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XAtlATHA·R'S GUIDE
TO EVERYTHitIG™

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

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Werebear, Gary West, Andy Wieland, Keith Williams, David
Arcken, Dee Ashe, Andrew Bahls, Chris Balboni, Jason Baxter,
d eWilliamson, Travis Woodall, Arthur Wright, Keoki Young

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ON THE COVER ON THE ALTERNATIVE COVER


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

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

98765432 1

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

Prin ted in the USA. ~2017 Wizards of the Coast LLC, PO Box 707. Renton, WA 98057-0707, USA. Manufactured by Hasbro SA. Rue Emile-Boechat 31, 2800 Dclemont, CH.
Represented by Hasbro Europe 4 The Square Stockley park U xbridrc Middlesex UBJJ JET tJK
CONTENTS
lntroduction................................................... 4 This Is You r Life ......................................... 61 Award ing Magic Items ............................ 13S
Using This Book........................................ 4 Origins ...................................................... 61 Sidebar: Behind the Design: Magic
The Core Ru les.......................................... S Persona l Decisions................................ 64 Item Distribution .............................. 13S
Ch. 1: Character Options ........................... 7 Life Events ............................................... 69 Common Magic Items ......................... 136
Barbarian ........................................................ 8 Supplemental Tables............................. 72 S idebar: Are Magic Items
Primal Paths .............................................. 9 Racia l Feats ................................................. 73 Necessary in a Campaign? ............. 136
Path of the Ancestra l Guardian ............ 9 Ch. 2: Dungeon Master 's Tools ............. 77 Sidebar: Creating Additional
Path of the Storm Herald ..................... 10 S imultaneous Effects ................................ 77 Common ltems .................................. 140
Path of the Zealot ................................... 11 Fal ling ........................................................... 77 Magic Item Tables................................ 140
Bard ............................................................... 12 Rate of Fa ll ing ........................................ 77 Sidebar: Recharging without
F lying Creatures and Fa ll ing .............. 77 a Dawn ................................................ 144
Bard Colleges .......................................... 14
College of Glamour ................................. 14 Sleep .............................................................. 77 Ch. 3: Spells .............................................. 147
College of Swords .................................. lS Waking Someone................................... 77 Spell Lists................................................... 147
College of Whispers .............................. 16 S leeping in Armor ................................. 77 Spell Descriptions .................................... lSO
Cleric .............................................................. 17 Going without a Long Rest .................. 78 App. A: Shared Campaigns .................. 172
Divine Domains ...................................... 18 Adamanti ne Weapons ............................... 78
S idebar: Serving a Pantheon; Tying Knots .................................................. 78 App. B: Character Names ..................... l 7S
P h ilosophy, or Force .......................... 18 Tool Proficiencies ....................................... 78 Nonhuman Names ................................... 17S
Forge Domain ......................................... 18 Tools a nd Skills Together .................... 78 Dragonborn ........................................... l 7S
Grave Domain ......................................... 19 Tool Descriptions ................................... 78 Dwa rf ...................................................... 176
Druid .............................................................. 21 Spellcasting ................................................. 8S Elf.. ........................................................... 176
Druid Circles ........................................... 22 Perceiving a Caster at Work ................ 8S Gnome .................................................... 178
Circle of Dreams .................................... 22 Identifying a Spell.. ................................ 8S HalA ing ................................................... 179
Circle of the Shepherd .......................... 23 Inva lid Spell Targets ............................. 8S
st .
Half·Orc .................................................. 179
Learn ing Beast Shapes ........................ 24
Fighter ........................................................... 27
Areas of Effect on a Grid ...................... 86
Encounter Build ing .................................... 88 e riali
TieAing.................................................... 180
Human Names .......................................... 181
Martia l Archetypes ................................ 28 Quick Matchups...................................... 91
D FA
Arabic ...................................................... 181
Celtic ....................................................... 182
Arcane Archer ........................................ 28 Random Encou nters: A World of P
Cavalier .................................................... 30 Possibilities .............................................. 92 nu
Chinese ................................................... 182
Samurai .................................................... 31 Arctic Encounters .................................. 92
e be
Egyptian ................................................. 183
Monk .............................................................. 32 Coasta l Encou nters ............................... 93
o fD
English .................................................... 184
French ..................................................... 18S
on
Monastic Traditions .............................. 33 Desert Encou nters ................................. 9S
rsi
Way of the Drunken Master ................ 33 Forest Encounters ................................. 97 German .................................................. 18S
Way of the Kensei .................................. 34 Grassland Encounters ........................ 100 v e G reek ...................................................... 186

mo
Way of the Sun Soul... ........................... 3S Hil l Encounters .................................... 101 Indian ...................................................... 186
Paladin .......................................................... 36 d e
Mou ntain Encounters ......................... 104 Japanese ................................................. 187

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Sacred Oaths .......................................... 37 Swamp Encounters ............................. lOS Mesoamerican ...................................... 188
Oath of Conquest ................................... 37 in
Underdark Encounters ....................... 106
s
Niger- Congo ......................................... 189

du
Oath of Redemption .............................. 38 Underwater Encounters ..................... 109 Norse ....................................................... 189
Ranger........................................................... 40
if ie
Urban Encounters................................ 110 Polynesian ............................................. 190
Ranger Archetypes ................................ 41
G loom Stalker ........................................ 41 m od
Traps Revisited ......................................... 113
Simple Traps ......................................... 113
Roman .................................................... 190
Slavic....................................................... 191
n
Horizon Walker ...................................... 42
b ee Sidebar: Making Traps Spanish .................................................. 192
s
Monster Slayer ....................................... 43 Meaningfu l ......................................... 114
ha
Rogue ............................................................ 44
F
Designing Simple Traps .................... llS
D
Roguish Archetypes .............................. 4S Complex Traps...................................... 118
is P
Inqu isitive ................................................ 4S Designing Complex Traps ................. 121
Th
Mastermind ............................................. 46
Scout ......................................................... 47
Sidebar: Complex Traps and
Legendary Monsters ........................ 123
Swashbuckle r ......................................... 47 Downtime Revisited ................................. 123
Sorcerer ........................................................ 48 R ivals ...................................................... 123
Sorcerous Origins ................................. SO Downtime Activities ............................ 12S
Divine Soul... ........................................... SO Buying a Magic Item ........................ 126
Shadow Magic ........................................ SO Carousi ng ........................................... 127
Storm Sorcery ........................................ Sl Crafting an Item ................................ 128
Warlock ......................................................... S3 Crime ................................................... 130
Otherworldly Patrons ........................... S4 Gambling ............................................ 130
The Celestial ........................................... S4 Pit Fighting ........................................ 131
The Hexblade .......................................... SS Relaxation .......................................... 131
Eldritch Invocations .............................. S6 Religious Service ............................. 131
Wizard ........................................................... S8 Resea rch ............................................. 132
Arcane Trad ition .................................... S9 Scribing a Spell Scroll... ................. 133
War Magic ................................................ S9 Selling a Magic Item ........................ 133
Training .............................................. 134
Work .................................................... 134
lb INTRODUCTION
ENEATH THE BUSTLI NG CITY OF WATERDEEP,
a beho lder crime lord keeps tabs on everyone
and everything-or so the beholder thinks.
Known as Xanathar, this bizarre being be-
lieves it can gather information o n everything
in the DU NGEONS & DRAGONS multiverse.
The be holde r desires to know it a ll! But no
matter what the beholder learns and what treasures it
acquires, its most prized possession in a ll the multi-
verse re ma ins its goldfis h, Sylgar.
The firs t major ru les expans ion to the fifth edition of
D&D, Xanathar's Guide to Everything provides a wealth
of new optio ns for the game. Xanathar might not be able
to realize its dream to know everything, but th is book
does delve into every major part of the game: adventur-
ers, their adventures, a nd the magic they wield.

USING THIS BOOK


Written for both players and Dungeon Masters, this
book offers options to enhance campaigns in any world,
whether you're adventuring in the Forgotten Realms,
st.
anothe r official D&D setti ng, or a world of your own
creation. T he options here build on the officia l rules er iali
contained within the Player's Handbook, the Monster
D FA
Manual, a nd the Dungeon Master's Guide. Think of this P
nu
book as the companion to those volumes. It builds on
their foundation , exploring pathways first laid in those ebe
publications. Nothing herein is required for a D&D cam- ofD
on
rsi
paig n-this is not a fourth core rulebook- but we hope it
will provide you new ways to enjoy the game.
ve
Chapter 1 offers character options that expand on
e mo
ad
those offered in the Player's Handbook . Chapter 2 is a
toolkit for the DM that provides new resources for run- g
ning the game and designing adventures, a ll of it build-
u sin
iedcharac-
ing on the Monster Manual and the Dungeon Master's
Guide. Chapter 3 presents new spells for player i f
ters and spellcasting monsters to unleash.m od
Appendix A provides g uid ance e nrunning a shared
b eons taged
campa ign, similar to the activities by the D&D
a s
Adventurers League, and
F h appendix B conta ins a host of

P D
tables that a llow you to quickly generate na mes fo r the
s
hi the m any options herein , you' ll come
cha racters in your D&D stories.
As you peTruse
across observatio ns from Xanathar itself. Like the
beholder's roving mind, your reading will take you to
places in the game fa miliar and new. May you enjoy
the journey!

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

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

A few r ules in the core rulebooks some times tripifiupea PROFICIENCY BONUS
d
new player or DM. Here are te n of those ru leso. Keep- If your proficie ncy bonus a pplies to a roll, you can add
m
ing them in mi nd will help you inter preetnthe optio ns in the bonus o nly o nce to the ro ll, even if m ultiple th ings in
this book. be the game s ay your bonus a pplies. Moreover, if mor e than
h as one th ing te lls you to doub le or ha lve yo ur bo n us, you
EXCEPTIONS SUPERSEDE
P
Gener al ru les govern each DFpa rtGENERAL RULES
of the game . F or exam-
double it only once or ha lve it only once before apply-

ple, the combat ruh istell you tha t melee weapon attacks
les
ing it. Whethe r m ultiplie d, d ivided, or left at its normal
T
use Streng th a nd ra nge d weapon attacks use Dex terity.
value, the bonus can be used only once per roll.

T ha t's a ge neral ru le, a nd a ge ne ra l ru le is in effect as BONUS ACTIQN SPELLS


(
long as somethi ng in the ga m e doesn't explicitly s ay If you wa nt to cast a s pell that ha s a cas ting time of 1
otherwise. bonus action, re membe r that you can't cas t any othe r
T he ga me also includes ele me nts - class features , s pe lls before or a fte r it o n the same turn, except for can-
s pells , magic item s , monster a bilities, a nd the li ke- that trips with a casting time of 1 action .
sometimes contrad ic t a gene ra l rule. When a n exception
a nd a genera l ru le d is agree, the exception wins . For ex- CONCENTRATIO N
ample, if a feature s ays you can m ake melee weapon at- As soon as you s ta rt casting a s pell or us ing a s pecia l
tacks us ing yo ur Charisma, you can do so, eve n though ability that req ui res co ncentration, you r concentration
tha t s tateme nt disagrees with the general ru le. on a nother effect e nds instantly.

ROUND DOWN 'TEMPORARY H I T POI N TS


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

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

SUB C LASSES
st.
Class Subclass Leve l Available Description
e r iali
Barbaria n
Barbarian
Path of the Ancestral Guardia n
Path of the Storm Herald
3rd
3rd D FA
Calls on the spi rits of honored ancestors to protect others
Filled with a rage that channels the primal magic of th e st orm
P
Barbarian Path of the Zealot 3rd nu
Fueled by a religious zeal that visits destruction on foes
Bard College of Gl amou r 3rd
e be
Wields the beguiling, glorious magic of the Feywild
Bard College of Swords 3rd
ofD
Entertains and slays with daring feats of weapon prowess
Bard College of Whis pers 3rd on
Plants fea r and doubt in the minds of others
Cleric Forge Domain 1st e rsi
Clad in heavy armor, serves a god of the forge or c reation
v
mo
Cl eric Grave Domain 1st Opposes the blight of undeath
Druid Circle of Dreams 2nd d e
Mends wounds , guards the weary, and strides through dreams
Druid Circle of the Shepherd 2nd
in ga
Summons nature s pirits to bolster friends and harry foes
Fighter Arcane Archer 3rd s Imb ues arrows with spectacular magical effects
Fighter Cavalier
ie
3rddu Defend s allies and knocks down enemies, often on horseback
if
Fighter
Mon k
Samurai
Way of the Drunke n Master mod 3rd
3rd
Combines resilience with co urtly elegance and mighty strikes
Co nfounds foes t hrough a martial arts tradition inspired by t he
n
bee swaying o f a drun kard
s
ha
Mo nk Way of the Kensei 3rd Channels ki through a set of mastered weapons
Monk F
Way of the Sun Soul
D
3rd Tra nsforms ki into bursts of fire and searing bolts of light

is P
Paladin Oath of Co nquest 3rd Strikes terro r in enemies and crushes the forces of chaos
Paladin
Th
O ath of Redemption 3rd Offe rs redemption to the wo rthy a nd destruction to those who
refuse mercy or righteousness
Ranger Gloom Stalker 3rd Unafraid of the dark, relentlessly stalks and ambushes foes
Ranger Ho rizo n Wal ker 3rd Finds po rtals to other worlds and channels plan ar magic
Ranger Monster Slayer 3rd Hunts down creatu res of the night a nd wielders of grim magic
Rogue Inquis itive 3rd Roots out secrets, akin to a masterful detec tive
Rogue Masterm ind 3rd A master tactician , man ipulates others
Rogue Scout 3rd Combines stealth with a knack for s urvival
Rogue Swashbuckler 3rd Delivers deadly strikes with speed and panache
Sorce rer Divine Soul 1st Harnesses magic bestowed by a god or other divine source
Sorce rer Shadow Magic 1st Wields the grim magic of the Shadowfell
Sorcerer Storm Sorcery 1st Crackles with th e power of the storm
Warlock The Celestial 1st Forges a pact with a being from celestial realms
Wa rlock The Hexblade 1st Serves a shadowy e ntity t hat bestows dread curses
Wizard War Magic 2nd Mixes evocation and abjuration magic to dominate the battlefield

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

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


l i s t.
a barbarian in the same way that a gentle breeze is akin a their
to a furious thunders torm. The barbarian's driving force
The members of ma ny barbarian clans decorate
bodies with tattoos, each of which represents A eri a s ignif-
comes from a place that transcends mere e motion, mak-
ing its manifestation a ll the mo re terrible. Whether the
icant moment in the life of the bearer
P DF or the bearer 's
a ncestors , or w hich symbolizes u a feeling or an attitude.
impetus for the fury comes entirely from within or from
As with personal tote ms, b ea nba rba ria n's ta ttoos might or
forging a Link with a s pirit animal, a ragi ng barbarian mig ht not be re latedD e
to an a nimal s pirit.
becomes able to per form s upernatural feats of s treng th
Each tattoo n o f
a barbaria n displays contributes to that in-
a nd endurance. The outburst is tempora ry, but while it
s io If your character wears tattoos, what
dividual'sridentity.
lasts, it ta kes over body a nd mind, driving the barbarian
on despite peril and injury, unti l the last enemy falls.
velook like, and what do they represent?
do they
o
m
It can be tempting to play a barbarian character that
is a straightforward application of the classic arche- a deTATTOOS
type- a brute, and us ually a dimwitted one at that, who s ing d6 Tattoo
rus hes in where others fear to tread. But not alldthe u The wings of an eagle are spread wide across your
barbarians in the world are cut from that cloth, f i e
i so you upper back.
can certainly put your own spin on things. m odEithe r way, 2 Etched on the backs of your hands are the paws of
cons ide r adding som e f:lourishes e nmake your barbaria n
s tand out from a ll others; see b etofollowing
the sections for
a cave bear.

a s 3 The symbols of your clan are dis played in viny pat-


some ideas. h terns along your arms.
P
PERSONALs TOTEMS
DF 4 The a ntlers of an elk are inked across your back.
hi
BarbariansTtend to travel light, carrying little in the way
5 Images of your s pirit an imal are tattooed along
your weapon arm and hand .
of personal e ffects or other unnecessary gea r. The few 6 The eyes of a wolf are ma rked on your back to help
possessions they do ca rry often include s ma ll items that
you see and ward off evil spirits .
have s pecial s ignificance. A personal totem is s ignificant
because it has a mys tical origin or is tied to an import-
ant moment in the character 's life- perhaps a remem- SUPERSTITIONS
brance from the barbarian's past or a ha rbinge r of what Barba rians va ry widely in how they unders tand life.
lies ahead. Some follow gods and look for guidance from those
A personal totem of this sort might be associated with deities in the cycles of nature a nd the a nimals they en-
a barbarian's spirit a nimal, or mig ht actually be the to- counter. These barbarians believe that s pirits inhabit
tem object for the a nimal, but s uch a connection is not the plants and a nimals of the world, a nd the barbarians
essential. One who has a bear totem spi rit, for ins tance, look to them for ome ns a nd power.
could still carry a n eagle's feather as a personal totem. Other barba rians trust only in the blood that runs in
Cons ider creating one or more personal totems for thei r veins a nd the steel they hold in their ha nds. They
your character- objects that hold a specia l link to your have no use for the invisible world, ins tead relying on
character's pas t or future. Think about how a totem their senses to hunt and survive like the wild beasts
might affect your cha racter's actions. they emulate.

Cli1\ PTER 1 1 CHARACTER OPTIONS


st .
e riali
D FA
P
LEFT T O RI G HT : Z E AL OT, STORM 11E RA L O, ANO A N C.ESTRA L GUARD IAN
nu
e be
o fD
Both of these attitudes can give rise to s upersti- So G"-'utors c,rtiofnto fl' t..11Ao J,i). tlA• fro'r•c,tio"' tlAi"'~ to ..... c,kt
tions. These beliefs are often passed down within a
w-or• f'ofl' rs '10"'- t..1trt \oor"'? Uk• IAot..1 w-G"''1 fto fl/
e\ot{ort
v
m1oc. tot o{ tlA· rcr•c.tio"' tlA'"'Y
family or shared among the me mbers of a clan or a
hunting group. 11Ac.t'
e
If your barbarian character has a ny superstitions,
were they ingrained in you by your family, or are they ing
d
a ~"'· ti_o.,.. rt J,is~.,..sti"'Y
0

0
the result of personal experience?
d us
d ifie PATH OF THE ANCESTRAL GUARDIAN
SUPERSTITIO N S o
d6 Superstition e nm Some barbarians ha il from cultures that revere their an-

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

CHAPTER 1 I CHARACTER OPTIONS


l{ov.. !.."'ow o"'' o{ t~• ~r«;t lo•"'-•{its
ANCESTRAL PROTECTORS o{ li~i"'~ "'""'J..•rrv.."'J..? fVo w«.l~•r.
Starting when you choose this path at 3rd level, s pectral "{)o"' t w-HS t~il "'-f {or w-t.
warriors appear when you enter your rage. While you're
raging, the first creature you hit with an attack on your
turn becomes the target of the warriors, which hinder
its attacks. Until the s ta rt of your next turn, that target
has disadvantage on a ny attack roll that isn't against
you, and when the target hits a creature othe r than you STOR M AURA
with a n attack, that creature has resistance to the da m- Starting at 3rd level, you ema nate a s tormy, m agical
age dealt by the attack. The effect on the target e nds aura while you rage. The aura extends 10 feet from you
early if your rage ends. in every direction , but not throug h tota l cover.
Your aura has an effect that activates when you enter
SPIRIT SHIELD your rage, and you can activate the effect again on each
Beginn ing at 6th level, the guardia n spirits that a id you of your turns as a bonus action. Choose desert, sea, or
can provide s upernatural protection to those you de- tundra. Your aura's effect depe nds on tha t chosen envi-
fe nd. If you a re raging a nd a nother creature you can see ronment, as d~ta iled below. You can cha nge your envi-
within 30 feet of you takes damage, you can use your ronment choice whenever you gain a level in this class.
reaction to reduce that damage by 2d6. If your aura's effects require a saving throw, the DC
Whe n you reach certa in levels in this class, you can equa ls 8 + your proficiency bonus + your Constitu-
reduce the damage by more: by 3d6 at 10th level a nd by tion modifier.
4d6 at 14th level. D esert. When this effect is activated, all other crea-
tures in your aura take 2 fire damage each. The damage
CONSULT THE SPIRITS increases when you reach certa in levels in this class, in-
At 10th level, you gain the a bility to cons ult with your creasi ng to 3 a t 5th level, 4 at 10th level, 5 at 15th level,
ancestral spirits. When you do so, you cast the augury or and 6 at 20th level. l i s t.
clairvoyance spell, without using a s pe ll s lot or materi al Sea. When this effect is activated , yo u can riachoose one
eThe
components. Rather than creating a spherical sensor, other creature you ca n see in your aura. A target must
this use of clairvoyance invisibly s ummons o ne of your ma ke a Dexte rity saving throw. P DFtarget takes l d6
The
a ncestra l spirits to the chosen location. Wisdom is your usave, or half as much dam-
en da mage increases when
lightning da mage on a failed
spellcasting ability for these spells. age on a s uccessful one.bThe
e
After you cast e ither spell in thjs way, you can't use
this feature aga in until you finish a s hort or long rest.
f D in this class, increasing to 2d6
you reach certain levels
o
s i on this
at 10th level, 3d6 at 15th level, a nd 4d6 a t 20th level.
VENGEFUL ANCESTORS
v er in you r aura
Tundra.
your choice
When effect is activated, each creature of
gains 2 temporary hit points, as
At 14th level, your ancestra l spirits g row powerful
m
icy
o
spirits inure it to s uffering. The temporary hit points
enough to reta liate. When you use your Spirit Shield to
a deincrease when you reach certa in levels in this class, in-
reduce the damage of a n attack, the attacker takes an g
sin
creasing to 3 at 5th level, 4 at 10th level, 5 at 15th level,
amount of force damage equa l to the damage that your
Spirit Shield prevents. d u and 6 at 20th level.

d ifie STORM SOUL


PATH OF THE STORM HERALD
n mo At 6th level, the storm g ra nts you benefits even when
e Their rage g ra nts
s be and
All barba ri ans ha rbor a fury within.
them s uperior stre ngth, durability, speed. Ba rba r-
your aura isn't active. The bene fits are based on the en-
viro nment you chose for your Storm Aura.
ia ns who follow the Path h a the Storm Herald Deser t. You gain resistance to fire da mage, a nd you
DFinto a m antle of primal magic,
of learn
to trans form tha tPrage don't s uffer the effects of extrem e heat, as descr ibed in
is them. When in a fury, a barbar ia n
wh ich swirlsharound the Dungeon Master's Guide. Moreover, as an action,
T
of this path taps into the forces of nature to create pow- you can touch a fla mmable object that isn't being worn
erful magical effects. or carried by a nyone else a nd set it on fire.
Storm heralds a re typically elite champions who train Sea. You gain resistance to lightning damage, and
alongside druids, rangers, and others sworn to protect you can breathe underwater. You a lso gain a swimming
nature. Other storm heralds hone their cra ft in lodges in s peed of 30 feet.
regions wracked by storms, in the frozen reaches at the Tundra. You gain resistance to cold da mage, a nd you
world's end, o r deep in the hottest deserts. don't s uffe r the effects of extreme cold, as described in
the Dungeon Master's Guide. Moreover, as an action,
PATH OF THE STORM HERALD FEAT URES you can touch water and turn a 5-foot cube of it into ice,
which melts after 1 minute. This action fai ls if a creature
Barbaria n
Level Featu re is in the cube.
3rd Storm Aura SHIELDING STORM
6th Storm Soul At 10th level, you learn to use your mastery of the storm
10th Shielding Storm to protect others. Each creature of your choice has the
14th Raging Storm damage resistance you gained from the Storm Soul fea-
ture while the creature is in your Storm Aura.

CHAPTER 1 I CHARACTER OPTIONS


RAGING STORM DIVINE FURY
At 14th level, the power of the storm you c hanne l grows Starting when you c hoose this path at 3 rd level, you .can
mightie r, lashing out at your foes. T he effect is based on
i a list
c ha nnel divine fury into your weapon strikes . While
r o f your
the e nvironment you c hose for your Storm Aura.
Desert. Immed ia te ly after a c reatu re in your a ura nits
Ae equa l
you're raging, the first creature you hit on each
turns with a weapon attack takes extraFdamage
you with a n a ttack, you can use you r reactio n to for ce
u PD extra d amage is
to 1d6 + h alf your barbar ian level. The
that c reature to make a Dex te rity saving throw. On a necrotic or radiant; you choose
b en type of damage w hen
the
failed save, the creature takes fire d amage equal to half you gain this feature.
De
f
no
your b a rbarian level.
WARRIOR OF THE Goos
Sea. When you hi t a c reature in your a ura with an o
a ttack, you can use your reaction to fo rce that creature e rsi soul is marked for e ndless battle. If a
At 3rd level, your
spell, s uc hv as raise d ead , has the sole effect of restoring
to make a Strength saving throw. On a fa iled save, the
youeto
o (but not undeath), the caster doesn't need ma-
mlife
creature is knocked prone, as if struck by a wave.
Tundra. Wheneve r t he effect of your Storm Aura is ac- atedri a l components to cast the spell on you.
tivated, you can choose one c reature you can see in th e ing
aura. That creature mus t s ucceed on a Strengt h saving d us FANATI CAL Focus
e
throw, or its speed is reduced to 0 until t he s tartifiof your Starting at 6th level, t he divine power that fuels your
next turn, as magical frost covers it.
m od rage can protect you. If you fa il a saving t hrow w hile
you're raging, you can re roll it, and you must use the
n
ee new ro ll. You can use th is ability only once per rage.
sb
PATH OF THE ZEALOT

F ha to pitc h the m selves


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

CHAPTER 1 I CHARACTER OPTIONS


DEFINING WOR KS
d6 Defi ni ng Work
"The Three Flambinis," a ribald song concerning
mistaken identities and unfettered desire
2 "Waltz of the Myconids," an upbeat tune that chil-
dren in particular enjoy
3 "As modeus's Golden Arse," a dramatic poem
you claim was inspired by your personal visit to
Avernus
4 "The Pirates of Luskan ," your firs thand account of
being kidnapped by sea reavers as a child
5 "A Hoop, Two Pigeons, and a Hell Hound," a s u b-
BARD tle parody of an incompetent noble
6 "A Fool in the Abyss," a comedic po em about a
MUSIC I S THE FRU IT OF THE DJVI NE TREE THAT V IBRATES jester's travels among demons
with the Words of Creation. But the question I ask you is,
can a bard go to the root of this tree? Can one tap into the INSTRUMENT
source of that power? Ah. then what manner of music they In a bard's quest for the ultimate performance and the
would bring to this world! highest acclaim, one's instrument is at least as import-
ant as one's voca l ability. The instrument's quality of
- fletcher Danairia, master bard
m anufactu re is a critica l factor, of course; the best ones
m ake the best music, and some bards are continually st.
Bards bring levity dur i ng grave times; they impa rt wis-
dom to offset igno rance; and they make the rid ic ulous
on the lookout for an improvem ent. Perhaps just as im-
e riali
FA
portant, though, is the instrument's own entertainment
seem subl ime. Bards are preser vers of ancient histo ry,
their songs and tal es perpetuati ng the memory of g reat P D
value; those that ar e bizarrely constructed or made of

nu
exotic mater ials are likely to leave a l asting impression
be
events down through time-knowledge so impo rtant on an audience.
that it is memor ized and passed along as oral history, to e
survive even w hen no written record remains. o fD
You might have an "off th e rack" instrument, perhaps
because it's all you can afford right now. Or, if your
on
rsi
It is also the bard's role to chronicle sma ller and more first instrument was gifted to you , it might be of a more
contemporary events- the stories of today's heroes,
v e
elaborate sor t. Are you satisfied with the in strument you
mo
including their feats of valor as well as their less than have, or do you aspire to replace it with something truly
impressive failures.
de distinctive?
Of course, the world has many people who ca n carry
inga
s
a tune or tell a good story, and there's much more to any
du
INSTRUMENTS
adventuring bard than a glib tongue and a melodious
ifie
voice. Yet what truly sets bards apart from other s- and d6 Instrume nt
od
from one another-are the style and substance o f their
m l A masterfully crafted halfling fiddle
n 2 A m ithral horn made by elves
ee
perform ances.

sb
To grab and hold the attention of an audience, bards
a
3 A zither made with drow s pider silk
h
are typically fl amboyant a nd outgoing when they p er- 4 An orcish drum

PDF
form . The most fa mous of them are essentially the D & D 5 A wooden bullywug croak box
is
world's equ ivalent of pop stars. If you're play ing a bard, 6 A t in ker's harp of gnomish des ign
Th
consider using one of you r favor ite musicians as a role
model for your character.
EMBARRASSMENT
You can add some unique aspects to your bard charac-
ter by considering the suggestions that follow. A l most every bard has suffered at least one bad experi-
ence in front of an audience, and cha nces are you're no
DEFINING WORK exception. No one becomes famous right away, after all;
perhaps you had a few small difficulties early in your ca-
Every successfu l bard is ren owned for at least one piece
reer, or maybe it took you a while to restore your reputa-
of performance art, typically a song or a poem that
tion a fter one agonizing night when t he fates conspired
is popular with everyone who hears it. These perfor-
to bring about your t heatrica l ruin .
mances are spoken abou t for years by those w ho view
them, and some spectators have h ad their lives forever
cha nged because of the experience.
If your character is just star ting out, your ultimate de-
fining work is likely in the future. But in order to m ake
any sort of living at your professi on, chances are you
already have a piece or two in your r epertoire that have
proven to be aud ience pleasers.

CHAPTC'.R l I CHARACTER OPTIONS


st.
e r iali
FA
LEFT TO RIGHT. B11Ros OF THE COLLEGES OF G1.11MOUR, SwoRDS, 11ND WHISPERS

P D
T he ways th at a performance ca n go w rong are as nu
a muse- a p ar t icular concept t hat inspires much o f wh at
varied as the fish in the sea. No m atter what sort of e be
those bards do in front o f an audience.
disaster might occur, however, a ba rd has the courage ofD
A bard who follows a muse generally does so to gain a
and t he confidence to rebound from it- either pressing on
d eeper understanding of w h at that muse represents and
on w ith the show (if possible) or promising to com e back e rsi
how to best convey that understand ing to other s t h roug h
v
mo
tomorrow w ith a new performa nce that's guara nteed per for mance.
to please.
d e
If your bard cha racter has a m use, it could be one of

ga
the three d escribed here, or one o f your own devising.
EMBARRASSMENT S
s in Nature. You feel a k inship w ith the natural world, a nd
d6 Embarrassment
iedu its beauty and mystery inspire you . For you , a tree is
if deeply symbolic, its roots delving into t he da rk unknown

mod
The time when your comedic song, " Big Tom's
Hijinks"-which, by the way, you thought was bril-
to draw forth t he power of the earth, wh ile its branches
n reach towa rd th e sun to nourish their flowers and
bee
liant-did not go over well with Big Tom frui t. Nature is the ancient witness who has seen every
s
ha
2 The matinee performance when a circus's owlbear k ingd om rise a nd fa ll , even those whose names have

D F
got loose and terrorized the crowd been forgotten and wait to be rediscovered. The gods of

is P
3 When your o pening song was your e nthusiastic nature share their secrets with druids and sages, open-
Th
but universally hated rendition of "Song of the ing t heir hearts and minds to new ways of seeing, and
as with those individ uals, you find that your cr eativity
Froghemoth"
4 The first and last public perfo rmance of"M irt, Man b lossoms while you wander in an open field of wavi ng
a bout Town" grass or wa lk i~ si lent reverence through a g rove o f an-
cient oaks.
5 The time on stage when your wig caught fire and
Love. You ar e o n a quest to identify the essence o f
you threw it down-which set fire to the stage
true love. Though you do not disdain the superficial
6 When you sat o n your lute by mistake during the love of flesh and form, the deeper form of love that ca n
final stanza of "Starlight Serenade" inspire thousands o r bring joy to o ne's every moment
is what you a re i nterested in. Love o f t his sort takes o n
A BARD'S MUSE m any forms, and you can see its presence everyw here-
Natura lly, every bard has a r epertoire o f songs and sto- from the sparkling o f a beautiful gem to t he song of a
simple fisher tha nking the sea for its bounty. You a re
ries. Some bards are general ists w ho can draw from
a wide range of topics for each per formance, a nd w ho o n the trail of love, that most p recious and mysterious
take pride in their versatility. Others adopt a more per- of emotion s, a nd your search fi lls your stories a nd your
son gs wit h vita l ity and passion.
sonal approach to thei r a r t, driven by th eir attachment to

CHAPTER I I CHARACTER OPTIONS


Confiict. Dra ma embodies conflict, a nd the best
s tories have conflict as a key elem ent. From the morn-
ing-after tale of a tave rn brawl to the saga of a n epic
battle, from a love r's s pat to a rift between powerful
dynasties, conflict is what ins pires ta le-te ller s like you to
create your best work. Conflict can bring out the best in
some people , caus ing their heroic na ture to s hine forth
a nd transform the world, but it can cause others to grav-
itate toward da rkness a nd fa ll unde r the sway of evil.
You strive to experience or witness a ll for ms of conflict,
great a nd s mall, s o as to s tudy this etern al aspect of life
and immorta lize it in your words a nd music.
ENTHRALLING PERFORMANCE
BARD COLLEGES S tarting at 3r9 level, you can cha rge your performa nce
At 3rd level, a ba rd gains the Ba rd College fea ture. The with seductive, fey magic.
following optio ns are availa ble to a bard, in addition If you perform for at least 1 minute, you can attempt
to those offered in the Player's Handbook : the College to ins pire wonder in your audience by s inging, reciting
of G la mour, the College of Swords , and the College a poem , o r dancing. At the end of the per fo rmance,
of Whis pe rs. choose a number of humanoids w ithin 6 0 feet of you
who watched and lis tened to a ll of it, up to a number
COLLEGE OF GLAMOUR equa l to your Cha ris ma modifier (minimum of o ne).
Each target mus t s ucceed on a Wis dom s aving throw
The College of Gla mour is the home of bards w ho mas- agains t your s pell save DC o r be cha rmed by you. While
te red the ir craft in the vibra nt realm of the Feywild or charmed in this way, the ta rget idolizes you, it s peaks
under the tutelage of someone who dwelled the re . Tu- .
glowingly of you to a nyone who ta lks to it, andliitsthinders
a
eri vio lence
to red by s atyrs , eladrin, a nd other fey, these ba rds learn anyone w ho opposes you, a lthough it avoids
to use their magic to delight and captivate othe rs. unless it was already inclined to fight A
F on your behalf.
The ba rds of this college are regarded with a mixture This effect ends on a target a fterP1Dho ur, if it ta kes any
of awe and fear. Their perform ances are the s tuff of leg- damage, if you attack it, or ifnit u
end. Thes e ba rds a re so eloquent th at a speech or s ong or dam aging a ny of its ea b e witnesses you attacking
llies.
that one of them performs can cause captors to release
the ba rd unharmed and can luU a furio us dragon into
f Don its saving throw, the ta rget has
If a ta rget s ucceeds
o
complacency. T he same magic that allows them to quell
no hint that you
s on this
iuse tried to cha rm it.
Once you r feature, you can't use it again until
beasts can a lso bend minds. Villainous bards of this veh a s hort or long rest.
youofinis
eMmANTL E OF MAJ ESTY
college can leech off a community fo r weeks, misusing
their magic to turn their hosts into thra lls. Heroic ba rds
a d
of this college ins tead use this power to gladde n the
downtrodden a nd undermine oppressors. s ing At 6th leve l, you gain the ability to cloak yourself in a fey

du magic that ma kes others wa nt to ser ve you. As a bonus


ie action , you cast command, without expending a s pell
COLLEGE OF GLAMOUR FEATURES
o dif slot, and yo u take on a n appeara nce of unearthly beauty
m fo r 1 minute or until your concentration ends (as if you
en
Bard Level Feature
3rd be
Mantle of Inspiratio n, Ent hralling Pe rformance
s
were concentrating on a spell). During this time, you
can cast command as a bonus action on each of your
6th a
M antl e of Mhaj est y
14th Unbrea F M ajesty
Dkable
turns, without expending a spell s lot.
P Any creature charmed by you automa tically fails

T his
M AN TLE OF I N SP IRATION
its saving throw aga ins t the command you cast with
this feature.
When you j oin the College of Gla mour at 3 rd level, you Once you use this feature , you can't use it again until
gain the ability to weave a song of fey magic that imbues you finis h a long rest.
your allies with vigor and s peed.
As a bonus action, you can expend one use of your UN BREAKA BLE M AJ ESTY
Ba rdic Inspiration to gra nt yourself a wondrous appear- At 14 th level, your appeara nce permanently gains an
ance. When you do so, choose a number of creatures otherwo rldly aspect th at makes you look more lovely
you can see a nd that can s ee you within 60 feet of you, a nd fierce.
up to a number equa l to your Cha ris ma modifier (mini- In addition, as a bo nus action, you can assume a mag-
mum of one). Each of the m gains 5 tempora ry hit points. ically majestic presence for 1 minute or until you are
Whe n a creature gains these te mpora ry hit points , it incapacitated. For the duration, whenever any creature
can immed iately use its reaction to move up to its speed, tr ies to attack you for the firs t time on a turn, the at-
without provoking opportunity attacks. tacker mus t make a Charis ma saving throw aga ins t your
T he n umber of temporary hit points increases when spell save DC. On a failed save , it can't attack you on this
you r each certain levels in this class, increasing to 8 at turn , and it must choose a new ta rget for its attack or the
5th level, 11 at 10th level, and 14 at 15th level. attack is wasted. On a s uccessful s ave, it can attack you

CHAPTER 1 I CHARACTER OPTIONS


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

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

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


they e ntertain t hrough da ring feats of weapon prowess.
Blades perfor m s tunts s uch as sword swallowing, knife
t hrowing and juggling, a nd mock combats. Though they
use their weapons to e nte r tai n, t hey a re a ls o hig h ly
tra ined a nd s killed warriors in their ow n right.
Their tale nt w ith weapons inspires m a ny blades to
lead double lives. One blade might use a circ us troupe
as cover for nefar ious deeds s uc h as assassi na tion, ro b-
b e ry, a nd blackmai l. Othe r blades s trike at the wicked,
bringing justice to bea r against the c ruel a nd powerful.
Most troupes are happy to accept a blade's talent for the
exci teme nt it adds to a p e rformance, but few e ntertain-
ers fully trus t a blade in the ir ranks.
Blades who abandon their lives as e nte r tainers have
ofte n run into trouble that m akes maintainin g their
secret activities impossib le. A bla de ca ug ht stealing or
e ngaging in vigila nte jus tice is too great a liabili ty for
st.
iali
mos t troupes. Wit h their weapon skills a nd mag ic, these
b lades eithe r take up work as e n forcers for thie ves' e r
guilds or s trike ou t on the ir own as ad venturers.
D FA
P
COLLEGE OF SWORDS FEATURES nu
e be
fD
Bard Level Feature
3rd Bonus Proficiencies, Fighting Style, o
on
Blade Flourish
ersi
6th Extra Att ack v
mo
de
14th Master's Flo urish

g aing Blade F lour ish options of your c hoice. You can use
BONUS PROFICIENCIES in
When you join the College of S words a t 3rd level, youus
only o ne Blade Flouris h option pe r turn.

