h (p a la d in), 85 117 (ra n g er), 91 h e alin g, 197 e xist ence
D ivin e In t erv e n tio n (cleric), 59 Em p o w er e d Sp ell (sorce rer). See fi g h tin g styles, 72, 84, 91 h e arin g. Se e W is d o m : Perce p tio n Insig h t (s k ill). Se e under Wis d o m
divin e m a gic, 205 Me t a m a g ic A rchery, 72, 91 See also co n ditio n s in spira tio n, 125
See also cleric; d ruid; p aladin; Em p t y Bo d y (m o n k), 79 D e fe nse, 72, 84, 91 he avily obscure d , 183 inst a n t a n e o us (spell d uratio n), 203
ran g er e nc h a n t m e n t, 117, 203 D uelin g, 72, 84, 91 h e avy (w e a p o n p ro p erty). See Ins tinc tiv e C h a r m (w i z ar d), 117
diviner, 116 scho ol (w i z ar d). See under Gre a t W e a p o n Fig htin g, 72, 84 w e a p o n p rop erties In tellig e nce, 12, 177 - 178
D ivin e Se n se (p a la d in), 84 arca n e tra ditio ns Pro t ectio n, 72, 84 h e avy ar mor. See ar m or a nd A rca n a, 177
D ivin e S m it e (p a la d in), 85 E n ch a n t m e n t Sav a n t (wi z ar d), 117 Two - We a po n Fig hting, 72, 91 shields check s, 177 - 178
D ivin e Stri k e (cleric, Lif e d o m ai n), e ncha nt er, 117 fin din g a hid d en cre a ture, 177 See also m o ve m e n t: in h e avy History, 177 - 178
60 e nc o u n t ers. See under travel fin di n g a hid d en ob ject, 178 ar m or Investig a tio n, 178
(cleric, T e m p e st d o m ai n), 62 e nc u m b r a n ce. See under lifting fin ess e (w e a p o n p rop erty). See h e avy w e a p o n s and Sm all N a t ure, 178
(cleric, Trick ery d o m ai n), 63 a n d carryin g w e a p o n p rop erties cre a tures, 147 Religio n, 178
(cleric, W ar d o m a in ), 63 e nt ertainer. See under back gro u nd fire d a m a g e. See d a m a g e ty p es h eigh t an d w eigh t. See under In ti m id a t in g Pre se nce (b a r b ari a n),
D M . See D u n g e o n M as t e r E n t r o p ic War d (w a rloc k ), 110 Fist o f F o ur T h u n d ers (m o n k). See ch a ract er 49 - 50
D o d g e action. See un d e r action e n viro n m e n t, 183 - 185 Ele m e n t al D iscip lin es H ei g h t e n e d Sp ell (sorce rer). See In ti m id a tio n (sk ill). See under
d o m ai n sp ells. See under D ivin e e q uip m e n t, 14, 125, 143 - 161 Fist o f U n b ro k e n A ir (m o n k ). See Me t a m a g ic C h aris m a
D o m ain b ac k gro un d , 125 Ele m e n t a l D isciplin es H ellish Re sist a nce (tie flin g), 43 In ured t o U n d e a t h (w i z ar d), 119
d o n n in g a nd d offing ar mor. See p acks, 151 Fla m e s o f t h e Ph o eni x (m o n k). H e lp actio n. See under action Investig a tio n (s k ill). See under
ar m or a n d shields: g e ttin g in to si z e (varia n t), 144 See Ele m e n t a l D iscip lin es her m it. See under bac k gro un d In t ellig e nce
an d o u t o f startin g, 143 flaws. See p erso n ality hid de n, 177, 178 invisible. Se e co n ditio n s
d o w n t i m e activities, 187 See also a d ve n t u ri n g gear; Fle e t o f F o o t (w o od e lf), 24 See also De xterity: Ste alt h; See also u nse e n attack ers a n d
d ra co nia n s, 34 ar m or an d shields; t o ols; Fle xible C as tin g (sorce rer). See fin din g a hid d e n cre a ture; t arge ts
D raco nic, 34 m o u n ts a nd ve hicles; w e a p o n; F o nt o f Ma g ic fin din g a hid d en o bject; hiding; Invok e D u plicity (cleric). See under
alp h ab e t, 124 and specific background entries Flurry o f Blo ws (m o n k). See Ki u nse e n attack ers a nd t arg ets C h a n n el D ivinity cle ric o p tio n s
See also la n g u ag e under backgrounds flying. See under m o v e m e n t Hi d e actio n. See under action Jac k o f A ll T rad es (b ar d), 54
D r aco nic A nces try (d ra g o n b o rn), e q u ip m e n t p ack s. See under F ocuse d C o n j ura tio n (wi z ar d), 116 Hi d e in Plain Si g h t (ra n g er), 92 j u m pin g. See under m o ve m e n t
34 e q ui p m e n t F oe Sla ye r (ra n g er), 92 hiding, 177 Keen Se n ses (el f), 23
D rac o nic Pres e n ce (sorce rer), 102 See also specific class entries: f ol k hero. See under b ack gro u nd high elf. Se e e lf Ki (m o n k ), 78
D raco nic Resilience (sorcerer), 102 q uick build F o n t o f Ins pira tio n (b a r d), 54 hill dwarf. See d w ar f savin g thro ws, 78
D ra g o n A nce st o r (sorce rer), 102 Esca p e t he H o r d e (ra n g er). See F o n t o f M a g ic (so rcerer), 101 hirelin gs, 159 Ki - Em p ow ere d Stri k es (m o n k), 79
d ra g o n b orn, 32 - 34 D e f e nsive Tactics f oo d and drin k, 158, 185 His t o ry (sk ill). See under ki p oin ts, 78
d ra g o n b orn n a m es, 33 - 34 esc a pi n g a gra pple, 195 e x p enses, 158 In tellig e nce sp ells an d , 80
d ra g o n b orn traits, 34 Et ern al M o u n t ai n D e f e nse f oo d re q uire m e n ts, 185 H i t D ice, 12 knight. Se e b ac k gro un d: n oble
D ra go n Win g s (sorce rer), 103 (m o n k ). See Ele m e n t al w a t er re q uire m e n ts, 185 m ul ticla ssin g a nd . See under knig ht
d ra w or s h e a t h e a w e a p o n. See D iscip lin es f ora gin g. See under travel m ult iclassin g k n oc k ing a cre a t ure out, 198
ob jects: usin g d urin g co m b a t Et h ere al Pla n e. See pla nes o f f orce d a m a g e. See d a m a g e ty pes See also specific class entries K n o w Yo ur En e m y (fig ht er), 73 - 74
D re ad f ul Wor d (w arl oc k ). See e xist ence f orce d m arch. See under hit p oin t m a x i m u m , 12, 15, 177 K no wled g e d o m ain (cleric). See
eld ritch in voca tio ns Evasio n (m o n k), 79 m o ve m e n t hit p oin ts, 12, 13, 15, 177, under divin e d o m ain s
d rin k (e x p e nses), 158 (ra n g er). See Su p e rio r H u n t e r ’s f orest g n o m e. See g n o m e 196 - 198 K no wle d g e o f t h e A ges (cleric).
d ro p an ob ject. See o bjects: usin g D e f e nse Fren z y (b ar b aria n), 49 C o n stit u tio n a nd , 177 See under C h a n n el D ivinity
d urin g co m b a t (ro g u e), 96 frig ht e ne d . See co n d itio ns curre nt, 196 cleric o p t io ns
drow. See el f Ev asive F o o t w or k m a n e u ve r frog. Se e cre a t ure st a tistics d a m a g e at 0. See under d ea th La n d ’s Stri d e (d r uid), 69
D r o w Ma gic, 24 (fig h t er). See m a n e uve rs g a inin g a level, 15 savin g t hro ws (ra n g e r), 92
d ruid , 45, 64 - 69 evo ca tio n, 117 - 118, 203 G ar g a n t u a n . See si z e ca t e gory d ro p pi n g t o 0, 197 - 198 la ng u ag e, 17, 123, 125
d ruid circles. Se e d ruid circles sch o ol (wi z ar d). See under G a z e o f T wo Mi n d s (w a rloc k ). See incr e a sin g wit h level, 15 D ruidic. See D ruidic
q uic k build, 65 arca n e tra ditio n s eldritch in voca tio ns m ult icl assin g an d . Se e under t hi e v e s’ can t. See t h ie v e s ’ ca n t
sp ell list, 208 Evoca tio n Sav a n t (wi z ar d), 117 G e h e n n a . See pla n es o f e xiste nce m u lticlassin g Large. See si z e ca t e gory
D ruid C ircle, 67 evo ker, 117 gender. See ch aract er: se x a nd startin g, 12, 13 lawf ul evil. See alig n m e n t
d ruid circles, 68 - 69 E x ce p tio n al T ra inin g (ra n g er), 93 g e n d er su b tra ctin g d a m a g e fro m , 196 lawf ul go od . See alig n m e n t
C ircle o f t h e La nd , 68 - 69 e xce ptio n - based rules. See under g e ttin g in to a n d o u t o f ar m or. Se e t e m p orary, 198 lawf ul n e u tral. See ali g n m e n t
C ircle o f t h e Mo o n , 69 rules under a r m or and shields h oldin g breath. See su ff oca tin g Lay o n H a n d s (p a la d in), 84
Druidic, 66 e x ha ustio n, 181, 185, 291 Gia n t . See lan g ua ge H o ly N i m b us (p a la d in), 86 le arnin g sp ells. See specific
S pellcasting entries Ele m e n t al D isciplin es 159, 185, 189, 198 e xist ence rat. Se e cre a t ure st a tistics
le thal d a m a g e. See d a m a g e M is ty Esca p e (w arloc k), 109 n onle t hal d a m a g e. See d a m a g e Po rt e n t (wi z ar d), 116 raven. See cre a t u re sta tistics
level, 11, 15 M is ty Visi o n s (w arloc k). See NPC . Se e n o n player ch aract er Po t e n t C a n trip (w i z ar d), 117 re ach (cre a t ure), 195
Life d o m ain (cleric). See under eldritch inv oca tio n s O a t h o f D evo tio n (p a la d in). See Po t e n t Sp ellca sti n g (cleric, re ach (w e a p o n p rop erty). See
divin e d o m ains modifier, 7 under sacre d o a t hs K n o wle d g e d o m ai n), 60 w e a p o n p rop erties
Lif e d rin k er (w a rloc k ). See eldritch ability, 7 O a t h o f t h e A n cie n ts (p a la d in). (cleric, Light d o m ai n), 61 re actio n, 190
in voca tio ns b on us, 7 See under sacre d o a t hs Precisio n A tt ac k m a n e uv er See also cast in g a spell: castin g
lifestyle. See e x p enses penalty, 7 O a t h o f V e n g e a nce (p a la d in). See (fig h ter). See m a n e u ve rs ti m e
liftin g a nd carryin g, 176 m o n a stic ord ers, 81 under sacre d o a t hs p re p arin g sp ells. See Sp ellcastin g: Re a d T h o u g h ts (cle ric). See under
carryin g cap acity, 176 M o n as tic T ra ditio n (m o n k), 78 oa th sp ells. See under Sacre d O a t h cleric; druid; p aladin; wi z ard C h a n n el D ivinity cleric o p tio n s
e n cu m b ra n ce (vari a n t), 176 m o n as tic tra ditio ns, 79- 81 o bjects, 185 Preserve Life (cl eric). See under Re a dy actio n. See under action
si z e a nd , 176 Wa y o f t h e O p e n H a n d , 79 - 80 a tt ac k in g, 185 C h a n n el D ivinity cleric o p tio ns Rec k less A tt ac k (b ar b ar ia n), 48
light, 183 Way o f Sh ad o w, 80 in t eract in g with, 185 Pri m a l C h a m pi o n (b a r b aria n), 49 rec overin g a m m u ni tio n.