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

CHAPTER l I CHARACTER OPTI ONS


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

MANTLE OF WHISPERS
At 6th level, you gain the ability to adopt a huma noid's
persona. When a huma noid dies within 3 0 feet of you,
you can m agically capture its shadow using your reac-
tion. You retain this s hadow until you use it or you finis h
MASTER'S FLOURISH a long rest.
Starting at 14th level, whenever you use a Blade Flour- You can use the s hadow as a n action. When you do so,
ish option, you can roll a d6 a nd use it instead of expend- it vanishes, magically transforming into a disguise that
ing a Bardic Inspiration die. appears on you. You now look like the dead person, but
healthy a nd a'live. This disguise lasts for 1 hour or until
COLLEGE OF WHISPERS you end it as a bonus action.
While you're in the disguise, you gain access to a ll
Most folk are happy to welcome a ba rd into their midst. information that the humanoid would freely s hare with
Bards of the College of Whispers use this to the ir ad- a casua l acquainta nce. Such information includes gen-
vantage. They appear to be li ke other ba rds , s haring eral details on its background a nd personal life, but
news, singing songs, a nd telling tales to the audiences doesn't include secrets. The information is enough that
they gather. In truth, the College of Whispers teaches its you can pass yourself off as the person by drawing on
students that they are wolves among s heep. These ba rds its memories.
use their knowledge and magic to uncover secrets and Another creature can see through this disguise by
ist. by
turn them against others through extortion and threats . s ucceeding on a Wisdom (Insight) check contested
Many other ba rds hate the College of Whispers, your Cha risma (Deception) check. You gainia a l+5 bonus
viewing it as a parasite that uses a bard's reputation to to your check. A er
acquire wealth a nd power. For this reason, members Once you capture a s hadow withDthisF feature , you
of this college rarely reveal their true nature. They typ- P
nu
can't capture a nother one with it until you finish a s hort
icalJy claim to follow some other college, or they keep e
or long rest. b
their actual calling secret in order to infiltrate and ex-
f De
no
ploit royal courts a nd other settings of power. SH ADOW LORE

COLLEGE OF WHISPERS FEATURES into your e sioyoua nd


At 14th level,
rwords
gai n the ability to weave dark magic
tap into a creature's deepest fears.
Bard Level Feature Aso v
an action, you magically whisper a phrase that
m
3rd Psychic Blades, Words of Terror
a deonly one creature of your choice within 30 feet of you
g can hear. The target must make a Wisdom saving throw
sin
6th Mantle of Whispers
against your s pell save DC. It automatically succeeds
14th Shadow Lore
iedu if it doesn't s hare a lang uage with you or ii it can't hear
dif you. On a successful saving throw, your w hisper sounds
PSYCHIC BLADES
When you join the College of Whispers
mo
n at 3rd level, you
like unintelligible mumbling a nd has no effect.

b ee attacks magically
gain the ability to ma ke your weapon
On a fai led saving throw, the target is cha rmed by you
for the next 8 hours or until you or your a llies attack it,
toxic to a creature's mind.as
F h with a weapon attack, you
da mage it, or force it to make a saving throw. It inter-
When you hit a creature
can expend one use
D
P of your Bardic Ins piratio n to dea l a n
prets the whispers as a description of its mos t mortify-

his damage to that target. You can do so


ing secret. You gain no k nowledge of this secret, but the
extra 2d6 T psychic target is convinced you know it.
only once per round on your turn. The cha rm ed creature obeys your commands for fear
The psychic da mage increases when you reach cer- that you will reveal its secret. It won't ris k its life for
tain levels in this class, increasing to 3d6 at 5th level, you or fight for you, unless it was already inclined to
5d6 at 10th level, a nd 8d6 at 15th level. do so. It grants you favors and gifts it would offer to a
close friend.
WORDS OF TERROR
When the effect ends, the creature has no understand-
At 3rd level, you learn to infuse innocent-seeming words
ing of why it held you in such fear.
with a n ins idious magic that can inspire terror. Once you use this feature, you can't use it again until
If you speak to a humanoid a lone for at least 1 minute,
you finis h a long rest.
you can attempt to seed paranoia in its mind. At the
end of the conversation, the ta rget must succeed on a
Wis dom saving throw against your spell save DC or be
frightened of you or another creature of your choice. The
target is frightened in this way for 1 hour, until it is at-
tacked or damaged, or unti l it witnesses its allies being
attacked or damaged.

CHAPTER 1 J CHARACTER O PTIONS


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

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

CHAPTER I I CHARACTER OPTTONS


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

FORGE DOMAIN
The gods of the forge are patrons of a rtisans who work
with metal, from a humble blacksmith who keeps a
village in horseshoes and plow blades to the mighty elf
artisa n whose diamond-tipped arrows of mithral have
felled demon lords. The gods of the fo rge teach that,
with patience a nd hard work, eve n the most intractable
meta l can be transformed from a lump of ore to a beau-
tifu lly wrought object. Clerics of these deities search
for objects lost to the forces of darkness, liberate mines
overrun by ores, and uncover rare and wondrous mate-
r ia ls necessary to create potent magic items. Followers
of these gods take great pride in their work, and they
are willing to craft and use heavy armor and power-
ful weapons to protect them. Deities of this domain
include Gond , Reorx, Ona tar, Morad in, Hephaestus,
and Goibhn iu.
st.
FORGE DOMAIN FEATURES
er iali
Cleric Level Feature
DFA
1st P
Domain Spells, Bonus Proficiencies,
nu
be
Blessing of the Forge
e
2nd
fD
Channel Divinity: Artisan's Blessing
o of the Forge
6th
i o nSoul
8th rs Divine Strike (1 d8)
v e
m o14th Divine Strike (2d8)
e
ad
17th Saint of Forge and Fire
CL.E R IC. OF THE F ORGE
in g
us DOMAIN SPELLS

ied You gain domain spells at the cleric levels listed in the
SERVING A PA NTHEON , PHILOSOPH Y, OR FORCE o dif Forge Domain Spells table. See the Divine Domain
m class feature for how domain spells work.
en
The typical cleric is an ordained servant of a particular god

s be
and chooses a Divine Domain associated with that deity. FORGE DOMAIN SPELLS

F ha
The cleric's magic flows from the god or the god's sacred
realm , and often the cleric bears a holy symbol that rep- Cleric Level Spells

is PD
resents that divinity.
Some clerics, especially in a world like Eberron, serve a
1st identify, searing smite

Th
whole pantheon, rather than a single deity. In certain cam-
3rd heat metal, magic weapon
paigns, a cleric might instead serve a cosmic force, such 5th elemental weapon, protection from energy
as life or death, or a philosophy or concept, such as love,
7th fabricate, wall offire
peace, or one of the nine alignments. Chapter 1 of the
Dungeon Master's Guide explores options like these, in the 9th animate objects, creation
section "Gods ofYour World ."
Talk with your DM about the divine option s available in
your campaign, whether they're gods, pantheons, philos-
ophies, or cosmic forces. Whatever being or thing your
cleric ends up serving, choose a Divine Domain that is ap-
propriate for it, and if it doesn 't have a holy symbol, work
with your DM to design one.
The cleric's class features often refer to your deity. If you
are devoted to a pantheon, cosmic force, or philosophy,
your cleric features still work for you as written. Thi nk of
the references to a god as references to the divine thing
you serve that gives you your magic.

CHAPTER 1 I C H ARACTER OPTIONS


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

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

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


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

CHAl"TER I I CHARACTER OPTIONS


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

EYES OF THE GRAVE


At 1st level , you gain the ability to occasiona lly sense the
presence of the undead , w hose existence is an insul t to
the natural cycle of life. As an action, you can open your
awareness to magically detect undead. Until the end
of your next turn, you know the location of any undead
within 60 feet of you that isn't behind total cover and
that isn't protected from divination magic. This sen se
st.
iali
doesn' t tell you anything about a creatu re's capabilities
or identity.
e r
D FA
You ca n use this feature a number of times equal to
your Wisdom modifier (minimum of once). You regain
P
nu
all expended uses when you finish a long r est.
e be
fD
CHANNEL DIVINITY: PATH TO THE GRAVE
o
on
Starting at 2nd level , you can use your C hannel D ivinity
rsi
to mark a nother creatu re's life force for termination.
e
v
As an action, you choose one creature you ca n see

e mo
within 30 feet of you, cursing it until the end of you r
d next turn. Th e next time you or an ally of yours hits

in ga the cursed creature with an attack, the creature has


s
du
vulnerabi l ity to all of that attack's damage, a nd then the

if ie curse ends.
od
G RAVE DOMA I N FE ATURES

nm
Cleric Level Feature SENTINEL AT DEATH 'S DOOR
e
e of Mortality, At 6th level , you gain the abi lity to impede death's prog-
sb
1st Domain Spells, Circle
ress. As a reaction when you or a creature you can see
h a
Eyes of the Grave
within 30 feet of you suffers a critical hit, you can turn
2nd ChannelFDivinity: Path to the Grave
D
P at Death's Door that hit into a normal hit. Any effects triggered by a criti-

his
6th Sentinel ca l hit are canceled.
8th T Potent Spellcasting You can use this feature a number of times equal to
17th Keeper of Souls yo ur Wisdom modifier (minimum of once). You regain
all expended uses when you finish a long rest.
DOMAIN SPELLS
POTENT SPELLCASTING
You gain domain spells at the cleric levels listed in the
Starting at 8th level , you add your Wisdom modifier to
Grave D omain Spells table. See the Divine Domain
class feature for how domain spells work. the damage you deal with any cleric ca n trip.

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

CHAPTER 1 I CHARACTER OPTI ONS


TREASURED ITEMS
d6 Item
A twig from the meeting tree that stands in the
center of your village
2 A vial of water from the source of a sacred river
3 Special herbs tied together in a bundle
4 A small bronze bowl engraved with animal images
DRUID 5 A rattle made from a dried gourd and holly berries
EVEN IN DEATH, EACH CREATURE PLAYS ITS PART IN 6 A miniature golden sickle handed down to you by
you r mentor
maintainingthe Great Balance. But now an imbalance
grows, a force that seeks to hold sway over nature. This is
GUIDING ASPECT
the destructive behavior of the mortal races. The farther
Many druids feel a strong link to a specific aspect of the
away from nature their actions take them, the more cor- natural world, such as a body of water, an animal, a type
rupting their influence becomes. As druids, we seek mainly i
of tree, or some other sort of plant. You ide ntify with
l s t.
a
to protect and educate, to preserve the Great Balance, but
sets an example that you seek to e mulate.A
ei
your chosen aspect; by its behavior or its veryrnature, it
there are times when we must rise up against danger and
D F
eradicate it. uP
en
GUIDING ASPECTS
-Safhran , archdruid b
De
d6 Guidi ng Aspect
o f
Yew trees remind you of renewing your m ind and
Druids are the caretakers of the natural world, and it is
said that in time a dru id becomes the voice of nature,
ion
spirit, letting the old die and the new spring forth.
rs
2 e
Oak trees represent strength and vitality. Medi-
s peaking the truth that is too subtle for the general pop-
m ov tating under an oak fills your body and mind with
ulace to hear. Many who become druids find that they e
natura lly gravitate toward nature; its forces, cycles, and ad resolve and fortitude.
movements fill their minds and spirits with wonder and ing 3 The river's endless flow remi nds you of the great
insight. Many sages and wise folk have stud ied nature,
d us span of the world. You seek to act with the long-
writing volumes about its mystery and power, but
ifi e
druids term interests of nature in mind.
o
are a special kind of being: at som e point, theydbegin 4 The sea is a constant, churning cauldron of power
to embody these natural forces, producing
e n mmagical and chaos. It reminds you that accepting change is
be ofand
phenomena that lin k the m to the spirit
sstrange
nature and necessary to sustain yourself in the world.
a
h s hunned, or mysterious
the flow of life. Because of their 5 The birds in the sky are evidence that even the
F
power, druids are often revered,
D
considered smallest creatures can survive if they remain above

is P might be a true worsh iper of na-


dange rous by the people a round them. the fray.
h
Your d ruid character
T a lways scorned civi lization and found 6 As demonstrated by the actions of the wolf, an
ture, one who has
individual's strength is nothing compared to the
solace in the wild. Or your character could be a child of
the city who now strives to bring the civilized world into powet of the pack.
harmony with the wilderness. You can use the sections
that follow to flesh out your druid, regardless of how MENTOR
your character came to the profession. It's not unusual for would-be druids to s eek out (or be
sought out by) instructors or elders who teach them the
TREASURED ITEM basics of their magical arts. Most druids who learn from
Some druids carry one or more items that are sacred a mentor begin their training at a young age, and the
to them or have deep personal s ignificance. S uch items mentor has a vital role in shaping a stude nt's attitudes
are not necessarily magical, but every one is a n object a nd beliefs.
whose meaning connects the druid's mind and heart to If your character received training from someone
a profound concept or spiritual outlook. else, who or what was that individual, and what was the
When you decide what your character's treasured nature of your relationship? Did your mentor imbue you
item is, think about giving it an origin story: how did you with a particular outlook or otherwise influence your
come by the ite m, and why is it important to you? approach to achieving the goals of your chosen path?

CHAPTER I f CHARACTER OPTIONS


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

CIRCLE OF DREAMS FEATURES


Druid level Feature
2nd Balm of the Summer Court
st.
6th Hearth of Moonlight and Shadow
e riali
FA
DRU ID OF
10th Hidden Paths
THE CIRC:LE 14th Walker in Dreams
P D
OF 0REl\M S
nu
BALM OF THE SUMMER COURT
e be
D
the Summer Court. n of You are
At 2nd level, you become imbued with the blessings of
a font of energy that offers
s i oinjuries. You have
r
respite from
eby a pool of fey energy rep-
v
resented a number of d6s equal to your druid level.
e mAsoa bonus action, you can choose one creature you
MENTORS
a d can see within 120 feet of you and spend a number of
g
sin
d6 Mentor those dice equal to half your druid leve l or less. Roll the

du
Your mentor was a wise treant who taught you to spent dice and add them together. The target regains a
ie number of hit points equal to the total. The target also
o dif
think in terms of years and decades rather than
gains 1 temporary hit point per die spent.
days or months. m You regain all expended dice when you finish a
2 en
You were tutored by a dryad who watched over
s be
a slumbering portal to the Abyss . During your
Jong rest.

F ha
training, you were tasked with watching for hidden HEARTH OF MOONLIGHT AND SHADOW
PD
threats to the world. At 6th level, home can be w herever you are. During a
3 his
Your tutor always interacted with you in the form of
T
s hort or long rest, you can invoke the shadowy power of
the Gloaming Court to help guard your respite. At the
a falcon. You never saw the tutor's humanoid form.
4 You were one of several youngsters who were start of the rest, you touch a point in space, and an invis-
mentored by an old druid , until one of your fellow ible, 30-foot-radius sphere of magic appears, centered
on that point. Total cover blocks the sphere.
pupils betrayed your group and killed your master.
While within the sphere, you and your a llies gain a +5
5 Your mentor has appeared to you only in visions.
bonus to Dexterity (Stealth) and Wisdom (Perception)
You have yet to meet this person, and you are not checks, and any light from open Hames in the sphere (a
sure such a person exists in mortal form. campfire, torches, or the like) isn't visible outside it.
6 Your mentor was a werebear who taught you to The sphere vanishes at the end of the rest or when you
treat all living things with equal regard . leave the sphere.

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

CHAPTER l I CHARACTER OPTI ONS


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

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

CIRCLE O F THE SHEPHERD


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

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

CHAPTER l I CHARACTER OPTlONS


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

Unicorn Spirit. The unicorn spirit lends its protection l c.10...-()..._'l, B(cc,...-u (v(r;t~i"~
to those nearby. You and your a llies gain advantage on 4u is '"f(rior to w<(,
all ability checks made to detect creatures in the spirit's
aura. In addition, if you cast a spell using a spell slot
that restores hjt points to any creature inside or outside T he tables include all the individua l beasts that are
the aura, each creature of your choice in the aura also eligible for Wild Shape (up to a challenge rating of 1) or
regains hit points equal to your druid level. the Circle Forms feat ure of the Circle of the Moon (up to
a cha llenge rating of 6).
MIGHTY SUMMONER
Starting at 6th level, beasts and fey that you conjure are A RCTIC
more resilient than normal. Any beast or fey summoned
CR Beast Fly/Sw im
or created by a spell that you cast gains the follow-
ing benefits: 0 Owl Fly
1/8 Blood hawk Fly
The creature appears with more hit points than nor-
1/4 Giant owl Fly
mal: 2 extra hit points per Hit Die it has.
Brown bear
• The damage from its natural weapons is considered
magical for the purpose of overcoming immuruty a nd 2 Polar bear Swim
resistance to nonmagical attacks and damage. 2 Saber-toothed tiger
6 Mammoth
GUARDIAN SPIRIT
Beginning at 10th level, your Spirit Totem safeguards COA ST
the beasts and fey that you call forth with your magic.
When a beast or fey that you summoned or created with CR Beast Fly/Swim
0 Crab Swim
a spell ends its turn in your Spirit Totem aura, that crea-
st.
iali
ture regains a numbe r of hit points equal to half your 0 Eagle Fly
druid level. 1/8 Blood hawk er
Fly
A
1/8 Giant crab
D F Swim
FAITHFUL SUMMONS
1/8 Poisonous snake P Swim
Starting at 14th level, the nature spirits you commune
1/8 Stirge enu Fly
b
De
with protect you when you are the most defenseless.
1/4 Giant lizard
If you a re reduced to 0 hit points or are incapacitated
1/4 o f
Giant wolf spider
against you r will , you can immediately gain the benefits
i o n
ers eagle
1/4 Pteranodon Fly
of conjure animals as if it were cast using a 9th-level
spell s lot. It summons four beasts of your cho ice that are o vGiant Fly
challenge rating 2 or lower. The conjured beasts appear em Giant toad Swim
within 20 feet of you. If they receive no commands from ad 2 Plesiosaurus Swim
you, they protect you from harm a nd attack your foes.ing
The spell lasts for 1 hour, requiring no concentration,
d us or DE SERT
until you dismiss it (no action required). fi e
Once you use this feature, you can't use o ditiagain until
CR Beast Fly/ Swim

you finish a long rest. n m 0 Cat


e
s be 0 Hyena

ha
0 jackal
LEARNING BEAST SHAPES
F 0 Scorpion

s PaDbeast that you've seen.


The Wild Shape feature
you transform iinto
in the Player's Handbook lets
That rule
0 Vulture Fly
h
gives you a Ttremendous amount of flexibility, making it
1/8 Camel
1/8 Flying snake Fly
easy to amass an array of beast form options for your-
self, but you must abide by the limitations in the Beast 1/8 Mule
Shapes table in that book. 1/8 Poisonou s snake Swim
When you gain Wild Shape as a 2nd-level druid, you 1/8 Stirge Fly
might wonder which beasts you've a lready seen. The 1/4 Constrictor snake Swim
following tables organize beasts from the Monster Man- 1/4 Giant lizard
ual according to the beasts' most likely environments. 1/4 Giant poisonous snake Swim
Consider the environment your druid grew up in, then 1/4 Giant wolf spider
consult the appropriate table for a list of an imals that Giant hyena
your druid has probably seen by 2nd level. Giant spider
These tables can also help you and your DM deter-
Giant toad Swim
mine which animals you might see on your travels.
Giant vulture Fly
In addition, the tables include each beast's challenge
rating and note whether a beast has a flyi ng or swim- Lion
ming s peed. This information will help you determine 2 Giant constrictor snake Swim
whether you qualify to assume that beast's form. 3 Giant scorpion

CHAPTER I I CHARACTER OPTIONS


FOREST GRASSLAND
CR Beast Fly/Swim CR Beast Fly/Swim
0 Baboon 0 Cat
0 Badger 0 Deer
st.
0 Cat 0 Eagle Fly
e riali
FA
0 Deer 0 Goat
0 Hyena 0 Hyena
P D
0 Owl Fly 0 jackal
nu
1/8 Blood hawk Fly 0 Vulture
e be Fly
1/8 Flying snake Fly 1/8 Blood hawk
ofD Fly
1/8 Giant rat 1/8
on
Flying snake Fly
1/8 Giant weasel 1/8 rsi
Giant weasel
1/8 Poisonous snake Swim 1/8 o ve
Po isonous snake Swim
1/8 Mastiff em
d1/8 Stirge Fly
1/8 Stirge Fly
g a 1/4 Axe beak
1/4 Boar sin 1/4 Boar
1/4 Constrictor snake Swim
iedu 1/4 Elk
1/4 El k
o dif 1/4 Giant poisonous snake Swim

nm
1/4 Giant badger 1/ 4 Giant wolf spider
1/4 Giant bat
bee Fly 1/ 4 Panther (leopard)
1/4 Giant frog
as Swim 1/4 Pteranodon Fly
1/4 Giant lizard
D Fh 1/ 4 Rid ing horse
1/4 Giant owl P Fly 1/4 Wolf
1/4 his
Giant po isonous s nake
T Swim 1/2 Giant goat
1/4 Giant wolf spider 1/2 Giant wasp Fly
1/ 4 Panthe r Giant e~gl e Fly
1/4 Wolf Giant hyena
1/ 2 Ape Giant vulture Fly
1/2 Black bear Lion
1/2 Giant wasp Fly Tiger
Brown bear 2 Allosaurus
Dire wolf 2 Giant boar
Giant hyena 2 Giant elk
Giant spider 2 Rhinoceros
Giant toad Swim 3 Ankylosaurus
l
2
2
Tiger
Giant boa r
Giant constrictor snake Swim
4
s
Elephant
Triceratops ,j
2 Giant elk

CHAPTER I I CH \RACTER OPTCONS


HILL SWAMP

CR Beast Fly/Swim CR Beast Fly/Swim


0 Baboon 0 Rat
0 Eagle Fly 0 Raven Fly
0 Goat 1/8 Giant rat
0 Hyena 1/8 Poisonous snake Swim
0 Raven Fly 1/8 Stirge Fly
0 Vulture Fly 1/4 Constrictor snake Swim
1/8 Blood hawk Fly 1/4 Giant frog Swim
1/8 Giant weasel 1/4 Giant lizard
1/8 Mastiff 1/4 Gia nt poisonous snake Swim
1/8 Mule 1/2 Crocodile Swim
1/8 Poisonous snake Swim Giant spider
1/8 Stirge Fly Giant toad Swim
1/4 Axe beak 2 Giant constrictor s na ke Swim
1/4 Boar 5 Giant crocodile Swim
1/4 Elk
1/4 Giant owl Fly UNDERDAR K
1/4 Giant wolf spider CR Beast Fly/Swim
1/4 Panther (cougar) Giant fire beetle
0
1/4 Wolf
1/8 Giant rat
1/2 Giant goat
st.
iali
1/8 Stirge Fly
Brown bear
1/4 Giant bat Fly
e r
FA
Dire wolf
1/4 Gia nt centipede
PD
Giant eagle Fly
1/4 Giant lizard
Giant hyena
1/4 Giant poisonous s nake u
n Swim
Lion Giant s pider e be
2 Giant boar Giant toado fD Swim
2 Giant elk
on
rsi
2 Giant constrictor snake Swim
2 v e
Pola r bear (cave bear) Swim
MOUNTAIN
mo
eUNDERWATER
CR Beast Fly/Swim d
0 Eagle Fly
in ga CR Beast Fly/Swim
s
du
0 Goat 0 Quipper Swim
1/8 Blood hawk Fly
ifie 1/4 Constrictor snake Swim
1/8 Stirge Fly od
nm
1/2 Giant sea horse Swim
1/4 Pteranodon Fly
1/2 Giant goat bee 1/2 Reef shark Swim

l Giant eagle h as Fly 2


Giant octopus
Giant constrictor s nake
Swim
Swim
l Lion
P DF 2 Hunter shark Swim
2 is
Giant elk
Th 2 Plesiosaurus Swim
2 Saber-toothed tiger Swim
3 Ki ller whale
5 Giant shark Swim

CHAPTER 1 I CHARACTER OPTIONS


HERALDIC SIGNS
d6 Sign
A rampant golden dragon on a green field, repre-
senting valor and a quest for wealth
2 The fist of a storm giant clutching lightning before
a storm cloud, symbolizing wrath and power
3 Crossed greatswords in front of a castle gate, sign i-
fying the defense of a city or kingdom
4 A skull with a dagger through it, representing the
doom you bring to your enemies
FIGHTER s A phoenix in a ring of fire, an expression of an in-
LET ME KNOW WHEN YOU'RE ALL DONE TALKING. domitable spirit
-Tordek 6 Three drops of blood beneath a horizontal sword
blade on a black background, symbolizing three
Of all the adventurers in the worlds of D&D, the fighter foes you have sworn to kill
is perh aps the greatest paradox. On the one ha nd, a s in-
gular feature of the class is that no two fighters ply their INSTRUCTOR
ist.
cr aft in quite the same way; their weapons, armor, and Some fighters a re natural-born combatants whoalhave
tactics differ across a vast spectrum. On the other hand , r i
regardless of the tools and methods one uses, at the
a talent for surviving in battle. Others learned
F
s ics of their combat prowess in their formative
Ae the ba-
years
heart of every fighter's motivation lies the same basic D
from spending time in a military orPsome other martial
truth: it is better to wound than to be wounded.
organization, when they wereetaught
u
n by the leaders of
Although some adventuring fighters risk their lives
the group. e b
fighting for glory or treasure, others are primarily con- A third type of fightero f Dcomes from the ranks of those
ion
cerned with the welfare of others. They put more value
who received one-on-one instruction from an accom-
on the well-being of the society, the village, or the group
e
plished veteran r s of the cra ft. That instructor was, or
than on their own safety. Even if there's gold in the off-
perhaps v is, well versed in a certain aspect of combat
ostill
ing, the true reward for most fighters comes from send-
that m
e relates to the student's background.
ing enemies to their doom.
The sections below offer ways to add a little depth a nd ng
a dIf you decide that your character had an individual
i instructor, what is that person's specialty? Do you
a few personal touches to your fighter character. us d emulate your instructor in how you fight, or did you
ie
HERALDIC SIGN
------- mo dif take the instructor's teachings and adapt them to your
own purposes?
Fighters typically do battle for a cause.nSome fight on
e while others
s be
behalf of kingdoms besieged by monsters, INSTRUCTORS
quest only for personal glory. a
h In either case, a fighter
often displays a heraldic sFign that represents that cause,
d6 Instructor

PD of a nation or a royal line, or


either adopting the symbol
i s
Gladiator. Your instructor was a slave who fought

Thto represent one's self-interest.


for freedom in the arena, or one who willingly
creating a crest
Your character could be affiliated with a n organization chose the gladiator's life to earn money and fame.
or a cause, and thus might already travel under a banner 2 Milit~ry. Your trainer served with a group of sol-
of some sort. If that's not the case, consider devising a diers and knows much about working as a team.
heraldic sign that symbolizes an aspect of your nature 3 City Watch. Crowd control and peacekeeping are
or speaks to what you see as your purpose in the world. your instructor's specialties.
4 Tribal Warrior. Your instructor grew up in a tribe,
where fighting for one's life was practically an
everyday occurrence.
s Street Fighter. You r trainer excels at urban combat,
combining close-quarters work with silence and
efficiency.
6 Weapon Master. Your mentor helped you to be-
~ticlu G\f\A sto\f\tS .,.c;'1 br•c;k ""'1 bo\f\<11
come one with your chosen weapon, by imparting
bl.At 1worA1 wil( \f\<v•r !iii.Art .... <-c;l (o\f\~ highly specialized knowledge of how to wield it
c;l \ 1tc;'1 r•c;l('1 \,i1~\,i c;"'A 11Aoot Aow"' c;t most effectively.

CHAPTER I I CHARACTER OPTIONS


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

A RCANE A RCH ER LOR E


At 3 rd level, you learn magical theory o r some of the
SIGNATURE STYLE secrets of nature-typical fo r practitioners of this e lven
martia l tradition. Yo u choose to gain proficie ncy in ei-
Many fighters dis tinguish themselves from their peers ther the Arcana or the Nature skill, and you choose to
by ado pting and perfectin g a par ticula r style or method learn either the prestidigitation o r the druidcra ft cantrip.
of wagi ng combat. Although th is style migh t be a natural
outg rowth of a fighter's personality, that's not a lways the A RCANE SHOT
case- someone's approach to the world in general does At 3rd level, you learn to unleash s pecia l magical effects
not necessarily dictate how that person operates w hen with some of your shots. W hen you gain this feature , you
lives a re on the li ne. learn two Arcane S hot options of your choice (see "Ar-
Do you have a com bat style that mirrors your outlook cane S hot Options" below).
on life, or is somethi ng else inside you unleashed whe n Once per turn when you fire a magic a rrow from a
weapons are drawn?
st. a r-
shortbow or lo ngbow as pa rt of the Attack action, you
can a pply o ne of your Arcane S hot options a tolithat
SIGNATURE STYLES row. Yo u decide to use the optio n when e ri a rrow hits
the
A
d6 Style
P DF involve
a creatu re, unless the option doesn't
roll. You have two uses of this ability,
a n attack
and you regain all
nu fi nish a s hort or lo ng rest.
Elegant. You move wit h precise g race an d total
expended uses of it w heneyou
control, never using mo re energy than you need.
You gain an additiona b
e l Arcane Shot option of your
2 Brutal. Your attacks rain down like ha m mer blows ,
f D certain levels in this class: 7th,
choice w hen youoreach
m ea nt to splinter bone o r send blood fl ying.
10th, 15th,io n 18th level. Each option a lso improves
a nd
3 Cunning. You dart in t o attack at just the right m o -
e
when you r sbecome an 18 th-level fig hter.
ment a nd us e small -scale t actics to tilt t he odds in
m ov
your favor.
de AGIC AR ROW
M
4 a
Effo rtless. You ra re ly pers pi re or d isplay a nything At 7th level, you gain the ability to infuse arrows with
other than a stoic ex pre ssion in ba ttl e. ing magic. Whenever you fire a nonmagical a rrow fro m a
5 d
Energetic. You sing a nd la ugh d uring com bat asus s hortbow or longbow, you ca n ma ke it magical for the

d ifie
your spi rit soars . You are happiest whe n you have a pur pose of overcoming r esistance and immunity to non-
o magical attacks a nd da mage. T he magic fades from the
nm
foe in fro nt of you and a weapon in ha nd .
a r row immediately after it hits or m isses its target.
6
b ee
Sinis ter. Yo u scowl and s neer while fi g hti ng, and

h as
you enjoy mocking your foes as you defeat them. CU RVING SHOT

DF
At 7th level, you learn how to direct a n erra nt arrow

is P ARCHETYPES
MARTIAL toward a new ta rget. When you ma ke a n attack roll with
Tha fighter gains the Ma rtia l Archetype fea-
At 3rd level,
a magic ar row a nd miss, you can use a bonus action to
r eroll the a ttack roll aga ins t a differe nt target within 6 0
ture. The following options a re available to a fighter, in
feet of the origina l ta rget.
addition to those offered in the Player's Handbook : the
Arcane Archer, the Cavalier, and the S a mura i. E V ER-RE A DY S H OT
S ta rting at 15th level, your magica l a rchery is ava ilable
ARCANE ARCHER w henever battle s ta rts. If you roll initiative a nd have no
An Arcane Archer s tudies a unique elven method of uses of Arcane S hot rema in ing, you regain one use of it.
a rchery that weaves magic into attacks to produce s u-
pern atural effects. Arcane Archers are some of the most A RCANE S H OT 0PT10N S
elite wa rrio rs a mong the elves. They stand watch over The Arcane S hot feature lets you choose options for it at
the fringes of elven dom ains, keeping a keen eye out fo r cer ta in levels. T he options are presented here in alpha-
trespassers and us ing m agic-infused a rrows to defeat betical o rder. They ar e all magical effects, and each one
monsters a nd invade rs before they can reach elven set- is associated with one of the schools of magic.
tle ments . Over the centuries, the methods of these elf If a n option requires a saving throw, your Arca ne S ho t
a rchers have been learned by members of other races save DC equa ls 8 + yo ur proficiency bonus + your Intell i-
w ho can a ls o ba lance arcane aptitude w ith a rche ry. gence mod ifie r.