lig ht (w e a p o n p rop erty). See Wa y o f t h e F o ur Ele m e n ts, usin g d urin g co m b a t, 190 Pri m a l Pat h (b a r b aria n), 48 See w e a p o n p rop erties:
w e a p o n p rop erties 80 - 81 O n e wit h Sh a d o ws (w a rloc k ). See p ri m al pat hs, 49 - 5 0 a m m u n iti o n
light ar mor. See ar m or a nd shields mo n k, 45, 76 - 81 eld ritch inv oca tio ns Pat h o f t he Berserk er, 49 - 50 recu p era tin g. See d o w n t i m e
Light d o m ain (cleric). See under m o n as tic tra ditio ns. See O p e n H a n d T ech niq u e (m o n k), 79 Pat h o f t he To t e m Warrior, 50 activity
divin e d o m ain s m o n as tic tra ditio n s o pe n locks. See t hi e v e s’ t o ols Pri m al Stri k e (d ruid), 69 re fitting plat e arm or. See under
lightly o bscure d , 183 q uic k b uild, 77 O p p o r t u n is t (m o n k ), 80 Pri m ev al A w are n e ss (ra n g er), 92 plat e ar m or
lig h t nin g d a m a g e. See d a m a g e m o n k w e a p o ns, 78 o p p o rt u nity attack, 195 Pri m or dial. Se e la n g u ag e Rele n tless (fig h t e r). 74
ty pes m o o n elf. See e lf O r c , 41 p ro f ession. See d o w n t i m e activity Rele n tless A ven ger (p a la d in), 88
Li m b o. See pla nes o f e xiste nce m o u n t. See m o u n ts a nd ve hicles See also lan g ua ge p roficie ncies, 11, 12, 14, 155 Relentless En d u ra nce (half - orc), 41
line. See area o f e ff ect m o u n t a in d warf. See d w a r f oriso n. See ca n trip m ul ticla ssi n g a nd . See under Rele n tless Rag e (b ar b ari a n), 4 9
line o f sight. See cast in g a spell: M o u n t C elestia. See plan es o f O t h er w o rl dly Le ap (w a rloc k). Se e m u lticlassin g Reliable T ale n t (ro g u e), 96
t arg e tin g e xiste nce eld ritch invoca tio ns savin g t hrow, 14 religion, 293
lion. See cre a t ure sta tistics m o u n t e d co m b a t. See under O t h e rw or d ly Pa tron (w a rloc k ), 107 skill, 14 See also cleric; d ruid; p ala din
liste nin g. See Wis d o m : Perce p tio n co m b a t o t h erw orldly p atro ns, 108 - 110 sp ell, 14 Religio n (sk ill). See under
See also co n ditio ns m o u n ts a nd ve hicles, 155, 157 Archf ey, t he, 108 - 109 t o ol, 14 In t ellig e nce
lo a din g (w e a p o n p rop erty). See See also under m ov e m e n t Fien d , t he, 109 ve hicle, 155 reloa din g. See w e a p o n p rop erties:
w e a p o n p rop erties m ove actio n. See m ov e m e n t Gr e a t O ld O n e, t he, 109 - 110 w e a p o n, 14 a m m u ni tio n
lock, o p e nin g or pick in g. See m o ve m e n t, 181 - 183, 190 - 192 O u t e r Pla n es. See plan es o f p ro ficie ncy b on us, 14, 173 - 174, See also o bjects: usin g d urin g
t h ie v e s’ t o ols aro u n d cre a t ures, 191 e xiste nce 194 co m b a t; w e a p o n p ro perties:
lod gin g (e x p e nses), 158 b rea kin g up, 190 ou tla n d er. Se e under b ac k gro u nd a d din g, 14, 173 lo a ding
Lolth, 24, 296 cli m bin g, 182, 190 O u tl a n d s, the. See pla nes o f dividin g, 14, 173 - 174 Re m ar k a ble A t hle t e (fig ht er), 72
lo n g rest. See restin g cra wlin g, 182, 191 e xiste nce i ncr e a si n g wit h level, 15 Re p ellin g Bla st (w arloc k). See
Lo w er Pla n es. See pla nes o f co m b a t, 190 - 192 O v e rc h a n n el (w i z ar d), 118 m ult icl assin g an d . See under eldritch in voca tio ns
e xiste nce difficult t errain, 182, 190 o wl. Se e cre a t ure s t a tistics m ult icl assin g research. See d o w n t i m e activity
low - light visio n. Se e d ar k visio n flying, 191 Pac t Bo o n (w arloc k), 107 - 108 m ultiplyin g, 14, 173 - 174 Re se arch er (sa g e), 138
Luc ky (h alflin g), 28 prone, 190 - 191 Pac t o f t h e Bla de, 107 - 108 Project e d War d (wi z ar d), 115 resist a nce. See d a m a g e re sist a nce
Lu n gin g A tt ack m a n e u ve r f orce d m arch, 181 Pac t o f t h e C hain, 107 p rojectile w e a p o n. See w e a p o n resting, 186
(fig ht er). See m a n e uve rs in h e avy ar mor, 144 Pac t o f t h e To me, 108 p rop erties: a m m u ni tio n restraine d . See co n di tio ns
Ma g e H a n d Le g er d e m ain j u m p in g, 182, 190 Yo ur Pac t Bo o n, 108 p ro ne, 190 - 191 result. See t o t al
(ro g u e), 98 m o u n ts a nd vehicles, 181 - 182 Pac t M a g ic (w arloc k), 107 See also co n di tio ns Re t ain ers (n o b le va ri a n t), 136
Ma g ical A m b us h (ro g u e), 98 si ze, 191 - 192 m u lt icl assin g an d . See under Pro tectio n. Se e under figh tin g styles Re t alia tio n (b a r b ari a n), 50
Ma g ica l Secre ts (b a r d), 54 sp ee d, 14, 17, 18 1 m u lt icl assin g ps e u d o d ra g o n. See crea t ure Rid e t h e W in d (m o n k). Se e
m a gic, 8, 201 - 289 sq ue e z in g, 192 p act w e a p o n (w arloc k), 107 - 108 sta tistics Ele m e n t a l D iscip lin es
See also specific class entries sta n d up, 190 - 191 p aladin, 45, 82 - 88 psychic d a m ag e. See d a m a g e ty pes Rip ost e m a n e uv e r (fig ht er). See
m a gic it e m. See under w e alt h swi m m in g, 182, 190 q uic k b uild, 83 p u nchin g. See under m ele e a tt ac k m a n e uvers
magic - user. Se e wi z ard travel p ace, 181 sacre d o a t hs. See sacre d oa t hs Purity o f Bo d y (m o n k), 79 Rit ual C astin g. See Sp e llcas tin g:
See also arca n e m a gic usin g diff ere n t sp e eds, 190 sp ell list, 208 - 209 Purity o f Sp irit (p a la d in), 86 bar d; cleric; d ruid; wi z ard
Ma ll e a bl e Illusio ns (w i z ar d), 118 m ovin g a gra p ple d cre a ture, 195 Pa n d e m o n iu m . See pla nes o f Push in g A tt ac k m a n e uv er See also f ea ts
m a n e u ve r (fig h t er), 73 M u la n . Se e h u m a n e t h nicit ies e xiste nce (fig h t er). See m a n e uve rs rit uals, 201 - 202
M a n e uv e rin g A tt ac k m a n e u ve r m ule. See cre a t ure sta tistics p ant her. See cre a t ure st a tistics qu asit. See cre a t ure sta tistics See also cas ti n g a sp ell: cast in g
(fig ht er). See m a n e uve rs M u lt ia t t a c k (ra n g e r), 93 p araly z e d. See co n di tio ns q uick build, 11 ti m e
m a n e u ve rs, 73, 74 M u lt ia t t a c k D e f e ns e (ra n g e r). See Parry m a n e uv e r (fig h t er). See See also under specific class River o f H u n g ry Fla m e (m o n k ).
list, 74 D e f e nsive Tactics m a n e uvers entries See Ele m e n t a l D iscip lin es
savi n g t hro ws, 73 m u lticlassin g , 163 - 164 p arty (a d ve n t u ri n g), 15 Q u ic k e n e d Sp ell (so rce rer). See roc k g n o m e. See g n o m e
m a p pin g. See under travel C h a n n el D ivinity, 164 p assive check . See under a bility Me t a m a g ic rogue, 45, 94 - 98
m a rch in g order. See under travel e x p erience p oin ts, 163 chec k Q ui ve ri n g Pal m (m o n k), 80 q uic k build, 95
Mart ial A rch e ty p e (fig h t er), 72 hit p oin ts a nd H i t D ice, 163 Pa t h o f t h e Berserk er. See under r a c e , 11 rog uish arch e ty pe. See ro guish
m artial arch ety p es, 72 - 75 Pact Ma gic, 164 p ri m al p at hs ch o osin g a, 11, 17 arch ety p es
Ba ttle Mast er, 73 - 74 p rere q uisit es, 163 Pa t h o f t h e To te m Warrior. See traits. Se e racial traits Ro guish A rch e ty p e (ro g u e), 96
C h a m pi o n, 72 - 73 p roficie ncies, 163 - 164 under pri m al p at hs See also specific race entries rog uish arche ty pes, 97 - 98
Eld ritch Knight, 74 - 75 p ro ficie ncy b on us, 163 Pa ti e n t D e f e ns e (m o n k). Se e Ki racial a bility score incre ase. See A rca n e Trickster, 97 - 98
Mart ial A rts (m o n k), 78 spell slots, 164 Pe erless Skill (b ar d), 55 racial traits: a bility score A ss assin , 97
m artial w e a p o n. See w e a p o n Sp ellc ast in g, 164 p enalty, 6 incre ase T hief, 97
cat e g ories spells k nown and prepared, 164 p erce ntile (dic e). See under dice racial traits, 1 1 , 1 7 role playin g, 8, 185 - 186
M a s k o f M a n y Faces (w arloc k). U n ar m ore d D ef ense, 164 Perce p tio n (sk ill). Se e under a bility score incre ase, 11, 12, roll, 6 - 7
See eldritch inv oca tio n s m ultiverse, 5 - 6, 293, 300 W is d o m 13, 17 rou n d . Se e und er tim e
Ma s k o f t h e Wil d (w o od elf), 24 M yst ic A rc a n u m (w arloc k), 108 Se e also travel: n o t ici n g t hre a ts age, 17 ro u n din g n u m b ers, 7
Ma s t e r o f Myria d F or m s n a m e. See un d er ch aract er Perf ect S e lf (m o n k), 79 alig n m e n t, 17 rowe d vessel, 155 - 157
(w a rloc k ). See eldritch N a t ural E x plorer (ra n g er), 91 Per f or m a nce (sk ill). See under la n g ua ges, 17 rules, 6 - 7
inv oca tio ns N a t ural Ill usio nist (f orest g n o m e), C h aris m a siz e, 17 e xce ptio ns, 7
Ma s t e r o f N a t ure (cleric), 62 37 Persist e n t Ra ge (b ar b ar ia n), 49 spe ed , 17 ho w to play, 6
M a s t e r T ra ns m u t er (w i z ar d), 119 N a t urally St e alt h y (lig htf o o t p erso n ality (ch ar act er), 122 - 124 sub race, 17 sp ecific b eats g e neral, 7
m astiff. Se e cre a t ure st a tistics halflin g), 28 Pe rs u asio n (sk ill). See under See also specific race run. See actio n: D ash action
Se e also m o u n t s a nd ve hicles N a t ura l Recovery (d r uid), 68 C h aris m a entries Rush o f t h e G al e Sp irits (m o n k ).