CHAPTER 1 I CHARACTER OPTIONS


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

CHAPTE R l I CHARACTER OPTI ONS


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

BORN TO THE SADDLE


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

CHAPTER l I CHAR.',CTER OPTIONS


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

V I G ILANT D EFE NDE R


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

SAMURAI
T he Sam urai is a fi ghter who draws on a n im placable
fig hting s pir it to overcome enem ies. A Samurai's resolve
is nea rly unbreakable, a nd the enemies in a Samura i's st .
path have two cho ices: yield or die fig hting.
e riali
SAMURAI F E ATUR E S D FA
P
Fighter Level Feature nu
3rd Bonus Profi ciency, Fightin g Spirit (5 temp . hp) e be
7th Elega nt Co urtier ofD
on
rsi
10th Tireless Spirit, Fighting Spirit (10 temp. hp)
15th Ra pid Stri ke, Fighting Spirit (1 5 te m p. hp)
v e
18th Strength before Deat h mo
a de
TIRE LE SS SPIRI T
BONUS PROFI CIENCY
ing
Whe n you choose this archetype at 3rd level, you gainus
Star ting a t 10th level, whe n you roll initiative and

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

CHAPTER I I C H ARACTER OPTI ONS


d6 Monastery
Your monastery is carved out of a mounta inside,
where it looms over a treacherous pass.
2 Your monastery is high in the branch es of a n im-
m ense tree in the Feywild.
3 Your monastery was fou nded long ago by a clo ud
giant and is inside a cloud castle that ca n be
reached only by fl ying.
4 Your monastery is bui lt beside a volcanic system
of hot springs, geysers, and s ulfur pools. You regu-
larly received visits from azer trade rs.
5 Your m onastery was founded by gnomes and is an
MONK underground labyrinth of tunnels and rooms.
6 Your m onastery was carved from an iceberg in the
DO NOT MISTAKE MY SILENCE FOR ACCEPTANCE OF YOUR
frozen reaches of the world .
st .
iali
villainy. While you blustered and threatened, I've planned
four different ways to snap your neck with my bare hands. MONASTIC ICON e r
-Ember, grand master of flowers FA
u
a lis m a nd personal possessions,
PD
Even in the monastic lifestyle , which eschews materi-
symbolis m plays an
n
Monks walk a path of contradiction. They study their art important part in defining
e bethe identity of a n order. Some
as a wizard does, and like a wizard, they wear no armor monastic orders treat D certain creatures w ith s pecial
and typically eschew weapons. Yet they are dead ly com- regard, either n of the creature is tied to the order's
because
batants, their abilities on a par with those of a raging r io
histo ry or sbecause it serves as an example of a quality
ba rba rian or a superbly trained fighter. Monks embrace v
the monkse seek to emulate.
th is seeming contradiction , for it s peaks to the core of
e mIfoyour cha racter's monastery had a s pecial icon, you
all monastic study. By coming to know oneself com-
a d might wear a crude image of the creature somewhere
pletely, one learns much of the wider world.
s ing inconspicuous on your clothing to serve as an identify-

d u con-
A monk's focus on inner mas tery leads many such ing mark. Or perhaps your order's icon does not have a
individua ls to become detached from society,iemore physical fo rm but is expressed through a gesture or a
f
dni with hap-
cerned with their personal experience tha
m o
penings elsewhere. Adventuring monks are a rare breed
posture that you adopt, and which other monks might
know how to interpret.
n
ee taking their quest
of an a lready rare type of character,
b
for perfection beyond the a s of the monastery into the
walls MONASTIC ICONS
h
DF
world at large. d6 Icon
Playing a monkPcharacter offers many intriguing op-
h
portunities to i s
try something diffe rent. To distinguis h
Mon key. Quick reflexes and the ability to travel

your monkTcha racter even further, consider the o ptions


through the treetops a re two of the reasons why
your order admires the mon key.
in the sections that follow.
2 Dragon Turtle. The monks of your seaside mon-
MONASTERY astery venerate the dragon turtle, reciting ancient
prayers and offering garlands of flowers to honor
A monk studies in a monastery in pre paration for a life
of asceticism. Mos t of those w ho enter a m onastery this living spirit of the sea.
make it their home for the rest of their lives, wit h the 3 Ki-rin. Your monastery sees its main purpose as
exception of adventurers and others who have reason to watching over and protect ing the land in t he man -
leave. For those individuals, a monastery might serve as ner of the ki-rin.
a refuge between excursions to the world or as a source 4 Owlbear. The m on ks of your m o nastery revere a
of s upport in times of need. fami ly of owl bears and have coexisted with them
What sort of place was your monastery, a nd where is for generations.
it located? Did attending it contr ibute to your experience 5 Hydra. Your order singles out the hydra for its abil-
in an unus ual or distinctive way? ity to unleash several attacks simultaneously.
6 Dragon. A dragon once laired with in your mon as-
te ry. Its influence remains lo ng after its departure.

CHAPTER 1 I CHARACTER OPTIONS


st.
e r iali
D FA
P
nu
ebe
o
LEFT TO R 1G ... T: DRUNKEN MAS T ER, K ENSEI , A N O SUN Sou1. fD
on
rsi
MASTER MO o ve
mNASTIC T RA D ITIO NS
e level, a monk gains the Monastic Tradition fea-
During your studies, you were likely under the tutelage
aAtd3rd
ing
of a master who imparted to you the precepts of the ture. The following options are available to a monk, in
order. Your master was the one most responsible for
u s addition to those offered in the Player's Handbook: the
shaping your understanding of the ma rtial arts and d your
f i e
i your
attitude toward the world. What sort of persondwas
Way of the Drunken Master, the Way of the Kensei, and
the Way of the Sun Soul.
o master
master, and how did your relationship withmyour
affect you? en
e WAY OF THE DRUNKEN MASTER
b
MASTERS h as The Way of the Drunken Master teaches its students
DF
to move with the jerky, unpredictable movements of
d6 Master
is P a drunka rd. A drunke n master sways, tottering on
Th
Your master was a t yrant whom you had to defeat
in single combat to complete your ins truction .
uns teady feet, to present what seems like an incompe-
te nt combata nt who proves frus tra ting to engage. The
2 Your master was kindly and taught you to purs ue drunken mas te r's erratic s tumbles conceal a carefully
the cause of peace. executed dance of blocks, parries, advances, attacks,
3 Your master was merciless in pushing you to your a nd retreats.
limits. You nearly Jost an eye during one especially
A drunken master often enjoys playing the fool to
bring gladness to the despondent or to de monstrate
brutal practice session.
humility to the a rrogant, but when battle is joined, the
4 Your master seemed goodhea rted whi le tutoring
drunken master can be a maddening, mas terful foe.
you , but betrayed yo ur m o nastery in the end.
S Your master was cold and distant. You suspect that WAY OF THE DRUN KEN MASTER FEAT URES
the two of you might be related.
Monk Level Feature
6 Your maste r was kind a nd generous, never critical
3rd Bonus Proficiencies, Drunken Technique
of your progress. Nevertheless , you feel you never
6th Tipsy Sway
fully lived up to the expectations placed on you .
11th Drunkard 's Luck
17th Intoxicated Frenzy

CHAPTER I I CHARACTER OPTlONS


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

WAY OF THE KENSEI FEATURES


Monk Level Feature
3rd Path of the Kensei (2 weapons}
6th One with the Blade,
Path of the Kensei (3 weapons)
11th Sharpen the Blade,
BONUS PROFICIENCIES Path of the Kensei (4 weapons)
When you choose this tradition at 3 rd level, you gain
st.
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17th Unerring Accuracy,
proficiency in the Pe rformance s kill if you don't a lready
have it. Your martia l arts technique mixes combat train- e r
Path of the Kensei (5 weapons}

ing with the precis ion of a dancer and the a ntics of a FA


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

C H APTER I I C H ARACTER OPTfONS


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

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


1

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


~·t it lo•'<;<Al• io"' r< 1t"'fiJ...

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


sei weapo ns count as magical for the purpose of over·
coming resistance and immunity to nonmagical a ttacks
a nd dam age.
De ft Strik e. When you hit a target with a ke nsei
weapon, you can spend 1 ki point to cause the weapon
to deal extra damage to the ta rget equa l to your Martial
Arts die. You can use this feature only once on each of
When you gai n the Extra Attack feature, this specia l
your turns. attack can be used for any of the attacks you make as
SHARPEN THE BLADE part of the Attack action.
At 11th level, you gai n the ability to augment your weap- SEARING ARC STRIKE
o ns further with your ki. As a bonus action, you can
At 6th level, you gain the ability to channel your ki into
expend up to 3 ki points to grant one ke nsei weapon
searing waves of e nergy. Immediately after you take the
you touch a bonus to attack a nd da mage rolls w hen you
Attack action on your turn, you can spend 2 ki points to
attack with it. The bonus equa ls the number of ki points
cast the burning hands s pell as a bonus action.
l i s t.
you spent. T his bonus lasts for 1 minute or un til you a
erkii point
You can spend additio na l ki points to cast burning
use this featu re again. This feat ure has no effect on a
A
hands as a highe r-level s pell. Each additional
magic weapon that al ready has a bo nus to attack a nd
da mage rolls. DF1. The maximum
you s pend increases the s pell's level by
P
e nlsu half your
number of ki points (2 plus a ny additiona l points) that
b
you ca n s pend on the spell equa monk level.
De
UNERRING ACCURACY
At 17th level, your mastery of weapons grants you ex- f
traordinary accuracy. If you miss with an attack roll
SEARING SU NBU RST
no
ogain the ability to create an orb of light
rsia devastating explosion. As an action,
At 11th level, you
us ing a monk weapon on your turn, you can reroll it. You
that erupts einto
can use this feature only once on each of your turns. o v create an orb and hurl it at a point you
you magically
m
WAY OF THE SUN SOUL de w ithin 150 feet, where it erupts into a sphe re of
choose
aradiant
g Lig ht for a brief but deadly instant.
Monks of the Way of the Sun Soul learn to chan nel their
u sin Each creature in that 20-foot-radius sphere must s uc-
ied mi-
life e nergy into searing bolts of light. They teach that ceed on a Constitution saving throw or take 2d6 radiant
meditation can unlock the ability to unleash theifindo
od
damage. A creature doesn't need to m ake the save if the
table light shed by the soul of every livingm creature. creature is behind total cover that is opaque.
e en You can increase the s phere's damage by spending
WAY OF THE SUN SOUL FEATURES
sb ki points. Each point you spend, to a maximum of 3, in-
Monk Leve l Feature
F ha creases the damage by 2d6.
3rd RadiantP D Bolt
Sun
6th h
Sea i s
ring Arc Strike
SUN SHIELD

11th
TSearing Sunburst
At 17th level, you become wreathed in a luminous, mag-
ical aura. You shed bright light in a 30-foot rad ius a nd
17th Sun Shield dim light for an additional 3 0 feet. Yo u can extinguish or
restore the light as a bonus action.
R ADIANT SUN BOLT If a creature hits you with a melee attack while this
Starting when you choose this tradition at 3rd level, you light s hines, you can use your reaction to deal radiant
can hurl searing bolts of magical radiance. damage to the creature. The radiant damage equals 5 +
You gain a new attack option that you can use with your Wisdom modifier.
the Attack action. T his special attack is a ranged spell
attack with a ra nge of 30 feet. You are proficient with
it, and you add your Dexterity modifier to its attack a nd S-o io"' ~c;vt t~il !O<A(, \o<At io"' '<;"''t ltl it or
damage rolls. Its damage is radiant, and its damage die to<AG~ il. f\"'J.. "'~'"' '10"' J..i<, t~i1 i"'visi\ol• t~i"'~
is a d 4. This die cha nges as you gain monk levels, as
l<c;v<l io"'r \ooJ.'1 c;"'J.. ~o,•I to c; tc;'• io"' '<;"' t l<l.
s hown in the Ma rtial Arts column of the Monk table.
When you take the Attack action on your turn and use
this specia l attack as part of it, you can spend 1 ki point
(\"'). io"' f'ofl' t~i"'k \ "" Grc;'l.i· 0
to make the special attack twice as a bonus action.

CHAPTER I I CHARACTER OPTIONS


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PERSONAL GOALS
d6 Goal
Peace. You fight so t hat future generations will not
have to.
2 Revenge. Your oath is the vehicle through which
you will right an ancient wrong.
3 Duty. You will live up to what you have sworn to do,
or die trying.
4 Leadership. You will win a great battle that bards
PALADIN will sing about, and in so doing, you will become
an example to inspire others.
THE TRUE WORTH OF A PALADIN I S MEASURED NOT IN 5 Faith. You know your path is righteous, or else the
foes defeated or dungeons plundered. It is measured in lives gods would not have set you upon it.
saved and hearts turned to the causes of mercy and justice. 6 Glory. You will lead the world into a grand new era,
st.
iali
- ls teval one that will be branded with your name.
e r
A paladin is a living e mbodiment of an oath-a promise SYMBOL
D FA
or a vow made manifest in the person of a holy warrior u anP artistic
Paladins are mindful of the influence
n
of symbols, and
who has the skill and the determination to see the cause many of them adopt or design b e device that
through to the end. Some paladins devote themselves bears a distinctive image. e
D Your symbol exemplifies the
expressly to protecting the innocent and spreading jus- oath you have o f
taken and com municates that message to
tice in the world, while others resolve to attain that goal i o nyou, friend and foe al ike.
by conquering those who stand de fiant and bringing rs might be displayed on a banner, a flag, or
those around
esymbol
them under the ru le of law.
v
Your
o cloth ing for a ll to see. Or it could be less obvious,
e m
your
Although no paladin in the world could be described d s uch as a trinket or a token that you carry concealed on
as typical, a number of them are narrow-minded ga your person.
do-gooders who refuse to tolerate even the smallestsin
deviation from their own outlook. Paladins who
u
d take
f i e
i so rigid
SYMBOLS

in their attitudes-if only to keep fromm od


up the adventuring life, however, rarely remain
alienating their
d6 Symbol

companions. e n A dragon, emblematic of your nobility in peace and


be character by using the
You can flesh out your paladin
s
your ferocity in combat
suggestions below. It's h a
important to keep in mind that 2 A clenched fist, because you are always ready to
most paladins aren't D F
robots. They have doubts and prej- fight for your beliefs
i
udices and harbors P contradictory thoughts just as any 3 An upraised open hand, indicating your preference
Th does. Some are compelled by an inter-
other character for diplomacy over combat
nal motivation that might sometimes be at odds with the 4 A red heart, showing the world your commitment
principles of their oaths. to justice
5 A black heart, signifying that emotions such as pity
PERSONAL GOAL do not sway your dedication to your oath
The precepts of a paladin's oath provide purpose to the 6 An unblin king eye, meaning that you are ever alert
character and dictate an ultimate goal or an overall in- to all threats against your cause
tent that the paladin abides by and advances. Aside from
that, some paladins are driven by a personal goal that
NEMESIS
either complements or transcends the dictates of their
oaths. Paladins who swear different oaths m ight have Their adherence to a sacred oath demands that paladins
the same personal goal, differing only in how they apply take an active stance in carrying their beliefs into the
that goal to their actions when upholding their oaths. world. This activity naturally leads to conflict with crea-
If your paladin character has a personal goal, it might tures or entities that oppose those beliefs. Among those
be drawn from some life event and thus not directly tied opponents, one often stands out as a paladin's most per-
to the oath. sistent or most form idable foe- a nemesis whose pres-
ence or influence is a constant factor in a paladin's life.

CHAPTER l I CHARACTER OPTTONS


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

NEMESES
d6 Nemesis
A mighty ore war chief who threatens to overrun
and destroy everything you hold sacred
2 A fiend or a celestial, the agent of a power of the
Outer Planes, who has been charged with corrupt-
ing or redeeming you , as appropriate
3 A dragon whose servants dog your steps
4 A high priest who sees you as a misguided fool and
wants you to abandon your religion
5 A rival paladin who trained with you but became an
st.
6
oath-breake r and holds you responsible
A vampire who has sworn revenge against all pala- e r iali
dins after being defeated by one
D FA
P
nu
TEMPTATION
e be
Although paladins are dedicated to their oaths, they are
o fD
on
PALl\OIN OF CoNQ.uE s T
mortals, and thus they are flawed. Many of them exhibit
a type of behavior or hold to an attitude that is not in
ersi
keeping with the highest ideals of their calling.
o vOF CONQU_E_S_T_ _ __
OATH
m
deOath of Conquest calls to paladins who seek glory
What is the temptation that your character succumbs
to o r finds it difficult to resist?
g aThe
in battle and the subjugation of their enemies. It isn't
in
TEMPTATIONS
d us enough for these paladins to establish order. They must
ie crush the forces of chaos. Sometimes called knight ty-
d6 Temptation
o dif rants or iron mongers, those who swear this oath gather
m
Fury. When your anger is roused, you have trouble into grim orders that serve gods or philosophies of war
en
thinking straight, and you fear you might do some-
be
and well-ordered might.
thing you'll regret. s Some of these paladins go so far as to consort with
2 ha
Pride. Your deeds are noteworthy, and no one takes
F the powers of the Nine Hells, valuing the rule of law
D over the balm of mercy. The arcbdevil Bel, warlord of
is P
note of them more often than you.
Avernus, counts many of these paladins- called hell
Th
3 Lust. You can't resist an attractive face and a pleas-
ant smile. knights- as his most ardent supporters. Hell knights
4 Envy. You are mindful of what some famous folk cover their armor with trophies taken from fallen en-
emies, a grim-warning to any w ho dare oppose them
have accomplished, and you feel inadequate when
and the decrees of their lords. These knights are often
your deeds don't compare to theirs.
most fiercely resisted by other paladins of this oath,
5 Despair. You consider the great stre ngth of the who believe that the hell knights have wandered too far
enemies you must defeat, and at times you see no into darkness.
way to achieve final victory.
6 Greed . Regardless of how much glory and treasure TENETS OF CONQUEST
you amass, it's never enough for you. A paladin who takes this oath has the tenets of conquest
seared on the upper arm.
Douse the Flame ofHope. It is not enough to merely
SACRED OATHS defeat an enemy in battle. Your victory must be so over-
At 3rd level, a paladin gains the Sacred Oath feature. whelming that your enemies' will to fight is shattered
The following options are available to a paladin, in addi- forever. A blade can end a life. Fear can end an empire.
tion to those offered in the Player's Handbook: the Oath Rule with an Iron Fist. Once you have conquered,
of Conquest a nd the Oath of Redemption. tolerate no dissent. Your word is law. Those who obey it

CHAPTER I I CHARACTER OPTIONS


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

CHAPTER l I CHARACTER OPTIONS


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Patience. Change takes time. Those who have walked
the path of the wicked must be given reminders to keep
them honest and true. Once you have planted the seed of
righteousness in a creature, you must work day after day
to a llow that seed to survive and flouris h.
Wisdom. Your heart a nd mind must stay clear, for
eventua lly you will be forced to admit defeat. While ev-
ery creature can be redeemed, some are so far along the
path of evil that you have no choice but to end their lives
for the greater good. Any s uch action must be carefully
weighed and the conseque nces fully understood, but
once you have made the decision, follow through w ith it
knowing your path is just.

OATH OF REDEMPTION FEATURES


Paladin
st.
Level Feature
e r iali
FA
3rd Oath Spells, Channel Divinity
7th Aura of the Guardian {10 ft.)
P D
15th Protective Spirit nu PALADIN OF

18th Aura of the Guardian {30 ft.) e be REDEMPTION

20th Emissary of Redemption


ofD
on
rsi
OATH SPELLS
You gain oath spells at the paladin levels listed in the o ve
AURA OF THE GUARDIAN
Oath of Redemption Spells table. See the Sacred Oath em at 7th level, you can shield others
Starting
d
from harm at
class feature for how oath spells work.
g a the cost of your own health. When a creature within 10
in feet of you takes damage, you can use your reaction to
OATH OF REDEMPTION SPELLS d us magically take that damage, instead of that creature tak-
ie
dif
ing it. This feature doesn't tr ansfer any other effects that
Paladin
Level Spells m o might accompa ny the da mage, a nd this damage can't be
en reduced in any way.
3rd sanctuary, sleep
s be At 18th level, the range of this aura increases
ha
5th calm emotions, hold person to 30 feet.
9th
D F
counterspell, hypnotic pattern

is P
13th Otiluke's resilient sphere, stoneskin PROTECTIVE SPIRIT
h monster, wall offorce Starting at 15th level, a holy presence mends your
17th Thold wounds in battle. You regain hit points equal to ld6 +
half your paladin level if you end your turn in combat
CHANNEL DIVINITY
w ith fewer than half of your hit points remaining and
When you take this oath at 3rd level, you gain the follow- you aren't incapacitated.
ing two Channel Divinity options.
Emissary ofPeace. You can use your Channel Divin- EMISSARY OF REDEMPTION
ity to augment your presence with divine power. As a At 20th level, you become an avatar of peace, which
bonus action, you grant yourself a +5 bonus to Charisma gives you two benefits:
(Persuasion) checks for the next 10 minutes.
Rebuke the Violent. You can use your Channel Divin- • You have resistance to a ll damage dealt by othe r crea-
ity to rebuke those who use violence. Immediately after tures (their attacks, spells , and other effects).
an attacker within 30 feet of you deals damage with an • Whenever a creature hits you with an attack, it takes
attack against a creature other than you, you can use radia nt damage equal to half the damage you take
your reaction to force the attacker to make a Wisdom from the attack.
saving throw. On a failed save, the attacker takes radiant If you attack a creatu re, cast a spell on it, or dea l dam-
damage equal to the damage it just dealt. On a success- age to it by any means but this feature, neither benefit
ful save, it takes half as much damage. works against that creature until you finish a long rest.

CHAPTER I I CHARACTER OPTIONS


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

CHAPTER 1 I C HARACTER OPTTONS


st.
er iali
DFA
P
nu
e be
o fD
on
rsi
LE F T TO RI G H T : 110R l l.ON W A L K E R , M O N S T E R S LAVE R, A NO GLOOM S TALKE R
e
v
e mo
d
in ga
SWORN ENEMY s RANGER ARCHET YPES
Every ranger begins with a favored enemy (or two). ie The du At 3rd level, a ra nger gains th e Ranger Archetype fea-
determination of a favored enemy mig ht be otied difto a ture. T he following options are available to a ranger,
mor it mig ht be
specific event in the character's early life,
n in addition to those offered in the Player's Handbook:
entirely a matte r of choice. e e the Gloom Stalker, the Horizon Walker, and the Mon-
What spurred your character a stobselect a particular ster S layer.
enemy? Was the choice made
D F h because of tradition o r cu-
GLOOM STALKER
riosity, or do you haveP a grudge to settle?

T his Gloom S ta lkers a re at borne in the darkest places:


SWORN ENEMI ES deep under the earth, in gloomy a lleyways, in primeval
d6 Ene my forests, and wherever else the light dims . Most folk
You seek revenge on nature's behalf for the great enter s uch places with trepidation, but a Gloom Stalke r
transgressions your foe has committed. ventures bold ly into the darkness, seeking to a mbus h
2 Your forebears or predecessors fought these c rea- threats before they can reach the broader world. Such
tures , and so s hall you.
ra ngers a re often found in the Underdark, but they will
go a ny place where evil lurks in the shadows.
3 You bear no enmity toward your foe. You stalk such
creatures as a hunter tracks down a wild animal.
GLOOM STAL K ER FEATURES
4 You find your foe fascinating, and you collect books
Ranger Le ve l Featu re
of tales and history concerning it.
3rd Gloom Stalker Magic, Dread Ambusher,
5 You col lect token s of your fallen enemies to re mind
you of each kill. Umbral Sight

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

CHAPTER l J CHARACTER OPTI ONS


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

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

DISTANT STRI KE
At 11th level, you gain the a bility to pass between the
planes in the blink of a n eye. When you take the Attack HUNTER' S SENSE
action, you can teleport up to 10 feet before each a ttack At 3 rd level, you gain the abi lity to peer at a creature
to an unoccupied space you can see. a nd magically discern how best to hurt it. As an action,
If you attack a t least two different creatures with choose one creature you can see with in 60 feet of you.
the action, you can m a ke one additional attack with it You immediately learn whether the creature has any
aga ins t a third creature. da mage immunities, resistances, or vulnerabilities and
what they a re. If the creature is hidden from divination
SPECTRAL D EFENSE
magic, you sense that it has no damage immunities, re-
At 15th level, your ability to move between planes
enables you to s lip through the planar boundaries to
sistances, or vulnerabilities.
l i s t.
riaregain all
You can use this feature a nu mber of times equa l to
lessen the ha rm done to you during battle. When you your Wisdom modifier (m inimum of once). e
You
take damage fro m an attack, you can use your reaction
to give yourself resis tance to a ll of that attack's damage
expended uses of it when you finish a long F Arest.
D
P
on this turn. SLAYER'S P REY
e nu
Starting at 3 rd level, you e b focus your ire on one foe,
can
MONSTER SLAYER f D on it. As a bonus action,
increasing the harm
n o you inflict

sioof this feature. The first time each turn


You have dedicated yourself to hunting down creatures you designate one creature you can see within 60 feet of
of the night and wielders of g rim magic. A Mons ter tarrget
you as the e
S layer seeks out va mpires, dragons, evil fey, fiends, and that you v that target with a weapon attack, it takes an
o hit
other magical threats. Trained in supern atura l tech- m
e 1d6 damage from the weapon.
extra
niques to overcome such mons te rs, s layers a re experts
g a dThis benefit lasts until you finis h a short or long rest. It
at unearthing and defeating mighty, mystical foes. sin ends early if you designate a di ffe rent creature.

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

CHAPTER l I CHARACTER OPTIONS


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

GUI LTY PLE A SU RES


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

When brute force won't get the job done, o r when magic st .
is n't ava ilable or appropriate, the rogue rises to the ADVERSARY
riali
fore. With s kills tied to stealth, subterfuge, and trickery, Natura lly, those who enfo rce the law aA reebound to come
F
rogues can get into a nd o ut of trou ble in ways that few
othe r cha racters can emulate .
up against those who break it, and
who is n't feat ured on at least u PDit's the ra re rogue
o ne wa nted poster. Beyond
Some rogues who turn to adventuring a re former en profession that rogues
that, it's in the nature ofbtheir
e
crimina ls w ho have decided that dodgi ng mons ters
is preferable to remai nin g one s te p a head of the law.
often come into contact
o f D with criminal elements, whether
out of choice or
i n
otoo, necessity. Some of those people can be
Others a re professional killers in search of a profitable adversaries s a nd they're li to be ha rder to deaJ
enr the average member of the city watch.
kely
application of their ta lents between contracts. Some v
with tha
s imply love the thrill of overcoming a ny challe nge that
e mIfoyo ur cha racter 's backstory doesn't a lready include a
s tands in their way.
a d personage of this sort, you could work with your DM to
On adventures, a rogue is likely to mix a n outwa rdly g come up with a reason why an adversary has appeared
i n
cautious approach- few rogues enjoy combat- with usa
adrogue's
in your life. Perhaps you've been the s ubject of scrutiny
ravenous hunger fo r loot. Most of the time, in i e for a while from someone who wa nts to use you fo r
mind, taking up a rms aga inst a creature o disifnot about ne farious purposes a nd has j ust now become k nown to
killing the creature but about becoming
e n m the new owner you. S uch a n incident could be the basis for a n upcom-
of its treasure. e ing adventure.
a s b certain facets of w hat it
T he following sections explore Does you r rogue character have an adversary w ho
means to be a rogue,Fwhichh you can use to add depth to a lso happe ns to be a criminal? If so, how is th is relation-
your cha racter. PD s hip affecting your life?
his
T PLEASURE
GUILTY ADVERSARI ES
Most of w hat rogues do revolves a ro und obta in ing trea- d6 Adversary
s ure and preventing others from do ing the same. Little The pirate ca pta in on whose shi p you once se rved;
gets in the way of atta ining those goals , except that wh at yo u call moving o n, t he captain calls m uti ny
ma ny rogues are enticed away from that path by a com- 2 A master spy to whom you u nwitt ingly fed bad
puls ion that clouds their thinking-an irresistible need
informat ion, which led to the assassination of the
that must be satisfied, even if do ing so is ris ky.
wrong target
A rogue's guilty pleasure could be the acquis ition
of a physical item, something to be experienced, or a 3 Th e master of the local thieves' guild , who wants
way of conducting oneself at certa in times. One rogue yo u to join the o rganizatio n o r leave town
mig ht not be a ble to pass up a ny loot made of s ilver, fo r 4 An art collector who uses ill ega l mea ns to acqu ire
instance, even if said loot is ha nging around the neck masterpieces
of a castle guar d. Another o ne can't go through a day 5 A fence who uses you as a messenger to set up
in the city without lifting a purse o r two, jus t to keep illicit meet in gs
in practice. 6 The proprietor o f an ill egal pit fi g hting arena whe re
you o nce took bets

CHAPTER 1 I CHARACTER OPTIONS


st.
e riali
D FA
LEFT TO R1G><T: SwAS,..BUCKLER, MASTERMINO, INQ.UISITIVE, ANO SCOUT
P
e nu
D eb
BENEFACTOR ROGUISH ARCHETYP of ES
Few rogues make it far in life before needing someone's At 3rd level, a roguen
io gains the Roguish Archetype fea-
r s
help, which means thereafter owi ng that benefactor a
significa nt debt.
veto those offered in the Player's Handbook:
ture. The following
o
in addition
options are available to a rogue,

If your cha racter 's backstory doesn't already include a


m
eInquisitive, the Mastermind, the Scout, and the
a d
the
personage of this sort, you could work with your OM to Swashbuckler.
ing
determine why a benefactor has appeared in your life. s
Perhaps you benefited from something your benefactor
iedu INQUISITIVE

o
that person has now just become known to you. Who
dif
did for you without realizing who was responsibl e, and As an archetypal Inquisitive, you excel at rooting o ut se-

nm crets a nd unraveling mysteries. You rely on your sharp

b ee
helped you in the past, whether or not you knew it at the
time, and what do you owe that person as recompense?
eye for detail, but a lso on your finely honed ability to

has read the words and deeds of other cr eatures to deter-


mine their true intent. You excel at defeating creatures
F
PD
BENEFACTORS that hide among and prey upon ordina ry folk, and your
d6 is
Benefacto r mastery of lore and you r keen deductions make you well
Th
A smuggler kept you from getting caught but lost a equipped to expose and end hidden evils.
valuable shipment in doing so. Now you owe that
person an equally valuable favor. INQU I SI T IVE F EATU RE S

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

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


\

EYE FOR DETAIL


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

INSIGHTFUL FIGHTING MASTER OF INT RIGUE


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

CHAPTER I I CHARACTER OPTIONS


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

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


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

ARCANE ORIG I NS
d6 Origi n
Your power arises from your family's bloodline.
You are related to some powerful creature, or you
inherited a blessing or a curse.
2 You are the reincarnation of a being from another
plane of existence.
SORCE RER 3 A powerfu l entity entered the world . Its magic
PRACTICE AND STUDY ARE FOR AMATEURS. TRUE POWER
changed you.
4 Your birth was prophesied in an ancient text, and
is a birthright.
you are foretold to use your power for terrible ends.
- Hennet, scion ofTiamat 5 You are the product of generations of careful, se-
lective breeding.
When it comes to dr awing forth their abilities in times 6 You were made in a vat by an alchemist.
of need, sorcerers have it easy compared to other char- st .
acters. Their power not only rests within them, but it
REACTIO N e riali
FA
likely takes some effort to keep it at bay. Every sorcerer
is born to the role, or stumbles into it through cosmic
P D either at birth
When a new sorcerer enters the world,
nu greatly on how its wit-
chance. Unlike other characters, who must actively or later when one's power becomes evident, the con-
e
sequences of that event depend
ebhave seen.
learn, embrace, and pursue their talents, sorcerers have
their power thrust upon them. nesses react to whatD they
f
Because the idea of an innately magical being trav-
world around i o n orespond?
When your sorcerer's powers appeared, how did the
eling among them does not sit well with many folk,
e rsor somewhere inWere
you other people support-
sorcerers tend to breed mistrust and s uspicion in others
o v
ive, fearful, between?
they come across. Nonetheless, many sorcerers succeed m
in overcoming that prejudice through deeds that benefit e
d REACTIONS
a
ing
their Jess magically gifted contemporaries. d6 Reaction
Sorcerers are often defined by the events s urroundjngu s Your powers are seen as a great blessing by those
the manifestation of their power. For those who
i e dreceive
f
i cause around you, and you are expected to use them in

m od isasaoutcasts,
it as an expected birthright, its appearance
for celebration. Other sorcerers are treated
service to your community.
banished from their homes afterethe ensudden, terrifying 2 Your powers caused destruction and even a death
b when they became evident, and you were treated
arrival of their abilities.
h as can be as rewarrung as it
Playing a sorcerer character a s a criminal.
is challenging. The D
F
sections below offer suggestions on 3 Your neighbors hate and fear your power, causing
how to flesh out
P
isand personalize your persona. them to shun you.
Th 4 You came to the attention of a sinister cult that
ARCANE ORIGIN plans on exploiting your abi lities.
Some sorcerers understand where their power came 5 People around you believe that your powers are a
from, based on how their abilities manifested. Others curse levied on your family for a past transgression .
can only speculate, since their powers came to them in a 6 Your powers are believed to be tied to an ancient
way that suggests no particular cause. line of mad kings that s upposedly ended in a
Does your character know the source of your magi- bloody revolt over a century ago.
cal power? Does it tie back to some distant relative, a
cosmic event, or blind chance? If your sorcerer doesn't
know where their power arose from, your DM can use SUPER NATURAL MARK
this table (or select an origin) and reveal it to you when A sorcerer at rest is almost indistinguishable from a
the information plays a role in the campaign. normal person; it's only when their magic flies forth that
sorcerers reveal their true nature. Even so, many sorcer-
ers have a subtle but telling physical trait that sets them
apa rt from other folk.