m a t erial spell co m p o n e n t, 203 N a t ure (s k ill). See under p etrified . Se e co n di tio ns Ra dia n ce o f t h e D a w n (cleric). See See Ele m e n t al D iscip lin es
Ma t erial Plan e. See pla nes o f In t ellig e nce pick locks. See t hi e v e s’ t o ols under C h a n n el D ivinity cleric Rustic H o sp it a li ty (fol k h e ro), 131
e xist ence N a t ure d o m ai n (cleric). Se e under pick p oc ke ts. See De xterity: Sl eig h t o p tio ns Sacre d O a t h (p al a di n), 85
M e ch a n us . See pla n es o f e xiste nce divin e d o m ain s o f Hand radian t da m a ge. See d a m a g e ty pes oa th sp ells, 85
Me d icin e (sk ill). See under N a t u re ’s Sa nc t u ar y (d ruid), 69 p iercin g d a m a g e. Se e d a m a g e Ra ge (b a r b ari a n), 48 sacre d o a t hs, 85 - 88
W is d o m N a t u re ’s W ar d (d ruid), 69 ty p es Rally m a n e uv e r (fig ht er). See brea king, 86
Me d iu m . See si z e ca t e gory N a t u re ’s W ra t h (p a la d in). See pirat e. See under b ac k gro un d m a n e uvers O a t h o f D evo tio n, 85 - 86
m e d iu m ar m or. Se e ar m or and under C h a n n el D ivinity p ala din p la n ar travel, 301 range, 195 O a t h o f t h e A ncie n ts, 86 - 87
shields o p tio ns Pla n e o f Air. Se e pla nes o f m a x i m u m , 147 O a t h o f V en g e a nce, 87 - 88
m ele e att ack , 195 n aviga ting. See under travel e xiste nce n or m al, 147 sacred plants and w oo d (druid), 66
un ar m e d , 195 n ecro m a ncer, 118 - 119 Pla n e o f Eart h. See pla nes o f o f sp ells. See cas ti n g a spell: Sacre d W e a p o n (p a la d in). See
with a w e a p o n t h a t re quires n ecro m ancy, 118, 203 e xiste nce ran ge under C h a n n el D ivinity p ala din
a m m u n iti o n, 147 sch o ol (w i z ar d). See under Pla n e o f Faerie. See pla n es o f ran g e (w e a p o n p rop erty). See o p tio ns
re ach, 195 arca n e tra ditio ns e xiste nce w e a p o n p rop erties sage. See under b ac k gro un d
m ele e w e a p o n, 14, 146, 149, 195 N e cr o m a n cy Sa v a n t (w i z ar d), 118 Pla n e o f Fire. See pla n es o f ran g ed attack, 195 sailor. See under b ac k gro un d
M e n a ci n g (half - orc), 41 necro tic d a m a g e. See d a m a g e e xiste nce in m elee, 195 Sav a g e A tt ack s (half - orc), 41
M e n a ci n g A tt ac k m a n e uv er ty pes Pla n e o f Sha d o w. See pla nes o f ran g ed w e a p o n, 14, 146, 149, 195 save. Se e sav in g t hro w
(fig ht er). See m a n e u ve rs N e g a tive Pla n e. See pla nes o f e xiste nce ranger, 45, 89 - 93 savin g throw, 7, 12, 1 7 9 , 205
M e t a m a g ic (so rce rer), 101 - 102 e xist ence Pla n e o f Wat er. Se e pla n es o f q uic k build, 90 de at h. See d ea th savin g t hro ws
Mili t ar y Ra n k (so ldier), 140 ne utral. See alig n m e n t e xiste nce ra n g er arche typ e. See ran g er ki. Se e ki: savin g t hro ws
M in d le ss Rag e (b ar b ar ia n), 49 ne utral evil. See ali g n m e n t pla n es o f e xist ence, 5, 300 - 303 arche ty pes ma n euver. See m a n e uvers:
M in io n s o f C h a o s (w arloc k). See ne utral g ood . See alig n m e n t pla tin u m piece (p p). Se e coin a g e sp ell list, 209 savin g t hro ws
eld ritch invoca tio ns N in e H ells, t he. See pla nes o f player ch aracter. See ch aract er Ran g er A rch e ty p e (ra n g er), 92 proficiency. See p ro ficie ncies:
M i n o r A lch e m y (w i z ar d), 119 e xiste nce p oin t o f origin. See area o f e ff ect ran g er arch e typ es, 93 savin g t hro w
M i n o r C o n j ura ti o n (wi z ar d), 116 noble. See under back gro u nd p oiso n d a m a g e. See d a m a g e ty pes B e a s t Mast er, 93 spell. Se e spell savin g t hro ws
Mir e t h e Mi n d (w a rloc k ). See n oble k night. Se e under p oiso n e d . See co n ditio ns H u n ter, 93 savin g t hr o w modifier, 12, 179,
eld ritch invoc a t io ns b ac k gro un d Po sitio n o f Privile g e (n o b le), 135 Ra n g e r’s C o m p a ni o n (ra n g er), 93 205
M is t St a n ce (m o n k). See n o n player ch a rac t er ( N P C ), 8, Po sitive Pla n e. See pla n es o f Rash e m i. See h u m a n e th nicities
Sch o ol o f A b j ura tio n (w i z ar d). See Slo w Fall (m o n k), 78 spider, gian t. See cre a t ure tie flin g, 42 - 43 U p p e r Pla n es. Se e pla nes o f
under arca n e tra dit io ns Sm all. See si z e ca t e g ory st a tistics tie flin g na m es, 43 e xiste nce
Sch o o l o f C o n j ura tio n (wi z ar d). sna k e, co nstrict or. See cre a t ure Sp ir it Se e k e r (b a r b a ria n), 50 tie flin g traits, 43 urchin. See under b ack gro u nd
See under arca n e tra dit io ns st a tistics Sp irit Wal k er (b a r b ari a n), 50 tiers o f play, 15 Us e an O b je ct actio n. See under
Sch o o l o f D ivin a tio n (w i z ar d). See sna k e, p oiso n o u s. See cre a t ure Sp li t E n ch a n t m e n t (w i z ar d), 117 tiger. See cre a t ure st a tistics action
under arca n e tra dit io ns sta tistics sp rite. See cre a t ure sta tistics ti m e, 181 Use M a g ic D e vice (ro g u e), 97
Sch o ol o f En ch a n t m e n t (wi z ar d). Sn e a k A tt ac k (ro g u e), 96 spy. See under b ack gro u nd day, 181 usin g t his boo k, 6
See under arca n e tra ditio ns social in t eractio n, 8, 185 - 186 sq u ee z ing. See under m o ve m e n t m inu t e, 181 V a nish (ra n g er), 92
Sch o o l o f Evoc a tio n (wi z ar d). See soldier. See under b ac k gro un d st a bili z in g a cre a ture, 197 rou n d , 181, 189 vehicle. See m o u n ts a nd ve h icles
under arca n e tra ditio n s so m a t ic sp ell co m p o n e n t , 203 sta ble, 197 - 198 t urn, 189 verb al spell co m p o n e n t, 203
Sch o o l o f Illusio n (wi z ar d). See So n g o f Rest (b a r d), 54 st ac king. See cast in g a spell: T i m el ess Bo d y (d r uid), 67 versa tile (w e a p o n p rop erty). See
under arca n e tra ditio n s sorcerer, 45, 99 - 104 co m b in in g e ff ects (m o n k), 79 w e a p o n p rop erties
Sch o ol o f N e cr o m a n cy (w i z ar d). q uick build, 100 See also a d van t a ge; Tin k er (rock g n o m e), 37 V ersa tile T rick ster (ro g u e), 98
See under arca n e tra ditio n s sorcero us origin. See sorcero us disa d v a n t a g e Tiny. See si z e ca t e gory visio n, 183
Sch o ol o f T ra ns m u t a t io n (wi z ar d). origins sta n d ar d action. Se e actio n T o n gu e o f t h e Su n an d Mo o n See also blindsigh t; d ar k visio n;
See under arcane tr a ditio ns sp ell list, 209 sta n d ar d lan g ua ge. See la n g u ag e (m o n k), 79 truesig ht; Wis d o m : Perce p tio n
sch o ols o f m a gic. See arca ne Sorc er o u s O rig in, 101 St a n d A g a in st t he Tid e (ra n g er). t o ols, 154 Visio n s o f D ist a n t Re al m s
tra dit io ns sorc ero us origins, 102 - 104 See Su p e rio r H u n t e r ’s D ef e nse t o tal, 7 (w a rloc k ). See eldritch
Scu lp t o r o f Flesh (w arloc k). See D r aco nic Blo o dlin e, 102 - 103 st artin g w e alth. See under w e alt h t o tal cover. Se e cover invoca tio ns
eld ritch invoc a t io ns Wil d Ma g ic, 103 - 104 starva tio n. See f oo d an d drink: T o t e m ic A tt u n e m e n t (b ar b aria n), Visi o ns o f t h e Past (cleric), 60
Scu lp t Sp ells (w i z ar d), 117 So rce ro u s Rest ora tio n, 102 f o o d re q uire m e n ts 50 Voice o f t h e C h ain Ma s t e r
Seco n d - St ory W o r k (ro g u e), 97 Sorc er y Po in ts (so rcerer). Se e F o nt St e alt h (s k ill). See under De xterity T o t e m Sp irit (b ar b ar ia n), 50 (w a rloc k ). See eldritch
Se co n d W in d (fig h t er), 72 o f Ma g ic Se e also ar m or a nd shields: trac kin g. See under travel invoca tio ns
Se arch actio n. See under action So ul o f V e n g e a nce (p a la d in), 88 St e alt h; hiding; travel tra d e g oods, 144, 157 Volley (ra n g er). See M u lt ia t t a c k
searchin g. Se e under travel sp ace. Se e under si z e St e el W ill (ra n g er). See D e fe nsive trainin g. See d o w n t i m e activity V o w o f En m ity (p a la d in). See
See also In t ellige nce: Sp e a k wit h Sm all Be as ts (f orest Tactics traits. See under p erso n ality under C h a n n el D ivinity p ala din
Investig a tio n; W is d o m : g n o m e), 37 St e p o f t h e W in d (m o n k). See Ki See also specific race trait entries o p t io ns
Perce p tio n special (w e a p o n p rop erty). See Stilln ess o f Mi n d (m o n k ), 79 Trance (el f), 23 vulnera bility. See d a m a g e
self. See cast in g a sp ell: range; w e a p o n p rop erties St o n ec u n n in g (d w ar f), 20 T ransitive Pla n es. Se e pla nes o f vuln era bility
targ e tin g spe ed . See u nd er m o v e m e n t St o r m b or n (cleric), 62 e xist ence Wa n d er e r (o u tla n d er), 136
sellin g tre asure. Se e u n de r w e alt h See also m o u n ts an d ve hicles; St o u t Resilie nce (s t o u t h alflin g), T ran q uility (m o n k), 80 W ar d in g Flare (cleric), 61
services, 159 racial traits; travel 28 tr a n s m u t a tio n, 119, 203 W a r d o m ain (cl eric). See under
sex. See ch aract er: sex a nd g e n d er spell, 201 Stre n g t h, 12, 175 - 176 scho ol (w i z ar d). Se e under divin e d o m ain s
Sh a d o w A rts (m o n k ), 80 sp ell a tt ac k modifier. See specific A t hle tics, 175 arca n e tra ditio ns W a r G o d ’s Ble ssin g (cleric). See
Sh a d o wf ell, t he. See plan es o f Spellcasting entries chec ks, 175 T ra ns m u t a tio n Sa v a n t (wi z ar d), under C h a n n el D ivinity cleric