CHAPTER l I CHARACTER OPTIONS


st.
e riali
D FA
P
nu
e be
ofD
on
e rsi
v
e mo
d
LEFT TO R1GHT : 01v1NE SouL, STORM SORCERER, ANO SH AOow SORCERER

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

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

Affin ity Spell SHADOW SORCERER QUIRKS


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

CHAPTER l J CHARACTER OPTTONS


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

EYES OF THE DARK


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

STRENGTH OF THE GRAVE


Starting at 1st level, your existence in a twilight state be-
tween life and death makes you difficult to defeat. When
damage reduces you to 0 hit points, you can make a
st.
Charisma saving throw (DC 5 + the damage taken). On
a success, you instead drop to 1 hit point. You can't use e riali
this feature if you are reduced to 0 hit points by radiant FA
damage or by a critical hit.
u PD
n
After the saving throw succeeds, you can't use this
feature again until you finish a long rest.
betheitionally,
but only against its target. Add
e
is within 5 feet of the target, target
while the hound
has disadvantage
o
on saving throws againstf D any spell you cast. The hound
HOUND OF ILL OMEN disappears if it
r s ioisnreduced to 0 hit points, if its ta rget is
At 6th level, you gain the ability to call forth a howling reducedvtoe0 hit points, or after 5 minutes.
creature of darkness to harass your foes. As a bonus o
action, you can s pend 3 sorcery points to magically em
dSHADOW WALK
s ummon a hound of ill omen to target one creature you a At 14th level, you gain the ability to step from one
can see within 120 feet of you. The hound uses the dire s ing shadow into another. When you are in dim light or dark-
uC
ied
wolf's statistics (see the Monster Manual or appendix ness, as a bonus action , you can magically teleport up to
in the Player's Handbook), with the followingifchanges: 120 feet to an unoccupied space you can see that is also
od
• The hound is s ize Medium, not Large,mand it counts as in dim light or darkness .
n
a monstrosity, not a beast.
b ee UMBRALFORM
• It appears with a number ofstemporary hit points
equal to half your sorcerer
F ha level. Starting at 18th level, you can spend 6 sorcery points
as a bonus action to magically transform yourself into
• It can move th rough
i s
if they were difficu
PD other creatures and objects as
lt terrain. The hound takes 5 force
a shadowy form . In this form, you have resistance to
damage ifT
h
it ends its turn inside an object.
all damage except force and radiant damage, and you
can move through other creatures and objects as if they
• At the start of its turn, the hound automatically knows
were difficL1.lt terrain. You take 5 force damage if you end
its target's loca tion. If the target was hidden, it is no
your turn inside an object.
longer hidden from the hound. You remain in this for m for 1 minute. It ends early if
The hound appears in an unoccupied space of your you are incapacitated, if you die, or if you dismiss it as a
choice within 30 feet of the target. Roll initiative for the bonus action.
hound. On its turn, it can move only toward its target by
the most direct route, and it can use its action o nly to at- STORM SORCERY
tack its target. The hound can make opportunity attacks, Your innate magic comes from the power of elemental
air. Many with th is power can trace their magic back to
a near-death experience caused by the Great Rain, but
perhaps you were born during a howling gale so power-
ful that folk still tell stories of it, or your lineage might
include the influence of potent air creatures such as
djinn. Whatever the case, the magic of the storm perme-
ates your being.

CHAPTER I I CHARACTER OPTI ONS


Storm sorcerers a re invaluable me mbers of a s hip's HEART OF THE STORM
crew. Their magic a llows them to exert control over At 6th level, you gai n resis tance to lig htning and thunder
wi nd and weathe r in the ir immediate a rea. The ir abili- damage. In add ition, w henever you s tart casting a spell
ties a lso prove useful in repelling attacks by s ahuagin, of 1s t level or higher that deals lightning or thunder
pirates, and other waterborne threats. da mage, s tormy magic erupts from you. This eruption
causes creatures of your choice that you can see within
STORM SORCERY FEATURES 10 feet of you to take lig htning or thunde r damage
Sorcerer (choose each time this abi lity activates) equal to ha lf
Level Feature your sorcerer level.
1st Wind Speaker, Tempestuous Magic
STORM GUIDE
6th Heart of the Storm, Storm Guide
At 6th level, you gain the ability to s ubtly control the
14th Storm's Fury
weather around you.
18th Wind Soul If it is raining, you can use an action to cause the rain
to stop falling in a 20-foot-radius s phere cente red o n
WIND SPEAKER you. You can end this e ffect as a bonus action.
The a rcane magic you command is infused with ele- If it is wi ndy, you can use a bonus action each
me ntal ai r. You can s peak, read, and write Primordial. round to choose the direction that the w ind blows in a
Knowing this la nguage a llows you to understand and 100-foot-radius sphe re centered on you. The wind blows
be understood by those w ho s peak its di a lects: Aq uan, in that direction until th e end of your next turn . This fea-
Auran, Igna n, and Terra n. ture d oesn't alter the speed of the wind.
TEMPESTUOUS MAGIC STORM' S FURY
Starting at 1st level, you can use a bonus action on your S tarting at 14th level, when you are hit by a melee at-
turn to cause wh irling g us ts of elemental air to briefly tack, you can use your reactio n to deal lig htning l i s t.
damage
s urround you, immediately before or after you cast a to the attacker. The damage equa ls your sorcere ria r level.
esaving
s pell of 1st level or hig her. Doing so allows you to fly up The attacker must a lso make a Strength A throw
to 10 feet without provoking opportunity attacks. aga inst your sorcere r spell save P DFOn a fa iled save,
DC.
the attacker is pus hed in a sn u
away from you. b e traig ht line up to 20 feet
D e
f
WIND SOUL
o no
rsi you gain immunity to lightning and thun-
At 18th level,
e
v
der damage.
o also
mYou gain a magical flying s peed of 60 feet. As a n
a deaction, you can red uce your flying speed to 30 feet for 1
g
sin
hour and choose a numbe r of creatures wi thin 30 feet

du
of you equal to 3 + your Charis ma modifier. The chosen
ie creatures gain a magical flying speed of 30 feet for 1
o dif hour. Once you reduce your flyin g speed in this way, you
m can't do so agai n until you finis h a s hort o r long rest.
en
s be
F ha
D
is P
Th
~o .,0..... ~ot '1ov.r rwm ~., . . . c;l..i"'~
c; Go"'trc;Gt wit~ so...,.•t~i"'~? ls it i"'
writi"'\• f •r'~G"''.? W•l(, "-•v•r . . . i"'~·
Jv.it t•l( ""'' t~is: Cc;"' \ ~·t '1ov.r
fow•rl ~'1 •c;ti"'~ 'lo.....? 0
PATRON ATTITUDES
d6 Attitude
Your patron has guided and helped your family for
generations and is kindly toward you.
2 Each interaction with your capricious patron is a
surprise, whether pleasant or painful.
3 Your patron is the spirit of a long-dead hero who
sees your pact as a way for it to continue to influ-
WARLOCK
ence the world.
You THINK ME MAD? I THINK TRUE INSAN ITY I S BEING 4 Your patron is a strict disciplinarian but treats you
content to live a life of mortal drudge1y when knowledge with a measure of respect.
st .
iali
and power is therefor the taking in the realm beyond. s Your patron tricked you into a pact and treats you
-Xarren, h erald of Acamar as a slave.
e r
6 FA
You are mostly left to your own devices with no in-

Wa rlocks a re finders and keepers of secrets. They push u PD


terference from your patron. Sometimes you dread
n when it does appear.
be
at the edge of our understanding of the world, always the demands it will make
e
f D OF THE PACT
seeking to expand their expertise. Where sages or wiz-
a rds might heed a clear sign of danger and e nd their SPECIAL TERMS o
research, a warlock plunges ahead, heedless of the cost.
s ionfrom a loose agreement to a forma l
A pact can rrange
Thus, it takes a peculiar mixture of intelligence, curios- e lengthy, detailed clauses and lists of re-
contractvwith
ity, and recklessness to produce a warlock. Many folk o
would describe that combination as evidence of mad- d emto receiveThe
quirements.
do a
terms of a pact- what a warlock must
patron's favor- are always dictated by
ness. Warlocks see it as a demonstration of bravery. g a
Warlocks a re defined by two elements that work sin
the patron. On occasion, those terms include a special

dfirstu
proviso that might seem odd or whimsical, but warlocks
in concert to forge their path into this class. The e
element is the event or circumstances that d f i
i to a take these dictates as seriously as they do the other re-

m
warlock's entering into a pact with a planaro led
entity. The
quirements of their pacts.
Does you r character have a pact that requires you
e ena warlock is bound
second one is the nature of the entity to change your behavior in an unusual or seemingly
b
ashave no love for a patron,
to. Unlike clerics, who typically e mbrace a deity a nd that frivolous way? Even if your patron hasn't imposed
h
god's ethos, a warlock might
DF
s uch a duty on you a lready, that's not to say it couldn't
or vice versa.
The sectionsis P
that follow provide ways to embellis h a
still happen.
Th that could generate some intriguing
warlock character SPECIAL TERMS
story and roleplaying opportunities.
d6 Term
P ATRON 'S ATTITUDE When directed, you must take immediate action
against a specific enemy of your patron.
Every relationship is a two-way street, but in the case of
2 Your pact tests your willpower; you are required to
warlocks and their patrons it's not necessarily true that
both sides of the street are the same width or made of abstain from alcohol and other intoxicants.
the same stuff. The feeling that a warlock holds for their 3 At least once a day, you must inscribe o r carve your
patron, whether positive or negative, might be recipro- patron's name or symbol on the wall of a building.
cated by the patron, or the two participants in the pact 4 You must occasionally conduct bizarre rituals to
might view one another with opposing emotions. maintain your pact.
When you determine the attitude your warlock charac- s You can never wear the same outfit twice, since
ter holds towa rd your patron, also consider how things your patron finds such predictability to be boring.
look from the patron's perspective. How does your pa- When you use an eldritch invocatio n, you must
6
tron behave toward you? Is your patron a friend and ally,
speak your patron's name aloud or risk incurring
or an enemy that grants you power only because you
its displeasure .
forced a pact upon it?

CHAPTER I I CHARACTER OPTIONS


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

THE CELESTIAL
Your patron is a powerful be ing of the Upper Planes.
You have bound yourself to an ancient e mpyrean, solar,
ki-rin, unicorn, or other entity that resides in the planes
of everlasting bliss. Your pact with that being allows you
to experience the barest touch of the holy light that illu-
minates the multiverse.
Being connected to such power can cause changes in
you r behavior and beliefs. You might find yourself driven
to annihilate the undead, to defeat fiends, and to protect
the innocent. At times, your heart might a lso be filled
with a longing for the celes tial realm of your patron,
and a desire to wander that paradise for the res t of your
days . But you know that your mission is among mortals
fo r now, and that your pact binds you to bring light to the
dark places of the world.
st.
CELESTIAL FEATURES
e riali
FA
Warlock
Leve l Featu re
P D
1st
nu
Expanded Spell List, Bonus Cantrips,
be
Healing Light
e
D
6th
of Soul
Rad iant
n
sio
10th Celestial Resilience

v14th er Searing Vengeance

mo
BINDING MARK a deEXPANDED SPELL LIST
g The Celestial lets you choose from an expanded list of
Some patrons make a habit of, and often enjoy, mark-
u sin spells when you learn a warlock spell. The following
ing the warlocks under their sway io some fashion. d A spells are added to the warlock spell list for you.
binding mark makes it clear-to those whodknow ifie about
such things- that the individual in question
n mo is bound to CELESTIAL EX PAN OED SPELLS
the patron's service. A warlock might
such a mark, claiming it as proof b eofe one's pact,
take advantage of
Spell Level Spells
a s(if possible) to avoidorthe
might
1st cure wounds, guiding bolt
want to keep it under wraps
F h dif-
flaming sphere, lesser restoration
D
ficulties it might bring.
Ppact
2nd

i s
If your warlock's comes with a binding mark,
h displaying it probably depends on the
3rd daylight, revivify
how you feelTabout 4th guardian offaith, wall offire
nature of your relationship with the one who gave it to 5th flame strike, greater restoration
you. Is the mark a source of pride or something you are
secr etly ashamed of? BONUS CANTRIPS
At 1s t level, you learn the light and sacred flame can-
BINDING MARKS
trips. They count as warlock cantrips for you, but they
d6 Mark don't count against your number of cantrips known.
One of your eyes looks the same as one of you r
HEALING LIGHT
patron's eyes.
2 Each time you wake up, the small blemish on your
At 1st level, you gain the abi lity to channel celestial
energy to heal wounds. You have a pool of d6s that you
face appears in a different place.
s pend to fuel this healing. The number of dice in the
3 You display outward symptoms of a disease but
pool equals 1 + your warlock level.
suffer no ill effects from it. As a bonus action, you can heal one creature you can
4 Your tongue is an unnatural color. see within 60 feet of you, spending dice from the pool.
5 You have a vestigial tail. The maximum number of dice you can spend at once
6 Your nose glows in the dark. equals your Charisma modifier (minimum of one d ie).

CHAPTER 1 I CHARACTER OPTTONS


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

RADIANT SOUL HEXBLADE EXPANDED SPELLS


Starting at 6th level, your link to the Celestial allows
Spell Level Spells
you to serve as a conduit for radiant energy. You have
resistance to radiant damage, and when you cast a spell 1st shield, wrathful smite
that deals radiant or fire damage, you can add your Cha- 2nd blur, branding smite
risma modifier to one radiant or fire damage roll of that 3rd blink, elemental weapon
spell against one of its ta rgets. 4th phantasmal killer, staggering smite
5th banishing smite, cone ofcold
CELESTIAL RESILIENCE
Starting at 10th level, you gain temporary hit points
HEXBLADE'S CURSE
whenever you finish a short or long rest. These tempo-
rary hit points equal your warlock level+ you r Charisma Starting at 1st level, you gain the ability to place a bale-
ful curse on someone. As a bonus action, choose one
modifier. Additionally, choose up to five creatures you
can see at the end of the rest. Those creatures each gain creature you can see within 30 feet of you. The target is
temporary hit points equal to half your warlock level + cursed for 1 minute. The curse ends early if the target
dies, you die, or you are incapacitated. Until the curse
your Charisma modifier.
ends, you gain the following benefits:
SEARING VENGEANCE • You gain a bonus to damage rolls against the cursed
Starting at 14th level, the radiant energy you channel target. The bonus equals your proficiency bonus.
allows you to resist death. When you have to make a st.
iali
• Any attack roll you make against the cursed target is a
death saving throw at the start of your turn, you can critical hit on a roll of 19 or 20 on the d20.
e r
FA
instead spring back to your feet with a burst of radiant • If the cursed target dies, you regain hit points equal
energy. You regain hit points equal to hal f your h it point D
to your warlock level +you r C harisma modi fier (min i-
P
maximum, and then you stand up i f you so choose. Each mum of 1 hit point).
nu
creatu re of your choice that is within 30 feet of you takes
e be
You can't use this feature agai n u ntil you finish a shor t
radiant damage equal to 2d8 + your Charisma modifier,
fD
no
and it is blinded until the end of the current turn. or long rest.
i o
Once you use this feature, you can't use it again until
HExWARRIOR rs
you finish a long rest.
At 1st o veyou acquire the training necessary to effec-
level,
THE HEXBLADE d emarm yourself for battle. You gain proficiency with
tively

g a medium armor, shields, and martial weapons.


You have made your pact with a mysterious entity from
in The i nfluence of your patron also allows you to mys-
the Shadowfell- a force that manifests in sentient magic
d us tically channel your will through a particular weapon.
ie
dif
weapons carved from the stuff of shadow. The mighty Whenever you fin ish a long rest, you can touch one

m o
sword Blackrazor is the most notable of these weapons, weapon that you are proficient with and that lacks

en
which have been spread across the multiverse over the the two-handed property. When you attack with that

s be
ages. The shadowy force behind these weapons can weapon, you can use your Charisma modifier, instead of

ha
offer power to warlocks who form pacts with it. Many Strength or Dexterity, for the attack and damage rolls.

D F
hexblade warlocks create weapons that emul ate those This benefit lasts until you finish a long rest. If you later

is P
formed i n the Shadowfell. Others forgo such arms,

Th
content to weave the dark magic of that plane into their
spellcasting.
Because the Raven Queen is known to have forged the (
first of these weapons, many sages speculate that she
and the force are one and that the weapons, along with
hexblade warlocks, are tool s she uses to manipulate
events on the Ma.terial Plane to her inscrutabl e ends.

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

CHAPTF.R I I CHARACrER OPTIONS


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the creature cursed by your Hexblade's Curse dies,


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

ELDRITCH INVOCATIONS
At 2nd level, a warlock gains the Eldritch Invocations
feature. Here are new options for that feature, in add i-
tion to the options in the Player's Handbook.
If an eldritch invocation has a prerequisite, you must
meet it to learn the invocation. You can learn the invo-
cation at the same time that you meet its prerequisite. A
.
list
level prerequisite refers to your level in this class.
e ria
FA
ASPECT OF THE MOON
D
Prerequisite: Pact of the Tome feature
P
You no longer need to s leep n u can't be forced to sleep
and
W/IRLO CI( OF THE liE ll BLllDE
by any means. To gain e bebenefits of a long rest, you
the
f Ddoing light activity, s uch as read-
can spend all 8 hours
o
onof Shadows and keeping watch.
ing your Book
gain the Pact of the Blade feature, this benefit extends
e rsi
to every pact weapon you conjure with that feature, no
m o v OF FLIES
CLOAK
Prerequisite: 5th level
de
matter the weapon's type.
a As a bonus action, you can surround yourself with a
ACCURSED SPECTER
s ing magical aura that looks like buzzing flies. The aura ex-
du
Starting at 6th level, you can curse the soul of a person tends 5 feet from you in every direction, but not through
you s lay, temporarily binding it to your service.
i f i e When total cover. It lasts until you're incapacitated or you dis-
you s lay a humanoid, you can cause its spirit
m od to rise from miss it as a bonus action.
its corpse as a specter, the statisticsnfor which are in The aura grants you advantage on Charisma (Intimi-
e appears, it gains
temporary hit points equal to s be your warlock
the Monster Manual. When the specter
half
dation) checks but disadvantage on a ll other Charisma
h a which has its own level.
Roll initiative for the specter,
checks. Any other creature that starts its turn in the
D F turns. aura takes poison damage equal to your Charisma mod-
It obeys your verbal
i s P commands, and it gains a s pecia l ifier (minimum of 0 damage).
(minimum T
h
bonus to its attack
of +O).
rolls equal to your Charisma modifier Once you use this invocation, you can't use it again
until you finish a short or long rest.
The specter remains in your service until the end of
your next long rest, at which point it vanishes to the ELDRITCH SMITE
afterlife. Prerequisite: 5th level, Pact of the Blade feature
Once you bind a specter with this feature, you can't
Once per turn when you hit a creature with your pact
use the feature again until you finish a long rest.
weapon, you can expend a warlock spell slot to deal an
ARMOR OF HEXES extra ld8 force damage to the target, plus another ld8
At 10th level, your hex grows more powerful. If the tar- per level of the spell slot, and you can knock the target
get cursed by your Hexblade's Curse bits you with an prone if it is Huge or smaller.
attack roll, you can use your reaction to roll a d6. On a
GHOSTLY GAZE
4 or higher, the attack instead misses you, regardless
Prerequisite: 7th level
of its roll.
As an action, you gain the abi lity to see through solid
MASTE R OF HEXES objects to a range of 30 feet. Within that ra nge, you have
Starting at 14th level, you can spread your Hexblade's darkvision if you don't already have it. This special sight
Curse from a s lain creature to another creature. When lasts for 1 minute or until your concentration ends (as

CHAPTER 1 I CHARACTER OPTfONS


if you were concentrating on a speU). During that time, port up to 30 feet to an unoccupied space you can see
you perceive objects as ghostly, transparent images. within 5 feet of the target cursed by your hex spell or by
Once you use this invocation, you can't use it again a warlock feature of yours, such as Hexblade's Curse or
until you finish a short or long rest. Sign oflll Omen. To teleport in this way, you must be
able to see the cursed target.
GIFT OF THE DEPTHS
Prerequisite: 5th level SHROUD OF SHADOW
You can breathe underwater, and you gain a swimming Prerequisite: 15th level
speed equal to your walking speed. You can cast invisibility at will, without expending a
You can also cast water breathing once without ex- spelJ slot.
pending a spell slot. You regain the ability to do so when
you finish a long rest. TOMB OF LEVISTUS
Prerequisite: 5th level
GIFT OF THE EVER-LIVING ONES
As a reaction when you take damage, you can entomb
Prerequisite: Pact of the Chain feature yourself in ice, which melts away at the end of your
Whenever you regain hit points while your familiar is next turn. You gain 10 temporary hit points per warlock
within 100 feet of you, treat any dice rolled to determine level, which take as much of the triggering damage as
the hit points you regain as having rolled their maxi- possible. Immediately after you take the damage, you
mum value for you. gain vulnerability to fire damage, your speed is reduced
to 0, and you are incapacitated. These effects, including
GRASP OF HADAR any remaining temporary bit points, all end when the
Prerequisite: eldritch blast cantrip ice melts.
Once on each of your turns when you hit a creature Once you use this invocation , you can't use it again
with your eldritch blast, you can move that creature in a until you finish a short or long rest.
a list.
eri
straight line 10 feet closer to you.
TRICKSTER'S ESCAPE
IMPROVED PACT WEAPON Prerequisite: 7th level F A
Prerequisite: Pact of the Blade feature You can cast freedom of movement
PD
u once on yourself
You can use any weapon you summon with your Pact of enYou regain the abi lity to
without expending a spell sblot.
e rest.
do so when you finish aDlong
the Blade feature as a spellcasting focus for your war-
o f
ion
lock spells.
In addition, the weapon gains a +l bonus to its attack
e rs
and damage rolls, unless it is a magic weapon that al-
ready has a bonus to those rolls. m ov
e
Finally, the weapon you conjure can be a shortbow, ad
longbow, light crossbow, or heavy crossbow. ng
si
u
LANCE OF LETHARGY
ified
Prerequisite: eldritch blast cantrip d
Once on each of your turns when you n mo
e ehitcreature's
a creature with
your eldritch blast, you can reduceb that speed
asnext turn.
by 10 feet until the end of your
h
F
MADDENING HEX PD
s hex spell or a warlock feature
Prerequisite: 5thhilevel,
that curses T
As a bonus action, you cause a psychic disturbance
around the target cursed by your hex spell or by a war-
lock feature of yours, such as Hex blade's Curse or Sign
of Ill Omen. When you do so, you deal psychic damage
to the cursed target and each creature of your choice
that you can see within 5 feet of it. The psychic damage
equals your Charisma modifier (minimum of 1 dam-
age). To use this invocation, you must be able to see the
cursed target, and it must be within 30 feet of you.

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

d6 Spellbook ~~::===~~
A tome with pages that are thin sheets of metal,
spells etched into them with acid
2 Long straps of leather on which spells are written,
wrapped around a staff for ease of transport
WIZARD 3 A battered tome filled with pictographs that only
st.
iali
WIZARDRY REQUIRES UNDERSTANDlNC. THE KNOWLEDGE you can understand
4 er
Sma ll stones inscribed with spells and kept in a
FA
of how and why magic works, and our efforts to broaden
cloth bag
that understanding, have brought about th e key advances
5 P D
A scorched book, ravaged by dra gon fi re, with the
in civilization over the centuries. nu
- Gimble the illusio nist e be
script of your s pells barely visi ble o n its pages

fD
6 A tome full of black pages whose writing is visible
o
on ly in dim light or darkness
on
Only a select few people in the world a re wielders of
rsi
magic. Of all those, wizards s tand at the pin nacle of ve
AMBITION
the craft. Even the least of them can manipulate forces
e mo aspi ring wizards undertake the study of magic
Few
that flout the laws of nature, and the most accomplished d
among them can cast spells with world-shaking effects.g a without some personal goal in mind. Many wizards use
The price th at wizards pay for their mastery is that
u sin their spells as a tool to produce a tangible benefit, in ma-
terial goods or in status, fo r themselves or their compan-
mos t valuable of commodities: time. It takes e d of
i years
i f ions. For o thers, the theoretical aspect of magic might
m
harness magical energy and carry s pells odaround how
s tudy, instruction, and experimentation to learn to
in o ne's have a strong appeal, pushing those wizards to seek out
own mind. For adventuring wizards e en a nd other spellcast- knowledge that s upports new theories of the arcane or
b
s echelons of the profession,
e rs who aspire to the highest confirms old o nes.
the s tudying never ends,h anor does the quest for knowl- Beyond the o bvious, why does your wiza rd character
ed ge a nd power. DF study magic, a nd what do you want to achieve? If you ha-
is P a wizard, take advantage of the
If you're playing
h
ven't given these questions much thoug ht, you can do so
opportunityT to ma ke your characte r more than just a now, and the answers you come up with will likely affect
s tereotypical spell-slinger. Use the advice that follows to how your future unfolds.
add some intrig uing details to how your wiza rd interacts
AMBITIONS
with the world.
d6 Ambition
SPELLBOOK 1 You will prove that the gods aren't as powerful as
Your wizard character's most prized possess ion- your folk believe .
spellbook- mig ht be a n innocuous-looking volu me 2 Immortality is the end goal of your s tudies .
w hose covers show no hint of what's ins ide. Or you 3 If you can fully understand magic, you can unlock
mig ht display some flair, as many wizards do, by car- its use for all and usher in an era of equality.
rying a spellbook of an unus ua l s ort. If you d on't own 4 Magic is a dangerou s tool. You use it to protect
s uch a n item already, one of your goals might be to find what you t reasure.
a spellbook that sets you a part by its appeara nce or its 5 Arcane power mus t be taken away from those who
means of ma nufacture.
would abuse it.
6 You will become the greatest wizard the world has
seen in generations.

CHAPTER 1 I CHARACTER OPTIONS


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1

\-le;

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

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

CHAPTER l I CHARACTER OPTIONS


1
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1
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ArHS«A ii'\ t~rt{«. ~c.l's Ail'1t1oiV\tiV\~, Go clAc,V\~t.

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

IDEAS, NOT RULES


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

e
fD
no
that's a mong the informa tion you've already come up
o
rsi
with. But you can s till use othe r parts, s uc h as the sec- Personal Decisions. After you have selected your
tion on life events, to provide added depth a nd d etail. c ha racter'se
v to determinea ndhow
background class, use the a ppro-
o
priate tables you came to m ake
How AND WHEN TO USE THE TABLES
d emc hoices.
those
U you're comfortable with le tting the dice decide a cer- a Life Events. Your character's existence until now, no
tain fact about your c haracter, go a head and roll. If not, ing
you can ta ke charge and m ake the decision, c hoos ing u
s matter how brief or uneventful, h as been marked by one
e d
i you or more life events-me m ora ble happen ings that have
from among the possibilities on a table. Of course,
o
a lso have the option o f dis rega rding the result dofif a die had an effect on wh o you are today.

nm
Supplemental Tables. Your life has intersected with
roll if it conflicts w ith a nother result. Like wise, if the
text instruc ts you to roll on a table,be
e
that's not meant to
the lives of plenty of other people, a ll the way from your

as make your own choice.


infancy to today. When a resu lt mentions such a person,
be ta ke n lite r ally. You can a lways
h you ca n use the supplemental tables (page 72) to add
DF m ean t to a ugme nt the
Althoug h these ta bles are
s tep-by-step characterPcreation process in the Player's
needed details- s uc h as race, class, or occupation- to
Handbook, they T his occupy a specific place in that pro-
don't
that person. Some tables in the other sections direct you
to one or more of the s upple mental tables, and you ca n
cess. You ca n use some of t he m early on- for instance, also use the m a ny othe r time you see fit.
it's possible to de te rmine your paren ts a nd othe r family
me mbe rs immediately after deciding your character's ORIGINS
race-but you cou ld a lso wait until la ter in the process. -------
You might prefer to establis h more facts a bout your The us ual first step in c reating your character's life s tory
c h a racter 's gam e identity-suc h as your class, a bility is to determine your ea rly circums tances. W ho were
scores, and alignme nt- before s upple me nting that infor- your parents? Where were you born? Did you h ave a ny
mation w ith w ha t's offe red he re. siblings? Who raised you? You ca n address these ques-
tio ns by using the following tables.
SECTION BY SECTION
This m a te ria l is divided into four secti ons, each address- PARENTS
ing a different aspect of your cha racter 's backstory. You had p a rents, of course, even if they didn't r aise you.
Origins. To find out who and whe re you came from , To dete rmine what you know about these people, use
use the "Origins" section. Whe n you're done, you will the Parents table . If you want, you can roll sep a rately on
have a s umma ry of facts a bout your parents, your sib- the table for your mother a nd your father. Use t he s up-
lings, a nd t he circumstances under which you grew up. ple me nta l tables as desired (partic ularly Class, Occupa-
tion, a nd Alignment) to learn more a bout your parents.

CHAPTER 1 I CHARACTER OPTT ONS


BIRTHPLACE
dl 00 Location
01-50 Home
PARENTS
51- 55 Home of a family friend
dlOO Pa re nts 56-63 Home of a healer or midwife
01-95 You know who your parents are or were. 64- 65 Carriage, cart, or wagon
96-00 You do not know who your parents were. 66-68 Barn, shed, or other outbui ldi ng
69- 70 Cave
Nonhuman Par ents. If your character is a ha lf-elf, a 71-72 Field
half-ore, or a tiefling, you can use one of the tables below
73-74 Forest
to determine the race of each of your parents. When you
have a result, randomly determine which part of the re- 75-77 Temple
sult refers to your father and which to your mother. 78 Battlefield
79-80 Alley or street
HALF- ELF PARENTS 81-82 Brothel, tavern, or inn
d8 Parents 83-84 Castle, keep, tower, or pa lace
st.
1-5 One parent was an elf and the other was a human. 85 Sewer or rubbish heap
e riali
FA
6 One parent was an elf and the other was a half-elf. 86- 88 Among people of a different race
7 One parent was a human and the other was a half- 89-91 On board a boat or a ship
P D
elf. 92-93
e nu
In a prison or in the headquarters of a secret orga-
8 Both parents were half-elves. nization
D eb
of laboratory
94- 95 In a sage's
n Feywild
HALF- 0RC PARENTS 96 Inio
the
s
97 er In the Shadowfell
d8 Pare nts v
1-3 One parent was an ore and the other was a human.
e mo98 On the Astral Plane or the Ethereal Plane
d 99 On an Inner Plane of your choice
ga
4- 5 One parent was an ore and the other was a half-
orc.
s in 00 On an Outer Plane of your choice
6-7
ie du
One parent was a human and the other was a half-
if SIBLINGS
od
orc.
You might be an only child or one of ma ny children.
nm
8 Both parents were half-ores.
Your siblings could be cherished friends or hated rivals.
b ee Roll on the Number of Siblings table to dete rm ine how
TIEFLING PARENTS
h as many brothers or sis ters you have. If you are a dwarf or
F an elf, s ubtract 2 from your roll. Then, roll on the Birth
PD
d8 Parents
1- 4 Bothisparents were humans, their infernal heritage Order table for each s ibling to determine that person's
h nt until you came along.
Tdorma age relative to yours (older, younger, or born at the
same time).
5- 6 One parent was a tiefling and the other was a
Occupation. For each sibling of suitable age, roll on
human. the Occupation s upplemental table to determine what
7 One parent was a tiefling and the other was a devil. that person does for a living.
8 One parent was a human and the other was a devil. Alignment. You can choose your s iblings' alignments
or roll on the Alignment supplemental table.
B IRTH PLACE S tatus. By now, each of your s iblings might be alive
After establishing your parentage, you can determine and well, a live and not so well, in dire straits, or dead.
where you were born by using the Birthplace table. Roll on the Status s upplemental table.
(Modify the resu lt or roll again if you get a result that's Relation ship. You can roll on the Relations hip sup-
inconsistent with what you know about your parents.) plemental table to determine how your siblings feel
Once you have a result, roll percentile dice . On a roll of about you. They m ight a ll have the same attitude toward
00, a strange event coin cided with your birth: the moon you, or some might view you differently from how the
br iefly turning red, all the milk within a m ile spoiling, others do.
the water in the area freezing solid in midsummer, all Other De tails. You can decide any other details you
the iron in the home rus ting or turning to silver, or some like about each sibling, including gender, personality,
other unus ual event of your choice. and place in the world.

CH'\PTER I I CHARACTER OPTIONS


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

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

FAMILY AND FRIENDS


Who raised you, a nd what was life like for you when you
were growing up? You might have been raised by your
parents, by relatives, or in an orphanage. Or you could
have spent your childhood on the streets of a crowded
l i s t.
a
eri
city with o nly your fellow runaways a nd orphans to keep
you company. A
Use the Fami ly table to determine w ho raised you. If
you know who your parents are but you get a result that P DF
u
does not m ention one or both of them, use the Absent
b en
Parent table to determine what happened. e
Next, refer to the Family Lifestyle table to determine o fD
the general circumstances of your upbringing. (Chapter
r s ion
5 of the Player's Handbook has more information about
lifestyles.) The result on that table includes a number o ve
that is applied to your roll on the Childhood Home table, d em
which tells you where you spent your early yea rs. Wrap
up this section by using the Childhood Memories table,sin
ga YEARS LATER, WHILE SER V ING ON A SH I P'S C.REW. SHE

which tells you how you were treated by other young- d u C ALLS ON A B I T OF HER MAG IC: TO HELP RIG A M AST

i e
sters as you were growing up.
o dif
Supplemental Tables. You can roll on m the Relation- ABSENT PARENT
s hip table to determine how your family e nmembers or
other important figures in your s
e
lifebfeel about you. You
d4 Fate

ha and Alignment ta-


can also use the Race, Occupation,
F
Your parent died (roll on the Cause of Death sup-
plemental table) .
bles to learn more about
P Dthe fa mily members or guard- 2 Your
ians who raised you.is parent was imprisoned, ens laved, or other-
Th wise taken away.
FAMILY 3 Your parent abandoned you.
dlOO Family 4 You'r parent disappeared to an unknown fate.
01 None
02 Institution, such as an asylum FAMILY LIFESTYLE
03 Temple 3d 6 Lifestyle1'
04-05 Orphanage 3 Wretched (-40)
06- 07 Guardian 4-5 Squalid (-20)
08- 15 Paternal or maternal aunt, uncle, or both; or ex- 6-8 Poor (-10)
tended family such as a t ribe or clan 9- 12 Modest (+O)
16-25 Paternal or maternal grandparent(s) 13-15 Comfortable (+10)
26-35 Adoptive family (same or different race) 16- 17 Wealthy (+20)
36-55 Single father or stepfather 18 Aristocratic (+40)
56-75 Single mother or stepmothe r *Use the number in this resu lt as a modifier to your roll on the
76-00 Mother and father Child hood Home table.