e xiste nce spell a tt ac k roll, 205 Stro k e o f Luc k (ro g u e), 96 119 o p tio ns
Sh a d o w St e p (m o n k), 80 See also specific Spellcasting stro n g h e art halfling. See halfling: tra ns m u ter, 119 w arh orse. Se e cre a t ure sta tistics
Sh a p e ch a n g er (w i z ar d), 119 entries st o u t T r a n s m u t e r’s St o n e (w i z ar d), 119 See also m o u n t s an d ve hicles
Sh a p e t h e Flo wi n g River (m o n k). Spell Bo m b ar d m e n t (sorcerer), 103 St u d e n t o f W a r (fig h t er), 73 tra ps, finding. See Wis d o m : W a r Ma g ic (fig ht er), 75
See Ele m e n t a l D isciplin es Sp e llb o o k (w i z ar d), 114 stu n n e d . See co n d itio ns Perce p tio n W a r Prie st (cleric), 63
Sh ar e Sp ells (ra n g er), 93 sp ellcaster, 201 St u n n in g Stri k e (m o n k ), 79 See also In t ellige nce: Wa t e r W h i p (m o n k ). See
shar k, reef. See cre a t u re st a tistics sp ellcastin g, 201 - 205 sub race, 17 Investig a tio n Ele m e n t a l D isci plin es
Sh e lt e r o f t h e F aith f ul (acolyt e), Sp ellca sti n g (b a r d), 52 - 53 Su b tle Sp ell (so rcerer). See tra ps, re m ovin g or disa bling. See warloc k, 45, 105 - 111
127 (cleric), 58 M e t a m a g ic t hi e v e s’ t o ols q uick build, 106
shield. Se e ar m or a n d shields (d ruid), 66 suff oca tin g, 183 travel, 181 - 183 o t h erw orldly p atro n. See
shield dwarf. See d warf: m o u n t ain (fighter, Eld ritch K nig h t), 75 sun elf. See e lf d ra win g a m a p, 183 o t h erw orldly p a tro ns
S h i p ’s Passa g e (sailor), 139 (p al a di n), 84 - 85 Su n li g h t Se nsitivit y (d ro w), 24 e ncou n t ers, 183 sp ell list, 210
sh ort rest. See restin g (ra n g er), 91 - 92 Su p e ri o r C ritical (fig ht er), 73 f oraging, 183 Wa v e o f Rollin g Eart h (m o n k). See
Sh o u . Se e h u m a n e t h nicities (ro g ue, A rc a n e Trick st er), Su p e ri o r D ar k visio n (d ro w), 24 m archin g order, 182 Ele m e n t a l D iscip lin es
shovin g, 195 97 - 98 Su p e rio r H u n t e r ’s D ef e nse n aviga tin g, 183 we alth, 143 - 144
Sigil. See plan es o f e xiste nce (so rcerer), 101 (ra n g er), 93 n o ticin g t hre a ts, 182 - 183 m a gic ite m, 144
Sig n a t ure Sp ells (w i z ar d ), 115 (w a rloc k). See Pac t Ma gic Su p e rio r Insp ira tio n (b ar d), 54 pace, 181 sellin g treasure, 144
silvere d w e a p o n. See under (wi z ar d), 114 su p eriority dice (fig ht er), 73 se archin g, 183 startin g, 143
weap on See also under m ult iclassin g Su p re m e H e alin g (cleric), 60 ste alt h, 182 See also e x p enses
silver piece (sp). Se e coin a g e sp ellc ast in g ability, 178, 179, 205 Su p r e m e Sn e a k (ro g u e), 97 sur p rise, 183 w e a p o n, 14, 146 - 148, 149
si m p le w e a p o n . Se e w e a p o n See also specific Spellcasting sur p rise, 189 track in g, 183 i m p rovise d , 147 - 148
ca t e g ories entries See also travel: sur p rise Trick ery d o m ain (cleric). See under silvere d , 148
si ze, 176, 191 - 192 sp ellca stin g f ocus. See Su rv iv al (sk ill). See under W isdom divin e d o m ain s t able, 149
and w e a p o ns. See w e a p o n Sp ellc astin g: bar d; cleric; See also travel: f oragin g, trin k ets, 160 - 161 W e a p o n Bo n d (fig ht er), 75
p rop erties: h e avy d ruid; p aladin; sorcerer; naviga ting, or tra c k in g Trip A tt ac k m a n e uv e r (fig ht er). See w e a p o n ca t e gories, 146
liftin g a nd carrying. See lifting w arloc k ; wi z ard Sur viv o r (fig ht er), 73 m a n e uvers w e a p o n p roficiency, 14, 146
an d carrying: si z e an d sp ell co m p o n e n t s. See ca st in g a svirf ne blin. Se e g n o m e truesig ht, 185 Se e also specific classes:
o f e q uip m e n t. See e q uip m e n t: spell: co m p o n e n t s Sw e e pi n g Att ac k m a n e u ve r T ura m i. See h u m a n e th nicities p roficie ncies; and specific race
si ze See also m a t erial spell (fig ht er). See m a n e uve rs t urn. See under ti m e trait entries
sp ace, 191 - 192 co m p o n e n t ; so m a t ic spell Sw e e p in g C in d e r Stri k e (m o n k ). t urn, t a k in g yo urs, 189 - 190 w e a p o n p rop erties, 146 - 147
See also racial traits; and co m p o n e n t ; ver bal spell See Ele m e n t al D isciplin es See also actio n; b o n us actio n; We av e, the, 205
specific race trait entries co m p on ent Sylva n. See la n g u ag e m ov e m e n t W h irl w i n d A tt ac k (ra n g er). See
si z e cat egory, 191 spell d escrip tio ns, 211 - 289 t a rg e tin g a sp ell. Se e cast in g a Turn t h e Faithless (p a la d in). See M ult ia tt ac k
s k elet on. See cre a t ure st a tistics spell level, 201 spell: t arg e tin g under C h a n n el D ivinity p ala din W h is p e rs o f t h e G rav e (w arloc k).