CHAPTER I I C H ARACT ER OPTI O NS


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

PERS O NAL DECISIONS


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

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

ACOLYTE
st.
d6 I became an acolyte because ...
e riali
FA
I ran away from home at an early age and found
refuge in a temple.
u PD
TH O UGH S H E SU R V IV ED THE SINKING O F H E R S H IP, S H E LOST
My family gave meeto n since they were un-
AL L H ER \V O R LOLV GOOO S -EX.C:E P T F O R H E R SPEL L.B OO K
2
e bto carea temple,
finDa household with strong religious con-
able or unwilling for me.
3 o
I g rew up

r s ion Entering the service of one or more gods


victions.
ve seemed natural.
CHILDHOOD HOME o
em 4 An impassioned sermon struck a chord deep in my
ad
d100'~ Ho me
soul and moved me to serve the faith .
0 or lower On the streets
ing I followed a childhood friend, a respected acquain-
us
5
1- 20 Rundown shack
ie d tance, or someone I loved into religious service.

dif
21 - 30 No permanent residence; you moved around
6 After encountering a true servant of the gods , I was
mo
a lot
so inspired that I immediately entered the service
31-40 n
Encampment or village
e in the wilderness
be neigh borhood
of a religious group.
41-50 Apartment in a rundown
s
51-70
F ha
Small house
CHARLATAN
71-90
P Dhouse
Large
i s d6 I became a charlatan because ...
Th
91-110 Mansion
I was left to my own devices , and my knack for ma-
111 or higher Palace or castle
nipulating others helped me survive.
·~After making this rol l, apply the modifier from the Family Life-
2 I learned early on that peop le are gu lli ble and easy
style table to arrive at t he result.
to exploit.
3 I often got in trouble, but I managed to talk my way
CHILDHOOD MEMORIES
out of it every time.
3d6 +
4 I took up with a confidence artist, from whom I
Cha mo d Me mory
learned my craft.
3 or lower I am still haunted by my childhood, when I
5 After a charlatan fleeced my family, I decided to
was treated bad ly by my peers.
learn the trade so I would never be fooled by such
4- 5 I spent most of my childhood alone, with no
deception again .
close friends.
6 I was poor or I feared becoming poor, so I learned
6-8 Others saw me as being different or strange,
the tricks I needed to keep myself out of poverty.
and so I had few compan ions.
9- 12 I had a few close friends and lived an ordinary
childhood.

CHAPTER I I C H ARACTER OPTI ONS


CRIMINAL d6 I became a guild artisan because ...
d6 I became a criminal because ... 3 One of my family members who belonged to the
I resented authority in my younger days and saw a guild made a place for me.
life of crime as the best way to fight against tyranny 4 I was a lways good with my hands, so I took the op-
and oppression. portunity to learn a trade.
2 Necessity forced me to take up the life, since it was 5 I wanted to get away from my home situation and
the only way I could survive. start a new life.
3 I fell in with a gang of repro bates and ne'er-do- 6 I learned the essentials of my craft from a mentor
wells, and I learned my specialty from them. but had to join the guild to fi nish my training.
4 A parent or re lative taught me my crim inal spe-
cialt y to prepare me for the family business. HERMIT
5 I left home and found a place in a thieves' gu ild or d6 I became a hermit because ...
some other crim inal organization.
My enemies rui ned my reputation, and I fled to the
6 I was always bored, so I turned to crime to pass the
wilds to avoid further disparagement.
time and discovered I was quite good at it.
2 I am comfortable with being isolated, as I seek
inner peace.
ENTERTAIN ER
3 I never liked the people I called my friends, so it
d6 I became a n e ntertainer because ... was easy for me to strike out on my own.
Members of my family made ends meet by per- 4 I felt compelled to forsake my past, but did so with
forming, so it was fitting for me to follow their great reluctance, and sometimes I regret making
example. that decision.
st .
2 I always had a keen insight into other people, 5 iali
I lost everything-my home, my family, my friends.
e r
FA
enough so that I could make them laugh or cry Going it alone was all I could do.
with my stories or songs. 6 D
Society's decadence disgusted me, so I decided to
P
3 I ran away from home to fo llow a m instrel troupe. leave it behind. nu
4 I saw a bard perform once, and I knew from that
e be
moment on what I was bo rn to do. NOBLE
ofD
5 I earned coin by performing on street corne rs and on
rsi
d6 I became a noble because ...
vIecome from an old and storied fam ily, and it fell to
eventually made a name for myself.
6 A traveling entertainer took me in and taught me o
m me to preserve t he family name.
the trade. de2
ga
My family has been disgraced , and I intend to clear

sin
our name.

du
FOLK HERO
3 My family recently came by its title, and that eleva-
ie
dif
d6 I became a folk hero because ... tion thrust us into a new and strange world.
m o
I learned what was right and wrong from my family. 4 My family has a title, but none of my ancestors
2
e en
I was always enamored by tales of heroes and have distinguished themselves s ince we gained it.

a sb
wished I cou ld be something more than ordinary. 5 My family is filled with remarkable people. I hope
3 I hated my mundane
F hlife, so when it was time for to live up to their examp le.

i s PD up and do the right thing, I took


someone to step 6 I hope to increase my fam ily's power and influence.

Th or o ne of my relatives was an adventurer,


my chance.
4 A parent OUTLANDER
and I was inspired by that person's courage. d6 I be.came an outlander because ...
5 A mad old hermit spoke a prophecy when I was
I spent a lot of time in the wilderness as a young-
born, saying that I would accomplish great things.
ster, and I came to love that way of life.
6 I have always stood up for those who are weaker
2 From a young age, I couldn't abide the stink of the
than I am.
cities and preferred to spend m y time in nature.
3 I came to understand the darkness that lurks in the
GUILD ARTISAN
wilds, and I vowed to combat it.
d6 I becam e a guild artisan because ... 4 My people lived on the edges of civilization, and I
I was apprenticed to a master who taught me the learned the methods of survival from my famil y.
guild's business. 5 After a tragedy I retreated to the wilderness, leav-
2 I helped a guild artisan keep a secret or complete a ing my old life behind.
task, and in return I was taken on as an apprentice. 6 My family moved away from civil ization, and I
learned to adapt to my new environment.

CHAPTER 1 I CHARACTER OPTIONS


S AGE d6 I became an urchin because . ..
d6 I became a sage because ... 3 Monsters wiped out my village, and I was the sole
I was naturally curious, so I packed up and went to survivor. I had to fi nd a way to survive.
a university to learn more about the world. 4 A notorious thief looked after me and other or-
2 My mentor 's teachings opened my mind to new phans, and we spied and stole to earn our keep.
possibilities in that field of study. 5 One day I woke up on t h e streets, alone and hun-
3 I was always an avid reader, and I learned much gry, with no memory of my early childhood.
about my favorite topic on my own. 6 My parents died , leaving no one to look after me. I
4 I discovered an old library and pored over the texts raised myself.
I found there. That experience awakened a hunger
for more knowledge. CLASS TRAINING
5 I impressed a wizard who told me I was squander- lf you haven't chosen your class yet, do so now, keeping
ing my talents and should seek out an education to in mind your background and all the other details you
take advantage of my gifts. have established so far. Once you've made your selec-
tion, roll a d6 and find the number you rolled on the ap-
6 One of my parents or a relative gave me a basic ed-
propriate table in this section, which describes how you
ucation that whetted my appetite, and I left home
came to be a me mber of that class.
to build on what I had learned. T he class sections earlier in this chapter have further
s tory suggestions, which you can use in concert with the
SAILOR material here.
d6 I became a sailor becaus e ...
BARBARIAN
I was p ress-ganged by pirates and forced to serve
st.
on their shi p unti l I fina lly escaped. d6 I became a barbaria n because ...
e riali
FA
2 I wanted to see the world, so I signed on as a deck- My devotion to my people lifted me in battle, mak-
hand for a merchant ship.
P D
ing me powerful and dangerous .
3 One of my relatives was a sailor who took me to 2
nu
The spirits of my ancestors called on me to carry
sea. out a great task.
e be
4 I needed to escape my community quickly, so I 3 fD
I lost control in battle one day, and it was as if
stowed away on a ship . When the crew found me , I
i o no
something else was ma nipulating my body, forcing
was forced to work for m y passage. ersit to kill every foe I could reach .
4v
mo
5 Reavers attacked my community, so I found refuge I went on a spiritua l journey to find myself a nd
on a ship until I could seek vengeance.
a de instead found a s pirit animal to guide, protect, and
6 I had few prospects where I was living, so I left to g inspire me.
find my fortune elsewhere. usin 5 I was struck by lightning and lived . Afterward, I

ified fou nd a new strength with in me that let me push


d beyond my limitations.
SO LDIER
n mo 6 My anger needed to be channeled into battle, or I
eeprotect my community
d6 I became a s oldier beca use ...
risked becoming an indiscriminate killer.
b
as
I joined the militia to help
from monsters.h
2 P
A relative DFmine was a soldier, and I wanted to
of
BARD

hison the family tradition .


carry
T
d6 I beca m e a bard becau se ...
I awakened my latent bardic abilities through trial
3 The local lord forced me to enlist in the army.
4 War ravaged my homeland while I was growing u p . and error.
Fighting was the only life I ever knew. 2 I was a gifted performer and attracted the atten-

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

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


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

CHAPTER 1 I CHARACTER OPTIONS


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

DRUID
d6 I became a druid because ...
I saw too much devastation in the wild places, too
st.
much of nature's splendor ruined by the despoil-
ers. I joined a circle of druids to fight back against e riali
the enemies of nature.
D FA
P
2 I found a place a mong a group of druids after I fled
nu
a catastrophe.
e be
3 I have always had an affin ity for animals, so I ex-
o fD
plored my talent to see how I cou ld best use it.
on
4 I befriended a druid and was moved by druidic
e rsi
v
mo
teachings . I decided to follow my friend's guidance
and give something back to the world .
de
5 While I was growing up, I saw spi rits all around
inga
me- entities no one else could perceive. I sought s Too11V. HER HUMBLE ORIGINS Fl\R B E HIND HER, SHE Hl\S BECOME

du
out the druids to help me understand the vis ions
ie
I\ \Vl~l\RO OF GREAT RENOWN \V ITH I\ F L l\IR FOR THE HIGH SEl\S

and communicate with these beings.


o dif
6 m
I have a lways felt disgust for creatures of unnatural
en MONK

s be
origin. For this reason, I immersed myself in the
d6 I beca me a monk beca use ...
ha
study of the druidic mysteries and became a cham-
I was chosen to study at a secluded monastery.
F
pion of the natural order.

is PD There, I was taught the fundamental techniques

Th
required to eventually master a tradition.
FIGHTER
2 I sought instruction to gain a deeper understand-
d6 I became a fighter because ...
ing of existence and my place in the world.
I st~mbled into a portal to the Shadowfell and took
I wanted to hone my combat skills, and so I joined
3
a war college.
refuge in a strange monastery, where I learned how
2 I squi red for a knight who taught me how to fight, to defend myself against the forces of darkness.
care for a steed , and conduct myself with honor. I
4 I was overwhelmed with grief after losing someone
decided to take up that path for myself.
close to me, and I sought the advice of philoso-
3 Ho rrible monsters descended on my community, phers to help me cope with my loss.
killing someone I loved. I took up arms to destroy
5 I could feel that a special sort of power lay within
those creatures and others of a simi lar nature.
me, so I sought out those who could help me call it
4 I joined the army a nd learned how to fight as part forth and master it.
of a group.
6 I was wild and undisciplined as a youngster, but
5 I grew up fighting, and I refined my talents by de · then I realized the error of my ways. I applied to a
fending myself against people who crossed me. monastery and became a monk as a way to live a
6 I could always pick up just about a ny weapon and life of discipline.
know how to use it effectively.

CH,\PTER I I CHARACTER OPTIONS


ROGUE
d6 I became a rogue because ...
I've always been nimble and quick of wit, so I de-
cided to use those ta lents to help me make my way
in the world .
2 An assassin or a th ief wronged me, so I focused
my training on mastering the skills of my enemy to
better combat foes of that sort.
3 An experienced rogue saw something in me and
taught me several useful t ricks.
4 I decided to turn m y natural lucky streak into the
basis of a career, though I still realize that improv-
ing my skills is essential.
5 I took up with a group of ruffians who showed m e
how to get what I want through sneakiness rather
than direct confrontation.
6 I'm a sucker fo r a shiny bauble o r a sack of coins,
as long as I can get my hand s on it without risking
life and limb.
PALADIN
d6 I became a paladin because ...
SORCERER
st .
iali
A fantastical being appeared before me and called
d6 I became a sorcerer because ...
on me to undertake a holy quest.
e r
FA
When I was born, all the water in the house froze
2 One of my ancestors left a holy quest unfulfilled ,
so I intend to finish that work. P D
solid , the milk spoiled, or all the iron turned to cop-

nu
per. My family is convinced that this event was a
be
3 The world is a dark and terrible place. I decid ed to
serve as a beacon oflight shining out against the e
harbinger of stranger t hings to come for me .

gathering shadows.
2
o fD
I s uffered a terrible emotiona l or phys ical strain,
on
which brought forth my latent magical power. I
4 I served as a palad in's squ ire , learn ing all I needed
ersihave fought to control it ever since.
to swear my own sacred oath. v
5 Evil must be opposed on all fronts. I feel com- mo3 My immediate fami ly never s poke of my ancestors,

pelled to seek out wickedness and purge it from a de and when I asked, they would change the subject.
g It wasn't until I started displaying strange talents
the world.
u sin that the full truth of my heritage came out.
6
d
Becoming a paladin was a natural consequence of
ifie
my unwave ring fa ith. In taking my vows , I became
d
4 When a monster threatened one of my friends, I
o became filled with anxiety. I lashed out instinctively
nm
the holy sword of my religion.
and blasted the wretched thing with a force that
b ee came from within me.
RANGER
h as 5 Sensing something special in me, a stranger taught
DF
d6 I became a ranger because ...
me how to control m y g ift.
is P
I found purpose while I honed my hunting skills by 6 After I escaped from a magical conAagration, I
Th
bringing down dangerous animals at the edge of realized that though I was unharmed, I was not
civilization. unchanged. I began to exhibit unusual abil ities that
2 I a lways had a way with animals, able to calm them I am just beginning to understand .
with a soothing wo rd and a touch.
3 I suffer from terrible wa nderlust, so being a ranger WARLOCK
gave me a reason not to remain in one place fo r
d6 I became a warlock because ...
too long.
While wandering around in a forbidden place, I
4 I have seen what happens when the monsters
encountered an otherworldly being that offered to
come out from t he dark. I took it upon myself to
enter into a pact with me.
become the first line of defense against the evils
2 I was examining a strange tome I found in an aban-
that lie beyond civilization's borders.
doned library when the entity that would become
5 I met a grizzled ranger who taught me woodcraft
my patron suddenly appeared before me.
and the secrets of the wild lands.
6 I served in an army, learning the precepts of my
professio n while blazing trails and scouting e nemy
encampments.

CHAPTER 1 I CHARACTER OPTIONS


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

3 I stumbled into the clutches of my patron after I ac- dlOO Current Age Life Events
cidenta lly step ped through a magical doorway. 01 - 20 20 years o r younger
4 Whe n I was faced with a terrible crisis, I prayed to 21-59 21-30 years ld4
any being who wou ld listen, and the creat ure that 60- 69 31- 40 years ld6
answered became my patron. 70-89 41 - 50 years ld8
5 My future patron vis ited me in my dreams an d of- 90-99 51 - 60 years ldlO
fe red great power in exchange fo r my service. 00 61 yea rs or o lde r ld12
6 One of my ancestors had a pact with my patron, so
t hat entity was determined to bind me to the same LIFE EVENTS
agreement. dlOO Event
01 - 10 You suffered a tragedy. Roll on the Tragedies t able.
WIZARD
11 -20 You gained a bit of good fortu ne. Roll on the Boons
d6 I became a wizard because ... tab le.
An old wizard chose m e from among several candi- 21-30 You fe ll in love or got married . If you get this result
dates to serve an apprenticeship. more than once, you can choose to have a child
2 When I became lost in a fores t, a hedge wizard instead. Work with you r DM to determine the iden-
found me, took me in, and taught me t he rudi- tity of your love interest.
ments of magic. 31 -40 You made an enemy of an advent ure r. Roll a d6. An
3 I grew up listening to tales of great wizards and odd num ber indicates you are to blame for t he rift,
knew I wanted to follow their path. I strove to be and an even number indicates you are blameless.
st.
accepted at an academy of magic and succeeded.
riali
Use the supplemental tables a nd wo rk with your
e
FA
4 One of my relatives was an accom plished wizard DM to determine this hostile character's identity
who decided I was smart enough to learn the craft. D
and the danger th is enemy poses to you.
P
5 While exploring an old tomb, libra ry, or tem ple, 41 - 50 nu
You made a friend of an adventurer. Use the sup-
I fo und a spellbook. I was immediately driven to e be
plemental tables and work wi th your DM to add
learn all I could about becoming a wizard.
o fD
more detail to this friend ly character and establish
on
rsi
6 I was a prodigy who demonstrated mastery of the how your friendship began.
arcane arts at an early age. When I became old 51-70 e spent ti me working in a job related to your
vYou
enough to set o ut on m y own, I did so to learn
m o background . Start the game with an extra 2d6 g p.
more magic and expand my power. e
d71-75 You met someone important. Use the supplemen-
g a tal tables to determine this character's identity and
s in
du
LIFE EVENTS how this individual feels about you. Work out ad-
ie
No matter how long you've been a live, you haveifexpe- ditiona l details with yo ur DM as needed to fit this
d
rienced at least one s ignature event that hasomarkedly character into your backstory.

e n m wond rous
influenced your character. Life events include 76- 80 You went on an adventure. Roll on the Adventures
ea nd s uccesses, and
s b can help to explain
happenings a nd tragedies, conflicts table to see what happened to you. Work with your
encounters with the unusual. aThey
F ha n adventurer, a nd some
DM to determine the nature of t he adventure a nd
why your character became
D
might sWI affect yourPlife even after they a re long over.
the creatures you encounte red.

his is, the greater the chance for


81-85 You had a supernatural experience. Roll on t he Su-
The older a character
T
multiple life events, as s hown on the Life Events by Age
pernatural Events table to find out what it was.
86-90 You fought in a battle. Roll on th e War table to
table. If you have a lready chosen your cha racter's start-
ing age, see the en try in the Life Events column that learn what happened to you. Work with your DM to
corresponds to how old you a re. Otherwise, you can roll come up with the reason for the battle and the fac-
dice to determine you r curre nt age a nd number of life tions involved. It might have been a small conAict
events ra ndomly. between your com mu nity and a band of ores, or it
After you know the nu mber of life events your charac- could have been a major battle in a larger war.
ter has experienced, roll once on the Life Events table 91-95 You committed a crime or were wrongly accused of
for each of them. Many of the results on that table direct doi ng so. Roll on the Crime table to determine the
you to one of the secondary tables that follow. Once you nature of the offense and on the Punishm ent table
have determined a ll of your character's life events, you
to see what became of you.
can arrange them in any chronological order you see fit.
96-99 You encountered something magical. Roll on the
Arcane Matters table.
00 Som ething truly strange happened to you . Roll on
the Weird Stuff table.

CHAPTER 1 I CHARACTER OPTIONS


SECONDARY TABLES BOONS
These tables add detail to many of the results on the Life dlO Boon
Events table. The tables are in alphabetical order. A friendly wizard gave you a spell scroll containing
one cantrip (of the DM's choice).
ADVENTURES
2 You saved the life of a commoner, who now owes
dl 00 O utcome
you a life debt. This individual accompanies you on
01-10 You nearly died. You have nasty scars on your your travels and performs mundane tasks for you,
body, and you are m issing an ear, ld3 fingers, or but will leave if neglected, abused, or imperiled.
ld4 toes. Determine details about this c haracter by using the
11 - 20 You suffered a grievous injury. Although the wound supplemental tables and working with your DM .
healed, it still pains you from time to time. 3 You found a riding horse.
21-30 You were wounded, but in time you fu lly recovered. 4 You found some money. You have l d20 gp in addi-
31- 40 You contracted a disease while exploring a filthy tion to your regular starting fun d s.
warren. You recovered from the disease, but you S A relative bequeathed you a s imple weapon of your
have a persistent cough, pockmarks on your skin,
choice.
or prematurely gray hair.
6 You found something interesting. You gain one
41-50 You were poisoned by a trap or a monster. You re- additional trinket.
covered, but the next time you must make a saving
7 You once performed a service for a local temple.
throw against poison, you make the saving throw
The next time you visit the temple, you can receive
with disadvantage.
healing up to your hit point maximum.
51-60 You lost something of sentimental value to you
8 A friendly alchemist gifted you with a potion of
st .
iali
during your adventure. Remove one trinket from
healing or a flask of acid, as you choose.
your possessions.
e r
FA
9 You found a treasure map.
61-70 You were terribly frighte ned by something you en-
countered and ran away, abandoning your compan-
10 D
A distant relative left you a stipend that enables
P
nu
you to live at the comfortable lifest yle for ld20
be
ions to their fa te.
years. If you choose to live at a higher lifest yle, you
e
fD
71-80 You learned a great dea l d uring your adventure.
reduce the price of the lifestyle by 2 gp duri ng that
The next time you make an ability check or a saving o
on
time period.
throw, you have advantage o n the roll .
ersi
81-90 You found some treasure on your adventure. You v
mo
CRIME
have 2d6 gp left from your share of it.
de d8 Cri me
ga
91-99 You found a considerable amount of treasure on
1 Murder
your adventure. You have ld20 + 50 gp left from in
your share of it.
d us 2 Theft
ie
dif
00 You came across a common magic item (of the 3 Burglary
DM's choice). m o 4 Assault

e en 5 Smuggling
ARCANE MATTERS sb 6 Kidnapping

dlO Magical EventF ha 7 Exto rtion


D
is P
8 Counterfeiting
1 You were c harmed o r frightened by a spell.
2 Th
You were injured by the effect of a spell.
PUNISHMENT
3 You witnessed a powerful spell being cast by a
cleric, a druid, a sorcerer, a warlock, or a wizard. d1 2 Punishment
4 You drank a potion (of the DM 's choice}. 1-3 You did not commit the crime and were exonerated
S You found a spell scroll (of the DM 's choice} and after being accused.
succeeded in casting the spell it contained. 4-6 You committed the crime or helped do so, but
6 You were affected by teleportation magic. nonetheless the authorities found you not guilty.
7 You turned invisible for a time. 7-8 You were nearly caught in the act. You had to flee
8 You identified an illusion for what it was . and are wanted in the community where the crime
9 You saw a creature being conjured by magic. occurred.
10 Your fortune was read by a diviner. Roll twice on 9-12 You were caught and convicted. You spent time in
the Life Events table, but don't apply the results. jail, chained to an oar, or perform ing hard labor.
Instead, the DM picks one event as a portent of You served a sentence of ld4 years or succeeded in
your future (which might or might not come true). escaping after that much time.

CHAPTER I ( CHARACTER OPTIO"NS


-
SUPERNATURAL EV ENT S
dlOO Event
01 - 05 You were ensorcelled by a fey and enslaved for l d6
years before you escaped.
06- 10 You saw a demon and ran away before it could do
anything to you.
11 - 15 A devil tempted you. Make a DC 10 Wisdom saving
throw. On a failed save, your alignment shifts one
step toward evil (if it 's not evil already), and you
start the game with an additional l d20 + 50 gp.
16-20 You woke up one morning miles from your ho me,
with no idea how you got there.
21- 30 You visited a holy site and felt the presence of the
divin e there.
31- 40 You witnessed a falling red star, a face appearing in
th e frost , or some other bizarre happening. You are
certain that it was an omen of some sort.
41 - 50 You escaped certain death and believe it was the
intervention of a god that saved you .
51-60 You witnessed a minor miracle.
61 - 70 You explored an empty house and found it to be
st .
haunted.
You were briefly possessed. Roll a d6 to determine
dl2 Tragedy
e riali
FA
71 -75
8 A terrible blight in your home community caused
what type of creature possessed you: l , celestial; 2,
P D
crops to fail, and many starved. You lost a sibling
nu
devil; 3, demon; 4, fey; 5, elemental; 6, undead.
be
o r some other family member.
76-80 You saw a ghost.
e
fD
9 You did something that bro ught terrible shame to
81-85 You saw a ghoul feed ing on a corpse.
o
you in the eyes of your fam ily. You might have been
86-90 A celestial or a fiend visited you in your dreams to
on
give a warning of dangers to come.
e rsi
involved in a scandal, dabbled in dark magic, or
v offended someone important. The attitude of your
mo
91-95 You briefly visited the Feywild or the Shadow fell.
fam ily members toward you becomes indifferent at
96- 00 You saw a portal that you believe leads to another
de
ga
best, though they might eventually forgive you .
plane of existence.
s in 10 For a reason you were never told, you were exiled

TRAGEDIES
ie du from your community. You then either wandered in
if the wi lderness for a time or promptly found a new
dl 2 Traged y
m od place to live.
n
ee
1-2 A family member or a close friend died. Roll on 11 A romantic relationsh ip ended . Roll a d6. An odd

a sb
the Cause of Death supplemental table to find out number means it ended with bad fee lings, while an
how. h even number means it ended amicably.
3
P DF
A friendship ended bitterly, and the other person 12 A current or prospective romantic partner of yours

T his
is now hostile to you. The cause might have been a
m is understanding or something you or the former
died . Roll on the Cause of Death supplemental
table to find out how. If the resu lt is murder, roll a
friend d id. dl2. On a l , you were responsib le, whether directly
4 You lost all your possessions in a d isaster, and you or indi rectly.
had to rebuild your life.
5 You were imprisoned for a crime you didn't com- WAR
mit and spent ld6 years at hard labor, in jail, or
dl2 War O utcome
shackled to an oa r in a slave galley.
You were knocked out and left fo r dead . You woke
6 War ravaged your home community, reducing ev-
up hours later with no recollection of the battle.
erything to rubble and ruin . In the aftermath, you
2-3 You were badly injured in the fight, a nd yo u still
either helped your town rebuild or moved some-
bea r the awful scars of those wounds.
where else.
4 You ran away from t he battle to save your life, but
7 A lover d isa ppeared without a trace. You have been
you still feel shame for your cowardice.
looking for that person ever since.
5- 7 You suffered on ly minor injuries, and the wounds
all healed without leaving scars.

CHAPTER l I CHARACTER OPTTONS


dl2 War O utcome 3d6 Alignment
8-9 You survived the battle, but you suffer from terrible 13-15 Neutral good
nightmares in which you relive the experience. 16-17 Lawful good (50%) or lawful neutra l (50%)
10-11 You escaped the battle unscathed, though many of 18 Chaotic good (50%) or chaotic neutral (50%)
your friends were injured or lost .
12 You acquitted yourself well in battle and are re- CAUSE O F DEAT H
membered as a hero. You might have received a dl 2 Cause of Death
medal for your bravery.
Unknown
2 Murdered
W EIR D ST UF F
3 Killed in battle
dl2 What Happened 4 Accident related to class or occupation
You were turned into a toad and remained in that 5 Accident unrelated to class or occupation
form for ld4 weeks. 6-7 Natural causes, such as disease or old age
2 You were petrified and remained a s tone statue for 8 Apparent suicide
a time until someone freed you. 9 Torn apart by an an imal or a natural disaster
3 You were enslaved by a hag, a satyr, or some other 10 Consumed by a monster
being and lived in that creature's thrall for ld6 11 Executed for a crime or tortured to death
years.
12 Bizarre event, such as being hit by a meteorite,
4 A d ragon held you as a prisoner for ld4 months struck down by an angry god, or ki lled by a hatch-
until adventurers killed it. ing s laad egg
5 You were taken captive by a race of evil humanoids st.
such as drow, kuo-toa , or quaggoths. You lived as a
CLASS e r iali
slave in the Underdark until you escaped.
dlOO Clas s
D FA
6 You served a powe rfu l adventurer as a hireling. You
P
have only recently left that service. Use the supple- 01-07 Barbarian
nu
mental tables and work with your DM to determine 08-14 Bard
ebe
the basic details about yo ur former employer. 15-29 Cleric
ofD
30- 36
on
Druid
rsi
7 You went insane for l d6 years and recently re-
gained your sanity. A tic or some other bit of odd
v
37-52 e Fighter
behavior might linger.
emo 53-58 Mon k
8 A lover of yours was secretly a silver dragon . d 59-64 Paladin
9
in
You were captured by a cult and nearly sacrificed ga 65-70 Ranger
s
du
on an altar to the fo ul being the cultists served. 71-84 Rogue

ifie
You escaped, but you fear they will find you. 85-89 Sorcerer
10 od
You met a demigod , an archdevil , an archfey, a de-
m 90-94 Warlock
n 95-00 Wizard
ee
mon lord, or a titan, and you lived to tell the tale.
11
s b
You were swallowed by a giant fish and spent a
ha
month in its gullet before you escaped. OCCUPATION
12
P DF
A powerful being granted you a wish, but you d l OO Occupation

T his
squandered it on something frivolous. 01-05 Academic
06-10 Adventurer (roll on the Class table)
SUPPLEMENTAL TABLES 11 Aristocrat
The supplemental tables below give you a way to ran- 12-26 Artisa n or guild member
domly determine characteristics and other facts about 27-31 Criminal
individuals who are part of your character's life. Use 32-36 Entertainer
these tables when directed to do so by another table, or
37-38 Exile, hermit, or refugee
when you simply want to come up with a piece of infor-
mation quickly. The tables are in alphabetical order. 39-43 Explorer or wanderer
44- 55 Farmer or herder
A LI GNME NT 56-60 Hunter or trapper
3d6 Alignment 61 -75 Laborer
3 Chaotic evil (50%) or chaotic neutral (50%) 76-80 Merchant
4-5 Lawful evil 81- 85 Politician or bureaucrat
6- 8 Neutral evil 86-90 Priest
9- 12 Neutral 91-95 Sailor
96- 00 Soldier

CHAPTER 1 I CHARACTER OPTIONS


RACE
RACIAL FEATS
dlOO Race
Leveling up in a class is the main way a character
01-40 Human evolves during a campaign. Some DMs a lso allow the
41-50 Dwarf use of feats to customize a character. Feats a re an op-
51 - 60 Elf tional rule in chapter 6, "Customization Options," of the
61-70 Halfling Player's Handbook. The DM decides whether they're
71-75 Dragon born used a nd may also decide that some feats are available
in a campaign and others aren't.
76- 80 Gnome
This section introduces a collection of special feats
81-85 H alf-elf
that a llow you to explore your character's race fur-
86-90 Half-ore ther. These feats are each associated with a race from
91-95 Tiefling the Player's Handbook, as summarized in the Racial
96- 00 DM's choice Feats table. A racial feat represents either a deepening
connection to your race's culture or a physical trans -
RELATIONSHIP
formation tha t brings you closer to a n aspect of your
race's lineage.
3d4 Attitude The cause of a particular transformation is up to you
3-4 Hostile and your DM. A transformational feat can symbolize a
5-10 Friendly latent quality that has emerged as you age, o r a transfor-
11-12 Indifferent mation might be the result of an event in the campaign,
s uch as expos ure to powerful magic or visiting a place of
ancient s ignificance to your race. Transformations a re a
STATUS
fundamental motif of fantasy literature and folklore. Fig-
3d6 Status uring out why your character has changed can be a rtich
i s .
addition to your campaign's story. a l
3 Dead (roll on the Cause of Death table)
eri
FA
4-5 Missing o r unknown
RACIAL FEATS
6-8 Alive, but doing poorly due to injury, financial trou-
P D
ble, or relation ship difficulties Race Feat
nu
9-12 Alive and well Dragon born
e be
Dragon Fear
13-15 Alive and quite successful Dragon born f D
Dragon Hide
16- 17 Alive and infamous Dwarf
io n oDwarven Fortitude
rs
18 Alive and famous Dwarf
ve Squat Nimbleness
Elf
mo Elven Accuracy
WHAT'S NEXT?
a de(drow)
Elf Drow High Magic

ing Elf (high)


W hen you're finished using these tables, you' ll have a Fey Teleportation
s
du
collection of facts and notes that- at a minimum- encap- Elf (wood) Wood El f Magic
s ulate what your character has been doing in thefiworld e Gnome Fade Away
di
up till now. Sometimes that might be all theoinformation Gnome Squat Nimbleness
you want, but you don't have to stop there. n m
By using your creativity to stitchbaellethese bits together
Half-elf Elven Accuracy
Half-elf Prodigy
into a continuous narrative, you
h ascan create a fu ll-Aedged Half-ore Orcish Fury
D F
autobiography for your character in as little as a few
Half-ore Prodigy
is Pof its parts.
sentences-an excellent example of how the whole is
greater than the h sum Halfling Bountiful Luck
Did you get aTcouple of results on the tables that don't Halfling Second Chance
outright contradict each other but also don't seem to fit Halfling Squat Nimbleness
together smoothly? If so, now is your chance to expla in Human Prodigy
what happened to you. For instance, let's say you were Tiefling Flames of Phlegethos
born in a castle, but your childhood home was in the
Tiefl ing Infernal Constitution
wilderness. It could be that your parents traveled from
their forest home to seek help from a midwife at the
castle when your mother was close to giving birth. Or T he feats are presented below in alphabetica l order.
your parents might have been me mbers of the castle's
staff before you were born, but they were released from BOUNTIFUL LUCK
service soon after you came into the world. Prerequisite: Halffing
In add ition to deepening your own roleplaying experi- Your people have extraordinary luck, which you have
ence, your character 's history presents your DM with op- learned to mystically lend to your companions when you
portunities to weave those elements into the story of the see them falter. You're not sure how you do it; you just
campaign. Any way you look at it, addi ng definition to wish it, and it happens. Surely a s ign of fortune's favor!
your character's pre-adventuring life is time well spent.

CHAPTER I I CHARACTER OPTIONS


When an ally you can see within 30 feet of you rolls a • Whenever you ta ke the Dodge action in combat, you
1 on the d20 for an attack roll, an ability check, or a sav- can spend one Hit Die to heal yourself. Roll the die,
ing throw, you can use your reaction to le t the ally reroll add your Constitution modifier, a nd regain a number
the die. The a lly must use the new roll. of hit points equal to the total (minimum of 1).
When you use this ability, you can't use your Lucky
racial trait before the end of your next turn. ELVEN ACCURACY
Prerequisite: Elf or half-elf
DRAGON FEAR
The accuracy of elves is legendary, especially that of elf
Prerequisite: Dragonborn a rchers a nd s pe llcasters. You have uncanny aim with at-
When angered, you can radiate menace. You gain the tacks that rely on precis ion rat her than brute force. You
following benefits: gain the following benefits:
• Increase your Strength, Constitution, or Cha risma • Incr ease your Dexterity, I ntelJigence, Wis dom, or Cha-
score by l , to a max imum of 20. risma score by 1, to a max imum of 20.
• Instead of ex haling destructive energy, you can ex- • Whenever you have adva ntage on an attack roll us ing
pend a use of your Breath Weapon tra it to roar, forcing Dex terity, Intelligence, Wisdom, or Charis ma, you can
each creature of your choice within 30 feet of you to reroll one of the dice once.
m a ke a Wisdom saving throw (DC 8 + your proficiency
bonus + your Charism a modifier). A target a utomati- FADE AWAY
cally s ucceeds on the save if it can't hear or see you. Prerequisite: Gnome
On a failed save, a target becomes frighte ned of you
for 1 minute. If the fri ghtened target takes a ny dam- Your people a re clever, with a knack for illusion magic.
age, it can repeat the saving throw, endin g the effect You have learned a magical trick for fading away when
on itself on a s uccess. you s uffer harm. You gain the following benefits:
• Increase your Dexterity or Intelligence score
l i s t.by 1, to a
DRAGON HIDE maxi mum of20.
riacan use a
eyou
Prerequisite: Dragonborn • Immediately after you take damage, A
F ible until the end
reaction to magically becomeD invis
You manifest scales a nd claws reminiscent of your dra-
of your next turn or until u Pattack, deal damage,
you
conic an cestors. You gain the following benefits: n saving throw. Once you
be doa so
or force someone to make
e
• Increase your Strength, Constitution, or Charisma
score by 1, to a maximum of 20. fD
use this ability, you
s hort or longorest.
can't again until you finish a

• Your scales harden. While you aren't wearing a rmor,


r s ion
you can calculate your AC as 13 +your Dexterity mod-
iJier. You can use a s hield and sti ll gain this benefit.
FEY
o veTELEPORTATION
• You grow retracta ble claws from the tips of your fin- dem
Prerequisite: Elf (high)
gers. Extending o r retracting the claws requires no g a Your study of high elven lore has unlocked fey power
actfon. The claws a re natural weapons, which you
u sincan that few other e lves possess, except your eladrin cous-
ins. Drawi ng on your fey ancestry, you can momentarily
use to ma ke una rmed strikes. If you hit withdthem, you
deal s las hing da mage equal to ld4 +your d ifieStrength s tride through the Feywild to shorte n your path from
mo
modifier, ins tead of the normal bludgeoning
n
da m age one place to anothe r. You gain the following bene fits:
for an una rmed s trike. e • Increase your Intelligence or Charis ma score by 1, to
s be a max imum of 20.
DROW HIGH MAGIC h a • You learn to speak, read, and write Sylvan.
Prerequisite: ElfP DF
(drow) • You learn the mis ty step spell a nd can cast it o nce
his of the magic typical of dark elves. You
You learn more
T
without expending a s pell s lot. You regain the abi l-
ity to cast it in this way when you finish a s hort or
learn the detect magic s pell and can cast it at will, w ith- lo ng rest. Intelligence is your spellcasting abil ity for
out expending a spe ll s lot. You also learn levitate and
this spell.
dispel magic, each of which you can cast once without
expend ing a spell s l.o t. You r egain the ability to cast FLAMES OF PHLEGETHOS
those two spells in this way when you finish a long rest.
Charisma is your s pellcasting ability for a ll three s pells. Prerequisite: Tiefling
You learn to call on he llfire to serve your comma nds .
DWARVEN FORTITUDE You gain the following benefits:
Prerequisite: Dwarf • Increase your Intelligence or Charisma score by 1, to
You have the blood of dwarf heroes flow ing through a maximum of 20.
your veins. You gain the following benefits: • When you roll fire da mage for a s pell you cast, you can
reroll any roll of 1 o n the fire damage dice, but you
• Increase your Constitution score by 1, to a max-
must use the new roll, even if it is a nother 1.
imum of20.
• Whenever you cast a spell that deals fire damage, you
can cause Hames to wreathe you until the e nd of your
n ext turn. T he flames don't ha rm you or your posses- SQUAT NIMBLENESS
s ions, and they sh ed bright light out to 30 feet a nd dim
light for a n addition a l 30 feet. While the fla m es a r e Prerequisite: D warf or a S m all race
present, a ny c reature within 5 feet of you tha t hits you Yo u a re uncommonly nimble for yo ur race. You ga in th e
with a melee attack takes ld4 fire da mage. following be n efits:
• Inc rease your S tre ng th or Dexte rity score by l , to a
INFERNAL CONSTITUTION ma ximum of 20.
Prerequisite: Tiefiing • Inc rease your walk ing s peed by 5 feet.
F ie ndis h blood runs s trong in you, unlocking a resil- • You gain proficiency in the Acrobatics or Athle tics
ience a kin to tha t possessed by some fie nds . Yo u gain s kill (your choice).
the following be ne fits : You have ad van tage on a ny S tren g th (Athle tics) or
D exterity (Acroba tics) c heck you ma ke to escap e from
• Incr ease your Cons titution score by 1, to a max- being gra ppled .
imum of 2 0 .
You have resistance to cold dam age a nd poi- Woon ELF MAGIC
son damage.
• Yo u have advantage on saving throws agains t be- Prerequisite: Elf(wood)
ing p oisoned . You learn t he magic o f t he primeval woods, w hich ar e
revered a nd protected by your people. You learn one
0RCISH FURY druid ca n trip of your choice. You a lso learn the long-
Prerequis ite: Half-ore strider a nd pass without trace s pells, each of w hic h you
can cast once wit hout expe ndin g a spell s lot. You regain
Yo ur inne r fury burns tirelessly. Yo u gain the follow- t he a bility to cast these two sp ells in this way w he n you
ing benefits: finis h a long rest. Wis d om is your sp ellcasting a bility for
• Inc rease your S tre ngth or Cons titution score by 1, to a a ll three s p e lls .
lis t.
a
eri
maximum of 20 .
• Whe n you hit with a n a ttack us ing a s imple or ma r tia l
F A
PD
weapon , you can roll one of the weapon 's da mage dice

nu
a n additiona l time a nd add it as extra da mage of the
weapon's d a mage type . Once you use this a bility, you e
ca n 't use it aga in until you finis h a s hort or lo ng rest. D eb
f
• Immedia tely afte r you use your R ele ntless Endur-
a nce tra it, you can use your reaction to m a ke on e io no
rs
weapon a ttack.
o ve
m
PRODIGY
a de
g
sin
Prerequisite: Half-elf, half-ore, or human

du
You have a knack for lea rning new thi ngs. You gain the
following be nefits: fi ie
d
• You gain one s kill proficiency of your c hoice,
n mo o ne tool
b ee one la nguage
proficie n cy of your choice, a nd flue ncy in

ashave proficie ncy. You


of your ch oice.
• Choose one s kill in w hic h h you
DtFs kill, whic h means your profi-
ga in exp e r tise with tha
P
is
cie n cy bonus is doubled for a ny a bility check you ma ke
Th you c hoose mus t be one tha t is n't
with it. The skilJ
already ben efitin g from a feature, s uc h as Exp e rtise,
t hat doubles your pro ficie n cy bonus.

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

CHAPTER I f CRARACTER OPTIONS


CHAPTE R 2
DUNGEO N MASTER 'S TOOLS
S THE DUNGEON M ASTER, YOU OVERSEE turn, you descend up to 500 feet at the end o f that turn.
the game and weave togethe r the story ex- This process continues untiJ the fall ends, either be-
perienced by your players. You're the one cause you hit t he ground or the fa ll is otherwise halted.
who keeps it a ll going, a nd this ch a pter is
for you. It gives you new rules options, as FLYING CREATURES AND FALLING
well as some re fined tools for creating and A flying creature in fligh t falls if it is knocked prone, if
running adventures and campaigns. It is a its speed is reduced to 0 feet, or if it otherwise loses t he
supple me nt to the tools and advice offered ability to move, unless it can hover or it is being held
in the Dungeon Master's Guide. aloft by magic, s uc h as t he fly spell.
The chapter opens with optiona l rules mean t to help If you'd like a flying c reature to have a better ch ance of
you run cer tai n parts of the game more smoothly. The s urviving a fall tha n a no n-flyi ng creature does, use this
chapte r the n goes into g reater de pth on severa l topi cs- rule : s ubtract the creature's cu rrent flying speed from
e ncounter building, random e ncounte rs, traps, magic the distance it fell before calculating falling damage.
items, and downtime-which la rgely relate to how you T his rule is helpful to a flier that is knocked prone but
c reate a nd s tage your adventures. is still conscious and has a c urre nt flying speed that is
The mate ria l in this chapter is meant to make your greater t han 0 feet. T he rule is designed to s im ulate t he
life easie r. Ignore anything you find here that doesn't c reature flapping its w ings furiously o r taking s imilar
l i s t.
help you, a nd don't hesita te to c us tom ize the things t hat
you do use. The game's rules exist to serve you and the
measures to slow the velocity of its fall.
If you use the rule for rate of fa lling in the
ria
eprevious
games you run. As a lways, make them your own. section, a flying creature descends 500
A
Ffeet on the turn
w he n it fa lls, just as other c reatures P D
do. But if th a t c rea-
n us till falling
SIMULTAN EOUS EFFECTS
it ca n ha lt the fall on its e beby s pe nding haand
tu re starts any of its la ter turns
turn
is prone,
lf its flying
Most effects in the game h a ppe n in s uccession, follow- D condition (as if it were stand-
fprone
speed to counte r the o
ing an order set by the rules or the DM. In ra re cases,
ing up in midaiir). on
effects ca n happen at the sa me time, especiaUy at t he
e rs
start or e nd of a c reature's turn. If two or more things
SLEEP ov
happe n a t the same time on a character or monste r 's
turn, the pe rson at the game table-whe the r player or d emas in the rea l world, D&D characte rs spend ma ny
DM-who controls that creature decides the order in ng
a Just
hours s leeping, most often as pa rt of a long rest. Most
which those things happen. For exa mple, if two effects u si mons te rs a lso need to sleep. While a c reature s leeps,
occur at the e nd of a player c ha racter's turn, ie
the d
player it is s ubjected to t he unconscious condition. Here a re a
decides wh ic h of the two e ffects happens firs
odt.if few rules that expand o n that basic fact.
m
en
FALLING
s be WAKING SOMEONE
Falling from a great heig ht a
h ignifica nt ris k for ad-
is a s A c reature t hat is naturally s leeping, as opposed to be-
F
venture rs and their foes. The rule given in the Player's ing in a magically or chemically ind uced sleep, wakes
Handbook is s imple:
i s PDat the end of a fall , you take ld6 up if it takes any damage or if someone else uses an ac-
h
bludgeoningTdamage for every 10 feet you fell, to a maxi- tion to shake or slap t he c reature awake. A s udden loud
mum of 20d6. You also la nd prone, un less you somehow noise- s uc h as yelling, thunder, or a ringing bell-also
avoid taking damage from the fall. Here a re two optional awakens som eone that is s leeping naturaUy.
rules that expand on t hat s imple rule. Whispers don't disturb sleep, unless a sleeper's pas-
s ive Wis dom (Perception) score is 20 or higher and t he
RATE OF FALLING whispers a re within 10 feet of the s leeper. Speech a t a
The rule for falling assum es that a creature immediately norma l volume awakens a s leeper if th e environme nt
drops the e ntire distance whe n it fa lls. But what if a is otherwise s ilent (no wind, birdsong, c rickets, street
creature is a t a high altitude when it fa lls, pe rhaps on sou nds, or the like) and the s leeper has a passive Wis-
the back of a griffon or on board an airs hip? Realisti- dom (Perception) score of 15 or higher.
cally, a fall fro m such a height can ta ke more than a few
SLEEPING IN ARMOR
seconds, extending past the e nd o f t he turn when the fall
occurred . If you'd like hi gh-altitude falls to be properly Sleeping in light armor has no adverse effect on the
ti me-consuming, use the following optiona l rule. wea re r, but sleeping in medium or heavy a rmor ma kes it
When you fa ll from a g reat height, you instantly de- difficult to recover fully during a long rest.
scend up to 500 feet. If you're still falling o n your next

CHAPTER 2 DUNCl!01' MASTER'S TOOLS


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

ALCHEMIST'S SUPPLIES
Alc he mist's supplies e na ble a c haracte r to produce use-
fu l concoctions , s uch as acid o r alchemist's fire.
Components. Alchemist's s upp lies include two glass
beakers, a metal frame to ho ld a beaker in place over
a n open fla me, a g lass stirring rod, a small mortar and
pestle, a nd a pouch of common alchemical ingredients,
including salt, powdered iron, a nd purified water.
Arcana. Proficiency w ith alchemist's s upplies allows
you to unlock mo re informa tion on Arcan a c heck s in-
volving potions a nd simila r m ateria ls.
Investigation. When you inspect an a rea fo r clues,
proficie ncy with a lc hemist's supplies grants additional
ins ig ht in to any chemicals or othe r s ubs ta nces that
might have been used in the area.
Alchemical Crafting. You can use this tool proficiency
to c reate alchemical items. A c h aracter can s pe nd
money to collect raw m a te ria ls, wh ic h weigh 1 pound
for every 50 gp spent. T he DM can allow a cha racter to
make a c heck us ing the indicated skill with advantage.
As part of a lo ng rest, you can use alch emist's supplies
st.
to make one dose of acid, alch emis t's fir e, antitox in,
oil, perfume, or soap. S ubtract half the value of the c re- e riali
a ted item from th e tota l gp worth of raw materi a ls you
DFA
a re carry ing. P
nu
ALCHEMIST'S SUPPLIES e be
Activity DC o fD
BREWER'S SUPPLIESon
Create a puff of thick s m oke 10
rsi
Identify a poison 10 Activity
ve DC
Detectopoison or impurities in a drink 10
Identify a s ubstance 15
15 d em alcohol
Identify 15
Sta rt a fi re
g a Ignore effects of alcohol 20
Neutralize acid 20
in
us
BREWER'S SUPPLIES
i f ied CALLIGRAPHER'S SUPPLIES
ddoes beer Calligraphy treats writing as a delicate, beautiful art.
Brewing is the a rt of producing beer. Not only
mo of brew-
serve as a n alcoholic beverage, but thenprocess Calligraph e rs produce text that is pleasing to the eye,
ing p urifies water. Crafting beer takes
b ee weeks of fer men- usi n g a style that is diffic ult to forge. Their supplies a lso
s
tatio n, but only a few h ours ofawork. give them some abi lity to examine scripts a nd de termine
Components. Brewer'sFsuppliesh include a la rge if they a re legitimate, since a calligrapher's training in-
glassjug, a quantity of P D
ho ps, a s iphon, a nd several feet volves long ho urs of study ing writing and attempting to
i s re plicate its style and design.
of tubing.
Th with bre we r 's s u pplies g ives
History. Proficiency Components. Callig rapher 's s upplies include ink, a
you additiona l insig ht on Inte lligence (History) ch ecks dozen sheets of parc hme nt, a nd three quills.
concerning events t ha t involve alcohol as a signifi- Arcana. Alt hough calligraphy is of litt le help in deci-
cant e lement. phering t he content o f magical writi ngs, proficiency with
Medicine. This tool proficiency grants addition a l these s upplies can aid in ide ntifying who wrote a script
ins ight when you treat a nyone suffering from alcohol of a magical n ature.
po isoning or when you can use alcohol to dull pa in. History. This tool proficiency ca n augment the
Persuasion. A s tiff drink ca n help soften the h ardest b e ne fit of s u ccessful checks made to a na lyze or inves-
heart. Your proficie ncy w it h brewer 's s upplies can help tigate a ncient writings, scrolls, o r othe r tex ts, includ-
you ply som eone with drink, giving them just enough ing runes etched in stone or messages in frescoes or
alcoho l to mellow t heir m ood. other displays.
Potable Water. Your knowledge of brewing e nables Decipher Treasure Map. This tool proficiency grants
you to purify water that would otherwise be undrink- you expertise in examining maps. You can make an
able. As part of a long rest, you can purify up to 6 gal- In telligence c h eck to dete rm ine a map's age, whether a
lons of water, or 1 gallon as part of a s hort rest. ma p includes any hidden messages, o r s imilar facts.

CHAPTER 2 I DUNGEON MASTcR·s TOOLS


CALLIGRAPHE R'S SUPPLIES Nature. Your fami liarity with physical geography
DC
makes it easier for you to a nswer questions or solve is-
Activity
sues relating to the terrain around you.
Identify writer of nonmagical script 10
Survival. Your understanding of geography makes it
Determine writer's state of mind 15
easier to find paths to civilization, to predict areas where
Spot forged text 15 villages or towns might be found, and to avoid becom-
Forge a signature 20 ing lost. You have studied so many maps that common
patterns, such as how trade routes evolve and where
CARPENTER'S TOOLS settlements a rise in relation to geographic locations, a re
Ski ll at carpentry enables a character to construct familiar to you.
wooden structures. A carpenter can build a house, a Craft a Map. While traveling, you can draw a map as
shack, a wooden cabinet, or similar items. you go in addition to engaging in other activity.
Components. Carpenter's tools include a saw, a ham-
mer, nails, a hatchet, a square, a ruler, a n adze, a plane, CARTOGRAPH ER'S TOOLS
and a chisel. Activity DC
History. This tool proficiency aids you in identifying Determine a map's age and origin 10
the use and the origin of wooden buildings and other 15
Estimate direction and distance to a landmark
large wooden objects. 15
Discern that a map is fake
Investigation. You gain additional insight when in-
Fill in a missing part of a map 20
specting areas within wooden structures, because you
know tricks of construction that can conceal areas from
discovery. COBBLER'S TOOLS
Perception. You can spot irregula rities in wooden Although the cobbler's trade might seem too humble for
walls or floors, making it easier to find trap doors and an adventurer, a good pair of boots will see a character
across rugged wilderness and through deadly dungeons.
secret passages.
l i
Components . Cobbler 's tools consist of a hammer, s t.
Stealth. You can quickly assess the weak spots in a a
wooden floor, making it easier to avoid the places that
A eri leather,
an awl, a kni fe, a s hoe stand, a cutter, spare

DFof shoes aids you in


creak and groan when they're stepped on. and thread.
Fortify. With 1 minute of work and raw materials, Arcana, History. Your knowledge P
u of encha nted boots or
you can make a door or window harder to force open.
b en
identifying the magical properties
Increase the DC needed to open it by 5. e
the history of such items.
Temporary Shelter. As part of a long rest, you can fD
Investigation. oFootwear holds a s urpris ing number
construct a lean-to or a s imilar s he lter to keep your of secrets. You
io ncan learn where someone has recently
vis ited byr s
examining the wea r a nd the dirt that has ac-
group dry and in the shade for the duration of the rest.
Because it was fashioned quickly from whatever wood o ve on their shoes. Your experience in repairing
cumulated
m makes it easier for you to identify where damage
was available , the shelter collapses ld3 days after being
assembled. a deshoes
might come from.
g
sin Maintain Shoes. As part of a long rest, you can repair
CARPENTER'S TOOLS
iedu your companio ns ' shoes. For the next 24 hours , up to s ix
dif DC
creatures of your choice who wear shoes you worked on
Activity
o can travel up to 10 hours a day without making saving
Build a simple wooden structure
nm 10
throws to avoid exhaustion.
Design a complex wooden structure
bee 15 Craft Hidden Compartment. With 8 hours of work,
s
Find a weak point in a wooden wall 15
Pry apart a door F ha 20
you can add a hidden compartment to a pair of shoes.
The compartment can hold an object up to 3 inches long
D
is P
a nd 1 inch wide and deep. You make an Intelligence
Th
CARTOGRAPH ER'S TOOLS
Using cartographer's tools , you can create accurate
check using your tool proficiency to determine the In-
telligence (Investigation) check DC needed to find the
maps to make travel easier for yours elf a nd those who compartment.
come after you. These maps can ra nge from large-scale
depictions of mountain ra nges to diagrams that s how COBBLER'S TOOLS
the layout of a dungeon level. Activity DC
Components. Cartographer's tools consist of a Determine a shoe's age and origin 10
quill, ink, parchment, a pair of compasses, calipers, 15
Find a hidden compartment in a boot heel
and a ruler.
Arcana, History, Religion. You can use your knowl-
COOK'S UTENSILS
edge of maps and locations to unearth more detailed
information when you use these skills. For instance, you Adventuring is a hard life. With a cook along on the jour-
might spot hidden messages in a map, identify w hen the ney, your meals will be much better than the typical mi x
map was made to determine if geographical features of hardtack and dried fruit.
have changed since then, and so forth. Compon ents. Cook's utensils include a metal pot,
knives, forks, a stirring spoon, and a lad le.

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


History. Your knowledge of cooking techniques al- FORGERY KIT
lows you to assess the social patterns involved in a cul- A forge ry kit is designed to duplicate documents and to
ture's eating habits. make it easier to copy a p e rs on's seal or s ignatu re .
Medicine. When administering treatment, you can Components. A forgery kit includes several diffe re nt
tra nsform medicine that is bitter or sour into a pleasing types of ink, a va riety of parc hments and papers, several
concoction. quills, seals a nd sealing wax, gold and silver leaf, and
Survival. When foraging for food , you can ma ke do small tools to sculpt melted wax to mimic a seal.
with ingredie nts you scavenge tha t others would be un- Arcana. A forgery kit can be used in conjunction
able to trans form into n ou ris hing meals . with the Arcana s kill to determine if a magic ite m is
Prepare Meals. As pa rt of a short rest, you can pre- real or fake.
pare a tasty meal that he lps your companions regai n Deception. A well-crafted forgery, such as papers pro-
the ir stre ngth. You a nd up to five c reatures of your claiming you to be a noble or a w rit that grants you safe
c hoice regain 1 extra hit poi nt pe r Hit Die spent during passage, can lend c redence to a lie.
a s hort rest, provided you have access to your cook's History. A forgery ki t combined w ith your knowled ge
ute ns ils and s ufficie nt food. of history improves your ability to create fake historical
docume nts or to tell if a n old doc ument is a uthe ntic.
COOK'S UTENSILS Investigation. When you examine objects, proficie ncy
Activity DC with a forgery kit is useful for determining how a n ob-
10 ject was made a nd whether it is genuine.
Create a typica l meal
10 Other Tools. Knowledge of other tools makes your
Duplicate a meal
forgeries that much more believable. For example, you
Spot poison o r impurities in food 15
could combine proficie n cy with a forgery kit and profi-
Create a gourmet meal 15
cie ncy with cartogra phe r's tools to make a fake map.
Quick Fake. As part of a s hort rest, you can produce
DIS GU ISE KIT a forged docume nt no more than one page in le ngth.
l i s t. As
The pe rfect tool for anyone who wants to engage in part o f a long r est, you can produce a doc ument a that is
trickery, a disguise kit e na bles its owner to adopt a up to four pages long. Your Intellige nce cA eri using a
heck
false ide ntity. forgery kit determines the DC for someoneD F else's Intelli-
Components. A disguise kit includes cosmetics, hair gen ce (Inves tigation) check to s P
pot the fake.
dye, s ma ll props, a nd a few pieces of clothing. e nu
Deception. In certain cases, a disguise can improve FORGERY KIT D eb
f
no
your a bility to weave convincin g lies. DC
Activity
Intimidation. The rig ht disguise can make you look io
ers
Mimic handwriting 15
more fearso me, whether you want to scare someone
away by pos ing as a plag ue victim or intimidate a gang ov
Duplicate a wax seal 20
of thugs by taking the appearance of a bully.
d em
Performance. A c unning disguise can e nha nce an a u- a GAMING S ET
dience's enjoyme nt of a pe rformance, provided the dis- s ing Proficie ncy with a gaming set applies to one type of
g uise is properly designed to evoke the des ired reaction.
i e d u If game, s uc h as Three-Dragon Ante or games of c hance
i f
Persuasion. Folk te nd to trust a pe rs on in uniform. tha t use dice.
you disguise yourself as an a uthority figure,
m odyour efforts Components. A gaming set has all the pieces n eed ed
n
to persuade othe rs are often mor e effective. to play a s pecific game or type of game, s uch as a com-
Create Disguise. As pa rt of a b ee rest, you ca n
long p le te d eck of cards or a board and toke ns .
c reate a disguise. It takes you
h as1 mfoute to don such a History. Your mastery of a game includes knowledge
disguise once you ha ve F c reated it. You can carry only of its history, as well as of important events it was con -
one s uch disguise on P D
you a t a time without drawing nected to or promine nt his torical figures involved w ith it.
hisunless you have a bag of holding or
undue a tte ntion,
T Insight. P laying games with someon e is a good way to
a si milar method to keep them hidden. Each disguise gain unders tanding of their pe rsonality, granting you a
weighs 1 pound. better a bility to discern their lies from their truths and
At other times, it takes 10 minutes to c raft a disguise read their mood.
that involves mode rate c hanges to your appearance, SleightofHand . S leight of Hand is a useful s kill for
and 30 minutes for one that requires more exte n- c heating at a game, as it allows you to sw a p pieces,
s ive changes. palm cards, or a lter a die roll. Alternatively, engrossing
a target in a game by manipulating the compone nts w ith
DISGUISE KIT dexterous moveme nts is a great dis traction for a pick-
DC pocke ting atte mpt.
Activity
Cover injuries or distinguishing marks 10
GAMING SET
Spot a disguise being use d by someone e lse 15
Activity DC
Copy a humanoid's appearance 20
Catch a player cheating 15
Gai n in sight into an opponent's persona lity 15

CHAPTER 2 I DUNGEON MJ\STER "S TOOLS


GLASSBLOWER'S TOOLS This insight proves handy when you make Arcana
Someon e who is proficient with glassblower's tools ch ecks related to gems or gem-encrusted items.
h as n o t only the a bility to s h ape glass, but a lso s pe- Investigation. When you inspect jeweled objects, your
cia lized knowledge of the methods used to produce proficiency with jeweler 's tools aids you in picking out
glass objects. clues they might hold.
Components. The tools include a blowpipe, a sm all Identify Gems. You can identify gems a nd de termine
marver, blocks, and tweezers. You need a source of heat their value at a glance.
to work glass.
Arcana, History. Your knowledge of glassmaking JEWELER'S TOOLS
techniques a ids you whe n you examine glass objects, Activity DC
s uch as potion bottles or glass items fou nd in a treasure Modify a gem's appeara nce 15
hoard. For instance, you can study how a glass potion Determine a gem's histo ry 20
bottle has been changed by its contents to help deter-
mine a potion's effects. (A potion might leave behind a
LAND AND WATER VEHICLES
residue, deform the glass, or s tain it.)
Proficiency with land vehicles covers a wide range of op-
Investigation. When you study a n a rea, your knowl-
tions, from c hariots and howdahs to wagons and carts.
edge can aid you if the clues include broken glass or
Proficiency w ith water vehicles covers anything th at nav-
glass objects.
igates waterways. Proficiency with vehicles g rants the
Identify Weakness. With 1 minute of study, you can
knowledge needed to hand le vehicles of that type, along
ide ntify the weak points in a glass object. Any damage
with knowledge of how to repa ir and maintain them.
dealt to the obj ect by striking a weak spot is doubled.
In addition, a character proficient with water vehicles
is k nowledgeabl e a bout anything a professiona l sailor
GLASSBLOWER'S TOOLS
wou ld be fami lia r w ith, s uch as informa tion about the
Activity DC sea and islands, tying knots, a nd assessi ng weather a nd
identify source of glass 10 sea conditions. l i s t.
a
Determine w hat a glass object once held 20 Arcana. When you study a magic vehicle,
ficie ncy aids you in uncove ring lore orA
eri this tool pro-
dete rmining h ow
HERBALISM KIT the vehicle operates.
P DF
Investigation, Perception. uWhe n you ins pect a vehi-
Proficie ncy with a n herbalism kit allows you to identify
plants a nd safely collect their useful elements. b en
cle fo r clues or hidde n information, your proficiency aids
you in noticing thingsD ethat others might miss.
Components. An herbalism kit includes pouches to
o f When piloting a vehicle,
on ncy bonus to the vehicle's AC a nd sav-
s tore herbs, clippers and leathe r gloves for collecting Vehicle Handling. you can
plants, a mortar a nd pestle, a nd several glass jars. r i
apply yoursproficie
Arcana. Your knowledge of the natu re and uses of ve
ing throws.
h e rbs can add insight to your magical studies th at deal
e mo
with plants and you r attempts to ide ntify potions. a d VEHICLES
Investigation. W he n you ins pect an area overgrownng
w ith plants, your proficiency can help you pick outude- si Activity DC
10
tails a nd clues that others might m iss. ie d Navigate rough terrain or wate rs

dif
Medicine. Your mastery of herbalis m oimproves your
Assess a vehicle's condition 15
20
m Take a tight corner at high speed
en
a bility to treat illnesses a nd wounds by augmenting you r
methods of care with medicin aleplants.
Nature and Survival. Whe a s nbyou travel in t he wild, LEATHERWORKER'S TOOLS
your s kill in herba lism h it easie r to identify pla nts
F makes
Knowled ge of leatherworking extends to lore concern-
and s pot sourcesP ofDfood that others might overlook. ing an imal hides a nd t heir properties. It a lso con fers

his You can identify most plants with a


Identify Plants. knowledge o f leathe r arm or and s imilar goods.
T
quic k inspection of their appearance and smell. Components. Leatherworker's tools include a knife,
a s mall ma llet, an edger, a hole punch, thread, and
HERBALISM KIT
leather scraps.
Arcana. Your expertise in working w ith leather grants
Activity DC you added ins ight when you inspect magic items crafted
Find plants 15 from leather, such as boots and some cloaks.
identify poison 20 Investigation. You gain added insight whe n s tudy ing
leathe r items or clues related to them, as you draw on
JEWELER'S TOOLS your knowledge of leath er to pick out details that others
Training with jeweler's tools includes the basic tech- would overlook.
niques n eeded to beautify gems. It a lso gives you exp e r- Identify Hides. When looking at a hide or a leather
tise in identifying precious stones. item, you can determine the source of the leather and
Components. J ewele r 's tools cons ist of a small saw a ny special techn iques used to treat it. For example,
and hammer, files, pliers, and tweezers. you can spot the difference between leather crafted
Arcana. Proficiency with j eweler's tools grants you using d warven methods and leath er cr afted using half-
know ledge a bo ut the reputed mystical uses of gems. ling methods.

CHAPTER 2 I DUNGEON MASTER'S TOOLS


1
LEATHERWORKER S TOOLS NAVIGATOR'S TOOLS

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

MASON'S TOOLS PAINTER'S SUPPLIES


Mason 's tools a llow you to craft stone structures, includ- Proficiency with painter's supplies re presents you r
ing walls and buildings crafted from brick. ability to paint and draw. You also acquire a n under-
Components. Mason's tools consist of a trowel, a standing of art history, which can aid you in examining
hammer, a chisel, brushes, and a square. works of art.
History. Your expertise a ids you in ide ntifying a stone Components. Painter's supplies include a n easel, can-
building's date of construction and purpose, a long with vas, paints, brushes, charcoal sticks, and a palette.
insigh t into who might h ave built it. Arcana, History, Religion. Your expertise aids you in
Investigation. You gain additional ins ight when in- uncovering lore of any sort that is attached to a work of
specting areas within stone structures. art, s uch as the magical properties of a painting or the
Perception. You can spot irregularities in s tone walls origins of a strange mural found in a dungeon.
or floors, making it easier to find trap doors and se- Investigation, Perception. When you inspect a
cret passages. painting or a similar work of visua l art, you r knowledge
Demolition. Your knowledge of masonry allows you of the practices behind c reating it can grant you addi-
to spot weak points in brick walls. You deal double dam- tiona l insight.
age to such structures with your weapon attacks. Painting and Drawing. As part of a short or long rest,
you can produce a simple work of art. Although you r
MASON'S TOOLS work might lack precision, you can capture a n image or
a scene, or make a quick copy of a p iece of art you saw.
.
Activity DC
ali st
Chisel a small hole in a stone wall 10
PAINTER'S SUPPLIES e r i
Find a weak point in a stone wall 15
F A DC
PD
Activity

nu
MUSICAL INSTRUMENTS Paint an accurate portrait 10
e 20
eb
Proficie ncy with a musical instrume nt indicates you are Create a painting with a hidden message
familiar with the techniques used to play it. You also f D
have knowledge of some songs commonly performed POISONER'S KIT
A poisoner's skit
no
iois a favored resource for thieves, assas-
with that instrument.
History. Your exp e rtise aids you in recall ing lore re- sins, andv e
oth
r ers who engage in s kulduggery. It allows
lated to your instrume nt. youm tooapply poisons and create them from various
Performance. Your abi lity to put on a good s how
e rials. Your knowledge of poisons also helps you
dmate
a
is improved when you incorporate an instrument
s ing treat them.
Components. A poisoner's kit includes glass vials, a
du
into your act.
Compose a Tune. As part of a long rest, you can
i f i e mortar and pestle, chemicals, and a glass stirring rod.
od
compose a new tune and lyrics for your instrument.
might use th is ability to impress a noblemor spread scan-
You History. Your training with poisons can help you
when you try to recall facts about infamous poison ings.
dalous rumors w ith a catc hy tune. ee
n Investigation, Perception. Your knowledge of poisons
b
MUSICAL INSTRUMENT h
as has taught you to handle those substances ca refully,
giving you an edge when you inspect poisoned objects or
Activity P DF DC try to extract clues from events that involve poison.
Identify a tune hi
s 10
Medicine. When you treat the victim of a poison, your
T
a tune 20
knowledge grants you added insight into how to provide
Improvise the best care to your patient.
Nature, Survival. Working with poisons enables
NAVIGATOR'S TOOLS you to acquire lore about which pla nts and animals are
Proficiency with naviga tor's tools helps you determine a poisonous.
true course based on observing the stars. It also grants Handle Poison. Your proficiency allows you to handle
you insight into charts and maps while developing your and apply a poison witho ut r isk of exposi ng yourself to
sense of direction. its effects.
Components. Navigator's tools include a sextant, a
compass, calipers, a ruler, parchment, ink, and a quill. POISONER'S TOOLS
Survival. Knowledge of navigator's tools helps you
Activity DC
avoid becoming lost and also grants you insight into the
most likely location for roads and settlements. Spot a poisoned object 10
Sighting. By taking careful measurements, you can Determine the effects of a poison 20
determi ne your position on a nautical c hart and the
time of day.