skill chec k. See a bility check : skill spell list, 207 - 211 t arg e t n u m b er, 7 o p tio ns See eld ritch invoca tio ns
Skill V ersa tility (half - elf), 39 Sp ell M as t e ry (w i z ar d), 115 A r m o r C lass (A C), 7 Turn t h e U n h o ly (p a la d in). See W h o le n e ss o f Bo d y (m o n k), 79 - 80
skills with differe nt abilities spell p rep ara tio n. See D ifficulty C lass (D C ), 7 under C h a n n el D ivinity p ala din wild elf. See e lf
(varia nt). See under ability check Sp e llc ast in g: cleric; druid; T e m p es t d o m ain (cleric). See o p tio ns Wil d Ma g ic (so rcerer). See under
slas hin g d a m a g e. See d a m a g e p aladin; wi z ard under d ivine d o m ain s Turn U n d e a d . See under C h a n nel sorc ero us origins
ty pes See also under m ult icl assin g t e m p o rar y hit p oin ts. See under D ivinity cleric o p tio ns Wild Ma g ic Sur g e (so rcerer), 103
Slei g h t o f H a n d (sk ill). See under Sp ell Re sist a nce (w i z ar d), 116 hit p oin ts T win n e d Sp ell (sorce rer). See t a ble, 104
De xterity sp ell save D C, 205 T ene ts o f D evo tio n (p a la d in), 86 Me t a m a g ic Wil d Sh a p e (d r uid), 66 - 67
Sli p p ery Mi n d (ro g u e), 96 See also specific Spellcasting T e n ets o f t h e A nci e n ts (p al a di n), two - han d ed (w e a p o n p rop erty). Wis d o m , 12, 178
entries 86 - 87 See w e a p o n p ro p erties A ni m a l H a n d lin g, 178
spell sav in g t hro ws, 205 Te ne ts o f V e n g e a nce (p al a di n), 88 two - we a po n fig htin g, 195 check s, 178
sp ells k n o wn, 201 Terran. See la n g u ag e Two - We a po n Fig h tin g (class Insigh t, 178
See also Sp ellc astin g: bar d; T e thyrian. See h u m a n e t h nicities f e a t ure). See under fig h tin g Me d ici n e , 178
fighter, Eld ritch Knight; ranger; T H A C 0 . See a tt ac k roll styles Pe rce p tio n, 178
rogue, A rca n e Trickster; T h i e f (ro g u e). See under ro guish u n ar m e d . Se e under m ele e a ttack Su rvival, 178
sorcerer; w arloc k ; and arch e ty pes U n a r m ore d D e f e ns e (b a r b aria n), Wit c h Sig h t (w arloc k). See eldritch
m ult iclassin g T h i e f o f Five Fat es (w a rloc k). See 48 invoca tio ns
spell slots, 201 eld ritch invoc a t io ns (m o n k ), 78 wi z ard , 45, 112 - 119
See also specific Spellcasting T h i e f ’s Refle x es (ro g u e), 97 U n ar m ore d Mo ve m e n t (m o n k), 78 arca n e tra ditio n . See arca n e
entries; and m ult iclassin g t hi e v e s’ ca n t (ro g u e), 96 U n c a n n y D o d g e (ra n g er). See tra ditio ns
Sp ell T h i e f (ro g u e), 98 t hie v e s’ t o ols, 154 Su p e rio r H u n t e r ’s D e f ense q uick build, 113
sp here. See are a o f eff ect T hir d Eye, T h e (wi z ar d), 116 - 117 (ro g u e), 96 spell list, 210 - 211
T hirsti n g Bla d e (w a rloc k ). See U n d e a d T hralls (w i z ar d), 119 wolf, dire. Se e cre a t ure st a tistics
eldritch invoca tio ns U n d er d ar k , 17 wolf. Se e cre a t ure sta tistics
T h o u g h t Sh ie ld (w a rloc k ), 110 U n d yin g Se n tin el (p a la d in), 87 w o o d elf. Se e e lf
T h o us a n d F or m s (d ruid), 69 u n co m m o n races, 33 world, 5 - 6, 8
three - q uarters cover. See cover u nc o n scio us, 197, 198 See also pla nes o f e xist ence:
thr o w n (w e a p o n p rop erty). See See also co n di tio ns Ma t erial Pla n e
w e a p o n p rop erties U n d e rc o m m o n. Se e la n g u ag e Wra t h o f t h e St o r m (cleric), 62
T h u n d er b ol t Stri k e (cleric), 62 u n d er w a t e r co m b a t. See under XP. See e x perie nce p oints
t h u n d er d a m a g e. See d a m a g e co m b a t Ysgar d. See plan es o f e xiste nce
ty p es unse e n attack ers a nd t ar ge ts, z o m bie. See cre a t ure sta tistics
Tid es o f C h a o s (so rce rer), 103 194 - 195

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