CHAPTER 2 I DUNGEON MASTER'S TOOLS


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

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

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

CHAPTER 2 I DUNGEON MASTER'S TOOLS


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

TINKER'S TOOLS PERCEIVING A CASTER AT WORK


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

WooocARVER's TooLs INVALID SPELL TARGETS


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

CHAPTER 2 I DUNGEON MASTER'S TOOLS


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

not recommended that they be combined at the table-


choose w hicheve r method you a nd your players find eas- ofD
on
ier or more intuitive.
e rsi
v
TEMPLATE METHOD
e mo
ad
The template method uses two-dimensional shapes
th a t represent differe nt a reas of effect. The a im of the g
method is to accurately portray the le ngth and width sin
of each area on the grid and to leave little dou bt about
i e du
w hic h creatures are affected by it. You'll need f
di to make
these templates or find premad e ones. mo
n
Making a Template. Making a template
a piece of paper or card stock, and b eec ut it in isthes imple. Get
shape of
the area of effect you're ushing.as Every 5 feet of t he area DIAGRAM 2 .3 : SQ.Ul\RE

equals 1 inch of the D F te's size. For example, the


templa AREA USING TOKE N S

2 0 -foot- rad ius sis P


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

CHAPTER 2 I DUNC EON M A STER'S TOOLS


DIAGRAM 2.5 : CON E S US ING T OKENS

st.
e r iali
D FA
P
nu
ebe
ofD
on
e rsi
v
e mo
d
in ga
s
iedu
if
m odDI AGRAM 2.G: LI NES USING TOKENS
n
bee
s
Fha
When you place a teD mplate, follow a ll the r ules in the Using Tok ens . Every 5-foot squa re of a n area of e ffect
Play er 's Handbook
P
is fo r placing the associated a re a of becomes a die or other token that you place on t he grid.
Thof effect, s uch as a cone o r a line, origi-
effect. If an a rea Each token goes inside a square, not at a n intersection
nates from a spellcaster, t he template s hould extend out of lines. If a n area's token is in a s quare, that s quare is
from the caste r a nd be positioned however the caster incl uded in the area of effect. It's that s imple.
likes within t he bo unds of the rules. D iagra ms 2.3 t h rough 2.6 s how this method in action,
Diagrams 2.1 and 2.2 show the templa te m ethod us ing dice as the tokens.
in action. Circles. This method depicts everything using
squa res, and a circula r a rea of effect becomes s quar e in
TOK EN M ETHO D it, whe ther the area is a sphere, cylinder, or radius. For
The token method is meant to ma ke a reas of effect ins ta nce, t he 10-foot radius of flame strike, which bas a
tactile and fun . To use t his m ethod, grab s ome dice or dia meter of 20 feet, is expressed as a square t hat is 20
other toke ns, w hich you're going to use to re present your feet on a s ide, as s hown in di agram 2.3. Diagram 2.4
a reas of effect. s hows that area w ith tota l cover inside it.
Rather than fa ithfully representing the s hapes of the Cones. A cone is represented by rows of tokens on t he
different areas o f effect, this me thod gives you a way to grid, extending fro m t he cone's poin t o f origin. In the
create square-ed ged vers ions of them on a grid easily, as rows, the s quares a re adjoining s ide by side or corner to
described in the followi ng s ubsections. corne r, as s hown in di agra m 2.5. To determine the num-

CHAPTER 2 I DUNGEON MASTER'S TOOLS


ber of rows a cone contains, divide its length by 5. For STEP 3: DETERMINE NUMBERS AND
example, a 30-foot cone contains six rows.
Here's how to create the rows. Starting with a square
CHALLENGE RATINGS
adjacent to the cone's point of origin, place one token. T he process for building fights that feature only one leg-
The square can be orthogonally or diagonally adjacent endary monster is simple. T he Solo Monster Challenge
to the point of origin. In every row beyond that one, Rating table shows you which cha llenge rating (CR) to
place as many tokens as you placed in the previous row, use for a legendary creature opposing a party of four to
plus one more token. Place this row's toke ns so that six characters, creating a satisfying but difficult battle.
their squares each s hare a s ide with a square in the For example, for a party of five 9th-level characters, a
previous row. If the cone is orthogonally adjacent to the CR 12 legendary creature makes an optimal encounte r.
point of origin, you'll have one more token to place in the For a more perilous battle, match up the characters
row; place it on one end or the other of the row you just with a legendary creature whose cha llenge rating is 1 or
created (yo u don't have to pick the s ide chosen in dia- 2 higher than optimal. For an easy fight, use a legendary
gram 2.5). Keep placing tokens in this way until you've creature whose challenge rating is 3 or more lower than
created a ll of the cone's rows. the challenge rating for an optima l encounter.
Lines. A line can extend from its source orthogonally
or diagonally, as shown in diagram 2.6. SOLO MONSTER CHALLENGE RATING
Party Siz
Character
ENCOUNTER BUILDING level 6 Characters S Characters 4 Characters
This section introduces new guidelines o n building com- 1st 2 2
bat encounters for an adventure. They are an a lternative 2nd 4 3 2
to the rules in "Creating Encounters" in chapter 3 of the
3rd 5 4 3
Dungeon Master's Guide. This approach uses the same
math that underlies the rules presented in that book, but 4th 6 5 4
5th 9 8 7st .
iali
it makes a few adjustments to the way that math is pre-
sented to produce a more flexible system. 6th 10 9
er 8
This encounter-building system assumes that, as DM,
you want to have a clear understanding of the threat
7th 11 10
DFA 9
8th 12 P 11 10
posed by a group of monsters. It will be useful to you if 9th 13 nu 12 11
you want to e mphasize combat in your adventure, if you
10th 14 e be 13 12
want to ens ure that a foe is n't too deadly for a group of fD
no
11th 15 14 13
characters, and if you want to understand the relation-
ship between a character's level and a monster's cha l- 12th
rsio 17 16 15
lenge rating. 13th
o ve 18 17 16
Building an encounter using these guidelines follows m14th 19 18 17
a series of steps.
a de 15th 20 19 18
g
STEP l: ASSESS THE CHARACTERS u sin 16th 21 20 19
d ie stock
To build an encounter using this system, firstiftake
17th 22 21 20
d
of the player characters. This system usesothe charac-
18th 22 21 20
ters' levels to determine the numbers m challenge
nand 19th 23 22 21
ratings of creatures you can pitbthem
e
e against without 20th 24 23 22
a
making a fight too hard or too s easy. Even though char-
h
acter level is important,Fyou s hould also take note of If your encounter features multiple monsters, bala nc-
each character's hit D
Ppoint maximum and saving throw ing it takes a little more work. Refer to the Multiple
modifiers, as h is as
well how much damage the mightiest Monsters tables, which a re broken up by level ranges,
T
cha racters can dea l with a single attack. Character level providing information for how to balance encounters fo r
and cha llenge rating a re good for defining the difficu lty characters of 1st-5th level, 6th- 10th level, 11th- 15th
of an e ncounter, but they don't tell the whole story. You'll level, and 16th- 20th level.
make use of these additional character statistics when First, you need to note the challenge rating for each
you select monsters for an encounter in step 4. creature the party wi ll face. T hen, to create your encoun-
ter, find the level of each character on the appropriate ta-
STEP 2: CHOOSE ENCOUNTER SIZE ble. Each table shows what a single character of a given
level is equivalent to in terms of challenge rating-a
Determine whether you want to create a battle that pits
value represented by a ratio that compares numbers of
one creature against the characters , or if you want to
characters to a single monster ranked by challenge rat-
use multiple monsters. If the fight is against a single
ing. The first number in each expression is the number
opponent, your best candidate for that foe is one of the
of characters of the given level. The second number tells
game's legendary creatures, which are designed to fill
how many monsters of the listed cha llenge rating those
this need. If the battle involves multiple monsters, de-
characters are equivalent to.
cide roughly how many creatures you want to use before
continuin g with s tep 3.
For example, reading the row for 1st-level ch aracters smalle r than it is. For example, to ma ke an easy e ncoun-
from the 1st- 5th Level table, we see tha t one 1st-level ter for a party of five ch aracters, put them up against
character is the equiva lent of two CR 1/8 monsters or monsters that would be a tough fight for three ch arac-
one CR 1/4 monster. The ratio reverses for higher c ha l- ters. Likewise, you can treat the party as up to ha lf again
lenge r at ings, where a single monster is more powerful la rger to build a battle t hat is potentially deadly, though
than a single 1st-level cha racter. One CR 1/ 2 creature is still no t li kely to be an a utomatic defeat. A party of four
equivalent to three 1st-level ch aracters, while one CR 1 cha racters facing a n encounte r designed for s ix charac-
opponent is equivalent to five. ters wou ld fall into this category.
Let's say you have a party of four 3rd-level characters.
Using the table, you can see that one CR 2 foe is a good WEAK MONSTERS AND HIGH-LEVEL
match for the entire party, but that the characters w ill CHARACTERS
likely h ave a hard tim e handling a CR 3 creature. To save space on the tables a nd keep them simple, some
Using the same guidelines, you can mix and match of the lower cha llenge ratings are missing from the high-
c ha llenge ratings to put togethe r a group of creatures er-level tables. For low challe n ge ratings not a ppearing
to oppose four 3rd-level c haracters. For exam ple, you on the table, assume a 1:12 r atio, indicating that twelve
could select one CR 1 creature. That's worth two 3 rd- c reatures of those ch allenge ratings are equivale nt to
level characters, leaving you with two c ha racters' worth one c haracter o f a specific level.
of mons ters to allocate. You could the n add two CR 1/4
monsters to accou nt for one other ch aracter a nd one CR S TEP 4: SELECT MONSTERS
1/2 mons ter to account for the final character. In total, After using the tables from t he previous step to deter-
you r encou nte r has one CR 1, one CR 1/2, and two CR mine the challe nge ratings of the monsters in your en-
1/4 creatures. counter, you're ready to pick individual monsters. This
For groups in which the characters a re of different lev- process is more of a n art tha n a science.
.
list
els, you h ave two options. You can gro up all characters In addi tion to assessing mo nste rs by ch alle nge rating,
of the same level. together, match them w ith monsters, it's important to look a t how certain monstersia might
a nd then combine all the c reatures into one encounter. e r
Alternatively, you can determine the group's average
D FA
level and treat each c haracter as being o f that level for
u Ps is IAc.rJ..
IA,/\c,"'c,~i"'~ c, tol o{ .,,..i..,.io"'
n
the purpose of selecting appropria te monsters. e
The above guidelines a re designed to c reate a fight
D eb ,,,,.,J. .,..,.J. •c.ti"'~ IAc.t{ o{ llA ........
l\01.A ,..,.J. I.At ~·Ui"'~
that will challenge a party while still being winnable. ll' s tc, sitroiff '101.A cc,"' Lu1t G"' ''1' o"' <c,clA o"''·
If you want to create an easier e ncounter that w ill ion witlA l,.._, <l<v<"' lots·
Sorsstick 0
c hallenge ch a racte rs but not threaten to defeat them, e
you can treat the party as if it were roughly one-third
m ov
e
g ad
in
d us
ie
o dif
m
en
s be
F ha
D
is P
Th
MULTIPLE MONSTERS: lST-STH LEVEL
- - - - - ----...hallenge Rating·-------
Character
Level 1/8 1 /4 1/2 1 2 3 4 5 6
1st 1:2 1:1 3:1 5:1
2nd 1:3 1:2 1:1 3:1 6:1
3rd 1:5 1:2 1:1 2:1 4:1 6:1
4th 1:8 1:4 1:2 1:1 2:1 4:1 6:1
5th 1:12 1:8 1:4 1:2 1:1 2:1 3:1 5:1 6:1

MULTIPLE MONSTERS: 6TH-10TH LEVEL


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

MULTIPLE MONSTERS: llTH-lSTH LEVEL

Character
- - - - -- -- - - - - - - \ . h a l lenge R a t i n g • - - - - - - - - - - - - -
st.
Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
e riali
FA
11th 1:6 1:3 1:2 1:1 2:1 2:1 2:1 3:1 4:1 5:1 6:1
12th 1:8 1:3 1:2 1:1 1:1 2:1 2:1 3:1 3:1 4:1 5:1 6:1
P D
13th 1:9 1:4 1:2 1:2 1:1 1:1 2:1 2:1 3:1 3:1 4:1 5:1
e
6:1 nu
14th 1:10 1:4 1:3 1:2 1:1 1:1 2:1 2:1 3:1 3:1 4:1 4:1
D eb 5:1 6:1
15th 1:12 1:5 1:3 1:2 1:1 1:1 1:1 2:1 2:1 3:1 3:1 o f
4:1 5:1 5:1 6:1

rs ion
e
ov
MULTIPLE MONSTERS : 16TH-20TH LEVEL

Character
- - - -- - - - - - - - - - - - -Challenge Rating·- - - - - - - - -- -- - - - --
e m
Level 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 ad
16th 1:5 1:3 1:2 1:1 1:1 1:1 2:1 s in2:1g 2:1 3:1 4:1 4:1 5:1 5:1 6:1
u
ied11:1:1
17th 1:7 1:4 1:3 1:2 1:1 1:1 2:1 2:1 2:1 3:1 3:1 4:1 4:1 5:1 6:1
18th 1:7 1:5 1:3 1:2 1:1 d i
1:1f 2:1 2:1 2:1 3:1 3:1 4:1 4:1 5:1 6:1 6:1
o
n m 1:1
19th 1:8 1:5 1:3 1:2 1:2 l :1 1:1 2:1 2:1 2:1 3:1 3:1 4:1 4:1 5:1 6:1 6:1
20th 1:9 1:6 1:4 ee
b1:2 1:2 1:1 1:1 1:1 1:1 2:1 2:1 2:1 3:1 3:1 4:1 4:1 5:1 5:1 6:1
s
stack up agai ns t your F
ha number of creatures in the encounter, you can come up
saving th rows are P D group. Hit points, attacks, and
all usefuJ indicators. Compare the with different options for building the e ncounter.
T
damage a monster his can deal to the hit point maximum of
each character. Be wary of any monster that is capable STEP 5: Ann FLAVOR
of dropping a character with a single attack, un less you The events that unfold during an encou nter have to do
are designing the fight to be especially deadly. with a lot more than swinging weapons a nd casting
In the same way, compare the monsters' hit points to spells . The most interesting confrontations also take
the damage o utput of the party's strongest characters, into account the personality or behavior of the monsters,
again looking for targets that can be killed with one perhaps determining whether they can be communi-
blow. Having a s ignifica nt number of foes drop in the cated with or whether they're a ll acting in concert. Other
first rounds of combat can make an encounter too easy. possible factors include the nature of the physical envi-
Likewise, look at whether a monster's deadliest ronment, such as whether it includes obstacles or other
abi li ties call for saving throws that most of the party features that might come into play, and the ever-present
members are weak with, and compare the characters' possibility of something unexpected taking place.
offensive abilities to the monsters' saving throws. If you al ready have ideas for how to flesh out your
If the on ly creatures you can choose from at the de- encounter in these ways, go right a head and finish your
s ired challenge rating aren't a good match for the char- cr eation. Otherwise, take a look at the following sec-
acters' statistics, don't be afraid to go back to step 3. By tions for some basic advice on adding flavor elements to
altering your challenge rating targets and adjusting the the simple mechanics of the fight.

CHAPTER 2 DUNGEON MASTER'S TOOLS


MONSTER P ERSONALITY RANDOM EVENTS
To address the question of a monster's personality, you Consider what might ha ppe n in an encounte r a rea if the
ca n use the tables in chapter 4 of the Dungeon Master's characte rs were to ne ver enter it. Do the guards serve in
Guide, use the Monster Personality table below, or s im- s hifts ? What other characters or monsters might visit?
ply jot down a few notes based on a creature's Monster Do c reatures gathe r there to eat or gossip? Are the re
Manual description. During the b a ttle, you can use these any natural phenomena-such as strong winds, earth
ideas to inform how you portray the monsters a nd their tremors, or rain squa lls-that sometimes take place
actions. To keep things s imple, you can assign the same in the a rea? Random events ca n add a fun element of
personality traits to a n entire group of monsters. For ex- th e unexpected to a n e ncounter. Just when you think
ample, one band it gang mi ght be a n unruly mob of brag- a fight's outcome is evide nt, an unforeseen event can
ga rts, while the members of another gang are a lways on make things more compelling.
edge and ready to flee a t the first sign of danger. A number of the tables in the Dungeon Master's Guide
can s uggest random events. The tables used for e ncoun-
MONSTER PERSONALITY ter location, weird locales, and wilderness weather in
d8 Personality chapter 5 of that book are a good s ta rting point for out-
door e ncounte rs. The tables in a ppendix A can be useful
1 Cowardly; looking to surrender
for indoor and outdoor e ncounte rs-esp ecially the tables
2 Greedy; wan ts treas ure for obstacles, traps, and tricks. Finally, consult the ra n -
3 Braggart; makes a show of bravery but runs from dom e ncounte r tables in the n ext section of t his book for
danger inspiration.
4 Fanat ic; read y to die fighting
5 Rabble; poorly trained and easily rattled QUICK MATCHUPS
6 Brave; stand s its grou nd The guidelines above assume that you a re con cerned
7 joker; taunts its enemies about balance in your combat encounters and h ave
l i s t.
8 Bully; refuses to believe it can lose enough time to prepare them. If you don't h ave iamuch
erguidelines,
A
time, or if you want s imple r but less precise
MONSTER RELATION SHIPS
the Quick Matchups table below offers
P DFan alternative.
This table gives you a way to u match a characte r of
Do riva lries, h a treds, or attachments exist among the
a certain level with a numbe b ernof monsters. The table
monsters in an encounte r? I.f so, you can use s uch re-
De to use for including one, two,
lists the challenge ratings
f
lationships to inform the monste rs' be havior during
and four monsters o
n the
pe r cha racter for each level. For in-
combat. The death of a much-revered leader might
s
s tance, lookingi oat 3rd-level e ntry on the table, you
throw its followers into a fren zy. On the other ha nd, a er a CR 1/2 monster is equivalent to one 3rd-
can see vthat
monster might decide to flee if its s pouse is killed, or a
mch
level o a racter, as are two CR 1/4 mons ter s a nd four
mistreated toady might be eager to s urrende r a nd b etray e
dCR 1/8 ones.
its m aster in return for its life.
g a
usin QUICK MATCHUPS
MONSTER RELATIONSHIPS
d
ifie Character
od
d6 Relationship
Level 1 Monster 2 Monsters 4 Monsters
nm
1 Has a rival; wants one random ally to suffer
1st 1/ 4 1/8
2 e e
Is abused by o thers; hangs back, betrays at first
sb
2nd 1/2 1/ 4
ha
opportunity
3rd 1/2 1/4 1/8
DF
3 Is worshiped; allies will die for it
4th 1/2 1/4
is Pby choice; cares only for itself
4 Is outcast by group; its a llies ignore it
5th 2 1/2
5 T h
Is outcast
6th 2 1/2
6 Is seen as a bully; its allies wa nt to see it defeated
7th 3 1/2
8th 3 2
TERRAIN AND TRAPS
A few ele ments that make a battlefield som e thing other 9th 4 2
than a large a rea of flat ground can go a long way to- 10th 4 2 1
ward spicing up a n e ncounte r. Consider setting your e n- 11th 4 3 2
counte r in an area that wou ld provide c halle nges even if 12th 5 3 2
a fight were not taking place the re. What potentia l perils 13th 6 4 2
or other features might draw the characters' attention, 14th 6 4 2
eithe r before or during the fight? Why are monsters lurk-
15th 7 4 3
ing in this a rea to begin with-does it offer good hiding
places, for instance? 16th 7 4 3
To add deta ils to a n encounter area at random, look to 17th 8 5 3
the tables in appendix A of the Dungeon Master's Guide 18th 8 5 3
to de te rmine room and area features, p ote ntial hazards, 19th 9 6 4
obstacles, traps, a nd more. 20th 10 6 4

CHAPTER 2 I DUNGEON MASTER'S TOOLS


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

CHAPTER 2 1 DUNGEON MASTER'S TOOLS


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

54-55 2d4 griffons dlOO Encounter


56- 57 1d4 veterans 01 - 02 2d10 revenants
58- 60 1 bandit captain with 1 druid, ld3 berserkers, and 03- 04 2d8 trolls
2d10 + 5 bandits 05-06 2d10 werebears
61 - 65 1d4 hours of extreme cold (see chapter 5 of the 07-08 1 frost giant
Dungeon Master's Guide) 09-10 2d4 young remorhazes
66-68 1 young remorhaz 11- 20 1d4 frost giants
69- 72 1 ore Eye ofGruumsh with ld6 orogs and 2d8 + 6 21-25 A circular patch of black ice on t he ground. The air
ores temperature around the patch is warmer than in
73- 75 1 revenant the surrounding area, and characters who inspect
76- 80 A howl that echoes over the land fo r l d3 minutes the ice find bits of machinery frozen within.
81-82 ld3 mammoths 26-35 1 ancient white dragon
83-84 1 young white dragon 36-40 An adventurer frozen 6 feet under the ice; 50%
85-86 2d4 winter wolves chance the corpse has a rare magic item of the
87-88 ld6 + 2 yetis DM's choice
89-90 1d2 frost giants 41- 50 1d3 abominable yetis
91-92 ld3 werebears 51-60 ld4 remorhazes
93- 94 1d4 trolls 61-65 A 500-foot-high wall of ice that is 300 feet th ick and
95- 96 1 abominable yeti spread across ld4 miles
97-98 1 remorhaz 66-75 ld4 roes
st.
99 1 roe 76-80
e
hair, carved into the side of a mountain riali
The likeness of a stern woman with long, flowing

FA
00 2d4 young remorhazes
81-90 1dl0 frost giants with 2d4 polar bears
P D
nu
ARCTIC ENCOUNTERS {LEVELS 11-16)
91- 96 1d3 adult white dragons

dlOO Encounter
97-99
e be
2d4 abominable yetis

01 1 abominable yeti
00
o fD
1 ancient white dragon with ld3 young white

on
dragons
rsi
02-04 ld6 revenants
05-10 1d4 + 1 werebears v e
11-20 ld3 young white dragons
e mo
d
ga
21-25 A blizzard that reduces visibility to 5 feet fo r l d6
hours
s in
du
26-35 1 roe COASTAL ENCOUNTERS {LEVELS 1-4)
36-40 ifie
A herd of 3d20 + 60 caribou (deer) moving through
d dlOO Encounter
the snow
mo 01 1 pseudodragon
41-50 ld4 mammoths
e en 02- 05 2d8 crabs
51- 60 ld8 + 1 trolls
a sb 06-10 2d6 fishers (commoners)
61 - 65 h
A mile-wide frozen lake in which the preserved 11 ld3 poisonous snakes
P DF
corpses of strange creatu res can be seen 12-13 ld6 guards protecting a stranded noble
is
66- 75
76-80
Th
2d4 young remorhazes
A crumbling ice castle littered with the frozen bod-
14- 15
16-18
2d4 scouts
2d10 merfolk
ies of blue-skinned humanoids 19-20 ld6 + 2 sahuagin
81- 90 1 adult white dragon 21- 25 1cl4 ghouls feeding on corpses aboard the wreck-
91- 96 ld8 + 1 frost giants age of a merchant ship. A search uncovers 2d6
97- 99 ld4 remorhazes bolts of ruined silk, a SO-foot length of rope, and a
00 1 ancient white dragon barrel of salted herring.
26- 27 ld4 winged kobolds with ld6 + 1 kobolds
28- 29 2d6 tribal warriors

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

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


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

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


dlOO Encounter dlOO Encounter
43-44 l d6 + 4 giant crabs 36- 40 A stoppered bottle containing an illegible note and
45-46 2d4 stirges half buried in the sand
47- 48 2d6 + 3 bandits 41 - 43 3 sea hags
49- 53 2d4 sahuagin 44-46 l d8 + l harpies
54-55 ld6 + 2 scouts 47- 50 ld4 plesiosauruses
56-60 l sea hag 51-53 l d4 manticores
61-65 A momentary formation in the waves that looks 54-56 2d4 ogres
like an enormous humanoid face 57-60 ldlO griffons
66- 70 l druid 61-65 A battle at sea between two galleons
71-75 ld4 harpies 66- 70 l d4 + 3 merrow
76-80 A lone hermit (acolyte) sitting on the beach, con- 71- 75 A pirate crew consisting of l bandit captain, l
templating the meaning of the multiverse druid , 2 berserkers , and 2dl2 bandits, all searching
81 ld4 berserkers for buried treasure
82 ld6 giant eagles 76-80 A severed humanoid hand tangled in a net
83 2d4 giant toads 81-82 l water elemental
84 ld4 ogres or ld4 merrow 83-84 l cyclops
85 3d6 sahuagin 85-86 ld4 banshees {night only)
86 ld4 veterans 87-88 2d4 veterans
87 ld2 plesiosauruses 89-90 l young bronze dragon
88 l bandit captain with 2d6 bandits 91 - 93 ld3 cyclopes
st.
89 l d3 manticores 94-95 l young blue dragon
e riali
l sahuagin baron with ld3 sahuagin priestesses
FA
90 l banshee 96
91-92 ld4 + 3 griffons and 2d8 sahuagin
P D
93-94 l sahuagin priestess with l d3 merrow and 2d6 97 l djinni
nu
sah uagin 98 l roe
e be
95-96 l sahuagin baron 99 l marid
o fD
97- 98 l water e lemental 00
on
l storm giant
99 l cyclops ersi
v
00 l young bronze dragon
e mo
COASTAL ENCOUNTERS (LEVELS 11-16)

d dlOO Encounter
COASTAL ENCOUNTERS (LEVELS 5-10)
in ga 01 ld4 banshees (night only)
s
dlOO Encounter
ie du 02- 04 l cyclops
01 2d8 giant wolf spiders if 05- 08 ld6 + 2 manticores
02- 03 3d6 pteranodons
m od 09- 10 l d8 + 2 veterans
n
ee
04- 05 2d4 scouts 11-20 l young blue dragon
06-07 ld 6 + 2 sahuagin s b 21-25 A nest of l d6 dragon turtle eggs
08 l sea hag
F ha 26-35 ld4 sahuagi n barons
D A trident partially buried in the sand
is P
09- 10 ld4 + l giant toads 36- 40

Th
11- 15 3d6 sahuagin 41 - 50 l young bronze dragon
16- 20 2d6 giant eagles 51 - 55 l marid
21- 25 A pseudodragon chasing gulls through the air 56-60 ld6 water elementals
26-29 l d2 druids 61-65 2d6 ghasts crawling over ld6 wrecked ships and
30-32 2d4 + 1 giant toads feeding on the dead
33-35 l commoner singing a dirge {day only) or 66-70 1 djinni
l banshee {night only) 71 - 75 ld3 young bronze dragons
76-80 A beached whale, dead and bloated. If it takes any
dama ge, it explodes, and each creature within
30 feet of it must make a DC 15 Dexterity saving
throw, taking 5d6 bludgeoning damage on a fai led
save, or half as much damage on a successful one.
81- 82 2d4 cyclopes
83-84 l storm giant
85-86 l d3 young blue dragons
st .
e riali
D FA
P
nu
e be
o fD
on
e rsi
v
dlOO Encounter
e mo
d
ga
87- 88 1 adult bronze dragon
89- 90 1 adult blue dragon
s in
91 - 93 ld3 roes
iedu DESERT ENCOUNTERS (LEVELS 1-4)
94-97 1 dragon turtle
o dif dlOO Encounter

nm
98- 99 1 ancient bronze dragon 01 3d8 scorpions
00 1 ancient blue dragon
b ee 02 2d4 vultures

has 03 1 abandoned mule


F
C O ASTAL ENCOUNTERS (LEVELS l]-20) 04 2d6 commoners with 2d4 camels bound for a dis-
dl OO Encounter
is PD tant city
01-10 1 roeTh OS ld 6 flying snakes

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

CHAPTER 2 I DUNGEON MASTER'S TOOLS


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

CHAPTER 2 I DUNGEON MASTER'S TOOLS


dlOO Encounter
36-40 ld6 square miles of desert glass
41 - 42 l young blue dragon
43-45 ld6 + 2 weretigers
46- 48 ld4 air elementals FOREST ENCOUNTERS (LEVELS 1-4)
49-50 ld6 + l yuan-ti malisons dlOO Encounter
51-55 ld 4 medusas 01 1 giant owl
56-60 ld4 revenants with 3dl2 skeletons 02 ld4 cats
61-65 A plundered pyramid 03 2d4 woodcutters (commoners)
66-70 ld4 young brass dragons 04 1 badger or ld4 poisonous snakes
71-75 ld3 yuan-ti abominations 05 2d8 baboons
76-78 ld6 + 2 cyclopes 06 ld6 + 3 hyenas
79-82 l adu lt brass dragon 07 1 owl
83-85 1 purple worm 08 1 pseudodragon
86 ld2 young blue dragons 09 1 panther
87-88 1 mummy lord 10 1 giant poisonous snake
89 ld3 guardian nagas 11 ld6 + 2 boars
90 1 adult blue dragon 12 l d4 + 1 giant lizards
91 ld 2 gynosphinxes 13 l ape or l tiger
92-93 ld 3 efreet 14 2d6 tribal warriors with ld6 mastiffs
94 1 androsphinx 15 ld6 + 2 giant bats or 3d6 flying snakes
st.
95 ld4 roes 16 l scout or 2d4 guards with ld8 mastiffs
ld8 + l winged kobolds e r iali
FA
96- 97 1 adult blue dracolich 17
98- 99 l ancient brass dragon 18 ld3 constrictor snakes
P D
00 1 ancient blue dragon 19
nu
ldlO + 5 giant rats or 2d6 + 3 giant weasels
20
e be
ld4 + 1 needle blights with ld6 + 3 twig blights
DESERT ENCOUNTERS (LEVELS 17-20) 21-25 fD
A lost, weeping child. If the characters take the
o
on
child home , the parents rewa rd them with ld3 po·
rsi
dlOO Encounter
tions of healing.
01-05 1 adult brass dragon v e
mo
26 1d8 + 1 giant frogs
06-10 ld2 yuan-ti abominations with 2d10 + 5 yuan-ti
malisons and 4d6 + 6 yuan-ti purebloods de 27 4d4 kobolds

11-14 ld6 + 2 medusas


in ga 28 ld3 black bears
s 3d6 stirges
du
ld2 purple worms 29
15- 18
19-22 2d4 cyclopes ifie 30 1 satyr
23-25 od
An abandoned city made from white marble, empty
m
31 2d4 kenku
n 32 ld3 vine blights with ld12 awakened shrubs
ee
during the day. At night, harmless apparitions
b
roam the streets, replaying the final moments of
s
33 l d4 swarms of ravens
their lives.
F ha 34 l faerie dragon (yellow or younger)
26- 30 D
ld3 young blue dragons 35 ld4 + 2 giant badgers
is P 36- 40 A you ng woodcutter (scout) racing through the for-
Th
31-35 1 mummy lord
36- 40 1d4 hours of extreme heat (see chapter 5 of the est to rescue a lost friend
Dungeon Master's Guide) 41 2d4 blink dogs
41-50 ld3 guardian nagas 42 1d8 + 1 sprites
51-60 ld4 efreet 43 lcf6 + 2 elk
61-63 An old signpost identifying a single destination , 44 ld4 lizardfolk or 3d6 bandits
called Pazar 45 1d4 + 4 wolves
64- 72 ld4 roes 46 2d4 giant wolf spiders
73-80 ld3 gynosphinxes 47 1 swarm of insects or 2d8 blood hawks
81- 85 1 adult blue dracolich 48 ld6 + 2 pixies
86- 90 1 androsphinx 49 l brown bear
91- 96 1 ancient brass dragon so 1d4 + 3 goblins
97-99 1 ancient blue dragon 51 ld3 dryads
00 ld4 adult brass dragons 52 1 awakened tree

CHAPTER 2 I DUNGEON MASTER'S TOOLS


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

CHAPTER 2 I DUNC EON M ·\STIR'S TOOLS


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

CHAPTER 2 I DUNGEON MASTER'S TOOLS


dlOO Encounter dlOO Encounter
8S- 86 1 grick alpha with 2d4 gricks 10-14 A circle of standing stones within which the ai r is
87- 88 ld3 yuan-ti abominations utterly still, no matter how hard the wind blows
89-90 l adult green dragon outside
91- 93 ld8 + l giant apes lS- 16 l phase spider
94- 96 2d4 oni 17- 18 l gnoll pack lord with l d4 giant hyenas
97- 99 ld3 treants 19-20 l orog or l pegasus
00 l ancient green dragon 21-22 l ankheg
23-24 ld3 rhinoceroses
FOREST ENCOUNTERS (LEVELS 17-20) 2S- 28 l d 3 cockatrices
dlOO Encounter 29- 32 ld6 + 2 giant wasps or ld4 + 3 swarms of insects
01 - 0S l young green dragon 33- 36 ld4 jackalweres or ld4 scouts
06-10 l treant 37- 40 l d8 giant goats or ld8 worgs
11-13 l guardian naga 41-44 2d4 hobgoblins, 2d4 ores, or 2d4 gnolls
14- 16 l dl 0 revenants 4S-46 1d2 giant poisonous snakes
17- 19 ld8 + l unicorns 47- 48 ld6 + 2 elk or ld6 + 2 riding horses
20- 22 ld3 grick alphas 49-SO 2d4 goblins
23-2S For a few hundred feet, wherever the cha racters Sl-S2 ld3 boars
step, Aowers bloom and emit soft light. S3-S4 l panther (leopard) or l lion
26-28 l young gold dragon SS-S8 ld6 + 3 goblins riding wolves
29-31 ld6 + 2 shambling mounds S9-62 2d6 giant wolf spiders o r l giant eagle
st.
32-34 2d4 werebears 63-6S
66-69
l d8 + 4 pteranodons
3d6 wolves e riali
FA
3S- 37 ld4 oni
38- 40 4d6 + 10 elves living in a small community in the 70-74 2d4 + 2 axe beaks
P D
treetops 7S- 76
nu
l giant boar or l d2 tigers
41 - 43 ld6 + 2 gorgons 77-78
e be
l ogre or ld3 bugbears
44-46 2d4 trolls 79-80
o fD
l giant elk, or l gnoll pack lord with l d3 giant

on
hyenas
rsi
47-49 l d4 giant apes
ld 3 giant vultures or ld3 hippogriffs
SO- S2 ld3 yuan-ti abominations 81 - 82
v e
mo
S3- 62 ld3 young green dragons 83- 84 l goblin boss with l d6 + 2 goblins and ld4 + 3
63- 6S A SO-foot-tall stone s tatue of an elf warrior with de wolves, or ld3 thri-kreen
ga
hand raised, palm out, as if to forbid travelers from 8S- 89 ld3 druids patrolling the wi lds
sin 90- 91 ld6 scarecrows or l wereboar
du
coming this way
ie 92- 93 l d3 centaurs or l d3 griffons
dif
66- 7S ld4 treants
76-80 A cairn s et atop a low hill
m o 94 ld3 gnoll fangs ofYeenoghu, or l ore Eye of

en
81-90 l adult gold dragon Gruumsh with 2d4 + l ores
91-96 l ancient green dragon
s be 9S-96 l triceratops
97-99 2d4 + l treants
F ha 97 l cyclops or l bulette
00 D
l ancient gold dragon 98- 99 l d4 manticores
is P 00 l tyrannosaurus rex
Th
GRASSLAND ENCOUNTERS (LEVELS 6-10)
- // dlOO Encounter
01 ld3 gorgons
GRASSLAND ENCOUNTERS (LEVELS 1-5) 02 ld4 cyclopes
dlOO Encounter 03- 04 l d3 gnoll fangs ofYeenoghu
01 l hobgoblin captain with ld4 + l hobgoblins OS- 06 l chimera
02 l chimera 07-09 ld4 + l veterans on riding horses
03 l gorgon 10-1 1 A tornado that touches down ld6 miles away, tear-
04 ld2 couatls ing up the land for l mile before it dissipates
OS l ankylosaurus 12-13 l d3 manticores
06 l weretiger 14- lS 2d4 ankhegs
07 ld3 allosauruses 16- 17 ld8 + l centaurs
08- 09 ld 3 elephants 18- 19 ld6 + 2 griffons

CHAPTER 2 I DUNGEON MASTER'S TOOLS


dlOO Encounter dlOO Encounter
20-21 ld6 elephants 70-79 l d4 + 3 gorgons
22-24 A stretch of land littered with rotting war ma- 80- 88 ld3 young gold dragons
chines, bones, and banners of forgotten armies 89-90 A circular section of grass nearly a quarter-m ile
25-28 l d8 + l bugbears across that appears to have been pressed down;
29-32 l gnoll pack lord with l d4 + l giant hyenas ld4 more such circles connected by lines can be
33-36 2d4 scarecrows seen from overhead.
37-40 ldl 2 lions 91 - 96 2d4 tyrannosaurus rexes
41-44 l d l 0 thri-kreen 97-99 l adult gold dragon
45 - 46 l allosaurus 00 l ancient gold dragon
47-48 l tiger
49-50 ld2 giant eagles or ld2 giant vultures GRASSLAND ENCOUNTERS (LEVELS 17-20)
51-52 l goblin boss with 2d4 gobli ns dl OO Encounter
53- 54 ld2 pegasi 01- 10 2d6 triceratops
55- 58 l ankylosaurus 11-20 ldlO gorgons
59-62 ld2 couatls 21-25 2d6 hyenas feed ing on the carcass of a dead
63-66 l ore Eye ofGruumsh with ld8 + l ores dinosaur
67- 70 2d4 hippogriffs 26-35 3d6 bulettes
71-74 l d4 + l rhinoceroses 36-40 A fie ry chariot that races across the sky
75-76 l hobgoblin captain with 2d6 hobgoblins 41-50 ld3 young gold dragons
77-78 ld3 phase spiders 51-60 2d4 cyclopes
st.
79-80 ld6 + 2 giant boars 61 - 65
e riali
A valley where all the grass has died and the

FA
81- 82 2d4 giant elk ground is littered with stumps and fallen tree
83-84 ld4 ogres and ld4 orogs t run ks, all petrified
P D
85-87 A hot wi nd that carries the stench of rot 66- 75
nu
2dl0 bugbears with 4d6 goblins and 2d10 wolves
88-90 1d3 weretigers 76-80
e be
A friendly adventuring party of l d6 + 1 characters
91- 92 1 bulette ofD
of varying races, classes, and levels (average level
on
ld 6 + 2). They share information about their recent
rsi
93- 94 A tribe of 2d20 + 20 nomads (tribal warriors) on
riding horses following a herd of antelope (deer).
v e
t ravels.
The nomads are willi ng to trade food, leather, and
e mo
81-90 ldl2 chimeras
information fo r weapons. d91-96 1d6 + 2 tyrannosaurus rexes
95-96 ld6 + 2 wereboars
inga 97- 99 1 adult gold dragon
s
du
97 l young gold dragon 00 l ancient gold dragon
98-99 l d4 triceratops
if ie
00 ld3 tyran nosaurus rexes
m od
n
GRASSLAND ENCOUNTERS (LEVELS 11-16) bee
s
dlOO Encounter
F ha
D HILL ENCOUNTERS (LEVELS 1-4)
is P
01 - 05 3d6 wereboars
dlOO Encounter
06- 10
11 - 15
Th
2dl0 gnoll fangs ofYeenoghu
ld4bulettes 01 l eagle
16- 17 An old road of paved stones, partly reclaimed by 02-03 2d4 baboons
wilderness, that t ravels for ld8 miles in either di- 04-06 ld6 bandits
rection before ending 07 ld4 vultures
18-27 l dl 2 couatls 08 ldlO commoners
28- 30 A witch (mage) dwell ing in a crude hut. She offers 09 l raven
potions of healing, antitoxins, and other consum- 10 l poisonous snake
able items for sale in exchange for food and news. 11- 13 2d6 bandits or 2d6 tribal warriors
31- 40 2d l0 elephants 14 2d8 goats
41 - 46 2d4 weretigers 15 ld6 + 4 blood hawks
47- 56 ld8 + l cyclopes 16 l d4 + 3 giant weasels
57-61 l d3 chimeras 17- 18 ld3 guards with ld2 mastiffs and l mule
62-66 5 triceratops 19-20 ld6 + 5 hyenas
67-69 A giant hole 50 feet across that descends nearly 21-22 2d4 stirges
500 feet before opening into an empty cave

CHAPTER 2 I DUNGEON MASTER'S TOOLS


dlOO Encounter HILL ENCOUNTERS (LEVELS 5-10)

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


26 l pseudodragon or ld 3 giant owls 01 l d4 pegasi or l d3 perytons
27 l lion or l panther (cougar) 02 ld6 + 2 giant goats
28-30 2d 8 kobolds 03 l manticore
31 l hippogriff 04 ld8 +l gnolls or l d8 + l hobgoblins
32-34 2d4 goblins 05 ld4 lions
35 l worg 06 ld6 + 2 worgs
36 ld3 s warms of bats o r l d3 swarms of ravens 07 l d4 brown bears
37 1 giant eagle 08 3d6 axe beaks
38- 40 An ol d dwarf sitti ng on a stu mp, whittli ng a piece 09 1 half-ogre with 2d6 ores
of wood 10 2dl0 winged kobolds
41 ld4 elk 11- 12 l goblin boss with l d4 dire wolves and 2d6 goblins
42 ld4 winged kobolds with l d6 kobolds 13 ld6 giant elk
43 ld 6 + 2 giant wolf spiders 14- 15 l d8 + l giant eagles
44-45 2d4 wolves 16- 17 ld4 phase spiders
46 l swarm ofinsects 18-19 l gnoll pack lord with 2d4 giant hyenas
47 ld8 + l axe beaks 20 2d4 hippogriffs
48- 49 l brown bear or l d3 boars 21-25 A 15-foot-tall stone statue of a dwarf warrior that
so l scout has been tipped over on its side
51 l ogre 26- 27 2d4 orogs
st.
52-53 2d4 gnolls 28-29 l d4 + l griffons
e r iali
FA
54 l giant elk 30-31 l d6 + 2 harpies
55 l d3 + l harpies 32-33
P D
l ore Eye ofGruumsh with 2d6 + 3 ores
56 l werewolf 34- 35
nu
l d4 + 3 giant boars
57- 58 2d4 ores 36-40
e be
A stone door set in to the side of a steep hi ll, open-
59 l d4 half-ogres
o fD
ing onto l 5 feet of descending sta irs that end at a
60 l druid or l veteran
41-42 rs
ion
cave-in

v44e
61-63 The corpse of an adventu rer t hat ca rries an int act l d3 green hags
explorer's pack and lies atop a longsword
m o
43- l d4 werewolves
64 l green hag de 45-46 ld6 + 2 ogres
65- 66 ld3 dire wolves
inga 47- 48 l hobgo blin captain with 2d8 hobgoblins
s
du
67-68 A small cemetery containing 2d6 graves 49- 50 l bandit captain with 3d6 band its
69- 70
if
l hobgoblin captain with 2d4 hobgoblins ie 51-54 l chimera
71 2d4 giant goats
m od 55-58 ld4 ett ins
n 59- 62 ld6 + 2 vete rans with 2d6 berserke rs
ee
72 l manticore
73- 74 ld6 + 2 hobgoblins
s b 63- 65 An abandoned woode n hut
75 1 phase spider
F ha 66-69 1 galeb duhr
76- 78 D
A pile of d ro pp ings from a very large bird 70-73 1 bulette
is P 74-77 1 wyvern
Th
79 1 gnoll fang ofYeenoghu
80 ld 3 giant boars 78- 80 2d6 + 10 goats with 1 herder (tribal warrior)
81 1 gnoll pack lord with ld 3 giant hyenas 81- 82 ld3 hill giants
82 1 bandit captain wit h 2d4 band its 83-84 2d4 wereboars
83 1 ore Eye ofGruumsh with l d8 + 2 ores 85-86 l d4 reve nants
84 ld3 orogs or l d4 berserkers 87- 88 l d2 gorgons
85- 86 1 ettin or 1 wereboar 89- 90 ld8 + 1 gnoll fangs ofYeenoghu
87- 88 1 goblin boss with 2d6 goblins 91-93 1d4 cyclopes
89 ld3 griffons 94-96 1 young red dragon
90 l d3 perytons or l d4 pegas i 97- 98 ld4 stone giants
91-96 l d3 trolls 99 ld3 young copper dragons
97- 99 1 cyclops 00 1 roe
00 1 stone giant
HILL ENCOUNTERS (LEVELS 11-16) dlOO Encounter
dlOO Encounter 78-80 ld3 nobles with ld4 scouts prospecting for gold
01 2d8 manticores or 2d8 phase spiders 81 - 85 l adult copper dragon
02-04 ld6 green hags with ld6 wyverns 86- 90 2d4 stone giants
05- 07 l hobgoblin captain with l hill giant and 4dl0 91- 96 ld4 roes
hobgoblins 97-99 l adult red dragon
08- 10 2d6 + 3 werewolves 00 l ancient copper dragon
11 - 14 ld6 + 2 ettins
15- 18 l d 3 bu lettes HILL ENCOUNTERS (LEVELS 17-20)
19- 22 ld4 werebears dlOO Encounter
23- 24 A stream of smoke e merging from a s mall chimney 01 ld2 roes
in the hill side 02- 05 l young red dragon
25-28 ld4 wyverns 06-10 2d6 ettins
29- 32 l d8 + l wereboars 11- 15 l d4 bulettes
33- 36 l d3 revenants 16- 20 l dl 0 revenants
37- 38 A mild earthquake that shakes the regio n for ld 20 21 - 25 The white outline of an enormous horse carved
seconds into the side of a high hill
39-42 ld3 chimeras 26-30 ld6 + l gorgons
43- 46 ld4 gorgons 31-35 2d4 + l trolls
47- 50 ld6 + 2 gnoll fangs ofYeenoghu 36- 40 The scorched remains of 2dl0 humanoids littering
51 - 54 l d4 hill giants a hillside st.
55-58 l young red dragon 41-45 2d4 hill giants
e riali
FA
59- 62 ld 3 + l galeb duhr 46-50 ld6 + 2 werebears
63- 65 2dl0 dwarf miners (commoners), whistling as they 51 - 55 2d4 galeb duhr P D
march toward their m ine 56- 60 ld4 + 2 wyverns nu
66-69 ld3 young copper dragons 61 - 65 e be
A massive boulder partly buried in the earth as if it
fD
l
70-73 ld4 trolls
o
fell or was thrown the re
74- 77 on
rsi
ld3 cyclopes

v e
e mo
d
inga
s
ie du
if
mod
n
bee
s
F ha
D
is P
Th
dlOO Encounter dlOO Encounter
66-70 1 adult copper dragon 84- 85 1 saber-toothed tiger
71-75 ld6 + 3 cyclopes 86-90 A sparkling stream of water spilling from a crevice
76-80 The stub of an old stone tower jutting from the top 91 ld2 ettins
ofa hill 92 1 cyclops
81-85 2d4 stone giants 93 1 troll
86-90 1 adult red dragon 94 1 galeb duhr
91-96 1 ancient copper dragon 95 1 air elemental
97-99 1 ancient red dragon 96 1 bulette
00 ld2 adult red dragons with ld3 young red dragons 97 1 chimera
98 1 wyvern
99 1 stone giant
00 1 frost giant

MOUNTAIN ENCOUNTERS (LEVELS 5-10)


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

CHAPTER 2 I DUNGEON MASTER'S TOOLS


MOUNTAIN ENCOUNTERS (LEVELS 11-16) dlOO Encounter
dlOO Encounter 81-85 ld4 roes
01-02 ld8 + l basilisks 86-90 ld4 young red dragons
03-04 2d4 hell hounds 91-96 l ancient silver dragon
05-06 ld3 chimeras 97-00 l ancient red dragon
07-08 l galeb duhr
09-10 2d6 veterans
11- 15 l young silver dragon
16-20 2d4 trolls
21-25 l red dragon glid ing through the sky above the
highest mountaintops SWAMP ENCOUNTERS (LEVELS 1-4)
26- 30 ld8 + l manticores dlOO Encounter
31 - 35 l d4 cyclopes 01 l d4 poisonous snakes
36- 40 Heavy snowfall that lasts for ld6 hours 02-05 3d6 rats
41 - 45 ldlO air elementals 06- 10 2d8 ravens
46- 50 l d6 + 2 bulettes 11-12 3d6 giant rats
51 - 55 l d4 stone giants 13 ld l O + 5 tribal warriors
56- 60 l fire giant 14-15 l d8 + l giant lizards
61 - 65 2 stone giants playing catch with a boulder a few 16-17 l crocodile
hundred feet away 18- 19 l swarm of insects
66- 70 ld8 + l ettins 20 l giant spider
71-75 ld3 frost giants st .
iali
21-22 l d4 + l mud huts partially sunken in murky water
76-80 A wide crevasse, its depths shrouded in mist 23-25 2d8 + l kobolds
e r
81-85 l d4 cloud giants 26 2d4 mud mephits
D FA
86- 90 l adult silver dragon 27-29 P
ld6 + 2 giant poisonous snakes
l adult red dragon nu
be
91- 96 30 2d4 winged kobolds
97-98 ld4 roes e
fD
31-32 l scout
99 l ancient silver dragon 33-34 o
The corpse of an adven turer tangled in the weeds.
on
00 l ancient red dragon
rsi
Looting the body turns up an explorer's pack and
e
v perhaps (50% chance) a random common magic
MOUNTAIN ENCOUNTERS (LEVELS 17-20) mo
e 38 item.
dlOO Encounter a d35- l giant toad
ing 39-41 ld6 + 2 constrictor snakes
01-05 ldlO bulettes s
06- 10 ld8 + l chimeras
ie du 42-44 2d4 giant frogs
if 45 ld8 + l swarms of rats or ld6 + 2 swarms of ravens
11- 15
16-20
l adult silver dragon
l d8 + l wyverns m od 46-48 2dl0 stirges
n
21-25 ee
A massive boat perched atop a mountain
b
49-52 2d6 + 3 bullywugs
s 53-54 ld8 + l ores
26-30
31-35
2d4 galeb duhr
F
ld4 frost giants
ha 55-56 l d4 yuan-ti purebloods
D
is P
36- 40 A wooded val ley haunted by secretive and reclusive 57 l druid

Th
elves who tell warily of their master: a mad wiza rd 58- 59 l yuan-ti malison
who lives in the heart of the va lley 60-62 l giant constrictor snake
41 - 45 ldlO air elementals 63- 64 A high-pitched s hriek that lasts for ld4 minutes
46-50 ld 6 + 3 trolls 65-67 2d4 lizardfolk
51-55 l adult red dragon 68-69 ld4 ghouls
56- 60 ld4 cloud giants 70-71 l will-o'-wisp
61 - 65 A waterfall hundreds offeet high that drops into a 72 l wight
clear pool 73 l ghast
66-70 l d3 fire giants 74- 75 l swarm of poisonous snakes
71-75 2d4 stone giants 76-77 A foul stench bubbling up from brackish waters
76-80 A force of l 00 dwarves (veterans) st anding guard 78-80 ld4 + 2 ogres
at a mountain pass, permitting no passage until 81-83 l shambling mound
a traveler pays 100 gp (if on foot) or 200 gp (if 84-86 l fizardfolk shaman with ld6 giant lizards and 2dl0
mounted) lizardfolk

CHAPTER 2 I DUNGEON MASTER'S TOOLS


dlOO Encounter dlOO Encounter
87 1 troll 89-90 ld6 + 1 yuan-ti malisons
88-89 1d4 green hags 91-93 ld4 + 1 trolls
90-91 1 revenant 94-96 ldlO revenants
92-93 1 giant crocodile 97-99 ld8 + 1 water elementals
94-95 1 ore Eye ofGruumsh with ld3 orogs and 2d6 + 3 00 ld3 hydras
ores
96-97 1 young black dragon SWAMP ENCOUNTERS (LEVELS 11-20)
98 1 yuan-ti abomination dlOO Encounter
99 1d4 water elementals 01-10 1d4 giant crocodiles
00 1 hydra 11-15 1d3 yuan-ti abominations
16-20 ld6 + 1 green hags
SWAMP ENCOUNTERS (LEVELS 5-10) 21-25 A large, spreading tree from which 2d6 armored
dlOO Encounter knights hang by the neck
01 1 green hag 26-30 2d4 wights
02-03 2d4 giant lizards or 2d4 giant poisonous snakes 31- 35 ld8 + 1 yuan-ti malisons
04-05 2d8 winged kobolds 36-40 Fog that rolls across the terrain , making the area
06-07 ldlO + 1 bullywugs with ld8 + 1 giant frogs within ld3 m iles heavily obscured for ld4 hours
08-09 1 druid 41 - 45 ld4 revenants
10 ld8 + 1 swarms of insects 46-50 ld6 shambling mounds
11-13 ld12 ghouls 51 - 55 ldlO water elementals
st .
iali
14-16 2d8 scouts 56- 60 ld4 young black dragons
17-19 2d10 ores 61 - 65 r
An eerie, bat-headed idol almost completely cov-
e
20-22 2d4 giant spiders ered by vines
D FA
Tainted water that exposes creatures that move 66-70 ld8 + 2 trolls P
nu
23-24
through it to sight rot (see "Diseases" in chapter 8 71 - 75 ld3 hydras
e be
of the Dungeon Master's Guide) 76-80
81 - 96 ofD
The sound of drums beating several miles away
1 adult black dragon
on
25-27 ld6 + 2 giant toads
28-30 3d6 lizardfolk 97-00
e rsi
1 ancient black dragon
v
mo
31-33 ld8 + 1 yuan-ti purebloods
34-36 ld4 + 1 swarms of poisonous snakes
d e
37-38 A bloated humanoid corpse floating facedown in
ga
the water s in L
39- 41 1 shambling mound
ie du
if
42- 44 ld4 + 1 will-o'-wisps
od UNDERDARK ENCOUNTERS (LEVELS 1-4)
45- 47 2d6 crocodiles
e nm dlOO Encounter
48- 50
s be
1d4 + 1 giant constrictor snakes 01 1 mind flayer arcanist
51 - 54 a
1 lizardfolk shaman with 1d3 swarms of poisonous
Fh
02 ld3 + 1 giant poisonous snakes
snakes and ld8 + 2 lizardfolk
PD 03 ld3 giant lizards

his
55-58 ld8 + 1 ogres 04 2d4 giant fire beetles
59-62 T
2d4 ghasts 05 ld8 + 1 flumphs
63- 65 An altar partially sunk into the mud, devoted to a 06 1 shrieker
god that is part human and part frog 07 1dl2 giant rats
66-69 1 giant crocodile 08 2d4 kobolds
70-73 1 shambling mound 09 l d8 + 1 stirges
74-77 1 ore Eye ofGruumsh with ld3 ogres and 2dl0 + 5 10 2d4 humans (tribal warriors) seeking the way to the
ores surface, fleeing their Underdark oppressors
78-80 A torrential rain that lasts ld6 minutes and puts 11 -12 ldlO troglodytes
out all unprotected flames within 1 mile 13- 14 ld2 gray oozes
81 -82 1 young black dragon 15- 16 3d6 stirges
83-84 ld4 green hags with ld6 + 1 ogres 17-18 ld3 magma mephits
85-86 1 yuan-ti abomination 19-20 ldlO goblins
87-88 ld4 + 1 wights 21-22 Ore graffiti on the walls, suggesting something
rude about the mother of someone named Krusk

CH ·\PTER !2 I DUNGEON MASTER'S TOOLS


dlOO Encounter dlOO Encounter
23-24 1 swarm of insects 85 1 druid with 1 polar bear (cave bear)
25 1 deep gnome 86 1 hobgoblin captain with ld4 half-ogres and 2dl0
26-28 ld8 + 1 drow hobgoblins
29-30 1d4 violet fungi 87 1 earth elemental or 1 black pudding
31-32 1dl2 kuo-toa 88 1 kuo-toa monitor with ld8 + 1 kuo-toa whips
33 1 rust monster 89 1 quaggoth thonot with l d3 quaggoths
34-35 A rubble-strewn passage that appears to have been 90 1 beholder zombie or 1 bone naga
recently cleared after a cave-in 91 1 ore Eye ofGruumsh with ld4 orogs and 2d8 ores
36- 37 ld8 + 1 giant bats 92 ld4 ghasts with ldlO ghouls
38-39 3d6 kobolds 93- 95 A reeki ng puddle where sli my water has dripped
40-41 2d4 grimlocks from the cei ling
42-43 1d4 + 3 swarms of bats 96 1 otyugh or 1 roper
44 1 dwarf prospector (scout) looking for gold 97 1 vampire spawn
45 1 carrion crawler or 1 gelatinous cube 98 1 chimera
46 l d8 darkmantles or 2d4 piercers 99 1 mind flayer
47 1 hell hound 00 1 spirit naga
48 1d3 specters
49 1d4 bugbears UNDERDARK ENCOUNTERS (LEVELS 5-10)
50 ld l O + 5 winged kobolds dlOO Encounter
51 1d4 fire s nakes 01 3d6 swarms of bats
st.
iali
52 2d8 + 1 troglodytes 02 l d4 giant spiders or ld4 giant toads
53 ld6 giant spiders 03 1 mimic e r
54 3d6 kuo-toa 04 2d4 gray oozes
D FA
55 1 goblin boss with 2d4 goblins 05 2d10 ores or 3d6 troglodytesP
nu
56 4d4 grimlocks 06 3d6 grimlocks
e be
57 1 ochre jelly 07
o fD
1d6 + 2 magma mephits

on
58 2d10 giant centipedes 08 1 goblin boss with 2d4 goblins
59 1 nothic or 1 giant toad 09
ersi
2d4 darkmantles
ld4 myconid adults with Sd4 myconid sprouts v
mo
60 10 2d8 + 1 drow
61 1 minotaur skeleton or 1 minotaur
de 11 2d10 piercers
62 3d6 drow
in ga 12 ld4 minotaur skeletons
63 1 mimic or 1 doppelganger s 13-14 3d6 deep gnomes
64 ld6 + 3 hobgoblins
ie du 15 1 druid with 1 polar bear (cave bear)
if
65
66
1 intellect devourer or 1 spectator
ld8 + 1 ores m od 16-17 3d6 ores
1 bone naga
n 18
67-68
bee
A faint tapping comi ng from inside a nearby wall 19-20 2d6 bugbears
s
69
70 F
ld12 gas spores
ha
1 gibbering mouther or 1 water weird 21-25 Luminescent fungi growing on the walls of a moist
cave, filling it with dim light
D
71
is P
1 giant constrictor snake 26 2d4 specters
72 Th
l dlO shadows 27 l d1 2 + 4 shadows
73 ld3 grells 28 1d3 gibbering mouthers
74 ld4 wights 29- 30 4d4 hobgoblins
75 ld8 + 1 quaggoth spore servants 31 - 32 1d4 carrion crawlers
76 ld2 gargoyles 33-34 1 black pudding
77 ld4 ogres or ld3 ettins 35 ld4 ochre jellies
78 ld4 dwarf explo rers (veterans) 36- 40 A patch of mold that appears yellow when light is
79-80 An abandoned miners' camp spattered with blood directed toward it
and littered with the contents of 1d3 dungeoneer's 41 ld4 nothics
packs 42-43 2d8 + 1 gas spores
81 1 chuul or 1 salamander 44-45 l d3 gelatinous cubes
82 ld4 phase spiders or l d3 hook horrors 46 1 ghost
83 5d4 duergar 47-48 1 flameskull
84 1 ghost or 1 flameskull o r 1 wraith 49-50 2d8 duergar

CHAPTER 2 I DUNGEON MASTER'S TOOLS

,HJ:YI #
Encounter UNDERDARK ENCOUNTERS (LEVELS 11-16)
dlOO
51 l wraith dlOO Encounter
52 l umber hulk 01-02 3d6 carrion crawlers
53 l xorn 03-04 l d6 + l gelatinous cubes
54 ld6 + 2 dwarf hunters (veterans) searching for 05-06 ld8 + 2 gibbering mouthers
trolls 07- 08 2d8 minotaur skeletons
55 l hobgoblin captain with 3dl0 hobgoblins 09- 10 2d6 ochre jellies
56 1 roper 11- 12 2d4 doppelgangers
57 l kuo-toa monitor with ld4 kuo-toa whips and ld8 13- 14 ld4 quaggoth thonots with ldlO + 2 quaggoths
+ l kuo-toa 15- 16 ld3 ropers
58 ld3 water weirds 17-18 3d6 gargoyles
59 ld4 ghasts with ldlO ghouls 19-20 ldlO mimics
60 l otyugh 21 - 25 A 100-foot-long ravine, 4dl0 feet wide and 5d20 +
61-62 A merchant caravan consisting of l drow mage, 2 200 feet deep
drow elite warriors, and 2dl0 quaggoths 26-27 l hobgoblin captain with 3dl0 hobgoblins
63 ld4 wights 28-29 2d4 spectators
64 l d4 doppelgangers 30-31 3d6 ghasts
65 2d8 fire snakes 32- 33 2d8 intellect devourers
66 ld4 spectators 34- 35 ld3 ore Eyes ofGruumsh with 2d4 orogs and 2dl0
67 l ore Eye ofGruumsh with ld4 orogs and 2dl0 + ores
3 ores 36-40 A large cave containing 2dl0 extraordinarily de-
68 ld3 vampire spawn tai led statues of various creatures
st .
69 ld4 hook horrors or ld4 minotaurs 41 - 42 l d8 + l kuo-toa monitors
e riali
FA
70 3d6 quaggoth spore servants 43-44 2d4 water weirds
71- 72 l d3 grells 45-46 2dl0 gricks
P D
73 ld6 + l intellect devourers 47-48 3d6 nothics nu
74 ldlO gargoyles 49-50 e
2d8 + l ogres be
75 l beholder zombie 51-52 ofD
ld6 + 2 chuuls
on
rsi
76-77 l quaggoth thonot with 2d4 quaggoths 53- 54 ld8 + l ettins
78 l d6 ettins or l d4 trolls v55 e 3d6 grells
79 ld8 + l phase spiders
e mo 56 2d4 flameskulls
d 57 2dl2 dwarf soldiers (veterans) on patrol
ga
80 l fomorian or ld3 cyclopes
81 l d4 earth elementals in 58 2d8 hell hounds
82 3d6 ogres
d us 59 ldlO ghosts
ie
83 ld4 + l chuuls
o dif 60 3d4 wights
3d6 phase spiders
84 ld lO hell hounds m 61
ld3 drow elite warriors en 62 ld8 + l bone nagas
be
85
86 l d4 chimeras s 63-65 A shrill scream followed by dark laughter
87 F
l d4 salamandersha 66 ld4 chimeras
D
is P
88 l cloaker 67 ldlO black puddings
89 Th
2d4 wights 68
69
3d6 minotaurs
2d4 otyughs
90 ld4 driders
91 l fire giant 70 ld6 + l beholder zombies
92 l grick alpha with 2d4 gricks 71 4d4 hook horrors
93 l mind flayer arcanist 72 ld8 + l umber hulks
94 ld4 drow mages 73 2d4 salamanders
95 l spirit naga 74 ld3 grick alphas
96 ld4 mind flayers 75 ld6 + 2 xorn
97 l behir 76-80 A ru ined village that once belonged to deep
98 l aboleth gnomes. A search has a 50% chance of uncovering
99 l dao or l stone giant ld3 potions ofhealing and a 25% chance of finding
00 l beholder a random common magic item.
81 2d4 earth elementals
82 ld3 spirit nagas

CHAPTER 2 I DUNGEON ~ASTER'S TOOLS


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

UNOERDARK ENCOUNTERS (LEVELS l]-20)


st.
dl 00 Encounter
e riali
FA
01 ld4 grick alphas
02 2d8 spectators
P D
1-4)
03- 04 3d6 minotaurs or 2d8 kuo-toa monitors UNDERWATER ENCOUNTERS (LEVELS
nu
05-06 2d8 grells be
De
dlOO Encounter
07-08 2d10 phase spiders f
3d6 quippers
no
01 - 10
09- 10 4d4 hell hounds 11 -14 io
2d4 s team mephits
rs
11-12
13-14
ld6 + 2 ropers
2d10 wights
15- 18
o ve
ld4 sahuagin
19-22 2d6 merfolk
m
15-16 3d6 doppelgangers
a de
23-25 2d4 corpses of drowned sailors tangled in kelp
17-18 ld8 + 1 chimeras g 2d4 constrictor snakes
sin
26- 29

du
19-20 1d4 cloakers 30-33 l d4 reef sharks
ld4 hobgoblin captains with SdlO hobgoblinsie
dif
21 34- 37 1 swarm of quippers
22-23 1d8 + 1 earth elementals
m o 38-40 A bed of enormous clams
24-25 2d4 vampire spawn
en 41-45 ldlO merfolk with ld3 giant sea horses
26-27 3d6 minotaurs
s be 46-50 1 giant octopus
28-30
F ha
A 30-foot-tall inverted black pyramid floating 1 inch 51 - 55 1 merrow
D
above the floor in a large cave 1 plesiosaurus
is P
56- 60
31-32 1dl0 beholder zombies
Th
61 - 65 2d10 pieces of co rroded brass dinnerware littering
33-34 ld4 mind flayer arcanists the bottom
35-36 ld6 + 2 otyughs 66-70 1 giant constrictor snake
37-38 l d12 trolls 71- 75 1 sea hag
39-40 1dl0 wraiths 76- 80 Aschool of silvery fish darting through the water
41 - 43 A beautiful obsidian sculpture of a panther lying on 81 - 85 ld4 hunter sharks
the floor 86- 90 1 sahuagin priestess with 2d4 sahuagin
44-45 l d4 drow mages with ld6 drow elite warriors 91- 96 ld4 killer whales
46-47 1d4 spirit nagas 97-98 1 giant shark
48-49 ld8 + 1 salamanders 99 1 water elemental
50-51 2d4 umber hulks 00 1 sahuagin baron
52-53 ldlO xorn
54- 56 1 young red s hadow dragon
57-59 2d4 fomorians
60-62 1d8 + l driders

CHAPTER 2 I DUNGEON MASTER'S TOOLS


URBAN ENCOUNTERS (LEVELS 1-4)
UNDERWATER ENCOUNTERS (LEVELS 5-10) dlOO Encounter
dlOO Encounter 01 ld6 cats
01-02 3d6 steam mephits 02-03 1 commoner with ld6 goats
03-04 ldlO sahuagin 04-05 2dl0 rats
05-06 1 giant octopus 06 l raven perched on a signpost
07- 08 3d6 constrictor s nakes 07 1 commoner on a draft: horse
09- 10 2dl 0 merfolk with 1d4 giant sea horses 08 2d4 mastiffs
11 - 15 ld4 sea hags 09 ld2 commoners leading l d4 mules or ld4 ponies
16-20 2d4 swarms of quippers 10 1 pseudodragon
21 - 25 A sunken galleon with a 50% chance of a random 11 1 spy
treasure hoard inside (roll on the Treasure Hoard: 12-13 1d8 + 1 acolytes
Challenge 5-10 table in chapter 7 of the Dungeon 14 l d6 + 6 flying snakes
Master's Guide) 15 3d6 kobolds
26-30 ld4 plesiosauruses 16 2d4 giant centipedes
31-35 3d6 reef sharks 17 1d8 + 1 skeletons
36-40 An abandoned bathysphere 18-19 ld6 + 2 swarms of rats
ld4 giant constrictor snakes st.
iali
41 - 50 20 ld12 zombies
51-55 2d4 hunter sharks 21- 25 r
A peddler weighed down with a load of pots, pans,
e
56- 60 ld3 sahuagin priestesses with 2dl0 sahuagin and other basic supplies
D FA
61-65 An empty castle made from coral 26 1 giant wasp P
nu
be
66- 70 l d4 killer whales 27-28 l warhorse
ldlO merrow e
fD
71-75 29 2d8 cultists
76-80 An ee rie statue of a squatting humanoid, with bat 30- 31 o
3d4 giant rats
on
wings on its back and tentacles sprouting from its 32
e rsi
2d8 stirges
face v
33 1d3 + 2 giant poisonous s nakes
81- 85 ld4 water elementals
e mo 34 l d4 + 2 swarms of bats
d
ga
86- 90 l sahuagin baron with 2d8 s ahuagin 35 2d4 winged kobolds
91 - 96 1d4 giant sharks
s in 36-40 A wagon loaded with apples that has a broken
97- 99 l marid
ie du wheel and holds up traffic
l s torm giant if
od
00 41 l crocodile

nm 42-43 l swarm of insects

b ee
UNDERWATER ENCOUNTERS (LEVELS 11-20) 44-45 3d6 bandits
dlOO Encounter
h as 46- 47 ld3 + 2 nobles on riding horses with an escort of
01- 10 F
l sahuagin baron with l d4 sahuagin priestesses ldlO guards
PD
and 2d10 sahuagin
is 48 2d4 kenku
11-35 Th
ldlO killer whales 49 ld6 + 2 smoke mephits
36- 40 A ghost ship passing overhead, containing 2d6 + so ld8 + 1 swarms of ravens
10 ghosts 51- 52 1 wererat
41 - 60 ld6 giant sharks 53- 54 1d3 half.ogres
61-65 A 1-mile-radius sphere of effervescent wate r that 55-56 1 mimic
allows air-breathing creatures to breathe water 57-58 ld4 ghouls
while in the sphere 59- 60 ld4 specters
66-75 ldlO water elementals 61- 62 ldlO shadows
76- 80 A shimmering, blue-green portal to the Elemental 63-65 Someone empties a chamber pot onto the street
Plane of Water from a second-floor window
81- 90 l d4 marids 66-67 l ghast
91 - 96 l d3 storm giants 68-69 l priest
97-99 l dragon turtle 70-71 l will-o'-wisp
00 1 kraken 72- 73 ld3 giant s piders

CHAPTER 2 I DUNGEON MASTER'S TOOLS


dlOO Encounter dlOO Encounter
74-75 l d4 yuan-ti purebloods 05-06 2d8 skeletons
76- 77 2d4 thugs 07- 08 ld6 swarms of bats and ld6 swarms of rats
78-80 A doomsayer who preaches the end of the world 09- 10 3d6 winged kobolds
from a street corner 11- 13 2d4 specters
81 l cambion 14-16 ld4 wights
82 l vampire spawn 17-19 4d4 acolytes on draft horses
83 l couatl 20- 22 3d6 giant centipedes
84 l ghost 23-25 A talkative urchin , badgering passersby to serve as
85 l succubus or l incubus the ir guide through the community for a price of
86 l bandit captain with 3d6 bandits l sp
87 ld4 + l cult fanatics 26-28 ldl Ospies
88 l knight or l veteran 29-31 3d6 crocodiles
89 l water weird 32-34 ld6 + 2 swarms of insects
90 l wight 35- 37 2d4 smoke mephits
91 l mage 38- 40 A noble shouts "Stop! Thief!" at a fleeing scoundrel
92 l shield guardian (bandit)
93 l gladiator 41 - 43 l succubus or l incubus
94 l revenant 44-46 ldlO half-ogres
95 2d4 gargoyles 47-49 2dl0 giant wasps
96 ld4 doppelgangers 50-51 4dl0 zombies
52-53 ld4 knights on warhorses st.